UI - Improved City View (Vox Populi with EUI)

ICV v16a
Added local options on the Lua file to separate Military Units by domain, GP & Religious units, and Projects & Wonders.
World Congress project should be separated into the Projects category, but I haven't tested it yet. Can someone test it for me?
Had some issues getting it to work, when I just unpacked it in the mods it knocked out the previous version of the mod so they all had to be removed, and this directory had to be renamed from 16a to 16 for it to even load. Anyhow, will try it and report back later if/when I manage to pass some projects.
 
Had some issues getting it to work, when I just unpacked it in the mods it knocked out the previous version of the mod so they all had to be removed, and this directory had to be renamed from 16a to 16 for it to even load. Anyhow, will try it and report back later if/when I manage to pass some projects.
Oh yeah, I used the same version number, so the new one probably doesn't show up on the mod selection.
 
ICV v16a
World Congress project should be separated into the Projects category, but I haven't tested it yet. Can someone test it for me?

I might have screwed something up during the installation but I think I got it right. What was supposed to happen? It's in "projects" instead of "others" but it's still very far down the list. So I guess it did get moved. Now we just have to somehow move it to the top of the list.

c5vox-wcp.png
 
I might have screwed something up during the installation but I think I got it right. What was supposed to happen? It's in "projects" instead of "others" but it's still very far down the list. So I guess it did get moved. Now we just have to somehow move it to the top of the list.

View attachment 652731
Great, now I know it's working properly. Thanks for the report!

I think it's the appropriate position given on Units is always located at the top, and Buildings come second most important after that. I just don't want to change that as it can ruin muscle memory.
It's already in its own category, so it should be easy to notice. Better than grouped inside the Other category.
 
@N.Core - thank you breaking out Projects into their own group.

When I think of 'Public Works', I don't think of it as Project -- I view it more like a Process (Farming, Wealth, etc) because it transforms production into a happiness yield. Is it possible to lump Public Work into the OTHER group?
 
@N.Core - thank you breaking out Projects into their own group.

When I think of 'Public Works', I don't think of it as Project -- I view it more like a Process (Farming, Wealth, etc) because it transforms production into a happiness yield. Is it possible to lump Public Work into the OTHER group?
Public Works (along with Citizen Earth Protocol, Manhattan Project, and Apollo Program) came from Projects table. So it's weird to make an exception for some of them. So, I disagree with that.
 
Can you use the older version and see if it still occurs?
If it really caused a game-breaking bug then I have to reverse the change I made on GitHub.

I don't know how item list selection can cause this, they are completely unrelated to specialist stuff.
 
Ok, im the guy that posted on reddit about the bug with too many workers in a city. I will try to give as good of a feedback as I can, since im so grateful for people like you that develop awesome mods for awesome games :)

I was using version 16a of this modmod and I finished my last game where the bug occured and did not yet start a new one. I can provide you with the savegame 1 turn before winning and a zip file of all the LOG files. At the time of the save the infinite worker glitch can be replicated in Montreal and Lake Simcoe. Just asign a new specialist and unasign it. Boom a new citizen is available. Im now testing different versions of improved city view and will give feedback in the next replies.

Edit: If you want to load my savegame: I use Vox populi 3.1.1, More unique Components for VP v84 and Improved City View 16a
 

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On Reddit you mentioned that i should try to turn some toggles off in the LUA file of the 16a version. I hope you meant those:


Toggles.PNG


After turning them off, the separation into different unit groups is gone in the game but the worker bug still persists. The same is unfortunately true for the version 15 of the mod that i downloaded and tested unmodified.

And my last test was without any version of improved city view and i guess that might be good news for you? The bug STILL works... Maybe it is caused by something in improved city view, some random variable getting a weird value that persists even when you dont use the mod anymore. If thats not the case, the problem lies somewhere else.
 
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On Reddit you mentioned that i should try to turn some toggles off in the LUA file of the 16a version. I hope you meant those:


View attachment 653660

After turning them off, the separation into different unit groups is gone in the game but the worker bug still persists. The same is unfortunately true for the version 15 of the mod that i downloaded and tested unmodified.

And my last test was without any version of improved city view and i guess that might be good news for you? The bug STILL works... Maybe it is caused by something in improved city view, some random variable getting a weird value that persists even when you dont use it anymore. If thats not the case, the problem lies somewhere else.
Have you tried using the old version for several turns? If you have, the problem still occurs?

Then I think it's something DLL related. I've seen several issues like this in the past, but not as serious as this one where it blatantly shows.
I need more proof from others that also use the v16. I need to know more about this so then the next VP version doesn't come with this bug.
 
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Have you tried using the old version for several turns? If you have, the problem still occurs?

Then I think it's something DLL related. I've seen several issues like this in the past, but not as serious as this one where it blatantly shows.
I need more proof from others that also use the v16. I need to know more about this so then the next VP version doesn't come with this bug.
I just loaded the save file again with version 15 of the mod and played for 5 more turns. The exploit worked on every turn.
I then cleared the cache folder, loaded the save again and played for another 5 turns. The exploit was still working.

Maybe this helps you or others troubleshooting the code: The only thing that is not working as intended is, that under certain circumstances, the game doesnt register that asigning a specialist takes away 1 free worker (or a worker from a tile). Everything else is logical.
 
I just loaded the save file again with version 15 of the mod and played for 5 more turns. The exploit worked on every turn.
I then cleared the cache folder, loaded the save again and played for another 5 turns. The exploit was still working.

Maybe this helps you or others troubleshooting the code: The only thing that is not working as intended is, that under certain circumstances, the game doesnt register that asigning a specialist takes away 1 free worker (or a worker from a tile). Everything else is logical.
This is weird. Please report this bug on GitHub.
Your save is probably bugged by this problem.

Also, upload your log files while you're in-game, not on main menu.
 
Let me bump this up once again.
Have you tried using the old version for several turns? If you have, the problem still occurs?

Then I think it's something DLL related. I've seen several issues like this in the past, but not as serious as this one where it blatantly shows.
I need more proof from others that also use the v16. I need to know more about this so then the next VP version doesn't come with this bug.
For anyone that has tried this new feature, did you face any issues/bugs with it? Does the Specialist bug also happen to you?
I need your response so I can make sure what I implement on VP has no issues.
 
The "ghost pop" that keep showing up; as in more workers then the city has actual pops? Yes. That has been going on for a while. It happens from time to time, not in all cities. They come even when pop growth is locked. Some go away if you reset locked pops but not always and not all of them. So it sort of works some times.

 
Sorry it's a late update, I'm still not using the latest version of VP not knowing that this mod needs an update.

Changes:
  • Specialist locking finally has been implemented (with a different look), thanks to @Enginseer who did all the work.
  • Fix a Venice bug where it can't invest in buildings that are already in the production queue. Also thanks to @Enginseer.
UPDATE: Fixed the mod dependency version.
UPDATE2: Properly closed nesting comments which cause problem with modpack mode
 

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