Enlightenment Era Compatibility

Fasil Ghabbi can be fixed but I think it's not possible to do it in VP&EE compatibility mod. It requires a change in Wonders.lua from original EE. And since this file isn't loaded into VFS, it cannot be overwritten. At least I don't know how :) Is there a way?
 

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How to fix Fasil Ghebbi
You need to comment out two lines of code from Wonders.lua. In function FasilGhebbiCompleted there is:
Code:
for pUnit in pPlayer:Units() do
    if tValidFasilGhebbiUnitDomains[pUnit:GetDomainType()] then
        if pUnit:IsCombatUnit() and ( <within range>) then
            <code>
        end
    end
end

Change it into:
Code:
for pUnit in pPlayer:Units() do
    --if tValidFasilGhebbiUnitDomains[pUnit:GetDomainType()] then
        if pUnit:IsCombatUnit() and ( <within range>) then
            <code>
        end
    --end
end

Actually, this line is strange. It is supposed (I think) to grant promotion only to Land units but there's no such limitation in Wonder description (Friendly units within two tiles of this city have +33% combat strength). If you remove it, it will grant the promotion to all your military units within 2-tile range from city.
 
[226610.750] Invalid Reference on Buildings.GreatWorkSlotType - "" does not exist in GreatWorkSlots
[226610.750] Invalid Reference on Buildings.MaxStartEra - "" does not exist in Eras
[226610.750] Invalid Reference on Buildings.MaxStartEra - "" does not exist in Eras
[226610.750] Invalid Reference on Buildings.MaxStartEra - "" does not exist in Eras
[226611.359] Invalid Reference on Building_ClassesNeededInCity.BuildingClassType - "BUILDING_EE_GALLERY" does not exist in BuildingClasses
 
Last edited:
(2) CBO first. Error it appeared when advance in Enlightenment Era. Also cannon is available after research field gun ( same caravel-carrack, galeon-corvette).
 
Pls find attached Version 9. It fixes small errors that I have detected during gameplay in the last couple days.

Changes in v9:
  • Reviewed all policies and made a few changes accordingly; as for now only 4 buildings are affected by policies:
    • Mercantilism: +2 sci & +2 cul from Weigh House
    • Humanism: +3 sci from Gallery
    • Socialist Realism: +2 cul from Gallery
    • Military Tradition: +3 sci & +1 cul from Drydock
    • Regimental System: +4 sci & +1 cul from Drydock
    • Military-Industrial Complex: +3 sci from Bastion
    • Creative Expression: + 2 gap from Gallery
  • Implemented usage of Unit_BuildingClassPurchaseRequireds:
    • Gunsmith is required for purchasing Gunpowder units from Industrial and Modern Eras,
    • Drydock for Naval units from those two Eras (actually Ironclad and Cruiser only :))
  • Changed: Decreased bonus for Academy, Salon and Weigh House from 15% to 10%; the logic of VP is to avoid % bonuses, there are only a few, usually with Wonders; so I think 10% will better balanced
  • Fixed: can't faith-buy EE naval units
  • Fixed: invalid references posted by Pedro
As for now the mod is fully integrated into VP. Techs are aligned, units & buildings are re-balanced, policies connected, textes updated, etc. I've just went through EE in my test game with no problems whatsoever.
I will open another thread and post the final version with a short overview of changes and some screenshots.
 

Attachments

  • (8) CBO-EE compatibility (v 9) [working 10.02].zip
    1 MB · Views: 141
Last edited:
(2) CBO first. Error it appeared when advance in Enlightenment Era. Also cannon is available after research field gun ( same caravel-carrack, galeon-corvette).
Hm, very strange. My order is different: (1) CP, <mods with no deps & EE>, (2) CBO, other-VP, (8) CBO/EE. And everything is perfectly connected.
Btw, what does it mean "cannon is available after research field gun"? You can produce both cannon and field gun? Also - check in TechTree what are upgrade paths and where these units are placed (in what techs).
Anyway, please try the following sequence:
1- turn off all mods and clear cache
2- turn on only VP 1-6 and activate them
3- go back to main menu, turn on EE & CBO/EE
4- activate them and start a game
 
Yes......
VP full with EUI
EE
CBO-EE

Tech is OK. Just obsolete tech for caravel, cannon and galeon is wrong. ( can produce caravel-carack, cannon-field gun and galeon-frigate at the same time ).
I mean v8......
 
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And......caravel-carack, galeon-frigate gap is to short.Just next tech.
For frigate solution is move to Warships.
For caravel- carack........
 
Yup, I agree with Frigate - already moved it to Warships, nicely coupled with Ship of the Line. Adjusted cost as well.
However, I'll leave Caravel-Carrack combo as it is. The similar combo is Corvette-Ship of the Line. So, basically there are more naval melee units. If Carrack will move to e.g. Exploration there's gonna be a triplet :)
 
Hotfixed Version 9.
  • Frigate moved to Warships; adjusted cost to 425 and SotL to 400,
  • Corrected ObsoleteTech for: Cannon, Musketman, Field Gun, Light Infantry, Uhlan and Caravel
I will not be doing any changes for some time. If possible, I would like the mod to be tested now by more people and hear their opinions.
 

Attachments

  • (8) CBO-EE compatibility (v 9) [working 11.02].zip
    1 MB · Views: 134
Fasil Ghabbi can be fixed but I think it's not possible to do it in VP&EE compatibility mod. It requires a change in Wonders.lua from original EE. And since this file isn't loaded into VFS, it cannot be overwritten. At least I don't know how :) Is there a way?
Why would this file not be loaded into VFS? A file doesn't have to be set to true does it not for it to override something.
 
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