More Unique Components for Vox Populi

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

Fairly sure rebase range is calculated automatically from the operational range. Also fairly sure move rate is for the move animation.
 
Fairly sure rebase range is calculated automatically from the operational range. Also fairly sure move rate is for the move animation.
My guess is changing the range value to a proper integer, rather than a lookup to the triplane's value might fix this...
 
My guess is changing the range value to a proper integer, rather than a lookup to the triplane's value might fix this...
Doubt so, because the lookup is done on the sql side. The resulting database should be the same by the time the DLL processes it.

I confirmed by checking the debug database. The range is correctly showing as 5. Also can confirm the 'Special' column is missing, that's probably the culprit. You'll need to inherit 'Special' from the Triplane.
 
Older/newer versions won't have the fix; SPAD hasn't been touched in months.
I know, I was referring to potential bug with local install, so I could try to update it.

Range is ok, because I have this red 'circle' indicating where I can hit.
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
My guess is changing the range value to a proper integer, rather than a lookup to the triplane's value might fix this..
If Range is incorrectly set to 0 then how the red 'circle' indicating where I can hit would work?

Also can confirm the 'Special' column is missing, that's probably the culprit. You'll need to inherit 'Special' from the Triplane.
Ok, I will try that when I'm home.
That should do it:
PHP:
--------------------------------
-- Units
-------------------------------- 
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, Special)
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, Special
FROM Units WHERE Type = 'UNIT_TRIPLANE';
 
It worked! :)
BTW, I'm the first to play as France with this mod mod? :p

Beat the world as Napoléon, Polish friend ! Show them our excellent Grandes Écoles, our beautiful Grande Armée, our delicious Grande Cuisine !

Spoiler I have no shame :

 
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I have updated the mod on Github with the SPAD fix. The newest update to VP is going to add base yields to the floating garden, so I have removed the bonus food to watermills from the Huey Teocalli, and changed the Barracks from +2 culture to +2 food
 
That should be a UB Grande cuisine... may induce vomit if not from Picardy... JK French Cuisine is OKAY nothing compared to superior Italian cuisine... (which is cheaper...)
 
Beat the world as Napoléon, Polish friend ! Show them our excellent Grandes Écoles, our beautiful Grande Armée, our delicious Grande Cuisine !

Spoiler I have no shame :

Only mighty Mother Russia is to conquer. I'll show them your Grande SPADs, which are not useless now!
 
Is version 32.2 compatible with the new 6-14 beta? e.g. many unit Combat Strengths have been buffed, so should I wait for a 32.3 with higher CS values, or just go ahead and try 32.2? I'm eager to try the new happiness system, but I'm willing to show restraint if there's a new version of 3rd/4th uniques coming out soon :)
 
Is version 32.2 compatible with the new 6-14 beta? e.g. many unit Combat Strengths have been buffed, so should I wait for a 32.3 with higher CS values, or just go ahead and try 32.2? I'm eager to try the new happiness system, but I'm willing to show restraint if there's a new version of 3rd/4th uniques coming out soon :)

I'm also eager to try the last VP version. :)
Unfortunately, the unique units have not yet been tweaked to follow what has been done in the 6-14 beta (see the last modification date on github), so I think you should try a game without 3/4UC for now, but the new beta version has only been available for less than 24 hours, so let's be patient and grateful for the hard work of the teams. :D
 
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The CS and RCS values for all the unique units are set as (Base Unit Value)+X

So, if a unique unit has 2 more CS in 4uc, and the base unit has had its CS increased by 1, then the CS of the unique unit is still 2 higher.

That said, we need to go in, line by line, and assess if we are happy with where the new CS and RCS values have settled. For instance, I think we need to look at the RCS and CS of the Indian archer and the Sofa, now that their base units have been adjusted. For now though, I don't see any reason not to continue using the 4UC patch, the numbers have shifted with the new patch

changes from 6/14 patch
Buildings:
Amphitheater increased to 2 slots for writing (+2 culture when themed):
Zulu - Iziko

Unit Changes
Warrior :c5strength:6 -> 7
Affected: Slaganz - no change needed (now 8:c5strength:)

Archer :c5strength:5 -> 6, :c5rangedstrength:6 -> 7
Affected: Dhanurgraha - no change needed (now 6:c5strength: 9:c5rangedstrength:)

Catapult :c5strength:4 -> 6
Affected: Ballista - need to increase CS by 2 (now 6:c5strength: 14:c5rangedstrength:)

Skirmisher :c5strength:10 -> 11
Affected: Scythed Chariot - no change needed (now 9:c5strength: 13:c5rangedstrength:)

Crossbow :c5strength:13 -> 15, :c5rangedstrength:20 -> 21
Affected: Sofa - need to reduce CS by 1 (now 15:c5strength: 19:c5rangedstrength:)
Affected: Longbow - no change needed (now 16:c5strength: 23:c5rangedstrength:)

Heavy Skirmisher :c5strength:18 -> 15, :c5rangedstrength:22 -> 21
Affected: Pancerny - need to increase CS by 2 (now 15:c5strength: 23:c5rangedstrength:)

Musketman :c5strength:17 -> 20, :c5rangedstrength:30 -> 32
Affected: Prowler - no change needed (now 20:c5strength: 32:c5rangedstrength:)

Gatling :c5strength:25 -> 30, :c5rangedstrength:45 -> 48
Affected: Klepht - need to reduce CS by 1 (now 28:c5strength: 48:c5rangedstrength:)
Affected: Cacadores - no change needed (now 30:c5strength: 48:c5rangedstrength:)

Field Gun 20 -> 25
Affected: Licorne - no change needed (now 25:c5strength: 40:c5rangedstrength:)
Affected: Sier Morb - no change needed (now 27:c5strength: 45:c5rangedstrength:)

Light Tank :c5rangedstrength:65 -> 62
Affected: Hashemite Raider - no change needed (now 50:c5strength: 62:c5rangedstrength:)

I have made the 5 changes necessary on github. These changes are incredibly minor. For now, just don't play with Zulu maybe? The zulu have the 2 slots, but no theming bonus unless you pull the latest version off github

Other changes with upcoming patch:
Changed the bonus to Barracks to +2:c5food:, and removed the bonus to water mills from Huey Teocalli. Floating gardens got +2:c5culture: as a base yield this patch, and so it makes sense to drop the old bonus.
removed the theming bonus on etemenanki, in light of the change to base amphitheater. It’s a tiny, unnoticeable buff, and just feels unfocused.
Adding +1 :c5faith: to Lamassu gate. This should differentiate Lamassu from Walls of Babylon more, and make Goddess of Protection more viable on Assyria.
 
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Before I test all of this, just wanted to point out that, during the 'solution building' of the last version of the modmod on github, an error message appeared.
"Could not copy the file "Egypt\Khopesh\Khopesh.lua" because it was not found."
 
Its an issue with the .modinfo file. You will have to delete the lines of code which try to import the file. It’s not a big deal; the error isn’t hurting anything, and it should proceed normally
 
I have just finished a game as France and I think that SPADs might be OP with French UA. I would change logistic for sth else.
BTW when new version of this mod mod will be released?
In current file to download marked as v32.2, there is still v32.0 with the SPAD bug.
 
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I have just finished a game as France and I think that SPADs might be OP with French UA. I would change logistic for sth else.

This is something I talked about once, but you're the first to confirm : the combination of a twice-hitting unit with no strategic resource requirement and a low cost and the French UA allows some huge combat bonus. In what conditions did you use the SPADs ?

Also, how did the Grande Ecole fared with the current "specialist meta" ? I also feared its concept was too powerful.
 
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I wonder if we can keep the logistics if we give them back their strategic requirement and bring the build cost back up to normal?

When imperialism was given a policy that worked off aircraft stacks, my immediate thought was that giving France a no-strategics aircraft was going to eliminate needs requirement on empire, and THAT was going to be the bigger issue
 
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