KlHannibal2
Prince
- Joined
- Aug 12, 2021
- Messages
- 411
I had IGE active and I did not get atolls from capital or generals. I only got the graphics but no yield and no GPTI could be constructed there.
I had IGE active and I did not get atolls from capital or generals. I only got the graphics but no yield and no GPTI could be constructed there.
I played several times with and against Nan Madol, no particular bug on the atolls (I hadn't seen the fishing boats).Very odd. The main thing is that the atolls work as intended, I agree that its some weird mod interaction causing the bug for me and others. My next best guess is some interaction between the communitu script and more resources mod, but I'd need the other folks who encountered the bug to confirm if they were using the latter mod.
I had IGE active and I did not get atolls from capital or generals. I only got the graphics but no yield and no GPTI could be constructed there.
If the atoll is there but it's not appearing graphically save the game and reload.I also have the issues with atolls not spawning the feature that actually gives the resources, just the graphical part, and I am running a very spartan mod list, of which the only one being ran which isn't listed in jarcast2's list is More Unique Components.
Other way around. The dummy improvement, the graphical part as I referred to it, is the only thing that gets spawned; the actual part that has the output tied to it, the "real" atoll, does not.If the atoll is there but it's not appearing graphically save the game and reload.
It's not a thing that I can control. When you edit the map (try with IGE turning a flat tile into a Mountain or viceversa) changes come into effect by reloading.
RemoveWhenComplete=1, CreatesFeature='FEATURE_ATOLL'
The dummy improvement as well as the GG improvements have the following qualities:
that are sql table entries added by the VP dll.Code:RemoveWhenComplete=1, CreatesFeature='FEATURE_ATOLL'
If they don't work as intended for you (assuming you use the latest VP version) then I have no idea why but the answer may lie in how those mechanics were coded in the dll.
You have problems in your install. I have many mods more, and it shows and works as stated by jarcast2.3.6.2 is the most recent version, correct? If so, yeah, I'm using the latest version.
The "atoll" is listed as an improvement on the mouseover tooltip, and if viewed in IGE+, is under the improvements category, not the features and wonders. Neither the spawn from the capital guarantee nor Nahnken work, and the Nahnken one is the IMPROVEMENT_JAR_NAHNKEN_IN one, in-case that's relevant. I've not gotten to see whether if the Kepidau does or does not work for certain.
With which? VP or Nan Madol? I have had this issue through multiple (and seeing as I'm pretty sure VP wipes itself on reinstalls and I don't keep old mod iterations floating around in my directory) fresh iterations of both -- I've tried using the civ to see if it was working correctly for me since it originally released. If y'all think that's the issue, I'll take your alls' word for it, and I'll continue troubleshooting it on my end, but from what I've done that doesn't quite make sense to me.You have problems in your install. I have many mods more, and it shows and works as stated by jarcast2.
Thanks for the feedback.Still Atolls spawned by the Nanhka and the Kepidau have an "atoll" improvement on the tile but still are not actual atolls as far as the tiles goes, it has the graphics. According to IGE+ they are none but have an improvement called Atoll on them, that appears to do nothing -- there are even three different atoll improvements. Not sure what they all do. But it doesn't count as being an atoll tile or give atoll yields. I don't know why it works for some people and not for others. I cleared the cache, reinstalled and so on, run up-to-date addons. Don't know, don't really care. I just fix them manually with IGE+. As in setting them to Atoll instead of none. It's weird but it's not really an issue for me or as far as I am concerned.
To make it as clear as I can -- they, the tiles, have an improvement called Atoll, but they do not have the feature called atoll. Which is what gives the bonus the yields. The feature is called "none". If you go by IGE+ it's under "features and wonders" on the edit map tab. It says none instead of Atoll there. But it has an improvement, same tab, called Atoll. That doesn't really do anything as far as yields are concerned.
Normal from the start atolls work fine, they give the yields, they culture bomb when you get them etc etc.
Upha works if the attacking unit is within 2 tiles of the Nahnken, regardless of the position of the killed enemy.The uhpa works a bit wonky, sometimes it doesn't seem to work. Sometimes it seems to work at 3 tiles instead of two. Had it next to a frigate that bombarded two tiles away, didn't count. I guess this is then 3 tiles away from the nanhka. But an archer that shot a unit two tiles away did give, a melee ship that took a unit next to it gave. I'm not even sure if it's being next to the unit when you kill or if it's being next to it as you start your movement, it's so far my main theory or explanation as to why it sometimes work and sometimes it doesn't. I'm not sure if it's from the nanhken or from the unit that kills that is within range of the nanhka. It might be both, it has to be within range of the nanhka and the the unit you kill with has to be in the range to or something. It's something I should pay more attention to, it's easier in the start of the game as everything is just melee or range1 slingers. but gets harder later as you extend your kill range.
The uhpa doesn't stack either if you have multiple nanhken in range of a unit. I had two on top of each other and only one of them gave the bonus.
I had tested it for my reforestation mod but as it didn't work, @adan_eslavo replaced it with lua.Thanks for the feedback.
Unfortunately I cannot replicate the issue so I advice you to file a bug report on Github ( https://github.com/LoneGazebo/Community-Patch-DLL/issues ) mentioning that the Improvements table entries "RemoveWhenComplete" and "CreatesFeature" are not always working as intended because, respectively: 1) the fake atoll improvement is still there 2) the atoll feature it is supposed to create is not there.
It's a bit of a peculiar case because I noticed my mod is the first one using that code, as it seems there are no precedents in VP and other modmods.
LMAO, hello, my fellow Italian compatriot! Always beautiful to see this kind of nice words in foreign language sites =)EDIT: porcodio.
I also found out why for some players the atoll spawn doesn't work.I had tested it for my reforestation mod but as it didn't work, @adan_eslavo replaced it with lua.
UPDATE CustomModOptions SET Value = 1 WHERE Name = 'IMPROVEMENTS_EXTENSIONS';
ciao connazionaleLMAO, hello, my fellow Italian compatriot! Always beautiful to see this kind of nice words in foreign language sites =)
Upha works if the attacking unit is within 2 tiles of the Nahnken, regardless of the position of the killed enemy.
The fact the production bonus doesn't stack is normal. It depends on the defeated unit, which is one, so you get it only once. It would have been weird otherwise.
Good news about the Atolls. Will test it later this week. But I guess it should be fine.
The only other thing I really found so far, beyond what I find to be somewhat inconsistent results with the slave taking buff, is that there doesn't appear to be a cooldown on buying Nahnken great people for faith later in the game, not sure if its intended or an oversight. The only limiter is the amount of faith you have and/or generate. Compared to normal great people that have a cooldown if you buy one of them you can't buy another nomatter how much faith you have. Also it's disconnected from normal great people in that you could by any amount of Nanhken and also one great person on the same turn, if you only have the faith generation or accumulation.
I assumed this was the case but my results in practice are somewhat mixed. To the best of my testing it appears that the slavery things does seem to require that you start within the two tiles range. I used Explorer units that move from far away into the zone and still don't get it when they do an attack/kill. So the tile they stand on when they do the attack have to be within two tiles, it's not enough to be within the range when the attack and kill is complete. So a unit that appears to be in range 3 from the Nanhken and attack into range 2 doesn't always appear to be generating the slavery yield. Ranged units doesn't do it and melee units doesn't do it either even if the melee unit will end up inside the range2 once done, while the ranged will remain stationary so shouldn't do it. Weird thing is that sometimes it does appear to work and other times it doesn't. So the result isn't really consistent in that regard. I have very inconsistent results with Frigates for some reason when they bombard units to death. So it's weird. It mostly appears to be working as intended but sometimes when I think it should have worked it doesn't. But it could be an error on my part. It doesn't appear that anyone else mentioned it so perhaps it's just me.