Vox Populi Civilizations Compatibility Request Thread

I know how to make a separate mod, however it felt inappropriate to re-release a mod creator's mod.

Yeah, but you can make a mod with the compatibility files. (Using SQL UPDATE statements and for Lua, VFS set true)
 
In C:\...\(2) Community Balance Overhaul\Balance Changes\Units\UniqueUnits.sql,
Code:
UPDATE Units SET Cost = '-1' WHERE Type = 'UNIT_ENGLISH_LONGBOWMAN' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );
Change the cost to 150 or somewhat(I think that's the crossbowman's default cost)

This doesn't help, the issue is that Longbowman has been defined as a independent unit CLASS in CBO, rather than a replacement of crossbowman.
 
This doesn't help, the issue is that Longbowman has been defined as a independent unit CLASS in CBO, rather than a replacement of crossbowman.

The question I will ask here is: just why was that change made, what does it accomplish?
 
The question I will ask here is: just why was that change made, what does it accomplish?

My cache mustn't been properly cleared then. The change was made because if the England civilization is just changing its unique units to the Longbowman and only thing that's stopping the longbowman is that it is untrainable(cost is -1), then the solution would be to give it a cost. However, this isn't the case, so I'll investigate further with a clean cache.. however von_Wurttemburg is right and the quick solution without my civ 5 right now would probably be

Code:
[S]INSERT INTO UnitClasses (Type, Description, DefaultUnit) SELECT 'UNITCLASS_LONGBOWMAN', 'TXT_KEY_UNIT_ENGLISH_LONGBOWMAN', 'UNIT_ENGLISH_LONGBOWMAN' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );[/S]

...

UPDATE Units SET Cost = '-1' WHERE Type = 'UNIT_ENGLISH_LONGBOWMAN' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );

...

[S]UPDATE Units SET Class = 'UNITCLASS_LONGBOWMAN' WHERE Type = 'UNIT_ENGLISH_LONGBOWMAN' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );[/S]

So, if you delete the crossed out lines in the same file, it should technically assume the unitclass of the Longbowman to be the same as a crossbowman. But I'll do a fresh test of it tomorrow.
 
Not sure if this thread is still active (apologies if it isn't), but currently doing some test games with several of the Colonialist Legacy civs and tripped across some bugs:


Civ: Colonialist Legacies - Mexico
Creator: TPangolin
Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=226712279
Issue: A 'Ghost Technology' to unlock their UI (Haciendas) is nominally available for all civs from the first turn. Researching this tech does not let you build Haciendas (for Mexico, Haciendas still properly unlock at Guilds), but does give you the pop-up for reaching the Information Era.

Civilization Name: Colonialist Legacies - Canada
Creator: TPangolin
Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=231775803
Issue: Two actually. First, only CBP-added mounted units don't get the 'Mounted Police' promotion, which permits them to temporarily claim neutral territory (vanilla mounted units, e.g. Knights, still work properly for this part of Canada's UA.) Second, their unique Great Person, the 'Great Voyageur', is supposed to be able to do an action called 'Hunt for Furs', which spawns a Furs resource in a City-State's territory and gives a large boost to influence. However, this action is only available if the unit is within your owned territory (regardless of your status with the City-State), though does still spawn a Furs resource properly.

Civilization Name: Colonialist Legacies - The Inuit
Creator: TPangolin
Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=301782501
Issue: Actually (surprisingly) mostly compatible; however, their UU, the Unaaq, is supposed to only be able to improve sea-based resources after researching Sailing. With the CBP, it appears that this ability is unlocked with Fishing.

Civilization Name: Colonialist Legacies - The Boers
Creator: TPangolin
Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=260055738
Issue: AI doesn't appear to be able to use its Settlers, possibly because they are a unique version of that unit.


I do know that CL civs are in many cases nonfunctional with Vox Populi, and completely understand if the bugs aren't fixable, but figured I'd mention them nonetheless. Thanks!
 
Designer - Pouakai More Civs
Civ - Ayyubids - http://forums.civfanatics.com/showthread.php?t=494241#AyyubidsOP
UA - All aspects seem to work
UU - Works
UB - Works but is % based and no Illiteracy modifier.
Other notes - the Charior Archer that you get once your first Great Prophet spawns comes with the Al Gazamat promotion that gives it the faith on kill and maintenance free properties. This does not remain on upgrade. So I had an upgraded Mamluk which lost the promotion and then my second Prophet spawned 3 new Mamluks with the promotion. The promo is not so strong and GP don't spawn so often that I think the units should retain it through their promotion line.

Ayyubid Compatibility Addition

thecraftybee said:
Designer - Pouakai
Civ - Mercia - http://forums.civfanatics.com/showthread.php?t=494241#MerciaOP
UA - Works fine. Potential for eternal GA, especially for wide and warmongering Civs.
UU - The Fyrd seemed to have the same CS regardless of where it was on the map.
UB - Market replacement. Retains a % modifier and lacks the sugar/spice bonuses.
E&D - Not supported

Summary - The UB % modifier means that it is too strong to be used with VP, imo.

Mercia Compatibility Addition
 
Civilization Name: Colonialist Legacies - The Inuit
Creator: TPangolin
Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=301782501
Issue: Actually (surprisingly) mostly compatible; however, their UU, the Unaaq, is supposed to only be able to improve sea-based resources after researching Sailing. With the CBP, it appears that this ability is unlocked with Fishing.

Actually, about the Inuit, is there any chance that they could be buffed by giving all their units the "White Walkers" promotion? Snow start bias kind of kills mobility in CBP, bu not vanilla.
 
The Inuits have a unique luxury, right? So can we add a monopoly on that or is already determined. Colonialist Legacies does have a bit demand so I'll add more :p

As for the request:
Civ: Colonialist Legacies - Philippine Republic
Creator: TPangolin, JFD, PrimoXanthous?
Issue: Bonuses doesn't seem to scale by era (I could be wrong, maybe? Haven't played in a while). Also, it would be nice, to increase the Coral Church's yields and to have religious pressure emenated

Civ: Colonialist Legacies - Malaysia
Creator: TPangolin, Neirai, JFD, Chrisy15?
Issue: UI seems not increase yields on more techs unlike those found here in CBO

EDIT: Please don't bother this anymore, I feel really guilty for adding more to your plate :( but what better way to make it up for your wonderful mods, me attemptinv learning XML and SQL :)
 
Thanks, Hokath! I've been wanting to use the Olmecs, but didn't know if they were compatible with Vox.
 
Is Mega acting very, very strangely for anyone else, right now?
 
Compatibility File Includes:
UA Change: Defensive structures within a city increases the spawn rate of Great Writers, Artists, and Musicians. +3% Culture and +3% Food in each city for any Tradition/Progress/Authority policy adopted. GP from defense buildings issue fixed(wow it took them 2 years long enough).
UU Change: Viet Cong also get these bonuses(Double Move and the bonuses) in marshes as well.
Overall Changes: Installed a Lua mechanic that would detect whether or not Vietnam was in the game to ensure you can have more unique civilizations into your mod database without slowing your game down.
Commentary: I was honestly disappointed considering how the UA made it difficult for any flexibility while giving troubles for the AI. I'm partially offended at how useless the UU is considering the AIs have little idea on how to use the invisibility anyway, so they get a powerful promotion ensuring their better survival historically than some petty situational trait that only humans can exploit.

I finally had time and opportunity to try out the very generous fix you made for the Trung sisters, and I am worried that I've done something wrong. The tooltip on Civ Select doesn't reflect these changes; I tested anyway, and found that Tradition was not giving 3% food / culture per policy, and that the GP generation was also not working. This leads me to think I've done something wrong. I'm using all of VP, TPPangolin's Vietnam, the compatibility file you made, and cultural diversity. (I'm about to try again without anything but CBO, Vietnam, and the Vietnam CBO compatibility mod, though, in case it's mod conflict and not user error.) Any ideas what I could be doing wrong?

I really like the changes you've listed and would love to try them out!

Also, I'd like to make an addendum that I just realized. The Water Puppet Theater (UB Amphitheater) is actually a significant downgrade to the Amphitheater of CBO. It is more expensive, gives the same amount of culture, and (at least according to its tool-tip) does not give culture on Amphitheater resources.

My thought on this is, if the building is going to be brought into the CBO world, it might add defense based on how many great works of writing vietnam owns, and get either more culture, or more food.

Anyhoo, I really appreciate your time on this. Keep up the great work. =)
 
I finally had time and opportunity to try out the very generous fix you made for the Trung sisters, and I am worried that I've done something wrong. The tooltip on Civ Select doesn't reflect these changes; I tested anyway, and found that Tradition was not giving 3% food / culture per policy, and that the GP generation was also not working.

Also, I'd like to make an addendum that I just realized. The Water Puppet Theater (UB Amphitheater) is actually a significant downgrade to the Amphitheater of CBO. It is more expensive, gives the same amount of culture, and (at least according to its tool-tip) does not give culture on Amphitheater resources.

The only problem ;) is I was updating the intended changes without me updating the link. So, some of those changes I listed above were future changes I would make(some of the elements work, some of them don't yet)...

But I do believe the GP generation is working.

However, it looks like it's just the two of us(hokath and I) as usual..
 
The only problem ;) is I was updating the intended changes without me updating the link. So, some of those changes I listed above were future changes I would make(some of the elements work, some of them don't yet)...

But I do believe the GP generation is working.

However, it looks like it's just the two of us(hokath and I) as usual..

I would help, but I'm worthless for code. :lol: I actually tried to fix the Vietnam civ last year, before I found this mod, and eventually gave up.
 
I would help, but I'm worthless for code. :lol: I actually tried to fix the Vietnam civ last year, before I found this mod, and eventually gave up.

What would be helpful would be just documenting the entirety problems of the mod with Vox Populi. I haven't looked throughly at Vietnam's civ but I noticed a few inconsistency already since the Viet Cong UU was already imbalanced(high combat strength, wrong replacement, etc) and providing useful tips on ways to solve the problem. That's much easier for me to do rather than having to document every issue and resolving them later.
 
not sure if even possible, but if the ingame editor and/or reseed mods would work that would be glorious.

i sometimes want to quickly try a new strategy around a civ i usually don't play and having IGE/reseed work allows me to spend less time rolling a new map / restarting until I have a starting location that fits the purpose.

ignore if this doesn't work because of the DLC/restart issue :)
 
What would be helpful would be just documenting the entirety problems of the mod with Vox Populi. I haven't looked throughly at Vietnam's civ but I noticed a few inconsistency already since the Viet Cong UU was already imbalanced(high combat strength, wrong replacement, etc) and providing useful tips on ways to solve the problem. That's much easier for me to do rather than having to document every issue and resolving them later.

I can do that! ^_^
 
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