New Version – 5.0-alpha.03

CP => Community Patch. It's not Vox Populi, it is just adjustment to Vanilla.
VP => Vox Populi, the full experience.
43Civ => it allows you to have up to 43 Civs at the same time on the map, but the total sum of Civs + City States is never more than 63.
EUI => Enhanced User Interface : it add numerous improvements to the interface, like the possibility to buy without having to swap to another UI, or seeing ongoing border and pop growth etc.

I personally took VP_EUI_5.0.
 
I did manage to get it to run with RaS I think the "dont click mod" is just for VP.
An issue I have tho is that game dont want to remember settings fast unit/combat movement.
The settings reset at turn 0 and each time I press End of Turn (with or without ras).
 
So I was guarding an ancient ruin with a warrior when a foreign scout moved through the tile, displacing my warrior and claiming the ruins. Is this intended?
 
So I was guarding an ancient ruin with a warrior when a foreign scout moved through the tile, displacing my warrior and claiming the ruins. Is this intended?
It was usual once, but in recent games no scout ever did it again once I blocked the ruin with a warrior (which I really like, since non-scouting units can't claim ruins anymore)
 
So I was guarding an ancient ruin with a warrior when a foreign scout moved through the tile, displacing my warrior and claiming the ruins. Is this intended?
It's possible if the Scout's movement doesn't end on the ruin itself, with the ruin tile being along the way.
 
An issue I have tho is that game dont want to remember settings fast unit/combat movement.
The settings reset at turn 0 and each time I press End of Turn (with or without ras).
That's because of the Quick Turns mod, it replaces the global options with a more modular set of options that can be accessed in-game from one of the menus in the top right corner. Added an explanation in the OP.
Spoiler :
1760460674074.png
 
If I have modmodded new units, and repurposed some of the existing ones (often civ-specific UUs, or new VP units), I should update the ART_DEFINE, UNIT_TYPE names from the 2nd post + check if any promotions they're born with have correct names, and I should be good to go?
Depends how you went about repurposing them. If you just did UPDATE statements to existing units you only need to get the UNIT_TYPE, otherwise yes, need to check this 2nd post 2nd spoiler list and update accordingly.
Then protocol will probably be: run modmod, read database.log for all the broken things you missed, fix them, repeat until no more errors
 
So I was guarding an ancient ruin with a warrior when a foreign scout moved through the tile, displacing my warrior and claiming the ruins. Is this intended?
Scouts can still move onto the tile with the ancient ruin as long as they don't end their turn on it. It's not really intended that the warrior is displaced when the ruin is taken and not the scout. On the other hand, using warriors to guard ancient ruins and block foreign scouts is not really what we had in mind when we made the change that only recon units can pick up ruins.
 
Scouts can still move onto the tile with the ancient ruin as long as they don't end their turn on it. It's not really intended that the warrior is displaced when the ruin is taken and not the scout. On the other hand, using warriors to guard ancient ruins and block foreign scouts is not really what we had in mind when we made the change that only recon units can pick up ruins.
Oh, the scout got upgraded? Then it makes sense.
 
On the other hand, using warriors to guard ancient ruins and block foreign scouts is not really what we had in mind when we made the change that only recon units can pick up ruins.
Its much more interesting to place ur warior on a ruin you want for later, see an enemy payhfinder, and then decide if that ruin is worth going to war over.
In my case yes. The answer is always yes. All the ruins shall belong to me.
 
On the other hand, using warriors to guard ancient ruins and block foreign scouts is not really what we had in mind when we made the change that only recon units can pick up ruins.
To me, it is a nice middle ground. You can't roam around with two units in the beginning, but at least save one of those ruins, which are opposite of where your scout is going.
 
I got a very strange bug -not gamebreaking- and since I haven,'t access to me github right now, I'd like to know if someone else encountered this :
My WTKD last 15 turns, forever. When passing turn, the next turn they still have 15 turns left. I'll check if they eventually wear off but I think the last trigger was more than 15 turns prior.
 
I am always grateful to the people who dedicate themselves to countless hours so that we still play a 15 years old game. God bless you.

Just one question: how these adding more CS would impact to @adan_eslavo unique states modpack? If I understood well, adding 42 new CSs, does not provide the uniqueness that the "unique city states" bring, correct? So do we need to add adan's modpack or does it even suitable for 5.0?
 
I can't get the game to even launch into main menu, not sure if I'm doing something wrong, I think i installed correctly (VP EUI version, +VPUI +UI_bc1, +MinorCivSounds), but I'd appreciate help if I've done something wrong. I've done full clean installation of Civ 5, no local files leftover. This is how my DLC folder looks like, and the error messages when launching the game (first 2 i can click OK on and it goes on, 3rd one CTD after clicking OK):

Spoiler DLC Folder :
1760470723944.png


Spoiler Error 1 :
1760470743058.png


Spoiler Error 2 :
1760470760298.png


Spoiler Error 3 with CTD after it :
1760470783494.png
 
That's because of the Quick Turns mod, it replaces the global options with a more modular set of options that can be accessed in-game from one of the menus in the top right corner. Added an explanation in the OP.
Thanks, found it.
Also see india op archers are still in, will test.
 
using EUI VP, experiencing a bug where, when mousing over some but not all buildings, the bottom most part of the tooltip reads 'nil.' the civlopedia entries for effected buildings is the same. Some buildings that are effected include the Herbalist, Walls, and Smokehouse, while the Forge is unaffected. Many more buildings are effected than just these, can compile a whole list if needed. It seems like instead of displaying blank space or nothing the new civlopedia is trying to show text when there is no text to show.
Spoiler images for civlopedia issue :

1760479349879.png

1760479415239.png



potentially related, upon completing a wonder in singleplayer the popup with the wonder image and quote has the BNW effect listed instead of the VP. i forgot to take a screenshot when it happened, but while looking through the civlopedia wonders tab i found another instance of 'nil,' this time on a wonder
Spoiler wonder :

1760479638280.png




for both of these issues, gameplay seems to work as expected. have not had this issue running modpacks with EUI in the past, have noticed that the look of the mouse over tooltips is different then before tho so i think is a 'bug' with new civlopedia and not EUI integration.
 
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