More Unique Components for Vox Populi

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

If the game is hanging then there's likely no need for modlists and logs. It's strictly a performance issue. We will continue to work on improving the lua. The worst offender I can think of right now it Siam's Sier Morb, for instance.

I'm sure there are numerous small performance improvement we can add in to fix overall performance issues.

There's also a nuclear option: If a unit uses any lua, we can lock it from being gifted as a CS gift, and activate its lua only when the civ is in the game.

There's no telling if any amount of optimization would be enough, however. You might just have to get a better computer :lol:
 
That's understandable. Having to load the game again every few dozen turns or so in the later stages of the game is a mere inconvenience and doesn't prevent me from enjoying this great modmod!
 
Isn't hanging caused by an infinite loop? Unoptimized algorithm will take more time to finish, but should finish at some point. When it comes to an infinite loop, this is no longer a issue with an slow computer.
 
Then we need to know what nations were in that game. But if the issue exist for very long time as @black213 then it would mean that it is not one time/one civ/one UC issue. Moreover he is the only person who has such problems. If it was infinite loop then every player would suffer from crash. And third thing, I know most of the code and I cannot remember part where we could create infinite loop. We do not used while or do-while loops which can take forever to finish.

I have weak comp and while playing multiplayer on only VP plus few small UI mods without MUCfVP also have "desyncs" and game reloads each time in few turns, and later on each turn. The solution is too play at maximum 8 players, but 6 is the best (where there are 2 humans, and one with better comp creates server). In singleplayer I have no problems. I read about it and it means that my weak computer takes long time to calculate some things and my bro's one finished his job and started next turn. This cause different solutions to the same problem and when game meet such differences then it reloades whole game with one unified version of the save. I understand your anger, but that's how civ 5 works. I had the same. I cannot afford better comp so I need to play what I can.

As we said, we work on optimization in every big patch. Here in v38 we did another few improvements. If anyone beside @black213 has such problems please describe your problem, your current game, situation where crash appeared etc. Logs won't help us much.

So reloading is not particulary MUCfVP issue. We increased number of computation needed to finish turns especially in later part of the game, that's for sure. Beside that we cannot do much. It is the nature of this mod.

Remember we had help from @Infixo for some time. He did great job in simplifying much code in MUCfVP in some late stage of developement. Maybe if we have such help now, someone could find few issues. Who knows. Recently there's only @pineappledan and me who update this mod in addition to other extracullicular work. We do our best.
 
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I also had few hangings, but it was few months ago. However, I get occasional crashes, when I'm in the game and try to load a save. It happens with several civs. Maybe sth is not clearing properly when reloading. Could you test it?
 
I never noticed many more crashes than base version myself on this one, but a few 4UC versions ago it was far worse, but now I don't see a big (if any) difference from regular VP mod without the 4UC. I remember Atilla used to be a nasty crash bringer to the point I considered banning him from the game, but since several updates he isn't really causing such problems anymore.
 
I get end-turn AI crashes, but I'm running multiple mods so I haven't yet isolated it. Certainly it isn't due to lack of CPU power, but the logs give no clues atm. The mystery continues.
 
Current VP has two serious bugs, but I'm not sure they van cause crashes.
 
Im playing against Rome and it seems I'm unable to pillage their latifundia. Bug or feature?

Regarding crashes, i never had them playing with this mod. Some time ago i had some freezes during late eras ai turns, but it seems I'm not getting them anymore, maybe thanks to the recent optimization work.
 
Latifundia are unpillageable. Feature.

Latifundia have to be unremovable/unpillageable or else they could use workers to rebuild the same improvement and spawn multiple figs.
 
Some database issues. I was notified by @ryanmusante. There's huge debate who did some unnecessary changes etc.
tSWBdVf.png

https://github.com/LoneGazebo/Community-Patch-DLL/issues/4873
 
Github updated. Ok @pineappledan I added 2 now options: Endonyms (type 1) and Xenonyms (2 - default). By typing 0 you have original mixed one. I put all names you sent me. Flower War is set as a base feature so it is nondependent from those numbers. Check it, correct if necessary. I would also add names for similar ones: Madrasa/Madrasah, Mission/Misión etc. to make it complete. What do you think?

If we get complete feature for VP/MUCfVP then we can think of making it standalone with Civilizations compatibilty (Canada, Timurids, Papals States, Sumer, Israel, Samnites, Khmer and Garamantes for now) and maybe some other mods.
 
Github updated. Ok @pineappledan I added 2 now options: Endonyms (type 1) and Xenonyms (2 - default). By typing 0 you have original mixed one. I put all names you sent me. Flower War is set as a base feature so it is nondependent from those numbers. Check it, correct if necessary. I would also add names for similar ones: Madrasa/Madrasah, Mission/Misión etc. to make it complete. What do you think?
Thank you for your hard work. We’ve talked about this before. My personal opinion is that if the English word is a loan word, then the difference between the endonym and xenonym is not meaningful enough to bother; it just adds inconsistency and confusion past a point. Just my two cents.
Out of the civs you pointed out, Israel and Khmer are the only two that might need language packs.
 
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Could you do additional list with those loan words? I would add additional value to the table (xenonyms-complete - value 3) which would change every possible name into native one.

Also include those Civs. Remember that we have new member: Zimbabwe.

And what about f.e. Timurids native names? Don't they have English translations?

Ok. I will give you chance to try out and check everything. I will do Github project for that mod and slowly move it as standalone feature out of MUCfVP. I plan to finish it next weekend (but it is not stiff deadline).
 
If you go that far, I think you would have to start messing with the actual names of the civs in order to stay consistent.

Inca ==> Tawantinsuyu
Aztec ==> Mexica
China ==> Zongguo
Germany ==> Deutschland
etc.

All the names for the Timurids are proper endonyms, except for the Farsakh cannon. That unit is like the Great Turkish Bombard, in that the individual guns tended to have their own names, and there wasn't a singular name for the class of gun. "Farsakh Cannon" is as fitting as any other name.
 
I made special thread for new ACN mod. Look there if want to share something with me.

This can also be done as an additional feature.
I can make additional setting to toggle like: very detailed renaming, rename also civ names etc. This would make the mod coplete. Anyone could adjust his settings according to his/her needs.

Would you help me with that @pineappledan?
 
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What about !Generic bonus folder? Is it still necessary?
 
Blue Ghost made that for future-proofing, in case people want to play with MuCfVP, but also want to include some custom civs that don't have 4UC compatibility. I think it stays for now.
 
But is it loaded into the game?
 
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