3UC/4UC for VP: Project Coordination Thread

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Updated Pracinha (also added to main post)
Updated Hippodrome.

@IcyAngel It was my initial plan. Then we thought about events (resistance + WLTKD) but because of delay I put flat horses instead. Now it has both abilities. @pineappledan What do we do? It has too many abilities.

I would suggest this:
Spoiler Hippodrome nerf :
UW - Hippodrome (replaces Circus Maximus):
  • must be built in capital
  • +4 :c5culture: Culture and +1 :c5gold: Gold
  • +1 :c5happy: Happiness
  • -20% :c5unhappy: Boredom
  • +20% :c5gold: Gold and +20% :c5culture: Culture during WLTKD
  • triggers 20 10 turns of WLTKD in empire in capital
  • +1 :c5gold: Gold and +1 :c5culture: Culture to Horses across empire
  • +1 :c5happy: Happiness to all Arenas
  • provides 2 Horses for Blue Team spawn 1 horse
  • after each era, if player is not in Anarchy state: 1-turn of Anarchy in your Empire and then 7/10/15/30-turn WLTKD in your Capital
  • +2 :c5gold: Gold to Arenas and +2 :c5culture: Culture to Circusses
 
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You didn't understand what I was refering to : ingame, currently, whenever a unit (diplomatic unit or GMerchant) does a diplomatic mission, the base gains are 0 influence and 1 gold. After that, the promotions of the unit dictates what will be the additionnal gains in influence or gold (for the GMerchant, it is a huge sum of gold added to the base 1 gold, while for the diplomatic units, it is influence).
Code:
        <Row>
            <Type>PROMOTION_EMISSARY</Type>
            <Description>TXT_KEY_PROMOTION_EMISSARY</Description>
            <Help>TXT_KEY_PROMOTION_EMISSARY_HELP</Help>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <OrderPriority>3</OrderPriority>
            <TradeMissionInfluenceModifier>-80</TradeMissionInfluenceModifier>
            <CannotBeChosen>true</CannotBeChosen>
            <LostWithUpgrade>true</LostWithUpgrade>
            <PortraitIndex>40</PortraitIndex>
            <IconAtlas>PROMOTION_ATLAS</IconAtlas>
            <PediaType>PEDIA_SHARED</PediaType>
            <PediaEntry>TXT_KEY_PROMOTION_EMISSARY</PediaEntry>
        </Row>
The trade mission action gives 100 influence by default. The promotions of emissary/Envoy etc actually SUBTRACT influence from this base value, subtracting less and less influence as you progress. Therefore, the Druhtiz Oath promotion would have to have a TradeMissionInfluenceModifier of -90.
The 1 gold is maybe a hard-coded elements of the base game, but you can verify : whenever you do a diplomatic mission, there will always be a gain of 1 gold.
So, in the end, the Oathsworn would only have a normal diplomatic mission action available with a gain of 10 :c5influence: (and 1 :c5gold:, because it is the usual thing with diplomatic missions).
Code:
    <Units>
        <Row>
            <Class>UNITCLASS_EMISSARY</Class>
            <Type>UNIT_EMISSARY</Type>
            <Cost>100</Cost>
            <Moves>2</Moves>
            <CivilianAttackPriority>CIVILIAN_ATTACK_PRIORITY_LOW</CivilianAttackPriority>
            <CombatLimit>0</CombatLimit>
            <CombatClass>UNITCOMBAT_DIPLOMACY</CombatClass>
            <Domain>DOMAIN_LAND</Domain>
            <DefaultUnitAI>UNITAI_MESSENGER</DefaultUnitAI>
            <Description>TXT_KEY_UNIT_EMISSARY</Description>
            <Civilopedia>TXT_KEY_CIV5_ANTIQUITY_EMISSARY_TEXT</Civilopedia>
            <Strategy>TXT_KEY_UNIT_EMISSARY_STRATEGY</Strategy>
            <Help>TXT_KEY_UNIT_HELP_EMISSARY</Help>
            <PrereqTech>TECH_WRITING</PrereqTech>
            <ObsoleteTech>TECH_EDUCATION</ObsoleteTech>
            <BaseGold>1</BaseGold>
            <UnitArtInfo>ART_DEF_UNIT_EMISSARY</UnitArtInfo>
            <IconAtlas>CSD_ATLAS</IconAtlas>
            <UnitFlagAtlas>DIPLOMAT_FLAG_ATLAS</UnitFlagAtlas>
            <UnitFlagIconOffset>0</UnitFlagIconOffset>
            <PortraitIndex>16</PortraitIndex>
        </Row>
This appears to be set as an amount on the actual unit. BaseGold=1 on all diplo units. I may be wrong about this though.
What do we do? It has too many abilities.
The changes look good. Just wish we could only get that WLTKD on new era to trigger on capital only...
The spawning horse tile seems like a pain in the ass, and I think it's too strong. I get the synergy, I do, I just don't think it really goes with the rest of what the building does and I think it makes the building look janky

Horse spawn also makes Buffalo pound less exciting imo
 
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I tried to add specific notifications for Pogost: one after building construction and one after tech research. I found:
For Mayas Baktun I didn't found anything suitable.

I don't see any building-related notifications. The game doesn't inform about such trivial things :) The closest one could be NOTIFICATION_PROJECT_COMPLETED:
Code:
(NOTIFICATION_PROJECT_COMPLETED, strSomeoneCompletedProject, strSomeoneCompletedProject, iX, iY, eProject, iPlayer);
But it will probably look for an icon in Projects table, so no good use rather.

For Maya there is NOTIFICATION_MAYA_LONG_COUNT. But you can't use it since it is the one blocking end of turn.

In Excel there is: "Building evolves. Icon changes and bonuses are added as you go through tech tree"
As for now you actually get 3 buildings with all perks. I assume this is intended?

For future reference, here is the list of all notifications. If you spot something interesting, I will check the details.
Code:
    NOTIFICATION_GENERIC,
   NOTIFICATION_TECH,
   NOTIFICATION_FREE_TECH,
   NOTIFICATION_POLICY,
   NOTIFICATION_PRODUCTION,
   NOTIFICATION_MET_MINOR,
   NOTIFICATION_MINOR,
   NOTIFICATION_MINOR_QUEST,
   NOTIFICATION_ENEMY_IN_TERRITORY,
   NOTIFICATION_CITY_RANGE_ATTACK,
   NOTIFICATION_BARBARIAN,
   NOTIFICATION_GOODY,
   NOTIFICATION_BUY_TILE,
   NOTIFICATION_CITY_GROWTH,
   NOTIFICATION_CITY_TILE,
   NOTIFICATION_DEMAND_RESOURCE,
   NOTIFICATION_UNIT_PROMOTION,
   NOTIFICATION_WONDER_COMPLETED_ACTIVE_PLAYER,
   NOTIFICATION_WONDER_COMPLETED,
   NOTIFICATION_WONDER_BEATEN,
   NOTIFICATION_GOLDEN_AGE_BEGUN_ACTIVE_PLAYER,
   NOTIFICATION_GOLDEN_AGE_ENDED_ACTIVE_PLAYER,
   NOTIFICATION_GREAT_PERSON_ACTIVE_PLAYER,
   NOTIFICATION_STARVING,
   NOTIFICATION_WAR_ACTIVE_PLAYER,
   NOTIFICATION_WAR,
   NOTIFICATION_PEACE_ACTIVE_PLAYER,
   NOTIFICATION_PEACE,
   NOTIFICATION_VICTORY,
   NOTIFICATION_UNIT_DIED,
   NOTIFICATION_CITY_LOST,
   NOTIFICATION_CAPITAL_LOST_ACTIVE_PLAYER,
   NOTIFICATION_CAPITAL_LOST,
   NOTIFICATION_CAPITAL_RECOVERED,
   NOTIFICATION_PLAYER_KILLED,
   NOTIFICATION_DISCOVERED_LUXURY_RESOURCE,
   NOTIFICATION_DISCOVERED_STRATEGIC_RESOURCE,
   NOTIFICATION_DISCOVERED_BONUS_RESOURCE,
   NOTIFICATION_DIPLO_VOTE,
   NOTIFICATION_RELIGION_RACE,
   NOTIFICATION_EXPLORATION_RACE,
   NOTIFICATION_DIPLOMACY_DECLARATION,
   NOTIFICATION_DEAL_EXPIRED_GPT,
   NOTIFICATION_DEAL_EXPIRED_RESOURCE,
   NOTIFICATION_DEAL_EXPIRED_OPEN_BORDERS,
   NOTIFICATION_DEAL_EXPIRED_DEFENSIVE_PACT,
   NOTIFICATION_DEAL_EXPIRED_RESEARCH_AGREEMENT,
   NOTIFICATION_DEAL_EXPIRED_TRADE_AGREEMENT,
   NOTIFICATION_TECH_AWARD,
   NOTIFICATION_PLAYER_DEAL,
   NOTIFICATION_PLAYER_DEAL_RECEIVED,
   NOTIFICATION_PLAYER_DEAL_RESOLVED,
   NOTIFICATION_PROJECT_COMPLETED,
   NOTIFICATION_REBELS,
   NOTIFICATION_FREE_POLICY,
   NOTIFICATION_FREE_GREAT_PERSON,
   NOTIFICATION_DENUNCIATION_EXPIRED,
   NOTIFICATION_FRIENDSHIP_EXPIRED,
   NOTIFICATION_RELIGION_FOUNDED_ACTIVE_PLAYER,
   NOTIFICATION_RELIGION_FOUNDED,
   NOTIFICATION_PANTHEON_FOUNDED_ACTIVE_PLAYER,
   NOTIFICATION_PANTHEON_FOUNDED,
   NOTIFICATION_FOUND_PANTHEON,
   NOTIFICATION_FOUND_RELIGION,
   NOTIFICATION_ENHANCE_RELIGION,
   NOTIFICATION_RELIGION_ENHANCED_ACTIVE_PLAYER,
   NOTIFICATION_RELIGION_ENHANCED,
   NOTIFICATION_SPY_CREATED_ACTIVE_PLAYER,
   NOTIFICATION_SPY_STOLE_TECH,
   NOTIFICATION_SPY_CANT_STEAL_TECH,
   NOTIFICATION_CAN_BUILD_MISSIONARY,
   NOTIFICATION_OTHER_PLAYER_NEW_ERA,
   NOTIFICATION_SPY_EVICTED,
   NOTIFICATION_RELIGION_SPREAD,
   NOTIFICATION_TECH_STOLEN_SPY_DETECTED,
   NOTIFICATION_TECH_STOLEN_SPY_IDENTIFIED,
   NOTIFICATION_SPY_WAS_KILLED,
   NOTIFICATION_SPY_KILLED_A_SPY,
   NOTIFICATION_SPY_REPLACEMENT,
   NOTIFICATION_MAYA_LONG_COUNT,
   NOTIFICATION_FAITH_GREAT_PERSON,
   NOTIFICATION_SPY_PROMOTION,
   NOTIFICATION_INTRIGUE_DECEPTION,
   NOTIFICATION_SPY_RIG_ELECTION_SUCCESS,
   NOTIFICATION_SPY_RIG_ELECTION_FAILURE,
   NOTIFICATION_SPY_RIG_ELECTION_ALERT,
   NOTIFICATION_SPY_YOU_STAGE_COUP_SUCCESS,
   NOTIFICATION_SPY_YOU_STAGE_COUP_FAILURE,
   NOTIFICATION_SPY_STAGE_COUP_SUCCESS,
   NOTIFICATION_SPY_STAGE_COUP_FAILURE,
   NOTIFICATION_INTRIGUE_BUILDING_SNEAK_ATTACK_ARMY,
   NOTIFICATION_INTRIGUE_BUILDING_SNEAK_ATTACK_AMPHIBIOUS,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_ARMY_AGAINST_KNOWN_CITY_UNKNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_ARMY_AGAINST_KNOWN_CITY_KNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_ARMY_AGAINST_YOU_CITY_UNKNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_ARMY_AGAINST_YOU_CITY_KNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_ARMY_AGAINST_UNKNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_AMPHIB_AGAINST_KNOWN_CITY_UNKNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_AMPHIB_AGAINST_KNOWN_CITY_KNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_AMPHIB_AGAINST_YOU_CITY_UNKNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_AMPHIB_AGAINST_YOU_CITY_KNOWN,
   NOTIFICATION_INTRIGUE_SNEAK_ATTACK_AMPHIB_AGAINST_UNKNOWN,
   NOTIFICATION_RELIGION_ERROR,
   NOTIFICATION_AUTOMATIC_FAITH_PURCHASE_STOPPED,
   NOTIFICATION_EXPANSION_PROMISE_EXPIRED,
   NOTIFICATION_BORDER_PROMISE_EXPIRED,
   NOTIFICATION_TRADE_ROUTE,
   NOTIFICATION_TRADE_ROUTE_BROKEN,
   NOTIFICATION_RELIGION_SPREAD_NATURAL,
   NOTIFICATION_INTRIGUE_CONSTRUCTING_WONDER,
   NOTIFICATION_MINOR_BUYOUT,
   NOTIFICATION_REQUEST_RESOURCE,
   NOTIFICATION_LIBERATED_MAJOR_CITY,
   NOTIFICATION_RESURRECTED_MAJOR_CIV,
   NOTIFICATION_ADD_REFORMATION_BELIEF,
   NOTIFICATION_LEAGUE_CALL_FOR_PROPOSALS,
   NOTIFICATION_CHOOSE_ARCHAEOLOGY,
   NOTIFICATION_LEAGUE_CALL_FOR_VOTES,
   NOTIFICATION_CHOOSE_IDEOLOGY,
   NOTIFICATION_IDEOLOGY_CHOSEN,
   NOTIFICATION_DIPLOMAT_EJECTED,
   NOTIFICATION_INTERNATIONAL_TRADE_UNIT_PLUNDERED_TRADER,
   NOTIFICATION_INTERNATIONAL_TRADE_UNIT_PLUNDERED_TRADEE,
   NOTIFICATION_REFORMATION_BELIEF_ADDED_ACTIVE_PLAYER,
   NOTIFICATION_REFORMATION_BELIEF_ADDED,
   NOTIFICATION_GREAT_WORK_COMPLETED_ACTIVE_PLAYER,
   NOTIFICATION_LEAGUE_VOTING_DONE,
   NOTIFICATION_LEAGUE_VOTING_SOON,
   NOTIFICATION_CULTURE_VICTORY_SOMEONE_INFLUENTIAL,
   NOTIFICATION_CULTURE_VICTORY_WITHIN_TWO,
   NOTIFICATION_CULTURE_VICTORY_WITHIN_TWO_ACTIVE_PLAYER,
   NOTIFICATION_CULTURE_VICTORY_WITHIN_ONE,
   NOTIFICATION_CULTURE_VICTORY_WITHIN_ONE_ACTIVE_PLAYER,
   NOTIFICATION_CULTURE_VICTORY_NO_LONGER_INFLUENTIAL,
   NOTIFICATION_PLAYER_RECONNECTED,
   NOTIFICATION_PLAYER_DISCONNECTED,
   NOTIFICATION_TURN_MODE_SEQUENTIAL,
   NOTIFICATION_TURN_MODE_SIMULTANEOUS,
   NOTIFICATION_HOST_MIGRATION,
   NOTIFICATION_PLAYER_CONNECTING,
   NOTIFICATION_CITY_REVOLT_POSSIBLE,
   NOTIFICATION_CITY_REVOLT,
 
Re: Maya calendar
Good news
1. Don't check for Mathematics. This is a parameter that may change. Use pPlayer:IsUsingMayaCalendar(). It returns TRUE if player has the Trait and researched the required tech.
2. I've added a simple event that will fire at end of of Maya Long Count. It will also tell you the current and prev Baktun, so you can use it to scale the bonus, etc. or just ignore.
Code:
function OnEndOfMayaLongCount(iPlayer, iBaktun, iBaktunPreviousTurn)
   print("END OF MAYA LONG COUNT", iPlayer, iBaktun, iBaktunPreviousTurn)
end
GameEvents.PlayerEndOfMayaLongCount.Add(OnEndOfMayaLongCount)
Tested it, working as expected. Will be in the next release.
 
@Infixo
  • Yes, you get basic stage 1 on Guilds. Then when you research techs building automatically upgrades to stage 2 and stage 3.
  • Will you add that event to VP as I understand?
 
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Regarding the horse tile/resource on byzantium, I agree that with the WLTKD triggerin on empire, this wonder needs to be nerfed a bit in another way. I think that the business with giving horses can be safely scrapped.

the giving a horses tile thing edges in on what makes the buffalo pound unique, and I don't really see the bonus as necessary anymore. That WLTKD trigger will be quite good, and it could give some love to some often neglected religion plays with Byzatium (focusing on per pop scalers in cities, and maxing those quickly)
 
I'm going to say no to the oathsworn idea. Not only would it be a pain to implement, it's overly complicated for not that much gameplay benefit over just converting barbarians. There's still some space left on the Teutonic Order, and I think moving the extra influence from city-state gifts there would be much simpler, and make some degree of historical sense as well.
 
What do you propose for teutonic?

The timing and mechanics of the oathsworn would be very interesting, and take only minor adjustments to pre-existing lua. I think an equivalent diplo buff in medieval would have to be something pretty special because the timing is much less interesting.

If it is the work you are worried about I can help pull it together; I think I would just need a bit of help modifying your eagle lua
 
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I’m really not fond of the oathsworn idea. The impact of a few extra influence from gifting in the early game is pretty minimal, and not worth the complexity. It’s not just the development effort, it’s the design complexity of adding an entire new unit to the game. It’s a really inelegant solution, and there’s no real problem here to be solved. The Slaganz is perfectly fine as is.

I was thinking that the Teutonic Order could grant +10 influence from unit gifts. The building still needs some active ability in addition to the passive bonuses it gives.
 
I’m really not fond of the oathsworn idea. The impact of a few extra influence from gifting in the early game is pretty minimal, and not worth the complexity. It’s not just the development effort, it’s the design complexity of adding an entire new unit to the game. It’s a really inelegant solution, and there’s no real problem here to be solved. The Slaganz is perfectly fine as is.

I was thinking that the Teutonic Order could grant +10 influence from unit gifts. The building still needs some active ability in addition to the passive bonuses it gives.

I'm totally with pineappledan on this one : with the attributes it has now, the Slaganz is quite bland (the "barbarian conversion" part is too similar to what the Huns already do, and this is the most unique aspect of the unit...), and the Oathsworn is an elegant way to promote the original idea that the Slaganz should allow you to form early alliances with CSs.
Moreover, I think that the Slaganz/Oathsworn duo should benefit from an additionnal small buff in order (maybe a promotion increasing the flank bonus, to synergies with the numerical advantage Germany will benefit from in the early game) to be useful during wars since, as it would stand now, the Oathsworns would be so precious that risking losing it would be too much of a risk, and the Slaganz would be nearly as weak as a Warrior (which is not the kind of unit that is used after any other unit is accessible).

Another solution is, as I said before (but you were against the idea @Blue Ghost), to add a "+5 influence when gifting a unit to a CS until Chivalry" (which is the tech necessary for the Teutonic Order) to the German UA : it would be a way to avoid creating the Oathsworn, but the utility of this would be a little limited, since, now, you cannot give a unit to a CS that already has 5 units or more.
 
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If we aren’t going with the slaganz’ specific diplomatic ability then I think I would prefer we went back the jaeger UU. It would match germany’s Current mid-late game focus better
 
I usually accede to whatever suggestions you make, but I’m putting my foot down this time. Barbarian conversion is in no way bland. The ability to convert barbarians has always been the primary focus of the Slaganz, with whatever diplomatic benefit a peripheral bonus. I can tell you that a diplomatic mission for 10 influence is barely noticeable over gifting, and will not significantly help Germany in securing early alliances. The Slaganz provides more units to gift, and that is enough. And no, no combat buffs are needed; the ability to convert barbarians is already very strong.

And I am still not changing Germany’s UA for such a minor benefit.
 
And I am still not changing Germany’s UA for such a minor benefit.
I don't like the idea of putting an expiring feature into a UA just to justify a mechanic we couldn't get working properly.

I actually don't recall who suggested the slaganz; I was never a fan of the concept really, the only thing which attracted me to it was the proposal that it could help generate ultra-early influence with city-states. Without that feature my preference reverts back to going with the Jaeger.

I was thinking about @FoxOfWar's point that triplanes are not a popular unit, so giving france a unique one feels like a snub. He also said that air units don't contribute to esprit de corps? I don't know if that's true, if it is it seems like they should be made to. I haven't had a chance to play with France, but if people don't like the SPAD, maybe we could switch to another french unit?

The one I was specifically thinking of is the chevau-leger, a unique lancer replacement. Could give it +1 move and the blitz promotion, so it has the ability to stack 2 hits for esprit de corps.

Pros:

France's UU would be in an earlier era, I know people are leery about having modern-era uniques
The unit would directly synergize with the UA
The unit could be very straightforward, and still have a noticeable effect

Cons:

both of France's UUs would be renaissance
less diversity in eras for unique components (modern barren)
more work
 
I see you are using in few places Modding.OpenUserData() and then GetValue() and SetValue().
My recommendation would be to try hard and get rid of those. Even change an ability if necessary.
Data persistance in Civ5 is not well done. This info will be stored in a separate file, not usual .civ5save. I am not sure if you can store info for more than 1 game at the same time - at least at Lua level it doesn't seem so. Also, are you sure that this will work in Multiplayer?
 
Yes, I'll update the excel, sorry
I think AI might have trouble with that. This event is activated in many places in the code, but it is always in CvUnitCombat, so when the combat has already started I think. It means that AI probably will try shoot if the unit is <20 HP. Unless the treshhold to withdraw unit from battle due to low HP is >20 HP.
 
Purely anecdotal, but I would guess the AI's withdrawal HP is ~40? That's my personal experience with these things; I've never seen the VP AI take a run at my units unless they have more than 1/3 of their HP
 
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