CCTP Working Version Progress

lol nice, but i will not pay for it, and i have not done any blender work so far, so i doubt that i would can do it in a quick time.

If someone is willing and has the wisdom to do it, pleace help us;)

The second and third ones are free. But then, if you cannot make it, maybe Bladess can help us.

Regarding multiple policy trees, you might want to read this and contact Jheral to see if he is done yet. Incorporating it would help immensely with our mod, and allow more policy options per branch to boot (thus increasing the rate at which SPs are earned).
 
The second and third ones are free. But then, if you cannot make it, maybe Bladess can help us.

Regarding multiple policy trees, you might want to read this and contact Jheral to see if he is done yet. Incorporating it would help immensely with our mod, and allow more policy options per branch to boot (thus increasing the rate at which SPs are earned).

Yes i know this threat , but this a part where we need FiresForever help.
This also count for the map system and the white rabbit version.
Also for the Api functions and lua related files.

Since BNW many files have changed, and while working and including new projects.
This will be a standalone mod, compatible with a few mods that not alter CCTP db files.
So making a CCTP of the CiV Universe is my goal, since it seems its on me to push this mod forward, i take all help that is granted,

Many thanks to all other modder outthere who allowes to share and to contribute to this mod,
This community project is a open source project, so i suggest all to join or help us.
 
I know that very few mods are compatible with CCtP; however, I think it will be worthwhile to make room for Jheral's mod. Given that it is fully done, it shouldn't even be that hard to integrate it into CCtP.

If we don't get a response from Jheral by Friday, then we can release what you already have as a v4 alpha version and soon after put in multiple policy trees. Maybe you could spend next week fine-tuning religious beliefs and policy, then releasing it as v4.0.

Speaking of that, we should have a more solid versioning system; the first number of the version number could be modified only in the case of epochal changes to game mechanics, such as the addition of entire eras or the introduction of underwater settlement. The second number can be altered for smaller changes, such as the addition of a small number of techs or buildings, maybe for UI tweaks, but nothing with the potential to severely alter the game. The third number would be only for minor hotfixes or tweaks to the game. Alpha, beta, and stable statuses should also be given to each version based on stability.

For example, a version number may be v4.3.1 stable; this is the fourth major release, with three small updates and one hotfix/small set of minor tweaks. Does this sound good?
 
If we don't get a response from Jheral by Friday, then we can release what you already have as a v4 alpha version and soon after put in multiple policy trees. Maybe you could spend next week fine-tuning religious beliefs and policy, then releasing it as v4.0.

Nah will play the first time the mod since weeks, didnt get to this point while coding for it.
 
Nah will play the first time the mod since weeks, didnt get to this point while coding for it.

Well, if you find the time then you should do it. I can probably help with policy text when Jheral's mod is incorporated (which should be a must for v4.1). Thereafter we can add new policies, more resembling the original CCtP.
 
For example, a version number may be v4.3.1 stable; this is the fourth major release, with three small updates and one hotfix/small set of minor tweaks. Does this sound good?

CCTP V4 is a complete restart.
Much more deepness, while missing old containt.
But thats another point, Version 3 was released a year iirc before, also G&K or correct me if iam wrong.

But with my changes along with BNW its no more the same as before.
Its not my work, maybe not all:lol:

Nah just trolling, so getting to restart anothers work is always a new way to see things.

In this case a mayor update, that cames in few stages and the last will arrive friday.
Most of the code are not complete speeded up. This will follow in one of the next updates.
 
I do appreciate your work so far, but I think that we need to go beyond the mere addition of more buildings, units, and whatnot. We need to implement brand-new game mechanics; that's where the real fun of a mod comes. Underwater cities is one that can be done with Lua, quite easily in fact (I did it in IGE).

Again, if someone finds out how to do multiple maps, we should be eternally grateful.
 
Maybe have multiple savegames for each "game", one save for each planet, and maybe have some sort of script that transfers units when you send guys over to the other planets? Would that be possible?
 
Maybe have multiple savegames for each "game", one save for each planet, and maybe have some sort of script that transfers units when you send guys over to the other planets? Would that be possible?

I was thinking about that, to be honest, but it would require MASSIVE amounts of memory on the Huge maps we all know and love. Another wa is necessary, even if the savegame idea is the "lazy" way to go.
 
Juhu iam done, will upload it, but this take some time my internet is very lame here.

When the version is uploaded we will post the link....
 
Ok upload is done, Horem will change the
first post of the Download thread.
And after that he will post the GitHub link.

For this version, i removed the priest specialist, because he broke the techtree lol.
Fixed the enourmos cost for modern units. Also all modern units will need resources.

There will be some wrong textfiles for vanilla and CCTP. This will be changed, now we got the time, i dont plan to add more wonders or buildings at this state to the Mod.

Also i hope that all resources will show up correcty, if they dont maybe horem is right with his SQL wisdom.

Like ever when you encounter a bug or have ideas or suggestions please post it.

I wish you all much fun playing this version....included me didnt get to play it at all.
Will start in the Stone Age a marathon game on decimatus, hell this will be a struggle...
All the best
Gilgamesch
 
Downloaded, installed and runs OK. no resources probably as intended, only starting with settler and caveman, presumably as intended, but the last version also started with worker and scout.
 
Just had a 40 hour long day, so shan't playtest till the weekend, but again, DL'd and installed. Runs ok, IGE shows resources are spawning in well and good. Can't confirm revealing them yet, but I'll do a playthrough this weekend with a notepad for feedback/bug reporting.

Thanks for the effort, as ever. :)
 
Downloaded, installed and runs OK. no resources probably as intended, only starting with settler and caveman, presumably as intended, but the last version also started with worker and scout.

Scout and worker have now a pretech request, starting in classic will grand this units, but not in the ancient times.
 
Just had a 40 hour long day, so shan't playtest till the weekend, but again, DL'd and installed. Runs ok, IGE shows resources are spawning in well and good. Can't confirm revealing them yet, but I'll do a playthrough this weekend with a notepad for feedback/bug reporting.

Thanks for the effort, as ever. :)

Cheers, should work all but you never know.
Will also start tomorrow, iam down:rolleyes:.
 
You will notice that manpower is also given by some Spezial improvements like manufactory or citadel.
My plans for the future where that also units from the industrial time on (only front units like infantry)will need Manpower.
Its silly about think of a war without people just guns.
But thats minor, the balancing part is now the most important part.
Since we have new beliefs and polices, also buildings and wonders.
We need to keep this mod balanced. This count for all eras and game speeds.

When you find unbalanced buildings, wonders or anything that is not working let us know.
 
I see v4 made the start date earlier. This is just a personal thing, but I think that the mod should add a Prehistoric Era if it's possible ( It might be too hard with the GUI. I haven't looked into the tech tree's code yet).
 
Some techs are listed several times, for example Fire leads to tools twice. Does not seem to hurt anything

If you pick liberty before you can build a settler, you don't get the free one, Probably the same thing for Honor and free warrior. I picked tradition and still had zero culture in the city and the other values (gold, science, ect) did not seem to change either. So Tradition did not seem to work. Of the four available early policies at least 3 either have disadvantages or problems.

One possibly solution might be the first policy should be delayed from 70 culture in my game to a number like 300 ish culture , to allow time to get at least some of the needed techs first?

Observation that money may be a bigger problem early. With starting caveman, 2 more caveman from Chiefton's Hut, and the only choice for building is more caveman I was at negative income by turn 46. I choice not to buy the bonfire because of the maintenance cost. This is not catastrophic because you can still get money by meeting city-states, from goody huts and killing barbarian camps. Also if your goody huts grow your city, that will usually add a money also. This is not broken, but any future changes in the early stone age should not make the money situation any worse.

The tech tree for the ancient period is confusing because many of the early techs branch to or from one of the other pages. Probably a single stone age page, may be needed to lead into the 3 ancients pages.

All three of the policies involve the capital. Could the computer be having trouble identifying the capital without the palace being there?
 
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