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Cities in Development (Obsolete)

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Last one and then I'll shut up for a few days :) Also here not sure whether CiD or CP:
- When having built the Mausoleum of H., every time I expend a GP I receive 200 Gold instead of the regular 100 Gold. Don't see anything about this being a feat so assume it's a bug. A button on the right appears that mentions an empire-wide bonus yield of 100 Gold and then 200 Gold gets added to my total. This happens every time I expend a GP and only after having built the MoH.
 

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Last one and then I'll shut up for a few days :) Also here not sure whether CiD or CP:
- When having built the Mausoleum of H., every time I expend a GP I receive 200 Gold instead of the regular 100 Gold. Don't see anything about this being a feat so assume it's a bug. A button on the right appears that mentions an empire-wide bonus yield of 100 Gold and then 200 Gold gets added to my total. This happens every time I expend a GP and only after having built the MoH.

That's a CP feature - makes Halicarnassus scale with era. Does the same to Reliquary too, which is nice because it makes the belief decent. And yeah, as usual it's undocumented to my knowledge :p
 
Is there a reference for making mods compatible with JFD's CBP mods like CID? I'd like to be able to have CID effects and bonuses for my Wonder Modpack, but I wasn't sure where to start beyond reverse engineering other mods.
 
Is there a reference for making mods compatible with JFD's CBP mods like CID? I'd like to be able to have CID effects and bonuses for my Wonder Modpack, but I wasn't sure where to start beyond reverse engineering other mods.

>JFD's CBP mods
Soap. Mouth. Now. :p

Main things you'll want are User Setting checks:
Code:
CREATE TABLE IF NOT EXISTS 
JFD_GlobalUserSettings (
	Type 				text 			default null,
	Value 				integer 		default 1);

And you check for said User Settings by using:

Code:
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_SETTING_NAME' AND Value = 1);

And if you're using Lua:

Code:
function JFD_GetUserSetting(type)
	for row in GameInfo.JFD_GlobalUserSettings("Type = '" .. type .. "'") do
		return row.Value
	end
end

local bUserSettingColoniesCore = JFD_GetUserSetting("JFD_CID_COLONIES_CORE") == 1

Cyrus probably has the most extensive CID changes, although those might be a bit confusing :p If you're looking for functionality and limitations and stuff, then either ask or just look into CID itself.
 
>JFD's CBP mods
Soap. Mouth. Now. :p

Main things you'll want are User Setting checks:
Code:
CREATE TABLE IF NOT EXISTS
JFD_GlobalUserSettings (
    Type                 text             default null,
    Value                 integer         default 1);

And you check for said User Settings by using:

Code:
AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_SETTING_NAME' AND Value = 1);

And if you're using Lua:

Code:
function JFD_GetUserSetting(type)
    for row in GameInfo.JFD_GlobalUserSettings("Type = '" .. type .. "'") do
        return row.Value
    end
end

local bUserSettingColoniesCore = JFD_GetUserSetting("JFD_CID_COLONIES_CORE") == 1

Cyrus probably has the most extensive CID changes, although those might be a bit confusing :p If you're looking for functionality and limitations and stuff, then either ask or just look into CID itself.

"Father, forgive me, I know not what I do." Book of Mod 1:5

Sounds good, though I have only really done my mods in XML so I suppose this will be a fun new challenge.

This may be another heresy against the Holy Forums, but who is Cyrus?
 
"Father, forgive me, I know not what I do." Book of Mod 1:5

Sounds good, though I have only really done my mods in XML so I suppose this will be a fun new challenge.

This may be another heresy against the Holy Forums, but who is Cyrus?

:'(
 
Suggestion: How about if it's possible to change the worker from being a unit which provides an "infinite" value to a unit with charges, which will allow for further planing and thus adds a new layer of complexity! like Civ6 but with JFD's twist on it
I'm not sure if some one propose such idea before. I didn't read something like that in the previous comments.

Thanks
Adnan
 
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Has anyone here tried to run these mods with Historical Spawn Dates?
For example: CiD + CD + ExCE + RtP + Historical Spawn Dates

If so, how did you get them to run, if it is even possible?
 
JFD updated [WIP] Cities in Development with a new update entry:

Update to v58

  • Various support added for SD: Ideals.
  • Fixed issue with Development values appearing in 10s on the map.
  • Buildings in the Right-hand panel are now sorted by "Districts." This is purely aesthetic, and can be toggled off in the user settings.
  • Slave Worker, Peasant, and Worker split is now disabled with the CBO.
  • Fixed TXT_KEY issue with Corporations Overview for CBO.
  • Added Civ VI style Build Charges, that is, Workers now build Improvements instantly, but are expended...

Read the rest of this update entry...
 
Oh, my! Fantastic update, thank you, Your Modjesty!

"Added Civ VI style Build Charges..." - Oh, my... so sweet! I have no idea what to say other than amazing work! :D Incredible!

"As in Civ VI, Repairs are free, as are Routes." - So roads doesn't consume Builder charges, right?

"Added alpha icon to City State banner when Sukritact's Suzerainty is enabled." - So that means King Sukritact's Mod is compatible? Awesome!

Long live the Emperor! :D:woohoo:

Can't wait for the RtP update! :bowdown:
 
1. No open border but can stay and cross on neutral civs.
2. Units that were already on a tile acquired by other civs were not pushed out of its territory and were stucked. Cant even move out.
3. Religion looks SO AWFULLY buggy with the new CID and SUZ. Also applied with Chrisy's fix. @_@ Cant purchase buildings with faith. The Religion and faith icon cant be clicked.
4. No description on that worker policy on Progress.
5. CS have TXT_KEY_JFD etc.
6. CS have an option to DIPLOMATIC MARRIAGE eventhough Im using Greece. But I do have an Austria neighboring civ nearby.
7. New worker mechanics??
8. Didn't choose Piety policy but spreading religion thru passive means (no missionary etc) looks like being nerfed alot. It takes awhile now even if you have a trade route from a capital to that city.
9. No more claims on CS selection.
10. After adopting government, I cant click the gov icon and see the the government "page".

Sorry... supppppppppperrrrrrrrrrr bugggy as hell. I stopped playing after having a gov.
Or am I missing something here? Like those were working as intended and other mods the reason for the WTFs.

Latest on all of the following.... VOX, Suks(EnD, Suz 1.4), JFD's (CULDIV, CID, RTP [with chrisy's fix]),
No mod civs, all original.
 
I use only CP not the rest of VP, should I change the second to 0 instead of 1

('JFD_CID_COMMUNITY_BALANCE_PATCH', 0), --Community Balance Patch (automatically switches on as needed).

('JFD_CID_COMMUNITY_BALANCE_PATCH_COLONISTS', 1); --CBP Colonists and Pioneers always found Colonies.
 
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I use only CP not the rest of VP, should I change the second to 0 instead of 1

('JFD_CID_COMMUNITY_BALANCE_PATCH', 0), --Community Balance Patch (automatically switches on as needed).

('JFD_CID_COMMUNITY_BALANCE_PATCH_COLONISTS', 1); --CBP Colonists and Pioneers always found Colonies.

Leave it as the default; I presume it's just making changes to the CBP units, and so if they don't exist then nothing happens.
 
Lua as requested. I hope this helps.

edit: and database log.

Spoiler My post above on lists of bugs :

1. No open border but can stay and cross on neutral civs.
2. Units that were already on a tile acquired by other civs were not pushed out of its territory and were stucked. Cant even move out.
3. Religion looks SO AWFULLY buggy with the new CID and SUZ. Also applied with Chrisy's fix. @_@ Cant purchase buildings with faith. The Religion and faith icon cant be clicked.
4. No description on that worker policy on Progress.
5. CS have TXT_KEY_JFD etc.
6. CS have an option to DIPLOMATIC MARRIAGE eventhough Im using Greece. But I do have an Austria neighboring civ nearby.
7. New worker mechanics??
8. Didn't choose Piety policy but spreading religion thru passive means (no missionary etc) looks like being nerfed alot. It takes awhile now even if you have a trade route from a capital to that city.
9. No more claims on CS selection.
10. After adopting government, I cant click the gov icon and see the the government "page".

Sorry... supppppppppperrrrrrrrrrr bugggy as hell. I stopped playing after having a gov.
Or am I missing something here? Like those were working as intended and other mods the reason for the WTFs.

Latest on all of the following.... VOX, Suks(EnD, Suz 1.4), JFD's (CULDIV, CID, RTP [with chrisy's fix]),
No mod civs, all original.


 

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As I often play and get to test everytime, may I know the "ONLY RECOMMENDED" mods used by JFD and the correct sequence of enabling the mods?
(please dont add the civ add-on mods, i only use JFD and Chrisy's civs)
Am I safe to assume whenever JFD plays civ5, he will only use these mods.... ONLY?

VOX 1 (CP)
EnD
Suz
EE
CULDIV
EXCE
CID
RTP
EC

Im asking this as this will be my guide as to how will I'll play civ5 next time. So I can be of help squashing these pesky bugs.


Currently, Im using these just to test it out the new CID and SUZ.
Latest on all: (with the sequence in order as I enable those after all the clearing of cache etc.)

Vox 1, 2,3,4,5,6b NO EUI
EnD
Suz
CULDIV
CID
RTP
 
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RtP and Suz. are currently incompatible, and you use the CBO at your own risk. I'd ask you not to be so rude when reporting issues. ExCE has also some stability issues. But CulDiv + CiD + RtP + EE + EnD work fine.

And don't contract TXT_KEY issues...
 
RtP and Suz. are currently incompatible, and you use the CBO at your own risk. I'd ask you not to be so rude when reporting issues. ExCE has also some stability issues. But CulDiv + CiD + RtP + EE + EnD work fine.

And don't contract TXT_KEY issues...

Noted. Im sorry. Wrong choice of words and current mood reflecting my posts. Thanks for the info. Will be glad to help out
 
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