CiVUP - CiV Unofficial Patch

Thanks a ton for writing the mods. Nothing I say should be considered a criticism.

I used the in-game browser to download the unoffical patch +VEM 150. I placed the underscore before the VEM folder, then activated the mod along with UI Trading Opportunites mod.

I started a new game via the menus Main Menu>Mods>(accept disclaimer)>Single Player>Set up.

The new game had the new interface, but two things were wrong:
1) Some of the text labels on the trading UI screen were changed from english to programming labels. Where it should say "Trade" at the top it says "TXT_KEY_DEAL_STATUS". Over on the right are popups labeled things like "TXT_KEY_BORDER_AGREEMENT", "TXT_KEY_RESEARCH_AGREEMENT", etc.
2) The porcelain tower no longer gives 50% bonus to a Reaserch Agreement.

Item 2 makes me think the VEM loaded, since the core game has changed, but perhaps another possibility is the game reverted to the _original_ unpatched shipping version, since I think the 50% was added on a patch from firaxis.

I played a bit, saved and quit, then came back and loaded the game from the Main Menu>Single Player>Load Game (note that I didn't go into the MOD menu). This fixed the problem number 1 above, the labels were all now perfect english. Odd, but good.

Reading about the VEM changes on the website, and recognizing none of them, I started thinking the VEM had, in fact, not loaded, just like the MOD creaters said it wouldn't with the underscore in front of it. So why the change in the Porcelain tower? As a test, I removed the underscore to activate VEM, started a new game, and now the porcelain tower was giving 25% to trade.

Am I correct in concluding that the unoffical patch, without VEM, removes aspects of the game Firaxis added in their patch, such as the 50% RA bonus to the Porcelain tower? Is there no way to combine Firaxis' patch with the unofficial patch improvements, leaving VEM out of it?

edit-> the question is now moot for me. After trying VEM I won't go back, it adds a lot of value. I'm not sure why barbarians are starting with more firepower than civs, or where monty got all the panthermen he just backstabbed me with, but VEM adds so much that even if the balance is different I can just scale back the difficulty.
 
I saw you credited some guys for french translation, but many parts of the mod are still in english... is it still a WIP, or am I missing some stuff?
When the translations became outdated I had a choice between A) show old incorrect information in French or B) show new correct information in English. I decided to go with B. If someone translates an up-to-date version of the mod into French, I will add it into the mod.
1) Some of the text labels on the trading UI screen were changed from english to programming labels. Where it should say "Trade" at the top it says "TXT_KEY_DEAL_STATUS". Over on the right are popups labeled things like "TXT_KEY_BORDER_AGREEMENT", "TXT_KEY_RESEARCH_AGREEMENT", etc.
2) The porcelain tower no longer gives 50% bonus to a Reaserch Agreement.
Thank you for reporting this; these are both unintended bugs. Even though you're now using the full mod I'll try to get this fixed for v151.3. :thumbsup:
 
armies.xml, barbarians.xml, cities.xml and diplomacy.xml almost done (let aside pedia text wich needs more deepness than just translation). I'll send you the files as soon as I'll have completed the last few formulations and word choice ajustments as english often has several word when french has only one (barbarian units names choice has been a pain in the ass, for exemple).... also, most things are longer when writed in french than in english... (no taunt please! :D ).

policies.xml and triggers.xml will take some more time, don't expect them before at least a week or so....
 
Take your time. One you have any files working, you could add them to your wife's copy of the game. If you send them my way I'll add them to the next version release.
 
Yes, I will send you the full bunch when I'll have translated all the "gameplay" text and tested it on our computers...
After that, I'll resend you the files once I'll have completed all the pedia flavor/historical text wich is much longer and much less usefull than gameplay text...

It's a pleasure to collaborate to such an elaborate and valuable work...
 
1) Some of the text labels on the trading UI screen were changed from english to programming labels. Where it should say "Trade" at the top it says "TXT_KEY_DEAL_STATUS". Over on the right are popups labeled things like "TXT_KEY_BORDER_AGREEMENT", "TXT_KEY_RESEARCH_AGREEMENT", etc.

Oops, this may have been due to me having both the trading opportunity mod (v6) downloaded and active in addition to the Unofficial patch... I did not know trading opportunity was also IN the unofficial patch, so I had the two running at the same time. I have now downloaded unofficial patch 151.14 (latest I found) and this is no longer a problem.

The 151.14 patch, running alone, with the underscore before the VEM folder, still has the porcelain tower gimped without the 50% RA bonus. Not sure if this is a bug or a feature.

I'm trying another game without VEM to test slowdown issues I had, and VEM makes my automated workers too dumb.

Thanks again for the work you do and donate to the community.

edit--- 151.14 (with VEM disabled) is not playable. The buttons on the screen to ask napoleon for open borders don't press. No trading is possible. I was going to post a bug report, but I saw other bug reporters have even more recent versions than 151.14. I followed a link to a beta version that doesn't have a version number, it's just "beta." I guess I don't know where to go for the latest version one should be trying to play. The 1.5.0 that is available on the in-game browser seemed to work. Perhaps that is the current most stable version?
 
The 151.14 patch, running alone, with the underscore before the VEM folder, still has the porcelain tower gimped without the 50% RA bonus. Not sure if this is a bug or a feature.

I'm trying another game without VEM to test slowdown issues I had, and VEM makes my automated workers too dumb.

1) The effect works but is not visible on the tooltip. I've encountered difficulties getting it to show up. Still working on it! :)
2) Mods can't change worker priorities.
3) Updates are posted to civmodding.wordpress.com. I'll investigate the trade screen issue you've reported.
 
Your mod is great, you did a great job with it, but i have a wired problem.
It's my second game with your mod but it plays out the same, so here it goes:
I am attacking Genghis , now i killed all of his army he has just 3 cities and begs me for peace but he doesn't want to give me not even 10 gold for it ( he has 5k+ gold and 45 per tur ), he just wants a trade peace for peace. Same thing happens with all of the civs, i even get them to 1 city and they just don't want to give nothing extra to end the war.
 
I sometimes see AIs offer big surrender deals. I think it might depend on their attitude towards us... if they really hate us, they'd rather die than give us anything. In previous versions there was an issue where AIs would give excessive amounts of gold to end a war. That's probably worse than trading peace-for-peace, so I erred on the side of safety.
 
I sometimes see AIs offer big surrender deals. I think it might depend on their attitude towards us... if they really hate us, they'd rather die than give us anything.

Supporting this is the fact that the AI will offer a deal on most first wars, but almost never does on a second war.

By the way, I've learned a trick for situations when an AI demands all your gold and some luxuries in exchange for peace. Even if you are better off conceding, you can first spend and trade away most of what the AI is asking for, and they will still agree to peace.
 
It is intended for puppet cities to generate the same amount of unhappiness as occupied cities? Playing with v152 I decided to occupy two puppet cities, surprisingly nothing changed in unhappiness number. So player can gain control over new cities at no cost.
 
I've noticed that puppeted cities are often down to size one, due to the the gold focus slowly starving them down to nothing. This clearly hurts the AI.
 
I don't think it's possible to change puppet focus, nor the fondness for governors to starve cities. The city focus stuff is mostly hardcoded in the game core. I've searched around without finding any variables to change.
 
I've seen them starve newly aquired puppets up to the point that they are out of rebellion and the Civ is positive happiness.

Generally they start to grow after that, slowly... depending on location and improvements and population remaining.

Basically if you want them to grow you must remove all villiages and gold producing sites and put in all farms!
 
Is it possible to change the combat text for Airplanes?

Currently all combat is followed by a text notification in the top center of the screen that says something along the lines of:

Your Warrior (10 Damage) attacked a Barbarian bowman (15 Damage).

However when Airplanes fight combat it simply says something like:

Your Fighter attacked a Destroyer (2 Damage).

Is it possible to put the damage that was done to the airplane in that text?

Also when looking at the combat odds for Airplanes, it always shows as 0 damage from the unit you are targeting. I am guessing this is due to it being a ranged attack and theoretically shouldn't have any damage done back to the attacker. Is it possible to put the Anti-Air damage that a plane is going to recieve in that text?
 
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