CCTP Working Version Progress

Quite honestly I wasn't aware of a compatibility issue. With modding and testing, I don't get to play too long.

What is the problem so I can look into, Gilga probably already knows and may answer first.


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Well i have no quick answer for that.

Still busy with other parts, iam currently updating the whole mod with entries for Manpower f.e.

I doubt that we can fix that problem until tomorrow when we will release the next version.
 
Well i have no quick answer for that.

Still busy with other parts, iam currently updating the whole mod with entries for Manpower f.e.

I doubt that we can fix that problem until tomorrow when we will release the next version.

You plan on fixing the custom map compatibility problem after tomorrow? If so, I've been praying for a map-compatible CCTP forever! Can't wait!
 
You plan on fixing the custom map compatibility problem after tomorrow? If so, I've been praying for a map-compatible CCTP forever! Can't wait!

Yeah we will try our best, but i can not give you any ETA.

For the upcoming version, there will be a lot of changes due the fact that we included some new features.

We didnt get the time to play test this version, so we will need feedback to balance some parts like Health and yields.

Also i added a new Icon system to the most wonders/buildings in game.
This means all buildings that create Manpower have the Silver Fist icon and all buildings/wonders that need Manpower have the Manpower icon in its name.

The same count for Health and Plague generation buildings/wonders.

Another point we can now use two Warhammer units for the comming Alien creatures.
The defines are ready and they look amazing in game.

But before we can start to add them to the game we need to start the even generator.
For this we will need someone how has a good knowledge of lua and maybe c++.
 
Which custom maps are you trying to play on?

I have tested with several and they seemed to work. I did have one that crashed when I tried loading the scenario, but I could load the map itself.

The only other time I've had a problem is when using whowards dll for 34 civs as it is not compatible with some scripted maps.
(if I know the maps I can download and see where the problem is)
 
Which custom maps are you trying to play on?

I have tested with several and they seemed to work. I did have one that crashed when I tried loading the scenario, but I could load the map itself.

The only other time I've had a problem is when using whowards dll for 34 civs as it is not compatible with some scripted maps.
(if I know the maps I can download and see where the problem is)

Sorry, I meant scenario, not just a map. I've designed an incredibly detailed Huge World Map for the world as it is in 2014, and it REALLY needs CCTP to move into the future with all sorts of "what if" scenarios.
 
Sorry, I meant scenario, not just a map. I've designed an incredibly detailed Huge World Map for the world as it is in 2014, and it REALLY needs CCTP to move into the future with all sorts of "what if" scenarios.

Right now we are trying to get the next update ready to upload, but if I have time this weekend, I'll look into where the conflicts lie.

If you want to post your map (or could pm if you didn't want to openly post yet) It might help to find crash problems
 
Well i guess no bug report so far is a good news.

For the missing qoutes of the technologies.
We would be very happy if you might send us some suggestions for them, this also counts for missing pedia entries.

We are very busy in fixing other isues that where more relevant in the past, so any help is welcome.

Another point we would also like to add new music and spoken words to the technologies.
Not to mention we need new icons for many parts of CCTP.

So if you would like to help us to improve this mod, please feel free to post your suggestions.
 
Ok quotes are done and many pedias too.
Fixed several problems with unfinished or incomplete parts.
Many new elements are comming and this also includes bug fixing and crash erasing.

Gyogon is working on a nice new feature that will bring aliens to CCTP.
Also some other nice little features that will make the game more realistic.


To the last part, thanks to whowards awesome work and his unified yields project.
We can now use much more possebilities in CCTP.
The list would be to long to post, but i can tell you this changes are a big gift for us all.

Ok thats all i think iam tired and need to sleep.

More infos are comming soo.
 
Oh well this is like to make corrections of some books, yes i mean the whole text entries in CCTP.
Its a long road to fix this, thats why iam currently so busy and not responding on bugs.

Well i need to get this big part finished before i can start another work.

Anway iam on a good way, and while i do this i also overwork flavors, yields and so on.

Every time i find a hidden easteregg i go out and scream load.
But like i said iam on the way, and when this will be finished i hope more then 90% (in the best case 99%) of all help entries are correct and not mislinked anymore.


*Added also one new table (tech yield feature changes), that allowes to add yields via techs.
This is very usefull and why iam updating many techs, this is at least no redundant work.
 
Next diary :hmm:

*Adjusted so many tech flavors that i might will dream of them.:scared:

*Included various vanilla tables, that are not part of the base game.
F.e. improvements get now extra yields when constructed on rivers, mountains, cities and so on.
The Farm will get one extra Food when its constructed on a river.
With this changes the game flow should be a lot better and also the ai will get a better bonus then before.

*Some of you may noticed that in CCTP unit movement is altered, so that each terrain got there own move values.
To optimize that, i included the tech_domain_move_ change. :banana:
This means with discovering of the right techs units will get a extra move .

*Added Tourism and Golden Age Points as yield to varios aspects of CCTP.

*Fixed many other parts, but iam to lazy to post them all.

And since no one response to this thread, there might no need for that :sarcasm:
 
i was amazed by 4.03, then 2 new updates come out and add a ton of stuff
and now even more :O
thanks for the amazing mod

giff patch notes!
 
i was amazed by 4.03, then 2 new updates come out and add a ton of stuff
and now even more :O
thanks for the amazing mod

giff patch notes!

Thats why we call it a test version;)

We need to be sure that many parts are working like they should.
Also Gyogen :goodjob: is a very big help, without him this mod would not be pushed that fast.

So while we can split the work, i got more time to balance and finish parts.

And at least with the amazing work of whowards Dll, we can use so many new effects, that we only could use in the past with heavy workarrounds.
 
To avoid strange issues with the Spies, i added 60 new Spies to every civ.
For the moment the in game names are doubled, but this is not very important yet.
The important part is that you really should not outrun of Spies anymore.

Note to all of you who play with modded civs, you will encounter some problems with CCTP, just be warned.
If you would like to make modded civs compatible, just ask and we will try to help you.

After a long clean up, all databae errors are erased, but this also means that many upps placeholders are still there.
But only in not game relevant parts, f.e pedia entries....
 
Yesterday we talked about the new Specialist [pimp], that will come with the next update.

*Priest=Faith related
*Guide=Tourism related
*Intellectual=Golden Age related
*Doctor=Health related
*Laborer=Manpower related
*Electrician=Electricity related.

Hmm whats this will you think, some would say screenshot please :please:

Okay here is a first look:banana:

Spoiler :
[/IMG]



Edit:

There will be also just one more Specialist.....

**Entertainer=Happiness related
 
Some notes for the updated version.

*Many parts are reworked and adjusted, but this doesnt mean everthing is perfect.
Due the lack of playtime, we cant say that the balance is now perfect.
There will be still some mislinked textentries, due the fact that this mod is just to big.
Anway a huge part of the text is reworked and updated with all the new features.

*The Policy System is reworked and updated with one new complete branch.
The Supply Management Branch, will support the ability to gain extra resources and also support Gold and Production focus in your empire.
In a number i would guess more then 50 new policies are added, many new unique features are included.

*The loading time of the mod is now back to normal, it will still be more then in vanilla but we erased the loading issue, this was a problem with hardcoded vanilla features.
Big thanks to Gygogen:goodjob:

*Many new Specialists are added and are included in almost every aspect of CCTP.
Due the lack of Artist. we use many vanilla art as placeholder for them.
This will change later, when we start with the cosmetic of the mod.

*Buildings and Wonders are updated and support the new features.

*Ai is improved and should now do a better job, at least we hope this:crazyeye:

*Cultural Capitals Mod by Moaf is included, we will overwork this feature later when other parts are done.

*Global Warming Mod by Frame Architect will also be included. Several changes to CCTP are done to make this mod more compatible.

So this are the most important changes, there are a lot more but i already mentioned them in my post on this thread.
 
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