TopHatPaladin's Civilizations

As always, thanks for the reports!

As you mentioned, the Chongzu could definitely stand to be retooled. The reason I initially chose not to make them a Musketman was because of the confluence of two factors: (a) I wanted to reflect the early adoption of gunpowder by the Mongols, which lent itself naturally to a unit being unlocked earlier; and (b) it would feel strange to have a gunpowder-based unit unlocked before Gunpowder. This was why I initially chose the Lancer, but I've become increasingly dissatisfied with that— my current thought is to change it to an early Gatling Gun replacement (although probably not as early as Gunpowder), but because it's going from an anti-cavalry to a ranged unit, I'm probably going to want to redesign the unit more thoroughly. This should give me the chance to cut down on some of the excess power as well.

With the Huihui Pao, the idea is that you can chop down forests during e.g. peacetime or the early stages of war, and then you have a "setup" charged that you can use in battle later.

The rest of the issues in Namibia and the Northern Yuan look like they should be pretty simple fixes— I'll try to get those out, as well as the Sokoto and Ghaznavid patches, out by the end of the year.
 
Happy new year, everyone— in fact, happy new decade! For today, I've joined forces with senshidenshi to bring you Tuva under Donduk Kuular!

uZ5DHTI.png


(soon ill get to the updates ive been promising to do, i swear)
 
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The fixes for the Wampanoag and Rashtrakuta actually slipped through the cracks earlier, and I hadn't gotten around to them at the time— but I sat down for a bit now, and I've just written up a workaround you can use. I've written up a utility function (under the spoiler) that you can add to BuildingRemoteGreatPeoplePoints.lua:

Spoiler :

Code:
function GiveGreatPersonManually(pCity, iSpecialist)
    if (pCity:GetSpecialistCount(iSpecialist) > 0) then return end
    local iThreshold = 10000
    if (pCity:GetSpecialistGreatPersonProgressTimes100(iSpecialist) > iThreshold) then
        local iTargetClass = GameInfo.Specialists[iSpecialist].GreatPeopleUnitClass
        local pCityOwner = Players[pCity:GetOwner()]
        local iTargetUnit = GameInfo.UnitClasses[iTargetClass].DefaultUnit
        for row in DB.Query("SELECT UnitType FROM Civilization_UnitClassOverrides WHERE (CivilizationType = '" .. pCityOwner:GetCivilizationType() .. "') AND (UnitClassType = '" .. iTargetClass .. "')") do
            if row.UnitType then iTargetUnit = row.UnitType end
        end
        pCityOwner:InitUnit(iTargetUnit, pCity:GetX(), pCity:GetY())
        pCity:ChangeSpecialistGreatPersonProgressTimes100(iSpecialist, (-1 * iThreshold))
    end
end


To implement this code, paste the function somewhere in BuildingRemoteGreatPeoplePoints.lua, and add the following line to the end of the BuildingRemoteGreatPeoplePoints function:
Code:
-- this will go directly after pTargetCity:ChangeSpecialistGreatPersonProgressTimes100(iType, iDelta)
GiveGreatPersonManually(pTargetCity, iType)

I'm afraid that with this fix the Wampanoag still don't spawn a Great Writer through the UA. Instead when GWP jumped from 99 to 102, a Settler spawned and then reset to 2 out of 100. I attached the logs.

Also, just to highlight previous issues that are still there and I assume slipped through the cracks:
- Settlers/Workers do not get the faster embarkment bonus (coastal familiarity). It reads as if this should apply to all units (so also civilian), or just military?
- With Historical Religions Complete (v45), the preferred religion is not Orenda (as mentioned in wiki) but Lutheranism
 

Attachments

And some notes on The Fatimids:


Al-Mahdi Billah:

UA:
- Had a Great General who didn't get the +2 movement. Also, I didn't see an enemy unit convert to my side (15-20+ kills) but not sure what odds are..

UU Shini:
- Despite having the promotion, it didn't generate GGP from bombarding. Attached logs.

UU Kutama:
- It is slowed by rough terrain (e.g. hills 2 movement points)
- When stacked with Great General it just got the regular 15% and not an additional 15% because of its trait (see screenshot)
- Would mention in civpedia that only The Fatimids can build it (instead of leader name). More for consistency with other descriptions.

Other:
- More aesthetically: similar to Morocco or Arabia leaders would suggest adding first name (Abdullāh al-Mahdi Billah)
- No description of leader history in civpedia (I can send something through if that helps)

Al-Mu'izz:

UA:
- Expending a Missionary didn't provide science. Attached the logs.

UU Ahdath:
- Would mention in civpedia that only The Fatimids can build it (instead of leader name). More for consistency with other descriptions.
- The promotion Levantine Militia only refers to a defensive bonus, whereas wiki/steam imply a bonus to both attack & defense

Other:
- With Historical Religions Complete (v45), the preferred religion is Sunni instead of Shia (for Al-Mahdi Billah it is Shia)
- No description of leader history in civpedia (I can send something through if that helps)
 

Attachments

Last one and then I'll stop bombarding you with bug reports :)

Regarding Historical Religions Complete v45, most of your civs have the right preferred religion (referring to wiki), but some don't and they seem to default to their 2nd pick. Already mentioned a few above, but also:
- The Purepecha choose Catholicism instead of Tlateomatiliztli
- The Chamorro choose Catholicism instead of Itang
- The Pala choose Theravada instead of Mahayana
- The Rashtrakuta choose Smartism instead of Jainism
 
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Happy new year, everyone— in fact, happy new decade! For today, I've joined forces with senshidenshi to bring you Tuva under Donduk Kuular!

uZ5DHTI.png


(soon ill get to the updates ive been promising to do, i swear)

I like how you choose the obscure civs, I learn something and they are really fun to play.
 
Regarding Historical Religions Complete v45...
Thanks for the update! I'll take a look at those. Strangely, I just recently saw the Rashtrakuta found Jainism in a game I played against them, so I'll see if there are specific conditions that trigger the preferred religions not to fire.

I like how you choose the obscure civs, I learn something and they are really fun to play.
I'm glad you've been enjoying them! They're a lot of fun to design as well :b
 
Thanks for the update! I'll take a look at those. Strangely, I just recently saw the Rashtrakuta found Jainism in a game I played against them, so I'll see if there are specific conditions that trigger the preferred religions not to fire.


I'm glad you've been enjoying them! They're a lot of fun to design as well :b

Are there different versions of HR we use that may explain it? I'm using HR Complete v45 from Steam (and with only other gameplay mods EE v7, CD v17, ML v155) and not sure but believe that the civs/religions that don't trigger for me are all denominations, so possibly different packs?
 
Bugreport on France (Louis XI):

UA:
- The additional production didn't finish the building being produced (e.g. the aquaduct I was producing didn't complete but in next turn was at 110/100 production).

UU Ecorcheur:
- When I had a spy in friendly city with units at range 2 and 3; only the unit at range 3 got extra combat bonus. When having a spy in enemy city it did seem to work at both range 2 and 3.
- Typo in description of Ecorcheur: "cwhen"

UB Tennis Court:
- Didn't provide any additional XP when completing scout unit (see attached: believe should have been 3 x 3 XP).
 

Attachments

Also some notes on The Omagua:

UA:
- Would rephrase to "when moving along rivers" (from implies the crossing-penalty whereas any movement next to rivers ignores terrain costs)

UB Manioc Pit:
- Receiving much more than just the yields of the tile improvements. E.g. in attached screenshot (and logs) it appears to be all the yields from all adjacent tiles, whereas I assume it should just be the 2x +1 tile improvement yield from the farms?
- Strategy in Civpedia missing
- Mention that it retains the benefits of the Granary (+1 Wheat etc.)
- The Engineer slot already mentioned

UU Estolica:
- Would be nicer to have the Drop Resource icon be the same as pick-up? Currently it's a farm icon which doesn't make much sense.

Other:
'- Should it have Jungle start bias? (also seen the Woodsman promotion of the UU)
 

Attachments

And some for Tuva:

UA:
- Had a city next to mountain but the Throat Singer could not create Great Work since no 'appropriate slot available'. Attached logs.

UU Throat Singer:
- Only gets born the turn after having acquired enough GMP, so for instance had 200/100 GMP for a turn.

UI Ger Kharuul:
- Received GMP when I founded religion so that works. However, I also received GMP in 2 other seemingly random turns afterwards, without a city being converted to religion (once in turn when I entered Classical Era but could be coincidence). Attached logs.
- In Civpedia there are 2 Ger Kharuuls. Could remove 1 and reference the +1 faith increase due to religion with the other in text (description of effect).
- Typo in Civpedia:shaman s tent
- There's no description underneath the Ger Kharuul button when you load the game

Other:
- Civ is called Tannu Tuva in loading screen, but everywhere else Tuva.
 

Attachments

From what I've been able to gather, the Dog Soldiers were sometimes mounted, although at other times they were known to have fought on foot. I opted to make them a mounted unit due to the important role that horses played in the Cheyenne's rise to prominence.
 
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