I know how to make a separate mod, however it felt inappropriate to re-release a mod creator's mod.
Yeah, but you can make a mod with the compatibility files. (Using SQL UPDATE statements and for Lua, VFS set true)
I know how to make a separate mod, however it felt inappropriate to re-release a mod creator's mod.
In C:\...\(2) Community Balance Overhaul\Balance Changes\Units\UniqueUnits.sql,
Change the cost to 150 or somewhat(I think that's the crossbowman's default cost)Code:UPDATE Units SET Cost = '-1' WHERE Type = 'UNIT_ENGLISH_LONGBOWMAN' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );
This doesn't help, the issue is that Longbowman has been defined as a independent unit CLASS in CBO, rather than a replacement of crossbowman.
The question I will ask here is: just why was that change made, what does it accomplish?
[S]INSERT INTO UnitClasses (Type, Description, DefaultUnit) SELECT 'UNITCLASS_LONGBOWMAN', 'TXT_KEY_UNIT_ENGLISH_LONGBOWMAN', 'UNIT_ENGLISH_LONGBOWMAN' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );[/S]
...
UPDATE Units SET Cost = '-1' WHERE Type = 'UNIT_ENGLISH_LONGBOWMAN' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );
...
[S]UPDATE Units SET Class = 'UNITCLASS_LONGBOWMAN' WHERE Type = 'UNIT_ENGLISH_LONGBOWMAN' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );[/S]
Civilization Name: Colonialist Legacies - The Inuit
Creator: TPangolin
Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=301782501
Issue: Actually (surprisingly) mostly compatible; however, their UU, the Unaaq, is supposed to only be able to improve sea-based resources after researching Sailing. With the CBP, it appears that this ability is unlocked with Fishing.
Designer - Pouakai More Civs
Civ - Ayyubids - http://forums.civfanatics.com/showthread.php?t=494241#AyyubidsOP
UA - All aspects seem to work
UU - Works
UB - Works but is % based and no Illiteracy modifier.
Other notes - the Charior Archer that you get once your first Great Prophet spawns comes with the Al Gazamat promotion that gives it the faith on kill and maintenance free properties. This does not remain on upgrade. So I had an upgraded Mamluk which lost the promotion and then my second Prophet spawned 3 new Mamluks with the promotion. The promo is not so strong and GP don't spawn so often that I think the units should retain it through their promotion line.
thecraftybee said:Designer - Pouakai
Civ - Mercia - http://forums.civfanatics.com/showthread.php?t=494241#MerciaOP
UA - Works fine. Potential for eternal GA, especially for wide and warmongering Civs.
UU - The Fyrd seemed to have the same CS regardless of where it was on the map.
UB - Market replacement. Retains a % modifier and lacks the sugar/spice bonuses.
E&D - Not supported
Summary - The UB % modifier means that it is too strong to be used with VP, imo.
Civilization Name: Colonialist Legacies - The Inuit
Creator: TPangolin
Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=301782501
Issue: Actually (surprisingly) mostly compatible; however, their UU, the Unaaq, is supposed to only be able to improve sea-based resources after researching Sailing. With the CBP, it appears that this ability is unlocked with Fishing.
Compatibility File Includes:
UA Change: Defensive structures within a city increases the spawn rate of Great Writers, Artists, and Musicians. +3% Culture and +3% Food in each city for any Tradition/Progress/Authority policy adopted. GP from defense buildings issue fixed(wow it took them 2 years long enough).
UU Change: Viet Cong also get these bonuses(Double Move and the bonuses) in marshes as well.
Overall Changes: Installed a Lua mechanic that would detect whether or not Vietnam was in the game to ensure you can have more unique civilizations into your mod database without slowing your game down.
Commentary: I was honestly disappointed considering how the UA made it difficult for any flexibility while giving troubles for the AI. I'm partially offended at how useless the UU is considering the AIs have little idea on how to use the invisibility anyway, so they get a powerful promotion ensuring their better survival historically than some petty situational trait that only humans can exploit.
I finally had time and opportunity to try out the very generous fix you made for the Trung sisters, and I am worried that I've done something wrong. The tooltip on Civ Select doesn't reflect these changes; I tested anyway, and found that Tradition was not giving 3% food / culture per policy, and that the GP generation was also not working.
Also, I'd like to make an addendum that I just realized. The Water Puppet Theater (UB Amphitheater) is actually a significant downgrade to the Amphitheater of CBO. It is more expensive, gives the same amount of culture, and (at least according to its tool-tip) does not give culture on Amphitheater resources.
The only problemis I was updating the intended changes without me updating the link. So, some of those changes I listed above were future changes I would make(some of the elements work, some of them don't yet)...
But I do believe the GP generation is working.
However, it looks like it's just the two of us(hokath and I) as usual..
I would help, but I'm worthless for code.I actually tried to fix the Vietnam civ last year, before I found this mod, and eventually gave up.
What would be helpful would be just documenting the entirety problems of the mod with Vox Populi. I haven't looked throughly at Vietnam's civ but I noticed a few inconsistency already since the Viet Cong UU was already imbalanced(high combat strength, wrong replacement, etc) and providing useful tips on ways to solve the problem. That's much easier for me to do rather than having to document every issue and resolving them later.