Procylon's Call to Power Project

Do you have any other mods running? Also, you might ensure that you have no other versions of my mod still installed as they have been known to conflict with each other.

And thanks.

That did the job thanks, playing as Japan/Republic/Prince/Huge/Earth on turn 94 and all seems to be going well, thanks to 'Nixen' for your suggestion too
 
Maybe this pic could work for totalitarianism? This isn't to say that modern Britain is some sort of totalitarian state, but this poster does give off that vibe.

secure.jpg


edit: And these may be good for Imperialism

New-Imperialism-World-History.jpg

Imperialism.jpg


This could work for fascism or imperialism
images


This might work for anarchism or one of the anti capitalist civics
capyr.jpg
 
i suddenly think about governement and i check i still use the original (french for me) governements and of course can't see the news one.

so i finally start a new game with : "Allow policy saving" box checked (and the next one too about promotions)

but strangely i still have the french (original) ones ... is that normal? or i miss something?

i use civ 5 last patch with v9 21.12.11
 
will this mod have the planet view when zooming out all the way like in civ4. I heard civ5 did away with the planet view. I assume the planet view is being implemented into this mod for space colonies/space cities. Am I right? I'd actually like to see the planet view like in civ4 being implemented into other mods about the industrial age or modern age as well.
I would like that too, but it would be near impossible to implement.

So the next thing i will be working on is a simple system that lets you choose to begin 0, 200, 500, 1000 turns etc into a game, with the ai playing the game up until your chosen starting time at which point you then take control (assuming your chosen civilization hasn't already been destroyed).
There is something in the Live Tuner like that, that would probably help with the lua coding. I would help, but unfortunately I don't think my Garry's Mod lua knowledge transfers to Civ 5.

i suddenly think about governement and i check i still use the original (french for me) governements and of course can't see the news one.

so i finally start a new game with : "Allow policy saving" box checked (and the next one too about promotions)

but strangely i still have the french (original) ones ... is that normal? or i miss something?

i use civ 5 last patch with v9 21.12.11
Use the latest patch, and you should be fine. The complete government system isn't in yet, but some of it is.
 
CTD issue Turn 169 then reloaded and got to 176 Medieval Era, AI I think is one more ahead. A city-state was just conquered/war with. Playing Americans, 5 AI, huge map.
Previous game CTD at turn 196 everything the same as this game except I am at war.
This is Version 9, the latest update I believe downloaded it yesterday.
 
I've been having crashes lately when the one the of AIs are the French and they have Foreign Legion units. So I tried out the French and discovered that the Foreign Legion units are still in the Replaceable Parts Tech (Eng). FLs also do not become obsolete. I don't know if the different tech location is causing the crash. I'll try a new game with French AI in it after I make the corrections and see if I still get the 'scrolling to' crash.
 
played a standard game using mod of jan 16 with americans raging barb,random seed, policy and unit saving on no time,conquest victory...normal map standard speed at prince.. noting changed...

ive noticed that at certain ages techs drop to 1 per turn...seems as a little annomaly think its befor digital..plus time seemed very too short between some important techs in MIL around the first gunpowder units...But what i find the most frustrating was really infact that there isint enought alluminum,oil and uranium to buil up.. maybe adding building that double output of a resorce could aid...? or have a different map gen...? gold seemed fine...maybe ajusting the great generals...or the forts...railrods and roads could cost much more..oh and ive built space ship completly just cant launch it...could be missing somthing...gotta play more *addict*


Plz add a prehistoric age!!!!!
 
As recognizable as many of these dictators are, their faces aren't really going to fit many concepts throughout the game. Use symbolic icons and ideas in picture form if you know what I mean. American flags, pictures of modern dictators, etc are not things I want to put into general aspects of this mod. A picture of Hitler would work great for Nazi Germany, but not so much for general concepts such as totalitarianism, especially when you may get that branch thousands of years before Hitler came to be.

I think instead of "no religion" you should pick a real world religion for the 10th religious social policy. Shintoism could essentially be covered by Buddhism/State Divinity, which leaves Sikhism and Jainism as the world's largest organized religions that aren't covered thus far. I'd rather just let Hinduism cover the religions of the Indian subcontinent and include one of the early polytheistic faiths, like the Hellenistic or Egyptian religions.

No-State Religion represents the civilizations who are actually against religion. Soviet Russia and Communist China being 2 good examples.

At some point I may release a second page of religions to cover the rest.

Here are a few pictures to fill in for State Divinity. The first is an Egyptian pharoah with a God-like sheen. The second is Augustus Ceasar; he was named a god after his death. The last is the Statue of Zeus; several greek rulers (Alex for example) claimed they were descended from the gods to further their authority.

My favorite is the statue of Augustus (go Rome!). It is pretty specific to Rome, but the basic concept can be applied to any ruler who claimed divine power. I think the picture of Zeus would make the best background picture. The pharoah image is definately the most general of the three. Which do you think is best?

Yeah I think the Zeus pic fits it pretty well. :)

alternatively, if you'd want to use a more modern god king....

Holy christ. Keep the pictures to a respectable size please. If you can't resize them before posting, please put them in a spoiler.

Stalin, Hitler an even Mao killed more than 100 million people maybe 300. I think there is no need to use them, its a shame to discuss this

Personally, I don't care what they did. For me , they represent specific historical periods, and specific acts. Pictures of them can represent those historical acts, but not broader concepts that are much bigger than they were. I doubt they will be needed in this mod. They are more scenario territory.

will this mod have the planet view when zooming out all the way like in civ4. I heard civ5 did away with the planet view. I assume the planet view is being implemented into this mod for space colonies/space cities. Am I right? I'd actually like to see the planet view like in civ4 being implemented into other mods about the industrial age or modern age as well.

It wouldn't be necessary to add a planet view for space cities.

If someone makes a planet view, and there are performance hits and crashes related to it, I could consider using it. I doubt you will ever see this though. It would be a gargantuan task.

i suddenly think about governement and i check i still use the original (french for me) governements and of course can't see the news one.

so i finally start a new game with : "Allow policy saving" box checked (and the next one too about promotions)

but strangely i still have the french (original) ones ... is that normal? or i miss something?

i use civ 5 last patch with v9 21.12.11

Do you mean you still see the Vanilla Civ 5 policies?

CTD issue Turn 169 then reloaded and got to 176 Medieval Era, AI I think is one more ahead. A city-state was just conquered/war with. Playing Americans, 5 AI, huge map.
Previous game CTD at turn 196 everything the same as this game except I am at war.
This is Version 9, the latest update I believe downloaded it yesterday.

You mean you just had one CtD, or a CtD Wall?

I've been having crashes lately when the one the of AIs are the French and they have Foreign Legion units. So I tried out the French and discovered that the Foreign Legion units are still in the Replaceable Parts Tech (Eng). FLs also do not become obsolete. I don't know if the different tech location is causing the crash. I'll try a new game with French AI in it after I make the corrections and see if I still get the 'scrolling to' crash.

Fixed this and a couple other UU related issues. Will be available with the next upload, thanks.

ive noticed that at certain ages techs drop to 1 per turn...seems as a little annomaly think its befor digital..plus time seemed very too short between some important techs in MIL around the first gunpowder units...But what i find the most frustrating was really infact that there isint enought alluminum,oil and uranium to buil up.. maybe adding building that double output of a resorce could aid...? or have a different map gen...? gold seemed fine...maybe ajusting the great generals...or the forts...railrods and roads could cost much more..oh and ive built space ship completly just cant launch it...could be missing somthing...gotta play more *addict*

Is this the anomaly where tech cost is so high that it just bugs to 1 turn, or do you mean you produce enough beakers to get all techs in 1 turn?

I haven't even been able to tweak science since I revamped the system, so good chance it is out of whack in places. So if you can give me some info: number of cities, gamespeed, the number of beakers per turn, and the tech cost in beakers at various points, it should help iron the problems out.

Plz add a prehistoric age!!!!!

First I need to finish filling out the current 8-9 eras, as well as the next 4-6 pages of social policies.... :p

It is low on the priority list.
 
Hey Fires, can you let us know which policies still need pictures? I was looking around a bit when I realized that I had been looking at some that others have already completed.

First I need to finish filling out the current 8-9 eras, as well as the next 4-6 pages of social policies....

Does this mean that you'll be adding techs to the Diamond Age?

And today is my last day of work, so even if I am still sick I will probably be working on new social policies(and replying to posts).

Hopefully you mean you are taking an extended break, in which case :cheers:. If this means more somber news, then :( is more appropiate.

EDIT: For conservatism and liberalism, I think putting in the Magna Carta and Declaration of Independence/French Revolution would fit reasonably well.

The 1st DoI pic shows a defiant Hancock signing the papers. Maybe thats a tad bit too specific so the next shows the people directly responsible for it drawing up the papers. It's a little less in your face than the previous one. The last DoI is of the Continental Congress. It's good because it doesn't single out any one person or group. The French Rev pic is there in case the pics feel a little to American-y. However, there is a French flag waving in the back.
Yes/no/maybe?
 

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Does this mean that you'll be adding techs to the Diamond Age?

At some point yes. I am not sure when I will begin work on that era. Once CivFeurher's ATOM mod is fleshed out enough, then I will begin to lay out some ideas based upon the functionality of that mod. For instance, having tech that allows CtP's Drop Marines(who could basically fly in the space layer around the globe and drop on any enemy unit and immediately begin fighting), would not really work out if that kind of ability is not available with the ATOM mod. So once I see the full potential of that mod, I can begin to build the tree around the possibilities.

Hopefully you mean you are taking an extended break, in which case :cheers:. If this means more somber news, then :( is more appropiate.

Well I work 3 12 hour shifts and then have 3 days off. So today is the first of 3 off. Pretty much why nothing gets done for days at a time and then suddenly there are tons of updates. :)

EDIT: For conservatism and liberalism, I think putting in the Magna Carta and Declaration of Independence/French Revolution would fit reasonably well.

The 1st DoI pic shows a defiant Hancock signing the papers. Maybe thats a tad bit too specific so the next shows the people directly responsible for it drawing up the papers. It's a little less in your face than the previous one. The last DoI is of the Continental Congress. It's good because it doesn't single out any one person or group. The French Rev pic is there in case the pics feel a little to American-y. However, there is a French flag waving in the back.
Yes/no/maybe?

Not sure if those pictures fit. Conservatism and Liberalism aren't exactly tied to any specific revolutions or papers. Whether a government is liberal or conservative, they are still tied to the declaration of independence. Both ideologies have meant different things in different times, such as Conservatives support hereditary Monarchy back in the day.

For Conservatism, it's one all-encompassing trait is the reluctance for change, or the desire for slow gradual change when necessary. If you could find a decent picture or piece of art representing that, great. :)

Liberalism of course is all about equality and civil rights. Generally advanced ideas on freedom that upsets the political order which conservatism tries to defend. I don't know if riots or revolutions are the best pictures for this branch though. I am thinking more along the lines of "I have a Dream" speech, pictures representing the cutting of bonds/shackles, or even the Berlin Wall crumbling.
 
At some point yes. I am not sure when I will begin work on that era. Once CivFeurher's ATOM mod is fleshed out enough, then I will begin to lay out some ideas based upon the functionality of that mod. For instance, having tech that allows CtP's Drop Marines(who could basically fly in the space layer around the globe and drop on any enemy unit and immediately begin fighting), would not really work out if that kind of ability is not available with the ATOM mod. So once I see the full potential of that mod, I can begin to build the tree around the possibilities.

Well that would be an interesting mechanic to try and code. Unfortunately fighting mechanics like the one you stated would be nigh-impossible without the DLL. The Civ engine runs on a 2D grid of a 3D map. This means that a unit that fights from the sky (and not just have a sky domain type) would require a 3D grid or else the game would just crash should the attacking unit from the sky withdraw or lose without getting killed or winning without completely killing the targetted unit. One way of implementing something like this with just Lua would to just simply have the unit 'land' on an open tile that would expend one of the two moves and the second move would be directed toward the fight.
 
Well that would be an interesting mechanic to try and code. Unfortunately fighting mechanics like the one you stated would be nigh-impossible without the DLL. The Civ engine runs on a 2D grid of a 3D map. This means that a unit that fights from the sky (and not just have a sky domain type) would require a 3D grid or else the game would just crash should the attacking unit from the sky withdraw or lose without getting killed or winning without completely killing the targetted unit. One way of implementing something like this with just Lua would to just simply have the unit 'land' on an open tile that would expend one of the two moves and the second move would be directed toward the fight.

If that could be made to work, it would be great. I don't really need the ability to coast about a space layer as it is pretty much 1 turn circumnavigation anyway. So any function that lets a Drop Marine leave X city and land while attacking X unit/city would do. Could just be a fancy upgrade to the paradrop ability, which would eventually have a re-entry graphic.

Or even if attacking straight out of the drop isn't yet possible, it would be nice if units with orbital drop abilities could essentially paradrop into any unoccupied tile on the map. Currently paradrop is limited to visible tiles. Though, visibility in and of itself won't be a limiting factor once I implement some upgrade scout/spyplane units.
 
D if you want a version of the social panels so you can begin creating the policies just let me know and i can pm you a copy.

atm it is missing the prereq pipe lines and has 2 panels - government and government ideologies.

Hey Fires, can you let us know which policies still need pictures? I was looking around a bit when I realized that I had been looking at some that others have already completed.

I will have a list up in a bit
 
D if you want a version of the social panels so you can begin creating the policies just let me know and i can pm you a copy.

atm it is missing the prereq pipe lines and has 2 panels - government and government ideologies.



I will have a list up in a bit

Its fine, I can wait on it. Got some work to do adding more techs anyway.

Can you take a look at the last update you made to the tech pages? Seems to have returned the long load time issue. Also, the tech pipe fix I asked you to implement doesn't seem to have worked very well, so I think you can just revert it back(especially if it contributes to the load issue). Thanks. :)
 
Do you mean you still see the Vanilla Civ 5 policies?

I have the same problem with my german version. All polices are working but still see the original text and design:p Is this normal or should them replaced?
 
Its fine, I can wait on it. Got some work to do adding more techs anyway.

Can you take a look at the last update you made to the tech pages? Seems to have returned the long load time issue. Also, the tech pipe fix I asked you to implement doesn't seem to have worked very well, so I think you can just revert it back(especially if it contributes to the load issue). Thanks. :)

I don't think it is due to the tech pages as i was using them with a previous version of your mod and didn't cause these long loads, but i will have a look into it.

The tech pipe fix does solve one type of problem, but there is no easy fix to the other.

So basically you have to make sure that techs with a same prereq are placed along the same y grid, if that makes sense and i am sure you already figured that out :D
 
i suddenly think about governement and i check i still use the original (french for me) governements and of course can't see the news one.

so i finally start a new game with : "Allow policy saving" box checked (and the next one too about promotions)

but strangely i still have the french (original) ones ... is that normal? or i miss something?

i use civ 5 last patch with v9 21.12.11

I have the same problem with my german version. All polices are working but still see the original text and design Is this normal or should them replaced?

This will no longer be a problem when the new social panels are introduced
 
I have the same problem with my german version. All polices are working but still see the original text and design:p Is this normal or should them replaced?

So you see Tradition branch instead of Monarchy branch? When you choose a policy, do you get Vanilla bonuses or other?

If you get non-Vanilla bonuses, are the policies the only area where the text is incorrect?

I don't think it is due to the tech pages as i was using them with a previous version of your mod and didn't cause these long loads, but i will have a look into it.

The weird thing for me was that the first game after your update, it was roughly normal. The second game was somewhat slower. The third game was much slower. And eventually it got to the point where the game doesn't load until the first large paragraph of America's opening is finished. Nowhere near as bad as the original problem, but still worse than the 1 sentence delay found with the prior fixed version.

I am leaning towards something in your tech pages simply because that seems to be where the original issue came from. And I only changed some prereqs, unit values, and other small variables during that update. If possible, could you revert to the previous version to test if that changes anything?

The tech pipe fix does solve one type of problem, but there is no easy fix to the other.

So basically you have to make sure that techs with a same prereq are placed along the same y grid, if that makes sense and i am sure you already figured that out

It is hard to be sure exactly, but it seems like there may actually be more broken pipes now than there were before. Or at least maybe the same number, but perhaps in different areas?

I wonder if the devs will address the pipe issue at some point.
 
So you see Tradition branch instead of Monarchy branch? When you choose a policy, do you get Vanilla bonuses or other?

If you get non-Vanilla bonuses, are the policies the only area where the text is incorrect?

I think your new system is working, but only the original policies are there to sea:crazyeye:
 
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