Community Call to Power Project

chromr-rome: Yeah, I thought about playing CTP II to get a feel for the game, but the graphics are so outdated. I couldn't bring myself to play it.

Presume didn't use E's terrrain replacer that makes look like civ3 .. also if ever do play gotta get the source-code mod latest. Both totally change the game .. yes, still play every now and then mainly cause with latest source changes gets better and better.

This game you all are building is the only reason that Civ5 is still alive on my PC .. so keep up the great work and thanx.
 
Hey Fires, what is the progress on that Planetary mod you were making to be for PCTP?

It is was put on the back burner due to various issues, however after spatz comments above i will be recycling some ideas from it that will link into the breakthrough system. I wont say what that is atm until i get the breakthrough pages complete and the techs have been rearranged, since we need to stay focused on this part for now.
 
Hey Chrome, I saw your post earlier (before you corrected it) was using HTML code ;D methinks you've been modding too much ^^ haha!

I like the icons you posted, they look very appropriate. I assume soon we will be moving on to BT graphics, yes? ^^

Anywho, I was playing a game just now, and I'll say again like I said last time, the fact that there are like a bajillion techs that are teched in 1 turn, and there are 5 different trees is really confusing.. Thank G-d for BT! The AI declared war on me 3 times already (it's only turn 90), so the AI is doing well. Though still sucks strategy wise. The upgrades are VERY costly, but it seems balanced. The monopoly system is GREAT, I am amazed again every time I play about how needed this mechanic is. The AI seems to be constantly MASSING wonders, even after you say you balanced it... Is this supposed to happen?
 
Ok some great news on the TSL Earth map that roman said was working, its ALIVE :crazyeye:.

Resources are being placed correctly with varying quantities, just needs some tweaking, 138 instances of oil but only 10 instances of tea.

There is a number of aspects that need to be removed or tweaked with the mod to make it appropriate for the mod so i will be firing off an email to the maker and see if i can get permission before releasing a CCTP compatible version. It is a very nice map of a good size and has automatic city naming included so here is hoping contact goes well.

Edit: Added picture of cctp mod running with a quickly modified version of RealNameEarth mod
 

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Ok some great news on the TSL Earth map that roman said was working, its ALIVE :crazyeye:.

Resources are being placed correctly with varying quantities, just needs some tweaking, 138 instances of oil but only 10 instances of tea.

There is a number of aspects that need to be removed or tweaked with the mod to make it appropriate for the mod so i will be firing off an email to the maker and see if i can get permission before releasing a CCTP compatible version. It is a very nice map of a good size and has automatic city naming included so here is hoping contact goes well.

Edit: Added picture of cctp mod running with a quickly modified version of RealNameEarth mod

That will be incredibly awesome. :)
 
@nathan: Yeah, it's hard to keep these formats separate. :crazyeye: I "took off" today to gather my thoughts and such. The wonders in 1.25 (fixed) still have drastically higher flavor values than ordinary buildings, so I have been tweaking it to get a good balance. Right now I have it so that the Wonders still go by fast, but not every AI is trying to build every Wonder at once.

@Fires: good news indeed. I need to sleep soon but in the morning I'll be doing my distribution duties. I want to try it myself; I would love nothing more than to carve a path for the glory of Rome! :D

**EDIT**
Just saw these policy icons and I have to share. This is just a sample of what's to come. So far, two branches are finished. Huge thanks to my policy guys!!! :goodjob:

The first is for Economic Freedom, the second Monopoly (both in Capitalism) and the last is State Owned Enterprise (Socialism). Yes they are in color, and yes I think we can transfer that color to the game. So yes, your policies are going to look completely different!!
 

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I cannot wait to see all the new art in game, so far i have loved all of the teaser pics and they look great in colour if the art team can pull that off :)
 
Hey Chrome, I wanted to share another gaming experience with you, I'm going to list the things that "didn't feel right":

Military wise:
The game seemed to advance very strangely military wise. The AI that was in CONSTANT war with me (Germany) seemed to move from stone age tech suddenly to gunpowder, relatively early in the game. Also, very strong units began appearing too early in the game, such as the crossbowman. This only happened with Germany though, I guess he was beelining the military tree? In general, the advancement and timing that units appeared felt confusing and wrong by era/age, even for me, and I wasn't beelining the military tree.

Upgrading units:
The cost to upgrade the archer to a crossbowman was approx. 8.5k, while buying one was 10k. IMO that's just ridiculous. Same goes for spearman which is strength 7, it was 8k to upgrade him to pikeman, strength 10 (that's just way too much!). In general, I think that upgrading a unit shouldn't be over ((new unit cost) - (origional unit cost))*1.5... But that's just my opinion. Was it intended that upgrades be nearly impossible without crippling the economy?

Buildings/Wonders:
Certain buildings give a mediocre tradeoff, but cost a long time to build, such as the watermill vs. mill or workshop. Even the granary was better cost wise (took only 2 turns vs 14 and gave nearly same bonus). Also, the monopoly buildings would take me maybe one turn to build and would provide a better bonus than certain buildings that might take 12-13 turns!!! I felt that in general, certain buildings aren't balanced. Also, the maintenance is extraordinarily high, it felt I was just constantly building commerce buildings (that were also extraordinarily high) just to offset the maintenance. I guess it works out, but it just felt too high.

The 5's system:
I guess I'm just not used to it yet, but it just makes everything feel expensive! If it's an issue of nitpicking the code, I can build you a crawler that will go through the code and can detect fields such as <cost></cost> (I'm not sure if that's what it's called or if that's how it looks, I'm just guessing), and simply divide them by 5. All it would require from you is to feed it the file. IMO, changing back to the 1's system would make moving over to this MOD much easier. It would also make it easier to gauge how much something is actually worth... With higher numbers I just get confused...

I was always wondering, why did moving over to the 5's make the game more stable??

Overall, the game experience was very fun, I love this mod, though some things felt wrong... I hope we can fix this! I love the new icons too, they are really coming along nicely!
 
@nathanglevy: I agree with the firist and second point, haven't studied the third enough to properly relate to it, and don't mind the fourth. On my first game, large map with 14-or-so nations (standard speed), one nation had machine gunners at around 1000 AD. Pardon me, but I think that's when the Europeans discovered gunpowder? ^^ I haven't looked in to it much, but it seems like you can advance far enough up one tree without getting penalized for not going up the others (in this case military). I also beleive upgrading units was a pain in the a**. I could afford it (upgrades in my current game at the current time are like >10k, and I was getting at least 2k per turn), but it seemed a lot higher than it should be as I could buy new units for around 2k more, and some would be a bit more experienced thanks to buildings.
 
@nathan: Yeah, it's hard to keep these formats separate. :crazyeye: I "took off" today to gather my thoughts and such. The wonders in 1.25 (fixed) still have drastically higher flavor values than ordinary buildings, so I have been tweaking it to get a good balance. Right now I have it so that the Wonders still go by fast, but not every AI is trying to build every Wonder at once.

@Fires: good news indeed. I need to sleep soon but in the morning I'll be doing my distribution duties. I want to try it myself; I would love nothing more than to carve a path for the glory of Rome! :D

**EDIT**
Just saw these policy icons and I have to share. This is just a sample of what's to come. So far, two branches are finished. Huge thanks to my policy guys!!! :goodjob:

The first is for Economic Freedom, the second Monopoly (both in Capitalism) and the last is State Owned Enterprise (Socialism). Yes they are in color, and yes I think we can transfer that color to the game. So yes, your policies are going to look completely different!!

Wow! Once again these look great. I will have to continue work on the Governments today :D
And I can't wait to see more of the icons :goodjob:
 
Hey Chrome, I wanted to share another gaming experience with you, I'm going to list the things that "didn't feel right":

Military wise:
The game seemed to advance very strangely military wise. The AI that was in CONSTANT war with me (Germany) seemed to move from stone age tech suddenly to gunpowder, relatively early in the game. Also, very strong units began appearing too early in the game, such as the crossbowman. This only happened with Germany though, I guess he was beelining the military tree? In general, the advancement and timing that units appeared felt confusing and wrong by era/age, even for me, and I wasn't beelining the military tree.

My guess is that, because you were at war, Germany favored techs with offensive (defensive) values. They probably upgraded their armies once the required techs were discovered (they get a bonus to upgrades).

On a side note, a lot of people have mentioned that they feel the early game moves too fast. Those that have played a long game, how far do you get era wise before the game ends? I am now convinced that the previous pace was better, but in order to use it we must extend the number of turns from 500 to ~900.

Upgrading units:
The cost to upgrade the archer to a crossbowman was approx. 8.5k, while buying one was 10k. IMO that's just ridiculous. Same goes for spearman which is strength 7, it was 8k to upgrade him to pikeman, strength 10 (that's just way too much!). In general, I think that upgrading a unit shouldn't be over ((new unit cost) - (origional unit cost))*1.5... But that's just my opinion. Was it intended that upgrades be nearly impossible without crippling the economy?

It has been adjusted. I'm thinking the cost of upgrading should be somewhere around 25%-30% the cost of a fresh purchase.**EDIT** 25% was too strong. Made it 50%. This change will be included in the new release.

Buildings/Wonders:
Certain buildings give a mediocre tradeoff, but cost a long time to build, such as the watermill vs. mill or workshop. Even the granary was better cost wise (took only 2 turns vs 14 and gave nearly same bonus). Also, the monopoly buildings would take me maybe one turn to build and would provide a better bonus than certain buildings that might take 12-13 turns!!! I felt that in general, certain buildings aren't balanced. Also, the maintenance is extraordinarily high, it felt I was just constantly building commerce buildings (that were also extraordinarily high) just to offset the maintenance. I guess it works out, but it just felt too high.

I like the way the buildings are. It's a way to add checks in the game. Basically, a player can beeline to a particular era if s/he wants to, but won't be able to build many of the new buildings without having a monetary base to support the increased cost. As long as you don't yo-yo from extreme debt to extreme income, I think it's alright. Are there any others who feel that this system should be looked at again?

For the monopoly buildings, I know that they are broken. In fact, it's actually worse than it looks; none of the techs have flavors for them and some of the buildings have <Flavor>FOOD</Flavor> instead of GROWTH. This makes it so that the AI will not select the monopoly techs until every other option is exhausted (kind of like the old Social Tech Tree) and it will never build any of the food monopolies. On top of that, the monopoly buildings have HUGE flavor values; small-100, medium-150, large-200, huge-250, monopoly-350. So, if it is possible to build a monopoly building, the AI will often build it before doing anything else. Cleaning this up is not something I look forward to doing, which is why I pushed it back to after the Modern Era is cleaned up. I do think that it is an interesting addition to the game, but I don't think it is implemented as well as it could be. I'm still weary of the "duplicate" resources that give the same exact bonus, going back to my thinking that the game is not complete until there is nothing left to take away. Eh, I'm getting a headache thinking about it. :crazyeye:

The 5's system:
I guess I'm just not used to it yet, but it just makes everything feel expensive! If it's an issue of nitpicking the code, I can build you a crawler that will go through the code and can detect fields such as <cost></cost> (I'm not sure if that's what it's called or if that's how it looks, I'm just guessing), and simply divide them by 5. All it would require from you is to feed it the file. IMO, changing back to the 1's system would make moving over to this MOD much easier. It would also make it easier to gauge how much something is actually worth... With higher numbers I just get confused...

I was always wondering, why did moving over to the 5's make the game more stable??

I can see that this is really bothering you so I'll make a poll for people to vote. And I do agree that there is a bit of a learning curve involved. I think I'm just used to thinking of things in 5s. Assuming that people agree with you about the change, the field would be <Yield></Yield>. We would have to check against science yields changing, but we will get there when we get there.

Overall, the game experience was very fun, I love this mod, though some things felt wrong... I hope we can fix this! I love the new icons too, they are really coming along nicely!

Glad you like it. I'll be the first to admit that some things are a little off, but I think we are moving in the right direction :)

**EDIT**
How do you add a poll? I know I would have to start a new thread but that's all I got :confused:
 
I have trying to get a better research speed at early game and found that the current cost do that it gives extremely much to get library or big town in early game (if you get 1 population you get around 4turns for first research and that is much).
What i did was to set higher research costs for first 3 eras but change the palaces to give 4 science that do that it is good to have library or big town but it is not as big difference.

I have also hated that scout can be killed to easy, but on other hand they are not a attack unit so to fix that i did a new promotion for the scout that give it +100% defense and 50% from ranged. because i think that a scout can use the terrain better to defense then other units, but this promotion is lost on upgrade to not risk getting a upgraded scout (archer hut-upgrade) that have extreme high defense and good ranged attack.

note that both things is only a tip and not needed to implant but i like em better.
 

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I have trying to get a better research speed at early game and found that the current cost do that it gives extremely much to get library or big town in early game (if you get 1 population you get around 4turns for first research and that is much).
What i did was to set higher research costs for first 3 eras but change the palaces to give 4 science that do that it is good to have library or big town but it is not as big difference.

I have also hated that scout can be killed to easy, but on other hand they are not a attack unit so to fix that i did a new promotion for the scout that give it +100% defense and 50% from ranged. because i think that a scout can use the terrain better to defense then other units, but this promotion is lost on upgrade to not risk getting a upgraded scout (archer hut-upgrade) that have extreme high defense and good ranged attack.

note that both things is only a tip and not needed to implant but i like em better.

I don't get it; I am looking at a new game right now, Standard speed and size, emperor difficulty, and my first tech takes 10 turns on turn one (pottery). I am making 1.5 science. Now granted that value is going to shoot up when population gets higher, but still, that a far cry from 4! Did you get the new version on the OP?
 
Is it possible to add more statistics to units that would effect combat performance? Stats like armor, size, whatever else. Just want to know if it's possible.
 
Is it possible to add more statistics to units that would effect combat performance? Stats like armor, size, whatever else. Just want to know if it's possible.

No this is not really possible without the dll access as you would need access to the attack/defense equations. But at that point i don't see why a more galciv2, a game i love btw, type system wouldn't be possible. spike damage beats chain mail defense :)
 
wow, this idea blew my mind! This would change things beyond my wildest dreams! :D... Global armor upgrades, etc... maybe even making units from different materials would have an impact on quality. Or the quality of the material...
 
What a let down. I mean it always upset me that units only had two, three stats.... But to not be able to mod it in? Seems like an oversight. Didn't they have the ability to do this in civ 4?

Other question. The menus that lead to the different tech and civic trees... Could each button on those in theory open another menu with more buttons? Also, could the buttons change size? End goal being more room for more tech trees or civics.
 
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