Procylon's Call to Power Project

Don't be sorry, I am fine with it. :) I just don't want you guys to feel like you wasted your time if you ended up doing work that was already done.

So right now I have some of knatte_Anka's flags, and Feuteupool's consolidated flag atlas. Is the Marauder the only flag I need to delete, or are others duplicated as well?

Hi,

In the DDS and XML files that I sent you, there are the flags of all units (36), so all are in double.

Great. :) At some point I know I will need an Icon for Electricity, and probably some other producible resources(but that mod is broken so this further in the future). For natural resources that I would like to add at some point:
Coffee, Tobacco, Poppy, Crab, Alligator, Copper, Rice, Corn, Soybeans, Tea, Rare Earths, Titanium, HE3 (Helium 3, Fusion resource)...

Ok, i'll send you the first version of XML and DDS resource files today.

That is all I can think of for now. It may be a few months before I can add them in though. Once I finish my next 2 objectives I am going to have to look more into the process of resource addition.

Add resources is a simple process. The most complicated is to make sure they are properly generated in the map. This requires work on the file " Assets \ Gameplay \ Lua \ AssignStartingPlots.lua ".

If you want to learn more about the resources, I advise you the very good tutorial : How to add a new Resource of Kyoss.

Awesome! :) Hopefully it won't be too hard finding any text additions I make as I add content over time.

Every time you take out a new version, I compare my files with your new files with KDiff3 to determine differences. It's really simple and quick to see the changes with this very good software (KDiff3).
 
Hi,

In the DDS and XML files that I sent you, there are the flags of all units (36), so all are in double.

So I can delete the non-consolidated flag DDS's and only need to delete those 2 lines from the Marauder?

Ok, i'll send you the first version of XML and DDS resource files today.

Add resources is a simple process. The most complicated is to make sure they are properly generated in the map. This requires work on the file " Assets \ Gameplay \ Lua \ AssignStartingPlots.lua ".

Awesome. :)

I know adding resources isn't too hard. I just didn't want to add any until I got some icons at the least, but preferably some resource art for the map as well. But if you give me some Icons, maybe I will see about adding them and using some of the other resource art. The icons should make them stand out well enough.

And yeah, dealing with the AssignStartingPlots.lua was something I wanted to postpone as well, though I could probably modify it if I took some time to look at it.

If you want to learn more about the resources, I advise you the very good tutorial : How to add a new Resource of Kyoss.

I will definitely have that open when I begin adding some new resources. :)

Every time you take out a new version, I compare my files with your new files with KDiff3 to determine differences. It's really simple and quick to see the changes with this very good software (KDiff3).

Cool, I may have to check that program out sometime.
 
So I can delete the non-consolidated flag DDS's and only need to delete those 2 lines from the Marauder?

Yes you just need "unitflagatlaswhiteTwo.dds" and "CIV5IconTextureAtlases.xml" that I sent you.

Yes only marauder has been coded with those 2 lines.

Awesome. :)

I know adding resources isn't too hard. I just didn't want to add any until I got some icons at the least, but preferably some resource art for the map as well. But if you give me some Icons, maybe I will see about adding them and using some of the other resource art. The icons should make them stand out well enough.

Ok, i'll send you first version of resource icons and tell me if you think them stand out well enough.
 
Since you seem amiable, I figure I'll suggest additional techs.

SOCIAL TECHS

INDUSTRIAL ERA SOC TECHS

Conservationism (requires nationalism)
Effect: allows the Nature Preserve building (+2 happiness, + 3 science per each jungle or tundra tile worked by the city)
Allows the Yellowstone National Park wonder (+5 happiness, + 5 culture, must have old faithful in city radius)

Modernism (requires romanticism)
Effect: allows The Auditorium Building wonder [Chicago] (+100% culture in this city)
allows The Crystal Palace wonder ( gain a great scientist)
*edit post-modernism to make modernism a prereq rather than socialism

MODERN ERA SOC TECHS

Consumerism (requires Mass Media)
Effect: allows the cinema building (+5 happiness + 5 culture)
Allows the Shopping Mall building (+50 gold per citizen)

Social Justice (requires globalization)
Effect: allows the Zero Crime Bill wonder (+2 happiness per city)- this is from call to power 2... basically all “victimless” crimes are decriminalized allowing the legal system to focus on more heinous crimes

Televangelism (requires mass media)
Effect: allows the Mega Church building (+5 happiness + 5 gold/citizen)
Allows the Hassan II Mosque wonder (+100 Culture in this city, city must be built on the coast)

Sustainability Theory (requires solar power)
Effect: allows the Eco-Transit building (+ 10 happiness +10 gold per citizen) *this represents a fuel cells based tansit system... it is also from ctp2
allows the Fuhrländer Wind Turbine wonder [Laasow] (+5 production for every citizen in this city)


ECONOMIC TECHS

RENAISSANCE ERA ECO TECHS

Monopolies (requires guilds)
Effect: custom houses yield +10 gold
trading posts yield +10 gold
Allows the Hanseatic League wonder (double happiness from luxury resources)

INDUSTRIAL ERA ECO TECHS

Vertical Integration (requires railroad)
Effect: custom houses yield +10 gold
trading posts yield +10 gold
allows Food Silos building (+20 food, +10% food saved after population growth)
Allows the department store building (+30 gold for every citizen in this city)

Canned Foods (requires refrigeration)
Effect: +10 food for every Manufactory


MODERN ERA ECO TECHS

Insurance Industry (requires: Corporations)
Effect: unlocks the Metropolitan Life Tower wonder [NYC] (+ 1 population for every city in the empire )

Consumer electronics (requires computer)
Effect: unlocks the Firaxis HQ wonder (+2 happiness for every city)
Allows the Computer Store building (+5 gold and +1 science for each specialist)
Allows the video arcade (+2 happiness +1 gold per citizen)

corporate modernism (requires globalization and modernism)
Effect: custom houses yield +10 gold
trading posts yield +10 gold
allows the World Trade Center wonder (+100% Trade Route income)

Tourism Industry (Requires Advanced Flight)
Effect: +10 Gold yield for every landmark
Unlocks the following wonders
Akshardham (+30 gold for every citizen in this city)
Disneyworld (-25% Unhappiness for number of cities in the empire)

DIGITAL ERA ECO TECHS

Automated Fisheries
(requires robotics)
Effect: +10 food yield from fishing boats

Digital Encryption (requires internet)
custom houses yield +10 gold
trading posts yield +10 gold
Allows: Ebank building (+100 gold/citizen)
Allows: Data Haven wonder (+25% gold from trade routes)



ENGINEERING TECHS

INDUSTRIAL ERA ENGINEERING TECHS

skyscrapers (requires corporation)
Effect: allows the Empire State Building wonder (+25% trade route income)
allows the financial district building (+50 gold/citizen)

MODERN ERA ENGINEERING TECHS

Supertall Skyscrapers (requires corporate modernism)
Effect: allows the Burj Khalifa wonder (Immediately enter a golden Age)
allows the Shard of Glass [London] wonder (-25% Unhappiness for number of citizens in the Empire)
allows the Milad Tower [Tehran] wonder (Cost of culture grabbing tiles -25% throughout the empire)

Modern infrastructure (requires railroad and electricity)
effect: allows the Golden Gate Bridge wonder (Empire enters a golden age)

Land Reclamation (requires: Modern infrastructure)
Effect: allows the Levee building (+5 production, +5 food in every river tile)
allows the Palm Islands wonder (+ 10 Happiness + 25% Culture in this city)
allows the Zuiderzee Works wonder (+5 production from water tiles worked by this city)
 
I know adding resources isn't too hard. I just didn't want to add any until I got some icons at the least, but preferably some resource art for the map as well. But if you give me some Icons, maybe I will see about adding them and using some of the other resource art. The icons should make them stand out well enough.

Hi,

Here the resource icons file v9.4 : Icons Resources

You can insert in your mod DDS files and update "CIV5IconTextureAtlases.xml" file, but you can insert "CIV5ResourceIcons.xml" because this file contains update of resource rows can't still exist in "CIV5Resources.xml".

Tell me if resource icons stand out well enough.
 
Since you seem amiable, I figure I'll suggest additional techs.

Pasted into my repository, thanks. :)

I actually just implemented Fermentation with the Brewery and Winery. I might put some more techs and buildings in before I upload before bed.

Hi,

Here the resource icons file v9.4 : Icons Resources

You can insert in your mod DDS files and update "CIV5IconTextureAtlases.xml" file, but you can insert "CIV5ResourceIcons.xml" because this file contains update of resource rows can't still exist in "CIV5Resources.xml".

Tell me if resource icons stand out well enough.

Overall it looks pretty good. Got some suggestions though. :)

Soybeans might be better with a pic that shows a bean or handful of beans instead of sprouts.
Rare earths might be better if they are refined, perhaps bar/ingot form.
Feels like there is too much happening in the Titanium icon. I like the shininess though.
Tobacco would be better as a wooden pipe, CtP style.
Coffee would also be better as a single large bean if you can find it. CtP style again. :)
Tea would be better as a teapot. Seeing a teabag on the map in ancient eras would look a little modern.
The copper spool might also feel a little too modern. Maybe make it a copper bar?


Do the icons also fit up on the top panel with the strategic resources?


Also, can you add Cocoa to the list? Just thought of it. :)
 
Overall it looks pretty good. Got some suggestions though. :)

Soybeans might be better with a pic that shows a bean or handful of beans instead of sprouts.
Rare earths might be better if they are refined, perhaps bar/ingot form.
Feels like there is too much happening in the Titanium icon. I like the shininess though.
Tobacco would be better as a wooden pipe, CtP style.
Coffee would also be better as a single large bean if you can find it. CtP style again. :)
Tea would be better as a teapot. Seeing a teabag on the map in ancient eras would look a little modern.
The copper spool might also feel a little too modern. Maybe make it a copper bar?

Ok, I look tonight for optimize your recommandations if they are possible.

Do the icons also fit up on the top panel with the strategic resources?

To add resources in top panel, you must to change these files :
- fonticons.dds
- CIV5IconFontMapping.xml and
- FontIcons.ggxml.
I read, in mod system, it's possible to change two fisrt files but not the last. So actually, with this version of civ, it's impossible to add strategic icons on the top panel without change FontIcons.ggxml directly in civ folder (not mod folder).

However, I already make strategic resource icons and I modified xml and ggxml file, then I'll send to you tonight.

Also, can you add Cocoa to the list? Just thought of it. :)

Ok i add it.
 
Ok, I look tonight for optimize your recommandations if they are possible.



To add resources in top panel, you must to change these files :
- fonticons.dds
- CIV5IconFontMapping.xml and
- FontIcons.ggxml.
I read, in mod system, it's possible to change two fisrt files but not the last. So actually, with this version of civ, it's impossible to add strategic icons on the top panel without change FontIcons.ggxml directly in civ folder (not mod folder).

However, I already make strategic resource icons and I modified xml and ggxml file, then I'll send to you tonight.



Ok i add it.

Hmm, well hopefully they make changes to allow this sometime soon then. Though, I don't quite need any new strategics for now.

The luxuries and bonus resources should keep me pretty busy. :)
 
V9 Updated:

54 Fixed various small bugs.
55 Updated City State Gold Gifts and Food rewards to match the new yield system. Militant CS's also give units more often. Let me know if you see any issues or if influence degrades too quickly..
56 Changed the AI's diplomatic perception of the weight of gold gifts to match the yield system.
57 Largely modified the building yield system. Many of the yield per pop modifiers didn't really feel right, so while many still have these modifiers, most were changed to % modifiers, flat rate yields, or resource improving.
58 Changed the core government yields system. Dropped the % mods for food/prod/gold, and increased the base yield increases for improvements. Also, the gold and production yields now apply to the specialists.
59 Specialist slots greatly reduced, especially in the early eras.
60 3 New Techs; Fermentation(ECO), Sports(SOC), Economy of Scale(ECO)
61 3 New Buildings; Brewery, Winery, and Olympics.
62 Wine no longer grows on vines. Grapes do.
63 Added Wonder Splash Images for Dinosaur Park and Virtual Securities Exchange. Thank DrBalthar. :)
64 Removed(finally) the agriculture audio from all the new techs. :)
As of January 19


Hopefully this is the last time, at least in V9-V10, that the yield system has a major change. Let me know how the balance is feeling. I will be expanding the Social and Economics trees from here on out. I might even add some new resources to the map soon, if I get a handle on the assignstartingplots lua.
 
60 3 New Techs; Fermentation(ECO), Sports(SOC), Economy of Scale(ECO)
61 3 New Buildings; Brewery, Winery, and Olympics.

Hi, I'll send you tonight icons of 3 new techs & 3 new buildings when I'll send you resource icons. You'll receive so a complete package of icons (DDS & XML files).
 
Glad to see you used sports and fermentation!

I've got some more suggestions...

First, I'd like to add the following wonder to the Sustainability Theory tech:
Bank of America Tower [NYC] (+5 gold per specialist empire wide)

Now for additional techs

SOCIAL TECHS

MEDIEVAL SOC TECH

Sculpture (requires construction)
effect: allows the Moai Statues wonder (+5 production for every ocean tile worked by this city)
allows the Michelangelo's David wonder (enter a golden age)

INDUSTRIAL SOC TECH

Civilian Aeronautics (requires flight)
effect: allows the Lindbergh's Transatlantic Flight wonder (all air units built in this city get +1 movement)

ENGINEERING TECHS

CLASSICAL ERA ENG TECHS

Concrete (requires masonry)
effects: allow the De architectura wonder (gain 1 great engineer)
allow the Amphitheatre of El Jem wonder (+4 happiness, + 25% culture in this city)

Hydraulics (requires mining)
effect: +5 production for mines
allows the Pont du Gard wonder (+5 food in every tile worked by this city)

MEDIEVAL ERA ENG TECHS

Romanesque architecture (requires concrete)
effect: allows the Basilica building (+5 happiness +5 culture, requires a temple)
allows the Cluny Abbey wonder (Culture cost of adopting new policies reduced by 25%)
allows the Saint Sophia Cathedral [Kiev] wonder (-25% Unhappiness for number of cities in the empire)

Gothic Architecture (requires Romanesque architecture)
effect: allows the Castle of the Teutonic Order [Malbork] wonder (Every land unit built in this city starts with the ferocity promotion)
Allows the Duomo di Milano wonder (receive a free great artist)

Islamic Architecture (requires Romanesque architecture)
Effect: allows the Alhambra wonder (+10% bonus to all defensive structures, +10% Culture in this city)
allows The University of Sankoré wonder (receive a free Great Scientist)
allows The Blue Mosque wonder (+1 culture and +1 science for every 2 citizens in this city)


Greco-Buddhist art (requires polytheism)
Effect: allows the Buddhas of Bamiyan wonder (+100% Culture in this city, city must be built within 2 hexes of a mountain)
allows the Borobudur wonder (-25% unhappiness from number of citizens)
allows the Sigiriya wonder (+5 Happiness + 50% culture in this city)
allows the Temple of Artemis wonder (all ranged units built in this city start with the range promotion)

MILITARY TECHS

CLASSICAL MIL TECH

Static Defenses (requires masonry)
effect: allows the Hadrian's Wall wonder (+50% combat bonus vs barbarians)
allows the Ballista towers building (+5 defense)

INDUSTRIAL ERA MIL TECHS

total War (requires Military Science)
effect: allows the Bletchley Park wonder (every unit gets +1 visibility range)
allows the Pillboxes building (+5 defense)


Indirect Approach Doctrine (requires total war)
effect: allows the Panzertruppenschule [Kama] wonder (all armored and mechanized units built in this city begin with the blitz promotion)

Military Professionalism (requires Military Science)
effect: allows the National Naval Academy national wonder (+25 experience for all future Naval units built in this city, must be a coastal city)
allows the National Air Force Academy national Wonder (+25 experience for all future air units built in this city)


Military industrial Complex (requires total war)
effect: allows the Newport News wonder (+25% production of Naval Units in this city, must be built on the cost)
allows the Uralvagonzavod wonder (+25% production of armored vehicles in this city)
allows the Peenemünde Army Research Center wonder (+1 free great scientist)
allows the Flak Towers building (+ 10 defense)

MODERN MIL TECH

Espionage (requires Radar)
effect: allows The Agency wonder (every unit gets +2 visibility range)
 
Well since the 2k site is down, im DL'ing it from here and looking forward to testing it out. I took your advice(im jmccrea70 there) and did the normal game, but I didnt enjoy it as much as I was getting new techs just about every 2 turns once I hit the modern era. I guess im just to used to slow games lol.

EDIT 1-Plantation is not working, still says it wants calender, even though its under a new tech.
 
Still can't get the MOD installed. Had hoped a new version would correct whatever was causing the problem, but it didn't. Are there plans to eventually get it available through the in-game MOD browser? I think I remember someone saying it was too large for that. I hope whatever is going on works itself out as this MOD is the only reason I continue to play CiV. I'll keep trying and keep my fingers crossed.
 
Quote:
i just a question about Wonder movie.. were i can't check to know wich format and settings must be used ton include a movie for a specific wonder?

exemple : i want to change the sphinx wonder movie to another one were must i need to check the information (were to found them :p) for know if my movie can be used or not and if not how can i resolve that for have it compatible?
You mean you want a movie and not just an image? I am not sure if that is possible, but DrBalthar made the new splash images, so you might PM him on the 2k forums and ask.

haaa ok that's explain why i can't found information about MOVIe yes i was wondering if we can have little movie like CTP have hehehe.

thank you for the information i will PM him about that so.

now i look for ICONS too it's seem to be complicated for me i have plenty of texture file in .DDS format but it's not usefull like that badly.... as i see it's totaly different settings and .dds pics arent' *file per file* it's a set of files :p

but i still look the tutorial then i can try if i can do something or not
 
noticed a little bug perhaps.. with city-states. when i went to cross once in there land only one turn there apreciation degraded as normal..but when i left there apreciation continued to degrade itself....
 
Still can't get the MOD installed. Had hoped a new version would correct whatever was causing the problem, but it didn't. Are there plans to eventually get it available through the in-game MOD browser? I think I remember someone saying it was too large for that. I hope whatever is going on works itself out as this MOD is the only reason I continue to play CiV. I'll keep trying and keep my fingers crossed.



okay the mod works great...try going where you instaled it in your explorer and delete it manually then download the one one this site.. then simply drop the file in the mods file (dont put it in a file) leave it as is then launche game mod browse mod and click install. and done it will work.

if your using win7 it should be in user/you/my documents/games/civ5/mods
 
Thanks Redx. That's exactly what I've been doing, and it worked fine until about two updates back. Like I said, I'll keep trying and hope for the best. I think someone else posted they were having similar problems and with persistence got it to work.
 
Thanks Redx. That's exactly what I've been doing, and it worked fine until about two updates back. Like I said, I'll keep trying and hope for the best. I think someone else posted they were having similar problems and with persistence got it to work.

You can try installing it manually as follows:
Download the mod browse on over to My Documents\My Games\Sid Meier's Civilization 5\MODS\ folder and paste it here then take that <modname>.civ5mod and rename it to a <modname>.7z file. Download the program 7-zip install it then use it to extract the mod file. So you have a folder structure as follows My Documents\My Games\Sid Meier's Civilization 5\MODS\<modname>. Load up civ and it should be there to select
 
You are brilliant! It works, -and in your honor I shall name my first born after you. FiresForever McKuhen has a nice ring to it.
 
Hi, I'll send you tonight icons of 3 new techs & 3 new buildings when I'll send you resource icons. You'll receive so a complete package of icons (DDS & XML files).

Great. :)

I've got some more suggestions...

Archived. :)

Well since the 2k site is down, im DL'ing it from here and looking forward to testing it out. I took your advice(im jmccrea70 there) and did the normal game, but I didnt enjoy it as much as I was getting new techs just about every 2 turns once I hit the modern era. I guess im just to used to slow games lol.

EDIT 1-Plantation is not working, still says it wants calender, even though its under a new tech.

Searching for a fix to plantation.

haaa ok that's explain why i can't found information about MOVIe yes i was wondering if we can have little movie like CTP have hehehe.

thank you for the information i will PM him about that so.

now i look for ICONS too it's seem to be complicated for me i have plenty of texture file in .DDS format but it's not usefull like that badly.... as i see it's totaly different settings and .dds pics arent' *file per file* it's a set of files :p

but i still look the tutorial then i can try if i can do something or not

Yeah sometimes I am as lost as you with dds files and everything else. Just glad there are people who are into graphical modding. :)

noticed a little bug perhaps.. with city-states. when i went to cross once in there land only one turn there apreciation degraded as normal..but when i left there apreciation continued to degrade itself....

Yeah at first I did that accidentally but then decided to leave it and see how it turned out.

So, if you piss off the CS, they might eventually go to war with you unless you pay them off.

What do you guys think, leave the old return to 0 system, or have the CS influence degrade to war if you don't repair the damages?

You can try installing it manually as follows:
Download the mod browse on over to My Documents\My Games\Sid Meier's Civilization 5\MODS\ folder and paste it here then take that <modname>.civ5mod and rename it to a <modname>.7z file. Download the program 7-zip install it then use it to extract the mod file. So you have a folder structure as follows My Documents\My Games\Sid Meier's Civilization 5\MODS\<modname>. Load up civ and it should be there to select

You are brilliant! It works, -and in your honor I shall name my first born after you. FiresForever McKuhen has a nice ring to it.

Nice, looks like I need to include those instructions in the OP. Thanks FF. :)
 
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