VoxPopuli Modpacks (last update: 4.2.7)

I will update the modpacks to 3.10.10 this evening (Europe time) ! I think you should wait it because this release fix a game breaking issue.

Edit: I will wait a little for an update because some person have reported CTD issues on Github.
 
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I will update the modpacks to 3.10.10 this evening (Europe time) ! I think you should wait it because this release fix a game breaking issue.

Edit: I will wait a little for an update because some person have reported CTD issues on Github.
I hope it works for 43 civ hotseat.
 
I will update the modpacks to 3.10.10 this evening (Europe time) ! I think you should wait it because this release fix a game breaking issue.

Edit: I will wait a little for an update because some person have reported CTD issues on Github.
Any luck?

@Tekamthi
 
You (we) need a dev to look at this -- highly doubtful it will change from Agiwan's experience just via the iterative & congress changes they are currently making

When I am next in need of a modpack, I may revisit this issue, but for the foreseeable future I just don't. 43-civ modpacks did work at one time via the same process as normal modpacks are made, that's all I have to contribute for now. I believe others used to make 43-civ modpacks and post them on the forums just like Agiwan is doing, so there is probably some direct "evidence" that this used to work, but I always made my own when needed, and no longer have files from that far back.

It's a bit of an odd issue: the main mod itself works, and the modpack maker is itself its own mod, not supported by our devs here. Not sure if this will get much traction on git as a result; doesn't hurt to try though. Either that or maybe open a dedicated thread linking one of the old modpack threads as proof edit: started a thread here
 
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Hi, I'm wondering which modpack version is most stable for multiplayer, tried 3.10.12 with 3 people but it went to always crash for only one person with lowest PC spec.
Also is anywhere some information what are most stable settings for civ5 with vox populi?
And what are PC spec requirements for it? Thx in advance, sorry if asked at wrong thread... :mischief:
 
Hi, I'm wondering which modpack version is most stable for multiplayer, tried 3.10.12 with 3 people but it went to always crash for only one person with lowest PC spec.
Also is anywhere some information what are most stable settings for civ5 with vox populi?
And what are PC spec requirements for it? Thx in advance, sorry if asked at wrong thread... :mischief:
Hi, for now the stablest version is 3.10.14. You must lessen some graphical options to avoid late game CTD (see first post). If you have crashing only for one person the best you can try is to delete the cache folder on every player PCs (You can find it here: "Documents\my games\Civilization 5").
Multiplayer using VP is a work in progress, you can treat it as a beta test.
I hope you will be able to enjoy the game with your friends :)
 
Hi ,

I've been trying to make my own modpack (vox populi) but i seem to run into an error and i cannot fix it.

Runtime Error: _cmdr = {CreateMp()}:1: attempt to call global 'CreateMp' (a nil value)

I have tried the solutions for the dll and removing <File md5="{Your md5 will vary}" import="0">CvGameCore_Expansion2.dll</File>'
Also i do find the mpmp in fireturner2
any help would be appreciated!
 
Hi ,

I've been trying to make my own modpack (vox populi) but i seem to run into an error and i cannot fix it.

Runtime Error: _cmdr = {CreateMp()}:1: attempt to call global 'CreateMp' (a nil value)

I have tried the solutions for the dll and removing <File md5="{Your md5 will vary}" import="0">CvGameCore_Expansion2.dll</File>'
Also i do find the mpmp in fireturner2
any help would be appreciated!
I have no idea, I am sorry :/
 
Possible you have the capitalization wrong, should be CreateMP

also make sure you are selecting the modpack maker in the lua console in firetuner
Just tried it with CreatMP() Instead of Create_MP() and it is working now !

Thanks alot man :D Going to test out some stuff now.
 
How can i add more then 12 players in a internet/local game ?
You have to change the map options inside a file.
  • To do it you have to go inside the modpack folder "ZMP-MODsPACK" or "MP_MODSPACK"
  • Then you go inside "Override" folder.
  • Then you have to open "CIV5Units.xml" using a text editor.
  • Search for the map size you want to play (following this example: "WORLDSIZE_HUGE") by using the CTRL+F function.
  • Change the line "<DefaultPlayers>12</DefaultPlayers> " by "<DefaultPlayers>22</DefaultPlayers> ".
  • Save the file.
  • Launch the game and select the map size you just changed. Normally it will defaulting to 22 players.
 
Hi,
I wanted to mod vox to add longer playtime - reduce science/culture gains every turn. There is a max tech cost in game about 200000 beakers, that makes problems here, as I cannot increase cost more as it resets.

I created a lua for reducing science gain every turn, but it doesn't work - doesn't change ammount of total science per turn

function OnPlayerTurnStart()
local activePlayerID = Game.GetActivePlayer();
local activePlayer = Players[activePlayerID];
local currentScience = activePlayer:GetScience();
local reducedScience = currentScience * 0.25;
activePlayer:SetScience(reducedScience);
end
LuaEvents.ActivePlayerTurnStart.Add(OnPlayerTurnStart)


I use firaxis live tuner (from modbuddy) but in console i can see ' TurnProcessing: Hiding TurnProcessing' - how can i show turn processing? I added print command in the lua file, but it doesn't print the message in logs.
 
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Hi,
I wanted to mod vox to add longer playtime - reduce science/culture gains every turn. There is a max tech cost in game about 200000 beakers, that makes problems here, as I cannot increase cost more as it resets.

I created a lua for reducing science gain every turn, but it doesn't work - doesn't change ammount of total science per turn

function OnPlayerTurnStart()
local activePlayerID = Game.GetActivePlayer();
local activePlayer = Players[activePlayerID];
local currentScience = activePlayer:GetScience();
local reducedScience = currentScience * 0.25;
activePlayer:SetScience(reducedScience);
end
LuaEvents.ActivePlayerTurnStart.Add(OnPlayerTurnStart)


I use firaxis live tuner (from modbuddy) but in console i can see ' TurnProcessing: Hiding TurnProcessing' - how can i show turn processing? I added print command in the lua file, but it doesn't print the message in logs.
Hi, I think you are in the wrong place to ask this question :/
 
Are you able to update to any of the recent 4.0 patches? Would like to try the new multiplayer with memory leak fix as my game crashes consistently around turn 300 with friends.
 
Hi. I got a question. (My last long game in VP was on 3.9.1). I guess (and there's a topic in forum) that there's some problem with a military scaling in VP. By the later stages of the game, the number of military units reaches hundreds or more (on statdart map)- wich makes a game - espetialy during active war too annoing, imbalancing and disgusting. Though due other aspects of VP - it's great. So the qestion is - have you done anything with this problem, or is there any settings somehow to solve this ?.
 
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