3UC/4UC for VP: Project Coordination Thread

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@Infixo, @Blue Ghost - I pushed few things on github. v24.11 now.

Official downloadable v25.
Spoiler Changelog :

v25:
- renamed Treasure Hunter II promotion to Helpful Knowledge,
- fixed Maya promotion texts,
- fixed Maya Katun Ahaw promotion,
- added era and speed modifier to Landwehr,
- deleted +0.5 factor from round functions,
- fixed SPAD and Hashemite civilopedia issue,
- fixed pAttackingPlayer = nil lua bug,
- fixed PlotIterator bug,
- fixed Landwehr giving 25% bonus twice,
- fixed Iron Chariot.lua,
- added restriction for XP scaling for Dhanurgraha, Black Tug and Armada (now depends on BALNCE_CORE_XP_VALUE),
- simplify Madrasah lua code (no GP function),
- reworked Landwehr lua code,
- added era modifier to few UCs,
- added few popup texts,
- modified all game speed scaling,
- shortened even more Celtic UA text,
- modified flax 22px icon,
- modified Hashemite Raider's pictures,
- added scaling with Game speed to Holkan and Hippodrome's ability,
- deleted numbers from popup icons that needed to be cut,
- removed +1 move from holkan, gave free Trailblazer I promotion,
- removed bonus CP/RCP from hashemite, lowered to default values of light tank,
- fixed typo in newtext.sql,
- fixed Waag text,
- added +15% gold during GA on Riad (was on spreadsheet, but never implemented. gives Riad a wide mechanic to justify being built in every city),
- increased Waag's +gold to market to 3 (now 3/3/3g from caravansary/market/customs house, was 3/2/3g),
- added dummy promotion to Iron Chariot,
- changed Qizilbash cooldown to 0,
- cleaned up the code,
- minor fixes.
 
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[QUOTE="pineappledan, post: 14996605, member: 304559”]
@Blue Ghost has said that he is planning to release Germany and Japan, so I did not do any work on those. Talk to BG and see how far along he is, you might be able to take the SQL and XML off his hands for those two, and then he would just have to do the .lua. I get the impression from previous discussions that he is fairly far along on Germany, but has not touched Japan.

Art assets can be found for Germany and Japan in the same link, above
[/QUOTE]
That’s right. I should have Germany done by today or tomorrow. You can take Japan if you want, but let me know if you do.

@adan_eslavo : Have all my civs been incorporated into the mod? If so, I’ll be deleting my version so we don’t overlap.
 
oh no no no if they already scale with speed that's good I didn't realize-you were referring to era
 
That’s right. I should have Germany done by today or tomorrow. You can take Japan if you want, but let me know if you do.
I think the only lua which would need to be done for Japan is if we implement the Yamato yields on construction and yields on destruction to enemy. The Kabuki theater, as proposed is entirely doable in SQL alone

We haven't every had a proper discussion about the Yamato. With the new change to naval (1 range on everything), here is the current proposal for Yamato:
Spoiler :

UU: Yamato-Class (Battleship)
Unlocked at Rocketry (1 Tech Earlier)
2000 production (200+ than Battleship)
45 CP, 80 RCP (up from 40/65)
2 Range (up from 1, 3 range total with range promotion)
"Range" Promotion
25 BaseLandAirDefense
5 Movement
Can Move After Attacking
Indirect Fire
Great Generals I (or a new promotion that makes GAs if GG doesn't do that)
Armor Plating I (+25% when defending)
On completion, Receive 400 (Culture or GAP?) as an instant boost
Enemies receive 500 (Culture or GAP?) points for sinking a Yamato-Class

Requires 1 Iron

possible additional thing?
Siege Promotion (100% RCS vs cities)
The Idea is that Yamato would be a terrifying land bombardment/city smasher domination unit, but it would also paint a target on Japan's back. I imagine a multiplayer game might descend into people building submarine wolfpacks and opportunistically hunting Japan.

I think the 400 :c5goldenage:GAP would be a good amount/type of yield on build for Japan. I don't like the idea of culture, because you could potentially spam yamatos as a way of prolonging a CV.
As for on-kill, I think :c5culture:500 culture works, or maybe 300 of both :c5goldenage:GAPs and :c5culture:Culture?

Another alternative is that every Yamato could give 2 :c5happy: happiness to Japan? I don't think that's such a good idea though, because few civs are struggling with happiness at that stage, so it wouldn't have much benefit
 
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@Blue Ghost Yes. You can delete your part. Please leave oly descriptions (I need to copy them in my next cleanups). Update 1st page too. It's so outdated. Make links to github and download link from your page too.

I checked Arabia, America, Assyria and Egypt. Started Austria as you could see. Will be checking next civs tomorrow.

@pineappledan 1000th and 2000th posts are all mine. :p
 
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I think the only lua which would need to be done for Japan is if we implement the Yamato yields on construction and yields on destruction to enemy. The Kabuki theater, as proposed is entirely doable in SQL alone

We haven't every had a proper discussion about the Yamato. With the new change to naval (1 range on everything), here is the current proposal for Yamato:
Spoiler :

UU: Yamato-Class (Battleship)
Unlocked at Rocketry (1 Tech Earlier)
2000 production (200+ than Battleship)
45 CP, 80 RCP (up from 40/65)
2 Range (up from 1)
"Range" Promotion
25 BaseLandAirDefense
5 Movement
Can Move After Attacking
Indirect Fire
Great Generals I (or a new promotion that makes GAs if GG doesn't do that)
Armor Plating I (+25% when defending)
On completion, Receive 400 (Culture or GAP?) as an instant boost
Enemies receive 500 (Culture or GAP?) points for sinking a Yamato-Class

Requires 1 Iron

possible additional thing?
Siege Promotion (100% RCS vs cities)
  • Great Admirals I can be made in lua by simply adding GAP like those on kill. GGI will not work probably, but it needs to be tested.
  • I can't see ship limit for this class. Yamato should be unique. 1 (better) or 2 max.
  • So it would be same range as Cruiser? or 1 more? 1 range + 1 bonus +1 from Range promotion?
  • Maybe 200 of both? But GAP are more accurate. Only value is too low probably. 400 in such late game period?
  • Enemies also GAP. Look up.
 
@pineappledan 1000th and 2000th posts are all mine. :p
I don't care. why should I care? This is stupid. We weren't even playing yet. go away! :cry:
Great Admirals I can be made in lua by simply adding GAP like those on kill. GGI will not work probably, but it needs to be tested.
Yeah I dunno. I think you can just put it on a boat and it will work fine, but I haven't tested it. Could make it give 5 GA points on attack or something. Make a new promotion called "Kantai Kessen".
I can't see ship limit for this class. Yamato should be unique. 1 (better) or 2 max.
I don't think a ship limit is desireable, but let's hear what others think. There were 2 Yamatos built, and another 3 slated for construction before Japan surrendered in WWII. I think that, at that late point in the game, Japan shouldn't feel like it's liimited, and they should just be able to go nuts with these things.

If we did limit their numbers, I think we would have to make them much better
So it would be same range as Cruiser? or 1 more? 1 range + 1 bonus +1 from Range promotion?
3 range total. 2 range + range promotion. 1 more than any other naval ship.
Maybe 200 of both? But GAP are more accurate. Only value is too low probably. 400 in such late game period?
Don't want it to outshine stadium, which gives 1800, for perspective. Maybe 500-600 GAP on construction? I like the idea of the reward for killing being higher than the reward for building, but what do others think?

For additional context: Stadium is 2500:c5production: vs Yamato's 2000:c5production:. The Stadium's :c5goldenage:GAP bonus is its main draw, and it gives 0.7 :c5goldenage:/:c5production: conversion. at 600:c5goldenage:GAP on Yamato, that would be 0.3:c5goldenage:/:c5production: conversion, so a little less than half. I think that's fair
 
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Re: XP scaling
I looked through the code and I have some good news and some bad news.

The good news
There is a Lua function Unit:ChangeExperience(iExp,iMax=-1,bFromCombat=false). Basically, if you call it with only 1 parameter, it increases the XP assuming it was not combat related. In that case it also scales it with game speed. However, if you call it with 3 params and set bCombat = true, then it does not scale the xp but it calls a buch of code related to promotion, monopoly bonus, GG/GA creation, etc.
The bad news
The Unit:SetExperience that you are using doesn't do anything related to combat.

So, the best approach would be:
- If you grant XP from non-combat situations, then forget XP scaling and simply call Unit:ChangeExperience(iExp), with 1 parameter; the engine will scale the value for you
- If you grant XP from combat situations, then you must use ChangeExperience(iExp, -1, true), with 3 parameters; this will allow for proper handling of promos, GA/GG, etc.
 
  • @Infixo I sent you invitation to collaborators.
  • Have you adjusted that already or it needs to be changed?
  • FireTunner crashes for me every time I play few turns with this modpack. Do you have the same?
 
Holkan get a promotion that gives 10:c5science: science for every ruin they discover. I don't like the current name. What do people like for the promotion name?
My vote is for lost codices
 
  • Have you adjusted that already or it needs to be changed?
  • FireTunner crashes for me every time I play few turns with this modpack. Do you have the same?
No, I have not changed anything. I am not as familiar with units' abilities as you guys.
I am able to play 100+ turns with no problems. But I use it as normal mod, not a modpack.
 
I haven't really looked into this project that thoroughly, I've been waiting for a complete release version.
So I want to ask about one of my possible concerns, have the themes and weaknesses of each civilization been kept in check? I.E. Russia is strong scientifically and at expansion but lacks culture boni, et cetera?
 
I think we have tried to do that, yes. Our philosophy certainly was not to “shore up” perceived deficiencies.

If you are interested, there is a spreadsheet with each UC in more detail than the civ select screen goes into. If you were interested in going through it and giving your 2 cents we would really appreciate it. Otherwise the current build has 36/43 civs complete.

If you wanted to do that, the spreadsheet is open to edits, so you can leave comments, or just leave notes here in the forum
 
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With the latest version, cities start with 2 range. :)
Are you sure that’s because of this mod and not something else? That does not sound like something we changed. I recall the Ancient Era Reworked mod had that issue previously?

Working on the Teutonic Order now. A couple limitations:
A building can only grant yields to other buildings through SQL, not any other effects. I can do the +10 defense and 50 HP on barracks through a dummy building, but that wouldn't show on the barracks in the UI.
I don't think I can retroactively check if a unit was trained in a city with a barracks. I can grant the promotions via Lua, but only to units trained after the Teutonic Order is built.

And a more pressing issue: AFAIK, we can't duplicate the Inquisitor's functionality exactly in Lua. Some possible other suggestions for the Crusader effect:
  • Deconvert all citizens from foreign religions (to no religion)
  • Convert a proportion of citizens to your religion
  • Spawn an actual inquisitor
  • Remove/rework the effect entirely (Germany isn't a religious civ anyway)
 
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Lost Codices

I also prefer this one (using the Monkey Gods would be interesting, but the Codices make more sense, even though the Maya don't know Writing when they have Holkan).

And a more pressing issue: AFAIK, we can't duplicate the Inquisitor's functionality exactly in Lua. Some possible other suggestions for the Crusader effect:
  • Deconvert all citizens from foreign religions (to no religion)
  • Convert a proportion of citizens to your religion
  • Spawn an actual inquisitor
  • Remove/rework the effect entirely (Germany isn't a religious civ anyway)

It is true that Germany has no other religious bonus, and that this kind of bonus is very similar to what Spain does. I would prefer giving some economical bonus to the building (the Teutonic Order, besides its conquests, was also known for having build quite a robust economy in its territory, and was a master of military architecture).

Spoiler Teutonic order tweaked version :

Teutonic Order (replaces Heroic Epic)
Available at Chivalry (2 techs LATER)
Does not require Barracks
135 :c5production: production (scales with number of cities)

+100 HP, +3 :c5culture: culture and Free Armory in City (instead of +1 :c5culture: culture) => I suppressed the science yield, since the maintenance-free Barrack/Armory will already give a good amount of science
+1 :c5gold:gold, +2 :c5faith: faith, +10 :c5strength: CP and + 50 HP on Barracks in Empire (making them maintenance-free, similar to a shrine and an Order at the same time)
+2 :c5gold: gold to Armory in Empire (making them maintenance-free)
Units trained in a city with a barracks gain the "Chapter" promotion (+10 % CS ; gain faith when pillaging or attacking cities) => Being a different promotion than the one given by the Orders religious buildings, having both give tremendous bonus for your conquests
Gain a major amount of :c5faith: faith whenever your conquer a city for the first time (you can use it to buy an inquisitor/missionary, or keep it for GP in the industrial era).
1 Great works of Writing slot


I'm not totally satisfied by this, but I would like to know what you think.
 
+100 HP, +3 :c5culture: culture and Free Armory in City (instead of +1 :c5culture: culture) => I suppressed the science yield, since the maintenance-free Barrack/Armory will already give a good amount of science
+1 :c5gold:gold, +2 :c5faith: faith, +10 :c5strength: CP and + 50 HP on Barracks in Empire (making them maintenance-free, similar to a shrine and an Order at the same time)
+2 :c5gold: gold to Armory in Empire (making them maintenance-free)
.
Damn... this is so op. I had a World Wonder in VPEE that was giving 5 cs and 50 hp to all coastal cities and it was considered quite strong. And you basically give away twice more.
Btw, there is code to grant hp and cs to cities on various conditions.
 
  • Do you think AI will use new Tarkhan ability (stationing in city when razing it)? I think it is very highly situational for human, but for AI...
  • I will delete those era scalers from units. Someone mentioned on Github that building also have no such scalers. Is it true? What do you think about it?
  • @Infixo mail? It is sent probably on mail your account is registered on.
  • @pineappledan I'm glad you noticed Holkan's ability name change. I just didn't like old name (especially this ability have changed few times), but one I proposed was just my first thought.
  • @IcyAngel That's strange and I agree with pineappledan that we did nothing to change city range. Please delete all other mods beside VP and our mod and check that again. If the problem still happens, please report it with all detail (what game some screens, what civ did you play, what era etc.).
 
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