usadefcon1
Prince
- Joined
- Sep 24, 2016
- Messages
- 505
I've just discovered you can change the Minimum Zoom Level in the config.ini file. Is there a way to change the Maximum Zoom Level too? I would love to be able to zoom out more.
I have a problem. I added code like this:
Received table like this during the game:Code:<Worlds> <Update> <Where Type="WORLDSIZE_DUEL"/> <Set DefaultPlayers="5" DefaultMinorCivs="8" MaxActiveReligions="3" NumNaturalWonders="4"/> </Update> <Update> <Where Type="WORLDSIZE_TINY"/> <Set DefaultPlayers="10" DefaultMinorCivs="17" MaxActiveReligions="6" NumNaturalWonders="8"/> </Update> <Update> <Where Type="WORLDSIZE_SMALL"/> <Set DefaultPlayers="15" DefaultMinorCivs="25" MaxActiveReligions="8" NumNaturalWonders="12"/> </Update> <Update> <Where Type="WORLDSIZE_STANDARD"/> <Set DefaultPlayers="20" DefaultMinorCivs="34" MaxActiveReligions="11" NumNaturalWonders="16"/> </Update> <Update> <Where Type="WORLDSIZE_LARGE"/> <Set DefaultPlayers="25" DefaultMinorCivs="42" MaxActiveReligions="13" NumNaturalWonders="20"/> </Update> <Update> <Where Type="WORLDSIZE_HUGE"/> <Set DefaultPlayers="30" DefaultMinorCivs="50" MaxActiveReligions="16" NumNaturalWonders="24"/> </Update> </Worlds>
View attachment 553292
Problems are:
Mods: VP, IGE, Tectonic (here was the file).
- Default minor civs are not what we can see in that table. When I choose Small, I get 12 instead of 25;
- Wonder number is still default; I should have 12, and I get 4;
- Religions number didn't change in the table;
Also third thing: Can someone check for me if those changes are in the dll file?:And second question: Where can I find latest version of "AssignStartingPlots.lua" changed by VP?
From 0c8c50039dc723a8676ef9b63919f9c1dfc7ab77 Mon Sep 17 00:00:00 2001
From: Lamil Lerran <lamillerran@gmail.com>
Date: Wed, 2 Mar 2016 10:34:47 -0800
Subject: [PATCH 1/1] Added PseudoNaturalWonder feature type
---
CvGameCoreDLL_Expansion2/CvInfos.cpp | 11 +++++++++--
CvGameCoreDLL_Expansion2/CvInfos.h | 4 +++-
CvGameCoreDLL_Expansion2/CvPlot.cpp | 16 ++++++++--------
CvGameCoreDLL_Expansion2/CvPlot.h | 2 +-
CvGameCoreDLL_Expansion2/CvUnit.cpp | 2 +-
CvGameCoreDLL_Expansion2/CvVotingClasses.cpp | 2 +-
CvGameCoreDLL_Expansion2/CvWorldBuilderMapLoader.cpp | 2 +-
7 files changed, 24 insertions(+), 15 deletions(-)
diff --git a/CvGameCoreDLL_Expansion2/CvInfos.cpp b/CvGameCoreDLL_Expansion2/CvInfos.cpp
index 7baac21..0f14cb3 100644
--- a/CvGameCoreDLL_Expansion2/CvInfos.cpp
+++ b/CvGameCoreDLL_Expansion2/CvInfos.cpp
@@ -4746,6 +4746,7 @@ CvFeatureInfo::CvFeatureInfo() :
m_bNukeImmune(false),
m_bRough(false),
m_bNaturalWonder(false),
+ m_bPseudoNaturalWonder(false),
m_iWorldSoundscapeScriptId(0),
m_iEffectProbability(0),
m_piYieldChange(NULL),
@@ -4906,9 +4907,14 @@ bool CvFeatureInfo::IsRough() const
return m_bRough;
}
//------------------------------------------------------------------------------
-bool CvFeatureInfo::IsNaturalWonder() const
+bool CvFeatureInfo::IsNaturalWonder(bool orPseudoNatural) const
{
- return m_bNaturalWonder;
+ return m_bNaturalWonder || (orPseudoNatural && IsPseudoNaturalWonder());
+}
+//------------------------------------------------------------------------------
+bool CvFeatureInfo::IsPseudoNaturalWonder() const
+{
+ return m_bPseudoNaturalWonder;
}
//------------------------------------------------------------------------------
const char* CvFeatureInfo::getArtDefineTag() const
@@ -5037,6 +5043,7 @@ bool CvFeatureInfo::CacheResults(Database::Results& kResults, CvDatabaseUtility&
m_bNukeImmune = kResults.GetBool("NukeImmune");
m_bRough = kResults.GetBool("Rough");
m_bNaturalWonder = kResults.GetBool("NaturalWonder");
+ m_bPseudoNaturalWonder = kResults.GetBool("PseudoNaturalWonder");
m_strEffectType = kResults.GetText("EffectType");
m_strEffectTypeTag = kResults.GetText("EffectTypeTag");
diff --git a/CvGameCoreDLL_Expansion2/CvInfos.h b/CvGameCoreDLL_Expansion2/CvInfos.h
index 095ee9e..63b9fec 100644
--- a/CvGameCoreDLL_Expansion2/CvInfos.h
+++ b/CvGameCoreDLL_Expansion2/CvInfos.h
@@ -1455,7 +1455,8 @@ public:
bool isVisibleAlways() const;
bool isNukeImmune() const;
bool IsRough() const;
- bool IsNaturalWonder() const;
+ bool IsNaturalWonder(bool orPseudoNatural = false) const;
+ bool IsPseudoNaturalWonder() const;
const char* getArtDefineTag() const;
void setArtDefineTag(const char* szTag);
@@ -1512,6 +1513,7 @@ protected:
bool m_bNukeImmune;
bool m_bRough;
bool m_bNaturalWonder;
+ bool m_bPseudoNaturalWonder;
// Set each time the game is started
bool m_bClearable;
diff --git a/CvGameCoreDLL_Expansion2/CvPlot.cpp b/CvGameCoreDLL_Expansion2/CvPlot.cpp
index 0c5a80b..216f956 100644
--- a/CvGameCoreDLL_Expansion2/CvPlot.cpp
+++ b/CvGameCoreDLL_Expansion2/CvPlot.cpp
@@ -5115,7 +5115,7 @@ void CvPlot::setOwner(PlayerTypes eNewValue, int iAcquiringCityID, bool bCheckUn
if(getFeatureType() != NO_FEATURE)
{
- if(GC.getFeatureInfo(getFeatureType())->IsNaturalWonder())
+ if(GC.getFeatureInfo(getFeatureType())->IsNaturalWonder(true))
{
bShouldUpdateHappiness = true;
}
@@ -5566,7 +5566,7 @@ void CvPlot::setFeatureType(FeatureTypes eNewValue, int iVariety)
if(eNewValue != NO_FEATURE)
{
// Now a Natural Wonder here
- if((eOldFeature == NO_FEATURE || !GC.getFeatureInfo(eOldFeature)->IsNaturalWonder()) && GC.getFeatureInfo(eNewValue)->IsNaturalWonder())
+ if((eOldFeature == NO_FEATURE || !GC.getFeatureInfo(eOldFeature)->IsNaturalWonder(true)) && GC.getFeatureInfo(eNewValue)->IsNaturalWonder(true))
{
GC.getMap().ChangeNumNaturalWonders(1);
GC.getMap().getArea(getArea())->ChangeNumNaturalWonders(1);
@@ -5575,7 +5575,7 @@ void CvPlot::setFeatureType(FeatureTypes eNewValue, int iVariety)
if(eOldFeature != NO_FEATURE)
{
// Was a Natural Wonder, isn't any more
- if(GC.getFeatureInfo(eOldFeature)->IsNaturalWonder() && (eNewValue == NO_FEATURE || !GC.getFeatureInfo(eNewValue)->IsNaturalWonder()))
+ if(GC.getFeatureInfo(eOldFeature)->IsNaturalWonder(true) && (eNewValue == NO_FEATURE || !GC.getFeatureInfo(eNewValue)->IsNaturalWonder(true)))
{
GC.getMap().ChangeNumNaturalWonders(-1);
GC.getMap().getArea(getArea())->ChangeNumNaturalWonders(-1);
@@ -5597,14 +5597,14 @@ void CvPlot::setFeatureType(FeatureTypes eNewValue, int iVariety)
// --------------------------------------------------------------------------------
/// Does this plot have a natural wonder?
-bool CvPlot::IsNaturalWonder() const
+bool CvPlot::IsNaturalWonder(bool orPseudoNatural) const
{
FeatureTypes eFeature = getFeatureType();
if(eFeature == NO_FEATURE)
return false;
- return GC.getFeatureInfo(eFeature)->IsNaturalWonder();
+ return GC.getFeatureInfo(eFeature)->IsNaturalWonder() || (orPseudoNatural && GC.getFeatureInfo(eFeature)->IsPseudoNaturalWonder());
}
// --------------------------------------------------------------------------------
@@ -6880,7 +6880,7 @@ int CvPlot::calculateNatureYield(YieldTypes eYield, TeamTypes eTeam, bool bIgnor
if(isImpassable() || isMountain())
{
// No Feature, or the Feature isn't a Natural Wonder (which are impassable but allowed to be worked)
- if(getFeatureType() == NO_FEATURE || !GC.getFeatureInfo(getFeatureType())->IsNaturalWonder())
+ if(getFeatureType() == NO_FEATURE || !GC.getFeatureInfo(getFeatureType())->IsNaturalWonder(true))
{
return 0;
}
@@ -6965,7 +6965,7 @@ int CvPlot::calculateNatureYield(YieldTypes eYield, TeamTypes eTeam, bool bIgnor
}
}
// Natural Wonders
- if(m_eOwner != NO_PLAYER && pFeatureInfo->IsNaturalWonder())
+ if(m_eOwner != NO_PLAYER && pFeatureInfo->IsNaturalWonder(true))
{
int iMod = 0;
@@ -8069,7 +8069,7 @@ bool CvPlot::setRevealed(TeamTypes eTeam, bool bNewValue, bool bTerrainOnly, Tea
{
if(getFeatureType() != NO_FEATURE)
{
- if(GC.getFeatureInfo(getFeatureType())->IsNaturalWonder())
+ if(GC.getFeatureInfo(getFeatureType())->IsNaturalWonder(true))
{
GET_TEAM(eTeam).ChangeNumNaturalWondersDiscovered(1);
diff --git a/CvGameCoreDLL_Expansion2/CvPlot.h b/CvGameCoreDLL_Expansion2/CvPlot.h
index df62de6..ad92fee 100644
--- a/CvGameCoreDLL_Expansion2/CvPlot.h
+++ b/CvGameCoreDLL_Expansion2/CvPlot.h
@@ -448,7 +448,7 @@ public:
void setFeatureType(FeatureTypes eNewValue, int iVariety = -1);
- bool IsNaturalWonder() const;
+ bool IsNaturalWonder(bool orPseudoNatural = false) const;
ResourceTypes getResourceType(TeamTypes eTeam = NO_TEAM) const;
ResourceTypes getNonObsoleteResourceType(TeamTypes eTeam = NO_TEAM) const;
diff --git a/CvGameCoreDLL_Expansion2/CvUnit.cpp b/CvGameCoreDLL_Expansion2/CvUnit.cpp
index 9b784a0..03c4bcd 100644
--- a/CvGameCoreDLL_Expansion2/CvUnit.cpp
+++ b/CvGameCoreDLL_Expansion2/CvUnit.cpp
@@ -13413,7 +13413,7 @@ void CvUnit::setXY(int iX, int iY, bool bGroup, bool bUpdate, bool bShow, bool b
// Natural wonder that provides free promotions?
FeatureTypes eFeature = pAdjacentPlot->getFeatureType();
- if(eFeature != NO_FEATURE && GC.getFeatureInfo(eFeature)->IsNaturalWonder())
+ if(eFeature != NO_FEATURE && GC.getFeatureInfo(eFeature)->IsNaturalWonder(true))
{
PromotionTypes ePromotion = (PromotionTypes)GC.getFeatureInfo(eFeature)->getAdjacentUnitFreePromotion();
if(ePromotion != NO_PROMOTION)
diff --git a/CvGameCoreDLL_Expansion2/CvVotingClasses.cpp b/CvGameCoreDLL_Expansion2/CvVotingClasses.cpp
index e2d88a0..3a854c0 100644
--- a/CvGameCoreDLL_Expansion2/CvVotingClasses.cpp
+++ b/CvGameCoreDLL_Expansion2/CvVotingClasses.cpp
@@ -3890,7 +3890,7 @@ int CvLeague::GetFeatureYieldChange(FeatureTypes eFeature, YieldTypes eYield)
if (pInfo)
{
// Natural Wonders
- if (pInfo->IsNaturalWonder())
+ if (pInfo->IsNaturalWonder(true))
{
int iNaturalWonderMod = 0;
if (eYield == YIELD_CULTURE)
diff --git a/CvGameCoreDLL_Expansion2/CvWorldBuilderMapLoader.cpp b/CvGameCoreDLL_Expansion2/CvWorldBuilderMapLoader.cpp
index e869163..1c125b4 100644
--- a/CvGameCoreDLL_Expansion2/CvWorldBuilderMapLoader.cpp
+++ b/CvGameCoreDLL_Expansion2/CvWorldBuilderMapLoader.cpp
@@ -1348,7 +1348,7 @@ bool CvWorldBuilderMapLoader::Save(const wchar_t* wszFilename, const char* szMap
else
{
CvFeatureInfo* pkFeatureInfo = GC.getFeatureInfo(eFeatureType);
- if(pkFeatureInfo != NULL && pkFeatureInfo->IsNaturalWonder())
+ if(pkFeatureInfo != NULL && pkFeatureInfo->IsNaturalWonder()) //TODO: Not sure whether to include PseudoNatural Wonders here...
{
kPlotData.SetFeatureType(CvWorldBuilderMap::PlotMapData::InvalidFeature);
kPlotData.SetNaturalWonderType((byte)eFeatureType);
--
2.9.0.windows.1
Bump.
And second question: Where can I find latest version of "AssignStartingPlots.lua" changed by VP?
Yes, I debug, bug fix and tweak the very old version that I mostly play with (I use DLC modpacks to try out the latest versions from time to time, without disturbing my installed version).@psparky Can you dig in dll or you don't touch it at all?
One guy wrote this mod with its own dll changes described in the file I posted earlier. Then @Iamblichos added them to CP (2nd page of the thread), but not tested probably. I used the same settings, but still have problems with not loaded custom natural wonder model, which should be fixed in dll. I just need someone to compare current dll with his file to check if there is nothing wrong. I know it can be hard, but I have no knowledge about dlls.Yes, I debug, bug fix and tweak the very old version that I mostly play with (I use DLC modpacks to try out the latest versions from time to time, without disturbing my installed version).
I post bugs on github, but haven't used it for development. I didn't really understand your recent question, but I do see references to PseudoNaturalWonder in the code if that helps
local g_tDirectionTypes = {
DirectionTypes.DIRECTION_NORTHEAST,
DirectionTypes.DIRECTION_EAST,
DirectionTypes.DIRECTION_SOUTHEAST,
DirectionTypes.DIRECTION_SOUTHWEST,
DirectionTypes.DIRECTION_WEST,
DirectionTypes.DIRECTION_NORTHWEST
}
Runtime Error: C:\Users\Adam\Documents\My Games\Sid Meier's Civilization 5\MODS\(overhaul) More Wonders for VP (v 1)\NaturalWonders\Lua\NaturalWondersCustomMethods.lua:44: attempt to index global 'DirectionTypes' (a nil value)
Could someone explain to me the difference between Election Rigging and Coup in regards to spy's and city states. (My current understanding is that election rigging increases influence, and im not quite sure what a coup does and how you get it vs election rigging). Also it says a failed coup will kill your spy, although as far as I can remember I have never lost a spy in this way. Also how the interplay works when there are multiple similarly leveled spys in the same city
Also it seems that my spies leveled up from sucessful action in a city state and for some reason I thought that didnt happen. Did they change this?
HI there!I haven't played this mod in a couple of years, so some of the stuff that's been added has definitely passed me by. I'm also not 100% sure if I've installed correctly, so with that in mind, 2 quick questions:
1. I feel like I used to be able to see what impact on happiness a city was having, before it became unhappy (and how far above/below each line the city was). Has that changed just to show when cities are unhappy now?
2. Fighting America with the Huns in the Classical era. All the American melee units seem to have a promotion that grants them +33% vs Archery units - I think it's represented by the symbol of a crossed mace and axe. I can't find any mention of the promotion in the Civilopedia, or any reason that the American units would all have it. Where's this come from?
Thanks for the help, and sorry if I'm missing something really obvious. I did try looking it all up first.
If a spy is stationed in a City-State, it will rig the elections every X turns, increasing your Influence and decreasing the Influence of other civs. This does not risk your spy's death.
When in a City-State that someone else is allied with, your spy can attempt a coup (available under the Espionage Overview, must be performed manually). Chances of success depend on factors such as your spy's level and how close you are to the other civ in Influence. If a coup succeeds, your Influence total is swapped with the City-State's ally, all other civs have their Influence lowered, and you receive diplo penalties (especially with the former ally). If a coup fails, your spy is killed. If a coup is attempted, a cooldown timer starts, and no more coups can be attempted in that City-State for some time.
Your spy can gain experience and level up from rigging elections in a City-State. I believe this was added in a version last year.
Holy ****, how long has this coup concept where you click it been in the game? Have I just not known about this all these years or is this a vox populi recent addition? Does Englands spy increased level work beyond lv 3 for increasing Coup chance? England is my most played civ and I have never used this Coup function.... 100's of hours probably wasted losing games lol
One guy wrote this mod with its own dll changes described in the file I posted earlier. Then @Iamblichos added them to CP (2nd page of the thread), but not tested probably. I used the same settings, but still have problems with not loaded custom natural wonder model, which should be fixed in dll. I just need someone to compare current dll with his file to check if there is nothing wrong. I know it can be hard, but I have no knowledge about dlls.
The main problem is fact that adding natural wonder to the tables and his model is not enough because some hardcoded things in civ 5. This guy found way to program wonder as a feature, and his model like for improvement. PseudoNaturalWonder tag is used for the model finding. For now I got some default Mt. Fuji model and it does not depend on actual model I set in my mod files (fxsxml).
To be sure its not my fault I experimented with different xml file settings, used different models, but effect is still the same.
I managed to add all stuff related to Natural Wonders beside model.
Every city benefits from the pantheon and follower beliefs of the majority religion in the city. As a player, you benefit from founder beliefs. If you are a founder, you can't change it. If you become an usurper, then you get founder beliefs of the religion you usurped and is majority in your empire.When I capture Celtic Holy City and make their religion my official religion, do I get benefit from their pantheon?
Curious too.Similarly when I capture Byzantine Holy City, do I get benefit from extra belief adopting that religion?
Every city benefits from the pantheon and follower beliefs of the majority religion in the city. As a player, you benefit from founder beliefs. If you are a founder, you can't change it. If you become an usurper, then you get founder beliefs of the religion you usurped and is majority in your empire.
Curious too.