Change VP Options

You have enough about the same broadcast since years don't you ?
Turn the knob :
Code:
-- Broadcast Tower
UPDATE Language_en_US
SET Text = 'rfi 89.0 Mhz - Les voix du monde'
WHERE Tag = 'TXT_KEY_THEMING_BONUS_BROADCAST_TOWER_NATIONAL';

UPDATE Language_en_US
SET Text = 'Radio nova 101.5 Mhz - Le Grand Mix'
WHERE Tag = 'TXT_KEY_THEMING_BONUS_BROADCAST_TOWER_CLASSICS';

UPDATE Language_en_US
SET Text = 'Deep Mix Moscow Radio 85.21.79.31:7128'
WHERE Tag = 'TXT_KEY_THEMING_BONUS_BROADCAST_TOWER_ALL';
--

:dance:
 
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If anyone want's the original text for the Panopticon wonder that I think @Gazebo wrote? before it got changed to the fantasy name it is now, here it is. Just paste the code in. It has been changed for the latest version of the mod 10/10:

Code:
UPDATE Language_en_US
SET Text = 'Panopticon'
WHERE Tag = 'TXT_KEY_PROJECT_UTOPIA_PROJECT' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE Language_en_US
SET Text = 'Construct the Panopticon to win a [ICON_POSITIVE_TEXT]Cultural Victory[ENDCOLOR]![NEWLINE][NEWLINE]Requirements for Construction: [NEWLINE]  [ICON_BULLET] Must have an Ideology (with a [COLOR_POSITIVE_TEXT]Content[ENDCOLOR] Population).[NEWLINE]   [ICON_BULLET] Must be [ICON_TOURISM] [COLOR_POSITIVE_TEXT]Influential[ENDCOLOR] with all other Civilizations in the world.[NEWLINE]   [ICON_BULLET] Must have [COLOR_POSITIVE_TEXT]two[ENDCOLOR] Tier 3 Tenets in your current Ideology.'
WHERE Tag = 'TXT_KEY_PROJECT_UTOPIA_PROJECT_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE Language_en_US
SET Text = 'The Panopticon is an ideal architectural figure of modern disciplinary power. The Panopticon creates a consciousness of permanent visibility as a form of power, where no bars, chains, and heavy locks are necessary for domination any more. Instead of actual surveillance, the mere threat of surveillance is what disciplines society into behaving according to rules and norms. Technology has allowed for the deployment of panoptic structures invisibly throughout society. Surveillance by CCTV cameras in public spaces is an example of a technology that brings the gaze of a superior into the daily lives of the populace. Critical analyses of internet practice have suggested that the internet allows for a panoptic form of observation. ISPs are able to track users'' activities, while user-generated content means that daily social activity may be recorded and broadcast online.'
WHERE Tag = 'TXT_KEY_PROJECT_UTOPIA_PROJECT_PEDIA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE Language_en_US
SET Text = 'You must have an Ideology (with a [COLOR_POSITIVE_TEXT]Content[ENDCOLOR] population), two Tier 3 Tenets in this Ideology, and be [ICON_TOURISM] Influential with all other Civilizations in the world in order to construct this. Once you have completed these tasks, construct this project to win a Cultural Victory!'
WHERE Tag = 'TXT_KEY_PROJECT_UTOPIA_PROJECT_STRATEGY' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE Language_en_US
SET Text = 'To construct the Panopticon and win a Cultural Victory, you must have an Ideology, your people must be [COLOR_POSITIVE_TEXT]Content[ENDCOLOR], and you must be [COLOR_MAGENTA]Influential[ENDCOLOR] over every other civilization in the game. See the section on Victory for details.'
WHERE Tag = 'TXT_KEY_CULTURE_VICTORY_HEADING2_BODY';

UPDATE Language_en_US
SET Text = 'You no longer win a Cultural Victory by fully exploring five Social Policy branches. Instead, you must become the dominant cultural influence in every civilization in the game using Tourism. You must also have an Ideology, your people must be [COLOR_POSITIVE_TEXT]Content[ENDCOLOR] and the Panopticon wonder must be constructed. Once these requirements are met, you can construct the Panopticon to win this victory. See the section on Victory for more information.'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_CULTUREVICTORY_HEADING2_BODY';

UPDATE Language_en_US
SET Text = 'To win a Cultural Victory, you must become the dominant cultural influence in every civilization in the game and construct the Panopticon. You must also have an Ideology, and your people must be [COLOR_POSITIVE_TEXT]Content[ENDCOLOR]. This is achieved through Tourism generated by Great Works that you create, and artifacts that you discover. The Tourism you generate has a constant impact on other civilizations, and its effect is amplified through Open Borders, Trade Routes, shared Religion and Ideologies, Research Agreements, etc.[NEWLINE][NEWLINE]When your cumulative Tourism output (for the entire game) surpasses the cumulative Culture output of each remaining civilization in the game, you will be able to construct the Panopticon if you also have an ideology and your population is [COLOR_POSITIVE_TEXT]Content[ENDCOLOR].'
WHERE Tag = 'TXT_KEY_VICTORY_CULTURAL_HEADING3_BODY';

UPDATE Language_en_US
SET Text = 'If you have an Ideology, and your population is Content, you only need to become Influential with 1 more civilization to be eligible to construct the Panopticon and win a Culture Victory!'
WHERE Tag = 'TXT_KEY_NOTIFICATION_CULTURE_VICTORY_WITHIN_ONE_ACTIVE_PLAYER_TT';

UPDATE Language_en_US
SET Text = 'If they have an Ideology, and their population is Content, {1_CivName} only needs their culture to become Influential with 1 more civilization to construct the Panopticon and win a Culture Victory!'
WHERE Tag = 'TXT_KEY_NOTIFICATION_CULTURE_VICTORY_WITHIN_ONE_TT';

UPDATE Language_en_US
SET Text = 'If they have an Ideology, and their population is Content, an unmet civilization only needs their culture to become Influential with 1 more civilization to construct the Panopticon and win a Culture Victory!'
WHERE Tag = 'TXT_KEY_NOTIFICATION_CULTURE_VICTORY_WITHIN_ONE_UNMET_TT';

UPDATE Language_en_US
SET Text = 'If you have an Ideology, and your population is Content, you only need to become Influential with 2 more civilizations to construct the Panopticon and win a Culture Victory.'
WHERE Tag = 'TXT_KEY_NOTIFICATION_CULTURE_VICTORY_WITHIN_TWO_ACTIVE_PLAYER_TT';

UPDATE Language_en_US
SET Text = 'If they have an Ideology, and their population is Content, {1_CivName} only needs their culture to become Influential with 2 more civilizations to construct the Panopticon and win a Culture Victory.'
WHERE Tag = 'TXT_KEY_NOTIFICATION_CULTURE_VICTORY_WITHIN_TWO_TT';

UPDATE Language_en_US
SET Text = 'If they have an Ideology, and their population is Content, an unmet civilization only needs their culture to become Influential with 2 more civilizations to construct the Panopticon and win a Culture Victory.'
WHERE Tag = 'TXT_KEY_NOTIFICATION_CULTURE_VICTORY_WITHIN_TWO_UNMET_TT';
 
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@Sub6 Is it possible to add an option to put image Assets into the mod? There are a few DDS files that I want to put into the game along with a few others made by Zyxpsilon, attached below are images in PNG format for viewing.

I have loose files override enabled and placed them into the Assets folder individually but this doesn't seem to work so it seems the only way is to load through VFS import.
Code:
LooseFilesOverridePAK = 1

https://forums.civfanatics.com/threads/z-ui-recoloring-assets.400171/
I made a few key changes to these Roads-And-Rails assets; they are somewhat Darker and about 50% smaller than the default versions. I guess you'll find them much easier to find and look at, specially when maps are getting a lot more crowded with late game improvements and multiple units.
This is as far as i'm willing to get or do with that kind of stuff.
 

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IIRC.. the only applicable system for this sort of extra GFX assets (and many others, btw) was directly tied with my Z-UI installation process (mostly explained in details within the original thread) which is a bit hacky since custom folders are pulled off the usual DLC or DS9 structures & then, such files are rebuilt at runtime by the engine itself. I don't even have Civ5 installed anymore, sooo i can't really verify if it all works as smooth as it once did. I suspect it should though.
 
At New Version VP(12-18) release thread, to increase Hapiness anytime in a game, Gazebo himself suggest to open :

\MODS\(2) Community Balance Overhaul\Modular Elements\Happiness Mod\CityHappiness.sql

and :

Find the line that updates BALANCE_HAPPINESS_POP_MULTIPLIER with a number. It is currently zero. If you find your empire is descending into a nightmare of unhappiness, make this number negative. -10, -20, whatever you need it to be to get things on track. And let me know!

Here is the line :

Code:
   INSERT INTO Defines (
    Name, Value)
    SELECT 'BALANCE_HAPPINESS_POP_MULTIPLIER', '0'
    WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_CITY_HAPPINESS' AND Value= 1 );

I suppose it can be written in Code.sql as it is in CityHappiness.sql ?

Thx G :satan:
 
I suppose it can be written in Code.sql as it is in CityHappiness.sql ?


I think we can use an UPDATE statement.
UPDATE Defines SET Value = '-10' WHERE Name = 'BALANCE_HAPPINESS_POP_MULTIPLIER';

By the way, it seems to me that changing happiness values doesn't affect saved games.
We have to start a new game.
 
1. Sample2

I added a sample code which removed Venice from the random pool.
This code was imported from an older version of NQ Mod.
Code:
-- Remove Venice from the random pool.
UPDATE Civilizations SET AIPlayable = 'false' Where Type = 'CIVILIZATION_VENICE';


2. Mapscript

I dded a mapscript called "Communitas (rev)".
It guarantees Horse, Iron and Oil resources by default.

Default
Code:
    -- Add mandatory Iron, Horse, Oil to every start if Strategic Balance option is enabled.
    if self.resource_setting == 5 then
My tweak
Code:
    -- Add mandatory Iron, Horse, Oil to every start if your Resource setting is Standard (Default).
    if self.resource_setting == 2 then
 
I still have weird buggy effect with :

Code:
/*
-- City ambience sound -50% volume down (was 60, 60)
INSERT INTO Audio_2DSounds (ScriptID, SoundID, SoundType, MaxVolume, MinVolume)
SELECT 'AS2D_AMBIENCE_CITY_ERA_ANCIENT_LARGE', 'SND_AMBIENCE_CITY_ANC_LARGE', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_ANCIENT_SMALL', 'SND_AMBIENCE_CITY_ANC_SMALL', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_CLASSICAL_LARGE', 'SND_AMBIENCE_CITY_ANC_LARGE', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_CLASSICAL_SMALL', 'SND_AMBIENCE_CITY_ANC_SMALL', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MEDIEVAL_LARGE', 'SND_AMBIENCE_CITY_MED_LARGE', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MEDIEVAL_SMALL', 'SND_AMBIENCE_CITY_MED_SMALL', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_RENAISSANCE_LARGE', 'SND_AMBIENCE_CITY_MED_LARGE', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_RENAISSANCE_SMALL', 'SND_AMBIENCE_CITY_MED_SMALL', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_INDUSTRIAL_LARGE', 'SND_AMBIENCE_CITY_IND_LARGE', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_INDUSTRIAL_SMALL', 'SND_AMBIENCE_CITY_IND_SMALL', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MODERN_LARGE', 'SND_AMBIENCE_CITY_MODERN_LARGE', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MODERN_SMALL', 'SND_AMBIENCE_CITY_MODERN_SMALL', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_FUTURE_LARGE', 'SND_AMBIENCE_CITY_MODERN_LARGE', 'GAME_AMBIENCE', 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_FUTURE_SMALL', 'SND_AMBIENCE_CITY_MODERN_SMALL', 'GAME_AMBIENCE', 30, 30;
--
*/

Sound volume goes down as expected.
but city sound off after about 4/10 sec
... at early eras
and CTD
from industriel era
 
only for Communitas Map?
Yes.

Sound volume goes down as expected.
but city sound off after about 4/10 sec
... at early eras
and CTD
from industriel era
I confirmed the first problem.
I've added Looping, DontTriggerDuplicates and DontPlayMoreThan like Audio2DScripts.xml.
cf. \Sid Meier's Civilization V\Assets\Sounds\XML\Audio2DScripts.xml
Does this work properly?

Spoiler :
-- City ambience sound -50% volume down (was 60, 60)
INSERT INTO Audio_2DSounds (ScriptID, SoundID, SoundType, Looping, DontTriggerDuplicates, DontPlayMoreThan, MaxVolume, MinVolume)
SELECT 'AS2D_AMBIENCE_CITY_ERA_ANCIENT_LARGE', 'SND_AMBIENCE_CITY_ANC_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_ANCIENT_SMALL', 'SND_AMBIENCE_CITY_ANC_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_CLASSICAL_LARGE', 'SND_AMBIENCE_CITY_ANC_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_CLASSICAL_SMALL', 'SND_AMBIENCE_CITY_ANC_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MEDIEVAL_LARGE', 'SND_AMBIENCE_CITY_MED_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MEDIEVAL_SMALL', 'SND_AMBIENCE_CITY_MED_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_RENAISSANCE_LARGE', 'SND_AMBIENCE_CITY_MED_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_RENAISSANCE_SMALL', 'SND_AMBIENCE_CITY_MED_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_INDUSTRIAL_LARGE', 'SND_AMBIENCE_CITY_IND_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_INDUSTRIAL_SMALL', 'SND_AMBIENCE_CITY_IND_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MODERN_LARGE', 'SND_AMBIENCE_CITY_MODERN_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MODERN_SMALL', 'SND_AMBIENCE_CITY_MODERN_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_FUTURE_LARGE', 'SND_AMBIENCE_CITY_MODERN_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_FUTURE_SMALL', 'SND_AMBIENCE_CITY_MODERN_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30;

I'm not sure about CTD, though.
 
Does this work properly?

Fully tested. It does :clap:

Code:
-- City ambience sound -50% volume down (was 60, 60)
INSERT INTO Audio_2DSounds (ScriptID, SoundID, SoundType, Looping, DontTriggerDuplicates, DontPlayMoreThan, MaxVolume, MinVolume)
SELECT 'AS2D_AMBIENCE_CITY_ERA_ANCIENT_LARGE', 'SND_AMBIENCE_CITY_ANC_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_ANCIENT_SMALL', 'SND_AMBIENCE_CITY_ANC_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_CLASSICAL_LARGE', 'SND_AMBIENCE_CITY_ANC_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_CLASSICAL_SMALL', 'SND_AMBIENCE_CITY_ANC_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MEDIEVAL_LARGE', 'SND_AMBIENCE_CITY_MED_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MEDIEVAL_SMALL', 'SND_AMBIENCE_CITY_MED_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_RENAISSANCE_LARGE', 'SND_AMBIENCE_CITY_MED_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_RENAISSANCE_SMALL', 'SND_AMBIENCE_CITY_MED_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_INDUSTRIAL_LARGE', 'SND_AMBIENCE_CITY_IND_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_INDUSTRIAL_SMALL', 'SND_AMBIENCE_CITY_IND_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MODERN_LARGE', 'SND_AMBIENCE_CITY_MODERN_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_MODERN_SMALL', 'SND_AMBIENCE_CITY_MODERN_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_FUTURE_LARGE', 'SND_AMBIENCE_CITY_MODERN_LARGE', 'GAME_AMBIENCE', 1, 1, 1, 30, 30 UNION ALL
SELECT 'AS2D_AMBIENCE_CITY_ERA_FUTURE_SMALL', 'SND_AMBIENCE_CITY_MODERN_SMALL', 'GAME_AMBIENCE', 1, 1, 1, 30, 30;

By Sub6
Ambience city sound volume doesn't break our ears anymore :thumbsup:
 
is there a way to remove experience penalty from purchased units ?

and also for scout and pathfinder barbarian penalties i've tried these codes but it doesnt work any solution to it aswell ?

DELETE FROM Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_SHOSHONE_PATHFINDER' , 'PROMOTION_BARBARIAN_PENALTY_I'
DELETE FROM Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_SCOUT' , 'PROMOTION_BARBARIAN_PENALTY_II'
 
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