3UC/4UC for VP: Project Coordination Thread

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Then only Ordenburg has left.
 
Why don't you just use picture of castle of Malbork where Teutonic Order had its capital? I personally don't like the idea of not using building picture for UW (same situation like for Sachem's Council). Or you could use ready castle in Ordenburg.

The Heroic Epic in general is also more of a concept than a building : the picture uses the Marine Corps War Memorial, but an Epic can be a story/writing, like the Epic of Gilgamesh, a monument, like the Arc de Triomphe. The spirit of conquest, of defeating the undefeatable is what makes this national wonder.
This is where the Teutonic Order intervenes : more than a simple construction, this Order was a state in itself, a political, military and religious organization geared toward conquest and conversion. I think that the spirit of the Teutonic order should be represented by its flag/emblem more than by one castle.

I'm also against figurative pictures for most buildings, but I think the Heroic Epic and its replacements are the exceptions, for the reason I exposed previously.
 
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We could make the current icon for the order the icon for the Teutonic order.

Then we could make a different icon for the base order, such as:
Spoiler :
The order of the Holy Sepulcher
upload_2017-12-13_15-16-7.jpeg


The Castle of Rhodes in Malta, the longtime headquarters of the Knights Hospitaler
760d3b03e17381cd8996b16db0acb361.jpg



With Malbork already being in the game, I think this is the best route to take, it would be strange to leave the order icon as something specific to the teutonic order, and then make a separate teutonic order.
 
I found very annoying issue which is making me crazy.
I noticed that Qila, Yassa Court and my New Waag don't get any bonuses regarding reducing unhappiness or global unhappiness (i can see that in SQLSpyLite). I made earlier Barbican, Grande Ecole and Hippodrome and there everything works fine. I suppose that maybe it is going from building class, because Public School, Armory and National Monument have coded such modifiers and Castle, Bank and Courthouse not.

Anyone has idea why it is that? @Blue Ghost any help?

EDIT 1:
I added for example poverty reduction to barbican and also there's no response from sql in that metter. It only reacts on defense modifier for this building.

EDIT 2:
Another thing: I tried to change Barbicans crime reduction to 100% but it is still 20. It is harcoded somewhere.
 
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That could explain why Mongolia keeps getting rocked in people’s tests. The unhappiness is that building’s main modifier, so Mongolia keeps sinking hammers into a building that doesn’t do anything
 
Barely anything. It gets all bonuses except -10% Crime, Illiteracy, Relligion Unrest and Boredom.
 
My proposition did not include an increase in city defense. With both an increase in city defense and a reduction in crime, I agree it might be a bit much.

I have attached a .zip file which contains art assets for everything that still needs to be worked on except things which need to be built from scratch. None of the code attached is in a final form, they are the code as written within the mods the UC was lifted from. They can, however, give a base skeleton for people to modify

@Blue Ghost it might be worth stickying this to the front page so coders can find it easilly

W.R.T. certain UCs which are organizations more than buildings, should we just use their crests? Specifically the Standschutzen and Teutonic Order, which we don't have assets for yet:
Spoiler :
teutonic-knights-black-coat-of-arms-shirt.jpg
M%C3%BCtzenabzeichen_der_k.k._Standsch%C3%BCtzen.png
Using a crest for a UB icon is a bit jarring, but I wouldn't mind.
Stickied a link to this post.


I found very annoying issue which is making me crazy.
I noticed that Qila, Yassa Court and my New Waag don't get any bonuses regarding reducing unhappiness or global unhappiness (i can see that in SQLSpyLite). I made earlier Barbican, Grande Ecole and Hippodrome and there everything works fine. I suppose that maybe it is going from building class, because Public School, Armory and National Monument have coded such modifiers and Castle, Bank and Courthouse not.

Anyone has idea why it is that? @Blue Ghost any help?
If the database is not being affected, that must mean there's something wrong with the raw SQL rather than something in the Civ code. Are all the tables and columns present? Are you able to execute the SQL query directly on SQLiteSpy? What happens?
 
I cleared all error shown in database log. I checked rest of values changed by that sqls and tgey show up in the game and inbthe sqllitespy.

How to execute sql query directly? What di you mean by that?
 
I cleared all error shown in database log. I checked rest of values changed by that sqls and tgey show up in the game and inbthe sqllitespy.

How to execute sql query directly? What di you mean by that?
Copy the query into SQLiteSpy and hit Execute. Does it compile?

Alternatively, what is the query that you're using?
 
Ok, I found probably cause but still canot resolve the issue. I check as you said directly in SQLite this code:
Code:
--==========================================================================================================================
-- ARTDEFINES
--==========================================================================================================================
------------------------------
-- IconTextureAtlases
------------------------------
INSERT INTO IconTextureAtlases
            (Atlas,                                     IconSize,     Filename,                         IconsPerRow,     IconsPerColumn)
VALUES        ('BUILDING_NETHERLANDS_ATLAS',                 256,         'WaagPicture_256.dds',            1,                 1),
            ('BUILDING_NETHERLANDS_ATLAS',                 128,         'WaagPicture_128.dds',            1,                 1),
            ('BUILDING_NETHERLANDS_ATLAS',                 80,         'WaagPicture_080.dds',            1,                 1),
            ('BUILDING_NETHERLANDS_ATLAS',                 64,         'WaagPicture_064.dds',            1,                 1),
            ('BUILDING_NETHERLANDS_ATLAS',                 45,         'WaagPicture_045.dds',            1,                 1);
--==========================================================================================================================
-- BUILDINGS
--==========================================================================================================================
------------------------------
-- Buildings
------------------------------
INSERT INTO Buildings
            (Type,                            BuildingClass,    GoldMaintenance, Cost, EnhancedYieldTech, TechEnhancedTourism, AllowsRangeStrike, TrainedFreePromotion,    CitySupplyFlat,    GreatPeopleRateModifier, GreatWorkSlotType, GreatWorkCount, FreshWater, FreeStartEra, Happiness, NeverCapture, GoldMaintenance, PrereqTech,             ArtDefineTag, SpecialistType, SpecialistCount,         MinAreaSize, ConquestProb, HurryCostModifier,    PovertyHappinessChange,        Help,                                        Description,                            Civilopedia,                                Strategy,                                        IconAtlas,                        PortraitIndex)
SELECT        'BUILDING_NETHERLANDS_WAAG',     BuildingClass,    GoldMaintenance, Cost, EnhancedYieldTech, TechEnhancedTourism, AllowsRangeStrike, TrainedFreePromotion,    CitySupplyFlat,    GreatPeopleRateModifier, GreatWorkSlotType, GreatWorkCount, FreshWater, FreeStartEra, Happiness, NeverCapture, GoldMaintenance, 'TECH_CIVIL_SERVICE',    ArtDefineTag, SpecialistType, SpecialistCount+1,     MinAreaSize, ConquestProb, HurryCostModifier,    -10,                            'TXT_KEY_BUILDING_NETHERLANDS_WAAG_HELP',    'TXT_KEY_BUILDING_NETHERLANDS_WAAG',    'TXT_KEY_BUILDING_NETHERLANDS_WAAG_TEXT',    'TXT_KEY_BUILDING_NETHERLANDS_WAAG_STRATEGY',    'BUILDING_NETHERLANDS_ATLAS',    0
FROM Buildings WHERE Type = 'BUILDING_BANK';
------------------------------
-- Building_ClassesNeededInCity
------------------------------
INSERT INTO Building_ClassesNeededInCity
            (BuildingType,                     BuildingClassType)
SELECT        'BUILDING_NETHERLANDS_WAAG',    null
FROM Building_ClassesNeededInCity WHERE BuildingType = 'BUILDING_BANK';
------------------------------
-- Building_BuildingClassYieldChanges
------------------------------
INSERT INTO Building_BuildingClassYieldChanges
            (BuildingType,                    BuildingClassType, YieldType, YieldChange)
SELECT        'BUILDING_NETHERLANDS_WAAG',    BuildingClassType, YieldType, YieldChange
FROM Building_BuildingClassYieldChanges WHERE BuildingType = 'BUILDING_BANK';

INSERT INTO Building_BuildingClassYieldChanges
            (BuildingType,                    BuildingClassType,        YieldType,        YieldChange)
VALUES        ('BUILDING_NETHERLANDS_WAAG',    'BUILDINGCLASS_MARKET', 'YIELD_GOLD',    1);
------------------------------
-- Building_ResourceYieldChanges
------------------------------
INSERT INTO Building_ResourceYieldChanges
            (BuildingType,                    ResourceType, YieldType, Yield)
SELECT        'BUILDING_NETHERLANDS_WAAG',    ResourceType, YieldType, Yield
FROM Building_ResourceYieldChanges WHERE BuildingType = 'BUILDING_BANK';
------------------------------
-- Building_YieldFromPurchase
------------------------------
INSERT INTO Building_YieldFromPurchase
            (BuildingType,                    YieldType, Yield)
SELECT        'BUILDING_NETHERLANDS_WAAG',    YieldType, Yield
FROM Building_YieldFromPurchase WHERE BuildingType = 'BUILDING_BANK';
------------------------------
-- Building_YieldChanges
------------------------------
INSERT INTO Building_YieldChanges
            (BuildingType,                    YieldType, Yield)
SELECT        'BUILDING_NETHERLANDS_WAAG',    YieldType, Yield
FROM Building_YieldChanges WHERE BuildingType = 'BUILDING_BANK';
and it puts value -10 under column PovertyHappinessChange without a problem. But if I add this part:
Code:
--==========================================================================================================================
-- CIVILIZATIONS
--==========================================================================================================================
--------------------------------
-- Civilization_BuildingClassOverrides
--------------------------------
INSERT INTO Civilization_BuildingClassOverrides
        (CivilizationType,                 BuildingClassType,         BuildingType)
VALUES    ('CIVILIZATION_NETHERLANDS',    'BUILDINGCLASS_BANK',    'BUILDING_NETHERLANDS_WAAG');
it returns to 0. Everything else beside unhappiness change values works fine. I put it on the bottome of the code.

EDIT: probable solution: I put it on the top of the code.

EDIT 2: Solution worked. I fixed all UBs. I still don't know why it works. That's reminding me some comics:
1st situation: "Why this code doesn't work?"
2nd situation: "Why this code works?"
Thank you @Blue Ghost. Without your help I wouldn't find the solution. I've never used direct SQLite query before.
 
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So we need to build icons for 4 things:

Schutzenstand
Teutonic Order
University of coimbra
Tambo

Are people on board with my idea to give Teutonic Order the current order icon, and then give a new icon to the order?
 
Ay captain. I still don't like this emblem icon.

v17 out. With Netherlands and very important fixes.
 
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I can get started on the 4 necessary icons this weekend. I have found possible pictures for each (attached below), which I can put through a 'painterly' filter and resize. If anyone has a better alternative, please post a link, or attach the picture itself
Spoiler :
University of Coimbra
upload_2017-12-14_12-36-38.png

Order (after we move Malbork to Teutonic Order)
upload_2017-12-14_12-36-57.png

Tambo
upload_2017-12-14_12-37-11.png

Schutzenstand
upload_2017-12-14_12-37-32.png

 
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I don't know if you can squeeze the clock tower and the main entryway comfortably into the icon with a straight-on picture without zooming crazy far out. That's why I picked an angled one.

How bout this one? It's better lit to boot
Spoiler :
ajp_4340.jpg



@adan_eslavo I think some more thought needs to go into the Maya and Persia proposals. Are people cool with them? I kind of just posted them into the spreadsheet hoping people would comment

Maya:
Spoiler :

Original UC changes - change Atlatlist Strike promotion on Atlatlist to "Poisoned Weapon" (33% vs wounded units)

UU: Holkan (Pathfinder)
45 production
6 CS (+1 from pathfinder, same as warrior)
no movement penalties
+ 25%Goody Huts Bonuses
Goody Huts II - "Additional +25% Goody Huts Bonus (kep on promotion) (Total of 50%)
Does not have debuff vs barbarians (but does not have warrior's brute force promotion either)
"K'atun Ahaw" Promotion line - 7% CS for every 20 turns the unit has existed, and 9% on the 4th, for a max of 30% for existing for 80 turns (7% -> 14% -> 21% -> 30%).

After 20 turns the unit gets the promotion. The name of the promotion is
(Hun/Ka'a/Oox/Kan) K'atun Ahaw, (1/2/3/4 - K'atun Ajaw in Maya).

UB: Pitz Court (Arena)
Available at Masonry
150 production
1 maintenance
15 Faith as instant boost on construction of the Pitz court
10 Faith, Scaling with Era at the beginning of every B'ak'tun (ie, whenever the UA gives a free GP. (At normal game speed that's turns 33/42/52/62/72/86/101/117/133/152/183/234/432. turns coloured in red ellapse prior to you getting arenas, turns in yellow are only possible if rushed, which would mean you would have to prioritize this over kuna and the tech that actually starts the long count, which are on opposite sides of the tech tree)
20 science as an instant boost at beginning of new era, scaling with era
+2 Faith
, +2 Tourism, +3 Culture (up from 1 culture & 2 Tourism)
reduced Boredom (20%) (up from 10%)
+2 Culture from perfume, +1 Food/+1 Gold from Olives
+2 Production to Armories, Barracks, and Forge in City


Persia:
Spoiler :

UU: Qizilbash (Lancer)
350 production
4 Movement
40 CS (+5 from Lancer, same as winged hussar)
No defensive Terrain Bonuses
Can Move after attacking
-33% penalty vs cities
Gives +1 Faith, +1 Culture and +1 Gold for every turn spent in enemy territory
Can be Purchased with Faith

Requires Horses

UB: Pairidaeza (Garden)
Available at Theology
300 production
Does not require river
3 maintenance
+3 Culture, +3 Gold, +3 Tourism (yes, the gold cancels out the maintenance, but it also reduces poverty and can benefit from modifiers)
25% Great People Generation in City
+1 Culture and +1 Gold to Writer, Artist and Musician Guilds in City
30 Culture as an instant boost when a Golden Age begins. Scaling with Era
(15xGetCurrentEra, since it begins in medieval)
+1 Food & +1 Gold from Citrus and Cocoa
+2 Gold to Oases
 
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Just did a test session.

For the Goedendag :
- Now I understand why the flag of the unit was a flail in the JFD mod : the 3d model of the unit is made of fantassins with shields and morningstars (so no Goedendag in this model)... Maybe we should test the 3d model of the unit by Lastsword to see if it fits better...
- The two promotions of the unit doesn't have any effect (except the +10 % CS against mounted unit, and only on the Goedendag itself) : does the effects appear when a Goedendag begins its turn on a luxury resource/when a unit begins its turn next to a Goedendag ?
- The flag is good.
- The "food into production" (+ stagnation) element of the unit works fine (I tested different setups).

For the Iron chariot :
- The flag works well now. Thank you BG. ;)

For the Khopesh :
- In my playtest, I attacked a Knight with a Kopesh, and the Knight got a -15 % CS malus, which decreased the next turn to -10 % CS... I don't think it is what you wanted. I'll do more tests.
- I honestly think you should get rid of the "+50 % CS against mounted units" for two reasons : the Kopesh is a sword, not a spear (the Iceni warrior, armed with a sword, doesn't have the bonus), which makes the unit the equivalent of a bronze era swordman ; with a working "Fatigue" promotion, the effect of the "Coup de Grace" promotion (+30 % CS against units with 50 HP or less) and the 13 base CP of the unit, it is already a fearsome duelist which lacks mobility (and so is still counterable) but can deal with a lot of threats and becomes more powerful the longer the combat gets.

For the Nilometer :
- The picture works fine

I'll begin a playtest with the Mongols to see if the Yassa problem is fixed or not after I do more tests with the Kopesh.
Good night to you all ! :)
 
For the Goedendag :
- Now I understand why the flag of the unit was a flail in the JFD mod : the 3d model of the unit is made of fantassins with shields and morningstars (so no Goedendag in this model)... Maybe we should test the 3d model of the unit by Lastsword to see if it fits better...
- The two promotions of the unit doesn't have any effect (except the +10 % CS against mounted unit, and only on the Goedendag itself) : does the effects appear when a Goedendag begins its turn on a luxury resource/when a unit begins its turn next to a Goedendag ?
  • "Burgemeeste" is triggered when moving in or out of a luxury tile. It worked well when I tested it.
  • "Goedendag!" is triggered after moving in and out, after training unit, after creation (gift) and after death. It should work in every possible outcome. Many tests needed then. I did not tested situation when Goedendag is standing next to the city and unit is created in there. It also should get this buff at start, but it probably won't.
  • I thought about implementing LastSword's 3D model but it uses some english pikeman model. Look there and tell me if it is better than those macemen.
I'll begin a playtest with the Mongols to see if the Yassa problem is fixed or not after I do more tests with the Kopesh.
  • I think Mongols should have wider testing in normal gameplay to fully check them out. Yassa Court is giving many buffs to offesive players and it is difficult to make quick check of balance. I think that mix of Tug Banner Warrior and Yassa Court can be deadly for other players, but maybe Yassa is not powerful enough.
  • It will be difficult to check in game reduction of crime and so on, because there's no info in any tooltip. I chekced it via SQLiteSpy.
@pineappledan Tomorrow I will rewrite all description for Persia and Maya into my main post. Then I will tell you if it is ok or not.
  • K'atun Ahaw - probably hard to code, but I will think of it tomorrow. It would be easier to make it dependable on eras instead of turns. Similar effect, less work.
  • Should "Poison weapon" stay after upgrade?
  • Could you do the same calculations for other game speeds for Pitz Court? Or maybe you know what is game speed modifier. I will need 4 sets of those vlalues to put in lua or use modifier with checking game speed (easier and simplier variant). I don't know if it is possible to check B'aktun arrival but I will check that.
 
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