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CBP Events and Decisions Compatibility

Discussion in 'Mods Repository' started by Enginseer, Feb 13, 2016.

  1. skodkim

    skodkim Chieftain

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    So regular E&D?

    \Skodkim
     
  2. skodkim

    skodkim Chieftain

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    @Enginseer

    It seems the number of "dummy policies" added in E&D is steadily rising. I'd like to warn against this however, as there seems to be a hard core limit of 250 policies in the game (Link). When this number is exceeded you can no longer load scenarios as CiV will crash with a runtime error.

    Right now we have 293 policies when using CBP+RtP+E&D :(

    \Skodkim
     
  3. JFD

    JFD Kathigitarkh

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    If using RtP, you must use the vanilla E&D. In fact, next RtP update will block the CBP E&D. Perhaps in the future, when development for CBP E&D and RtP has cooled, I'll look at adding support.

    Phew. And that's not including the 200~ policies I add with Sovereignty :p
     
  4. skodkim

    skodkim Chieftain

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    On a side note CBP+RtP+"regular E&D" is 289 policies and that also causes a ctd.

    Using CBP+RtP only we have "only" 253 which works.

    \Skodkim
     
  5. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    I'm planning that by version 8, the development of morality should be finished.

    Sukritact's dummy policies can't be removed without having some major revamp of the code. As those dummy policies have unique properties that dummy buildings don''t have. WHoward is our only savior now for the solution.
     
  6. qqqbbb

    qqqbbb Chieftain

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    I was fixing E&D months ago but got bored with Civ 5. Now I'm thinking about finishing it and saw this thread.
    Here is what I did:
    Tested and fixed every random event. To balance things I got rid of static numbers in outcome results. Now rewards you get depend on your culture, gold etc.
    Sandstorm event replaced with Ancient Ruins Discovered event.
    Struck Oil event replaced with Resource Found event.
    New color for negative outcomes.
    No events use Sukritact_ChangeResearchProgress. It was crashing the game.
    Added GetCityNearestToPlot method.
    Added GetRandomMilitaryUnit method. This one needs testing. Sometimes it does not return anything.
     

    Attached Files:

  7. hokath

    hokath Chieftain

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    Got the ancient device event on turn 1. chose moral option -> CTD (nothing in lua log)
    Restarted, got it again. chose evil option -> no problems

    moral of the story, always choose the evil option
     
  8. shaglio

    shaglio The Prince of Dorkness

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    "So, Lone Star, now you see that evil will always triumph because good is dumb."
     
  9. twentyapm

    twentyapm Chieftain

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    No decisions for Greece comes up, I just noticed. Events still work, and Decisions show up for 5 other Civs that I just randomed (including modded ones).
     
  10. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Noted, will convert most of E&D's dummy policies to PlayerDoTurn events. Although, it might be glitchy or dangerous to do so..

    Will take that to the editor.

    I'm suspecting crime hasn't been installed yet at turn 0 so it comes up weird when attempting to manipulate crime that hasn't existed yet.

    Noted.
     
  11. twentyapm

    twentyapm Chieftain

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    Before this whole thing goes live, I'd like to offer an opinion. I'm against the idea that I have to commit to a certain moral alignment that gives me a penalty in a certain area, such as reduced growth (is this population or tile gain?) or reduced production, the middle ground being taking the middle choice and living with whatever penalty that it gives. Having a Civ with which you want production, but having all the choices you want to take being aligned with the morality that gives you a penalty in production, doesn't make it feel good. I think you should remove the penalty and instead focus on what perk being Benevolent or Malevolent comes with, such as increased growth or increased production, or decrease their potency if you think there isn't enough of a penalty to offset it. When you have to choose between 15% production or growth, there is already a penalty in itself since others who chose the other alignment will have either better production or growth than you.
    If you want to stick with your numbers, how about an option to turn off Morality?

    Also, there's an issue with E&D and custom Civ mods, where if they replace the Palace with a UB Palace (even with SQL so that the Palace has all of the stats of the CBP Palace), it doesn't end up having 2 Magistrates. Is there a solution to this on your end, or how can I manually add two magistrates for the UB Palace?
     
  12. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    I went away with the moral alignment giving penalties. Instead, benevolence produces Great Person Generation +% (20% max) in each of your cities and malevolence grants Great General/Admiral Points. (+10 max) per city.

    For E&D and Custom civ, I'll try and do a SQL trigger that triggers on all civilization that have a custom palace.
     
  13. twentyapm

    twentyapm Chieftain

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    Those benevolence/malevolence perks sound really good and frankly better than the previous perks. They fit thematically and it's not something you feel like you are penalized from Turn 1 for.

    Why points instead of percent for Great Generals and Admirals though? Doesn't 10 points per city sound like a lot?

    I appreciate the SQL trigger you are making, but isn't there a way to add Magistrates to buildings using XML/SQL? Or is it something too roundabout/complicated?
     
  14. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    See obsolete code located in CoreDecisions.sql, so what you could do is go into an SQL file and insert:
    Code:
    INSERT INTO Building_ResourcePerEra 	
    			(BuildingType, 									ResourceType,			Quantity, 	InitialQuantity)
    VALUES
    			('BUILDING_SOMETHING', 						'RESOURCE_MAGISTRATES',	1, 			3);
    The malevolence is essentially short-term orientation while benevolence rewards long-term orientation. So, 10 great general points per city is actually powerful if you are the kind of a malevolent civilization conquering cities around whereas a static +20% GPP where GPP production is low in certain cities won't affect you much at all. Nonetheless, the GPP threshold for General and Admiral gets higher and higher to a point where the 10 GPP per city is irrelevant if you do not go conquering cities.


    Also for the next version, I'm looking to aim toward ideological decisions based on your moral alignment (Don't worry if you switch ideology, your decisions will be unenacted and you will get a new set of ideological decisions based on your new ideology!)
     
  15. twentyapm

    twentyapm Chieftain

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    I like where this is going. I'll keep using it and test it for bugs and whatnot.

    On another note, what are World Events? Are they just Civ specific events that happen elsewhere and I get a notification for it?
     
  16. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Pretty much.
     
  17. Donjavi

    Donjavi Chieftain

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    So I was playing as the Mongols and after settling many cities, I decide one more cannot hurt... got a decision and chose the plus 1 happiness + 2 morality and my game crashed :( my heart was broken... using the last CP version released on 3/18.
     
  18. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    It's recommended that you autosave every 20 turn as said by Sukritact. However, this has been reported before. I will find out why it does a CTD.
     
  19. Donjavi

    Donjavi Chieftain

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    save every 20 turns! what year is this!!!!:mischief::mischief:
    hahaha
    just kidding...I'll do that from now on
    funny enough, the AI is better with this mod and does much better in lower difficulties:lol::lol::lol::lol:
     
  20. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Link (v 6)
     

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