3UC/4UC for VP: Project Coordination Thread

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so here's what's in the existing SQLs for VP, on how they added full tiles for Indonesia's luxuries. I'll use nutmeg as an example:
Code:
INSERT INTO Resources
(Type, TechCityTrade, Description, Civilopedia, Help, ResourceClassType, Happiness, AIObjective, AITradeModifier, IconString, PortraitIndex, IconAtlas, TechReveal, ArtDefineTag)
Values
('RESOURCE_BRAZILWOOD', 'TECH_CALENDAR', 'TXT_KEY_RESOURCE_BRAZILWOOD', 'TXT_KEY_RESOURCE_BRAZILWOOD_TEXT', 'TXT_KEY_RESOURCE_BRAZILWOOD_HELP', 'RESOURCECLASS_LUXURY', '1', '1', '0', '[ICON_RES_BRAZILWOOD]', '0', 'CBP_RESOURCE_ATLAS', 'TECH_CALENDAR', 'ART_DEF_RESOURCE_FUR');


INSERT INTO Resource_YieldChanges
    (ResourceType, YieldType, Yield)
VALUES
    ('RESOURCE_BRAZILWOOD', 'YIELD_GOLD', 1);

UPDATE Resources SET Flatlands = '1' WHERE Type = 'RESOURCE_NUTMEG';
    UPDATE Resources SET MaxLatitude = '90' WHERE Type = 'RESOURCE_NUTMEG';
    UPDATE Resources SET ArtDefineTag = 'ART_DEF_RESOURCE_NUTMEG' WHERE Type = 'RESOURCE_NUTMEG';
    UPDATE Resources SET TechCityTrade = 'TECH_CALENDAR' WHERE Type = 'RESOURCE_NUTMEG';
 
And what about the art assets? Those are what I really need.

I'll fiddle around with the art assets when I have time again. Maybe next weekend.

Or I could just give up on the flax idea.

EDIT: In the interest of getting the release done tonight, I'm deferring the addition of the flax. I don't feel like going to the trouble of adding new resource art assets for the sake of a single UB. If you want, you can make me a working flax resource with graphics, and I'll incorporate it.
 
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Love the slaganz chance to capture Barb's on kill. Why not give it instead of the city state buff why not give it like the exotic cargo XP and city state influence?
 
Love the slaganz chance to capture Barb's on kill. Why not give it instead of the city state buff why not give it like the exotic cargo XP and city state influence?
Exotic Cargo has been modified in the C++ to build the Feitoria, so that function can't be used for any other units. Adding a custom action to a unit is pretty complex, and we'd like to avoid complexity creep. A single major function like capturing barbarians is enough for a basic warrior replacement.

Were the flax resources I posted not what you need?
The resources are good. I just need to figure out which files to add to what table.

Brazil, China, and Egypt have been uploaded, and the Arabian and Assyrian UUs have been updated.
 
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I think you are misunderstanding me. I have the code to work which gives and removes the promotions correctly when units move in and out of range of a Goedendag.
But if a Goedendag dies, the surrounding units will keep the promotion until they move again. Also if I build one, the adjacent units will not gain the promotion until one other unit has moved.
It is these triggers I mean, that I am not sure about how to find and execute the code when happening.
ok i see. You need 2 other events. One is red's combatEnded with check if unit:IsDead(). Look into Koa.lua. Second one is similar to SachemsCouncil.lua GameEvents.CityTrained.Add. but to make them work you need to enable them in sql like i did in Events folder in my mod part.
 
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Currently testing 14 of these new enhanced civs in a huge/marathon/immortal game. Really nice to see tons of new units and features on screen.
One small bug is described in a pic below :
(VP-EE is loaded along with yours. Maybe it's linked?)
 

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Great to hear people are trying it out, @Asterix Rage! @adan_eslavo is aware of this problem and is on the case. In fact, the version 11 of his civs might have already resolved this? At any rate, he's on the case!

What version are you using?
 
Currently testing 14 of these new enhanced civs in a huge/marathon/immortal game. Really nice to see tons of new units and features on screen.
One small bug is described in a pic below :
(VP-EE is loaded along with yours. Maybe it's linked?)
Intended. Venetian building after Piazza San Marco work the same way. You cannot build it because stage 1 is unavailable for you.
 
So before going to bed I took a run at the xml and lua code for the flax resource (attached). I also built a in-text resource icon for flax. I haven't had a chance to test it yet, but I think it should work.

I loaded up the latest version by @Blue Ghost, and the nilometer's icon is missing. I think the iconAtlas is incorrect, since it says "WONDER_BUILDING_ATLAS_3UC", but I think that's supposed to be just "WONDER_BUILDING_ATLAS"
 

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Wow guys, you have made a good solution for the Latifundium, a bonus resource works does exactly what we wanted: the yields. No easy monopolies for Rome.
I still think that adjacent plantations (luxuries) should grant +1 production to the latifundium, hardly a map will be generated with many adjacent plantations, but if that happens Rome can take advantage.
What about the Legion, can it build Latifundium? (it's not clear in the worksheet)

About Portugal, I feel there should be something that benefits civilization if it has colonies beyond the sea.
Maybe the pioneer can be granted before, or a port with more yields.
Maybe a domestic trade routes made on cargo ships accumulate both the income of a domestic route and a route to another civilization.
 
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About Portugal, I feel there should be something that benefits civilization if it has colonies beyond the sea.
Maybe the pioneer can be granted before, or a port with more yields.
Maybe a domestic trade routes made on cargo ships accumulate both the income of a domestic route and a route t

If I remember well, my early idea for the Portuguese UB was a UW replacement for Oxford called "Universidade de Coimbra" which gave bonus toward settling on other continents (only yields at this time, but maybe we can find something else).
 
I've done some playtests.

Spoiler Pictures :

There are two variations to the Hakkapeliitta : one normal (with all the features described previously), and this one, with nothing...

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The Licorne has 4 Range... Some corrections have to be done.

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The "always combat at full strength" element of the Yellow Brow works (as does the "double fortification bonus").

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The Iron chariot icon doesn't appear in strategic view (it appears in normal view).

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This little message in the corner is worrying me (maybe it was due to my use of IGE).

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The Eagle bonus works well (and the 3d model is good).

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The "fatigue" element of the Kopesh doesn't seem to have effect until the second attack and can't get above 20 % malus (here you see that after 3 attacks).

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The bleeding doesn't seem to happen... sorry...

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The "Invicible" and the "Santa Maria" promotions work well.

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I wanted to see if the new Carolean works well. It does.

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The 20 % production of the Yassa court doesn't seem to be there.
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When a unit has been transported around the seas by a Langskib and the Langskib leave them on an ocean tile, it can't moves anymore. (it isn't a problem, just a remark)
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The Yassa court doesn't seem to proc WLTKD (or maybe its linked to China's UA...), since, after conquering, I passed from 8 WLTKD turns to 18.

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The Barbacan doesn't give the Medic promotion to siege or archer units.
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The description of the Nilometer (which doesn't have any picture) doesn't show the food/production per pop and doesn't give food/gold on river tiles.
20171127132737_1.jpg

 

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The Madrasah doesn't give science to forest/jungle and doesn't give science when buying units with faith either.

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"Production, Gold, Food and Health" ?

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The Huey Teocalli seems to work fine (but isn't 5 xp per golden age a bit much ; why not 3 xp ?)

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I'm going to start a new table on the 4UC spreadsheet for bug reports

Things still needing testing:
Is Xiafan Guanjun's Kowtow promotion working as intended?
Is exam hall working as intended?
Is shotelai's -1 move on attack working?
Is Pogost now working as intended at all stages?
Is Buffalo Pound working? is the source of buffalo being spawned correctly?

@adan_eslavo do you know if the lua code you wrote for the buffalo pound will allow buffalo to be spawned in forest or hills? I was taking a look at it and I don’t know if you specify that. I’m mostly asking because I used this as a template for the flax’s placement lua
 
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@Hinin:
Licorne - fixed (grapeshot promotion was broken),
Koa - fixed (I used ">" instead of "<"),
Barbacan: (!) Can someone reproduce this bug? For me it gives promotions for archer and siege and not for the rest of units.
Great Turkish Bombard - fixed RCP (mistake during code cleaning),
Tersane - fixed (I will do quick fix, but @pineappledan needs to recheck all of text anyways).
Yellow Brow: (!) I don;t quite understand what's wrong wrong with it. IT gives +20% on screen because unit is fortified.
Yassa Court - fixed (lack of "_" in lua code, changed to 10-turn length),
Yassa Court: (!) from second screen I could see 10% bonus for catapult so is it working (I need to change it to 20% anyways)?
Hakkapeliitta - fixed (deleted unnecessary XML file).

@pineappledan Buffalo Pund code checks only grass and plains not features or hills. I will change that to be only flat grass and plains without features. TY.

I'm working on the rest of buggy worms.
 
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That's why I'm asking. I need to know what to check :].
 
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