I'm not sure, could be worth checking out. Maybe it is? If so, that might help narrowing down the issue.I was able to build the Fasil Ghebbi no problem in a game not too long ago. Is this a problem only when rushing it with an engineer?
Enlightenment Era mod is the most major one I have running, if that's any help.I too have had no issue with Fasil Ghebbi; however, I've only used EE in conjunction with many other mods. Is it possible its Lua depends on functions that are included in other mods but were accidentally not natively included with EE itself?
Okay, I don't really get why you want to leave imbalances unredressed if you aware of them, particularly on clear-cut issues like Uhlan.
Woah, those are some big changes, and are more along the lines of changing the mod rather than bug-fixing. I also don't quite understand it. You say "SotL swaps places with Frigate, so that it comes after", but SotL already comes after Frigate, and swapping them around doesn't make much sense since Frigate is a weaker unit?
Anyway, I'm going to make one or two changes to the update I made later today, namely changing SotL Strength from 35 to 37 and I'll also have one more look at the Wat Phra Kaew to see how well-balanced it is. I'll then post what are probably the final file versions of my update here. Primarily, I've made the fixes to this mod for myself, but I make them available for others if others to use if they wish to do so.
Why not just use the wheel icon from vanilla? It'll save you the trouble and make it more instantly recognizable.I've created a possible icon for the First Rate unit, mostly by reworking the Ship of the Line graphic. Here it is below (before converting it into white on clear). Ship of Line on the left, First Rate on the right. No space for three gun decks!
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I don't know how to put it in the game yet, though.
Slightly nerfing Uhlan is the minimum intervention fix, although perhaps not necessarily the perfect solution. Uhlan and Cavalry are still probably more similar to each other than any other units in the game, but they are at least balanced with each other and, all other things being equal, Uhlan will always beat Cavalry.Yeah I'm more inclined to include a nerf to Uhlan if I update the fixes, it was mostly that I couldn't be bothered with it.
To be clear, you're saying you've swapped the order of Navigation and Warships, while not changing things unlocked (so SotL would come before Frigate)?IIRC, SotL is unlocked with Warships which comes before Frigate's unlocker Navigation, I make it so that SotL comes with Navigation.
That's one possibility. Oh, and Happy Birthday?Why not just use the wheel icon from vanilla? It'll save you the trouble and make it more instantly recognizable.
Currently, SotL is hardly worth building compared to Frigate I've found during testing.Leaving that aside, I think weakness of naval melee units vs naval ranged is a general problem found in the un-modded game too, and any solutions to that go way beyond our scope here.
My birthday isn't till next spring, but thanks for the consideration! Maybe nerf the Frigate's ranged strength and turn SoTL back into a ranged unit, but up the cost a bit? Then maybe switch the places of the Ironclad and the Cruiser (ironclad should come before cruiser anyway) so there isn't an immediate tech upgrade for the Frigate and SoTL. In general I've always hated how illogical the vanilla tech tree was (internet without computers?) that Pouakai unfortunately had to work around. Maybe to offset the strength difference (though realistically, a privateer shouldn't be going up against a SoTL in the first place) give all Privateers the Boarding party promotion? Maybe even some healing after a kill to represent impressment of enemy sailors?Currently, SotL is hardly worth building compared to Frigate I've found during testing.
I did some other testing of vanilla land units and, combined with general experience of playing the game, I have come up with the notion that perhaps ALL ranged units in Civ V may be over-powered. Ranged units have higher ranged strengths than their actual strengths, sometimes up to 50%. I'm having an idea to make another mod to reduce ranged strength of ALL ranged units in the game. It wouldn't be that hard to do. I might test it out anyway. Anyone else have any thoughts on this?
Oh, sorry I just realized I confused Message Count with age - Happy 28th Birthday!My birthday isn't till next spring, but thanks for the consideration!
I've been testing out modifying ranged units both on land and sea, and have come to the conclusion that the future of Civ V, for me at least, is to halve the Ranged Strength of all ranged units (while not affecting siege units vs cities). It seems to me as if the game will work much better that way and be better balanced. The value of Ship of Line looks much better with this rule applied, as Frigate's ranged strength is halved. As I describe in this thread, the balance between melee and ranged units feels not quite right in the vanilla game. So it may be that the ranged stats in this mod are calibrated to vanilla Civ V, but that vanilla Civ V is not ideally calibrated, in my opinion at least. So I'm creating my own separate mod with these changes.Maybe nerf the Frigate's ranged strength and turn SoTL back into a ranged unit, but up the cost a bit? Then maybe switch the places of the Ironclad and the Cruiser (ironclad should come before cruiser anyway) so there isn't an immediate tech upgrade for the Frigate and SoTL. In general I've always hated how illogical the vanilla tech tree was (internet without computers?) that Pouakai unfortunately had to work around. Maybe to offset the strength difference (though realistically, a privateer shouldn't be going up against a SoTL in the first place) give all Privateers the Boarding party promotion? Maybe even some healing after a kill to represent impressment of enemy sailors?
I've seen some mods where people have made special, non carry over promotions, but I have no idea how it is done. But the Privateer's Coastal Raider promotion is a vanilla one that does carry into its upgrades, so adding boarding party to it wouldn't be too far outside the realm of possibility.I've been testing out modifying ranged units both on land and sea, and have come to the conclusion that the future of Civ V, for me at least, is to halve the Ranged Strength of all ranged units (while not affecting siege units vs cities). It seems to me as if the game will work much better that way and be better balanced. The value of Ship of Line looks much better with this rule applied, as Frigate's ranged strength is halved. As I describe in this thread, the balance between melee and ranged units feels not quite right in the vanilla game. So it may be that the ranged stats in this mod are calibrated to vanilla Civ V, but that vanilla Civ V is not ideally calibrated, in my opinion at least. So I'm creating my own separate mod with these changes.
Is it possible to give promotions to units but not have those promotions carry over when a unit is upgraded? Because if not, I'd be hesitant to give bonus promotions, as promotions in this game that carry over into upgrades seem to come (only?) from specific civilizations' special units' special abilities.
<LostWithUpgrade>true</LostWithUpgrade>
Yes.Is this Mac compatible?
The Fasil Ghebbi issue
In the original Enlightenment Era mod, Fasil Ghebbi Wonder causes a game crash upon completion by the human player, which no-one seems to be able to fix. Be aware that this mod leaves Fasil Ghebbi in the game, with this issue unfixed (whereas balparmak's update disables the Wonder from the game).
Good stuff, though I'm sure there is an antiquity site symbol. Must have a different code.Some minor issues in the Enlightenment_Text file, with icons not showing up for building descriptions:
1) Replace instances of [ICON_SCIENCE] with [ICON_RESEARCH].
2) Replace instances of [ICON_GREAT_PERSON] with [ICON_GREAT_PEOPLE].
3) Delete instance of [ICON_RES_ANTIQUITY_SITE] and delete one Space as otherwise there are two Spaces in row. The game does not appear to have an antiquity icon.
-...oh.Guys, I fixed Fasil Ghebbi for my VP-EE mod long time ago.
The original Lua function is referencing nil values in some cases, that causes crash. I have written a new function that works flawlessly, both human and AI can build Fasil.
You can use my code, if you want, provided proper credit is given.