Quick Questions / Quick Answers

what is the "near terryfing opponent" bonus from? I read in a post here from years ago that machine and gatling guns provide it, but cant find anything about that in the ingame info. Thanks a lot
 
Machine and gatling guns provide a different version called "suppressed fire". Terrifying opponents are the maori warrior (from Polynesia), and the mounted elephant, which is unlocked at the same tech as horseman, but require nearby ivory to be built. There might be other UUs with it, thought.
 
Thanks for the answear. Thats weird. It was a bonus China had while I was attacking her. I dont have a save file to that game anymore to double check. Ill keep an eye if it happens again.
 
It might written as "suppress fire" in promotion, but still "terrifying opponent" when looking to CS. So it could come from gatling guns, I don't remember for sure.
 
:D aaaaaaaahh, not checking EOF delimiters, after all these years...a classic. it shows now, thank you. Unfortunately it says i cant activate it because i'm missing required dependencies, which i'm pretty sure i'm not, as I wrote it myself and decided which, amongst those i have, are required/strongly recommended to have. I'll get to the bottom of it.

EDIT: Another distraction error: I had, in a copy-paste rush, pasted my mod id in the mod id field of one of the dependencies. Now, its all coming togheter.
EDIT 2: I completely broke the game lol, it loads and a first glance works fine, but beside not actually changing anything, it completely breaks the tech tree/panel. Yay...
 
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AFAIK resource diversity from trade route is a bonus depending on the number of resources (bonus and luxury) that is present in one city but not the other (either the outgoing or incoming city)
Thanks for reply. So it means the more unique luxury and bonus resources my city has, the more gold I get?
 
I noticed that, after I updated VP to the last patch (3.6.1 i think) the VPUI tips dont work anymore and i get them all in "TXT_KEY_VPUI_TIP_19". In the file it says:
<!-- VPUI Tips -->
<!-- Make sure all numbers are filled, refer the amount of number on the ContentSwitch.lua file -->
<!-- Otherwise you may see something like TXT_KEY_VPUI_TIP_19 on the tip text -->
But I cant find the ContentSwitch.lua file in any VP related folder, does anyone know where it is?
 
I noticed that, after I updated VP to the last patch (3.6.1 i think) the VPUI tips dont work anymore and i get them all in "TXT_KEY_VPUI_TIP_19". In the file it says:
<!-- VPUI Tips -->
<!-- Make sure all numbers are filled, refer the amount of number on the ContentSwitch.lua file -->
<!-- Otherwise you may see something like TXT_KEY_VPUI_TIP_19 on the tip text -->
But I cant find the ContentSwitch.lua file in any VP related folder, does anyone know where it is?
It's in the DLC folder. There's a VPUI folder that contains the ContentSwitch.lua file.
If you're talking about the tip text, they can be found here:
1685629668566.png
 
Thanks for reply. So it means the more unique luxury and bonus resources my city has, the more gold I get?
Yes, as long as the destination city does not have them ; same for the destination city : cities with a lot of resources (which your own city does not have) are good targets.
Someone could confirm this, I'm not 100% sure (more like 96.37%).
 
It's in the DLC folder. There's a VPUI folder that contains the ContentSwitch.lua file.
If you're talking about the tip text, they can be found here:
View attachment 663662
Ok found it, but the tips_count is 33, so it seems correct. Although im not familiar with LUA files, there seems to be nothing else related to number missmatches that could cause the issue, based on the advice given in the files containing the texts
 
Ok found it, but the tips_count is 33, so it seems correct. Although im not familiar with LUA files, there seems to be nothing else related to number missmatches that could cause the issue, based on the advice given in the files containing the texts
But the amount of tip texts is 33, so what do you want to do with it?
The Lua file randomizes the number between 1 - tips_count (in this case is 33.)
 
But the amount of tip texts is 33, so what do you want to do with it?
The Lua file randomizes the number between 1 - tips_count (in this case is 33.)
My point was, maybe as suggested in <!-- Make sure all numbers are filled, refer the amount of number on the ContentSwitch.lua file --> , what was causing the game to not load the texts of the tips, resulting in: <!-- Otherwise you may see something like TXT_KEY_VPUI_TIP_19 on the tip text --> this behaviour, was a missmatch with the number(s) specified in the LUA file, but for what I can see, that's not the case. Said file looks like this atm:
-- Table of Vox Populi tips -- Update this when adding new tips local tips_count = 33; -- Localize stuff for performance reason local L = Locale.ConvertTextKey; local math_random = math.random; local math_randomseed = math.randomseed; local os_time = os.time; local g_TipType = { "TIP"--, "QUOTE", "FUNFACT", "HISTORY" } local g_ColorVPTip = { TIP = "[COLOR:198:136:50:255]"--, QUOTE = "[COLOR_MAGENTA]", FUNFACT = "[COLOR_YELLOW]", HISTORY = "[COLOR_CYAN]" }; function GetVPTip() math_randomseed(os_time()); -- random initialize math_random(); math_random(); math_random(); -- warming up local iTipType = math_random(#g_TipType) return g_TipType[iTipType] end function VPTipTitle() return g_ColorVPTip[GetVPTip()] .. L('TXT_KEY_VPUI_TITLE_' .. GetVPTip()) .. '[ENDCOLOR]' end function VPTipText() local iTipText = 0 if GetVPTip() == "TIP" then iTipText = math_random(1, tips_count) --[[ elseif GetVPTip() == "QUOTE" then iTipText = math_random(1, 4) elseif GetVPTip() == "FUNFACT" then iTipText = math_random(1, 8) elseif GetVPTip() == "HISTORY" then iTipText = math_random(1, 16) --]] end return g_ColorVPTip[GetVPTip()] .. L('TXT_KEY_VPUI_' .. GetVPTip() .. '_' .. iTipText) .. '[ENDCOLOR]' end ------------------------------------------------- -- ContentSwitch ------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- function OnShowHide( isHide, isInit ) if(not isHide) then end Controls.Title:SetText(VPTipTitle()) -- Vox Populi tip title Controls.Tips:SetText(VPTipText()) -- Vox Populi tip content Controls.ContentSwitchGrid:SetSizeY( 290 ) -- Reset the size every time this UI appears local contentsize = Controls.Tips:GetSize().y if contentsize > 32 then -- This is the Tips box Y size, if the Tips box Y size is more than 32 pixel Controls.ContentSwitchGrid:SetSizeY( 290 + contentsize ) -- Resize the ContentSwitchGrid Y size with the Tips box Y size end end ContextPtr:SetShowHideHandler( OnShowHide );

I tried formatting it a bit here for the sake of space saving, can u see something off that could be the cause of it?
 
My point was, maybe as suggested in <!-- Make sure all numbers are filled, refer the amount of number on the ContentSwitch.lua file --> , what was causing the game to not load the texts of the tips, resulting in: <!-- Otherwise you may see something like TXT_KEY_VPUI_TIP_19 on the tip text --> this behaviour, was a missmatch with the number(s) specified in the LUA file, but for what I can see, that's not the case. Said file looks like this atm:
-- Table of Vox Populi tips -- Update this when adding new tips local tips_count = 33; -- Localize stuff for performance reason local L = Locale.ConvertTextKey; local math_random = math.random; local math_randomseed = math.randomseed; local os_time = os.time; local g_TipType = { "TIP"--, "QUOTE", "FUNFACT", "HISTORY" } local g_ColorVPTip = { TIP = "[COLOR:198:136:50:255]"--, QUOTE = "[COLOR_MAGENTA]", FUNFACT = "[COLOR_YELLOW]", HISTORY = "[COLOR_CYAN]" }; function GetVPTip() math_randomseed(os_time()); -- random initialize math_random(); math_random(); math_random(); -- warming up local iTipType = math_random(#g_TipType) return g_TipType[iTipType] end function VPTipTitle() return g_ColorVPTip[GetVPTip()] .. L('TXT_KEY_VPUI_TITLE_' .. GetVPTip()) .. '[ENDCOLOR]' end function VPTipText() local iTipText = 0 if GetVPTip() == "TIP" then iTipText = math_random(1, tips_count) --[[ elseif GetVPTip() == "QUOTE" then iTipText = math_random(1, 4) elseif GetVPTip() == "FUNFACT" then iTipText = math_random(1, 8) elseif GetVPTip() == "HISTORY" then iTipText = math_random(1, 16) --]] end return g_ColorVPTip[GetVPTip()] .. L('TXT_KEY_VPUI_' .. GetVPTip() .. '_' .. iTipText) .. '[ENDCOLOR]' end ------------------------------------------------- -- ContentSwitch ------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- function OnShowHide( isHide, isInit ) if(not isHide) then end Controls.Title:SetText(VPTipTitle()) -- Vox Populi tip title Controls.Tips:SetText(VPTipText()) -- Vox Populi tip content Controls.ContentSwitchGrid:SetSizeY( 290 ) -- Reset the size every time this UI appears local contentsize = Controls.Tips:GetSize().y if contentsize > 32 then -- This is the Tips box Y size, if the Tips box Y size is more than 32 pixel Controls.ContentSwitchGrid:SetSizeY( 290 + contentsize ) -- Resize the ContentSwitchGrid Y size with the Tips box Y size end end ContextPtr:SetShowHideHandler( OnShowHide );

I tried formatting it a bit here for the sake of space saving, can u see something off that could be the cause of it?
I'm the one who wrote the thing. And it works flawlessly for me.
Also, don't mess with the comments and spacing. Your changes caused so many errors.

1685644950089.png
 
I'm the one who wrote the thing. And it works flawlessly for me.
Also, don't mess with the comments and spacing. Your changes caused so many errors.

View attachment 663682
I didnt notice the "--" where messing it . Still, I only spaced it here in the forum to make my post shorter/ easier to read, I didnt modify the actual file anytime after patching VP last time. Nor before, as i didnt even know where it was located.
 
Is there anyway to change the size of the minimap and make it look good?
I'm playing huge maps on a 2560X1440 resolution and the minimap is next to useless once it starts zooming out in the mid/late game.
I've tried to edit the "config" file in the My Games/Sid Meier's Civilization 5 folder.
Ive changed the

[MiniMap]

; Mini-map width.
Width = 320

; Mini-map height.
Height = 190

to
[MiniMap]

; Mini-map width.
Width = 490

; Mini-map height.
Height = 280

While it does make the minimap have a bigger image, the borders are the same so a big part of the image is cut out. It also screws some of the placement for buttons around it.

Alternatively, since a few updates back, there is now a map tab in the religion section. Could it be possible to get one like that, but for political control instead of religious?
 

Attachments

  • minimap.png
    minimap.png
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Is there anyway to change the size of the minimap and make it look good?
I'm playing huge maps on a 2560X1440 resolution and the minimap is next to useless once it starts zooming out in the mid/late game.
I've tried to edit the "config" file in the My Games/Sid Meier's Civilization 5 folder.
Ive changed the

[MiniMap]

; Mini-map width.
Width = 320

; Mini-map height.
Height = 190

to
[MiniMap]

; Mini-map width.
Width = 490

; Mini-map height.
Height = 280

While it does make the minimap have a bigger image, the borders are the same so a big part of the image is cut out. It also screws some of the placement for buttons around it.

Alternatively, since a few updates back, there is now a map tab in the religion section. Could it be possible to get one like that, but for political control instead of religious?
Do you mean like this?
1685965391002.png

It's difficult to get it right since it's hardcoded with the UI code. You have to edit it yourself just for that.

Also, minimap EUI code already has the capability of resizing, it's just there's an Antiquity Sites UI mod that VP uses that overrides it.
I have to manually disable the UI mod just for this. I think I can combine the EUI version with the UI mod.

If you really want to do this, then you have to make a sacrifice to disable the UI mod by renaming the file or deleting it.
The location is here:
1685965729148.png

Rename the MinimapPanel files and the OverlayAntiquities_MiniMapOverlayHook file, so then it won't be loaded by the game.

Then go to this file, and edit the "Size" section of the highlighted line to match the config file.
1685965836937.png


The religion map is wholly different than the minimap. It can't be just translated like that since the minimap is what the game does and the religion map is a Lua trickery.
 
Yeah it's working.
I'll probably fiddle around and make it even bigger.
However, dumb question. I haven't followed the developpement for vox populi over the years. What does the Antiquity UI even do?
Also I before asking here, I scoured the steam workshop and forums around the internet. I can hardly believe that after more than 10 years of this game, there is no mod for either vanilla or vox populi anywhere. I can't be the only one wanting this.
 

Attachments

  • minimap 2 the minimaping.png
    minimap 2 the minimaping.png
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I have researched Physics and I even have a city within two tiles of a mountain. So I could build Machu Picchu, but the moutains are not within my territory.

When the territory of my city expands, the game mechanics always select a non-mountain tile.

How will I be ever able to build Machu Pichu ????
 
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