3UC/4UC for VP: Project Coordination Thread

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@pineappledan Those models you gave me are unfrtunately broken, so for now I used that from Hyksos mod which works well.

@pineappledan standard question: Did you make art for tophet and examination hall or was it taken from somewhere? (Credits info)
 
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@Infixo I have problem with merging my Beta branch on github. I didn't notice that you also made small edit to Xiafan Guanjun file and github seems to have problem with that. Do you know how to resolve that issue?
 
I found few useful functions in Lua that can speed up the scripts significantly in situations when analyzing unit's adjacent tiles.
Code:
bool IsAdjacentToUnit(UnitTypes eOtherUnit, bool bIsFriendly, bool bIsEnemy) const;
bool IsAdjacentToUnitClass(UnitClassTypes eUnitClass, bool bIsFriendly, bool bIsEnemy) const;
bool IsAdjacentToUnitCombatType(UnitCombatTypes eUnitCombat, bool bIsFriendly, bool bIsEnemy) const;
bool IsAdjacentToUnitPromotion(PromotionTypes eUnitPromotion, bool bIsFriendly, bool bIsEnemy) const;
These functions check all adjacent tiles and all units in those tiles (stacking!) If flags are set to true then it also checks if the unit is friendly (=same Team) or enemy (=we're at war). If
 
Guys. 2 issues...
  • Why the heck did you put art defines into text file?
  • I lost over an hour finding bug in NewText files in Slaganz which broke whole file... Why didn't you check what you create? Have mercy on me, please.
 
Yup. I reverted changes, merged branches and then copied them again one by one. It is ok now. I also fixed issue in text file in slaganz code. Whole mod should work well now with v26.6.5 fixes. I recommend syncing.
 
I found few useful functions in Lua that can speed up the scripts significantly in situations when analyzing unit's adjacent tiles.
Code:
bool IsAdjacentToUnit(UnitTypes eOtherUnit, bool bIsFriendly, bool bIsEnemy) const;
bool IsAdjacentToUnitClass(UnitClassTypes eUnitClass, bool bIsFriendly, bool bIsEnemy) const;
bool IsAdjacentToUnitCombatType(UnitCombatTypes eUnitCombat, bool bIsFriendly, bool bIsEnemy) const;
bool IsAdjacentToUnitPromotion(PromotionTypes eUnitPromotion, bool bIsFriendly, bool bIsEnemy) const;
These functions check all adjacent tiles and all units in those tiles (stacking!) If flags are set to true then it also checks if the unit is friendly (=same Team) or enemy (=we're at war). If
So Goedendag and Ballista can be rewritten with those functions?
 
Could the ballista be done using that code? I thought the ballista/legion promotions were given when 2 tiles from a GG, but doesn't this only work with a range of 1?

If it works for 2 range, then this could be used for the Sofa too
 
cool. So not the exact same thing, but something very similar can be used for Sofa.
 
Tests, always more tests (I'm testing Venice currently : Tradition/Statecraft/Industry). I'll do another game with Enrico to see how it goes with Authority, since I didn't use the UMs at all during the current game.
 
Github updates for Shophet, Goedendag and Ballista.

Am I missing something or Shophet is functioning as this right now?
Spoiler Shophet :
UM - Shophet (replaces Great General and Great Admiral):
  • Great General:
    • "Leadership"
    • can be consumed to build Citadel
    • +2 Military Supply Cap
    • Bonus dmg vs cities within 2 tiles of Shofet
    • units that start a turn stacked or adjacent to a Shofet ignore ZOC for that turn
  • Great Admiral:
    • "Naval Leadership"
    • +2 Military Supply Cap
    • Can be consumed to repair all ships within 1 tile
    • Can be consumed to give 2 copies of undiscovered luxury
    • Must be in a friendly city to disembark back to a Shofet
 
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I disabled the bonus dmg vs cities. It was in the original unit, but it felt out of place.
I didn't touch great admiral code, so it should be able to do voyages of discovery normally.

Edit: it looks like someone edited the shofet sql to give suppyCapBoost+2? Why is Shofet giving 4 supply? I'm changing that back to the base 2

Tried booting up 2 games with the most recent version on GitHub. The game quit, and exited me out to Windows as soon as I met another civ.

Was playing as Iroquois. can anyone reproduce?
 
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The only two problems I had in my first game with Venice were :
- that, once a puppet city has begun to produce a building, it is impossible to invest in it (because of this, I couldn't invest in some of my Laguna, which slowed my puppet cities quite a bit) : it is a problem currently adressed in another thread
- there seem to be a problem with the Indonesian Kampong : when I used the IGE at one point of the game to scout the territory of the Celts (in order to see how many Oppidum they had... they had 4 or 5 in the Industrial era), the game said to me that the picture for the Kampung was lacking (since I play in strategic view, the 3d model is replaced with the icon of the UI), with a number of messages equal to the number of Kampong on the map (... a lot of messages). I'll do some tests today to see how it goes, but I'm using the github version of the 29/01.

I'll download the last version to see if the problem with Indonesia persists, and if the bug with the Iroquois is unique to pineappledan or not.

Have a good day !
 
No crash @pineappledan. I met few guys on map and nothing.
Kampong has error in sql. I will do correction.
 
Indonesia info was for @Hinin. I started game with Iroquois to check your crash.:smug:
 
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