Community Civ V [CCV]

Hi Thomas, is there any historic scenario in this really really big mod? I think its a very good one.
Sorry, nobody created scenarios for CCV. And I have no experience with them. But as far as I know scenarios would become very fast outdated as fast as CCV develops at the moment. Maybe somebody would like to create one if I say: Version 4 is now bugfree and finished. But that's not the case.
 
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?
 
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?

Maybe the engineer specialist is too overpowered. I don't know. I don't play. So you must tell me.

I could if you can give me a list of possible hotkeys.
 
You did a good job with merging in Afforess' latest AUA. Playing with your mod now. I love your better upgrade paths for all units! More streamlined.

More reports to come later. I switch mod playing now. So it will be a while before I finish this game (Future enabled so a bit more playing in it :D).
 
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.

Very interesting. And I'm surprised you considered my computer low end. I've played ALL RoM and AND versions so I was surprised that by 1000AD the end of turn wait was taking longer than either of those 2 ever did.

I suppose I should then turn down the Graphics settings and lower my Map size and see how that goes. As for Unpacking the art I'm not sure how this is done. Change the file extension from .fpk to .zip, then unzip the file and rename back to .fpk?

JosEPh
 
Very interesting. And I'm surprised you considered my computer low end. I've played ALL RoM and AND versions so I was surprised that by 1000AD the end of turn wait was taking longer than either of those 2 ever did.

I suppose I should then turn down the Graphics settings and lower my Map size and see how that goes. As for Unpacking the art I'm not sure how this is done. Change the file extension from .fpk to .zip, then unzip the file and rename back to .fpk?

JosEPh

To lower the graphics settings won't help. How to explain? The .fpk files consume a part of your RAM. So this part can't be used for the other things like turn calculations. And the size of the consumed RAM depends on the real file size and not the graphics settings. And the RAM limitation of Civ can make it really bad. And although we are always talking about packed files they are not compressed in the .fpk file! It's just another file type. Can't be compared to zip or rar files you know. But Civ can load it much faster.

So you must unpack the .fpk with PakBuild. If you unpack the .fpk file(s) of CCV you will get a folder "art" with several subfolders. This folder with all its subfolders must be moved to .../Community Civ V/Assets/...! The same art folder with some unpacked stuff is already existing there. And if you move the unpacked stuff there don't forget to delete the file with the packed stuff.
 
Loving the mod. Have a question though - why do some of my units just sitting around doing nothing get promotions every now and then?

Because a unit with a low XP level is trained slowly by barracks, harbor, airbase,... . The city with the highest XP level for new units of this type will train the soldiers of the already existing unit too. So if you got a swordsman with 3XP but you got a city that can train new swordsman with 10XP, the 3XP unit will be trained slowly in steps of 1XP upto level 10XP.
 
Hey. :cool: Do you want to buy a gun? I've got also some nice rifles and explosives here. No? You need some :nuke:? Oh, no. That's maybe enough for some crossbows. Well, I've got all in my arsenal here and I could sell it to you. Sign here. :deal:

Yes, CCV 4.29H++ comes with a new resource and production system. Your forge can produce bronze and iron weapons and spread them all over the trade network so that you can train axeman and swordsman everywhere. Even without a forge near. Your factories must produce explosives, fuel and ammunition to keep your army running.

You can sell and buy weapons. Your still in the middle ages and your enemy is in front of you with cannons and rifleman? Never come to a gunfight with a sword. Buy muskets, rifles and gunpowder from a friend. Push your army with advanced weapons.

And tanks out of fuel will be slow. And machine guns without enough ammunition are not so dangerous. Really. This is CCV 4.29H++...
 
Downloaded and installed "Community Civ V v4.29H+ Setup.exe"

Started BtS, loaded CVV.
Played Brennus up to 1400 BC and got that nice repeatable crash:
Load the attached savegame, set the chariot to sentry, end turn, sentry and move the 2nd chariot 2 squares down to the desert hill, end turn - crash!

btw., since that first crash I always get a Python error when I start up Unmodded BtS! Talks about "cannot load/find perfectworld2g.py module" or something - why the *** does "vanilla" Bts try to load CCVs public map PerfectWorld2g ???

.. maybe you could look into this?

thanks
A.
 

Attachments

  • AutoSave_BC-1500.7z
    213.3 KB · Views: 99
Because a unit with a low XP level is trained slowly by barracks, harbor, airbase,... . The city with the highest XP level for new units of this type will train the soldiers of the already existing unit too. So if you got a swordsman with 3XP but you got a city that can train new swordsman with 10XP, the 3XP unit will be trained slowly in steps of 1XP upto level 10XP.

Ah, that's a cool idea.
 
.. maybe you could look into this?

thanks
A.

Of course. But to find the source of a bug with such a big map is very difficult.

Started BtS, loaded CVV.
Played Brennus up to 1400 BC and got that nice repeatable crash:
Load the attached savegame, set the chariot to sentry, end turn, sentry and move the 2nd chariot 2 squares down to the desert hill, end turn - crash!

But I've got an idea. I've loaded your game two times, inspected the map and did some turns as you told me. The crash doesn't depend on your units. It will always appear. But in game three I've removed one unit from the map and the game didn't crash anymore.
Please open world builder. In the southwest is the chinese nation. Go to their city Pasargadai. In the northeast is a barbarian warrior. Please remove this unit from the map. Try to go on with the game.

If I'm right we got a conflict between IDW and the new culture radius. The warrior will influence the plot with the hill and mine so that it will not be given to Pasargadai although it is in range one. If you remove the warrior this won't happen. Try it. And I go searching for the bug in the code...


btw., since that first crash I always get a Python error when I start up Unmodded BtS! Talks about "cannot load/find perfectworld2g.py module" or something - why the *** does "vanilla" Bts try to load CCVs public map PerfectWorld2g ???

No idea. I've never seen it. Does your folder structure look like this: .../Beyond the Sword/Mods/Community Civ V/...?
 
"Can build plantation" appears twice in this tech pop-up :).
 
"Can build plantation" appears twice in this tech pop-up :).

I know. This is happening because their are two build types (axe and fire) with the same result.

__________________________

First Aid Patch is already under development. Please report all problems you noticed asap. So that I can try to solve them with the patch. Release time within 24 hours.
 
Please open world builder. In the southwest is the chinese nation. Go to their city Pasargadai. In the northeast is a barbarian warrior. Please remove this unit from the map. Try to go on with the game.
Did that - worked fine until 1225 B.C., where it crashes again - see attached turn file.
This time, there are several barbarian warriors and animals within city radii, so I'm pretty unsure which on to delete ...


No idea. I've never seen it. ("vanilla" BtS trying to load a map from CCV). Does your folder structure look like this: .../Beyond the Sword/Mods/Community Civ V/...?
It's "E:\Civ4\Beyond the Sword\Mods\Community Civ V\" ...

I guess, Civ was actually only doing what it was told by its CivilizationIV.ini ... somehow the map (script) name must have got in there, what IMHO should not happen with public/private maps from mod (sub)folders.
I got rid of the error by starting a new BtS game on the Archipelago map, which turned the entry into:
[GAME]
; Map Script file name
Map = Archipelago
again, and everything is fine since then. Chalk this off as a Civ4 bug, i guess ...


Btw., bulding a mine does remove the "forest" tag from a tile, but the graphics remain ... bug or feature ?


A.
 

Attachments

  • AutoSave_BC-1225.7z
    229.7 KB · Views: 108
Did that - worked fine until 1225 B.C., where it crashes again - see attached turn file.
This time, there are several barbarian warriors and animals within city radii, so I'm pretty unsure which on to delete ...

It must not be a barbarian unit. All units at war are possible. Please keep your save. I'll search for the bug. Kill the critical code in the DLL and offer a debuged DLL to you. I think this should be possible.


It's "E:\Civ4\Beyond the Sword\Mods\Community Civ V\" ...

I guess, Civ was actually only doing what it was told by its CivilizationIV.ini ... somehow the map (script) name must have got in there, what IMHO should not happen with public/private maps from mod (sub)folders.
I got rid of the error by starting a new BtS game on the Archipelago map, which turned the entry into:
[GAME]
; Map Script file name
Map = Archipelago
again, and everything is fine since then. Chalk this off as a Civ4 bug, i guess ...

Yes, of course. Civ remembers the last used map type. And the basic game doesn't know this map. :hammer2: So there is really nothing to do. I even can't do.


Btw., bulding a mine does remove the "forest" tag from a tile, but the graphics remain ... bug or feature ?

Feature. A lot of improvements won't destroy forest and jungle completely. So there is a reduced feature version left. This reduced version is not called forest or jungle as it doesn't give the typical bonus. But the reduced feature is not graphical only! There is still a reduced health and reduced anti global warming effect from the feature. And if the mine is removed the nature will get the territory back and the reduced forest or jungle will grow to the full version again.

Oh, and you should still be able to chop it.
 
I found the source of the reported CTD! It's there in H+ and H++. So I offer now two new patches for H+ and H++.

Patch A for H+ includes the isConnectedToTradenetwork-CTD-bugfix and lots of the H++ bugfixes. Especially all important bugfixes. The patch E for H++ includes all changes from patch D and the new isConnectedToTradenetwork-CTD-bugfix. Furthermore some AI improvements. Both patches are important and savegame compatible.

Patch A for CCV 4.29H+

Patch G for CCV 4.29H++
 
I did this:
CCV 4.29H++,
then
CCV 4.29H++Patch E

I got series of error messages at game start up about no artstyles being available in XML for few civs.
 
:yup: Patch E was damaged. There is a wrong Community Civ V.ini file included in the patch. All you need to do is to download a later patch and install it over the damaged installation.

With patch F you could play until the discover of crude oil. But with build of the first offshore platform you will get a little temporary mistake into the game.

With patch G this won't happen. Patch G may even repair the damage - but slowly. It may need several turns.
 
Top Bottom