Thalassicus / cep-bnw

Civ V Communitas Expansion Pack
32 stars 22 forks source link

Citystates #235

Open Thalassicus opened 10 years ago

Thalassicus commented 10 years ago

Change citystate quests to use the Story system. Citystates occasionally give Stories with 2 options, and a timeframe to complete the selected mission. These missions will be individual to each civilization. Story options might include:

skodkim commented 10 years ago

Sounds interesting but please be careful not to break compatibility with the City State Diplomacy mod as quite some work has been put into making it compatible with CEP.

\Skodkim

GrantSP commented 10 years ago

Let me hijack this issue and add to it. Using the latest build as of 9th April 2014, the option to Liberate CSs is no longer available. Despite quests being offered to do so, upon capturing a city once a CS the only options are for standard cities; Mercy, Force & Wrath. On a secondary nature, the log of this capture shows the city's strength being adjusted but the From & To values are the same. CEA_Events: INFO Turn 135 Sejong captured Lhasa from Enrico Dandolo: Venice capital city CEA_Events: INFO Turn 135 City_DoRefugees Lhasa CEA_Events: INFO Turn 135 Lhasa captured: heldMinTime=10 MinTurns=10 TrainPercent=1 turn=135 acquired=126 resistTime=2 CEA_Events: WARN Turn 135 Correcting Lhasa captured health from 150/300 to 150/300

Also what is the reference to capital city doing on the first line? Clearly Lhasa isn't the capital city of Venice.

Thalassicus commented 10 years ago

@skodkim This was actually inspired by CSD. When we interact with a citystate through that mod, it would start a story quest. Without the mod we'd just get the quests randomly.

@GrantSP Those are three unrelated issues... but

1) The code for liberation in /Ceg/Armies/PuppetCityPopup.lua is identical to the unmodded game. I don't know why the button would not show.

    -- Initialize 'Liberate' button.
    if (iLiberatedPlayer ~= -1) then
        local OnLiberateClicked = function()
            Network.SendLiberateMinor(iLiberatedPlayer, cityID);
        end

        local buttonText = Locale.ConvertTextKey("TXT_KEY_POPUP_LIBERATE_CITY");
        local strToolTip = Locale.ConvertTextKey("TXT_KEY_POPUP_CITY_CAPTURE_INFO_LIBERATE", Players[iLiberatedPlayer]:GetNameKey());
        strToolTip = strToolTip .. "[NEWLINE][NEWLINE]"
        strToolTip = strToolTip .. activePlayer:GetLiberationPreviewString(iLiberatedPlayer);
        AddButton(buttonText, OnLiberateClicked, strToolTip);
    end

2) Sejong captured Lhasa from Enrico Dandolo, whose capital city is Venice. It's just worded oddly.

CEA_Events: INFO Turn 135 Sejong captured Lhasa from Enrico Dandolo: Venice capital city

3) Firaxis uses the default max health of 300 when calculating new health of captured cities. They forgot to include buildings which add health. The health correction fixes that. Lhasa had no buildings which add health.

GrantSP commented 10 years ago

Thank you for the clarification. Now another curly one. I was in a game where a number of major civs have already been eliminated and the main aggressor, Songhai, was making inroads into my empire by planting citadels near a city he took from the Netherlands. When I saw him moving another GG into place I decided to end it there and declared war. Soon the city fell but to my surprise the capture screen gave me the option to "Liberate". Doing so resulted in William of the Netherlands coming back to life!

Never seeing this before, is this of the mod's doing or perhaps the last patch from Firaxis?