[Extension] [POLL] More Wonders for VP

What is your opinion on Flavoured Help Texts unique for More Wonders mod?

  • I like them and I use them every game

  • I use them from time to time to check how they perform

  • I use them only to give some feedback to the author

  • I prefer original version, but I don't mind them

  • I prefer original version, but I played with them few times

  • I don't like them in their current state, but I think they can be improved

  • I don't like them and disable them every game

  • I like them, but still I think they can be improved


Results are only viewable after voting.
v20.2 with minor stuff, but important for diagnostics:
Code:
- fixed resource icons sizes;
- revived checking printouts for Mt. Paektu for a very, very rare situation when it causes map processing problems;
 
You sent me logs with pure VP without any modmods enabled.
If the issue is CTD on reloading then i will try to reproduce that by myself. Unless there's something else?
By the way, no issues in the current version :) Also, just seen the Galapagos islands natural wonder for the first time in my most recent game and it looks amazing! The work done in this mod is unreal.
 
By the way, no issues in the current version :) Also, just seen the Galapagos islands natural wonder for the first time in my most recent game and it looks amazing! The work done in this mod is unreal.
All credits for 3D stuff should go to @ghost toast. For 2D to @gwennog. I only connect all of them and make something good to play.
I also played a bit and didn't find anything disastrous except once, when during my tests, Mt.Paektu crashed during river creation. It was 1st time of dozens of gametests when this happened, so be careful. It's rare issue, but can happen, so I reenabled logging for that. When it happens, you will probably have no resources on the map and only few NWs. It's because map script is going crazy.
 
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Soho Foundry does not require river in the city but do require a forest nearby. This contradicts the tooltip requirements
 
Soho Foundry does not require river in the city but do require a forest nearby. This contradicts the tooltip requirements
You mean the old tooltip? I have River req in my files.

EDIT:
Works like intended. It requires river, and tooltip's ok. Can you post screenshots?
 
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You mean the old tooltip? I have River req in my files.

EDIT:
Works like intended. It requires river, and tooltip's ok. Can you post screenshots?
I guess he means, that after recent congress Slater Mill, which requires city to be on river, was moved to USA as their unique World Wonder, and Soho Foundry, which in VP does not require city to be on river, is the new general WW that gives coal instead, so it should not have river req.
 
I play with MW-SETTING-REQUIREMENT = 1, and the code seems like river is needed only for 2, but forest/jungle is needed in both cases
 
I play with MW-SETTING-REQUIREMENT = 1, and the code seems like river is needed only for 2, but forest/jungle is needed in both cases
Fixed. I deleted wrong part. Now it says about Forest/Jungle instead of River.
 
v20.3:
Code:
- clarified Great Firewall, Menin Gate and Brandenburg Gate;
- fixed Soho Foundry tooltip;
 
Hey adan_eslavo, great mod. I'm using it for a long time.

I've got small issue. In my game Taj Mahal has description of Chichen Itza, Pyramids has Taj Mahal's and Chichen Itza has Pyramids. It won't break the game btw so its only mild issue.
I've tested it with no other mods installed, I play with newest version of VP 4.2.1 so no idea where is the problem. Is it on my end? Since no one else mentioned anything.

P.S. Koszalin pozdrawia Łódź.
 
They were mixed up. Maybe Great Merge (VP 4.0) cleaned this up. I have to look at it then. @azum4roll?
 
v20.4 with some fixes:
Code:
- small promotion's texts corrections;
- fixed WWs description that were swapped before (Pyramids, Chichen Itza, Taj Mahal);
 
Quick question, i started to play again with this mod, since it kinda prevent snowballing AI, to snowball even harder by grabbing all the wonders in tech path..
But long time ago, i remember that Holy City and Transportation Wonders were always mutually exclusive, but i didn't saw any restrictions indicating which Wonders cannot exist together..
So i did quick test run, and all the other Holy City Wonders disappeared from the list.. meaning, they in fact are exclusive..
Choosing the right wonder to get was kinda annoying, so i was suspecting, maybe this was handled in some different way..
So what is correct behaviour? They should/shouldn't be exclusive, the info should/shouldn't be displayed?
Is it possible, this is somehow some conflict with some other mod im using, or it is simply some bug?
Im playing Vox.Populi.3.10.14 with Improved City View (v 20)
 

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Quick question, i started to play again with this mod, since it kinda prevent snowballing AI, to snowball even harder by grabbing all the wonders in tech path..
But long time ago, i remember that Holy City and Transportation Wonders were always mutually exclusive, but i didn't saw any restrictions indicating which Wonders cannot exist together..
So i did quick test run, and all the other Holy City Wonders disappeared from the list.. meaning, they in fact are exclusive..
Choosing the right wonder to get was kinda annoying, so i was suspecting, maybe this was handled in some different way..
So what is correct behaviour? They should/shouldn't be exclusive, the info should/shouldn't be displayed?
Is it possible, this is somehow some conflict with some other mod im using, or it is simply some bug?
Im playing Vox.Populi.3.10.14 with Improved City View (v 20)
They used lua, and were visible in the UI. For the performance reasons I moved it to prepared sql table, which is not supported by the current UI. Mutual exclusiveness still works though.
I will add a proposal for it.
 
I find the wonder cost scaller too prohibitive. There are so many wonders to build, but their cost quickly ballooned, such that at some point you really can't build any wonder in any reasonable time frame, which is a shame. For example, in my current game I'm steamrolling everything, I have the most :c5production: yet by industrial era each wonder costs 50-70 turns on epic to complete. From ancient to renaissance era most wonders took around 20-30 turns, which I think is very reasonable for epic speed.

I suggest lowering or removing the wonder cost scaler. Let me wonder spam!!
 
I find the wonder cost scaller too prohibitive. There are so many wonders to build, but their cost quickly ballooned, such that at some point you really can't build any wonder in any reasonable time frame, which is a shame. For example, in my current game I'm steamrolling everything, I have the most :c5production: yet by industrial era each wonder costs 50-70 turns on epic to complete. From ancient to renaissance era most wonders took around 20-30 turns, which I think is very reasonable for epic speed.

I suggest lowering or removing the wonder cost scaler. Let me wonder spam!!
Do you play light or hard version?

I started light one for the testing on 8 players, and to be honest, i have the same feeling. I captured few cities containing wonders, and built a bunch of my own, so now in Information Era I have 650% cost penalty.

I will modify them a bit, to improve that, but, huh, I wonder if there can be done more...
 
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