Very odd. The main thing is that the atolls work as intended, I agree that its some weird mod interaction causing the bug for me and others. My next best guess is some interaction between the communitu script and more resources mod, but I'd need the other folks who encountered the bug to confirm if they were using the latter mod.
I played several times with and against Nan Madol, no particular bug on the atolls (I hadn't seen the fishing boats).

Spoiler Mods I use all the time :

[1672412.281] EUI_context: Active MOD: f8458728-9f76-4a2b-96d2-063544fc0514 (9c) Units - Starting Worker Version 1
[1672412.281] EUI_context: Active MOD: 5114ca56-5621-43cb-a024-e0884b6045da (9d) Reforestation for VP Version 5
[1672412.281] EUI_context: Active MOD: a526e077-5006-4138-b33f-95af23D709e1 (9g) - Local Generals to Nearest City Version 2
[1672412.281] EUI_context: Active MOD: 6010e6f6-918e-48b8-9332-d60783bd8fb5 (9j3) - Historical Religions Complete (BNW or GK) (v 45) Version 45
[1672412.281] EUI_context: Active MOD: 259c3593-34dd-4fdd-bd7d-8ed67cc0797c (over) More Unique Components for VP Version 85
[1672412.281] EUI_context: Active MOD: 675ba5ec-dc5a-400f-9864-8170568d04e5 (overhaul) Enhanced Naval Warfare for Vox Populi Version 2
[1672412.281] EUI_context: Active MOD: 3e151552-1683-4881-b736-8ee89226f599 (overhaul) More Wonders for VP Version 1
[1672412.281] EUI_context: Active MOD: 5bc5cebf-f7fc-4cf7-8669-726e58ad476e (Unity) - JFD-US-DMS-THP-GH's Ireland - Brian Boru for VP Version 6
[1672412.281] EUI_context: Active MOD: e37c9bba-9a02-4472-b460-617a1132fa40 Better Lakes for Vox Populi Version 2
[1672412.281] EUI_context: Active MOD: 34e48053-e044-4aa2-ac7e-5c60ad1a89e5 Cemetery Building 4VP Version 3
[1672412.281] EUI_context: Active MOD: 6c3e0a7b-c67f-4603-8461-67105e8184fb Jarcast's Duchy of Amalfi for VP Version 4
[1672412.281] EUI_context: Active MOD: 8e97b90f-bd6f-4139-9f22-8cca9a9d6931 Jarcast's Nan Madol (VP) Version 2
[1672412.281] EUI_context: Active MOD: d600c443-2f04-469a-9475-e857284d5992 New Beliefs Mods Version 17
[1672412.281] EUI_context: Active MOD: 02484922-a809-4f03-b6f2-f4acd7f231e9 Ski Resort and Marina Building for VP Version 1
[1672412.281] EUI_context: Active MOD: a17e6c5d-d00b-4650-a09b-61c34a299f51 Tomatekh's Kyivan Rus' (Yaroslav the Wise) for VP Version 2

except civ mod which change often.
 
I also have the issues with atolls not spawning the feature that actually gives the resources, just the graphical part, and I am running a very spartan mod list, of which the only one being ran which isn't listed in jarcast2's list is More Unique Components.

Total mod list:
(1) Community Patch (v. 117)
Really Advanced Setup (v. 15)
(2) Vox Populi (v.16)
(3a) VP - EUI Compatibility Files (v. 1)
(4a) Promotion Icons for VP (v. 6)
(4b) UI - Promotion Tree for VP (v. 22)
(over) More Unique Components for VP (v. 85)
InGame Editor+ (v. 46)
Jarcast's Nan Madol (VP) (v. 2)

Other poster saying they have the same issue also stated they use 4UC. Is that maybe the culprit?

EDIT: I see gwennog mentions they use 4UC without issues. I dunno then. :dunno:
 
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Yesterday I started a game with the following mods enabled, now in Industrial era and no problems so far. Same things as my previous post.
I added also 4UC and Reworked Top Panel that I did not use in the previous test.

Spoiler List of Mods :
[22072.093] EUI_context: Active MOD: a323e0c6-91a5-430e-9df3-555ae355b235 !Jarcast's Clock Tower Building Version 1
[22072.093] EUI_context: Active MOD: 6c3e0a7b-c67f-4603-8461-67105e8184fb !Jarcast's Duchy of Amalfi for VP Version 4
[22072.093] EUI_context: Active MOD: d2862d6d-65e5-4f57-8f3b-fd8346e9a553 !Jarcast's Some More City States Leaders for VP Version 3
[22072.093] EUI_context: Active MOD: 6031eb42-9188-464c-9c75-1e5856c252b2 !Jarcast's The Etruscans for VP Version 2
[22072.093] EUI_context: Active MOD: d1b6328c-ff44-4b0d-aad7-c657f83610cd (1) Community Patch Version 117
[22072.093] EUI_context: Active MOD: 8411a7a8-dad3-4622-a18e-fcc18324c799 (2) Vox Populi Version 16
[22072.093] EUI_context: Active MOD: 24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2 (3a) VP - EUI Compatibility Files Version 1
[22072.093] EUI_context: Active MOD: 0f1eab20-b84e-4277-a3cc-f772b952be54 (4a) Promotion Icons for VP Version 6
[22072.093] EUI_context: Active MOD: 1f0a153b-26ae-4496-a2c0-a106d9b43c95 (4b) UI - Promotion Tree for VP Version 22
[22072.093] EUI_context: Active MOD: ef8387f0-b053-4c84-90ce-c3c5cb21a580 (5) VP Community Events Version 8
[22072.093] EUI_context: Active MOD: 6eab2123-f4cb-401a-a165-55833306c1ae (6) Vox Populi's Bare Necessities Version 9
[22072.093] EUI_context: Active MOD: 8e54eb87-31e8-4fcd-aafe-ede055b463d0 (7) Even More Resources for Vox Populi Version 10
[22072.093] EUI_context: Active MOD: e37c9bba-9a02-4472-b460-617a1132fa40 (7b) Better Lakes for Vox Populi Version 2
[22072.093] EUI_context: Active MOD: 3e151552-1683-4881-b736-8ee89226f599 (7c) More Wonders for VP Version 1
[22072.093] EUI_context: Active MOD: 87b2deae-83cb-9b88-9017-79e741d3739c (8) Enlightenment Era (Vox Populi) Version 8
[22072.093] EUI_context: Active MOD: 259c3593-34dd-4fdd-bd7d-8ed67cc0797c (8a) More Unique Components for VP Version 85
[22072.093] EUI_context: Active MOD: 5594cb50-a30e-4abf-a249-69704fc95da9 (8b) City-States Leaders for VP Version 16
[22072.093] EUI_context: Active MOD: 675ba5ec-dc5a-400f-9864-8170568d04e5 (9) Enhanced Naval Warfare for Vox Populi Version 2
[22072.093] EUI_context: Active MOD: 6df65e6b-6aa4-4da2-a7fd-084d0e9c84c1 (9.01) UI - Improved City View (Vox Populi EUI) Version 17
[22072.093] EUI_context: Active MOD: 9e735b12-3815-4ce3-9845-5396afb189da (9.03) UI - Trade Opportunities for VP Version 12
[22072.093] EUI_context: Active MOD: 9f801bd1-a762-4fa6-b2d0-b3245c8fb464 (9.04) Unit Scaling and Formation for VP Version 12
[22072.093] EUI_context: Active MOD: 6c2985af-6d9e-4db8-b04e-8a3394ce1c6d (9.04b) USnF for VP Custom Civilizations Version 7
[22072.093] EUI_context: Active MOD: e53b3cb8-48a9-4f46-8e1d-c9d3e8fa2233 Pontoon Bridges for VP Version 2
[22072.093] EUI_context: Active MOD: d4a7e692-5d05-4436-bc84-13236d75575f (9.06) Wonder Planner for VP Version 11
[22072.093] EUI_context: Active MOD: d4707b20-3fc1-4b1e-9f9f-4f67b1808b39 (9.07) Religion - Permanent Pantheons Version 1
[22072.093] EUI_context: Active MOD: 60e56625-b5b8-478d-b0eb-5fdb9f8e7301 (9.08) super-settler Version 1
[22072.093] EUI_context: Active MOD: 5114ca56-5621-43cb-a024-e0884b6045da (9.14) Reforestation for VP Version 5
[22072.093] EUI_context: Active MOD: d600c443-2f04-469a-9475-e857284d5992 (9.15) New Beliefs Mods v17 Version 17
[22072.093] EUI_context: Active MOD: 7040a7a6-c408-4242-b5d0-c48c23053177 (9.18) Convert Caravans and Cargo Ships VP Version 1
[22072.093] EUI_context: Active MOD: baec6cb7-36d9-425a-a72b-e8f7d7ad1b01 Neolithic Wonders Version 1
[22072.093] EUI_context: Active MOD: 12f72070-3f4d-425a-bef0-b6c14a3738ac National Wonder Collection Version 3
[22072.093] EUI_context: Active MOD: 481300ce-c7f4-4094-bb59-0394f190e05c Alternative Civilization Icons Version 2
[22072.093] EUI_context: Active MOD: 2b5ad645-8094-4ed7-a488-1e49eb9277aa Colonialist Legacies' - Phillipine Republic for Vox Populi Version 12
[22072.093] EUI_context: Active MOD: 8562c016-f5bb-40f1-b37e-d3b40d3fg13e Colonialist Legacies' Canadian Dominion for VP Version 25
[22072.093] EUI_context: Active MOD: dcdaabd2-b224-4680-bdc0-d8692a1a1249 Colonialist Legacies' Inuit for VP Version 19
[22072.093] EUI_context: Active MOD: bb769714-1243-4d42-9c13-bdbb55405064 Colonialist Legacies' Tlingit for VP Version 18
[22072.093] EUI_context: Active MOD: 55abc424-63ea-4858-a3e5-15e8cca4890b (overhaul) - DMS' Civilizations - Corsica (Pasquale Paoli) for VP Version 13
[22072.093] EUI_context: Active MOD: 3499cc3d-2073-42c9-9bf0-f39db982e741 GH's Ainu People - Shakushain for VP Version 15
[22072.093] EUI_context: Active MOD: a6fd44de-5fe5-45b1-a2b8-77a69e910182 GH's Scotland - Robert I Bruce for VP Version 16
[22072.093] EUI_context: Active MOD: e576894a-ed2b-4033-be14-ed1c8ceb81d3 Map Labels Version 6
[22072.093] EUI_context: Active MOD: 01f969e2-5ebc-40df-b01d-deb85b0603c9 Hinin's Imazighen (Dihya al-Kahina) for VP Version 3
[22072.093] EUI_context: Active MOD: 9c2470ae-57d8-4dc8-ba30-739b9d678410 Hinin's Hisatsinom/Pueblo (Po'Pay) for Vox Populi Version 5
[22072.093] EUI_context: Active MOD: 170c8ed1-b516-4fe2-b571-befeac39d220 InGame Editor+ Version 46
[22072.093] EUI_context: Active MOD: 4abc16dc-5010-47d1-af6a-7d51a2674a35 Kushan Empire for VP Version 2
[22072.093] EUI_context: Active MOD: 31a31d1c-b9d7-45e1-842c-23232d66cd47 JFDLC (07) - JFD's Cultural Diversity (Core) Version 16
[22072.093] EUI_context: Active MOD: dfc391e1-b126-40bb-8125-2fbafca9c576 JFD's Kingdom of Norway (Haakon IV) for VP Version 4
[22072.093] EUI_context: Active MOD: 42c4728e-4544-4520-8488-4bb430e27e34 JFD's Civilizations - Papal States (Pius IX) for Vox Populi Version 9
[22072.093] EUI_context: Active MOD: 5bc5cebf-f7fc-4cf7-8669-726e58ad476e (Unity) - JFD-US-DMS-THP-GH's Ireland - Brian Boru for VP Version 5
[22072.093] EUI_context: Active MOD: 35e27828-cf22-4aec-b087-08169fa4e430 (7c)Leugi's Israel for VP Version 17
[22072.093] EUI_context: Active MOD: 2f41f1a3-a28d-4a4f-b236-0e16159b7b63 LastSword's Viet Nam for VP Version 3
[22072.093] EUI_context: Active MOD: a235544c-5145-487e-8fa4-ae4f0e12d587 Machiavelli's Cities of Marble (BNW) Version 6
[22072.093] EUI_context: Active MOD: 4bd78158-67ce-4bd5-9b43-c7d4b1503a96 MC and LITE's Nubia for VP Version 19
[22072.093] EUI_context: Active MOD: d4d41747-f4f3-4861-9346-928634c8c68f MC's Greece/Macedon Split for Vox Populi Version 15
[22072.093] EUI_context: Active MOD: 7b2d759e-3366-41c7-8e0c-b4ebfe1c79g2 Cambodian Civilization for VP Version 16
[22072.093] EUI_context: Active MOD: bb769714-1243-4d42-9c13-bdbb37925449 Pineappledan's Chola for Vox Populi Version 8
[22072.093] EUI_context: Active MOD: 7762c016-f5bb-40f1-b37e-d3b40d4gh23e Pineappledan's Phoenician Civilization Version 5
[22072.093] EUI_context: Active MOD: 0410e638-98da-4d02-930a-daf4c3a120ef Quick Turns Version 10
[22072.093] EUI_context: Active MOD: 34feb829-33fb-4241-956f-462e6877e070 Really Advanced Setup Version 15
[22072.093] EUI_context: Active MOD: aec5d10d-f00f-4fc7-b330-c3a1e86c91c3 robk's InfoAddict Version 22
[22072.093] EUI_context: Active MOD: f880b356-abd7-4589-99d8-e28df6d9d38e Sukritact's Civ VI Style City Names Version 1
[22072.093] EUI_context: Active MOD: 7c89ec77-8cd0-44af-b308-925b9ccf0377 Tomatekh's Benin (Ewuare) for VP Version 5
[22072.093] EUI_context: Active MOD: 6010e6f6-918e-48b8-9332-d60783bd8fb5 Historical Religions Complete (BNW or GK) Version 31
[22072.093] EUI_context: Active MOD: a17e6c5d-d00b-4650-a09b-61c34a299f51 Tomatekh's Kyivan Rus' (Yaroslav the Wise) for VP Version 2
[22072.093] EUI_context: Active MOD: 7dbedfbe-cce4-49cd-a2bc-3507e38f4bd4 Tomatekh's Sumer for VP Version 24
[22072.093] EUI_context: Active MOD: cc3e1671-2832-40dc-9bfd-8e053d3b76b2 Tomatekh's Timurids for VP - 4UC Compatible Version 14
[22072.093] EUI_context: Active MOD: 18203a10-fb70-485b-aaf1-948e7e459b6a Vern's Upgrade All Units Button In Military Overview Version 1
[22072.093] EUI_context: Active MOD: 726cd01f-8ea2-4438-8085-21ee14bd9500 Wonder Race Version 7
[22072.093] EUI_context: Active MOD: ef652953-24c3-4316-b0af-1bdd2c2a61eb !Jarcast & pineappledan's Hittites for VP Version 2
[22072.093] EUI_context: Active MOD: 3d777bec-ff86-4703-8c3b-3d2979f71c44 (8c) Enginseer's Wholesome Tweaks Version 7
[22072.093] EUI_context: Active MOD: ccf47da8-4d56-4c74-a416-ab07a98484a8 (9.09) Worker Mountaineering Version 2
[22072.093] EUI_context: Active MOD: 8e97b90f-bd6f-4139-9f22-8cca9a9d6931 !Jarcast's Nan Madol (VP) Version 2
[22072.093] EUI_context: Active MOD: 24923240-xxxx-4bf6-8f0e-6e5b6cf4dRTP Reworked Top Panel Version 5

I also have the issues with atolls not spawning the feature that actually gives the resources, just the graphical part, and I am running a very spartan mod list, of which the only one being ran which isn't listed in jarcast2's list is More Unique Components.
If the atoll is there but it's not appearing graphically save the game and reload.
It's not a thing that I can control. When you edit the map (try with IGE turning a flat tile into a Mountain or viceversa) changes come into effect by reloading.

I tried to circumvent it with the dummy improvement with Atoll graphics but not always works it seems.

EDIT: porcodio.
 
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If the atoll is there but it's not appearing graphically save the game and reload.
It's not a thing that I can control. When you edit the map (try with IGE turning a flat tile into a Mountain or viceversa) changes come into effect by reloading.
Other way around. The dummy improvement, the graphical part as I referred to it, is the only thing that gets spawned; the actual part that has the output tied to it, the "real" atoll, does not.
 
The dummy improvement as well as the GG improvements have the following qualities:
Code:
RemoveWhenComplete=1,  CreatesFeature='FEATURE_ATOLL'
that are sql table entries added by the VP dll.
If they don't work as intended for you (assuming you use the latest VP version) then I have no idea why but the answer may lie in how those mechanics were coded in the dll.
 
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The dummy improvement as well as the GG improvements have the following qualities:
Code:
RemoveWhenComplete=1,  CreatesFeature='FEATURE_ATOLL'
that are sql table entries added by the VP dll.
If they don't work as intended for you (assuming you use the latest VP version) then I have no idea why but the answer may lie in how those mechanics were coded in the dll.

3.6.2 is the most recent version, correct? If so, yeah, I'm using the latest version.

The "atoll" is listed as an improvement on the mouseover tooltip, and if viewed in IGE+, is under the improvements category, not the features and wonders. Neither the spawn from the capital guarantee nor Nahnken work, and the Nahnken one is the IMPROVEMENT_JAR_NAHNKEN_IN one, in-case that's relevant. I've not gotten to see whether if the Kepidau does or does not work for certain.
 
3.6.2 is the most recent version, correct? If so, yeah, I'm using the latest version.

The "atoll" is listed as an improvement on the mouseover tooltip, and if viewed in IGE+, is under the improvements category, not the features and wonders. Neither the spawn from the capital guarantee nor Nahnken work, and the Nahnken one is the IMPROVEMENT_JAR_NAHNKEN_IN one, in-case that's relevant. I've not gotten to see whether if the Kepidau does or does not work for certain.
You have problems in your install. I have many mods more, and it shows and works as stated by jarcast2.
 
You have problems in your install. I have many mods more, and it shows and works as stated by jarcast2.
With which? VP or Nan Madol? I have had this issue through multiple (and seeing as I'm pretty sure VP wipes itself on reinstalls and I don't keep old mod iterations floating around in my directory) fresh iterations of both -- I've tried using the civ to see if it was working correctly for me since it originally released. If y'all think that's the issue, I'll take your alls' word for it, and I'll continue troubleshooting it on my end, but from what I've done that doesn't quite make sense to me.
 
Still Atolls spawned by the Nanhka and the Kepidau have an "atoll" improvement on the tile but still are not actual atolls as far as the tiles goes, it has the graphics. According to IGE+ they are none but have an improvement called Atoll on them, that appears to do nothing -- there are even three different atoll improvements. Not sure what they all do. But it doesn't count as being an atoll tile or give atoll yields. I don't know why it works for some people and not for others. I cleared the cache, reinstalled and so on, run up-to-date addons. Don't know, don't really care. I just fix them manually with IGE+. As in setting them to Atoll instead of none. It's weird but it's not really an issue for me or as far as I am concerned.

To make it as clear as I can -- they, the tiles, have an improvement called Atoll, but they do not have the feature called atoll. Which is what gives the bonus the yields. The feature is called "none". If you go by IGE+ it's under "features and wonders" on the edit map tab. It says none instead of Atoll there. But it has an improvement, same tab, called Atoll. That doesn't really do anything as far as yields are concerned.

Normal from the start atolls work fine, they give the yields, they culture bomb when you get them etc etc.

The Atoll great person improvements. I think holy sites are the main build for me. It's just so much better then the others. The only reason I build an academy or a manufactory is if they are next to each other so I just can not put down another holy site. The town seems very weird. It's very hard to force trade-units to move ontop of it for the extra gold. The citadels are also a bit wonky I guess, you already got the bomb effect and steal the tiles when you get the atoll so that part is mute, also you do get the defence since it's an atoll. So I don't see much point in them either. Also getting a atoll might steal land from city-states and ai, but they didn't seem to mind unlike with a citadel.

Lake atolls are another thing high on my to-build or priority list. They are great. Safer to have then sea or coast atolls. Still not by much but something something pillage tiles.

You can road on top of atolls now, i think it's one of my favorite things as I can connect landmasses with a series or chain of atolls. They work for unit movement but they don't seem to work for caravans.

The ai and barbarians do seem a bit confused about the atolls and their great personal improvements when it comes to pillage, they don't really seem to want to do it very often. It's rare that I see them pillage one of those tiles.

The uhpa works a bit wonky, sometimes it doesn't seem to work. Sometimes it seems to work at 3 tiles instead of two. Had it next to a frigate that bombarded two tiles away, didn't count. I guess this is then 3 tiles away from the nanhka. But an archer that shot a unit two tiles away did give, a melee ship that took a unit next to it gave. I'm not even sure if it's being next to the unit when you kill or if it's being next to it as you start your movement, it's so far my main theory or explanation as to why it sometimes work and sometimes it doesn't. I'm not sure if it's from the nanhken or from the unit that kills that is within range of the nanhka. It might be both, it has to be within range of the nanhka and the the unit you kill with has to be in the range to or something. It's something I should pay more attention to, it's easier in the start of the game as everything is just melee or range1 slingers. but gets harder later as you extend your kill range.

THe uhpa doesn't stack either if you have multiple nanhken in range of a unit. I had two on top of each other and only one of them gave the bonus.
 
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Still Atolls spawned by the Nanhka and the Kepidau have an "atoll" improvement on the tile but still are not actual atolls as far as the tiles goes, it has the graphics. According to IGE+ they are none but have an improvement called Atoll on them, that appears to do nothing -- there are even three different atoll improvements. Not sure what they all do. But it doesn't count as being an atoll tile or give atoll yields. I don't know why it works for some people and not for others. I cleared the cache, reinstalled and so on, run up-to-date addons. Don't know, don't really care. I just fix them manually with IGE+. As in setting them to Atoll instead of none. It's weird but it's not really an issue for me or as far as I am concerned.
To make it as clear as I can -- they, the tiles, have an improvement called Atoll, but they do not have the feature called atoll. Which is what gives the bonus the yields. The feature is called "none". If you go by IGE+ it's under "features and wonders" on the edit map tab. It says none instead of Atoll there. But it has an improvement, same tab, called Atoll. That doesn't really do anything as far as yields are concerned.

Normal from the start atolls work fine, they give the yields, they culture bomb when you get them etc etc.
Thanks for the feedback.
Unfortunately I cannot replicate the issue so I advice you to file a bug report on Github ( https://github.com/LoneGazebo/Community-Patch-DLL/issues ) mentioning that the Improvements table entries "RemoveWhenComplete" and "CreatesFeature" are not always working as intended because, respectively: 1) the fake atoll improvement is still there 2) the atoll feature it is supposed to create is not there.
EDIT2: I made the bug report myself.

It's a bit of a peculiar case because I noticed my mod is the first one using that code, as it seems there are no precedents in VP and other modmods.

The uhpa works a bit wonky, sometimes it doesn't seem to work. Sometimes it seems to work at 3 tiles instead of two. Had it next to a frigate that bombarded two tiles away, didn't count. I guess this is then 3 tiles away from the nanhka. But an archer that shot a unit two tiles away did give, a melee ship that took a unit next to it gave. I'm not even sure if it's being next to the unit when you kill or if it's being next to it as you start your movement, it's so far my main theory or explanation as to why it sometimes work and sometimes it doesn't. I'm not sure if it's from the nanhken or from the unit that kills that is within range of the nanhka. It might be both, it has to be within range of the nanhka and the the unit you kill with has to be in the range to or something. It's something I should pay more attention to, it's easier in the start of the game as everything is just melee or range1 slingers. but gets harder later as you extend your kill range.

The uhpa doesn't stack either if you have multiple nanhken in range of a unit. I had two on top of each other and only one of them gave the bonus.
Upha works if the attacking unit is within 2 tiles of the Nahnken, regardless of the position of the killed enemy.
The fact the production bonus doesn't stack is normal. It depends on the defeated unit, which is one, so you get it only once. It would have been weird otherwise.


EDIT: I added a lua line that forces the spawn of Atoll feature, so it won't be needed to add it with IGE anymore. It doesn't remove the bug but solves its problem. Update online.
 
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Thanks for the feedback.
Unfortunately I cannot replicate the issue so I advice you to file a bug report on Github ( https://github.com/LoneGazebo/Community-Patch-DLL/issues ) mentioning that the Improvements table entries "RemoveWhenComplete" and "CreatesFeature" are not always working as intended because, respectively: 1) the fake atoll improvement is still there 2) the atoll feature it is supposed to create is not there.

It's a bit of a peculiar case because I noticed my mod is the first one using that code, as it seems there are no precedents in VP and other modmods.
I had tested it for my reforestation mod but as it didn't work, @adan_eslavo replaced it with lua.
 
I had tested it for my reforestation mod but as it didn't work, @adan_eslavo replaced it with lua.
I also found out why for some players the atoll spawn doesn't work.

Thanks to @Enginseer I discovered that those functions are depending on setting
Code:
UPDATE CustomModOptions SET Value = 1 WHERE Name = 'IMPROVEMENTS_EXTENSIONS';
which my mod hasn't.

However, this gets enabled by your Reforestation mod so for those players who use also that mod (or any other mod with the code above) the Atoll thing works as intended.
It's a bit freaky, not gonna lie. :crazyeye:

What seems to not work is "RemoveWhenComplete=1" because the dummy atoll improvement stays when it should disappear although that is a smaller concern because workers can replace it to build the GPTI.

LMAO, hello, my fellow Italian compatriot! Always beautiful to see this kind of nice words in foreign language sites =)
ciao connazionale :D

EDIT: update online, hopefully the last concerning bugs.
 
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Good news about the Atolls. Will test it later this week. But I guess it should be fine.

The only other thing I really found so far, beyond what I find to be somewhat inconsistent results with the slave taking buff, is that there doesn't appear to be a cooldown on buying Nahnken great people for faith later in the game, not sure if its intended or an oversight. The only limiter is the amount of faith you have and/or generate. Compared to normal great people that have a cooldown if you buy one of them you can't buy another nomatter how much faith you have. Also it's disconnected from normal great people in that you could by any amount of Nanhken and also one great person on the same turn, if you only have the faith generation or accumulation.

Upha works if the attacking unit is within 2 tiles of the Nahnken, regardless of the position of the killed enemy.
The fact the production bonus doesn't stack is normal. It depends on the defeated unit, which is one, so you get it only once. It would have been weird otherwise.

I assumed this was the case but my results in practice are somewhat mixed. To the best of my testing it appears that the slavery things does seem to require that you start within the two tiles range. I used Explorer units that move from far away into the zone and still don't get it when they do an attack/kill. So the tile they stand on when they do the attack have to be within two tiles, it's not enough to be within the range when the attack and kill is complete. So a unit that appears to be in range 3 from the Nanhken and attack into range 2 doesn't always appear to be generating the slavery yield. Ranged units doesn't do it and melee units doesn't do it either even if the melee unit will end up inside the range2 once done, while the ranged will remain stationary so shouldn't do it. Weird thing is that sometimes it does appear to work and other times it doesn't. So the result isn't really consistent in that regard. I have very inconsistent results with Frigates for some reason when they bombard units to death. So it's weird. It mostly appears to be working as intended but sometimes when I think it should have worked it doesn't. But it could be an error on my part. It doesn't appear that anyone else mentioned it so perhaps it's just me.
 
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Good news about the Atolls. Will test it later this week. But I guess it should be fine.

The only other thing I really found so far, beyond what I find to be somewhat inconsistent results with the slave taking buff, is that there doesn't appear to be a cooldown on buying Nahnken great people for faith later in the game, not sure if its intended or an oversight. The only limiter is the amount of faith you have and/or generate. Compared to normal great people that have a cooldown if you buy one of them you can't buy another nomatter how much faith you have. Also it's disconnected from normal great people in that you could by any amount of Nanhken and also one great person on the same turn, if you only have the faith generation or accumulation.

I assumed this was the case but my results in practice are somewhat mixed. To the best of my testing it appears that the slavery things does seem to require that you start within the two tiles range. I used Explorer units that move from far away into the zone and still don't get it when they do an attack/kill. So the tile they stand on when they do the attack have to be within two tiles, it's not enough to be within the range when the attack and kill is complete. So a unit that appears to be in range 3 from the Nanhken and attack into range 2 doesn't always appear to be generating the slavery yield. Ranged units doesn't do it and melee units doesn't do it either even if the melee unit will end up inside the range2 once done, while the ranged will remain stationary so shouldn't do it. Weird thing is that sometimes it does appear to work and other times it doesn't. So the result isn't really consistent in that regard. I have very inconsistent results with Frigates for some reason when they bombard units to death. So it's weird. It mostly appears to be working as intended but sometimes when I think it should have worked it doesn't. But it could be an error on my part. It doesn't appear that anyone else mentioned it so perhaps it's just me.

I just noticed I forgot to add the purchase cooldown for Nahnken.
I also changed the lua event for Uhpa from CombatResult to CombatEnded. I didn't know the difference but intuitively now it should work when melee starts from 3 tiles and end up in 2 tile range of Nahnken after killing.
Thanks again for notifying me.

Update is online.
 
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