Professional Army not giving you gold

Sallem

Chieftain
Joined
Jan 13, 2012
Messages
5
Hi.

I'm using latest version of VEM (non G&K) and I noticed "Professional Army" is not giving you any gold from salvaging (at least from sea units, I didn't kill any ground unit yet). Upgrade cost units reduction, in other hand, seems to work correctly.

Greetings and thanks for your work.
 
Hi.

I'm using latest version of VEM (non G&K) and I noticed "Professional Army" is not giving you any gold from salvaging (at least from sea units, I didn't kill any ground unit yet). Upgrade cost units reduction, in other hand, seems to work correctly.

Greetings and thanks for your work.

Were you using quick combat or in strategic view? Suppressing the combat animations in those ways stops such combat-related policies from working.
 
Really? I'm using Quick Combat. Latests versions let you change this setting on the fly, so I'll try changing that, or start another game.

Tx.
 
You can disable combat animations with the Options file located in the mod folder. That method works with mods. The ingame "quick combat" does not work with mods.
 
After updating to new version I started a new game with no-quick combat and the problem isn't gone, no gold is savaged :(.
 
But in the v13 and v18 it is:

ALTER TABLE Policies ADD GoldFromKillsCostBased variant default 0;

So is this right now, or should it be without the "s"?


EDIT: Ok, tested it a bit. It should be without the "s".
 
@jk_bonn
GoldFromKillsCostBased requires the capability to detect combat in mods, which Firaxis messed up in the June 14th patch, so it's disabled now in vem. I replaced it with the vanilla GoldFromKills.

@lindanealmck
Does disabling combat animations work? In a past version I changed air strike animation time to 2 seconds (down from vanilla 30 seconds per attack)... but the change conflicted with the RED mod a lot of people use. I might add it as an optional thing.
 
Civ5ArtDefines_UnitMembers.xml: ART_DEF_UNIT_MEMBER_BOMBER

I believe the problem was that file must be fully replaced, instead of partly edited, so RED and Civup override one another. I think this is what sped up the bomber attack animation:

<fTurnRateMin>0.15</fTurnRateMin>
<fTurnRateMax>0.35</fTurnRateMax>
<fMoveRate>1.8</fMoveRate>

The default move rate is 1.2 so this is 50% faster. I increased the turn rate to compensate for the faster speed. All aircraft got a similar change. I think now that we have mod associations, we could solve this issue by:

  1. Include the aircraft change in both mods.
  2. In RED, add a "reference" association to Civup.
That would make the load order civup -> red so your file overrides mine.
 
Since .674 we can't use Civ5ArtDefines_UnitMembers.xml (and since mod association was enabled, I've set CiVUP in references ;) ), now it's database update, even better for compatibility.

I also think they've already raised the default animation following your change in .674, because the following is from the Civ5 file:

Code:
      <Defaults>ART_DEF_TEMPLATE_AIR</Defaults>
      <fTurnRateMin>0.15</fTurnRateMin>
      <fTurnRateMax>0.35</fTurnRateMax>
      <fAttackRadius>64.0</fAttackRadius>
      <fMoveRate>1.8</fMoveRate>

Now I also changed the speed in R.E.D using
1.5 for atomic bomb (from 1.2 in civ5 .674)
1.7 for bomber/b17 (from 1.8)
2.0 for fighter/zero (from 1.6, that was lesser than bomber, how do they play interception animation ?)
2.5 for jetfighter (from 2.0)
2.35 for stealth bomber (from 2.0)

I didn't change the turnrate.

Let me know when you convert your version of Civ5ArtDefines_UnitMembers.xml to the new system, I'll either tweak my values to match yours or add a check to use yours if CiVUP is used (does your mod add something specific in the DB, something we can refer to for SQL conditional update ?)
 
I haven't had that file in the mod for several months, since the time I discovered you modify it too. The important thing is just to find numbers that make bombing runs last ~3 seconds instead of 30 seconds. Check the animation against targets at the bomber's maximum range. It does look a little silly to have a plane zipping around so fast, but it's better than waiting five minutes to attack with a handful of bombers. :)
 
It's too bad we couldn't change this so that each city is allowed 1 "Sortie" per turn and you can put as many or as few bombers in the group as you want. Then click go and watch the whole armada roll across the sky.
That would be worth watching!
 
x4 is maybe to fast :think:
 
Hah yeah, I went for a 50% speed increase, just pick something that looks okay. It's not a linear effect: doubling speed does not halve the time required for an attack, since there's other time costs involved. :)
 
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