More Unique Components for Vox Populi

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

Thank you as always for your speedy updates. I'm wondering if you have any plans to rework the French and Hunnic UU's to account for their new changes (France not caring about subsequent attacks anymore, Huns now having two UUs that need horses)
 
I'm wondering if you have any plans to rework the French and Hunnic UU's to account for their new changes (France not caring about subsequent attacks anymore, Huns now having two UUs that need horses)
That's a good point about the Huns, since having both UUs require the same resource at the same time will cause a crunch. I will remove the requirement from the Tarkhan.

France's SPAD is fine and good with the new kit. It is a plane with lots of punch, no unit supply, and no strategic resource requirement. The no strats allows you to spam this unit without limit, synergizes with the yields per unit on empire. from the UA
 
pineappledan updated More Unique Components for Vox Populi with a new update entry:

3.8 compatibility

faith costs updates
Byzantine Dromon is now a Galleass replacement
French Salon no longer gives 33% GArtist rate and +1 gold to artist guilds
Hippodrome gives +2 horse resources
Brute Force removed from Babylonian Sabum Kibitum
Hashemite Raider now deals 15 damage to adjacent units on pillage
bugs should be resolved.
I also fixed a city capture bug for Poland.
Tarkhan now doesn't cost horses

Read the rest of this update entry...
 
You made a huge mistake with VP-EE. All of the production power codes were messed up and the balance was all messed up. The whole VPEE code needs to be torn down and fixed. In my opinion, you do not appear to be in the age of enlightenment. I don't think you understand this structure.
 
You are correct I do not use EE, and have not been following it closely.
I'm not 100% sure if you are saying that EE is not working well, or if you are saying that just 4UC compatibility with EE is not working. If you have complaints about VP-EE, they should go in that thread.
 
I am not totally sure but it feels like Carthage AI use citadel way less than other civs with its sophets.
 
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This was in a playthrough with several other mods, but are Latifundiums (Rome's unique improvement) meant to be unpillageable?
 
This was in a playthrough with several other mods, but are Latifundiums (Rome's unique improvement) meant to be unpillageable?
I guess it is unremovable on purpose. If you could remove it, you could eventually put one on every eligable resource. As it is now, you can't put it on both of two adjacent resources. You might even be able to put it on figs and spawn new figs continously.
 
Had to make it permanent or else you could remove and re-improve to get 2+ fig plantations or chain them off the figs they placed
 
hello. I'm your big fan. Thanks to you, I'm having a lot of fun playing the game.

Running this mod together in vp 3.10.4 resulted in a bug that prevented artists from creating masterpieces. There was no problem until 3.9.1.
===============================


Finally I find Cause


<!-- When checking for a building's prerequisites in a city for Building_ClassesNeededInCity, loop through all buildings in the city to find a building belonging in the class, rather than the shortcut method of only checking if there is an entry in Civilization_BuildingClassOverrides. -->

<!-- A more thorough check for mods which replace buildings using Lua. Otherwise, the prerequisite for Building_ClassesNeededInCity will not be fulfilled correctly. -->

<Row Class="4" Name="BUILDINGS_THOROUGH_PREREQUISITES" Value="0"/>


=> this is VP (1) Custom mod

I deleted code in "MUCSetiings.sql"

-- Kabuki and Barbican unique integration
--UPDATE CustomModOptions SET Value = 1 WHERE Name = 'BUILDINGS_THOROUGH_PREREQUISITES';

and i can make a great works...


what is this mod??
 
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Thanks. I have people saying that they could build GWs all the way up to 10.2. Are you saying you haven’t been able to build GWs at all since 9.1, or did you not test versions between 3.9.1 and 3.10.4?

This is something on the VP side, since 4UC didn’t change between those versions. Looks like some change in the DLL modified how buildings are added/deleted from cities. @adan_eslavo says that he has that setting activated in the unique city states mod as well, and the error doesn’t happen there, so it’s not merely that the setting is broken. At any rate, it’s not within my ability to fix, because I don’t modify the DLL
 
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hello. I'm your big fan. Thanks to you, I'm having a lot of fun playing the game.

Running this mod together in vp 3.10.4 resulted in a bug that prevented artists from creating masterpieces. There was no problem until 3.9.1.
===============================


Finally I find Cause


<!-- When checking for a building's prerequisites in a city for Building_ClassesNeededInCity, loop through all buildings in the city to find a building belonging in the class, rather than the shortcut method of only checking if there is an entry in Civilization_BuildingClassOverrides. -->

<!-- A more thorough check for mods which replace buildings using Lua. Otherwise, the prerequisite for Building_ClassesNeededInCity will not be fulfilled correctly. -->

<Row Class="4" Name="BUILDINGS_THOROUGH_PREREQUISITES" Value="0"/>


=> this is VP (1) Custom mod

I deleted code in "MUCSetiings.sql"

-- Kabuki and Barbican unique integration
--UPDATE CustomModOptions SET Value = 1 WHERE Name = 'BUILDINGS_THOROUGH_PREREQUISITES';

and i can make a great works...


what is this mod??
is this in all the latest updates to your mods?
 
hello. I'm your big fan. Thanks to you, I'm having a lot of fun playing the game.

Running this mod together in vp 3.10.4 resulted in a bug that prevented artists from creating masterpieces. There was no problem until 3.9.1.
===============================


Finally I find Cause


<!-- When checking for a building's prerequisites in a city for Building_ClassesNeededInCity, loop through all buildings in the city to find a building belonging in the class, rather than the shortcut method of only checking if there is an entry in Civilization_BuildingClassOverrides. -->

<!-- A more thorough check for mods which replace buildings using Lua. Otherwise, the prerequisite for Building_ClassesNeededInCity will not be fulfilled correctly. -->

<Row Class="4" Name="BUILDINGS_THOROUGH_PREREQUISITES" Value="0"/>


=> this is VP (1) Custom mod

I deleted code in "MUCSetiings.sql"

-- Kabuki and Barbican unique integration
--UPDATE CustomModOptions SET Value = 1 WHERE Name = 'BUILDINGS_THOROUGH_PREREQUISITES';

and i can make a great works...


what is this mod??
This is fixed in latest VP patch.
 
I've come back after a year off. Updated to VP 3.10 and updated this mod to v87. I tried one game with the celts as I had never seen oppidums. I got the research and couldn't build oppidum. I couldn't figure out why, but after a bit gave up that game. But was I missing something? You should just be able to build them on strategic resources correct? Is there a prerequisite tech? The help file doesn't say there is.
 
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