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Couple of issues about civ6-mod HOT 14 OPEN

emperorpinguin avatar emperorpinguin commented on July 19, 2024
Couple of issues

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EmperorPinguin avatar EmperorPinguin commented on July 19, 2024 2

Thank you Seraj,

Images for the natural wonders will be added some day, but I don't know when, as they are quite a lot of work. It's almost summer vacation here, then I might have some time do it.

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EmperorPinguin avatar EmperorPinguin commented on July 19, 2024 1

Hello, thank you again for reporting this

  • cannot build harbour in non-coastal cities: you are right, but a harbour is more than it's adjacency bonus; you are also supposed to build ships there, which you can only do in coastal cities currently. I could still allow players to build harbours in other cities, but most of the buildings in it will be useless.
  • Great Bath doesn't give faith: the cityFilter wasn't placed in [brackets], it should be fixed now.
  • Etemenanki marsh bonus should be global: an oversight, should be fixed now
  • no 0.3 culture and 0.5 science per citizen: the +1 science/pop seems to be hardcoded. I could add +1 culture per 3 population in al cities and -1 science per 2 population in all cities as part of the palace bonus, but it wouldn't look very pretty. Should I add it?
  • Chichen Itza doesn't give yields to rainforest: again the cityFilter was not between [brackets], fixed now.
  • cannot build districts on vegetation: I am aware of that, but you probably want to remove the trees before putting a district on it as you described. I also need to remove the base yields from tiles with a district, but I'm afraid that might make them too weak compared to farms and other improvements due to differences in game mechanics between this mod and Civ6. Should I remove the base yields from tiles?

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krijnsent avatar krijnsent commented on July 19, 2024 1

Looks like progress to me :-). I understand the harbour issue, as units in Civ5 can only spawn in the city center. For the culture: I guess I would keep it simple: add 1 culture per 2 citizens in every city as a palace property. For the districts: I would try that option (remove all yields of that tile), also to try out what effect that has - if it becomes unplayable that's a lesson learned :-). And allow building it on forested tiles - in Civ6 you "only" lose the chop (extra production), doesn't sound like a big deal. For me it's more annoying that I can't place the district because of a forest vs the lost extra production of the chop.

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EmperorPinguin avatar EmperorPinguin commented on July 19, 2024

Hello Koen,

Thank you for trying it out and opening this issue, I will go through each of the issues you encountered:

  • can't build roads on woods & rainforest: I did test it, and I can build roads on those tiles as should be the case. I also looked into the uniques of the road, and they're up to date with the latest game version. Could you send me a save file so I can try to replicate it?
  • can't build roads on districts when under construction: this is true, I think it's a safeguard built into the unique to avoid crashes when trying to build 2 improvements on the tile simultaneously. There should, however, be made an exception for roads, as you can stack those with other improvements. I need to contact the game developers for that.
  • districts should be city-based: the limit on the number of districts should indeed be local instead of global, but there is currently no way to mod that (as far as I know). I think I will stick with it for the foreseeable future.
  • holy site and religion with 2 buildings: in Civ6, you pick a Worship Belief that allows you to get the religious buildings, it's limited to 1 in total. In a recent update, I made it impossible to get more than 1 religious building. I could add a warning for that (I should have done that immediately), but I'm also considering reversing that change (they require a holy site in the city and it's not really worth the investment for a single religious building). What would you like more?
  • can build district on mountains: thank you for reporting this bug, I forgot to test if that was possible, it will be fixed.
  • navigation leads to nothing: that's right, it should lead to nothing, it's done like that in Civ6.
  • cities grow too fast: very true, and it's not due to lack of balancing, but because the districts do not remove other stats the tile provides. I considered changing that, but in it's current form, you can just replace them with regular improvements if you want to, and they already have a hard time competing with late-game farms. I might want to try again to come up with a solution for that.
  • missing icons: I have mostly ignored the icons so far, they will be added at 'some' point in the future. I think I will add icons for strategic resources (they are the only way in which I can add limits for things like districts and policy cards) today, as it's indeed very annoying to look at,

Kind regards, and feel free to report more bugs etc. if you encounter them.

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krijnsent avatar krijnsent commented on July 19, 2024

Have just been playing a bit 4.1.2-patched with your update of 23-05. To get back to my earlier points:

  • can't build roads on woods/jungle, but those will be built (by traders in Civ6) -> you are right, no clue what was causing this
  • can't build roads on districts under construction, seems to be blocked somehow -> okay, on the to-do list :-)
  • districts should be city-based, but it now looks like the 0-gold districts (every 3 citizens after 1) get used in the whole empire -> I have diven a bit into modding but see the challenge. I like your solution
  • holy site & religion with 2 buildings -> I can only build one, after that the other one disappears -> one building is okay, I just know not to select 2.
  • can build districts on mountains - :-)
  • in the science tree, celestial navigation leads to nothing - my bad, didn't know that
  • quite some balancing :-), main thing that I see: cities grow much faster than their culture - cool
  • quite some icons missing, especially in the map mode (bar just above the map) - nice update!

And some new ones I found:

  • can't promote horsemen / courser (can upgrade, but promote only has "heal")
  • I'm not sure how the auto-build is working, but my cities keep on building districts, can they be taken out of the "auto-build" option? A bit more manual control there would be very welcome as well as some indication of the adjacency bonus.
  • I get a massive amount of Great Prophets, would it be possible to raise their incremental costs?
  • Remove the work boats -> they can now build an improvement (like a worker) & dissolve themselves creating a fishery
  • Pantheon that gives +2 faith to fissures & vulcanic soil only gives +2 faith to fissures, not to vulcanic soil.
  • niter appears on a mountain (shouldn't happen I guess)
  • barbarian encampment spawned on a wonder - Sahara el Beyda, but that's not accessible for units.

Keep up the good work!

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EmperorPinguin avatar EmperorPinguin commented on July 19, 2024

Hello Koen, thank you for more feedback.

  • can't promote horseman: I either forgot to change the names of the promotions or forgot to save the file. I added that specific promotion tree as a quick fix after I discovered the one I added wasn't properly saved somehow, but made this mistake, that will be fixed
  • auto-build option: there's a button called "Auto-assign city production" under Options -> Gameplay. If you disable that, it should stop automatically building stuff in cities. City managed-management is mostly hardcoded, I don't think I can take districts out of auto-build mode.
  • too many Great Prophets: getting Great Prophets works differently in Civ6, but I left the system from the base game in place. I could disable automatic Great Prophet generation in all era's. I think I will do that actually.
  • remove work boats: I would like to remove them, but embarked workers currently can't construct improvements on Water tiles.
  • Volcanic Soil pantheon: that's a spelling mistake. I thought I fixed that one, but I apparently introduced a new spelling error:(
  • niter on mountains: I've never encountered that before, it must be caused be the fact that I set it to generate deposits on Coastal tiles. I will change the spawn rules a bit.
  • barbarian encampment natural wonder: I have seen that happening, but kind of forgot about it. There should be a unique to prevent that.
  • bonus: I will remove the great person points from the specialist slots, as specialist slots apparently don't generate Great Persons in Civ6.

Yeah, I should really do some more playtesting. Feel free to write in Dutch btw, I have kept things in English for others to read, but I doubt there will be anyone else.

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krijnsent avatar krijnsent commented on July 19, 2024

No problem, I really like to play-test your mod :-). New findings:

  • cannot build a harbour unless the city is next to the sea, should be possible when there is a sea-tile in the city (so a tile away from the sea shouldn't be a problem)
  • great bath doesn't give +1 faith / flood tile
  • Etemenanki only gives bonuses in the city it's built, but should also give a bonus for all marsh tiles in the empire
  • 0.3 culture per citizen and 0.5 science per citizen default, currently it's 0.0 and 1.0 :-)
  • extra: Chitzen Itza doesn't give +1 culture per rain forest tile
  • cannot build a district on a forest/rainforest tile, can do that in Civ 6 (waste of choppable forest, but still, you can do it)

Keep up the good work :-)

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EmperorPinguin avatar EmperorPinguin commented on July 19, 2024

Ok, I made the following changes:

  • districts can be placed on removable terrain features - the feature name (e.g. Rainforest) is still show when hovering over the tile but according to the unique, it should have been gone.
  • base yields from tiles (like Grassland, Plains, Forest) with districts are removed, but not those given by resources and wonders, that would be quite a lot of work and there isn't a unique to remove base yields from all tiles (strangely enough).
  • the palace now adds +1 culture per 3 population in all cities.

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EmperorPinguin avatar EmperorPinguin commented on July 19, 2024

I am considering updating the post-Renaissance wonders, but I also kind of want to make the wonders improvements like in Civ6. Most of the bonuses can not be put on an improvement, and there not really uniques to do it otherwise.

I added Artefacts to the game a while ago, but it's a bit of an awkward implementation. Do you have an idea on how to add Relics (possibly in a similar way)?

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Seraj3369 avatar Seraj3369 commented on July 19, 2024

God bless man good work i loved the mod but the most important thing is missing and that neutral wonder hope u can add them soonπŸ‘Œ

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Julu2711 avatar Julu2711 commented on July 19, 2024

Hey, I got a question, did you disable all the automated great figueres? So great General, great Scientist and so on?

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EmperorPinguin avatar EmperorPinguin commented on July 19, 2024

Hello @Julu2711,
How do you mean? As in the game does not automatically fill up the specialist slots?

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Julu2711 avatar Julu2711 commented on July 19, 2024

The gamd does fill the specialists slots in my capital, but it doesnt give me the specialistst until I build a new city. So I have like 250 points for a Great scientist in ny capital unuseable

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EmperorPinguin avatar EmperorPinguin commented on July 19, 2024

That's weird, you should get a great person as soon as you have enough great person points for it.

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