3UC/4UC for VP: Project Coordination Thread

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Almost. You need to wait for the figs to spawn. Then reloading will cause figs never spawn again for that one latifundium. In your case there's no problem. You can test it easily. Just save game after building laifundium, wait for figs spawn, load game, wait for figs again and wait and wait forever. You will see the moment where Figs should Spawn by blinking Latifundium model on map right after click next turn. This moment is upgrading improvement.
Mechanics work like this:
Why do you even bother with using modUserData? From what I see in the code, it basically spawns 1 fig in a random eligible plot. Once it is done, you register it, so it will not spawn again. So, basically each Latifundium will eventually spawn 1 fig or zero. And since they are always adjacent, then it is really easy to check if there's already a fig in an adjacent tile. No need to store anything, no sync problems.
 
Ok. Look there and help me find the cause of failure with implementing new categories, please.
Posted More Unique Components on Github for everyone.
<Content Include="CivilopediaCategories\CivilopediaScreen.lua">
<SubType>Lua</SubType>
<ImportIntoVFS>False</ImportIntoVFS>
</Content>
Every UI element need to be imported into VFS. Both Lua and xml.
 
But you can meet a situation where Figs spawn betwen 2 or more latifundiums. We then need to check which latifundium spawned that particular fig. This action prevents exploit from human players who can destroy latifundium, then build another one on the same tile. Checking adjacent figs won't solve the problem.

I did this:
Code:
<ModContent>
      <Content xmlns="">
        <Type>InGameUIAddin</Type>
        <Name>Civilopedia Categories</Name>
        <Description>Adds possibility to change categories in civilopedia.</Description>
        <FileName>CivilopediaCategories/CivilopediaScreen.lua</FileName>
      </Content>
</ModContent>

<ModActions>
      <Action>
        <Set>OnModActivated</Set>
        <Type>UpdateDatabase</Type>
        <FileName>CivilopediaCategories/Categories.xml</FileName>
      </Action>
</ModActions>
It's not enough?
 
But you can meet a situation where Figs spawn betwen 2 or more latifundiums. We then need to check which latifundium spawned that particular fig. This action prevents exploit from human players who can destroy latifundium, then build another one on the same tile. Checking adjacent figs won't solve the problem.
I did this:It's not enough?
If you are using MudBuddy, then there's a flag in file properties.
If you are changing .modinfo manually then you need to set this flag like this:
Code:
    <File md5="0C3E3E7E4C6C249FA68EC58B85D4489C" import="1">Lua/CultureOverview.lua</File>
Latifundium: this is a powerful improvement (can steal tiles, auto-built plantation, etc.). Make it so it can be built only every 3 tiles (i.e. 2 tiles of free space between them) and then adjacency check will work.
Destroying and building again will not matter as long as there's a fig already on the map. The 2nd build will simply not spawn a new one.
 
  • We cannot because we disabled plantation. So if we have space between latifundiums and there will be luxury then we won't be able to put plantation there.
  • We disabled it because AI continuously build plantation over latifundium and latifundium over plantation if below was luxury resource (only setting it to permanent helped for that).
If you are using MudBuddy, then there's a flag in file properties.
If you are changing .modinfo manually then you need to set this flag like this:
Code:
    <File md5="0C3E3E7E4C6C249FA68EC58B85D4489C" import="1">Lua/CultureOverview.lua</File>
New thread. There's an answer.
 
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Working on updating the texts. Why split the Armada's XP and +10% CP at full health if they are both lost on upgrade?
 
Because +10% CP can be everywhere and XP only at enemy territory.
Remember: put and send me only those texts which will be changed. Not all. :)
 
I'm going to update this text with whackiness and clarifications that I need as I go along
  • I'm slowly turning against the idea of having food/production on lumber/logging camps for baan chang. It's 4 yields on 1 tile from 1 building, it's just an insane leap of power.
  • Bastu was changed to sauna without me looking. I have changed it back to Bastu. While english-speakers will probably dismiss the differences, they are still very real. I feel this may be a point of contention for anyone of nordic heritage; FoxofWar already expressed insult at the notion that we would conflate the two types of baths.
  • I have also updated the text file for Bastu with the recommended nerfs
  • Mingghan and Massacre split also strikes me as strange. Why not just give the Black Tug the Foraging promotion from the Scout line if you are going to split them? They are functionally identical now
  • It seems that my updates to my civilopdedia entries never actually made it in (Celts, Poland, Mongolia, Spain, Shoshone, Iroquois, Russia). I will have to re-add the changes which I had already made.
  • We need updated Help and Strategy text for the Ballista. This is best done in .sql so I will leave what is there alone
  • There are entries for Help text for Figs and Flax. I don't think these are needed? The other resources introduced in VP, Like Tea and Tobacco, don't have help text
  • I got up to Figs and Flax. I'll pick up where I left off later
Is it not easier for me to edit the whole file and then submit it as a full replacement? I have found text in need of updating in almost every other line.
 
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Ok, then, but if I change something in the text file then I cannot just copy whole bunch of texts into it because I overwrite my previous changes. I did such in promotion description and I will add new civs soon with new texts.

Mingghan is promotion present all the time on Black Tug only for information about its ability. Massacre is actual bonus on Pillaged tile which appears and disappeares depending on situation on the map. There are a lot more dsuch dummy promotions because I have no way to do it other way without access to dll.

Do you post somewhere those updates oe just gather them for now and update them later?
 
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I just closed it down. I don't know if I did it right. I submitted a file under a new name called !GameText.SALT.xml. I don't know if I did it right, but you can compare the changes I made side to side with the old file
 
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Ok, I got it. You created a fork tree from my repository and edit it. Then after all you probably need to pull merge request for it. Remember I still lern how to use this magical tool called Github. You can probably rework it under norml name. Creating new file is not necessary. I suppose.
 
Yeah, I got about 1/3 of the way through, but I have to go do real work now. Sounds like I need to reverse the changes on mingghan, didn’t realize massacre was a dummy. Is that also the case for armada’s ‘appearances’ promotion? If so I’ll have to revert that too.
 
Yup. And Yellow Brows' Dance Performed and all Fire and Bleed promotions. And many others. I used different names for flavor (instead of Stack1, Stack 2 etc.).
 
But for now you will have to download separate mod for it. Sorry for inconvienience and thank for words of appreciation. Link for all stuff are in my post description. You can download it directly from Github. For now I added new civilopedia categories (thanks to @Infixo), and moved some of reowrked promotions to those categories.

@pineappledan Please make just necessary language changes to promotions. I try to have them under control but my laguage barrier can cause some mistakes. I looked at your changes and see that you are doing good job at finding those failures, but also removes things necessary for some descriptions (Black Tug, Invincible).
  • I think I will stay with current Barbican promotion. Double attack can cause problems when unit has Logistics.
  • Does Open Terrain mean the same as not hindering (excluding Desert and Snow)? They are also unfeatured open terrain.
I start to like Github. I have full control over what text changes you make :]
 
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  • I think I will stay with current Barbican promotion. Double attack can cause problems when unit has Logistics.
K!
  • Does Open Terrain mean the same as not hindering (excluding Desert and Snow)? They are also unfeatured open terrain.
You are more correct in saying unhindering, but it is awkward and unused in the rest of civ. When I think open terrain I think unfeatured, and 1 move to enter. Desert and snow, though important, feel more like fine print that will muddle clarity
Castles - boost Quarries by +1p locally
Units Spearman CS now 11; Immortal/Pictish Warrior now 13; Hoplite now 14
Pikeman now 17; Landsknecht now 20
Foreign Legion now 52
Mercenary now 60
So this affects the following buildings and units:
Indian Qila - add +1p to quarries
Babylonian Kibitum - increase to 12 CP
Egyptian Khopesh - increase to 14 CP
Dutch Goedendag - increase to 17 CP (used to be +1 vs pikeman, but I think with this increase that parity is probably sufficient)
 
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I'm going to update this text with whackiness and clarifications that I need as I go along
  • Bastu was changed to sauna without me looking. I have changed it back to Bastu. While english-speakers will probably dismiss the differences, they are still very real. I feel this may be a point of contention for anyone of nordic heritage; FoxofWar already expressed insult at the notion that we would conflate the two types of baths..
For the record, I was rather joking. It's a very common notion/joke that Finnish sauna is better than Swedish bastu, even though they largely amount to same thing. (Swedes are better than us in nearly everything that matters, so it's a national pastime to invent things in which Finns are better. Long, long history there.)

Sauna would probably be the term more people are internationally familiar with, though, and I think that's what matters(unlike Swedes, we Finns simply can not shut up about sauna if it comes to be a point of conversation). Also, the Sweden of Civ V kind of is the Sweden that also had Finland - roughly quarter of the cities Sweden founds in-game are in fact Finnish cities, so... technically speaking they'd sort of have both around...?

(Also also: while Finns love to boast that 'we invented saunas', similar buildings/parts of building have existed in all arctic cultures since the dawn of time, because I dunno, it's COLD up here? So all in all, not that big of a point of difference, in my opinion.)

Go with either, I know what I'm calling it when playing anyway ;)
 
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Wasn't Finland part of Sweden one point? I remember the reason for Sweden's later neutrality was that joining one of the wars in the late 1800s led them to lose that territory so they were like Never Again.
 
Wasn't Finland part of Sweden, and the reason for their continued neutrality was that joining one of the wars in the late 1800s led them to lose that territory?
Finland was part of Sweden 'til 1809, when Russia kind of invaded Sweden and Swedes couldn't get things working right in time, as at the time their army was (comparatively speaking) out of date. Finland gained autonomy under Russia, so the relations to Sweden were not completely destroyed (to this day, it's a common thing to think of a Swedish-speaking Finn as somewhat rich, because of course all the nobility and up were Swedes at the time). And yeah, that is kind of among them reasons why Sweden has since taken a wary stance on taking part on any wars. Very, very roughly speaking.

...I think I might give Sweden a go in my next game.
 
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