More Unique Components for Vox Populi

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

Weird... I can't imagine what might be causing a conflict.

I started a new game. Only VP and this submod:

Spoiler :
20200118204146_1.jpg


Only Pantheon has been established (no Religion yet). Theology hasn't been reached yet. The numbers already look odd. If I understand correctly, a M.Church in my case should provide base 1:c5production: 1:c5faith: plus 1:c5faith: for the Pantheon, i.e. 1:c5production: 2:c5faith:.

However on stone it makes 1:c5production: 2:c5gold: 2:c5faith:. Where does this 2:c5gold: come from?

Spoiler :
20200118203643_1.jpg


And on a hill it is different and makes 1:c5production: 2:c5gold: 1:c5faith:. Where did we lose 1:c5faith:?


Spoiler :
20200118203731_1.jpg


I attach my savegame, feel free to test.
 

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Try reinstalling MUCfVP maybe?
you get 2g on monolithic churches for reforming. It looks to me like your local install is borked somehow
 
Try reinstalling MUCfVP maybe?
you get 2g on monolithic churches for reforming. It looks to me like your local install is borked somehow

I reinstalled it, i.e. deleted "(over) More Unique Components for VP" folder from MODS and unpacked a fresh one from https://forums.civfanatics.com/resources/more-unique-components-for-vox-populi.26966/.
The bugs are still the same.

This is very weird. I'm only using the complete VP with EUI and the "(over) More Unique Components for VP" submod.
 
I verified I'm not using a different version of the code for Ethiopia. I've got no idea why it's not working for you.

spoilers can be created using (SPOILER="name of the spoiler") to open the spoiler and (/SPOILER) to close the spoiler. Replace the "( )" with "[ ]"
 
I'll be publishing an update to PFEUI4VP soon where I reworked the promotion orders, groupings and display flags; are there any MUC4VP or custom civ promotions for which it is important that they be displayed above the unit flag or in a prominent place in the unit panel or that they not be displayed above the unit flag or in a prominent place in the unit panel or for which it is important that they be grouped with other promotions from VP (grouping means they won't be displayed separately but their tool tip info integrated with the other promos of the same group and only the "last" promo icon of that group shown)?
If so, please let me know so I can include them in the update.
 
I'll be publishing an update to PFEUI4VP soon where I reworked the promotion orders, groupings and display flags; are there any MUC4VP or custom civ promotions for which it is important that they be displayed above the unit flag or in a prominent place in the unit panel or that they not be displayed above the unit flag or in a prominent place in the unit panel or for which it is important that they be grouped with other promotions from VP (grouping means they won't be displayed separately but their tool tip info integrated with the other promos of the same group and only the "last" promo icon of that group shown)?
If so, please let me know so I can include them in the update.
For sure. Off the top of my head these are things I can think of:
  • Units with plague placers: Dromon, koa, and shotelai all debuff units they hit. Those promotions and their attendant plagues should be prominently displayed
  • Units that track additional power levels: Sabum Kibitum's Legacy and Jaguars' cuauocelotl promotions track the unit's power/progress in addition to levels
  • The Assyrian chariot has a promotion bonus for every adjacent enemy unit; so human players should probably be more aware of that.
  • The Carthaginian Suffet gives a 1 turn promotion which gives ZOC to a unit that starts stacked or adjacent to a Suffet. That temporary promotion should be prominently displayed
  • Similar to Carthage, unique GGenerals give legions and ballistas unique, temporary promotions as well
  • The Great Bombard hurts itself when it fires. This malus promotion should be prominent
  • The Siamese Seir Morb's unique crouching tiger promotion is something humans should be aware of, so keep that at the top
  • The Spanish Armada's "Invincible" promotion
 
In my current game as England i noticed that steam mill did not generate any Great engineer points at all.
I made sure i had engineer specialists in the city, the buildings i produced were sea port and public school (Both are industrial era buildings)....... is this a known bug or i have to report it on github ?

Steam Mill is part of the 4UC mod now, report it there.
Sounds like something might have gone wrong with that core table addition?
 
For sure. Off the top of my head these are things I can think of:
Thanks! I've worked through all MUC4VP promos now and given special consideration to the cases you mentioned. While doing that I noticed something: I think you forgot to update the polynesian plague placer help text (TXT_KEY_PROMOTION_UNIT_POLYNESIA_KAPU_KUIALUA_0_HELP)...it talks about up to 3 marks can be applied, like with Greek Fire, but I can only find one debuff promo, not 3; I think this may have been changed when you added healing debuff and HP debuff for the plague.
 
Thanks for catching those errors.
Core table addition, meaning inside the (1) Community Patch folder?
I think so? the guy complaining about Steam mill was specifically saying the Building_GreatPersonProgressFromConstruction function was not working.

I haven't altered the steam mill in 3 months
 
Brazilian Pracinha are in a tight spot now since Zebo tweaked the tree - you can (and almost always will) unlock them in radio easily before riflemen, forcing you to still have go out of the way on the tech tree for replaceable parts. It may have always been like this, but it kind of threw me off when I was anticipating upgrading all my fusiliers, so just thought I'd point it out after playing my last game.
 
Am about to test this mod for the first time, I have a few questions:
a. My games gets glitchy lategame because of this being a 32bit game, is this likely to get worse using this mod?
b. Since Civs have more bonuses I assume game will progress faster, is this just a small difference or really noticeable?
 
a. My games gets glitchy lategame because of this being a 32bit game, is this likely to get worse using this mod?
It can only get worse. There's more components which means more database entries, more things to check, and lua code hooking into a bunch of places to give unique bonuses.
b. Since Civs have more bonuses I assume game will progress faster, is this just a small difference or really noticeable?
Anything that strictly adds stuff to the game without reducing anything will necessarily make tech progression, policy progression, etc. faster. This is why I recommend against playing with events & decisions, unique city-states, and similar mods, because they all contribute to yield bloat and hurt the game's pacing.
 
It can only get worse. There's more components which means more database entries, more things to check, and lua code hooking into a bunch of places to give unique bonuses.

Anything that strictly adds stuff to the game without reducing anything will necessarily make tech progression, policy progression, etc. faster. This is why I recommend against playing with events & decisions, unique city-states, and similar mods, because they all contribute to yield bloat and hurt the game's pacing.

Thanks for answer, will try it atleast, the only extra mod I use is really advanced setup for the extra vision at start, or as I want to think of it "civ4-esque see full fat cross before settle".
 
Anything that strictly adds stuff to the game without reducing anything will necessarily make tech progression, policy progression, etc. faster. This is why I recommend against playing with events & decisions, unique city-states, and similar mods, because they all contribute to yield bloat and hurt the game's pacing.

Related to this issue of yield inflations using modmods, is there a simple way to manually increase the cost of buildings, units, techs and policy by a certain amount to compensate ?
 
Has anyone else run into this Pioneer cost issue? They are totally out of line with really anything else (Pioneer = same hammers as wonder) in that era. Is it tied to city scaling? Whereas Settler and Colonist are not? Is there a lua I can easily adjust?

I found another thread on it here: https://forums.civfanatics.com/threads/how-to-manually-adjust-pioneer-costs.650067/#post-15581879
... this is like the 3rd time this has been asked; do I need to sticky something in the OP?

this mod has nothing to do with the cost of settlers. That is completely outside the scope of this mod.
 
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