Quick Questions / Quick Answers

That seems weird, do you have screenshots? And turn on AI logging and make a bug report if this is a persistent issue.
As you can see on screenshot, some civs are settle two cities and they will survive, but rome and denmark instead of racing to this perfect place with bisons just hold settlers in cities, this looks like suicidal tactic for me. I am playing for shoshone.
 
What I should edit to make ai more expansive? They just produce and hold settlers in cities, even if they have proper territory and enough space, meanwhile they always lose to civs that settle at leasts two cities. Doesn't seems smart enough for me.
Or its about dll and there is no way for me to fix it? god ****
This is a bug. Expansion was normal in my last game (version 3-30), but some bugs are quite strange so you never know. The AI is supposed to be clever so anything like "the AI does not expand while having settlers" or "the AI could have captured my city but didn't" or "the AI is still stupid" is not intended and should be reported as a bug.
 
This is a bug. Expansion was normal in my last game (version 3-30), but some bugs are quite strange so you never know. The AI is supposed to be clever so anything like "the AI does not expand while having settlers" or "the AI could have captured my city but didn't" or "the AI is still stupid" is not intended and should be reported as a bug.
I reinstalled vox populi few times then tryed community patch only, and every time I have this "bug". I thought its relatively with changes minimum city range to 2 tiles, but yet part of ai can settle that close in first oppoturnity, may be its something about diplomacy?
 
I reinstalled vox populi few times then tryed community patch only, and every time I have this "bug". I thought its relatively with changes minimum city range to 2 tiles, but yet part of ai can settle that close in first oppoturnity, may be its something about diplomacy?
Try bigger map with such amount of players. On this screen I don't see a good space for settle.
 
I reinstalled vox populi few times then tryed community patch only, and every time I have this "bug". I thought its relatively with changes minimum city range to 2 tiles, but yet part of ai can settle that close in first oppoturnity, may be its something about diplomacy?
Reinstalling will change nothing. This is a bug in the AI.

However, now that at look the screenshot, I know why they do not settle: those bisons you are talking about are in range of Adranopole, and can be bought at any moment by Byzance. So are all the luxuries of this city, they can be bought at any moment by a neightbouring civ. Which mean they are highly devaluated (I think the value of tiles in range of being bought is halved).

Diplomacy may also be a problem since settling there is forward settling 2/3 other civs, so this city would not be considered as defendable. (And to be fair, it is not. That kind of city can be captured with 3 spearmens)

I don't know if @Enginseer put any options in the code you can modify to make your settup works (something like "NO_DEVALUATION_TILES_ADJACENT_MAJOR_CIV"). But to be fair, settling this "3 bisons city" does not seems like a good decision, if there was any "good decision" for those AI, it would have been "do not build any settler and spam warriors (and rush iron working for spearman) to capture ennemy cities and/or ennemy settlers". Though that now that they have settlers, they should probably use them an settle at minimal distance from their capital, in the most defendable position.
 
Ok I got it: some ai prefer just stay with one city and die, because place with bisons, stone and forest not good enough, instead of settle one more city and produce more units? Well this is really sad if there is no way to change ai priorities to settle city not only in perfect locations, but just for surviving. And strange thing that if you look at Adrianople you may notice that its settled in place even worse, without any recources at all.
Adrianopole is not considered as a worse place. It has at least 3 bisons, one banana, and one dye in range 3. It is next a river. And it is nearer to the capital than the place you suggest (so easier to defend).
Moreover, the AI does not consider as viable the position at the middle of the 3 bisons, so Byzance know that nobody will steal them.
 
Ok I got it: some ai prefer just stay with one city and die, because place with bisons, stone and forest not good enough, instead of settle one more city and produce more units? Well this is really sad if there is no way to change ai priorities to settle city not only in perfect locations, but just for surviving. And strange thing that if you look at Adrianople you may notice that its settled in place even worse, without any recources at all.
On such crowded map the best option is to take archery and take nearest city without settling at all. Don't think anyone will balance AI or make special exceptions for such unique situation.
Just try bigger map or reduce number of players.
 
Reinstalling will change nothing. This is a bug in the AI.

However, now that at look the screenshot, I know why they do not settle: those bisons you are talking about are in range of Adranopole, and can be bought at any moment by Byzance. So are all the luxuries of this city, they can be bought at any moment by a neightbouring civ. Which mean they are highly devaluated (I think the value of tiles in range of being bought is halved).

Diplomacy may also be a problem since settling there is forward settling 2/3 other civs, so this city would not be considered as defendable. (And to be fair, it is not. That kind of city can be captured with 3 spearmens)

I don't know if @Enginseer put any options in the code you can modify to make your settup works (something like "NO_DEVALUATION_TILES_ADJACENT_MAJOR_CIV"). But to be fair, settling this "3 bisons city" does not seems like a good decision, if there was any "good decision" for those AI, it would have been "do not build any settler and spam warriors (and rush iron working for spearman) to capture ennemy cities and/or ennemy settlers". Though that now that they have settlers, they should probably use them an settle at minimal distance from their capital, in the most defendable position.
Hmhmhmhm, well that's make sense, thx for explanation.
 
First, make sure you've followed the complete procedure:
1) Go to the MODS menu
2) Select the mods (1), (2), (3), (4), (5) and (6a) (or 6b or 6c, depending of the option of the auto-installer you've chosen)
3) Click on NEXT. You should have "configuring database" or something like that.
4) Make sure you have the 6 mods enabled in the sum-up. If one of them is missing, or with a bad name (ex: no number), or in the bad order, you have a problem. Post a screenshot for more debug infos.
5) Click on SINGLE PLAYER (do not go back to the main menu, it will disable the mods)
=> For multiplayer, you need to use a modpack instead
6) Click on NEW GAME. Every civ's unique abilities are different from the base game, so you don't need to lauch the game to know if the mod is correctly loaded.

If it does not works, please post a screenshot of the step that does not works.


WAOUW !
"Do not go back to the main menu, it will disable the mods"
=> i'm sure I did this...
seems normal to me, and I never read not to do this before.
Just autoinstaller / activate mods / play.

I really don't see the logic of this step... but I do believe It makes effect hell yeah!
Sad... so I have to activate the mods before each new game althoug too? or at least launch any new game by the mod menu instead of normal menu...
?



Although "=> For multiplayer, you need to use a modpack instead"
hhmmm... for me "Vox popli" IS a "modpack"... so I guess I miss a point...

I should rather install the mod, not as a mod, but over the original game? then?

thanks for everyone who helped my quest!!!! :thumbsup::hug:
I had been busy lately, sorry for few time reaction, I'll start biketripin' Canada from 19th May, so I will play and taste the full full Vox Populi when I'm back home in july... :p
 
WAOUW !
"Do not go back to the main menu, it will disable the mods"
=> i'm sure I did this...
seems normal to me, and I never read not to do this before.
Just autoinstaller / activate mods / play.

I really don't see the logic of this step... but I do believe It makes effect hell yeah!
Sad... so I have to activate the mods before each new game althoug too? or at least launch any new game by the mod menu instead of normal menu...
?



Although "=> For multiplayer, you need to use a modpack instead"
hhmmm... for me "Vox popli" IS a "modpack"... so I guess I miss a point...

I should rather install the mod, not as a mod, but over the original game? then?

thanks for everyone who helped my quest!!!! :thumbsup::hug:
I had been busy lately, sorry for few time reaction, I'll start biketripin' Canada from 19th May, so I will play and taste the full full Vox Populi when I'm back home in july... :p
MOD: It installs in the MOD folder, you access to it through the MOD menu. It's easier to have the last release.
MODPACK: It installs in the GAME folder, you access to it through the default menu. It starts faster and works for multiplaying.

Gazebo provides the auto installer for the MOD.
Some players make custom MODPACKS with VP and other mods. Or you can build your own MODPACK, following instructions.
 
WAOUW !
"Do not go back to the main menu, it will disable the mods"
=> i'm sure I did this...
seems normal to me, and I never read not to do this before.
Just autoinstaller / activate mods / play.

I really don't see the logic of this step... but I do believe It makes effect hell yeah!
Sad... so I have to activate the mods before each new game althoug too? or at least launch any new game by the mod menu instead of normal menu...
?



Although "=> For multiplayer, you need to use a modpack instead"
hhmmm... for me "Vox popli" IS a "modpack"... so I guess I miss a point...

I should rather install the mod, not as a mod, but over the original game? then?

thanks for everyone who helped my quest!!!! :thumbsup::hug:
I had been busy lately, sorry for few time reaction, I'll start biketripin' Canada from 19th May, so I will play and taste the full full Vox Populi when I'm back home in july... :p

In short Vox Populi from the auto-installer is a "Mod", meaning that you indeed need to enable it everytime you lauch civ, which is quite long.
However, there is a way of bypassing this, using what is called a "Modpack". In the idea, a modpack is a way of tricking Civ into thinking Vox Populi is an "expansion DLC" and not a Mod.
In practice, you just need to
1) Download the last modpack avalaible. See the END of the thread https://forums.civfanatics.com/threads/dlc-modpack-and-43-civ-version-repository.609278/page-17
2) Go into your Steam's civilisation folder, into Asset/DLC. If there is any folder named ui_bc1, delete it (it is something installed by the auto-installer of VP, which will conflict with the modpack)
3) Unzip the modpack into Asset/DLC
=> If you have any problem with the modpack, post a screenshot of your DLC folder. Chances are that there is a garbage folder from another mod remaining there.
4) Lauch and play the game as if it was unmodded (do NOT enable any mod)
 
I feel old...
I lack perseverance nowadays, things need to work.
The problem been, I had part of the changes effective, graphics modification, so I didn't understand why some part got activated and somes not.
And I still don't. But I won't try to understand further...
Yet, I learn by step, first the new organization for most menues, and civ ranking
And now the new balancing, luxuries, techtree.

All in once might have been too much changesfor me :lol:
 
I feel old...
I lack perseverance nowadays, things need to work.
The problem been, I had part of the changes effective, graphics modification, so I didn't understand why some part got activated and somes not.
And I still don't. But I won't try to understand further...
Yet, I learn by step, first the new organization for most menues, and civ ranking
And now the new balancing, luxuries, techtree.

All in once might have been too much changesfor me :lol:
Don't worry, take a leisure tour at a lower difficulty.
 
Is choosed victory type affects on ai behavior?
Yes. But probably not as much as a human would.
If you disable only few victories, it should be ok, but the AI does not seems to be really efficient (last time I've tried) if there is only one victory type enabled (time victory does not count).
 
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