3UC/4UC for VP: Project Coordination Thread

Status
Not open for further replies.
It does not work at all, but the problem is with Coca not being recognized as a resource which can have a monopoly, not necessarily with the lua (though the lua might not work either, we don't know yet).The lua is set to trigger if the boolean value for (1 - "has monopoly"/0 - "doesn't have monopoly"). The lua could simply calculate whether or not a monopoly exists itself: if(2*GetNumResourcesOwned(RES_COCA)=>GetNumResource(RES_COCA), but I thought it would be better if the lua worked using the existing sql.

Coca "bug" is not a bug, you are just not using game features correctly. Monopoly is calculated ONLY for resources on the map. You won't get a monopoly from granted resources. See the picture - I've added two resources to the map and all works as intended. Granted resources can only increase your percentage. If you don't want coca to spawn on the map, then you must abandon monopoly bonus, there's no way around it.
 

Attachments

  • 20180212201755_1.jpg
    20180212201755_1.jpg
    414.5 KB · Views: 46
Last edited:
Thanks @Infixo, that clears up a lot. Now that we know the problem we can think of solutions.
So what should we do to fix this then?

1. I think we can agree that having the coca spawn on a tile near the city would be bad.
  • Could block terrace farm placements
  • Too similar to Indonesia
2. If we have the coca spawn directly underneath the city it would solve 2 problems:
  • Coca monopoly would work properly
  • Solves issue with luxury permanence; the luxury is tied to the plot, not the Tambo, so no issues if a city is conquered.
  • Could move the 2:c5production: from the tambo building onto the coca resource tile for “elegance”
Spawning under city would also CAUSE 2 problems:
  • Placing coca would overwrite any existing resource, if the city is founded on top of something (ie strategics or other luxuries)
    • Could have the tambo only spawn coca if the plot underneath the city is empty
    • Could have the coca overwrite it anyways; tough titties.
  • If an Incan city is razed, would the coca remain?
    • Could have coca disappear if the city on top of it disappears
  • Would have to get art defines working, which is a lot of work. On the other hand, the coca art assets already exist
3. If no coca tile is preferable, we could calculate our own monopoly from the coca using lua. Count how many tambos are In incan cities vs how many are in occupied cities.
  • Would have to create a lua to give coca to conquerors IF they control a formerly Incan city and IF the Inca built a tambo in that city
    • Could not be tied to whether Inca was the founding civ, would have to somehow be able to track if a Tambo had EVER been constructed there. Maybe impossible.
  • Or, could give tambos to ALL conquerors, not just Rome. If city is conquered and has a tambo in it, the city’s caravansary is immediately transformed back into a tambo. There is historical precedent for this, because the Spanish kept the tambo system intact after they conquered the Inca
I think that spawning under the city, even if something else is there, is my favourite choice
  • It integrates better with the UI’s monopoly screen
  • Computationally easier than calculating a separate coca monopoly in lua
  • Don’t settle cities on resources, idiot; settle on mountains
  • The most "doable" method of getting coca permanence in conquest would be making a UB stay on conquest, which is unprecedented, and I'm not super on-board for.
I think the lua for coca monopoly with no tile has its merits too though
  • Doesn’t interfere with resources under city
  • No more art assets
 
Last edited:
This is rather cosmetic change, but don't you think showing civ logo first, 2 UU in top row and UA/UB in bottom row would be much better for main menu.

Like in picture below with Vikings. Is it doable?
Spoiler :

OlCzGg1.jpg

 
@infidel88 Not in the scope of this project, no. That is an EUI problem, and we have flirted with the idea of altering EUI before, but it's just too difficult/too much hassle
 
Last edited:
@WoodenThrone I can't seem to find anything wrong with the implementation of the unique zulu names. maybe someone can verify if it all looks ship-shape, but nothing seems off to me. Did you update the !Gametext.xml file when you tried testing out the zulu unique names? You might have been using an old version of the game texts which didn't include entries for the zulu indunas

Ah. I'm sorry. I just forgot to add the game text and ony copied Zulu's folder.
 
I encountered another problem. I've been extracting the updated folders from Github, and found that the Chasqui's icon and the Japanese guilds built by the Kabuki is bugged. It says they can't open the texture files or something.

EDIT: BTW thanks for taking my American UB suggestion to consideration. Just noticed now.:lol:
 
Last edited:
I had the same problem using Windows explorer. I found that I had no issues if I used winRAR to unzip the zip folder instead. It might be the sheer size and number of files is too much volume. not sure
 
Started a new branch for coca.
Added art defines and necessary sql for coca to exist as a tile resource

Added my sad attempt at lua for 2 codes: one that adds coca to a city tile with a tambo and one that removes it if city is destroyed.

Art defines, code changes for coca and tambo, and new lua were added to the existing Tambo art.sql, code.sql and .lua
 
Okay, I need help with the tambo lua; I have no clue what I am doing.

I can't get the resource to spawn under the city

It was never my intention to take over the coding for Coca, only to give it a little nudge
 
Last edited:
I encountered another problem. I've been extracting the updated folders from Github, and found that the Chasqui's icon and the Japanese guilds built by the Kabuki is bugged. It says they can't open the texture files or something
Someone renamed all the chasqui art assets for... reasons? It tripped me up too

If people are going to “fix” things like file names, which affect people’s save games, modinfo files and other files, could you please document it/do it closer to a full version release?
 
Github updates were not meant to be save game compatible. These is related not only to file names, but also cutting unnecessary art, sql changes, file merging etc. If anyone downloads Github or full release version (like v27) it is strongly advised to start new game. Those bugs can happen if you don't.

In last github update I made massive changes to Marocco and significant ones to Hacienda. Plus some small tweaks.

I try to document all changes I make in Changelog.txt.
 
Last edited:
@pineappledan What is the stage of Tambo? I was going to fix it, but then you realized we need to change concept. Did you finish it? Is it possible to fully implement it without any problems like we had with Rome's Latifundium? Maybe we need to simplify the idea? What is the current design?
 
Right now, I have been attempting to make tambo spawn coca directly beneath the city, so the tambo will exist on the map, integrating with the normal monopoly UI.

If the city is destroyed, the coca is removed from the tile.

I don’t much care whether or not the coca overwrites an existing resource, but I have tried coding it both ways in case. I defer to you, as to whether the tambo should replace resources or not.
- if it overwrites a bonus resource I can’t imagine anyone would care
- if it overwrites a different luxury, then you are getting a different one to replace it, so it’s not so sad
- if it overwrites an invisible strategic then the player wouldn’t know it to miss it
- if it overwrites a known strategic, well tough ****
The only one I think players would find annoying is the loss of a potential strategic, or the loss of a unique luxury.

The other possibility, tambo only gives coca if there is nothing under the city, is fine too. All you need is 2 cities with nothing beneath them to get the full benefit of the coca monopoly, which is fairly easy. I think it sacrifices some of the elegance of the building, and I think players should know better than to be settling on top of things if they can help it

I have removed 2 base prod from tambo and put 2 prod onto the coca itself

The only thing I can’t seem to do is understand how to get the lua to identify the city’s plot, and place the resource on it. The previous luas for resource placements (buffalo pound, nilometer) are far too complex to use as a guide, because tambo doesn’t need to create a catalogue of possible plots; there is only one possible plot for tambo to put the coca resource.
 
Last edited:
Ok, leave the Tambo on me. I will finish it and BTW do cleaning of Tambo so Inca would be complete.

There are various ways to check city tile:
Code:
pCity:GetPlot()
pPlot:IsCity()
Map.GetPlotXY(pCity:GetX(), pCity:GetY())

You are right, those lua codes (nilometer etc.) are far too complex. There is no need to check all city tiles if we want to place it under city.
 
Github updates were not meant to be save game compatible. These is related not only to file names, but also cutting unnecessary art, sql changes, file merging etc. If anyone downloads Github or full release version (like v27) it is strongly advised to start new game. Those bugs can happen if you don't.

In last github update I made massive changes to Marocco and significant ones to Hacienda. Plus some small tweaks.

I try to document all changes I make in Changelog.txt.

I didn't continue as a save game though. As soon as I heard it was a rework, I started a new game, and the bug still appeared.
 
You will have to either recompile the entire mod in modbuddy or go into the .modinfo file and rename the chasqui art assets individually

While you are in there, I would guess you would also need to recompile Japan, and add the lua and art files for the new guild if you haven’t already
 
By the way, why does Oppidum not benefit from roads/railroads land trade routes like the Town? That's 4/6 yields that are effectively lost.
 
By the way, why does Oppidum not benefit from roads/railroads land trade routes like the Town? That's 4/6 yields that are effectively lost.
Because they upgrade adjacent improvements instead. As I said when we were first designing this UI:
I liked the idea of taking the towns off of road infrastructure too. Roads are for dirty Roman interlopers. F*ck roads
The funny thing about this is the Oppidum is actually more AI friendly than the Town is replaces. AI doesn't really understand that it needs to place towns on infrastructure
 
Last edited:
Status
Not open for further replies.
Back
Top Bottom