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Vicevirtuoso's Civilizations

Discussion in 'Civ5 - New Civilizations' started by Vicevirtuoso, Feb 13, 2014.

  1. Blue Ghost

    Blue Ghost King

    Joined:
    Sep 5, 2016
    Messages:
    686
    Oh nice! There aren't enough good modmods for Vox Populi, and I'm glad you made this. I'll test it out and give balance feedback.
    Did you modify the combat strength of the Knight of the Round Table for VP? Using its vanilla stats in VP, it's weaker than contemporary mounted units.
    Also, I recall there was a bit of incompatibility with Vox Populi that caused infinite great generals to start spawning at some point when Arturia was loaded. Did you encounter that issue, and did you address it?

    Oh, I should also add that I also did some modmods for ViceVirtuoso's civs (with his permission, of course). Madoka Magica civpack for Vox Populi, for any potential interested parties. :)
     
  2. jarcast2

    jarcast2 Chieftain

    Joined:
    Jan 10, 2018
    Messages:
    94
    Location:
    Gallia Belgica
    Thank you. If you can give me a feedback I would appreciate :)

    Ah, I know that bug very well. When I found out it was the Saber civ's fault it was sad moment to remove her from my modlist :c5unhappy:
    That was one of the reasons why I updated it.
    I am not 100% sure but I think the source of the bug is the part of lua code that gives great general progression in the capital for every 2 Arthurian courts. For this purpose VV created a dummy specialist that gives GG points. I left the code intact except that I added a "if not usingCBP then" before so that it still works in vanilla but doesn't conflict with Vox Populi anymore.

    Spoiler code detail :

    Code:
    -- IsUsingCBP
    function IsUsingCBP()
        local CBP = "d1b6328c-ff44-4b0d-aad7-c657f83610cd"
        for _, mod in pairs(Modding.GetActivatedMods()) do
            if (mod.ID == CBP) then
                return true
            end
        end
        return false
    end
    local isUsingCBP = IsUsingCBP()
    
    --For every two Arthurian Courts in an Empire, put a copy of the dummy building which grants Great General progress in the Capital.
    function GeneralProgressInCapitalFromCourts(iPlayer)
        local pPlayer = Players[iPlayer]
        if (pPlayer:GetCivilizationType() == civilizationID) then
            local pCapital = pPlayer:GetCapitalCity()
            if pCapital then
                local iTotalBuildings = 0;
                for pCity in pPlayer:Cities() do
                    if pCity:IsHasBuilding(iCourtType) then
                        iTotalBuildings = iTotalBuildings + 1
                    end
                end
                iTotalBuildings = math.floor(iTotalBuildings / 2) * 100
                if not isUsingCBP then
                    pCapital:ChangeSpecialistGreatPersonProgressTimes100(iSpecialistType, iTotalBuildings)
                end
            end
        end
    end
    
    if JFD_IsCivilisationActive(civilizationID) then
    GameEvents.PlayerDoTurn.Add(GeneralProgressInCapitalFromCourts)
    end
    


    I didn't change that part of code, so if you say that the combat strengths are inappropriate for VP, then they need to be adjusted.

    Spoiler Old code :

    Code:
    local tKOTRTable = {
        [GameInfoTypes.TECH_CHIVALRY] = 22,
        [GameInfoTypes.TECH_METALLURGY] = 28,
        [GameInfoTypes.TECH_MILITARY_SCIENCE] = 37,
        [GameInfoTypes.TECH_COMBUSTION] = 66,
        [GameInfoTypes.TECH_COMBINED_ARMS] = 77,
        [GameInfoTypes.TECH_LASERS] = 110
        }



    Spoiler Adjusted code :

    Code:
    local combstr1 = GameInfo.Units["UNIT_KNIGHT"].Combat + 2
    local combstr2 = GameInfo.Units["UNIT_LANCER"].Combat + 3
    local combstr4 = GameInfo.Units["UNIT_WWI_TANK"].Combat + 6
    local combstr5 = GameInfo.Units["UNIT_TANK"].Combat + 7
    
    function KotRT_CSFix()
    if isUsingCBP then return 40
    else return GameInfo.Units["UNIT_CAVALRY"].Combat + 4
    end
    local combstr3 = KotRT_CSFix()
    
    local tKOTRTable = {
        [GameInfoTypes.TECH_CHIVALRY] = combstr1,
        [GameInfoTypes.TECH_METALLURGY] = combstr2, 
        [GameInfoTypes.TECH_MILITARY_SCIENCE] = combstr3, -- In VP Cavalry is ranged and weaker than Lancer
        [GameInfoTypes.TECH_COMBUSTION] = combstr4, 
        [GameInfoTypes.TECH_COMBINED_ARMS] = combstr5, 
        [GameInfoTypes.TECH_LASERS] = 110
        }
    
    with this it will automatically adjust to whatever change in the combat strength of the related units :thumbsup:
     
  3. Vicevirtuoso

    Vicevirtuoso The Modetta Man

    Joined:
    May 14, 2013
    Messages:
    775
    Location:
    The Wreckage, Brother
    Now you just need to get a job at Delightworks so you can buff her Instinct already.
     
  4. Crimson13

    Crimson13 Prince

    Joined:
    Jul 11, 2012
    Messages:
    373
    She'll get buffed when it's revealed she's Grand Saber Viceviruoso, mark my words.

    You play FGO by the way since I know what you're talking about?
     
  5. Vicevirtuoso

    Vicevirtuoso The Modetta Man

    Joined:
    May 14, 2013
    Messages:
    775
    Location:
    The Wreckage, Brother
    I do. Been playing NA version since January and JP version since last week.
     
  6. yoda8582

    yoda8582 Chieftain

    Joined:
    Sep 11, 2015
    Messages:
    2
    Gender:
    Male
    Location:
    USA
    quick question are you still working on your neptunia mods?
     
  7. Vicevirtuoso

    Vicevirtuoso The Modetta Man

    Joined:
    May 14, 2013
    Messages:
    775
    Location:
    The Wreckage, Brother
    Nah. In fact, I'm not working on any of my Civ 5 mods at all, since I feel like I've wrung as much enjoyment out of that game as I'll get. I've moved on to Civ 6.
     
  8. zon

    zon Chieftain

    Joined:
    Feb 6, 2010
    Messages:
    56
    that governor nagato in your Kantai Collection rocks!! @Vicevirtuoso - Could you kindly make this extra Governor available to any human player as separate mod too? many thanks!!
     

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