Change VP Options

Why wouldn't? Anything changed in latest patches?
 
Check those mods and let me know if anything is wrong. I do not change existing VP files, only the database fields, so there should be no problems.
 
(1) Community Patch > Core Files > Core Changes > DiploAIOptions.sql

I added it in a more modular form, so you can select what messages you don't want to receive.
Code:
-- [DISABLE INSULT MESSAGES]
-- If set to 1, AI civilizations will not send threats/insults such as "you're a warmonger" or "you're getting too friendly with our City-State friends" to human players.
-- Note that these messages provide a chance to provoke the AI into declaring war. Disabling them removes this chance.
INSERT INTO Defines (Name, Value)
SELECT 'DIPLOAI_DISABLE_INSULT_MESSAGES', '0';

-- [DISABLE COMPLIMENT MESSAGES]
-- If set to 1, AI civilizations will not send friendly compliments such as "FYI, we befriended your friend" to human players.
INSERT INTO Defines (Name, Value)
SELECT 'DIPLOAI_DISABLE_COMPLIMENT_MESSAGES', '0';
How are these properly added and enabled? Is name, value a placeholder?
 
Code:
-- [DISABLE INSULT MESSAGES]
-- If set to 1, AI civilizations will not send threats/insults such as "you're a warmonger" or "you're getting too friendly with our City-State friends" to human players.
-- Note that these messages provide a chance to provoke the AI into declaring war. Disabling them removes this chance.
INSERT INTO Defines (Name, Value)
SELECT 'DIPLOAI_DISABLE_INSULT_MESSAGES', '0';

-- [DISABLE COMPLIMENT MESSAGES]
-- If set to 1, AI civilizations will not send friendly compliments such as "FYI, we befriended your friend" to human players.
INSERT INTO Defines (Name, Value)
SELECT 'DIPLOAI_DISABLE_COMPLIMENT_MESSAGES', '0';
How are these properly added and enabled? Is name, value a placeholder?

They're globals. Integers in the database that are cached in the DLL. You can change their value and reload the game just fine.
 
Hello

I'm trying to renable gifting of cities but not having much luck

<CustomModOptions>
<Update>
<Set Value="0" />
<Where Name="NO_MAJORCIV_GIFTING" />
</Update>
</CustomModOptions>

<GameData>
<CustomModOptions>
<Update>
<Set Value="0" />
<Where Name="NO_MAJORCIV_GIFTING" />
</Update>
</CustomModOptions>
</GameData>

Please advise
 
Quick question, im experimenting with this mod, to set some default options that i have to always usually click any way (not without errors from time to time :) ),
and i realized, that i dont acutally know how updating sql file really works.
Let say, i set one civ as unplayable, run game, run mode.. everything fine..
So later, when i add another civ as unplayable, will it be correctly updated if i added another entry to sql file? Or i need to remove the cache?
To my knowledge, removing cache may later change mods loading order and therefore possibly mess a with some savegame data, so i preferably would like to avoid that.
 
Quick question, im experimenting with this mod, to set some default options that i have to always usually click any way (not without errors from time to time :) ),
and i realized, that i dont acutally know how updating sql file really works.
Let say, i set one civ as unplayable, run game, run mode.. everything fine..
So later, when i add another civ as unplayable, will it be correctly updated if i added another entry to sql file? Or i need to remove the cache?
To my knowledge, removing cache may later change mods loading order and therefore possibly mess a with some savegame data, so i preferably would like to avoid that.
It should be fine without removing the cache.
 
Anybody know perchaps if i can turn off specific pantheons? I was looking a little but couldnt figure it out on my own?
Im tired to see everytime the same boring pantheons, and wanted to turn few common off.
 
Quick question, i wanted to nerf some of the common pantheons, that make pantheon choices every game so obvious, that it become just boring, to see them all the time.
But since i couldnt find how to turn them off i found that in PantheonChanges.sql there were new defined values, so i changed:
-- Ancestor Worship (amazing faith scaling) council faith to 1, and faith every 20 citizens
-- God of the Expanse (amazing food scaling) set growth to 1% and instant yields to 1
-- Goddess of the Home (amazing border growth scaling) set border growth to 1%
-- Goddess of Protection, nerfed heal to 5

I set a game on large map with Starting from Medieval, so that all resources are revealed, and i set all AIs to India, so that i dont have to wait many turns before AIs
grind enough faith, and it seems it kinda did the work. Goddess of the Home and God of the Expanse were avoided by AIs. Goddess of Protection obviously is still good,
and for some reason some AI still took Ancestor Worship, but its good enought for me.
The descriptions didnt changed which can be kinda misleading, but i did start few fast games, and the actual values are 1% for all the values i set.
But here is the question out of curiosity, do the AIs, actually know how to evaluate pantheons values, do they know, they actually suck, so they dont took it?
 
Quick question, i wanted to nerf some of the common pantheons, that make pantheon choices every game so obvious, that it become just boring, to see them all the time.
But since i couldnt find how to turn them off i found that in PantheonChanges.sql there were new defined values, so i changed:
-- Ancestor Worship (amazing faith scaling) council faith to 1, and faith every 20 citizens
-- God of the Expanse (amazing food scaling) set growth to 1% and instant yields to 1
-- Goddess of the Home (amazing border growth scaling) set border growth to 1%
-- Goddess of Protection, nerfed heal to 5

I set a game on large map with Starting from Medieval, so that all resources are revealed, and i set all AIs to India, so that i dont have to wait many turns before AIs
grind enough faith, and it seems it kinda did the work. Goddess of the Home and God of the Expanse were avoided by AIs. Goddess of Protection obviously is still good,
and for some reason some AI still took Ancestor Worship, but its good enought for me.
The descriptions didnt changed which can be kinda misleading, but i did start few fast games, and the actual values are 1% for all the values i set.
But here is the question out of curiosity, do the AIs, actually know how to evaluate pantheons values, do they know, they actually suck, so they dont took it?
As you say, quick question, so would be better asked in the Quick Question thread :)

The AI's do indeed evaluate beliefs according to their values, so they should choose the ones you nerfed much less often.

To answer your previous question, I don't believe you can disable pantheons from xml/sql, so I think you have taken the best approach.
 
You can still set those values to 0 though, or delete the rows.
I don't believe you can disable pantheons from xml/sql
You can delete beliefs, but make sure you also delete all the references to them and remap the Beliefs table.

SQL:
CREATE TABLE IDRemapper (id INTEGER PRIMARY KEY AUTOINCREMENT, Type TEXT);
INSERT INTO IDRemapper (Type) SELECT Type FROM Beliefs ORDER BY ID;
UPDATE Beliefs SET ID = (SELECT IDRemapper.id - 1 FROM IDRemapper WHERE Beliefs.Type = IDRemapper.Type);
DROP TABLE IDRemapper;

UPDATE sqlite_sequence
SET seq = (SELECT COUNT(ID) FROM Beliefs) - 1
WHERE name = 'Beliefs';
 
The AI's do indeed evaluate beliefs according to their values, so they should choose the ones you nerfed much less often.
I guess, problem solved itselve, and by itselve i mean, guys solve it :)
The new pantheon selection rly works differently, i play on giant map with 12 AIs and none took border expansion or growth one, so
i guess, when you are behind, you can still take less benefitial ones, but at the same time generating lots of faith.
Its so refreshing to finally see some new and interesting combinations.
 
Last edited:
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