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Colonialist Legacies’ Inuit for VP

Discussion in 'Mods Repository' started by pineappledan, Apr 4, 2019.

  1. InkAxis

    InkAxis King

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    In the DLL or in the lua.
    As it's the UI and it makes a lua error I would guess it's lua.
    I would make a GitHub report, especially as even without modmods there is a lua error in 6a that I've mentioned to @Gazebo , and it might be related, something with Game not existing.
     
  2. pineappledan

    pineappledan Deity

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  3. vide0gamer

    vide0gamer Chieftain

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    Nope, VP and 3rd/4th components are the only other mods I have running.
     
  4. pineappledan

    pineappledan Deity

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    Just reuploaded a new version with a bug fix for the lua. I think it should work now.

    Should also be save compatible
     
    vide0gamer and m0nk3yst1ck like this.
  5. ridjack

    ridjack King

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    Do the Inuits have some kind of flavor that makes them keep a war going, like, almost indefinitely? I've just had my second game in a row where I've completely thrown up my hands and abandoned it because I got into a war with the Inuits that they simply would. Not. Let. Go. Of. Warscore in my favor, killing multiple units per turn, pushing into their cities a little, nothing makes them stop. It's honestly really frustrating.
     
  6. pineappledan

    pineappledan Deity

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    There’s nothing particularly unique about the Inuit’s approach biases except that they have fairly high neutral approaches across the board. I’ll post their flavours soon, maybe @Recursive can comment.
     
  7. ridjack

    ridjack King

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    I wonder if the sled doggies are implicated somehow. It doesn't seem to matter how soon I go after him, he always has absolute carpets of the puppers. Wonder if their low cost and lack of horse requirement is allowing him to feel overconfident? Just spitballing.

    EDIT: I'm also curious what exactly "high neutral approaches" actually means? Because all else aside, the Inuits always choose Authority and warmongering, almost without exception.
     
    Last edited: Sep 3, 2021
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  8. ridjack

    ridjack King

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    Unatattik stole two movement from my Explorer, rather than one.

     
  9. pineappledan

    pineappledan Deity

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  10. Denn

    Denn Chieftain

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    in many occasions, the inuits settle on non-snow or non-tundra land which makes them lose their key atttribute. how can i make a change to their settling point so that they always settle on near tundra or snow land?
     
  11. pineappledan

    pineappledan Deity

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    You have to use base maps or else their starting bias doesn’t work. The civ isn’t compatible with communitu or milae’s map script for instance
     
  12. azum4roll

    azum4roll Emperor

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    It is totally compatible with Communitu_79a. For Milae's you have to turn off override AssignStartingPlots. Won't work with other Communitas-based maps.
     
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  13. pineappledan

    pineappledan Deity

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  14. Willy_the_Kid

    Willy_the_Kid Chieftain

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    Whenever I play against the Inuit as an AI opponent, their units refuse to move. They just remain standing next to their capital for the rest of their lives. All nearby ruins remain unexplored.

    I only use VP and the 3/4 UC mod and a lot of the other custom civs. This has been an issue before recent changes, but I thought I would give them a go again to see if it had changed.
     

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  15. saamohod

    saamohod King

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    How serious is this civ's incompatibility with Communitas script?
     
  16. pineappledan

    pineappledan Deity

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  17. azum4roll

    azum4roll Emperor

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    Communitas is not compatible with VP at all. Use Communitu_79a instead.
     
  18. pineappledan

    pineappledan Deity

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    Great Merge compatibility added.

    The Inuit mod now removes other civs' ability to build their unique improvements in snow. This is a small, peripheral change in most cases, but keeps the Inuit feeling more special, as the civ that was specifically designed to exist in those terrain types, which was undercut by many other civs being able to build in those tiles.
     
    Hinin likes this.

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