New BETA Version – 4.18.4 (January 21, 2025)

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Using 4.18.2 i'm having this crash when is Austria turn

edit: no others mods beside CPP Vox populi

Captura de tela 2025-01-14 125605.png
 
The consensus for well advertised mods is always...cool.
But what about extremely useful QOL mods, like Improved City View, going to the default VP? Would that be a good addition? I don't know about yall, but i think it's an extremely HELPFUL tool in the game.
y'all
 
I love the natural wonders added, because they don't have to impact the game balance so strongly and just provide variety.
this is top of my 'should-be-integrated' list -- I agree that the world wonders component of this mod is a different beast -- very good and almost a must- in 43 civ, but it'd need work to rise to the level we should have in mainbranch.

The natural wonders are excellent, and from a superficial perspective, seem to fit completely with the esthetic and quality of VP and civ 5 -- that said it all works fine as a modmod, so idc about integration at the end of the day. My thoughts in this regard would change perhaps if @adan_eslavo ever decided to depart our community for good, but so far that does not seem to be the case.
 
this is top of my 'should-be-integrated' list -- I agree that the world wonders component of this mod is a different beast -- very good and almost a must- in 43 civ, but it'd need work to rise to the level we should have in mainbranch.
I don't like how it has to rely on a workaround to show up on the map. And all the extra abilities of the natural wonders (adjacent yields, resources, modifiers, promotions) are overkill.
 
I don't like how it has to rely on a workaround to show up on the map. And all the extra abilities of the natural wonders (adjacent yields, resources, modifiers, promotions) are overkill.
Idk how it all works under the hood -- I assume if these nw were added into mainbranch they could be placed via same mechanism that places the existing nw? Maybe I'm wrong...

But visually they are spectacular. For a vanilla player new to VP, these sorts of things are amongst the first things that catch attention. Anyway they're very good as modmod too so 🤷‍♂️
 
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Its playable/worth playing and below I listed my mods that I'm playing with VP. (no more wonders and no advanced start). We have a new function for crashes/debugging catcher. Which helps coders fix things not working. Also with these new prompts popping up you can keep playing the game.
 

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The consensus for well advertised mods is always...cool.
But what about extremely useful QOL mods, like Improved City View, going to the default VP? Would that be a good addition? I don't know about yall, but i think it's an extremely HELPFUL tool in the game.

Some QoL mods have been integrated, provided that the original author gives permission, someone can sponsor the integration, and also bring it up to VP standards if it isn't. ICV is a weird case though. It's great, and I also prefer it over the EUI city view, but it's an alternative take rather than a direct improvement. Also, maintaining ICV has always been an issue, the original modder is long gone and it doesn't have a consistent maintainer. It'd likely need a rewrite too, as far as I recall ICV is more bug/glitch prone, and does some hacky stuff.

Wow that was quite a rant on ICV, aaanyway, you can always propose integration in the congress (we integrated Religious Overview and a few others in the past). It may not even need a vote and get fastracked by a dev if it's a very obvious improvement that expands rather than replaces (condensed top panel)
 
Its playable/worth playing and below I listed my mods that I'm playing with VP. (no more wonders and no advanced start). We have a new function for crashes/debugging catcher. Which helps coders fix things not working. Also with these new prompts popping up you can keep playing the game.
Yeah I don't do any mods other than VP and the EUI
 
I don't mind either way, as long as the specialist panel is replaced by the improved one.
 
Version 4.18.3 has been released. Link in OP has been updated.

Changelog:

Code:
- Autosaves now occur after player 0's turn ends, but before the AI turns begin
    Since many CTDs, questionable AI decisions, and other problems occur on other players' turns, this makes the process of uploading them easier for players (provided they have autosaves turned on)
    It also makes debugging easier for devs since they don't have to make decisions for 40 units before hitting End Turn - which could also harm reproducability of an issue
    Thanks for this, ilteroi!

- Numerous improvements to Tactical AI by ilteroi, aimed in part at fixing its passivity issues
  Unified and simplified a large chunk of the combat simulator code
  Fixed a bad bug in naval unit withdrawal code
  AI less likely to be distracted by embarked units when there are bigger threats around
  Improved handling of combo moves
  Improved handling of situations with large numbers of units
  Improved handling of civilian units
  AI less likely to travel an unnecessarily large distance to heal wounded units
  Increased AI willingness to make attacking moves
  AI now trained to sacrifice some units to make a push forward in specific circumstances, favoring lower-XP ones
  Various other improvements to corner cases
  Fixed a merge issue that blocked AI from occasionally using air sweeps for recon

- Fixed a crash when a building class doesn't have a default building
- Fixed a crash when cancelling a trade route
- Fixed a crash when loading a game with the More Wonders modmod
- Removed a lot of unnecessary null checks
- Added some missing NO_* checks, asserts, or preconditions
- Simplified invested building cost so it bottoms at (production completed) + 1
    Currently the lower bound is (production completed) + (1 turn of production)
- Changed ReplacementBuildingClass and unit upgrades to only update production queue when the building/unit is first in queue
    Previously it updates the first building/unit in the queue regardless of position
    This saves a tiny bit of turn processing time, and a lot of lines of code
- Allowed a player to be beaten to a World Wonder by multiple players, in case limit > 1
    This affects the Diplomacy AI
    Also removed the diplomatic impact of beating yourself to a wonder (with IGE), which hits an assert
- Removed arbitrary yield increase (worth 25 production) from being beaten to a World Wonder after investment
- Removed era scaling for wonder consolation (it's already scaling with cost)
- Fixed Gold still being given for wonder consolation when BALANCE_WONDER_BEATEN_CONSOLATION_PRIZE is 0
- Fixed Science consolation being turns of science instead of science points (seems immensely OP)
- Fixed Belief_BuildingClassHappiness not being scored for pantheons
- Fixed assert hit when Austria marries a City-State
- Also fixed AI not willing to improve tiles of CS that it plans to marry (gold isn't a factor for this consideration)
- Fixed an assert hit from adding an improvement that claims an unowned plot (e.g. Eki) to an unowned plot, without a builder specified.
- Also fixed assert hit from adding an improvement that may spawn a resource to an unowned plot
- Also fixed assert hit from adding an improvement that spawns an adjacent resource without a builder set (e.g. via IGE+)
    It now does nothing if builder is NO_PLAYER, so IGE+ needs to be changed to accommodate
- Fixed false positive assert hit "City is NULL when checking if it is adjacent to a unit"
- Fixed an issue in CvCity::calculateInfluenceDistance()
- Fixed Lua warning
- Minor text fixes
- Added UI_DISPLAY_PRECISE_MOVEMENT_POINTS CustomModOption, which can be used to show the precise # of movement points a selected unit has left (not useful for the average player)

With the new error messages exposing longstanding issues, we're starting to, as @Stalker0 once put it, "remove bad, buggy code and replace it with the good stuff." :)

Online as of 7:02 PM CDT. Savegame compatible with 4.18 versions.
 
I'm not super tech-savvy but if I have a repeatable CTD save on hand, how/where is the best place to upload/report? Here? Discord?

Thanks!
 
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