More Unique Components for Vox Populi

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

Sorry, but you are wrong about Exam:
Code:
for _, spec in ipairs(tGPs) do
            local iGPProgress = pCity:GetSpecialistGreatPersonProgressTimes100(spec.GPType)
         
            if iGPProgress > iGPMax then
                iGPMax = iGPProgress
                tBestGP = spec
            end
        end

pCity:ChangeSpecialistGreatPersonProgressTimes100(tBestGP.GPType, iGPP * 100)
This code checks each specialist and if current value is greater than saved max value then they are swapped. There's no code for adding two specs. Even Notification do not display this case. Not so sneaky :/ Some tweak is needed.

Ok, Tophet should be redone as you said. Easier to code. I will do the changes soon.

Sachem will have such values. I'm concerned why faith do not appear. It should. There's value in table already (instead of ally it is now put into friend).
 
He showed yields for 2 allied city states. Based on the old tables, he should have been getting 2 food.
To my knowledge, the bonuses for friends are not given if you are allies. This is why you always want to make sure the allied bonuses are better

I just put in the Tophet change
 
Pushed my update. Expanded tophet. Updated texts and changelog.

==> Sachem: that's why I want @Hinin to check that if he can. We will be sure.
==> I will do today Exam rework, check Huns codes.
 
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I was in the middle of fixing the barbican/qila/holkan etc. text when u pushed that update :cry:
 
Do them. I didn't touch those 3 (I did only AltiCur and Tophet text tweak). I had the same with tophet and sachem :p

Barbican had 25% Range Strike and we gave him 33%. Now it should have 100 and we gave him 125%. Buff?
 
Do them. I didn't touch those 3 (I did only AltiCur and Tophet text tweak). I had the same with tophet and sachem
I tried to add the tophet text changes, so there was a line conflict and it threw out my changes. I have redone them now.

I moved the tile requisite info for the nilometer and buffalo pound to the strategy section. I think I prefer to keep the help section info more minimal. If people are really curious about the tile prerequisites they can check the pedia.
Barbican had 25% Range Strike and we gave him 33%. Now it should have 100 and we gave him 125%. Buff?
correct. It is now 25% more than base castle.

re: Tophet change. Another thing which needs to be addressed now is faith purchases. The bonus XP should be extended to faith purchases now, correct? That allows us to take out another if statement, and it's more consistent for the player.

I just realized, the old system never penalized XP on purchases of mercenaries, and the lua never checked if the unit type was a landsknecht, etc. You could get insane starting XP using tophets with mercenaries in the old system. I'm glad we've changed this; it fixes a major exploit

edit: done!

Edit edit: OP has been changed
 
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But people should know THERE ARE restrictions. For now it is info: creates 2 flax. Me and you know that there are restrictions, but new players? IF it is not mentioned in help then player would not look at strategy. For example, I do not care much about strategy. For me help is main info. And Im not alone with that probably.

Short info we had before was good enough. There's no such ability in VP so we can add it in form we want.
 
But people should know THERE ARE restrictions. For now it is info: creates 2 flax. Me and you know that there are restrictions, but new players? IF it is not mentioned in help then player would not look at strategy. For example, I do not care much about strategy. For me help is main info. And Im not alone with that probably.
For new players, the most obvious times when this would become an issue are:
  • Shoshone city in a desert
  • Egypt or Shoshone city on a very small island
In both those cases, since players have never seen a bison resource anywhere but flat grassland/plains before, they will likely intuit that there are restrictions on the spawning. The chances are remote in any given game that a player won't get their resources in every city. I really do think that large text descriptions for a reasonably simple effect will cause more trouble for players than pushing obscure mechanics into the pedia will.

I figured there was a precedent for hiding these "under the hood" pieces of information in the civilopedia, because that is what we did with the pitz court already.
 
Just tested the Sachem's Council : it works as intended.

I don't think the texts added to the BPound and the Nilometer are long enough to be considered as bothersome. I'm in favor of keeping them.
 
Ok, I reworked Migration and Bellum Alet' promotions. Migration indeed could be very exploitative. Now I restricted the number of cases when it is started and added break when there are no more civilians to check. Bellum Alet' had small error in logic statements (or instead of and) so I fix that. I also changed few things, but that was not so major changes like in Migration. Bellum is performed on pillage, not on turn so there's not much resource eater.

I checked Last Shot from Horse Archer. Unfortunately the code is so straightforward that I cannot do much to cut it. I added small changes but that's all. That code MUST be performed. It starts on each unit's last move and then checks for promotion. How many units on map can be? Lots of. If your really want you could think of something simplier and less exploitative.

I added code to Exam Hall. Now it gathers all specialist with the same progress (I really doubt that there will be more than 2, but it can store all types) and then increase progress for all of them and runs separate notifications.

All code I wrote without checking. I should work, but verification is needed. Thank you @Hinin for help with that. But that's not the end. Exam Hall and Huns promos need to be checked. Focus on huns. I play my current game with China and I have some Exam Halls, maybe I will find in situation with two the same results.


I use EE and noticed that LancerClass units are split. 2 of them upgrade to UhlanClass and 2 of them to WW1Class. Can someone verify that? Probably Qizilbash should be fixed and moved to WW1Class.
 
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I'm currently not able to test, but as a general philosophy, I would want to avoid things that need to check every unit/building/city/etc. for anything. Simple promotions may not be fancy, but they also won't put the game to its' knees while doing it, very much more when going larger maps/more civs. So for Horse Archer, given the rest of Huns' kit we have, it probably would not be too 'boring' to just have Horse Archer have Accuracy I & II, or Accuracy I + other simple promotion. We are talking about the first unit of the line, after all, so there is a fair amount of value in just getting those basic promotions for free, that early.

(Sad as it is - I really loved playing with Last Shot, too.)
 
Exam fix sent. Testing...
Ok, base function is working. But getting tie is almost impossible. Someone needs to create good scenario for that :P
 
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Tested the Exam Hall, the Tarkhan and the Horse Archer :
- Exam Hall : I managed to create a tie (it's not that difficult in the end using IGE) between GArtist and GEngineer, and what happened was that both gained 15 GP points (as much as should gain an alone GP with the highest number of points). It could be possible to exploit this to multiply the effect of the building, but it would be so difficult to do in the Medieval era that I think we can leave it as it is.
- Tarkhan : Bellum Alet works ; for the Migration promotion, I don't know if it is due to changes in VP or in the MUCfVP, but it is now possible to have 4 MP civilian using this promotion (with Progress and a Tarkhan, you can actually use your Tarkhan to protect a high-MP civilian, which was the initial goal of the promotion).
- Horse Archer : the Last Chance promotion has never slowed my games, but I'm always playing in strategic view, so that could explain it ; it works fine for me
 
Excelent. Thanks.

So for now we can leave Last Shot. After v37 when we start doing some further rework, but this time for units we can test it deeper if issue for Hunnic lags still exist.

There are only few civs left for revision. I will do them soon (today some?). Be ready to check them. I want to merge everything to master right after your checks. I don't want to push any serious worm (bug) into master.
 
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Hippordrome checked. I deleted code for dummy building deleteion on capture (it has NeverCapture value), simplified notifications and modified small pieces of code.
Babylon. Huey Teocalli. Madrasah. All checked.
Homestead checked. Code simplified slighlty. Fixed notification.
 
Hippodrome code is necessary and needs to be re-added.
That code checks if the hippodrome was captured, and deletes ALL dummy buildings on empire. We don’t want the rest of the empire getting the gold/culture for horses if the capital was lost.

To regain the bonus on horses, the hippodrome needs to be rebuilt in the new capital
 
But dummies also has NeverCapture set to 1. They are automaticaly deleted. All dummies. Not only for Hippo.

If Rome can get those dummies then such code should be put into EVERY code for building with NeverCapture value = 1.
 
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But dummies also has NeverCapture set to 1. They are automaticaly deleted. All dummies. Not only for Hippo.

If Rome can get those dummies then such code should be put into EVERY code for building with NeverCapture value = 1.
I think PD peans that all the Hippodrome dummies should be deleted as soon as the city with Hippodrome is captured. With just NeverCapture = 1 they're only deleted one by one when their own cities are captured.
 
If Constantinople has the hippodrome, and Constantinople is captured, it is not enough that the dummy building in Constantinople is removed.

When Constantinople is captured, the dummy building in mediolanum, nicea, and Timbuktu need to de deleted too; all of them
 
But now we have only one dummy in city where hippo is built. It is gifted via sql. Maybe we should change it to global effect? PD modified it but left it as local. It was build in every city before simplification of lua...
 
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