Quick Questions / Quick Answers

I'm sorry but I don't know anything about the current happiness system. Hopefully, someone else can help with that one.
 
Anyone else unable to get the promotion flag mod working? The one that is supposed to show what promotions certain units have above the unit's icon. I tried deleting the cache and reloading mods but it didn't help. Here's a list of mods I have installed. Two mods didn't fit on the list, one is No Futuristic Units and the other is Wonder Race but I doubt that those would be interfering.
VFTEG5z.png
 
does anyone know a mod that changes the starting units of civs in a game? is it compatible VP?
 
Hello everyone. I want to ask for advice. I have such a problem: at a certain stage of the game, bots run forward 6-5 technologies. This happens around the turn of the Renaissance and the Industrial Age, even for scientific civilizations, such as Russia and Korea. I have already tried to change my strategy, but I still can’t get past this stage. I play on the Emperor, although in vanilla I achieved victories on a different difficulty.
Could you tell me which elements should be given more attention in the late game?
I didn’t download new updates, I play on the version that I installed a year and a half ago.
Thank you in advance.
 
If you want to stay ahead with technologie you have to focus on science. I know, I'm Captain Obvious here, but it's hard to tell what mistakes do you do just from this post.
 
Hi. My google-fu is letting me down. I am desperate to Read The Fantastic Manual for Community Patch. Yet I cannot find one.

I play a lot (disability pension and little else to do), and I was setting up a new arrangement of mods when I discovered that there's actually the CustomModOptions.xml, and it looks like it will let me do a bunch of fun stuff.

However. I keep stumbling across things like the following, for example. In lines 199 to 202, it reads:

<!--
Various new tables and logics for plots. Currently, this is required to activate:
- Table 'Plot_AdjacentFeatureYieldChanges'. Columns are 'PlotType', 'FeatureType', 'YieldType', 'Yield', 'IgnoreNaturalWonderPlots'.
-->

I have since found that this table and these columns are provided for in CoreTableAdditions.sql. And I'm looking forward to trying out this option.

Now, the actual question(s):
Is there no Fantastic Manual? No comprehensive readme?
Can I at least assume that any requirements mentioned in the comments are provided for in other parts of the patch package?
If not. Is there a file, a forum thread, whatever, where examples of what code to insert and where to take care of otherwise non-provided requirements?

I'm pretty confident that my question is really of no merit, that what I seek is either unnecessary, or right in front of me and I'm just too blind (not kidding, lost >50% of my vision, traumatic brain damage) or too dense (really not as much processing power as I used to have) to find.
Please accept in advance my apology for wasting everbody's time, and please be a boss by pointing me right at the stark glaringly obvious.
 
Hi. My google-fu is letting me down. I am desperate to Read The Fantastic Manual for Community Patch. Yet I cannot find one.

I play a lot (disability pension and little else to do), and I was setting up a new arrangement of mods when I discovered that there's actually the CustomModOptions.xml, and it looks like it will let me do a bunch of fun stuff.

However. I keep stumbling across things like the following, for example. In lines 199 to 202, it reads:



I have since found that this table and these columns are provided for in CoreTableAdditions.sql. And I'm looking forward to trying out this option.

Now, the actual question(s):
Is there no Fantastic Manual? No comprehensive readme?
Can I at least assume that any requirements mentioned in the comments are provided for in other parts of the patch package?
If not. Is there a file, a forum thread, whatever, where examples of what code to insert and where to take care of otherwise non-provided requirements?

I'm pretty confident that my question is really of no merit, that what I seek is either unnecessary, or right in front of me and I'm just too blind (not kidding, lost >50% of my vision, traumatic brain damage) or too dense (really not as much processing power as I used to have) to find.
Please accept in advance my apology for wasting everbody's time, and please be a boss by pointing me right at the stark glaringly obvious.

No need to apologize! And sorry to hear about your harsh personal circumstances. :(

CustomModOptions.xml has a good number of outdated options, we've been cleaning up that file. Not certain about the one you refer to, but it looks like a table that is either integrated into VP or is only used by modmods, so you don't need to worry about it.

VP is currently lacking in comprehensive documentation. It would be nice to have one day but it's a monumental task.

Is this still in active ddevelopment? When can I see this to be compatible with JFDLC again?

VP is still in active development. The next release has been delayed because of IRL delays and because we've been working on a major trimming down of files.

As a rule, we don't update the mod for compatibility with other mods - we update VP and other mods can update if they want to be compatible. Attempting to be compatible with every other mod and modmod would be a difficult task indeed.
 
Can someone point me to the file that amends the amount of techs reducing your unit supply, which is quite annoying, as struggling to build an army. Normally I have no trouble but even with Terracotta Army & Himinji Castle only have 38 limit with six cities, & without them two would really be struggling to protect my borders. I have a big area to cover as Russia with enemies on all sides. Pangaea map.

One thing different to my normal game is I have no coastal cities so cannot build lighthouses & harbors to push limit up. You could argue that I don't need a navy, but then in more naval type maps you would need less of a land force anyway so evens it out.
 
Can someone point me to the file that amends the amount of techs reducing your unit supply, which is quite annoying, as struggling to build an army. Normally I have no trouble but even with Terracotta Army & Himinji Castle only have 38 limit with six cities, & without them two would really be struggling to protect my borders. I have a big area to cover as Russia with enemies on all sides. Pangaea map.

One thing different to my normal game is I have no coastal cities so cannot build lighthouses & harbors to push limit up. You could argue that I don't need a navy, but then in more naval type maps you would need less of a land force anyway so evens it out.

It's hardcoded into the DLL.
 
It's hardcoded into the DLL.

That is unfortunate, but at least I know it wasn't through lack of searching.

The only other way then is to change the amount of free units in cities or produce the population %. I am reluctant to do this as it will lead to far bigger amount of forces for larger empires, which when I play domination soon spiral out of control, with too many to know what to do with.

How exactly does this tech penalty work. I always thought it was due to how many techs you had, but it seems not, as currently I have 34 with a 49 penalty, & the first one you have already discovered when you start game.

Like I said this isn't normally a problem due to having coastal cities, but certainly noticeable without them.

Does anyone know any mods that help with this. There was a discussion awhile back about too many units in late game, but cannot remember whether anything was resolved with this.
 
That is unfortunate, but at least I know it wasn't through lack of searching.

The only other way then is to change the amount of free units in cities or produce the population %. I am reluctant to do this as it will lead to far bigger amount of forces for larger empires, which when I play domination soon spiral out of control, with too many to know what to do with.

How exactly does this tech penalty work. I always thought it was due to how many techs you had, but it seems not, as currently I have 34 with a 49 penalty, & the first one you have already discovered when you start game.

Like I said this isn't normally a problem due to having coastal cities, but certainly noticeable without them.

Does anyone know any mods that help with this. There was a discussion awhile back about too many units in late game, but cannot remember whether anything was resolved with this.
Balparmak has a mod here.
 
I'm curious, does anyone know of any guides written for higher difficulties?

I found a somewhat detailed one on steam but most of it is outdated and more focused on a Civs strengths/weaknesses than general advice.

I'm at a point where King is too easy, and Emperor isn't too hard per se, but I noticed I'm dead last on nearly every stat on the demographic screen until the Renaissance era.
 
Sorry guys, can't fix this myself.
Installed mod (only community patch for ai improving), but city-states have no workers at all. I noticed created boats for water resources thought. War units are created too.
Any help please?

P.s. no mods installed before
 
Sorry guys, can't fix this myself.
Installed mod (only community patch for ai improving), but city-states have no workers at all. I noticed created boats for water resources thought. War units are created too.
Any help please?

P.s. no mods installed before
We need more information than that: how many City-States? For how long? No improvements at all in their territories? (so they didn't disband it after the tile improvements) Etc.

I suggest a clean re-install and see if it has any effect.
 
Hello guys, how do forts work in terms of border growth? Do I need to work the fort with a pop to speed up tiles acquisition? Does the fort placement influence where my borders expand?
 
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