Quick Questions / Quick Answers

Is there a way to disable War Weariness? I tried (mid-game) increasing this number to 100 and then even to 1000 ...

ALTER TABLE Policies ADD COLUMN 'WarWearinessModifier' INTEGER DEFAULT 0;

... in this file:

Community Patch/CoreFiles/Core Tables/CoreTableEntries.sql

... but it does not seem to have any effect. Or maybe I would need to start a new game after modifying the SQL?

I sometimes enjoy protracted wars of attrition, but the War Weariness makes them unsustainable. Thanks!
 
I think that if you start a new game correctly this setting is remaining as default. So, the only thing you need to do is create a new game with OCC unselected, and following games would be normal. I hope. This happens to me every time I install a new release. I have to uncheck manually events.
Well it changed, I think because I exited by clicking resign instead of return to main menu?
 
Hopefully quickly: is there an easy way to change the art define for units? For some reason the Zeppelin is bugged for me (likely I'm missing some piece of DLC?), and I just want to point the mod to a non-missing asset, or to copy an existing asset into the slot the mod is pointed at. I just don't know where to begin with the file structure on this, so any help would be much appreciated. I have an up-to-date Steam version of Civ etc.
 
Recently I've played (or tried to play) several total conversion mods, but I'm experiencing broken tech tree issue in almost all of them.
Hulfgar's modpack worked when I deleted files related to DLCs I don't have (as it was instructed).
I was not able to fix the Super Powers modpack even after clean download and re-installation from steam, and I have all required DLCs for that mod.

And now in Vox Populi I have the same issue, broken tech tree where I can see only Ancient and broken Classical era without possibility to scroll to other eras.
The thing is, I don't have all required DLCs for Vox Populi - Denmark, Inca and Ancient wonders are missing. Is this a known reason for broken tech tree in this TC Mod?

I don't mind spending 12€ for these DLCs if I would be able to play this obviously great Mod after I buy them.

But I would be great if someone can confirm that all tech tree issues will be fix if I acquire all required DLCs.

Thank you in advance for your replies.
 
Recently I've played (or tried to play) several total conversion mods, but I'm experiencing broken tech tree issue in almost all of them.
Hulfgar's modpack worked when I deleted files related to DLCs I don't have (as it was instructed).
I was not able to fix the Super Powers modpack even after clean download and re-installation from steam, and I have all required DLCs for that mod.

And now in Vox Populi I have the same issue, broken tech tree where I can see only Ancient and broken Classical era without possibility to scroll to other eras.
The thing is, I don't have all required DLCs for Vox Populi - Denmark, Inca and Ancient wonders are missing. Is this a known reason for broken tech tree in this TC Mod?

I don't mind spending 12€ for these DLCs if I would be able to play this obviously great Mod after I buy them.

But I would be great if someone can confirm that all tech tree issues will be fix if I acquire all required DLCs.

Thank you in advance for your replies.
Yes, it is. Read the requirements in the install thread.
 
Does anyone have information on the free promotions the AI gets on Deity? I noticed that the AI's spearmen and other units had between 1-4 small triangle promotions and I'm not sure what those were, but some seemed to give them massive combat strength bonuses.
 
Does anyone have information on the free promotions the AI gets on Deity? I noticed that the AI's spearmen and other units had between 1-4 small triangle promotions and I'm not sure what those were, but some seemed to give them massive combat strength bonuses.

AI does not get free promotions, ever.
 
I'm playing as Askia and have several cities on rivers, yet they're not forming city connections. What are the exact requirements?
 
I'm playing as Askia and have several cities on rivers, yet they're not forming city connections. What are the exact requirements?

Were the cities lie on the same river? If not, you can just build roads between the rivers to form a connection
 
Is there a way to check what they are? I'm sure they had honor finisher and probably morale, but I'm having a hard time figuring out where the rest are coming from.

Edit: Also the wiki claims they get 30 free XP on deity.

Yes, install the FlagPromotions mod which displays the promotions above the units all the time. When you mouse over them, you get their description in a tool tip.
 
Yes, install the FlagPromotions mod which displays the promotions above the units all the time. When you mouse over them, you get their description in a tool tip.
That looks wonderful, unfortunately i can't find a current version, much less one compatible with EUI. Any idea where I can get it it? (I googled a bit.)
 
That looks wonderful, unfortunately i can't find a current version, much less one compatible with EUI. Any idea where I can get it it? (I googled a bit.)

Have you tried this?

https://forums.civfanatics.com/thre...romotions-for-cpp.547864/page-4#post-14078743

I do not play with EUI, but I think it should work regardless of it. I downloaded it a long time ago, but it says version 7, so it should be the same as the one linked above. If it does not work for you, I can upload mine somewhere.
 
EUI is a component mod as bc1 claims meaning you can delete UnitFlagManager.lua and that'll allow the FlagPromotion to override EUI's UnitFlagManager since EUI's does not exist anymore.
 
Have you tried this?

https://forums.civfanatics.com/threads/modmod-thal´s-flagpromotions-for-cpp.547864/page-4#post-14078743

I do not play with EUI, but I think it should work regardless of it. I downloaded it a long time ago, but it says version 7, so it should be the same as the one linked above. If it does not work for you, I can upload mine somewhere.

EUI is a component mod as bc1 claims meaning you can delete UnitFlagManager.lua and that'll allow the FlagPromotion to override EUI's UnitFlagManager since EUI's does not exist anymore.

Didn't even need to do anything special, just clicked enable and it works. (Only on a new game though, ctd loading save without it.) Seriously this is freaking amazing. Thanks a TON vyyt.

Someone should like that in a sticky, because it's a serious QoL improvement. (Much easier to tell at a glance which archers are logistics and siege vs barrage, drill vs shock, etc.)
 
How do yo control where your first great prophet will spawn?
The one that produces the most faith AFAIK, but you can move your Great Prophet to other cities to make that the holy city.
 
The one that produces the most faith AFAIK, but you can move your Great Prophet to other cities to make that the holy city.
But beware, if all religions get founded before your Great Prophet arrives to that other city, you will not be able to found. Other than that, it might be a good idea to found in a coastal city if you plan on spreading it through trade.
 
But beware, if all religions get founded before your Great Prophet arrives to that other city, you will not be able to found. Other than that, it might be a good idea to found in a coastal city if you plan on spreading it through trade.

Would the coastal city approach apply to all religions, or just the one with the trade route belief?
 
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