Help with VP modding

ScooterDWiebels

Warlord
Joined
May 1, 2016
Messages
132
Location
CA
I am brand new to modding. I have been looking at adaptations to older modded civs to work in VP.

My first question is there a schema for the database the game uses so I can be more confident in my SQL changes?

another question do I need permission from the original modder to offer a patch for VP to their mod?

Most of the patches I see are just small DB changes and maybe a LUA function or 2 (even though I never worked with LUA I've been a C++ coder for years)
 
for SQL the schema is like the tables I guess, Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Core Tables - most everything is laid out in CoreTableAdditions and CoreTableEntries files. anything thats not there ( a huge amount actually ) is from vanilla game and is spelled out in the original game installation files

per user agreements i think any modding work is for the legal rights to Firaxis only, so people are generally civil and ask each other for permissions and thanks etc but strictly speaking no you dont need permission from anybody for using any of their mod, ever, its all freely distributed

if youre looking for a small lua project to work on to get your feet wet, i have a very simple project that needs doing but i am clueless on lua, however almost all the work is already done just needs some editing to behave the way i want it to =)
 
... so people are generally civil and ask each other for permissions and thanks etc but strictly speaking no you dont need permission from anybody for using any of their mod, ever, its all freely distributed
lol
 
What does that mean? You don't think people generally ask for permissions, or you disagree with not requiring permission.
 
That's supposedly the etiquette, but considering the CP history... there was some clashes with some modder and another modder. :love: The justification was that he was getting tired of getting bugs from another modder. He didn't want to do the extra paperwork and such.

Also there are some civ makers that just refuse you to incorporate their civ right along your compatibility set(but if it's usually JFD he wouldn't mind however other modders might say otherwise), so I'm forced to make dependencies change(fairly understandable, but much harder to make).
 
That's supposedly the etiquette, but considering the CP history... there was some clashes with some modder and another modder. :love: The justification was that he was getting tired of getting bugs from another modder. He didn't want to do the extra paperwork and such.

Also there are some civ makers that just refuse you to incorporate their civ right along your compatibility set(but if it's usually JFD he wouldn't mind however other modders might say otherwise), so I'm forced to make dependencies change(fairly understandable, but much harder to make).

I'm not yet ready for distribution and the packaging of MODS is one place prone to error (folks could learn from linux packages). Right now I just installed sqlspy and found the cache db files (really big help)

I am working with a mod right now to make it VP compatible. I'll make it public if there is interest in it. Is this a good place to discuss details of a custom mod?
 
I am looking for the API to some of the Community Patch's system changes. For instance, how do I configure the calculation for intercity religious pressure? The only table column I found is one called RELIGION_ADJACENT_CITY_DISTANCE in Defines. This is not a self-documenting name, and it's definitely not all of the data about maximum pressure range and how pressure tapers off with distance.

A lot of VP development has captured the priorities of CP changes to suit the agenda of the CBO, such as with documentation, which has been a damage to the former's modularity and quite unfortunate.
 
I am looking for the API to some of the Community Patch's system changes. For instance, how do I configure the calculation for intercity religious pressure?

it would appear the original pressure is technically unchanged with VP, hence the lack of documentation

https://forums.civfanatics.com/thre...ferent-from-vanilla-bnw.606706/#post-14590169

but yeah, the end result is drastically different when they replaced "radio wave" religion. and someone already mentioned that should have been beyond the scope of changes made to CP but G defended it by saying it increased performance. But whoever is in charge of the wiki should certainly include that in the short list of changes CP makes to the vanilla game.
 
Every religion pressure is essentially a "unit" and then moves 6 units. How strong is it I forgot. Roads and railroads definitely increase its distance, but not its strength (although it seems like it). This means naval religious pressure becomes non-existent and requires you to use missionaries or naval trade routes to spread to other continents.
 
This means naval religious pressure becomes non-existent and requires you to use missionaries or naval trade routes to spread to other continents.

trade route pressure is basically a joke in VP now. it was already outdated when the change from radio waves came in, and to add insult to injury you can only send 1 trade route per city now. so... just missionaries heh
 
But whoever is in charge of the wiki should certainly include that in the short list of changes CP makes to the vanilla game.
Nobody. That's why it is outdated, it is sometimes members of this forum that update it, but nobody is in charge of it.
(Well technically there is a person in charge, which is allowed to add "feature" in the wiki. If you need any, just make a Github post.)
Main problems are:
1) It is a HUGE job
2) Some pages require a fine understanding of the underlying code
3) Frequent update of the mod are easy to make you give up
 
The wiki will become a whole lot more useful when changes stop happening so often
 
it would appear the original pressure is technically unchanged with VP, hence the lack of documentation

https://forums.civfanatics.com/thre...ferent-from-vanilla-bnw.606706/#post-14590169

but yeah, the end result is drastically different when they replaced "radio wave" religion. and someone already mentioned that should have been beyond the scope of changes made to CP but G defended it by saying it increased performance. But whoever is in charge of the wiki should certainly include that in the short list of changes CP makes to the vanilla game.

Every religion pressure is essentially a "unit" and then moves 6 units. How strong is it I forgot. Roads and railroads definitely increase its distance, but not its strength (although it seems like it). This means naval religious pressure becomes non-existent and requires you to use missionaries or naval trade routes to spread to other continents.
Well that would be nice but it's not true. Religious pressure might be +8 or might be +2. Mostly I see incredibly weak pressure everywhere, almost not worth keeping track of.

The other thing I want to find is capturing another player's religion. I just want to disable that.
 
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