Detailing me all the information that the decisions shouldn't be interferring with. (Venetian Arsenale decision needs to be removed since we already have the Arsenale)Is the 3uc/4uc project holding you up? is there anything we could prioritize?
Detailing me all the information that the decisions shouldn't be interferring with. (Venetian Arsenale decision needs to be removed since we already have the Arsenale)Is the 3uc/4uc project holding you up? is there anything we could prioritize?
I don't monitor the UC project like a hawk. This is appreciated.But- ... didn’t I already do that?
a detailed account of every UC that we have added can be found here
Very nice.Do you have a GitHub for this project?
Anyway, VP changed XP at slower game speeds recently, but the XP from the lua function InitUnitFromCity does not get modified by game speed. What I've found is that SetExperience is not adjusted by game speed, but ChangeExperience is. So to fix the issue, just replace SetExperience with ChangeExperience.
For reference, its in line 130 of EventsAndDecisions_Utilities.lua.
I was referring more to this post, where I detailed exactly which decisions & events are in conflict.I don't monitor the UC project like a hawk. This is appreciated
Very nice.
function InitUnitFromCity(pCity, iUnitType, iNum)
local tUnits = {}
pPlayer = Players[pCity:GetOwner()]
for i = 1, iNum do
pUnit = pPlayer:InitUnit(iUnitType, pCity:GetX(), pCity:GetY())
if not(pUnit:JumpToNearestValidPlot()) then return tUnits end
table.insert(tUnits, pUnit)
pUnit:ChangeExperience((pCity:GetDomainFreeExperience(pUnit:GetDomainType()))) -- ChangeExperience instead of SetExperience, so that VP's game speed adjustment applies
for promotion in GameInfo.UnitPromotions() do
iPromotion = promotion.ID
--print("Obtained promotion ID")
sPromoString = promotion.Type
--print("sPromoString was passed as : " .. sPromoString)
if (pCity:GetFreePromotionCount(iPromotion) > 0 and CheckPromotionValidity(iUnitType, sPromoString, false)) then
--print ("Promotion of ID: " ..iPromotion.. " determined to be valid")
pUnit:SetHasPromotion(iPromotion, true)
--print("Promotion given to unit")
end
end
end
return tUnits
end
The Community Events is undergoing a huge rework addressing yield inflation.Seems good. I was going to bring up yield inflation concerns from morality, but this seems to alleviate that while making it more interesting.
Will this still be dependent on community events? I find that they create a high amount of yield inflation, so I think there should be an option to play without.
Still have to find a workaround around the upgrade bug.Was wondering when is the estimated completion of the final version would be out >.<
Not rushing you really oh great one!
Fantastic.
For my upcoming and final CBP E&D update:
- Removed all Events here and moved them to the Community Events. (CBP Decisions then? lol)
- Morality Reworked:
- No longer uses the normal events to try to grab morality(There are too many events for me to compile now)
- Morality is now on a 0-100 scale instead of a weird negative-positive scale.
- Morality are now activated upon settling a city or having a Merchant of Venice pop up.
- These actions pop up 1 out of 15 events(from 4) that are unique and question your morality.
- Fixed bug where if you liberate a dead civilization, they would always start malevolence lol.
- Benevolence Reworked
- These are the self-righteous, the passive-aggressive, the trustworthy, and the gifted. These are the one that represent the "goodness" and caring from man.
- Scale from 61-100.
- AI-flavored for the food and culture.
- Passive diplomatic bonuses with themselves (+15).
- Charity Process unlocked at Philosophy.
- Converts 20% of your Production to Food.
- Converts 20% of your Production to Culture.
- Farming and Art Processes disabled.
- Cities may contribute toward the treasury, science fund, or the arts depending on their population. (Chance: 1% per turn+0.1% per Citizen; Yield: +50 per Citizen)
- Ironically they love each other so much they get an additional diplomatic bonus (+15).
- -20% Building Maintenance Cost.
- Unlocks the Path to Enlightenment
- Destructible World Wonder
- Locks the owner to the path of enlightenment. Choosing any path no longer decreases their mortality.
- All melee units(including naval units) has a chance to enlighten their enemies toward the path of enlightenment adding to their ranks (+25 HP upon defeating a unit).
- Units retain this ability until their death even if the Path of Enlightenment is destroyed.
- Pragmatic Reworked
- These are the justified, the honorable, the mysterious, and the zealous. These are the one that represent the "balance" and content from man.
- Scales from 41-60.
- AI-flavored for the religious and the scientific.
- Passive diplomatic bonuses with themselves (+15).
- Chastise Process unlocked at Engineering.
- Converts 20% of your Production to Faith.
- Converts 20% of your Production to Science.
- Science and (Prayer) Processes disabled.
- Gain an additional Trade Route.
- -10% Unhappiness Modifiers.
- -10% Gold Cost in Buying Units/Tiles/Buildings.
- Unlocks the Path of Balance
- Destructible World Wonder
- Locks the owner to the path of balance. Choosing any path no longer changes their mortality.
- Recon, Siege, Mounted, and Armored units find their balance of combat on this path. (+25% Defense against all combat).
- Units retain this ability until their death even if the Path of Balance is destroyed.
- Malevolence Reworked
- These are the radicals, the warlike, the enterprising, and the insentience. These are the one that represents the "disorder" of and control from man.
- Scales from 0-40.
- AI-flavored for the gold-hungry and offensive.
- Passive diplomatic respect with themselves (+15).
- Chaos Process unlocked at Currency.
- Converts 20% of your Production to Gold.
- Converts 20% of your Production to City Defenses.
- Wealth and Defense Processes disabled.
- Any civ trading with malevolent civs yields +5 Gold for the civs while trading with other civs net them an additional +5 gold per route.
- +5 City Defense Strength in all Cities.
- Melee Units(including naval units) spread chaos and fear amidst their enemies splashing 3 damage to nearby enemies.
- Unlocks the Path of Destruction
- Destructible World Wonder
- Locks the owner to the path of destruction. Choosing a benevolence path no longer increases their mortality.
- All ranged units(including naval units) have a chance to ignite destruction toward the enemies they fire at. Dealing additional damage if they cannot escape from their projectiles.
- Units retain this ability until their death even if the Path of Destruction is destroyed.
- Decisions Rework in Progress
- Fixed Germany's Hanse bug mishap.
- E&D Units should no longer appear as barbarians and city-state units now.
- https://forums.civfanatics.com/thre...ns-compatibility.562935/page-24#post-15029802
- https://forums.civfanatics.com/thre...ns-compatibility.562935/page-24#post-15026474
- Aztec will have optional 4uC component added.
- Optional Chinese opt-in replacement for universities instead of chanceries.
- England will re-Create the Counter Armada!
- Korea will re-Subsidize the development of Gunpowder Weaponry
- Maya rework in progress.
- Persian rework in progress.
- Rome will re-Panem et Circenses.
- Sweden rework in progress.
- Venetian major rework in progress.
huh. They should be getting it at the 5th choice.. which I checked the code it should yes?Do you already know about the bug where America gets the two copies of sugar early for their unique event?