Capture+++

Same problem only with GG. Captured one from a city state and i couldn't create a citadel.
 
Tested it. Problems lies in captives of war promotion. Any GP or worker captured gains such promo and it halves construction speed. With GP it means they cannot build anything. After 50 turns they are free to do it. Any other ability works well. So... I will leave it as it is? It needs many lua code to delete this promo. What do you think?

Affected are: Scientist, GG, Engineer, Merchant, Prophet, Diplomat.
 
I would leave the Captive of war promotion but can you create a dummy promotion specialy for this case that makes it insted of 50 turns like 10-14 turns ? Because 50 turns for GP is realy much especialy for Great Admirals and GG because of the military suply cap.
 
GG and GA can still boost your military units. Scientist can still be used to boost science, engineer - production and merchant - gold. Prophet can still convert people and diplomat increase CS influence. They are just wekaer because they are captured. Normally you wouldn't have any benefit from them. Let me think of some solution.
 
v3 out. With GP fix we talked about. Every GP gets additional promotion increasing work rate by 50%, so it negates the War Prisoners totally. Works for me. I didn't check no-VP version, but it should work (with no errors in logs). War Prisoners are added in VP so mod should recognize if VP is enabled or not. Check it please if you can.
 
v3 out. With GP fix we talked about. Every GP gets additional promotion increasing work rate by 50%, so it negates the War Prisoners totally. Works for me. I didn't check no-VP version, but it should work (with no errors in logs). War Prisoners are added in VP so mod should recognize if VP is enabled or not. Check it please if you can.
Now this mod can be used in VP again! Hooray! That's an easy workaround on work rate, haven't test them out but no op effect on conversion, construction etc?. Anyway, keep up the good work Adan!
 
v3 out. With GP fix we talked about. Every GP gets additional promotion increasing work rate by 50%, so it negates the War Prisoners totally. Works for me. I didn't check no-VP version, but it should work (with no errors in logs). War Prisoners are added in VP so mod should recognize if VP is enabled or not. Check it please if you can.

> gets additional promotion

increasing the WorkRate isn't enough?

something like
UPDATE Units SET WorkRate = '2000' WHERE Type = 'UNIT_XXX' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
 
I will think of it. Thank you for suggestion.
 
v3.1. Small non-gameplay changes. Just cleaning all mods.
 
v4. Instead of additional promotion, after @merill suggestion I did the same thing using sql table.
 
If you encounter problems any problems with capturing, do note the original whoward69 mod for great people capture is bugged.

I think yours is not affected because you're not using the LUA that was a part of his.
the only issue I encountered was that my Pathfinder was unable to capture a Polish worker on turn 5 (the worker was in Polish territory, I declared and my unit simply walked on top of him without capturing...) so that seems to be a bug for sure.
 
I cant remember base mod using lua. It used sql probably. Did you encounter any problems in my version?
 
I haven't though I should run a test with IGE just to make sure barbarian behavior is correct.
Let me know what you find. Capture Great People broke a while ago and I've been missing out. Can't believe I didn't see this replacement yet! Hopefully everything works fine.
 
I haven't though I should run a test with IGE just to make sure barbarian behavior is correct.
If you're testing it with barbarian enhancement, the barbarian great general is not the same class as regular great general and khan. You must add the code in either the LUA or XML. I hope this helps.
 
hm? You do not want anything from this mod, except changing barbarian names? So also no promotions and nothing from it?

If so, only look at the BarbarianEraScripts.lua and for the keyword "settings_BarbarianNames == 1". You also need the SaveUtilis to save the current average era. And of course the text reffering to those names in TextUpdates.xml.
But I guess it would be better to simply use the settings file and disable everything except the names and do not mess with the rest. Although in EraPromotions.xml are changes like barbarian camp distance and stuff like that, you could remove/empty this file, since this is not covered in settings.
@NikMuazHakim
This is recommendation by Serp. I feel like the barbarian enhancement minus general should be standard included in VP. It doesn't affect gameplay, much like alternate names mod.
 
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If you encounter problems any problems with capturing, do note the original whoward69 mod for great people capture is bugged.

I think yours is not affected because you're not using the LUA that was a part of his.
Well this mod isn't based on whoward's mod, so it wouldn't inherit any problems and there's probably different ways to implement unit capture, but I haven't tested this mod.

To be honest I liked the idea of Capture Great People more, though, since it felt a bit more natural to me:
  • I don't think that capturing settlers as settlers makes sense since they are supposed to be from a different civilization so why would they found a city for their captor without plotting to eventually defect to their own people later? Capturing them as workers makes sense since that basically just means enslaving them to do work. Whoward's mod didn't include the ability to capture settlers but he made a different mod (Grateful Settlers) that gives settlers captured by barbarians and then "liberated" by a civ that did not create them a chance to remain as settlers for the liberator civ as a sign of their gratitude.
  • You have a similar issue with capturing Great Merchants; why would they create a town for you? Conducting a trade mission seems fine, I suppose, but I like the way Capture Great People implemented it (the unit is destroyed and you simply get some gold). Great Engineers and Scientists have a similar problem and thus work similarly (one-time boost of their respective yield). Great Diplomats aren't included in whoward's mod but I think they shouldn't be able to create embassies either (if captured), though I don't know what an appropriate one-time yield would be (maybe a little influence with some or all city states?).
  • Great Generals and Admirals really shouldn't be working with the enemy either, so I like the idea that in whoward's mod they are destroyed but give a special promotion ("Heroes") to the unit that captured them, which gives it a 1-tile strength debuff aura since everyone will know that this is the fearsome unit that captured the Great General / Admiral.
  • Great Musicians, Artists and Writers are captured as is in Capture Great People, which makes sense to me since creative types tend to be more lefty and thus tend to have lesser ties to their nation so they probably mind it less to work for the enemy (not meant to be a political statement but this is how it makes sense to me).
  • Capturing Missionaries is already possible with VP and Inquisitors are a nice addition, I suppose, but they should, of course, keep their religion and as such they're not terribly useful. I already mostly just delete captured Missionaries from other religions in VP. Great Prophets are, IMO, in the category of GE, GS, GM in that they should just give a one-time boost.
  • That leaves Archeologists, who can already be captured in VP, I think, and Work Boats, which can't but here it would make sense if they could be, I suppose.
I'm not trying to dump on your mod here, I'm just sad @whoward69 's mod doesn't work with VP (I tried to modify it to make it compatible but I failed) and I don't think he's willing to make it compatible since he hasn't been updating his mods in two years so I thought I'd pitch you these ideas that could make your mod a lot more interesting and nuanced and maybe you'll think about it :)
 
The game is very often not logical :)
 
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