Great news. Current version is kinda confuse.now lean to the group of people who would like to have it adjusted a bit
Great news. Current version is kinda confuse.now lean to the group of people who would like to have it adjusted a bit
Can you elaborate?Great news. Current version is kinda confuse.
EE recent updates from a new guy.Can you elaborate?
Ah, now I know what you mean. I read the thread... The mod becomes a mess.EE recent updates from a new guy.
- fixed resource icons sizes;
- revived checking printouts for Mt. Paektu for a very, very rare situation when it causes map processing problems;
By the way, no issues in the current versionYou 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?
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.By the way, no issues in the current versionAlso, 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.
You mean the old tooltip? I have River req in my files.Soho Foundry does not require river in the city but do require a forest nearby. This contradicts the tooltip requirements
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.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?
Fixed. I deleted wrong part. Now it says about Forest/Jungle instead of River.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
- clarified Great Firewall, Menin Gate and Brandenburg Gate;
- fixed Soho Foundry tooltip;
- small promotion's texts corrections;
- fixed WWs description that were swapped before (Pyramids, Chichen Itza, Taj Mahal);
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.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)
Do you play light or hard version?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 mostyet 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!!