New Version - November 1st (11-1)

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Hi, i have a couple problems with Vox Populi.
My new PC has both an HDD and a SSD, and i set steam to install games into the HDD. As far as mods from the workshop go, the thing works and the game sees them.
With Vox Populi however, i set the installer to put the files in my HDD. But when i turn Civ 5 on, it doesn't see the mods from its Mods window.
Then i let the game do as it wanted. It created the My Games > Civilization 5 folder in the SSD (user>documents), but now even though the Mods window does see the Vox Populi mods, when loading a game multiple windows appear in which the game isn't able to load pretty much all of the HUD.
Am i missing something? What can i do about this? Do i HAVE to install Civ 5 in the SSD to use mods?

Thank you
 

I also spent 5 minutes yesterday trying to locate this new feature, I went through every available place to find which CS had embassy or not and saw no difference anywhere

now that im viewing your link, if i understand correctly, what you did is it so that when a GP is already INSIDE of a CS territory, then the improvement button tells me if embassy is available? if so, it missed the entire point of having such a feature - so that you will know which CS have embassy before sending your GP there - having that info for a CS you already have vision on is pointless, you can see the embassy. the problem is when your GP spawns, and you have no vision on all of the CS and you dont know if theres an embassy at any of them until you arrive there.

I have never seen an AI GP arrive at a city state, and then leave because they just found out upon arrival there was already an embassy there, so i'm guessing this would be info the AI already has and they don't waste their time sending GP halfway across the map only to find out they can't build embassy


edit- or, does your thing only work for the unique city states mod?
 
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Hi, i have a couple problems with Vox Populi.
My new PC has both an HDD and a SSD, and i set steam to install games into the HDD. As far as mods from the workshop go, the thing works and the game sees them.
With Vox Populi however, i set the installer to put the files in my HDD. But when i turn Civ 5 on, it doesn't see the mods from its Mods window.
Then i let the game do as it wanted. It created the My Games > Civilization 5 folder in the SSD (user>documents), but now even though the Mods window does see the Vox Populi mods, when loading a game multiple windows appear in which the game isn't able to load pretty much all of the HUD.
Am i missing something? What can i do about this? Do i HAVE to install Civ 5 in the SSD to use mods?

Thank you
Weird. Vox Populi is comprised of 6 mods. They are:
(1) Community Patch
(2) Community Balance Project
And other 4 mods with same format.

You don't see any of them?
 
Regularly I'm getting empty trade screens for war. Can't accept, decline and it's war.
 
I also spent 5 minutes yesterday trying to locate this new feature, I went through every available place to find which CS had embassy or not and saw no difference anywhere

now that im viewing your link, if i understand correctly, what you did is it so that when a GP is already INSIDE of a CS territory, then the improvement button tells me if embassy is available? if so, it missed the entire point of having such a feature - so that you will know which CS have embassy before sending your GP there - having that info for a CS you already have vision on is pointless, you can see the embassy. the problem is when your GP spawns, and you have no vision on all of the CS and you dont know if theres an embassy at any of them until you arrive there.

I have never seen an AI GP arrive at a city state, and then leave because they just found out upon arrival there was already an embassy there, so i'm guessing this would be info the AI already has and they don't waste their time sending GP halfway across the map only to find out they can't build embassy


edit- or, does your thing only work for the unique city states mod?
I have a feeling the pull request didn't pull through. The mechanic works simply.

The UI tracks whenever or not the City-State has an embassy in its territory. If so, the text will be red and embassy is already established. If not, the text will be green and establishing an embassy will become available.

You didn't need to send your GP there however to make use of this feature, but I have a feeling it didn't pull along.
 
Minor issue when I mouse over on Calendar resources:

Unimproved resource display all bonuses I can get including those from buildings.
Improved resource only display bonuses I can get from policys.

The mod(s) make the game feel a LOT bigger in several contexts, I feels sort of like digging into a complex strategy game in the early 90's, me like.

Edit: This is in version 11-1.
 
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Yeap, I don't see any changes to embassies. Maybe a pull error.

Offtop:
Do pantheon only works for religion founder? Cause in my current game I noticed that Japan AI(not a religion founder) has 10 production in capital from Religion Pantheon(+1 prod for 3 citizens) Or it is a EUI thing?

20171105215618_1.jpg
 
Weird. Vox Populi is comprised of 6 mods. They are:
(1) Community Patch
(2) Community Balance Project
And other 4 mods with same format.

You don't see any of them?
Nope, none of them. If i put them in C: (ssd) i can see all 6, but as i said the HUD will fail to load making the game unplayable.
If i put them in D: (hdd, where civ 5 itself is) then i won't see them in the mods tab in the game.
 
Nope, none of them. If i put them in C: (ssd) i can see all 6, but as i said the HUD will fail to load making the game unplayable.
If i put them in D: (hdd, where civ 5 itself is) then i won't see them in the mods tab in the game.
The HUD comes from the EUI mod which is bundled with VP. It is a "fake-DLC" so it should go to the Steam folder where all other DLCs such as BNW or GK are. If your Steam is not on C drive, you have to to move the EUI there (I don't use it, but I think the folder is named Ui_bc1). Unfortunately the autoinstaller always picks the default folder on drive C.

The thing with the VP mod components is strange though. I thought the autoinstaller would pick the correct folder. You can try the manual install - and put the VP component in your correct MOD. I'd try the version with a thought EUI first to make the things simpler. Once you make either work, you can try the EUI one if you like it.
 
Nope, none of them. If i put them in C: (ssd) i can see all 6, but as i said the HUD will fail to load making the game unplayable.
If i put them in D: (hdd, where civ 5 itself is) then i won't see them in the mods tab in the game.
Step 1 : subscribe to any mod on the workshop.
Step 2 : Do you see it ?
No -> reinstall Civ 5, your installation his buggy.
Yes -> search in your computer the folder of your subscribed mod. Note the path. Run the auto-installer with this path as a target directory.
 
Why can I sometimes invest in a wonder, but other times I can't? Is it a new feature I missed? I have enough money to invest, but the option to do so is not even there anymore. For instance I am building Stonehenge. Right away I can see I can invest as I start to build. But as I am about 7 turns away from completion and acquire enough money to do so, the option to invest is not longer there.
 
Why can I sometimes invest in a wonder, but other times I can't? Is it a new feature I missed? I have enough money to invest, but the option to do so is not even there anymore. For instance I am building Stonehenge. Right away I can see I can invest as I start to build. But as I am about 7 turns away from completion and acquire enough money to do so, the option to invest is not longer there.
It is, added in previous patch. You can invest only if the building is less than 50% ready (75% for wonders)
 
It is, added in previous patch. You can invest only if the building is less than 50% ready (75% for wonders)
Meaning that 75% must be completed or less than 25% is completed (for a wonder)?
 
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