Recent content by raphaell666

  1. raphaell666

    Multiplayer Stability Thread

    This has been fixed in the latest versions of the VP mod, and does not happen anymore. You can safely load autosaves during wars now.
  2. raphaell666

    Multiplayer Stability Thread

    Summoning @davenye to answer this as he is the responsible for most recent fixes, but meanwhile I will try. The issues in multiplayer that do not exist in single-player are "desyncs" or in other words desynchronization between game clients. The way I understand it is that basically a copy of the...
  3. raphaell666

    UI - Improved City View (Vox Populi with EUI)

    @wobuffet I don't see anything that would obviously conflict, most are UI mods. Should be fine.
  4. raphaell666

    New Hotfix Version - April 24th (4/24)

    I think that "Has a unique set of Pantheon Beliefs that no one else can benefit from." is reasonably clear that no one else can benefit from the Pantheon itself. It does not even mention the UB, not sure why you related it to this. That no one else can benefit from the UB is a given, only her...
  5. raphaell666

    New Version - April 20th (4/20)

    We do not have access to the actual netcode (or how Civ5 communicates through the internet). There are some things that we are testing to try making the client work as synchronously as possible in all machines (i.e. avoiding possible causes of desyncs). I am still learning how this works myself...
  6. raphaell666

    New Version - April 20th (4/20)

    Barbarians do not seem to be the issue causing desyncs at all anymore. We are still trying to figure out what causes them. It seems to be mostly random. We are still not sure bad connection has anything to do with it. We are sometimes seeing desyncs literally every turn regardless of playing on...
  7. raphaell666

    New Hotfix Version - April 24th (4/24)

    Cheers. Patiently waiting for the updated version on GitHub too. :)
  8. raphaell666

    Editing unhappines defines.

    I'm glad to know it worked. I can't really help you with completely disabling the system and, honestly, disabling it does not really interest me. I am not sure if you can do it either because as far as I know it is a core part of VP. I am under the impression that a lot of people are unhappy...
  9. raphaell666

    Editing unhappines defines.

    Should work as well. Try changing the BALANCE_UNHAPPY_CITY_BASE_VALUE_POVERTY as I mentioned above, and see if you can notice the difference in the happiness tooltip inside the City view window as in the example I gave. Are you using EUI?
  10. raphaell666

    Editing unhappines defines.

    Just made a quick test: UPDATE Defines SET "Value" = 0 WHERE "Name" = 'BALANCE_UNHAPPY_CITY_BASE_VALUE_POVERTY'; UPDATE Defines SET "Value" = 20 WHERE "Name" = 'BALANCE_UNHAPPY_CITY_BASE_VALUE_POVERTY'; I think I interpreted the numbers wrong. Increasing the...
  11. raphaell666

    Editing unhappines defines.

    You are changing the file CityHappiness.sql inside the mod folders, right? Did you clear the cache folder inside "%homepath%\Documents\My Games\Sid Meier's Civilization 5"? These changes should be savegame compatible as far as I can tell. I suggest you change only the values I mentioned...
  12. raphaell666

    idea: scrap the fortify mission

    Another possibility would be giving ranged units stationed inside the bonus of being "uphill" and able to fire and see through hills/forests/etc (similar to indirect fire).
  13. raphaell666

    idea: scrap the fortify mission

    Depends on which version they decide to go with in the end. I believe if it is @Gazebo's suggestion which requires unused movement points when ending the turn, when attacking the unit would not Fortify the same turn. I personally think that this would be the best and (probably) the least complex...
  14. raphaell666

    Editing unhappines defines.

    As far as I can tell, those are the modifiers that are added to the multiplier on the base need threshold when calculating the global averages, which will then be compared to the values of the city (I am heavily simplifying what the mod does here, I may be oversimplifying it). As an example...
  15. raphaell666

    idea: scrap the fortify mission

    Sleep would be for units that can not Fortify. IIRC the same button (F) that uses Fortify is the one that puts units that can't Fortify to Sleep.
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