CCTP Working Version Progress

This the right place to leave feedback for the new alpha?


The new stone age needs a few tweaks, notably religion should be pushed further back. Not exactly historically accurate but having to pick a pantheon and religion before you can even see luxury resources on the map is annoying.

Also some of the barbarian camps start with brutes rather than cavemen. I'm not sure if you're supposed to zerg them, ignore them, or what.

And I'm thinking it would make more sense for the settlers to be pushed further back as well(or if it all possible have the stone age cities movable as most tribes were nomadic back then) Maybe have it that you need to complete all stone age techs before entering ancient; and when you enter ancient all of your mobile cities disappear and you're left with the starting settler then? That would be pretty nice as you'd be able to find(and need to hold) valuable spots for when you're later be able to found your first real city. Having AIs with 2+ cities in 9000BC just doesn't seem right to me(on emperor dif)

You might think about re-arranging the starting locations(spots with more lux/strat that usual) are scattered around rather than placed where the players themselves start the game. Or just make it so the players start more randomly themselves. It seems to me a bit gamey that all civs have a chance to win as the game starts out pretty balanced. It would be more realistic if there were isolated civs that weren't found until the late eras(and who were a few eras behind) or if the player could end up as one of these for the challenge. Of course, that wouldn't work well with the current world congress. My suggestion there would be to limit the congress to a few specific civs(era or score related?) and their allies(as it is in vanilla the 'backward' nations are too lone-wolfish late game).

I'm not a coder though, so if this isn't possible, sorry. :blush:

Also I still have the bug where I can only pick Morocco or random on the setup screen(curiously it's fine on advanced setup though I can't see each civs' uniques) Figured I'd post that here rather than make another post in the bug section.

I think that the world congress idea is good, but I'm not sure how it would be coded. It doesn't make sense for a civ that's in the renaissance era when the others are in the industrial/modern to be considered a power that would be considered for a vote in Congress.
 
Well, you could give them fewer seats and the opportunity to found a Legation. Remember, Russia and China were mostly stuck in the Renaissance by the time the 20th century rolled around.
 
Well await the next update tomorrow.
More to fix then i thought, some mayor and minor problems.

Note: mayor changes for terrains.
All terrains has been reworked.
Movement changed for some terrains, also changed the vanilla bonus to be more real.
Means lower slowment and a better adjusted fighting system.
Also tweaked era and gamepacing rules for better game experience.
Well hope this will fit, still some placeholders, but enabled dummy system and some missing updates.
 
The structure for our tech tree GUI either makes no sense or I'm a complete moron -- I remove Atomic Theory and the entire tech tree breaks (As in, doesn't display)? I'm having a really hard time figuring out how I can implement the technology The Electron. I have updated the required techs so that The Electron leads to Atomic Theory (For now) by setting Atomic Theory's prereq tech to THe Electron, and The Electron's prereq tech to Electricity, yet I can still research The Electron from the beginning of the game and it doesn't lead anywhere. Am I missing something here?
 
The structure for our tech tree GUI either makes no sense or I'm a complete moron -- I remove Atomic Theory and the entire tech tree breaks (As in, doesn't display)? I'm having a really hard time figuring out how I can implement the technology The Electron. I have updated the required techs so that The Electron leads to Atomic Theory (For now) by setting Atomic Theory's prereq tech to THe Electron, and The Electron's prereq tech to Electricity, yet I can still research The Electron from the beginning of the game and it doesn't lead anywhere. Am I missing something here?

Well, adding a new technology is one of the most important things in CiV.
Make sure you changed the right document, look what file is updated to the database.
Also dont forget to add the techcat to the right era.
Anyway you can post your file and i will have a look at it.
 
Well, adding a new technology is one of the most important things in CiV.
Make sure you changed the right document, look what file is updated to the database.
Also dont forget to add the techcat to the right era.
Anyway you can post your file and i will have a look at it.

Technologies.sql:
Spoiler :
+SELECT 307, 'TECH_THE_ELECTRON','TXT_KEY_TECH_THE_ELECTRON_TITLE','TXT_KEY_TECH_THE_ELECTRON_DESC','TXT_KEY_TECH_THE_ELECTRON_HELP',0,0,1165,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,'TXT_KEY_TECH_THE_ELECTRON_QUOTE',52,'TECH_ATLAS_1',NULL,NULL,'TECHTREE_MOLECULES',1 UNION ALL
+SELECT 138, 'TECH_ATOMIC_THEORY','TXT_KEY_TECH_ATOMIC_THEORY_TITLE','TXT_KEY_TECH_ATOMIC_THEORY_DESC','TXT_KEY_TECH_ATOMIC_THEORY_HELP',0,0,1165,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,'TXT_KEY_TECH_ATOMIC_THEORY_QUOTE',52,'TECH_ATLAS_1','AS2D_TECH_ATOMIC_THEORY','AS2D_HEADING_TECH_ATOMIC_THEORY','TECHTREE_MOLECULES',1 UNION ALL
+SELECT 139, 'TECH_NUCLEAR_FISSION','TXT_KEY_TECH_NUCLEAR_FISSION_TITLE','TXT_KEY_TECH_NUCLEAR_FISSION_DESC','TXT_KEY_TECH_NUCLEAR_FISSION_HELP',0,0,1398,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,'TXT_KEY_TECH_NUCLEAR_FISSION_QUOTE',56,'TECH_ATLAS_1','AS2D_TECH_NUCLEAR_FISSION','AS2D_HEADING_TECH_NUCLEAR_FISSION','TECHTREE_MOLECULES',2 UNION ALL
+SELECT 140, 'TECH_PARTICLE_PHYSICS','TXT_KEY_TECH_PARTICLE_PHYSICS_TITLE','TXT_KEY_TECH_PARTICLE_PHYSICS_DESC','TXT_KEY_TECH_PARTICLE_PHYSICS_HELP',0,0,1631,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,1,'TXT_KEY_TECH_PARTICLE_PHYSICS_QUOTE',7,'TECH_ATLAS_2','AS2D_TECH_PARTICLE_PHYSICS','AS2D_HEADING_TECH_PARTICLE_PHYSICS','TECHTREE_MOLECULES',3 UNION ALL
SELECT 141, 'TECH_SUPERCONDUCTORS','TXT_KEY_TECH_SUPERCONDUCTORS_TITLE','TXT_KEY_TECH_SUPERCONDUCTORS_DESC','TXT_KEY_TECH_SUPERCONDUCTORS_HELP',0,0,1631,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,'TXT_KEY_TECH_SUPERCONDUCTORS_QUOTE',37,'TECH_ATLAS_3',NULL,NULL,'TECHTREE_MOLECULES',3 UNION ALL

SELECT 142, 'TECH_STEALTH','TXT_KEY_TECH_STEALTH_TITLE','TXT_KEY_TECH_STEALTH_DESC','TXT_KEY_TECH_STEALTH_HELP',0,0,1165,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,5,'TXT_KEY_TECH_STEALTH_QUOTE',3,'TECH_ATLAS_2','AS2D_TECH_STEALTH','AS2D_HEADING_TECH_STEALTH','TECHTREE_MOLECULES',1 UNION ALL


tech flavors:

Spoiler :
SELECT 'TECH_COMBINED_ARMS','FLAVOR_DEFENSE',5 UNION ALL
SELECT 'TECH_ATOMIC_THEORY','FLAVOR_NUKE',25 UNION ALL
SELECT 'TECH_ATOMIC_THEORY','FLAVOR_OFFENSE',10 UNION ALL
+SELECT 'TECH_THE_ELECTRON','FLAVOR_NUKE',25 UNION ALL
+SELECT 'TECH_THE_ELECTRON','FLAVOR_SCIENCE',10 UNION ALL
+SELECT 'TECH_THE_ELECTRON','FLAVOR_OFFENSE',10 UNION ALL
SELECT 'TECH_ECOLOGY','FLAVOR_PRODUCTION',8 UNION ALL


PrereqTechs.sql:
Spoiler :
432 +SELECT 'TECH_THE_ELECTRON', 'TECH_INDUSTRIAL_PROCESSES' UNION ALL
433 +SELECT 'TECH_THE_ELECTRON', 'TECH_ELECTRICITY' UNION ALL
434 SELECT 'TECH_STEALTH', 'TECH_RADAR' UNION ALL
435 SELECT 'TECH_VACCINES', 'TECH_PHARMACEUTICALS' UNION ALL
436 SELECT 'TECH_PLASTIC', 'TECH_REFINING' UNION ALL


GameText.xml:
Spoiler :
<Row>
+ <Tag>TXT_KEY_TECH_THE_ELECTRON_TITLE</Tag>
+ <Text>The Electron ([ICON_RESEARCH]) </Text>
+ </Row>
+ <Row>
+ <Tag>TXT_KEY_TECH_THE_ELECTRON_DESC</Tag>
+ <Text>The Electron was a discovery made in the late 1800s that, for the first time, proves the existence of subatomic particles.</Text>
+ </Row>
+ <Row>
+ <Tag>TXT_KEY_TECH_THE_ELECTRON_HELP</Tag>
+ <Text>Does jack ---- right now.</Text>
+ </Row>
+ <Row>
+ <Tag>TXT_KEY_TECH_THE_ELECTRON_QUOTE</Tag>
+ <Text>[NEWLINE]"This does jack ---- right now."[NEWLINE] - Starfflame</Text>
+ </Row>
+ <Row>
<Tag>TXT_KEY_TECH_CLONING_TITLE</Tag>
<Text>Cloning ([ICON_RESEARCH]) </Text>
</Row>
 
Technologies.sql:
Spoiler :
+SELECT 307, 'TECH_THE_ELECTRON','TXT_KEY_TECH_THE_ELECTRON_TITLE','TXT_KEY_TECH_THE_ELECTRON_DESC','TXT_KEY_TECH_THE_ELECTRON_HELP',0,0,1165,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,'TXT_KEY_TECH_THE_ELECTRON_QUOTE',52,'TECH_ATLAS_1',NULL,NULL,'TECHTREE_MOLECULES',1 UNION ALL
+SELECT 138, 'TECH_ATOMIC_THEORY','TXT_KEY_TECH_ATOMIC_THEORY_TITLE','TXT_KEY_TECH_ATOMIC_THEORY_DESC','TXT_KEY_TECH_ATOMIC_THEORY_HELP',0,0,1165,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,'TXT_KEY_TECH_ATOMIC_THEORY_QUOTE',52,'TECH_ATLAS_1','AS2D_TECH_ATOMIC_THEORY','AS2D_HEADING_TECH_ATOMIC_THEORY','TECHTREE_MOLECULES',1 UNION ALL
+SELECT 139, 'TECH_NUCLEAR_FISSION','TXT_KEY_TECH_NUCLEAR_FISSION_TITLE','TXT_KEY_TECH_NUCLEAR_FISSION_DESC','TXT_KEY_TECH_NUCLEAR_FISSION_HELP',0,0,1398,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,'TXT_KEY_TECH_NUCLEAR_FISSION_QUOTE',56,'TECH_ATLAS_1','AS2D_TECH_NUCLEAR_FISSION','AS2D_HEADING_TECH_NUCLEAR_FISSION','TECHTREE_MOLECULES',2 UNION ALL
+SELECT 140, 'TECH_PARTICLE_PHYSICS','TXT_KEY_TECH_PARTICLE_PHYSICS_TITLE','TXT_KEY_TECH_PARTICLE_PHYSICS_DESC','TXT_KEY_TECH_PARTICLE_PHYSICS_HELP',0,0,1631,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,1,'TXT_KEY_TECH_PARTICLE_PHYSICS_QUOTE',7,'TECH_ATLAS_2','AS2D_TECH_PARTICLE_PHYSICS','AS2D_HEADING_TECH_PARTICLE_PHYSICS','TECHTREE_MOLECULES',3 UNION ALL
SELECT 141, 'TECH_SUPERCONDUCTORS','TXT_KEY_TECH_SUPERCONDUCTORS_TITLE','TXT_KEY_TECH_SUPERCONDUCTORS_DESC','TXT_KEY_TECH_SUPERCONDUCTORS_HELP',0,0,1631,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,'TXT_KEY_TECH_SUPERCONDUCTORS_QUOTE',37,'TECH_ATLAS_3',NULL,NULL,'TECHTREE_MOLECULES',3 UNION ALL

SELECT 142, 'TECH_STEALTH','TXT_KEY_TECH_STEALTH_TITLE','TXT_KEY_TECH_STEALTH_DESC','TXT_KEY_TECH_STEALTH_HELP',0,0,1165,-1,'ERA_MODERN',NULL,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,5,'TXT_KEY_TECH_STEALTH_QUOTE',3,'TECH_ATLAS_2','AS2D_TECH_STEALTH','AS2D_HEADING_TECH_STEALTH','TECHTREE_MOLECULES',1 UNION ALL


tech flavors:

Spoiler :
SELECT 'TECH_COMBINED_ARMS','FLAVOR_DEFENSE',5 UNION ALL
SELECT 'TECH_ATOMIC_THEORY','FLAVOR_NUKE',25 UNION ALL
SELECT 'TECH_ATOMIC_THEORY','FLAVOR_OFFENSE',10 UNION ALL
+SELECT 'TECH_THE_ELECTRON','FLAVOR_NUKE',25 UNION ALL
+SELECT 'TECH_THE_ELECTRON','FLAVOR_SCIENCE',10 UNION ALL
+SELECT 'TECH_THE_ELECTRON','FLAVOR_OFFENSE',10 UNION ALL
SELECT 'TECH_ECOLOGY','FLAVOR_PRODUCTION',8 UNION ALL


PrereqTechs.sql:
Spoiler :
432 +SELECT 'TECH_THE_ELECTRON', 'TECH_INDUSTRIAL_PROCESSES' UNION ALL
433 +SELECT 'TECH_THE_ELECTRON', 'TECH_ELECTRICITY' UNION ALL
434 SELECT 'TECH_STEALTH', 'TECH_RADAR' UNION ALL
435 SELECT 'TECH_VACCINES', 'TECH_PHARMACEUTICALS' UNION ALL
436 SELECT 'TECH_PLASTIC', 'TECH_REFINING' UNION ALL


GameText.xml:
Spoiler :
<Row>
+ <Tag>TXT_KEY_TECH_THE_ELECTRON_TITLE</Tag>
+ <Text>The Electron ([ICON_RESEARCH]) </Text>
+ </Row>
+ <Row>
+ <Tag>TXT_KEY_TECH_THE_ELECTRON_DESC</Tag>
+ <Text>The Electron was a discovery made in the late 1800s that, for the first time, proves the existence of subatomic particles.</Text>
+ </Row>
+ <Row>
+ <Tag>TXT_KEY_TECH_THE_ELECTRON_HELP</Tag>
+ <Text>Does jack ---- right now.</Text>
+ </Row>
+ <Row>
+ <Tag>TXT_KEY_TECH_THE_ELECTRON_QUOTE</Tag>
+ <Text>[NEWLINE]"This does jack ---- right now."[NEWLINE] - Starfflame</Text>
+ </Row>
+ <Row>
<Tag>TXT_KEY_TECH_CLONING_TITLE</Tag>
<Text>Cloning ([ICON_RESEARCH]) </Text>
</Row>

Spoiler :
TE CHTREE_MOLECULES'


Look at this for example. This empty space will cause the whole file to crash.
 
Where i can watch tech-tree?
---
Some tech-relations looks irrational.

CCTP use the multiple techtree. So you have three differnt catagories if technologies in each era. For example in ancient you have Settler, Nomad and Spirit as catagories.

Sure some may look irrational, but look at vanilla.
Also feel free to post some suggestion.
 
CCTP use the multiple techtree.
---
Also feel free to post some suggestion.

But i cannot see tech-tree(s) in current version.
May be you have some pdf, jpg or ppt which you use for planning tech-tree?
---
example:
If i'm right there is "bronze working" which produces tech "Copper work" with opening it resource on the map (Actually it should be backward).
 
But i cannot see tech-tree(s) in current version.
May be you have some pdf, jpg or ppt which you use for planning tech-tree?
---
example:
If i'm right there is "bronze working" which produces tech "Copper work" with opening it resource on the map (Actually it should be backward).

You should always be able to open the techtree (CCTP Tech Pop Up).
If not, then you have ether a bugged version or some other mods break your game.

For pictures, lol no, i work with multiple desktops. So that my way of coding it.
 
But i cannot see tech-tree(s) in current version.
May be you have some pdf, jpg or ppt which you use for planning tech-tree?
---
example:
If i'm right there is "bronze working" which produces tech "Copper work" with opening it resource on the map (Actually it should be backward).

you can never see the whole tech tree at once only 1 era at a time. mods that add techs or even some buildings will conflict with this like the beyond the future mod and can't be used at the same time. if you try using a tech adding or minipilating mod with this it will cause the tree to be invisible (I've tried it)
 
you can never see the whole tech tree at once only 1 era at a time.

Of course. That was incorrect version.
---
But anyway tech-tree and resource system very unorganized.
Actually, [Gilgamesh] are you going to restore the system of monopoly?
 
Changelog:

*Changed the movement cost of some terrains (Snow, Desert and Features).
*Changed the the combat bonus for some terrains and features.
*Overworked the gamepath and eras
*Lowered the ammount of Barbs.
*Changed some settings in the global defines (all marked)
*Changed the gold free units per player to 5 (up)
*Added buildings for the early techs, to avoid ai caveman spam.
*Removed Tree of Live, palace now again from the start.
*Dummy Buildings now all working.
*Added some missing updates to the database.
*Added some icons as placeholder from Spatzimaus.
 
Looks good, so where's the download link?

The mod hasn't been updated in eight days; I suspect something major is in the works on the code side though, with much of the game database migrating to SQL and thereby dramatically cutting down on load times.

Gilgamesch, I don't want to put too much pressure on you, but did you communicate with Horem about Jheral's policy-tree system? That would eliminate a few database files and help us to add more policy trees.
 
@ Hydra235 - Welcome to the forums. :band:

The mod hasn't been updated in eight days; I suspect something major is in the works on the code side though, with much of the game database migrating to SQL and thereby dramatically cutting down on load times.

I have been waiting on what Gilga is up to with the mod before changing any more SQL, he seems to have the coding bug atm and cant put the mod down :)

Gilgamesch, I don't want to put too much pressure on you, but did you communicate with Horem about Jheral's policy-tree system? That would eliminate a few database files and help us to add more policy trees.
Which system is this?
 
@ Hydra235 - Welcome to the forums. :band:



I have been waiting on what Gilga is up to with the mod before changing any more SQL, he seems to have the coding bug atm and cant put the mod down :)


Which system is this?

Its different from fires multiple policies, but may work as a placeholder.
look here



On another note, iam still playtesting maybe 1350 turns now, found some policies that are not working correct or are inbalanced. Tweaked them i hope i finish all this up tomorrow.
There are no mayor changes, just tweaks here and there when i found them.

For the changes i plan after the test is:
*Making Tea and Rubber a luxury resource and remove Tea from the monoply system (for the moment)
*Merge Foundry and Steel Foundry into one buildings.
*Same for Ranch and what ever caled:D

Thats all await the upload and the project file tomorrow.


P.S. Still under massiv testing, but what i can say rom play testing.
The ai uses the new policies in a good way. The netherland are buying all city states, while in war and upgrade them for the front, for example.

The war seems longer, while the defense is more intesive.
Will need more testing, since the combat boni are changed and some new promotions where added to the game.

Early research seems hard for the ai on marathon, but i played as korea and picked the right beliefs so iam not sure.
 
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