The Enlightenment Era

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?
 
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?
 
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?
I'm not sure, could be worth checking out. Maybe it is? If so, that might help narrowing down the issue.
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?
Enlightenment Era mod is the most major one I have running, if that's any help.

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I've noticed one more thing.... :mischief:

I've always thought the English First Rate unit icon looked rather like the Caravel and so I checked it out... and it is! I looked in the mod's graphic atlas and there is no graphic for the First Rate unit, so I'm guessing its reverting to Caravel as a placeholder default. Anyone know if such a graphic exists or if there's one already made that could be used? If not, I might try having a crack at making an image, unless anyone else some finesse in this area? To fit with the scheme of the other units, it should basically be similar to a Ship of the Line but facing left, and probably with three gun decks rather than two. :)
 
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!

FKuYHKS.png


I don't know how to put it in the game yet, though.
 
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.

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.

Also more reports on Ghebbi is welcome, I've never had a crash with EE (but I've never built Ghebbi either) so my disabling it was more based on reports. If it works fine, I'll enable it again.
 
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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!

FKuYHKS.png


I don't know how to put it in the game yet, though.
Why not just use the wheel icon from vanilla? It'll save you the trouble and make it more instantly recognizable.
 
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.
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.
IIRC, SotL is unlocked with Warships which comes before Frigate's unlocker Navigation, I make it so that SotL comes with Navigation.
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)?

bKJu1MF.jpg]


You have shed light on an issue that probably needs rebalancing. I did a test of some naval combat and, despite Ship of Line having much higher combat strength than Frigate, in actual combat results, Frigate more than punches its weight. So this is probably something that needs addressing and I'm not yet sure what the best solution would be. One option would be swapping techs, but it makes sense for Navigation to come before Warships, as it does now. Another option would be to rebalance the units, perhaps by reducing Frigate's strength/ranged strength. Movement is another issue, Frigates and Privateers are meant to be fast ships and have 5 movement, while embarked units at this time, and SotL, have 4 movement. I'll do some more testing later, but if anyone has any thoughts...

Why not just use the wheel icon from vanilla? It'll save you the trouble and make it more instantly recognizable.
That's one possibility. Oh, and Happy Birthday?

Here's the game's current naval ship icons, sorted by type and upgrade path:

rICJnp2.jpg
 
@Trigan Emperor
Oh, my mistake, I was looking at the Tech Tree in the OP, thought only Privacy was removed and didn't realize order of the Techs was changed too, thanks for that. 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. The way I go around that is by giving "move after attack" promotion to naval melee, and slightly lowering combat strength of naval ranged units, so they need protection to survive, but as said, it's a huge change.
 
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.
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?
 
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?
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?
 
My birthday isn't till next spring, but thanks for the consideration!
Oh, sorry I just realized I confused Message Count with age - Happy 28th Birthday! :D
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 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.

I don't think Ironclad should swap with Cruiser as it means that if you build SotL, then you only need to research one more technology for them to become obsolete with Ironclad. Historically, it looks a little blurry with steam frigates, precursors to cruisers, coming just before ironclads.
 
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.
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.
 
Ironclads have the faster coast movement promo that I'm 90% sure doesn't stick with Destroyers. I think that these rules are on a promo-by-promo basis, not having anything to do with the units as such. Ironclads also get an attack bonus versus cities, and Destroyers do keep that one.
 
My Mods:
CP only
Events & Decisions
More Luxuries
JFD's RtP, EC, ExCe, CulDiv, and CiD
YnAEMP v24
Enlightenment Era
Suzerainty
Civ 4 Diplomacy Features

Does Suzerainty change the TSL for the city-states? The reason why I asked is that I can only add them if I choose total random or random & TSL for CS Placement. When I do choose TSL only, it says 0 city-states, and I can not change it.

I exactly posted this in the wrong topic. I meant to posted it in the Suzerainty thread.
 
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The Nau is more useful than a Galleon, it has Exotic Goods. Shouldn't it obsolete at Warships or Ironclad?
 
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).

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.
 
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.
Good stuff, though I'm sure there is an antiquity site symbol. Must have a different code.

I'm looking at the program written for Fasil Ghebbi, and I'm sure the bug must have something to do with some duplica-
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.
-...oh.

Well thanks. I will be taking your code then. :) Is there attribution inside your mod's metadata?

I'm planning on producing my own EE fixer mod, in preparation for a much more comprehensive mod that is going to run a dependency on EE. I need elements of boldness from all of the proposed fixes in this thread... @Trigan Emperor , @balparmak, I can definitely credit you all when I inevitably copypasta your work. :p
 
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