More Unique Components for Vox Populi

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

been spending whole night to figure out how to fix it. I simply removed 'CoreTableEntries' from the latest patch and swapped with the last one and
everything got back on the line fine, at least for me. Austria and Canada buildings came back, dialogues came back too
 
v68 comin' in hot!
Code:
- Compatibility:
    - Unique components that previously blocked spy actions have had those abilities removed
    - monolithic church now works with all modmods that add new beliefs
- Reworked
    - InDuna rework:
        Ibutho now gives 30XP to stacked unit on Expend
        Removed damage to adjacent enemies on Expend
        Removed +50% XP for stacked unit
        InDuna can now build Isibaya unique improvement
Edit: tested with 4-29-3, the diplomacy issues are resolved.
Note: an Isibaya is the Zulu endonym for a Kraal

@SuperNoobCamper I re-tested the monolithic church and hippodrome errors but could not replicate your reported errors. Please make sure you have events enabled when playing Byzantium, the +100% needs modifier for 1 turn is very subtle, but was definitely working on my local install.
 
Last edited:
I'm not sure why the monochurches don't update their yields in my install but it might be a mod conflict?
Spoiler :
bandicam 2021-05-03 22-55-29-973.png

Here is my modlist
Spoiler :
bandicam 2021-05-03 22-58-14-576.png

And a save file is attached.
 

Attachments

Edit: Please make sure you have events enabled when playing Byzantium, the +100% needs modifier for 1 turn is very subtle, but was definitely working on my local install.

Does this require all events to be active? I know in my games, I have the events option enabled, but I turn off the options for good, bad, or neutral events, leaving only civ specific events. I personally don't enjoy VP with the events system on and I'm hoping the events required are only the civ specific ones.
 
Does this require all events to be active? I know in my games, I have the events option enabled, but I turn off the options for good, bad, or neutral events, leaving only civ specific events. I personally don't enjoy VP with the events system on and I'm hoping the events required are only the civ specific ones.
That should work, yes
 
Sadly last update from Gazebo screwed your mod once again: if you meet any civilization the left panel is unresponsive and you cannot interact with other civilizations by any means.

To reproduce: get the latest installer for full VP (5-5-2) then the lst version of 3/4 UC and meet any leader.
 
Sadly last update from Gazebo screwed your mod once again: if you meet any civilization the left panel is unresponsive and you cannot interact with other civilizations by any means.

To reproduce: get the latest installer for full VP (5-5-2) then the lst version of 3/4 UC and meet any leader.
Are you sure the conflict comes from MUCfVP ?
I am playing with it as well as the latest version of VP with no problem in my encounters with other civilizations.
 
hotfix for the zulu Isibaya incoming.

After testing it, I implemented the free cattle via lua, because the DLL integration wasn't working properly
 
Does this require all events to be active? I know in my games, I have the events option enabled, but I turn off the options for good, bad, or neutral events, leaving only civ specific events. I personally don't enjoy VP with the events system on and I'm hoping the events required are only the civ specific ones.
Here's what I'm getting upon era advance with only events + civ specific enabled (everything up to date):
Spoiler :
Screenshot (584).png
Screenshot (585).png
Screenshot (586).png
All turn 156, there is no revolt triggering, and it seems the 1 turn of unhappiness is instead being tacked onto the 10 turns of WLTKD, granting an instant 11 turns. It also occurred in my next era, so it's not just a single instance. Definitely nothing game-breaking, a buff actually, but maybe I'll test another sometime with bad events enabled to see if that's the issue?
 
One thing I find a bit sad about the Byzantine Dromon is that, because it has only 1 range, the Splash Damage promotion really does nothing actually noteworthy (you won't put a Dromon next to the enemy formation to only do up to 10 additionnal damage to two adjacent units). Because of this, I've thinking about what you said concerning plagues and how to spawn them, and so here is an idea (for brainstorming-sake) for reworking the Dromon.

Spoiler Liquid Fire Dromon :
UM - Dromon (replaces Penteconter):
Available at Sailing
90 :c5production: Production Cost

9 :c5strength: CS, 17 :c5rangedstrength: RCS (Range 1)
3 :c5moves:Movement
"Greek Fire" (After attack, inflicts the Liquid Fire plague for 1 turn)

Liquid Fire : At the end of the unit's turn, inflicts 5 damages and propagate to all adjacent ally units

The idea would be to make the effect of Greek Fire an expanding plague that forces the opponent to spread out or suffer a lot of damage in the long term (with the plague bouncing from one ship to the next). Combined with the narrow passages of early naval warfare, that could actually be quite powerful.
+ in sea-to-earth combat, it forces opponents to be more conservative in how they places their units.

I see two problems though :
  • How CPU intensive would that be ?
  • How well the AI would deal with that ?
As I said, it's more about brainstorming than anything, but I wanted to share the idea.


Splash Damage also doesn't make much sense for the Range 1 Arabian Camel Archer I think, but that's not the thread for this.
 
All turn 156, there is no revolt triggering, and it seems the 1 turn of unhappiness is instead being tacked onto the 10 turns of WLTKD, granting an instant 11 turns. It also occurred in my next era, so it's not just a single instance. Definitely nothing game-breaking, a buff actually, but maybe I'll test another sometime with bad events enabled to see if that's the issue?
This is all intended behaviour. I had to remove the revolt turn because it was completely deactivating way of transcendence. Putting all cities into revolt disabled any instant yields. I replaced it several versions ago with +100%:c5unhappy:needs modifier in all cities
 
This "tweaks mod" gets really big. Are those changes planned to be incorporated into VP some day?
I noticed you reverted all changes made to default VP units by MUCfVP and put them to the tweaks, right? I though we did this for balance issues afair.

I missed also the espionage system rework. It seems to be total revamp of the mechanics, right? They deleted all advanced action fields and all blocking fields and put overall percentage buffs/debuffs for espionage instead as I can see. Can you elaborate me the thing? Maybe I will put some bonuses to the MW wonders, now.
 
This "tweaks mod" gets really big. Are those changes planned to be incorporated into VP some day?

It is basically "UA and 1st/2nd UC changes" + other more sweeping modifications (for example reco and zeppelin units). I agree that the thing has become much more than simple "tweaks" when you take all the things in it into account.

That said, it is meant as modulable mod where you can pick and choose what you want from it. It is a test ground for core VP changes (Spain being the prime example of a part of the mod integrated into base VP). My only concern with it is the fact that, by becoming so big (mostly for practical reasons I feel), it risks generating its "own balance", and we may lose the chance of seeing more parts of it integrated into VP.
 
Back
Top Bottom