3UC/4UC for VP: Project Coordination Thread

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Add to github. I will check that but it is odd. The code is so simple... Can you check lua.log?
 
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Guys (all testers)... Google will tell you exaxtly what to turn and where to look for. It should be in mydocument/civ/logs if you enabled them in instalation/config.ini file. Im not 100% sure. Please test with that all releses. It is very important for me to find somotimes bug i miss. Second important file is database.log.

You can also install in steam civ t sdk kit and run Fire Tunner when playing civ. It will register lua.log in real time.

Just look for word "error".
 
Guys (all testers)... Google will tell you exaxtly what to turn and where to look for. It should be in mydocument/civ/logs if you enabled them in instalation/config.ini file. Im not 100% sure. Please test with that all releses. It is very important for me to find somotimes bug i miss. Second important file is database.log.

Just look for word "error".
Sure, will try and see. Sorry for not being of much help ^^;
EDIT: will at least from now on have logs on. Gonna try the Maya again, see if I get it again.
 
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@Blue Ghost I reopened issue with plot iterator with lates version and put lua log errors to help you find them.
@FoxOfWar Indeed Maya is not working properly and has some text issues I will repair. One ask to you: I know you like marathon speed, so can you check for me what is the exact turn of 13th B'ak'tun on Epic nd Marathon speeds?
Ok, found the cause: copy-paste without change of lua code. Will be fixed next update.
 
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When I was using the 24.0 version, the Mayas had no problem with the Pitz court... The only thing strange is that the 20 turns count for the promotion is linked to the date of the units' birth, and not on the global turn count (because of this, it's quite difficult to know when each unit will get it's next evolution) : when we started talking about the Mayan UCs, it was said that the players should know when the Maya get military advantages (since a single unpredictable boost can ruins your tactics, and the Mayan calendar is invisible to other players), but the current way these promotions work make their sometimes powerful effects appear without notice.
I suggest harmonizing the effects of the "Renewal cycle" and the Pitz court promotion so that their effects trigger every 20 on the global turn count (so, if a unit appears in a city with a Pitz court at turn 79, its promotion will evolve the next turn) : that way, someone playing Maya can exploit this mechanic, but someone playing against the Mayas can also know when the next bonus will come, and so act accordingly.

Also, why changing the "+1 MP" attribut of the Holkan to "Free "Trailblaizer I" promotion" ? Now, the unique Mayan Pathfinder has as much mobility as an Iroquois Pathfinder...
 
Minor thing I noticed. You have added some game speed adjustements to Lua scripts. During calculations you use rounding to the nearest integer (i.e. +0.5 and then round down). That is NOT how game internally works, especially with yields. I always see simple float to integer conversion, i.e. rounding down. 10.1 and 10.9 are both rounded down to 10.

Edit. Typical usage looks like this:
Code:
// Game Speed Mod
iCulture *= GC.getGame().getGameSpeedInfo().getCulturePercent();
iCulture /= 100;
 
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So this +0.5 factor is not needed?
 
@Blue Ghost I reopened issue with plot iterator with lates version and put lua log errors to help you find them.
@FoxOfWar Indeed Maya is not working properly and has some text issues I will repair. One ask to you: I know you like marathon speed, so can you check for me what is the exact turn of 13th B'ak'tun on Epic nd Marathon speeds?
Ok, found the cause: copy-paste without change of lua code. Will be fixed next update.
Sure, I can check that. Gonna just have to get a fast-as-possible Marathon game rolling (something like one-city-challenge) with Maya. And actually remember to check when that turn is. Will post soon as I find out. (Ditto for Epic.)
 
Another thing. I don't know if this is just for testing and you intend to change it later - if so, don't mind my comment.
Code:
    local iGameSpeedModifier
   if Game.GetGameSpeedType() == 0 then
       iGameSpeedModifier = 3
   elseif Game.GetGameSpeedType() == 1 then
       iGameSpeedModifier = 2
   elseif Game.GetGameSpeedType() == 2 then
       iGameSpeedModifier = 1
   elseif Game.GetGameSpeedType() == 3 then
       iGameSpeedModifier = 0.67
   end
Better use already available xxxPercent params from GameSpeeds. There are many, depending on what you want. And it boils down to:
Code:
iGameSpeedModifier = GameInfo.GameSpeeds[ Game.GetGameSpeedType() ].ConstructPercent  -- change ConstructPercent to what you want to scale
This will make the mod compatible with aditional game speeds and global changes of speeds.

Also - if you are scaling XP - don't forget that there is a parameter that turns on/off XP scaling.
 
Where can I find list of this:
.ConstructPercent
 
@Infixo I have to units where civilopedia entry is not showing up and cause lua error like this:
Code:
[5408.351] Runtime Error: [string "C:\Users\Adam\Documents\My Games\Sid Meier's ..."]:2971: bad argument #2 to '__index' (Key must be of type 'number' or 'string'.)
stack traceback:
    [C]: in function '__index'
    [string "C:\Users\Adam\Documents\My Games\Sid Meier's ..."]:2971: in function 'SelectArticle'
    [string "C:\Users\Adam\Documents\My Games\Sid Meier's ..."]:8893: in function 'OnSearchButtonClicked'
    [string "C:\Users\Adam\Documents\My Games\Sid Meier's ..."]:8928: in function <[string "C:\Users\Adam\Documents\My Games\Sid Meier's ..."]:8927>
Can you help?
 
Also, why changing the "+1 MP" attribut of the Holkan to "Free "Trailblaizer I" promotion" ? Now, the unique Mayan Pathfinder has as much mobility as an Iroquois Pathfinder...
I played a game agains tthe Maya and it felt really unsatisfying competing with them for ruins. They went the trailblazer line and had 6 moves through my start (desert), and hoovered up everything around me while all i could do was watch. It just felt really bad.

Trailblazer I gives the same buff as woodsman, yes, but with trailblazer they are further along on that promotion line, so they can get double move and vision quicker. It also puts scouting III (+1 movement) much closer and synergizes with their start bias.
 
@Infixo I have to units where civilopedia entry is not showing up and cause lua error like this:
[5408.351] Runtime Error: [string "C:\Users\Adam\Documents\My Games\Sid Meier's ..."]:2971: bad argument #2 to '__index' (Key must be of type 'number' or 'string'.)
What article have you selected? What unit?
 
Hashemite Raider or SPAD. Same issue. FireTuner hangs. There are only tooltips on the left. No text info on the right.
 
Another thing. I don't know if this is just for testing and you intend to change it later - if so, don't mind my comment.
Code:
    local iGameSpeedModifier
   if Game.GetGameSpeedType() == 0 then
       iGameSpeedModifier = 3
   elseif Game.GetGameSpeedType() == 1 then
       iGameSpeedModifier = 2
   elseif Game.GetGameSpeedType() == 2 then
       iGameSpeedModifier = 1
   elseif Game.GetGameSpeedType() == 3 then
       iGameSpeedModifier = 0.67
   end
Better use already available xxxPercent params from GameSpeeds. There are many, depending on what you want. And it boils down to:
Code:
iGameSpeedModifier = GameInfo.GameSpeeds[ Game.GetGameSpeedType() ].ConstructPercent  -- change ConstructPercent to what you want to scale
This will make the mod compatible with aditional game speeds and global changes of speeds.

Also - if you are scaling XP - don't forget that there is a parameter that turns on/off XP scaling.
For WLTKD length I used GoldenAgePercent. What should be used for XP? How to check for that setting turn on/off xp scaling?
 
Hashemite Raider or SPAD. Same issue. FireTuner hangs. There are only tooltips on the left. No text info on the right.

Can't test it, but it breaks on Unit_ResourceQuantityRequirements checking. Probably due to NULLs in table:
Code:
INSERT INTO Unit_ResourceQuantityRequirements    
           (UnitType,                ResourceType)
SELECT       'UNIT_FRANCE_SPAD',    null
FROM Unit_ResourceQuantityRequirements WHERE UnitType = 'UNIT_TRIPLANE';
INSERT INTO Unit_ResourceQuantityRequirements    
           (UnitType,                        ResourceType)
SELECT       'UNIT_ARABIA_HASHEMITE_RAIDER',   null
FROM Unit_ResourceQuantityRequirements WHERE UnitType = 'UNIT_ANTI_TANK_GUN';

Turn ON database constraint validation and it will show you such errors in database.log.
 
lol, why even have those lines of code? If we just remove them the default of no resource requirement will work as intended

EDIT: removed unit_resourcequantity requirement from hashemite and SPAD
 
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