Community Call to Power Project

Pacifism done, next one on the list: Anarchism

@nathanglevy: Glad to have an new artist on board :)
 

Attachments

  • Pacifism1.jpg
    Pacifism1.jpg
    50.4 KB · Views: 113
Hi guys. I work with photoshop, I can work magic with stock photos or even create one from scratch if need be (got a graphics-pen monitor - Wacom-T720 tablet), though that takes much longer. I took a few courses in graphics and layout design so I could also help with that.

I was going through the mod and it's really expansive, there were so many things I didn't think were even possible. There were only a few things bothering me - The way the tech trees are separate - sometimes a technology would be made not necessarily for war, like dynamite, but it lead to advances in war eventually, and certain areas of technology were "stumped" until a different area advanced adequately. I'm not sure exactly how I would do it, since it's already kinda confusing looking for a specific technology, or understanding how the flow works. I was thinking of maybe bottle-necks or certain points where a technology from a different area would be required, but that would make the layout even more confusing. Maybe I'll have an idea while sleeping... I might dream one up ;P.

Also in the same note, the separate policy trees confused me in the sense that I wasn't sure which one would cancel out certain other policies. Originally, when there were only 8 that was okay, but now there are 24, and on 3 different screens, which makes it very hard to predict and choose your policies.

I'd be glad to help any way I can!
 
@ crosscowboy: I remember you. You had some great insight on the mod then, and I can't wait to hear what you think now.

@ leeuw01: great pic! I like it more than the one that I sent :D

@nathanglevy: I am really excited about your talents for creating from scratch. It will be really helpful if we come across a policy that we don't feel has a proper image to work from. The programming things you mentioned were all done through a mod Fires made several years ago. I'm interested to see what kind of ideas you have. :) After you can PM in a few days I'll send a message with a few details. Thanks for volunteering.
 
Well the tech tree is something that has confused many people, myself included, and it is something that i have spent a lot of time thinking about and messing with. The good news is that i think i do have a solution that would work, the bad news is that it is a lot of work as it involves heavily reorganizing the techs. I will be discussing it with chrome sometime next week after i have made some more flow diagrams :). Basically it involves removing the tech links between pages (social, military, economy etc) and instead bottlenecks the techs through "major breakthroughs" on a special breakthrough page, if that makes sense :crazyeye:. Any feedback suggestions is of course always welcome.
 
Are the new bottlenecks to slow down the AI from advancing so fast? Does sound neat though, and if you think about it, many advances in science were like..."boom...oh crap look what we came up with!" Sounds like a fun idea and im looking forward to hearing more about it.
 
I am unable to access any files on mediafire. Is it possible to have this mod hosted on Civfanatics, or on another site like Sourceforge?
 
CivFanatics has a 10mb limit on files uploaded, but I'll look to adding more download locations. I'll edit this post and the OP when finished. :D
 
Added new link. You can find it in the OP
 
Hey Fires, thanks for the reply. I was wondering, is it possible to scroll both down/up and left/right in the tech tree, or is only one direction possible? I saw a mod where instead of scrolling sideways you could scroll upwards.

Also, I was wondering, is it possible to make the option of making certain buildings "hide" from the build list if you don't have the required resource? Might reduce clutter...

I really liked the breakthrough idea... IMO, the most important part is to make it clear and understandable to the player. That doesn't mean it can't be complex... That's what mods are for ^^, but I'd but a heavy emphasis on clarity to the player, otherwise it would just become cumbersome and annoying rather than fun and exciting!

So... I had an idea, tell me what you think: Sort of like the breakthrough page, it would be basically like a list of technologies that led to advances in all areas of technology. I'd call it the "research breakthrough list". We could use this "research breakthrough" list for technology which, pretty much like it's name, made a breakthrough for other techs. The other research categories will be for general techs, such as social, economy or military techs which are APPLYING the breakthrough to use in areas of your choice. For example, dynamite I would put in breakthroughs, and THAT would allow me to research explosives or what-not in military. To put it simply - to advance in other areas, such as economy, engineering or military, it would require certain scientific breakthroughs. These would be the benefits:
1. Clarity, since all ties will be to one category, namely, the breakthrough list, it would simplify the experience. Basically - If you advance scientifically, you have more research options.
2. It makes more sense, historically speaking.
3. It gives the player an option to (after adequately researching breakthroughs) logically choose which path to put more emphasis on. For example, maybe someone just doesn't care about military tech? If he's researched breakthroughs adequately, he shouldn't be kept from being able to research civil or economy techs, right?

Of course, the :science: cost of these breakthroughs would have to increasing adequately, so bee-lining that tree wouldn't necessarily be smart.

What do you guys think?
 
Hey Fires, thanks for the reply. I was wondering, is it possible to scroll both down/up and left/right in the tech tree, or is only one direction possible? I saw a mod where instead of scrolling sideways you could scroll upwards.

Also, I was wondering, is it possible to make the option of making certain buildings "hide" from the build list if you don't have the required resource? Might reduce clutter...

I really liked the breakthrough idea... IMO, the most important part is to make it clear and understandable to the player. That doesn't mean it can't be complex... That's what mods are for ^^, but I'd but a heavy emphasis on clarity to the player, otherwise it would just become cumbersome and annoying rather than fun and exciting!

So... I had an idea, tell me what you think: Sort of like the breakthrough page, it would be basically like a list of technologies that led to advances in all areas of technology. I'd call it the "research breakthrough list". We could use this "research breakthrough" list for technology which, pretty much like it's name, made a breakthrough for other techs. The other research categories will be for general techs, such as social, economy or military techs which are APPLYING the breakthrough to use in areas of your choice. For example, dynamite I would put in breakthroughs, and THAT would allow me to research explosives or what-not in military. To put it simply - to advance in other areas, such as economy, engineering or military, it would require certain scientific breakthroughs. These would be the benefits:
1. Clarity, since all ties will be to one category, namely, the breakthrough list, it would simplify the experience. Basically - If you advance scientifically, you have more research options.
2. It makes more sense, historically speaking.
3. It gives the player an option to (after adequately researching breakthroughs) logically choose which path to put more emphasis on. For example, maybe someone just doesn't care about military tech? If he's researched breakthroughs adequately, he shouldn't be kept from being able to research civil or economy techs, right?

Of course, the :science: cost of these breakthroughs would have to increasing adequately, so bee-lining that tree wouldn't necessarily be smart.

What do you guys think?

Scrolling only seems to be possible in one direction, the fact that no one has found a clever work around seems to confirm that this is so.

Yep this is how I intend the breakthrough system to work more or less. I am still working on the layout and initial tech structure, to show and discuss with chrome, but expect the new "breakthrough page" to be very graphic oriented. So that will mean a nice amount of work for the art people and some work for lua oriented people for a few new page structures :).
 
Brilliant idea mate. I know how you feel, I've taken on the Building Made Fun! mod, with only basic XML knowledge!

If someone can provide me with a list of the wonders I can do new splash screens for them

I'll remember your offer, but I don't think I'll be adding any wonders for a while. IMO, we have too many, to the point where many of the effects are redundant. But, as I've said, I will definitely keep the offer in mind. :)

And yeah, taking on a mod without any formal modding experience is difficult, but luckily the community here is very helpful. I don't think this would be possible on other sites.
 
Oh, I get ya...

(a little while later)

:eek::eek::eek::eek:
Holy crap you do good art !! I was looking through the link in your sig and wow! Yeah, you can definitely do some of the screens. I'll go through all of them to see which ones can use a makeover.
 
Yes he does. As do you with your splashes. I'll go through the ones already present and see which ones need "remodeling."
 
@Fires and nathanglevy: I see great minds think alike (or at least similarly :)). I had never thought of something like this but it does sound highly interesting.

Oh, and I'm still counting up the votes for the Imperialism and Socialism pics in D's thread. We need more votes, as we are currently tied (seriously. I think it's kind of amusing :lol:)

link to pics http://forums.civfanatics.com/showthread.php?t=393706&page=103
 
Newb here. Is there a post showing how to install the Mod or to get it to run?

EDIT: For clarity, I'm getting
Assertion failed!
Program:...
File:d:\teamcity\buildagent\work\3eb242558c67...\FArray.h
Line: 149

Expression: i < ARRAY SIZE

For more information on how your program can cause an assertion
failure, see the Visual C++ documentation on assets.

(Press Retry to debug the application - JIT must be enabled)
 
Welcome to the forums! :wavey: There is no description atm, but I'll put something here for now :)

So the file contains two mods: Procylon's Call to Power Project (which, now that I'm looking at it should have had a name change :/) and Gradual Research II. Before you do anything, make sure any previous versions of CtP have been deleted, as the mod has a history of interacting with de-activated mods. Extract both files to Documents/My Games/Sid Meier's Civilization 5/MODS. Start Civ, go to "MODS." Hit "Browse MODS" and activate Procylon's Call to Power Project. Only after this mod is activated should you activate the Gradual Research mod. If all was done properly, the technology "Pottery" will cost 13, not 16, :c5science:.

Now that I think about it, I should have just combined the two, especially as Gradual Research is changing less things. This will be fixed for next update.

Bug fixed where policies like Social Contract and Clergy (among others) don't give the bonus associated with the building.

**EDIT**
Well now after your edit I'm confused. Fires, can you make sense of this? The best thing I would say is that there is a conflicting mod, but that's just a guess.
 
Top Bottom