Community Civ V [CCV]

Now there's no buxite... No modern ships or planes.

Case in point: This game. Note there are now sufer (yay!) but no buxite (boo!).

Map: Terra, Standard (M)
Speed: Normal
Everything standard.

Note: This is the same game featured in the "Funny Screenshots" thread.
 
Well, the buttons are done. But while I had a look at them I saw a new problem. Why is the game using only for active units the custom unit art? All bowman in the screen are the same. But only the active unit is shown with the greek art style. Why? Why do they switch when I select a new one? Ideas? Solutions?

Spoiler :



 

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Probably, my question is stupid and doesn't help you much, but: have you activated the option "frozen animations"? (With that option custom unit art reverts back to the standard skin every now and then.)
 
Confirmed happening in 4.36a, 4.37, 4.38, 4.38A, 4.38B

Tried four separate games with the same results. They get to a certain point, and it crashes on civgamecoredll.dll. Tried everything, can't get it past the crashing turn:

http://i.imgur.com/Q5uOh.jpg

Here's a save, click end turn and get the image above. Can you see if you can reproduce the crash?

http://www.megaupload.com/?d=1H30ZVHF (This save is 4.38b with Revolutions turned off)

Sorry about not posting this in the bug thread, I noticed it after I posted here.
 
Does the AI get a research bonus based on the cost of the tech? Im usually either the tech leader or close to it (prince level), but i recently raised the cost of techs 60% or so, and now the past few games ive been consistently half an era to a full era behind the leaders.
 
No real crashes, no major errors on this mod on my side, just mild to moderate irritants.

1) That god-awful culture spread that spreads weirdly, and always gives you those southwest blind spots. Why would you want to spread to tiles you can't even work? Why take those two tiles that you could? This needs a patch. Now.

2) Missing key and major new resources. Like sulfur a key and must have resource for gunpowder (fixed), and now bauxite, a key ingredient for modern era units such as jet planes and tanks. This is easily fixable (even by me), so it's not really as annoying, but it is when you are playing 300 turns in and realize you can't build tanks.

3) Major changes to core buildings. Castles don't require walls anymore? That sucks. Besides, how many medieval cities do you know that has castles without walls? Even ancient Rome and Egypt had walls back in the days. Those changes needs to be reverted (like I reverted the High Walls building change in the Extra mod).

4) The mod's inane need to auto-switch your specialists to Engineers and Doctors. I have governors turned OFF, and they STILL auto-switch my specialists!! Why the hell would I need engineers in my commerce city for? STOP SWITCHING MY SPECIALISTS! I do NOT want to go in my cities every 5 turns to check if the correct specialists are working in my cities! Then when I do realize what's going on a stupid GE pops up in my Wall Street city. What the heck???

Ok Max, You're going have to stop for awhile. You're heartbeat is rising, and you're starting to get heated up.
Count to 10... 1... 2... 3... 4... 5... 6... 7... 8... 9... 10...
(sigh).

Ok. It just irks me when I'm financially backwards and the next turn instead of the next GP that could save my ass pops it's fourth engineer.

5) Animals.
This is supposed to a feature... but then all my workers inside my borders get slaughtered... no... it's not a feature... it's just plain aggravating as hell. Realism my chocolate covered ass, that "feature" has got to go.

With these few problems, still merely overshadows the awesomeness that is Community Civ V.
 
I second some of the annoyance with animals. they need to stay outside of my borders, or there needs to be a way to deal with them. They are capable of making a decent start much worse by camping out near your city. I had 3 bears stalking the forests by my city before i could get a warrior out, gave that game up it put me so far behind.

Also resources disappear and reappear from my cities. They don't show up properly when hooked up, and recently Riding horses would disappear from my cities, then reappear some tuns later.
 
I second some of the annoyance with animals. they need to stay outside of my borders, or there needs to be a way to deal with them. They are capable of making a decent start much worse by camping out near your city. I had 3 bears stalking the forests by my city before i could get a warrior out, gave that game up it put me so far behind.

Also resources disappear and reappear from my cities. They don't show up properly when hooked up, and recently Riding horses would disappear from my cities, then reappear some tuns later.

Okay, that means I've killed a urgent needed plot group update while improving the speed. I'll find it. And I'll search for a solution for the animals.
 
And I'll search for a solution for the animals.
What about every player (and the AI) starts with an additional "hunter" unit (maybe a tuned up scout or a newly implemented unit) - something along the lines canicula23 suggested in the other thread? :)
And perhaps some of the current annoyance will vanish if players can get some benefits from animals that enter their borders (e.g. food for their cities?). (Sorry, I had too raise that issue again...) ;)
 
I second some of the annoyance with animals. they need to stay outside of my borders, or there needs to be a way to deal with them. They are capable of making a decent start much worse by camping out near your city. I had 3 bears stalking the forests by my city before i could get a warrior out, gave that game up it put me so far behind.

Also resources disappear and reappear from my cities. They don't show up properly when hooked up, and recently Riding horses would disappear from my cities, then reappear some tuns later.

I had a game where silver wasn't showing up in my cities. There was a road to it with a mine. I even surrounded the entire plot with roads just to make sure.

Animals have a slight advantage at the start, but that's about it. You could give the starting warriors bonuses for the terrain surrounding your founding city. IE: Forest, Tundra, Jungle.
 
Also, the AI's are back to their old behavior of offering contact info every turn. Unticking the box in BUG options dosnet make them stop.
 
Let me start by saying this mod is fantastic. Loving it! Anything I say here if far from criticism, just feedback...

(Running 4.35)

+ I've always felt 5% increments instead of 10% added more flexibility to the Science/Culture/Espionage sliders.

+ Any chance of zooming out the city screen about 1/2 a tile? I can't quite access some tiles when 3rd radius becomes available.

+ Windmills are beastly! Are they overpowered?

+ I saw in a much earlier post that somebody stated that VD (civ specific custom units) wasn't compatible with this mod. It's working fine for me. *shrug*

+ Agree with the auto-governor post. (turned off) I constantly have to rearrange my specialists still.
 
Has anyone noticed the AI having difficulty expanding beyond 2-4 cities? Seems like they all follow this pattern. Maybe they have to feel very secure in their dealings before branching out? Perhaps it's because I've been playing on Very Slow game speed. I did auto-turns until 600A.D., this AI civ has 3 cities(1 got destroyed), and their rivals 2 and 3 cities respectively.
 
Okay, as always very, very short on free time. :(

- windmills are not overpowered because mines are available earlier and become better with later techs

- there will be now 5% increments instead of 10%

- please use the BUG FOV slider to zoom! This will also influence the city view. Will search for a hardcoded solution later

- VD. I told you. What I forgot to tell you is that I have done changes to the art structure and code to make it compatible. Done as a version 5 preparation. :p

- the CONTACT options seems to be working fine. :confused:

- the damage to the bonus update done by me during code improvement is repaired

- promotions for the start units are not done; also no hunting mechanic

- better icons on low graphic settings; maybe also a solution for the mysterious CTD. I had no CTD in 10 test games after I repaired the buttons. Fingers crossed. :rolleyes:

- no real idea what changed the specialists; only a "maybe solved"

- no idea what you mean with the southwest blind spots. I saw no problem in the code. Need a picture here.

- sulphur and bauxite should be now on the map

- reduced chance that animals will patrol in owned terrain. But they still can do it!

- no AI tech bonus

- and no walls for castles. It's absolutly typical in Germany and Europe. We got much more castles than cities. :) To be allowed to have walls was even a privilege here!

- XML errors solved

- Hybrid Helicopters can now REBASE (3x current airrange). In all other cases they will act like land units


Upload of 4.40 this night.
 
Whoo-Hoo!
New Version!
:woohoo:

Is it save game compatible?

No. If you see a new version number it is not save game compatible. And testgame 11 crashed. :cry: I become a little bit :mad: about this damn CTD.

EDIT: Last minute change. If you play with Terrain Tactics the start units get the needed experience from the terrain around the starting plot. So if your starting plot is for example in or near the jungle your starting warrior/scout will be able to promote to Tarzan when he has got enough XP to promote. Furthermore the promotions City Raider and City Garrison are enabled too.
 
I tried playing with v4.36A with updated dll 4.38A. Whenever I enable "dynamic difficulty level" I get a crash when I click end turn.

Example:

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 4.3.8.1
Fault Module Timestamp: 4d4c8fd9
Exception Code: c0000094
Exception Offset: 001ac55d
OS Version: 6.0.6002.2.2.0.256.1
Locale ID: 4105
Additional Information 1: 3164
Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e
Additional Information 3: 011d
Additional Information 4: 01351879a445e41ad4df3ba5eb395c4d

This seems to happen every time I end my turn with this option enabled. With it disabled I can end my turn and it works just fine.

EDIT: Fixed in version 4.40 for me.
 
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