3UC/4UC for VP: Project Coordination Thread

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Why? it boosts basic improvements in a balanced way.
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Because that's the only type of basic land improvement that has no gain? Why does it stand out, especially when Celts typically preserve their forests if going for Cernunnnos/Industry. Forest/Jungle Camps are improved so this feels like an oversight.
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I think I discussed this with @pineappledan already.
 
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No, scaling with game speed has not been implemented in Lua as of yet, at least for my part (can’t speak for @adan_eslavo )

Can we please make a list of all the specific components that need to scale by game speed? That would be super helpful. I only play on Standard, so I don’t have much grasp on what needs to be done.

Would be additionally helpful if the list was posted on the Github.
 
I made scaling before merging everything.
I will add those Bonuses to Oppidum then.
 
I agree with @Ziad. lumber mills and logging camps stick out like a sore thumb.
I have added +1:c5science:/:c5food: to lumber mill and +1:c5culture:/:c5food: to logging camp. if Adan agrees to the change then it will be in the next release

edit: i guess he agrees, then it will be in the next release

The instant yields that I can think of. @Blue Ghost's components in Bold:
Madrasah
Tophet

Pairidaeza
Pitz Court
Fale Tele
Siam? (I don't know how game speed affects CS unit gift rate)
Ranch? (I don't know how game speed affects culture growth, but I am guessing it is slower)
Exam Hall? (I don't know how game speed affects GPPs/citizen birth rate)
Why do you need city do disembark?
simple answer is that is how it works in JFD's mod, and I figured the only thing that was even close to respectful was to change the unit as little as possible
 
@pineappledan Can you make bigger updates on Github? It's difficult to catch up what was changed with dozens of small parts.
 
I'm not sure what you mean. do you mean I commit changes too often, so it is hard to see what changes I have made all at once?

non-text changes I have made:
  • fixed shophet, silenced supply cap on embark/disembark
  • removed second yield from lumber camps on Baan Chang (now only culture)
  • added yields on adjacent lumbermill/logging camp on Oppidum
Text changes I have made:
  • completed all placeholder and fixed all sparse/innaccurate entries
  • consolidated Aztec, Venice and Brazil into the text files
 
@Blue Ghost @pineappledan @adan_eslavo

Any building that provides an:

instant boost yield
WLTKD
GPP

Carthage: Tophet (Culture on unit purchase)
Arabia: Madrasah (Science on unit/GP faith purchase)
America: Ranch (Food and Culture on border growth)
Byzantium: Hippodrome (WLTKD on construction/event)
Babylon: Etemananki (Food and Science on building purchase)
China: Examination Hall (GPP on citizen birth)
Huns: Alti Cur Council ( Science and Gold on tribute)
Maya: Pitz Court (Faith and Science on bak'tun)
Mongolia: Yassa Court (WLTKD on city conquest)
Persia: Pairidaeza (Culture on GA)
Polynesia: Fale Te'le (Culture/Gold/Faith/Faith on building construction)
Siam: Baan Chang (Culture on CS gift)
Sweden: Sauna (Science/Culture on citizen birth)
Zulu: Iziko (Culture on promotion)

Not a building but a unit I saw that wasn't implemented yet I think
Japan: Yamato (Culture/GAP on completion/destruction)

To address your note, GPP thresholds are indeed increased on Epic/Marathon as well as WLTKD durations. This should make sense, as the benefits should remain proportional with respect to time.
 
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We need to modify only those which are not sql based. So Fale, E-temenanki and Sauna are autamtically scaled. Rest of mine besiade Siam I suppose has scaling. I forgot about Pairidaeza. I will add it in future.

@pineappledan Exactly. Less but bigger commits. There's no need to SPAM as so much. :] Look into insides/network on github.
 
I agree with @Ziad. lumber mills and logging camps stick out like a sore thumb.
I have added +1:c5science:/:c5food: to lumber mill and +1:c5culture:/:c5food: to logging camp. if Adan agrees to the change then it will be in the next release

edit: i guess he agrees, then it will be in the next release

The UC spreadsheet has this listed:

+1 gold/science to adjacent lumbermills & logging camps

Which one do you plan on implementing?

Edit: nevermind the spreadsheet must be outdated
 
I made a post about the notifications issue on some of these buildings. Just for consistency's sake.
 
v24 out.

I try to update description part on my post as fast as possible. There are so many changes that I cannot catch up. If you see some inconsistency tell me please. Imade Oppidum description according to @pineappledan's version now.
 
@adan_eslavo

The Celts are bugged in v24

The text on their UA is gone even if the effect is still there (Great Merchant generation)

Great Merchants also cannot be used to build Oppidums, only Towns.

By the way @pineappledan

The original text said +2 Great merchant points in your city after setting Pantheon, founding Religion, extending Religion and choosing Reformation Belief

That's a bit opaque. I suggest rewording it to:

+2 :c5greatperson: Great Merchant Points in your :c5capital: Capital after you found a Pantheon, found a Religion, enhance a Religion or choose a Reformation Belief.
 
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I will do quick patch in a moment. @pineappledan forgot about commas.
@pineappledan if you want to use apostrophe in text you need to write it double times.
 
lol I remember when I first started programming and would forget to escape some characters....

*cough* I still do.
 
Updated to v24.1.
 
@adan_eslavo

Oppidum issue was fixed, but the GM portion of the UA isn't showing. Probably doesn't fit or something? I also changed the final "and" to an "or".

*rubs hands together*

K gonna go play the Celts now
 
Some pictures taken in v.24 (not v.24.1).

Spoiler Pictures :

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20180116223932_1.jpg



Some things to say :
- The Game Info of the Dutch Waag needs to tell the maximum bonus related to the building (20 % GP points and +10 CP to city), and the end point of the sentence showing these bonus is lacking.
- The Monitor has taken all the civilopedia from the version of the Civil War scenario.
- We need to find something for the Corsair : in its current state, the unit is far behind the two other Corvette replacements.
- The quote at the end of the Historical info for the Celtic Scythed Chariot is lacking guillemets/angle quotes.
- The Iron Chariot lack the (dummy) promotion describing how its bonus from Horse/Iron work : only the Game Info talks about it.
- Some civilopedia articles are still buggy (as you can see with these pictures)
- The Sophet works well (but I agree that the unit should be able to disembark anywhere).
- There is still the problem I've talked about for the Qizilbash (if you have not Zealotry, you cannot buy more than one Qizilbash with faith per turn in a city : if we leave this as it is, we should talk about it in the Game Info of the unit).

See you tomorrow ! :)
 
I will reduce ot to 0.
I will add this dummy promotion.
 
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