More Unique Components for Vox Populi

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

@pineappledan I fixed few errors in db.log after your rcent updates but still one "FROM" error is appearing. Please find it.
Oppidum.sql. There was an error in 'Unit_ScalingFromOwnedImprovements'

Can you check if I fixed it properly? I'm not sure if I got it this time.
 
Just wanted to write a thank you. It's really enhanced the game experience massively. Only a few issues I've run into:

Shoshone's Buffalo Pound when destroyed during a city conquest or Hurricane (event system) - rebuilding it again adds another Buffalo to the city tiles. It's not overpowered but maybe there should be a check.

Rome's unique improvement for wine (I think) can't be pillaged at all.
 
The unique improvement for plantation can't be pillage to prevent them from repairing and spawning another one of their unique resource (flax)
 
Events...
 
There must be something that can prevent events from destroying certain things? Otherwise it would take out dummy buildings etc. Unless it's tied to IsDummy :(
 
There must be something that can prevent events from destroying certain things? Otherwise it would take out dummy buildings etc. Unless it's tied to IsDummy :(
yes which i have been emphasizing you need to make dummy buildings IsDummy :mad:
 
Shoshone's Buffalo Pound when destroyed during a city conquest or Hurricane (event system) - rebuilding it again adds another Buffalo to the city tiles. It's not overpowered but maybe there should be a check.
surprisingly howard thought of that already and made a mod of it when he was reworking indonesia
 
yes which i have been emphasizing you need to make dummy buildings IsDummy :mad:
I DID. All dummy buildings have been updated with IsDummy=1 for months. We're talking about a non-dummy building which does a thing on construction.
surprisingly howard thought of that already and made a mod of it when he was reworking indonesia
So there's something in the Candi code which prevents them from being destroyed, or prevents them from having their on-construction action trigger in the same city if built their >1 time?

Either way, we should have the Nilometer and Buffalo Pound provide a FreeBuildingThisCity which is a dummy with 100% capture rate, and can't be destroyed. That way, if the city is lost and recaptured, the nilometer/buffalo pound can be destroyed/rebuilt on capture, but won't trigger more buffalo/flax on the map, because it would be tied to a dummy which was never lost.
 
My thoughts on the Mayans: they're already a very snowbally civ in base VP. Hence, I don't personally think that the Holkan deserves Trailblazer nor bonus science from ruin pickups; they may seem minor at first glance but the added snowball potential seems totally unnecessary for such an already strong civ.
Likewise with the combat bonuses of the Ball Court, and the carrying over of +33% against wounded for their ranged line: it looks like the Mayans have no weaknesses in their current state.
I feel like at the very least the Atlatlist should perhaps be reverted to the unmodded version: available at turn 0 and slightly cheaper to produce, but nothing more than that. The other points are also worth thinking about if they're to stay or not.
 
Either way, we should have the Nilometer and Buffalo Pound provide a FreeBuildingThisCity which is a dummy with 100% capture rate, and can't be destroyed. That way, if the city is lost and recaptured, the nilometer/buffalo pound can be destroyed/rebuilt on capture, but won't trigger more buffalo/flax on the map, because it would be tied to a dummy which was never lost.
These use custom lua code instead of the built in tables like
Code:
INSERT INTO Building_ResourcePlotsToPlace
            (BuildingType, ResourceType, NumPlots)
I assume that's because they don't behave quite how you need them to?
And if that is the case, perhaps we could look into amending those functions as they exist in the core-VP?
 
These use custom lua code instead of the built in tables like I assume that's because they don't behave quite how you need them to?
And if that is the case, perhaps we could look into amending those functions as they exist in the core-VP?
We wanted the tile placement to look for specific things first, so yes. For instance, we don’t want buffalo appearing on desert, or flax on tundra
 
My thoughts on the Mayans: they're already a very snowbally civ in base VP. Hence, I don't personally think that the Holkan deserves Trailblazer nor bonus science from ruin pickups; they may seem minor at first glance but the added snowball potential seems totally unnecessary for such an already strong civ.
Likewise with the combat bonuses of the Ball Court, and the carrying over of +33% against wounded for their ranged line: it looks like the Mayans have no weaknesses in their current state.
I feel like at the very least the Atlatlist should perhaps be reverted to the unmodded version: available at turn 0 and slightly cheaper to produce, but nothing more than that. The other points are also worth thinking about if they're to stay or not.
I'm very proud of what we came up with for the Maya, but yeah it's probably a little too good.

The pathfinder I on opening is not a bonus I have actually noticed much in my games. King difficulty and up gives the AI Pathfinder I as a starting promotion, so it actually doesn't help the AI at all since they get it anyways. Maybe we swap the 10:c5science: to 5:c5science:5:c5culture:? It's a very unreliable bonus, and you don't get that much raw yields out of it, but it can be the difference in getting to your first 1-2 techs 5 turns earlier. My issue is actually renewal cycle. I think the 20 turn mechanic being featured once on pitz court is enough, and I would be cool with axing the heal on turn mechanic.

I think you should maybe look at the Pitz court numbers again? It's not a very powerful building, and the promotion it gives is really not that scary. I don't think it would be possible to nerf it any lower than it already is.

Thoughts, @adan_eslavo ? Should we change the yields on ruin discovery, and axe the heal on turn? That would also help with performance and make the chasqui a bit more unique
 
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Fixed small XP scaling bug.
 
update:
  • removed 30hp heal every 20 turns on holkan. It was gamey and random and Holkan didn't need it.
  • changed lost codices to 5:c5science:/5:c5culture: (was 10:c5science:)
  • added dummy buildings to nilometer and buffalo pound which are added immediately after resources are placed on the tiles. The lua checks for these buildings in a city before placing new flax/buffalo
  • fixed a graphical glitch with Qullqa, which made Incan cities on mountaintops disappear when the Coca was placed beneath the city (re-adds the machu picchu graphics at the end of the lua)
 
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I just updated the art assets for Dhanurgraha and Yellow Brow.
@adan_eslavo, perhaps it's time we released a new version? we've got a nice assortment of optimizations, balance changes, fixes and improvements on the github now.

I added/deleted some art files for the Yellow Brow change. I got it running in my local setup, but you might want to check that I didn't mess anything up in civ5proj file
 
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I had comp failure recently. I will do next release till weekend. Check everything once again before that.
 
For Yellowbrow, I modified a version of Iroquoian pikeman by Patum333
For Danurgraha, it used the same icon as the Nubian apedemak archer, which already has VP compatibility, so I made a custom icon of a tripundra
 
Updated the credits, and modified new promotions which give influence from diplomatic actions. The table used for diplo actions in CSD was modified in 12-18.

Note: because of this change to VP-CSD, MUCfVP v39 will only be compatible with version of VP after VP12-18, and v38 is compatible with VP 10-29 to 12-3.
 
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I'm back! v39 realeased.
Code:
v39:
- compatibility with VP 12-18 (incompatible with older versions!),
- renamed few folders and files,
- tweaked/modified:
    - Holkan ==> removed renewal cycle promotion; lost codices now gives 5 culture/5 science,
    - Suffet ==> added Suffet conversion onto all Admirals (now Carthage can swap all GAs/GGs back and forth),
    - Scythe ==> removed ZOC,
    - Huey Teocalli ==> reduced base faith to +3; replaced free Temple with a free immediate +3 food/faith/XP dummy building (sick of this "bug"),
    - Gumey ==> simplified monopoly bonus calculation loop,
    - Suffet/InDuna ==> locked lua hooks checking if Carthage/Zulu is in the game,
    - Dhanurgraha ==> changed unit flag and SV flag (unstacked from Nubian archer),
    - Yellowbrow ==> changed unit model (icon and flag unchanged).
- fixed:
    - Yassa Court ==> fixed lua,
    - Sambadrome ==> fixed SQ,
    - Nilometer/Buffalo Pound ==> set dummy buildings so flax/buffalo won't spawn in a city if built more than once in same city,
    - Qullqa ==> fixed text; resolved issue with cities on mountains disappearing when Qullqa is built,
    - Cacadores ==> added shadow to flag icon,
    - Chasqui ==> added shadow and mipmaps to flag icons.
    - Druidism ==> now lost on promotion,
    - Oppidum ==> WLTKD scaling now matches Towns,
    - Dhanuraashi, Armada, Tophet ==> "tValue" instaed of "t.Value" for XP scaling,
    - Seir Morb ==> removed unnecessary citytrained hooks.
 
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