pineappledan
Deity
They're interesting, but I had to nerf them for 3 consecutive patches. It's really hard to balance 3 UNWsI am genuinely pleased with the unique Japanese Guilds.
They're interesting, but I had to nerf them for 3 consecutive patches. It's really hard to balance 3 UNWsI am genuinely pleased with the unique Japanese Guilds.
VP already changes Siam's start bias to Civilization_Start_Region_Priority == REGION_JUNGLEJust a suggestion, but perhaps Siam should get a forest/jungle start bias with this mod as the elephant camp buffs lumber mill/logging camps. Currently Siam has avoid forest which would probably be the opposite of what Siam would want.
[2148713.078] Invalid Reference on EventChoice_ImprovementYieldChange.ImprovementType - "IMPROVEMENT_CUSTOMS_HOUSE_VENICE" does not exist in Improvements
[2148704.453] In Query - insert into Building_ScienceFromYield('BuildingType', 'YieldType', 'Yield') values (?, ?, ?);
The Mongol UA only gives the bonus to mounted ranged units. I specifically avoided giving Mongolia a unique unit that combines with their UA; I didn't want to have to try to balance a unique ranged mounted unit that already got 6 moves and ZOC. You still need some melee units in your mix and the Black Tug can fill that niche for you.Hi, so I'm currently playing a game with Mongolia in the latest Beta, it's actually the first time I've ever played with Mongolia, anyways I just don't see how the Mongol Terror +2 movement works at all? Like with the Keshik UU in the vanilla game it makes sense to have the extra movement but I mainly built an army of Black Tugs (an awesome unit by the way!) so it's sort of pointless really? Or am I missing something? Would it not be better if it was all mounted units gain at least +1 movement? I know that's messing with the base VP game so maybe what I'm suggesting is not possible.
You must be using an old version. Khopesh in the latest beta have 15However the Khopesh I don't really like. The Mercy promotion you have to actively not use, because you want the War Chariot to get the kills, and the production boost. While the lack of an anti mounted promotion means it struggles against mounted units and is just a weaker swordsman (14 Combat strength to 15) if the opposing unit isn't weakened.
To get the synergy working, maybe the Khophesh should be the softening blow, for the War Chariot to finish off. So maybe instead of a bonus against wounded units, it is a bonus against unwounded units. Or just an attack bonus.
If you still want the Khopesh to be a Spearman replacement, instead of a swordsman then maybe a 2+ base combat strength boost after getting Iron, like with Assyria's Iron Chariot. So the Khopesh gets a boost to keep it above the Swordsman, which after all is a tech directly after it.
v58:
- tweaked/modified:
- Khopesh now has Formation I
- SPAD no longer costs supply
- Oppidum now boosts GMerchant WLTKD by 10%
- RCS/CS tweaks to Danurgraha
- moved production from Coca to Qullqa (aesthetic change)
You must be using an old version. Khopesh in the latest beta have 15CS and swords have 17
. I have added back Khopesh' Formation I in the latest version (v58).
I don't intend to change that. Kill units easier or kill the for yields, up to you.The formation being added back is good. But well my biggest issue is still with the anti synergy between it and the Chariot.
I don't intend to change that. Kill units easier or kill the for yields, up to you.
Dilemmas make for interesting gameplay.
I appreciate you helping me even though we have found out it's not related to this mod.Enginseer is a person
He wrote Bare Necessities and Events & Decisions for VP.
You are evidently using one or both of these mods, so you tell me where you could find help, because I don't know what mods you are using, and I don't know where you got them from.
Whatever the problem is, however, it's not coming from here. The 2D Gameplay script thing, which I suspect is the log flag which brought you here, is not your issue. That is the bit of code that gives units a little sound effect when you select them, but not assigning one to a unit will not crash your game.
(The whole VP package with EUI)
(9) Wonders Expanded (v 2)
(over) More Unique Components for VP (v 44)
(ui) City-States Leaders for VP (v 8)
(ui) List Enhancements for VP (v 5)
(ui) Trade Opportunities for VP (v 8)
(ui) Wonder Planner for VP (v 4)
(Z) Change VP Options (v 1)
InfoAddict (v 22)
PerfectWorld3 (v 1)
UI - Filters in Trade Route Overview (Vox Populi) (v 1)
UI - Improved City View (Vox Populi EUI) (v 11)
UI - Religion Spread (Vox Populi) (v 1)
Unique City-States (v 6)
Thank you so much for all your help. Have a great day!Wonders expanded's author has moved on
Unique city-states is Enginseer, and I don't think he has updated it recently.
I do not expect any of the other mods you listed would be any problem, but I would look into those two, and ask around with people who do play with those mods.
I personally don't use them because I find that multiple mods that strictly add more resources/options available to all civs in a game bloats the yields and hurts the pacing of the game. ie. running MUCfVP, Events & Decisions, and unique City-States all at the same time is something I wouldn't recommend. I don't think any is strictly better than the other, but the combination of these mods will inflate the players' economies overmuch.