3UC/4UC for VP: Project Coordination Thread

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Excellent! thanks @Infixo!

Only 2 lua to fix and then this mod is finished!

Lua To Do:
- Coimbra lua incomplete (need way of subtracting yields from wonder in event of feitoria being removed/pillaged/flipped to portugal)
- Bellum Alet not working as intended (heals all units near it on pillage, including enemies)


@adan_eslavo please add Iziko and Horse Archer lua into civ5proj file

@Blue Ghost Zulu, Inca and Huns can now be marked as complete

For my part, I'm going to do a big, final pass at the civilopedia entries some time later this week.
 
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Only 2 lua to fix and then this mod is finished!
Fixed both.
- BellumAllet - I added a function to check for "friendliness", it can be tweaked to incorporate more/different conditions, also reused in other scripts
- Coimbra - change the ID of the dummy to a proper one (I don't know which one you want to use)
 
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Excellent. I guess this mod is now officially in beta then; everything is coded.

I've updated the 4UC by civilization spreadsheet.
 
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I'm working on Zulu now.
 
I'd say it needs a lot of testing. Especially Lua effects.
Absolutely, hence beta. I think we can start talking about a wider release though, maybe next weekend
  • Release a finalized v.29, after final text edits and once-through of luas and sqls
  • Make a shiny new thread with a new OP that lists all the civs & changes to original civs.
  • Make a call for testers on the VP subreddit and main VP forum
 
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I finished Zulu work. Tested its luas.
Tomorrow I will try to do the same with Huns.
 
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It makes no difference, but just a heads up that Indaba was the former name of one of the zulu general's unique promotions. the name of the unit is InDuna.

an Indaba is a formal meeting. an InDuna is a commander. the plural of inDuna is izinDuna

the word 'indaba' no longer appears in the mod, since it was replaced by iqawe (zu. 'brave hero') and ibutho (zu. 'regiment') promotions
 
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Testing last release version (28 I think)... is Pracinha supposed to gain culture from leveling up?


Edit: I seem to have 'Cultured Troopers' building(+8 culture, scaling with era, when a unit of the city origin receives a promotion) in my capital, but I have no idea what created that.
 
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Hopes the civ left is done soon, So balance could be finished. I love using Songhai, Egypt, Sweden. Testing more right now! I do think that Egypt early unit is comparable to greece's early unit. Both are so powerful and has no negatives when attacking cities.
 
Newest patch change that's relevant to this mod:

Agribusiness food on farms/pastures increased to +3 (was +1)

Dayum
I do think that Egypt early unit is comparable to greece's early unit. Both are so powerful and has no negatives when attacking cities.
Khopesh is comparable to hoplite, they have the same CS and replace the same unit, but Khopesh does not get anti-mounted and has very different unique promotions. Why would a standard melee unit get any negatives for attacking cities? That's something that mounted units get.

Speaking of anti-mounted, wasn't the plan to make Goedendags have no bonus vs mounted, since their golden spurs promotion gives that bonus?

I think we should remove the anti-mounted bonus from Goedendag, and increase the bonus vs mounted on their unique promotion to 25% (currently 10%)

Edit: increased farm and pasture yields on danish agribusiness, added gold to pastures (it was missing, but is listed as a change in other documents and the text). Added base yields to the building to help it stand out more from base agribusiness.

Changed goedendag promotion and removed anti-mounted from goedendag
 
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Hello everyone ! :)
Sorry for having been silent for a week (I was a wee bit busy). Here is my review of the Github version of 4 hours ago (it evolves quickly)

Spoiler Long review :

Morocco :
- Corsair : There is no mention in the Game Info or the Strategic part of the civilopedia that the unit can freely enter rival territory

Assyria :
- Lamassu Gate : the GI and the Strategic part of the civilopedia needs to be harmonized (the first says that the UB gives additionnal military supply and a GWW slot, the second that the UB gives additionnal military supply and a writer specialist)

France :
- SPAD S.VII : There needs to be a drawback to the "Air logistic" promotion or a diminution to the CP of the unit ; as it stands now, the SPAD S.VII can attack twice per turn with the same power as a Triplane (while being cheaper and free of resource requirement).

Songhai :
- Sofa : suggestion : I suggested that the UM could be made available at Chivalry instead of Machinery, and that the unit could be a little more resilient (so +1 or +2 CP) to compensate the loss of RCP ; you seemed interested, but there were no change. What do you think ?

Inca :
- Intihuatana : The GI/Strategy parts of the civilopedia must be reworked a bit. There is no mention that the UB is cheaper than the Observatory, nor that it has no maintenance effect (which is quite important, since the Observatory has a 4 GPT maintenance cost => I think the UB should at least have 1 GPT maintenance cost). The Strategy part states that the building is unlocked "much sooner than the policy which unlocks Observatory" => This should be changed into something like : "This building is unlocked much earlier than the Observatory, and doesn't require the Scientific Revolution policy to be built".

- Chasqui : suggestion : After some tests, I've found that the UM is powerful but a bit niche and quite unstable in its utility. If you upgrade your pathfinder with a ruin in the first turns, the Chasqui brings tons of advantages to your civ (it goes around your capital, fighting bbs and gaining gold while healing whenever traversing your territory), but its interest fades quite quickly, most notably because the unit, to my mind, wants to play two different roles at the same time : the adventurous scout, which goes far from you territory to gain bonus in yields (like the Bandeirates or the Koa), and the defense scout. The result is that the unit is mediocre in both aspects (a bit of gold is good, but only relevant in the very early game, and the Chasqui, although strong defensively, cannot do much beginning the Classical era). I don't know yet what to do, but I think some modifications are needed.

America :
- Homestead : the GI/Strategy parts of the building don't correspond at all to what the UB does
+ suggestion : I think the building, in its effects, quite bland. After publishing the modmod, we should try to find alternatives

China :
- Xiafan Guanjun : suggestion : The unit is too powerful when compared to other UM of the era (ex. : comparison with the Ship of the Line ; the XG is unlocked earlier, has a lot more CP and only a bit less RCP (knowing that the SotL loses a lot of RCS because of the "Logistics" promotion), can traverse rival territory, produce influence in CS territories and has a huge bonus against cities (50 base RCS), while costing the same (the SotL has +1 Sight and +1 MP thanks to the English UA). I think the element that should be changed is the RCP/CP : the RCP shouldn't be higher that the one of a Frigate, and the CP should be lowered by 2, to my mind.

Germany :
- Slaganz : suggestion : the unit is too weak currently : the bonus it offers are interesting, but of little utility, since the captured bbs appear with 25 hp (knowing that a wounded unit cannot be given to a CS), and the UM is very quickly beaten by almost anything a player can display. Some bonus are needed (maybe "Medic I", maybe a flank bonus, maybe a higher probability of bb capture or higher base hp for the captured bbs).
+ suggestion : the formation of the unit is currently the same as the Warrior, and it looks odd. I suggest making the formation of the unit similar to the one the bb Brute has

- Teutonic Order : the Chapter promotion works, but in an odd way (when a city is captured, the followers of other religions than your own begin following your pantheon, instead of following nothing)

Netherlands :
- Goedendag : in its current version, the "Goedendag!" promotion doesn't work for adjacent units
+ suggestion : we should go back to the first 3d model we used for the unit (the one where it uses maces). Both models aren't very good, but the current one is only a spearman with the English colors

Japan :
- Yamato : the base model of the UM is still sinking

Spoiler Sinking Yamato :

20180227195603_1.jpg



Portugal :
- Cacadores : the unique promotion of the unit still doesn't work

Zulu :
- Iziko : whenever an owned unit is promoted (whatever the civ), the popup associated with the Iziko appears (but no culture is gained if there is no Iziko in your cities)


The Tarkhan works fine now, as does the Hacienda.

Good work as always ! See you soon ! :)

PS. : I'll begin makin a table with the names of all people whose work has been used in this modmod, so that we don't forget asking permission from these people. It should be done this Saturday.
 
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Went through 4UC spreadsheet and GitHub. Made changes to sql for things that didn't match/looked wrong
SQL changes:
Spoiler :
Denmark Andelsveabsdfsd- Increased food from farms and pastures. Added Gold to pastures (had never been added, but was approved), and increased base yields of building to keep it noticeably more powerful than base Agribusiness.

Morocco Riad -
reduced GPP rate from 30 to the base 25%. The change was hardly noticeable, does not mesh with the rest of Morocco's focus, and wasn't needed

Byzantium Hippodrome - Removed the resource change to horses from the wonder. This is meant to be a global effect, so we need to implement it via lua

Babylon Kibitum - removed the +1 move. We had talked about this earlier, as it seemed out of place on the unit. I added 10% ranged combat defence to the base legacy promotion to compensate. It helps play up the "heavy troop" angle of the unit, is a bit more of a nod to the base Hammurabi mod which we pulled the unit from, and gives a small bonus to the base unit, even without levels.

Babylon Etemenanki - moved to Mathematics. The location of the national monument is very much out of the way for Babylon, and we had planned on moving the wonder earlier, but never ended up doing so.

Netherlands Goedendag - removed anti-mounted promotion from the unit. Increased the Goedendag bonus vs mounted to 25% and increased base CP by 1 to compensate. Having both anti-mounted and goedendag seemed redundant, and I recall us going into great lengths about buffing the Goedendag in other ways against mounted units.

Songhai Sofa - moved forward to Chivalry. this had been discussed, but never implemented. I agree with the reduction in RCP, but I don't like the idea of increasing CP for a few reasons: 1) +1 RCP is already done for Chu Ko Nu & Longbow, so all unique crossbow replacements would have the exact same increase in CP; 2) the unit is moved forward by 1 tech and is 20% cheaper already, The synergy with GGs and mandekalu is more than enough to compensate for its low stats.

China Xiafan Guanjun - reduced CS by 2 (now 28). As Hinin said, the unit is very strong. The RCS I think is in a good place. It's actually 2 less than the SotL RCS, but hits harder because of SotL's logistics promotion.

England Longbowman - reduced RCS by 1 (now 22). I was under the misconception that the Range promotion gave -20% RCS, but it's only -10%. With 22RCS, the longbowman hits for the same amount as the normal crossbowman. This gives more symmetry with the SotL, which had its RCS adjusted in the same way.


Lua changes needed (Added to GitHub):
Spoiler :
Byzantium Hippodrome - +1 Gold and Culture on all Horse resources on Empire needs to be added. Before, it was just added to the city locally.

China Examination Hall - Currently the building gives GPPs to a random GP in the city on birth. If the city doesn't have a guild, or doesn't have a way of reliably producing the GP that was randomly selected then those GPPs can be completely wasted. @IcyAngel suggested that the GPPs be given to the GP with the largest GPP progress, instead of randomly. ie. the Type of GPP awarded is decided by what GPP that city has the most of at that time. I think this is a fairly good solution.

Siam Baan Chang - The current lua gives production and culture all to capital for every baan chang on empire whenever a CS gifts a unit. Players can guess the timing on CS gifts, and rush wonders and other projects based on the production boost awarded, since it is all funnelled to a single city. I think that the bonus production/culture should be awarded to each of the cities with a baan chang instead. This makes the bonus more diffuse, and prevents it from being so ripe for abuse.


Other wonky things, and commentary on @Hinin's notes
Spoiler :
Russia Pogost - This building strikes me as being far below the normal amount of power given to UBs. I also want to note that with the recent changes to caravansary, and the replacement of the Tambo, this is the only building that gives a bonus for city connections. I think we can make this building both unique and more appropritately powerful by giving the building +5% gold on city connections to the base building. This bonus is then doubled by the stage 2 version of the building to 10%

Babylon Etemenanki -
Should we add maybe 2 Faith to the base wonder? Not enough to flip Babylon to a faith civ, but enough to acknowledge that this was a ziggurat dedicated to their god, Marduk.

India Dhanurgraha -
has 4CS/8RCS (-1 CS and +2RCS from base archer). Why the defense nerf? Inca slingers have -1 CS, but they can withdraw before melee and can shoot from mountains. Is there any reason to hobble the Indian archer in this way? Why not 5/8 or 5/7 instead?

Morocco Corsair - I added that the unit can enter rival territory in the help, but I'll now add it to strategy as well.

Assyria Lamassu Gate - Harmonized the strategy and help sections.

France SPAD - I'm not opposed to increasing the unit cost, but I think changing it now would be premature. Some people say having a triplane replacement is useless, but you say it is too strong. We removed both range and quick learner to compensate for air logistics. I think the only thing to do is wait for a couple reports from a few full France games; the jury is split on this one right now.

Inca Intihuatana - No other Unique building which is built earlier (i.e. Wat, Cothon) makes special note of how much cheaper it is; It is usually sufficient to note how much earlier it is. The Intihuatana is not unusually cheap for the tech level it is available at. I have rephrased the strategy section per your recommendation. I am not a fan of increasing the maintenance cost of the Inti; it is an inert rock, not an elaborate structure. I would rather reduce some of the base yields on the building instead.

German Slaganz - I played about 60 turns with Germany to test Slaganz myself. What I noticed is that the Slaganz feels really sluggish. The fact that the units you convert are so badly hurt when you get them actually makes the unit feel slower than a normal warrior because you are waiting so long for healing. Jaguar keeps the pace up with its double move in woods and the 25hp heal from kills.

I don't like the idea of slapping medic on everything, so here are some possible alternatives:
Double heal in forest/jungle
Full heal on clearing barbarian encampment

The other thing I noticed is that it's really hard to keep the barbarians close to the city state you are friends with. A lot of that early barb hunting goes to waste because the barbarian moved 2 tiles to the left, so they entered the range of a different CS, so the influence you accrued is more or less wasted. On the other hand, the influence farm from a barbarian horde event is pretty tremendous.

America homestead - This is currently what the help section says:
Unique American Stable replacement.
+33%Production when building Mounted Units.
Increases the Military Unit Supply Cap from Population in the City by 10%
+25% border growth rate in city.
Whenever the city borders expand, gain 10 Food and Culture, scaling with Era.
This matches up with what we have outlined in the 4UC spreadsheet, and I don't see anything out of place in regards to the SQL. What exactly is the building doing/not doing in your playtests that is going wrong? You have mentioned this bug twice, but both times you have been too vague for me to even approach a solution


Edit: added proposed changes in "wonky things" section for Etemenanki, Slaganz and Pogost
 
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Dhanurgraha (india UU) has 4CS/8RCS (-1 CS and +2RCS from base archer). Why the defense nerf? Inca slingers have -1 CS, but they can withdraw before melee and can shoot from mountains. Is there any reason to hobble the Indian archer in this way? Why not 5/8 or 5/7 instead?

I agree that the Dhanurgraha should have the same CP as the Archer.

Inca Intihuatana - No other Unique building which is built earlier (i.e. Wat, Cothon) makes special note of how much cheaper it is; It is usually sufficient to note how much earlier it is. The Intihuatana is not unusually cheap for the tech level it is available at. I have rephrased the strategy section per your recommendation. I am not a fan of increasing the maintenance cost of the Inti; it is an inert rock, not an elaborate structure. I would rather reduce some of the base yields on the building instead.

I'm for a slight reduction of the base science of the building in that case.

This matches up with what we have outlined in the 4UC spreadsheet, and I don't see anything out of place in regards to the SQL. What exactly is the building doing/not doing in your playtests that is going wrong? You have mentioned this bug twice, but both times you have been too vague for me to even approach a solution

Currently, the effects of the Homestead ingame are the following :
- Same effects as the Stable
- +2 food/+2 gold to Horse/Cattle/Sheep
=> So the effects are the same as the Ranch before you changed the name and the idea of the UB. This is why I called the UB "bland".
 
Currently, the effects of the Homestead ingame are the following :
- Same effects as the Stable
- +2 food/+2 gold to Horse/Cattle/Sheep
=> So the effects are the same as the Ranch before you changed the name and the idea of the UB. This is why I called the UB "bland".
I changed around the production on horse/cattle/sheep/bison for legibility. Maybe I inadvertently fixed the yields on these too? There should be production on these, and bison should be included.

So it isn't increasing border growth, and the food/culture on border growth doesn't happen?

Nothing was changed except the name (ranch->homestead) it’s the exact same building. Nothing was meant to change
 
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Yamato : the base model of the UM is still sinking
Guys, you need updated graphics configuration files. I don’t how they are called but I have them in my ENW mod. I found that many custom model ships are displayed vertically, seems like axes are switched. Anyhow, just import a bunch of files from ENW and it should fix the issue.
Edit. Entire Animations folder.
 
I just played a game (as Indonesia) against the Zulus. They were ahead of everyone by a more than a full policy tree. Something may be wrong with Iziko :crazyeye:
 
Would scrapping era scaling be enough? It wouldn't be missed, since later eras=more units and more XP buildings, ergo more culture boosts

Edit: removed Era scaling from Iziko. Added exemption into Polder lua to exempt recon and hovering units from losing movement on polders
 
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