Vincentz Infinite Projects [VIP MOD]

Where do we download the updated version? Does v0.96 (the one in the link in your signature) have this following change?

Great progress have been made on the GiveTech-Projects (Nat Library, Encylop Civ, Com Network and The Internet).

Now it only have a chance of giving techs, instead of giving all the techs possible.
Formula is = Random(1-10) - CivsNeededWithGivenTechMet.
So a Nat.Library with 8 civs who know the tech, will give a 20% chance of any techs researchable. So if you are 50 techs behind but can only research 10 different techs, then it will be around 2 techs you get from Nat lib initially (not 50 like it was before).
On the other hand, if you build The Internet, it will be 80% chance of getting techs.

Big thanks to Archid and Nightinggale for the helping hand. Couldn't have made it without them :goodjob:
 
Vincentz, thanks!

And while we are on this topic, another BUG feature that I miss is the "red fist" feature. The feature that shows a red fist when an AI is "having too much on their hands".

Could you consider this in your next version too?

nope. not a big fan of the WHEOOHRN indicator. If you wanna see what your neighbors are up to, use spies ;)

Where do we download the updated version? Does v0.96 (the one in the link in your signature) have this following change?

Use this, and replace the cvgamecore.dll from this post.

Note however, that it is indeed a beta version, and haven't been prober balanced yet. It should however be very playable.
IF you (or anyone else for that matter) tries it out, please look out for any weird behavior the AI has regarding to healing and report it in this thread. Thanks :D
 
Imminent motherboard crashes are quite frustrating. I haven't been able to play the VIP Mod since my desktop went down last Fall, so I feel your pain. :p

Turns out it wasn't the mobo, but the PSU.
Turns out it was only a 385 watt.
Turns out it was 7 years old.
Turns out I had another computer, not being used.
With a PSU that fits.
Turns out new PSU is more silent
Turns out new PSU is 400 watt.
Turns out new PSU is 11 years old.

Not sure if it is an upgrade :think:


:lol::lol:

Pretty glad it wasnt the mobo though. Pretty broke at the moment, and new mobo+cpu+ram = too much money
 
nope. not a big fan of the WHEOOHRN indicator. If you wanna see what your neighbors are up to, use spies ;)
:D

Thanks for the link. Will try it out and report things if i see them.

About the use of spies to find out my neighbors are up to, can you elaborate a bit more? I have not explore espionage too much and could not find out too much info in the civpedia (or platypedia) about it.
 
@vincentz,
Did you ever have Zappara's EnhancedTechConquest Config.ini file and associated Python files in your mod?

I also D/L's 0.98 and .dll file update so if you do have a serious breakdown I will have a copy archived.

Hope those 2 young'uns (as we say in the state of Missouri) are keeping you hopping and are a joy to raise. :D

JosEPh
 
nope. what does it do (tech by conquest?)
I thought about adding something like that.

The King and Princess of my kingdom are ruling fair and forthright, though being the low-tier peasant I am, its sometimes hard work (my daughter literally took a sh!t on me at this very moment) ;)
 
nope. what does it do (tech by conquest?)
I thought about adding something like that.

The King and Princess of my kingdom are ruling fair and forthright, though being the low-tier peasant I am, its sometimes hard work (my daughter literally took a sh!t on me at this very moment) ;)

Zappara had it in Rise of Mankind. It's a Mod that uses a 2nd Config.ini file as the point to change values for the Player as they want.

[Enhanced Tech Conquest]

# Change the value to true if technology should be handed completely over from
# the conquered city to their new owners.
# Default value is False
Complete Technology Discovery = False

# Increase or decrease the value to change the number of or part of
# technologies conquered cities will hand over to their new owners.
# Default value is 1
Technology Transfer Count = 1

# Change the value to true if the amount of technologies conquered cities will
# hand over to their new owners should be random.
# Default value is False
Random Technology Transfer Amount = False

# Change the value to true if the conquering civilization can receive
# technology without the appropriate prerequisites or ignore their civilization
# technology restrictions.
# Default value is False
Technology Transfer Ignore Prereq = False

# Change the value to false if full technology transfer should be allowed. By
# setting the value to true this will force players to spend at least one turn
# researching pillaged technology.
# Default value is True
Disable Full Technology Transfer = True

# Increase or decrease the value to change the base technology transfer
# percentage amount.
# Default value is 25
Base Technology Transfer Percent = 25

# Increase or decrease the value to change the percent amount per city
# population that will be used to transfer technology to the new owners of
# the conquered city.
# Default value is 5
Percentage Per City Population = 5

There are associated Python and xml files too that use the same name; EnhancedTechConquset.

We had a discussion about it in AND and C2C recently. AND removed the Config.ini and then put it back. C2C changed the Default values to aid in acquiring Tech after capturing an Enemies City making it more dependent upon size of city.

As for the King and Princess :lol:, you must have not heard the tummy rumblings that proceed such acts of defiance. :D ;) Give both of them a hug and kiss on the forehead for me. My youngest grand child is now 8 1/2 and I rarely get to do either with him anymore. 8-9 yr old boys are not into that. More into wrestling, running, jumping and such activities.

JosEPh :)
 
Turns out it wasn't the mobo, but the PSU.
Turns out it was only a 385 watt.
Turns out it was 7 years old.
Turns out I had another computer, not being used.
With a PSU that fits.
Turns out new PSU is more silent
Turns out new PSU is 400 watt.
Turns out new PSU is 11 years old.

Not sure if it is an upgrade :think:


:lol::lol:

Pretty glad it wasnt the mobo though. Pretty broke at the moment, and new mobo+cpu+ram = too much money

:lol: I know that feeling.

I'll try the beta version as soon as I have some decent spare time.
 
Hi, I just downloaded the mod and it appears to run fine, except for all text being invisible - which makes it impossible to play :-/
Hopefully the text can be switched "on" somewhere, any hibts how to do that?
Thanks in advance
 
Greetings Vinz, glad your back, and I hope the Empress and little Vinz are doing well. Just want to give you some input from some of the games I've been playing.

1) Barbs; Honestly, I absolutely love your barbs, and other than RI mod, they are perhaps the most frightening that I've come across in all my years of playing Civ. Problem is, the AI just cant handle them, or refuses to either tech for self preservation, or be an idiot and move out defenders at an inopportune time.
With RB off on Epic spd, I can lose between 5- 10 AI's. On Mara spd, bump that up to between 6- 12 ( I play giant maps, so there's going to be some variables).
With RB on; Heh, it's a blood bath. On Epic spd, I can usually count on loosing 10-15 AI's easy. On Mara spd, I can lose between 15-20 ( personal best was 24 out of 32 AI's).

Possible solutions would be for the AI's to actually realize that archery is survival tech ( despite what a lot of players say about it being a dead end tech, in your mod, it's necessary :)) and they should research/trade for it. Or maybe tweak the AI's a bit that leaving only 1 warrior in a city is a really bad idea.
I'm really wouldn't want you to have to tone down the barbs, as they are sufficiently scary as is, but something needs to be done in order for the AI's to survive on giant maps.

2) AI expansion ( discounting barb nukage); Still on giant maps ( all I pretty much play), The AI's don't really seem to want to expand to much until about the end of the CE to the beginning of the ME ( with the exception of exp AI's). Now I realize that gold/upkeep plays a large part of it, but you'd figure the AI's would try to get at least 4-5 cities by then.
I know that as a human player, there's a huge advantage in being able to manipulate everything to the players advantage ( I. E. running 1 or 2 cities as gold farms using trade/wealth while the other cities do the work), But the AI appears to be more interested in troops than it is in creating a solid economy ( I'll see if I still have screenies to give you a clearer idea of what I mean).

3) Specialists; I think I may have mentioned this before, and if so, my apologies. But the sci spec gets really hosed until university comes along. I would recommend tweaking things a touch . For example; COE can give one spec. Libby can give 2, Uni can give 3 ( Obsveratory is fine at 1). This can also help out the AI quite a bit as well, and make TT a lot more in depth.

4) Spies; Ok, got to admit that this is a pet peeve of mine. But when playing on giant maps, its a royal PITA having to send your spies all the way back to the front lines, especially on water based maps. Yes, I know that there are a couple of modcomps out there that can alleviate this, but for those players who don't know how to add a mc to a mod, it can be a bit intimidating.

a) some additional spy questions; If I chose the promo to see hidden, how come it doesn't work to detect enemy spies? It doesn't work for snipers either. Additionally, if I have a spy in one of my cities as a counter spy, how come I can't use the sentry command? seems to me if im using a spy as a counter in a city, I should be able to have some chance of detecting an enemy spy.. Just curious.

I'll have more stuff later as I find my notes, those were the current ones I had on stickies in front of me :lol:.

I really love your mod bro, and it's always been in my favorite top 3. Glad your back, and I look forward to any updates you may have in store.

Drak.
 
Thanks Drak :D

I think the expansion/barb problem is solved already. Maybe its something with difficulty level/gamespeed, so I will test on marathon and noble too, but the tests so far shows both near 100% survival and expansion, with the odd 1 city civ rarely occuring (happens in vanilla too).
On monarch and higher the AI gets Archery as startertech, so its not a problem there.
I do remember there was a problem though, but I fixed it a while ago. Iirc it was about the AI not going properly after Palace which would kill their tax and stop their development.
I might up AIs desire for the archery tech for lower difficulty levels.

2) the AI will use Trade as well, though the player have a clear advantage when it comes to building fewer units and moving them around. Thats why I made the AI more unpredictably, so the human player is forced to build more protection from the beginning. I 've started many games "the old way" only to be surprise attacked by the AI, and lost that way.
There is a fine balance there though. If the AI focus (like most players) on building a strong economy, they are easy targets for rush attacks (not something I myself is a fan of, but some are), and also vulnerable to barbs, while if they build a strong army they fall behind on economy.
I was previously a Emperor difficulty player, but since AI have been more aggressive, I had to go down to Monarch, so for my play style, the AI have definitely improved.

3) I'll look into it. I have a lot of buildings on the drawing board, but tbh I hate the process of putting buildings into the game.... Btw what is TT?

4) Lemon made a nice modcomp that returns spies to closest friendly, instead of capital. I'll look at that one, though my dream is to put SuperSpies modcomp in VIP. or atleast part of it.

a) The spies and hidden are two different things in game. Spies are always invisible even to other spies, though there is a mechanic that makes spies counter other spies automatically.
The See Hidden is for Animals and Snipers (gonna double check that snipers can be seen with it). I originally intended scouts to be hidden too. Might still do it along with hidden nat and always war, so its not too easy to map enemies and vice versa.

Im thinking, maybe I should just upload what i got atm. Would make more sense to playtest the actual version?
 
Thanks Drak :D

I think the expansion/barb problem is solved already. Maybe its something with difficulty level/gamespeed, so I will test on marathon and noble too, but the tests so far shows both near 100% survival and expansion, with the odd 1 city civ rarely occuring (happens in vanilla too).
On monarch and higher the AI gets Archery as startertech, so its not a problem there.
I do remember there was a problem though, but I fixed it a while ago. Iirc it was about the AI not going properly after Palace which would kill their tax and stop their development.
I might up AIs desire for the archery tech for lower difficulty levels.

I play monarch as well ( Platy ed.), so unless I've had an extra-ordinary run of bad luck over about 10 games, I'm pretty much guaranteed to lose some AI's to barbs (w/o RB checked). On your next play through, try a giant map with RB on (epic to mara spd) and see how many AI's get ghosted. Think you may be a bit surprised.

2) the AI will use Trade as well, though the player have a clear advantage when it comes to building fewer units and moving them around. Thats why I made the AI more unpredictably, so the human player is forced to build more protection from the beginning. I 've started many games "the old way" only to be surprise attacked by the AI, and lost that way.
There is a fine balance there though. If the AI focus (like most players) on building a strong economy, they are easy targets for rush attacks (not something I myself is a fan of, but some are), and also vulnerable to barbs, while if they build a strong army they fall behind on economy.
I was previously a Emperor difficulty player, but since AI have been more aggressive, I had to go down to Monarch, so for my play style, the AI have definitely improved.

I'm not a huge fan of rush either. About the only time I'll consider it is if I get stuck real close to an AGG AI. Ok to the rest, as that makes sense. I'll just chalk it down to my style of play.

3) I'll look into it. I have a lot of buildings on the drawing board, but tbh I hate the process of putting buildings into the game.... Btw what is TT?

TT = Tech Trading :)

4) Lemon made a nice modcomp that returns spies to closest friendly, instead of capital. I'll look at that one, though my dream is to put SuperSpies modcomp in VIP. or atleast part of it.

That would be truly awesome. I use Lemon's modcomps on scenarios I make for my boys.

a) The spies and hidden are two different things in game. Spies are always invisible even to other spies, though there is a mechanic that makes spies counter other spies automatically.
The See Hidden is for Animals and Snipers (gonna double check that snipers can be seen with it). I originally intended scouts to be hidden too. Might still do it along with hidden nat and always war, so its not too easy to map enemies and vice versa.

Ahh, ok, that clears up some rather frustrating moments. My thanks.

Im thinking, maybe I should just upload what i got atm. Would make more sense to playtest the actual version?

Be more than happy to play test what ever you have in mind :borg:
 
I remember in old versions there being an option to change the terrain graphics between several sets; I can't seem to find that anymore and I don't like the ones I'm stuck with. Have they been hidden away somewhere, or is it impossible now?

Edit: yay 250th post
 
big and small.

its not that difficult ;)
Unzip/Install old version as VIPold
then copy the content of the folder of the terrain graphics you want to the new VIP terrain folder.

If you want vanilla civ terrain, then delete the content of the terrain folder of VIP, except for the 3 marsh files.
 
Thanks for that, I'll try it.

Also, congratulations on almost 3,000 posts.

Edit: Also, the free great engineer and merchant on Metal Casting and Trade respectively seem to be broken; despite repeatedly researching them first and double-checking that no AI got them before me (even on difficulties where the AI researches slower than you) I never seem to get the great people and have to spawn them in with worldbuilder manually. What's going on?
 
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