Community Civ V [CCV]

another thing i noticed is workers or cloneworkers do not cleanup fallout on auto and the computer ignores it entirely
 
I really hate it when the AI asks you to buy contact with another civ, they keep hounding you until you either run out of money or go to war with them.

AI: "Wanna contact <civ> for <gold>?"
You: "I have better things to spend that money on."
AI: "Okay... I guess..."

Next turn:

AI: "Wanna contact <civ> for <gold>?"
You: "I said no! Go away!"
AI: "Fine."

Next Turn:

AI: "Wanna contact <civ> for <gold>?"
You "If I said no the last two turns, what makes you think I'm going to say "yes" again? Piss off!"
AI: "Awww... fine"

Next Turn:

AI: "Wanna contact <civ> for <gold>?"
You: "That's it, you're f***ing dead!" (Declares War on AI)
AI: "What? Fine... bring it on."

You get the idea. It's annoying and this type of aggressive contact for gold requesting drives me to kill.
 
I really hate it when the AI asks you to buy contact with another civ, they keep hounding you until you either run out of money or go to war with them.

AI: "Wanna contact <civ> for <gold>?"
You: "I have better things to spend that money on."
AI: "Okay... I guess..."

Next turn:

AI: "Wanna contact <civ> for <gold>?"
You: "I said no! Go away!"
AI: "Fine."

Next Turn:

AI: "Wanna contact <civ> for <gold>?"
You "If I said no the last two turns, what makes you think I'm going to say "yes" again? Piss off!"
AI: "Awww... fine"

Next Turn:

AI: "Wanna contact <civ> for <gold>?"
You: "That's it, you're f***ing dead!" (Declares War on AI)
AI: "What? Fine... bring it on."

You get the idea. It's annoying and this type of aggressive contact for gold requesting drives me to kill.

We already got the idea. Thus Diplomacy tab in BUG Options.
Just go there then click off Trade Contacts. That will turn off this type of trading from Diplomacy aspect of the game ;). I do that too.
 
Hi, this might seem like a dumb noobie question but is there an faq or manual for this mod? For example, where do I go to turn on and off the optional mods? For the mods without a link, is there an explanation for what it does? I'm just getting started and need help with the obvious. Thanks for doing this, it looks very nice.
 
Going through this game once, I've noticed a few things that might be needed.

In the modern era of the game, I actually went quite a long time before I could even build an airplane, tank, or even modern soldier. I was using riflemen so I think this took all the "rifles" resources. It took me quite a while to build all the resource buildings in my cities so I could make more of these units.

At the same time, I could make musketmen and longswordsmen since I had plenty of muskets and iron weapons left (thought iron weapons went obsolete at some point).

I think what maybe needed here is a "baseline" unit that doesnt require resources, is strong enough to defend your county, but too weak to send out as an attacker. Archers and Longbowmen seem to fill in pretty well for the stone age and medival periods. I thnk you need something like them for the renaissance, industrial, modern, and future eras. My thought was maybe make this "baseline" troop like 40% of the strength of the strongest unit for that era. Then, give it a special promotion like +100% strength in cultural borders so they can attack and defend competively, but be too weak to attack another nation.

This would allow units like the mustketmen and longswordsmen to go obsolete and not clutter up the city build options.

This was the only thing that really held me back in my other game since I made the "advanced" units, but gave them defensive promotions to protect my empire. This left very little left for an attacking army.

Even if this is intended, this mod is very good. Keep up the goold work and I'll keep checking for any other updates or ideas.
 
As it seems the installer of CCV 4.33 that you can download from AtomicGamer has been damaged during the upload. So you may get error messages during the installation. Ignore them. The defective files are unimportant for you. They don't touch the mod itself. Those are just uncompiled code files for modders.
 
This mod rocks. Thanks for the hard work and for keeping it updated. It's the best around. I remember a similar one from Civ3. Same one I guess?

Wanted to report having success playing through the internet with a friend. We were having some Out of Sync problems, but this was fixed so far, by clearing the cache.(holding shift on startup)

I tried to found my main city in a bunch of Jungle on Monarch difficulty. The unhealthy marks hindered it completely. Can you explain how the jungle/bad terrain is calculated for the city? Is it north/south/east/west while ignoring diagonal squares?

It's annoying having to load CCV from the advanced->mod screen. The desktop CCV shortcut gives some error like not being able to find a directory. I think this may have something to do with running the game through Steam.
 
This mod rocks. Thanks for the hard work and for keeping it updated. It's the best around. I remember a similar one from Civ3. Same one I guess?

Thank you. :)

Your right that I've also created a big mod for Civ3 in the past. But I've never released it. The tribute goes to somebody else.

Wanted to report having success playing through the internet with a friend. We were having some Out of Sync problems, but this was fixed so far, by clearing the cache.(holding shift on startup)

The first real MP feedback. :) Fantastic! :goodjob:

I tried to found my main city in a bunch of Jungle on Monarch difficulty. The unhealthy marks hindered it completely. Can you explain how the jungle/bad terrain is calculated for the city? Is it north/south/east/west while ignoring diagonal squares?

The calculation checks all near plots. That means in CCV that all plots in the standard 2 plot city radius will influence the result. Even if you just got a workable city radius of 1 at game start or radius 3 after automobiles. Of course the calculation also ignores borders of all kinds. I think it's like in BTS. Often even better because forest is protected and not completly removed by many improvements. And a small health bonus will stay for the reduced forest feature. But of course it's the same with jungle! A little bit of unhealthyness will still be given from reduced jungles to near cities. So you may need to burn down or chop the reduced jungle. But if you do it the jungle is lost for ever!

But maybe you suffer from the improvement sickness? Improvements can influence the health of near cities (even if they are not worked) and some make the working population really sick. Working in mines or quarries is very hard. And the smoke of workshops goes everywhere. ;)

This is the optional mod Dirty Improvements!

It's annoying having to load CCV from the advanced->mod screen. The desktop CCV shortcut gives some error like not being able to find a directory. I think this may have something to do with running the game through Steam.
If the installer cannot do it for you try to create a link yourself. Here is a screenshot from my desk and the settings. Of course in German. But should give you an idea what you will need.

Ziel: "C:\Spiele\Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Community Civ V

Ausführen in: "C:\Spiele\Civilization 4\Beyond the Sword\Mods\Community Civ V"
 

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Love this mod, thanks!

By the way, don't you think the engineer specialist too overpower compare with others. Also, can you assign hotkeys to the different bombing missions?

Hi, is there a link that lists the information about new updates (since 4.29h)?

Is it possible to move settled specialist from one city to another cities? Maybe using a spy for foreign missions.
 
Hi, is there a link that lists the information about new updates (since 4.29h)?

If you install CCV you will find a ReadMe in .../Mods/Community Civ V/...! But I haven't updated this file after 4.30. Sorry. After 4.30 there are not so many changes. I've fixed the bugs of the new bonus system and checked the unit requirements. Some new art has been added. The 4.30 ReadMe file is attached to the post.

The next patch from 4.35 to 4.3? will bring new gameplay changes. And some new AI code! An example? You will have to fight against the most modern AI armies ever seen in Civ IV (without cheating or using a special wonder). The AI will be able to upgrade or kill outdated and useless units. No more waste of resources for those units. :)


Is it possible to move settled specialist from one city to another cities? Maybe using a spy for foreign missions.

No. Just the BTS behaviour here.
 

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Thanks Thomas.

I played into the future era and found 2 bugs (version 4.29h, not sure if you have corrected them in recent updates). The first is that the mech infantry can no longer be selected if it's in a stack and the game doesn't display the proper interface, statistics, combat odds for mech infantry. The second is a graphic glitch for the building arcology. The graphic is just a giant red blob surrounding the city.
 
Thanks Thomas.

I played into the future era and found 2 bugs (version 4.29h, not sure if you have corrected them in recent updates). The first is that the mech infantry can no longer be selected if it's in a stack and the game doesn't display the proper interface, statistics, combat odds for mech infantry. The second is a graphic glitch for the building arcology. The graphic is just a giant red blob surrounding the city.

The problem with arcology is solved. About the mech inf I'm not sure. A screen shot would have been useful here.
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I think I can release CCV 4.36 today. There is a good chance that I have solved the CTD we saw in 4.35. Three of three test games ran until the end after my last code changes. I'll do two more. Maybe just luck but maybe also the needed solution. But because there have been lots of code changes I promise nothing. :mischief:

EDIT: Current log
Spoiler :

Changelog 4.30 -> 4.36:

Art:
- new greek art set (42 new custom arts)
- new ironclad art and button

AI:
- improved AI handling of upgrading or killing outdated units
- improved AI code for AI_isFinancialTrouble()
- improved AI code for building routes if in financial trouble

Gameplay:
- spies jump now into the next team city instead of the capital
- allow early units like axeman and swordsman also to be build with iron or copper
- gave mounted units equal bonus requirements
- stable produces now riding horses from horses and is not just transforming horses
- migrants will only move to cities their current city is connected to
- new experience limits (level^2 + 2*level)
- reduced impact of religions on diplomacy relations
- mechanized infantry requires now ammunition (bugfix)
- new terrain: marsh
- workers can terraform marsh to grass after the discover of machinery
- terrain attack and defend mali (-25%/-50%) for heavy units like siege units, mounted units or armored units on marsh
- amphibious promotion gives +25% attack and defense bonus for marsh


Others:
- checked the code for the CTD source of 4.29H (or earlier) to 4.35; maybe fixed; checked and assured all code changes since 4.29F
- repaired several bugs in the new bonus system
- removed some unneccessary yield/plot/art updates called from Python to reduce the turn time
- reduced accuracy of the Advanced Invisibility System from 1% to 5% for higher game speed (no gameplay influence with the current unit settings)
- disabled lots of unused python functions and moved some calculations from Python to SDK
- repaired event CLASSIC_LITERATURE
- update to RevDCM 2.83/672
 
Thomas SG, great seeing you advancing so rapidly with the updates. I hope I find some time to look into 4.36 (RL is quite busy these days).
The changes you made sound very interesting, especially the one regarding which city a spy returns to after a mission. That is something that should have been introduced into BtS from the beginning!
One question regarding your new changes: Why did you reduce the impact of religions on diplomacy relations? And how much did you reduce it? I hope that does not affect the diversity of games and we still see real zealots in the game.
 
Thomas SG, great seeing you advancing so rapidly with the updates. I hope I find some time to look into 4.36 (RL is quite busy these days).
The changes you made sound very interesting, especially the one regarding which city a spy returns to after a mission. That is something that should have been introduced into BtS from the beginning!

Thank you. But test game 5 crashed. :suicide: The bug is still there. So the list of changes gets longer.

One question regarding your new changes: Why did you reduce the impact of religions on diplomacy relations? And how much did you reduce it? I hope that does not affect the diversity of games and we still see real zealots in the game.

About 33%. The reason is simple. Many players hate the massive impact of religions. So this is one of the Civ V features they really like. And when I remember the days I was playing Civ myself I must confess that it is true. If you have different religions you have nearly no chance to have good and stable relations. You are always near a war. But be sure they are not all Gandhi now. There are still religious zealots.
 
Two things, the BUG option to hide the reminder thing.
Also, where does one get gunpowder? Is it a resource on the map? Cause its the industrial age and no one has any gunpowder units.
 
Gunpowder is produced by a Forge if you have Sulphur (looks a bit like Gold on the map (or yellow silver now that I look at it closely)), if you have an older CCV version (I think it was somewhere around 4.29H++ ) it could be that Mines don't actually mine Sulphur... only Towns and Forts would do that.
 
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