New Beta Version - August 6th (8/6)

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Guys the game freezes to death when loading a turn(the mouse icon still rotates though) every 15~ turns, I use these mods, do you think there is a conflict?
Spoiler :
cfcd0d6ceb.png

Only one way to find out.

G
 
Only I missing notifications when clearing barb camps with authority?(culture is added fine, just don't see any notification)
 
Only one way to find out.

G

You think if I play it on quick and easy, checking every mod, I will replicate the problem? So I should start from 0 mods, and add one, and etc
That takes too much time though ;=;
 
Guys the game freezes to death when loading a turn(the mouse icon still rotates though) every 15~ turns, I use these mods, do you think there is a conflict?

- Improved City View (v 9) !
Version 10.5 :
https://forums.civfanatics.com/resources/ui-improved-city-view-vox-populi-with-eui.26679/

- (9) Wonders Expended (v 2)
I use it for a while (More than 6 Marathon games). Never get CTD or freeze with it

- VP Promo Icons (1.2)
The sql part of this Mod is very simple and doesn't affect the mechanics of the game. Bug free guarantee.
Version 1.4 is even better and take into account the latest changes made to the definition of promotions in VP (8-6-x)
https://forums.civfanatics.com/resources/vp-promo-icons.26929/
VPPI_1.4_part.jpg
 
You think if I play it on quick and easy, checking every mod, I will replicate the problem? So I should start from 0 mods, and add one, and etc
That takes too much time though ;=;

I mean, you're asking me to do the same thing. Ultimately I don't do non-standard installation debugging, too many mods out there.

G
 
You think if I play it on quick and easy, checking every mod, I will replicate the problem? So I should start from 0 mods, and add one, and etc
That takes too much time though ;=;
The way to do it is to order which mods are your favorite, then play each game with an extra mod or two. Don't get into a mindset of debugging, just play a fun game and add a new mod after each game that goes long enough to be sure the mod isn't a problem.
 
You think if I play it on quick and easy, checking every mod, I will replicate the problem? So I should start from 0 mods, and add one, and etc
That takes too much time though ;=;

Dichotomy is s your friend:
Add half of them. If there is no problems, they are inocents, add half of the remaining. If there is some problems, remove half of the potentially problematic mods.

Still long, but quicker than one by one.
 
Anyone else notice barbarian ax throwers acting strangely? They won't attack my units and are basically just moving in and withdrawing. Seem they ignore pathfinders of other civs they would usually go after as well.
 
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Anyone else notice barbarian ax throwers acting strangely? They won't attack my units are basically just moving in and withdrawing. Seem them ignore pathfinders of other civs they would usually go after as well.

I saw this as well.
 
Using latest patch: utilizing a general to form a citadel does not increase supply. My supply was 15/12 before citadel, and remained 15/12 after creation of citadel. In my latest game, i have been riding 1 to 3 over my cap for over a dozen turns.
I am in second place for tech lead, 2 under the leader, 2 above the third in tech.
I am not sure that the burden of tech on supply is a bad thing, but the issue for me is that none of the steps that are meant to mitigate those effects seem to be working for me. Citadel doesn't work, walls don't seem to effect it (although that's a percent, not an integer value, so not easy for me to test), Great wall might have affected supply but not sure. Citadel doesn't, and barracks again don't seem to (difficult to test).
 
Guys I think I fixed it. It has to do with improved city UI! Once I disabled it, returned the lua and xml of city view back to place, it now runs smoothly!
 
Guys I think I fixed it. It has to do with improved city UI! Once I disabled it, returned the lua and xml of city view back to place, it now runs smoothly!

Oh, I'm sorry I didn't see this post earlier.
I had the same issue once, and once I removed improved city view, everything went to normal.
And that is the only modmod on your list that I used, so clearly, it is.
 
I'm having problems with Paper - I just found out I cannot make any units and I apparently have 0 Paper despite having Scrivener's Office and one expended Embassy. No, I've checked every single city and nowhere is any diplomatic unit being built.
 
How do people feel about the late game city state quest to give a pledge of protection? It will occur if someone demands tribute from a city state, and all you have to do is pledge to protect it. With statecraft, the reward was 500+ great person points in the capital, of all types. I just got two of these in a row, which gave me every type of great person once, and two musicians.

I feel like its too strong. I'd purposely not going to protect anyone just to maximize the chance to get this quest.
 
Wow, that is definitely too much, needs to be nerfed or maybe outright changed from GP points to something else as the secondary quest bonus.
 
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