New Version - October 24th (10/24)

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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besides the CPP manual v2 instructions for manual install tells me to delete files that aren't there - probably both outdated.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.

Configurations that works are :
  • CP-only
  • CP+EUI (EUI need to be installed manually, so you may have problems with it)
  • full-VP without EUI
  • full-VP with EUI (use the automatic installer for EUI)
Others configurations (such that CP+CBO+EUI) are so rare among testers that some bugs remains
 
Sadly, using spies against AIs (as spies) is against my role-playing "principles", so I can't provide feedback on that...
 
Sadly, using spies against AIs (as spies) is against my role-playing "principles", so I can't provide feedback on that...

Hopefully, declaring war on AIs is not against your role-playing principles.:mischief:
 
Sadly, using spies against AIs (as spies) is against my role-playing "principles", so I can't provide feedback on that...

I feel the same, I can only use diplomats against them and turn them against each other.(winning me a cultural or diplomatic victory in the process)
 
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.

That makes two of us. I lasted for a few videos, a few days' worth of posts, and 19 turns.
 
@Gazebo
We need Modpacks of the version: October 24th (10/24) :D
I can upload my modpack if you want it (tomorrow) but I have a couple of extra mods added to it: unit path viewer, info addict, r.e.d. modpack and music changer (you can skip a song).
 
The siege not having to set up before firing is interesting. Did Rocket Artillery get a boost to something, since it already had that ability?

Great mod thanks for the hard work
 
The Spy Interface Tooltip, I like how transparent it is though I'm confuse why suddenly there are 8 agents following my spy :confused:

That's the cooldown for when you do advanced actions. It's a flavorful way for me to say that you can't do advanced stuff until that number is zero. :)
 
@Gazebo
We need Modpacks of the version: October 24th (10/24) :D

I can upload my modpack if you want it (tomorrow) but I have a couple of extra mods added to it: unit path viewer, info addict, r.e.d. modpack and music changer (you can skip a song).

I made a modpack (EUI version), it includes Quick Turns, Flag Promotions, and Improved City View. If anyone wants it, you can get it here: https://mega.nz/#!bplWCQzA!IB3uzBqfmRC98jki9PBnNcXRWE_2Bj3i-iQ6ZuyEBuA
 
Hopefully, declaring war on AIs is not against your role-playing principles.:mischief:

Hehe, it isn't, though I have my own "casus belli" system that limits me when I allow myself to declare war :)

I'm glad Enginseer has a similar approach to spies as well - there is certain satisfaction as notifying Attila that Alex is plotting against him and having Attila declare war on Alex in the next turn or so :)
 
Do I need to have min. 3 :c5citizen: Citizens to get Progress opener bonuses? ( :c5science: Science for a new :c5citizen: Citizen and :c5culture: Culture for researching a Tech)

I got :c5culture: from Ancient Ruins and chose the Progress tree and after a new :c5citizen: birth I didn't get a :c5science: boost. I got it only after 4 :c5citizen: Citizen was born, but 2 and 3 - I didn't.

Or maybe it's because of some bug in JFD's CultDiv? (I didn't get 2 free :c5citizen: Citizens in my Capital).
 
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