pineappledan
Deity
Oopsies! will re-release
bug fixes for telpochcalli and bimaristan
Bimaristan food per specialist changed from global to local
art fixes for Nalanda/Parthenon
Villas now blocked by cities as intended
Food for villas now added to the capital as intended
Ballistae now gain +1 movement on the same turn they start near a GGeneral, instead of on a 1 turn lag
function NoFornixInPuppet(iPlayer, iCity, iBuilding)
local pPlayer = Players[iPlayer]
if not (pPlayer and pPlayer:GetCivilizationType() == eCivilizationRome) then return true end
if iBuilding == GameInfoTypes.BUILDING_ROME_FORNIX_2 then
local pCity = pPlayer:GetCityByID(iCity)
if pCity and pCity:IsPuppet() then return false end
end
return true
end
if Game.IsCivEverActive(eCivilizationRome) then
GameEvents.CityCanConstruct.Add(NoFornixInPuppet)
end
I was gifted Korean Turtle Ship and German Landsknecht by a CS with Indian Archer as unique gift unit.I think it's because 4UC didn't delete the now unused UNITCLASS_BYZANTINE_DROMON, UNITCLASS_VENETIAN_GALLEASS, UNITCLASS_SWEDISH_HAKKAPELIITTA, UNITCLASS_BALLISTA, UNITCLASS_KOREAN_TURTLE_SHIP, and UNITCLASS_LONGBOWMAN.
I guess I can add a cross-check in the DLL in the free unit code, but I can't guarantee the same problem won't happen elsewhere.
It would be nice if puppets were unable to build Roman Fornices, as it seems the puppet AI values it highly and immideately starts building it in all puppets, and even if you manage to build it quicker in a non-puppet city, a couple of turns of production gets wasted (and later some puppets may finish it in 1 turn). And, obviously, Rome's playstyle leads to you having a lot of Puppets.
It would even be more appropriate thematically, as defeated nations probably wouldn't willingly build structures which symbolize and celebrate their own (or some other nation's) defeat, and Romans would probably need to exercise more direct power to order a construction of a Fornix, which in Civ5 is annexing a city.
Also, according to Wikipedia, "Republican fornices could be erected by a triumphator at his own discretion and expense, while Imperial triumphal arches were sponsored by decree of the senate, or sometimes by wealthy holders of high office, to honour and promote emperors, their office and the values of empire." So, makes sense to it being built directly by the player as an emperor. Maybe even require a small payment of 50-100 Gold (which you looted from the latest conquest) to construct one?
I've written a small function for myself, to disallow building Fornices in Puppets, seems to work correctly. Sharing it if anyone wants the functionality, or if the idea is sound enough to be added to the modmod (probably saves you 5 minutes of work, which took me a little bit longer).
Spoiler no fornix :function NoFornixInPuppet(iPlayer, iCity, iBuilding)
local pPlayer = Players[iPlayer]
if not (pPlayer and pPlayer:GetCivilizationType() == eCivilizationRome) then return true end
if iBuilding == GameInfoTypes.BUILDING_ROME_FORNIX_2 then
local pCity = pPlayer:GetCityByID(iCity)
if pCity and pCity:IsPuppet() then return false end
end
return true
end
if Game.IsCivEverActive(eCivilizationRome) then
GameEvents.CityCanConstruct.Add(NoFornixInPuppet)
end
Just add it to Fornix.lua, I didn't send the full file as there were updates to the modmod and I still play on an older version. I think if it is a new file you would need to add it to .modinfo file of the whole mod (I am not sure how exactly). So unless it gets added to the modmod you would need to insert the code every time after an update.I am not too familiar with how script execution works for Civ 5 mods. Would this be added to an existing script (i.e. Fornix.lua), or could it be a separate file in the Lua directory to avoid getting overwritten?
Thanks for the info and the function. Much appreciated.Just add it to Fornix.lua, I didn't send the full file as there were updates to the modmod and I still play on an older version. I think if it is a new file you would need to add it to .modinfo file of the whole mod (I am not sure how exactly). So unless it gets added to the modmod you would need to insert the code every time after an update.
Villa is now removable. Removing a villa improvement removes 1 adjacent fig resource and the plantation it comes with (if possible)
Egypt can no longer build wells
Ottoman Tersane must be built adjacent to cities as intended