Hi all,
here is the new version for the Complete Edition as BETA :
Hulfgars Modpack for BNW CE 6 (v 6)
You will need the new versions of the art packs as well :
Hulfgars Modpack ArtFiles (v 4)
Hulfgars Modpack ArtFiles Modern (v 3)
What's new :
Coding :
- Switched the data saving from SaveUtils to TableSaverLoader from Pazyryk and the TSL Serializer from Darkscythe.
- Replaced the improvements code using Events.SerialEventImprovementCreated.Add" by "GameEvents.BuildFinished.Add".
While "Events.SerialEventImprovementCreated.Add" relies on the spawning of the graphic "GameEvents.BuildFinished.Add" relies on the build action.
In the 1st. case the AI would get benefit of the improvement only if the human player could see this improvement.
In the 2nd. case the event is triggered whenever a player (AI or human) finishes a build action anywhere on the map.
Note : "GameEvents.BuildFinished.Add" is available only since BNW and only for BNW.
Wonders :
Castel del Monte : Available with Chivalry, provides a free Castle in the City, the city must be on a Hill.
+2 Tourism and +1 Gold upon discovering Flight. 1 free Pikeman upon construction.
Cannot be build in the same city as the Himeji Castle.
-33% unhappiness from the number of cities in the empire.
Can host 1 Artifact
The Holy War is now a World Wonder limited to 14 exemplar (1 per religion).
This should allow for the splash screen (not tested yet).
Buildings :
Removed the Nuclear Reprocessing Plant
Removed the Synthetic Petrol Plant
Improvements :
New : Synthetic Petrol Plant :
Requires 12 Coal and will provide 6 Oil and 6 Kerosene.
If you don't have the 12 Coal you will see the improvement but it will not give oil and kerosene.
Should you have enough coal later the improvement will then work. If you loose the 12 coal it will stop working!
Will leak some nasty Chemical Waste if pillaged! (uses the fallout feature for now)
The Plant will keep leaking until it is repaired!
Must be build on Flatland, cannot be adjacent to another Synthetic Petrol Plant.
Remember that in this mod units ending their turn on Fallout will take 25 damage!
It uses the Industrial Site skin from BouncyMischa.
New : Nuclear Reprocessing Plant
Connects Uranium to the Empire and provides an extra + 5 Uranium.
Production +1, Science +1
Will generate Fallout if pillaged ! You must repair the Plant before cleaning the Fallout.
Remember that in this mod units ending their turn on Fallout will take 25 damage!
It uses the HERC skin from BouncyMischa.
Mine on Uranium :
Will generate Fallout on its hex if pillaged ! You must repair the Mine before cleaning the Fallout.
Removed the Remote improvements mod
Units :
Renamed the WWII Era Special Forces "Commandos"
Added the Special Forces, modern upgrade of the Commandos, can be upgraded as X-COM if the Mech units are enabled.
Special Forces skins : Civ4 skins made by Mechaerik of CFC, converted to Civ 5 by Wolfdog
Added custom skins for the Austrian and Swedish Early Jet fighters
Added custom skins for the Austrian and German Dreadnought. Original Civ 4 skin by Wolfshanze conterted to Civ5 by Wolfdog.
Removed the Contractor.
Reworked the Barbarian sub-mod to maximize compatibility with "
Barbarian Immersion Enhancements" from Leugi
Compatibility :
The mod is still compatible with IGE,
however : if you use IGE to spawn some custom improvements it will NOT trigger "GameEvents.BuildFinished.Add".
This means that you will get the improvement but not it's custom production (= no kerosene, no extra oil or uranium, nothing from the bio-refinery).
If you want to use IGE to quickly get an improvement do the following :
- spawn a worker
- build the improvement with the worker
The same is true if you want to destroy/remove/replace a custom improvement : do not just remove it with IGE
- spawn a worker
- replace the improvement with the worker
WARNINGS :
Requires Hulfgars Modpack ArtFiles version 4 and Hulfgars Modpack ArtFiles Modern (v 3)
NOT COMPATIBLE WITH EARLIER SAVEGAMES
Only for "Brave New World" (no vanilla or G&K is planned because some features are possible only with BNW)
Before you install and play this mod :
- delete any previous version of the mod
- clear the cache folder
This is a beta, planned for the release version is :
Custom notifications in case of fallout or chemical waste release
Custom build buttons for the new improvements.
The mod compiled in a installer by
Onmy6
Eventually the Nuclear Reprocessing Plant will become an improvement of the same kind of the Synthetic Petrol Plant : not bound to Uran mine and if not connected to an Uran supply it will not work.
This will depend of your feedbacks and tests.
Bug reports :
If you find something not working please I will need :
- the log files (Lua.log, xml.log, Database.log)
- a save game would be nice
- the list of the mods you were playing with this.
I have the feeling that the mod takes longer to load.
For now I don't know if it's a bug, the size of the mod or my PC.
For an easier debugging I use a lot of "print" statements in the Lua code (to make it short : at each turn the improvements are checked to see if the player (AI or human) still gets the resources. The result is "printed" in the file Lua.log, you don't see it ingame).
Those "prints" can slow down the game in the end stage when the map is full.They will be disabled in the release version.
Special thanks to DARKSCYTHE who teached me a lot about Lua coding and answered all my questions.
Without him this version would not have been possible!
Now going to do the same on the Industrial Warfare mod