CiVUP - CiV Unofficial Patch

Another minor bug that I've now modded out for myself is that when units are attacking a city, their offensive promotion modifiers actually do apply, but the combat odds panel doesn't show them. The only bonus you'll generally see is the general's +25%. But if you compare the strengths of differently promoted units again the same city, you'll see it's adding in Drill/Shock, etc. I've attached a file, EnemyUnitPanel.lua, where I've fixed this by adding the code for it to UpdateCityCombatOdds(). Very straightforward fix or merge. You should consider adding this to the unofficial patch.
 

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@floydian101

I'm not really doing much in comparison to all the work they did. It's easy to take an already near-perfect product and poke a few things around in it, much harder to create the whole thing from scratch and try and get as much of it working as possible, on time and on budget. This patch only changes a dozen or so tooltips, they had to create hundreds!

Also had lots of help from people who post suggestions or discuss things on the customization and strategy forums, and I've been trying to credit that in places like the new readme files or Special Thanks. This patch in particular is about 90% suggestions.


Well, let it never be said that you lack modesty :). I still think the volume of fixes you had out within a couple weeks was worth noting.

I did notice something recently. Have you given any thought to how the national wonders work? In this game, they need the pre-requisite building in every city, whereas in Civ 4, I think they needed to be in 6 cities (might be off on the number, it's been a while). Personally, I'm almost never able to build any of them, because I never seem to have a library or workshop or whatnot in every city long enough before settling or conquering another city.

Perhaps if the rule was something like 6 cities have the building or all cities have the building, so that small civs could still build the national wonder, and it wouldn't become a monumental task for civs with 20 cities. Anyway, thought I'd mention it here, in case it's a change you think would be appropriate for either this patch or your buildings and wonders mod.
 
I did notice something recently. Have you given any thought to how the national wonders work? In this game, they need the pre-requisite building in every city, whereas in Civ 4, I think they needed to be in 6 cities (might be off on the number, it's been a while). Personally, I'm almost never able to build any of them, because I never seem to have a library or workshop or whatnot in every city long enough before settling or conquering another city.

Perhaps if the rule was something like 6 cities have the building or all cities have the building, so that small civs could still build the national wonder, and it wouldn't become a monumental task for civs with 20 cities. Anyway, thought I'd mention it here, in case it's a change you think would be appropriate for either this patch or your buildings and wonders mod.

Requiring every city to have the building is a explicit design-choice they've made for CivV, and not a bug that needs fixing. It is one of the ways to reward smaller empires that is actually working somewhat-as-intended.

@Thal: Would you mind if I worked this patch into my own mod? With due credit ofcourse :)
 
Just wanted to say this is awesome work Thalassicus. I honestly feel that the upcoming first patch release will probably use this mod as a base to work from :)
 
@Perkus
Thank you! This is hardly a minor bug, it's of major significance when doing city assaults. I'd always thought it odd only the GG bonus seemed to have effect. It made me wonder what the point was of building cities on a hill or surrounded by rivers, when attackers seemed to receive no penalty assaulting such cities.

Edit: After some testing I found things like the Morale promotion or terrain bonuses/penalties don't seem to be displayed, though they do appear to have an effect. Is it possible to add these? For example, when attacking a city on a hill behind a river, with a unit with Morale, these three things don't display as modifiers.


@floydian101
Like Tarkeel said, this is a way the developers reward small empires. Something that will help is in the most recent official patch, national wonders now specify which cities are missing buildings, so you don't have to hunt through your empire to find those 2 cities missing a University or something.


@Tarkeel
Sure, no problem. Something to mention is I update the XML frequently but Lua rarely, so you can copy over any future changes to the patch's XML files without having to re-merge Lua fixes.


@jenks
Thanks, though it appears they're primarily focusing on fixes to the C++ source code for now, and that's a good thing! It's something we can't solve in a mod yet.
 
@Thalassicus:
I think you're right about the Morale promotion bonus not being displayed even for unit vs. unit combat. I don't think I've had any units with this yet, so I haven't even noticed that. I'm sure it's easy enough to add that in.

Also, it looks like it doesn't show the river-crossing penalty on city attacks (it does for units). Easy to add, just copy the IsRiverCrossingNoPenalty call. There may be some other more obscure ones missing, too. I didn't really analyze it in detail, I just added the ones I knew of. I may work on it this weekend, or I may not. I've finally started a new game after messing with mods all week!

As far as terrain bonus to cities, I believe that those are added directly into the city's defense value, and therefore should not be shown as modifiers. I'd have to double check that to be sure of it, but I starting coding those, couldn't get it to work right, and then realized it wasn't necessary in the first place.

And compared to some of the other problems in the game, these are pretty minor bugs!

@floydian101:
I agree about making national wonders easier, I think I've built only 1 Ironworks so far in 3 games. But this definitely does not belong in a "patch" mod, as it's clearly a design choice. Maybe I'll take a swing at modding that up (haven't seen anyone do it). Not sure it's possible, though. I believe it doesn't count puppet cities in the requirements, so it may not be as bad as you think.
 
Changing national wonders is actually quite easy, there's a value in the XML files about how many buildings should be required. They're all set to -1 which I assume means "every city". I've just been concentrating on balance concerns, and this seems like it'd be more of a true mod than simply fixing problems.
 
Had a look through the official patch; these are the parts I can confirm that Firaxis did NOT fix:

  • Tooltip of Monasteries clarified. It now uses the same sentence structure as the tooltip for the Mint building.
  • Tooltip of Angkor Wat clarified: only works in city it's built in.
  • Tooltips of Louvre and Brandenburg Gate clarified: the Great Person appears in the city these are built in.
  • Tooltip of Machu Pichu: requires mountain in cultural borders.
  • Tooltip of Sydney Opera House: must be on coast.
  • Harbor description clarified about
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    trade routes, and now correctly states how Harbors can provide the +50%
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    railroad bonus.
  • Corrected promotions for Helicopter.
  • Forge tooltip on the Tech Tree now clearly specifies it requires Iron.

Unconfirmed:
  • With luck a Scout could turn into a Rifleman or better before 3000BC and wipe out a continent. Ancient Ruins will now instead give one of the other possible rewards if a unit upgrade provides a game-breaking tech leap.
  • “Turns until next policy” display now shows correct number.
  • Fixed a display-related tech tree issue with technology links.
  • Happiness calculation now includes garrisoned units (display bug only, no gameplay change).
  • No more “Lord Elizabeth” if Elizabeth has a Tradition policy focus.
That's really not a lot of issues they did fix... I hope the AI fixes are better.

It's sad that Tom Lehrer's Wernher von Braun quote got scrubbed, I thought it was good fun :p (if not exactly politically correct)
 
Unofficial Patch just vanish for anyones mod list too?
I download the new version, install and it does not shows up!
Seems to be the only mod that does not shows up, altough only CCMAT is activated.
 
@Tarkeel
Which quote was that? I don't hear the quotes anymore, sadly, since they removed the feature from Civ IV where quotes played even after closing the tech popup. Only listened to them once. :\

@justjr
Maybe it went to page 2 of your mods list? It can be easy to miss... with enough mods installed, a "2" and some arrows appears at top-left of the Mod Browser.

If that's not the solution, then try deleting the contents of your cache folder:

C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache

Also check that only 1 version of the unofficial patch mod is installed. Other than these three things... I'm not sure what else the cause might be.
 
@Tarkeel
Which quote was that? I don't hear the quotes anymore, sadly, since they removed the feature from Civ IV where quotes played even after closing the tech popup. Only listened to them once. :\

I never listened to them either, it was the text quote for Advanced Ballistics (that had another voice-over quote):

"Once rockets are up, who cares where they come down?
That's not my department, says Wernher von Braun*".

*Chief architect of both the V2 and the american space program.
 
@Tarkeel
Which quote was that? I don't hear the quotes anymore, sadly, since they removed the feature from Civ IV where quotes played even after closing the tech popup. Only listened to them once. :\

@justjr
Maybe it went to page 2 of your mods list? It can be easy to miss... with enough mods installed, a "2" and some arrows appears at top-left of the Mod Browser.

If that's not the solution, then try deleting the contents of your cache folder:

C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache

Also check that only 1 version of the unofficial patch mod is installed. Other than these three things... I'm not sure what else the cause might be.

haha
It really was on page 2... :cry::goodjob:
 
Floating gardens tooltip is a little bit off: states that the city has to be next to a lake or river; in fact ANY fresh water tile seems to work, i.e can be build next to a oasis, too :)
 
I have a suggestion... when a civ asks you to enter a pact of cooperation the options to answer are in reverse order from the standard of "Yes" answers being on top and "No" answers being on the bottom.

Right now the top answer is "Sorry we prefer to go it alone" (NO) and the bottom answer is "Yes let us work together" (YES).

It would be nice if those could be reversed.
 
@tokala
Thank you for pointing this out, I'll change it to "City must be built on a fresh water tile". It applies even moreso to watermills, which state they require a river but operate the same way as Floating Gardens. I'll admit it's sort of weird to have a big watermill smack in the middle of an oasis... :lol:

@Ktulu
I'll see what I can do.
 
Got a new one for ya: They broke the city screen's food growth meter in patch .62! Somebody accidentally deleted the following line in CityView.lua:
Controls.PeopleMeter:SetPercent( fGrowthProgressPercent );​
after the second (reduntant?):
local fGrowthProgressPercent = iCurrentFood / iFoodNeeded;​

Without that, the food meter always shows full. And here I was, racking my brain to figure out which of my 30-or-so mods was causing this! Fortunately my roommate runs unmodded... :) Not sure if you want to mess around with replacing CityView.lua in your patch mod for this, because it's been frequently modded. Just a heads up.
 
Well, I replace some other Lua files too so it wouldn't be entirely unprecedented. Thank you for pointing it out, I'd noticed something odd about the food meter too but wasn't really paying too close attention.
 
Sorry if I wasn't clear, by "They", I mean Firaxis, not you. The default version in Assets has the problem now. Not sure if you got my meaning.
 
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