More Unique Components for Vox Populi

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

Halfway through a game with Israel right now (prince difficulty), where I have forced Songhai and Egypt to capitulate, with my pal for life, Austria.

Israel’s Maccabee needs a nerf, and I’m going to remove the shophet’s shofar promotion as well. The guerilla promotion is crazy, and it mostly has to do with how good zone of control is on a frontline troop. Maccabee make Israel basically immune to siege units right now, because they can bypass the guard units. I’m going to make an Israelite “guerilla fighter lite” promotion that ignores terrain cost and gives wounded bonus, but drops the flanking and ZOC bonuses. Shofar just doesn’t work, and I don’t think it really needs it anyways.

Songhai built a wonder and 7 units before he ever built a settler, so he basically just shot themselves in the foot early.

Egypt’s play is very solid. Their khopesh felt like the right level of hardiness, much more dangerous than the war chariot. The flax looks fantastic in-game, and while it did take a full era before the AI improves them, they got their act together eventually.

Dido ran away with the early game, and it took me until late renaissance to catch her. She shared a continent with Babylon, China and Netherlands, and their whole continent seemed pretty focused on infrastructure and peaceful growth, while my continent was engulfed in constant war. Dido’s tophet is really good in the AI’s hand; she converted 2 other civs to her religion.

China is the only civ that managed to found a religion that was self-contained (no other civs following), and currently leads in both land and gold. Her abilities are all pretty “under the hood”, but she doesn’t have nearly as many embassies as I would have thought at this stage of the game.

Babylon is falling off, but that is to be expected, because his 3rd and 4th UCs both require a human touch to fully take advantage of.

Nothing to report for Austria/Netherlands, since their power spike is still on the horizon.

@HungryForFood, the AOE_on_strike text is not working correctly. Celts' scythed chariot is not showing the "Rend" text, just a massive AOE_ON_STIKE_PLACEHOLDER
 
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Works for me. You sure this mod is not altering that string?
 

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Why does Ethiopia have requirements like "found pantheon" or "found a religion" to increase it's improvement yields? Those two are extremely unlikely not to have happened by the time Ethiopia's there. I sort of get why it'd potentially not finish an ancient era tree yet (maybe someone went for a weird mix strategy for some weird reason), maybe Ethiopia cared too much about spreading to enhance yet, but if Ethiopia didn't found until that late it's likely dead. It's just bloating the description for no reason I think.
 
That's a really good point, Enrico. Monolithic Churches unlock with Theology, and by that point Ethiopia should definitely already have a Pantheon and founded a Religion, so why not just change the base yields of the improvement to +2 :c5production: +2 :c5faith: and get rid of those two conditionals?
 
Works for me. You sure this mod is not altering that string?
There is no entry for the Rend text anymore. This is what the text SML looks like w.r.t. this promotion now:
Code:
        <Row Tag="TXT_KEY_PROMOTION_UNIT_CELTS_SCYTHE">
            <Text>Rending Scythe</Text>
        </Row>
        <Row Tag="TXT_KEY_PROMOTION_UNIT_CELTS_SCYTHE_HELP">
            <Text>[COLOR_POSITIVE_TEXT]On Move[ENDCOLOR] unit inflicts flat damage [COLOR_POSITIVE_TEXT]to all new adjacent Enemy Units[ENDCOLOR]. +1 Sight.</Text>
        </Row>
Monolithic Churches unlock with Theology, and by that point Ethiopia should definitely already have a Pantheon and founded a Religion, so why not just change the base yields of the improvement to +2 :c5production: +2 :c5faith: and get rid of those two conditionals?
I see benefits of doing it both ways. As it is now, it is perfectly symmetrical with the UA. Just because Ethiopia should probably already have a religion doesn't make it an absolute guarantee either, so as far as I'm concerned the pantheon is the only thing which I view as being expendable.
 
There is no entry for the Rend text anymore. This is what the text SML looks like w.r.t. this promotion now:
Completely fine on my end. Tested with a 3/4UC version straight out of Github, and without Prussia activated. Problem is on your end.
 
Oh, so this is what you were talking about back in the Alternate Leaders thread :lol: This is seriously awesome! I always felt that two Unique Components was too small for Civs, and I love a lot of the ideas I've seen! And I see the Enlightenment Era mod is compatible with this one, which is something I've also wanted to try lol

Big question though; how do I install both "3rd and 4th UCs" and "Enlightenment Era"? :blush: Can I just put both of them in Civ 5's MOD folder, put them in a specific folder for Vox Populi, or is it something far more complicated than that? In case clarification is necessary, both mods were extracted as single files ending with ".civ5mod". Is that supposed to happen or are they supposed to be folders?
 
Oh, so this is what you were talking about back in the Alternate Leaders thread :lol: This is seriously awesome! I always felt that two Unique Components was too small for Civs, and I love a lot of the ideas I've seen! And I see the Enlightenment Era mod is compatible with this one, which is something I've also wanted to try lol

Big question though; how do I install both "3rd and 4th UCs" and "Enlightenment Era"? :blush: Can I just put both of them in Civ 5's MOD folder, put them in a specific folder for Vox Populi, or is it something far more complicated than that? In case clarification is necessary, both mods were extracted as single files ending with ".civ5mod". Is that supposed to happen or are they supposed to be folders?

Just the regular mod folder. The .civ5mod extension is correct; it's essentially just a proprietary archive format (like .zip or .rar) that Civ will automatically extract when you enter the 'Mods' menu.

If that doesn't happen or if you'd prefer to manually handle it, you can open the .civ5mod with most standard archive programs (WinRAR, 7zip etc) and extract it yourself.
 
If you want to use both the 3/4UC mod and enlightenment together, there is a third mod which you need, which makes 3/4UC compatible with EE. The compatibility patch for the two mods is on the first page here

Just download them all and activate like normal, no need to do any tricky stuff.

The compatibility mod moves a few buildings and units to fill up the enlightenment era, but mostly it is there to fix what units upgrade and obsolete at
 
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On the Inca's Observatory, if you think about it, they get the Observatory 3 Eras earlier, as normally you shouldn't be getting access to it till the Industrial.
 
Wait, does this mod allows workers to move to mountains and build roads even not as the Inca?
No

That is a feature from a pick'n'mix mod by whoward, however
 
By the way, you said you'd try the modmod, @ElliotS. Did you, and, if yes, what is your opinion on it ? I would like to know how it influences the game in Deity difficulty. :D
 
The range on bombers is further than triplanes, make sure it’s not a range issue.

The SPAD is one of the rare 4UC components which only uses mechanics already found in the game, so if there is a bug with it then it is probably an issue with a local install, or with CBP itself

Though it may be possible there is a rebasing value which we neglected to fill for the SPAD... it will require some investigation
 
The range on bombers is further than triplanes, make sure it’s not a range issue.
It's not; Bombers can rebase pretty far, while SPADs can't rebase even to neighboring cities about 4/5 tiles away (there are no planes yet).
The SPAD is one of the rare 4UC components which only uses mechanics already found in the game, so if there is a bug with it then it is probably an issue with a local install, or with CBP itself
Is v32.2 save compatible with v32.0? I could try update it. I just have to copy it to 'Documents\My Games\Sid Meier's Civilization 5\MODS', right?
Though it may be possible there is a rebasing value which we neglected to fill for the SPAD... it will require some investigation
This code sets values of SPAD based on triplane:
PHP:
INSERT INTO Units    
            (Type,                Class,     PrereqTech,    Range,    BaseSightRange, RangedCombat,    Combat, Cost,        FaithCost,    RequiresFaithPurchaseEnabled,    Moves, Immobile, CombatClass, Domain, DefaultUnitAI,    ObsoleteTech,        GoodyHutUpgradeUnitClass,    XPValueAttack,    AirInterceptRange,        Description,                 Civilopedia,                         Strategy,                                 Help,                                 Pillage, MilitarySupport, MilitaryProduction, IgnoreBuildingDefense, Mechanized, AirUnitCap, AdvancedStartCost, RangedCombatLimit, CombatLimit, XPValueDefense, IsMounted,    UnitArtInfo,                     UnitFlagIconOffset, UnitFlagAtlas,                PortraitIndex,     IconAtlas,                MoveRate,    PurchaseCooldown)
SELECT        'UNIT_FRANCE_SPAD',    Class,    PrereqTech,    Range,    BaseSightRange, RangedCombat,    Combat, Cost-220,    FaithCost,    RequiresFaithPurchaseEnabled,    Moves, Immobile, CombatClass, Domain, DefaultUnitAI,    'TECH_LASERS',        GoodyHutUpgradeUnitClass,    XPValueAttack,    AirInterceptRange+1,    'TXT_KEY_UNIT_FRANCE_SPAD',    'TXT_KEY_UNIT_FRANCE_SPAD_TEXT',    'TXT_KEY_UNIT_FRANCE_SPAD_STRATEGY',    'TXT_KEY_UNIT_FRANCE_SPAD_HELP',    Pillage, MilitarySupport, MilitaryProduction, IgnoreBuildingDefense, Mechanized, AirUnitCap, AdvancedStartCost, RangedCombatLimit, CombatLimit, XPValueDefense, IsMounted,    'ART_DEF_UNIT_FRANCE_SPAD',     0,                    'UNIT_FRANCE_FLAG_ATLAS',    0,                 'UNIT_FRANCE_ATLAS',    MoveRate,    PurchaseCooldown
FROM Units WHERE Type = 'UNIT_TRIPLANE';
Range is ok, because I have this red 'circle' indicating where I can hit. There is no 'RebaseRange' or sth like that, so that might be an issue. Where can I find list of names of columns of 'Units' table, so I can add it to this sql code?

Below is a xml code from other mod that adds a triplane. The only field that is missing in above SQL instruction is 'Special'. Is that the culrpit? 'MoveRate' seems to be responsible for rebasing, but it's just copied from triplane.
HTML:
    <Units>
        <Row>
            <Type>UNIT_SMAN_IEUP_WILD_WEASEL</Type>
            <Class>UNITCLASS_SMAN_IEUP_WILD_WEASEL</Class>
            <PrereqTech>TECH_LASERS</PrereqTech>
            <ObsoleteTech></ObsoleteTech>
            <RangedCombat>45</RangedCombat>
            <Range>10</Range>
            <Moves>2</Moves>
            <Cost>425</Cost>           
            <Special>SPECIALUNIT_FIGHTER</Special>
            <Immobile>true</Immobile>
            <AirInterceptRange>10</AirInterceptRange>
            <CombatClass>UNITCOMBAT_FIGHTER</CombatClass>
            <Domain>DOMAIN_AIR</Domain>
            <DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
            <Description>TXT_KEY_UNIT_SMAN_IEUP_WILD_WEASEL</Description>
            <Civilopedia>TXT_KEY_UNIT_SMAN_IEUP_WILD_WEASEL_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_UNIT_SMAN_IEUP_WILD_WEASEL_STRATEGY</Strategy>
            <Help>TXT_KEY_UNIT_SMAN_IEUP_WILD_WEASEL_HELP</Help>
            <MilitarySupport>true</MilitarySupport>
            <MilitaryProduction>true</MilitaryProduction>
            <Mechanized>true</Mechanized>
            <IgnoreBuildingDefense>true</IgnoreBuildingDefense>
            <AirUnitCap>1</AirUnitCap>
            <RangedCombatLimit>100</RangedCombatLimit>
            <CombatLimit>0</CombatLimit>       
            <AdvancedStartCost>70</AdvancedStartCost>
            <HurryCostModifier>10</HurryCostModifier>
            <XPValueAttack>3</XPValueAttack>
            <XPValueDefense>2</XPValueDefense>
            <UnitArtInfo>ART_DEF_UNIT_SMAN_IEUP_WILD_WEASEL</UnitArtInfo>
            <MoveRate>AIR_REBASE</MoveRate>
            <IconAtlas>SMAN_WILD_WEASEL_ATLAS</IconAtlas>
            <PortraitIndex>0</PortraitIndex>
            <UnitFlagAtlas>SMAN_WILD_WEASEL_ATLAS</UnitFlagAtlas>
            <UnitFlagIconOffset>1</UnitFlagIconOffset>
        </Row>
    </Units>
 
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Is v32.2 save compatible with v32.0? I could try update it. I just have to copy it to 'Documents\My Games\Sid Meier's Civilization 5\MODS', right?
Older/newer versions won't have the fix; SPAD hasn't been touched in months.
Below is a xml code from other mod that adds a triplane. The only field that is missing in above SQL instruction is 'Special'. Is that the culrpit? 'MoveRate' seems to be responsible for rebasing, but it's just copied from triplane.
this post seems to indicate there is a AIR_UNIT_REBASE_RANGE_MULTIPLIER value which is a global define. We don't have to touch anything

Air rebase range is 2x the range of the unit. It might be as simple as just changing the range value of the fighter to an integer.

Set "Range" in the SQL to "5"; that might do it
 
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