3UC/4UC for VP: Project Coordination Thread

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He has such ability (icon of red cross). But I'm not sure if he gets buff from fortification and that's what we check in lua.
 
He has such ability (icon of red cross). But I'm not sure if he gets buff from fortification and that's what we check in lua.
It's UNITCOMBAT_MOUNTED. I don't think UNITCOMBAT_MOUNTED and also UNITCOMBAT_ARMOR can fortify. They get the icon but it doesn't do anyhing, afaik.
 
So we have a problem and need to rework that ability. If they cannot fortify then this ability is too OP.
 
Re: War Elephant
I've just tested it. Despite the red cross icon and detecting the status as "fortify until healed" this unit doesn't actually fortify, just heals. GetFortifyTurns() always returns 0.
 
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I made temporary fix for that promo: now debuff is only applied to melee combat type. I think it can stay as it is.
 
I made temporary fix for that promo: now debuff is only applied to melee combat type. I think it can stay as it is.

You mean that Horsemen won't be affected anymore ? In that case, the Kopesh loses a lot of its power against mounted units (it won't destroy the potential of the unit, but it weakens it quite a bit).
 
Were they affected? If War Elephant wasn't then probably horseman too. They are same combat class.
 
But someone told that the Skirmisher can't fortify either, but can get Fatigue away, so is it only related to the WE, or are all mounted units affected by this problem ?
 
The Klepht change is actually a change to the Agora. I have been tinkering with a v30, see attached.
Disabled gold for every allied city state. Changed to 2 gold in capital every time a diplomatic mission is completed

Could the khopesh bug be fixed by changing the promotion to be removed whenever the unit is healed? Pillaging would disable the debuff too then, but it would work on all unit types

The Agora change and Klepht bug were the only things keeping me from pushing the new version. Here is the v.30 changelog from the version I have been working on at home:
v30:
- Consolidated VP leader, unit, building, and UI changes into a !BaseVPChanges folder
- Consolidated SQLs for base leader, unit, and building changes into a single SQL file for each (no more 1-line SQLs for leader flavor changes)
- Reworked:
- Agora ==> replaced +2 Gold for CS Ally with unique diplomatic promotion
Proxenos (+5 influence and +2 Gold per turn in Capital from diplomatic missions)
- Sambadrome ==> +1 Gold and +2 GAP to Musicians, instead of the guilds themselves
10% culture in city
25% GAP in city during golden age
- Qila ==> 15% culture from city defense
Wonders in city increase defense by 1.
- fixed and tweaked:
- Fale Tele ==> Increased yields on building completion to 3 of each (from 2)
- Dhanurgraha ==> raised RCP to 8
- Hakkapeliitta ==> moved back to Metallurgy
- Iziko ==> Removed Culture from Great works. Global effect, so multiple Iziko on empire stacked. Too powerful.
- Kabuki ==> reduced culture modifier in city to 5%
- Goedendag ==> increased CS (20)
- University of Coimbra ==> all ships now get Age of Discovery promotion on construction, switched to gold on explore
- Standschutzen ==> added base yields (3 prod, 3 culture)
- Agora ==> removed bonus yields from olives and wine
- Elephant Camp ==> removed production from ivory (now only +1 faith)
- Ball Court ==> reduced base culture by 1
- Kampong ==> reduced yields from techs
- Horse Archer ==> reduced RCS
- Pogost ==> reduced city connection gold on stage 2 (5% on all stages now)
- Tersane ==> added 30% production to naval ranged units
- Base VP Changes:
- Impi ==> Bonus vs. Gunpowder carries forward
- Naresuan's Elephant ==> Gave General Stacking Promotion
- Naga Malla ==> Gave Accuracy I
- all unique units now have at least 1 promotion that carries forward.
- New icon for Cacador
- New icon for Etemenanki
Biggest change is I consolidated all the Base unit, leader, and building changes into a single folder. No more files with 1 line of SQL code.
I also created a lua file for the Agora change, so it's not hidden in the klepht lua

EDIT: Added Infixo's Agora fix to my v30 mod
 

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  • That separate folders were made for clear view what was changed. Now if we f.e. want to revert some changes we need to dig up through whole bunch of lines. They only affect slightly loading times. But maybe they are not. I don't know.
  • How do you want to merge your files with those on github? Infixo and I put some changes that are not compatible with your version.
  • Can you make those balance changes on github?
I fully updated page 6 descriptions. Added missing ones. They are somehow ready to copy to new thread. They need only to be "cleaned" (from India).
 
Yeah, I can just add my changes onto Github

I added/changed promotions on Naresuan's elephant, Naga malla and Impi as well. If you want to keep the 1 UC: 1 file format then I will have to make new files for that.
 
It will be better. When you add everything to changelog I will do some updates to descriptions too. I need also to change some promotion icons. Those are plans for today. I will also think of healing instead of fortifying for Khopesh but I have no idea how to do that for now.
 
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Looking good all around.

If Khopesh ends up too weak - I doubt it, tested a brief early game with Egypt and just the Mercy + raw CS is pretty darn good together with War Chariot - can always tweak things around otherwise.

Currently doing a 20-cities Progress England, with aim to do enough warfare to test Longbowman, and enough cities to see where White Tower leads, in particular the happiness from killing enemy spies. Could be very swingy, but will see.

On a glance before actually reaching the tech, the only oddity standing out is +3 gold to constabulary and +3 food to arsenal... in just London. Feels a bit odd gameplay-wise, though I admit the flavor is definitely in there. Would +1 gold on Constabularies(essentially just reducing the maintenance by 1 anyway)/+1 food on Arsenals in all cities be too powerful, given that they're not exactly buildings you usually build in all cities so quickly anyway? Alternatively, up those 3/3 to like 5/5 so they feel meaningful enough to affect your decision on when to make said buildings (both being likely after you get White Tower).

*poofs back to game and testing*
 
So we can leave Khopesh with Fatigue only applying to melee units or we change it completely?
 
So we can leave Khopesh with Fatigue only applying to melee units or we change it completely?
I'd say for now it's good enough with just crippling melee units (most of what they'll likely be fighting anyway). 14CS and huge boost to attacking low hp units is already pretty good, given how all of Egypts uniques are around there as well.
 
We kept the bonuses to just the city to keep those from becoming major bonuses for England. We didn’t want them to figure into the strategy of the civ, just flavour boosters.

I have made all the changes to the github.

I think one other building needs to be revisited though: American Homestead.
The UB just increases a bonus already present on the UA (yields on border growth). I think this needs to be revisited.
What if instead of increasing instant yields, the homestead immediately claimed all horses/sheep/cattle/bison in workable distance of the city, even if already owned by another civ, and triggered the UA bonus for all of them?
 
  • Ok. Descriptions updated. Now they can be copied to new thread after we launch v30.
  • I will try to do rest file cleaning this week.
  • I wrote message to one guy (@akamal) who made new promotion flag mod and he did there some new icons. Maybe he will help us make our icons of bad quality better.
  • So we have appx 1 week time to make some other adjustments (Homestead f.i.) and fix bugs we didn't find yet :p. No hurry.
  • @pineappledan Can you send me screens of newly added UCs icons for desriptions? Cacadores, E-temenanki...
 
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