3UC/4UC for VP: Project Coordination Thread

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Wow, I do a work-filled week and finish my previous game, and you've gone so much ahead already.

...obviously, the solution is to pick up 24.1 and get to testing some more. Or should I wait for v.25 before I start my next marathon game?
 
Play v24.1. There's long way to v25.
 
I already did it.

This bug fix stuff is good, but I'm looking forward to having all the civs in a playable condition. Not sure if it is better to be ironing out all the kinks now or after everything is coded
 
lol I was jk

I just discovered a massive tourism bug on Marathon so my desire to play civ has bottomed out for the time being :P
 
What civ do you play @Ziad?
For anyone interested, you can download v0.6 of Promotion Overhaul.
 
Civ? Civ 5 of course.

Or did you mean what civilization? Carthage, Spain, Celts, Russia, and Egypt are my favorites.
 
@Infixo, with your new trade route counter addition, your obviously the best one that comes around here to ask about this.

The original plan for the monolithic church was to have every belief adopted and every policy tree completed give yields, and remove all tech tree bonuses. The problem we encountered was that EUI would list every single religious tenet as a potential boost to the UI, blocking out the screen. Do you know if it is possible to have EUI ignore a single component? Like, can we overwrite or silence EUI from working if the monolithic church is moused over?
 
By the way, why is Spain's Hacienda so similar to Polders in yields and Chateaus in function?

They have the same yields and even the same bonuses as Polders with tech (just different locations), and have bonuses and a positional requirement like Chateaus.

Maybe make Hacienda grab all surrounding tiles in its imperialistic flavor?

Eh it's fine don't have to change anything. Just relatively basic compared to the other innovative UIs.
 
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The original plan for the monolithic church was to have every belief adopted and every policy tree completed give yields, and remove all tech tree bonuses. The problem we encountered was that EUI would list every single religious tenet as a potential boost to the UI, blocking out the screen. Do you know if it is possible to have EUI ignore a single component? Like, can we overwrite or silence EUI from working if the monolithic church is moused over?
Bad idea. Implementation would be horrible. Do you know that there are dummy policies? Even if somehow we could reduce the list, there is no way of telling which policies are actually to be reduced. You would need another flag, DB change, DLL support for the flag, etc. Simply not worth it.
In general EUI is never collapsing anything. There are many cases of quite long lists shown.
 
It already increases yields from policy branches by adding the improvement change to the finisher. It’s actually the beliefs that are a problem. With the policy finishers it’s a long list, but manageable
 
Are there any outstanding issues for my civs that need to be resolved? (Aside from the sidebar notifications; I consider that low priority and will work on it later). If not, I'll go back to working on Germany and Japan.
 
Github. There's major problem with your luas based on plot iterators not working. If you resolve this then we will check if there's smth else. Use firetuner more. For sure fury of nergal is not working.

If you modify fury of nergal a bit. Now it is triigered on new turn and iron chariot move. What happens when enemy is moving? What gappens when enemy train unit and iron chariot is adjacent? It should be triggered probably on move, on creation, on train of any unit. You can use Goedendag's code.
 
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I just tested the Iron Chariot in your v24.1, and it's working fine...?

Sure, I can modify Fury of Nergal to trigger on every unit.
 
But please check lua.log with fire tunner? I couldn't see anything beside massive error list from plot iterator. I just used iron chariot when those list was generated. This can also be caused by any lua using it. I did not use plot iterator so it will be easier for you to fix it. I posted those example logs many post earlier.
 
I just checked the Iron Chariot again, and verified that it is working. No Lua errors.

Right now when a unit moves, I'm checking Fury of Nergal for that unit and all adjacent units. And it appears that SetXY triggers on unit creation as well. So I don't think anything needs to change for the Lua in that regard.
 
PlayerDoTurn can be skipped then.

Did you play few turns to see if errors are not visible anymore. If you fixed plot iterator thing make appropriate note on Github.

I thought that oncreate and ontrain are needed. Onmove shouldn't be triggered by unit build or create. I checked that earlier. Onmove is for sure triggered on unit death.

Merged my beta to master.

Code:
if (iEra <= 0) then
     iEra = 1
end
Can Get Current Era give negative values? How this scaling works? If this is for stable replacement the we should follow the same pattern for every building: (iEra + 1) / 3. Similar change is needed for Madrasah. Your version would be correct if building was from Ancient era (but it always should be era +1 in such case).

You need to add IsHuman and IsTurnActive restruction to Garland Mine popup.
 
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24.1 testing with The Maya, and the K'atun Ahaw promotions (Hun K'atun Ahaw, Ka'a K'atun Ahaw) seem to only appear on the first unit I made after the Ball Court, even after extended time when they should be on lot more units by this point. (Thought they were getting the bonus, I derped and overlooked Morale.) So aside from that first unit, don't seem to be getting bonuses as they should.

Edit: Even more oddly, one Atlastlist doesn't have the K'atun Ahaw base promotion at all despite being a fresh unit from same city. Something fishy is going on.
 
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