CCTP Rebuild

the only mod that i know would change colors is tofts flag mod?

Thats what i also think, but i havnt tested it so far.

Still busy with technologies and related stuff.
 
Gilgamesch, maybe you would add these new options trading with Diplomatic mod to the CCTP?

Even when i would include them, there would be still the same problem, only one dll mod at the same time.

Iam not very familar with C++, its a horror for me, iam happy to write some lua code that workes.

I got so much places that need work and all takes times.

So i only can guess that incorporating the diplo mod would cost me days not hours.
 
Turn 1152, medieval:
There is a problem with the espionage system, it only show two of my cities and i cant move my spies there. After 100 or so turns in the medieval,
it finally shows the cities of other players. I was able to send my first spy but not the second.

There seems to be a lack of must have wonders and techs in this period.
Most are of the culture/faith variety with slots for great people. Balancewise the nonpermissive mp-costs force me to skip most of them, so the ai gets a lot
of them too(wich is good). Btw, what happens to my mp, when i "liberate" these cities later on? If i have to bear the full mp cost, i´m going to avoid enemy cities with wonders, lol.

At king level, the rubberband mechanic for techs works really strong, i wonder whats it like in higher levels.

Maybe it would be a good idea to give the ai a strategic ressource and mp boost. I often find myself plopping iron mines and other stuff in their territory.

Finally, i cant do nothing with the admiral(suicide mechanic), what for is he good then? (Kind of like in real life.)

Cheers, Mat.:)


Edit: Was able to move second spy, but now can´t move both spies anywhere else, the "move"-button doesn´t work.
Other player´s cities are only shown after pressing the green "population"-button.

I make way too much money, ca. 2k per year with 15 cities.
 
Turn 1152, medieval:
There is a problem with the espionage system, it only show two of my cities and i cant move my spies there. After 100 or so turns in the medieval,
it finally shows the cities of other players. I was able to send my first spy but not the second.

There seems to be a lack of must have wonders and techs in this period.
Most are of the culture/faith variety with slots for great people. Balancewise the nonpermissive mp-costs force me to skip most of them, so the ai gets a lot
of them too(wich is good). Btw, what happens to my mp, when i "liberate" these cities later on? If i have to bear the full mp cost, i´m going to avoid enemy cities with wonders, lol.

At king level, the rubberband mechanic for techs works really strong, i wonder whats it like in higher levels.

Maybe it would be a good idea to give the ai a strategic ressource and mp boost. I often find myself plopping iron mines and other stuff in their territory.

Finally, i cant do nothing with the admiral(suicide mechanic), what for is he good then? (Kind of like in real life.)

Cheers, Mat.:)


Edit: Was able to move second spy, but now can´t move both spies anywhere else, the "move"-button doesn´t work.
Other player´s cities are only shown after pressing the green "population"-button.

I make way too much money, ca. 2k per year with 15 cities.

Thanks for the report.

*Manpower is a way (still under work in that version) to keeps things at some level of balance. In the industrial and modern era its also relevant for many military units.

*For the spies, well i thought the bug was gone, will take a look what is causing this.

*For the wonders, the yield balance was someting i worked on in the the past, but its still not implendet.

*The admiral is someting that need some more words. You know what the Great General can do, and i also want this for the Admiral. So i coded it in the same way, only to figure out that the important parts are hardcoded.
This means the devs of BNW, just avoided to being modfriendly instead they released some code that cant be altered in a easy way.
This is the case with the admiral, i cant give him the ability to attack!
So why i still feel he is underpowered in vanilla, i decided to give him some power to defend him self better then in vanilla.
Currently i have some other use for him, but i will look if i will implend it in the next version.

*For the gold, since this is still a work under progress, i can only say balancing a mod of this size isnt easy. It would help me, if you also could give me some examples why you get that much money. For example do you picked some related beliefs or constructed some wonders, and then the gold level increased that much.

*And again the spy bug, can you send us the lua log of this game i would like to get a view on it, so i might understand why this happened.
 
I did of course everything to make money, picking the right wonders and cultures.
A simple solution would be to implement some kind of inflation, if that is possible.
Btw., my year counter doesn´t work, after 100 turns or so it changed o several thousand AD.
Also, i need a little help how to save that lua log.
I start my save game with the fire tuner open, alt tab back and see all the panels.
Then what?:confused:
 
Lol simple solution;) , the best way is to reduce the % boni for gold.
Also to overwork several yield entries, so far i did the most part, will be implendet in the upcoming version.

To enable logging please follow the link above.
http://forums.civfanatics.com/showthread.php?t=487482

Each time you start a CiV, the old logs will be overwritten, please when you encounter a bug make a copy for us, this is the best way to correct it:D

For the timeline, yeah i know, i just didnt changed the starting year, for that the time is running out of any realism , sorry.
 
Thanks for the logs, i think i found the reason.
Just a quick question to be sure, did you adopted the policy "Secularism".

Its the policy that grand one free spy, but since this is done by a hidden building, you recieved this bug.(long story)

Thanks for mention it)
 
I´m still in the medieval period, so secularism can´t be the problem.
Btw, the unemployment is way too high. Rome now has 78 people living there, but 16 are without jobs. Thats 20 %, while in reality it´s only 6 %.:crazyeye:
 
Well then, I started playing without Diplo mod, but again I have crashes. Could someone take a look at the logs and write what is wrong?
 

Attachments

I´m still in the medieval period, so secularism can´t be the problem.
Btw, the unemployment is way too high. Rome now has 78 people living there, but 16 are without jobs. Thats 20 %, while in reality it´s only 6 %.:crazyeye:

Hmm, CiV was never developed for realism.
What should i say i doesnt played this game since month, all my time is spended into this mod.:rolleyes:
 
Well then, I started playing without Diplo mod, but again I have crashes. Could someone take a look at the logs and write what is wrong?

With just a quick look, 1st there are a lot of errors related to another mod/mods you have running.

2nd one, or some of these mods conflict with cctp causing errors with it.

Some of the mods use duplicate tables/ columns etc. as cctp this causes those cctp files to have errors and not load correctly.

What else do you have loading?
 
Hmm, CiV was never developed for realism.
What should i say i doesnt played this game since month, all my time is spended into this mod.:rolleyes:

That sucks, because it´s fun. Btw., i compared my Rome unemployment rate to the
real one in jest, not because i was complaining. That said, there is a small balance issue here, maybe by adding buildings wich could "eat up" the people wich have no jobs would solve that (like the colliseum,lol). A group of buildings, wich would have space for many heads, to be used for an increase in production, science, gold, culture, espionage or food, but would have high costs in one or more of these ressources as well. depending on how many heads you put in.
Example:
Factory- space for 5 heads, each produces a number of hammers, but costs a number of gold/food.
Variations and combinations of this could be created for all the ages and ressources.
It could maybe even implemented in existing buildings, by adding more slots and giving the heads a cost.

Anyway, you probably already know how to balance the new version of the mod.
I hope that you find more people who can help you to finally finish it.
So that you can finally play it as well. :king:
 
Earlier everythings worked together, but recently I added a few new modifications.
Spoiler :
[RFE] Colonies! (v 4)
AI - Secondary Workers And Settlers (v 1)
AI - Smart (v 2)
Buildings - Guilds Great Work Displays (v 2)
Promotions - Flagship (v 1)
Cultural Capitals (Brave New World Edition) (v 16)
DLL - Various Mod Components - 34 Civs (v 52)
Emigration (v 5)
EuroVision Song Contest (v 1)
Global - 2 Units Per Fort (v 1)
Global - 2 Units Per Tile (v 2)
Global - 3 Units Per City (v 1)
Global - Air Routes (v 1)
Global - Barbarian XP Level 6 (v 2)
Global - City Bombard Range (v 1)
Global - City Forest Bonus (v 3)
Global - City Working Distance (v 7)
Global - Civilians Move After Purchase (v 2)
Global - CS Raze Rarely (v 2)
Global - GA Happiness (v 1)
Global - Great Work Research (v 3)
Global - Great Work Vaults (v 2)
Global - Raze Major Capitals (v 1)
GlobalRazeMajorCaoitals
Historical Religions Edit (BNW or GK) (v 32)
Improved Nuclear Missiles (v 6)
Improvement - Airbases (v 12)
Improvement - Pontoon Bridge (v 2)
Improvement - Tunnel (v 3)
InfoAddict (v 22)
Ingame Editor (v 38)
More Great Musicians
More Great Works (v 3)
More War (v 3)
Promotions - AntiAir Specialisations (v 1)
Promotions - Extra Cargo (v 5)
Promotions - Flagship (v 1)
Promotions - Siege Defensive Terrain (v 2)
Promotions - Terrain Crossing (v 3)
Quick Turns (v 9)
R.E.D. Modpack (v 27)
Tech - Satellites Reveal Cities (v 9)
Trait - River Connection (v 2)
UI - City Expansion (v 14)
UI - City Production (v 14)
UI - Enhanced Rankings (v 13)
UI - Improved City Banner (v 6)
UI - Trade Opportunities (v 27)
Units - Multiple Upgrades (v 2)
YnAEMP DLL Leader fix for BNW (v 2)
 
Earlier everythings worked together, but recently I added a few new modifications.
Spoiler :
[RFE] Colonies! (v 4)
AI - Secondary Workers And Settlers (v 1)
AI - Smart (v 2)
Buildings - Guilds Great Work Displays (v 2)
Promotions - Flagship (v 1)
Cultural Capitals (Brave New World Edition) (v 16)
DLL - Various Mod Components - 34 Civs (v 52)
Emigration (v 5)
EuroVision Song Contest (v 1)
Global - 2 Units Per Fort (v 1)
Global - 2 Units Per Tile (v 2)
Global - 3 Units Per City (v 1)
Global - Air Routes (v 1)
Global - Barbarian XP Level 6 (v 2)
Global - City Bombard Range (v 1)
Global - City Forest Bonus (v 3)
Global - City Working Distance (v 7)
Global - Civilians Move After Purchase (v 2)
Global - CS Raze Rarely (v 2)
Global - GA Happiness (v 1)
Global - Great Work Research (v 3)
Global - Great Work Vaults (v 2)
Global - Raze Major Capitals (v 1)
GlobalRazeMajorCaoitals
Historical Religions Edit (BNW or GK) (v 32)
Improved Nuclear Missiles (v 6)
Improvement - Airbases (v 12)
Improvement - Pontoon Bridge (v 2)
Improvement - Tunnel (v 3)
InfoAddict (v 22)
Ingame Editor (v 38)
More Great Musicians
More Great Works (v 3)
More War (v 3)
Promotions - AntiAir Specialisations (v 1)
Promotions - Extra Cargo (v 5)
Promotions - Flagship (v 1)
Promotions - Siege Defensive Terrain (v 2)
Promotions - Terrain Crossing (v 3)
Quick Turns (v 9)
R.E.D. Modpack (v 27)
Tech - Satellites Reveal Cities (v 9)
Trait - River Connection (v 2)
UI - City Expansion (v 14)
UI - City Production (v 14)
UI - Enhanced Rankings (v 13)
UI - Improved City Banner (v 6)
UI - Trade Opportunities (v 27)
Units - Multiple Upgrades (v 2)
YnAEMP DLL Leader fix for BNW (v 2)

Emigration, as well as several of the global mods are already built into CCTP, a couple of the promation such as terrain crossing is in the dll rebuild(also in regular, but doesn't work w/o dll)
 
That sucks, because it´s fun. Btw., i compared my Rome unemployment rate to the
real one in jest, not because i was complaining. That said, there is a small balance issue here, maybe by adding buildings wich could "eat up" the people wich have no jobs would solve that (like the colliseum,lol). A group of buildings, wich would have space for many heads, to be used for an increase in production, science, gold, culture, espionage or food, but would have high costs in one or more of these ressources as well. depending on how many heads you put in.
Example:
Factory- space for 5 heads, each produces a number of hammers, but costs a number of gold/food.
Variations and combinations of this could be created for all the ages and ressources.
It could maybe even implemented in existing buildings, by adding more slots and giving the heads a cost.

Anyway, you probably already know how to balance the new version of the mod.
I hope that you find more people who can help you to finally finish it.
So that you can finally play it as well. :king:

Once i created a mod for this, to avoid massiv unemployment, maybe i will upload it to the workshop.

So i attached the mod to my post, it should work with your save game, but iam not 100% sure:D
Oh and it could be that the mod is almost in german, was a privat mod.

But there is a problem with specialist at all, for example korea get massiv advantage when using a great number of citizen.
Also we have included the increase city range, that means a lot more citicen can work the land.
 

Attachments

Earlier everythings worked together, but recently I added a few new modifications.
Spoiler :
[RFE] Colonies! (v 4)
AI - Secondary Workers And Settlers (v 1)
AI - Smart (v 2)
Buildings - Guilds Great Work Displays (v 2)
Promotions - Flagship (v 1)
Cultural Capitals (Brave New World Edition) (v 16)
DLL - Various Mod Components - 34 Civs (v 52)
Emigration (v 5)
EuroVision Song Contest (v 1)
Global - 2 Units Per Fort (v 1)
Global - 2 Units Per Tile (v 2)
Global - 3 Units Per City (v 1)
Global - Air Routes (v 1)
Global - Barbarian XP Level 6 (v 2)
Global - City Bombard Range (v 1)
Global - City Forest Bonus (v 3)
Global - City Working Distance (v 7)
Global - Civilians Move After Purchase (v 2)
Global - CS Raze Rarely (v 2)
Global - GA Happiness (v 1)
Global - Great Work Research (v 3)
Global - Great Work Vaults (v 2)
Global - Raze Major Capitals (v 1)
GlobalRazeMajorCaoitals
Historical Religions Edit (BNW or GK) (v 32)
Improved Nuclear Missiles (v 6)
Improvement - Airbases (v 12)
Improvement - Pontoon Bridge (v 2)
Improvement - Tunnel (v 3)
InfoAddict (v 22)
Ingame Editor (v 38)
More Great Musicians
More Great Works (v 3)
More War (v 3)
Promotions - AntiAir Specialisations (v 1)
Promotions - Extra Cargo (v 5)
Promotions - Flagship (v 1)
Promotions - Siege Defensive Terrain (v 2)
Promotions - Terrain Crossing (v 3)
Quick Turns (v 9)
R.E.D. Modpack (v 27)
Tech - Satellites Reveal Cities (v 9)
Trait - River Connection (v 2)
UI - City Expansion (v 14)
UI - City Production (v 14)
UI - Enhanced Rankings (v 13)
UI - Improved City Banner (v 6)
UI - Trade Opportunities (v 27)
Units - Multiple Upgrades (v 2)
YnAEMP DLL Leader fix for BNW (v 2)

Dont use this mods.
Improvement - Pontoon Bridge (v 2)
Improvement - Tunnel (v 3)
Promotions - Extra Cargo (v 5)
Promotions - Flagship (v 1)
Promotions - Siege Defensive Terrain (v 2)
Promotions - Terrain Crossing (v 3)
More Great Works (v 3)
Emigration (v 5)


Oh moafs mod:D, iam not sure if it compatible, didnt played it a long time.
Cultural Capitals (Brave New World Edition) (v 16)

In general the more mods you use the more is the chance of getting a conflict.
Dont forget to clean your cache and moduserdate, when starting a new games, with different mods, this also causes problems.

From the logs you have so many errors that i could write a roman about that;)
 
Back
Top Bottom