CiVUP - CiV Unofficial Patch

They are both more rare (in terms of the total number of horses available, not the number of tiles with a horse resource) and more scattered.
 
Keep in mind combat odds aren't linear so 12:c5strength: is much better than 7:c5strength: +75%. It also combines with promotions differently.

The original reason I buffed archers/spears was so players lacking iron would still have a chance at survival. Now that everyone can get a little iron that problem is solved more directly, and it's not necessary to keep swords/horses weak.
 
Hello. I'm having some problems with this unofficial patch. It removes the terrain popups (the little popup to the right giving information about tile properties) and it also for some units randomly removes unit icons. I would like to play with Thal's Balance Mods but I need to be able to see info about tiles and units. Are these features or bugs?
 
Not sure about the dissappearing unit icons. Sometimes things just get buggy and you have to save and restart.

As for the terrain pop pups, go in the game options and change the mouseover tooltip thing to zero seconds.
 
Hello. I'm having some problems with this unofficial patch. It removes the terrain popups (the little popup to the right giving information about tile properties) and it also for some units randomly removes unit icons. I would like to play with Thal's Balance Mods but I need to be able to see info about tiles and units. Are these features or bugs?

The popup is on a delay presumably for performance reasons. Just hover over the interesting tile for about half a second and the tile information will pop up for you.
 
The unit icon problem sounds like a bug that was in v8.6.3. Try downloading the latest version here and see if that fixes the problem. If that doesn't work, please click here to report the bug.

As Flounder mentioned, in the game options panel is a setting for the mouse tooltip delay.
 
Thanks for the help. The unit icons disappearing seemes to only happen when I first used the remove unit icons option (and turned them on again of course).
 
Possible workaround:

Give all newly founded cities an extra 2 unhappiness. All newly founded cities get a free building (I believe both you and alpaca had been experimenting on something similar to a provincial palace) that gives +2:c5happy:. Make the building always destroyed on capture, thus artificially boosting unhappiness.
 
That would work. It'd be the same mechanism as the "governor's mansion" I use to apply effects to citystates. :)

The UI will be a pain though... +3:c5happy: +3:c5angry: balances out to the same thing but would show up in two different locations. The inefficiency of scanning through all buildings in every city each time that updates makes me cringe, since it can refresh hundreds of times per turn and there's hundreds of buildings. Also need to have it immediately update when a city is annexed through the UI, or a courthouse is purchased... hmm... this will take a while. :think: I should have the basics in by v9.2 though.
 
Possible workaround:

Give all newly founded cities an extra 2 unhappiness. All newly founded cities get a free building (I believe both you and alpaca had been experimenting on something similar to a provincial palace) that gives +2:c5happy:. Make the building always destroyed on capture, thus artificially boosting unhappiness.

What if the city is captured back by its original owner though?
 
Wouldn't it be easier if you disable the ability of the courthouse, and then add a standard +2 happiness?

Only problem would be India, but I think that would be a problem in any solution. Other option is to leave it as is, so annexing is an option instead of puppeting everything.
 
Now that you mention it, that wouldn't require the happiness bonus at all. I can manually do the courthouse effect with the "SetOccupied" function. Now if that function is also bugged then it's much more complicated, because there'd be no way to make the city non-occupied, and the unhappiness difference has two parts...

4:c5angry: per 5:c5citizen: in non-occupied cities (was 4 per 4).
4:c5angry: per 3:c5citizen: in :c5occupied: cities (not altered from vanilla).

3:c5angry: per city (was 2).
4:c5angry: per :c5occupied: city (was 5).

Update: it turns out SetOccupied works. I've included this fix in the next version of CiVUP. :)
 
3:c5angry: per city (was 2).
4:c5angry: per :c5occupied: city (was 5).

I'm still on 8.7, so perhaps it has been changed since, but with me per city unhappiness is 4 both for core and occupied cities.

Reason, this sql code in 'BCD - General.sql' is added to the XML:

Code:
UPDATE Defines
SET Value = Value + 1
WHERE Name="UNHAPPINESS_PER_CITY";

Just in case you didn't know, Vanilla also has 3 unhap per city these days, so both the XML and sql code can be removed.

How's the unhappiness per population modified by the way? In the XML it says 1.0, and I can't find other places it's modified.

Code:
<!-- Occupied accepts decimals, but regular does not, so this variable is useless =\ -->
		<Update>
			<Where Name="UNHAPPINESS_PER_POPULATION"/>
			<Set Value="1.0"/>
			<!-- 1.0 -->
		</Update>
		<Update>
			<Where Name="UNHAPPINESS_PER_OCCUPIED_POPULATION"/>
			<Set Value="1.67"/>
			<!-- 1.34 -->
		</Update>
		<Update>
			<Where Name="UNHAPPINESS_PER_CITY"/>
			<Set Value="3"/>
			<!-- 2 -->
		</Update>
		<Update>
			<Where Name="UNHAPPINESS_PER_CAPTURED_CITY"/>
			<Set Value="4"/>
			<!-- 5 -->
		</Update>
 
Thanks for pointing out the unhappiness bug, I completely forgot to delete that from sql when I moved it to the xml. Oops! :lol:

Unhappiness per occupied population accepts decimals, but unhappiness per population does not - a problematic design flaw. I found it can be indirectly modified with PopulationUnhappinessMod in HandicapInfos.xml. It does cause slight differences when high values are stacked, but it's the only solution I know of.

The final unhappiness per occupied is 1.67 * 0.8 = 1.33.
 
hey Thalassicus,i love your mod!And i have a suggestion for you:

Denmark: Viking fury
Instead of no cost movement for pillaging, give denmark double movement on river tiles

Reason:Vikings were good at rivers....thats how they pillaged Paris btw...And that would make then more reliable on pangea maps....
 
Thank you for the suggestion, I like that idea! I think river movement would be a great way for naval civs like the Danes to benefit on land-heavy maps. I'll see if it's possible. :)

Our capabilities with promotions are somewhat limited with the current modding tools, so if it's not possible yet, I'll put it on my todo list for when we get access to the game core.
 
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