CBP Events and Decisions Compatibility

Got around to clean up this mod with regard to the unique units given through decisions because they were all over the place. The unit upgrade fix from HungryForFood is included. Download files below and copy paste to the right places.

Changelog:
-Persia now get the battering ram unit at Iron Working through the new Create the Persian War Machine decision instead of a 25 str Knight equivalent at Military Theory (because it shares the same unit with Songhai Mandekalu Cavalry which is problematic)
-Moved Ballista decision & unit to Iron Working
-Moved Turtle Ship decision & unit to Compass
-Moved Longbowman decision & unit to Machinery
-Fixed costs and obsolete techs of all units given through decisions to be in line with Vox Populi tech tree
 

Attachments

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Hey, I'm getting a glitch where, no matter if i meet the requirements or not, the decisions are always greyed out and i can't enact them
 
Attached is a new update. Copy paste to the right places.

Changelog:
-Updated one of Denmark and Brazil decisions each to allow for building and upgrading Norwegian Ski Infantry and Pracinha respectively, including new flavor texts.
-Updated some of the text lines from this mod so you can read it because of the changes in the new VP 1.4 version.
 

Attachments

Got around to clean up this mod with regard to the unique units given through decisions because they were all over the place. The unit upgrade fix from HungryForFood is included. Download files below and copy paste to the right places.

Changelog:
-Persia now get the battering ram unit at Iron Working through the new Create the Persian War Machine decision instead of a 25 str Knight equivalent at Military Theory (because it shares the same unit with Songhai Mandekalu Cavalry which is problematic)
-Moved Ballista decision & unit to Iron Working
-Moved Turtle Ship decision & unit to Compass
-Moved Longbowman decision & unit to Machinery
-Fixed costs and obsolete techs of all units given through decisions to be in line with Vox Populi tech tree

Just a personal suggestion, but I think Persia does deserve an event which gives it some form of heavy cavalry. After all, the event was supposed to act as a stand-in as Persian cataphracts or sassanid aswaran. Could this be restored in a different way? Into something like "Enlist the Dehqan" or "Mobilize the Aswaran" or "Raise the Iranian Banners"
 
Wait, I'm confused. This mod is still being updated? I've been using v14 from the OP for years. Without issue, mind you. Though maybe that's no longer the case with the great merge?
 
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@Glassmage

Thank you for updating this mod! Do you have or could point me an updated version of required mod "community events", please?
 
Wait, I'm confused. This mod is still being updated? I've been using v14 from the OP for years. Without issue, mind you. Though maybe that's no longer the case with the great merge?

How? Community events, a necessary mod (dependency) has been broken for quite some time. How can you play?
 
How? Community events, a necessary mod (dependency) has been broken for quite some time. How can you play?
I couldn't tell you, it's just always worked. With some hiccups here and there, unit-spawning events often spawned discontinued UUs and eventually 25-strength Mandekalus in the ancient era, but it still worked. Only had to fuss with again now due to the merge and a new computer.

the main forum for Vox Populi has a stickied thread that you can find info for the community events modmod compatibility
There's a compatibility modmod for E&D too. Do I use that in addition to your patch or just yours?
 
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And apparently broke content instead, because now events break frequently and the Make Event Choice button does nothing whenever it does.
 
The mod is discontinued. Not much can be done about it. I'm content with working decisions. Too bad the events don't work, but they are all out of balance anyways.
 
The mod is discontinued. Not much can be done about it. I'm content with working decisions. Too bad the events don't work, but they are all out of balance anyways.
Events not working means the entire mod is unusable. You need to respond to an event before you can end your turn, so if that breaks then you're screwed.

Edit: And god damn, the implications for this are just now sinking in. I've used this mod for years, since long before VP even, and the lack of it is in an open wound.
Alexander is so much worse now...
 
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Hello. Founding a city triggers city event that i can not interact with and said event prevents me from passing the turn so it breaks the whole game.
Lastest versions of VP.
 
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