Future World Compatibility

I get CTD when AI ore me is comming to tec Computer Networks :(

edit : i use v1 whit future worlds
 
Hey Quetz, as of right now it is working with the latest beta of the CBP. I am using the new techs and units effectively. I am, however, not running any of JFD's mods. I am not sure if there is something incompatible with his suite of mods and this.

On my next game I might load them up and check it out. The weird thing is is that when I was getting crashes it always happened in the modern era.

I don't think it adds any policy requirements for FW mods. It doesn't do any rebalancing so honestly it isn't balanced for CBP. I think the main thing it does is rearrange the tech tree to fit with the CBP tech tree.
 
At DankMemes I don't think so but I haven't tried.

Also I replicated the crash on researching computer networks. The reason it does this is that it is not integrated into the tech tree correctly and has no prerequisite techs.

I honestly don't think we will see any updates of this though unfortunately though. It was fun while it lasted.
 
For the latest non-beta version of CPP (3-9), is there anyone having the trouble of CTD the instance you research Cloning?

Most of the times it also not allow you to research Cloning, only the 2 techs below, which make progress this game further a problem.

Hoping someone will look into this thread and update the compatibility file accordingly.
 
I can try to make the compatibility with Enligthenment Era standalone. I wonder if one can intercept/block xml/sql statements from the main mod, would make this easier.
 
I made a standalone (beta) compatibility for Enlightenment Era and CBO.

Here is the techtree that tries to stay close to the CBO design:

Spoiler :

DPbfQkO.png


barrizqi seems to have some more things that are being unlocked around this era, but it could be from JFD's mods.

Keep in mind that these changes are made with a rule-of-thumb estimate due to lack of time for thorough playtesting, so any feedback and bug report is encouraged so I can change things to be more balanced :)

Potential issues
Haven't tested with other mods like JFD's gameplay mods, but I'll try to fix issues if some will arise. Also not too sure if there will be load order problems since I don't have indepth knowledge of it. I always enabled full Vox Populi first and then the Enlightenment Era.

Changelog:

  • added some missing flavors for wonders
  • added missing GPP-Modifier to Manor
  • removed traderoutebonus from Weigh House
  • fixed reference of the EE Smithsonian
  • added rudimentary lua code to Fasil, Versailles and Kronborg so that their abilities are more close to the text descriptions (needs more testing)
  • adjusted Torre to have effect more in line with the text
  • added and adjusted wonder policy requirements
  • adjusted all kinds of costs
  • tried to fit in most of the units and upgrade paths (may have missed some)
  • removed Surveyor, EE Cuirassier and the EE Cruiser
  • removed EE Crystal Palace
  • changed American UB back to the Moma because of having the EE Smithsonian
  • added rudimentary icon for the Mausoleum due to same icon as EE Wat Phra Kaew
  • changed EE Summer Palace to Tower of Buddhist Incense
  • added RER Twohanded-Swordman and Gripsholm - thanks zwei833 and also Pouakai and sukritact for allowing other modders to use part of RER!
  • implemented and changed missing policy adjustments

Also tried to make sure to get the CultureOverview from CBO to be the one used, but my attempt at overriding doesn't seem to work :(
 

Attachments

Was gonna experiment with files :crazyeye: but thanks a lot, Xony for the work well done. I'll try testing it if I have a chance along with JFD's Gameplay Mods. Also thanks for the update for Unique Cultural Influence before :)
 
I appreciate it :) If something doesn't work or the numbers are not ideal with my updates, just tell me and I'll try to change it.
 
Some Unit errors I noticed:

Explorers upgrade to Adventurers but not to Zeppelins afterwards.

Caravals upgrade to Carracks which can't enter the Ocean.



Now on to Buildings. This is where reworking is needed. The following Buildings need a greater purpose to fit into CBO:

Tavern part of the old Happiness Building line. Could be another general purpose building like the Arena.

The Bastion is weaker than Walls. While we could give some higher numbers, would that make Cities too strong?

The Weigh House is fine.

The Manor seems fine even if it is weaker than the Garden.

The Salon and Academy also seem fine if they stay exclusive from one another.


The DryDock needs to be changed to require the Harbor instead of the Seaport. Not even the MineField requires the Seaport.

The Gunsmith needs to be cheaper or give a greater effect.

I wouldn't know what to do with the Theatre or the Clothmill.

We could give the Gallery the Museum's effect of boosting GArtist Rate and Guilds. The Museum gives Culture per Pop and has Theming Bonuses.
 
Gonna fix those. Its odd that the Adventurer upgrade doesn't work since I made the same sort of entry for it like with the Explorer.

Hmm, just saw that the Menagerie is requiring the Circus from the CBO I think, while EE wants the prereq to be the tavern. What fits better? Any suggestions for the general purpose part of the Tavern?

Hmm, it could. If cities get too strong, maybe I can try to up the strength of all Units beginning with the Enlightenment Era. Could make the strength gaps between the upgrades more meaningful, since fitting more units in the upgrade paths meant having smaller strength jumps. Have to rely on you guys for number balance since I don't play the game at a very high level.

I can bump the Manor if you want or add some other effect. Right now it's just what the ingame text from EE describes.

Will change the Drydock. For the Gunsmith, would giving units build in the city 10 xp if they're of UNITCOMBAT_GUN be good or just buffing the existing effect?

You mean just shifting that bonus over and leave anything else alone? Sounds good to me.
 
EE doesn't add any Faith or Science buildings.

The Tavern could give various buildings Science to be like the Arena. Make it an alternative to the Circus.

The Manor seems fine just boosting GP points rate.

The Gunsmith giving Gun Units XP in addition seems good.

As for the Cloth Mill, it's available as the same time as the Windmill. An era before Factories and Train Depot/ Seaport. It gives a nice +10% Production, maybe it's fine. Make it part of the Production line and have it boost Plantations instead of specific Resources. There was supposed to be an effect of +1 Gold on Plantations anyway.

The Theatre could have 2 Slots for Writing, but that would make the Globe Theatre seem weaker. It could have another Writer Slot or just give GWriter Points.
 
My analysis and suggestions:
Buildings:
Tavern: Need change the Happiness to something else.​
Theatre: Remove the specialist. Add some bonus to be like Museum and Broadcast Tower, maybe "+1 Culture per 6 Citzens" and no base culture. Two GWs would be cool but as phantomaxl said, probably will make Globe Theathre weaker. (Edit: I think an extra slot for GW is better than a Writer Specialist because it fits better in CBP)​
Gallery: Choose one as base: +2 Culture or +10% Culture in city. Take from Museum: +33% GArtists rate in city and +1 Gold to All Artists Guilds. (What about putting this one at guilds?)​
Manor: Ok, but looks mere.​
Salon / Academy: Academy will probably allways be stronger in CPB because (if I remebered right) it's the only "normal" building that gives bonus percent science. (however if you'll build Smithsonian Institute this is different). (I have a weird idea, if the Salon gives +25% G Artists, Writers and Musicians and the Academy +25% G Scientists, Merchants and Engineers?)​
Weigh House: Looks ok.​
Gunsmith: Maybe could give more bonus (20-30%) to Production of Gunpowders since it's the only thing that it gives or add some other bonus.​
Cloth Mill: +1-2 Gold from Plantations looks cool.​
Bastion: I think the "Wall-line" needs a little bit of a remake.​
Drydock: It should require something instead of Seaport because it's in an adjacent Tech.​

National Wonders:
Tower of Buddhist Incense: Fix it as a CBP NW.​

Wonders:
Gripsholm Castle: Probably just remove the Great Artist point. Maybe add some free building.​
Topkapi Palace: Ok.​
Versailles: Ok, maybe could give a free Manor.​
Wat Phra Kaew: I don't know if it's me but this +2 Science from religious buildings looks too high.​
Torre Del Oro: Looks ok.​
Smithsonian Institute: What about if it gives GW of Writing instead? Maybe 3 and a free GWriter.​
Kronborg: What about a free Admiral? (I think there aren't a free GAdmiral wonder).​
Fasil Ghebbi: Looks ok.​

Policies:
Rationalism requires Enlightenment but Imperialism and Industry requires Renaissance.​

Cultural-GWs Buildings line idea:
Amphitheatre, Gallery and Opera House require Monument.
Theatre require Amphitheatre, Museum require Gallery, Broadcast Tower require Opera House. Hermitage require Museum (or maybe requires Amphitheatre, Gallery and Opera House).​

Techs:
What about removing one tech from Renaissance and one from Enlightenment? this way is easier to balance (more like CBP), both of them will be 9 techs eras and then we don't have techs that looks whortless like Manufacturing, Warships and Armour Plating. Could do the same for Industrial Era.​
 
Changelog:

  • fixed Adventurer not upgrading
  • Carracks can enter oceans now
  • Tower of Buddhist Incense should now be more like a CBO NW
  • Drydock now requires Harbor
  • Bastion buffed
  • Tavern reworked, dunno if good like this
  • Gunsmith now also gives 10 xp to gun units
  • Gallery gains Museum boosting effect
  • Theatre now gives Culture per 6 pop instead of flat
  • Kronborg Culture removed, gives a Great Admiral
  • Gunsmith now gives 25% bonus production to gun units

I'm not totally sold on the Cloth Mill change you guys are suggesting. Getting a boost on my banana plantation because of having a Cloth Mill feels weird to me.
The suggestion of the new culture-GW building line is pretty interesting. Also the change with the techs could be considered.

I was in a hurry with this, so hopefully it works fine. I'm out of town for the next few days.
 
The Carrack only has 3 movement while the Caravel has 4.

The Ship of the Line (Naval Melee Unit added by EE) has not been integrated into the line properly: it costs Iron.

The Bastion only gives 0.8 CS. Defensive buildings need to have 100 to give 1 CS.

The Tavern should have another buildings for it's Science bonus cause it's only 1.

Rationalism shouldn't require Enlightenment Era. The other 2 Renaissance Policies are good enough.
 
I don't have any balance recommendations, I may after a few playthroughs with future worlds and enlightment era FINALLY compatible with Vox Populi.

Just wanted to say thanks to everyone who worked on this project. I appreciate all that you do.
 
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