Beta & Bug Reports

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Is it possible to remove parts of the mod without a lot of editing. For example, what happens if I delete the combat directory.
 
@Xink
If some unit would normally cost 100:c5gold: to purchase, with +20% cost to purchase it takes 120:c5gold:. Does this make sense?


@Seek
Changing those lines of code would only affect newly-captured cities.

The bonus info from citystate capture should display as an alert like this at the center of the screen:




@kane65
Removing some components while keeping the rest should be okay for everything except the unofficial patch. It's the core of the package everything else depends on, and the sub-folders within the patch folder depend on one another (mostly user interface mods, which have to be merged for compatibility). One easy way to disable things while keeping a backup is to add an underscore "_" to the front of the folder or file name.


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I forgot something in v4 that Xink's screenshot reminded me of. If you're playing the game with just the unofficial patch, open this file:

Thals Balance Mods - Combined (v 4)\Unofficial Patch\InfoTooltipInclude.lua

Do a search for this text: "TXT_KEY_PRODUCTION_UNIT_MAINTENANCE"

Change this line:
Code:
	strHelpText = strHelpText .. "[NEWLINE]" .. Locale.ConvertTextKey("TXT_KEY_PRODUCTION_UNIT_MAINTENANCE", pUnitInfo.ExtraMaintenanceCost);
to this:
Code:
	if pUnitInfo.ExtraMaintenanceCost > 0 then
		strHelpText = strHelpText .. "[NEWLINE]" .. Locale.ConvertTextKey("TXT_KEY_PRODUCTION_UNIT_MAINTENANCE", pUnitInfo.ExtraMaintenanceCost);
	end
That should hide the maintenance cost for units without one (all units in vanilla have no inherent maintenance). This bugfix will be in v5, though since it's not critical I'm trying to put together a number of bugs to fix all at once.
 

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@Seek
Changing those lines of code would only affect newly-captured cities.

The bonus info from citystate capture should display as an alert like this at the center of the screen:


Ok, thanks. Guess I'll have to start another game then..

I must have missed the alert because of the annex/puppet popup. Perhaps it should be a regular right-hand notification? Would make it more momentous.:D
 
Notifications are very poorly coded, we can't add new ones without becoming incompatible with every other mod that creates a notification. There have been a few people attempting to do some work on improving this, but there's no common system yet, so I used alerts due to this compatibility issue.

However, one thing I was planning on was to try and add this to a center-screen box that pops up when the city is conquered. These have no compatibility issues I know of, but take more work.
 
I've uploaded a new beta experimenting with some more distinct leader personalities. It's very difficult to know if these values are actually even doing anything though, the file might not be loading at all without much way to tell. If you download the beta and play a while, feedback would be greatly helpful to see if these changes are having any more effect.

In particular, each leader should have a clear attitude towards warmongers, and should have a more distinct citystate strategy they pursue (conquest, alliance, or protection).

I will try this right away. Any leaders in particular you'd like me to play with, for comparative purposes? And will there be any muddying of the waters with WWGD?

By the way, it took that Stockholm graphic you and Seek posted to make me realize that I gain 5 citizens by taking a Maritime. Wow! I will, uh, keep that in mind this game!
 
I just remembered we have a forum now, so I moved the topic to its own thread here. :)

I will try this right away. Any leaders in particular you'd like me to play with, for comparative purposes? And will there be any muddying of the waters with WWGD?
Should work fine with WWGD. Sneaks is focusing on AI strategy/diplomacy, this alters personalities, and there's no crossover between the files.
 
Liberation boost just causes my unit ui to disappear, i've tried to load balanced combined last, but thing... is there a fix?
 
Is the Governor's Mansion supposed to give:

Science per Citizen: -1 !!
Culture: -50%
Border Expansion Cost: -50%

FWIW, this is a puppetted city.
 
However, one thing I was planning on was to try and add this to a center-screen box that pops up when the city is conquered. These have no compatibility issues I know of, but take more work.

That would be great!
 
@doktorstick
Right, that's the puppet nerf. Some discussion over puppets starts around page 21 on the Combat thread (link).

In Civ 4, we chose either fast research (small empire builder) or high population+production (large empire conqueror). Quality builder troops face off against quantity conqueror troops, so it's an even tradeoff.

In Civ V, as a puppeting conqueror we can have our cake and eat it to: both a larger and higher-quality army, one reason warfare is too easy. As a puppeting conqueror in vanilla we have better population, production, gold, science, policies, and army size than a builder empire. There's really no downside at all to warfare.

This change lessens the tech and policy advantage, though conquerors will still tech faster than builders (since some conquered cities will have libraries, and razed+rebuilt or annexed cities operate normally). Basically it shifts the emphasis somewhat towards annexation, which will result in slower policy generation but still higher population, production, gold, and science than a builder.

Note that Courthouses no longer have a maintenance cost. ;)
 
Eventually I'll sit down and set things up so it works properly. Seeks and I were waiting for permission to do so from the mod creator, but it seems the creator might not be active anymore.
 
Eventually I'll sit down and set things up so it works properly. Seeks and I were waiting for permission to do so from the mod creator, but it seems the creator might not be active anymore.

Forget about permission then. It's not like it will be illegal or something, the "permission" for messing with other people's mod files is just a tradition of the community based on politeness. If the guy isn't around anymore, but we desperately need his mod working together with yours, then there's no one to be polite with and also no one to complain with you about making the mod compatible with yours.
 
Apologies if this has already been reported/fixed in the latest version, but I'm playing .23 and I saw that the Statue of Liberty screen doesn't have the bonus text about +1 hammer per specialist.
 
Running the .23 build.

Not sure if this is a vanilla bug, but I just noticed puppets have their border-culture cost reset upon capture. Results in massively fast border pops very quickly.

Getting a weird thing where AIs will "announce that they are protecting" a CS right after the CS declares war on them (because of allegiance).

Monarchy gives 1G/Pop, not 1.5G.

Had a runtime error CTD. Tuner says:
"CityView: AdvisorControl could not be found
ProductionPopup: AdvisorControl could not be found"
a bunch of times. I never tried to access the advisors, I just hit end-turn.
 
Had a runtime error CTD. Tuner says:
"CityView: AdvisorControl could not be found
ProductionPopup: AdvisorControl could not be found"
a bunch of times. I never tried to access the advisors, I just hit end-turn.

this is AFAIK Vanilla "bug" in TutorialPopupScreen.lua, in function CloseAdvisorTutorialPopup. I fix it as follows:
Code:
function CloseAdvisorTutorialPopup (TutorialPopupType)
    if (TutorialPopupType ~= TutorialButtonPopupTypes.NUM_TUTORIALBUTTONPOPUP_TYPES) then
        --@was: --pAdvisorControl = ContextPtr:LookUpControl( "/InGame/WorldView/Advisors" );
        pAdvisorControl = pAdvisorControl or ContextPtr:LookUpControl( "/InGame/WorldView/Advisors" );
        if (pAdvisorControl) then
            UIManager:PopModal(pAdvisorControl);    
            --print("Found AdvisorControl");            
        else
            print("AdvisorControl could not be found");
        end
        Events.AdvisorDisplayHide();
    end
end
 
Still playing .23. I'm allied with Rio. Greece is at war with Rio. Greece has infantry on Rio tile. I attack Greek infantry on Rio tile and they get a 25% bonus for being in friendly lands from Himeji Castle. Clearly they're not in friendly lands as they are at war with Rio. I assume this is probably a vanilla bug. Any chance we can fix it?

Spoiler :
 
Still playing .23. I'm allied with Rio. Greece is at war with Rio. Greece has infantry on Rio tile. I attack Greek infantry on Rio tile and they get a 25% bonus for being in friendly lands from Himeji Castle. Clearly they're not in friendly lands as they are at war with Rio. I assume this is probably a vanilla bug. Any chance we can fix it?

maybe it's because for some reason Players[id1]:IsDoF(id2) is always true, if id2 refers to a minor. (I.e. any major nation always quasi has Declaration of Friendship with any minor). I don't know yet if the Himeji Castle's bonus indeed applies in any territory with DoF or not. If so, than it's indeed a vanilla bug.
 
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