This is well-known issue. This was model made by some user years ago, and I just brought it to this mod. @Hinin offered to correct him, if he will be able to do that, but no guarantee, because 3D modelling is not an easiest thing. I tried to do something, but I suppose my computer is too old to support the 3D modelling software in its latest release.Mt. Everest is, uh...
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How exactly have you reworked it so far? I can't tell from reading the code.Latest one contins Kamikaze lua rework
It was updated at the beginning of the turn. So if you attacked enemy unit and your hp fell below 20, you still had Kamikaze inactive until you clicked next turn. Now it also updates after each unit attack, so it updates in the same turn. This means, that if you have double attack on your unit, first can be with Kamikaze inactive, and second with active, depending on your hp.How exactly have you reworked it so far? I can't tell from reading the code.
Why can't I build the Colossus?
Spoiler :![]()
Spoiler :![]()
You need to work the iron resource first with a worker!
Lots of question to answer. Let's start.I think you should update the help texts for world wonders that give extra world congress delegates because they seem to do so for every 8 city-states in the game, but the wonder descriptions added by MW don't mention this (unlike Palace of Westminster in base VP which does). This might be the nature of ExtraLeagueVotes, so it applies to Rock of Gibraltar as well. This confused me for a bit because I was testing on huge with 24 city-states and thought they were giving three times the extra world congress delegates than they should've been. I tested DoFToVotes too just in case and the wonder descriptions all look good. I wasn't able to test DPToVotes, but the descriptions for Orszaghaz and Palace of Culture and Science seem to contradict each other because both have "+1 votes DPToVotes" but one says it gives 1 delegate per two defensive pacts and the other says it gives 1 per single defensive pact. No idea which one is correct
Yeah, I read and posted those issues. I hope they fix them.In VP 8-19, I found that the issue of RoughAttack and RoughRangedAttackMod working differently is indeed fixed as Gazebo said. There are still redundant bonuses appearing in the unit panel (ranged bonus appearing for melee units and melee bonus appearing for ranged units) but final combat strength, which is what matters most, is correct for both melee and ranged now. On the two Github issue pages, I saw that Recursive said he plans to fix unit panel display problems, including this one, in the future.
I will think of it. I didn't count the "real" benefit of this values.The +10% worker construction rate from Autobahn is quite unnoticeable (1 turn off of a 10 turn improvement), so perhaps you could bump it up to 25% and compensate with a nerf somewhere else? I would say the same about the +20% bonus of Trans-Siberian Railway and Ahu Tongariki, with the added reason that I've only ever seen worker speed modifiers of +25% or +50% in base VP, so I guess such changes would be "neater" as well. The King Solomon's Mines promotion feels good.
The Trans-Siberian Railway promotion gives -1 movement instead of +1 movement on tundra and snow. I tried setting ExtraMove to 1 instead of -1 but there was no difference. Other issues I found: Peterhof requires iron but its help text doesn't say so, and Roman Forum requires 3 policies but the help text says you need "-1".
Good to hear that new stuff works well.The new requirements for Polar Expedition seem to function well as does the newly reworked Kamikaze promotion(tried it with Air Logistics and was able to do one attack with Kamikaze inactive and another with it active on the same turn).
I just reverted the old lua code I saved commented in case of some problems. SQL part is commented now totally, because it is broken and no one seems to care about it (I got an aswer it works as intended, so it is useless for me in that case).I noticed that I'm able to build Red Fort and other non-coastal wonders in inland lake cities now. Did you fix the isNoCoast problem for good?
For ExtraLeagueVotes, I tested Palace of Westminster, UN, Consulate, Mount Rushmore, and Rock of Gibraltar on standard and huge maps and again the votes given are per 8 city-states in the game. Base VP correctly mentions this for Palace of Westminster but not for UN or Consulate (I can submit an issue on the VP Github for this), and MW doesn't mention this for any wonder (including Rock of Gibraltar).Lots of question to answer. Let's start.
Test this please, and post issues on github VP if verified. I have no time for that in couple of days. I'm just gathering stuff for later times. IF VP is correct, then let me know to correct the descriptions.
- ExtraLeagueVotes column should give only the number of votes mentioned in db. If they give more, then there's bug probbaly in VP (or VP has wrong description). I just copied the original description used somewhere else;
- I tested Orszaghaz and it was adding 1 League Vote per 2 DP (or DoF), so it was correct description afair. Palace of Culture and Science is out of my competence (it is National Wonder) and should be tested and corrected if necessary;
- Palace of Westminster uses totally different method in db, or at least it used to depend on CS number; I can't tell you now if it was changed or still uses different column;
Yeah, I just tested it again and it does make you 1 movement slower even when ExtraMove is set to -1 like it is by default.
- Trans-Sib should make moving easier. +1 makes moving harder (it is an ExtraMove needed to pass the tile), and that's why I set -1, and it was probably confirmed as working, so I didn't touch this anymore.
I think that first thing that should be done, before I will rework all description regarding +X League Votes, is to post issue on github like you said, and make sure this is not a bug. If they say, that their descriptions are wrong, then I will change mine as well.For ExtraLeagueVotes, I tested Palace of Westminster, UN, Consulate, Mount Rushmore, and Rock of Gibraltar on standard and huge maps and again the votes given are per 8 city-states in the game. Base VP correctly mentions this for Palace of Westminster but not for UN or Consulate (I can submit an issue on the VP Github for this), and MW doesn't mention this for any wonder (including Rock of Gibraltar).
For DoFToVotes, votes are given per 2 declarations of friendship, so both base VP and MW have correct descriptions for all wonders in this regard.
For DPToVotes, I found that both Orszaghaz and Palace of Culture and Science give 1 delegate per single defensive pact. This means that for Orszaghaz the description is wrong and for Palace of Culture and Science it is correct.
In summary: Based on my findings (all on VP 8-19), MW needs to update the descriptions for all wonders that use ExtraLeagueVotes to mention that the delegates are given per 8 city-states in the game, and for Orszaghaz the description needs to be changed to +1 league vote per one defensive pact.
No without changing the World Congress screen, which I don't plan to do. You can post the issue on github. Maybe they will change "from World Wonders" phrase, to more universal: "from Wonders" in next beta.Minor issue: Currently, the delegates from Rock of Gibraltar appear as "from World Wonders" on the world congress screen. Is it possible to fix this by changing it to "from Natural Wonders" or something?
Can you post this on github, too? They will ignore it, but it's worth checking.Yeah, I just tested it again and it does make you 1 movement slower even when ExtraMove is set to -1 like it is by default.
No? I will verify the lua code for Gate of the Sun, then. Maybe I did some crucial error there.I noticed in IGE that every city in the game (including city-states) gets the Gate of the Sun dummy building automatically once they build Walls. Is this a bug?
I cannot help you with remaking the existing Natural Wonders from few reasons:Looking through your list of Natural Wonders, and I noticed you don't have Mount Paektu/Heaven Lake. I'm working on a custom NK civ, and I'd thought it be very unique to have it spawn in range of capital city.
I know you've done great work with this mod over time, so I thought I'd ask to see if/how it could be done. I know there are lots of other mountain NW in the game, so I was thinking maybe it's easiest to just re-skin one of them? I wouldn't need it to be perfect.
*This image could also maybe be usedSpoiler :
I have no knowledge of these things, but I will ask around to see what I can find anything. If I do somehow make any progress, of course, you will be the first to knowOf course if you manage to make new model for your NW, maybe you will find time and help with mine?
If I can get any more confirmed substance behind my concept, then I may take you up on your offer sometime. I'll take a peek at the github in the meantime. Thank you.The only thing I can help you for now is how to implement the NW model and how to spawn it.
I doubt it's a bug because base VP's Palace of Westminster description correctly states that the extra league votes are per 8 city-states, and because without such a condition ExtraLeagueVotes wouldn't scale with the varying # of delegates needed for Diplomatic Victory based on # of civs and city-states in-game (i.e. those wonders would be weaker in larger games). DoFToVotes and DPToVotes already scale with game size due to them depending on the # of civs by nature. I'll know for sure after submitting a bug report about UN and Consulate. I'll submit a report for the two other issues too.I think that first thing that should be done, before I will rework all description regarding +X League Votes, is to post issue on github like you said, and make sure this is not a bug. If they say, that their descriptions are wrong, then I will change mine as well.
Oh ok. It just looked confusing to me as I wasn't aware of the history or the fact that every other wonder at this part of the tech tree requires 4 policies
- Roman Forum should have 4 policies requirement, but it is the only WW in VP that has that value lowered by 1 (in this case to 3). Earlier there was no mentioning about it, but players demanded to have the value explained and that's why I wrote (-1 policy needed). Maybe word "less" will be better. I will correct that.
There are many ways to restrict the overall number of World Wonders per game:
- It's too much. Like, way, way, way too much. It's an overwhelming amount of wonders; every AI and the player are all running around with 10+ wonders, and it makes them feel a lot less special. And even with the wonderful Wonder Planner mod, it's insane amount to keep track of, especially considering...
In v0.13 I will try to add option to disable/enable ALL requirements for WWs. We will see how it performs when it is released.
- The requirements. The first time I played with this mod, I loved all the requirements on the wonders. It did, and still does, a great job of keeping a single player from hoarding all the wonders. As I've played more and more, though, they've just become very frustrating. A lot of the wonders have requirements that are way too specific, and when is a wonder is unavailable, there is no communication as to why that is. In a recent game I specifically settled a city with a mountain and a lake so that I could build the Gate of the Sun, and once the technology was researched... nothing. It hadn't been built, but it wasn't in my list to build, and I still have no idea why. This happens a lot.
The last suggestion cannot be added, because I use ready lua functionality from VP. Sorry.
- The requirements again, except a more specific complaint. All the wonders that have a requirement that depends on other players... I say this with all due respect, but IMHO those need to be nuked from orbit. Building the Budhas, being a turn or two away and then having a bribed war completely remove your ability to keep building it sucks a lot. If you wanted to keep these types of requirements in the future, I would suggest at least making it so that you only need to meet them to start building it.
I'm opposed. I like them. I will not add more, probably. I don't think AI have better opportunity to build them after recent balance changes in VP?
- I don't personally think there should be wonders available from the beginning of the game. On anything above King, these are basically free buffs to the AI. A player has zero chance of getting them, and they'd never be worth it even if you did.
There are many ways to restrict the overall number of World Wonders per game
In v0.13 I will try to add option to disable/enable ALL requirements for WWs. We will see how it performs when it is released.
The Gate of the Sun bug should not happen, but without any feedback in that matter, I cannot help you nor resolve the issue if it exists.
I don't think AI have better opportunity to build them after recent balance changes in VP?
Is there any way I can play without this issue before you release v0.13? Disabling Gate of the Sun in 1.WorldWonders\SQL\MainRulesForWorldWonders.sql doesn't remove the problematic dummy.No? I will verify the lua code for Gate of the Sun, then. Maybe I did some crucial error there.
EDIT: Looks like I did an error and every city after building Walls, will receive the dummy. I will correct that.