Vincentz Infinite Projects [VIP MOD]

OMG! I know that in VIP the AI can launch an unstoppable invasion (if they really are strong) but that !? :o That naval invasion is probably an overkill (and soo much cheating from AI side probably)
It is Monarch difficulty, so cheating? yeah, a bit, but not THAT much ;)
My main fear was the 25 UPT would result in max 25 units fleet, but that is clearly not the case.

I started a new game, with another graphic driver installed and it seems to run fine for now (no crashes), its 2060 year at industrial era for me. time for two questions for now:
Nice :D It was most likely a unit with a Shader 3 or something. Happy its running good your system despite the low RAM.
What mapsize are you playing now?
1: On your screenshots I see nice fonts! how to enable them ?
The VIPLoader (which is where you can change colors too) have a option to install the font.

2: on my current game I was a first who landed on North American continent and make 8 cities there, later I give them independence because my funds runs soo low. I'm do the same 20 turns later but with South America. These two new nations are very poor, main problems with these two are:
-they seems don't have a funds to manage units, while they still focusing on producting more and more of them
-many years have passed (300 ? 400?) and they still even don't have a capitol (main problem)

solutions(?):
- if friendly civ have lack of funds they should ask for financial help (especially with new liberated civs-friendly vassals)
-palace should be build automatically for new civs, probably in the most center city of their land? (or maybe when they become independend, then player should choose in which city he want a capitol of new nation to be?
Yesterday I almost tore my hair off because of this issue.
I had the same problem and wanted the Colony created to get a Palace. Strangely they dont want to build one, even though there are plenty of Value Weights on it. So I looked at the code, and here is the issue:
Since I give Elder Council instead of Palace as a starter building, that somehow becomes the default Palace-building, even though its defined in GlobalDefines.XML as BuildingClass_Palace.
So I looked at where the capital is being found if there is none:

If capital is captured it will create a new one in CvCity.cpp
PHP:
	if (bCapital)
	{
		GET_PLAYER(eOwner).findNewCapital();

		GET_TEAM(GET_PLAYER(eOwner).getTeam()).resetVictoryProgress();
	}

however in CvPlayer.cpp
bool CvPlayer::splitEmpire(int iAreaId)
It wont create a capital (but it still does in vanilla, and it sort of does to in VIP as it creates the Elder Council), so I tried adding findNewCapital() to this part, but it doesnt really do anything.
To increase confusion it takes
eCapitalBuilding = ((BuildingTypes)(GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(GC.getDefineINT("CAPITAL_BUILDINGCLASS"))));
which if I read it correctly is the building of the classtype found in GlobalDefines under CAPITAL_BUILDINGCLASS, which is BuildingClass_Palace, however it is looking for it in getCivilizationInfo, which as far as I can read is the CivilizationBuilding found in CIV4CivilizationInfos.xml, possibly even the FreeBuilding which in vanilla is the Palace and in VIP is the Elder Council.
However changing the code so it points directily to BuildingClass_Palace isnt going to change the fact that it still takes the Elder Council (eCapitalBuilding = ((BuildingTypes) GC.getDefineINT("CAPITAL_BUILDINGCLASS"));)

So I had to look where else it could be and this is where it starts to get weird...
The only other place I can find where the Elder Council (the free building from CivilizationInfos.xml) is in the init of CvCity.cpp... :
Spoiler :
PHP:
		if (GET_PLAYER(getOwnerINLINE()).getNumCities() == 1)
		{
			for (iI = 0; iI < GC.getNumBuildingClassInfos(); iI++)
			{
				if (GC.getCivilizationInfo(getCivilizationType()).isCivilizationFreeBuildingClass(iI))
				{
					eLoopBuilding = ((BuildingTypes)(GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(iI)));

					if (eLoopBuilding != NO_BUILDING)
					{
						setNumRealBuilding(eLoopBuilding, true);
					}
				}
			}

			if (!isHuman())
			{
				changeOverflowProduction(GC.getDefineINT("INITIAL_AI_CITY_PRODUCTION"), 0);
			}
		}
Which is where I left yesterday....


And some grumble about limit to units (25): Its really bad that when you move a full 25 stack somewhere and they got splitted because they only pass a full occupied city (units should not be splitted if they only pass throught city and not staying in it :)
Yup, I have experienced this myself. Not really sure how to fix this, as it would have to apply to AI as well, and if f.ex. you make a blocking in a chokepoint, so no AI can pass, but then it can "jump over" you instead.
It is rather annoying though, and I'll try to see if I can make it go around instead of through, which would cost more movepoints, but be less irritating.
 
Oh, BTW, your RNG really hates me :borg::gripe::wow::aargh:
Yeah, but does it hate you like: "got a village next to my starting position which pops a scout (wooohooo), but after 3 turns the scout is being attacked by wolves (no problem right?!?) argh WTH!!!" - hate...?

rnNfOG1.jpg
 
Map that I playing now is VIP_Earth2 small (64x40) with custom game (7 civs at start)
Hope you are resolve this capitol issue, even adding a Palace via WorldBuilder dont make a capitol for them

fresh observations:

-air baloons can be attacked by ground units ? only gunpowder units should be able to..
-I dislike how siege units works when attacking enemy city, basically they do collateral damage to ONLY 1-2 units (this is crap, even cavalry units can damage more units when flanking enemy positions), also when bombarding enemy city they attack only other siege weapons it seems (while they can attack nicely all units in field) :\
PS: collateral damage for early sieges is not so weak ?
 
Disagree about the air balloons. After all, it's basically a bag of hot air, arrow can still literally pop a balloon.

Just my opinion to the rest of your observations Radi;

RNG is absolutely evil for some reason in this mod. I've literally had a 100% chance of success with a spy op, and my spy still gets caught. And don't get me started about barb warriors taking out promo'd maces on a forested hill :mad:. My point being is that collateral can be devasting one round, and then totally pathetic the next.. All depends on the RNG. TBH, I've never seen such a wildly erratic RNG in all the mods I've played, and it can be extremely frustrating at times.
Don't misunderstand me, I'm not complaining about the mod. I find it highly enjoyable and a definite challenge when playing. That's why when there may be issues, Vincent get's the feedback and can adjust accordingly if he feels the mod needs it.
 
Map that I playing now is VIP_Earth2 small (64x40) with custom game (7 civs at start)
Hope you are resolve this capitol issue, even adding a Palace via WorldBuilder dont make a capitol for them

fresh observations:

-air baloons can be attacked by ground units ? only gunpowder units should be able to..
-I dislike how siege units works when attacking enemy city, basically they do collateral damage to ONLY 1-2 units (this is crap, even cavalry units can damage more units when flanking enemy positions), also when bombarding enemy city they attack only other siege weapons it seems (while they can attack nicely all units in field) :\
PS: collateral damage for early sieges is not so weak ?

Air balloons have to land. Gonna make satellites which cannot be hit by anything. It was actually one of the first modmods I made to Rise of Mankind, but since I've never made it to modern era in VIP, I never came around to edit them to VIP.
Prolly gonna take quick playthrough on a normal size map next time. The waiting time between turns on a Colossal map is pretty long on my old Core2Duo CPU...

The Sieges are overpowered imho. They have no natural enemies in their habitat so to speak.
I'm really happy about the Rangestriking though, and a way of protecting against sieges is by having sieges yourself. (If attacking civ is getting close enough to attack with sieges, the defender will ofcourse try to hit back).
I'm gonna change the code though so it works cross-domains, as right now its just siege vs siege and not siege vs ships.

Its fairly easy to change the number of collateral hits though. its in civ4UnitInfos.xml.


Edit:
On the bright side, I seem to have fixed the no-palace issue (hopefully, havent tested it that much) :D

Spoiler :
xrsq1fz.jpg
 
Im not complaining about mod, its really great and game should be like that from beginning (vincentz, you have putted much heart in this mod:) I only found strange that sieges attacking only other sieges when attacking enemy city (and yes, enem sieges returning fire is a great idea)

Im happy that you resolved that palace issue! :) I cant wait for next release! :) VIP is trully enjoyable and addicting (probably too much hehe)
just one question: which city become capitol for them ? most central one in their territory or what ?
 
Im not complaining about mod, its really great and game should be like that from beginning (vincentz, you have putted much heart in this mod:) I only found strange that sieges attacking only other sieges when attacking enemy city (and yes, enem sieges returning fire is a great idea)

Im happy that you resolved that palace issue! :) I cant wait for next release! :) VIP is trully enjoyable and addicting (probably too much hehe)
just one question: which city become capitol for them ? most central one in their territory or what ?

I like feedback, both positive and negative.

Regarding the capital :

PHP:
			if (0 == pLoopCity->getNumRealBuilding(eCapitalBuilding))
			{
				iValue = (pLoopCity->getPopulation() * 4);

				iValue += pLoopCity->getYieldRate(YIELD_FOOD);
				iValue += (pLoopCity->getYieldRate(YIELD_PRODUCTION) * 3);
				iValue += (pLoopCity->getYieldRate(YIELD_COMMERCE) * 2);
				iValue += pLoopCity->getCultureLevel();
				iValue += pLoopCity->getReligionCount();
				iValue += pLoopCity->getCorporationCount();
				iValue += (pLoopCity->getNumGreatPeople() * 2);

				iValue *= (pLoopCity->calculateCulturePercent(getID()) + 100);
				iValue /= 100;

				if (iValue > iBestValue)
				{
					iBestValue = iValue;
					pBestCity = pLoopCity;
				}
			}
Whichever city have the highest value get to be the capital (though if there is an old capital, that will be first choice.)
 
Now on another new game something is not right, game hangs and window appears asking to dump logs (normall or full) on start of new round (random probably), but when I save before that crash and when game is loaded next time, then everything is ok for a few rounds and crash again

logs and save is in attachment, hope you can tell me why this is happening :(
 

Attachments

Did you change something in gameinfo/CIV4EspionageMissionInfo.xml ?
it comes up with an strange R in xml log
[6825.584] info type R not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

Try searching the CIV4EspionageMissionInfo.xml for >R<

Other than that it could be memory error, as civ is using around 470mb and if you only had 1 gb and maybe not enough swapfile/pagefile.

I tried to run around 20 turns, but didn't get an error.
I'll try upload v1.2 soon as the new capital from making a colony is a pretty important bug-fix, maybe there is something else in it that fixes the crashes you are having.


edit
It could also be interesting to see whether it was indeed one of the ethnic specific units that have a shader model to new for your card.
in ...\Civilization IV\Beyond the Sword\Mods\VIP\Assets\XML\Civilizations\CIV4UnitArtStyleTypeInfos.xml
there are different ethnic units. maybe remove some of them (iirc it is savegame compatible).
to remove a unit you would have to delete what is between <StyleUnits> and </StyleUnits> including those tags.

editedit
another thing I forgot about. If you use fullscreen, it might be a good idea to use windowed mode. I remember when I had a 1.5gb RAM, 32 bit, win XP and playing RoM, it would keep the game alive while in Windowed mode, and crash when in Full Screen.
 
This is really strange since in previous game I managed to industrial era without issues and now its crashing everytime in given round, which I can't past. That "R" thingy is now as "NONE", also in one of these logs its something bad with graphics elements which game cant load/find.
And of course I not edited any of game files earlier.
Tried windowed mode, tried to remove these lines between styleunits tags, pagefile is set to max ~3gb, HDD space left is 10gigs.. I probably give up until I be able to afford a new pc :\
.
.
EDIT: no, I don't want to give up so easily, Im fairy sure that VIP have something broken, maybe mod is trying to do a way too much tasks in the same time (and this gives errors on older CPU's)?? even Next War mod in 'future era' running fine for me with all this stuff even on big maps with 7 civs around.

Do I need to install Warlords expansion too ?
I have installed only original CIV 4 with path 1.74 final and BTS which is patched to 3.19

some thinks that I wanted to point out too:
-Im think that ability to cross oceans is given to players way too late, in order to make galleons you need a gunpowder and architecture ? It's strange a little that you need to neglect other researchs in order to build these ships.. (or maybe I doing something bad?)

-early workers have an ability to chop forests but I still can't since machinery (sory dont remember which tech its) is needed, hovewer it's possible to chop anyway by building an tile improvements (this is odd, why I cant just chop?)

-Sometimes on beginning of new turn, player is informed that great general is dead (even if he belongs to another civ), I just seen that: "War Elephant has died in combat" (bug ?)

-Another bad thing is that I managed to make new colony that I gave independence later, and other leader says he is upset because his enemy become my vassal.. (how ? this is totally new nation and he have no enemys so far, especially if that new civ is isolated on distant island)

-I can build only 2 of given religion missionaries at given time, even if game shows me that 3 is allowed)

-I noticed strange thing on beginning of new game, I automated my first Scout unit and he staying forever on the same tile after defeating a wild animal (even if he restored an energy to half (because outside of borders), he still staying there like he want to heal more maybe?). Also even if he staying still, its move points are all time -3

-Open tech tree window and navigate to 'Cartography'. you will see that it has modern ship icon (strange) but its says when you hover over it: "+1 movement for land units". Sorry I make this from memory so maybe I wrong..

-and again that sieges issue..., I have one stack with 15 catapults, and only 2 catapults in enemy city, I'm attacking when possible (by two turns) by bombarding but they do almost nothing, enemy units healing faster that my bombarding deals damage (way too less), nobody died in city, 15 turns later I gived up. Bombarding should really deal some damage to random units in city, not other sieges only. Also collateral damage to only one unit ? why not 2-3 ? Even some mounted units can damage more units by flanking, so sieges really are way too weak :)

Another game crashing in ~1750 year.... Time to start again :(

PS: oh It's possible to alter starting year? If so, where ? ( I think game should start even earlier. like 12000 BC) You probably don't want to change that but if I can? Its advisable to alter starting year?
 
Do I need to install Warlords expansion too ?
I have installed only original CIV 4 with path 1.74 final and BTS which is patched to 3.19

Thanks for all the inputs. I will look it over when I get a bit time to focus (kids are on holiday from Nursery/Kindergarten so pretty hands full)

I was thinking it could be the warlords expansion that was the problem since I use some buildings (iirc) and some units from the scenarios and modules, but a quick scan didnt show. I will look into this when I get a bit of time on my own.
 
Just a quick chime in concerning Warlords. If you have the complete version of Civ, then it is highly recommended that you install the Warlords expansion with update. Quite a few mods use errata from that expansion, including Vincent ( I took a peek bro, you do indeed use a few odds and ends).
 
@Radi
Well, if you have Warlords, I doesnt hurt to install it ;)

Btw, You are very welcome to attach the saves and logs every time you get a crash. It would be very helpful.

@Drak
Yup, in fact vanilla BtS uses quite a bit from Warlords as well. F.ex. the resources file (Civ4BonusInfos.xml).
Iirc BtS installs a complete Warlords except for the Scenarios and Mods.
Question is, did I use anything from the S & Ms. I dont recall tbh ;)
 
:(
Had a couple of English Marines sit in a newly captured Mayan city with a Attack_City UnitAI, while they were just at peace. Apparently they couldnt really decide what to do, and ended up creating a "Waiting for Civ" -infinite loop. :(
Thought there were actions taken in the CvUnitAI.cpp to avoid these loops.
Thank god for Platy's World Builder that made it somewhat easy to track them down.
At one point in time I was going to look at the CvUnitAI.cpp. I guess that point in time is now...

On the fun/interesting side of things:
I came across another giga fleet. At the time he wasnt at war with anyone, and he refused to sign open borders with me, even though we were pleased.
Spoiler :
YLdwovE.jpg

Luckily he went for a common enemy, the Chinese/Japanese alliance, sending only part of the invasion towards the Japanese, part of it towards the Chinese on same island, and part of it against the Chinese mainland.
I was quite impressed with the multitasking. I didnt count all of the ships, but an estimate would be between 40-50 transports and equally, maybe more, destroyers, subs and cruisers.
Attack forces was primarily tanks and halftracks with artillery and marines.
Spoiler :
wa6NXvj.jpg


edit:

A 1940 screenie. One of my abosulute favorite things in civ has to be sailing around with a Carrier Task Force.
This is the first time I do that in VIP since I started modding it in 2010 (or was it '09). Some things are worth waiting for ;)
Its probably also the most "equal" game I have ever played in civ IV. While I'm on a first place, most of the civs could take me out like a birthday candle in a tornado.
Lots of diplomacy have been going on since the stone age ;)
Spoiler :
ypbn51b.jpg
 
Another round of pics. (maybe gonna use them as promotional material for Moddb and here on CFC)

This time its from the post-war. The world war ended in 1944 which resulted in a world wide peace up until 1958. It was the first time the world had seen peace since the classical era. Timewise the units are pretty perfect with WWII era units.
Spoiler :
EPvwUrb.jpg


It was a scary time though, since I didnt know who was going attack who, and my army wasnt very strong (# 6th)
Spoiler :
9PfnZYU.jpg


And then came the Atomic Era, or Age of the Atomic Bomb, and the AIs went to war, and 13 nukes were dropped by 3 different civs in 1960.

Spoiler :
Y15opjr.jpg


As Secretary General of the UN, I think I have to suggest banning of Nuke production. (I have 20 Tactical, so not going to run out soon)

Spoiler :
u5jIaw7.jpg
 
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