DLL - Unified Yields

It's either Tourism or GA Points - the C++ is hard-coded to specific [ICON_SOMETHING] strings and not to pick up the Yields.IconString value from the database - go figure!
 
I'm in the process of merging the CP and Whoward's Unified Yields changes. There's a lot of stuff here, and I want to make sure that it all works before I release it as 'included' to the masses. Would any of you that tested this for Whoward be willing to do the same for the CP? It'll be the same version - content-wise - as what Whoward just released, though it'll be in the CP, not in his DLL.

Thanks in advance,
G
 
I'm in the process of merging the CP and Whoward's Unified Yields changes. There's a lot of stuff here, and I want to make sure that it all works before I release it as 'included' to the masses. Would any of you that tested this for Whoward be willing to do the same for the CP? It'll be the same version - content-wise - as what Whoward just released, though it'll be in the CP, not in his DLL.

Thanks in advance,
G

Begin maniacal laughter

It comes....IT COMES!!!!
 
Alright, v60 is fully integrated and seems to work correctly. Be on the lookout for unified yield-related bugs - there shouldn't be any (I've meticulously double-checked every line of code that was added or modified), but I'm human. So...much...code...

Whoward, this is some brilliant stuff. Crazy, but brilliant.

Also, I've fixed some things in the CP related to the Tactical AI, and made some adjustments to the happiness system (specifically the way that defense is calculated - it now only looks at buildings, mods and garrisons, not tech/pop). Bugs crushed, crowds cheer, etc. etc.

Links to beta CP and CBP below.

Cheers,
G

Links:

CP v58: https://www.dropbox.com/s/uzjaoqogaq4sk12/Community%20Patch%20%28v%2058%29.rar

CBP v8: https://www.dropbox.com/s/d6qmpw9m8wy7gns/Community%20Balance%20Patch%20%28v%208%29.rar
 
There's a lot of stuff here, and I want to make sure that it all works before I release it as 'included' to the masses. Would any of you that tested this for Whoward be willing to do the same for the CP?

That's 111 tables times 8 yields to test! You can almost halve that by testing only Culture or Faith (as the code base for these two is now nearly identical) and Science or Tourism or GA Points (as the code base for the last two were based on Science). So if you have 24 trait tables (say) test half of them with Culture and the other half with Faith (picking a mix of changes and modifiers for each) and choose 8 at random for Science, another 8 for Tourism and the remainder for GA Points.

And don't forget to read post #175 before starting to test ;)
 
Crazy, but brilliant.

Just a "heads-up" - I've finished the analysis of the "yield related columns on tables that really should be secondary yield tables" and am looking at adding another 31 secondary yield tables

  • Unit_YieldFromBarbarianKills(UnitType, YieldType, Yield) (UnitPromotions.GoldenAgeValueFromKills)
  • UnitPromotion_YieldFromKills(PromotionType, YieldType, Yield) (UnitPromotions.GoldenAgeValueFromKills)
  • UnitPromotion_YieldFromBarbarianKills(PromotionType, YieldType, Yield) (Unit_YieldFromKills)
  • Improvement_YieldAdjacentSameType(ImprovementType, YieldType) (Improvements.CultureAdjacentSameType)

  • Belief/Policy/Trait_GreatPersonExpendedYield(XyzType, SpecialistType, YieldType, Yield) (Beliefs.GreatPersonExpendedFaith)
  • Belief/Policy/Trait_TradeRouteYieldChange(XyzType, DomainType, YieldType, Yield) (Policies.LandTradeRouteGoldChange, Policies.SeaTradeRouteGoldChange)
  • Belief/Policy/Trait_YieldPerCity(XyzType, YieldType, Yield) (Policies.CulturePerCity)
  • Belief/Policy/Trait_YieldPerWonder(XyzType, YieldType, Yield) (Policies.CulturePerWonder)
  • Belief/Policy/Trait_YieldFromBarbarianKills(XyzType, YieldType, Yield) (Policies.CultureFromBarbarianKills)
  • Belief/Policy/Trait_YieldFromUnimprovedFeature(XyzType, FeatureType, YieldType, Yield) (Traits.FaithFromUnimprovedForest)
  • Belief/Policy/Trait_GoldenAgeYieldModifier(XyzType, YieldType, Yield) (Traits.GoldenAgeTourismModifier)
  • Belief/Policy/Trait_GoldenAgeGreatPersonRateModifier(XyzType, SpecialistType, YieldType, Yield) (Traits.GoldenAgeGreatArtistRateModifier et al)

  • Belief_YieldPerOtherReligionFollower(BeliefType, YieldType, Yield) (Beliefs.SciencePerOtherReligionFollower)
  • Belief_YieldPerFollowingCity(BeliefType, YieldType, Yield) (Beliefs.GoldPerFollowingCity)
  • Belief_YieldPerXFollowers(BeliefType, YieldType, Yield) (Beliefs.GoldPerXFollowers)
 
Just for the record:
I played a game with the latest DLL and "my changes" (tryied to test as much tables as possible). I hadn't much time but, from what I could play, I didn't notice any problems.
I will continue to play when I can, reporting any issue.

About the "heads-up": as always, it's great!
 
Alright, v60 is fully integrated and seems to work correctly. Be on the lookout for unified yield-related bugs - there shouldn't be any (I've meticulously double-checked every line of code that was added or modified), but I'm human. So...much...code...

Whoward, this is some brilliant stuff. Crazy, but brilliant.

Also, I've fixed some things in the CP related to the Tactical AI, and made some adjustments to the happiness system (specifically the way that defense is calculated - it now only looks at buildings, mods and garrisons, not tech/pop). Bugs crushed, crowds cheer, etc. etc.

Links to beta CP and CBP below.

Cheers,
G

Links:

CP v58: https://www.dropbox.com/s/uzjaoqogaq4sk12/Community%20Patch%20%28v%2058%29.rar

CBP v8: https://www.dropbox.com/s/d6qmpw9m8wy7gns/Community%20Balance%20Patch%20%28v%208%29.rar


Is this a stealth update? Shouldn't it go into the Install page?
 
Can someone please check if

Policies.CulturePerWonder=2 is the functional equivalent of Policy_YieldChangeWorldWonder(YIELD_CULTURE, 2)

and

Policies.CulturePerCity=2 is the functional equivalent of Policy_CityYieldChanges(YIELD_CULTURE, 2)

TIA

W
 
Testing right now
Thanks

(but why they shouldn't?)
Because there is no guarantee that the old vanilla "culture hard-coded directly on buildings" actually works the same way as the newer (G&K/BNW) "culture in secondary tables", when the standard code doesn't implement YIELD_CULTURE in the specific secondary table.
 
Policies.CulturePerCity seems to have identical function of Policy_CityYieldChanges and both seem to work just fine.

Policies.CulturePerWonder works as intended.

Policy_YieldChangeWorldWonder has an issue I didn't notice before: it add +2 culture to every wonder (and this is fine), than add another +2 culture to a wonder every time I adopt a policy.
 
If there's anyone still here ...

V61 can be downloaded from here

Post #2 has been updated with what needs testing (I've randomly tested one or two yields in each new table to make sure they should work!)

The DB/API/UnifiedYields.xml file now has comments to point you towards the existing secondary yield table(s) or table specific columns that the new secondary yield tables mimic.

I'm not planning on filling in any more of the gaps in the Beliefs/Policies/Traits secondary yield tables (most of them are modifiers and they don't work well on integer yields anyway)

I'm also not planning on converting any more table specific columns into secondary yield tables.

However, I will consider specific requests for holes to be filled in and/or columns converted.

Enjoy

W
 
If there's anyone still here ...

How can you doubt our loyalty? :worship:

Sorry if I noticed the new post just now. I can't start testing right now, but I'll start tomorrow (with policies, if nobody will have tested it already)

bane_: Could you tell me what are you testing or have you already tested so I can test something else?
 
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