New Wonders: Part 3

If you unzip the files... the only two you would need to do that change are GEC.Other.xml and GEC.Middle.xml, in the buildings and cities .7z files, and just copy them over the existing files in the GEM directories (of the same names). Delete the rest (in my files).

There's nothing wonders related in those two so far as I recall.

My guess is Thal is very likely to some variety of change to the gold/player/palace balance in the next release anyway. Based on that poll.
 
Yep. It's in 1.612. :) along with some other fixes and a new building.

Now about those wonders...
 
A question about the intend of this project: I looked through the Wonder change list for GEM and was surprised at some of the changes I saw. First of all, why are Wonders like Neuschwanstein and Mausoleum taken completely out of the game? Secondly, I was surprised that some of the wonders had very significant changes in their effects - I can understand why some of them would need tweaking for balance, but some of the changes like Great Wall, Pyramids or Cristo Redentor I don't understand?
 
It was deemed better to replace a few of the lesser wonders with new concepts/wonders rather than add a lot of new wonders.

Neuschwanstein was an interesting concept (effectively castles as tourism), but it could have been done with a social policy or a tech effect if its desired to keep it around. Castles of that like aren't peculiar to any one civ to the idea that we should get a German special castle. It wasn't particularly well known over some other castle (other than for Disney movies), wasn't a revolutionary development (of the German people), etc. It wasn't giving a very "wonderful" vibe as a result.

Mausoleum isn't as well known as other ancient wonders/developments that are included. It's possible it could have been kept for the Persian vibe, but it had a strange effect as it was that was already previously modified to make it useful while other early wonders were more recognizable (from previous civs/knowledge of western history) or had recognizably useful effects by default. Zeus was in a similar boat.

Cristo had a very boring effect, particularly for a late game wonder. That's an old VEM change for Pyramids, Cristo, and Great Wall. None of them are new shifts.
 
Well, even if one think it's not the best concept, now it's there, I don't see the reason to remove it. One can always add new regardless of those being there I'd think. But then again, maybe I'm just grumpy because Neuschwanstein is one of my favorite wonders. And I wouldn't know if they are old changes, I neither played with VEM nor GEM yet.
 
For VEM changes, there's an archive on Thal's site so you could compare if you wish.

I always try to build Neusch, since I usually am pretty wide by then. But I think a tech or policy could give that effect (like honor finisher with colosseums). Thal also explained his reasoning further in these wonders threads (usually in the initial). One point would be that adding a lot of wonders would diminish the importance of existing ones. Replacing some over represented (or misrepresented) concepts works in those cases (like bell labs for Hubble or Duomo for Leaning Tower) without adding more for the sake of moar!.

PS: none of the new ones are active yet (except in my own version where they mostly are). There's still work to be done to make them go.
 
Banaue Rice Terraces make a ghost city out of the city it is build in. Have anyone Experience that .
I think it is a bug. ....It also starts to make ghost citys out the last build city in your empire.
 
There's a couple bugs on Banuae and Lalibela right now. Both are supposed to be hill bonuses and are active on all tiles instead. I can't 100% confirm they are the cause of ghosting cities but both cities did in my last test game. Also with Panama.
 
The main thing I see with the new wonders is most don't have an ArtDefineTag. I'd guess that is the problem, because the bug sounds like an art issue, and all other buildings have an ArtDefineTag. I think artwork for all our new wonders exists among other wonder mods. Do you think you have time to find icon/splash/etc art for the wonders mystikx21? I'm working on the tech tree right now. :)
 
The main thing I see with the new wonders is most don't have an ArtDefineTag. I'd guess that is the problem, because the bug sounds like an art issue, and all other buildings have an ArtDefineTag. I think artwork for all our new wonders exists among other wonder mods. Do you think you have time to find icon/splash/etc art for the wonders mystikx21? I'm working on the tech tree right now. :)

Do you have permission from Pouakai to use the art from his wonders - then it would be really easy to do.

\Skodkim
 
Sukritact linked all of them earlier in one of the wonders threads. I'm not an expert on modding the art in (seems painstaking work) but I could find it all easy.

Do you have the plot bug worked out on those two? Banuae in particular it's really powerful with extra food everywhere. Extra faith per plot I only would notice in a tall game. I've been trying to track down promotion bugs in my ships modmod and track other bugs (diplomatic text on peace deals especially). I can look into it and see why it isn't hill limiting.
 
I just took the artdefines from another wonders from an active mod and replaced the artdefines from Banuae with these - behold, my capital is back!

It is definately the artdefines - good thing, easy fix :)

\Skodkim
 
This should contain everything you need to be able to make the Banaue art work. I take no credit for this as it was work done by Suricat/Puokai.

\Skodkim
 
@skodkim
I think we chatted with the main wonder artists in the earlier wonder threads. I believe they'd be okay with it, with credit. People tend to specialize; I do gameplay stuff, other people do art. :)

@mystikx21
Banuae granting tiles is just a shortcut, not technically bug. It would probably take a few hours of work to get it to function like other buildings which improve terrain. I wanted to spend that time on other priorities, so I did a quick version with an effect similar to what we wanted. The same is true of Wat Phra Kaew. I'd prefer percentage bonuses for religious buildings, but that effect does not exist yet in the game files, so I did flat bonuses as a temporary version.

The code for Building_PlotsYieldChanges is in CiVUP_Events.lua, line 310.
 
The code is there but it doesn't appear to be doing anything to filter out non hills. That's the "bug". If it was intended for now, good. But be aware on banaue especially it's extremely powerful, and on both it isn't city limited but rather just effecting all the tiles. Regardless of which city works it.
 
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