re-enabling unit gifting to AI players

CrimsonIdol

Chieftain
Joined
Jan 17, 2019
Messages
3
Hi, just want to say I LOVE Vox Populi and have been playing iterations of it for a good while now. The one thing though that I really miss though from the previous versions/vanilla Civ is being able to gift units to AI. I realise/have read that this was removed as the potential there was for it to be exploited but I really think it added an extra dynamic to the game, another avenue of gameplay.

I used to love being able to send troops to some lesser Civ to help them ward off a far stronger one, whilst not *technically* going to war with that Civ. Even if often that might turn against me later down the track (they are their own civ after all). I often play Civ in an almost roleplaying way, and war-by-proxy is one of those things this allowed and I find it hilarious. The point where this usually becomes an option for me is when I'm already that far ahead anyway that this is usually just keeping myself entertained in the later half of the game.

Anyway, I understand that a lot of people play Civ differently, but I feel removing this feature was a real shame. Is it possible to at least add the option to do this (a checkbox or something) or is there some way I can hack this back into being available in some way?

Cheers
 
I had totally forgotten that used to be possible! Agreed, I wish an option for it would be introduced - roleplayers and other non-meta players likewise would appreciate it.
 
In "Community Patch\Core Files\Core Values\CoreDefines.sql", there are the lines:
Code:
Line 23: -- No major civ gifting exploit fix
Line 24: UPDATE CustomModOptions SET Value = 1 WHERE Name = 'NO_MAJORCIV_GIFTING';
Just change the 1 into a 0.

And it should re-enable gifting to other civilisations.
You will need to do it each time you update the mod, or too create a little mod depending on CP with "UPDATE CustomModOptions SET Value = 0 WHERE Name = 'NO_MAJORCIV_GIFTING';"

If this does not work, you need to make a Github request:
https://github.com/LoneGazebo/Community-Patch-DLL/issues

Stating that the option to disable the fix does not work (This would be a bug).

Note: If you are using a modpack, you have to change the value also in the file in the Override folder

To answer myself, I found this post very useful once I finally found the MODS folder (for any other noobs it's in Documents\My Games\Sid Meier's Civilization 5\ ). Work a charm, thanks Moi Magnus!

I still think an option to include this in games without editing the some SQL file could be great, but I'm happy I can "fix" it for myself at least. Of course programming the AI to decide when it should and shouldn't delete its excess/outdated units that might be bogging them down would be the ultimate win-win, but I'm sure that's a lot easier said than done.
 
Hmmm, seems to be more work than just editing that one file, but I presume the point is to keep the customisation there when you update VP if you had a few things you like to alter.
Nope, you just edit 1 file (you add the update line to the sql file) of the linked mod-mod instead of editing the line Iin the VP original file. Seems pretty much the same amount of work to me.

Moreover, if you edit the VP original file, you will have to do it all over again when you update VP.

It's easy, try it.
 
Hello

How do i convert the line into xml?

UPDATE CustomModOptions SET Value = 0 WHERE Name = 'NO_MAJORCIV_GIFTING';

I tried this, but it didn't work

<CustomModOptions>
<Update>
<Set Value="0" />
<Where Name="NO_MAJORCIV_GIFTING" />
</Update>
</CustomModOptions>

Thanks
 
Tried this too, to no avail

<GameData>
<CustomModOptions>
<Update>
<Set Value="0" />
<Where Name="NO_MAJORCIV_GIFTING" />
</Update>
</CustomModOptions>
</GameData>
 
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