CCTP Rebuild

What i´ve guessed for a few turns has now proven to be true:
Buildings newly bought with faith such as pagoda and cathedral have stopped giving
happiness bonus, while culture and faith still works. Bug or feature?
Btw., i´m only using the cctp build with the 32 civ dll plus the ingame editor v. 39 (just for testing, i swear :cool:).

Just wanted to add Pagoda and Cathedral are vanilla buildings and not modified in CCTP.
 
yeah that is the merged dll the v1 is the one howard made. the other dll is deleted like it says to do in howards thread but both have to be active. I'll try again tomorrow with them other mods disabled.

I use the strange religion mod (old nerd who likes to have church of Star Trek), and it doesn't cause any problems as it just adds so new religions.

For the diplo mod, first it tends to load before CCTP which causes problems as it modifies tables that cctp then changes, also there are a couple errors in the mod. I modified the mod for another user (removed the dll, set cctp as dependency so it would load first, and fixed the errors). I am not sure if it fully works as I have not had the time to completely test, and haven't heard from other person.

If you would like to test I could pm you with link.(don't want to post as I haven't gotten permission from creator)
 
Just wanted to add Pagoda and Cathedral are vanilla buildings and not modified in CCTP.

Thats right mate, but you need to add that we changed the happiness system in CCTP a lot, so it might look for new players like a bug, since not all happiness is complete shown in game.;)

But iam happy that no one reports a massiv unhappiness or happiness at all.
 
ok i disabled them mods including the diplo mod and made it t turn 74 this time but had to quit it was already unbearable to play. was getting 1 minute+ waiting time the damn shoeshone alone were taking 30+ seconds to do their crap! this was with just 12 civs and 20 cs
 
Could you post the lua log if you haven't restarted. Just wanted to make sure civ wasn't getting stuck in a loop or anything.

Long turns are somewhat synonymous with civ v, but usually it's later game, and with more civs, and especially on larger maps. Before I started messing with this mod, I had played a game using a giant map, and with a lot of civs, by mid to late game I was actually getting up to do other things, or playing another game on a pad or phone because the turns took sooo long.
 
I had played a game using a giant map, and with a lot of civs, by mid to late game I was actually getting up to do other things, or playing another game on a pad or phone because the turns took sooo long.

Some people reported that they learn other languages between turns:lol:

But yeah playing another game, while CiV is working is a known problem, even with a beast of computer.

Once also i cleaned my house during the turns, that was a funny time all was so clean.
 
When first I tried this mod, the game would take sometimes 15-20 minutes to even load. Then when it did I would get all kinds of problems.

Now, I can't believe it, but I just actually finished a game!!

I wanted to thank you guys for all your work. Great job!
 
When first I tried this mod, the game would take sometimes 15-20 minutes to even load. Then when it did I would get all kinds of problems.

Now, I can't believe it, but I just actually finished a game!!

I wanted to thank you guys for all your work. Great job!

It was a dumb loop in the technologies, that forced the game to load that long.

I need some feedback for Manpower and Electricity, was it balanced or have you noticed a problem so far?

And cheers;)
 
I really don't know how manpower is supposed to work. I did wonder why some wonders required it, and others I was able to build without it. It did seem to keep things more balanced, as before I could almost have a monopoly on wonders.
 
I really don't know how manpower is supposed to work. I did wonder why some wonders required it, and others I was able to build without it. It did seem to keep things more balanced, as before I could almost have a monopoly on wonders.

All wonders will need Manpower, related to there era. This also counts for some special buildings and units.

In the current version some entries are missing, i need to fix this.
 
Could you post the lua log if you haven't restarted. Just wanted to make sure civ wasn't getting stuck in a loop or anything.

Long turns are somewhat synonymous with civ v, but usually it's later game, and with more civs, and especially on larger maps. Before I started messing with this mod, I had played a game using a giant map, and with a lot of civs, by mid to late game I was actually getting up to do other things, or playing another game on a pad or phone because the turns took sooo long.

log attached. i found it really weird since them turn times don't usually happen with me until i have gotten to at least the modern era. and i have a godly machine :P
 

Attachments

Not sure what this error is:

Spoiler :
ControlBase::SetColor could not be called: 1 values on stack. Expected 1 parent table and 1 argument.


I have never gotten it before, maybe Gilga is familiar.

Iam out of clue, if you get is error without CCTP i would say a error with the core game.
It looks like a table couldnt loaded proper and therefor this output, but i dont know where it come from, maybe one of the the reactivated parts is buggy.

Edit i google the outprint and i found this.
https://malwr.com/analysis/MTVlMTAwZjA3ZmUzNDlhYTg5Y2Q0ZTY5ZTMwNDViZmI/
 
the only mods i use now with this are:

ui city expansion
dll v53
city limits
promotions ancient ruin choice
tofts flag icons
strange religions
default strange religions (both confirmed to work above)
map pins and auto map pins
rotate start positions

moduser data was clear before start



a virus?!

Nah i dont think its virus. but it was the only thing i could found on the net so far.
Since your log shows a colour problem, and if all was you saying is correct, then it could be on of the mods you play with, that uses settings for new colours, could be the problem.
 
So is it possible to run Diplomatic mod with CTTP?

If you would like to get a honest answer, it will cost much work.

I think the problem is between diplo mod and whowards dll since only one can be used. I did a build of the diplo mod where I removed the dll and fixed a couple errors. I don't want to post it since it's not my mod, and haven't gotten permission.

I will send you a pm with a link so you can test it out if you like. Just make sure you have Whowards diplomatic features mod as this turns on the required portion of the dll.

I ran a quick test and got no errors/conflicts in logs, but don't have time to play long enough game for trades to run through.

He sended you a pm, and they above quate is your answer?

Diplo mod still does not work.

If Gyogen is willing do to this work fine, otherwise you need to choice between the mods, and play only with one of them.

My time is very limited and i cant dig the Diplo Mod, to find why this happens.
If i would do, the upcomming update would take much more time, sorry :cry:
 
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