Vincentz Infinite Projects [VIP MOD]

doesn't affect speed much at all... Especially since the callback only happens when you can found a religion.
 
I will look into it when I have time. Should it be that once a civ owns a holycity it can't found another religion?
 
I will look into it when I have time. Should it be that once a civ owns a holycity it can't found another religion?

yeah, either that or when a civ have founded another religion then it cannot found a new one.

but let me test the one I got, and if it doesnt have a slowdown, and works as intended, then there is no reason for u to "waste" time on a new solution ;)
 
I find programing fun, not a waste of time :p I have nothing else to do for the meantime :p
 
Just discovered Steel. Apparently I can build 2 Ironworks.
6 turns later, I have 2 Ironworks (in different cities). Is it intended?
 
Just discovered Steel. Apparently I can build 2 Ironworks.
6 turns later, I have 2 Ironworks (in different cities). Is it intended?

Great :D Thanks for another bugreport :D

Nope, not intended. Not even intended you can build 1. They should work same other resource giving buildings : Can only be build by a great person (Engineer).

Very strange there are 2 of them??? I guess when I moved it around in the file I forgot to delete the previous one.

Keep em coming :D
 
While I am still playing .86, and you said you did change something about corporations, I'd like to point out that, compared to the medieval Guilds, modern Corps feel quite underpowered... and, how come Guilds get a Guild building as well, and Corps don't?
 
While I am still playing .86, and you said you did change something about corporations, I'd like to point out that, compared to the medieval Guilds, modern Corps feel quite underpowered... and, how come Guilds get a Guild building as well, and Corps don't?

yep, gonna do some more adjustment on the corps. The maintenance is waaaaay too high (already adjusted it from 100 to 20%), so there is actually a big loss when founding corporations.

I dont think Im gonna add corp buildings though, but they should give more than the guilds.
 
Right off the bat I remember AND had a Townclock with Clockworks, gave +10% :hammers: (or +15%, can't remember), with some extra maintenance, but honestly through Renessaince I was more busy cranking out privateers and guild masters, and the rest of the cities were just Wealthing to keep me researching (I had a nice income by this time though).
 
Also, I wonder if the +5%:hammers: per unit in play is scalable with map size?
 
Right off the bat I remember AND had a Townclock with Clockworks, gave +10% :hammers: (or +15%, can't remember), with some extra maintenance, but honestly through Renessaince I was more busy cranking out privateers and guild masters, and the rest of the cities were just Wealthing to keep me researching (I had a nice income by this time though).

Yep, thought about the Townclock too, maybe gonna add some promotions there too.

Also, I wonder if the +5%:hammers: per unit in play is scalable with map size?

In what way? too be bigger or smaller depending on the map size?
It works fairly ok on gigantic (and my guess it would work down to normal size. below that it wont have much effect though).
So a small map would result in +10% or ???

Your VIP mod is very nice. I am liking most of the changes. I can confirm that it does definitely work in multiplayer. I haven't seen one OOS error yet, nor have I crashed. Which is wonderful! :)

The graphics are much better now. The 10000 BC start is great. The maps are larger than normal. We had to drop down to Small with your new Epic speed.
I noticed the unit changes. Some were enhanced fairly. A few, possibly a bit too much, IMHO.
The Greek Phalanx is decent now. The Immortals are more expensive, so Persia slaughtering everyone so early won't happen as often. I remember a friend conquering 3 empires before he had to think about upgrading them.
The dog solder is a killer unit now. It going from -1str from the base, to +1 and keeping it's +100% vs melee and resourseless will surprise some. Base str was probably enough, considering it's other advantages. The same for the Jaguar. To increase it 1 is a fair change. To increase it by 2 makes it very dangerous, considering it is a resourseless UU.

I'm not sure why Native American got an IND leader. Is there a wonder here in America that I missed? I mean, the Maya built Chichen Itza, so I could see them instead.
Losing city placement at range 3 took me by surprise. I never expected anyone to mess with that.
Harbors get a Trade Route and Fetorias get built earlier, though they were weakened, strangely.
Babylonia's UB lost a health, England's UB lost 5%, but Explorers can be upgraded to balloons now. That is an improvement. I like that castles generate 1 GPP. They needed to be made more intisive to be built more often. Now they have so many bonuses, that they should be built.
I miss the zoom capability from other mods.
I don't like that some of the options are not showing up, when I create a new game using a VIP map.
I usually turn vassals off, but that is not available.
I usually leave huts on and they are on, but others might want them off.
I usually turn random events off, but have no option there either.

Otherwise, the VIP Global Highlands map is awesome.

There are certain techs that are suppose to give us a Great person. On 3 occasions already it hasn't appeared (twice for the GM in 'Trade', once for the GE in 'Metal Casting'). The AIs tend to be ahead of me on my new learning curve, so I suppose they could have beaten me to them each time.
I would definitely recommend the VIP mod to anyone.
The K-mod crashed a few times on me or the 2nd computer here. For the VIP mod, so far so good. :)

Sorry, if I rambled here. I should have listed pros and cons in the VIP thread. Others probably have already, to some extent.

EDIT: Losing city placement at range 3 took me by surprise.

Lots of good stuff there :D

-green will be added in next version.

Regarding the zoom function (FOV) I like it too, and will see if its easy to implement.
 
About the +%:hammers: per unit, I don't have a clear idea yet.
I see it as a way to force unit diversification and thus what might be called combined arms, which is good (I did it already, not so much the AI in vanilla and most mods). Also, I guess it represents the difficulty of supplying larger and larger armies? Though we already have :gold: costs for that...

I'd say it works okay up to medieval times, but after that I noticed a... noticeable (sorry) slowing of unit production, and apart from the privateers (which I'm guilty of spamming), all the rest was for garrison duty only. I needed to defend all those new cities with which I filled my continent, and being it a big-ish map, large continent -> many cities -> lots of units. Thus my original idea of somehow lowering a bit the extra %:hammers: on larger maps.

Also, with factories and industrialization and standardization, I thought that making mass produced stuff would become easier? Scale economy, or however it's called in english.
So maybe it would rather be better to reduce the %:hammers: with Steam Power, or Industrialization, or both, progressively? But honestly, I've no idea how the %:hammers: were introduced in the first place, much less how to mix them up with techs.

I don't like that some of the options are not showing up, when I create a new game using a VIP map.
I usually turn vassals off, but that is not available.
I usually leave huts on and they are on, but others might want them off.
I usually turn random events off, but have no option there either.
This I noticed, but simply went and flagged them "1" in the GameOptionInfo xml.
I'm gonna have to write down somewhere what options does each xml modify, there's too bloody many of them!
Losing city placement at range 3 ...
What's this about?

P.S. don't forget Combat promotions for ships! ;)
 
It means, that the game would not permit my settler to build a city at range three from my Capitol.
After I scouted what little resourses one can see early on, I used alt-s (sense alt-x was not available) to flag where certain cities had to go to be able to get the resourses in that region. When my settler reached one of those spots that happened to be at range 3 from the Capitol, the build city option was darkened out and unavailable. I moved my curser over it and it gave me a reded out explaination about being at range 3. I moved the settler to range 4 and the build city option became available.

I didn't check every tile at range 3 from my Capitol, so to be sure, was some code changed to prevent building cities on certain tiles?
My friend and I noted that building on hills, grasslands and marshes are permitted, so it wasn't that type of tile.
 
The forum errored out on my long explaination, so here's the short version.
I can't place cities at range 3 from my Capitol. I used the VIP Global highlands map.
Could certain tiles be unbuildable for cities? It wasn't the rocky one that needed explosives either.
I could build on grasslands, hills and marshes, if they were at range 4 from the Capitol.
Some of the rare food resourses were lost, such as seafood, because of this change.
 
yep, the reason for doing so, was the AI is more compatible when having range 3.
In the beginning it works fine with 2, but the AI likes to put cities very close to each other and will have a big overlap, which will hurt them when they grow bigger.
 
simple solution. Implement range 2 by default and in the cannotFoundCity callback if the player is AI only allow if in range 3. Not a bad callback either (not as bad as onUnitMove)
 
your choice, but I find the AI is a lot more forgiving than humans when it comes to restrictions. This rule infact wouldn't affect me as hate any overlap between cities :p
 
Back
Top Bottom