New Version - October 24th (10/24)

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Oh, just realised Ironsides are on Naval Tradition! The first post does not say it. It was a pleasant surprise when my mouse hovered over the policies, that's cool.

Neato
 
Hey, do siege units don't need deployment anymore? I removed all mods but Vox populis, deleted cache and MODUserdata folders just to check if it was CBP that was causing that. So it seems siege units don't need deployment now?
 
Hey, do siege units don't need deployment anymore? I removed all mods but Vox populis, deleted cache and MODUserdata folders just to check if it was CBP that was causing that. So it seems siege units don't need deployment now?

Yes, that was last week's update. Siege units now move slower in enemy territory but don't need to setup prior to attack.
 
Hey, do siege units don't need deployment anymore? I removed all mods but Vox populis, deleted cache and MODUserdata folders just to check if it was CBP that was causing that. So it seems siege units don't need deployment now?
They don't. But they have reduced movement in enemy lands. This was an AI fix that affects all parts of the VP.
 
The October 9th versions mentioned that "Major turn-time DLL optimizations and improvements (game should feel noticably faster)". That's probably what you've noticed.
Thanks. This is some great optimization :cheers: to Gazebo, runs even faster than Civ 6, although I don't have the best graphics card.
 
    • I understand that Industry have been outperforming Rationalism, I'm not even going to argue about that point, but these are a lot of changes at the same time, and that usually doesn't turn out well.

I like a lot of the changes I see in this version, but I will echo Funak's caution. It seems like a wide selection of changes made. Since we are coming up to the end wire, we have to note that this changes may soon become final final.
 
I like a lot of the changes I see in this version, but I will echo Funak's caution. It seems like a wide selection of changes made. Since we are coming up to the end wire, we have to note that this changes may soon become final final.

I'd agree if we were looking at changes that were that drastic (these are not drastic). Also, I'm not just going to up and abandon the project.

G
 
Still enjoying the new version, just a few things to report that I'm not sure are intended or not:

- when I use my garrisoned unit to destroy a non-combat enemy unit (GG, emissary,...) on the tile next to the city, it leaves the city. It doesn't leave the city when destroying an enemy combat unit,
- the AI still occasionally sends unescorted diplomatic units through enemy/my territory, make them easy to destroy,
- enemy diplomatic units block your diplomatic units (my emissary can't enter the tile of the CS where the enemy's emissary is),
- sometimes the trade screen says "impossible" when I offer the AI my luxury, even when I haven't been denounced by the civ and have mostly positive diplo modifiers. I understand not wanting to pay much, but I would imagine any luxury would be worth at least 1 gpt to an AI, even from an "enemy".

Thanks for all the hard&great work, this truly is an amazing expansion of the game that has turned Civ 5 from an ok-ish to an awesome game (at least for me).
 
After my little dance with Civ 6 I'm back baby and trying out the new version. Civ 6 has some cool ideas, but my god its just not nearly as fun as VP. It so weird to look at the tech tree in Civ 6 and see one building, maybe two. And then I look at the Civ 5 tree and see it so chock full of things.

I'll let Civ 6 stew and settle just as I did Civ 5 long ago, but for now VP is such a better game its not even close.
 
i installed this today (full automatic install, no other mods installed) and city states don't seem to work as they should.
1. when i discover a city state they tell me that i get x faith, but in fact i get that amount of influence (with them) and no faith at all
2. when i fulfilled their quest (gain access to copper, i got it through trading) i did get a message that i had fulfilled it, but influence didn't change.

i was playing greece. i did a few test runs concerning1.: it works if i use just the CP, but as soon as i enable CBO, it doesn't. same problem if i play russia.

cities can't fire anymore? just noticed that my 2nd city can't (dunno about capital). is that a feature or a bug?
 
i installed this today (full automatic install, no other mods installed) and city states don't seem to work as they should.
1. when i discover a city state they tell me that i get x faith, but in fact i get that amount of influence (with them) and no faith at all
2. when i fulfilled their quest (gain access to copper, i got it through trading) i did get a message that i had fulfilled it, but influence didn't change.

i was playing greece. i did a few test runs concerning1.: it works if i use just the CP, but as soon as i enable CBO, it doesn't. same problem if i play russia.

cities can't fire anymore? just noticed that my 2nd city can't (dunno about capital). is that a feature or a bug?
Try to clear the cache, alternating between CP and full-VP can cause problems.
More preciselly, the "CSD" mod (included in Vox Populi, but not in CP) change a lot of things about City states, and you should, including regards for discovering CS, and reward for completing quests (not always influence).
For City bombardement, the range is 1 before matematics, and is increased to 3 with dynamits.
 
Oh my! This is hard! I'm back at Prince, but it feels like playing vanilla Immortal. Has any of you beaten the AI on Deity?

Ok, so it's not just me. I've been playing Emperor, started a new game for this new patch and wound up with Portugal. Got off to a bit of a slow start tech-wise but expansion and infrastructure were solid so prepared to start clawing my way back. Then got the message that an unmet civilization had entered Renaissance; I was still in Classical. Ouch.

Fresh start with Zulu is going better but definitely put any thoughts I had of bumping up to Immortal on hold. If anything I may bump back down to King depending on how next couple of games play out.
 
Ok, so it's not just me. I've been playing Emperor, started a new game for this new patch and wound up with Portugal. Got off to a bit of a slow start tech-wise but expansion and infrastructure were solid so prepared to start clawing my way back. Then got the message that an unmet civilization had entered Renaissance; I was still in Classical. Ouch.

Fresh start with Zulu is going better but definitely put any thoughts I had of bumping up to Immortal on hold. If anything I may bump back down to King depending on how next couple of games play out.
Glad to hear! - and before anyone cries foul, no changes to handicap bonuses!
 
thx. i've never had any mods in the past.

deleted these folders: cache, Logs, ModUserData
started a new game with [1]CP and [2]CBO enabled
same problem

deleted these folders: cache, Logs, ModUserData
started a new game with all 6 mods enabled
discovered about 10 city states and none said that it gives me faith, so it seems to be different. some said, they give me 12 influence. some gave me something else. but all of these started at 12 influence, which seems wrong(?) but this initial influence is soon gone anyways. one gave me 24 influence and started at 24. played a little, fulfilled a quest and got the reward.

so it seems the major problem was that i did not use all of the mods. the problem is, i'd prefer the EUI + CP + (maybe) CBO. the download link to the EUI is broken and besides the CPP manual v2 instructions for manual install tells me to delete files that aren't there - probably both outdated. i guess i'll just try the whole package.
 
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