3UC/4UC for VP: Project Coordination Thread

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I modified GameSpeed scalers.

Turn ON database constraint validation and it will show you such errors in database.log.
Where can I turn it on?
 
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lol, why even have those lines of code? If we just remove them the default of no resource requirement will work as intended
EDIT: removed unit_resourcequantity requirement from hashemite and SPAD
If there's an entry in this table, you need to use DELETE to remove the requirement.

Where can I turn it on?
config.ini
ValidateGameDatabase = 1
I also use:
EnableTuner = 1
EnableLuaDebugLibrary = 1
MessageLog = 1
AILog = 1
AIPerfLog = 1
LoggingEnabled = 1
There are few others you can turn on.
 
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We did it! 100 pages of forum posts!

Our conversations have now become truly impenetrable!

I can't get the mod to load if it's the version installed from github. The mod doesn't appear in my list of mods to be activated. is there a certain way I need to configure the game to read that type of mod?
 
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You need to compile it in modbuddy. I can make downloadable version if you want. I planned to wait a bit longer.
 
Can you check where Era or Speed Modifier is missing? I just added both to Landwehr.
And where they are not necessary, but put?
SPAD and Hashemite are ok now. TY @Infixo.

New github update with some popups, era scalers, speed scalers and its modifications and fixes.
  • Help needed to find more cases where there's lack os such scalers, or there are old (BG) version of era scaler.
  • Where popups need to be added.
  • Where notifications need to be added.
I need to take a break.
 
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Re: some game speeds issues
1. All xxxPercent values in GameSpeeds are given x100. If you use them, you need to divide by 100 the result. I.e. quick is 66, normal 100, epic 150, etc. This how game handles floats in general, always as x100 integers. Edit. Ok, I see you've done already, nevermind then.
2. XP scaling is governed by BALANCE_CORE_SCALING_XP in CustomModOptions and uses TrainPercent as modifier.
3.To access CustomModOptions:
Code:
for t in GameInfo.CustomModOptions{Name="BALANCE_CORE_SCALING_XP"} do print(t.Name, t.Value, type(t.Value)) end
 
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What needs to scale w.r.t. landwehr? the 2 culture per turn? Doesn't that scale with supply cap, more or less?
 
The actual XP values gained from attacking and defending are stored in Defines.
Code:
EXPERIENCE_ATTACKING_AIR_SWEEP   5
EXPERIENCE_ATTACKING_CITY_AIR   4
EXPERIENCE_ATTACKING_CITY_MELEE   5
EXPERIENCE_ATTACKING_CITY_RANGED   2
EXPERIENCE_ATTACKING_UNIT_AIR   4
EXPERIENCE_ATTACKING_UNIT_MELEE   5
EXPERIENCE_ATTACKING_UNIT_RANGED   2
EXPERIENCE_DEFENDING_AIR_SWEEP_AIR   5
EXPERIENCE_DEFENDING_AIR_SWEEP_GROUND   2
EXPERIENCE_DEFENDING_UNIT_AIR   2
EXPERIENCE_DEFENDING_UNIT_MELEE   4
EXPERIENCE_DEFENDING_UNIT_RANGED   2

But accessing Defines is more difficult, you need to do a direct sql select. If you want to play around:
Code:
for row in DB.Query("select Value from Defines where Name='EXPERIENCE_ATTACKING_UNIT_MELEE'") do print(row.Value) end
Better to do it once when Lua starts and store in some local variable for later use.
 
What needs to scale w.r.t. landwehr? the 2 culture per turn? Doesn't that scale with supply cap, more or less?
There was flat 2c every turn. No scale with supply (unless you thought about more units = more culture). Same thing with the buildings. I add era and speed scaling for everything beside wltkd (no era) and xp (no era).

The actual XP values gained from attacking and defending are stored in Defines.
Code:
EXPERIENCE_ATTACKING_AIR_SWEEP   5
EXPERIENCE_ATTACKING_CITY_AIR   4
EXPERIENCE_ATTACKING_CITY_MELEE   5
EXPERIENCE_ATTACKING_CITY_RANGED   2
EXPERIENCE_ATTACKING_UNIT_AIR   4
EXPERIENCE_ATTACKING_UNIT_MELEE   5
EXPERIENCE_ATTACKING_UNIT_RANGED   2
EXPERIENCE_DEFENDING_AIR_SWEEP_AIR   5
EXPERIENCE_DEFENDING_AIR_SWEEP_GROUND   2
EXPERIENCE_DEFENDING_UNIT_AIR   2
EXPERIENCE_DEFENDING_UNIT_MELEE   4
EXPERIENCE_DEFENDING_UNIT_RANGED   2

But accessing Defines is more difficult, you need to do a direct sql select. If you want to play around:
Code:
for row in DB.Query("select Value from Defines where Name='EXPERIENCE_ATTACKING_UNIT_MELEE'") do print(row.Value) end
Better to do it once when Lua starts and store in some local variable for later use.
Those values we always inherit from substituted unit. I don't think we can use this somewhere. I used .trainpercent for scaling anything with xp.
 
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There was flat 2c every turn. No scale with supply (unless you thought about more units = more culture).
That is exactly what I thought about. I can't be the only one that thinks this is an insanely overpowered thing, can I? pure culture for every landwehr on empire, as long as he is in your borders? At least make it so they have to be in a garrison, fort or a citadel, as is this just converts unit maintenance into pure culture at a very good exchange rate.

So am I reading this right, that the scaling on yorkscher marsch is 0.2 culture per era?
 
Yup, 0.2c per era because it starts in industrial. Ok I will write your suggestions on Github.

I dont know if that is correct era scaling. For now I tried to make all the same. I need to look for similar thing like with game speed.
 
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Good. I didn't notice that and was really late to check that again.
 
Are you sure you can't scale WLTKD turns? It's already done in base VP there should be a way to replicate no?
 
Oooh 100 pages. I know I was pretty late to come here but I just want to let you guys know that I appreciate what you've done here and can't wait for the final release.
 
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I have completed XML and SQL for 5/7 of the remaining civs. I have not tested or verified that any of my code actually works, but there is at least a skeleton there. If you build a .modinfo file for them then there is enough to actually be able to load them into game, but any features, promotions or abilities that require lua are not implemented.

@Blue Ghost has said that he is planning to release Germany and Japan, so I did not do any work on those. Talk to BG and see how far along he is, you might be able to take the SQL and XML off his hands for those two, and then he would just have to do the .lua. I get the impression from previous discussions that he is fairly far along on Germany, but has not touched Japan.

Art assets can be found for Germany and Japan in the same link, above

So to do w.r.t. XML/SQL:
  • verify that Pdan's code is okay
  • create modinfo and load PDan's partial civs into Civ V (all that should be required is getting to the civ select screen and verifying that all of them are in there and their art assets are working properly)
  • SQL and XML for BG's remaining 2 civs (probably starting with Japan)
  • Once PDan's and BG's XML and SQL files are confirmed to be not-poopy, a pull request for addition to the GitHub could be done as well
 
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@Ziad WLTKD scale with game speed. Are you sure they also scale with era? I wouldn't be so sure.
 
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