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Reform and Rule

Discussion in 'Civ5 - Modpacks' started by Machiavelli24, Oct 21, 2013.

  1. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    I saw your work on the standard tenets and would welcome any artist willing to volunteer their time and effort. I understand you're not making any commitments at this stage but should you want to take on the project let me know and I'll coordinate the details with you.
     
  2. bane_

    bane_ Howardianism High-Priest

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    Nov 27, 2013
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    1,559
    I honestly don't know if it would be enough to just give the Supply effect to Melee only, as they could act as pincushion for the ranged bombardment. What I'm worried is that the AI may target the melee first, since they have lower HP (than the ranged's 100); but I don't know how the AI prioritize targets.

    If a AI opponent gets Piracy (even the Ottomans), I don't see much worry, they are terrible in naval battles anyway, the problem is that it gives you an strategic get-away as Human the AI don't know how to (ab)use nor prevent or counter-act.

    A lower HP gain may be a solution, but then I don't think Piracy would be worth getting.


    I'm sorry to deliver you problems without getting to a solution, I know how that may get frustrating, I'm just giving feedback on my games, because I can't play without Reform&Rule and Race for Religion anymore. :p
     
  3. Funak

    Funak Chieftain

    Joined:
    Jul 15, 2013
    Messages:
    9,127
    One minor note which I'm not sure is a bug or just a typo (or just me being mistaken).
    The policy in tradition giving 15% growth from the national epic is actually giving 15% food, which is something else entirely. Growth% is added after subtraction of food consumed by citizens while Food% is added before. I have no real issue with the way it is handled now, but if it is intended you should probably change the tooltip, or if this is all in my head and I'm being crazy just feel free to tell me.

    And yes I know Temple of Artemis also say growth% while it actually provides food% but I've given up on getting firaxis to fix that.

    Other than that I really enjoy your mod, brought some much needed life into civ5. Thank you.
     
  4. lincoln_lyf

    lincoln_lyf Chieftain

    Joined:
    Apr 25, 2014
    Messages:
    137
    Hi Machiavelli,

    Thanks very much for your codes which I have taken reference in my own modpack: Super Power.

    I found a minor issue in your codes of Educated_Officers.lua that may cause CTD according to my experience.

    I took reference from your codes in my tweaked policy effect - Military Caste:Gain Science when you build or purchase a unit (100% of its combat strength). However many of my users reported it will cause a unstoppable CRASH or Beakers Overflow if they or AI finish building a unit if they don't have any Tech under researching (teamTechs == nil or researchProgress ==0)

    I solved this problem by adding a "nil condition" (Thanks the help from cocoleche)

    Like this:
    Spoiler :
    -- Honor training unit gain Science
    function UnitGainScience(iPlayer, iCity, iUnit, bGold, bFaith)
    local player = Players[iPlayer]
    local pUnit = player:GetUnitByID(iUnit)
    local policyID = GameInfoTypes["POLICY_MILITARY_CASTE"]

    if (player:HasPolicy(policyID) and pUnit:IsCombatUnit()) then
    -- print("New unit built!")
    local team = Teams[player:GetTeam()]
    local teamTechs = team:GetTeamTechs()

    if not teamTechs then --------------Avoid AI crash if a Tech is finished right after a unit built
    print ("no Tech under researching")
    return

    end

    local currentTech = player:GetCurrentResearch()
    local researchProgress = teamTechs:GetResearchProgress(currentTech)
    local pUnitStrength = pUnit:GetBaseCombatStrength()
    local adjustedBonus = pUnitStrength*1
    -- Give the Science

    -- print ("researchProgress "..researchProgress)
    if researchProgress > 0 then
    teamTechs:SetResearchProgress(currentTech, researchProgress + adjustedBonus)
    end


    -- Send a notification to the player
    -- if player:IsHuman()then
    -- local text = Locale.ConvertTextKey("TXT_KEY_SP_POLICY_SCIENCE_FROM_UNIT", tostring(adjustedBonus), pUnit:GetName())
    -- player:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, text, text)
    -- end
    end
    end
    GameEvents.CityTrained.Add(UnitGainScience)


    I checked your Educated_Officers.lua on the download link in the first page and it seems that your codes still lack this "nil condition". If you are bothered by CTD reports maybe you could give it a try.

    I'm not sure if you have noticed this problem. I just want to help. If you have solved this problem just ignore it.

    Love your great mod: Reform and Rule and keep up the good work!

    Best,
    Lincoln
     
  5. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    lincoln, thank you for bringing that problem to my attention. I've released an update for Reform and fixes the problem. The issue was most likely caused by player:GetCurrentResearch() providing a value of -1 if the player has not selected a technology. Trying to SetResearchProgress with a techID of -1 likely produced the crash/undefined behavior. Leadership, Rationalism Opener and Educated Officers now all look for a valid tech before providing Science. If no valid tech is found they do not provide any Science.
     
  6. Dahebbie

    Dahebbie Chieftain

    Joined:
    Jan 23, 2014
    Messages:
    112
    Location:
    Denmark
    Hi Machiavelli.

    First of all, thx for this very nice mod. Very much needed, it has really renewed the game. :goodjob:

    Have played 3-4 Deity games with R&R and have a few comments that you might take into consideration at some point.

    I experience a lot more problems (not consistant though) with loading, saving and exiting the game after using your mod.
    Also use the following mods:
    enhanched user interface
    infoaddict
    Really advanced setup

    Haven't done any research in terms of trying to disable the other mods, and step-by-step reenabling them, to see when the error occurs. But still I felt it is worth mentioning.
    -----------------------------------------
    My main issue with your mod is the Tradition policy tree. It does need a buff IMO. It needs a little happy and a little gold in policy no. 2/3. A quick fix could be like this, remaking "Monarchi"
    Move the -25% culture/gold cost to the opener.
    Monarchi remade to the good old: -1 unhappy and +1gold for every 2 pop in cap.
    (And then remove the -25% unhappy from Aristocracy, and ad the +10% hammers on Wonder build)

    In generel regarding tradition, imo it needs to be a tree that you start of with. But oligarchy is for the most part something that benefits you in the mid game, legalism is a cool idea, but could do with a +2 food in cap, so that you can support thoose super early specialist.

    Maybe ALL these changes is to much of a buff, so that trad again becomes to strong, and thats not my intention at all. It is very fun in R&R that you really "want all the policies" most of the time, and is in great doubt on what to choose.

    On a final note from me, I think the patronage tree is a little to much for thoose who conquers citystates, for my taste. It would be nice if it also rewarded thoose of us who befriend them mostly.

    Again thx for this great effort:)
     
  7. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
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    Version 25 (The pious pirate patron) is out! It contains a collection of game play changes, including significant change to Piety. With Beyond Earth coming out soon this likely to be the final version of Reform and Rule (unless bugs are identified).
     
  8. bane_

    bane_ Howardianism High-Priest

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  9. Dahebbie

    Dahebbie Chieftain

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    Location:
    Denmark
    Thx for theese changes, very good improvement. :clap: But just makes it even HARDER to choose between the trees :run:

    Maybe the huge Peity changes should be mentioned in the changelog?

    Thx Again
    (Also for the great peoples counter and race for religion)
     
  10. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    Thanks for the catch, I've edited the change log.
    ----------------
    I've been trying to wind down my civ5 mod projects (and avoid starting any new ones) in preparation for Beyond Earth (where I expect I will also make mods for). Releasing another version of R&R before Beyond Earth is released could happen. I'll be keeping an eye on Piety and if any bugs come out of the woodwork.
    -----------------
    I also wanted to respond to something you wrote awhile back bane (about Piracy's heal) but I was too busy at the time:

    One approach I considered for Piracy's heal is changing it to only being a heal on kill. That isn't the version currently in, but if it is still too effective that could be a possible change.

    I don't find this frustrating and it is in fact what I want. It is not a player's responsibility to design effects, it is mine.

    I actually tend to be prefer when players just describe their strategy rather than when they try to provide alternative effects. Not because I am ungrateful or uninterested, but because the alternative effects often muddle the player's insight into strategy. The hypothetical question of how an alternative would play is much trickier to cleanly communicate than the concrete question of how the current effects play.
     
  11. demondance

    demondance Chieftain

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    Oct 6, 2012
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    Hi Machiavelli, thanks for your hard work and dedication !!!

    You are one of the most mod i fully respect, used all your mod .

    See you at beyond the earth
     
  12. bane_

    bane_ Howardianism High-Priest

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    Sadly I won't be playing B.E. so soon. Fortunately, though, you are leaving with the mods in excellent state.

    I'm currently testing my Crusader States mod, but as soon as I can I'll test extensively in water-based maps.

    Makes sense. :)
     
  13. bane_

    bane_ Howardianism High-Priest

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    Hey, I was bug hunting and found these:

    Ref line:
    local trait = GameInfo.Leader_Traits[player:GetLeaderType()].TraitType;

    Ref line:
    local player = Players[city:GetOwner()];
     
  14. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
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    Thanks for the heads up about Mandate of Heaven. I'll take a closer look at what is going on there.

    As for the Rationalism opener, that one is less of an issue. It is caused by a city changing from 1 population to 0 (due to razing). In such a circumstance Rationalism will error out instead of gracefully doing nothing. It functions properly and only people looking at the log will notice anything, but I'll just add an extra check in there to keep the log clean.
     
  15. mokyo24

    mokyo24 Chieftain

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    Jan 16, 2014
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    No more increased Golden Age in Freedom?
     

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