UP: Missing ability descriptions of buildings

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Prince
Joined
Sep 29, 2010
Messages
377
There are many ability descriptions of buildings missing with UP.

For example, some wonders have a certain additional technology as requirement. This isn't shown anymore with UP. Most of these abilities aren’t used with vanilla buildings/wonders, so you probably haven’t noticed or bothered.

I can’t provide a full list of missing abilities but here are some:
- HealRateChange (Totem)
- MinorFriendshipChange (Pergamon Altar)
- <Building_TechAndPrereqs> (Great Lighthouse, Colossus)
- <Building_UnitCombatFreeExperiences> (Flavian Amphitheatre)
&#8230;
 
What mod are these things from? There's a lot of unused or obscure attributes for buildings in vanilla I haven't had the time to add to the autotips system. I'll put it higher on my todo list. :)
 
Geezus, you should wander out of your own forum sometimes and look around. Don't become a hermit here! :lol:

You should find more or less all custom wonders in the Mod Component Download Database.
Here are also two pretty wonders.
Most of them are also available in the mod browser but the database is nicer.
 
I know there's custom wonders out there, but I haven't looked at at details because I feel "more" is not always necessarily "better," and try to avoid adding too much new stuff to the game. :)
 
I've started adding some of these more rare stats for v7.0 b18. If anyone spots an inaccurate or missing description please point it out. :thumbsup:

I also added an "AlwaysShowHelp" stat to the Building table. If any buildings have this set to "true" it will show the help text, in case someone adds stats of their own and wants to just use help text.
 
Looks pretty fine so far!

Only few issues left:

Missing:
- SpecialistExtraCulture
- Building_YieldChangesPerPop: YIELD_CULTURE
- Building_SpecialistYieldChanges: Culture: +x for Artists in all Cities (SPECIALIST_ARTIST, YIELD_CULTURE, x)

Flaws:
- MinorFriendshipChange: shows double entry
- Building_UnitCombatFreeExperiences: Experience: 30 for 30 (as example with UNITCOMBAT_MELEE and 30 XP)


PS: Just noticed in the Database.log that there is a double Row-insert in the French file of AutoTips/Text:
TXT_KEY_PRODUCTION_BUILDING_OBSOLETE_TECH
 
Culture is not a yield, so it's not a simple task to include it in the per-pop and specialist tables. It's necessary to manually write code to handle entries that include culture. I've done some work on this, but it's a difficult task because Civ 5's code doesn't have much consistancy: different programming styles, redundant data entries... I think they were pressed for time and didn't worry to much about quality control.

I fixed the three bugs you listed, thanks. :)
 
There is another flaw with displaying stats:

It reads only once the building data and further updates by other mods are ignored. There seems to be an update/refresh of the data missing.

Example:
Mod 1 adds building A with Hill requirement
Mod 2 removes Hill requirement of building A afterwards
Building A still lists Hill requirement but is correctly buildable on flat ground too.
 
The game follows these steps:

  1. Reads all vanilla data.
  2. Reads all mod data.
  3. Passes the data to Lua.
Not this:

  1. Reads vanilla game data
  2. Pass to lua
  3. Read data from a mod
  4. Pass to lua
  5. Read data from another mod
  6. Pass to lua
In other words, the tooltips display what buildings have after all mods are considered. In this case there's a mistake in the mods in your example, probably they separately set "Hill=true" and "Flat=true." This can't be fixed by the AutoTips since data processing can't go backwards (lua cannot alter the database).
 
I wrote a minimod making Windmill buildable on any ground by setting Flat="false". That should only overwrite the Flat="true" setting. I used TBC v7.2.3 Beta without any other mod besides mine.
You can see the result on the image below.
Start a game in industrial era for a quick check. You can build the Workshop (aka. Windmill) on the hill but it still shows "Must not be on a Hill".

Spoiler :
hillbillyk.jpg

It's strange. The game totally ignores this change if you apply the mod to a running game.
Maybe the mistake lies in the game code and not in any mod's.

By the way, there are a couple of errors showing in the Database.log from UP/TBC.
 

Attachments

Sometimes things don't override vanilla settings:

  • Moving the research agreement unlock away from Philosophy still shows the icon on the tech tree.
  • Moving the embarkation unlock still shows it on Optics.
These are some sort of problem outside the scope of the tools we have. :)
 
FreeBuilding is still missing what will be used with the upcoming patch.

PS: Nevermind, the current FreeBuilding attribute provides a free building for every present and future city. Not the same like the upcoming patch feature for a single city.
 
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