3UC/4UC for VP: Project Coordination Thread

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I ran the mod to see that CTD.
It happens within game engine, not even the DLL. Must be a model iself. Use another model to test if all sql settings are ok.
Replacing the .fxsxml file with another one works. This model was working previously before the merge. No idea why it stopped working now.

EDIT: Nevermind, I found the cause. I was missing a binary file somehow. No idea how it happened, but the Corsair is working now.
 
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@Infixo Yes. I need it to Baan Chang. If there is not such its ability will need to be reworked. I did it with UnitCreate for now but there is no wat to restrict it only to this particular situation.
 
You mean when a Militaristic CS give you unit?
precisely. We wanted Siam's new UB to give yields whenever a unit is gifted to Siam

I have finished text for Hashemite, Exam Hall, Xiafan Guanjun, Iron Chariot, Khopesh, Nilometer, Waag, Madrasah, Ranch, and University of Coimbra. If there are UCs I have missed, please point them out to me, it is an incredible long text file

I don't have much interest in rummaging through files. to consolidate into the master text files. If there are loose texts, please move them into the master, or note their absence as a bug report. For instance, I know that Pracinha has not been consolidated

Final level of Kibitum promotion now called "A Winner is You" (+75% CS at unit level 15)
Final level of Seir Morb promotion now called "Eye of the Tiger" (+60% CS if unit has 4 unused movement points)
Final level of Iron Chariot promotion now called "In a Pickle" (+60% CS if unit is adjacent to 6 enemy units)

UCs that I have not dealt with: Cacadores & Lamassu
 
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@Infixo do you know some event triggered by gifting unit from cs? I found one whe you gift them unit but it doesn't work the other way.
There is that:
Code:
// Event sent upon a City State giving a gift (v73)
//   GameEvents.MinorGift.Add(function(iMinor, iMajor, iGift, iFriendshipBoost, 0, bFirstMajorCiv, false, szTxtKeySuffix) end)
But it seems to trigger only on first contact.
There is no event for later, when units are gifted. But I think I can create one, the mechanism seems easy.
 
@Infixo.

Yes, I tested this one event too. It is only like you said after first meeting.
It would be awesome. Will you add it to VP next version?
 
@Infixo, I need to reproduce it myself, but it seems @Hinin had the same military supply cap bug with the Shophet (supply cap increases every time the shophet embarks/disembarks). He didn't note any historical events though, so I'm wondering if the wrong version of the .dll was merged last month?
 
@Infixo, I need to reproduce it myself, but it seems @Hinin had the same military supply cap bug with the Shophet (supply cap increases every time the shophet embarks/disembarks). He didn't note any historical events though, so I'm wondering if the wrong version of the .dll was merged last month?
Check if he changed Lua. The function must be called with a new parameter at the end. If he uses old Lua - it will trigger supply cap, etc.
Edit. And yes, the code is there :)
 
lua is fixed for Shofet. If you embark into a lake with no city then God have mercy on your soul :)
 
lua is fixed for Shofet. If you embark into a lake with no city then God have mercy on your soul :)

Tell that to the AI :) I'm sure it won't be confused by this "soul" part.
 
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Cacadores and Lamassu text completed. I think the only texts that may be missing are aztecs?

EDIT: Aztecs and Venice have now been consolidated into the master text SQL. Text for all completed civs are now finished. If you find any text bugs please note them as a bug report on github
 
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@Infixo.
Yes, I tested this one event too. It is only like you said after first meeting.
It would be awesome. Will you add it to VP next version?
I have it. Coding was really simple. Testing takes more time, since you need to create specific conditions for it to trigger.
Usage:
Code:
--------------------------------------------------------------
-- Minor Unit Gift
-- GAMEEVENTINVOKE_HOOK(GAMEEVENT_MinorGiftUnit, GetPlayer()->GetID(), eMajor, pSpawnUnit->getUnitType());
--------------------------------------------------------------
function OnMinorGiftUnit(iMinor, iMajor, iUnitType)
   print("EVENT OnMinorGiftUnit", iMinor, iMajor, iUnitType);
end
GameEvents.MinorGiftUnit.Add(OnMinorGiftUnit)

I attach DLL if you want to test it, but since I did some other tweaks, you will get some TXT_KEY_xxx in tooltips. So, it is for testing really, not normal usage.
 

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Have instant boosts from buildings been scaled with gamespeed? (such as Tophet)

Also Oppidum needs to affect Lumber Mills / Logging Camps.
 
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They should scale with gamespeed by default afaik.
Have you seen the civilopedia's attempt to display all the oppidum adjacency bonuses? :D

Edit: made a github issue for it
 
What do you mean? Those tweaks I did are not related to embarkation at all.
The shophet only can disembark back to a GG if coming through a city, but the GG can embark onto any ocean tile. Hinin noted that you could get your shophet stuck by embarking it into a lake with no cities.
 
OK so I loaded up the v.23 and verified that instant boosts from buildings are not being scaled up appropriately. I think I brought this up before, but I saw the recent update which handled gamespeed scaling for unit instant yields but not buildings so I thought it would be worth bringing up again.

First tested with Carthage. Loaded up a game with IGE, placed Tophet in capital, and bought a unit. Only 10 culture was earned, as opposed to the 30 that would be acquired on that gamespeed.

Spoiler :

XYHBBoR.jpg



So gamespeed scaling is not a thing. I brought this up before, and I think it was discussed. Just pointing it out.

There's another issue. As you can see, when buying a unit, a text comes up telling you what exactly happened.

It says: Purchasing a unit has earned you +10 :c5culture: from your Tophet in Carthage.

While nice and appropriate, it is not consistent with the way VP handles notifications so the modded buildings will stand out a bit.

I placed a bank in Carthage and bought a warrior to demonstrate how baseline VP handles instant boost yields in cities.


Spoiler :
Xvi3zY2.jpg


As you can see, you get two notifications. One is the fleeting upwards floating text through the city showing the exact value. The second is an instant boost dropdown notification that appears on the right which shows the values on mouseover.

If consistency is the goal, then purchasing a unit with Tophet should show the below +10 :c5culture: (on Standard) floating above the city and a notification dropdown saying:

Bonus Yields in Carthage!
Purchasing a unit or building:
  • Carthage: +10 culture
------

Side note: To make sure this isn't just a quirk, I also tested with Arabia. Loaded up a game with IGE, placed Madrasah, and bought a unit with Faith. No science was provided. Is Madrasah incomplete?
 
Have instant boost and XP yields been scaled with gamespeed?
XP granted by buildings and I think from CS quests scales with gamespeed.
The shophet only can disembark back to a GG if coming through a city, but the GG can embark onto any ocean tile. Hinin noted that you could get your shophet stuck by embarking it into a lake with no cities.
Why do you need city do disembark?
 
Have instant boosts from buildings been scaled with gamespeed? (such as Tophet)

Also Oppidum needs to affect Lumber Mills / Logging Camps.
Why? it boosts basic improvements in a balanced way.

Madrasah should be fixed in upcoming version. Typo fix.
 
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