More Unique Components for Vox Populi

3rd and 4th Unique Components for VP - Official thread 88.10

You're looking in the wrong place for the bonuses. The :c5science: will not show up on the culture screen, but on the Salon in the building list on the city screen.
It does not update the city's overall science on the left nor does it update the civ wide science on the top left. The city screen also shows only the base 3 :c5science: and not 9 :c5science:

Spoiler no science :

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There is no clean place to show the Great People Points accumulate except in the GP bars in the top right.
Spoiler For my engineers, I get 6 from working specialists, 2 from Himeji and 1 and from Bastion (Hinin's tweaks). 25% from artistry opener, 25% from national monument and 25% from garden. That is 6.75GE points from percentage boosts totalling to a 15.75 but I should be getting a 14+10.5GEP :

1663402805179.png


Spoiler I do not see any GMP in Marseille at all :

1663402944943.png

 

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It does not update the city's overall science on the left nor does it update the civ wide science on the top left. The city screen also shows only the base 3 :c5science: and not 9 :c5science:

Spoiler no science :



Spoiler For my engineers, I get 6 from working specialists, 2 from Himeji and 1 and from Bastion (Hinin's tweaks). 25% from artistry opener, 25% from national monument and 25% from garden. That is 6.75GE points from percentage boosts totalling to a 15.75 but I should be getting a 14+10.5GEP :


Spoiler I do not see any GMP in Marseille at all :
tested on my own setup and it seems to be working okay?
Spoiler :
1664678469920.png
 
update posted:
Code:
- Compatibility
    - instant yield rework changes added (bullring, Qullqa)
    - removed Bison and Deer boosts from Qullqa
    - DLL integration for yields on pillage (Qizilbash, Corsair)
    - added Brazilwood boost to amphitheaters (Iziko)
    - Skirmisher line unit promotion changes for Scythed Chariot, Pancerny, Hashemite Raider
    CS/RCS changes:
        Indian Dhanurgraha: 7/11
        Shoshone Yellow Brow: 27
        Polish Pancerny: 15/21
        Arabian Hashemite Raider: 52/58
        
- Tweaked/modified:
    - Celtic Scythed Chariot 
        now 5 damage on move (was 10)
        Moves reduced to 4
        Added Beam Axle movement penalty (+1 move cost to enter rough terrain)
        strength increased to 12 CS / 12 RCS
    - Assyrian Iron Chariot
        Increased base CS to 13
        Added Beam Axle movement penalty (+1 move cost to enter rough terrain)
 
I don't understand why using this mod in a multiplayer modpack causes every building and improvement that spawns a resource (buffalo pound, latifundium, nilometer) to not spawn anything. It really baffles me and was wondering if you know why it works when enabling mods from the menu but not when packaging it together in a VP modpack.
 
It did not used to be like that before a certain older version. I'm not sure when that changed. It used to work find in older modpacks. Was there a time when something related to the Lua significantly changed with this mod? There has to be some solution as this is what is preventing me from distributing the modpack to my wide network of players.
 
It is not related to this particular issue. It is a modpack issue. It works fine using the mods menu. There is no support whatsoever for multiplayer modpacks and it is driving me crazy. I can't believe not a single soul is not speaking up more about mods just not working with a modpack, which is clearly a popular method of play as evidenced by the buzz around the multiplayer modpack forums.
 
Well as I said, it works on my machine™, so we must be doing something different. Although we should probably use another thread for this, here is the exact process I follow:
Spoiler :

Delete old modpack
Remove CvGameCore_Expansion2.dll import line from Community Patch modinfo file
Start a mod game, ignore the broken corporations popup
FireTuner, CreateMP()
Close game, go to MP_MODSPACK\Mods\Community Patch
Put the dll line back in the modinfo
Delete Core Files\CoreLua\InGame.lua
Done
Just did this for the new version, bonus resources work fine.
 
Thanks for the information. I generated a new modpack with your instructions, which are similar to mine. But I did not do the step related to removing the CvGameCore_Expansion2.dll line and commenting it back in. I apologize for my visible frustration and the issues plaguing me for several years and preventing me from enjoying this mod have been quelled. I thank you good sir, for your assistance. Someone needs to update the 'Creating a Modpack' Instructions as they are missing that important step.
 
Before anyone else reports it, I am aware of a glitch with the Mongolian UB's city capture yields.

I've coded a fix. Replace the Mongolia/YassaCourt/YassaCourt.lua with this new version

This is save game compatible, so it's not really worth doing a full release for this bug.
 

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Can anyone confirm if Aztec UB Huey Teocalli gets extra bonus while getting golden age extended from winning a war or I have to completely out of golden age then get a new one to get the extra bonus ?
Also for some reason that UB doesn't improve barrack (not showing food bonuses in city view screen as well as building tool tips)
I'm using v83 with VP 2.7.3
 
All building class yield changes are broken this version. This is a Known bug with base VP.
 
An observation regarding the persian Quizilbash:
In the description in this post it says:
"Safavi Agitator" (Gains +10 :c5faith: Faith, +20 :c5gold: Gold and +30 :c5goldenage: GAP when pillaging a tile, scaling with Era)

So in Renaissance I would expect 30 Faith, 60 Gold and 90 GAP per tile pillaged. What I get is 30 Faith, 45 Gold, 30 GAP.
Is this how is supposed to work?

This is V82 with latest VP.
 
The values were changed in v83 and the changelog reflects that.
Code:
------------------------------
-- UnitPromotions_YieldFromPillage
------------------------------
INSERT INTO UnitPromotions_YieldFromPillage
        (PromotionType,                             YieldType,                     Yield,     YieldNoScale)
VALUES    ('PROMOTION_UNIT_PERSIA_SAFAVI_AGITATOR',     'YIELD_FAITH',                 10,         0),
        ('PROMOTION_UNIT_PERSIA_SAFAVI_AGITATOR',     'YIELD_GOLD',                 20,         0),
        ('PROMOTION_UNIT_PERSIA_SAFAVI_AGITATOR',     'YIELD_GOLDEN_AGE_POINTS',     30,         0);
I'm probably going to have to reproduce that. 45 gold makes no sense with the table values.
 
The values were changed in v83 and the changelog reflects that.
Code:
------------------------------
-- UnitPromotions_YieldFromPillage
------------------------------
INSERT INTO UnitPromotions_YieldFromPillage
        (PromotionType,                             YieldType,                     Yield,     YieldNoScale)
VALUES    ('PROMOTION_UNIT_PERSIA_SAFAVI_AGITATOR',     'YIELD_FAITH',                 10,         0),
        ('PROMOTION_UNIT_PERSIA_SAFAVI_AGITATOR',     'YIELD_GOLD',                 20,         0),
        ('PROMOTION_UNIT_PERSIA_SAFAVI_AGITATOR',     'YIELD_GOLDEN_AGE_POINTS',     30,         0);
I'm probably going to have to reproduce that. 45 gold makes no sense with the table values.
I double-checked just to make sure. The values are indeed ad I have reported. They are displayed over the unit when you pillage. Now I also checked the global pools of faith, gold and GAP. The changes there correspond to the displayed values.

Thank you very much for all the effort you are putting into VP!
 
New 3.0 compatibility uploaded for v84:
- Compatibility
- all % need reductions changed to flat reductions except the Mongolian Yassa
- Bugfix
Mongolian Yassa Court yields on city capture fixed (and optimized)
 
Austria's UB isn't working properly because of the bastion/arsenal split. This is a known issue, but I think it requires a rethinking of the entire component.

For now, I thought it would be prudent to at least get something out in the short term so people can keep playing with 4UC
 
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