Can you verify if this still applies with latest release 0.12? I zeroed one paramter.
Maybe you should post it to Github of VP?
Maybe you should post it to Github of VP?
to defend, even ranged units.
Even in XXI century.There are no countries in the world today where religion and belief don't have a strong influence over modern geopolitics. I'm looking forward to adding a little religious flavor back into the margins of the 'Secular Ages'@pineappledan: you can look at brief history of my country and even current situation, to see how religion can seriously impact on country politics, diplomacy, interior, decisions etc.Even in XXI century.
The plan I have right now is to split the underlying mechanics (a new specialist/GP, belief rework), the new victories, and the new ideologies into 3 separate mods that need to load in that order.Your mod will be standalone mod, right? You have only plans to use his victory types extension. Is it working now (victory types mod), or is it still in development phase?

I would really like to participate, but I have some other work to do. I updated 2 mods (PO, ANW) and I'm much closer towards v0.13 of MW. Then I would like to play my first game for about 2 years? Huh, that would be a milestone!There are no countries in the world today where religion and belief don't have a strong influence over modern geopolitics. I'm looking forward to adding a little religious flavor back into the margins of the 'Secular Ages'
The plan I have right now is to split the underlying mechanics (a new specialist/GP, belief rework), the new victories, and the new ideologies into 3 separate mods that need to load in that order.
The Beliefs rework builds off of me and HungryForFood's New Beliefs mod, which is finished and can be found here, but I am working to expand it
@amateurgamer88's Victories mod is operational and can be downloaded here, but not feature-complete.
The New Ideologies mod has not been started, but I have spent a lot of time working on the design proposals for each ideology, which can be looked at here
Edit: If you want to help, you should totally join us! It's me, @amateurgamer88 and @InkAxis right now, but there's a bunch of unresolved UI issues to get new victory and ideology stuff into the game, and you have far more experience/talent at those things. And this time when we collaborate I won't be so much dead weight![]()
To avoid ranged units not getting any bonus at all, I suppose it's necessary for now. Perhaps if it's possible you could change RoughAttack to be granted when your melee unit is in rough terrain for the sake of consistency? Such a change would make RoughAttack consistent with RoughDefense as well.So maybe this parameter RoughRangedAttackMod is needed?
Okay. I don't understand the intricate details about what causes this issue (don't know anything about modding), so I'll try to paraphrase these points as accurately as possible in the bug report. For the first point, are you referring to how in v11 both melee and ranged units in the strength comparison each showed both the melee rough attack and ranged rough attack bonuses? Also, should I use the example of the ranged bonus appearing but not doing anything when your archer is in open terrain and the enemy is in rough terrain?Nevertheless, you should post this issue on github.
- they should cut unnecessary bonusses shown in strength comparison, which are not used in the current battle;
- show bonus for archers when it is actually calculated;
- they should fix/explain why melee and ranged units use different methods.
Yup that looks like a good summary. For RoughDefense, I tested in-game using IGE and confirmed your description.So we know one thing for sure. RoughAttack is used on melee and works when enemy is on rough terrain. RoughRangedAttackMod works for Ranged and when your unit is on Rough. RoughDefense works probably for both, when your unit is on Rough, because both types useto defend, even ranged units.
I think it still doesn't work. I still can't build Red Fort in an inland river and lake city.What about IsNoCoast now? Should be fine like before using database field. Now I use lua like many versions ago.
From what I heard from you it seems that these 2 flags are used for 2 different types of units. RoghAttack for melee, and RoughRangedAttack for ranged. Why they are treated differently? That's a question to VP makers.To avoid ranged units not getting any bonus at all, I suppose it's necessary for now. Perhaps if it's possible you could change RoughAttack to be granted when your melee unit is in rough terrain for the sake of consistency? Such a change would make RoughAttack consistent with RoughDefense as well.
Okay. I don't understand the intricate details about what causes this issue (don't know anything about modding), so I'll try to paraphrase these points as accurately as possible in the bug report. For the first point, are you referring to how in v11 both melee and ranged units in the strength comparison each showed both the melee rough attack and ranged rough attack bonuses? Also, should I use the example of the ranged bonus appearing but not doing anything when your archer is in open terrain and the enemy is in rough terrain?
For the second point, I'll use the example of a friendly archer in rough terrain attacking an enemy in open terrain.
Just out of the blue, I discovered two issues of excessive and lacking flanking bonuses appearing in the strength comparison. The final strength calculation is correct in both cases (based on the final position of your unit after the attack command), but in case one there is an excessive bonus, and in case two there is a lacking bonus. Is this a known bug? Perhaps it is related to points one and two?
Spoiler flanking bonus :
Reading your third point, are you referring to why RoughAttack doesn't work for ranged?
Yup that looks like a good summary. For RoughDefense, I tested in-game using IGE and confirmed your description.
I think it still doesn't work. I still can't build Red Fort in an inland river and lake city.
Are you referring to why RoughAttack works when enemy is in rough terrain but RoughRangedAttack works when you are in rough terrain? I was wondering, why can't RoughAttack be used for both melee and ranged units (but for ranged affect RCS instead)? Is there really a need for RoughRangedAttack or am I missing something?From what I heard from you it seems that these 2 flags are used for 2 different types of units. RoghAttack for melee, and RoughRangedAttack for ranged. Why they are treated differently? That's a question to VP makers.
It is exactly as you said. It probably could be one promotion. Probably. But maybe people who pragrammed this, intentionally made them different. I don't know.Are you referring to why RoughAttack works when enemy is in rough terrain but RoughRangedAttack works when you are in rough terrain? I was wondering, why can't RoughAttack be used for both melee and ranged units (but for ranged affect RCS instead)? Is there really a need for RoughRangedAttack or am I missing something?
Can someone using VP 7-1-3 post me the 43-civ version of AssignStartingPlots.lua file? I would update it and put into modfolder for others who use such version. Current one is very, very, very obsolete.
It is really outdated version inside my mod folder (more than a year) and that's why I want to update it to the latest one. What version of VP you're using?
I will clarify the instruction. If 43-civ file was up to date, then you should copy it from the folder Addons/43-civ to 2.NaturalWonders/DefaultFiles and substitute.
If you use wrong or outdated version with 43-civ installation, then crashes may occur.
EDIT:
OP updated with more detailed info.
Excellent. I will update this file with my changes and it will be published with 0.13 version. Fresh new start.Thank you for the instructions, it worked with just your mod and VP installed. I am using version 7-1-3 of VP and I uploaded AssignStartingPlots.lua from the (6c) 43 Civ CP folder of the VP mod.