Quick Questions / Quick Answers

Can someone tell me what game version I am playing, Community Patch modinfo says v138 but what version is that in the threads here? I've versions 4.17.5, 4.17.6 and 4.17.8 in my program files so it should be one of them but I can't for the life of me remember which one I have installed! Is there a way to check that in the mods folders?

The number should be shown in the mod selection menu. You can also open the file "(1) Community Patch (v138).modinfo" with an editor and check the number in the teaser (line 5 or so).
 
The number should be shown in the mod selection menu. You can also open the file "(1) Community Patch (v138).modinfo" with an editor and check the number in the teaser (line 5 or so).
Thank you! I don't know how I missed that :crazyeye: it's not even any of the versions I listed either :lol:
 
Two questions about Raging Barbarians if there's anyone who plays it, which its been literally years and years since I've tried.

1. Anyone particularly fun to play with the setting? The Aztecs are almost certainly too good, but what about the other nations with early uniques? I play with 4UC so that includes the Maya for instance.
2. How do the AI nations handle it? I don't want to end up way ahead.

If it matters, I usually play Epic Speed, King or Emperor, Huge 12/24 or 13/26 on the normal Communitas map.
 
Difficulty too low for the AI to handle, they usually loose a couple cities to the barbarians (at least the most pacifist AIs)
Aztecs are definitely fun to play, God of war is a must regardless of what civ you end up taking.
Celts' Pictish warriors are very good too (faith on kill). Plus they have a unique Pantheon based on unit kills (and pillage, but irrelevant here).
I guess French, with their unit capture mechanic, can be interesting.
 
Thanks!

Yeah, if I need to up the difficulty to help the AI, then leaning fully into it, and just playing the Aztecs or the Celts with their aggressive pantheon could be the most fun options.
 
Hi Team,
Been away for a while, coming back to VP after a year or so break.
Am I right in understanding now (latest version) that vassals seem to be unable to vote for master when it comes to diplomatic victory? This is new to me and I just lost my game because I was unaware of that change, hoping someone could confirm this is actually expected (none of my vassals seemed to have any vote to cast in the diplomacy victory/global hegemony voting session).
 
Is there a way to lower or disable the modifier for the "builds wonders too aggressively" hate?
Yes, you need to edit the [...]\Sid Meier's Civilization 5\MODS\(1) Community Patch\Database Changes\Defines\DiploOpinionWeights.sql file and change opinion value in the 'wonder spammer' part
 
@Anarcomu Thank you kindly, indeed most of things worked like that. I'm compiling a bit of those unclear issues into text file few sentences a game session and I hope I'll be able to make a tips and things I discovered while playing msyelf and would like to share for VP thread soon with this type of things to which you also contributed just now.

Can you guys tell me how diplo victory the last sessions worked? And why powerful Morocco and Byzantines (without DoF), both statecraft and not sharing my religion (ideology yes) vote for me for host? Do they see me as lesser of the evils or not competing with them for diplo, over Germany? I have usually long gaps between games so I forget the exacts, is the 49 in the corner enough to win a hegemony or would I need at least 49 plus anything to be over everyone voting against me, right, which means probably 200? I didn't aimed at diplo at all. Also, my vassals hated me so they would vote against IIRC.

Spoiler :

1751041064826.png

 
I'm somehow having headaches to get the mapscript to give me what I want - I assume most people are still using communitu79?

If I want a semi-Pangea (no New World) I set to 0 Oceans / Narrow Rifts / Spawn Everywhere ; and tend to spawn on a mildly lonely island chain.
I'm also okay with having a new world but it creates a barbarian hellscape which becomes insanely annoying once they can cross oceans.

Any suggestions? I'm playing with a Modpack but everything should be there.
 
Fast archery unit. They also all have a range of 1 and the "skirmisher doctrine" promotion.
- All cavalry archery
- The light tank (range attack, unlike other tanks with melee attack)
- Helicopter

Basically, take the first cavalry archery, and all its upgrade are in the category too.
VP devs took effort to ensure a unit never upgrade in another category. unlike vanilla when pikeman would upgrade into lancer.
 
Is there any way to change the type of military unit that get "gifted" to you by CS or drafted via conscription? For some reason I always get a lot of gatling guns and AA guns. Would love to be able to choose what I'm getting gifted or drafting. Preferably without having to crack open INI or DLL files?
 
Can Washington buy tiles that I station a unit on, will that unit be shamelessly moved back like with a peace treaty? Maybe not at war, like you can't buy a tile enemy unit or barbarian is on, but I think he can at peace, right?
 
Same as how your units are moved when hit by a Citadel.
 
Just noticed I can attack a city state, although they are ally of a major civ I still have a peace treaty with. They allied the city state after that peace treaty, so I think, that is why it worked. Has this always been possible, or is it new?
 
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