New Version - August 18th (8-18)

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Gazebo

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Hey all,

New version inbound. Get it while its hot!

Fixes and Optimizations:
  • Fixed some CP event linker issues
  • NOTE: Removed slow legacy event code for events (causing irreversible CTDs in some cases) - mods using legacy event linker code must remove that for this version!
  • Reworked AI Military logic a LOT
  • Added tile yield art for local culture, admiral and general points
  • A few more random CTD, bugfix, and quirk fixes
  • Some text fixes and general cleanup
  • Tons of work on tactical AI logic for things like naval invasions
  • Fixed UA scaling for era yields on NW
  • Fixed city connection oddities for non-mainland cities and routes
  • Assorted bugfixes and optimizations, reported and non-reported
  • Fixed some CP lua issues and (hopefully) fixed missing specialist culture for EUI tooltip

Civs:
  • Carolean - gains Hakkapellitta 'If on same tile as GG, +15% attack' promotion. Small, niche promotion, but flavorful.

Beliefs:
  • Cooperation - now +7 yield per birth (Was +10)

    Tenets:
    • Moved Volunteer Army to Level 1, Moved Civil Society to Level 2
    • Increased Urbanization Food to +2 (Was +1)
    • Creative Expression now +2 Golden Age Points on Buildings (was +2 Culture)
    • Worker's Faculties - now 10% science for city (Was +3)

    CSD:
    • Scrivener's Office - gives 1 free Emissary on construction
    Wonders:
    • Macchu Picchu - now 33% from City connections (was 15)
    • Cristo Redentor - 25 Tourism, +2 Tourism/GAP/Culture from Hotels; loses -10% policy cost element
      Now a potent Tourism wonder
    • Eiffel Tower - now -10% policy cost reduction - removed tourism bonus
      Earlier bonus makes the -10% policy cost have real lasting value
    • Notre Dame - gains free Cathdral
    • Alhambra now 10% Culture (was 20)
    • Sistine Chapel - now 10% culture (was 15%)
    • Himeji - gains 15% defense modifier in all cities
    • Red Fort - now 30 defense and 100 HP (was 12 defense)
    • Pisa - now 10% GP in all cities (was 25%), - 15% added to wonder city (so 25% in wonder city, 10% elsewhere)
 

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Really like the change to the Eiffel Tower and Cristo Redentor. A good needed buff for Notre Dame too. Something I wanted to ask about though: what about a buff to Angkor Wat? Its just kinda a boring wonder that doesn't do much, doesn't seem worth the effort. Something simple like 1 Culture on Rainforest and Forest could do it some good. I really like the idea of local specialized bonuses for wonders too, like with the Leaning Tower, it actually matters where you build it.
 
Reminder that the Community Events hasn't updated fully and several events may be removed for the purpose of compatibility's sake for now.
 
i was just about posting new thread about AI battle passivity. Have CPP modpack(MP compatible) instaled without EUI and playing King diff. At all i had 5 wars and 0 of it initiated by me and AI didnt even try threat me or attack my cities. I think that applied AI logic doesnt cooperate with diplomatic logic, all of those wars was senseless. Anyway i love see diplomatic points.
 
It ain't the greatest, but it works. :)

Looks good on the tile.

G

I think they look pretty spiffy.

May I ask when these might come up, and what "local culture" as a yield is? As in, culture that cannot be used toward policies?
 
I had one of the most funny games in months with last version, although I admit AI were too passive initiating wars. There were some wars, but either they were only raid wars or the defender defended quite well. Perhaps has something to do with the increased defence in cities. The only real conquest came after India did a good try at Global Hegemony, when three nations allied against her, and England managed at last to conquer some indian cities. That game was pretty intense and aggressive, but with diplo units instead of military ones.
 
Yeah, it's culture that exists only for the purpose of claiming tiles.

I didn't know that was even a type of tile yield, although I haven't seen every mechanic in the game yet (I have a bad habit, not exclusive to Civ, of not finishing games).
 
Yeah, I've never seen that kind of culture before. Has it always been in the game, and I just didn't notice it?
 
Hey, not sure if this creates any problems, but I see both "AI_SMART" and "AI_SMART_V3" enabled. Anything other than smart_v3 is probably null at this point, whoward said

"AI - Smart V3" is a replacement for the previous "AI - Smart".
You can't enable both as the code for "AI - Smart" has been replaced with that for "AI - Smart V3"

Maybe files for smart v2 should be removed, just to be safe
 
I thought AI - Smart was referring to this.

If the AI is broken, though, we'll be able to tell in a damn hurry. =)
 
Yep that's the one, it has been integrated into CP&VMC dll for a while. The thing is it was updated recently, and according to whoward the older code was swapped with the newer one, yet CP still has some (under pnm mod db/smart) references to the older version. I guess it's unlikely to cause any problems or bugs, but it's easy to overlook such small stuff so I thought it'd better to give a heads up.
 
i was just about posting new thread about AI battle passivity. Have CPP modpack(MP compatible) instaled without EUI and playing King diff. At all i had 5 wars and 0 of it initiated by me and AI didnt even try threat me or attack my cities. I think that applied AI logic doesnt cooperate with diplomatic logic, all of those wars was senseless. Anyway i love see diplomatic points.

Have you tried to use the "classic mod", and not the modpack ?
The modpack may have some strange consequences on AI behavior.
(Or at least, passive AIs was a problem on (very) old versions of the modpack, and I don't know if they found a solution or not)
 
@ gazebo : Any chance to get a current modpack (8-18) for MP Play ? We would test it this weekend.
 
I'm having a really strange problem for the first time with this mod.
So when I play with EUI all my "set up game" screen get crazy
1a0042127aff433bf1b32db46b2962e6.jpg
(sorry for the photo from phone and not from pc)
Everything is in the right folder and I don't think I made something wrong 'cause it's a long time I play with this mod. And I don't play with any other mods except for Vox Populi. Ideas?

Anyway great mod and thank you Gazebo!


Inviato dal mio iPhone utilizzando Tapatalk



You probably had the issue I had when setting up Civ 5 and then Vox Populi on my new PC. The installer executable knows to put it's version of EUI in the EUI folder, but it doesn't seem to know how to create an EUI folder if there isn't one (under your civ game directory with the other DLCs)



Off the top of my head, you need to create this empty folder under your civ 5 game (probably in your steam library if you use that like I do): .\Assets\DLC\UI_bc1



Not sure if that name is correct and I'm away from home at the moment so can't check.



If that directory name is right, then just run the installer again and you are good to go.


This was with the 8-12 version but i still have that issue, dunno what may be causing it, probably I'm going to play without EUI, a but , well, it 's not the same eheh

Edit: Oh and when I play with modpack it is not happening
 
OK. I've never tried the modpack, maybe it works differently.

Did Vox Populi properly install the EUI folder? It goes in a separate location - not your mod folder in your documents, but as a subdirectory under \Assets\DLC in your game's directory. For me when I had the identical issue to yourself, manually creating an empty directory in the correct location with the correct filename fixed the problem (I basically guessed instinctively, and was right).
 
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