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3rd and 4th Unique Components for VP - Official thread

Discussion in 'Mods Repository' started by pineappledan, Apr 22, 2018.

  1. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    Amount of code we have for each component i not as big as in vp so it was easier for us to maintain. We have subfolders for each civ and there are subfolders for each component we added or changed. We do not consider rewriting all stuff. Too much work.
     
    Deadstarre likes this.
  2. Tekamthi

    Tekamthi Chieftain

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    Great work, can't wait to try this!

    what kind of problems do you anticipate, if any, w/ EE in current state?
     
  3. pineappledan

    pineappledan Warlord

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    Spoiler Long post for EE compatibility :

    here are the unique replacements which need to be made, and a list of probable modifications to be made to the units and buildings. This would likely be easiest if done as a separate 4uc-EE compatibility mod, instead of fiddling with load orders and conditional changes:

    Units:
    China (Xiafan Guanjun, (Frigate))
    Spoiler :
    Unlock at Navigation

    Morocco (Corsair -> Ship of the Line)
    Spoiler :
    set unitcombat to 35 (same as base SotL)
    Unlocks at Navigation
    400 production
    flagship promotion

    Spain (Armada (Corvette))
    Spoiler :
    Unlocks at Exploration
    350 production

    Greek (Klepht -> light infantry) --currently gatling gun
    Spoiler :
    Replace light infantry
    Unlocks at Fortification
    35RCS
    19 CS
    Light Skirmish promotion
    325 production

    Portugal (Cacadores -> light infantry) --currently gatling gun
    Spoiler :
    replaces light infantry
    unlocks at fortification
    Light Skirmish promotion
    375 production
    35 RCS
    21 CS

    Korea (Kobukseon >Carrack) -- currently caravel
    Spoiler :
    Replaces Carrack
    Unlocked at exploration
    3 movement (still has double move in coast)
    250 production
    38 CS

    Russia (Licorne > Field Gun)
    Spoiler :
    Field Gun replacement
    unlocked at Flintlock
    375 production
    35RCS
    18CS

    Siam (Seir Morb > Field Gun)
    Spoiler :
    Stays as VP field gun replacement (renamed Howitzer)
    3 Range

    Unit Tech Changes:
    Spoiler :
    Upgrades to changes:
    Qizilbash: Uhlan
    Hakkapeliitta: Uhlan
    Great Bombard: Field Gun
    Prowler: Light Infantry
    Langskib: Carrack
    Shotelai: Two-Handed Swordsman
    Licorne: Howitzer
    Cacadores: Gatling Gun
    Klepht: Gatling Gun
    Armada: Ship of the Line
    Fusta: Galleon
    Sofa: Light Infantry

    Obsolete Tech changes:
    Black Tug Warrior: Rifling
    Mandekalu Cavalry: Rifling
    Dromon: Warships
    Prau: Exploration
    Langskib: Navigation
    Shotelai: Flintlock
    Licorne: Ballistics
    Kobukseon: Warships
    Cacadores: Ballistics
    Klepht: Ballistics
    Prowler: Dynamite
    Armada: Industrialization
    Great Bombard: Rifling
    Qizilbash: Combustion
    Hakkapeliitta: Combustion
    Fusta: Warships
    Sofa: Dynamite


    Buildings:
    England (White Tower -> Tower of Buddhist Incense) -- currently hermitage
    Spoiler :

    UW: White Tower - Tower of Buddhist Incense Replacement
    Available at Sovereignty
    Requires Castle in City (instead of Manor and Garden)
    +5:c5strength: City Defense
    +3:c5culture: culture
    (up from +2)
    +2:c5culture: culture to Castles on Empire
    +3:c5gold: Gold to Constabulary in City
    +3:c5food: Food to Arsenal in City

    1 Free Great Person of your choice
    -10% :c5unhappy:Religious needs modifier
    -25% spy stealing rate on empire
    +1 :c5happy:Happiness for every enemy spy killed
    (permanent)
    2 :greatwork:Great works of Art slot, +3 :c5gold:Gold and +3 :c5culture:Culture if themed
    Comes with 1 free art: The Crown Jewels

    Dutch (Waag -> weigh house) -- currently bank
    Spoiler :

    UB: Waag - Weigh House
    Unlocked at Economics (1 tech earlier)
    Requires Market (instead of Bank)
    750:c5production: (down from 900)
    5 :c5gold:Gold (up from 3:c5gold:)
    +3:c5gold: to Market in city
    1:c5citizen: Merchant Specialists Slot
    +2% :c5greatperson: GPP and 2 :c5strength: CP in the city for every imported/exported luxury resource from other empires
    1:c5gold: Gold for every 2:c5citizen:pop
    (up from 1 for 4 pop)
    -10%:c5unhappy: poverty in city

    Austrian (Schutzenstand -> gunsmith) -- currently arsenal
    Spoiler :
    UB - Schutzenstand - Gunsmith
    Unlocks at Flintlock
    750:c5production:
    3:c5gold: maintenance
    +3 :c5culture: Culture, +3 :c5production: Production
    +30% :c5production: production to Gunpowder units and an additional 25XP for Gunpowder units
    +15% :c5production:production to land military units
    +2 :c5war:Supply cap
    +1:c5production: Production and +1:c5culture: Culture for each allied CS


    French (Grande ecole -> academy) -- currently public school
    Spoiler :
    UB - Grande École (Public School) Available at Humanism
    Can be built in city with a salon (not mutually exclusive building)
    750:c5production: Prod
    5:c5gold: Maintenance (up from 3)
    +3 :c5science: Science, +1 :c5culture: Culture, +2 :c5production: Production (up from 2 science)
    1 Scientist Specialist
    +2 :c5science: Science & +1 :c5production: Production for every 5 :c5citizen: Citizens in the City
    (up from 1 science for every 5 citizens)
    +2:c5production: Production for Scientist Specialist & +2 :c5science:Science for Engineers in city
    -20% :c5unhappy: Illiteracy in city
    +2 :c5production:Production and +2 :c5science:Science at Computers.

    Brazil (Sambadrome -> Salon) --currently opera house
    Spoiler :

    UB: Samba School (Opera House)
    Available at Humanism
    Can be built in city with an academy (not mutually exclusive building)
    750:c5production: Prod
    3:c5gold: maintenance
    +4:c5culture: Culture, +4:c5goldenage:GAP (up from +2:c5culture: only)
    1:c5culture: for every 6:c5citizen: population in city
    1 Musician specialist slot
    Musicians in city produce +1 :c5gold:gold and +2 :c5goldenage:GAP
    +25% :c5goldenage:GAP during golden age
    +2:tourism: Tourism at Radio

    And then a ton of text changes obviously.
     
    adan_eslavo and Asterix Rage like this.
  4. Asterix Rage

    Asterix Rage Warlord

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    I suggest the Waag to stay as and where it is ( replaces Bank at Civil Service )
    Technicaly the Waag is from the 15th Century. (long before the Enlightment Era) but... Waag means Weigh House !
    Actually, the Waag is everything but a bank (with or without EE-VP) First It was a City gate, and then a guildhall, and then a museum, and then a fire station, and then a fencing hall, many other things even a punishment house with a guillotine !
    Now, Civ is a game and the Waag (as a bank) will be not the only historical stupidity. First the gameplay and then a storyline that vaguely refert to History.

    Same for the french Grande école. No need to make a so big change ( replaces Public School at Scientific Theory )
    There is no link with the salon. You're making a confusion with the Gallery I think.

    Same for the Sambadrome (replaces Opera House at Acoustics)
    No link with Academy. No change needed.

    Academy and Salon are the only two buildings we can not build together in EE-VP. (Wich is an interesting concept by the way. Culture or Science?...)
    Both are exclusive to EE and shouldnt interact with 4th UC4VP. IMO

    I'm surprise you already know what to do with EE-VP.
    You should take your time
    You should play EE-VP
    And you must love EE-VP
    before...

    But anyway, big congrat for the massive work you are doing with 4th UC4VP :clap:
     
    adan_eslavo, Infixo and Hinin like this.
  5. Infixo

    Infixo Warlord

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    @Deadstarre Are you referring to .civ5mod? If so, then this a default format for a mod distribution, actually. The game will unpack it and you will have 1200 files or so in the mods folder eventually.
     
    Last edited: Apr 25, 2018
  6. pineappledan

    pineappledan Warlord

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    A waag is just the Dutch word for weigh house. This would be like asking to make the walls of babylon a library replacement instead. I’m aware of the various additional roles that the Amsterdam Waag adopted, but that can’t be generalized to all Dutch waags. Keeping the building as a bank replacement when there is an actual weigh house building would be just too weird

    Grande Ecole --> academy, Sambadome --> salon. You got them reversed. I know they are mutually exclusive, which is why the unique replacements should be "relieved" of that limitation

    Sambadrome ideally would come industrial, but there's only 1 cultural building in the industrial and it's GWArt-focused. replacing salon puts it closer to its real historical context

    Same with Grande Ecole, that institution predates Napolean's French Republic, which I consider a useful cutoff for the line between enlightenment and industrial. One thing I had considered, however, is just stacking all the bonuses from both academy and salon onto Grande Ecole and keeping the exclusivity. It would look too much like skola then though

    In both cases it also unstacks a building which already has another unique replacement, which isn’t all that important, but it’s nice

    If there are valid historical or balance reasons to keep them where they are then they will stay. I’m already going to have to change 2 dozen units while I’m at it, a few buildings won’t be too much trouble.

    I’m in no rush to do this compatibility fix though. It comes when it comes, or it comes when someone else does it
     
    Last edited: Apr 25, 2018
  7. Deadstarre

    Deadstarre Expert

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    You are correct! Today I learned. Thank you again and apologies on my confusion there.
     
  8. pineappledan

    pineappledan Warlord

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  9. ElliotS

    ElliotS Warmonger

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    7zip ftw!
     
  10. Infixo

    Infixo Warlord

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  11. Tekamthi

    Tekamthi Chieftain

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    so EE & this in current state will be a little unbalanced? ie some units or buildings too strong/weak for given era? plus some temporal inaccuracies? pretty much how i like my civ anyway...

    which one should i play to guarantee i don't get any early/prolonged advantage?
     
    Last edited: Apr 25, 2018
  12. pineappledan

    pineappledan Warlord

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    units will obsolete and upgrade into the wrong stuff. that's the major problem

    Any civ with a new unique unit before medieval or after enlightenment is totally fine. Any unique unit in medieval will just obsolete super late, so the gameplay impact is minimal. Rennaissance era unique units are effed
     
  13. HungryForFood

    HungryForFood Chieftain

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    Since its in a ready state now, are you planning to put this on Steam? I've noticed that mods get much more exposure there, then if hidden in CFC.
     
  14. ScooterDWiebels

    ScooterDWiebels Chieftain

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    I have a question
    What is the best way to tell if 3 and 4 UC is active. Is it better I create a separate compatibility mod or put compatibility in the custom civ and check the database if the mod is active. The problem with the former it requires dependencies and a separate mod, the latter requires the mods be loaded in a specific order to work (I believe mod dependencies is only a single pass check).
     
  15. HungryForFood

    HungryForFood Chieftain

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    You will need to do it in SQL. Example code from my Prussia compatibility:

    Code:
    --==========================================================================================================================
    -- MORE UNIQUE COMPONENTS FOR VP (NEW)
    --==========================================================================================================================
    -- Units
    ------------------------------
    UPDATE Units SET MinorCivGift = 0, Class = 'UNITCLASS_CUIRASSIER' WHERE Type = 'UNIT_JFD_DEATHS_HEAD' AND EXISTS (SELECT * FROM Buildings WHERE Type ='BUILDING_GERMANY_TEUTONIC_ORDER');
    --------------------------------  
    -- Civilization_UnitClassOverrides
    --------------------------------
    INSERT INTO Civilization_UnitClassOverrides
            (CivilizationType, UnitClassType, UnitType)
    SELECT    'CIVILIZATION_JFD_PRUSSIA', 'UNITCLASS_CUIRASSIER', 'UNIT_JFD_DEATHS_HEAD'
    WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
    --------------------------------  
    -- Civilization_BuildingClassOverrides
    --------------------------------  
    INSERT INTO Civilization_BuildingClassOverrides
            (CivilizationType, BuildingClassType, BuildingType)
    SELECT    'CIVILIZATION_JFD_PRUSSIA', 'BUILDINGCLASS_MINT', 'BUILDING_HANSE'
    WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
    --------------------------------  
    -- Trigger for the above three (mysterious load order issues)
    --------------------------------  
    CREATE TRIGGER JFDPrussiaForVP_4UC
    AFTER INSERT ON Buildings
    WHEN NEW.Type = 'BUILDING_GERMANY_TEUTONIC_ORDER'
    BEGIN
        UPDATE Units SET MinorCivGift = 0, Class = 'UNITCLASS_CUIRASSIER' WHERE Type = 'UNIT_JFD_DEATHS_HEAD';
       
        INSERT INTO Civilization_UnitClassOverrides
                (CivilizationType, UnitClassType, UnitType)
        VALUES    ('CIVILIZATION_JFD_PRUSSIA', 'UNITCLASS_CUIRASSIER', 'UNIT_JFD_DEATHS_HEAD');
       
        INSERT INTO Civilization_BuildingClassOverrides
                (CivilizationType, BuildingClassType, BuildingType)
        VALUES    ('CIVILIZATION_JFD_PRUSSIA', 'BUILDINGCLASS_MINT', 'BUILDING_HANSE');
    END;
    I set the mod to reference 3/4UC, and the code detects if the Teutonic Order national wonder exists (any building or unit would work). The trigger is there because there's some weird load order issue.
     
  16. ScooterDWiebels

    ScooterDWiebels Chieftain

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    I understand what's going on here thanks before I pull my hair out over this.
     
  17. grmagne

    grmagne Chieftain

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    Are there any known compatibility issues with other VP mods? The (9) Wonders Expanded (v2) mod and the Tectonic Map Script (v4) no longer activate after I installed this More Unique Components for VP (v30) mod.

    Are there any easy fixes to make them compatible, or is it something that's difficult to do?

    EDIT: It works fine. I cleared my cache and re-installed all of my mods and now everything works. Great job everyone, this is a lot of fun!!
     
    Last edited: May 1, 2018
  18. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    @grmagne ne I play with wonder expanded and did not saw any issues. Should be compatible without a problem. We do not change world wonders in our MUCfVP mod so play safe. W.R.T. map scripts there shouldn't also be any problems. New resources we added spawn during the game so after map script is used. Starting bias are VP ones even if we changed some, we did that not by adding new ones, but by moving from one to another cathegory. Go ahead. Don't forget to tell us if you encounter something odd.
     
  19. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    v31 (Ethiopia Patch) offcialy released!

    Not so much features, but some very importan changes:
    Spoiler Changelog :

    • brand new Monolithic Church mechanics: now it contains very low base yields which increase if Ethiopia finishes policy branches, adopts Pantheon and further develop its religion or adopt ideology. If any county conquest city with Monolithic Church those yields will be still the same, which means that if you kill Ethiopia too early, its Monolithic Churches will be useless. Think twice before killing them!
    • "Shotel Swordsman" is now again named "Shotelai". Easy and simple.
    • many fixes.


    Side note: If you are skilled artist and have some free time you can join and help us in modifying some models, flags, pictures or promotion icons. What we have is good enough to play but always could be better!
     
    pineappledan and Hinin like this.
  20. pineappledan

    pineappledan Warlord

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    I just posted a text update on github. It fixes a text error in the oppidum and lists all the potential yields from the monolithic church and how to get them (so the help text box says +1 x for Y policy, etc.) Please release a

    v31.1 with this new info :D

    I'll update the OP
    I have updated the OP
     
    Last edited: May 1, 2018

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