More Unique Components for Vox Populi

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

Greetings all. Am I mistaken in how the Yassa works? It does not seem to be producing the on city capture yields that it should.
 
Don't know if this is the right place to report, but I don't get a build limit on the Roman Fornix. It seems I can build one in every city, regardless of number of eliminated AIs.
 
Don't know if this is the right place to report, but I don't get a build limit on the Roman Fornix. It seems I can build one in every city, regardless of number of eliminated AIs.
Same, it's not infinite all the time but it's definitely not being limited properly

Also my puppeted cities sometimes build them which is silly
 
They are handled by a dummy being added/removed on elimination/construction. This means that all cities can try to build one at the same time if you are allowed to build 1, but once 1 is built the ability to build one is removed again.
 
They are handled by a dummy being added/removed on elimination/construction. This means that all cities can try to build one at the same time if you are allowed to build 1, but once 1 is built the ability to build one is removed again.
In my case, I had eliminated one AI and ine CS. So I should be allowed to build 3. But even after completing 3, new ones could be added to the production queue. I just don't build them. It would be massively OP.
 
To add to the Fornix questions, is it intended that capturing a city state that had been overrun by barbarians wont give extra fornix capacity? It seems to give the regular captured city state benefits, which makes me think it should.
 
It's intended, at least in the soon-to-be implemented version. Only "eliminating a player" (which includes majors and minors) adds one building limit of Fornix.
 
I have an issue I noticed recently - Carthage has this unique Great General who can change into Great Admiral when he embarks on the sea. And there is this very small mod I'm also using, called 'Pontoon Bridges for VP', which allows usage of Pontoon Bridges, which were originally introduced in one of Scenarios. So when my carthage Great General enters Pontoon Bridge tile, he should technically still count as landed, because he didn't embark. Yet he immediatelly transforms into Great Admiral. Will it be possible to change how it works, so generals on Pontoon Bridges won't be forcefully converted to Admirals?
 
Also my puppeted cities sometimes build them which is silly
Exactly, puppets like to build them.
Add this code to fornix.lua if you want puppets to stop building them:
Spoiler no fornix in puppets :
function NoFornixInPuppet(iPlayer, iCity, iBuilding)
local pPlayer = Players[iPlayer]
if not (pPlayer and pPlayer:GetCivilizationType() == eCivilizationRome) then return true end

if iBuilding == GameInfoTypes.BUILDING_ROME_FORNIX_2 then
local pCity = pPlayer:GetCityByID(iCity)
if pCity and pCity:IsPuppet() then return false end
end
return true
end

if Game.IsCivEverActive(eCivilizationRome) then
GameEvents.CityCanConstruct.Add(NoFornixInPuppet)
end
 
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swordsman unable to build fishing boats for polynesia. spearman work though. is this a known issue?
 
I can confirm the inability for swordsman to build fishing boats.
I doubt is related to 4UC tho, considering it affects a regular unit.
Besides, thanks for spotting this issue.
 
vaka nui not healing outside friendly territory either. is there some requirement to do so? thanks
 
It works without 4UC, at least in 4.16.
 
That's interesting, expecially considering 4uc doesn't give Polynesia an unique swordman.
Hopefully the full integration will resolve the issue.
 
Playing with 4UC and Aztecs dont have wells. is this deliberate, just an issue for me, or a bug?
I don't know how if there is bug forum or something, but sharing if helpful.
 
I can confirm, that with 4UC and Aztecs you cannot build wells.

Additionally the +1 Population Proc from Huey Teocally on golden age technically increases the population count of the city by one, but you cannt use the additional worker on a tile. My capital currently has 21 citizens but can only work 16 tiles.
 
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