3UC/4UC for VP: Project Coordination Thread

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I need to resign from 43civ probably. Too many issues with that.
 
I need to resign from 43civ probably. Too many issues with that.
Actually it’s good that are using it, from certain perspective - you can help find such errors.
But I am not able to analyze minidumps, because its a bit different dll... pros and cons.
Do you have any other issues?
 
You mentioned that it can also cause FireTunner crashes. Nothing else for now.
 
I just tested the Zulus. I really like the Iziko's effect and how it helps getting culture for this civ.

I agree that it is too similar to the Dojo though, but it seems more at it's place with the Zulus.

I know the code for InDuna is not complete, but don't forget to add the +2 supply when expanding.

Code:
UPDATE Units SET SupplyCapBoost = '2' WHERE Type = 'UNIT_ZULU3_GENERAL';
 
Would there be interest is a poll for some of the changes that have been brought up?

People not liking X or Y is easy enough, but I'm finding it hard to get feedback on fixes/changes which we could implement.

Thanks for trying out the Zulu @Giza. I just added new unique names on the GitHub version for the InDuna. If you tried the GitHub version, did you notice if those were working okay?
 
I just added new unique names on the GitHub version for the InDuna. If you tried the GitHub version, did you notice if those were working okay?

I started my game yesterday in fact so i did not have the unique names yet :)
 
Strawpolls are up for a bunch of recent discussions. Please give your 2 cents!

Should Spain's Armada's unique promotion get a slight rework?

Should we add a new feature to Japan's Kabuki?

Should we give Morocco's Corsairs the ability to ignore closed borders? Should we move them up a tech?

Should we rework how Persia's Pairidaeza?

What bonus should we give the Zulu Great General?

What bonus should we give the Hunnic wonder?

edit: for now I have added the entering rival territory to corsair, and changed the Armada's invincible to give +4CP. These changes are easy to revert.

Bugs:
Incan Coca is not generating monopoly. Can't check lua because no monopoly is recognized by game, even though IsMonopoly=true

I really think the Chasqui healing promotion, as is, is pretty bad. 5HP on heal isn't noticeable. I have added an alternative lua for a different version of the chasqui promotion into the chasqui.lua file, commented out for now. At the very least, I think the current chasquiwasi promotion should be increased to a 15hp heal every turn, up from 5. That is stronger than what I have implemented, but maybe that isn't so bad (my proposed lua would not allow for both healing from fortify and 15hp heal from promotion in a single turn)

@Hinin, I recall you took India for a spin; was the Qila not a bit OP, with 10% food conversion to culture? That seems really strong
 
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OMG any thoughts of moving paeridaesa to much earlier. Persia was a MEGA powerhouse. Maybe one tech earlier and no aquiduct req.
 
You are setting base strength of armada but where is the code to take it out?

Chasqui with 15 heal on its own territoey will be invincible. 5 was enough imo. If you want to restrict fortifying then take shoshones code. There is fortify check.
Code:
pUnit:FortifyModifier() < 0

In lua block comment you can do with --[[ and --]] marks.
 
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Base Combat Points. We use it to differentiate from CS which is Combat Strength (% modifier).
 
Points? You mean Combat Strength and Range Combat Strength? If so, then I suggest not to manually meddle with Base CS. Just use promotion, that’s what they are there for.

We already use a unit using this mechanic of having bonus CP instead of bonus CS : the Assyrian Iron Chariot has a base CP of 13, but gets 2 bonus CP if you have less IChariot than the number of Iron and Horse available (the two Strategic resources are taken separately into account, so the IChariot can gain 4 CP, becoming a 17 CP unit). It is a way to play with strategic resource availability : to be at its peak of power, this unit requires two strategic resources, but you can still use all your strategic resources for commerce or other units without forbidding the IChariots to heal : they'll just become a bit weaker.
I really like the way this unit feels right now : with its CP bonus and its "Fury of Nergal" promotion, which counters flanking tactics, this unit can be frigthening, but it suffers from the "rough terrain penalty", which hinders its mobility and ability to retreat (the Celtic Scythed Chariot at least has the "Slipstream" ability to avoid being caught), and, if you create too much IChariot, they'll become weaker than normal Horsemen. A really unique unit which, behind its apparent overpowering forces, has weakness which can catch you off-guard.

The Spanish Armada will also have some clear strength and weaknesses : it's extreme strength in naval combat is counterbalanced by its lack of mobility, its high cost, and the fact it must be at full health to benefit from most of its unique bonus means that, in a war of attrition, it won't be as useful as a Sea Beggar (and will be crushed by English Ships of the Line => nice reference). To use this unit well, you must create the conditions where it can use its brute force without fear (although the Spanish UA can help you create Armadas, their cost is still prohibitive).


@pineappledan, you didn't add my proposition for the Japanese UB2 to the poll (specific yield for each type of guild within the empire). You didn't like it ?
For the Indian UB2, I can't be sure right now if it's too powerful or not : I was in an extremely favorable position for putting farms everywhere (which I did), and, with a Tradition capital, this UB had quite a significant effect, but I didn't pay much attention to the effect of the building in my minor cities...
Question : How is calculated the culture bonus ? Before or after the modifiers (since India has huge food modifiers, this can play a lot). ?
 
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1. I meant in the first place that the name is confusing, because it is not a standard term used in game.
2. There is a reason why all promotions’ effects are percentage-based. The damage formula uses a ratio of strengths to compute damage, not difference. It was changed in Civ6 to be difference-based, and there the promos give flat CS. Your approach is consistent with Civ6 design, but not with Civ5.
3. I am NOT saying that you are not supposed to increase the CS/RCS of the unit. I am saying that the proper way to do it is via promotions or surroundings (terrain also uses percentages to influence combat).
 
you didn't add my proposition for the Japanese UB2 to the poll (specific yield for each type of guild within the empire). You didn't like it ?
the Japanese UA already gives yields to the specific specialists. adding yields to the buildings themselves would be over and above. plus it doubles up on what Persia's UB already does.
I didn't like it, no. But not because it was a bad idea, because it would demand we rework 2 UBs instead of 1
Question : How is calculated the culture bonus ? Before or after the modifiers (since India has huge food modifiers, this can play a lot). ?
India's UA affects food GROWTH, not base food. So it modifies surplus. The culture bonus multiplies base food, which is actually a bigger number.
Chasqui with 15 heal on its own territoey will be invincible. 5 was enough imo. If you want to restrict fortifying then take shoshones code. There is fortify check.
I don't think it would be that bad. The other nice thing with making it stack with the normal heal is that it does not interfere with the SURVIVALISM III promotion, which has AlwaysHeal on it as well.

The Survivalism line gives +10 heal outside friendly territory, and then a heal every turn
- At level 4, survivalism scout can:
  • heal 20HP every turn outside friendly terrain
  • heal 10HP every turn inside friendly terrain
- At level 4, survivalism chasqui can:
  • heal 20HP every turn outside friendly terrain
  • heal 25HP every turn inside friendly terrain
All of these also stack with medic. Perhaps we could set the chasqui heal down to 10HP in friendly, so they heal the exact same inside and outside (20/20 with survivalism III)?
3. I am NOT saying that you are not supposed to increase the CS/RCS of the unit. I am saying that the proper way to do it is via promotions or surroundings (terrain also uses percentages to influence combat).
changing the base combat strength lets that promotion be subject to other modifiers as well.

ie. old invincible gave +10% CS and armada had 40CS. With boarding party II (+15% vs ) thats (40*1.25)=50CS

new invincible gives +4 CS and armada had 40CS. With boarding party II (+15% vs ) thats (44*1.15)=50.6CS

There are also things which only consider base, unmodified combat power, like calculating tribute
 
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ie. old invincible gave +10% CS and armada had 40CS. With boarding party II (+15% vs ) thats (40*1.25)=50CS
new invincible gives +4 CS and armada had 40CS. With boarding party II (+15% vs ) thats (44*1.15)=50.6CS
Really? Manually tweaking CS to get 0.6 more CS? I think I'm gonna pass then.
 
Really? Manually tweaking CS to get 0.6 more CS? I think I'm gonna pass then.
I’m not sure you’re understanding my point. I’m not trying to stress how the product changes. We have complete control over the factors, I’m trying to stress how the math changes

Changing base CS allows the promotion to be modified by further promotions. The other portion of that same promotion gives XP for being at full health in enemy territory, so there is a synergy with how those modifiers will make that +4 bigger. A +10% always stays as a +10%, but a base CS adjustment of 4 points grows.

The other nice thing about giving +4 CS in this manner is it drives home a psychological/aesthetic point for a human player. The base CP is mre visible to the player than other modifiers, so a 44 CS ship has a bigger psychological impact than a 40 CS ship with a 10% modifier. They have the exact same power, but it is telegraphed to the player in a different way.
This helps drive home the point about the armada being a paper tiger. Human players have to face a massive 44CS unit, but hitting even once actively makes the ship’s base CS shrink in a way that is more tangible to the player
 
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India's UA affects food GROWTH, not base food. So it modifies surplus. The culture bonus multiplies base food, which is actually a bigger number.

In that case, I think there will be people saying that the bonus is too high, but we can wait.

the Japanese UA already gives yields to the specific specialists. adding yields to the buildings themselves would be over and above. plus it doubles up on what Persia's UB already does.
I didn't like it, no. But not because it was a bad idea, because it would demand we rework 2 UBs instead of 1

Or maybe the building could give "exotic" yields to the culture specialists (by "exotic", I mean yields that aren't usually seen for these specialists beside what specific policies/wonders can do, like production, science or faith) : since the number of culture specialists is limited (7 of each type, counting the ones from Tradition), the effect should be cumulative empire-wide (this UB would synergizes with both the Tradition gameplay, which gets more culture specialists, and a wide gameplay, which would allow the effect to stack more often).
Since Japan gets one of each cultural GP each two GG/GA, the cultural specialists are less important for them for their GP points and more for the yields they bring, so replacing the additionnal GP points the UB currently gives with important yields linked to the use of a limited pool of specialists would be an interesting take on this type of building.
It would allow Japan to use the guilds as actual economic tools in a great number of cities, or concentrate them in important cities ; in any case, it would be a good reference to how Japan began to know a form of urbanization during the Edo period. It would also allow the Persian UB2 to keep its specificity, since the bonus would be linked to the guilds themselves, and not the specialists : they won't have to suffer the drawbacks of using specialists to get yields (food and happiness penalties), their UB is available earlier, but the yields obtained would be less diversed.

What do you think ?
 
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