take this download, the May 2-5-1 hotfix on the way.
deleted mods:
Enact & Decision (the decision issue is caused by this mod)
Maximum natural wonders ( CBO more luxury doesn't work with this)
 
Last edited:
I played some playtest to get some achievements with your mod. Carthage declared war on me because I had spices and they didn't (that was fun). Then they captured my city Harar and I recaptured it two times. And now it is the main part. After second recapture my city turned into a colony (sic!) but was few tiles away from my cap. Moreover I could produce things normally (CiD wikia says that I can't do that in colony) and I couldn't buy anything or invest in (again against wikia, main buy button (screenshot 4) didn't work at all, this menu on screenshot I managed to turn on by the button in production queue on the bottom (screenshot 2)). Is it CiD problem or there is some mechanic of the mod or modpack I didn't know?
Thank you @adan_eslavo , now the problem is CiD. I had it remove on EUI version.
well... the no EUI version of the mod gave me and some friends a ctd on turn 2 when trying to play in multiplayer...
I'm sorry for the inconvenience that had occured while you play with my modpack. Have the newest modpack with EUI instead. May you tell me the details?
 
Disabled convenience start.
What was wrong with it? I did't have any problems with this mod.

Maximum natural wonders ( CBO more luxury doesn't work with this)
I played some short games with that mod and it was fine. Some details?

I'm playing singleplayer game for 6 nations:
I found that mod 2 units per tile has set value on 3 so it allows to put 3 units on one tile outside cities. Intended? I think 2upt is enough.
Why did you remove UI for stacking? Was it because of EUI conflict? Even with 3 units per tile I can play without any problems but with that mod unit icons looked better.
With coast and rivers yield... mod I found that when I have 5 cities on rivers and coast in the same time I have so much gold income I have never had in any early game. Isn't it too OP? Maybe it needs some balance.
Your modpack has really long loading time now. Is it because EE mod?
Ancient ruins choice still not working.
Relligion spread worked well for me. What I missed?
I captured settlers. It is really good mod :D.

Lots of mods disappeared in the latest version when I compare to the previous one:
- EE - dind't check - I'm at medieval, tech tree looks fine
- Auto Denounce - works well in my actual game, 1 war declared
- Global - Coop war - didn't check - Can you explain what this mod does? In modinfo file it has really messy explanation.
- RED - units worked well. Different skins. Small units.
- UI - Diary and UI - E. Demographics - worked well.
- Unique City States - didn't check in the current version, EUI panels show some city states uniques (improvements) in purple. When I get alliance with Kabul I can see if my Natural Wonder get this "purple" bonus.
- Workable mountains - checked aqueduct tooltip (OK) but haven't tested it yet. I play as Songhai and Tabya UB replaces Stone Works, which should keep Mountain bonus, but it isn't shown in tooltip so probably doesn't work.

I will keep to the previous version and check rest of things in my actual game.
 
Last edited:
What was wrong with it? I did't have any problems with this mod.
I was testing the mods that disrupts the first turn of every game. My theory suggests that it comes from this and another mod, workable mountain mod.
I played some short games with that mod and it was fine. Some details?
I did a trial and error (like a scientist :) ) to identify the mods that isn't compatible with VP before. This mod came up top. I might be delusional, let me check.
I found that mod 2 units per tile has set value on 3 so it allows to put 3 units on one tile outside cities. Intended?
It was my personal preference. I'm sorry if it had brought you any troubles.
Is it because EE mod?
No. EE is disabled. VP does all the heavy loading rather.
- Unique City States - didn't check in the current version, EUI panels show some city states uniques (improvements) in purple. When I get alliance with Kabul I can see if my Natural Wonder get this "purple" bonus.
Purple :D hilarious! I am searching for the mod that doesn't let the AI win cultural victory and the player diplomatic victory ( how I usually win in duel, deity).
 
RED - units worked well. Different skins. Small units.
Yup, but uses more computer power and loading turn becomes so slow. I prefer to avoid these kind of problem.
Global - Coop war - didn't check - Can you explain what this mod does? In modinfo file it has really messy explanation.
You see, if A made peace with B recently and C wants A to work together with them to defeat B. A will be able to overwrite their peace treaty. Not wait 30 turns.
UI - Diary and UI - E. Demographics - worked well.
I'll give it a spin. I agree with @Serp that UI- Dairy combined with EUI is redundant. (I'll be dizzy)
Relligion spread worked well for me. What I missed?
I intended to disable religious spread because of some bug that doesn't allow us to see the data for the end game but I scrap the idea and now look how happy I am.
 
Last edited:
I was testing the mods that disrupts the first turn of every game. My theory suggests that it comes from this and another mod, workable mountain mod.
You say first turn. OK, I will test previous (bigger) package that worked for me in single with my bro on multiplayer platform and let you know if we have some crashes. (Checked - both mods are working)

I did a trial and error (like a scientist :) ) to identify the mods that isn't compatible with VP before. This mod came up top. I might be delusional, let me check.
It's not a must have mod, but the fact is that amount of natural wonders and sometimes their weird localization on map made me unable to work them in most of my games. With that mod it became possible :p. Maybe when you verify again that it's compatible with VP you could balance it and instead of max wonders on every map you could make those limits smaller (but bigger than in base game). Something in the middle. Especially on duel map. (Verified - you were right)

It was my personal preference. I'm sorry if it had brought you any troubles.
Don't worry. It wasn't a problem. That's why I'm testing it. Just I think it is too much. Like I said maybe you could make this variable (amount of units per tile) available to be changed by every user of your modpack (unless it is, but i didn't check that) to adjust to his/her personal preference. Some people are sticked to 1upt, some (like me) checked and liked 2upt, and you and maybe not only you like 3upt. As of 3 units per city I tested it and think it's ok. This now looks like real garrison defending the city.

No. EE is disabled. VP does all the heavy loading rather.
I was comparing really old version of your modpack with VP with those that had EE. Maybe other mod causes that. But long game loading time is smth I can live with :D. When I run a game for the first time I thought that smth is wrong coz on duel it was loading like 10 times longer than normally.

Yup, but uses more computer power and loading turn becomes so slow. I prefer to avoid these kind of problem.
I will check multi. Versions without red also was taking long time to make turn. I will let you know. (Checked - works well for me)

I'll give it a spin. I agree with @Serp that UI- Dairy combined with EUI is redundant. (I'll be dizzy)
Yeah it is some kind of useless mod.

I intended to disable religious spread because of some bug that doesn't allow us to see the data for the end game but I scrap the idea and now look how happy I am.
This mod works and it's awesome. In my game I check this map every couple of turns and f.e. thanks to it I found where this bloody catholicism spread out :D. Also I was looking at the stats after retiring (in bigger modpack) and I could see everything (graphs, map, log, demographics)

EDIT:
Ok, I tested few things and did some summary for you:
https://zapodaj.net/f33e0cf84aa52.jpg.html (old summary)
Maybe it will help you.
1.As I said I played in multi with my brother to test if the modpack crashes. Played 9 turnes - no crash. In those 9-turn multi I didn't see any lags when completeng turn (I always have set options when configuring the game: quick movement, quick battle). Same thing in my 150-turn game in single as Songhai.
Some game screens:
-setup
https://zapodaj.net/681e054b47aa6.jpg.html (multiplayer)
-convienient start mod
https://zapodaj.net/3b9d206aadd95.jpg.html (multiplayer)
-religion spread
https://zapodaj.net/ff0ac6d3421f4.jpg.html (multiplayer)
https://zapodaj.net/3129c4921136a.jpg.html (singleplayer)
https://zapodaj.net/ba380889939d7.jpg.html (singleplayer)
-RED singleplayer
https://zapodaj.net/5f9ad9ac51d97.jpg.html
2.Like I previously said - UCS is BUGGED. I made an alliance with Kabul. It gave me +2c on mountains (there was no info in tooltip when hovering mountain), but +4c on Mt Kilimanjaro (should be +2c). When I broke aliance (declared war on Kabul) those bonuses was kept (should be gone for me). Screens:
https://zapodaj.net/61dafc35d3b43.jpg.html
https://zapodaj.net/93bc83bfa76a1.jpg.html
https://zapodaj.net/07cf248c2b5c6.jpg.html
https://zapodaj.net/0e8c480ed8b82.jpg.html
https://zapodaj.net/f459d035648a4.jpg.html
3.Workable mountains works well, need only tweaking for some UB like Tabya (Stone Works) for Songhai and Harappan Reservoir (Aqueduct) for India. Screens:
https://zapodaj.net/8e35b677c6ce4.jpg.html
https://zapodaj.net/a6b0000f77078.jpg.html
https://zapodaj.net/7fc920d635524.jpg.html

!!!Ancient Ruins Choice works fine. I checked its files and it turns out that only scouts get that promotion and that's why I was mistaken. Sorry for that. Keep that mod in your modpack too.

4.You can also look at Surkitact's (and others) additional wonders (there are many, many of them, some are packed together).
5.You were right about maximum natural wonders mod incompatibility. You need only to tweak some lua file to make it possible I think. More in screen below (additional mods):
6.Why version of "Rebalanced warfare" is different from that on steam workshop?
7.Is it possible to check "XP times 100" mod? In game unit menu shows only integers. Can you change that?
8.Is the AI - Multiplayer Diplomacy mod necessary? VP makes such changes to AI multiplayer game behaviour as far as I know. In singleplayer is useless too.
9.How does interact Capture+ with Global - Capture GP? They are overriding in the matter of Great People. You should disable all GP files in Capture+ and live Global as it is or delete global and live Capture+. I think 1st option is better. Moreover I captured GG of Babylon and instead of gain some exp for my unit (Global - GP capture: "Great People are either captured (GA/GW/GM), provide a boost to the player (GE/GS/GM) or a bonus to the unit (GG/GA)") he went to my side (Capture+):
https://zapodaj.net/8566ef3a5fe33.png.html

(new plan) In this moment to not to complicate things I think you should:
- delete those 1 (2?) useless mod(s): UI-Diary, AI - Multiplayer Diplomacy (?)
- delete 1 bugged mod: UCS
- tweak (balance) 4 other mods: Water and River Yields, 2 Units Per Tile, Capture+, Global GP Capture (not working mod)
- fix some miscelanous things in 4 mods: Workable Mountains, New promotions, City Working Distance, Emigration (more info on screens below)
- update (?) 1 mod: Rebalanced Warfare
- leave other mods and things as they are and then on your main page give to the people link to that version let's say 5-11-1 (actual version of VP) and mark it as stable one.
- then try to add, make compatible or repair some not working mods and give other link as beta version for playtests and not to mix or delete that 5-11-1 version (stable one). From my perspective your releases are somewhat chaotic coz in one version I have 42 working mods and in next one 31. That makes some chaos. Small steps are always better. One big mod or 2 smaller at a time is enough to make new version for testing :].
- as next ones you could add maximum natural wonders (that one you tried before), UI for stacking units (must have imo if you use 2upt mod, https://zapodaj.net/3062ad5159b49.png.html, https://zapodaj.net/8d9147822225d.png.html) and sukritact's suzerainty (It isn't finished yet (missing some cs, one cs is not compatible with CSD (VP)) but beside of it it's fully playable) instead of UCS (next update f. e. 5-11-1.1)

My additional mod list in addition to your modpack:
https://zapodaj.net/17fa8e093f768.png.html

Latest modpack summary:
https://zapodaj.net/e08669380394d.png.html
 
Last edited:
You say first turn. OK, I will test previous (bigger) package that worked for me in single with my bro on multiplayer platform and let you know if we have some crashes. (Checked - both mods are working)

It's not a must have mod, but the fact is that amount of natural wonders and sometimes their weird localization on map made me unable to work them in most of my games. With that mod it became possible :p. Maybe when you verify again that it's compatible with VP you could balance it and instead of max wonders on every map you could make those limits smaller (but bigger than in base game). Something in the middle. Especially on duel map. (Verified - you were right)

Don't worry. It wasn't a problem. That's why I'm testing it. Just I think it is too much. Like I said maybe you could make this variable (amount of units per tile) available to be changed by every user of your modpack (unless it is, but i didn't check that) to adjust to his/her personal preference. Some people are sticked to 1upt, some (like me) checked and liked 2upt, and you and maybe not only you like 3upt. As of 3 units per city I tested it and think it's ok. This now looks like real garrison defending the city.

I was comparing really old version of your modpack with VP with those that had EE. Maybe other mod causes that. But long game loading time is smth I can live with :D. When I run a game for the first time I thought that smth is wrong coz on duel it was loading like 10 times longer than normally.

I will check multi. Versions without red also was taking long time to make turn. I will let you know. (Checked - works well for me)

Yeah it is some kind of useless mod.

This mod works and it's awesome. In my game I check this map every couple of turns and f.e. thanks to it I found where this bloody catholicism spread out :D. Also I was looking at the stats after retiring (in bigger modpack) and I could see everything (graphs, map, log, demographics)

EDIT:
Ok, I tested few things and did some summary for you:
https://zapodaj.net/f33e0cf84aa52.jpg.html (old summary)
Maybe it will help you.
1.As I said I played in multi with my brother to test if the modpack crashes. Played 9 turnes - no crash. In those 9-turn multi I didn't see any lags when completeng turn (I always have set options when configuring the game: quick movement, quick battle). Same thing in my 150-turn game in single as Songhai.
Some game screens:
-setup
https://zapodaj.net/681e054b47aa6.jpg.html (multiplayer)
-convienient start mod
https://zapodaj.net/3b9d206aadd95.jpg.html (multiplayer)
-religion spread
https://zapodaj.net/ff0ac6d3421f4.jpg.html (multiplayer)
https://zapodaj.net/3129c4921136a.jpg.html (singleplayer)
https://zapodaj.net/ba380889939d7.jpg.html (singleplayer)
-RED singleplayer
https://zapodaj.net/5f9ad9ac51d97.jpg.html
2.Like I previously said - UCS is BUGGED. I made an alliance with Kabul. It gave me +2c on mountains (there was no info in tooltip when hovering mountain), but +4c on Mt Kilimanjaro (should be +2c). When I broke aliance (declared war on Kabul) those bonuses was kept (should be gone for me). Screens:
https://zapodaj.net/61dafc35d3b43.jpg.html
https://zapodaj.net/93bc83bfa76a1.jpg.html
https://zapodaj.net/07cf248c2b5c6.jpg.html
https://zapodaj.net/0e8c480ed8b82.jpg.html
https://zapodaj.net/f459d035648a4.jpg.html
3.Workable mountains works well, need only tweaking for some UB like Tabya (Stone Works) for Songhai and Harappan Reservoir (Aqueduct) for India. Screens:
https://zapodaj.net/8e35b677c6ce4.jpg.html
https://zapodaj.net/a6b0000f77078.jpg.html
https://zapodaj.net/7fc920d635524.jpg.html

!!!Ancient Ruins Choice works fine. I checked its files and it turns out that only scouts get that promotion and that's why I was mistaken. Sorry for that. Keep that mod in your modpack too.

4.You can also look at Surkitact's (and others) additional wonders (there are many, many of them, some are packed together).
5.You were right about maximum natural wonders mod incompatibility. You need only to tweak some lua file to make it possible I think. More in screen below (additional mods):
6.Why version of "Rebalanced warfare" is different from that on steam workshop?
7.Is it possible to check "XP times 100" mod? In game unit menu shows only integers. Can you change that?
8.Is the AI - Multiplayer Diplomacy mod necessary? VP makes such changes to AI multiplayer game behaviour as far as I know. In singleplayer is useless too.
9.How does interact Capture+ with Global - Capture GP? They are overriding in the matter of Great People. You should disable all GP files in Capture+ and live Global as it is or delete global and live Capture+. I think 1st option is better. Moreover I captured GG of Babylon and instead of gain some exp for my unit (Global - GP capture: "Great People are either captured (GA/GW/GM), provide a boost to the player (GE/GS/GM) or a bonus to the unit (GG/GA)") he went to my side (Capture+):
https://zapodaj.net/8566ef3a5fe33.png.html

(new plan) In this moment to not to complicate things I think you should:
- delete those 1 (2?) useless mod(s): UI-Diary, AI - Multiplayer Diplomacy (?)
- delete 1 bugged mod: UCS
- tweak (balance) 4 other mods: Water and River Yields, 2 Units Per Tile, Capture+, Global GP Capture (not working mod)
- fix some miscelanous things in 4 mods: Workable Mountains, New promotions, City Working Distance, Emigration (more info on screens below)
- update (?) 1 mod: Rebalanced Warfare
- leave other mods and things as they are and then on your main page give to the people link to that version let's say 5-11-1 (actual version of VP) and mark it as stable one.
- then try to add, make compatible or repair some not working mods and give other link as beta version for playtests and not to mix or delete that 5-11-1 version (stable one). From my perspective your releases are somewhat chaotic coz in one version I have 42 working mods and in next one 31. That makes some chaos. Small steps are always better. One big mod or 2 smaller at a time is enough to make new version for testing :].
- as next ones you could add maximum natural wonders (that one you tried before), UI for stacking units (must have imo if you use 2upt mod, https://zapodaj.net/3062ad5159b49.png.html, https://zapodaj.net/8d9147822225d.png.html) and sukritact's suzerainty (It isn't finished yet (missing some cs, one cs is not compatible with CSD (VP)) but beside of it it's fully playable) instead of UCS (next update f. e. 5-11-1.1)

My additional mod list in addition to your modpack:
https://zapodaj.net/17fa8e093f768.png.html

Latest modpack summary:
https://zapodaj.net/e08669380394d.png.html

Hi,
Thank you. Very nice. Let's go on VP 5-11-1 modded galore! Yay
 
1.[minor]Pontoon Bridge mod has some bad visual alignment (mod works very well). Only visual glitch.
https://zapodaj.net/6f22b78b7db12.png.html
https://zapodaj.net/74dab3f07b29d.png.html
https://zapodaj.net/ed75e4752cc0c.png.html

2.[major]Enlightement Era mod works very well, but one thing is crashing the game. I read on steam workshop site of the EE mod that Fasil Ghebbi crashes the game when completed by human player. I tested it and it seems to be right. I built it for the first time in turn 299:
https://zapodaj.net/7514c0e6bae64.png.html
https://zapodaj.net/6720a7afa3246.png.html
and got crash log (lua.log):
Code:
[8062.116] WonderRaceDialog: ************HUMAN TURN STARTED (Turn 299)************
[8062.116] WonderRaceDialog: Processing Askia's turn
[8062.116] WonderRaceDialog: Askia is building Fasil Ghebbi in Nippur (1 turns)
[8062.116] WonderRaceDialog: Turndiff = NO CONTEST
[8062.116] WonderRaceDialog: WonderTable[BUILDING_EE_KRONBORG][Player 2] = 18
[8062.116] WonderRaceDialog: WonderTable[BUILDING_EE_FASIL_GHEBBI][Player 0] = 1
[8062.116] WonderRaceDialog: WinningPlayer[BUILDING_EE_KRONBORG] = 2
[8062.116] WonderRaceDialog: WinningPlayer[BUILDING_EE_FASIL_GHEBBI] = 0
[8062.116] WonderRaceDialog: FastestBuild[BUILDING_EE_KRONBORG] = 18
[8062.116] WonderRaceDialog: FastestBuild[BUILDING_EE_FASIL_GHEBBI] = 1
[8062.256] InfoAddictDataManager: INFO:  Saving player stats took 0.082s to complete (6 inserts).
[8062.272] InfoAddictDataManager: INFO:  Updating the historical data table with 0 turns took 0s to complete (0 queries).
[8062.646] InfoAddictHistoricalData: INFO:  Total time for DrawGraph(score): 0.117s
[8062.662] InfoAddictCivRelations: INFO:  Total time to build political view: 0.009s
[8063.488] TurnProcessing: Hiding TurnProcessing
[8068.012] UnitPanel: GameInfo.Features[-1] is undefined
[8092.910] InGame: OnInterfaceModeChanged
[8092.910] InGame: oldInterfaceMode: 1
[8092.910] InGame: newInterfaceMode: 3
[8095.796] InGame: OnInterfaceModeChanged
[8095.796] InGame: oldInterfaceMode: 3
[8095.796] InGame: newInterfaceMode: 1
[9055.951] JFD_FirstRate_Functions: PlotAreaSweepIterator((49, 32), r=1, s=1, d=fwd, w=out, c=no)
...
[9055.951] JFD_FirstRate_Functions: PlotAreaSweepIterator((37, 29), r=1, s=1, d=fwd, w=out, c=no)
[9055.951] WonderRaceDialog: Processing Boudicca's turn
[9060.631] DiscussionDialog: Handling LeaderMessage: 12, Your proposal to the Ninth Gao Convention is a blatant attack on our interests.  I hope this does not escalate to future conflict.
[9065.998] JFD_FirstRate_Functions: PlotAreaSweepIterator((21, 30), r=1, s=1, d=fwd, w=out, c=no)
...
[9066.013] JFD_FirstRate_Functions: PlotAreaSweepIterator((30, 23), r=1, s=1, d=fwd, w=out, c=no)
[9066.013] WonderRaceDialog: Processing Enrico Dandolo's turn
[9066.013] WonderRaceDialog: Player 2 is building Kronborg in one of their cities (15 turns)
[9068.712] JFD_FirstRate_Functions: PlotAreaSweepIterator((13, 17), r=1, s=1, d=fwd, w=out, c=no)
...
[9068.712] JFD_FirstRate_Functions: PlotAreaSweepIterator((12, 24), r=1, s=1, d=fwd, w=out, c=no)
[9068.712] WonderRaceDialog: Processing Harald Bluetooth's turn
[9074.063] JFD_FirstRate_Functions: PlotAreaSweepIterator((46, 12), r=1, s=1, d=fwd, w=out, c=no)
...
[9074.063] JFD_FirstRate_Functions: PlotAreaSweepIterator((50, 13), r=1, s=1, d=fwd, w=out, c=no)
[9074.063] WonderRaceDialog: Processing Nebuchadnezzar II's turn
[9078.836] JFD_FirstRate_Functions: PlotAreaSweepIterator((7, 11), r=1, s=1, d=fwd, w=out, c=no)
...
[9078.836] JFD_FirstRate_Functions: PlotAreaSweepIterator((6, 11), r=1, s=1, d=fwd, w=out, c=no)
[9078.836] WonderRaceDialog: Processing Pedro II's turn
Then I inserted different builing to slow down queue and check if it wasn't AI crashing the game by building something or moving somewhere. Then two turns later I got another crash (turn 301):
https://zapodaj.net/d7a00407974f1.png.html
And my crash log no 2:
Code:
[9998.104] WonderRaceDialog: ************HUMAN TURN STARTED (Turn 301)************
[9998.104] WonderRaceDialog: Processing Askia's turn
[9998.104] WonderRaceDialog: Askia is building Fasil Ghebbi in Nippur (1 turns)
[9998.104] WonderRaceDialog: Turndiff = NO CONTEST
[9998.104] WonderRaceDialog: WonderTable[BUILDING_EE_KRONBORG][Player 2] = 14
[9998.104] WonderRaceDialog: WonderTable[BUILDING_EE_FASIL_GHEBBI][Player 0] = 1
[9998.104] WonderRaceDialog: WinningPlayer[BUILDING_EE_KRONBORG] = 2
[9998.104] WonderRaceDialog: WinningPlayer[BUILDING_EE_FASIL_GHEBBI] = 0
[9998.104] WonderRaceDialog: FastestBuild[BUILDING_EE_KRONBORG] = 14
[9998.104] WonderRaceDialog: FastestBuild[BUILDING_EE_FASIL_GHEBBI] = 1
[9998.228] InfoAddictDataManager: INFO:  Saving player stats took 0.079s to complete (6 inserts).
[9998.244] InfoAddictDataManager: INFO:  Updating the historical data table with 1 turns took 0.002s to complete (1 queries).
[9998.369] InfoAddictHistoricalData: INFO:  Total time for DrawGraph(score): 0.112s
[9998.384] InfoAddictCivRelations: INFO:  Total time to build political view: 0.009s
[9999.149] TurnProcessing: Hiding TurnProcessing
[10072.079] JFD_FirstRate_Functions: PlotAreaSweepIterator((49, 32), r=1, s=1, d=fwd, w=out, c=no)
...
[10072.079] JFD_FirstRate_Functions: PlotAreaSweepIterator((37, 29), r=1, s=1, d=fwd, w=out, c=no)
[10072.079] WonderRaceDialog: Processing Boudicca's turn
[10074.357] JFD_FirstRate_Functions: PlotAreaSweepIterator((25, 27), r=1, s=1, d=fwd, w=out, c=no)
...
[10074.357] JFD_FirstRate_Functions: PlotAreaSweepIterator((28, 31), r=1, s=1, d=fwd, w=out, c=no)
[10074.357] WonderRaceDialog: Processing Enrico Dandolo's turn
[10074.357] WonderRaceDialog: Player 2 is building Kronborg in one of their cities (13 turns)
[10077.508] JFD_FirstRate_Functions: PlotAreaSweepIterator((3, 17), r=1, s=1, d=fwd, w=out, c=no)
...
[10077.508] JFD_FirstRate_Functions: PlotAreaSweepIterator((21, 16), r=1, s=1, d=fwd, w=out, c=no)
[10077.524] WonderRaceDialog: Processing Harald Bluetooth's turn
[10083.842] JFD_FirstRate_Functions: PlotAreaSweepIterator((46, 12), r=1, s=1, d=fwd, w=out, c=no)
...
[10083.842] JFD_FirstRate_Functions: PlotAreaSweepIterator((50, 12), r=1, s=1, d=fwd, w=out, c=no)
[10083.842] WonderRaceDialog: Processing Nebuchadnezzar II's turn
[10090.035] JFD_FirstRate_Functions: PlotAreaSweepIterator((10, 9), r=1, s=1, d=fwd, w=out, c=no)
...
[10090.035] JFD_FirstRate_Functions: PlotAreaSweepIterator((6, 11), r=1, s=1, d=fwd, w=out, c=no)
[10090.035] WonderRaceDialog: Processing Pedro II's turn
You need to ask author of the mod (probably Poakai) if he solved this problem and released new version of EE. If not, you have to disable that wonder from the game to not to crash the game. Moreover I don't know if AI can build it. Maybe then the game crashes too. I will leave them that wonder and check, but if you disable it somehow (Enlightenment_Wonders.xml?)), everything should be ok.

3.What do you think about adding "Global - X units in forts" mod and making one of two settings:
-tiles - 1 unit; forts - 2 units; citadels - 3 units; cities - 3 units (imo the best way to play with some "realism") or
-tiles - 2 units; forts - 3 units; citadels - 3 units; cities - 3 units? (leave "realism" and give your archer and catapult some protection :])
Is it possible to make 2upt but ONLY for archers and siege weapons (I mean some escort), where 2 sworsmen or spearman and horseman combos on one tile are forbidden? Then first option with this modification would be the best of the best.

4.I found UI mod "Improved City View". It could be useful for people like me who play on laptop and interfaces take significant part of the screen. I didn't test it because it needs some VP files to be deleted, but it is possible to incorporate it to your modpack.

EDIT:
How is your progress going with updating modpack? Did you encounter some difficulties?

I tested few other mods and created list of possible tematical updates that could be your future releases. Thanks to this differentiation it could be easier to test it out and implement as well.

1st update (FLAGS UPDATE):
-bug fixing we talked earlier in this forum:
-UI for stacking units (unitflagmanager.lua from eui needs to be adjusted)
-flag promotions (this mod isn't compatible with "UI for stacking units" and "new promotions" mod. I believe there's a way to merge them somehow and make them work together. If some problems are encountered you could implement only UI for stacking units and leave flags to later point)
-no suzerainty mod (i will describe below why)

2nd update (CITY STATES UPDATE):
-suzerainty mod isn't compatible with big expansion related to CS. Tested this pack of mods and it was amazing experience - brand new nation states with settlers, no more random colors etc.:
-city states evolved (link at the bottom of the post) (Increased threshold values)
-city states leaders II (link at the bottom of the post) (Changed 2 icons - Samarkand and Sydney)
-enhanced city states (link at the bottom of the post) (same bug between ECS and CSE like between ECS and UCS - repaired)
-global - city states airbase (link at the bottom of the post) (found 1 serious bug which do not allowed to move ALL stationed units from city states to our cities (just 1 for every 2) - repaired)
-global - city states overseas territory
-meaningful city states colors (link at the bottom of the post) (Changed some colors, added 3 missing CS)
-unique city states (?) (link at the bottom of the post) (I tried most recent version from mod site. Its partially compatible with "cs evolved" and "enhanced cs" mods because the amount of influence shown in city state window is different from that one needed to be a friend or an ally. UCS wants to set ally influence value on 70, but ECS has higher number for that (100), so here's conflict (f. e. https://zapodaj.net/312cd9f7b3769.png.html, https://zapodaj.net/a6ba37b9d38ef.png.html). This change: https://zapodaj.net/335ae18d551bd.png.html fixes values (50 - friend/100 - ally - values from ECS) but not display: https://zapodaj.net/8bb5eeebbd615.png.html, https://zapodaj.net/051f278d197a8.png.html. Rest of conflicting code is probably in citystatestatushelper.lua file. This change no 2 in ECS: https://zapodaj.net/2155ca3edbb72.png.html and deleting citystatestatushelper.lua from UCS folder resolves last conflict: https://zapodaj.net/6964b1fc7426d.png.html, https://zapodaj.net/ed9173c898ebb.png.html, https://zapodaj.net/8fdd0154e6a76.png.html, https://zapodaj.net/2d6dcdbf518bb.png.html). Moreover - I tested few perks that cs are offering and they seem to work in that version but they are infinite (declaring war, city state sphere of influence or just dropping influence under the threshold of being an ally don't make them stop giving you those perks (maybe there is simple way to repair it)) - partially repaired

Recently I spoke to Enginseer - author. There are some problems and without Gazebo's help he can't do much. So in conclusion, mod is somehow playable and maybe once we got fully working version)

3rd update (ARMY UPDATE):

-civ-linked Great Generals
-global - commander influence borders
-global - local general
-units - submarines ignore borders
-units - submarines immune under ice
-improved air recon
-global - 2 units per fort (you could differentiate forts (2 units) and citadels (3 units) (look at point 3 before EDIT in this post)
-no XP cap on barbarians
-units - paratrooper enhancements (didn't work at all)
-units - prospector (didn't work at all)


4th update (TRADE UPDATE):
-trade route enhancements (in EUI this mod lacks an information about how to stop trade route and return it to your starting city immediately. In trade routes panel you need to click left mouse + ctrl on that trade route. I saw that when playing that mod on G&K without EUI there was a prompt informing about that while hovering over trade routes. Maybe you could add it)
-marble shipements (must be with "trade route enhancements")
-units - visible trade units
-trading posts grow into towns
-UI - trade opportunities (link at the bottom of the post) (resources from"more luxuries" are enumerated as other luxuries, https://zapodaj.net/71b251af1b222.png.html. Made this mod compatible - link below. https://zapodaj.net/1e0a0ba5eeece.png.html, https://zapodaj.net/d6e7b5a0f810e.png.html. You just need to check it out in multiplayer. I'm not sure if it works there without some changes.)

5th and 6th update (UI UPDATE 1 and 2):
-UI overlay (barbarians, luxuries, resources, road and rail, wonders)
-UI project splash screen
-UI small resource icons
-UI unit list enhancements
-symbolic ideology tenets
-redesigned colors and icons
-faster aircraft animations
-unit path viewer
-improved city view (incorporation to EUI)

7th update (IMPROVEMENTS UPDATE):

-improvement - tunnel
-UI - city expansion
-useful oil mod
-maximum natural wonders (modification of VP file)
-improvement - airbase (didn't work at all)
-improvement - upgrades (partially working, not compatible with ML)


8th, 9th and so on (if incorporation is possible):
-JFD's cultural diversity
-JFD's exploration continued expanded
-quick turns
-events and decision
-future worlds with compatibility patch for CBP and EE. (for now I found one bug - when clicking on unit and then "m" or "b" on keyboard there's no response)

Remember to add changelog with your new updates.

Links to modified or repaired mods:
Meaningful City-States Colors:
https://megawrzuta.pl/download/16008d1638e6971faadd254aad798cc5.html
Enhanced City-State:
https://megawrzuta.pl/download/b61c4465d8a79fabd270a7dbd8509054.html
City-States Leaders II:
https://megawrzuta.pl/download/740bfde6238876f4eb15776040f43d11.html
City-States Evolved:
https://megawrzuta.pl/download/c503e04a5b5a7796c6210e47a051a0f4.html
Unique City-States:
https://megawrzuta.pl/download/1eb8e61f9eaaec6c349c95a545a1f748.html
UI - Trade Opportunieties:
https://megawrzuta.pl/download/04bd8e3c39a4aa5ab77437c5b423cae2.html
City-States Airbases:
https://megawrzuta.pl/download/0284cc4c49a4b726f16bec625d36c2f9.html

EDIT 2:
Look at latest VP patch. I think that G implemented choosable goody huts for all nations and instead of shoshone pathfinder now there's commanche rider. Appropiate mod in your modpack is now useless.

EDIT 3:
Latest TO DO LIST:
https://zapodaj.net/a8bbf232e4a58.png.html
 
Last edited:
1.[minor]Pontoon Bridge mod has some bad visual alignment (mod works very well). Only visual glitch.
https://zapodaj.net/6f22b78b7db12.png.html
https://zapodaj.net/74dab3f07b29d.png.html
https://zapodaj.net/ed75e4752cc0c.png.html

2.[major]Enlightement Era mod works very well, but one thing is crashing the game. I read on steam workshop site of the EE mod that Fasil Ghebbi crashes the game when completed by human player. I tested it and it seems to be right. I built it for the first time in turn 299:
https://zapodaj.net/7514c0e6bae64.png.html
https://zapodaj.net/6720a7afa3246.png.html
and got crash log (lua.log):
Code:
[8062.116] WonderRaceDialog: ************HUMAN TURN STARTED (Turn 299)************
[8062.116] WonderRaceDialog: Processing Askia's turn
[8062.116] WonderRaceDialog: Askia is building Fasil Ghebbi in Nippur (1 turns)
[8062.116] WonderRaceDialog: Turndiff = NO CONTEST
[8062.116] WonderRaceDialog: WonderTable[BUILDING_EE_KRONBORG][Player 2] = 18
[8062.116] WonderRaceDialog: WonderTable[BUILDING_EE_FASIL_GHEBBI][Player 0] = 1
[8062.116] WonderRaceDialog: WinningPlayer[BUILDING_EE_KRONBORG] = 2
[8062.116] WonderRaceDialog: WinningPlayer[BUILDING_EE_FASIL_GHEBBI] = 0
[8062.116] WonderRaceDialog: FastestBuild[BUILDING_EE_KRONBORG] = 18
[8062.116] WonderRaceDialog: FastestBuild[BUILDING_EE_FASIL_GHEBBI] = 1
[8062.256] InfoAddictDataManager: INFO:  Saving player stats took 0.082s to complete (6 inserts).
[8062.272] InfoAddictDataManager: INFO:  Updating the historical data table with 0 turns took 0s to complete (0 queries).
[8062.646] InfoAddictHistoricalData: INFO:  Total time for DrawGraph(score): 0.117s
[8062.662] InfoAddictCivRelations: INFO:  Total time to build political view: 0.009s
[8063.488] TurnProcessing: Hiding TurnProcessing
[8068.012] UnitPanel: GameInfo.Features[-1] is undefined
[8092.910] InGame: OnInterfaceModeChanged
[8092.910] InGame: oldInterfaceMode: 1
[8092.910] InGame: newInterfaceMode: 3
[8095.796] InGame: OnInterfaceModeChanged
[8095.796] InGame: oldInterfaceMode: 3
[8095.796] InGame: newInterfaceMode: 1
[9055.951] JFD_FirstRate_Functions: PlotAreaSweepIterator((49, 32), r=1, s=1, d=fwd, w=out, c=no)
...
[9055.951] JFD_FirstRate_Functions: PlotAreaSweepIterator((37, 29), r=1, s=1, d=fwd, w=out, c=no)
[9055.951] WonderRaceDialog: Processing Boudicca's turn
[9060.631] DiscussionDialog: Handling LeaderMessage: 12, Your proposal to the Ninth Gao Convention is a blatant attack on our interests.  I hope this does not escalate to future conflict.
[9065.998] JFD_FirstRate_Functions: PlotAreaSweepIterator((21, 30), r=1, s=1, d=fwd, w=out, c=no)
...
[9066.013] JFD_FirstRate_Functions: PlotAreaSweepIterator((30, 23), r=1, s=1, d=fwd, w=out, c=no)
[9066.013] WonderRaceDialog: Processing Enrico Dandolo's turn
[9066.013] WonderRaceDialog: Player 2 is building Kronborg in one of their cities (15 turns)
[9068.712] JFD_FirstRate_Functions: PlotAreaSweepIterator((13, 17), r=1, s=1, d=fwd, w=out, c=no)
...
[9068.712] JFD_FirstRate_Functions: PlotAreaSweepIterator((12, 24), r=1, s=1, d=fwd, w=out, c=no)
[9068.712] WonderRaceDialog: Processing Harald Bluetooth's turn
[9074.063] JFD_FirstRate_Functions: PlotAreaSweepIterator((46, 12), r=1, s=1, d=fwd, w=out, c=no)
...
[9074.063] JFD_FirstRate_Functions: PlotAreaSweepIterator((50, 13), r=1, s=1, d=fwd, w=out, c=no)
[9074.063] WonderRaceDialog: Processing Nebuchadnezzar II's turn
[9078.836] JFD_FirstRate_Functions: PlotAreaSweepIterator((7, 11), r=1, s=1, d=fwd, w=out, c=no)
...
[9078.836] JFD_FirstRate_Functions: PlotAreaSweepIterator((6, 11), r=1, s=1, d=fwd, w=out, c=no)
[9078.836] WonderRaceDialog: Processing Pedro II's turn
Then I inserted different builing to slow down queue and check if it wasn't AI crashing the game by building something or moving somewhere. Then two turns later I got another crash (turn 301):
https://zapodaj.net/d7a00407974f1.png.html
And my crash log no 2:
Code:
[9998.104] WonderRaceDialog: ************HUMAN TURN STARTED (Turn 301)************
[9998.104] WonderRaceDialog: Processing Askia's turn
[9998.104] WonderRaceDialog: Askia is building Fasil Ghebbi in Nippur (1 turns)
[9998.104] WonderRaceDialog: Turndiff = NO CONTEST
[9998.104] WonderRaceDialog: WonderTable[BUILDING_EE_KRONBORG][Player 2] = 14
[9998.104] WonderRaceDialog: WonderTable[BUILDING_EE_FASIL_GHEBBI][Player 0] = 1
[9998.104] WonderRaceDialog: WinningPlayer[BUILDING_EE_KRONBORG] = 2
[9998.104] WonderRaceDialog: WinningPlayer[BUILDING_EE_FASIL_GHEBBI] = 0
[9998.104] WonderRaceDialog: FastestBuild[BUILDING_EE_KRONBORG] = 14
[9998.104] WonderRaceDialog: FastestBuild[BUILDING_EE_FASIL_GHEBBI] = 1
[9998.228] InfoAddictDataManager: INFO:  Saving player stats took 0.079s to complete (6 inserts).
[9998.244] InfoAddictDataManager: INFO:  Updating the historical data table with 1 turns took 0.002s to complete (1 queries).
[9998.369] InfoAddictHistoricalData: INFO:  Total time for DrawGraph(score): 0.112s
[9998.384] InfoAddictCivRelations: INFO:  Total time to build political view: 0.009s
[9999.149] TurnProcessing: Hiding TurnProcessing
[10072.079] JFD_FirstRate_Functions: PlotAreaSweepIterator((49, 32), r=1, s=1, d=fwd, w=out, c=no)
...
[10072.079] JFD_FirstRate_Functions: PlotAreaSweepIterator((37, 29), r=1, s=1, d=fwd, w=out, c=no)
[10072.079] WonderRaceDialog: Processing Boudicca's turn
[10074.357] JFD_FirstRate_Functions: PlotAreaSweepIterator((25, 27), r=1, s=1, d=fwd, w=out, c=no)
...
[10074.357] JFD_FirstRate_Functions: PlotAreaSweepIterator((28, 31), r=1, s=1, d=fwd, w=out, c=no)
[10074.357] WonderRaceDialog: Processing Enrico Dandolo's turn
[10074.357] WonderRaceDialog: Player 2 is building Kronborg in one of their cities (13 turns)
[10077.508] JFD_FirstRate_Functions: PlotAreaSweepIterator((3, 17), r=1, s=1, d=fwd, w=out, c=no)
...
[10077.508] JFD_FirstRate_Functions: PlotAreaSweepIterator((21, 16), r=1, s=1, d=fwd, w=out, c=no)
[10077.524] WonderRaceDialog: Processing Harald Bluetooth's turn
[10083.842] JFD_FirstRate_Functions: PlotAreaSweepIterator((46, 12), r=1, s=1, d=fwd, w=out, c=no)
...
[10083.842] JFD_FirstRate_Functions: PlotAreaSweepIterator((50, 12), r=1, s=1, d=fwd, w=out, c=no)
[10083.842] WonderRaceDialog: Processing Nebuchadnezzar II's turn
[10090.035] JFD_FirstRate_Functions: PlotAreaSweepIterator((10, 9), r=1, s=1, d=fwd, w=out, c=no)
...
[10090.035] JFD_FirstRate_Functions: PlotAreaSweepIterator((6, 11), r=1, s=1, d=fwd, w=out, c=no)
[10090.035] WonderRaceDialog: Processing Pedro II's turn
You need to ask author of the mod (probably Poakai) if he solved this problem and released new version of EE. If not, you have to disable that wonder from the game to not to crash the game. Moreover I don't know if AI can build it. Maybe then the game crashes too. I will leave them that wonder and check, but if you disable it somehow (Enlightenment_Wonders.xml?)), everything should be ok.

3.What do you think about adding "Global - X units in forts" mod and making one of two settings:
-tiles - 1 unit; forts - 2 units; citadels - 3 units; cities - 3 units (imo the best way to play with some "realism") or
-tiles - 2 units; forts - 3 units; citadels - 3 units; cities - 3 units? (leave "realism" and give your archer and catapult some protection :])
Is it possible to make 2upt but ONLY for archers and siege weapons (I mean some escort), where 2 sworsmen or spearman and horseman combos on one tile are forbidden? Then first option with this modification would be the best of the best.

4.I found UI mod "Improved City View". It could be useful for people like me who play on laptop and interfaces take significant part of the screen. I didn't test it because it needs some VP files to be deleted, but it is possible to incorporate it to your modpack.

EDIT:
How is your progress going with updating modpack? Did you encounter some difficulties?

I tested few other mods and created list of possible tematical updates that could be your future releases. Thanks to this differentiation it could be easier to test it out and implement as well.

1st update (FLAGS UPDATE):
-bug fixing we talked earlier in this forum:
-UI for stacking units (unitflagmanager.lua from eui needs to be adjusted)
-flag promotions (this mod isn't compatible with "UI for stacking units" and "new promotions" mod. I believe there's a way to merge them somehow and make them work together. If some problems are encountered you could implement only UI for stacking units and leave flags to later point)
-no suzerainty mod (i will describe below why)

2nd update (CITY STATES UPDATE):
-suzerainty mod isn't compatible with big expansion related to CS. Tested this pack of mods and it was amazing experience - brand new nation states with settlers, no more random colors etc.:
-city states evolved (link at the bottom of the post) (Increased threshold values)
-city states leaders II (link at the bottom of the post) (Changed 2 icons - Samarkand and Sydney)
-enhanced city states (link at the bottom of the post) (same bug between ECS and CSE like between ECS and UCS - repaired)
-global - city states airbase (link at the bottom of the post) (found 1 serious bug which do not allowed to move ALL stationed units from city states to our cities (just 1 for every 2) - repaired)
-global - city states overseas territory
-meaningful city states colors (link at the bottom of the post) (Changed some colors, added 3 missing CS)
-unique city states (?) (link at the bottom of the post) (I tried most recent version from mod site. Its partially compatible with "cs evolved" and "enhanced cs" mods because the amount of influence shown in city state window is different from that one needed to be a friend or an ally. UCS wants to set ally influence value on 70, but ECS has higher number for that (100), so here's conflict (f. e. https://zapodaj.net/312cd9f7b3769.png.html, https://zapodaj.net/a6ba37b9d38ef.png.html). This change: https://zapodaj.net/335ae18d551bd.png.html fixes values (50 - friend/100 - ally - values from ECS) but not display: https://zapodaj.net/8bb5eeebbd615.png.html, https://zapodaj.net/051f278d197a8.png.html. Rest of conflicting code is probably in citystatestatushelper.lua file. This change no 2 in ECS: https://zapodaj.net/2155ca3edbb72.png.html and deleting citystatestatushelper.lua from UCS folder resolves last conflict: https://zapodaj.net/6964b1fc7426d.png.html, https://zapodaj.net/ed9173c898ebb.png.html, https://zapodaj.net/8fdd0154e6a76.png.html, https://zapodaj.net/2d6dcdbf518bb.png.html). Moreover - I tested few perks that cs are offering and they seem to work in that version but they are infinite (declaring war, city state sphere of influence or just dropping influence under the threshold of being an ally don't make them stop giving you those perks (maybe there is simple way to repair it)) - partially repaired

Recently I spoke to Enginseer - author. There are some problems and without Gazebo's help he can't do much. So in conclusion, mod is somehow playable and maybe once we got fully working version)

3rd update (ARMY UPDATE):

-civ-linked Great Generals
-global - commander influence borders
-global - local general
-units - submarines ignore borders
-units - submarines immune under ice
-improved air recon
-global - 2 units per fort (you could differentiate forts (2 units) and citadels (3 units) (look at point 3 before EDIT in this post)
-no XP cap on barbarians
-units - paratrooper enhancements (didn't work at all)
-units - prospector (didn't work at all)


4th update (TRADE UPDATE):
-trade route enhancements (in EUI this mod lacks an information about how to stop trade route and return it to your starting city immediately. In trade routes panel you need to click left mouse + ctrl on that trade route. I saw that when playing that mod on G&K without EUI there was a prompt informing about that while hovering over trade routes. Maybe you could add it)
-marble shipements (must be with "trade route enhancements")
-units - visible trade units
-trading posts grow into towns
-UI - trade opportunities (link at the bottom of the post) (resources from"more luxuries" are enumerated as other luxuries, https://zapodaj.net/71b251af1b222.png.html. Made this mod compatible - link below. https://zapodaj.net/1e0a0ba5eeece.png.html, https://zapodaj.net/d6e7b5a0f810e.png.html. You just need to check it out in multiplayer. I'm not sure if it works there without some changes.)

5th and 6th update (UI UPDATE 1 and 2):
-UI overlay (barbarians, luxuries, resources, road and rail, wonders)
-UI project splash screen
-UI small resource icons
-UI unit list enhancements
-symbolic ideology tenets
-redesigned colors and icons
-faster aircraft animations
-unit path viewer
-improved city view (incorporation to EUI)

7th update (IMPROVEMENTS UPDATE):

-improvement - tunnel
-UI - city expansion
-useful oil mod
-maximum natural wonders (modification of VP file)
-improvement - airbase (didn't work at all)
-improvement - upgrades (partially working, not compatible with ML)


8th, 9th and so on (if incorporation is possible):
-JFD's cultural diversity
-JFD's exploration continued expanded
-quick turns
-events and decision
-future worlds with compatibility patch for CBP and EE. (for now I found one bug - when clicking on unit and then "m" or "b" on keyboard there's no response)

Remember to add changelog with your new updates.

Links to modified or repaired mods:
Meaningful City-States Colors:
https://megawrzuta.pl/download/16008d1638e6971faadd254aad798cc5.html
Enhanced City-State:
https://megawrzuta.pl/download/b61c4465d8a79fabd270a7dbd8509054.html
City-States Leaders II:
https://megawrzuta.pl/download/740bfde6238876f4eb15776040f43d11.html
City-States Evolved:
https://megawrzuta.pl/download/c503e04a5b5a7796c6210e47a051a0f4.html
Unique City-States:
https://megawrzuta.pl/download/1eb8e61f9eaaec6c349c95a545a1f748.html
UI - Trade Opportunieties:
https://megawrzuta.pl/download/04bd8e3c39a4aa5ab77437c5b423cae2.html
City-States Airbases:
https://megawrzuta.pl/download/0284cc4c49a4b726f16bec625d36c2f9.html

EDIT 2:
Look at latest VP patch. I think that G implemented choosable goody huts for all nations and instead of shoshone pathfinder now there's commanche rider. Appropiate mod in your modpack is now useless.

EDIT 3:
Latest TO DO LIST:
https://zapodaj.net/a8bbf232e4a58.png.html
This was overwhelming when I read it at first! o3o
With the reference you had given, I'll find a way to implement it. Thank you <3
 
I can see some mods cut in current version. What has to be verified? Can you provide some changelog?
 
I can see some mods cut in current version. What has to be verified? Can you provide some changelog?
Turning this modpack into a more stable one on
Upcoming - August 16th (8/16)
I dropped a lot of mods such as bridges(graphic glitch), 100 times xp(why not?), rebalanced warfare (scared about the new AI update G introduced on Vox Populi), and [reforestation, new promotions packs (adding it back on the upcoming version)] I got a reply from a player who uses my modpack that trade UI is mess up after 200+ resources transfer. I made this modpack 43 civ compatible, wonder race updated to v7, finding updates for other mods this modpack use and eyeing on an ai mod that is said to be compatible with current Vox Populi:
AnC-Flavors - for a better AI

Remember to add changelog with your new updates.
I'll do it on upcoming update, thank you
EDIT 2:
Look at latest VP patch. I think that G implemented choosable goody huts for all nations and instead of shoshone pathfinder now there's commanche rider. Appropiate mod in your modpack is now useless.

EDIT 3:
Latest TO DO LIST:
https://zapodaj.net/a8bbf232e4a58.png.html
I also removed capture+, goody huts options( G did change so every player has pathfinder and replaced the UU to comanche rider but it can't choose goody huts)
 
Ok, thank you. So basically cleaning up things for the good begginning. Good to hear you are back :].
I scanned mod list quickly and saw "Global - City Working Distance (v 7)". Did you also change ghandi's UA?
I didn't read about this AnC-Flavors mod. I will look into it.
 
Sorry strange English.
Last week i wrote 200 over trading root crash game.
Today I investigate trade root 0-100 no problem.Over 101 crashed.
I checked Lua log.
[526278.561] ChooseIdeologyPopup: 2
[526278.561] ChooseIdeologyPopup: 963
[526278.561] ChooseIdeologyPopup: 965
[526278.623] Runtime Error: Assets\DLC\Expansion2\UI\InGame\Popups\CultureOverview.lua:905: attempt to index local 'icon' (a nil value)
[526278.623] Runtime Error: Error loading Assets\DLC\Expansion2\UI\InGame\Popups\CultureOverview.lua.

This may be not EUI problem...
 
Sorry strange English.
Last week i wrote 200 over trading root crash game.
Today I investigate trade root 0-100 no problem.Over 101 crashed.
I checked Lua log.
[526278.561] ChooseIdeologyPopup: 2
[526278.561] ChooseIdeologyPopup: 963
[526278.561] ChooseIdeologyPopup: 965
[526278.623] Runtime Error: Assets\DLC\Expansion2\UI\InGame\Popups\CultureOverview.lua:905: attempt to index local 'icon' (a nil value)
[526278.623] Runtime Error: Error loading Assets\DLC\Expansion2\UI\InGame\Popups\CultureOverview.lua.

This may be not EUI problem...
This modpack doesn't change Trades mechanism, possibly coming from VP. I got an idea, try using this or this one < possibly boost your game when using my modpack. Safe file. Use this as a guide
 
Last edited:
nmh changelog:
Add AI competitiveness using AnC-Flavors
Updated all the mods subscribed in STEAM WORKSHOP ( For example, wonder race)
Removed;
-Pontoon Bridge ( Glitch Galore)
-Capture
-Choose Goody Huts
-InGame UI for Emigration
Added;
-Ships no city capture ( covette is stilll a problem )
-UI Dairy
-Wonder Race v7
-RED Modpack
-43 Civ DLL

Total of 38 mods with Latest VP + EUI
Download Here!
 
I played your latest modpack and found that in standard game in 90th turn with six AI players no one but me is building wonders. I built 2 of them and I can build 9 more and no one even started building them. I will play some more tomorrow to find out more. This didn't happen in previous version where in that time every player had at least 2 wonders.

Capture+ mod was good. You could capture settlers. It's a pity that it is not possible now.
What happened with Separate GP Counters?

Remember to correct to spellcheck "New promotions" mod.
 
I played your latest modpack and found that in standard game in 90th turn with six AI players no one but me is building wonders. I built 2 of them and I can build 9 more and no one even started building them. I will play some more tomorrow to find out more. This didn't happen in previous version where in that time every player had at least 2 wonders.

Capture+ mod was good. You could capture settlers. It's a pity that it is not possible now.
What happened with Separate GP Counters?

Remember to correct to spellcheck "New promotions" mod.
The culprit should be AnC flavor ( but i tested it before the compilation and it works fine ) - fyi: I encountered the same problem in my gameplay. Conquered Pocatello easily.
Settler should be obtainable- around 10% chance capture from barbs
Seperate GP is available with VP outside the box I think.
Hahahaha, tried to find the typo for %100 and other typos.
On my way to a village with no computer access for a week. I'll fix everything possibly soon. Will add newest VP if available
 
Settler should be obtainable- around 10% chance capture from barbs
Yeah but capture+ was also supporting other player's settlers as well as GPs and spaceship parts. That was a lot more than Units - Capture GP and Units - Grateful Settlers merged together.

Seperate GP is available with VP outside the box I think.
Oh, ok. I just missed that info in VP changelogs.

Hahahaha, tried to find the typo for %100 and other typos.
Did you find it? :p


I also thought about Convienient start mod. I like it very much but air recon promotion is bit too much for me. Especially on small maps you have uncovered half of the map right away. I dont know what other ppl think but for me exploring in the beggining is some kind of fun. Every new start is exciting. With this promo given to settlers it's gone :(.
 
Top Bottom