More Wonders for VP

Discussion in 'Mods Repository' started by adan_eslavo, Jan 5, 2020.

?

What exclusive Enlightenment Era World Wonders you would like to see added in this mod (max. 3)

  1. Wat Pho (Thailand) (around1688) tied to Economics

  2. Buckingam Palace (England) (1703) tied to Navigation

  3. Paro Taktsang (Bhutan) (1692) tied to EE-Flintlock

  4. Bell Rock Lighthouse (Scotland) (1810) tied to EE-Wargames

  5. Yellowstone National Park (USA) (1872) tied to EE-Wargames

  6. Arc de Triomphe (France) (around 1830) tied to EE-Wargames

  7. Bastille (France) (from XIV to late XVIII) (but as a prison) tied to EE-Fortifications

  8. Taman Sari (Indonesia) (1765) tied to EE-Fortifications

  9. Stone Town (Tanzania) (1830-1840) tied to EE-Fortifications

  10. Bolshoi Theater (Russia) (1776/1825/1856) tied to EE-Romanticism

  11. other (suggest in the thread, please)

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  1. AndreyK

    AndreyK Prince

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    I have read about Gate of the Sun fix, but I do play with previous version and July version of VP - after conquering city with Gate of the Sun I have that dummy only in capital. I did conquer that about 40-50 turns ago and checked it now. Some AI have it in all of their cities, some in half, more or less.

    Great work! I always play with this mod now.
    Thanks for your continued effort.
     
  2. notaspambot

    notaspambot Warlord

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    The help text for the Hidden Artifacts promotion states that it grants +10% work rate; it actually grants +20%.

    The help texts for El Ghriba Synagogue and Meenakshi Temple are wrong in their description of Building_YieldFromFaithPurchase, stating that it grants flat yields upon a faith purchase. The table actually works more similarly to its belief counterpart, converting a % of the faith cost to the associated yields.

    The help text for the Arahurahu promotion states that it grants a flat +15 culture on kill; it instead grants 15% of the target's CS as culture, which seems a bit low. For reference, the Authority opener grants 100%.

    The non-flavoured help text for Marae Arahurahu incorrectly states that it grants the Arahurahu promotion to both land and naval units.
     
    Last edited: Oct 9, 2021
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  3. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    Do you play with v0.13? I found an error in the old code, and it should be fixed now.

    Thanks for help. I will look through all of mentioned descriptions asap.
     
    Last edited: Oct 10, 2021
  4. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    v0.13.2 out.
    Code:
    Fixes:
    - corrected help texts for: Hidden Artifacts (wrong value), El Ghriba and Meenakshi (faith conversion style) and Marae Arahurahu (promotion error);
    - incresed Arahurahu's bonus to 150% of CS converted to Culture on Kill or Faith on Death (I thought it is a flat value);
    OP corrected as well.


    If you have some suggestions for new stuff in the OP, or changes that could be made, now it is the right time. I will gather all opinions and try to modify it. I'm doing this even now - you can currently see slightly refreshed main post after few minor tweaks.
     
    Last edited: Oct 10, 2021
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  5. notaspambot

    notaspambot Warlord

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    Thank you for your quick updates and responses to feedback.

    Regarding Marae Arahurahu, sorry if I was being confusing on this, but while the UnitPromotions_YieldFromKills table scales with CS, the Building_YieldFromDeath table is flat. Meaning that the wonder is granting a flat +150 faith on military unit deaths at the moment. The faith on death also applies to more than just the units with the Arahurahu promotion, making the current help texts a bit misleading.

    The non-flavoured help text for Meenakshi Temple states that it converts faith costs into gold, not food.
     
  6. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    Ah, ok. Im out of home for few days, so I will not be able to fix this soon.

    Nevertheless, post more issues if you find them. When I'm back, I will post corrections.
     
  7. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    What do you mean? If I say it gives flat value on Death, will it be ok?
     
  8. notaspambot

    notaspambot Warlord

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    Saying that it gives a flat value on death is correct; it's simply that the text is currently on the promotion, not the wonder, meaning that a reader might think that the yield has a narrower trigger than it actually does. For example, a naval unit dying will also trigger the yield despite naval units not receiving the promotion.
     
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  9. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    v0.13.3:
    Code:
    fixes:
    - corrected Meenakshi help text;
    - decreased faith gain on death to 10/Death (was 15 before previous change, because I though I did it only for military units);
    - moved faith on death info from promotion to wonder
    Thank you @notaspambot for clarifying the error with faith on death and promo/wonder mismatch. I wasn't aware of that, seriously.
     
  10. danymatrix

    danymatrix Warlord

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    great, but where can I download that version 13.3? VP1.1 has already been released today and I desperately need it.

     
  11. SwirlSlayer

    SwirlSlayer Chieftain

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    It seems to be in the Dropbox folder (the Civfanatics link says 0.13.2, but the actual download is already 0.13.3).
     
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  12. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    From the same place like previous dozen versions since v0.8. Be more desperate and next time click the download link in the op regardless of its description.
    Yeah, I often forget about it and sometimes the descriptions is few versions away. :)
     
  13. dostillevi

    dostillevi Warlord

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    It looks like Everest isn't set to appear on a Mountain. From what I can see in NaturalWondersLocations.xml

    upload_2021-10-17_22-26-25.png

    I think this section should be replaced as below:


    Code:
    <CoreTileCanBeAnyPlotType>false</CoreTileCanBeAnyPlotType>
               <CoreTileCanBeFlatland>false</CoreTileCanBeFlatland>
               <CoreTileCanBeHills>false</CoreTileCanBeHills>
               <CoreTileCanBeMountain>true</CoreTileCanBeMountain>
               <CoreTileCanBeOcean>false</CoreTileCanBeOcean>

    The next section I think should look like:

    Code:
    <CoreTileCanBeAnyTerrainType>true</CoreTileCanBeAnyTerrainType>
               <CoreTileCanBeGrass>false</CoreTileCanBeGrass>
               <CoreTileCanBePlains>false</CoreTileCanBePlains>
               <CoreTileCanBeDesert>false</CoreTileCanBeDesert>
               <CoreTileCanBeTundra>false</CoreTileCanBeTundra>
               <CoreTileCanBeSnow>false</CoreTileCanBeSnow>
               <CoreTileCanBeShallowWater>false</CoreTileCanBeShallowWater>
               <CoreTileCanBeDeepWater>false</CoreTileCanBeDeepWater>
    I would also recommend adjusting the required adjacent tile requirement to include 1 tundra, forcing it to be at least somewhat naturally located:

    Code:
    <AdjacentTilesCareAboutTerrainTypes>true</AdjacentTilesCareAboutTerrainTypes>
    
               <AdjacentTilesRequireGrass>false</AdjacentTilesRequireGrass>
               <RequiredNumberOfAdjacentGrass>0</RequiredNumberOfAdjacentGrass>
               <AdjacentTilesRequirePlains>false</AdjacentTilesRequirePlains>
               <RequiredNumberOfAdjacentPlains>0</RequiredNumberOfAdjacentPlains>
               <AdjacentTilesRequireDesert>false</AdjacentTilesRequireDesert>
               <RequiredNumberOfAdjacentDesert>0</RequiredNumberOfAdjacentDesert>
               <AdjacentTilesRequireTundra>true</AdjacentTilesRequireTundra>
               <RequiredNumberOfAdjacentTundra>1</RequiredNumberOfAdjacentTundra>
               <AdjacentTilesRequireSnow>false</AdjacentTilesRequireSnow>
               <RequiredNumberOfAdjacentSnow>0</RequiredNumberOfAdjacentSnow>
               <AdjacentTilesRequireShallowWater>false</AdjacentTilesRequireShallowWater>
               <RequiredNumberOfAdjacentShallowWater>0</RequiredNumberOfAdjacentShallowWater>
               <AdjacentTilesRequireDeepWater>false</AdjacentTilesRequireDeepWater>
               <RequiredNumberOfAdjacentDeepWater>0</RequiredNumberOfAdjacentDeepWater>
     
  14. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    Thank you, but unfortunately you're a bit wrong. This section has no need of change because this line:
    Code:
    <TileChangesMethodNumber>9</TileChangesMethodNumber>
    sends us to another NaturalWondersCustomMethods.lua file where there's this section:
    Code:
    -- Mt. Everest
            print("Everest_2")
            local pPlot = Map.GetPlot(x, y)
        
            pPlot:SetPlotType(ePlotFlat, false, false)
            pPlot:SetTerrainType(eTerrainMountain, false, false)
        
            local iNumMountains = 0
    
            for i, direction in ipairs(tDirectionTypes) do
                local pAdjacentPlot = Map.PlotDirection(x, y, direction)
            
                if pAdjacentPlot:GetPlotType() == ePlotMountain then
                    iNumMountains = iNumMountains + 1
                end
            end
    
            for i, direction in ipairs(tDirectionTypes) do
                local pAdjacentPlot = Map.PlotDirection(x, y, direction)
    
                if (pAdjacentPlot:GetPlotType() == ePlotHill or pAdjacentPlot:GetPlotType() == ePlotFlat) and iNumMountains < 4 then
                    pAdjacentPlot:SetPlotType(ePlotMountain, false, false)
                    iNumMountains = iNumMountains + 1
                end
            
                if pAdjacentPlot:GetTerrainType() == eTerrainGrass then
                    pAdjacentPlot:SetTerrainType(eTerrainTundra, false, false)
                end
    
                if pAdjacentPlot:GetTerrainType() == eTerrainDesert or pAdjacentPlot:GetTerrainType() == eTerrainPlains then
                    pAdjacentPlot:SetTerrainType(eTerrainSnow, false, false)
                end
            end
    This whole file changes terrain, plot, features and other elements for the most unique Natural Wonders.

    Moreover, changing the required terrain to Mountain, makes it very difficult to control during spawning process. All NWs were tested and their spawn frequency should be more or less equalized (20-80% chance to spawn).

    The other problem, why I set it to ePlotFlat is the fact that in strategic view its unique icon was covered by the the mountain icon. I wrote about it to VP makers, but they just ignored me. It's because all new NWs are PseudoNaturalWonders instead of regular NaturalWonders. This is the cost of current implementation.
     
    Last edited: Oct 18, 2021
  15. Histomen

    Histomen Chieftain

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    First things first as a Polynesia and Byzantium enjoyer loving the appearance rates of oceanside wonders now.
    Been playing the light version after using the original for a very long time and i really think the light version is too much with certain starts. All it takes it spirit of the desert + mojan and your capital lead enables you waaaaaayy too much almost to the extent of not wanting to build anything else. Then witht he huge production boost snagging Karnak and going progress and spamming settlers becomes easy to not punish.
    Idk I know there are good starts that cant always be accounted for but this makes good starts GODLIKE starts instead. Original gave me a sense of city planning and having more emphasis on placement.
    That being said is the harder version updated like the light or is light the new way.
     
  16. Bruhmoment

    Bruhmoment Prince

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    Before the patch - (haven't tried out the new one, game keeps crashing too often to the point that I'd call VP dead for me,) the best combo you could have was Nazca Lines and Wieliczka Salt Mine. From what it looks like, there's more balance issues than before?
     
  17. dostillevi

    dostillevi Warlord

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    Ah I figured it wouldn't be that easy, but I thought I'd try regardless.
     
  18. dostillevi

    dostillevi Warlord

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    Ok! I'm giving this a go. First off, I got a great river start and built Mohenjo-Daro:



    I then beelined Temple of Artemis since I seemed to meet the production requirements. Unfortunately, it isn't appearing as a construction option despite the listed requirement of Forest/Jungle (obviously these can't be on the tile where my city is). What's going on?
    upload_2021-10-18_18-47-56.png
     
  19. AndreyK

    AndreyK Prince

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    If you look at MW.pdf file you can see that you need at least camp/plantation to be built, then if you have Mohenjo - that means you have desert, so you can't build Artemis.
     
  20. dostillevi

    dostillevi Warlord

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    I see. Well then Mohenjo-daro may be broken, because I did not have a desert tile. That makes sense based on it's description though. I'm afraid referencing an external .pdf for wonder placement reqs is a bit too much for me though. Hopefully those can be added to the wonder descriptions at some point.
     

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