3UC/4UC for VP: Project Coordination Thread

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most people who play in strategic, I find, do it because it's easier on the PC. Or they do it to reduce time between turns

My pc is quite weak, and so the movement of 3d models, or even dezooming too quickly, can cause a crash of the game. I've always played to civ5 like a tabletop game : strategic view, quick combat, quick movement. When I need to see the 3d models or the combat animations (so the tests sessions using the IGE), I do it on a duel-sized map. After several years of playing like this, it becomes hard to return to normal view (too much time between turns, too much "unecessary visual elements" : from my point of view, you all are the strange ones ;) ).

NB : Are your fixes present on the downloadable v.13 ? I would like to verify if they work.
 
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that's intended. be glad I talked him down from having bison only spawn on unfeatured plains and grassland, lol.

Thank you for that. I'm not bothered by this absence of toundra bison (it is not the Shoshone start bias anyway), and the Buffalo is a good early building.
I really like this take on the Shoshones : a civilization with very early UB/UI, but no UM before the Renaissance era.

Suggestion : Why not transfering the Buffalo pound to Trapping instead of Mining (it could make more sense, since you would be able to improve the spawned bison immediatly, and Buffalo pounds didn't necessitate mining works to be built) ?
 
Indeed.

@Hinin I want to create Hippodrome before v14 come out. You need to wait a while. Maybe tomorrow I will manage to do it. For now I think you have lots of stuff to playtest. :P
 
Persia founded the world's first universalizing religion... if anything they really should considering how much of a role theology played in the role of the rise of the Persian empire. There already is a mod for persia's extra unique that grants them a unique temple that gives +2 culture to capital...

Why not for persia a UB does similar... I guess you guys are probably right about the great person thingy too strong...

Why not each temple increases the length of golden ages by 5% meaning essentially the more Persia expands hypothetically they could be in a perpetual golden age throughout the classical and midieval because i guess that really is there thing

move it earlier and grant it a large buff to faith when in a golden age?
Available earlier
Maybe this. The temple grants a few golden age points like 2

When in a golden age provides extra faith extra culture like MUCHO

maybe this. grants a empirewide culture bonus and faith bonus therefore meaning the more you have the more it stacks and synergizes.

basically while in golden age grants +5% global culture rate per fire temple +5% GP generation. +5% faith generation SUPER OP without the golden age speculation but with it it is rather fair. You normally get 2 before Rennasaince but with this bonus it really makes it count.
 
so there's two posted ideas for the Persian UB. I'll put them side by side below, Parts that are different from base building in bold:

Pairidaeza (Garden)
Spoiler :

Available at Theology
300 production
3 maintenance (up from 2)
+3 :c5culture:Culture, +3 :c5gold:Gold, +3 :tourism:Tourism
25% :c5greatperson:Great People Generation in City
+1 :c5culture:Culture and +1:c5gold: Gold to Writer, Artist and Musician Guilds in City
30 :c5culture: Culture as an instant boost when a Golden Age begins, scaling with era

+1 :c5food:Food & +1:c5gold: Gold from Citrus and Cocoa
+2:c5gold: Gold to Oases

Information on Persian Gardens


Dar e-Mehr (temple)
Spoiler :

Available Writing (1 tech earlier)
1 maintenance
150 production
+4 :c5faith:Faith, +2:c5culture: Culture, +2:c5goldenage: GAP
(up from 3 faith only)
+10% :c5faith:Faith Generation in city during Golden Age
When expending a Great Person, Recieve 5:c5culture: Culture and 5:c5goldenage: GAP as an instant yield in city. Scaling with Era

50% religious pressure
greatly reduced reduced :c5unhappy: religious unrest (-30%, up from -20%)
1 Great work of Music slot
+1:c5gold: Gold and +1:c5culture: Culture from Incense, Wine and Amber.

Information on Zoroatrianism

The Paridaeza was my idea, so of course I am going to vote for that. Persia's current UB is already a Classical era building, so I prefer garden because we can spread things out more. A garden replacement would have to be much more powerful because of the freshwater restriction (and I'm not particularly interested in rescinding that part, since Persia already gets courthouses in every city because of their other UB and fountains/ponds figure very prominently in Persian garden design.

I tried to focus the Pairidaeza proposal on gold generation, since sustained gold production and domination are their current focus in VP. I added tourism because they used to have a bit of tourism flavour in their old UA, and it fits the persian garden's impact on the real world well.

Also a note:
Khopesh - the promotions are weak on this unit, currently. Things like feared elephant and haka are auras which apply the same -10% cs but before attack and to all units around it. The fatigue promotion either needs to be buffed up (maybe 20%, or 15% for 2 turns), or an additional ability needs to be added. You could go back to the 25% on wounded idea, but to spice it up you could give Khopesh "Coup de Grace" (30% vs units <50 hp) from the ranged promotion line.
 
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so there's two posted ideas for the Persian UB. I'll put them side by side below, Parts that are different from base building in bold:

Pairidaeza (Garden)
Spoiler :

Available at Theology
300 production
3 maintenance (up from 2)
+3 :c5culture:Culture, +3 :c5gold:Gold, +3 :tourism:Tourism
25% :c5greatperson:Great People Generation in City
+1 :c5culture:Culture and +1:c5gold: Gold to Writer, Artist and Musician Guilds in City
30 :c5culture: Culture as an instant boost when a Golden Age begins, scaling with era

+1 :c5food:Food & +1:c5gold: Gold from Citrus and Cocoa
+2:c5gold: Gold to Oases

Information on Persian Gardens


Dar e-Mehr (temple)
Spoiler :

Available Writing (1 tech earlier)
1 maintenance
150 production
+4 :c5faith:Faith, +2:c5culture: Culture, +2:c5goldenage: GAP
(up from 3 faith only)
+10% :c5faith:Faith Generation in city during Golden Age
When expending a Great Person, Recieve 5:c5culture: Culture and 5:c5goldenage: GAP as an instant yield in city. Scaling with Era

50% religious pressure
greatly reduced reduced :c5unhappy: religious unrest (-30%, up from -20%)
1 Great work of Music slot
+1:c5gold: Gold and +1:c5culture: Culture from Incense, Wine and Amber.

Information on Zoroatrianism

The Paridaeza was my idea, so of course I am going to vote for that. Persia's current UB is already a Classical era building, so I prefer garden because we can spread things out more. A garden replacement would have to be much more powerful because of the freshwater restriction (and I'm not particularly interested in rescinding that part, since Persia already gets courthouses in every city because of their other UB and fountains/ponds figure very prominently in Persian garden design.

I tried to focus the Pairidaeza proposal on gold generation, since sustained gold production and domination are their current focus in VP. I added tourism because they used to have a bit of tourism flavour in their old UA, and it fits the persian garden's impact on the real world well.

Also a note:
Khopesh - the promotions are weak on this unit, currently. Things like feared elephant and haka are auras which apply the same -10% cs but before attack and to all units around it. The fatigue promotion either needs to be buffed up (maybe 20%, or 15% for 2 turns), or an additional ability needs to be added. You could go back to the 25% on wounded idea, but to spice it up you could give Khopesh "Coup de Grace" (30% vs units <50 hp) from the ranged promotion line.
Both those UBs are pretty good, but I think a Garden replacement would be better gameplay-wise. Pushing Persia's temple up to Writing would give Persia too much of a faith focus and change its strategy a lot. Keeping it at Philosophy would have the obvious problem of having both Persia's UBs on the same tech. Though I wouldn't be opposed to moving the Satrap's Court up instead...

What's the point of increasing maintenance while adding a gold yield?

Fatigue promotion will be changed to 20% penalty, no stacking. And I'll add the +25% on wounded in addition.

Updated with fixes for the Madrasah, Nilometer and Iron Chariot. @Hinin, I couldn't reproduce the issue with the Madrasah not giving science on unit faith purchase. Is that still happening?
 
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Indeed.

@Hinin I want to create Hippodrome before v14 come out. You need to wait a while. Maybe tomorrow I will manage to do it. For now I think you have lots of stuff to playtest. :p

Don't rush youself :) I'll be working in the next days anyway.

The Paridaeza was my idea, so of course I am going to vote for that. Persia's current UB is already a Classical era building, so I prefer garden because we can spread things out more. A garden replacement would have to be much more powerful because of the freshwater restriction (and I'm not particularly interested in rescinding that part, since Persia already gets courthouses in every city because of their other UB and fountains/ponds figure very prominently in Persian garden design.

Available at Theology
300 production
3 maintenance (up from 2)
+3 :c5culture:Culture, +3 :c5gold:Gold, +3 :tourism:Tourism
25% :c5greatperson:Great People Generation in City
+1 :c5culture:Culture and +1:c5gold: Gold to Writer, Artist and Musician Guilds in City
30 :c5culture: Culture as an instant boost when a Golden Age begins, scaling with era

+1 :c5food:Food & +1:c5gold: Gold from Citrus and Cocoa
+2:c5gold: Gold to Oases

I like this idea more : as you said, it spreads the UCs more, references a part of Persian culture we have never seen in Civ V, it's not a faith building replacement and it rewards Persian players who take the time to consolidate their infrastructures (we'll only need to see how it feels ingame).

Also a note:
Khopesh - the promotions are weak on this unit, currently. Things like feared elephant and haka are auras which apply the same -10% cs but before attack and to all units around it. The fatigue promotion either needs to be buffed up (maybe 20%, or 15% for 2 turns), or an additional ability needs to be added. You could go back to the 25% on wounded idea, but to spice it up you could give Khopesh "Coup de Grace" (30% vs units <50 hp) from the ranged promotion line.

Fatigue promotion will be changed to 20% penalty, no stacking. And I'll add the +25% on wounded in addition.

At first sight, the Kopesh could seem too powerful compared to other spearman replacement, but let's not forget that :
- it has no "+50 % CS against mounted units"
- it hasn't the mobility of the Pictish warrior or of the Kibitium
- it is powerful when in contact with the enemy, but suffers against ranged attacks (contrary to the Immortal or the Hoplite)
=> It will be the most powerful in duel, but far less polyvalent than other replacements (the Kibitium is saved by its +1 MP here) ; the flanking/mobility part will be the job of the War chariot
All in all, I really like this unit, which gives a very good, but counterable, front-line to the Egyptians. Once again, tests will need to be made to see if adjustements are necessary.

Updated with fixes for the Madrasah, Nilometer and Iron Chariot. @Hinin, I couldn't reproduce the issue with the Madrasah not giving science on unit faith purchase. Is that still happening?

I think this problem is linked to the fact I didn't use Arabia at the moment of the test : I'll see how it goes when I have the time.

I won't be able to access my computer this week-end, but I'll have two free days afterwards, so I'll do my best to "catch'em all". :p
 
@Hinin: The Khopesh still has the 50% CS against mounted units. I think it would be comparable to the Immortal or Hoplite.

@pineappledan: With the files you sent me, the flax resource is in the database, but the icon and graphics for it are still not showing up ingame. I still don't want to touch all those art files.
 
Hello again,

I've completed my initial set of code for England's components. The bugs below are the only things needed to still be fixed/improved upon in the code:

  1. Longbowman has 20% RCS for all distances, not just adjacent. Does this require some sort of LUA programming and if so, what GameEvent should it be tied to?
  2. +1 Happiness from killing spies - is there a specific GameEvent for a spy getting killed?
  3. Free crown jewels artifact - how do I specifically get to choose the artifact? Put 'GREAT_WORK_THE_CROWN_JEWELS' under 'FreeArtifact' in the Buildings table?
  4. I copied the .dds files for the White Tower straight from CiD but I am getting an error saying they are unloadable.

Here is the link to the file: https://forums.civfanatics.com/resources/england-more-components-for-vox-populi.26585/
 
Love the new Persia UB. Synergizes well.

Still though the temple is better I'd vote temple
 
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@FieryCharizard7 here's what I was able to dig up as examples:

The Assyrian Library always gives the same great work when it is built: the flood tablet
XML
Code:
<GameData>
    <GreatWorks>
        <Row>
            <Type>GREAT_WORK_FLOOD_TABLET</Type>
            <GreatWorkClassType>GREAT_WORK_LITERATURE</GreatWorkClassType>
            <Description>TXT_KEY_GREAT_WORK_FLOOD_TABLET</Description>
            <Quote>TXT_KEY_GREAT_WORK_QUOTE_FLOOD_TABLET</Quote>
            <Image>GreatWriter_Background.dds</Image>
        </Row>
    </GreatWorks>
    
        <!-- Great Work Text-->
    <Language_en_US>
        <Row Tag="TXT_KEY_GREAT_WORK_QUOTE_FLOOD_TABLET">
            <Text>"The sea calmed and the whirlwind and flood stopped.[NEWLINE]Utnapishtim opened a window and felt fresh air on his face.[NEWLINE]He looked for coastlines at the horizon and saw a region of land.[NEWLINE]The boat lodged firmly on mount Nimush which held the boat for several days, allowing no swaying.[NEWLINE]He released a raven which was able to eat and scratch, and did not circle back to the boat.[NEWLINE]He then sent his livestock out in various directions."</Text>
        </Row>
        <Row Tag="TXT_KEY_GREAT_WORK_FLOOD_TABLET">
            <Text>The Flood Tablet</Text>
        </Row>
    </Language_en_US>
</GameData>
SQL code
Code:
UPDATE Buildings
SET FreeGreatWork = 'GREAT_WORK_FLOOD_TABLET'
WHERE Type = 'BUILDING_ROYAL_LIBRARY' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );
as for the spy thing. The idea came from the French Split mod:
XML to set up dummy buildings:
Code:
<GameData>
    <BuildingClasses>
        <Row>
            <Type>BUILDINGCLASS_DUMMY_LS_FRENCH_CAT</Type>
            <DefaultBuilding></DefaultBuilding>
        </Row>
    </BuildingClasses>
    <Policies>
        <Row>
            <Type>POLICY_LS_FR_CAT_OFF</Type>
        </Row>
        <Row>
            <Type>POLICY_LS_FR_CAT_ON_1</Type>
            <Description>TXT_KEY_BUILDING_LS_CAT_FRANCE_SPY</Description>
            <CatchSpiesModifier>-33</CatchSpiesModifier>
        </Row>
        <Row>
            <Type>POLICY_LS_FR_CAT_ON_2</Type>
            <Description>TXT_KEY_BUILDING_LS_CAT_FRANCE_SPY</Description>
            <CatchSpiesModifier>-100</CatchSpiesModifier>
        </Row>
    </Policies>
    <Buildings>
        <Row>
            <Type>BUILDING_DUMMY_LS_FRENCH_CAT_SPY</Type>
            <Description>TXT_KEY_BUILDING_LS_CAT_FRANCE_SPY</Description>
            <BuildingClass>BUILDINGCLASS_DUMMY_LS_FRENCH_CAT</BuildingClass>
            <Cost>-1</Cost>
            <FaithCost>-1</FaithCost>
            <PrereqTech>NULL</PrereqTech>
            <EspionageModifier>1</EspionageModifier>
            <NukeImmune>true</NukeImmune>
            <GreatWorkCount>-1</GreatWorkCount>
            <NeverCapture>true</NeverCapture>
        </Row>
        <Row>
            <Type>BUILDING_DUMMY_LS_FRENCH_CAT_HAP</Type>
            <BuildingClass>BUILDINGCLASS_DUMMY_LS_FRENCH_CAT</BuildingClass>
            <Cost>-1</Cost>
            <FaithCost>-1</FaithCost>
            <PrereqTech>NULL</PrereqTech>
            <Happiness>1</Happiness>
            <NukeImmune>true</NukeImmune>
            <GreatWorkCount>-1</GreatWorkCount>
            <NeverCapture>true</NeverCapture>
        </Row>
Lua code for catching spies:
Code:
print("De Medici - France Building Code")

local ValidPlayerTable = {}
local dummyHap = GameInfoTypes.BUILDING_DUMMY_LS_FRENCH_CAT_HAP;
local ub = GameInfoTypes.BUILDING_LS_CAT_FRANCE
local gST = {}

function GiveTableOfValidBuildingPlayers(tab)
    for i, player in pairs(tab) do
        ValidPlayerTable[player] = 1;
    end
end

function GrabAllSpyData()
    gST = {}
    for i, v in pairs(Players) do
        for j, a in pairs(v:GetEspionageSpies()) do
            if a.State == "TXT_KEY_SPY_STATE_DEAD" then
                gST[i .. "x" .. a.AgentID] = Map.GetPlot(a.CityX, a.CityY);
            end
        end
    end
end
GrabAllSpyData()

GameEvents.PlayerDoTurn.Add(function(iPlayer)
    if Players[iPlayer]:IsBarbarian() then
        GrabAllSpyData()
    else
        for j, a in pairs(Players[iPlayer]:GetEspionageSpies()) do
            if a.State == "TXT_KEY_SPY_STATE_DEAD" then
                if gST[iPlayer .. "x" .. a.AgentID] then
                    AgentKilled(gST[iPlayer .. "x" .. a.AgentID])
                end
            end
        end
    end
end)

function AgentKilled(iPlot)
    print("Filthy agent caught and killed")
    local iCity = iPlot:IsCity();
    if iCity then
        if iCity:IsHasBuilding(ub) then
            iCity:SetNumRealBuilding(dummyHap, iCity:GetNumRealBuilding(dummyHap) + 1);
        end
    end
end

longbowman lua code you will have to ask someone like Adan, blueghost or another skillful modder. I'm plain ol' ******** at lua
As for the art asset. It's hard to know what exactly is going wrong until I try it myself
 
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I would do India and maybe Siam after Byzantium. Do we have an art for archer unit with very easy name? Sme question for both Siam UCs.
 
I have a fairly busy weekend with Christmas lunches (julefrokoster), so I do not have time for any coding as I have in the past. I will however keep coding next week on the Dutch stuff.

When this is done, we would even code some civ specific events, providing some more flavour :P Dibs on giving the Danish hygge :D
 
v14 out. Not many changes this time. Hippodrome added (without events for now) and most fixes you mentioned.

Talatnam: Cannot set value for both: sea and river. If I set SQL values for both 1 then it will be coast and river and we don't wanna that. We need to decide on one. Does fresh water include sea? If yes we can set that.
Also We cannot set building requirement (market) for trade routes coming to city with lighthouse. We can only set value in SQL.

@FieryCharizard7 For +20% RCS if adjacent I would try another way of implementing it because this way will be probably too difficult. In mod "Promotions-Expansion Pack" There's promtion called "Reputation" and it adds -10% CS if adjacent to the unit. If you modify this accordingly then you can give them -20 CS ranged defense (this can be done by SQL or XML) and name it Agricourt instead of Reputation. Unfortunately all ranged units in your team will profit from this not only Longbowmen.
Here it is code in XML (I hope it is all and I didn't miss something):
Code:
<UnitPromotions>
     <Row>
            <Type>PROMOTION_REPUTATION</Type>
            <Description>TXT_KEY_PROMOTION_REPUTATION</Description>
            <Help>TXT_KEY_PROMOTION_REPUTATION_HELP</Help>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereqOr1>PROM_UNLOCK_LVL_2</PromotionPrereqOr1>
            <OrderPriority>4</OrderPriority>
            <NearbyEnemyCombatMod>-10</NearbyEnemyCombatMod>
            <NearbyEnemyCombatRange>1</NearbyEnemyCombatRange>
            <PortraitIndex>37</PortraitIndex>
            <IconAtlas>PROMOTION_ATLAS</IconAtlas>
            <PediaType>PEDIA_ATTRIBUTE</PediaType>
            <PediaEntry>TXT_KEY_PROMOTION_REPUTATION_HELP</PediaEntry>
        </Row>
       [...]

<UnitPromotions_UnitCombats>
       <Row>
           <PromotionType>PROMOTION_REPUTATION</PromotionType>
           <UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
       </Row>
       <Row>
           <PromotionType>PROMOTION_REPUTATION</PromotionType>
           <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
       </Row>
       [...]

<Language_en_US>
       <Row Tag="TXT_KEY_PROMOTION_REPUTATION">
           <Text>Reputation</Text>
       </Row>
       <Row Tag="TXT_KEY_PROMOTION_REPUTATION_HELP">
           <Text>Enemy units receive -10% [ICON_STRENGTH] Combat Strength when adjacent to any unit with this promotion. </Text>
       </Row>
       [...]
And when you talking about art problem then:
1. If you have problem after loading mod at menu or game saying "there are no 64.dds file" then you missed one thing: you need to highlight all art, then open properties window by right click and set "Import into VFS" value to true. This need to be done for all art and models.
2. You need to script in xml or sql art and model you will be using for this unit. Did yu do it? I mean this:
Code:
--==========================================================================================================================
-- ARTDEFINES
--==========================================================================================================================   
------------------------------
-- ArtDefine_StrategicView
------------------------------
INSERT INTO ArtDefine_StrategicView
            (StrategicViewType,                 TileType,    Asset)
VALUES        ('ART_DEF_UNIT_ETHIOPIA_SHOTELAI',    'Unit',        'ShotelaiFlag_128.dds');
------------------------------
-- ArtDefine_UnitInfos
------------------------------       
INSERT INTO ArtDefine_UnitInfos
            (Type,                                DamageStates,    Formation)
SELECT        'ART_DEF_UNIT_ETHIOPIA_SHOTELAI',    DamageStates,     Formation
FROM ArtDefine_UnitInfos WHERE Type = 'ART_DEF_UNIT_LONGSWORDSMAN';
------------------------------
-- ArtDefine_UnitInfoMemberInfos
------------------------------
INSERT INTO ArtDefine_UnitInfoMemberInfos     
            (UnitInfoType,                        UnitMemberInfoType,                            NumMembers)
SELECT        'ART_DEF_UNIT_ETHIOPIA_SHOTELAI',    'ART_DEF_UNIT_MEMBER_ETHIOPIA_SHOTELAI',     NumMembers
FROM ArtDefine_UnitInfoMemberInfos WHERE UnitInfoType = 'ART_DEF_UNIT_LONGSWORDSMAN';
------------------------------
-- ArtDefine_UnitMemberCombats
------------------------------
INSERT INTO ArtDefine_UnitMemberCombats
            (UnitMemberType,                            EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation)
SELECT        'ART_DEF_UNIT_MEMBER_ETHIOPIA_SHOTELAI',    EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation
FROM ArtDefine_UnitMemberCombats WHERE UnitMemberType = 'ART_DEF_UNIT_MEMBER_LONGSWORDSMAN';
------------------------------
-- ArtDefine_UnitMemberCombatWeapons
------------------------------
INSERT INTO ArtDefine_UnitMemberCombatWeapons   
            (UnitMemberType,                            "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag)
SELECT        'ART_DEF_UNIT_MEMBER_ETHIOPIA_SHOTELAI',    "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag
FROM ArtDefine_UnitMemberCombatWeapons WHERE UnitMemberType = 'ART_DEF_UNIT_MEMBER_LONGSWORDSMAN';
------------------------------
-- ArtDefine_UnitMemberInfos
------------------------------
INSERT INTO ArtDefine_UnitMemberInfos     
        (Type,                                         Scale, ZOffset, Domain, Model,                             MaterialTypeTag, MaterialTypeSoundOverrideTag)
SELECT    'ART_DEF_UNIT_MEMBER_ETHIOPIA_SHOTELAI',    Scale, ZOffset, Domain, 'EthiopiaMedSwordsman.fxsxml',    MaterialTypeTag, MaterialTypeSoundOverrideTag
FROM ArtDefine_UnitMemberInfos WHERE Type = 'ART_DEF_UNIT_MEMBER_LONGSWORDSMAN';
------------------------------
-- IconTextureAtlases
------------------------------
INSERT INTO IconTextureAtlases
            (Atlas,                             IconSize,     Filename,                 IconsPerRow,     IconsPerColumn)
VALUES        ('UNIT_ETHIOPIA_ATLAS',             256,         'ShotelaiPicture_256.dds',    1,                 1),
            ('UNIT_ETHIOPIA_ATLAS',             128,         'ShotelaiPicture_128.dds',    1,                 1),
            ('UNIT_ETHIOPIA_ATLAS',             80,         'ShotelaiPicture_080.dds',    1,                 1),
            ('UNIT_ETHIOPIA_ATLAS',             64,         'ShotelaiPicture_064.dds',    1,                 1),
            ('UNIT_ETHIOPIA_ATLAS',             45,         'ShotelaiPicture_045.dds',    1,                 1),
            ('UNIT_ETHIOPIA_FLAG_ATLAS',         32,         'ShotelaiFlag_032.dds',        1,                 1);
 
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@FieryCharizard7 If you need a quote for the crown jewels, might I suggest this one?

"On the contrary. Every Bison dollar will be worth five British pounds. For that is the exchange rate that the bank of England will implement after I kidnap their queen."
-M. Bison

Also, looking back at the longbowman proposal, its numbers are really high, especially in comparison to the chu ko nu.

I think the should reduce the CS to 14 (1 step below pikeman) and the RCS to 22 (which will be 18 from reduction by "range" Promotion, but if the point-blank promotion works then it won't matter

Here's a picture you could use for the crown jewels converted into the right size and file format for the game
 

Attachments

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UB - Talatnam (replaces Lighthouse): City must be on Coast and River. 0 maintenance. +2 :c5gold: Gold, +2 :c5culture: Culture, +2 :c5food: Food. +1 :c5food: Food and +2 :c5gold: Gold for Coast and Ocean. Trade routes other players make to a city with a Market will generate +2 Gold for both the city owner and the trade route owner.

Do you not prefer the Baan Chang instead of the Talatnam for the Siamese UB ? I think the BC is far more unique and interesting as a UC (although more difficult to code, of course).
 
I think the Baan chang would be my pick. there aren't any workshops in-game yet, it sounds like getting the building requirements. We can play around with ideas for what the benefits might be. I thought it would be neat to have bonuses off of the CS gifts, instead of just flat bonuses per ally.

for talatnam, it wold have to be OR, or we could think of something else. I don't think we can TIGHTEN the restrictions on what you need to build a lighthouse
 
Talatnam needs to be stronger if it requires coast AND river. Plus that means average game the number of coast AND river cities are few.
 
IIRC, no existing UBs have terrain requirements, even if the base buildings do. I think we should keep that pattern going forward.
 
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