Vox Populi Wonders Expanded

Would you like to play with more Wonders in Vox Populi?

  • Yes, but make all Wonders more unique and not easily obtainable

    Votes: 87 70.2%
  • Yes, catch them all, the more the better

    Votes: 25 20.2%
  • No, Vox Populi has enough Wonders already

    Votes: 12 9.7%

  • Total voters
    124
I'm not actually a programmer, I'm just a script kiddy :(. I can only pull bits of code out of other folk's mods and hack them together. I don't really understand them :(, I just kinda guess their purpose.

I saw Wonders call themselves like "BUILDINGCLASS_ALHAMBRA" and so I would do like "INSERT INTO Civilization_BuildingClassOverrides (CivilizationType, BuildingClassType, BuildingType) SELECT "CIVILIZATION_AMERICA", "BUILDINGCLASS_ALHAMBRA", NULL;". And no other lines of code were needed, just that. That one line alone would mean America could never build Alhambra. I saw that code somewhere and guessed I could substitute America and Alhambra for anything else, and that actually worked.

But here, Wonders call themselves like "BUILDING_TAIPEI101", without that CLASS part after BUILDING, and I'm just kinda guessing that's why that code's not working anymore. I never saw just BUILDING before and so I'm stuck. I was just kinda guessing that maybe Wonders aren't "Classes" here, but like "subclasses". Like maybe Buildings go into Classes. Kinda like how Ship of the Line goes into UNITCLASS_FRIGATE but isn't a Frigate (Which's why I can't figure out how to get Corvettes to upgrade into Ship of the Lines in Enlightenment Era for Vox Populi, because I've only found code that makes non unique units upgrade into other non unique units).

Would you tell me how to make proper rows for BuildingClassOverrides?
 
There are 2 tables, one with buildings and the other with building classess. This way you can have a building class that have various buildings (uniques, etc.)
There is BUILDINGCLASS_ALHAMBRA and BUILDING_ALHAMBRA, and conversly BUILDINGCLASS_TAIPEI101 and BUILDING_TAIPEI101.
You need to use BUILDINGCLASS_TAIPEI101 when inserting rows data into Civilization_BuildingClassOverrides.

Edit. Wonders are maybe bad example for classes usage because there is always 1 building (wonder) for a building class. But in other cases you can have class X and buildings A, B, C, etc. Same with units. There are classes and actual units. What could be also confusing is that usually a normal building or unit has the same name as its class. Only the uniques get different names (otherwise wouldn't be unique, right?)
 
Oh thank you so much! :) I never would have gotten my wonder mod working again without your help.

How do you reach unique units inside unitclasses? My best efforts don't work at all. Like Enlightenment Era Corvettes upgrading into SotL:

<GameData>
<Unit_ClassUpgrades>
<Row>
<UnitClassType>UNITCLASS_CORVETTE</UnitClassType>
<UnitType>UNIT_ENGLISH_SHIPOFTHELINE</UnitType>
</Row>
</Unit_ClassUpgrades>
</GameData>
 
That code I posted works for making like UNITCLASS_ upgrade into other UNITCLASS_, and even for making UNIT_ upgrade into UNITCLASS_, but doesn't work for making anything upgrade into UNIT_. I'm guessing that maybe I'm missing code that like tells Civ 5 which UNITCLASS a particular UNIT can be found in, but I don't know how to do that. Would you tell me how to make Corvettes upgrade into Ships of the Line in Enlightenment Era for Vox Populi?
 
Isn’t SotL a unique for England? I am not sure you can upgrade a normal unit into a unique...
ship of the line is a base unit in EE, which is what he is asking about. England's unique unit was switched to First Rate
 
@MEQ
Code:
UPDATE Unit_ClassUpgrades
SET UnitClassType = 'UNITCLASS_EE_SHIP_OF_THE_LINE'
WHERE UnitType = 'UNIT_PRIVATEER';
You need to know the correct IDs used in the code. Corvette is actually renamed in VP, hence UNIT_PRIVATEER. And SotL is spelled as above.
 
How does Wonders Expanded play on the most recent version of VP? Functions normally?
 
Do tell me if this is the wrong place to ask this, but I played a game where I founded my second city around several mountains so I could build Machu Pichu and then later get Neuwachstein. However, on the map, I can only see Machu Pichu, is this purposeful or is it a bug? Forgive me if this a stupid question, I recently got Civ V, so I don't know much about it, I only played 8 or so Vanilla games before I decided Mods were more fun.
 
I was too quick. Existing wonders have some addtional requirements for availability. But since Machu and Neu already have a condition „City must be built within 2 tiles of a [COLOR_CYAN]Mountain[ENDCOLOR] that is inside your territory”, so VPWE doesnt change them at all.
 
I was too quick. Existing wonders have some additional requirements for availability. But since Machu and Neu already have a condition „City must be built within 2 tiles of a [COLOR_CYAN]Mountain[ENDCOLOR] that is inside your territory”, so VPWE doesnt change them at all.

I'm sorry, I must have phrased it improperly, I meant they don't appear on the game map, I've built them before in different cities and they showed up on the map, but in just one city they don't both show up on the in-game map. There's a mountain with Machu Pichu on it, and I also know Neu appears on a mountain around the city it was built on. They don't both appear on the map though if they are both built in one city. The reason I'm asking is that I built the city and built wonders that do appear on the map, like the Red Fort, so that the city would look good. I was hoping the Neu would appear and I could RP living in it.
 
@Infixo With the very recent changes to the Taj Mahal and a few other wonders, and making the Red Fort the Fealty finisher, does this mod need updating to remain compatible? I've really been enjoying this mod with VP, and I wasn't sure if it would still work/be balanced with these changes to the wonders in VP.

Also, is there any way to make the wonders that require lakes adjacent to city to just require them within workable range (like some do for mountains)? Lakes are rare enough on some maps that sometimes not a single city gets settled adjacent to a lake, and I've finished games where Summer Palace, Willis Tower, etc. never get built because there are no valid cities on the entire map.
 
@Mad Madigan
VPWE wonders are pretty separate from the core ones and thus should be quite resiliant to changes made in VP. Tweaking singular wonders in VP is just that... tweaking. I'd prefer to do tweaks in VPWE if they are really necessary. Meaning - if you (and others) see the need to change a specific wonder for specific reasons - please say so and we can discuss it. I will do general changes if there was a general change in VP (like affecting all wonders, a rule has changed, etc.)

As for lakes, well this is tricky. "Lake" condition is not supported by the game core, not even with VP. Some additional functions have been added but they still cannot handle lakes properly. I wrote a simple Lua scipt that checks for lakes and it would need to be changed to support new conditions. But before we go into that - I am not quite sure it is necessary. The whole idea is that building wonders is supposed to be more difficult in terms of geo conditons. Notice that the actual complaint is about the fact that lakes are rare (so, the map script and its parameters), right? I can imagine that on a different map you can get more lakes and less mountains. Or maybe for Inca just mountains and hills, no flat terrain. Or you will get a different conditions from Archipelago map, etc. etc.
 
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Regarding Fealty Finisher, the way it reads currently in-game: Fealty says the finisher wonder is Red Fort (and the alternative is St. Peters Basilica); however, in tech tree it's still Taj Mahal and St. Peters canceling each other in descriptions; and in practice I am able to be building all three at the same time.

EDIT: Finishing Taj Mahal still made St Peters not able to finish building. So the exclusion works as it should, it's just concerning Taj instead of Red Fort as it should.
 
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