Not sure if this is the appropriate place to ask, but when I try to install this, I get the error message "You don't have all the required DLCs installed. Vos Populi can't be installed if DLCs are missing."
I've been using VP for years, and I double checked (still have the install file from my current version, 4.16.2, which I installed in November last year), and it works; I'm definitely not missing any DLCs. Do you think it's worth uninstalling CIV 5 and reinstalling everything?
Check the contents of Assets/DLC in your Civilization 5 folder. Do you have folders 'DLC_Deluxe' and 'DLC_01' through 'DLC_07'?

From the next version on the error message in the installer will be more detailed, mentioning which DLCs are missing.
 
I'm getting a CTD during turn 79 of the Barbarian turn. Can you tell me why? I've checked all the database LUA logs and there's no problem. Looking at the messages, I see that the Barbarian spearman is doing something and then suddenly gets a CTD.
[453458.312] DBG: UpdateMoves() : player 63 야만인 우두머리 크롬 running AutoMission (NO_MISSIONAI) on 창병 id=4022
[453458.312] DBG: UpdateMoves() : player 63 야만인 우두머리 크롬 running AutoMission (NO_MISSIONAI) on 창병 id=4023
[453458.312] DBG: CheckPlayerTurnDeactivate() : auto-moves complete for 야만인 우두머리 크롬
[453461.437] DBG: Game Turn 79
CTDs happen in the DLL, the lua log won't tell you anything. Download the debug version of the DLL from here (Assets > Debug.zip), replace (1) Community Patch/CvGameCore_Expansion2.dll with the downloaded file. Then reproduce the crash once again, make a bug report on github and attach the generated minidump.
 
Check the contents of Assets/DLC in your Civilization 5 folder. Do you have folders 'DLC_Deluxe' and 'DLC_01' through 'DLC_07'?

From the next version on the error message in the installer will be more detailed, mentioning which DLCs are missing.
Thanks. I do have them (DLC 1-7, Delux, and SP-Maps). I'm still enjoying the last version that worked, so I'll probably just wait for the next installer version to see what it says.
 
Hmm, weird. All the installer does at that point is check if the folders are present in Assets/DLC and display the error message if any of them are missing. If the wrong path to Civ 5 has been specified (a path that doesn't have Assets/DLC subfolders), a different error message is displayed.

This is what's being checked:
Code:
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\DLC_01') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\DLC_02') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\DLC_03') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\DLC_04') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\DLC_05') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\DLC_06') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\DLC_07') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\DLC_Deluxe') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\Expansion') and
DirExists(CIVDirPage.Values[0] + '\Assets\DLC\Expansion2')
 
Thanks. It looks like I have them--could a conflict with one of the other items be an issue?
1758752758225.png
 
The patch notes mentions that there had been a bug, which was causing AIs not to BUY units requiring resources.

Did this bug have any impact on unit production or upgrading?

I am asking because I sometimes experienced AIs not upgrading modern units properly, and keeping obsolete units or spamming AA guns instead of having a good mix of units. When I took a seat with IGE, sometimes they were out of resources, but sometimes not.

In some games it was ok, in some games not, I modmod a lot of ideology-specific units, so I thought I might have broken something.

It seems the problem did not appear in my latest game with this version.

Thanks for your hard work - squishing elusive bugs is the worst :)
 
AI saves aluminum for spaceship parts if going for SV.
 
Anyone else noticed this? Engineer specialists produce more hammers than the expected (7), with even different values
Spoiler :

(8)
A126.pngA134.pngB119H.pngB128.png
or (9)
 
Last edited:
Production modifiers exist...
Thank you, I did not know they also apply to specialists. Tooltip always shows 7:c5production:, but I am never opposed to getting more production. Actually, I noticed the difference only when I removed an engineer and lost more than expected...
 
So I just finished playing a game where 43 votes were needed for global hegemony, and through a lot of work and effort I managed to fend off an invading attack and barely in the last turn had time to take the winning player's (Celts') capital and managed to make their total vote count be 42, so they couldn't vote themselves to win in the united nations.

But then another AI, Arabia, for some reason decided to use all 7 of their votes to vote for the Celts, making them win after all, despite all my efforts.

Vassals are disabled by the way

Can you please change it so AI's don't hand over the game win to someone else? It spoils the fun of the game..

I assume that Celts bought the votes from Arabia, but it should trigger an "impossible!" deal since it literally hands over a game win, which should be the same value as selling all your cities away.
 
Also I want to add to this that I find the city state system a bit broken. Celts ended up with 2400+ influence in every city state, and even after a decolonization vote which I bribed everyone to vote for, they managed to get all that influence back in just a few turns.

An AI shouldn't have 51 votes in the very first time we do united nations which requires 43 votes to win in the year 1945.

Even in the early game, I pumped out a diplomat every turn and still couldn't catch up the AI. Also I rarely got any easy quests like trade route quests.

I'm playing on king difficulty with epic game pace.
 
Can you please change it so AI's don't hand over the game win to someone else? It spoils the fun of the game..
DIPLOAI_NO_OTHER_WORLD_LEADER_VOTES in DiploAIOptions.sql
 
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