New Version - 3.3.1 (March 26, 2023)

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Hey all,

Just a few bugfixes and improvements for this new version.

Changelog:
Code:
Additions
- Added compatibility code for L. Vern's squads modmod (required to add customization options)

Balance
   Cities
   - Can no longer purchase tiles with Gold if they contain enemy units

Tactical AI
- Improvements to combat simulator and performance
- Combat simulator should now run identically after a game reload, for reproducability
- Added additional optional logging

Bugfixes
- Fixed some text in the Happiness Overview on the top panel
- Fixed changes to CSD buildings from 3.2 not working properly
- Fixed 'process stacking' bug in cities
- Fixed coup quests targeting City-States with an Open Doors resolution (they won't be given out anymore)
- Fixed a crash when liberating City-States acquired by Rome (and the underlying issue too)
- Fixed bugs with specialist assignment and population duplication in cities

Link: https://github.com/LoneGazebo/Commu...s/download/Release-3.3.1/Vox.Populi.3.3.1.exe

Online as of 4:56 PM CST. Not savegame compatible.

---
Version 3.3.1 released. Link above has been updated.

Changelog:

Code:
- Fixed diplomacy penalty for having different majority religions being 2.5x higher than intended

Online as of 11:34 PM CST on March 26. Savegame compatible with 3.3 versions.
 
Last edited:
Balance Cities - Can no longer purchase tiles with Gold if they contain enemy units
Would we add back the ability to buy tiles underneath barbarians, please? That's a really big flavor and utility hit for my Manchu mod; the UA for that civ is predicated on the ability to buy tiles underneath enemy units.
 
i have found two problems:

1. installer does not find Steam folder once again and install default into: " C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC "

2. Achivements do not work anymore even if i enable : "Set API_ACHIEVEMENTS to 1 in: MODS\MP_MODSPACK\ Community Patch\Core Files\PNM Mods DB\API\Achievements.xml". (even if i create vox populi modpack)
 
Barbarians in the ancient era use cell phones or walkie-talkies?

If you stand next to any camp, then from the neighboring 3 camps within a radius of 10 tiles, other barbarians purposefully move towards the warriors. They don't even enter city-states. Sometimes someone manages to come running for 20 tiles, slightly beaten along the way.
 
Fixed coup quests targeting City-States with an Open Doors resolution
But do they cancel the quest if Open Doors or Sphere of Influence are passed while the quest is active?
 
i have found two problems:

1. installer does not find Steam folder once again and install default into: " C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC "

2. Achivements do not work anymore even if i enable : "Set API_ACHIEVEMENTS to 1 in: MODS\MP_MODSPACK\ Community Patch\Core Files\PNM Mods DB\API\Achievements.xml". (even if i create vox populi modpack)
For non-text database changes, modify Civ5Units.xml
 
Barbarians in the ancient era use cell phones or walkie-talkies?

If you stand next to any camp, then from the neighboring 3 camps within a radius of 10 tiles, other barbarians purposefully move towards the warriors. They don't even enter city-states. Sometimes someone manages to come running for 20 tiles, slightly beaten along the way.
The same barbarian player owns all the units. Of course they share sight.
 
Barbarians in the ancient era use cell phones or walkie-talkies?

If you stand next to any camp, then from the neighboring 3 camps within a radius of 10 tiles, other barbarians purposefully move towards the warriors. They don't even enter city-states. Sometimes someone manages to come running for 20 tiles, slightly beaten along the way.
It's the same as when your scout gives you information about what he discovers immediately without a need to return to your borders.
 
The same barbarian player owns all the units. Of course they share sight.

Barbarians in the ancient era use cell phones or walkie-talkies?

If you stand next to any camp, then from the neighboring 3 camps within a radius of 10 tiles, other barbarians purposefully move towards the warriors. They don't even enter city-states. Sometimes someone manages to come running for 20 tiles, slightly beaten along the way.
This, its not that intuitive, barbarians is like a separate AI civilization that works under special tech rules.
But yes sometimes I agree when I see barbs really going out of their way to hammer me when an AI is available at a closer distance.
I've also seen AIs getting barb dog piled.
 
The same barbarian player owns all the units. Of course they share sight.
It's the same as when your scout gives you information about what he discovers immediately without a need to return to your borders.

And all the barbarian tribes should not act as a single empire. These are different tribes.

With aggressive barbarians chances are you'll have to kill at least 5-6 barbarians before you can even get close to the camp and be able to attack it. They are drawn like a magnet.

It's especially frustrating that the new barbarian always spawns next to our most vulnerable unit. If there is a slinger and a warrior near the camp, then the barbarian will be born on a tile next to the slinger and we will have to spend 2-3 turns to change our position (hills, forests, river). Absolutely no randomness. But there are 4 tiles free for spawning, but it always spawns in the closest one.
 
And all the barbarian tribes should not act as a single empire. These are different tribes.
You are welcome to provide your own mod that accomplish that.
edit: or suggest it in next session probably a pain to accomplish that but ...
 
Barbarians in the ancient era use cell phones or walkie-talkies?

If you stand next to any camp, then from the neighboring 3 camps within a radius of 10 tiles, other barbarians purposefully move towards the warriors. They don't even enter city-states. Sometimes someone manages to come running for 20 tiles, slightly beaten along the way.
Internally, all Barbarians share vision and coordination, because they're a separate civilization.

Changing this is not technically feasible.
But do they cancel the quest if Open Doors or Sphere of Influence are passed while the quest is active?
They should.
 
Barbarians in the ancient era use cell phones or walkie-talkies?

If you stand next to any camp, then from the neighboring 3 camps within a radius of 10 tiles, other barbarians purposefully move towards the warriors. They don't even enter city-states. Sometimes someone manages to come running for 20 tiles, slightly beaten along the way.
drawing barbs in like this could be abuseable, for CS barb quests? can't confirm it works this way, haven't tried, but if it does, maybe barb target priorities need adjusting. vision is what it is, there's only one barb civ as others have stated.
 
i could try and put a reduction on the "recruiting range" for barbarian attacks but i don't think this is a big problem
 
Version 3.3.1 released. Link in OP has been updated.

Changelog:

Code:
- Fixed diplomacy penalty for having different majority religions being 2.5x higher than intended

Online as of 11:34 PM CST. Savegame compatible with 3.3 versions.
 
Basically, the problem with barbarians can be in the initial 20 turns, when the player and AI have few units, so there is no one to destroy the roaming barbarians. It is enough to stand at the camp and the barbarians themselves will come. Depends on the number of camps nearby. 3 neighboring camps (+1 where we stand) with raging barbarians will create a large army, since a new barbarian is born often plus triggers work on the level of health of the garrison and the number of units of the player or AI nearby.

Although you can try to have some fun this way by sending two pathfinder to the camp of another empire and taking a +25% defense boost. This will create huge problems for AI.
 
Haven't time to report in 3.2.2. Sometimes AI in order to replace low-hp-garrison units leave city empty — mistake which cannot be forgiven. Is it possible to help them swap units in ongoing siege cities?
 
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