BelandaHitamfixDutch

Discuss BelandaHitamfixDutch

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If WE won’t fix it, I’ll have to spend 5 minutes to fix it myself.

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Thank you for the mod! However there’s currently a problem making the mod unusable: the natives now cost pop, whereas they’re not supposed to (for the German prince-electors card, the official description states the natives cost pop; for the Dutch belanda hitam card, the natives have a build limit - but no pop cost):

Could you please fix that? :slight_smile:

The buildable Akan always did cost pop? Only the initial twelve that come with the shipment had no pop cost. No way they’d let you build 30 0-pop musk.

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Well, as they’re natives, the rule is they don’t cost any pop (see Akan Ankobia | Age of Empires Series Wiki | Fandom).

If there’s a rule-change, then the official description says so, like for the Hausa and Germans - but, crucially, not the Dutch, who have a build limit (30 trainable natives is the strength of this paid age4 card):

That seems like an error in the description rather than the card, I updated the mod so it will now state the units will cost pop.

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If it was an error in the description, then why do the Dutch also have the burden of a build limit, not to mention they have to wait until age4, whereas Hausa and Germans get their native musks already in age2?

Most civs have an age4 infinite natives card, giving popfree units (with a build limit). The Dutch age4 infinite natives card got heavily nerfed; it used to send 30 carib blowgunner instead of now 17.

As a variant to the classic age4 infinitive natives card, the belanda hitam card, with its build limit and official description, makes sense and therefore the bug-fix should imo keep the natives popfree. :slightly_smiling_face:

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yeah, pretty sure they always cost 1 pop to train before they broke the card.

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Ah, well, I can’t say because I considered the card uninteresting before its buff and therefore never tried him out until the bug-introducing buff.

Considering @Opdepov and you both say the natives always got a pop cost, then I guess the official description is indeed incomplete, which isn’t the only incomplete one in the game.

Hey Opdepov,
Thanks for making the bugfix mod.

While testing it out I found some additional issues with the card. First if you send the Dutch Team Native Weapon Trade card (native build limit +20%), it reduces the build limit by 1. It would seem that the issue is that the deNatMercAkanMusketeer unit does not have a build limit. I believe that makes it the same as a build limit of -1? I assume it does not have a build limit so that it does not break Hausa with their trainable Akan card. I wonder if there needs to be 3 versions of the Akan Musketeer. 1 for the native tp, 1 for Hausa, and one for the home city/Belanda Hitam. From my testing it would seem that this card is only bugged for Belanda Hitam since the other “NatMerc” units have a build limit.

Another issue I ran into is if you ally with the Akan tp on the map after sending the card, you can train an additional 12 Musketeers. The issue seems to be with this code.

<effect civ="Akan" type="Data" amount="1.00" subtype="UpgradeSubCivAlliance" relativity="Absolute">
        <target type="Player">
        </target>
</effect>

When I deleted this code, it worked fine. This bug made me want to test the older versions of the trainable natives from the home city cards and it turns out Ancien RĂ©gime is bugged in the same way. If you send Ancien RĂ©gime and ally with the House of Bourban, you can train an additional 15 musketeers and 10 dragoons. If you send the Napoleanic Era card from the Revolutionary French home city, you get an additional 15 muskeers and 10 dragoons. Basically by building a single House of Bourbon tp, France can train up to 60 Royal Musketeers and 50 Royal Dragoons!

I tried deleting the UpgradeSubCivAlliance tech but it seems like that was needed to give the native embassy the House of Bourban techs.

By the way I am not requesting you to fix these things. I just brought them up because I thought they were interesting.

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I believe that it will only work on maps which have Akan if you do this. Been a while since I experimented with it though so might be misremembering.

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Oh yeah I forgot to test that. It seems like it works on maps without the Akan as well.

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I know there were plenty of issues with these cards since they first started to be implemented. I’m unsurprised by the continuation of such issues.

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That card and similar effects have broken my mods where I make certain natives unlimited before. I can safely say that no build limit is not the same as a -1 build limit. If it were -1, increasing the build limit by 20% would set the build limit to 2 (iirc). I resorted to giving natives I wanted to make unlimited have a build limit of 99. I wonder what effect the Dutch card has on a allied Hausa player that unlocked Akans?

I’ll update the mod, thanks for sharing.

Prince Electors used to have the same issue, they kinda worked around that by making the enabled units the same as the TP ones and so giving the TP versions a population cost as well. I don’t know why they didnt update Ancien Regime the same way at the same time.

Prince Electors was practically changed every patch since its inclusion, I think the last data patch was the first time it wasnt touched?

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