Quick Questions / Quick Answers

Hello.

Would the developers of this mod be interested in our graphics mod which we created for a student project? We have created new graphics for roads and rivers.

Our rivers are more branched and we have redone the roads so they conjoin better without ugly loops, and include a central point to ensure hex alignment.
 
Hello.

Would the developers of this mod be interested in our graphics mod which we created for a student project? We have created new graphics for roads and rivers.

Our rivers are more branched and we have redone the roads so they conjoin better without ugly loops, and include a central point to ensure hex alignment.

independantly of the question; that sounds really cool, can we see a snippet?
 
Hello.

Would the developers of this mod be interested in our graphics mod which we created for a student project? We have created new graphics for roads and rivers.

Our rivers are more branched and we have redone the roads so they conjoin better without ugly loops, and include a central point to ensure hex alignment.

probably a lot of people in and out of this mod would be interested in that. is your mod uploaded somewhere?
 
What about pillaged roads? I hate so much that you often times can't distinguish a pillaged road from a functioning one at a glance. Or maybe it was railroads? Or both!
 
Can you build villages on a road that connects one of your cities to a city-state and still gain the bonus production and gold for city connection? what about on a road that connects one of your cities to a city from a different civilization?
Apparently the answer to this is no. In fact, villages on roads connecting to another civ/city state don't even recognize trade routes that pass over them.
18-1-14-1 City State Villages.png
 
Is it possible that the development of the mod over the last year has made the AI 'thinking' more demanding in terms of computer requirements (CPU, RAM etc.)?

The AI turn loading times have gotten unbearably long recently, to the extend that I cannot play the game in the middle-to-late stages...
My laptop is relatively old, of course, but I don't remember having such issues a year ago.
 
Is it possible that the development of the mod over the last year has made the AI 'thinking' more demanding in terms of computer requirements (CPU, RAM etc.)?

The AI turn loading times have gotten unbearably long recently, to the extend that I cannot play the game in the middle-to-late stages...
My laptop is relatively old, of course, but I don't remember having such issues a year ago.
Same is happening to me, not entirely sure, but would guess since 2-3 months
 
This has been on my mind for the last several patches, as I have seen some weird starting locations for certain Civs. Does anyone know what the current list of starting biases are for the various Civs in VP, and where would one go to modify this if they wanted to?

I've seen games where Arabia and Egypt don't start on desert/flood plains, Siam/Iroquios don't start in forest/jungle, Carthage/Japan don't start on the coast, etc. so I am very curious to know what the starting bias SHOULD be for each Civ in VP.

Thanks!
 
This has been on my mind for the last several patches, as I have seen some weird starting locations for certain Civs. Does anyone know what the current list of starting biases are for the various Civs in VP, and where would one go to modify this if they wanted to?

http://civilization.wikia.com/wiki/Civilizations_(Civ5)

Starting bias for each is listed next to the civilizations in columns. However, VP specifics, I do not know what changes. You want to make modifications to existing biases?
 
I remember at some point changes were made in VP to some of the starting biases, and looking at the vanilla biases I could see some that could use a change. For example, Siam's vanilla bias is "Not in a forest" which makes no sense as their UB gets bonuses for having nearby jungles/forests. I was just curious if anyone knew exactly how VP has modified the starting biases from vanilla Civ 5.
 
First of all a big thank you to Gazebo and everyone involved with Vox Populi for making CivV even more awesome.

Now i would really appreciate if someone points out the location of artdefine for the explorer unit in the mod folder, i would like to shrink the size of the unit model. I am using both R.E.D. Modpack (v 28 beta 2b) and r_e_d_xtreme and have shrunk all the models for the units and landmarks (even the specific culture ones) except the explorer. Trying to change the size through R.E.D doesn't have an effect.
 
Also, do I receive the same points fighting with melee than fighting with ranged?
Earned XP is the base for Great general/admiral points. not sure about artistry, but i think it does affect GGen/GAdm
 
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