MODS compatible with Vox Populi (VP)

I don't use non-EUI, so I don't know. Just try it out. Civilopedia might be the same, so it would fix it.
Also, you are using 43Civ version. I don't know if this is a problem, but there might be minor differences.
Anyway, there was 1 problem with original mod. Try to use this file and see if this helps (put it into \MODS\Improvement - Airbases (v 14)\XML)
Thanks it works great. How come the airbase works for you without fixing any files while mine needs to? Whats the nofollowup tag for? Just curious.
 
Thanks it works great. How come the airbase works for you without fixing any files while mine needs to? Whats the nofollowup tag for? Just curious.
Nah, I had to fix too. But I did some time ago and long forgot about it. I had this mod downloaded but I wasn't using it. I found out that NoFollowup in your logs and was curious why this error doesn't show in my logs. And then found out that I have already fixed it. Btw, I have no idea what this flag does. Fact is that it isn't supported by VP DLL.
So... does it work with 43Civs? And Civilopedia too?
 
Nah, I had to fix too. But I did some time ago and long forgot about it. I had this mod downloaded but I wasn't using it. I found out that NoFollowup in your logs and was curious why this error doesn't show in my logs. And then found out that I have already fixed it. Btw, I have no idea what this flag does. Fact is that it isn't supported by VP DLL.
So... does it work with 43Civs? And Civilopedia too?

Works great, everything is fixed. Someone should really update this list.
 
@JackConorAirbases work for me perfectly, out of the box, with latest VP (12-15) and EUI.

Curious if AI uses airbases at all in your testing (even if poorly)?

Nah, I had to fix too. But I did some time ago and long forgot about it. I had this mod downloaded but I wasn't using it. I found out that NoFollowup in your logs and was curious why this error doesn't show in my logs. And then found out that I have already fixed it. Btw, I have no idea what this flag does. Fact is that it isn't supported by VP DLL.
So... does it work with 43Civs? And Civilopedia too?

I haven't even looked at the code here yet, nor am I certain about where this appears, but I vaguely recall having determined at some point in my own mod testing that 'NoFollowup' flag was a prior way of making it so a unit doesn't advance out of an improvement, like in forts or citadels? I haven't seen this in VP's tables for a while, though... definitely should be removed/commented.

I will test the airbase fix w/o EUI sometime soon, thanks for this!
 
I seem to remember seeing this answer before but my searches come up empty. Are the following mods included already? Perhaps it might be within CP or CBP?
Units - Subs Ignore Borders
Units - Subs Immune Under Ice
 
UI - Tech Enhancement Icons (v 1) breaks spying in VP (1-8): with this mod enabled the ability to steal a tech breaks, such that when prompted to "steal a tech" you find that there are zero available techs to steal, which locks the game. Because you cannot steal a tech, you cannot clear the steal-a-tech prompt, hence you are unable to proceed to the next turn. Game over.
 
I seem to remember seeing this answer before but my searches come up empty. Are the following mods included already? Perhaps it might be within CP or CBP?
Units - Subs Ignore Borders
Units - Subs Immune Under Ice
These are just flags in DB you set to 1 to enable the effect. In VP they are set to 0. So, in a way they are included but „switched off”.
 
UI - Tech Enhancement Icons (v 1) breaks spying in VP (1-8): with this mod enabled the ability to steal a tech breaks, such that when prompted to "steal a tech" you find that there are zero available techs to steal, which locks the game. Because you cannot steal a tech, you cannot clear the steal-a-tech prompt, hence you are unable to proceed to the next turn. Game over.
I think VP already displays Tech Tree with various tech enhancement icons (embark, yields for specialists, more TR, etc)
 
Great, which file is the DB so I can edit it? :goodjob:
CustomModOptions.xml

Edit. And entering borders is standard game functinality. You need to add somewhere:
Code:
UPDATE Units SET RivalTerritory=1 WHERE Type='UNIT_SUBMARINE';
UPDATE Units SET RivalTerritory=1 WHERE Type='UNIT_NUCLEAR_SUBMARINE';
 
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CustomModOptions.xml
[/code]
OK, I found the list of mod options, quite amazing. Does this mean that NMCTJ is turned OFF by default?

<Row Class="6" Name="GLOBAL_BREAK_CIVILIAN_1UPT" Value="0"/>
<Row Class="6" Name="GLOBAL_BREAK_CIVILIAN_RESTRICTIONS" Value="0"/>
 
OK, I found the list of mod options, quite amazing. Does this mean that NMCTJ is turned OFF by default?
<Row Class="6" Name="GLOBAL_BREAK_CIVILIAN_1UPT" Value="0"/>
<Row Class="6" Name="GLOBAL_BREAK_CIVILIAN_RESTRICTIONS" Value="0"/>
I don’t know all the options by heart, but it is on in VP for sure.
There is often another SQL statement in CBO files that sets the option to a desired value.
This is to ensure CP compatibility with vanilla game.
So, this one can be 0 in CP but set to 1 in CBO.
 
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