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Besides that one issue, this is a fantastic mod. The Pegasus Knights especially are really fun to use, and honestly I'm really impressed by the custom model.
If you're using Gods and Kings and/or Brave New World, then there is a problem, and I'll look into it as soon as I can.
To summarize, it's unlikely to happen, and definitely not soon. Sorry.
Ylisse trait:
https://www.dropbox.com/s/j4qyn0sis7s96o9/ylisseTrait.lua?dl=0
Plegia Dragon's Table:
https://www.dropbox.com/s/cnzvw2jil6zj6ch/dragonTableLua.lua?dl=0
If you don't mind me asking, why don't you want to sign up for Dropbox?
By the way, I changed the influence cap to 65 (instead of 55). It'll reward those players who are patient enough to wait for it to reach max (as in, "If you wait long enough you get to be allies with a city-state without doing anything!") but still low enough to be easily surpassed by other players or competant AI.
This part of the UA is only really useful in the early game when you don't have that much gold, so without Consulates or the Patronage opening policy it actually takes a while for influence to reach 65 cap (62 turns for non-hostile city-states, with resting value of 5, starting from 0). Even with Patronage and Consulates it takes 40 turns (for non-hostile city-states, starting from 0). And in the late game, 65 is definitely not enough to be allies (assuming competant AI).
But if you like 55 better, then go ahead and change it back (or to something else).
The influence drop from declaring war on Ylisse functions by taking 0 - Ylisse's influence, so Ylisse's influence must be positive otherwise it will be a gain instead of a drop.
I have added in the appropriate IF statement, so now the last section of that function looks like this:
if pMinorCiv:IsEverAlive() and pMinorCiv:IsAlive() then
iYlisseInfluence=pMinorCiv:GetMinorCivFriendshipWithMajor(iDefendPlayer)
if iYlisseInfluence > 0 then
influencedrop = math.floor(iYlisseInfluence / 2)
pMinorCiv:ChangeMinorCivFriendshipWithMajor(iAttackPlayer, (0-influencedrop))
end
end
(Note: influencedrop is a new local variable I defined at the start of the function:
local influencedrop = 0)
So with a hostile city-state (Influence decreases by 1.5 per turn when above resting value), Influence actually only increases by 2 - 1.5 = 0.5 per turn when above resting value, so the rate of increase is slow enough to be considered sufficiently balanced. Which is also why changing the Influence boost to 1 per turn is a bad idea (1 - 1.5 = -0.5 per turn, so Influence will decrease!)
Of course, this means that below the resting value, Influence increases by 2 + 1 = 3 per turn.
So to anyone who has a problem with the UA being overpowered, try going into the lua and change the appropriate numbers for an easy fix
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?l=french&id=233428613
And it work ! Until I realise that the Shrine of Naga was disabled and that I couldn't even build the historical monument...
It's not a major problem but, do you have any idea of what might have caused this ?
(It must have been my mistake...)
it woulb be realy fun, try and focus the more on military if you decide to do this!
To answer your other question, both khans are the leader - but not at the same time. I can't say much more than that, but you'll see what I mean when it comes out.
No, I can't fix it, not right now. I lack the experience and knowledge with both game balance and Lua coding, and I'm busy with Regna Ferox.
The Barbarian Horseman error is already present in the game itself and is in no way related to Pegasus Knights or my mod. Same thing with the landmark issues.
I don't really know what to tell you. I'm sorry.
Ok, logs are all up. After disabling everything, the lua seems fine. However, there are some errors with the xml(probably on my side)with the barbarian horseman unit. Just want to make sure that the Pegasus Knight is in no way shape or form related to the barbarian horseman.
(Again probably on my side) there are some issues with landmarks or whatever-probably my issue.
My only question is: is there a correlation between the barbarian horseman file and the Pegasus Knight? If not I'm going to have to fix my civ.
Thanks.
Btw, if need be, I can send you pics of the logs(although the database one is really messy)
I recommend you check this guide [forums.civfanatics.com] on enabling and checking game logs, if you don't already know how to do so. If something goes wrong with the mod, it will show up in the lua, xml, or Database logs. Load up Civ and go through the Modded Game menu; if this civ still can't be picked from the civ list, check the logs and send me any errors they throw, if there are any. From there, I can determine the problem and find a solution.
Cool mod, seems great. I'm just curious since it isn't showing up for me, even after a manual download into the MODS folder.
Any ideas on what might cause this? I can see the mod show up in the mod list, but when time comes to pick a civ, I can't find it.
its alright, the mod is still loads of fun to play as and its definetly made the impression on me.