[Extension] [POLL] More Wonders for VP

What is your opinion on Flavoured Help Texts unique for More Wonders mod?

  • I like them and I use them every game

  • I use them from time to time to check how they perform

  • I use them only to give some feedback to the author

  • I prefer original version, but I don't mind them

  • I prefer original version, but I played with them few times

  • I don't like them in their current state, but I think they can be improved

  • I don't like them and disable them every game

  • I like them, but still I think they can be improved


Results are only viewable after voting.
All wonders requiring Lake have busted requirements.
"Water = 1, MinAreaSize = 1" doesn't work anymore as Lake requirement. Better substitute with Lua.
It was always supported with lua.

Code:
-- checks if city is between River and Sea and adds this condition (normally it would be treated like city with Lake)
-- Sea and Lake        =    FreshWater == true,     Water>=1 == true            true
-- Lake and River    =    FreshWater == true,     Water>=1 == true            true
-- Sea and River    =    FreshWater == true,     Water>=1 == true            true? (should be false)
-- Sea                =    FreshWater == false,     Water>=1 == true            false
-- Lake                =    FreshWater == true,     Water>=1 == true            true
-- River            =    FreshWater == true,     Water>=1 == false            false
function IsLakeWithOcean(ePlayer, eCity, eBuilding)
    if not tValidIsNearLake[eBuilding] then return true end
    if bReachedMaxEra then return false end

    local pPlayer = Players[ePlayer]
 
    if not pPlayer:IsAlive() then return false end

    local pCity = pPlayer:GetCityByID(eCity)
    local iCityX = pCity:GetX()
    local iCityY = pCity:GetY()

    if pCity:IsCoastal(1) then -- city is adjacent to at least one water tile
        for dir = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1 do
            if Map.PlotDirection(iCityX, iCityY, dir):IsLake() then
                return true
            end
        end
    end

    return false
end
GameEvents.CityCanConstruct.Add(IsLakeWithOcean)
Code:
-- IsNearLake
    -- add lake buildings ==> lake is when: FreshWater = 1, Water = 1, MinAreaSize = 1
    for building in GameInfo.Buildings() do 
        if building.FreshWater and building.Water and building.MinAreaSize == 1 and building.IsCorporation == 0 then
            local eBuilding = GameInfoTypes[building.Type]
          
            --dprint("...adding (id,building,requirement)", building.ID, building.Type, "(IsNearLake)")
            tValidIsNearLake[building.ID] = true
        end
    end
Question is, why it is not working. Any lua errors @gwennog?
How about other "lake" wonders?
 
Ok, found it. There's an error caused by VP cleanup.
This works:
Code:
-- IsNearLake
    -- add lake buildings ==> lake is when: FreshWater = 1, Water = 1, MinAreaSize = 1
    for building in GameInfo.Buildings() do
        if building.FreshWater and building.Water and building.MinAreaSize == 1 and not building.IsCorporation then
            local eBuilding = GameInfoTypes[building.Type]
         
            --dprint("...adding (id,building,requirement)", building.ID, building.Type, "(IsNearLake)")
            tValidIsNearLake[building.ID] = true
        end
    end
It was
Code:
building.IsCorporation == 0
and should be
Code:
not building.IsCorporation
You must paste it into UniqueWorldWonderRequirements.lua. Find similar function (look to post above).
Sorry for inconvienience.
 
"King Solomon's Mines" in neutral territory grants "For the King" promotion to adjacent workers despite the description mentioning this effect should only be applied for the wonder's owner.
Fixed. Also OnTile promotions like in Bermuda Triangle will be fixed in new version.
 
Thank you very much Adan
No problem. If you find anything else, let me know. Is there anything I missed or forgot to resolve? Do you have smth in mind?
 
Would you consider changing requirements for Malwiya Minaret? For now it has "Building: Stone Works", but I believe better option would be "Improvement: Quarry". As it is now, it gives unfair advantage to Songhay, because they have unique building that replaces Stone Works and can be built regardless of having any Quarries in the city.
 
Would you consider changing requirements for Malwiya Minaret? For now it has "Building: Stone Works", but I believe better option would be "Improvement: Quarry". As it is now, it gives unfair advantage to Songhay, because they have unique building that replaces Stone Works and can be built regardless of having any Quarries in the city.
I will look ast this.
 
Would you consider changing requirements for Malwiya Minaret? For now it has "Building: Stone Works", but I believe better option would be "Improvement: Quarry". As it is now, it gives unfair advantage to Songhay, because they have unique building that replaces Stone Works and can be built regardless of having any Quarries in the city.
Done.
 
I get this missing text when I activate the mod using vp 4.22 with eui, TEXT_KEY_BUILDING_STONEHEDGE_HELP_CUT same with hanging garden, error is gone when I disable the mod.
 

Attachments

  • wonders.png
    wonders.png
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Several random notes:
- Ggantija's requirements are missing a pair of brackets. Correct version:
Code:
UPDATE Buildings SET NearbyTerrainRequired = 'TERRAIN_GRASS' WHERE Type = 'BUILDING_GGANTIJA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MW-SETTING-REQUIREMENT' AND (Value=1 OR Value=2));

- The mod could do with updating the resources table for the resources that spawn from wonders. It's technically a VP issue, as the VP team hasn't updated the table with the new requirements in AssignStartingPlots.lua, but it wouldn't hurt to keep things consistent in the mod in the meantime. Relevant code:
Code:
UPDATE Resources SET Hills = 1  WHERE Type = 'RESOURCE_SALT';
UPDATE Resources SET Hills = 1  WHERE Type = 'RESOURCE_COPPER';
UPDATE Resources SET Flatlands = 1  WHERE Type = 'RESOURCE_COAL';

- I noted this in a different thread, but since it also applies here: Line 88 in WonderPopup.lua has a faulty check; an undefined text key returns itself, not nil. Correct version:
Code:
if Locale.ConvertTextKey(strGameInfoCut) ~= strGameInfoCut then
 
Several random notes:
- Ggantija's requirements are missing a pair of brackets. Correct version:
Code:
UPDATE Buildings SET NearbyTerrainRequired = 'TERRAIN_GRASS' WHERE Type = 'BUILDING_GGANTIJA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='MW-SETTING-REQUIREMENT' AND (Value=1 OR Value=2));
Thanks. Added a fix in beta.

- The mod could do with updating the resources table for the resources that spawn from wonders. It's technically a VP issue, as the VP team hasn't updated the table with the new requirements in AssignStartingPlots.lua, but it wouldn't hurt to keep things consistent in the mod in the meantime. Relevant code:
Code:
UPDATE Resources SET Hills = 1  WHERE Type = 'RESOURCE_SALT';
UPDATE Resources SET Hills = 1  WHERE Type = 'RESOURCE_COPPER';
UPDATE Resources SET Flatlands = 1  WHERE Type = 'RESOURCE_COAL';
So the reqs changed in VP but they haven't added the changes in all required places? Huh. I can add this.

- I noted this in a different thread, but since it also applies here: Line 88 in WonderPopup.lua has a faulty check; an undefined text key returns itself, not nil. Correct version:
Code:
if Locale.ConvertTextKey(strGameInfoCut) ~= strGameInfoCut then
Already in my beta.
 
So the reqs changed in VP but they haven't added the changes in all required places? Huh. I can add this.
Those are all vanilla database values, which are still different from what it defines in ASP.lua (forest salt exists in vanilla for example).

Communitas changed spawn criteria of resources, but still didn't update the database. It was then ported to VP.

When I rewrote ASP.lua, I interpreted the Hills = 0 as "they spawn more on flat land than on hills" for mine resources. This gives more variety and prevents the resource from not appearing in full amounts as a monopoly.

You don't really have to follow ASP.lua when placing resources after map generation.
 
Ideally I don't wanna to change anything. I'm curious what is the situation and what guys are asking me for.
So I guess there's a bit of mess in the files and asp.luas and db are still different? Do you plan to fix it or leave it?
 
v24 is finally our after few months of hard work. I hope you will like it. Tons of new stuff and fixed, so be careful and post any bugs you will find.
Be warned that there's a bug with some WW requirements in the alpha we are working on.
@jarcast2 Update your Hidden Wonders please.
Main post updated to v24. Spreadsheet files updated and uploaded in main post (for both World Wonders and Natural Wonders).
Works only with VP installed in MODS folder not the DLC folder!
Code:
- adapted to VP 5.0;
- World Wonders:
    - new/changed:
        - regular World Wonders:
            - Nalanda replaced Parthenon (adapted it to VP's MUC integration);
            - Three Gorges Dam (Information Era);
        - Ideologies:
            - added 2 missing World Wonders in Atomic Era:
                - Great Hall of People (focus: Diplomatic) (Order);
                - Nuclear Research Center (focus: Scientific) (Autocracy);
            - revised and simplified all requirements of Ideology World Wonders;
        - Policies:
            - added new setting enabling additional 4th World Wonder per Policy tree (uses tag "MW-SETTING-POLICIES"):
                - Tradition:     Sigiriya (losing IsNoCoast requirement if a Policy WW);
                - Progress:     Moray Terraces;
                - Authority:     Krak des Chevaliers;
                - Fealty:         Sistine Chapel;
                - Statecraft:     Summer Palace (losing Forest requirement if a Policy WW);
                - Artistry:     Marae Arahurahu;
                - Industry:     Brooklyn Bridge;
                - Imperialism:     Panama Canal;
                - Rationalism:     Polar Expedition;
            - revised some requirements of Policy World Wonders;
            - adjusted Policy Cost for some early World Wonders;
        - Religion:
            - added 4 new World Wonders for those Faith-purchase buildings that have no one (by and in cooperation with @Jarcast2):
                - Songyue Pagoda:         gives Pagoda;
                - Knights Hospitaller:    gives Order;
                - Tlachihualtepetl:     gives Teocalli;
                - Harmandir Sahib:         gives Gurdwara;
            - revised all "regular" World Wonders giving any kind of Religious Building (replaced that building with other abilities):
                - VP:
                    - Angkor Wat:
                        - removed free Mandir;
                        - reverted culture deletion;
                        - replaced +1 Great Engineer Point with +2 Great Diplomat Points;
                        - now +2 Culture and +2 Faith (was 1 and 1);
                        - added +3 Faith to local Civil Servants;
                        - added 20 Faith on Border Growth, scaling with Era;
                        - player can buy Diplomatic Units with Faith;
                    - Chichen Itza:
                        - removed free Teocalli;
                        - now +1 Faith and +3 Golden Age Points (was +1 Culture);
                        - now +60% Golden Age Length (was 50%);
                        - added 45 Faith from Victory during Golden Age in Empire;
                    - Notre Dame:
                        - removed free Cathedral;
                        - now +5 Faith and +4 Culture (was 4 and 1);
                        - now +6 Faith and +6 Golden Age Points (was 3 and 3);
                        - added +5% Culture from Faith Purchase;
                    - Rila Monastery:
                        - replaced free Order with free Monastery;
                    - Sankore Madrasah:
                        - replaced free Mosque with free University;
                - MW:
                    - Golden Pavilion:
                        - removed free Pagoda;
                        - now Lake bonus global (were local);
                    - Mont-Saint-Michel (removed free building and also reworked):
                        - removed free Monastery;
                        - now +4 Faith per 5 Citizens (was 2 per 5);
                        - now +1 Food, +1 Gold and +1 Golden Age Point (was 2 Gold and 2 Golden Age Points);
                        - now +1 Production, +3 Gold and +5 Tourism as enhanced yields (was 3 Gold and 3 Tourism);
                        - now enhanced yields at Computers (was Electricity);
                        - added +1 Food and +1 Gold to all Sheep;
                        - now can be constructed on:
                            - 1-tile island in 2-tile range from a mainland;
                            - on an end of a peninsula surrounded by 5 tiles of water connected to mainland;
        - balance changes of existing World Wonders:
            - VP:
                - Forbidden City (buff):
                    - reverted culture and gold changes;
                - Globe Theater (change):
                    - now requires any Guild (was Bath);
                - Petra (change):
                    - deleted Great Engineer Points;
                    - now +3 Culture and +1 Gold (was +2 Culture);
                - Stonehenge (change):
                    - now +1 Great Scientist Point (was Great Engineer Point);
                - Temple of Artemis (change):
                    - deleted Great Engineer Points;
                    - now +12% global Food (was +10%) and +30% Production towards Archery units (was +25%);
            - MW:
                - Ahu Tongariki (rework):
                    - deleted Forest and Jungle bonuses;
                    - deleted Forest and Jungle requirements;
                    - now +2 Faith on Coast (was +1);
                    - now +1 Production to local Quarries (was Culture to all);
                    - added +1 Culture to all Stones;
                - Altamira Cave (buff):
                    - now Resource bonuses are global (were local);
                - Brooklyn Bridge (rework);
                    - deleted free Great Diplomat;
                    - now 20 Influence on construction (was 100);
                    - added +1 Science;
                    - added 50 Prodution and 50 Science on Great Person expending (300 in Atomic Era after scaling);
                - El Ghriba Synagogue (nerf):
                    - now 10% Gold from Faith Purchase (was 15%);
                - Goebekli Tepe (change):
                    - brought back Mountain Requirement in light version (was Desert);
                    - moved science bonus to all Shrines (was from local Mountain);
                - Majorville Medicine Wheel (nerf):
                    - deleted basic Faith bonus;
                - Malwiya Minaret (change):
                    - now requires 1 Quarry instead of Stone Works (on Hard);
                - Meenakshi Temple (nerf):
                    - now gives +1 Faith per 6 Citizens (was 1 per 4);
                    - now converts 5% Faith Purchase into Food (was 20%);
                - Mohenjo Daro (buff):
                    - removed Desert requirement (Hard);
                    - added no Coast requirement (Light);
                    - now +2 Food (was +1);
                    - now +1 Production per 2 Citizens (was 1 per 4);
                - Skara Brae (nerf):
                    - removed basic Food bonus;
                    - removed Flat requirement;
                - Sigiriya (nerf):
                    - reduced defense bonus to 4 (was 10);
                - Solovietsky Monastery (buff):
                    - removed City Supply bonus;
                    - replaced Production and GAP with increased +2 Faith and +2 Great Admiral Points;
                    - now +25% Production to Naval Units (was 15%);
                    - added 15% Production conversion to Food;
                - Tembleque Aqueduct (change):
                    - now grants Food from Faith Purchases (was Production);
                - Wartburg (nerf):
                    - reduced defense bonus to 7 (was 10);
        - Flavoured Help Texts:
            - removed hated [ICON_MUSHROOM], [ICON_FLOWER] and [ICON_WORKER] (in some cases) and replaced it with more intuitive texts;
            - all original help texts are cleared, and only lua abilities are added there instead (rest can be seen in improved VP tooltip);
            - almost all (up to Industrial Era) Flavoured Help Texts are now used ONLY for World Wonder popup screen;
            - almost all (up to Industrial Era) Flavoured Help Texts are now massively revised, spellchecked and all bonuses are added inside in a smart way;
        - added compatibility check for few mods:
            - @gwennog's: Brittany and Ainu (Village replacements) and Tehuelche (Camp replacement);
            - @jarcast's: Italy and Navajo (Village replacements);
            - @pineppledan's: Timurids (Village replacement);
            - @Hinin's: Benin (Citadel replacement);
        - added AI generated civilopedia texts for all World Wonders added in this mod (by @jarcast2 aka dephi);
        - slightly reworked the formatting of few quote texts;
        - some wonders were renamed to better fit the realism;
        - few more improvement replacements from custom civs added to the requirement lists (by @gwennog);
    - fixed:
        - World Wonders:
            - Falun Mine:
                - now GPP granted starting from Medieval Era (was Classical);
            - Ggantija:
                - added missing parenthesis;
            - Itsukushima Shrine:
                - now boosts only Ocean tiles (was Coast and Ocean);
                - deleted doubled requirements;
            - Kilwa Kisiwani:
                - now bonus yields to resources are global (were local);
            - Panama Canal:
                - added Coast requirement (it was possible to build it on Lake);
                - now 10-tile Landmass (was 11-tile Area);
                - now grants +3 Gold to TR owner and +3 Gold to Sea TR (was +3 for Sea TR and +3 to your city);
            - Tembleque Aqueduct:
                - now grants global Distress reduction (was local);
            - White Sands Missile Range:
                - now have correctly nullyfied value of Policy Required like all other Policy Wonders;
        - missing help text in Wonder Popup screen (credits to @jarcast and @hokath);
        - lake requirements (found by @gwennog);
        - lua dummies requiring other buildings (when settling f.e. with a Colonist);
        - fixed and reworked numerous texts;
        - overall clean up of the files;
- Natural Wonders:
    - new:
        - added 4 new Natural Wonders:
            - Delicate Arch,
            - Mariana Trench,
            - Seongsan Ilchulbong,
            - Zhangyie Danxia.
        - new prettier icons for some Natural Wonders (by @Putmalk);
        - added AI generated civilopedia texts for all Natural Wonders including original ones (by @jarcast2 aka dephi);
    - changed:
        - Aurora Borealis:
            - now does not spawn on Coast (model is invisible when spawned there);
            - renamed to Aurora (it can be Borealis or Australis);
            - reworked its quotes, because they were too long;
        - Bermuda Triangle: now spawns only in seas of 50 tiles or more;
        - Ha Long Bay: added Artifact icon;
        - Giant's Causeway: now gives +20% Work Rate to Archaeologists (was +10%);
        - Great Blue Hole: special buldings are now mutually exclusive;
        - Krakatoa: now ability is in nearby City (was in Capital);
        - Mt. Fuji: now ability is in nearby City (was in Capital);
        - Bathyscaphe Docking Bay: now +50% Production towards Submarines (was +35%);
        - Sylvite and Tern Egg: added names, so new players would know what they are;
        - Louisiana (shrimp): compatibility check is now reworked and also uses trigger;
        - expanded Natural Wonder's Help texts a bit (look at Civilopedia or Natural Wonder Overview);
        - Natural Wonder Overview shows short Help text on a "?" hover instead of normal Civilopedia text;
        - Natural Wonder Popup:
            - contains more colored texts for better visibility;
            - reworked all texts (went back to the good old method a bit because there's a plenty of space for it);
    - fixed:
        - Deep Ocean Research Facility: now correctly boosts all sea resources (was only Tropical Fish);
        - Uluru: bonus production towards Diplomatic Units is global (was in Capital);
        - Mt. Sinai: now grants correct 50 Faith and ownership change (was 100);
        - replaced Plot:Area():GetNumTiles() function with Map.GetNumTilesOfLandmass(Plot:GetLandmass()) function;
        - moved adjacent and on tile promotions to the "Abilities" section of the Natural Wonder Popup screen;
        - added few missing civilopedia entries for new Natural Wonders;
        - multiple text corrections and updates;
    - cleaned:
        - deleted 43-civ files (new solution implemented in previous version should work here too);
        - deleted old AssignStartingPlots.lua file;
        - revised and simplified UniqueNaturalWonderAbilities.lua file;
        - revised NaturalWondersCustomMethods.lua file;
        - deleted old print statements in lua files;
        - deleted unnecessary New Reef tags;
- Buildings:
    - Fletcher:
        - added back eligible combat types for Yerba de la Fleche (Archery and also Melee and Mounted for longer life of the promotion);
 
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Oh, at last time has come for the grand wonder transfer.
I'll be updating Hidden Wonders within the end of next week.
Do I need to regive the religious building to Angkor Wat, Chichen Itza, Notre Dame?
 
Oh, at last time has come for the grand wonder transfer.
I'll be updating Hidden Wonders within the end of next week.
Do I need to regive the religious building to Angkor Wat, Chichen Itza, Notre Dame?
If u want to keep the consistency then no. Every first tier in my MW gives one. We agreed u add missing ones of the 2nd tier, so its up to u.
 
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