More Unique Components for Vox Populi

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

The figs are highlighted. I was like WTH that's not possible when there were no resources surrounding it the first time. I don't know how to get logs, if you tell me how I can get some for you
 
This might take my prize for most harmless bug :lol:

I played a game with Rome in the previous VP patch, and I didn’t notice this issue, though it’s also possible I just wasn’t paying attention to my notifications.

Base VP has been having some funny-business happening with wonder notifications for 3 patches running, I wouldn’t be surprised if this is related to base VP, but we can’t just dismiss it out of hand either.
 
Hacienda has a neat second feature - you can tell where something will be in the future. I hover my cursor over tile X and see in the tooltip that if I build Hacienda, it'll be a +1Food +3 Production +5Gold tile. I know +4 gold to the basecienda is from two luxuries that I see, but there's no Iron/Horse around. That means there must be a hidden Coal/Alluminum/Oil/Uranium somewhere on a surrounding tile that gives the buff. If there's enough tiles around and I check which one has any unaccounted for Production, so I can pinpoint where a lategame strategic resource is very likely or certain to be depending on the available tiles and data. Only works in Spain's own borders, Hacienda tooltip doesn't tell you the truth on what's outside. It works from turn 1. It might be a bug but it's fun to use.
 
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Minor updates ready to be pushed for the new version. Here's the changelog:
Code:
v36:
- changes:
- Intihuatana ==> In light of changes to Observatory, changed base yields per mountain (1sci/2food); changed the social policy improvement (6sci, 2sci/3food from mountains).
- Pogost ==> gold from city connection now local instead of global (old Caravansary code).
- fixes:
- Chaebol ==> added +2 gold to Towns (same as stock exchange).
 
I am getting a crash and some weird behavior, found this in the lua.log (edited to remove personal info, i noticed the forward slashes at the end this is a Windows machine):
[417785.906] Runtime Error: C:\..\Sid Meier's Civilization 5\MODS\More Unique Components for VP (v 35)\Mongolia/BlackTug/BlackTug.lua:12: attempt to index local 'pPlot' (a nil value)

Also this a little further up: PlotHelpManager: GameInfo.PolicyBranchTypes[-1] is undefined
 
I am getting a crash and some weird behavior, found this in the lua.log (edited to remove personal info, i noticed the forward slashes at the end this is a Windows machine):
[417785.906] Runtime Error: C:\..\Sid Meier's Civilization 5\MODS\More Unique Components for VP (v 35)\Mongolia/BlackTug/BlackTug.lua:12: attempt to index local 'pPlot' (a nil value)

Also this a little further up: PlotHelpManager: GameInfo.PolicyBranchTypes[-1] is undefined
The lua looks clean from where I am sitting... I'll open a ticket on GitHub, and try to get @adan_eslavo to look at it; I'm foggy on what and how this code is supposed to work.

I'm still a bit foggy on why we don't just use the PillageBonusStrength table for the Minghhan promotion. It would save us a lot of trouble. I know Adan gave me a reason why we don't, I believe he only wanted the bonus to be on attack, but I think buffing this to just be a straight +20% CS is easier to understand, and will save a lot of trouble.

edit: Updated changelog for upcoming patch, going to try some things to lower the computational burden by optimizing Black Tug and Armada promotions:
Code:
v36
- changes:
    - Black Tug ==> Changed Mingghan to +20% CS when on pillaged tile, not just +20% attack (eliminates need for lua).
    - Armada ==> Added invincible promotion for full HP which gives 2XP per turn from spotting (Makes lua easier).
    - Intihuatana ==> Changed base yields per mountain (1sci/2food); changed the social policy improvement (6sci, 2sci/3food from mountains)
    - Pogost ==> gold from city connection now local instead of global (old Caravansary code).
- fixes:
    - Chaebol ==> added +2 gold to Towns (same as stock exchange).
I've just commented out the old code, so everything is easily reverted, but this should help make things a little more efficient, and maybe a bit more stable.
 
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Is that +2 XP from spotting new tiles for Armada? It's a renaissance UU, that's a bit late since the naval unit that checks oceans comes before. SpAIn will have long since used Caravels and explorers to find everything. I will wait before checking everything out to get some free Promos (2XP per tile, probably scaling with gamespeed as number of tiles is limited so 3 per tile) depending on how much I want to risk not becoming host, but this is probably even worse for the AI than the previous +2 XP from just standing in enemy territory. I suggest just giving Armada not-quick study or some other computation-light solution.
 
xp from spotting =/= xp from scouting.

The function of the armada has not been changed, I have only altered the code used to causre the effect into something that should be a bit more optimized
 
@pineappledan:
  • we tried this move (lua deletion) for Black Tug but the table value won't work as far as I remember (and probably it wasnt balance reason :P). Can you check carefully if it really works as intended? Maybe there will be some info in our old forum about this.
  • I will push new small release tomorrow. I want to be sure if changes to Black Tug really work.
@Enrico Swagolo:
  • I suppose we can do nothing about Hacienda "bug or not bug" you described. That's only the side effect of abilities we gave to it. No other improvement gets yields from strategic resources if I remember correctly so it is the only one. Just another human exploit. I can recommend you one thing: try to not see it. :]
@Vidar_999
  • such errors were really common thing at the beginning of our modding journey. Thnks to some help from @Infixo we were able to fix almost all of them. Thank you for reporting. When @pineappledan tell me if new Black Tug version works correctly then it will not need any correction (just lua deletion), but if it do not work, then I will look deeper into it.
 
@Enrico Swagolo:
  • I suppose we can do nothing about Hacienda "bug or not bug" you described. That's only the side effect of abilities we gave to it. No other improvement gets yields from strategic resources if I remember correctly so it is the only one. Just another human exploit. I can recommend you one thing: try to not see it. :]
Theoretically, wouldn't it be possible to make each strategic resource buff the Hacienda for 2 production individually, but make each buff available only when the technology which reveals the resource? This way the extra hammers would only come online when the resource is revealed.
Also, I have another question to you devs. Since the Inca Chasqui recovers 15 HP when unfortified in friendly territory, isn't it possible to abuse the promotion by telling the unit to do nothing while also not fortifying it, thus regaining 30 HP? Wouldn't it be more desirable to design the promotion based on March (Unit heals every turn in friendly territory, even after performing an action)?
 
Spoiler :
upload_2018-8-19_21-11-16.png

Looks like @adan_eslavo is right; the bonus on pillaged tile does not seem to work. I'm only getting +20% from Shock I and Shock II, no bonus from Mingghan, even when my wagon is standing on a pillaged wheat.

This attribute is used in base VP for the Viking promotion. I wonder if it is even working there? Maybe we should make a ticket for this on Github? I'll revert my changes to Mingghan for now.
 
What is this Onager Wagon unit? Did I miss some serious unit rework?

@piny I was thinking about that unit ability. It must be coded externally not via sql.
 
I added Mingghan to the Onager wagon from the Sumer mod (the lightning bolt symbol promotion is mingghan), so I could test out the promotion in a real game
 
Ok. I will look at the Minghan code at home. Then I will push the update.

EDIT:
I hope its fixed.
 
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v36 out.
Code:
v36:
- changes:
    - Armada ==> added invincible promotion for full HP which gives 2XP per turn from spotting (makes lua easier),
    - Intihuatana ==> changed base yields per mountain (1sci/2food); changed the social policy improvement (6sci, 2sci/3food from mountains).
- fixes:
    - Chaebol ==> added +2 gold to Towns (same as stock exchange),
    - Pogost ==> gold from city connection now local instead of global (old Caravansary code),
    - Black Tug ==> fixed lua error.
 
Hang on, I posted a thing on GitHub, and someone showed me how the bonus on pillaged works.

The CS of the unit is transformed, rather than a +20% green text appearing. The base CS of an onager wagon is 13, yet in that picture it is 15 (13x1.2=15.6 ==> 15)
So pillage bonus works fine, it just doesn't work how I thought it would.
 
Strange, because so far we've had clean % green sign in unit tooltip, so we knew what to look for. What you say is just same thing we did for Iron Chariot. Update this and check again. We will leave this for the next update. There's no rush with such small cosmetic change.

How VP 8-19 Beta corelates with our mod? Everything ok?

@pineappledan Do you know some multiplayer modpack using at least vp and our mod? Ready or in some developement stage? Maybe I would like to play some with my bro soon and such modpack would be nice thing.
 
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You can see my github ticket here. @bigcat88 demonstrated, to my satisfaction at least, that the pillage bonus is operating by different mechanics than we are used to.

8-19 only changed one building, the Observatory, so everything is up to date with the changes to Intihuatana:
1 Scientist ==> 2 scientists
2:c5science: ==> 6:c5science:
2:c5science: for every mountain in 3 tiles ==> 1:c5science: every mountain in 3 tiles

So this affects Intihuatana. I didn't feel comfortable with making the base science yields that high on the inti, so this is what i did:
Intihuatana unlocks at Theology:
1 Scientist ==> 2 scientists
2:c5science:2:c5faith: ==> 2:c5science:2:c5faith:
2:c5science:2:c5food: for every mountain in 3 tiles ==> 1:c5science:2:c5food: every mountain in 3 tiles

On unlocking the Observatory policy:
2:c5science:2:c5faith: ==> 6:c5science:2:c5faith:
1:c5science:2:c5food: for every mountain in 3 tiles ==> 2:c5science:3:c5food: every mountain in 3 tiles

I'm not aware of an updated modpack which includes 4UC, @Wasteland_Wanderer's July 5th modpack is the most recent one I'm aware of.
 
And what about EE compatibility patch? Some changes needed? We released that some time ago.
 
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