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I am wondering though how does it play with Vox Populii?
The mod is stable, crash-wise, usually no troubles with this at all. The "good" part of the problem is what you've pointed out: unknown Civs denounce and poison/rumors occurs way, way too often.
The problem with denouncements is there are very few ways to interact via LUA with the game's Diplomacy system. You can make "suggestions" to the AI, but the tools to get it to actually do something are quite crude and often perform in unexpected ways.
I've been taking a break from modding the past few months, but am almost ready to come back to this one and take another charge at the "premature denouncements" windmill...
Odd thing - in the last version, I completely removed absolutely ANY chance this mod could cause early denouncements.
And yet, they still occur... X^(
So, hopefully I can find some time to look into this soon, but TBH, I'm not exactly sure what to do to fix this.
The notification is only supposed to show when an OP was available. Currently, once an OP is available, it stays available until it is launched.
IIRC, I think I had intended for the OPs to not be available automatically the next turn - so that OPs would be available on a truly random basis. If you didn't launch it, you'd miss that window of opportunity.
Somehow, that fix hasn't made it into the mod yet. It's on my list.... 😖
The problem is these denouncements are happening outside of this mod - thru the game's normal Diplomacy system. The last mod update removed all this mod's interactions with the Diplo system, so the erroneous denouncements should have stopped. Unfortunately, they didn't. So, now i have a situation where they are still happening, and this mod did nothing which should cause it.
Looks like I need to go back to the code and see if there's some other source of contamination that I haven't removed yet.
The mod is designed around the "Espionage Posture" concept - so that increasing EP around the capital would help prevent these attacks. I started placing additional units nearby and made sure any EP-friendly building available was built. I also made sure I had my most advanced spy there as well. Once I got the EP to about 75 or so, the success of these attacks dried up and the city grew normally.
But - it does show I need to tweak the system a bit - make the buildings more effective, add more buildings to the list, and set the max attack success odds lower.
I'm working on this in the next week or so. These missions are supposed to me more of an annoyance, not game breaking. Thanks!
I'll take a look at the code, but I do believe it is quite possible to remove many of the missions while an active peace treaty exists. I'd probably leave Conduct Recon, and Spread Rumors/Propaganda in. Other possible missions might include Pillage Terrain Improvement, Steal Gold, and Sabotage Production, and perhaps a couple more.
If you have any suggestions about the legal missions, let me know. Thanks!
Seriously, there are a couple of more things I can try to stop this behavior. If they don't work, I think removing denouncing is probably a really good Plan B.
Sorry about that. I'll take a look at it for the next version. Appreciate the info!
I was toying with a idea that the mod would check every X turns (maybe every 10 or 20 turns), look at all the open wars, then a random 50% of the time would remove the permanence from them - if they were permanent. I could add a notification to let players know that "all sides in the conflict have signaled an interest in peace negotiations..." or something like that.
Any suggestions on how to manage all this? I'm open to suggestions for the next version. Thanks!
Is so, it would be best to clear the game cache, then try again with a new game. If the problem persists, then maybe I didn't fix the problem... :^/
I have other mods active such as more luxuries but I don't understand how that would cause civs to randomly denounce me. Plz fix! (playing on mac)
And thanks to everyone who provided suggestions/bug reports - I think this version fixes a lot of the previous headaches.
If you have any last-minute suggestions, now is the time. Can always leave something here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1293662755/1700542332314420075/
Thanks for your patience!
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I'm not sure about compatibility with VP. That mod is quite extensive and touches so many aspects of the game, I can see how it might be a problem.
OTOH, if VP doesn't replace the "Espionage Overview" UI (and almost no mods do), then the mods should work relatively well together.
If you do test it, I'd really appreciate it if you can send me a note back about how well they play together.
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Up until now, no one has came back with an answer. Could be it works, and they were too busy to respond. Or it choked, and they were too mad to come back...?
I do expect to get back to this mod "eventually" but not until that other mod is finally nailed to the floor...
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1293662755/1744480967023988262/
That being said, I did run into a few bugs that I would love it if you could take a look at. First and formost, the AI players now greet me with denounciations before I have met them, then they introduce themselves. Somewhat hard to play like that...
Also, I looked to see what the different covert ops costed and then pressed not to assign an operation. Then the menu emptied but did not dissapear, preventing me from seeing the espionage "page". Anything I'm doing wrong? The mods I use are mainly civ-mods and small tweaks. The larger ones are CSD and InfoAddict.
Great mod! Keep up the good work!