MODS compatible with Vox Populi (VP)

I've just run a test to try and figure out the Great Generals/Admirals problem. I took out all mods except CP and it's dependencies and xp was added to the Great General creation. However when I put Exploration Expanded in, it no longer registered, so in conclusion, this is caused by JFD's mod. Sorry I've posted this in the wrong thread.

So I suddenly had a thought, and it seems the Great General/xp problem is not caused by either mod but is a result of my own stupidity. I attacked a city state in the first test, barbarian in the second test. I tried again without JFD's mod and found that attacking barbarians doesn't count as xp towards a Great General but city states do. So in conclusion, my posts are rubbish and need to be deleted. Sorry.
 
Faster Aircraft Animations, isn't technically on the compatibility list. I imagine no one formally tested it with the CPP. I've been using it for awhile, and have no complaints. Does it make sense to add it to the "out of the box compatible" list?

Thanks~
 
The July 15 2015 Unified Change Log PDF indicates that the following mods are incorporated into the CPP. Thos which are in gray color are already listed as "Incorporated" of this thread.

Does it make sense to add bolded ones to the Incorporated into CBP" list here on this thread?

I appreciate that it can be a hassle to keep the two synchronized, but knowing which which are/aren't included helps to prevent loading the same mod twice, or (worse yet) loading a seperate mod which has the same purpose, but does it differently.

Smart AI by Ninaroku
• Artificial Unintelligence by Delnar Eriske - listed as "MODs not compatible with CBP" - move to "included"?
• DLL - Various Mod Comps + Civ IV Diplo + CSD mods DLL by Whoward
• Global City Bombard Range by Whoward
• AI - Warmonger Adjustments by Whoward
• Separate Great People by Whoward - listed as "MODs not compatible with CBP"
• UI - Trade Opportunities by Whoward
• UI - Archaeology by Whoward
• Secondary Workers and Settlers by Whoward
• Local Workers by Whoward
• Global City Forest by Whoward
• Liberate CS by Whoward
• Trade Route Scaling by Whoward
• Truly Free GPs by Whoward
• Raze Less Often by Whoward - Compare to Global - CS Raze Rarely "MODs not compatible with CBP"
• Custom Culture Overview by KyteM
• No More Civilian Traffic Jams by Pazyryk
• Communitas Map Script by Thalassicus (modified by Gazebo
 
Barbarians Evolved - Barb camps can evolve into towns, spawn more units and capture major civ cities! Please read the mod description at Steam - there are some limitiations if you play in combination with CBP

What 'some limitations' exactly mean? :p
 
Barbarians Evolved - Barb camps can evolve into towns, spawn more units and capture major civ cities! Please read the mod description at Steam - there are some limitiations if you play in combination with CBP

What 'some limitations' exactly mean? :p

At the moment that mod crashes the game with used with CBP anyway (it may actually be CSD or C4F that causes it, not sure).

When it was working, the only thing you couldn't do with CBP is liberate spawned barbarian cities. The exact changes are on the mod's page under "Compromises for Compatability".

It's a great mod, so I'd keep an eye out for that update which will presumable restore compatibility with CBP.
 
Can do.

Just ran a quick test, and the problem seems to have been fixed.

I kept the Piety & Prestige in the "Compatible after tweaking some files" as the users need to set JFD_PIETY_COMMUNITY_BALANCE_PATCH = 1, correct? As it is not necessary to delete the ReligionOverview.xml anymore, I deleted this part of description.

Thanks!
 
The July 15 2015 Unified Change Log PDF indicates that the following mods are incorporated into the CPP. Thos which are in gray color are already listed as "Incorporated" of this thread.

Thanks! I think I missed this update.

  • Smart AI by Ninaroku
  • Artificial Unintelligence by Delnar Eriske

I moved them into the incorporated mods list. I think it is more that CBP does the same things rather than these 2 being incorporated. Anyway, the important point is that people should not try installing these 2 together with CBP as they use DLL.

  • Separate Great People by Whoward
  • Local Workers by Whoward
  • Trade Route Scaling by Whoward

I did not find these on WHoward's website. We will have to ask Gazebo, what these are. I suspect the Local Workers should be Local Generals.

Thanks a lot for going through the lists and the changelog so carefuly!
 
Thanks! I think I missed this update.



I moved them into the incorporated mods list. I think it is more that CBP does the same things rather than these 2 being incorporated. Anyway, the important point is that people should not try installing these 2 together with CBP as they use DLL.



I did not find these on WHoward's website. We will have to ask Gazebo, what these are. I suspect the Local Workers should be Local Generals.

Thanks a lot for going through the lists and the changelog so carefuly!

Vyyt - Thanks for looking into this, I appreciate it.

I think you are right that some have similar effect which leads to incompatibility. I'm not sure what the clearest way to communicate that might be; a new category or "Incompatible because duplicates functionality" seems like overkill, but I can't think a more clearway to communicate 1) This function is already there and 2) don't try to add it a second time. What do you think?

You might be right about Local Workers vs Local Generals one. I've been wondering about some of these for a while, see some earlier posts:

http://forums.civfanatics.com/showpost.php?p=13677561&postcount=16
http://forums.civfanatics.com/showpost.php?p=13677673&postcount=17
http://forums.civfanatics.com/showpost.php?p=13677567&postcount=35
http://forums.civfanatics.com/showpost.php?p=13677874&postcount=38

(let me know if there is a better way to link to forum posts with context)
 
I'm not sure if this is the correct place to ask, but I noticed that the link for the AltGameSpeed mod no longer links to anything (I'm assuming the file was hidden).

Does anyone here know of a similar mod that is compatible with the CPP?
 
I'm not sure if this is the correct place to ask, but I noticed that the link for the AltGameSpeed mod no longer links to anything (I'm assuming the file was hidden).

Does anyone here know of a similar mod that is compatible with the CPP?
If enough people request it, I believe I could make it for CPP.
 
ExCE v7 can now be made compatible by setting the value of 'JFD_EXCE_COMMUNITY_BALANCE_PATCH' to 1 in the user setting file. This will, among other things, bring the happiness of the new luxury resources to the level of CBP.

Oh, you seem to have ExCE as a special version made for CBP and ExC as the non-CBP version. This is not the case. ExC was the previous, years-ago incarnation of ExCE - there's just ExCE now. Most of its features work with or without CBP, but a few things need balancing with CBP (such as the luxury happiness), and so that require's a user to switch on the above setting. But if anyone encounters any problems, let me know.
 
So I started a game with some mods and EUI.

Now I cant't access the Diplomacy and faith screens via the ui.
Is there a "workaround" ->shortcut?

Here is my list of mods I am playing with:
(I marked the ones I think could cause this problem...)
Barbarians Evolved + Initial Swarm
City-State Leaders for BNW v6
CSD v27
CivIV Diplo v10
Civ Names by Policies v8
CBP v13
CP v66
Contextual Unit Names v3
Culturally Linked Start Locations v4
Ethnic Units v31
Events and Decisions v1
Extra Victory Conditions v1
Global - Fortify Almost Healed
Global - Units Awake in Danger
InfoAddict
JFD's Piety and Prestige v5
More Luxuries v155
UI - Gold Alerts
UI-Great Work Manager
UI - Small Resource Icons
UI-Wonder Planner v13
Unique Cultural Influence v4
Wonder Race v4

Note: whowards Wonder Planer only seemed to work in the beginning, not after loading the save file...

Did you ever find a fix for the diplomacy screen issues? I think it's caused by Civ Names By Policies because whenever I disable that mod I can access the diplomacy screen again.
 
If enough people request it, I believe I could make it for CPP.

Well, I know I'd at least certainly appreciate at!

I always find the default game speeds to be rather silly. You're always into the next era before you even start building things from the previous one. =<
 
Well, I know I'd at least certainly appreciate at!

I always find the default game speeds to be rather silly. You're always into the next era before you even start building things from the previous one. =<

Significantly reduced unit's and building's production cost. Also made barbarians spawn more often since you can have more units out already. You should also see a difference in building improvements.

Enjoy.

Terrain - Terrace Farm Extension - Makes this improvement available to all civs
Strategic Buildings Pack - Adds new buildings with iron and horses requirements to the later era (!!! some buildings add happiness, probably not balanced with CBP hapiness system !!!)
Medieval and Renaissance Building pack - Adds new buildings to the Medieval and Renaissance Era!
National Wonder Collection - Adds new national wonders (they require certain buildings to be built in all cities - not dependent on population as CBP national wonders)

These mods has been balanced and fixed of course in my thread.
 
Significantly reduced unit's and building's production cost. Also made barbarians spawn more often since you can have more units out already. You should also see a difference in building improvements.

Enjoy.



These mods has been balanced and fixed of course in my thread.

My hero!

I already use your compatibility patch, so huzzah for more great stuff.

Thank you!
 
After a bit if testing mods for my personal gameplay, I found out that:

City-State Settlers is not compatible (it does no harm, but it doesn't work either). Unlike in the unmodded game, the CP actually has the minor civs AI "locked off" from the settlers, so the XML edits in this mod will not work.

Minor Civs does work. The reason for this is that this mod actually causes new minor civilization cities to be 'spawned' rather than actually using settlers to found them, so the AI problem from the other mod never comes into play.

Any mod that changes minium city distance (the closest you're allowed to found a city to another) works. I can't stand leaving it at the default 3 because the AI just SETTLES SETTLES SETTLES all over the place (unless they happen to be Venice).
 
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