CiVUP - CiV Unofficial Patch

Just gave it a whirl, running VEM and nothing else. On turn 98, all good so far. Haven't tried saving / loading yet.

I am very, very excited about this.
 
By "compatibility" I mean setting up the code to deal with the situation where there can be multiple active players. I know I'd have to change things which occur once per "active player" turn, to ensure it's not, say... giving all players the 15:c5free: gold for each human player's turn. I'm aware of that kind of problem, but I don't know what else would need changes. :think:
 
By "compatibility" I mean setting up the code to deal with the situation where there can be multiple active players. I know I'd have to change things which occur once per "active player" turn, to ensure it's not, say... giving all players the 15:c5free: gold for each human player's turn. I'm aware of that kind of problem, but I don't know what else would need changes. :think:

Thal, I'm starting a new game tonight with an actual other player. In the example you gave, should I look for stuff like CS boosts or gpt from AI deals?
 
You'll just need to keep your eyes open. I'm uncertain how Firaxis changes players for hotseat, have not done any testing, and past attempts to find a guide on the subject came up without results. Everything might work fine, or there might be tons of bugs. It's completely unknown territory. :)
 
I don't know what to look for. I'm uncertain how Firaxis changes players for hotseat, haven't experimented with it, and there's no tutorials on the subject.

Okay. I'll try to be more vigilant than usual. albie's playing as well, so any existing anomalies should be noticed by one of us.
 
One example of a possible problem is many aspects of the AI handicap settings in VEM used to rely on the active player's current era (whoever is currently looking at the game). Last week I changed this to instead get an average of all human player eras. There might be other parts of the mod with similar problems that need fixing.
 
Playing Hotseat Civ #1 (Danes) get 2 culture for the capital. Civ #2 (Siam) gets 7 culture. Is this because VEM thinks Civ #2 is an AI civ?

Also, Siam just got a free settler from a ruin. I had never seen this before. Is it something you added recently? It seems like a huge bonus on t10.
 
Playing Hotseat Civ #1 (Danes) get 2 culture for the capital. Civ #2 (Siam) gets 7 culture. Is this because VEM thinks Civ #2 is an AI civ?

Also, Siam just got a free settler from a ruin. I had never seen this before. Is it something you added recently? It seems like a huge bonus on t10.

Is it possible that Siam had Tradition already? That'd be +2 palace and +5 tradition = 7.

It sounds like the game thinks it's settler difficulty. Settlers only spawn on settler difficulty but subjectively speaking appear *often* at the level.
 
Is it possible that Siam had Tradition already? That'd be +2 palace and +5 tradition = 7.

It sounds like the game thinks it's settler difficulty. Settlers only spawn on settler difficulty but subjectively speaking appear *often* at the level.

No, this was Siam's first policy.

Settler difficulty may also give Siam that +5 to start.
 
Are you sure you set Siam to the same difficulty level? That type of ancient ruin reward appears only on Settler difficulty.

Edit: Yay for leaving a thread open half an hour, then replying without refreshing the page to see if new posts happened. :crazyeye:
 
I'm not getting either of those issues. Maybe you put Siam on Settler difficulty by accident?

Anyway, it's working great. The only issue I've run into is that AI units have their 'hidden' promotions shown above the unit icon ("Free Promotions", "+1 Visibility").

Thal, have you considered putting this into the mod proper? (With Gedemon's permission, of course.) While 90% of players don't play hotseat, the 10% who do will absolutely love you for it.
 
AI units have their 'hidden' promotions shown above the unit icon ("Free Promotions", "+1 Visibility").
You can fix that by right-clicking the "unit promotions" button on the minimap's foldout options panel. It's an odd occasional bug with the ModUserData folder's storage mechanism... haven't ever investigated to figure out exactly why and when it happens.

Thal, have you considered putting this into the mod proper? (With Gedemon's permission, of course.) While 90% of players don't play hotseat, the 10% who do will absolutely love you for it.
It's been on my todo list for a year, just never got around to it because I expected hotseat compatibility to be something really hard to accomplish. It looks like it might be much easier than I anticipated.
 
I'll blow my brains out if I'm responsible for my opponent playing on Settler difficulty. To be clear, albie, does it default to Settler at the start, and I have to set it for Emperor, just as I had to hit "human"? I assumed not, because I chose "Emperor" as the game difficulty.
 
I just set up a new hotseat game to check out the above. There is no option for human Civ 2 to be on a different setting from human Civ 1.

But I started a few other games, and never again got that result. So I don't know what happened, and am just glad it looks like an anomaly.

On a relatively insignificant front, I have also noticed that Civ 2 doesn't get the "elsewhere..." notifications at the top at the start of each turn.
 
Huh, I didn't even notice that, but it's true.

And good to hear the issue didn't come up again. I have no idea how it could have happened... oh well.
 
Unfortunately there are anomalies. I have test-started several games. In one, all of the civs were human - and believe me, I didn't erroneously check off 7 tags.

More problematically, I played another game for ten turns or so, and Civ #2 again drew the Settler ruin. This strongly indicates that VEM thinks any civ other than Civ1 is an AI.
 
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