New Version: 4.15.2 (August 7, 2024)

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whats the latest version of the reworked military supply mod? mine has an issue
try this post, works for me. https://forums.civfanatics.com/threads/new-version-4-15-2-august-7-2024.691103/post-16644278
Please forgive for noob. I've noticed my cities make connections if they're along the same river, is this a bug or just in the game now? If so, does that have any implications for Songhai civ? Thank you VP team, nothing compares to this mod in the 4x space to this day
That is an intended change, yes. Songhai got nerfed bc people felt it was too strong iirc.
 
Please forgive for noob. I've noticed my cities make connections if they're along the same river, is this a bug or just in the game now? If so, does that have any implications for Songhai civ? Thank you VP team, nothing compares to this mod in the 4x space to this day
In the last version, rivers and lakes participate in connecting cities like roads. A road/river combination can be enough to connect your cities.
 
In the last version, rivers and lakes participate in connecting cities like roads. A road/river combination can be enough to connect your cities.
thank you! I see Songhai have been reworked to compensate. Appreciate the response.
 
https://forums.civfanatics.com/threads/health-and-plague.499037/ I liked this mechanic from civ 4 you think it could be in vox populi along with bio weapons?

Sykriss

Chieftain​

JoinedAug 25, 2022Messages9
What's up guys, spent the last couple days getting this mod working with the non-eui version of Vox Populi. I tried, for some time, to get it to work with EUI, but I don't understand EUIs changes well enough to figure it out. I haven't been able to playtest this much yet, either, but I've done some quick observer AI games and haven't gotten it to crash so far. Additionally, I have merged the newly VP+HP CityView with the CityView in Emigration, so now you can enjoy VP with HP and Emigration! Add Barbarians Evolved with Heroes of Might and Wisdom and it's really quite fun. These files are full installs of HP and Emigration respectively, with new names and IDs to ensure they don't overwrite the original mods in the mod menu.

VP+HP: https://drive.google.com/file/d/1WVkGyjbmXehvwtTsUODbKLFKJqxakmQ-/view?usp=sharing

VP+HP+Emigration: https://drive.google.com/file/d/1NsQxK0u65WBgyNTOczzSbI58n5MasLG5/view?usp=sharing
 
try this post, works for me. https://forums.civfanatics.com/threads/new-version-4-15-2-august-7-2024.691103/post-16644278

That is an intended change, yes. Songhai got nerfed bc people felt it was too strong iirc.
appreciate man, unfortunately its bugging while in game already, where my supply suddenly goes up and down by 10 on apparently random turns. It causes significant effects to my economy, hurts production by a ton. Last time it was switching between 41 and 51 military supply (the limit, not the occupied number).
 
appreciate man, unfortunately its bugging while in game already, where my supply suddenly goes up and down by 10 on apparently random turns. It causes significant effects to my economy, hurts production by a ton. Last time it was switching between 41 and 51 military supply (the limit, not the occupied number).
I had the same thing for quite a while now (maybe half a year or even more), first I thought it was just a UI bug (sometimes it jumped mid-turn when entering/leaving a city screen), but then I realised it wasn't, and I just ingnored it as I almost never go up to the supply limit. I think the problem is not the supply rework mod: the same thing happens with Unhappiness from War Weariness, where it suddenly wanishes completely and then comes back, making your total Happiness jump by 10% or more. War Weariness also affects Unit Supply, so I am guessing problem is somewhere there. Happiness/Unit Production and Gold cost increase/Unit Supply all jump at the same time in my games.
 
I changed it a while back so that the AI starts with the Warrior on top of their Settler.

The first turn Settler is indeed exempted from the normal escort logic in CvHomelandAI:: PlotFirstTurnSettlerMoves(). This should only be an issue when the AI moves their starting Settler to a better location (due to the above).
Could this (unattended AI settlers) be fixed before 4UC merge, please? The first warrior should move with the settler to prevent scout kills.
 
You can just refrain from killing it?
 
Hey, guys, can anybody tell me what is the current state of 4UU, i know they will be added to the core, but they work now correctly?
I installed the game, and before play i wanted to kinda catch up with the changes in game, so i installed the game and patch+3-4th UU only,
and i was welcome with black screen with "fail to load texture" popup, i reinstaled the game, and it was fine. So i added few mods. and finished last day with
turn 100+. Next day on load, i got same popup. I switched game to Dx9 and it loaded correctly, but my trust was kinda hurt :)
Can anybody tell me what/how can i check, to see what is the actual problem? Im kinda afraid, that it can repeat while i invested few days into the game.
Usually this happend because of some bad/old/imncompatible mod, so shuffle with mods usually solved the issue, but i never was able to precisely
tell what/why was the problem.
 
Could this (unattended AI settlers) be fixed before 4UC merge, please? The first warrior should move with the settler to prevent scout kills.
You can prevent the AI to move its first settler by replacing a "1" by a "0".
 

(8-44b) Supply Rework By Adjusting City's Base HP​


Has this component already been incorporated into the current version? If not, how can I use it?
 
Is this a feature or a bug? As the Celts I missioned some of my neighburs. When the WC started, they get votes for religious authority like me. I hadn't seen it right away and have no log anymore. (I rage quitted, because of the other already reported bug, which let you get the traitor penalty after DoW when the promise to not DoC has run out.) It seems, the game isn't playable right now.
 
One of Piety's policy now gives votes the same way reforming does. Although they stack, and they work on non-founder. So If you didn't take it now, they benefit from that secondary source and you only benefit from the reforming.
 
One of Piety's policy now gives votes the same way reforming does. Although they stack, and they work on non-founder. So If you didn't take it now, they benefit from that secondary source and you only benefit from the reforming.
My fault. I'm not always reading here. Didn't realised the changes in the fealty tree until now. Thank you very much.
 
Is it intended that governor in puppet cities chooses suboptimal tiles?
 

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