3UC/4UC for VP: Project Coordination Thread

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@pineappledan I explain to you what I was meant saying about descriptions. Oppidum has:
Code:
<Row Tag="TXT_KEY_BUILD_CELTS_OPPIDUM_HELP">
            <Text>Unit will be consumed[NEWLINE]Unique Celtic Great Tile Improvement. Will connect Strategic Resources on this tile to the trade network. Gives a [ICON_STRENGTH] Defense Bonus to units stationed on it, and +20HP to a nearby city. Adjacent Improvements gain additional bonus yields:[NEWLINE]+1[ICON_FOOD] Food/[ICON_PRODUCTION] Production to Farms, [NEWLINE]+1[ICON_FOOD] Food/[ICON_PEACE] Faith to Camps, [NEWLINE]+1[ICON_PRODUCTION] Production /[ICON_PEACE] Faith to Pastures, [NEWLINE]+1 [ICON_PRODUCTION] Production /[ICON_GOLD] Gold to Mines, [NEWLINE]+1[ICON_PRODUCTION] Production/[ICON_RESEARCH] Science to Quarries.[NEWLINE]+1 [ICON_GOLD] Gold/[ICON_CULTURE] Culture to Plantations.</Text>
        </Row>
        <Row Tag="TXT_KEY_BUILD_CELTS_OPPIDUM_REC">
            <Text>It will increase [ICON_FOOD] Food, [ICON_GOLD] Gold, [ICON_CULTURE] Culture, and [ICON_FAITH] Faith. Gives [ICON_STRENGTH] Defense Bonus to units stationed on it, and +20HP to nearby cities. Provides bonus yields to all non-road and non-great person land improvements.</Text>
        </Row>
and the rest have the same two text for both text boxes (so why do we keep 2? For now _REC is unused when testing in game behavior):
Code:
<Row Tag="TXT_KEY_BUILD_INDONESIA_KAMPUNG_HELP">
            <Text>Available at Sailing, the Kampung can be built by embarked Workers on Coastal and ocean tiles. Each Kampung yields +1 [ICON_FOOD] Food and +1 [ICON_CULTURE] Culture and adjacent Sea Resources receive +1 [ICON_PRODUCTION] Production. +1 [ICON_CULTURE] after Compass, +1 [ICON_CULTURE] after Navigation, +1 [ICON_FOOD] and +1 [ICON_PRODUCTION] after Dynamite, and +1 [ICON_SCIENCE] after Ecology. Cannot be built adjacent to each other.</Text>
        </Row>
        <Row Tag="TXT_KEY_BUILD_INDONESIA_KAMPUNG_REC">
            <Text>Available at Sailing, the Kampung can be built by embarked Workers on Coastal and ocean tiles. Each Kampung yields +1 [ICON_FOOD] Food and +1 [ICON_CULTURE] Culture and adjacent Sea Resources receive +1 [ICON_PRODUCTION] Production. +1 [ICON_CULTURE] after Compass, +1 [ICON_CULTURE] after Navigation, +1 [ICON_FOOD] and +1 [ICON_PRODUCTION] after Dynamite, and +1 [ICON_SCIENCE] after Ecology. Cannot be built adjacent to each other.</Text>
        </Row>
There should be the reason for differentiating _REC an _HELP texts.
There's for instance default mexico's hacienda text:
Code:
<Row Tag="TXT_KEY_BUILD_HACIENDA">
            <Text>Build Hacieda</Text>
        </Row>
        <Row Tag="TXT_KEY_BUILD_HACIENDA_HELP">
            <Text>Haciendas do not yield any benefits unless built directly adjacent to a city. They provide +2  Culture and +1  Gold. Upon the discovery of Economics +1  Food/  Faith/  Production is added to the tile and another +1 of that random yield is added after Banking is discovered.</Text>
        </Row>
        <Row Tag="TXT_KEY_BUILD_HACIENDA_REC">
            <Text>Build an Hacienda and earn a random yield after the discovery of certain technologies!</Text>
        </Row>
There's what I found for VP Eki, Kuna and Encampent:
Code:
<Row Tag="TXT_KEY_IMPROVEMENT_EKI">
           <Text>Eki</Text>
           <Gender>neuter:an</Gender>
       </Row>
       <Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_EKI_TEXT">
           <Text>'Eki' is a term that the Huns likely used to describe the earth, particularly that which was essential to grazing livestock. Nomadic pastoralism is a form of pastoralism where livestock are herded in order to find fresh pastures on which to graze. Strictly speaking, true nomads follow an irregular pattern of movement, in contrast with transhumance where seasonal pastures are fixed. However this distinction is often not observed and the term nomad used for both—in historical cases the regularity of movements is often unknown in any case. The herded livestock include cattle, yaks, sheep, goats, reindeer, horses, donkeys or camels, or mixtures of species. Nomadic pastoralism is commonly practised in regions with little arable land, typically in the developing world. Of the estimated 30 to 40 million nomadic pastoralists worldwide, most are found in central Asia and the Sahel region of West Africa. Increasing numbers of stock may lead to overgrazing of the area and desertification if lands are not allowed to fully recover between one grazing period and the next. Increased enclosure and fencing of land has reduced the amount of land available for this practice. [NEWLINE][NEWLINE]An Eki can only be built on flat Grassland or Plains tiles without access to Fresh Water. It provides [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_FOOD] Food, as well as additional [ICON_PRODUCTION] Production if [COLOR_POSITIVE_TEXT]adjacent to two[ENDCOLOR] other Eki. Removes any features on the tile. Can be built [COLOR_POSITIVE_TEXT]in or adjacent to[ENDCOLOR] Hunnic territory.</Text>
       </Row>
       <Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_EKI_HELP">
           <Text>An Eki can only be built on flat Grassland or Plains tiles without access to Fresh Water. It provides [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_FOOD] Food, as well as additional [ICON_PRODUCTION] Production if [COLOR_POSITIVE_TEXT]adjacent to two[ENDCOLOR] other Eki. Removes any features on the tile. Can be built [COLOR_POSITIVE_TEXT]in or adjacent to[ENDCOLOR] Hunnic territory.</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_EKI">
           <Text>Construct an [LINK=IMPROVEMENT_EKI]Eki[\LINK]</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_EKI_HELP">
           <Text>Constructs an Eki, which increases [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_FOOD] Food. Provides additional [ICON_PRODUCTION] Production if [COLOR_POSITIVE_TEXT]adjacent to two[ENDCOLOR] other Eki. Removes any features on the tile. Must be build on flat Plains or Grasslands without access to Fresh Water. Can be built [COLOR_POSITIVE_TEXT]in or adjacent to[ENDCOLOR] Hunnic territory.</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_EKI_REC">
           <Text>It will increase [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_FOOD] Food. Provides additional [ICON_PRODUCTION] Production if [COLOR_POSITIVE_TEXT]adjacent to two[ENDCOLOR] other Eki. Can be built [COLOR_POSITIVE_TEXT]in or adjacent to[ENDCOLOR] Hunnic territory.</Text>
       </Row>
    
<Row Tag="TXT_KEY_IMPROVEMENT_KUNA">
           <Text>Kuna</Text>
       </Row>
       <Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_KUNA_TEXT">
           <Text>'Kuna' is the Mayan word for temple or church. Mayan Kuna were similar in design to the ziggurats and pyramids of Eurasia. Though the Kuna themselves are largely all that remain of these ancient sites, they were once the focal points of large cities. Most famous of these is Chichen Itza, a sight so grand that it qualifies as a World Wonder![NEWLINE][NEWLINE]A Kuna can only be constructed in Forests or Jungles, and cannot be adjacent to another Kuna. Grants [ICON_PEACE] Faith and [ICON_RESEARCH] Science to the City that works the tile.</Text>
       </Row>
       <Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_KUNA_HELP">
           <Text>Can only be constructed in Forests or Jungles, and cannot be adjacent to another Kuna. Generates [ICON_PEACE] Faith and [ICON_RESEARCH] Science.</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_KUNA">
           <Text>Construct a [LINK=IMPROVEMENT_KUNA]Kuna[\LINK]</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_KUNA_HELP">
           <Text>Constructs a Kuna, which increases [ICON_RESEARCH] Science and [ICON_PEACE] Faith.</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_KUNA_REC">
           <Text>It will increase [ICON_RESEARCH] Science and [ICON_PEACE] Faith.</Text>
       </Row>

       <Row Tag="TXT_KEY_IMPROVEMENT_ENCAMPMENT_SHOSHONE">
           <Text>Encampment</Text>
           <Gender>neuter:an</Gender>
       </Row>
       <Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_ENCAMPMENT_SHOSHONE_TEXT">
           <Text>An Encampment can only be built on flat tiles, and no two Encampments can be adjacent. It provides additional [ICON_FOOD] Food, [ICON_PRODUCTION] Production and [ICON_CULTURE] Culture. Encampments provide a small defense modifier to units stationed on them, and damage nearby enemy units (5) if they end their turn on or next to an Encampment. Must be built in Shoshone territory.[NEWLINE][NEWLINE]A tipi is a conical tent, traditionally made of animal skins, and wooden poles. The tipi was used in the encampments of nomadic tribes of the Great Plains in North America. Tipis are stereotypically associated with Native Americans in the United States in general, however Native Americans from places other than the Great Plains mostly used different types of dwellings. The tipi is durable, provides warmth and comfort in winter, is cool in the heat of summer, and is dry during heavy rains. Tipis could be disassembled and packed away quickly when a tribe decided to move and could be reconstructed quickly upon settling in a new area. This portability was important to Plains Indians with their nomadic lifestyle. Modern tipi covers are usually made of canvas. Contemporary users of tipis include historical reenactors, back-to-the-land devotees, and Native American families attending powwows or encampments who wish to preserve and pass on a part of their heritage and tradition.</Text>
       </Row>
       <Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_ENCAMPMENT_SHOSHONE_HELP">
           <Text>An Encampment can only be built on flat tiles, and no two Encampments can be adjacent. It provides additional [ICON_FOOD] Food, [ICON_PRODUCTION] Production and [ICON_CULTURE] Culture. Encampments provide a small defense modifier to units stationed on them, and damage nearby enemy units (5) if they end their turn on or next to an Encampment. Must be built in Shoshone territory.</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_ENCAMPMENT_SHOSHONE">
           <Text>Construct an [LINK=IMPROVEMENT_ENCAMPMENT_SHOSHONE]Encampment[\LINK]</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_ENCAMPMENT_SHOSHONE_HELP">
           <Text>Constructs an Encampment, which increases the amount of [ICON_FOOD] Food, [ICON_PRODUCTION] Production, and [ICON_CULTURE] Culture provided by this tile. Removes any features on the tile. Provides a small defensive bonuse and damages adjacent enemy units for 5 Hit Points.</Text>
       </Row>
       <Row Tag="TXT_KEY_BUILD_ENCAMPMENT_SHOSHONE_REC">
           <Text>It will increase the amount of [ICON_FOOD] Food, [ICON_PRODUCTION] Production, and [ICON_CULTURE] Culture provided by this tile. Removes any features on the tile. Provides a small defensive bonuse and lightly damages adjacent enemy units.</Text>
       </Row>
TXT_KEY_CIV5_IMPROVEMENTS_EKI_HELP - shows in main menu when we choose civ,
TXT_KEY_BUILD_EKI_HELP - shows when hovering recomendation,
TXT_KEY_BUILD_EKI_REC - I cannot find where it is used

What I did for Celts for now is:
1. Exchanged text between _HELP and _REC
2. Put _REC text into Builds table under Help column. Same value has Recommendation column. That manouver successfully differentiate texts in tooltips and after hovering recommendation icon on GM.
3. Help text need to be modified. It can be now much larger and detailed. It doesn't need the same info as _REC tooltip about consuming unit etc.
4. I hope this will help you modify all UI text to be consistent with VP and other UIs like Eki. Everyone who is creating new UI for our mod should follow the same pattern to avoid differences after unifying mods.
5. There's also no need to mention about techhyieldchanges like in Kampung you did. Eki doeas not have such text f.e.


I modified Kampung (it is now not permanent and cannot be built on resources).
Hi hi. I found why you though worker change is needed for Kampung UI:
Spoiler Kampung and Worker :
Pesilat (Landsknecht)
  • Does not require the Mercenary Army social policy
  • Is purchased with Culture instead of Gold
  • May be upgraded from Workers that are within two tiles of an enemy unit
  • May move immediately after purchase in a city
 
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Sorry for my previous message : I had to leave abruptly so I rushed it and it didn't bring anything to the discussion. I like what you did for the Latifundia adan_eslavo (tests will be required to see how it works, but it seems that we have finally reached some form of balance).
 
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So I have been working on the Goedendag now, and have everything in place except two things.

First I can not see how to reduce the gold cost of the unit, since the gold cost seem to be linked directly to the production cost. Since the production cost is lowered, the gold cost is too, so I do not believe that we need to make it cheaper.

Secondly I have no idea how to make a promotion which provides an aura like a great general. I have been looking through the existing promotions and the SQL fields for the unit promotions, and I see nothing that can provide such a thing.
Does anyone have any idea how to approach this ?

UU - Goedendag (replaces Pikeman) :c5strength::c5gold: : decreased production/gold cost (115 :c5production: instead of 135 ; decreased gold cost by 20 %) ; 16 CP instead of 15 ; has the "Unusual weapon" (+20 % CS against mounted units and +10% CS to all adjacent units).

I will continue with the Waag tomorrow

UB - Waag (replaces Bank) :c5production::c5strength::c5gold::c5greatperson::c5science: : available at Civil Service instead of Banking ; decreased production/gold cost (350 :c5production: instead of 500) ; +5 CP and +50 HP in city ; 2 Merchant specialists instead of 1 ; +3 % :c5greatperson: GPP for each imported or exported luxury
 
@De_Genius Indeed, I also tried once to change gold cost, but it seems to be tied to normal production and scales with it. I suppose we cannot do much here.

Using SQL you can do only the same thing "Heroism" does, so give exactly the same bonus as GG do. Column "GreatGeneral"=1 in "UnitPromotions" table activates this ability, but then why not just use Heroism?
If you want to change the value, you need to create custom promotion, and first check all units using event involving unit movement. If one have that promotion then scan area around that unit looking for units from the same civ. If you found one the just add to them another custom promotion which adds only %CS. Remember to also delete promotion from units who got it but now are out of range.
If you have problems with the lua code you can always ask me or at least look into my mod part - there are many lua codes and almost all I wrote about in this post was coded in one or another file (especially Koa.lua, TugBannerWarrior.lua).
 
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Is doubling all of rome’s Plantation luxuries not precisely what we want to avoid? Giving a flat resource with no tile doesn’t fix the issue that I have with this. In fact it exacerbated it. That gives Rome 2 copies of every natural plantation luxury; that’s multiple easy monopolies, and turns Rome into a bankrolling mercantile civ.

The two proposed solutions below solve the problem of Rome getting too many luxuries:

Making the latifundium not improve made it so only be the one the that spawns adjacent could be connected. If you improve a resource outside a city’s workable range, the only difference between a lat and a plantation would be a free tile, and time.

Alternatively, @David de Vasconcelos suggested that the latifundium could improve the luxury itself, but it would spawn a fake luxury.
The spawned tile would be identical to the connected resource, but would not provide a copy of the luxury. This would work, but you would have to recreate every plant. luxury in the game, with the only difference being it does not connect a copy of that luxury. A ton of effort, but it would solve the problem
 
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"If built by Naus in a city state, Provides 1 copy of each Luxury Resource type that City-State has connected, regardless of status. The copy cannot be traded." - that part is from Faitoria's description. We can make it untradable, but I suppose there's no way to make it not counted to the overall amount of luxury.

We can always spawn unique bonus or luxury resource for Rome like we do for Indonesia. But only one and with delay. As I can see monopoly is the problem. So spawn bonus resource (Wheat or new one) would resolve the problem. If we stick to the Fox and mine idea to give flat 1 copy of luxury then we have the same problem. So why don't we just add 1 happiness with delay (in description would be text about special copy of luxury).


Bastu had few issues, but I resolved them and it is now working well.
 
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Happy you liked it.

I will change starting bias for Sweden to River (to be honest I will add them starting bias because they don't have one) to match Bastu requirement.
 
Yeah, that’s cool. Sweden needed tweaking.

So the unique worker for Indonesia was only to make that upgrade to pesilat possible? I was under the impression it was to make the worker able to create improvements while embarked. If it ain’t broke don’t fix it is what I would say, but whatevs.

I’ve still got to get you the good copies of the civilopedia and the rest, plus I assume I’ll carry on and do the text for Babylon and Byzantium as well. I’ll make the fixes, thanks for pointing that out.

I think figs would be a better candidate for a unique Roman resource that dates. Apparently, date palms were widely planted in Roman gardens, but the climate in Italy is too cold for dates to be grown in agriculture there; they wouldn’t bear fruit.

It would just be a matter of colouring the citrus resource purple
 
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The Rome discussion has me thinking about Egypt again, @Blue Ghost. We were thinking of ways to make Nilometer more different from floating gardens, right? what if the nilometer spawned 2 bonus resources, instead of giving yields on river/floodplain?

Nilometer
Spoiler :

unlocked at Masonry
Requires River
2:c5gold: maintenance
+2 :c5food:Food, +2 :c5production:Production, +2:c5culture: culture, +2 :c5science:Science (up from 2Fo/2Prod)
+1:c5food: Food and +1:c5production: Production for every 4 population in City
+1 Gold to River Tiles, +1 Culture to Flood Plains (you would need to find a way to make floodplains ONLY give culture, and not both gold and culture, since both of them together would be too powerful)
On construction, 2 Flax resources appear near the city

Flax (bonus, non-luxury resource):
1:c5culture: culture, 1:c5production: production
improved by plantation for +2:c5gold: gold
Caravansary (& Burial tomb) gives +1:c5culture: culture and +1 :c5gold:gold

Culture and production synergize well with Egypt's other focuses. Flax is used to create linens, which was used for clothing, rituals, and an assortment of other puposes in Egyptian life. The cloth is emblematic of Egyptian material culture, who valued the breezy, light and quick-drying properties of linens.
Flax resource found from 5UC project
 
The Rome discussion has me thinking about Egypt again, @Blue Ghost. We were thinking of ways to make Nilometer more different from floating gardens, right? what if the nilometer spawned 2 bonus resources, instead of giving yields on river/floodplain?

Nilometer
Spoiler :

unlocked at Masonry
Requires River
2:c5gold: maintenance
+2 :c5food:Food, +2 :c5production:Production, +2:c5culture: culture, +2 :c5science:Science (up from 2Fo/2Prod)
+1:c5food: Food and +1:c5production: Production for every 4 population in City
+1 Gold to River Tiles, +1 Culture to Flood Plains (you would need to find a way to make floodplains ONLY give culture, and not both gold and culture, since both of them together would be too powerful)
On construction, 2 Flax resources appear near the city

Flax (bonus, non-luxury resource):
1:c5culture: culture, 1:c5production: production
improved by plantation for +2:c5gold: gold
Caravansary (& Burial tomb) gives +1:c5culture: culture and +1 :c5gold:gold

Culture and production synergize well with Egypt's other focuses. Flax is used to create linens, which was used for clothing, rituals, and an assortment of other puposes in Egyptian life. The cloth is emblematic of Egyptian material culture, who valued the breezy, light and quick-drying properties of linens.
Flax resource found from 5UC project

That could certainly be a thing. Sure, I'll see about including that. Yay, more work!
 
Yaaaaay! On that note, I’ve noted more care, love and complexity with these UCs as compared to many UCs in the base VP.

That’s not a bad thing, it think it’s great, but it is funny
 
Yaaaaay! On that note, I’ve noted more care, love and complexity with these UCs as compared to many UCs in the base VP.

That’s not a bad thing, it think it’s great, but it is funny
Some of them, yeah. But a lot of the VP UCs are pretty complex as well, we just may not realize the complexity because G hid it within the C++ code, which we usually don't directly access.

For the proposed Fatigue promotion for the Khopesh, I need a Lua trigger at the end of each player's turn. Has anyone found a way to do that? My Google search hasn't turned up anything promising.
 
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Could you tie it to some other unit action that only takes place at the end of a turn, like have it trigger at the same time as unit healing?
 
Would it make sense for me to check the specific civ of a unit iteration in my Lua before checking for certain promotions like the Langskibs and Goedendag to speed up the loop, or is there a case where the civ specific unit might not belong to that specific civ ?
 
Would it make sense for me to check the specific civ of a unit iteration in my Lua before checking for certain promotions like the Langskibs and Goedendag to speed up the loop, or is there a case where the civ specific unit might not belong to that specific civ ?
All UUs can be gifted by city-states, so I'd do the loop for every civ.
 
@De_Genius it looks great to me!

The unusual weapon promotion could have a more interesting name I think. You could call it “Goedendag!”. It’s the name of the weapon, yes, but the weapon got its name possibly from people yelling Goedendag! (Good day) before murdering people with this weapon.
 
@De_Genius You can always do check of certain unit f.e.:
Code:
if pUnit:GetName() == "Khopesh" then
this simple line narrows the loop to only this type of UU. I use it in almost al my code. But as others said, you cannot tie this to only one naition, buildings yes, but UUs can be gifted by CSs so every civ can use their abilities. Also if loop can be finished after first match you can always break it by putting "return true" in right place. But if you look through all UUs it will probably be not good option.

@Blue Ghost unfrtunately I also also looked for function that check the end of turn. There's one but it checks only human players. For all players you can only check beginning with PlayerDoTurn or use other function like unit movement (then check for left moves) or performed attack.

@pineappledan So to finish our plan for latifundia which is almost ready to code we need to decide on wht resource to put. Do we have some art for figs or "whatever resource can be pu for Rome"? Or does it need to be created? @FoxOfWar , @De_Genius do you have some ideas?

@De_Genius I saw you changed your profile logo to better quality one. Did you paint it by yourself or copied from some site? I ask about this because skilled artists on this project are on extinction and we would appreciate if you help us in that aspect (if you are one of course). And if it turned out that you can do things in 3ds max or other 3d tool it would be amazing. We still need model for Yellow Brow.

Ok, I will probably tomorrow put Hakkapeliitta and finish integration of @pineappledan 's part. This will propbably finish the v12 work,
 
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Would it be sufficient to have the khopesh’s fatigue promotion give their debuff for 2 turns, getting removed at the beginning of the enemy’s turn? The only difference it would make is if the enemy was at war with a third civ, whose turn was between egypt’s And the enemy, otherwise it would not change anything

There’s this mod which did a reskin of a fruit tree which makes the fruit purple. Could use that for the fig tree. On my phone now, I’ll do a proper post for latifundium when I get to a computer.

My hill to die on for this is thus: now that we have guaranteed a plantation resource spawns, the latifundium should give +1 :c5culture: to plantations. It should not give yields to the latifundium itself.

Either option gives the same amount of total yields, but giving +1 to plantations is a) easier to code, b) does not cramp the hacienda’s style

Now that the bonus resource is always a plantation resource, I would drop the +1:c5food: on farms and give more yields to the latifundium itself. The terrace farm already gives a farm adjacency bonus
 
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