New Version – 5.0-alpha.03

Quick question about this modpack, would I be able to edit any of the code myself like I used to be to in the normal mods start game route? I ask because I like to play with no cap on barb xp points.
 
Amazing! Incredible!

I'm not super active anymore so I wasn't aware of all the other changes other than the 4UC coming in. That's great stuff though. I am curious why War Elephants were removed? Not even as a CS gift? Is it because they are now Carthage's UU?
Yes.
 
I see communitu in the (2) Vox Populi (v17) mapscripts folder, but it's not appearing in the selection list. I see other "for VP" maps in there, but not communitu. Do I have to move it to the maps folder in assets myself? Only reason I ask is because the other VP maps seemingly don't need that
I had to at least. Not 100% sure why it isn't in there but I moved it from the 4.22 install and then it was there fine
 
Quick question about this modpack, would I be able to edit any of the code myself like I used to be to in the normal mods start game route? I ask because I like to play with no cap on barb xp points.
Try RaS, seems to work, you will have to load it as a mod and old game is not compatible.
 
How do I enable lump sum/gold trades with AI on this version? I used to edit an sql file (I think it was DiploAIoptions) on older VP versions but I can't find it on any folder
 
How do I enable lump sum/gold trades with AI on this version? I used to edit an sql file (I think it was DiploAIoptions) on older VP versions but I can't find it on any folder
(1) Community Patch\Database Changes\NewCustomModOptions.xml

Set DEALAI_GLOBAL_PERMANENT_FOR_TEMPORARY to 1.

I deleted DiploAIOptions.sql and replaced it with new CustomModOptions as part of the cleanup.
 
I played a bit as Rome, it was fun. I feel like you're kind of reliant on getting a good start for Goddess of Springtime. The placement of Villae is pretty restrictive so it's kind of annoying when you later on discover that you built them on top of Coal/Oil/Uranium. Against my expectation the plantations for the then removed Figs remained (don't know if that is intentional). The AI has definitely gotten better at conquering and vassalizing their weaker neighbors which I think is a good thing. Happiness is definitely still the biggest limiting factor.
 
I played a bit as Rome, it was fun. I feel like you're kind of reliant on getting a good start for Goddess of Springtime. The placement of Villae is pretty restrictive so it's kind of annoying when you later on discover that you built them on top of Coal/Oil/Uranium. Against my expectation the plantations for the then removed Figs remained (don't know if that is intentional). The AI has definitely gotten better at conquering and vassalizing their weaker neighbors which I think is a good thing. Happiness is definitely still the biggest limiting factor.
Plantations staying is a bug, that shouldn't happen.
 
First time I had time to sit down and play this on the new version 50.02. There seems to be quite a few buildings that still have that "nil" tooltip issue. The Pyramids have it on the splash screen, all the militaristic city-states that you meet that wants to gift you a unit have the TXT_KEY_MINOR_CIV_CONTACT_BONUS_UNIT string instead of saying what you got (it was a slinger both times). All the religious buildings you buy with faith from beliefs have the "nil" after the yield, so you better know what they do since it won't be stated. It says what they do in the city-screen when you can build them, not just on the religous pick belief/tenets screen.

A lot of the other civs to be super careful with their settlers to the point where they sit and cover, finished, in their capital. To afraid to venture outside. For a long long time. We are talking 10-20 turns of just sitting there. I assume it's the scary barbarians out there.

There seems to be a longer the normal delay when you open the science screen. I don't recall it taking that long for it to pop up.

"Adopt the Yassa" is available on the research screen for Philosophy even if you are not Mongols (i'm playing as india)

Still it appears to be stable and solid so far. Great work.
 
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Quick question about this modpack, would I be able to edit any of the code myself like I used to be to in the normal mods start game route? I ask because I like to play with no cap on barb xp points.
(1) Community Patch\Database Changes\NewCustomModOptions.xml

Set DEALAI_GLOBAL_PERMANENT_FOR_TEMPORARY to 1.

I deleted DiploAIOptions.sql and replaced it with new CustomModOptions as part of the cleanup.

You can edit the modpack, but note that editing the original files will have no effect. The modpack maker bundles up all of the final database changes into an xml file that is loaded last and overrides all the changes.
You'll have to edit /Override/Civ5Units.xml by ctrl-fing for the option you want to replace and editing the XML row entry.
 
First time I had time to sit down and play this on the new version 50.02. There seems to be quite a few buildings that still have that "nil" tooltip issue. The Pyramids have it on the splash screen, all the militaristic city-states that you meet that wants to gift you a unit have the TXT_KEY_MINOR_CIV_CONTACT_BONUS_UNIT string instead of saying what you got (it was a slinger both times). All the religious buildings you buy with faith from beliefs have the "nil" after the yield, so you better know what they do since it won't be stated. It says what they do in the city-screen when you can build them, not just on the religous pick belief/tenets screen.

A lot of the other civs to be super careful with their settlers to the point where they sit and cover, finished, in their capital. To afraid to venture outside. For a long long time. We are talking 10-20 turns of just sitting there. I assume it's the scary barbarians out there.

There seems to be a longer the normal delay when you open the science screen. I don't recall it taking that long for it to pop up.

"Adopt the Yassa" is available on the research screen for Philosophy even if you are not Mongols (i'm playing as india)

Still it appears to be stable and solid so far. Great work.
Most uu/ub/ua are in the tech tree even if its not yours, I like that.
 
Most uu/ub/ua are in the tech tree even if its not yours, I like that.
Some of them. They tend to be in the tooltip. But this is a fullblown icon in colour, not those grey little icons that are sometimes for things you can build. It's also only the mongolian once, they are in the game -- i'm just not playing as them. But as an example I don't see the french one (not sure if still in the game), or the spanish one or any of the other unique buildings or units. It's just the mongolian once. Which is why it's a bit odd. It doesn't really do anything, it's not a game breaking bug or anything. It's just a bit weird that they are there. The Eki icon have been in the tree for a long time, it still is. It's the Yassa that was new and showing up.
 
The Yassa is also the only Unique component that is a project. It's probably why it shows - this is a bug that wasn't occurring because, well, there wasn't another unique project to trigger it.
 
I really can't tell the difference in colour between barbarians and the city-state Warsaw. They look more or less like the exact same red to me.

It seems that the other civs on deity have hyper-agression, they are declaring wars for the slightest fancy they have. The problem is they don't have the army to back it up with. I have had two or three (sweden, babylon, france -- only babylon wasn't authority) of them declare war on me, not together, in the early game (less then turn 100 on marathon deity) where their army is basically scouts, warriors and slingers. They are very easy to repel and counter attack and capture their capitals at that point. In the current game I'm trying as Greece they are basically splatting themselves against the hoplites for nothing. I did not declare any of the wars, they declared on me. Only Babylon might have had reasonable issues since I forward settled them quite hard.

Also there was something about in the options that if an AI was defeated but not wiped out they should get a settler after 10 turns, they don't appear to be getting that. Is that one of those things that is affected by game speed so its a lot of turns for deity? Poor Babylon is never getting that settler ...
 
Took some screenshots of this early exiting war the AI is doing. They are basically trading kills with each other. For nothing. Is this their "gain yields" strategy? Cause it's a war nobody will or can win. Also the Zulu have been sitting on that settler since they got their third authority point, there is ample land north of their capital. But they just refuse to go there due to the "war" with Rome. It's a similar show down south between Rome and the Mongols.

c5-t105-zulu-rome-war.jpg
c5-t90-rome-double-war.jpg
 
Spoiler :

Took some screenshots of this early exiting war the AI is doing. They are basically trading kills with each other. For nothing. Is this their "gain yields" strategy? Cause it's a war nobody will or can win. Also the Zulu have been sitting on that settler since they got their third authority point, there is ample land north of their capital. But they just refuse to go there due to the "war" with Rome. It's a similar show down south between Rome and the Mongols.

View attachment 745662
View attachment 745663
Tactical AI is getting a major upgrade in the next alpha version, and that will also include it actually using its settlers (among many many other things).

Regarding the wars, aggressive civs will always declare war on their neighbors, if those also happen to be aggressive it usually ends up in a draw. Aggressive civs slightly overestimating their strength is intended.
 
Tactical AI is getting a major upgrade in the next alpha version, and that will also include it actually using its settlers (among many many other things).

Regarding the wars, aggressive civs will always declare war on their neighbors, if those also happen to be aggressive it usually ends up in a draw. Aggressive civs slightly overestimating their strength is intended.
I would suggest adjusting the AI to prioritize attacking non-capital Cities. The Palace just gives too much CS in the very early game. Even when I play hyper-aggressively with e.g. Persia and try killing another player with Immortals I conquer the Capital last because the other Cities are just much easier.
 
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