3UC/4UC for VP: Project Coordination Thread

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precisely. Danish units also get +1 base embarked movement, for a total of 4. So all of their base units move twice as fast on water as they do on land, and traverse water and land as if it was just land. This means you can take a swordsman with only 2 base moves, embark it, move it twice and them put it back on land and move farther than if you only moved on land. Units also keep their 4 EMBARKED movement if they move onto land, so if you start a turn with a land unit in a boat, you can move it onto land and it will still have 3 moves left, 1 more than its normal base movement if it had started on land.
 
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Ok. Do you know maybe what function to use for giving flat yield to a player? I could use yield from kills sql but i need to connect it to allied CSs. I need that to Philhellenism. And what scalers era has for VP?
 
I know that the scalers usually double the yields every 2nd era, starting at medieval. ie. if you got 100g in ancient, you would get 200 starting in medieval, then 300 in industrial, 400 at atomic, 500 at future. I don't know how to make instant yields trigger in lua, sorry. @Blue Ghost might be able to help.
 
I'm thinking about simplifying it to only food and production from kills. What do you think? I will save what I wrote in lua if @Blue Ghost will be able to help something. There's ready function which calculated yields from %strength of killed unit. Unfortunately there will be no CS flavor. I have almost all code needed to program this.

Changed a little Diplomatic Reciprocity. Coding problems with checking embassies. After using GP it shows no Embassy so I dont have way to check what ability GD used. There's also no way to check if player has embassy with CS to f.e. double yields. Maybe @Blue Ghost know something. But finally I finished the modified one version.

I found this emarkation ability. It's "EmbarkToLandFlatCost" in Traits SQL. I think that Navigation technology modify somehow civ trait or adds to it this parameter for current game. It's global one so cutting it to the city with building restriction is very, very difficult if not impossible.
No I meant ones already compatible... (Jfd) Peter is the best half policy 2% instead of 4% is fair.
It is wrong statement that every JFD's civ is VP compatible. Even if some of them were, it maybe now out of date because JFD doesn't update them after launch (only bugfix). VP changes each week. I recommend you reading this Enginseer's thread about compatibilty. Different aspect is that Peter Civ modify Catherine and give her Banya and we have already used Banya for Sweden 4th UC. Next - Krepost is used by Balanced Catherine. So we would need then think about 3 UCs for next Russian Civ. If I decided on adding some new civ to our finished modpack I would add some original and balanced one with 4 components. That's not an easy task looking at what we do to balance existing ones.
BTW, how is your progress on Rome UCs?
 
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...even if I'd like this to incorporate the Enlightenment Era addition (as a quite a few uniques would like to fall around there), I realize that it's best to KISS (Keep It Simple, Stupid) as much as possible. Focus on the civs that are, even just get a base version with each civ up and rolling. After which there's probably a ton of balancing to do, at any rate.

I'll try to get to some playtesting this coming week.
 
Ok. Do you know maybe what function to use for giving flat yield to a player? I could use yield from kills sql but i need to connect it to allied CSs. I need that to Philhellenism. And what scalers era has for VP?
What yields do you want to give, and how do you want them triggered?
 
What yields do you want to give, and how do you want them triggered?
Food and Production for every kill times number of cs allies and era. I have only one function missing: how to give yield to player, capital or whatever belongs to him. Rest I have in lua. If there was no CS value in the equation I would use Units_YieldFromKill table and that's what I probably will do if I don't find such a function (dropping CS value at the same time).

BTW, go and look to my main post. I put there any of your suggestions and changes. Feel free to suggest something.

@pineappledan You talked about keeping promotions by UUs in VP. I'm just curious what of them are kept in current version? Are they all lost after upgrade? If yes maybe we should look at them and modify this a bit.
 
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Food and Production for every kill times number of cs allies and era. I have only one function missing: how to give yield to player, capital or whatever belongs to him. Rest I have in lua. If there was no CS value in the equation I would use Units_YieldFromKill table and that's what I probably will do if I don't find such a function (dropping CS value at the same time).
Food and production are functions of the city. You'll want the City:ChangeFood and City:ChangeProduction functions.
For era scaling, you can use Player:GetCurrentEra(). That would return an integer corresponding to the current era. Ancient era is 0, so you'd need to do a check and floor the function at 1 if you want it to be active in ancient era.

It appears that tourism from kills is not possible. :( So I have to find something else for the Pracinha to do. Any suggestions?
 
Give them extra xp like Uber quick study bonus in foreign lands and bonus on the attack.
 
Food and production are functions of the city. You'll want the City:ChangeFood and City:ChangeProduction functions.
For era scaling, you can use Player:GetCurrentEra(). That would return an integer corresponding to the current era. Ancient era is 0, so you'd need to do a check and floor the function at 1 if you want it to be active in ancient era.

It appears that tourism from kills is not possible. :( So I have to find something else for the Pracinha to do. Any suggestions?
ok, I will test that later. Any idea about Fale Tele and the emark cost thing I wrote earlier? If not we will probably need to change idea too.
EDIT: Thank you for help. I missed those functions. Now I need only to put this all together and make some notifications for player.

Any idea how to do popup text over unit or city like using YieldFromKills when you kill unit and text with number of faith gained is flowing up? Or the same thing with the city? For now I found only Player:AddNotification but it is for making this pop ups in on the right side of the screen.
 
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@Jarula, should we put Rome back in the pool since you aren’t in a position to write it?

@De_Genius how you doin? Did you figure out the art/text issues? You could just use the cow resource art as a placeholder.

@BazaarJack, how you doin? Any updates on Japan and Germany? Any ideas you have for Portugal or Morocco? You could take over Rome for jarula and have all the axis powers :lol:
 
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Should be new comp soon... But if he wants too. You forgot an axis power Vichy Romania Bulgaria Ukrainian nationalists...

Oh and the other jfd mod things simply giving the custom civs the same 3rd 4th as their respective countries would work...
 
WRT adding any mod civs, mikeburnfire added 4UCs to Canada, Australia and southernn US civs, as well as a 3rd UC to Switzerland and Inuit. So there is precedent.

I think we need to finish the original 43 first before we discuss this seriously, see which civs we haven’t pilfered if we really want to do that. I see no sense in making 4UC civs from things and assets we already cannibalized, so things that are wildly different from what is already in game would be the best candidates. A west coast First Nations tribe, Canada, or another micronesian/austronesian civ

We would have to make VP balanced versions if we were to bother. JFDs civs technically work but they aren’t balanced for VP. I doubt there will be much interest, as I said let’s just get this done and balanced and let the dust settle

I hope we do get around to that though. I have some ideas for canada that I'd be pretty excited to try
 
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@pineappledan I am working on the art for the Andelsbevægelse which is coming along nicely. I will also be giving the model for the Langskib a shot, since it should also be there. I will be working on it during this week and have the changes to the Langskib done by then.

I am also pondering of changing the Andelsbevægelse from giving +20% food to perhaps 10% and then +1F on plains, since one Andelsbevægelse was to cultivate the Danish barren lands after the loss of Schleswig-Holstein during the war of 1864.

The only uncertainty is that I would like the building to figure in the tooltip in EUI over pastures like the other techs/building, but I do not know how to do that.
 
I will also be giving the model for the Langskib a shot, since it should also be there. I will be working on it during this week and have the changes to the Langskib done by then.
You're building the unit yourself? You weren't able to make someone else's longship work properly? No sense reinventing the wheel

I am also pondering of changing the Andelsbevægelse from giving +20% food to perhaps 10% and then +1F on plains, since one Andelsbevægelse was to cultivate the Danish barren lands after the loss of Schleswig-Holstein during the war of 1864.
That would make it 5% less than the base agribusiness. Also I assume you are referring to "unfeatured" plains/grassland. I think if you reduced the %food to 15 you could get away with the +1F on plains/grassland, without having to make the building in some way worse than the base building. If you make it only 10% then that punishes coast and forest cities pretty harshly.

PS. I'd vote against changing the prereq tech, if this were a democracy. Fertilizer would be an entirely passive (read: barren) tech without agribusiness, and Denmark already moves 2 UCs to different techs
The only uncertainty is that I would like the building to figure in the tooltip in EUI over pastures like the other techs/building, but I do not know how to do that.
Like how it will say what policies, techs and buildings will increase the yields? I am not sure but I think it does it automatically if you just make the changes? I seem to recall my kampung having the tooltip that showed that the ideological tenets that improve UIs worked on it without me having to do any more than add them to the policy improvement table
 
v8 out. Enjoy Polynesia, Shoshone, Greek Klepht and finished Iroquois and Celts. Fale Tele is missing Embarkation ability for now.
 
I think we need to finish the original 43 first before we discuss this seriously, see which civs we haven’t pilfered if we really want to do that. I see no sense in making 4UC civs from things and assets we already cannibalized, so things that are wildly different from what is already in game would be the best candidates. A west coast First Nations tribe, Canada, or another micronesian/austronesian civ

Hey I’ve been lurking here for a couple days and chatting with BlueGhost, but is there a specific problem with having certain civs that are similar (like Elizabeth / Henry VIII or Catherine / Peter) have overlapping UC like in Civ VI? We’d already know that UC is balanced unless you’re worried about the balance of synergy as well. Unless that defeats the whole purpose of this mod, which I understand.

Also on that note, I’d like to work on the English civ. Adding the longbowman back plus the Playhouse would use assets already created and could be rebalanced for VP.
 
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