More Unique Components for Vox Populi

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

Pictish Warrior already obsoletes at Gunpowder. You're proposing for them to obsolete at Rifling?
 
Pictish Warrior already obsoletes at Gunpowder. You're proposing for them to obsolete at Rifling?
Yeah. When you get gunpowder you're really getting into the mid-game and are ready to produce a much bigger army, so it gives you a bit more time to get the unique promotions on them. It sucks that by the time you hit steel you're already past your UUs hayday, but my idea would try to give a little more use to earlier UUs.
 
The more I think about it the less I like it.
Early UUs are already strong because they are early. The slinger/warrior is maybe an edge case but Pictish Warrior until Rifling strikes me as weird.
 
The more I think about it the less I like it.
Early UUs are already strong because they are early. The slinger/warrior is maybe an edge case but Pictish Warrior until Rifling strikes me as weird.
I disagree. Early buildings are amazing because they get you off to an extremely strong start that can snowball all game. Early UUs like Pictish Warriors probably don't allow you to take a coastal capital, and fall off by the time the game is in full swing. Longswordsman and especially Tercio UUs are peak IMO. They come when you're ready to spread your wings and set the world on fire. It's bad enough you miss out on the actual power-spike of the real UU, but you also have a very limited amount of units with the promotions in game.
 
Inca's slingers currently become obsolete at currency, AKA composite bowmen. That's extremely early and means you often end up with an extremely small pool of them to ration for the rest of the game. My suggestion would make them obsolete at Crossbowmen, which would give you time to make a lot more units with the unique promotion.
They should just not be a Slinger unit. Archers and Spearmen unlocks way too quickly for slingers and warriors to make viable UUs, and even then comparing the Inca Slinger to the Aztec Warrior the Inca comes up way short. The aztecs are heavily incentivized to hunt early barbs because of their UA while the inca are incentivized to move into mountains and hills which makes it less necessary for them to fight barbs than other civs (Not even mentioning the fact that slingers are terrible for fighting barbs in the first place).
But even in the Aztec's case, just compare their UU to the vastly superior Celt Pict, which unlocks almost at the same time and lasts an additional era, and being a superior fighting unit.
 
In the case of the Aztec, you have a unit which have 10 strength (+2 compared to warrior), survival (+25% def, +5 healing) which is insane to keep them alive and hunting, and a double move on forest, which help them move through the map and hunt quicker. Even in a fight, they still benefit heavily from that early extra defense.
And by the time they obsolete, you unlock their second UU, so you are not screwed up. Essentially, the Aztec keep a UU advantage until the Fusilier ; that is very strong.

The Incas, their slinger replacement have a range of 2, move quickly through hills, and can camp mountain at a time where no unit have two range. I could take CS near moutain in the classic with no problem. And you want to stick to mountain anyway so no need to conquer far from them.
 
They should just not be a Slinger unit. Archers and Spearmen unlocks way too quickly for slingers and warriors to make viable UUs, and even then comparing the Inca Slinger to the Aztec Warrior the Inca comes up way short. The aztecs are heavily incentivized to hunt early barbs because of their UA while the inca are incentivized to move into mountains and hills which makes it less necessary for them to fight barbs than other civs (Not even mentioning the fact that slingers are terrible for fighting barbs in the first place).
But even in the Aztec's case, just compare their UU to the vastly superior Celt Pict, which unlocks almost at the same time and lasts an additional era, and being a superior fighting unit.
When comparing Civs you have to look at the whole package vs comparing individual units. Some will be stronger and some weaker by design.
 
Think that was actually broken before this version.
Yeah it's been broken since forever. I remember having this issue around 6-8 months ago.

Regarding Unique Units:
Spoiler Bit of a rant :

Pretty radical take, but I think that UUs should not obsolete at any point in the game. It makes sense from a realism perspective (or for immersion) but gameplay wise it's rather silly. What I dislike most about this is how it severely restricts my playstyle if I want to utilize my UU during later eras; I have to divert gold and hammers I would otherwise use for economic development to instead train units way earlier than their intended use because otherwise I would not be able to build them later (not to mention I also have to expand/maximize my military cap earlier than planned). And this basically forces me to go warmonger because I end up with a shite economy but plenty of troops :crazyeye:

It feels even worse for UUs that unlock very early.
 
question - what is the easiest way to see which components are not working - recent games I found that Oppidum was unavailable, as was Villa... several others I don't remember offhand. not a huge deal but be nice to know in advance what is available from the mod.
I'm usually checking at least weekly for new versions but possible some of this is fixed in current version.
I did look at github but didn't find anything there or searching this thread... might be user error, so let me know if a list of these items exists somewhere. thanks
 
question - what is the easiest way to see which components are not working - recent games I found that Oppidum was unavailable, as was Villa... several others I don't remember offhand. not a huge deal but be nice to know in advance what is available from the mod.
I'm usually checking at least weekly for new versions but possible some of this is fixed in current version.
I did look at github but didn't find anything there or searching this thread... might be user error, so let me know if a list of these items exists somewhere. thanks
few of components got broken with recent changes to tables in 4.17 onwards. The VP team right now is working on integrating 4UC into main VP, so soon this mod will not be needed to play 4UC. For now though, Jarcast has shared his folder where he made edits to adjust to newer VP versions, I've played some games on 4.17.x, 4.18.x, and now 4.19.1, and his folder works fine. below comment i'm replying to, i think should take you to Jarcast's comment with his folder for download
Current version is not compatible with 4.17 because some tables got removed hence break the code.
For convenience I post here the fix that @KungCheops posted on discord.
 
few of components got broken with recent changes to tables in 4.17 onwards. The VP team right now is working on integrating 4UC into main VP, so soon this mod will not be needed to play 4UC. For now though, Jarcast has shared his folder where he made edits to adjust to newer VP versions, I've played some games on 4.17.x, 4.18.x, and now 4.19.1, and his folder works fine. below comment i'm replying to, i think should take you to Jarcast's comment with his folder for download
thanks, downloaded the folder
 
Is it intended for the Dromon's Greek Fire to only be applied to naval units ? If that's the case I fail to see when it's useful to reduce the healing of units which can't heal outside own/ally 's borders unless it took a specific promotion.
 
Hi Dan, I'm having an issue with the Roman Villa UI. The interface shows is as having no tech requirements, but it's not letting me build it. I got to engineering just in case, but no cigar. I've made sure the tile has no resource and is not adjecent to a city. The Carnifex is also not working as intended. I've conquered all Polish cities, but wasn't able to construct an additional one.

My modlist is as follows. VP w/o Squads, IGE, World Congress Reformation, U3&4. The version I use is v88

Do you have any idea what the issue might be?
 
Hi Dan, I'm having an issue with the Roman Villa UI. The interface shows is as having no tech requirements, but it's not letting me build it. I got to engineering just in case, but no cigar. I've made sure the tile has no resource and is not adjecent to a city. The Carnifex is also not working as intended. I've conquered all Polish cities, but wasn't able to construct an additional one.

My modlist is as follows. VP w/o Squads, IGE, World Congress Reformation, U3&4. The version I use is v88

Do you have any idea what the issue might be?
If you have a version of Vox Populi past 4.16 I believe the Roman UI (as well as the Celtic UI) are broken because they changed how some tables or something work. Since the next version of Vox Populi will have integrated 4UC I don't believe this link will be updating to fix things. If you want to play with it working now you'll need to either downgrade VP to 4.16 or (I think) download the version from this post.
Current version is not compatible with 4.17 because some tables got removed hence break the code.
For convenience I post here the fix that @KungCheops posted on discord.
I think this might fix the Roman Villa but it does not fix the Celt UI
 
You know shows how often I play Rome lol. I just checked and I don't believe the Villa is fixed with this version either. Think we either gotta downgrade or await the next VP release
Current version is not compatible with 4.17 because some tables got removed hence break the code.
For convenience I post here the fix that @KungCheops posted on discord.
 
You know shows how often I play Rome lol. I just checked and I don't believe the Villa is fixed with this version either. Think we either gotta downgrade or await the next VP release
I used the zip someone provided earlier in the thread and it seemed to have worked. Thanks!
 
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