Uprising Empire

Uprising Empire 1.0.0

copy paste this at line 272 in LoyaltyMod.lua file, it's the notif, it has no icon for now, I don't know what icon to put (replace "MinimumDistanceToColony" by whatever you want):
Code:
            local pPlayerCapital               = Players[owner]:GetCities():GetCapitalCity();
            if pPlayerCapital == nil and GameConfiguration.GetValue("CapitalCity"..owner) then
                pPlayerCapital = GetCity(GameConfiguration.GetValue("CapitalCity"..owner));
            end
            local DistancewithCapital       = 0;
            if pPlayerCapital ~= nil then
                DistancewithCapital         = Map.GetPlotDistance(cityX, cityY, pPlayerCapital:GetX(), pPlayerCapital:GetY());
            end
            if DistancewithCapital and DistancewithCapital >= MinimumDistanceToColony and owner == Game:GetLocalPlayer() and ReadyForPhase then
                local CityName = Locale.Lookup(CityManager.GetCity(owner, cityID):GetName()) and Locale.Lookup(CityManager.GetCity(owner, cityID):GetName()) or "This city";
                SetDefaultNotificationTable(notifid, Currentturn(), Game:GetLocalPlayer());
                local NewColonialCity = {};
                for k,func in pairs (DefaultNotification) do
                    NewColonialCity[k] = func;
                end
                NewColonialCity.GetTypeName         = function() return "NOTIFICATION_CUSTOM_New_Colonial_City"; end
                NewColonialCity.GetIconName         = function() return "ICON_NOTIFICATION_GENERIC"; end
                NewColonialCity.GetMessage          = function() return "ATTENTION"; end
                NewColonialCity.GetSummary          = function() return CityName.." is too far from capital, this city could take independance in the futur"; end
                NewColonialCity.IsTargetValid       = function() return true; end
                NewColonialCity.GetTarget           = function() return owner, cityID, PlayerComponentTypes.CITY; end
                LuaEvents.CustomNotification_OnDefaultAddNotification(NewColonialCity)
            end

so after this line?: ActivePlayerID = playerID;
 
uh no... sry, after "SaveToSlot( "ColonialRiotAmount"..owner.."."..cityKey, Loyalty[owner][cityKey].ColonialRiotAmount );" in function "SetCityLoyalty"
it should be line 260?
 
Gueux updated Loyalty++ with a new update entry:

Better Revolt

  • all revolt besiege city but not for the same result when they have it,
  • Revolt Unit won't quit their territory
  • There will be "Elite" Unit, Elite are last era unit, number of elite depend on your loyalty per turn (if you have -100 lpt you will have 1/10 of elite unit in your revolt if you have -200 2/10 ect...)
  • At least half of player killed at start will be major player
  • balanced colonial riot
  • Minimum Distance from capital for colonial riot is Number of plot of your...

Read the rest of this update entry...
 
Just a few things mentioned:
Adding this mod makes the game crash after a while, at the same time there are several invisible cities with a history of rebellion. These cities also cannot be DOW'd.
The new city states do not show in the city state list, haven't tried but probably cant DOW them either.
Cities close to the capital rarely completely change loyalty but colonial rebellions always succeed after a while. I had one switch to independent even after I killed all the rebels.
The loyalty on these rebelling cities actually show in the UI as "Full loyalty", somewhere the calculation does not translate into visual feedback.
 
Thx for report these bug,
What do you mean by invisible cities?
The crash can come from the notifications of loyalty if you are in negative... I may erase it if I can't fix it...
I will try to find a way for the game to find new cities states, and I will rebalance colonial riot if it's to hard to dodge, and I think that the city who revolt even when you kill all partisans may have boat left, as I forgot about them they may flee...

Thx again and sorry for the game crash...
 
The units are still there, the city is till there. You cannot move anything over the tiles. However the tiles show as empty and unimproved (no city or units show) even though some tiles were improved before. The border of a city state is the only thing that shows.

I think the crash might simply be too much happening at the same time as it only happens during end turn, sometimes if i click on something or move the map. Could be from too many notifications.
 
I fix many partisans bug now and I let my city become free then a city state and I can DOW it and see them, so I don't know how this bug happened :/ , and for the game crash I didn't had one... I was may be lucky or fixed it.. I never know...

In My version of the mod you can now choose the number of players killed at start... so if you don't want to have any problem just set it to 0, I will upload it when I will have balanced the colonial riot so if you have any idea of what number should be for now it's:

DistancewithCapital * NumberOfCitizens - HasGarnison(300) - DistrictNumber*30 - Amenities*20
 
I DOW'd a few of these new CS's to test and only afterwards thought to actually look at their identifications in the right hand panel. None of them are independent, every time one gains independence they actually join an existing CS. Good news is if they are visible you can DOW them, bad news is no reclamation wars. Of course this means you can theoretically declare war on a large coalition of CS's that never go as far as becoming Civ's.

When I attempt to DOW an invisible CS by moving a military unit over one of the hexes occupied by an invisible unit it shows the unit as belonging to a CS that is not on the CS list. I guess if it's not on the list you can't fight it.

I think the two things are connected somehow.
 
Gueux updated Loyalty++ with a new update entry:

Disable notification, Chose number of killed player, add better water unit

Disable Notification cause it could crash the game (only Loyalty notif)

You can now chose player who will be killed at start and appear later in the game after a colonial riot:
Random: chose the number of random civ that will be killed (same continent kill players on the same continents)

Other Continents : kill players that are not on your starting Continent (that are separated by water)

Only Certains players : chose any civ you want to see as colonial

Only Certains alive players :...

Read the rest of this update entry...
 
When I try to create a game with the mod I can only have standard ruleset - is it OK? I see no diplo victory option this way...
 
I think it might be that I tried to set up game with saved configuration and THAT doesn't work...
when I create game from fresh, it is OK
 
Back
Top Bottom