CCTP Rebuild

Ok, i understand the problem with the map manager, and i wont touch that thing anymore with pincers. But not to use the custom setup would be a pity.
How about custom created maps with preplaced civs, will they work?

They could work, but it could be that none of the CCTP resources will be placed on this maps.

Also in the version you have, any none vanilla civ will start with agriculture instead of fire, so they get a big advantage in relation to the vanilla ones.
 
Is there a workaround? I thought the map editor loads the mod, and thus the CCTP resources?

Like i said in another post i havnt played for month. Iam not really sure if it willl work or not.

There are workarrounds, but i havnt touched the map editor for years, so i cant say if it will work or not.

Better i say it could be a problem, before you start and then find out it is a problem;)
 
The cctp resources will load with regular setup. The mod loads after you choose it on mod screen(that's what takes so long between that screen and the next popup)

I wanted to know if there are problems when i create a map with the editor.
Because if so, won´t bother with selfmade maps.


Finally, i´ve stopped to play my current game, thanks to long ai turn times
and a more and more instable performance. I need about 3 attempts to load a game,
wich now takes atleast 3 minutes. This, and the civ 5 typical endgame ai weakness,
has taken the fun out for now. I will wait for the upcomming version of CCTP and try it
with 5upt and the highest difficulty for once, because it gets boring to need to cheat, just to have the ai ressembling some kind of threat.

I was getting impatient with the cruel research speed and cheated a bit to quickly go from mid-industrial to the modern era, out of curiosity.

Here are my impressions:

There are many buildings wich provide too little benefit for the associated costs.
By the time you reach that period, cities with 40 + pop are easy to have(for the human player atleast), and these cities usually have a huge output in terms of productions, food, money and research. Building something wich adds 2 or 5 more of this or that at the cost of one electricity is a bad tradeoff. If the ai would build these things, they´d go dark pretty quick.

There is too much money. It´s not only me, the ai big ones make 1 k per turn too.
Often i found myself buying buildings and units instead of building them. They are cheap and you save time. But that should not be so.

There is a lack of manpower providing buildings etc. in industrial. Had i not saved 130
from before, i´d have had problems. The ai can´do that(saving), so it runs into a brick wall.

All waterpower should provide electricity too, not only production boni.

There needs to be a mechanism wich lets the player increase the output of manpower
and electricity without the need to conquer or build new cities. this could be offset by much higher extra costs. F.e., construct one additional powerplant in this city, wich
costs happiness and and 3 times the upkeep. For manpower, it could be a slum or a satellite city.

Depending on the difficulty, the ai needs more help regarding happiness, manpower and other strategic resources. More units would help too.

Up until industrial, the science rubberband mechanic worked pretty good, since then, it´s much weaker.

The ai has a problem with tile improvement, cities with lots of forest grow very slow,
because the ai only builds lumbermills instead of cutting the forest.

The pop numbers of ai cities in my savegame are not original, i did increase it manually to boost the ai.

I manually increased the unhappiness of egypt to about 100 to provoke a revolution,
but nothing happend after 10 rounds.

I know you guys have put alot of your time in this mod, and most likely you were already aware of most or all of these things. I´m just trying to give you some feedback
about balance issues, maybe they are of use.
In any case, keep up your great work, and don´t forget it´s summer out there!
:beer:
 
Thanks for the feedback. Gilga is already implementing a better ai and working on balance issues. Also there has been some modifications to electricity and manpower.

As far as the loading and turn times, this is also an issue with the vanilla game, especially on large and huge maps. There was once a lua to help speed up turn times, but I'm not sure if it's still compatible, if I have time I'll have a look. I have also read large numbers of workers among the other civs can really slow down turn processing.

Thanks again for feedback, it always helps to know what people think, and changes they'd like.

BTW, it has been reported that defragmenting the drive civ is installed on helps speed up times, also enabling quick movement.
 
Where should i start:shifty:

The ai is a general problem in CiV, this is the reason why so many modder try to improve them.

For 405 (Neo) we changed several parts and inlcuded the smart ai mod.

You still need Whowards dll to use this.

The balancing of this mod is very difficult, since we are only two active modders here....

For the Manpower, there are improvements that provide Manpower, so building a lot of them will increase the number you own, this also counts for city states, make them your friends and you get additional MP.

Sure i can add a upgrade system for some plants but iam not sure if this is what i want.

Thanks for the feedback, and dont try to guess how many hours we spend into this mod, this would make you and us crazy :crazyeye:
 
For the turn times, CiV doesnt support multi cores at all , try something like crossfire to improve the turn speed.....
 
One of the Policies in Patronage isn't showing up, it says # of 10 policies, and in IGE it lists a 10th policy, this prevents the tree finisher bonus to be impossible to unlock
 
One of the Policies in Patronage isn't showing up, it says # of 10 policies, and in IGE it lists a 10th policy, this prevents the tree finisher bonus to be impossible to unlock

Yeah its a bug in this version:rolleyes:, there is only the chance that you can adopt the policy with IGE f.e.

This bug is solved in the upcoming version.
Thanks for the report.
 
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