Super Power Modpack - Total Conversion

In order to make your mod compatible with EUI, it seems there is only a need for:
-- instruct users to remove CityView.lua, CityView.xml, CityView_small.xml and UnitPanel.lua files from your mod
-- remove lines 2744 to 2776 from your CityView.lua, and add the following code to the end of NewCorruptionRule.lua:
Code:
GameEvents.CitySoldBuilding.Add(
function( playerID, cityID, buildingTypeID )
    local player = Players[ playerID ]
    local city = player and player:GetCityByID( cityID )
    if city then
        if buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV0
        or buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV1
        or buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV2
        or buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV3
        or buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV4
        then
            print("City Hall sold! Set Puppet!")
--            city:SetNumRealBuilding(GameInfoTypes.BUILDING_CONSTABLE,0)
            city:SetNumRealBuilding(GameInfoTypes.BUILDING_CONSTABLE_I,0)
--            city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION,0)
            city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION_I,0)
            city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION_II,0)
--            city:SetNumRealBuilding(GameInfoTypes.BUILDING_BARRACKS,0)
--            city:SetNumRealBuilding(GameInfoTypes.BUILDING_ARMORY,0)
--            city:SetNumRealBuilding(GameInfoTypes.BUILDING_ARSENAL,0)
--            city:SetNumRealBuilding(GameInfoTypes.BUILDING_MILITARY_BASE,0)
            city:SetPuppet(true)
            city:SetProductionAutomated(true)

--            if not player:HasPolicy(GameInfoTypes.POLICY_TREATY_ORGANIZATION) then
                city:ChangeResistanceTurns(city:GetPopulation()*0.5)
--            end

         --selling anti-corruption will disable its function

        elseif buildingTypeID == GameInfoTypes.BUILDING_CONSTABLE then
           city:SetNumRealBuilding(GameInfoTypes.BUILDING_CONSTABLE_I,0)

        elseif buildingTypeID == GameInfoTypes.BUILDING_POLICE_STATION then
           city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION_I,0)
           city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION_II,0)
        end
    end
end)
Please note I have not tested any of this (time...) so it actually may not work as is :crazyeye:

Cheers


Is there a difference between EUI and EUI for Community Patch? Because I tried what you did in your post and everything works except all the yield resource icons are food.

When I look at a tile, all the gold, hammer, faith, culture is replaced with icon of food, so it looks like it's all food when the tile actually gives gold, hammer, etc.
 
Ok, I tried both EUI's with the appropriate files removed or edited, and the food icon replacing other yield resource icon is still there. When I remove the EUI and restore the files to Super Power mod, the yield resource icon function properly.
 
Ok, I read the bug thread in the community patch project and someone reported the food icon issue and was told to delete the LUA folder in Community Patch folder and now that issue is fixed. If other bugs appear in the interaction between EUI, CP, and Super Power, I'll report in this thread.
 
In the description for buildings, every tooltip has the line TXT_KEY_PRODUCTION_INVESTMENT_BUILDING. It's not affecting gameplay, but thought I should point it out.
 
I posted this in Steam, but I figured this would get more attention here. There seems to be a bug where the city graphic doesn't display. The banner would still show up but the buildings and such don't appear at all. Sometimes it would show upon founding, then a few turns later it would disappear. It's not gamebreaking, just visually unpleasant. If anyone has any idea how to fix this that would be great.

PS: sometimes the invisible cities would show after I load a saved game, but in those cases other cities disappear. It's just plain odd...
 
I posted this in Steam, but I figured this would get more attention here. There seems to be a bug where the city graphic doesn't display. The banner would still show up but the buildings and such don't appear at all. Sometimes it would show upon founding, then a few turns later it would disappear. It's not gamebreaking, just visually unpleasant. If anyone has any idea how to fix this that would be great.

PS: sometimes the invisible cities would show after I load a saved game, but in those cases other cities disappear. It's just plain odd...

This is a case of your video card not having enough RAM. The occasional cities won't load, then later in the game, farm graphics won't load. I believe this is from inefficient texture loading and mapping, as there's no reason modern video cards couldn't load and map every tile, but it seems every single tile must be stored individually instead of only the 300 or so total tiles you would need to draw every one in the game.
 
This was brought up earlier in the thread, but it doesn't look like it got a solution. Everytime I start the game I can't open the production menu. I do not have EUI installed, so I don't know what's up.
 
This is a case of your video card not having enough RAM. The occasional cities won't load, then later in the game, farm graphics won't load. I believe this is from inefficient texture loading and mapping, as there's no reason modern video cards couldn't load and map every tile, but it seems every single tile must be stored individually instead of only the 300 or so total tiles you would need to draw every one in the game.

Alright thanks. Luckily I'm getting a new laptop soon.
 
Hi guys I've just updated the mod to 5.1 for bug fixing and balance tweaks. Please check the 1# to find what's new.

I'm sorry but I can't always stay active in this forum recently. Finding a job after graduation really makes me mad, like many people else. I wish I could find a good job and make my living as soon as possible so I can get back to working on this mod.

Thanks everyone here for your support of this mod!

Best,
Lincoln_lyf
 
Thanks for the update. Hey we are hiring carpenters here in kc. I know i know that would be a step down but its $14 a hour starting pay up to 36 a hour after 4 year apprenticeship lol. You never know. I used to be a restaurant owner.
 
could any of these mods be causing the save error?
Barbarians - unlimited exp
DDL - various mod
Enhanced military buildings
hald price workers
Izzet league - civilization
New cities penalties removed
porcelain tower science
prospectors
really advanced set-up
start with scout and worker instead of warrior
strategic resource buildings
working workboats
ingame editor
superpower complete edition
 
either I didn't understand their instructions too well and/or this didn't work for me.
 
This is a case of your video card not having enough RAM. The occasional cities won't load, then later in the game, farm graphics won't load. I believe this is from inefficient texture loading and mapping, as there's no reason modern video cards couldn't load and map every tile, but it seems every single tile must be stored individually instead of only the 300 or so total tiles you would need to draw every one in the game.

You would think a graphics card with 4gb of video ram to be sufficient. I have the same issue Zenroe reported. I know it is not my system:

Core i7 4790K @ 4 ghz
16 gb main memory
Samsung EVO M.2 500gb SSD
2TB WD Caviar Black HDD
GeForce GTX 970 GPU w/4gb memory

From what I understand, it is a Civ 5 graphics glitch called 'ghost cities', and is not due to the mod itself, ... still, it is annoying but not game breaking.

see http://forums.civfanatics.com/showthread.php?t=389051

The only solution given so far is to re-verify the integrity of the game cache on Steam?

Btw, great mod, lincoln lyf has done an excellent job.
 
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