1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Quick Questions / Quick Answers

Discussion in 'Community Patch Project' started by Theral, Aug 23, 2016.

  1. vyyt

    vyyt Deity

    Joined:
    Jan 28, 2005
    Messages:
    2,317
    Location:
    Czech Republic
  2. Jiggly

    Jiggly Warlord

    Joined:
    Jun 19, 2018
    Messages:
    200
    I cant say for sure, but it is just cosmetic apparently and has been for a while according to JFD. It adds country specific music, art to era changes and a few small things like that, but no gameplay changes anymore even tho it says it in the description. As far as I know VP doesnt change anything with those so theoretically it should be fine but then again, i know nothing about nothing as you can see from my above posts.
     
    vyyt likes this.
  3. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

    Joined:
    Apr 23, 2017
    Messages:
    2,277
    Gender:
    Male
    Location:
    Łódź, Poland
    ENW loaded after MUCfVP. Should before. And I'm not sure if MUCfVP should be loaded after 5 parts of VP. @pineappledan?
     
    Last edited: Apr 16, 2020
  4. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

    Joined:
    Apr 23, 2017
    Messages:
    2,277
    Gender:
    Male
    Location:
    Łódź, Poland
    I played long time ago CulDiv and noticed some problems afair.
     
    vyyt likes this.
  5. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

    Joined:
    Apr 23, 2017
    Messages:
    2,277
    Gender:
    Male
    Location:
    Łódź, Poland
    To change order:
    • cut mod that appears too early, paste it to another temp folder.
    • Then cut it from temp folder and paste it again to MODS folder.
    • And you must do that with every mod that is badly loaded. One at a time. Stupid, I know, but works for me.
    So in your case you must cut MUCfVP, paste it to another folder. And cut it from and paste to MODS again. Load mods and observe what has changed. And repeat, repeat, repeat the process for other mods until all mods are correct.
     
  6. vyyt

    vyyt Deity

    Joined:
    Jan 28, 2005
    Messages:
    2,317
    Location:
    Czech Republic
    This sounds very tedious. Can't you just add dependencies to the mods which load in the wrong order?
     
  7. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

    Joined:
    Apr 23, 2017
    Messages:
    2,277
    Gender:
    Male
    Location:
    Łódź, Poland
    References are set, but I told once to (probably) @Enginseer and he said it happens :hmm:. Trying many times I noticed, that when I was uploading new version of the mod via modbuddy, load order was changing. It was because old mod was deleted and substituted with newer version (same effect like with copy paste thing), so it was loaded as last. If anyone knows better solution, share please :)
     
    Last edited: Apr 16, 2020
  8. sambrowny

    sambrowny Chieftain

    Joined:
    Apr 6, 2020
    Messages:
    8
    I’m currently playing Ethiopia for their ability to get free tech when you adopt a belief, however I failed to get a religion, if I capture someone else’s holy city and take their religion, does that count as adopting beliefs for the free tech? Thanks
     
  9. Recursive

    Recursive Covets Lands That You Currently Own Moderator

    Joined:
    Dec 19, 2017
    Messages:
    2,507
    Gender:
    Male
    No.
     
  10. vyyt

    vyyt Deity

    Joined:
    Jan 28, 2005
    Messages:
    2,317
    Location:
    Czech Republic
    Yeah, every time any of the mods is updated you would have to copy paste the dependencies for the said updated mod(s) again. But do the non VP-mods update that often?
     
  11. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

    Joined:
    Apr 23, 2017
    Messages:
    2,277
    Gender:
    Male
    Location:
    Łódź, Poland
    Depends on author of the mod.

    There's set of mods which is stable and didn't change for years. They are also independent and there's no need to touch them during such an operation.

    To finish this topic: Remember that not THIS mod references are important, but mods that are referenced TO IT. If you load latest version of the mod, it will probably be loaded after those mods. This means, all stuff referenced from it won't trigger. Reference helps, but may not work each time. For example: UCS gives you additional city-states, and Meaningful colours changes colours for each one. If you update UCS (which is rather impossible, because its authore claim it is finished), then it will be loaded later. So Meaningful Colours will change all colours for base CSs, but won't touch any from UCS. So the only thing is to make sure Meaningful Colours is loaded later. There's no mod referenced to Meaningful colours nor another mod referenced to UCS, so operation is finished. That's all.

    We cannot use dependencies because they mean mod is REQUIRED. We want to make mod OPTIONAL, so we use reference.

    I didn't expect this will turn into lecture :p
    Hope this helped you. Maybe we will gain another modder such way?

    And this is promised mod load order:
    Code:
    [12086.458] EUI_context: Active MOD:   d1b6328c-ff44-4b0d-aad7-c657f83610cd   (1) Community Patch   Version   94
    [12086.458] EUI_context: Active MOD:   8411a7a8-dad3-4622-a18e-fcc18324c799   (2) Community Balance Overhaul   Version   13
    [12086.458] EUI_context: Active MOD:   eead0050-1e3f-4178-a91f-26cf1881ac39   (3) City-State Diplomacy Mod for CBP   Version   28
    [12086.458] EUI_context: Active MOD:   c7bf7064-d1b1-4708-9e93-7a1560868582   (4) C4DF - CBP   Version   11
    [12086.458] EUI_context: Active MOD:   be2d13ee-d18d-410e-8f04-7cd19cd99a98   (5) More Luxuries - CBO Edition (5-14b)   Version   155
    [12086.458] EUI_context: Active MOD:   24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2   (6a) Community Balance Overhaul - Compatibility Files (EUI)   Version   1
    [12086.458] EUI_context: Active MOD:   0f1eab20-b84e-4277-a3cc-f772b952be54   (7a) Promotion Icons for VP   Version   3
    [12086.458] EUI_context: Active MOD:   1f0a153b-26ae-4496-a2c0-a106d9b43c95   (7b) UI - Promotion Tree for VP   Version   22
    [12086.458] EUI_context: Active MOD:   82cb55e0-d041-4fa6-a231-d219ac7137f5   (cmo) Custom Mod Options Pack   Version   1
    [12086.458] EUI_context: Active MOD:   fe6643ef-8ae3-4942-8b8d-f8db835cf15f   (game) Free Recon Units   Version   2
    [12086.458] EUI_context: Active MOD:   1628ab1d-e2c1-4b6c-ace5-062618249248   (game) Hex Conquer and Release   Version   3
    [12086.458] EUI_context: Active MOD:   e0bea4b7-dff9-40da-b6e3-4ea6da5853d5   (game) Improved Air Recon   Version   1
    [12086.458] EUI_context: Active MOD:   420f5ed1-b43c-4ba5-a5f0-d463c4cda72e   (graph) Faster Aircraft Animations   Version   3
    [12086.458] EUI_context: Active MOD:   0410e638-98da-4d02-930a-daf4c3a120ef   (graph) Quick Turns   Version   10
    [12086.458] EUI_context: Active MOD:   ba57b38a-e66d-4bcc-91f4-94a1d73f2a62   (map) Tectonic   Version   4
    [12086.458] EUI_context: Active MOD:   fe245559-0525-41bb-9e1c-b281e018b5fc   (qua) CIV-linked Great Generals   Version   11
    [12086.458] EUI_context: Active MOD:   e3a9da9c-541d-41f4-bfef-10654a0e4b0b   (qua) Convenient start   Version   2
    [12086.458] EUI_context: Active MOD:   63c52a76-a551-4b34-8a32-477079b729aa   (text) Diplomacy Responses Extended   Version   1
    [12086.458] EUI_context: Active MOD:   846f2b90-8d83-4b30-a62a-2a5ec801b1d4   (ui) Commander Influence Borders   Version   2
    [12086.458] EUI_context: Active MOD:   f30c5651-8fce-44c8-abe6-4bc9bd582098   (ui) Filters in Trade Route Overview   Version   2
    [12086.458] EUI_context: Active MOD:   6010e6f6-918e-48b8-9332-d60783bd8fb5   (ui) Historical Religions Complete (BNW or GK)   Version   45
    [12086.458] EUI_context: Active MOD:   200c965c-b3c0-43e6-8656-a7df71189c81   (ui) List Enhancements for VP   Version   5
    [12086.458] EUI_context: Active MOD:   15b0b891-9fb2-421c-a252-f6ec332c029c   (ui) Overlay Compendium   Version   3
    [12086.473] EUI_context: Active MOD:   5e4c5a89-f4e0-44f1-9590-da744d7950d5   (ui) Show XP in Military Overview   Version   2
    [12086.473] EUI_context: Active MOD:   dab4ce8a-73a5-4beb-81c1-808e4baf45a8   (ui) Small Resource Icons   Version   4
    [12086.473] EUI_context: Active MOD:   a08b75c3-729e-4aa8-a458-8f44b0d70777   (ui) Unit Path Viewer   Version   10
    [12086.473] EUI_context: Active MOD:   ba4d7977-e47e-4145-8577-bd562b0173a3   (ui) Religion Spread (Vox Populi)   Version   2
    [12086.473] EUI_context: Active MOD:   d4a7e692-5d05-4436-bc84-13236d75575f   (ui) Wonder Planner for VP   Version   7
    [12086.473] EUI_context: Active MOD:   675ba5ec-dc5a-400f-9864-8170568d04e5   (overhaul) Enhanced Naval Warfare for Vox Populi   Version   1
    [12086.473] EUI_context: Active MOD:   8e54eb87-31e8-4fcd-aafe-ede055b463d0   (overhaul) Even More Resources for Vox Populi   Version   5
    [12086.473] EUI_context: Active MOD:   259c3593-34dd-4fdd-bd7d-8ed67cc0797c   (overhaul) More Unique Components for VP   Version   58
    [12086.473] EUI_context: Active MOD:   3e151552-1683-4881-b736-8ee89226f599   (overhaul) More Wonders for VP   Version   1
    [12086.473] EUI_context: Active MOD:   b2eb6d1e-1fcb-4a0d-829c-51691aa3183a   (overhaul) Unique City-States   Version   4
    [12086.473] EUI_context: Active MOD:   6f162445-8dd2-4809-b8b4-aa405d4b2107   (text) Promotion Overhaul for VP   Version   17
    [12086.473] EUI_context: Active MOD:   9e735b12-3815-4ce3-9845-5396afb189da   (ui) Trade Opportunities for VP   Version   11
    [12086.473] EUI_context: Active MOD:   871da714-b2c6-49e9-8882-57489f501dba   Enhanced Air Warfare 4VP   Version   1
    [12086.473] EUI_context: Active MOD:   7f744e52-8950-4961-93f4-6b6d121b7894   (text) Alternative Component Names for VP   Version   1
    [12086.473] EUI_context: Active MOD:   6df65e6b-6aa4-4da2-a7fd-084d0e9c84c1   (ui) Improved City View (Vox Populi EUI)   Version   11
    [12086.473] EUI_context: Active MOD:   5594cb50-a30e-4abf-a249-69704fc95da9   (ui) City-States Leaders for VP   Version   10
    [12086.473] EUI_context: Active MOD:   7db75fa8-0dd6-424d-8130-b79c37b04398   (ui) Meaningful Colours   Version   8
    [12086.473] EUI_context: Active MOD:   d7d2f630-cf19-4663-a5a3-4ed417b96af7   (game) Capture+++   Version   4
    
    1 note: 3 last mods on the list were cut and paste.
     
    Last edited: Apr 16, 2020
  12. vyyt

    vyyt Deity

    Joined:
    Jan 28, 2005
    Messages:
    2,317
    Location:
    Czech Republic
    @adan_eslavo yes, I know. If you keep using the same mods, then I thought you would do this:

    - mod D needs mod C
    - mod C needs mod B
    - mod B needs mod A

    So you would not need to list all the mods needed to load beforehand for each mod. It works for me, but maybe it is just a coincidence.
     
    adan_eslavo likes this.
  13. bonniepbilly

    bonniepbilly Chieftain

    Joined:
    Jul 4, 2007
    Messages:
    83
    Could you remind me what my options are when someone I was conquering to get him as my vassal becomes someone else’s vassal? Can i convince him to switch allegiance if I declare again and keep pushing? Do I need to talk to his new master? (As the new master is on the other side of the map I won’t be able to scare him). Thanks!
     
  14. psparky

    psparky Prince

    Joined:
    Feb 24, 2011
    Messages:
    540
    Gender:
    Male
    Is Great Engineer yield now fixed at birth? If so, does it depend on which city they are born in?
     
    cammcken and BurntNorton like this.
  15. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

    Joined:
    Apr 23, 2017
    Messages:
    2,277
    Gender:
    Male
    Location:
    Łódź, Poland
    I think I understand your point of view. If you use same mods, then you can manually change references to dependencies in main fmodinfo files and do not bother with references or copy-paste thing anymore (because dependency work correctly) until next update, where you need to changed that thing only for one updated mod. It is a reasonable solution, I admit.
     
    vyyt likes this.
  16. MontyJava

    MontyJava Chieftain

    Joined:
    Apr 12, 2020
    Messages:
    40
    Having an issue in my current game. I captured an enemy capital, but now I'm getting 25% of the terrain yield for food and only food (production and gold still get 100%). Not sure why.

    I am running Hex & Conquer mod also.
     

    Attached Files:

  17. tu_79

    tu_79 Deity

    Joined:
    Feb 11, 2016
    Messages:
    7,346
    Location:
    Malaga (Spain)
    Looks like it. I've noticed the same thing.
     
  18. SilentReply

    SilentReply Chieftain

    Joined:
    Jan 13, 2020
    Messages:
    70
    Gender:
    Male
    I confirmed it is fixed at birth, and is based on the number of citizens in the birth city. Does anyone know if that is intended? This will definitely change where I work engineer specialists late game.

    I've also noticed that faith buying great people does not increase their great person point cost. Is it intended they are on a separate counter? Don't think that is the case in vanilla.
     
    vyyt likes this.
  19. cammcken

    cammcken Warlord

    Joined:
    Jul 25, 2012
    Messages:
    294
    Location:
    Massachusetts, USA
    Birth of a Great Person via specialists doesn't increase their faith cost. Why should the vice versa?
     
  20. Gazebo

    Gazebo Lord of the Community Patch Supporter

    Joined:
    Sep 26, 2010
    Messages:
    18,278
    Gender:
    Male
    Location:
    Little Rock
    All GPs are set value at birth.

    G
     
    vyyt likes this.

Share This Page