CiVUP - CiV Unofficial Patch

The user interface now correctly shows bonuses and penalties when attacking a city. Previously, only the Great General bonus was shown, even though others had effect. (Partially fixed in patch 1.0.1.135)
\
While I am now seeing more bonuses, I'm not seeing the effect of amphibious when crossing a river to attack a city. Also, I've seen the shock promotion's effect when attacking a city, but it doesn't have any affect.

And I've still seen this:
Fixed an issue where the city growth progress meter (internal city view) always showed as full.
 
After installing, you'll need to enable it like other mods under Mods → Browse Mods. If everything has a check mark there, it's loaded. (I haven't encountered a situation where a mod can be checkmarked and not loaded.) Also, to play the game with mods you should use Mods → Single Player instead of the single player option on the main menu.

I thought so, it just didn't feel like a logical way to do it. The game definitely feels different, but since I hadn't played since reviewing a release week version of the game, I wasn't sure how much was patch and how much was mod.

Good work though, I'm actually liking Civ5 now!
 
@Seek
Thanks for pointing that out!

@Minor Annoyance
It was an undocumented stealth nerf in one of the patches: terrain-specific promotions no longer affect damage against cities (only the Siege promotion does now). I updated the development testing version of the mods to reflect this, and it'll be in the next release version.

The bug in vanilla where the city growth thing always shows at full is annoyingly persistent! :lol:

The original problem is firaxis somehow accidentally deleted this line a few months ago:

local fGrowthProgressPercent = iCurrentFood / iFoodNeeded
-- Unofficial Patch
Controls.PeopleMeter:SetPercent( fGrowthProgressPercent );
-- /Unofficial Patch

I'm unsure why this fix stopped working in patch *.135. I think they also broke something in the CityView.xml file. I've had it on my todo list, but since this should still fix the problem yet doesn't, after trying to figure it out a while I just gave up and moved onto other things on my list. If anyone can figure out what the issue is, it's on line 1,372 of CityView.lua.
 
@Minor Annoyance
It was an undocumented stealth nerf in one of the patches: terrain-specific promotions no longer affect damage against cities (only the Siege promotion does now). I updated the development testing version of the mods to reflect this, and it'll be in the next release version.

That's good because there wasn't much point in the siege promotion otherwise. Having either drill or shock covers half the tiles you'll be fighting on, but siege is too situational unless you drill/shock don't work.
 
I know I mentioned it in another thread, but I did a bit of a search, and stealth bombers receiving (lots of) xp but never getting promotions (although they inherit promotions from regular bombers) seems to be a bug from the vanilla game. Since this is not documented as a deliberate design decision, I would think the better option would be to let them get the full range of bomber promos, rather than removing all promos from bombers that upgrade. I poked around in the XML and couldn't find anything obvious that's causing it, but my XML-fu is extremely weak and I imagine this could well be a simple fix.

Also, love the upgrades of promotions for crossbows to rifles!
 
Glad you like it Polycrates!

I added "stealth bomber bug" on my todo list after you pointed it out, thank you for mentioning it. I'm done updating forum threads so I'll take a look into it right now. :)

--------------

Just looking through some things... here's one difference in their Units table entries:

Bomber:
<Special>SPECIALUNIT_FIGHTER

Stealth Bomber:
<Special>SPECIALUNIT_STEALTH

This <Special> attribute is used by four things: great people, fighters, bombers, and missiles. I suspect it's a way of dealing with special AI code.


However, both units have:
<CombatClass>UNITCOMBAT_BOMBER

In the UnitPromotions file, the UnitPromotions_UnitCombats table lists the UNITCOMBAT_BOMBER class as capable of receiving the various promotions. This CombatClass is typically what controls which promotions a unit can get.

For example, the reason subs can get the land-bombardment promotion is because they're the same combat class as other naval units (even though that promotion is useless for them and their combat class should be different).

Since their combat class is the same between the Bomber and Stealth Bomber, and I don't see any other major differences, my likeliest conclusion is it's some internal, hardcoded bug with the 'special' attribute. I'm not really sure what negative effects changing that attribute might have for the stealth bomber, and I suspect it'd just replace one problem with another.

The other possible, though less likely conclusion is it's a bug with the free promotions the two units get. The stealth bomber starts with evasion and air recon promotions the bomber does not have. It's very unlikely this is causing a problem, though theoretically possible. I looked at both promotions' entries in the UnitPromotions file and didn't see anything that might indicate the issue.


In summary, everything in the XML files indicates the stealth bomber should be able to get promotions. It's most definitely a bug, but likely an internal issue, possibly with handling of SPECIALUNIT_STEALTH.
 
I´ve got the spanish version of the game, will this mod change some text (descriptions of units, buildings, menu text, ...) to english?
 
Yes, I believe so. I included information in the mod folder about translations.

If you can fluently speak two or more languages, look at the Language_en_US.xml file included in this mod. If you can translate it to another language and have time to do so, please send the translation to me! I will include it in the next version. All that's necessary is replace the English "text" sections with another language.

Thank you if you can help with this.

Thalassicus@hotmail.com
 
If there are any words you do not know, try translate.google.com.

I unfortunately have not had enough time in the past to translate to other languages, so I just do the English version.
 
Mentioned this in the Leaders thread...

So in the progression of Firaxis's attempts to fix bugs...

In release CiV:

  • Krepost worked properly.
  • Angkor Wat reduced border expansion cost by -75% in city it's built in, but tooltip stated otherwise. I corrected the tooltip in the unofficial patch.


In a patch, they changed in c++ how PlotCultureCostModifier attribute works, shared by both buildings. So now we're at:

  • Krepost is a world wonder reducing border costs -50% in all cities, two Kreposts stacking to the max of -85%.
  • Angkor Wat matches its tooltip.


Classic example of fixing a bug in one location causing more serious bugs in another! :lol:

Due to this I'll be changing the Krepost from +100% border expansion to +50% culture in the city. It's not perfect, but is a temporary measure until the shared-attribute problem is resolved.
 
Will you be making any changes to allow the stable to boost horse archer production (which got broken when Firaxis changed all horse archers from unitcombat mounted to archer?)

I imagine you'd probably need to make a new unitcombat class called mountedarcher and then align promotions according to it, then add the boost to stable.
 
Can't create a new combat class to my knowledge... I tried doing so once for submarines and it broke their animations. Animations seem to be associated with certain combat classes through the c++ side of things. (If new information has come to light on this since I last investigated a few months ago I'll happily change stuff!)

However! I know a way I could get around this issue. I could change keshik/chariot archer/etc combat class back to Mounted, then set anti-mounted promotions (like the Spearman has) to only work against individually-listed melee mounted units (horsemen, knights, etc). I haven't thought through what side-effects this might cause though.

Another, more complicated alternative is I could add the missing "production bonus for unit class" stat for buildings, manually code the effect in lua, and update all UI elements involving production to reflect this. It'd be dramatically simpler if we had access to the c++ side of things, but could still theoretically be done.
 
The thing with that change would be though that if their unitcombat class is changed back to mounted, you'd only be able to pick melee promotions again as opposed to ranged promotions.

While at first glance this is not a problem since we have your promotion swapper, this only works for the first promotion, meaning that you pick Open Combat first, this then gets swapped to accuracy. Next time you can't pick accuracy 2 but have to repick open combat I. However the swapper will not increment so you lose open combat I and remain at accuracy I with a "wasted" promotion.
 
Mentioned this in the Leaders thread...



Due to this I'll be changing the Krepost from +100% border expansion to +50% culture in the city. It's not perfect, but is a temporary measure until the shared-attribute problem is resolved.
Doesn't it almost make the problem worse - Russia will be a daemon for cultural victory. It moves the problem elsewhere so the effect on border growth is nearer to what is intended, but a general bonus of 50% in any city you care to put it in, quite cheaply, is a much bigger brokenly powerful result, surely?
 
@civcivv
Good point, I hadn't considered that. It seems the only solution then might be to create a unit-type production bonus for buildings... probably can get it done in a few hours.

@SamBC
Since writing that I actually came up with an idea to work around the issue... will see how it turns out.

Ironically, solving it when the building stat only affected 1 city would have been MUCH easier to solve... I could just make the world wonder create a Krepost-like building in every city. Changing the building stat from local to global really did make a bad problem worse. :hammer2:
 
I've successfully fixed the Krepost. :)

I added a new building stat "LocalPlotCultureCostModifier" to the game, added it to the Krepost, and updated all UI elements accordingly (Angkor Wat has the global stat "PlotCultureCostModifier"). I'm now working on doing the same thing for the Stable to boost ranged horse units.
 
Ah interesting so it is possible to add new stat entries to tables? Where did you define them?

I was wanting to fix the Iroquois UA which is sometimes buggy to simply remove maintenance cost in forests (so I just manually build a road/railroad there in addition to its current function). I wanted to use the Inca NoMaintenanceCostOnHills (or whatever it was called) as a base.

What I mean by buggy is that if you got roads leading up to the forest and you end your turn in the forest, when you start moving next turn onto a hill with a road next to the forest, your unit loses 2 movement instead of road adjusted movement.
 
Back
Top Bottom