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Colonialist Legacies' Canadian Dominion for VP

Discussion in 'Mods Repository' started by pineappledan, Nov 15, 2018.

  1. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    and then they hit the 100 MB cap and steam workshop say no.
     
  2. pineappledan

    pineappledan Deity

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    Not planning on doing that, no. There’s multiple different creators working on multiple different projects. Smashing them together like that would be going too far. Also, as @Enginseer pointed out, file size becomes an issue. Civfanatics only allows for 30MB uploads; Macedon already exceeded this by virtue of having 6 sound files.

    Reuploading every civ each time someone brings forward a balance concern in only one also sounds like a hassle
     
  3. HungryForFood

    HungryForFood Prince

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    Some of the original civ modders may not like it when you make packs like this. Remember the alternate leaders mod?

    It is also an additional file we need to support, which creates more work than is worthwhile.

    You can combine mods for your own civ 5 though, using WHowards' mod tool.
     
  4. Enrico Swagolo

    Enrico Swagolo Deity

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    I'm having a turn I cannot pass. I am uncertain if it's 4UCs, VP's, Canada's or just Civ 5's doing, but this turn always ends unpassable on barbarians turn (so probably when it should switch to Canada). I use base VP, 4UC and Canada. The game's pretty much won anyway, though. I did change the values of happiness a few times, which might've influenced stability as well, but I'm including the savegame anyway. I have logs of the last turn if they're needed too, but they're not included.

    My thoughts on updated Canada so far (didn't get Hockey yet, but I do have a few EF) didn't change much. It's very solid later, but the early game is very weak which is pretty unique. I think 4UC Portugal's better at almost everything but Culture so far to a point, but looking at what a Hockey Rink gives Canada'll win every time at that point. I much prefer Nau to Coureur, though, as they're a very similar concept, with one trading a second burst and XP for influence, except Nau's aren't lost on use and are competent in combat (esp. thanks to bonus XP), but Coureur probably isn't underpowered. It's better than the diplomatic units unless you build or borrow all the wonders.
    I went Fealty to get more Food, pop and Supply and I think it is better than Statecraft for my gameplan, especially with Faith of the Masses + Orders to ensure I have tons of faith to faithbuy stuff with. Statecraft with Hudson's + Coureurs would be probably more Gold than is necessary and with how many Pastures there is around me, it wouldn't really be much better in this regard. Authority > Fealty > Imperialism appears to work fine here.

    EDIT - got it to pass with Strategic View, which also made the game more stable.
     

    Attached Files:

    Last edited: Dec 15, 2018
    Kim Dong Un likes this.
  5. pineappledan

    pineappledan Deity

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    V5 is live. Updated to be compatible with the 12-18 VP. No balance changes, but G changed the diplomatic promotion values in the newest version
     
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  6. XxPun12h3rxX

    XxPun12h3rxX Chieftain

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    Quick question, on all colonalist legacies mods (including this one), and the macedon split, ive been unable to use the 3rd and 4th unique components. i dont know why but they arent showing up. Other civs, including modded ones, work fine tho. How do i fix this?
     
  7. pineappledan

    pineappledan Deity

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    It is a dependency problem. You can go into the modinfo file and delete VP modules 1-4 in the dependency list.

    Or you could go into 4UCHockeyCEF.sql and replace this:
    Code:
    INSERT INTO Civilization_UnitClassOverrides
            (CivilizationType, UnitClassType, UnitType)
    SELECT    'CIVILIZATION_COLONIALCANADA', 'UNITCLASS_GREAT_WAR_INFANTRY', 'UNIT_JFD_GE_EXPEDITIONARY'
    WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
    
    INSERT INTO Civilization_BuildingClassOverrides
            (CivilizationType, BuildingClassType, BuildingType)
    SELECT    'CIVILIZATION_COLONIALCANADA', 'BUILDINGCLASS_STADIUM', 'BUILDING_CANADA_HOCKEY'
    WHERE EXISTS (SELECT * FROM Buildings WHERE Type = 'BUILDING_GERMANY_TEUTONIC_ORDER');
    
    with this
    Code:
    INSERT INTO Civilization_UnitClassOverrides
            (CivilizationType, UnitClassType, UnitType)
    VALUES    ('CIVILIZATION_COLONIALCANADA', 'UNITCLASS_GREAT_WAR_INFANTRY', 'UNIT_JFD_GE_EXPEDITIONARY');
    
    INSERT INTO Civilization_BuildingClassOverrides
            (CivilizationType, BuildingClassType, BuildingType)
    VALUES    ('CIVILIZATION_COLONIALCANADA', 'BUILDINGCLASS_STADIUM', 'BUILDING_CANADA_HOCKEY');
    You can do the same thing with Macedon
     
  8. XxPun12h3rxX

    XxPun12h3rxX Chieftain

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    Got it to work. Thx m8.
     
  9. pineappledan

    pineappledan Deity

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    Update is live:
    Dependencies fix for 4UC
    fix for dummy buildings
    slight optimization for UA lua
     
  10. hokath

    hokath King

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    By the way, for the Hudson tooltip, there exists [ICON_CULTURE_LOCAL] for border growth points.
     
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  11. pineappledan

    pineappledan Deity

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  12. pineappledan

    pineappledan Deity

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    Update posted:
    VP 03-17 compatibility
    Enlightenment Era compatibility
     
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  13. pineappledan

    pineappledan Deity

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    QOL update for Canada
    Code:
    removed print notifications cluttering the lua log
    UA and HBC now give yields to city garrisons, in addition to units in forts and citadels
    re-worked the notification for HBC. Now fires from UA and accurately summarizes all yields from fortified units
     
    Enrico Swagolo likes this.
  14. Enrico Swagolo

    Enrico Swagolo Deity

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    Well deserved buff, I was wanting to write about how the civ is just not all that impressive - mostly because the UA's really weak at all points in the game and only a sweetener to Hudson while even the super late game I don't think the civ is the strongest in the game. With the yields counting for city garrisons, it'll make the civ stronger and worth picking. Authority + Imperialism for +supply +garrison yields with focusing Supply buildings so you can put stuff in all the forts is going to stay good, and I already warmongered with the civ for that early citadel so I don't play UA-less before medieval.
     
    Last edited: May 21, 2019
  15. pineappledan

    pineappledan Deity

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    Happy Canada Day weekend, everyone!

    New promotion icons, courtesy of @Asterix Rage, no other changes
     
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  16. Mad Madigan

    Mad Madigan Prince

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    Just a quick comment that I can't get the 4UC components to function for any of your Colonialist Legacy custom civs (Canada, Inuit, etc) using the current versions. I have your latest version of 4UC installed and I made sure to select it first in the mode loader. I'm not seeing any of the extra 4UC components in the Civ selection screen or in the Civipedia once I start a game. Is there anything special I have to do to activate the 4UC components?
     
  17. pineappledan

    pineappledan Deity

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    mod load order isn't determined by which one is checked last. The mod load order does seem to be influenced by which mod was most recently updated though.
    When 4UC-enabled mods don't work for me, I go into the modinfo file, add/delete a line, or add a space somewhere, save and re-load. Seems to work for me
     
  18. Asterix Rage

    Asterix Rage Warlord

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    Shrugs. Seems tricky for many
     
  19. pineappledan

    pineappledan Deity

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    The alternative is for me to upload a version of all the custom civs every time 4UC updates, then have people re-download an identical version of the mod. It's a lot less time on everyone's part if they just open their modinfo file, fiddle with it, and close it again. That's all that's required
     
  20. pineappledan

    pineappledan Deity

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    Update posted
    7-29 compatibility added for HBC and CEF
     
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