Community Call to Power Project

Well i just spent the last couple of hours seeing if i could load up an earth map, i thought i knew exactly what was creating those Array error problems but it turns out i was way off in what file was actually generating them :blush:. After striping the mod back however i now know where its coming from, and was even able to get the earth map to load with the new resources all working after removing the offending code.

This got me thinking and i have come to the conclusion that the only real workable solution is to remove the current resource system used in the mod and go back to the "official" way, the only downside to this is that it is a lua job.

I wont say it seems straight forward as that usually results in a nightmare scenario

So, assuming everything goes well, would that result in having stone show up along with the other resources?

@leeuw01: I still don't want to get too hung up on the BT bonuses just yet, but I will say I like your suggestion about "guiding" a player towards a certain play style.
 
Is it in style of the policies where you can open branches and choose new policies or is it that you can pick between 2 or 3 which are fixed for that BT ?
Yes, it is.

And about too powerfull / too influential: that surely depends on what you make the bonus, right? I was thinking about pairing a very interesting bonus with a hefty penalty: that makes the "bonus". For example: you are the first to discover Writing. The intetresting bonus is +10% culture for libraries etc, the hefty penalty is -0,5 happiness for every library etc. with the exception of Public Schools.

My reasoning behind the hefty penalty is that Writing has been something for the elite for a very prolonged time in human history.
 
Welcome to the forums :wavey:. I think the game is hard-wired to stop at 500 turns, regardless. I'm not certain though, so if someone else believes differently, please educate us :)

I found this is another thread:
Yes and no. If you have all the victory conditions enabled, then the game "ends" in 2050, regardless of game speed. Game speed determines how many turns it takes to get from 4000 BC to 2050 AD. If you disable the "time" victory condition there is no longer a fixed end date. Plus, you can always keep playing "just one more turn..." after you've won (or lost) in 2050, though score is no longer tracked and I'm pretty sure you can no longer "win" any other way.

Donna
 
I found this is another thread:
Yes and no. If you have all the victory conditions enabled, then the game "ends" in 2050, regardless of game speed. Game speed determines how many turns it takes to get from 4000 BC to 2050 AD. If you disable the "time" victory condition there is no longer a fixed end date. Plus, you can always keep playing "just one more turn..." after you've won (or lost) in 2050, though score is no longer tracked and I'm pretty sure you can no longer "win" any other way.

Donna

Well then I guess that there is no limit. One of the things I do want to do is draw things out to the way they were, with each tech taking ~9 turns to research. I dunno, it just feels more epic that way. :)
 
its a great idea to make the research go slower because i feel the way it is right now, you kinda fly through all the different eras and dont get to experience them

as for suggestions, if it isnt too much work or anything, what do u guys think about incorporating Hulfgar's mod for the unit names making it feel more real.

For example: the english fighter plane could be called the spitfire

thoughts?
 
to add the 'new' stone resource

add this to the AddNewResource.lua
OnMapResourceGenerator("RESOURCE_STONE" , { "FEATURE_OASIS" } );


It seems all the other additions to other files were added to make the stone resource work.
 
@chrome: yes stone would be placed as the developers intended it to be, there is also a lot more control over placement in the lua file, so it is gonna take a bit to get it working right if everything goes well. Increasing tech research is a good idea.

@hellfire: i haven't looked at the mod but having individual names would be a nice addition, chrome would of cause have to get permission for it if we add it :p

Also having a report of someone actually hitting 500 turns is good news, civ 5's improved quite a bit in stability it seems :)
 
@chrome: yes stone would be placed as the developers intended it to be, there is also a lot more control over placement in the lua file, so it is gonna take a bit to get it working right if everything goes well. Increasing tech research is a good idea.

@hellfire: i haven't looked at the mod but having individual names would be a nice addition, chrome would of cause have to get permission for it if we add it :p

Also having a report of someone actually hitting 500 turns is good news, civ 5's improved quite a bit in stability it seems :)

Mabye this would be a good time to abandon the 5 system and go back to the 1? I really prefer the 1 over the 5.
 
has anyone had any problems loading ressources? my game would start and there wouldnt be a single ressource/luxury on the map. any knowledge as to what might cause this?

i do not believe it is related to this specific mod because i have tried other mods as well and same problem.
 
@ leeuw: The only problem with going back is that it is an all or nothing decision. It takes a lot of work to bring everything back down to the 1 value system, including buildings, policies, and even the city growth formula. When you consider that each of some of these categories contain literally hundreds of entries, the idea of bringing it all back down does not seem to fun. In the long run, I can see it being better, but honestly I am not looking forward to typing numbers for days on end. :crazyeye: I can see us switching once things get settled with the policies and the eras and such.

@ Hellsfire: That is because this mod has a custom resource generation script. Playing on some maps disrupt this. I know that Continents and Pangaea works, but I'm not too sure on the others (I exclusively play Pangaea). I think Fires will take a look at it to see if we can get rid of the custom script so we can free up more map types :)

@ everyone: There are several things that I need to change for modern era, but progress is going strong. However, I want to pose a question to you all: would anyone object to bigger cities? I ask because by the time Modern Era roles around, AI switch to almost exclusively running specialist. A higher city population would allow these cities to at least work more tiles, instead of staying stagnant because all of the citizens are working in the city. This will be accomplished by modifying the growth formula, allowing big cities to still grow at a reasonable pace. But, to counter the extra population the tech will have to be elongated slightly. Any objections???
 
I'm having problems when I play Egypt. The ub Burial Tomb looks like it is supposed to replace the burial mound but it doesn't and the burial mound is missing.
 
I'm having problems when I play Egypt. The ub Burial Tomb looks like it is supposed to replace the burial mound but it doesn't and the burial mound is missing.

Noted and fixed. Thx
 
The description for SHAKESPEARE'S THEATER says you get a free policy for building it but you don't get a free policy.
 
Well i think its time to :cry: seems CTP will never be able to load any map that is built in world builder, unless fireaxis actual resolves the problem.

This is how i understand it: Basically CTP has a lot of buildingclasses because of all the buildings. When a map that has been generated in worldbuilder is chosen the worldbuilderloader module loads the map, it builds a list of all these buildingclasses and somewhere in that process there is a static value set to a number eg 200, the number of buildings is more than this and we then see the array error. I don't know what this value is set at but if you take all of the buildings and then removed all of the monopoly buildings apart from 24 of them then that is the limit.

I had a good look and I don't see anywhere that this value could exist in the lua code so it must be a hardcoded job.
 
Hello again peeps,

Firstly I would like to thank Chrome for the continuation of CTP and for letting me post this mini mod.
Ironed out a few bugs in the Epic Speed modmod I posted, Sorry the first one was not very tested(work and sleep taking up 20hrs of ma day), Got to test version 2 a fair bit(upto medieval(700 turns longest)) few early finishes at work allowed the time for more testing.

Installation

Delete any older version of this modmod from .....My Games\Sid Meier's Civilization 5\MODS.
Download V2 and Extract(With Winrar or similar program) to .....My Games\Sid Meier's Civilization 5\MODS
Start Civ5 and activate in game, AFTER you have Activated CCTP. New version breaks savegames.

Changes Made

Version 1

Spoiler :
- Changed the recources spawn quantities that were set to 1min 2max to 2min 3max.
- Reactivated/Adjusted Civ5GameSpeeds.xml and Addjusted the Epic Game Speed to be a bit more Epic!
- Removed Science from population, Must now rely on buildings for Science.
- Disabled the Instant Heal Promotion.
- +1 Science to the Temple and -1 Happiness.
- Added Science Flavors to Mysticism Tech and the Temple Building.
- Palace Help Text updated.
- Great Library set Science reduced to 2.
- Temple of Heaven set Science reduced to 2.
- Koag Maio Science set reduced to 4.
- Nazca Lines Science set reduced to 3.


Version 2

Spoiler :
- Reduced the science from Buildings to 1 per 4 population.
- Increased tech costs by 12.5%
- Edited certain tech and building flavors so the AI builds Temples, Library's, Public Schools and Paper Makers as a VERY High priority. This is to
accomodate the fact that there is no science from population(Sorry if its a bit of a clunkey method, but, it works), without this the AI falls behind on Techs real fast.(Takes the AI about 170-200 turns to progress to the next Era)


Results

The resulting changes of my modifications are that Science is ALOT slower now but Units and Buildings have not been increased much(20% or so), your empire should have more access to
recources due to my changes, this however depends entierly on what setting you choose at the start of your game(Low, Standard, High(Recommended),
Very High, Ledgendary).

Known Issues

When manualy exploring with a scout, the game can randomly crash, no idea what causes this, if any1 comes across this problem(happened to me 3 times out of 7 games where i didnt automate my first scout), reloading a save and the game continues to play fine(if the scout is on auto).
ONLY works with the Continents or Pagnea Maps.
 
Does anyone knows a good site where I can find information about social ideologies?
I'm going to fill up the gaps in the civilopedia.
 
Hey all, I encourage everyone who is interested in more epic games to try out Horem's mod. It gives a good idea of what's to come when the different eras get balanced. :)

@ leeuw01: Thank you for doing this. I used wiki to get a basic introduction to the Governments and such, so depending on how much you want to put in, wiki could or could not be good for you. Besides wiki, I would think that there are some online encyclopedias that you can go through.
 
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