DLL - Unified Yields

How can you doubt our loyalty? :worship:

I wasn't :) It was more of a "tumbleweed check" - as it has been over two weeks since I'd posted that this stuff was getting ready for testing (real life can be a right pain in the modder's butt sometimes!)
 
Tested Policy_CityYieldFromUnimprovedFeature

I don't know if this is intentional but it gives always the same yield (I set it to 1), no matter how many unimproved features (forests in my test) are near the city.

Important:
The yield is given only if that feature was owned on city foundation (so, in the first city radius ring). If it is aquired later, no bonus yield.
No bonus yield even if the policy is adopted after the feature tile is aquired.

The tourism yield seems to work, but the top panel is not aware of that (and the usual advisor screen that appears when you first begin to produce tourism doesn't appear).

Everything else seems to work fine.
The yield increase is added to the top panel and in the city view but, when overing the mouse on it, the unimproved feature yield is not shown neither calculated in the tooltip (but I thin it is intentional)

EDIT: except for the faith, where it says "+1 from traits".
 
The three "_CityYieldFromUnimprovedFeature" replicate the "FaithFromUnimprovedForest" trait (celts) so yes, it's restricted to the 6 tiles immediately around the city and it's +1 for one or two features in those tiles, and +2 for three or more.

EDIT: with the +1/+2 multiplied by the value of the Yield entry

Re the tooltips, see post #175, item 6
 
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.

Think I've tracked this down, should be fixed in (the as yet unreleased) V62
 
...replicate the "FaithFromUnimprovedForest" trait (celts)...

I didn't remember this detail of Celts UA :)

Think I've tracked this down, should be fixed in (the as yet unreleased) V62

Good!

EDIT: with the +1/+2 multiplied by the value of the Yield entry

I tested it, works fine: +3 yield with 2 forests become +6 with 3 forests.

NEW TEST:
I tested Policy_UnimprovedFeatureYieldChanges

Everything works just fine!

Note: If I remember correctly the top panel is handled by LUA in the UI too, but are you sure the tourism in the top panel shouldn't appear anyway?
 
If I remember correctly the top panel is handled by LUA in the UI too, but are you sure the tourism in the top panel shouldn't appear anyway?

I've not updated any of the tooltips, so it will depend on how the original Firaxis code detects/implements the specific yields. Given that the tooltips need a complete overhaul (in both Lua and the DLL) it didn't seem worth the effort of making the changes in the DLL (aspecially as Gazebo is doing some work on them anyway and it was bound to cause conflicts)

And before the tooltips are overhauled, it would be prudent to change all yields internally to be "times100" and not just the few (food/prod/gold IIRC) that Firaxis needed.
 
Tested Policy_GreatPersonExpendedYield:

Everything works just fine (just to be clear: this table, as the other two, were tested with all the yields).
 
I don't know if this is intended for v61, but the base gold for the receiving city of a trade route has been removed. This wasn't in v59 or any previous versions I've used.

Here's a screenshot from v61: http://imgur.com/97Oylmf

Edit: Just realized I accidentally posted this here instead of the DLL-Various Mod Components thread. For clarification, I was using that and not any of the other Community Patch mods.
 
Bad News: Policy_YieldFromBarbarianKills doesn't seem to work at all.

No yield from killing barbarians, not in owned, not in neutral territory, not at all.
Tested with all yields. (database log and lua log clean)
 
Tested Policy_GreatPersonExpendedYield:

Everything works just fine (just to be clear: this table, as the other two, were tested with all the yields).

Cheers, posts #2 and #3 updated
 
Bad News: Policy_YieldFromBarbarianKills doesn't seem to work at all.

Odd, as this definitely worked for Culture, oh well, looks like I broke something while fixing something else!
 
Policy_TradeRouteYieldChange

Tested with all yields, both on land and sea trade routes

All yields work except Food and Production

Tested observing construction progress of a building and growth of the city on many turns. No production or Food was given to the city.
 
Bad News: Policy_YieldFromBarbarianKills doesn't seem to work at all.

I've rechecked this and it is working. Don't forget that the Yield value is a percentage of the combat strength of the unit killed, so if you're testing with values in the 1-5% range, you'll need to be killing Barby Riflemen or better to see any values.

Same is true for all the other "...FromKills" tables
 
Sorry Whoward, my mistake. :blush:

I didn't know about the percentage, I thought "Yield" meant the simple amount earned so I set it to "2".

I tested it again and all the yield work but how exactly the percentage works?
I set it to "50", so, if I understood correctly, I should obtain a yield equal to half the strength of the defeated unit.
In my test, I defeated a Barbarian Brute (strength=8) with a Longswordsman and I obtained 8 Yields, don't you think it should be 4 ?
 
Sorry Whoward, my mistake. :blush:

I didn't know about the percentage, I thought "Yield" meant the simple amount earned so I set it to "2".

I tested it again and all the yield work but how exactly the percentage works?
I set it to "50", so, if I understood correctly, I should obtain a yield equal to half the strength of the defeated unit.
In my test, I defeated a Barbarian Brute (strength=8) with a Longswordsman and I obtained 8 Yields, don't you think it should be 4 ?

I've added a comment into the UnifiedYields.xml file for each of the Kills tables, as it really is not clear unless you know a) what the original column does and b) how I coded it!

V62 can be downloaded here - post #2 updated with what's left to test

What did the float up say (you'll have to keep the combat in view for half a second or so)? 4 or 8?
 
If you mean the number who appears after the combat (after health loss and experience), it indicates 8.
 
Hi, Whoward.
Real life kept me busy but now here I am with 3 new fresh tested tables :):

UnitPromotions_YieldFromKills
UnitPromotions_YieldFromBarbarianKills
Unit_YieldFromBarbarianKills

They work, you can delete them from your list

Tested with all the yields (except n/a ones, of course)

I've also re-tested this:
Policy_YieldFromBarbarianKills

Same problem as before. I set "50", but killing a barb unit of strenth=8 gave me 8 yield.
 
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