More Unique Components for Vox Populi

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

No problem dude.

If you wonder if Flax is spaw(mm)ned :p
Spoiler Flax :
upload_2020-4-11_19-13-49.jpeg
 
Should nilometer maybe only spawn 1 flax? i dunno. I really like how it makes a serious impression on the map, but maybe it's too strong
 
Yeah, it makes strange feeling when it is seen for the first time on such scale. More feedback needed probably. But we (me as China and Egypt) were developing in similar tempo, so maybe it is only "feeling". :)
 
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new hotfix updates all the unique improvements to the new ideology bonuses. I think this happened 6 versions ago, but i missed it.
improvements affected:
Israel - Kibbutz
Celts - Oppidum
Rome - Latifundia
Ethiopia - Monolithic Church
Indonesia - Kampung
Spain - Hacienda
 
new hotfix updates all the unique improvements to the new ideology bonuses. I think this happened 6 versions ago, but i missed it.
improvements affected:
Israel - Kibbutz
Celts - Oppidum
Rome - Latifundia
Ethiopia - Monolithic Church
Indonesia - Kampung
Spain - Hacienda
Playing on v57, Oppiddium got +5 :c5faith: from New Deal ... i'm not sure if this is a good idea because by this point in the game faith is pretty much the least valuable yield in the game .... not sure if it's possible or not but maybe if the Oppidium yields were tied to the type of great person expanded to build it, it would make better sense.
 
Playing on v57, Oppiddium got +5 :c5faith: from New Deal ... i'm not sure if this is a good idea because by this point in the game faith is pretty much the least valuable yield in the game .... not sure if it's possible or not but maybe if the Oppidium yields were tied to the type of great person expanded to build it, it would make better sense.
no way to give oppidum different yields unless I make a different oppidum for each kind of great person. The Olmec colossal heads do something like that.
Oppidum give a lot of other yields, more than any other GPtile, so their new deal bonus not being stellar is not a concern to me, especially since they also get the 4:c5food: from urbanization
 
Hi, love this mod, cant play without it. So I gotta fix this issue. Im getting a CTD if I left click my player portrait on right side of UI when playing with This Mod along with most recent Vox Beta with bugfixes patches (also meaningful colors). It happens anywhere from the first turn to the 50th randomly but once it happens, if your restart the save and do it again, it will crash again. Otherwise no other bugs I can tell. Anyone know if its a Vox beta problem or an interaction between these two mods problem? Any help would be appreciated.
 
Should nilometer maybe only spawn 1 flax? i dunno. I really like how it makes a serious impression on the map, but maybe it's too strong
Seems from the picture that some cities have spawned more than 2 flax, or there are cities outside of the screen that have dumped more flax on the screen.
From my games I haven't noticed the flax being overwhelming, they have been impactful and interesting, but I don't necessarily think that's a bad thing.
 
Seems from the picture that some cities have spawned more than 2 flax, or there are cities outside of the screen that have dumped more flax on the screen.
From my games I haven't noticed the flax being overwhelming, they have been impactful and interesting, but I don't necessarily think that's a bad thing.
Flax possible places are checked in whole 3-tile radius. Because all Egyptian cities are close to each other almost all flaxes "gathered" around one. But I also had similar impression.
 
I am not having bison spawn when building buffalo pounds. Any reason why or is this just bugged? I am using more mods than just VP and Unique Components.
 
A mod conflict would be very unlikely for this problem. Do you have logs enabled, and could you send your lua.log file?

Bison will only spawn on grassland or plains tiles. Is the city in question in desert, or tundra?
 
Was playing as England and noticed that Steam mill wasnt providing any extra production, per other steam mill. upon closer inspection i dont think any of the bonuses (+ to manufactory, population bonus, and engineer point) are working. I saw @FoxOfWar pointed this out already and was fixed apparently, is this just me or is anyone else still getting this as well? I tested on v57 and v58
 
The Mongol UA only gives the bonus to mounted ranged units. I specifically avoided giving Mongolia a unique unit that combines with their UA; I didn't want to have to try to balance a unique ranged mounted unit that already got 6 moves and ZOC. You still need some melee units in your mix and the Black Tug can fill that niche for you.

Sorry only seeing this now! Yeah I suppose giving the Black Tug the UA ability would make it a crazy powerful unit! It's already unreal! I rampaged through my campaigns with it, like you'd expect the Mongols would historically. I loved the pillaging xp ability in particular. Thanks for the reply :)
 
Was playing as England and noticed that Steam mill wasnt providing any extra production, per other steam mill. upon closer inspection i dont think any of the bonuses (+ to manufactory, population bonus, and engineer point) are working. I saw @FoxOfWar pointed this out already and was fixed apparently, is this just me or is anyone else still getting this as well? I tested on v57 and v58
v59 posted.

... I think I got it this time you guys. :sad:
 
Turns out all unique buildings from the 3rd and 4th unique components mod that make resources appear (Roman latifundium, Buffalo Pound, Nilometer, etc) are not making resources appear. This is an issue that is making the mod unplayable.
 
@Harold Smith Are any of the lua working for you at all?

Sounds to me like you have disabled lua hooks somehow.

The .log file you sent me is blank.
 
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No errors in your lua log, which means the lua hooks are straight-up not firing at all.

You might have disabled lua in your settings. Are the UI mods like trade opportunities working okay for you?
EDIT:
Spoiler works on my local instal :
upload_2020-4-21_13-48-44.png
 
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If I did, can you walk me through properly on how to enable it? And all the UI mods work fine. Except Improved City View V11. I had to delete that because it would not let me choose any buildings at all and thus couldn't end my turn. It looked like this:

https://ibb.co/X2qgx1k

I have my mod load order loading Improved City View (V11) after (6A) Community Balance Overhaul - Compatibility Files. I've had no luck fixing this issue with reinstalling the game and clearing the cache. My Lua.log also has these entries in them:

[35132.187] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Improved City View (Vox Populi - with EUI) (v 11)\UI\CityView.lua:1697: attempt to index field 'NoAutoSpecialistsCheckbox' (a nil value)
[35134.937] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Improved City View (Vox Populi - with EUI) (v 11)\UI\CityView.lua:1697: attempt to index field 'NoAutoSpecialistsCheckbox' (a nil value)
[35158.875] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Improved City View (Vox Populi - with EUI) (v 11)\UI\CityView.lua:1697: attempt to index field 'NoAutoSpecialistsCheckbox' (a nil value)
[35158.890] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Improved City View (Vox Populi - with EUI) (v 11)\UI\CityView.lua:1697: attempt to index field 'NoAutoSpecialistsCheckbox' (a nil value)
 
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