JFD's Custom Civs CPP General Discussion

Tried out one of your civs the other day (wasn't with the latest version of CPP, but I don't think anything changed since then).
Anyways the civ in question was The Kingdom of Egypt (Hatshepsut)

I'm going to start by stating what I don't think is working as intended and then I'll throw in some things that I find rather odd.

Anyways things that probably aren't working as intended.

The Burial tomb requires pottery to unlock (shrine in CPP requires no tech). The burial tomb costs like half of what a normal shrine costs in CPP, I personally think this is fine, as I didn't really find it amazingly useful, but I still don't think it is intended :D.
The Burial tomb gave me golden age point for won battles (like the CPP burial tomb).

The merchant barge WLTKD interaction seemed kinda off, the interface told me I was supposed to get 14 turns of WLTKD for one trade-route, and full WLTKD for another route, but my city never got more than 3 turns at most.


Things that I found a bit odd.

Needless to say I probably did not get the merchant barge working to its fullest capability because of the above mentioned bug, but I found it pretty underwhelming as a unique. Was it supposed to do anything else besides the WLTKD thing?

I found the Unique Ability slightly underwhelming to be honest. Sure getting a few free cargo-ships is nice, but sea-routes aren't that common (not to mention they are pretty weak in CPP). Barbships are really common on high-water maps and coastal cities to trade with are rare on high-land maps.
Discovering coastal cities from meeting players is nice, but a lot of the time they only have their capital up by the time you meet them, and just discovering a capital isn't very useful (if it is even coastal).


This sounds really negative but please don't take it that way :D
 
Our Glorious comrade Putin does not give a bonus to production, food, culture, or golden age points when acquiring tiles from his Imperial Legacy bonus.

What I mean is, when I select the social policy of tribute (In the Honor Tree), which gives me +15 food and production when I acquire a tile through culture, does not apply to the extra tile from Putin's UA. This also probably includes the 'Lebensraum' social policy in the Autocracy Ideology, which gives golden age and culture when expanding borders. I have not tested lebensraum.

Also, my spetsnaz upgrade into cheapo Mech Infantry, I have some modding experience (very little), so I've increased their combat strength to 85 and moved them to telecommunications. This is just a heads up in case I screwed up something on my end and messed with Putin's UA. I didn't change anything else. They still upgrade into Mech infantry. . . probably because that's just what Marines do in the community patch.
 
Our Glorious comrade Putin does not give a bonus to production, food, culture, or golden age points when acquiring tiles from his Imperial Legacy bonus.

What I mean is, when I select the social policy of tribute (In the Honor Tree), which gives me +15 food and production when I acquire a tile through culture, does not apply to the extra tile from Putin's UA. This also probably includes the 'Lebensraum' social policy in the Autocracy Ideology, which gives golden age and culture when expanding borders. I have not tested lebensraum.

I don't think they should, Tribute and Lebensraum only works on natural border expansion, the bonus-tiles from the Putin UA are not natural.
 
I don't think they should, Tribute and Lebensraum only works on natural border expansion, the bonus-tiles from the Putin UA are not natural.

Well poop I agree, but it's a nerf to Authority, as there is only so much land to grow into... well, frankly I prefer this not be a UA or for it to give the bonus supplies.
 
Hi

I've been lokking through the thread but I'm not really sure what the conclusion is. Are all of JFD's civilizations

  1. safe to use with the newest version of CPP
  2. more or less balanced with this version, and
  3. do I just download them from the usual location

\Skodkim
 
Hi JFD, thanks for all of your work. It make Civ5 great again. I play using CP & CBP and had a big problem with Science. During the Ancient Era, most of the Technologies took twice as long to learn as compared to other civs (27 as opposed to 13). This caused this civ to fall way behind others in the game. I hope that this could be fixed sometime this year, as it would be great fun the be HOLY FATHER OF THE WORLD!
Also...I use your Cultural Diversity mod & it didn't work with Papal States; got a "Dawn of Man" error when the game started. It was playable, but with no benefits.
Have you had anytime to update HRE so that it's compatible with CP & CBP?
 
Having a ridiculously fun and interesting game with Roosevelt and CBP. Trying strategies only possible with CBP.

Went complete tons of small high production cites with forges. Just a completely different game style.

I'm only 200 turns in, but wanted to indicate how enjoyable this has been.
 
Hi, been playing as two scillies and would just like to report it works well so far, built a cargo ship and a trireme popped out so awesome have not got to upgrading yet but i imagine it will be fine.
What I came here to ask about however is your Denmark replacer, I know it won't work with CPB installed but is there another workaround I could try? Maybe copy the unique code over maybe (as it's your UA, UU I want) or maybe could you make your Denmark it's own separate civ, Scandinavia under Ragnar Lothbrok or just The Norse maybe.
I really miss a good Viking game and I have been talking with the guy over at PS about how to custom myself up a mint PS Archipelago map so now just need the perfect civ to go with it.
 
I noticed the great generals for Reich have stopped awarding science. They show 0 bulbs and when consumed as a scientist they give exactly that. Zero. They always worked before so this is a recent phenomena. I am using the Community patch with eui. I so love the mod.

Another of my favorites is Doser....but recently he will quit to steam page for no apparent reason. Usually after a couple hundred turns or so. Even saved games will quit at the exact place that it failed.

Love your work. I have some excellent ww2 scenarios now! Thanks!
 
Played a game with the AI playing as Roosevelt and i was able to choose from his "Economy/Industry"

That can't be right?
 
Hey, not sure if you check this regularly or not anymore, but I added a few civs to spice up my cbp experience. Noticed something in regards to Pius IX - Papal States.

Since Pius IX starts with a unique palace, the apostolic palace, he seems vastly underpowered at the beginning of the game now. Apostolic palace only grants 3 science for instance, which is the same as vanilla palace, but CBP palaces grant 7 science now, so Pius is half speed on tech research for a very long time.
 
I noticed the great generals for Reich have stopped awarding science. They show 0 bulbs and when consumed as a scientist they give exactly that. Zero.\

Wish I would have read this before I tried it. Had the same experience.

I might try to sort out why today and fix it, because I'd really like to use them.
 
Tried out JFD's newest Civilization, Afgahnistan. Quite fun to play, but there were a few things not working. I've submitted bug reports, and I think we've sorted out what happened.

There's one consistent issue which is that power scale of CBP is so much higher, that the civs will need a CBP specific boost. But the question of who decides what that is, and how it fits without making the Mod Compatibility file ridiculous to maintain is challenging.

Not sure what solution there is, but having the ability fit the CBP power scale is pretty important in my view.
 
Played with Teddy Roosevelt.

I can make the UA work by changing it to BullyGold instead of BullyingUnits, but when you become friendly you can no longer BullyGold, and it breaks it.

Why do we not allow Bullying Gold when friendly? Doesn't make much sense (and more importantly for me, breaks this UA)
 
Working on fixing JFD's Germany. It needs a power boost, and there is an elegant solution in my view to the scientist problem.

Just adding the science for every born GG instead of having to bulb it, fixes the issue and I can move forward in the game with him. Considering CBP's power curve, I don't see this as a problem. Especially since there are 2 UU instead of a UB, so they need something to really compete.

Testing all the abilities out, but I think I have a workable version for CBP
 
Thanks notque, I'll note these suggestions for future updates.

The issue with the Great General's science bulb (Hitler) and culture boost (de Gaulle) appears to be something about the way unit AIs work in CP. It's something that I'll need to bring up to Gazebo to look into, as I'm not sure if it's a bug or intentional (it's errant from vanilla behaviour at any rate).
 
Thanks notque, I'll note these suggestions for future updates.

The issue with the Great General's science bulb (Hitler) and culture boost (de Gaulle) appears to be something about the way unit AIs work in CP. It's something that I'll need to bring up to Gazebo to look into, as I'm not sure if it's a bug or intentional (it's errant from vanilla behaviour at any rate).

That gives me an idea on how to fix the bulbing then. Will test that out now, and see if I can't get it working.

I still think it's likely just setting it on creation is the right move from a power scale, but it'd be interesting to solve it anyway, especially if it's an issue with de Gaulle as well.

Edit: Like many ideas, good in theory, less so in practice. Either way, this is pretty usable and reasonable to just gain science when you get a GG. Balancing it will take a few games to sort out, but I feel comfortable moving forward with it like this for now.

I expect to go through all the civs to determine what works and what doesn't. Will just take time.

For JFD's Germany to work add science on GG in lua functions

Spoiler :
function JFD_CreateNaziGreatGenerals(playerID, unitID)
local player = Players[playerID]
if (player:IsAlive() and player:GetCivilizationType() == civilisationID) then
local unit = player:GetUnitByID(unitID)
if (unit and unit:GetUnitType() == unitGreatGeneralID) then
local newUnit

newUnit = player:InitUnit(unitNaziGreatGeneralID, unit:GetX(), unit:GetY())
if player:GetCurrentResearch() > -1 then
Teams[player:GetTeam()]:GetTeamTechs():ChangeResearchProgress(player:GetCurrentResearch(), player:GetScience()*10, player:GetID())
end

newUnit:Convert(unit)
end
end
end


and remove the bulb science from GG from core sql

Spoiler :
INSERT INTO Units
(Class, Type, ShowInPedia, PrereqTech, Combat, Cost, FaithCost, RequiresFaithPurchaseEnabled, Moves, HurryCostModifier, WorkRate, Domain, DefaultUnitAI, Description, Strategy, Help, MilitarySupport, MilitaryProduction, Pillage, ObsoleteTech, AdvancedStartCost, GoodyHutUpgradeUnitClass, CombatLimit, XPValueAttack, XPValueDefense, Conscription, UnitArtInfoEraVariation, UnitArtInfo, UnitFlagAtlas, UnitFlagIconOffset, PortraitIndex, IconAtlas, MoveRate)
SELECT Class, ('UNIT_JFD_SS'), 0, PrereqTech, Combat, Cost, FaithCost, RequiresFaithPurchaseEnabled, Moves, HurryCostModifier, WorkRate, Domain, DefaultUnitAI, Description, Strategy, Help, MilitarySupport, MilitaryProduction, Pillage, ObsoleteTech, AdvancedStartCost, GoodyHutUpgradeUnitClass, CombatLimit, XPValueAttack, XPValueDefense, Conscription, UnitArtInfoEraVariation, UnitArtInfo, UnitFlagAtlas, UnitFlagIconOffset, 3, ('JFD_NAZI_GERMANY_ATLAS'), MoveRate
FROM Units WHERE Type = 'UNIT_GREAT_GENERAL';
 
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