Broken version and waiting for BNW

New problem, after i managed the files and also updated the buildings for CCTP with BNW updates, i ecountered something strange.
Iam now missing ancient ruins on the whole map, looked via IGE to verify and the new natural wonders have no yields at all. But the wonders are still placed, so i guess this could be a problem due a lua file (a.startingplot).
Also i note some changes how the terrain handles ressources.
Anyway still have the Text-Key bug with all CCTP buildings and wonders. Iam not sure if "internet" was in the vanilla game before BNW arrived.


Edit... solved the natural wonders issues, still dont see any ancient ruins.
Will have to look into it again.
 

Attachments

@Gilgamesch - Outdated AssignStartingPlots.lua. Should remove it and go back to Deep Blue's Resource generator tbh. Have included this in the last G&K Updated to New Bonus Resources(CCTP Teaser). Ya can grab it from there and just remove the resources that don't get used in CCTP from AddNewResource.lua. See Modinfo file to see how too set it up.
 
Gilgamesch - (BNW no mods) later In the game the cultural overview panel gets 2 notes at the bottom. These messages are not present at the start of the game, so I don't know when they are revealed. My game is industrial 1850 turn 775, mostly islands. The only way I could be missing 51 antiquity sites is if they are under water. And I don't know what a hidden site is. I got my share, about 12 antiquity ruin sites, so they are working in the basic game.

Antiquity Sites not yet excavated 51
Hidden sites not yet excavated 27
 
Thanks for your report. First i thought i have a similar problem, but moving the whole policy block to unused helped. But to be honest i didnt played a full game, every time i play i find something to change. And i know i cant find a reason why ancient ruins are not placed on maps. This makes me crazy, i sleeped about it so maybe i find it.
BTW maps only a few maps are working, if you select a buggy the game will lost direct.
 
@Gilgamesch - Outdated AssignStartingPlots.lua. Should remove it and go back to Deep Blue's Resource generator tbh. Have included this in the last G&K Updated to New Bonus Resources(CCTP Teaser). Ya can grab it from there and just remove the resources that don't get used in CCTP from AddNewResource.lua. See Modinfo file to see how too set it up.

Ok thats sounds good. Will try it, and report if i get it to work.

Edit good news its assingstartingplot that makes problems, bad news i can find addnewresource.lua.
Tried to change the files in assingstartingplot, but this failed.
Anyway for this i realy need help.
 
@horem, iam downloading now your steam version, i hope the files are in it. Could not find it on the version here on Civfanatics.
Still having problems with the steamworkshop.
 
@ Gilgamesch - Grab file at bottom of post. Contains 4 lua files, add these to the mod set VFS = True for AddNewResources.lua, ResNewGenerator.lua, ResNewGeneratorFunctions.lua.. For New_Main.lua add this to the mod via Content/InGameUIAddin in moddbuddy or by adding an entry point to a modinfo file.

Example:-

Spoiler :
<EntryPoints>
<EntryPoint type="InGameUIAddin" file="Lua/New_Main.lua">
<Name>Resource Generator</Name>
<Description>Generates New Resources on Maps</Description>
</EntryPoint>
</EntryPoints>


Remember to remove the Resources the CCTP/You do not use(In Resources.xml) from AddNewResources/lua.
 
Yeah workes, replaced the assaingstartingplot with the new version, and created a little mod with your lua files.
Damn to download this mod via steam took 20 minutes, to create this mod 3 lol


Edit, here are the overworked files for buildings (included new specialist, themebonussystem and electricy), the art file and the electricity.xml (with the new changes). Also added 6 new buildings how provides electricity(need icons, so just placeholder and not fully working, you need to tweak them.
Will include them when i pack all together, but now iam going for my first real game as france.

Feel free to use it, its just a little tweak to play with BNW.
 

Attachments

Next little step, fixed the Text-Key_Problem.
The problem was the new technology "internet", wich was still in CCTP used.
Also fully implented the luafunction, wich gives yields to mountains, added new yields to existing wonders machu and nazca.

Edit, internationaltraderoutes and archaelogy now included into the techtree (until digital era).
 
I found that ancient ruins are reveled by the tech archeology, and excavated by archeoloigists.
 
I found that ancient ruins are reveled by the tech archeology, and excavated by archeoloigists.

There are new tables in technologies, this "TriggersArchaeologicalSites" is the ability to activate archeology, and its activated by the technology archaelogy.

One little problem i cant add "ExtraVotesPerDiplomat" to globalisation (tech), because i cant replace any part more. So till anyone will complete overwork the techfile, this is done and works.

Anyway now all new units are also included into CCTP.
The last problem is that you can not open the cultureoverview, you can open it via the toolmanager at least but its very bugged.
 
Where can we download the full BNW mod?

Well i have now a working version, but policy is not included and some missing things here and there.
Also i have encounterd the good old ghost bug for CCTP, so lets wait what the others say.
 
I managed to get CCTP partially working. I deleted social and policy files until the BNW social screen would work. I manually added the files Gilgamech posted in posts 17,22.
I screwed up the civilpedia doing that.
You may already have these fixed but I noted
I am still getting txt localization errors for flax and barley.
I got my first social/policy at 90 and the second one only needs 91 culture more. so the rate increase between them seems wrong.
 
I managed to get CCTP partially working. I deleted social and policy files until the BNW social screen would work. I manually added the files Gilgamech posted in posts 17,22.
I screwed up the civilpedia doing that.
You may already have these fixed but I noted
I am still getting txt localization errors for flax and barley.
I got my first social/policy at 90 and the second one only needs 91 culture more. so the rate increase between them seems wrong.

The fixed files i posted are for the last (not released) version. So any other version will encounter some kind of problems.

Here is a summary what is updated.
*CCTP Buildings updated (not all artifact/artslots placed)
*CCTP Units updated (not the upgrade path)
*CCTP Unitclass (all new units are showing up in game)
*CCTP Technology (now missing diplomatextravote), all showing up
*CCTP ResourceGenerator (big thanks to horem), all showing up
*CCTP Features (new natural wonders added)
*CCTP Leaders ( arabia need to adjust there trait for BNW)
*CCTP Gametext (fixed issues due tech "internet")

Under testing, and not part of CCTP (official)
*CCTP Electricity
*CCTP Mountain yields
*CCTP Great Heros ( should replace great general, a unit that earns cultur and faith for kills, get stronger each era)

To do
*The vanilla policies are only used (there is a lot to do)
*The CCTP mapsystem is not working (massiv lua work needed)
*Not all new buildings, units and technologies are balanced, but are working

Iam now in turn 80 standart, and all looks fine, quick turns and all is working bugfree.
 
Well sended a pm to chrome for more then 30 hours, but he doesnt answered.
So i would like to release a fixed version (without CCTP policies and maps), but i will not do this for my own. So team when you say go i will go.
 
can you also list which files to delete to get it working. I tried deleting all the social and policy files, that fixed the social panel, but broke the tech and civolpeida files.
 
Well sended a pm to chrome for more then 30 hours, but he doesnt answered.
So i would like to release a fixed version (without CCTP policies and maps), but i will not do this for my own. So team when you say go i will go.

I'm working on a better corporations system at the moment. Are there any takers for the Lua that would be required to randomly generate corporations?

I'd like to start out with the monopoly buildings, but I'd like to move them into actual trees as opposed to mere straight lines (I think I've already done that, need to find the file on CivFanatics.) I'll then create companies in various industries, like finance, construction, military, culture, or technology. All corporations will be Lua objects, the buildings merely controlled by them.

This will result in several gameplay changes, if done according to plan:
  • There will no longer be a simple "buy" option for buildings and units; there will be several bidders, different time to completion, and similar.
  • It will be possible to set a tax rate on corporations; too low and you don't get money, too high and they reduce their operations in your country and cut employment.
  • Citizens will be largely privately employed, and will select jobs, either in private industry or government, that pay them best.
  • The state may start corporations or ban some from operating within its borders.
  • It will be possible to, through the World Congress, pass a resolution in favor of fiat currency, where the economic, military, diplomatic, cultural, and scientific progress, coupled with a random element and the amount of currency printed, determine the value of the currency.
  • It will be possible to pass certain social and worker welfare laws.

Again, most of this is only doable in Lua, though I think it should be simple.
 
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