MODS compatible with Vox Populi (VP)

Is Emigration really working? I tried it out in the past a few times. Also before I came to the Community Patch Project, but even with God+Kings long time ago it had a lot of issues and was simply outdated. Are there new information or has it been updated?
 
Is Emigration really working? I tried it out in the past a few times. Also before I came to the Community Patch Project, but even with God+Kings long time ago it had a lot of issues and was simply outdated. Are there new information or has it been updated?

I can't imagine it is, as the mod would overwrite lua from the CBP, and is based on the vanilla happiness system.

G
 
Cultural Diffusion (CD) *almost* works. By that I mean, it works fine while you're playing the game. However, either the cultural splits of the terrain do not get saved, restored or they are defaulted to 100% of whoever owns the territory at the time of save game load. From that point onward, CD works, again until you might need to load.
 
Elsewhere, a post claimed that More Pantheons - Addon conflicted with CBP. I can attest the mod is indeed functional, but perhaps this was what was meant by "conflict."
 
Elsewhere, a post claimed that More Pantheons - Addon conflicted with CBP. I can attest the mod is indeed functional, but perhaps this was what was meant by "conflict."

It conflicts, in that it isn't necessary (as the CBP pantheons accommodate More Luxuries).
G
 
It conflicts, in that it isn't necessary (as the CBP pantheons accommodate More Luxuries).
G

Last time I tried it(which was a long time ago) it actually conflicted in that it merged a couple of CPP pantheons with ones from more pantheons, creating some really weird results. 0/10 would not recommend.
 
Civ IV Leader Traits in Civ V

This is a cool mod. But I have never got time to check it out.

Sorry, please clarify: You mean you liked the mod before CBP, but you have not tried it with CBP, so you do not know if it is copatible?

Won't it mess with the CBP changes or make the CBP leaders imbalanced? Has anyone played with this mod???
 
Sorry, please clarify: You mean you liked the mod before CBP, but you have not tried it with CBP, so you do not know if it is copatible?

Won't it mess with the CBP changes or make the CBP leaders imbalanced? Has anyone played with this mod???

Gazebo mentioned something about it:
Don't use the more pantheons addon or Civ 4 leader traits, as they'll conflict greatly with the CBP. Also, I'm not sure that Piety and Prestige is compatible, but I believe JFD is working on it.


I personally haven't used that mod but it looks horribly unbalanced
 
It might be worthwhile putting that my Alternative Leaders civs, which also tend to overhaul vanilla counterparts (Louis/Napoleon, Victoria/Elizabeth, Hannibal/Dido, Roosevelt/Washington, Hitler/Bismark, Russia/Catherine, Sigismund/Casimir, etc.) are not compatible out of the box, and, in general, incompatible unless the Leaders balance component is disabled. My Alternate Leaders are here.
 
"Quiet Diplomacy" is listed as Compatible "out of the box", but according to it's Steam Workshop page, "This mod uses a custom DLL."

Per vyyt's posts:
Important: In addition to the mods listed below, any mod which contains DLL will not work with CBP

Please Confirm Quiet Diplomacy is, in fact, compatible with CBP. If so, perhaps a clarification is in order?
Important: In addition to the mods listed below, any mod which contains DLL will not work with CBP unless the mod is listed as compatible "out of the box" above
vyyt - thanks so much for this compatibility list! It is very helpful to break the compatibility down into the separate groups. This is such an amazing mod community!
 
From the Changelog, it sounds like whoward's Local Worker mod is included into either CP or CBP. In this posting, I check-in to see if "Local Worker" should be "UI - No Auto-Embark Workers". If that is correct, perhaps "UI - No Auto-Embark Workers" can be added to the "Incorporated into CBP" list?

Let me know if I'm off base! FYI - I'm not really clear on where CP stops and CBP starts, so this suggestion may be wrong.
 
I don't know why Emigration considered not compatible. I just played a match with it and it worked perfectly fine.

However there was some issue with the extra victory conditions in the latest update (previously it worked fine). Now you don't need the collect all of the luxury you just need the money which is almost too simply to being a victory condition. (I accidently win the game with it when I was going for domination victory).
 
From the Changelog, it sounds like whoward's Local Worker mod is included into either CP or CBP. In this posting, I check-in to see if "Local Worker" should be "UI - No Auto-Embark Workers". If that is correct, perhaps "UI - No Auto-Embark Workers" can be added to the "Incorporated into CBP" list?

Let me know if I'm off base! FYI - I'm not really clear on where CP stops and CBP starts, so this suggestion may be wrong.
I asked Google for an idea and this is my result:
Units - Local Workers: Restricts worker suggestions to local tile

I do not really understand the description, maybe because it is too late..
It is a mod of the DLL - Various Mod Components. So I guess that you are wrong with your suggestion..
 
From the Changelog, it sounds like whoward's Local Worker mod is included into either CP or CBP. In this posting, I check-in to see if "Local Worker" should be "UI - No Auto-Embark Workers". If that is correct, perhaps "UI - No Auto-Embark Workers" can be added to the "Incorporated into CBP" list?

Let me know if I'm off base! FYI - I'm not really clear on where CP stops and CBP starts, so this suggestion may be wrong.

It is not the same thing - I've listed all the mods that the CP/CBP include in the unified changelog.

G
 
I am using these mods also without any problem:

Alt Gamespeed (v 5)
Civ Advanced .1 (v 8)
Classical Building Pack (v 4)
Improvements in Water Tiles (v 2)
Industrial Building Pack (v 2)
Mercenary Army Expanded (v 1)
National Wonder Collection (v 2)
Naval Healing Mod (v 100)
Pontoon Bridge (Brave New World) (v 11)
Reforestation (v 7)
Ships No City Capture (v 1)
Strategic Buildings Pack (v 2)
Terrain - Poor Tiles Tweak (v 2)
Trading Posts Grow into Towns (v 5)
Units - Mech Infantry (v 9)
 
It might be worthwhile putting that my Alternative Leaders civs, which also tend to overhaul vanilla counterparts (Louis/Napoleon, Victoria/Elizabeth, Hannibal/Dido, Roosevelt/Washington, Hitler/Bismark, Russia/Catherine, Sigismund/Casimir, etc.) are not compatible out of the box ...

Thanks, I updated the list, please check. It seems that you have created many nice custom civ mods. Would you please check the lists and let me know if your civ/mod packs are listed correctly? If you want me to change description or if anything is missing, just let me know.

I have always played with CBP, CEP and its predecessors, so I have always played without custom civs as I thought they might break the balance, but I will definetely try some of them soon, if they work with CBP.
 
Back
Top Bottom