3UC/4UC for VP: Project Coordination Thread

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Huh... I wonder if something went wrong with my export

I downloaded everything off github as a zip
Unpacked with winrar
Booted up modbuddy -> build -> build solution

Is there anything else I should be doing to get the mod playable?
 
Also, I believe korea is done? I think it can be moved out of the temp file

@Blue Ghost, I hope you don't mind I have assigned the Germany lua to-do list to you on GitHub?

Japan and Zulu are also really close to being done; each needs relaltively simple lua to be complete.

@hokath has expressed reservations about the current proposal for the InDuna, suggesting the AI wouldn't benefit from the InDuna's XP on expending the GG:

InDuna - on creating a citadel, gives 60XP to stacked unit, and 15XP to adjacent units.

I think the AI grasps stacking and grouping around a GG well enough that this wouldn't totally go to waste, but maybe they let their GG's run free when they are going out to build a citadel?

I'm not all that broken up, since AIs get lots of other bonuses w.r.t. unit XP that humans don't get, and there's always times where a human player can exploit something better than the AI.

I really like the idea of the unit creating a 1-time gathering of units, and I think that properly reflects Indaba in-game. The total XP you could potentially get from this would be 150 (60*1+15*6). Is that too high? should the stacked unit only get 30-45XP?

The other thing is this is the only GG replacement that we have proposed that has its main benefit be its effect when expended.

Shofet lets you ignore ZOC
Khan gives Medic
Sweden gives 30% CS instead of 15%
 
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trying to get a start on the sofa lua. is there a way to get the IsMounted value from the Units table for any unit via lua? Ranged mounted units like skirmisher are in the same UnitCombat_archer class with normal archers
 
If I remember well, the units which have a bonus against mounted units have a different type of bonus against mounted archer units (the name of the bonus is different when in combat) : my knowledge of the deep parts of the code is inexistant, but maybe looking there may help you see how the game handles the bonus toward/against mounted units with both mounted melee and melee ranged units.

Also, I tested Venice, and, in the hands of a player, the combination Fusta/Great Galleass is quite useful, but there is a small disadvantage with the Fusta : a Venitian player, except if s/he took measures since the beginning of the game (by building the Terracotta army for example), will have a quite small amount of military supply compared to other players ; since losing Venice is quite the drama for a Venitian player, the army defending it will often be quite big, and so the Venetian navy won't have a lot of military supply left ; in these conditions, the creation of Great Galleass seems much more pertinent. Moreover, the absence of maintenance cost of the Fusta won't make too much difference (Venice already having so much gold per turn). This is just an opinion though, and I think this should be adressed later, when we have a lot of players using this civ.
 
trying to get a start on the sofa lua. is there a way to get the IsMounted value from the Units table for any unit via lua? Ranged mounted units like skirmisher are in the same UnitCombat_archer class with normal archers
It is a normal field in DB, so it is accessible in Lua via .IsMounted. Should be boolean type.
 
This is part of what I wrote:
Code:
function HorseDadOnCreate(iPlayer, iUnit, iUnitType, iX, iY)
local pPlayer = Players[iPlayer]
local pUnit = pPlayer:GetUnitByID(iUnit)

          if pUnit:GetIsMounted() == 1 then
                  local bInRange = pUnit:IsWithinDistanceOfUnit(iSofa, 0, true, false)

                  if not bInRange then
                          bInRange = pUnit:IsAdjacentToUnit(iSofa, true, false)

                          if not bInRange then
                                 bInRange = pUnit:IsWithinDistanceOfUnit(iSofa, 2, true, false)

                          end
                  end
                  pUnit:SetHasPromotion(iHorseDadEffect, bInRange)
          end
end
so then the code should be "if pUnit:IsMounted() == 1" instead of the current " if pUnit:GetIsMounted() == 1" ?

I also just did a lua for Japan. If my Japan lua passes muster then Japan is done
 
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I will do stuff checking and finish Germany.
 
You can check all luas in Temp Folder for not added civs.
 
@Infixo, @pineappledan
Game crashes on unit death. It can be death in combat or intentional killing unit by player from ui. I disabled all luas using OnCombat game events but didn't work. Bare VP works well.

Last time I tested killing units and it worked was probably vesrion 25.28 when I changed Oppidum lua.

I'm testing now Ballista and Goedendag OnMove events.
 
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I found that Goedendag or Ballista is the issue. I disabled their luas and everything works. I will find and fix it I hope.
 
Finally fixed. It was Goedendag to blame. Now there should be no CTD.
@Infixo What about FireTunner issue? Do you have it still crashing?
 
Japan is complete, if Yamato looks okay now @adan_eslavo
Inca is complete if chasqui and tambo lua are working as intended. Need to test if resource remains on conquest of city. If not, we will need to make the tambo give Coca using some other function using lua

Songhai needs 1 new lua code: gold for every citizen not following majority religion , and confirmation that sofa lua is okay
Zulu needs 1 new lua: XP on expending Izinduna, if people are okay with that unit functionality (@hokath has expressed reservation)
Huns need 2 new lua: yields on tribute from minor civ & Golden age on tribute from Major Civ.

Also @adan_eslavo, I know you have put a lot of time and energy into the promotion icons for each unit's promotions. I haven't done anything w.r.t. unique promotion icons for any o fthe units in the temp folder, they all are the same. I figured you would want to go through and pick those out anyways
 
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Yeah, I have Germany, Portugal, Marocco, Venice and Aztecs from "old" civs to clean up. Move Japan and Inca out of the temp folder and add links to files for modbuddy. Test them if you can. I will take a look into promo icons when time arrives. I will try to finish Germany today and tomorrow another one. I'm also adding "old" civs into desription post.
 
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Regarding Izinduna, I think hokath's criticism is valid; an idea: could the Izinduna's citadels be made to grant the GG buff to units within two tiles (as an "aura")? Would encourage Shaka to expend his generals aggressively while retaining the combat bonus. (And it could stack with an actual GG buff maybe?)
 
submitted pull request for renaming and moving all directories out of temp folder.

All the new UCs should hypothetically work and be available, except for those few uncoded lua traits. We can at least start testing base functionality (unit models, icons working properly, how the text looks in-game, etc.)

Something is going wrong with my modbuddy. I can't edit how files are published, so I can't designate things as InGameUIAddin, sql, etc.
 
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@Infixo I have another CTD, but this time it is another cause. I will post minidump file. Cannot reproduce in another game.

@pineappledan
  • Description of Teutonic order need to be clarified:
    • "Morale" is given to all units (trained before and after construction of TO
    • "Chapter" is given to units trained only after conastruction of TO.
    • Current description says:
      • "...All new units trained in any city with a Barracks receive the Morale promotion for free, and all melee land units immediately receive the Chapter promotion...". It's not so clear, at least for me.
  • Where did you put your .git file from Github Desktop? You need to clivk on civ5prj file with right-mouse --> properties --> Actions (for sql/xml)/Content (for lua) --> add
 

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