3UC/4UC for VP: Project Coordination Thread

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I think you can actually use DELETE FROM to remove the build action?

If not, you could give Rome a unique worker who simply doesn't have the plantation build action. If the figs appear already upgraded then they wont miss it; the only problem would then be wheat. Maybe you just make wheat not upgradeable with latifundium so the same problem doesn't occur
 
  • I probably cannot delete it only from one worker, bu from all workers so no nation will build plantation
  • unique worker could work but what if player intentionally wanted to build plantation? If lat is not its substitute we cannot force him to not to build it.
  • Strange thing is I have no similar issue with wheat yet.
 
Is there a way to check if the player is AI, and if they are give them the unique ‘no plantation’ worker? Normal players get the option, but AIs get railroaded into the ‘better option’
 
I need to check more this situation. I have no problem with wheat, and before there was no problem with monolithic church.

EDIT:
Ok, I checked Monolithic Church and it has the same issue. Wheat is fine. So it is something with luxury resource. But I can't understand why. They are worked by the city and available for trade.

Question: Quarry has now more things to improve after some VP update. Monolithic church improves only stone and marble. Add those missing resources? I believe it is uranium, lapis, amber and jade.
 
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You are not many to develop this modmod. But the results are amazing, much more than I could expect.
You're going to make a lot lot VP players happy in 2018. Thx

Just make sure it will be fully compatible with some other major VPmodmods.
The Celt's oppidium looks like the Moundo in "Unique City-States". Maybe not. I didn't try it yet
 
I will probably replace those builders and disable them those planations and quarries. Wow. I didn't expect such complication. Stupid AI. But still more intelligent than base game one.

@Asterix Rage Thank you for all team memebers. First mod we will probably try to enrich with some patch will be EE. Next we will see.

@Blue Ghost I managed to make font icon work for Figs. It is needed one more file "FigsFontIcon_022.ggxml" f.e.:
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<glyphgen>
  <textures width="22" height="22">
    <texture name="" src="FigsFontIcon_022.dds" allowcolor="1" alloweffects="1" inuse="1" />
  </textures>
  <styles count="1">
    <style name="">
      <layers count="1">
        <layer tex="" />
      </layers>
    </style>
  </styles>
  <glyphs fudgeadv="0" ascadj="-6" spacing="0" count="1" height="0" ascent="0" descent="0">
    <glyph ch="1" u="0" v="0" width="22" height="22" a="0" b="22" c="0" originx="0" originy="22" /> 
  </glyphs> 
  <toolonly>
    <metainfo pt="0.000000" width="22" height="22" alphabias="64" maxsize="22" bestfit="0" pow2="1" freetype="2" fontsrc="" />
    <glyphsets>
      <set name="GlyphSetAscii" />
    </glyphsets>
  </toolonly>
</glyphgen>
It is not added in @pineappledan materials.
 
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Haha, I think stone and marble is fine as the only resources because you could actually make a building from those. Making a church from a single hunk of jade stretches the imagination, and a church built of uranium is even more absurd.

@Asterix Rage there are indeed complications with other modmods. This modmod is perfectly compatible with the wonders expanded mod, but E&D will need to be patched. Either by us or by Enginseer to accommodate.

There shouldn’t be any conflicts with UCS mod, even if the same graphics are used.

At any rate we hope to get this working as a stand-alone mod first, and will consider compatibility alongside other concerns like balance. First thing we need is a fully fleshed out mod though

@adan_eslavo i think BG has expressed disinterest in coding the flax. If you have figured out how to implement figs, I think completing flax should be easy at that point.
 
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Yup. Piece of cake.
If I want to replace worker for Ethiopia to not to build quarry over Monolithic Church then I need to make it replace all stuff. It will be some kind of extra-buffed-quarry called MC. The other problem is tech issue different for quarry and Monolithic church.
 
IMO it sounds easier to just remove marble as a buildable resource. If there’s no issue with stone then they won’t really miss it, and the big one is hills for MC anyways.

The alternative is allowing MCs to be built on uranium and that’s.... no
 
Do we add something in return? Marbles are one more place to build it on flat land. I will check stone later but I think it will be the same situation like with wheat.
 
I don’t think so? You have to have conquered the world in order to have more than 3-4 marble on empire, it’s a n incredibly rare resource
 
Ok, then I will delete marble from its list. Ethiopia is OP anyways.

I though about adding scaling with speed for Renewal Cycle. @pineappledan What about my thoughts re Maya I posted today?
 
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@Blue Ghost I hadn't seen this before, but there's this mod here, which has just what we needed for the hashemite as well. Maybe that was all wasted effort on my part, but at least we have the option of these two now.
Unit model by Civitar. Icon by OrderofOlav

The unit icon was still completely inappropriate though, so I still need to figure out how to do that
EDIT: Unit Icon and SV Icon are complete. See attached. I'm actually pretty happy how it turned out:
Spoiler :
upload_2017-12-27_20-23-21.png
 

Attachments

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So, I've been thinking about some of the UCs posted by Blue Ghost and adan eslavo, and I wanted to share my ideas (as always, some may be extreme, but I like creating discussion).

Spoiler Morocco :

Corsair (replaces Corvette)

- Available at Banking (so available sooner, and at a technology which gives an additionnal TR and is relevant theme-wise)
- 38 CP (because this unit has a lot of economic effect, it is not important that it won't be as strong as the Sea Beggar or the Armada)
- I propose the fusion of the "Razzia" and the "Barbary Pirate" into one "Razzia" promotion : both promotions will be passed upon ugrade, and the Chinese UM2 also has a promotion allowing it to enter rival territory without DoW/OBorders and has an additionnal effect. Speaking of the "Kowtow" promotion, I think that, in the new "Razzia" promotion, we should suppress the "50 % chance the unit becomes a barbarian if it ends its turn in rival territory without DoW/OBorders" element : that is quite a big malus, and the "Kowtow" promotion hasn't this kind of problem while also being a Renaissance era UM (so it would be logic to suppress this malus from the Corsair).
- Reduced cost ? => With the effects of the "Razzia" promotion, constructing new Corsairs in the nearest coastal city shouldn't be difficult, so I'm not sure.


Spoiler Egypt :

Kopesh
- I still think the suppression of the "Anti-Mounted I" promotion is absolutely needed (for reasons I already gave). The unit is overpowered as it is now, and so I can't test Egypt in these conditions.


Spoiler Greece :

Klepht

Imo, The Klepht isn't a very interesting unit as it is : it has a lot of potential theme-wise, and could fulfill a niche between the Lansquenet and the Foreign Legion. So here is what I've been thinking about (once again, it's extreme, but I wanted a fleshed-out idea) :
Klepht (doesn't replace anything)
Available at Rifling
Can only be bought with gold and cannot be produced. The gold cost of the unit decreases by 5 % for each alliance with a CS (maximum of - 30 % gold cost).
Can move immediatly after being bought.
Has no maintenance cost.
Has 32 CP and 38 RCP (Range 1) => Cannot attack in melee
Has the "Mobile force" (Can move after attacking, lost after upgrade), and the "Altitude training" (NL) promotions.
Has the "Ambush" (L) promotion (when attacked in melee, do a range attack before) (the opposite of what the Impi does).
Upgrades into a Gatling gun for a little amount of gold (the difference between the gold cost of the Klepht minus 30 % and the gold cost of the GGun)
=> I would have liked to make the unit upgrade into Foreign Legion, but its promotions (as an "archer" unit) would be of no use for the FLegion (a gun unit)
=> With this unit, you can have mobile range flankers with no maintenace cost (and let's not forget the effect of the Greek UA in combat) and able to inflict heavy damages when attacked.

Agora

Is it possible to make the specialist of a certain type produce GPpoints of another type ? My idea would be to make the merchants and the civil servants of a city with an Agora produce respectively GDiplomat points and GMerchant points in addition to their original yield.


Spoiler Portugal :

Casadores

I like the fact that the unit is a GGun replacement with the "Covering fire" promotion and the reconnaissance promotions it can acquire will make it very useful. I simply think that the unit should be unlocked at Rifling and a little cheaper (they are empowered Musketman after all, not machines).
 
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Spoiler Greece :

Klepht

Imo, The Klepht isn't a very interesting unit as it is : it has a lot of potential theme-wise, and could fulfill a niche between the Lansquenet and the Foreign Legion. So here is what I've been thinking about (once again, it's extreme, but I wanted a fleshed-out idea) :
Klepht (doesn't replace anything)
Available at Rifling
Can only be bought with gold and cannot be produced. The gold cost of the unit decreases by 5 % for each alliance with a CS (maximum of - 30 % gold cost).
Can move immediatly after being bought.
Has no maintenance cost.
Has 32 CP and 38 RCP (Range 1) => Cannot attack in melee
Has the "Mobile force" (Can move after attacking, lost after upgrade), and the "Altitude training" (NL) promotions.
Has the "Ambush" (L) promotion (when attacked in melee, do a range attack before) (the opposite of what the Impi does).
Upgrades into a Gatling gun for a little amount of gold (the difference between the gold cost of the Klepht minus 30 % and the gold cost of the GGun)
=> I would have liked to make the unit upgrade into Foreign Legion, but its promotions (as an "archer" unit) would be of no use for the FLegion (a gun unit)
=> With this unit, you can have mobile range flankers with no maintenace cost (and let's not forget the effect of the Greek UA in combat) and able to inflict heavy damages when attacked.

Agora

Is it possible to make the specialist of a certain type produce GPpoints of another type ? My idea would be to make the merchants and the civil servants of a city with an Agora produce respectively GDiplomat points and GMerchant points in addition to their original yield.
  • It is not possible to make specialist and gppoint to specialize in different areas. I can make dummy building which produces GSerP f.e. and is spawned immediately after building Agora. Those points would be visible only in Agora's description and in Great Diplomat Meter. Specialist as a person produce only their type of GPPoints and it is coded into them. We could make our own type of specialist but it is not worth such amount of work.
  • I don't like Klepht mercenaries idea. They weren't mercenaries but revolutionist or guerillas fighting for Greek independence afair.
  • Many new things about Klepht design are very complicated and require much time coding
  • To be honest I only like this Ambush promotion with range attack before melee in defensive stance.
 
I think in general we must show restraint when moving things around the tech tree, which can often be a very significant buff in its own right. For that reason, and the fact that we have moved several other units already, I don't see justifications which particularly excite me for any of the listed units.

W.R.T. combining Barbary Pirates and Razzia promotions, that would not change anything within the game mechanics. The one thing it would change is it would make a very, very long promotion description. I would keep them broken up just so that they are more legible to the players.
I think you are misunderstanding the potential of the 'barbary pirate' promotion. You could park 1-2 corsairs in another civ's territory and turn them into barbs on purpose. No declaration of war, no unit maintenance, no supply cap, and as long as the civ is a good distance from you, no blowback.

The klepht ideas, outside of the "can move after purchase", I'm not a fan of. I don't know much about the kopesh, but it seems okay to me to take their anti-mounted promotion. They have 2 fairly good promotions otherwise to compensate, and it would help distinguish them from the hoplite, who has the same CP, but worse promotions
 
Roman worker works well, but it must be visible as a unique unit for Rome. It's bad news.
I have an idea:
  • What about unique civilian unit "Roman Slave" or something who can build Latifundium which will not be visible in main menu?
  • Then we will have Ballista, Legion, Roman Slave and Colosseum (and hidden Latifundium). Something like Colonia.
  • We could modify this civilian unit a bit to be real UC beside one unique ability to built latifundium.
  • We would need art for this new UC of course.
 
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I'm not super broken up if things have a 5th UC which is visible. It doesn't cause spill over until you have 6. (7 icons total)

I would use the name 'Coloni", which was a tenant farmer in Ancient Rome, a serf. So if I am undertanding this right, the slave unit would replace the worker, and perform all the normal functions of a worker except the plantation. It would then also have a unique unit action to build latifundia. Is that right?
 
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