JFD's Rise to Power

Rise to Power

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  1. Sporally

    Sporally Prince

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    So I'm currently trying out both JFD's CtP and CiD and they are definitely interesting projects!

    In my current game I'm having a war against Attila and i want to use generals to conquer his territory and gain some good points for bombarding "his court".

    Seems the generals constructing citadels has been changed. What requirements do you have for these things now?

    I noticed from three different tiles that I could construct it outside my territory, not in my own nor in his territory (which was the purpose of my great generals).
     
  2. Chrisy15

    Chrisy15 Flower, Beautiful

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    The CP makes it so that you cannot built citadels in enemy territory, but I'm not sure about your other problem.
     
  3. Wolfdog

    Wolfdog Unit Butcher

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    In case anyone was having the same problem as me with game crashing when responding to events, I have found a fix for this. :)

    I got the idea from here and went through all my mods and found double up-ed UI Lua files (for me they were in EE, Whoward69 mods and the CP) and deleted all those and left only the ones in RtP. Loaded up my save that kept crashing and successfully responded to 'found state religion' event.
     
  4. bullyellis

    bullyellis Chieftain

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    Is multiplayer possible with this mod at all ?
    I am familiar with the MPMPM method.
     
  5. Chrisy15

    Chrisy15 Flower, Beautiful

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    MPMP will probably work, yeah. It just won't be smooth.
     
  6. Chrisy15

    Chrisy15 Flower, Beautiful

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    Notes from playing RTP:

    I can enact religious decisions even if I don't follow the state religion; I simply need the religion in some of my cities.

    The AI seems to love the wonder follower belief; it is always the first to go.

    How does the Charity belief interact with Investments?

    Is establishing a Satellite state meant to count towards the Liberator epithet?

    The Cruel epithet only gives +1 Influence with city-states you can bully; this means that by stationing a small army outside it, and forcing yourself not to bully it, will merely sop their decay. A little underpowered?

    The AI doesn't seem to mind that I was pagan scum up until the late Renaissance - perhaps increase the negative relations for different state religions? Of course, it may just have been that all the civs had low intolerance, but in that case it was just a bit boring that the Catholics were perfectly happy with my existence. Heck - they wanted to DoF me!

    Magistrates don't seem to have enough uses: this might just be because my civ didn't have E&D, but I was really struggling to find uses for my Magistrates (I had no decisions that needed them, I didn't need to upgrade any cities, and assimilating colonies with them is currently broken).
     
  7. JFD

    JFD Kathigitarkh

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    Will check.

    Can you blame them?

    Doesn't yet, but a fix to this will be in the next update.

    An unintended side-effect, but probably not something I can do anything about.

    For an epithet? I don't think so.

    Can't objectively make a change without knowing who the civs were. As you say, you just may have rolled low intolerance civs - indiscriminate of the religion.

    Might find some extra use in Sovereignty, or see if they can't have an equivalent to the Dignitary claims system.

    Thanks for the feedback!

    Omg I freaking found the Caanaanaaism one (not even Caneaeaneite)!Here you go :D
     
  8. Chrisy15

    Chrisy15 Flower, Beautiful

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    1.

    2. I can when Almsgiving's still around ;)

    3.

    4. I think the other problem with it is that you get it from bullying city states, but bullying them stops the epithet from affecting them because of the "recently bullied" modifier.

    5. Portugal, Mongolia, Germany, Assyria, Ottomans (all vanilla)

    6.

    Didn't you make it so that if the CP was active, then Mercs wouldn't choose UUs that are in the game? Petty sure that doesn't work.
     
  9. Kesler

    Kesler Master Kekkler

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    Because I'm so excited for Sovereignty, any milestone updates on the progress of Sov? At this point, I'm holding back from playing any modded Civ games, just because I don't really want to experience a game without it.
     
  10. JFD

    JFD Kathigitarkh

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    Haven't had a chance to work on Sovereignty since you last heard, unfortunately. Sovereignty is an ambitious task, so I don't work on it if I have something else (like uni, or CID) going on.
     
  11. MorpheusAk

    MorpheusAk Chieftain

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    I had a bug I should probably report. While using CID and RtP with CBP and EUI, my Great Dignitary could not assimilate a colony. I didn't keep my lua log, but it mentioned that the problem was in "JFD_RTP_ClaimsUtils.lua," when it tried to call "JFD_DeColonize(city)". I couldn't find any such function in CID or RtP.
     
  12. JFD

    JFD Kathigitarkh

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    v21:

    • Misc
    • Added reference to Civ IV Diplomacy.
    • Added support for CID: Slavery (if the DHR resolution passes, Shackles won't show on Top Panel).
    • Fixed an issue wherein the Great Merchant did not provide a WLTKD bonus when performing a Trade Mission (wasn't properly activated when moved over from CID).
    • New techs will no longer be obtainable via Ancient Ruin (except Mysticism).
    • Updated for the latest CID.
    • Fixed an issue wherein Leonardo's Workshop did not produce its effect.
    • Important: RtP now includes a replacement for the Notification Panel. This includes bc1's combined notifications system, and supports the CP's Notification Panel. You will still require the EUI Comp. Files if you want the Civilization List (which is a part of the Notification Panel in EUI). Please be on the lookout for related errors! I'll add support for my notifications (e.g. distinct Piety one) later.
    • Shifted to using Whoward's GrantPolicy/RevokePolicy system, so dummy policies should no longer increase Culture costs.
      Piety
    • Added Mysticism technology to the Ancient Era, to hold the Shrine and Stonehenge. Credit to Barathor to the Icon.
    • Parthenon moved to Philosophy (under Misc Changes - mostly to compensate for everything stealing from Philosophy).
    • With CID + Mysticism, Herbalist moved to Pottery.
    • Top Panel updated for EUI v1.28f.
    • If you already have a Reformation Belief, St Basil's Cathedral will grant a free Great Prophet.
    • Fixed an issue with the Witchcraft event not working correctly.
    • Further reduced the amount of Piety that Almsgiving gives.
    • Increased the Piety value of Charity from 10 to 15, when CID: Investments is disabled.
    • Charity belief now supports Investments.
    • Fixed an issue wherein Shamanism could be taken as a second follower belief.
    • Religions under the control of the same player will now appear in the Religion Overview in the World Religions and World Beliefs panel.
    • Fixed an issue wherein the Religious Law belief did not produce its described effects.
      Claims
    • Fixed an issue wherein pushing a Medium or Strong Claim did not reduce the number of Resistance turn the city went into.
    • Fixed an issue wherein Consulates Policy would grant an additional cause.
    • Austria's UA automatically disables with CBP. Sorry, I can't make this optional.
    • Great Magistrates may now assimilate Puppets in addition to Occupied Cities.
    • Great Dignitaries and Great Magistrates can no longer assimilate Colonies. However, the GM can still do this by virtue of assimilating Cities.
      Epithets
    • Fixed an issue wherein you did not gain any Golden Age Points from declining an Epithet.
      Mercenaries
    • Fixed an issue wherein the Galley could be trained if Mercenaries is disabled.
    • Removed the option to disable Gold purchases (interferes with CID's option for this).

    EUI Comp.

    Note that this is mostly a bug-fixing update, not a QoL update, so some suggestions are purposely left for another time. I'll be talking with Pope Gazebo about shifting Mercenaries into the CP DLL, in the hopes to alleviate the TSL issue, so hopefully that will be in v22, along with a general QoL pass over the Mercenaries component.

    @Chrisy Can't re-create the Religious Decision issue. Need evidence and/or more info.

    @Skaz881 Sorry, couldn't make Founder beliefs disableable for the bonus belief slot. At least, I could for the human, but not the AI - which seems redundant. Probably would need DLL work.

    Make sure you're using the April 5th CP before updating.
     
  13. Kesler

    Kesler Master Kekkler

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    Is this replaced with someone that gives you bonus science (You found ancient scrolls, +20 beakers)? Why did you remove that out of curiosity?

    So besides GM, how do you assimilate Colonies? Why did you make this change?
     
  14. JFD

    JFD Kathigitarkh

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    By new techs I meant the techs that I add, i.e. Nobility, Jurisprudence, Code of Laws, and Priesthood, which aren't appropriate as free techs (which in the vanilla game are only ever Ancient Era techs).

    Through the city view, which has been the primary way since v36/7 of CID.
     
  15. Chrisy15

    Chrisy15 Flower, Beautiful

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    Byzantine bonus belief doesn't allow the choosing of a faith building belief - intentional? It pretty much ruins the Sacred Sites strat, which is annoying.
     
  16. TranquilSilence

    TranquilSilence Grumpy Snufkin

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    Upon being offered the Holy Epithet, I was unable to accept it - I was able to click the button but doing so yielded no result - so i was forced to decline it instead. I haven't had any others offered to me, so cannot say whether this is true for all Epithets though.
     
  17. Chrisy15

    Chrisy15 Flower, Beautiful

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    Both Shamanism and Religious Law give bonuses to Monk specialists, and give Piety on Great Prophet birth. Shamanism also doesn't show up in the first set of follower beliefs still.

    [Edit] I was also having a land trade route count towards a Maritime claim.

    [Edit2] Despite being Devout, my missionaries aren't getting the extra conversion strength or spreads.
     
  18. AxGrinder

    AxGrinder Chieftain

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    Several missing foreign key references from database.log (which have net to affect my game):

    [9806.000] Invalid Reference on Policies.Description - "TXT_KEY_JFD_REFORM_STRUCTURE_T_COMMUNITY_SHORT_DESC" does not exist in Language_en_US
    [9811.234] Invalid Reference on Trait_JFD_SlaveryMods.TraitType - "TRAIT_JFD_ROME" does not exist in Traits

    Then the following appears 4x:

    [9811.250] Invalid Reference on JFD_Reforms.PrereqTech - "TECH_JFD_NOBILITY" does not exist in Technologies
     
  19. AxGrinder

    AxGrinder Chieftain

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    From Lua.log:

    [62343.937] Runtime Error: Assets\UI\CommonBehaviors.lua:62: attempt to index field 'Panel' (a nil value)
    stack traceback:
    Assets\UI\CommonBehaviors.lua:62: in function 'TabSelect'
    Assets\UI\CommonBehaviors.lua:82: in function 'RegisterTabBehavior'
    C:\Users\Greg\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Rise to Power (v 21)\Components/Sovereignty/Lua/UI/JFD_RTP_Sovereignty_GovernmentOverview.lua:1245: in main chunk
    =[C]: ?

    (similar to the error slavery error reported on the CID thread?)

    [66641.281] Runtime Error: C:\Users\Greg\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Rise to Power (v 21)\Components/Epithets/Lua/JFD_RTP_Epithets_Functions.lua:414: attempt to index global 'player' (a nil value)
    stack traceback:
    C:\Users\Greg\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Rise to Power (v 21)\Components/Epithets/Lua/JFD_RTP_Epithets_Functions.lua:414: in function <C:\Users\Greg\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Rise to Power (v 21)\Components/Epithets/Lua/JFD_RTP_Epithets_Functions.lua:411>

    game goes on...
     
  20. Clad in Plaid

    Clad in Plaid Chieftain

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    I think that prophets being able to produce relics (as well as the monk specialists allowing you to pump out prophets quickly) makes up for that.
     
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