More Unique Components for Vox Populi

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

It is fixed in github. The oppidum text is ready for the next version

If a beliefclass attribute could be added to beliefs and assigned to each (pantheon, founder, follower, enhancer, reformation), that would completely solve the issue. That might be less work than adding the relevant yields to each and every belief separately. Less chance of error as well, I think
 
Last edited:
I've just read here that this mod requires events enabled. Is that really true? I don't see any mention on the first post/mod descr, and i personally don't like the vp events system (too unbalanced and a chore when almost every turn your mines/forests need repair). What do you lose when playing this mod without events system?
 
@Vastator You can now enable event system in VP overally but disable other events like positive, negative, neutral, civ specific etc. So all such events can be disabled in pregame setup but our events will work. I always play without them, because like you said they imbalance things.

In our mod only AltiCur and Pracinha (?) uses event system.
 
Last edited:
i would really love to use this mod but every time i get the same bug. i have tried everything to debug too, downloaded and reinstalled all the mods: VP 1-6, EE, Naval combat, and extended religions. i have tried every combination with the mod, the others and VP. i have been playing as boudicca, large map, 8 civs, etc. events on, sometimes off, or some on, etc. it is the same thing every time, when i encounter a new civ the leader page pops up with nothing to click on. even if i close that, some times i can open it again, sometimes i cannot. i cannot interact with any leaders, it just shows the leader animation. i have to close with escape. nothing works. no problems without this mod, but it simply does not work correctly. i even can tell on the first turn when i mouse over my leader icon, the pop up is blank, no picture.

upload_2018-9-26_20-31-36.png


upload_2018-9-26_20-33-48.png

any ideas? thank you. :)
 
Without logs we probably cannot help you. You first and probably the only person with such problem. Post files database.log and lua.log. How to get them you can find info on google. Modlist would also be good. Maybe it is mod conflict. What version of VP do you use? 1-6? It is really old one. Since the there were dozens of them. Current MUCfVP version is compatible ONLY with 9-15 posted 2 weeks ago. Update VP and try again. It is not the first time when VP version causes problems.
 
If you are not using the most up to date version of VP, then you need to make damn sure you use the version of this mod that was released immediately after the VP beta you are using.

Older versions of the DLL won’t have some of the newest tables (ranged strike changes and range changes for defensive buildings, for instance)
 
Without logs we probably cannot help you. You first and probably the only person with such problem. Post files database.log and lua.log. How to get them you can find info on google. Modlist would also be good. Maybe it is mod conflict. What version of VP do you use? 1-6? It is really old one. Since the there were dozens of them. Current MUCfVP version is compatible ONLY with 9-15 posted 2 weeks ago. Update VP and try again. It is not the first time when VP version causes problems.

ok here is the data you requested... as well as i could follow.

using updated steam version of CIV5, all DLC included.

the VP version is the most recent available on civfanatics... May 20th (3.5.20.3)
mods in the first test log:
(1) Community Patch (v. 88)
(2) Community balance overhaul (v. 13)
(3) City-State Diplomacy mod for CBP (v.27)
(4) C4DF-CBP (v. 11)
(5) More Luxuries CBO Edition (5-14b) (v. 155)
(6a) Community Balance Overhaul Compatibility Files (EU) (v.1)

your mod is the most up-to-date version available too. (v. 37.3)

following the instructions on the civfanatic "how to enable logging," ie loading VP sans mod and playing first turn, quitting and reloading VP and mod, though not playing first turn, to compare the different logs... named (fillename)1 and (filename) 2 respectively.

i hope this information is clearer and more helpful. :)
 

Attachments

Excuse me here, but i think this is incorrect. This is the most updated on civfanatics.

ah, so the beta version is version they are using rather than published version. it is only going back and reading the first page that i see that it is "9-15 compatible," but apparently not the non-beta version?

thank you for pointing that out. :)
 
I'm looking on db logs. Yup, definitely its because of VP version. Update it and it sgould be fine.

@pineappledan Can you put and enlarge the VP number compatible with current modmod version on first page of the thread? I can see that it is somehow problematic for people to use appropriate versions.
 
Done.
The Sept 25 patch changed 1 unit that is affected by 4UC: horseman. The CS change makes the Assyrian Iron Chariot 12/14/16CS. I think that this is a good change, so I don't think any adjustment is necessary. just wanted to point it out.

The newest patch adds +defense and +attack modifiers for every adjacent enemy unit, which means we can code the Iron chariot's unique promotion in SQL.

ah, so the beta version is version they are using rather than published version. it is only going back and reading the first page that i see that it is "9-15 compatible," but apparently not the non-beta version?
There is no non-beta version, they are all betas headed towards an eventual gold version.
The May patch was just considered to be a stable version if people weren't interested in testing

Once again, if you wanted to use that version of VP, that's fine, but you'll have to use an older version of this mod as well. There is a MUCfVP patch released on May 27th (version 32.2), that you can access from the versions history tab on the dowload page.
 
Last edited:
I'm looking on db logs. Yup, definitely its because of VP version. Update it and it sgould be fine..

ok problem solved. since i am not interested in playing the beta, i downloaded the version of the mod that came out a couple days after the MAY 25th version was published and it works with no "problems."

thank you for your help in trying to figure this out.

i would suggest that you make two versions available for casual players like myself; one download being the latest version compatible with the latest beta version, the other download being the most compatible with the last full version, ie MAY 25th.

but anyways, thanks again! :D
 
i would suggest that you make two versions available for casual players like myself; one download being the latest version compatible with the latest beta version, the other download being the most compatible with the last full version, ie MAY 25th.
We already have and we already do.

The "stable version" you picked to play with is no more or less valid than any other version. It's arbitrary to make that a separate link. If people aren't willing to play the most up to date version then they will have to be willing to find older versions of our mod. We didn't hide them or anything. We have made them available, but I'm not making separate download page for this arbitrary moving target.

It's pointless make-work. and we would make ourselves a nuisance on the CivFanatics Downloads forum if we did that.
 
I only want to mention that all available downloads are from v26 because this was the first full/complete/merged version of the mod without any major bugs. All old "separated" version are deleted. But since then we changed so many things and fixed so many bugs I would really recommend playing the most updated sources.
 
Deleted the fury of nergal lua. The new SQL table for Breecher/encirclement can be used to do the same thing. I haven't changed any of the values.

Since the Iron chariot got a 1 CS nerf this patch, maybe we should increase the bonus per adjacent unit to 10% (currently 7%)
 
Last edited:
Just increase the bonus by +1cs it lost. Do not mess with adjacent bonus value.
 
Just increase the bonus by +1cs it lost. Do not mess with adjacent bonus value.
The idea behind the unit was that 1 strategic resource would give you parity with the regular horseman, and having both would give a bonus. Are you suggesting that we change the scaling on Fast & Hard to 12/14/17:c5strength:?

I like the new 12/14/16:c5strength: over the old 13/15/17:c5strength: for 2 reasons:
  • It changes the dynamic to being higher or lower than swordsmen (15:c5strength:), rather than parity
  • It comes in just under war elephants (17:c5strength:), instead of matching them
A few people had complained that the chariots were too powerful in previous patches, so I think this nerf to base horsemen will help with that a bit.

This new SQL code is also nice because we can do 2 more things easily, without making the code really big:
  • The chariot gets the bonus based on his surroundings, immediately, not at the beginning of each turn
    • the code only checked the positions of units once per turn, so you could move away from a large pack of enemy units to hit a more exposed unit with the full benefit of the promotion
  • We can limit the bonus to just land units (we could have done this with the old code too, but it would have added more computation)
 
How adding dependency from 4th and 3rd vp component helped? Im curious because weve added 5th which has its own dependency from 4th etc.
 
Last edited:
Back
Top Bottom