Community Civ V [CCV]

I dont get anything, i just capture the city, its happened a number of times. I WBed some test cases, if the city is size one it autorazes, else auto capture.

Ok, it works like it should for me so you could report this in the CCV bug forum and ask (I assume you didnt tick or modify any option) :)
 
Later on in the game I did get the dialog box, but only on a few cities, the others were all auto-captured. In my new game, i am still auto accepting all cities.
 
Later on in the game I did get the dialog box, but only on a few cities, the others were all auto-captured. In my new game, i am still auto accepting all cities.
Early tests seem to show that changing 'City Conquest Retains Culture ' in the CCV ini to false fixes this.
 
wow Cool ! but man its a really huge download :O
As dhaniell said it is really worth it. And, btw, there are quite a number of mods which are much bigger.
(Maybe Thomas will post again one main version and subsequent smaller patches if there are many players with slow connections, but AFAIK there weren't many complaints in that regard.)

Early tests seem to show that changing 'City Conquest Retains Culture ' in the CCV ini to false fixes this.
So, retaining culture causes that problem...
 
yeah true..worth it.
I'm just shocked seeing how big it was lol..
I'll probably will wait until I found a free fast Internet speed so I can download that one hehe..
or anybody gladly put it into Torrent or such thing ?
lol. #just kidding
 
Later on in the game I did get the dialog box, but only on a few cities, the others were all auto-captured. In my new game, i am still auto accepting all cities.

I found no bug in the code. But that doesn't mean that there is none. But is it possible that the captured cities have sometimes just enough of your culture? If a city has 25% (RAZING_CULTURAL_PERCENT_THRESHOLD) of your team culture you may not be able to raze the city. Even if the population is > 1. That's no bug! And the game option you mentioned (when set to True) may bring you much faster at that point. And if you are playing with culture over trade routes that may happen very, very fast. So this is one of the (bad) side effects of globalisation. ;)
 
Thomas SG, thanks for your explanation. I noticed the same thing (couldn't raze a conquered city), but since it was a border city (and we had OB for quite some time) it already had lots of my culture. When conquering the next city, though, I got the popup.
Btw, maybe you could add (some of) these advantages/disadvantages of culture via trade routes to the explanatory post (and the civilopedia)?...
 
Will you add RED?

What is RED? Have you got a link for me?

______________________________________________

Okay. Here we are. I know I'm late but here is the promised release of CCV 4.29H+. And although it's not :xmas: today I've got a gift for you. I've decided to give you once again one of my never released features from my HDD. I've implemented the basic "Bonus Production by Buildings" code. What it is? What do you expect? No, this is not what you know from AND! Never ever think so. This is hot and new :)D although the basic code is about 2 years old :D)! The current use may be small but the effects are fine. And there is for sure a lot we can do with it in the future. :) And of course I've also teached the AI.

There are new tags in CvBuildingInfo.xml that allow you to define a bonus to be consumed while another bonus is produced. In CCV 4.29H+ this new concept is used to create the new resources steel and fuel. Those replace iron and oil for the modern units. You need an intact modern infrastructure to produce and support them. Fuel is now also needed to get the move bonus from automobiles. So if you have no source of steel or fuel your modern units will heal only with half speed. You remember - only half heal speed if you are short on spare parts. And if you are out of fuel many units will be slowed down. The fuel reserve supply of your nation is reserved for your airforce, navy and armored units to keep them running. No waste of fuel for the mobilization of your infantry units. ;)

For sure this new concept is good for the sense of the "Advanced Bombing Missions" and it gives us urgent needed effects independend from the "Require Infrastructure" mod!

Let's make an example to show more in detail how the new concept works. Let's say we got city A, B and C. A and B are connected (trade network). C not. A has got an iron resource as well as C. A and B share the iron of A. So both have got the benefits of 1 iron. And C has got it's own iron. Now we build a steel mill in B. The 1 iron in A and B will disappear and both will get the benefit of 1 steel. C still has got 1 iron. Now we connect C with the trade network of A and B. Now A, B and C all get the same benefit of 2 steel. All iron has been removed or in other words has been used to produce the steel. The steel mill in B uses the one iron from A and the one iron from C and produces two times steel.

This is how we do it...

And here the complete change log from 4.29H to 4.29H+:

Spoiler :

Changelog 4.29H -> 4.29H+:

Art:
- some new button arts
- new unsurfaced road art
- mastery victory video added
- tried correct positioning of GP bar text and research bar text for high resolutions
- CCV options buttons is now optional via BUG option interface
- bug fix for wrong chinese and standard longswordsman and maceman art style
- fixed two wrong event images paths from BAT Mod
- added some early celtic unit art
- using now mini flag buttons and if neccessary a 5% hurdle to limit the shown civs with cultural influence in the plot help

AI:
- teached the AI the effects of gold cost for (rail)roads
- teached the AI to handle the bonus production of buildings

Gameplay:
- Apo and UN don't require (for construction) a special victory; both are still required for diplo victory
- diplomatic victory votes are only possible if diplomatic victory is enabled and mastery victory is disabled
- build (rail)road costs now some gold
- new game option: Realistic Culture Spread (improved version from AND)
- new game option: Peace fixes Borders
- increased number of animals
- number of animals independend from total number of barb units
- allow barbs almost all unit types
- barbs can be spawned on ships
- animals can appear now in all eras
- animals are ignoring cultural borders
- super carrier can carry 1 paratrooper or cyborg
- paratrooper and cyborg can perform paradrops from super carriers
- air units can just rebase to plots in 3x unit airrange
- new resource steel
- steel can be used as substitute for iron
- modern units require now steel instead of iron
- eiffel tower now faster with steel
- new building steel mill
- ironworks needs now steel mill instead of forge
- Creative Constructions consumes now steel instead of iron
- new resource fuel
- modern units require now fuel instead of oil
- new building oil refinery
- Standard Ethanol generates now fuel instead of oil
- move bonus from automobiles for land units only if fuel is available
- need now steel to build railroad

Others:
- modified and moved Era Stopper Mod to in-game-options under "Optional"
- new config tab "Diplomacy" where you can choose in-game the possible diplomatic options (similar to AND option tab)
- new config tab "Automations" where you can configure AUA or even hide the AUA missions (similar to AND option tab)
- correctur of typo in CivilizationsInfo
- correctur of wrong ARTSTYLE for China in CivilizationsInfo
- reduced interference of CCV with other mods
- fixed bug in canBuildSubtest (workshop bug)
- set right text path for (un)happy specialist text
- fixed broken spy pedia text
- fixed bug that allowed units to choose a non valid withdraw plot
- update to RevDCM 2.82/629
- new map "PerfectWorld2g"


DOWNLOAD CCV 4.29H+ (from AtomicGamer)
 
I must say, this is an absolutely wonderful modpack. I'm even coming out of 5 years of lurking/not logging in to say this. :p

May I make a request however?
I would like to see an addition to this mod (as an optional, of course) that includes limits on unit stacking, such as by the use of the follow mod component: jUnitSpace Limited

Either as a configurable, or as something medium/large (alla, 6 to 12 units) as the default for standard.

To me, unit stacks was the one thing I am quite glad to see killed with the official Civ V, but they just went too far. It would be nice to have this addressed in a project such as this.
 
Can you put the link for the Version 4.29H in the first post to make it easy to find? As the numbers of posts increase, it will be harder to find it unless its in the first post.
 
D/L'd 4.29H and have played to 1000 AD. Interesting and entertaining mod. But...the end of turn wait is too long.

I have a Dual Core IBM E7400 Wolfdale chipset on a Sata Gigabyte Mobo with 8 GB of DDR2 1066 Mhz ram with Win XP Pro x64 OS and an ATI Radeon 4650 Vid card with 512MB of DDR2 ram. Even RoM and AND at their slowest was not this slow at turn processing. You really need to look into the CAR mod and some of the other turn speed up mods available to help your mod get better.

You have a Good Mod but this issue can be a serious one as players with lower level machines will find it unplayable after awhile.

You can make this happen. Good Luck.

JosEPh :)
 
RED is THE mod that creates different unit styles for each civilization.For example:The french marines would get a skin showing a guy with a beret and a GIAT FAMAS,not a helmet and a AK-47 (which ruins the game IMO).The German marine would get the G36 and so on.That applies for aaaaaallll the units in the game.
Now its called varietas delectat:
http://forums.civfanatics.com/showthread.php?t=237192
 
D/L'd 4.29H and have played to 1000 AD. Interesting and entertaining mod. But...the end of turn wait is too long.

I have a Dual Core IBM E7400 Wolfdale chipset on a Sata Gigabyte Mobo with 8 GB of DDR2 1066 Mhz ram with Win XP Pro x64 OS and an ATI Radeon 4650 Vid card with 512MB of DDR2 ram. Even RoM and AND at their slowest was not this slow at turn processing. You really need to look into the CAR mod and some of the other turn speed up mods available to help your mod get better.

You have a Good Mod but this issue can be a serious one as players with lower level machines will find it unplayable after awhile.

You can make this happen. Good Luck.

JosEPh :)

All speed improvements like CAR, Better BTS Speed, no Python Callbacks,... are already part of CCV. The CCV code is very complex. And CCV includes much more code changes and new routines than AND!!! And some of the CCV features are resource intensive. Let me give you an example. The Advanced Invisibility System of CCV increases the number of invisible classes from 2 in BTS to ~500 in CCV! So a ship move required for example in BTS ~200 plot updates per turn. In CCV we needed inbetween ~43000 updates for the same move. I could reduce the number to ~2000 per turn but that's the minimum. And that's just an example.

But I guess that you already suffer from the size of the packed art if you are playing on a low level machine. The best you could do is to unpack the art. That will increase the load time dramatically but the game performence will be better.
 
Can you put the link for the Version 4.29H in the first post to make it easy to find? As the numbers of posts increase, it will be harder to find it unless its in the first post.

There is a link to the DATABASE. Go there and you will find a link to the current official DL of 4.29H and the latest (inofficial) version 4.29H+. I suggest to play 4.29H+. ;)
 
RED is THE mod that creates different unit styles for each civilization.For example:The french marines would get a skin showing a guy with a beret and a GIAT FAMAS,not a helmet and a AK-47 (which ruins the game IMO).The German marine would get the G36 and so on.That applies for aaaaaallll the units in the game.
Now its called varietas delectat:
http://forums.civfanatics.com/showthread.php?t=237192

VD is not compatible with CCV. Although CCV can handle the standard art tags the unit system from BTS and CCV are too different. I can't copy paste here. That's the reason why I add, if I got time, new unit art step by step. But if you look at the results of the finished unit sets you may notice that the CCV unit art sets are better than those you know from VD. :)
 
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