CCTP Rebuild

The database log is in C:\Users\Username\Documents\My Games\Sid Meier's Civilization 5\Logs

you need to have logging enabled, if you don't, open config.ini file usually in the C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5 folder

Change:
ValidateGameDatabase = 0
LoggingEnabled = 0
to
ValidateGameDatabase = 1
LoggingEnabled = 1
you will need to restart game to write log, but you only need to go until the mods are loaded after you leave mod load screen, you don't need to actually start playing.
 
Jip with this version, the altered starting time was not implented.
Missed that or what ever.

Due the features CCTP already got, i tried something with pacing and balancing of Speed in general.

Its something i worked on maybe you will get a look on it.:=)
 

Attachments

Do you have techs for the new eras, or just plan on reassigning current ones?

Also do you plan on neolithic era for 10,000 BC, and assigning the fire, hunter-gather type techs to it?

The game pace will definitely need adjusted for that:)

For me, I just did a little mod that adjusted the pace in my game.


While looking into the techfiles there where more then 380 technologies.
With the ones not mentioned, i think we hit the 400 mark.

I would like to splitt the current eras in at least two or three additional ones.

But this would need some lua work, all new eras need to be included. (The files in the Tech direction)

Back to the 10000 bc stuff.
Well there where a lot of things i worked on, like resources (obsidian/flint), new units (wolf would replace barbarian caveman until some techs are discovered).
Also a overworked update tree for distance units like Fireeater, Slinger etc....
New improvements like the tiki, also the ability to plant forest and jungles (later eras).


BTW and not direct related, but i read, since you included the tree of life back into CCTP. (;))
You encountered some little problems, mostly when playing with modded civs.
This is a known problem and whoward allready solved this with some sql lines.
Cant find the link right know, but i think i copied the code already will look at it.
 
I saw there is a prehistoric mod by carloscodex that starts w/ the dawn of man. I haven't tried it yet, but didn't know if it (or parts of it) could be incorporated since it has some of the things you mentioned. Would have to redo the techs since since it's based on vanilla, and one path.

Just a thought.

Also, for the wolves, since they started domesticating us;) some 32,000 years ago, maybe there could be a domestication tech to obsolete them.

I was also wondering, but haven't looked into it, could civs start with villages that develop into cities?
 
great merchant can start a new city.
Playing as the english.

Ok, It's a file that was in the mod, but hadn't been activated before. It was within the art files so I included it w/o looking at it.

it's: Art/Various/SUMMARY/GMFIX.xml, just delete it and merchant won't build.

Thanks.

BTW I added versions for Whowards DLL's as someof the aspects of the mod required them, but there were a few conflicts in regular version.
 
Jip this was one the the features i was working arround.
A change to allow the venetian merchant to settle a city, but since the ai got there problems with new functions, this is something only the player get advantage from.

For Whowards DLL mods, not all are compatible or at least in my last tests (weeks ago).
So iam not sure what needs to be updated.
On the other hands , mods like riverconnection where on the todo list for CCTP.
 
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