More Unique Components for Vox Populi

[Extension] 3rd and 4th Unique Components for VP - Official thread 88.10

Nilometer ==> disabled well for Egypt; AI and puppets won't ever be tricked into building wells instead of Nilometers
Since the Nilometer doesn't require a river (for reasons I still don't appreciate), why not make it replace the Well and not be exclusive with the Watermill?
 
Since the Nilometer doesn't require a river (for reasons I still don't appreciate), why not make it replace the Well and not be exclusive with the Watermill?
It is already a replacement for the well, effectively -- it replaces both buildings. Are you asking why we don't bring it earlier? The building is too powerful for 1st tier tech, it's bonus would spawn a resource before the plantation improvement tech, and then Egypt would be too bunched up in ancient.

The buffalo pound already does what you are suggesting.
 
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It just seems a bit unusual to replace two buildings. It can always be put further up in the tech tree. It just seems weird to me that a civ famous for being on a river doesn't care whether or not their cities are on rivers.
 
It just seems a bit unusual to replace two buildings. It can always be put further up in the tech tree. It just seems weird to me that a civ famous for being on a river doesn't care whether or not their cities are on rivers.

None of the unique buildings have requirements, thus allowing each civ to exploit its unique components to their fullest. However, it indeed creates problems, most notably in term of realism : you can build the Floating gardens in the middle of a riverless desert, Runestones far from the coast... Giving the Nilometer a river requirement would break this "no requirement" rule, putting the Egyptian in an unfair position, even though it would be more realistic... In the end, it's gameplay that has prevailed.

As pineappledan's once said, we didn't start the fire.
 
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Very well. I guess there's a modmodmod solution :D

In other news:
If I run a custom civ, they get a copy of BUILDING_GENERIC_BONUS_DUMMY right off the bat.
I couldn't work out what this was for, but I noticed it because when I made my starting warrior he had a 1 tile airlift!
 
My new Sea Beggars aren't getting Prize Ships for free, but upgraded ones do. Is it a bug with 4UC, or base VP? I don't want to create confusion by reporting it in the wrong github, but something's wrong. Additional information I can provide it is that it can be chosen on them from the get-go, so an Armoury + Barracks + Harbour city can buy a Sea Beggar lvl2 who can then pick Prize Ships. I think 2x City attack promo allows prize ships to be chosen unless only sea beggars can get it

I think it's a 4UC bug because it was fine with vanilla VP, so I'll report it on this github. In vanilla 15/07 without 4UC, no ship other than Beggars could get Prize Ships, none could get it as a level up promo, and bought/produced ones got the Prize Ships promotion.
 
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We haven't touched the Sea Beggar code at all. Nor the prize ships code, for that matter.

I also was able to airlift things. I don't know why @Blue Ghost gave the building airlift, but if it isn't intentional then I am going to remove it.
 
Weird, it wasn't occuring in base VP. I suspected Prize Ships being added to Ottomans might've disrupted it because otherwise I don't know why it'd happen.
 
I was right. Tersane is the true culprit, the one who has commited the crime, the dastardly shipyard of evil, the cheapskate to beggars and their most cruel robber. I removed the line about Prize Ships from Tersane.lua, and reloading the save to spend gold on Sea Beggar gave him the free Prize Ships promotion. It's like the text on Tersane means only it can provide Prize Ships, while other harbours/cities have to actively remove it when they produce a unit that has it (meaning, only Sea Bagger). That happens without Ottomans even being in the game.

I'm not sure if the same will occur to all bought/produced Beggars only with harbours because of tersane.lua, or if it means all cities altogether, but the code is somehow interfering with Prize Ships on Sea Beggars. I removed it all from the lua (there's no Ottomans anyway) to ensure my UU is in tip-top shape, but this is probably the true culprit.

pUnit:SetHasPromotion(GameInfoTypes.PROMOTION_PRIZE_SHIPS, pCity:IsHasBuilding(GameInfoTypes.BUILDING_OTTOMANS_TERSANE))

I'm no surgeon of code and might be wrong, but it sounds like it's telling all cities that Prize Ships can only be given to a base unit if Tersane exists in the city, and as Dutch cannot get a Tersane, their UU doesn't get free Prize Ships unless it's upgraded in which case the code won't bother checking if the origin place has Tersane.
 
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@Enrico Swagolo, can you try adding this to line 8:

'if pUnit:GetUnitType() == GameInfoTypes.UNIT_DUTCH_SEA_BEGGAR then return end'

So it looks like this:
Code:
-- Tersane
-- Author: adan_eslavo
-- DateCreated: 1/11/2017
--------------------------------------------------------------
function TrainPrizeShips(iPlayer, iCity, iUnit)
local pPlayer = Players[iPlayer]
local pUnit = pPlayer:GetUnitByID(iUnit)
if pUnit:GetUnitType() == GameInfoTypes.UNIT_DUTCH_SEA_BEGGAR then return end
if pUnit:GetUnitCombatType() == GameInfoTypes.UNITCOMBAT_NAVALMELEE then
local pCity = pPlayer:GetCityByID(iCity)
pUnit:SetHasPromotion(GameInfoTypes.PROMOTION_PRIZE_SHIPS, pCity:IsHasBuilding(GameInfoTypes.BUILDING_OTTOMANS_TERSANE))
end
end
GameEvents.CityTrained.Add(TrainPrizeShips)
 
@Enrico Swagolo, can you try adding this to line 8:

'if pUnit:GetUnitType() == GameInfoTypes.UNIT_DUTCH_SEA_BEGGAR then return end'

So it looks like this:
Code:
-- Tersane
-- Author: adan_eslavo
-- DateCreated: 1/11/2017
--------------------------------------------------------------
function TrainPrizeShips(iPlayer, iCity, iUnit)
local pPlayer = Players[iPlayer]
local pUnit = pPlayer:GetUnitByID(iUnit)
if pUnit:GetUnitType() == GameInfoTypes.UNIT_DUTCH_SEA_BEGGAR then return end
if pUnit:GetUnitCombatType() == GameInfoTypes.UNITCOMBAT_NAVALMELEE then
local pCity = pPlayer:GetCityByID(iCity)
pUnit:SetHasPromotion(GameInfoTypes.PROMOTION_PRIZE_SHIPS, pCity:IsHasBuilding(GameInfoTypes.BUILDING_OTTOMANS_TERSANE))
end
end
GameEvents.CityTrained.Add(TrainPrizeShips)

Got Prize Ships on new Beggars with that code put in, so it works. The villainous beggar-robbing plot of nefarious Ottomans and their vicious shipyard has been foiled, let's rejoice!
 
I updated main resource link with 34 version. Cleaned changelog file, changed resource version in mod files. This version has also update with some new bonus from Blue Ghost. Do you plan an update for Sea Beggar? What's with proxenos promo fix from Github is it done? Issue still is on on Github.
 
The version you just posted contains the fix to blue ghost's generic bonus, but does not have the sea beggar bug fix implemented.

I just posted the bug fix for the sea beggar into the tersane.lua a moment ago. (the tersane lua caused a conflict)

I have made a few changes to the proxenos promotion on github, but I haven't had a chance to test them, so I can't confirm if the problem has been resolved.
 
Is Goedendag meant to only give the nearby allies the promotion that goes away if the next turn the unit has no Goedendag around (called Golden Spurs?), not instantaneously after it gets near them but after a turn? So let's say I move a Goedendag near Trebuchet on turn 25, it gets Spurs on turn 26?
 
Hey guys. I want to return to VP a little in the summer. Is this mod balanced and worth trying out? Thanks!
 
Is it possible for Waag to show how strong it is, perhaps with a dummy building that shows what it gives you? It's hard to tell sometimes. Just showing +CS on the building would be okay, I am never quite sure if it's at the top of its power. Regarding Waag, I don't know why it gives +3 Gold to Market if it can't even be built without Market. It should just get +5 base Gold rather than +2 or be buildable without Markets, it makes no sense otherwise.

Hey guys. I want to return to VP a little in the summer. Is this mod balanced and worth trying out? Thanks!

It is definitely worth to at least try it out. When it comes to balance, it's hard to say. I'd say it's less balanced than vanilla VP over all because it has more units and less testers (players), but it's not in a bad spot. It adds some flavour and more tactics to civs. I like playing it myself, otherwise I'd not be posting here. Check it out if you feel like it.
 
Something somewhere must have gone awry with Qila. Was declared war by India in the Renaissance... and noticed his cities have defense in the several hundreds, with Delhi being over thousand. Anyone code-savvy want to have a double-check on this?

(VP 7/15 + v34 this + EE comp)
 
Oh crap. That's my bad.
In the code, 1:c5strength: CS is actually 100. I "fixed" that last patch. I'll undo my fix. Obviously, I broke something that was already working as intended
 
Hey guys. I want to return to VP a little in the summer. Is this mod balanced and worth trying out? Thanks!
Definitely worth trying out! Imho it's quite balanced. I have played several games with this mod and it's not like some civs are OP or too weak. Even additional civs that are compatible with this mod are mostly ok.
 
Shameless plug for my Israel and Sumer ports for VP, which work well with 4UC.

Sumer is very AI-friendly, but not overly powerful in a human's hands. They are a lot of fun, because they get up and running faster than any other civ. Their unique ziggurat provides a bit of randomness that makes an otherwise very reliable building just a little more exciting.
Israel has much the opposite problem. The Despite the earliness of its uniques, the UA's big power spike is in the late game. I've had a good time with them, and they fit fairly well into VP's balance
 
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