Another case of a coder not reading the description properly *sigh*
Same deal as with the missing naval units qualifier on the tradition; no attempt is made in the code to distinguish unique resources:Another case of a coder not reading the description properly *sigh*
<Modifier id="NUMIDIAN_CAVALRY_MOD_COMBAT_PER_CAPITAL_RESOURCE" collection="COLLECTION_OWNER" effect="EFFECT_ADJUST_UNIT_CAPITAL_RESOURCES_COMBAT_MODIFIER">
<Argument name="Amount">1</Argument>
</Modifier>
It's more ridiculous if you read the first modifier for the tradition, which is correctly tagged for naval units just four lines earlier:Almost sounds like it is (half-)intended or a communication mix-up - no mention of "naval" in the file.
<Modifier id="QUINQUEREME_MOD_NAVAL_MAINTENANCE" collection="COLLECTION_OWNER" effect="EFFECT_PLAYER_ADJUST_UNIT_MAINTENANCE_EFFICIENCY">
<Argument name="Amount">1</Argument>
<Argument name="UnitTag">UNIT_CLASS_NAVAL</Argument>
<String context="Description">LOC_TRADITION_QUINQUEREME_DESCRIPTION</String>
</Modifier>
<Modifier id="QUINQUEREME_MOD_PURCHASE_RATE_UNITS" collection="COLLECTION_OWNER" effect="EFFECT_ADJUST_PLAYER_OR_CITY_UNIT_PURCHASE_EFFICIENCY">
<Argument name="Percent">25</Argument>
</Modifier>
You maybe have a point regarding the cavalry (it's just a bit much when combined with the broken resource bonus).Personally, I'll be revising the tooltip on this one and not the effect.
I usually err on the side of the devs over the text. Especially when the name of the modifier doesn't specify naval units: QUINQUEREME_MOD_PURCHASE_RATE_UNITS. But, when the tradition is named explicitly after a warship design, I can't see how this should thematically apply to all units, so I'll add this fix to the mod soon.Anyway, adding the line
<Modifier id="QUINQUEREME_MOD_PURCHASE_RATE_UNITS" collection="COLLECTION_OWNER" effect="EFFECT_ADJUST_PLAYER_OR_CITY_UNIT_PURCHASE_EFFICIENCY">
<Argument name="UnitTag">UNIT_CLASS_NAVAL</Argument>
<Argument name="Percent">25</Argument>
</Modifier>
works, I checked (just needed 10 turns or so on online speed). Doesn't fix running save games though.
Before / after slotting the Qinquereme policy with the fix in place:
View attachment 723495View attachment 723496
From first inspection, I can't see any alternative game effect or modifier argument that I can add to this to resolve in this mod unfortunately.Another case of a coder not reading the description properly *sigh*
Will add fix for this soonNormans specific civic Domesday book gives a +2 (+4 during celebrations) golds on farms.
It doesn't apply on floodplains.
not necessarily game breaking but still sad
Thanks again for doing firaxis job !
I don't have a convincing idea for this either (it would be easy to solve in JS for sure) - maybe incrementing by just 0.5 would help? (Don't know how the game handles this for CS.)From first inspection, I can't see any alternative game effect or modifier argument that I can add to this to resolve in this mod unfortunately.
Yeah, my plan on Numidians is changing the tooltip and bonus to +0.5 CS per resource (a number that is never used in the vanilla modules or DLC except for Tecumseh's Warclub memento, which still erroneously says +1 CS per suz in its incorrect tooltip). My understanding is that it will round up, so 1 resource = +1 CS, 3 = +2 CS, &c. Still an improvement on 23 resources = +23 CS.I don't have a convincing idea for this either (it would be easy to solve in JS for sure) - maybe incrementing by just 0.5 would help? (Don't know how the game handles this for CS.)
Re: the Songhai one, I've just tried a few things and haven't had any luck. It's weird. If anyone else knows a way to fix, I'm all ears.You are my hero! Is there any way to fix the fact that songhai civic gives +5 combat bonus everywhere and not only on navigable rivers?
This is definitely a game-breaker bug, basically it's like if they are one tier above anyone else always.
For nubian cavalry, if there's no way to fix the +1 combat bonus for every unique resources I would suggest too to reduce the bonus to +0.5 per resource (if possible). Otherwise at the moment that also yoo much broken.
If nothing works, probably also here I would simply change it with something like "+3 to all naval units everywhere"Re: the Songhai one, I've just tried a few things and haven't had any luck. It's weird. If anyone else knows a way to fix, I'm all ears.
I'm not sure but you could take inspiration from the normans code, I think their combat bonus works as expected when adjacent to coast.Re: the Songhai one, I've just tried a few things and haven't had any luck. It's weird. If anyone else knows a way to fix, I'm all ears.
You are heroes!<Modifier id="MOD_HI_KOI_RIVER_COMBAT" collection="COLLECTION_PLAYER_COMBAT" effect="EFFECT_ADJUST_UNIT_STRENGTH_MODIFIER">
<OwnerRequirements>
<Requirement type="REQUIREMENT_UNIT_TAG_MATCHES">
<Argument name="Tag">UNIT_CLASS_COMBAT</Argument>
</Requirement>
<Requirement type="REQUIREMENT_PLOT_IS_RIVER">
<Argument name="Navigable">true</Argument>
</Requirement>
</OwnerRequirements>
<Argument name="Amount">5</Argument>
<String context="Preview">LOC_MOD_HI_KOI_RIVER_COMBAT_DESCRIPTION</String>
<String context="Description">LOC_MOD_HI_KOI_RIVER_COMBAT_DESCRIPTION</String>
</Modifier>
Looks similar to the Norman effect, but: "OwnerRequirements"? - all similar effects have "SubjectRequirements" instead? Shouldn't be that hard to test, right? Trying now...
[Edit]
It works with "SubjectRequirements", at least in the battle preview... (it was kind of hard btw to lure the AI on a large river...) The +5 text was gone in all other cases.
However: is it a great bonus if that is the intention? Not sure... If you're using it defensively, melee units can't even attack you anyway.
The Norman implementation for this is better though (not quoting here, it's quite long): it considers the ranged units' position and not the position of the target, so it essentially constructs two different effects (one for melee and one for ranged)
[More editing]
On further reflection, the Norman implementation is bugged too, because ranged units don't get the bonus when defending on the coast - but we'd never notice that in gameplay.
View attachment 723824
Weird, there should be no difference with ownerrequirements. It still inserts requirements sets, requirements, arguments in the same way with all the same parameters. I'll take another look.<Modifier id="MOD_HI_KOI_RIVER_COMBAT" collection="COLLECTION_PLAYER_COMBAT" effect="EFFECT_ADJUST_UNIT_STRENGTH_MODIFIER">
<OwnerRequirements>
<Requirement type="REQUIREMENT_UNIT_TAG_MATCHES">
<Argument name="Tag">UNIT_CLASS_COMBAT</Argument>
</Requirement>
<Requirement type="REQUIREMENT_PLOT_IS_RIVER">
<Argument name="Navigable">true</Argument>
</Requirement>
</OwnerRequirements>
<Argument name="Amount">5</Argument>
<String context="Preview">LOC_MOD_HI_KOI_RIVER_COMBAT_DESCRIPTION</String>
<String context="Description">LOC_MOD_HI_KOI_RIVER_COMBAT_DESCRIPTION</String>
</Modifier>
Looks similar to the Norman effect, but: "OwnerRequirements"? - all similar effects have "SubjectRequirements" instead? Shouldn't be that hard to test, right? Trying now...
[Edit]
It works with "SubjectRequirements", at least in the battle preview... (it was kind of hard btw to lure the AI on a large river...) The +5 text was gone in all other cases.
However: is it a great bonus if that is the intention? Not sure... If you're using it defensively, melee units can't even attack you anyway.
The Norman implementation for this is better though (not quoting here, it's quite long): it considers the ranged units' position and not the position of the target, so it essentially constructs two different effects (one for melee and one for ranged)
[More editing]
On further reflection, the Norman implementation is bugged too, because ranged units don't get the bonus when defending on the coast - but we'd never notice that in gameplay.
View attachment 723824