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

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

  1. ridjack

    ridjack King

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    Please don't. Nothing makes me drop a mod faster than when it starts reaching outside of its intended scope like that. If I want your Spain fix, I'll add it separately.
     
    Last edited: Aug 23, 2019
    Kim Dong Un likes this.
  2. pineappledan

    pineappledan Deity

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  3. ridjack

    ridjack King

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    This particular change is seeing a lot of criticism, from what I've seen. It seems entirely likely it doesn't stick.
     
  4. Asterix Rage

    Asterix Rage Warlord

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    MUC (v49)
    A little mistake about PortraitIndex in: \(over) More Unique Components for VP (v 49)\Rome\Legion\Legion.sql

    EDIT: Corrected since (v50)
     
    Last edited: Sep 1, 2019
    pineappledan likes this.
  5. Guynemer

    Guynemer King

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    So HE is keeping the GG, but it is going back to its previous spot on the tech tree. That's the good-ish news.

    Bad news is the new version has a lot of CS changes to naval units, if I recall the patch notes correctly.
     
  6. pineappledan

    pineappledan Deity

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  7. Guynemer

    Guynemer King

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    ain't no rush, dan. it's done when it is done. we've all got lives to live.

    thanks for all your hard work on this. I love 3/4UC, and it is hard to contemplate playing VP without it.
     
    phantomaxl1207 likes this.
  8. pineappledan

    pineappledan Deity

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    Update is live
    Code:
    v50:
    - compatibility:
        - CS/RCS changes to match CS/RCS shuffle:
            Dromon: 9/17
            Fusta: 11/21
            Great Galleass: 17/27
            Xiafan Guanjun: 30/38
            Yamato: 55/80
            Scythed Chariot: 9/11
            Pancerni: 16/19
            Hashemite Raider: 47/57
            Prowler: 22/32
            Klepht: 28/45
            Cacador: 32/45
            Ballista: 8/13
            Turkish Bombard: 16/43
            Tarkhan: 14
            Iron Chariot: 12
            Chasqui: 10
            Koa: 12
            Black Tug: 27
            Shotelai: 22
        - University of Coimbra ==> culture on technology unlock increased to 50
        - Goedendag ==> Dropped stagnates growing on production
        - Andelsbevægelse     ==> 1 food added to grass, as well as plains
                            ==> dropped +3% worker speed
        - Teutonic Order     ==> dropped production scaler
                            ==> lowered base faith from 4 to 1
                            ==> added free Great General
        - Promotion Changes:
            Shotelai & Eagle gain cover I, lose Shock I
            Bellum Alet: Pillaging a tile gives +20 HP heal (up from 10 HP)
    
     
  9. Phalanx BR

    Phalanx BR Chieftain

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    Maybe bump the Atlatlist bonus back to 50%, since they're no longer available earlier than comp bows?
     
  10. pineappledan

    pineappledan Deity

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    I'd recommend asking G to change something about the atlatlist instead. This mod isn't really here to "fix" base VP.
     
    ridjack likes this.
  11. Denn

    Denn Chieftain

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    love you dan for the update
     
  12. ridjack

    ridjack King

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    Just putting this out there in case anyone else experiences it, since I can't find any hard evidence to my conclusion: I was having a consistently reproducible crash in a game. Logs said it was happening right at the start of the Inca's turn, so I used IGE to bring them up. Only thing I could see of note was a Qullqa that would have been finishing that same turn, so I used IGE to finish it (added it to the city) and then went back and ended my turn. No crash that time.

    It *appears* to have been the Qullqa that was the issue, but as I said, I don't see any hard evidence in the logs or anywhere else. I kept the logs and a quick save that's ready to hit "Next Turn" on, on the off chance anyone wanted to take a look.
     
  13. ridjack

    ridjack King

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    Had the same thing about 40 turns later. Game crashed on start of Inca's turn, went back in with IGE and looked - Sure enough, two cities were finishing a Qullqa.
     
  14. pineappledan

    pineappledan Deity

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    well, here's the offending code. It was last modified 3 months ago, which suggests that something in this code has been changed on VP's end.
    Code:
    local eResourceCoca = GameInfoTypes.RESOURCE_COCA
    local eCivilizationInca = GameInfoTypes.CIVILIZATION_INCA
    
    -- creates Coca under city
    function OnConstructionPlaceCoca(iPlayer, iCity, iBuilding)
        local pPlayer = Players[iPlayer]
       
        if not(pPlayer and pPlayer:GetCivilizationType() == eCivilizationInca) then return end
        if iBuilding ~= GameInfoTypes.BUILDING_INCA_QULLQA then return end
       
        local pCity = pPlayer:GetCityByID(iCity)
       
        if pCity then
            local pPlot = Map.GetPlot(pCity:GetX(), pCity:GetY())
       
            pPlot:SetResourceType(eResourceCoca, 1)
            pPlot:SetImprovementType(GameInfoTypes.IMPROVEMENT_PLANTATION)
            pPlot:SetImprovementType(-1)
            -- removes plantation after connecting Coca to trade list
            if pPlot:IsMountain() then
                pPlot:SetImprovementType(GameInfoTypes.IMPROVEMENT_JFD_MACHU_PICCHU)
            end
        end
    end
    
    -- checks from monopoly bonus for Coca
    function OnTurnCheckMonopoly(iPlayer)
        local pPlayer = Players[iPlayer]
       
        for unit in pPlayer:Units() do
            if unit:GetDomainType() == GameInfoTypes.DOMAIN_LAND then 
                unit:SetHasPromotion(GameInfoTypes.PROMOTION_UNIT_INCA_COCA, pPlayer:HasGlobalMonopoly(eResourceCoca)) 
            end
        end
    end
    
    if Game.IsCivEverActive(eCivilizationInca) then
        GameEvents.CityConstructed.Add(OnConstructionPlaceCoca)
        GameEvents.PlayerDoTurn.Add(OnTurnCheckMonopoly)
    end
    
    I suspect the problem could be something to do with monopoly resources, since that is new code in VP
     
  15. HungryForFood

    HungryForFood Prince

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    I looked at the CPDLL code, I think I know what's the problem. The offending line is as follows, removing will make it work again.

    Code:
    pPlot:SetImprovementType(-1)
    There is a missing sanity check in the DLL, I'll post a pull request tomorrow.

    Unfortunately the DLL I built from the code currently on GitHub does not seem save game compatible with the released version.
     
    pineappledan likes this.
  16. pineappledan

    pineappledan Deity

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  17. Edaka

    Edaka King

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    Heads up: the chariot archer in VP no longer loses all movement in rough terrain, rather having the +1 movement penalty. This means that the Assyrian Iron Chariot needs to be adjusted, as it still has the old promotion.
     
  18. ridjack

    ridjack King

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    Is the Great Bombard meant to be able to one-shot Ironclads?

     
  19. pineappledan

    pineappledan Deity

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  20. ridjack

    ridjack King

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    Sorry, I was being facetious. Forgot that doesn't work on the internet.

    Here's a Field Gun with Field II shooting a Corvette:



    The Great Bombards hitting my ships (fortified in a city; I lost three this way) were doing five times that damage to a stronger unit. Something's fishy, is what I'm getting at. :lol:
     

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