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Community Patch - How To Install

No! No! You can't give up like this! Think about your country (civ)!

You are not using any other mods, are you? This happened to me in combination with some UI mods.

Even if your unit panel is missing, you can play for a couple of turns, right? Is everything else working? Can you choose production in the city screen? Can you pick what to research? (if you don't know how to found your 1st city without the unit panel, press B, when your settler is selected).

I suppose you are familiar with how EUI interface looks like. Can you see the familiar top panel?

If all fails, you can still play the non-EUI version with InfoAddict. I know, if you are used to playing with EUI, it may be uncomfortable to go back to the vanilla interface, but all the info is there, just not that visible as in EUI. Still better then not using CBP imo.
I'm having the same issue as that guy. I can press B and even open the city screen and queue build orders. I have also reinstalled, and had it working previously.
 
Is it possible to set the happiness to the way it normally works (4 from luxuries, based just purely on population)?
 
Is it possible to set the happiness to the way it normally works (4 from luxuries, based just purely on population)?

C:\...\Community Balance Patch\CommunityOptions.sql

Find these lines.
Code:
National Happiness Tweaks - Allows for variable bonuses/penalties from happiness/unhappiness
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_NATIONAL_HAPPINESS', 1);

/*
City Happiness Tweaks - Allows for variable bonuses/penalties from happiness/unhappiness
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_CITY_HAPPINESS', 1);

/*
Luxury Happiness Tweaks - Allows for scaling happiness bonuses for luxury bonuses based on population, era and number of cities.
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_LUXURY_HAPPINESS', 1);

Change into
Code:
National Happiness Tweaks - Allows for variable bonuses/penalties from happiness/unhappiness
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_NATIONAL_HAPPINESS', 0);

/*
City Happiness Tweaks - Allows for variable bonuses/penalties from happiness/unhappiness
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_CITY_HAPPINESS', 0);

/*
Luxury Happiness Tweaks - Allows for scaling happiness bonuses for luxury bonuses based on population, era and number of cities.
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_LUXURY_HAPPINESS', 0);
 
I would like to say I really enjoy this mod. However, I am consistently having an issue for which a clean install and re-application of the MOD didn't rectify.

When I get to the point in the game I can select an ideology, the magnifying glass that previews the three different trees displays the new CBP tenets for their respective ideologies. However, when I actually choose an Ideology, on the tenet screen, all of the choices are now the vanilla Civ options, not the new, CBP ones.

Any help on getting this fixed would be appreciated as it's getting in the way of re-enjoying Civ again with this great MOD.
 
When I get to the point in the game I can select an ideology, the magnifying glass that previews the three different trees displays the new CBP tenets for their respective ideologies. However, when I actually choose an Ideology, on the tenet screen, all of the choices are now the vanilla Civ options, not the new, CBP ones.

This is very strange. Is your game language set to English?
 
This is very strange. Is your game language set to English?

Nope, everything is English. The game with the MOD seems to work perfectly except for the aforementioned issue with regard to Ideologies & Tenets. I have tried everything I can think of and played several games to that point with the same result...vanilla tenets once unlocked.

I googled/searched my butt off and no one else seems to have experienced this issue, thus my reason for posting here...lol
 
Keeps crashing around turn 50 anyone else having this issue?

If you're talking about maps with borders (those that you can't circumvent) like highlands and inland sea, then yes. Other than that, this should probably be in the bug-thread not the install thread. :D
 
is update process just install, then clean cache? or do we need to delete existing files first.

Loving the mod, can't wait to finish my hotseat game to try swaptimize feature!
 
Gazebo, when will you update the CPP?

When the new version is ready for release. Don't push Gazebo. Although he is releasing new versions faster than we can playtest them, it seems that apart from working on CPP, Gazebo also works at university and has private life :) I think he is merging some new stuff from the new WHoward's DLL, which can be very time consuming, so I think even he does not know when it will be ready.

Is there anything particular you are waiting for? It seems the latest 10/23 version is stable and quite balanced. If you are concerned about the herbalist wrong yields, go to the thread about the 10/23 version, I posted how to change the yields in XML files manually, it is very simple.
 
When the new version is ready for release. Don't push Gazebo. Although he is releasing new versions faster than we can playtest them, it seems that apart from working on CPP, Gazebo also works at university and has private life :) I think he is merging some new stuff from the new WHoward's DLL, which can be very time consuming, so I think even he does not know when it will be ready.

Is there anything particular you are waiting for? It seems the latest 10/23 version is stable and quite balanced. If you are concerned about the herbalist wrong yields, go to the thread about the 10/23 version, I posted how to change the yields in XML files manually, it is very simple.

No need to be patronizing here. He's was a legitimate question, and no pushing tone added that I can feel. This is one, if not the most, of the best-behaved sub-forums in CF, in its entire history, proven by not a single mod intervention so far; in this sense, it resembles more the EU Paradox forum than an average CF forum.

As for his question, many of us have the same, and also because we have another life, and cannot afford starting a session when it will be rendered useless by the next patch. Nobody is pushing Gazebo, it's his creature after all, but many would like to know at least approximately.

Bottom line, please no self-proclaimed mods in here.
 
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