CCTP Working Version Progress

Gilgamesch

Ancient Alien
Joined
Dec 15, 2010
Messages
2,228
Location
good old germany
Now CCTP 4.05 for playesting released


CCTP V.4.05 is out

For playtesting please download CCTP 405
Dont enable any other Version of CCTP or the CCTP Teaser.
The best would be, remove the older version of CCTP from your mod folder, clean your cache and for reporting bugs please enable the logging system.

Suggested mods are Whowards dll mod (last non Beta version), UI Enhanced Rankings (important to see what the ai does) and as always the famous IGE mod.


I hope you enjoy it and you know any feedback is welcome.



We need artist support, if you can help us we will gladly name you for your art and your help. Your work would be seen by many users and you would do a favor for them.

Hey all,
where to start?

Its a long time since Decimatus started the Procyclon Call to Power Project.
You may know it as CCTP, its a mod under long work with deep thought and real feelings.
Its now on me to keep care on this little diamand.
So i went a little big bigger, included lot of work done by other modders (with full credit), created new features, codes 1000000, lines of code.
Included more then 350 Technologies, more then 300 Wonders and Buildings.

New Resources that ether need buildings or allowes buildings to build.

A overworked techtree.
The Stone Age is just the last past of the rework.

From the stars to the sky, thats while i like and i play CiV.

I realy hope you all enjoy the latest updates on the Community Call to Power Mod.



If you would like to help us with this mod, feel welcome and contact me.

Edit: I updated the link to the last version in progress, please follow the instructions on the linked site.[
 
*Added Text support for all of the CCTP buildings and wonders.
*Fixed a problem when the names where not shown correctly.
*Added new Text for altered buildings and Wonders in BNW
 
*Overworked Masstransit, gives now a little bonus for tourism (25%)
*Added support for the new specialist
*Added support for all buildings with the new resource technology
*Added 3 new Buildings Coalplant, Windturbine and Solar Tower (thanks to Kaspergm for the great icons). All provides Electricity and small boni.
*More Electricity provodings buildings/wonders
*New buildings: Lumberjack, Dungeon, Watchtower, Fire Brigare....
*New Wonders: Mt. Rushmore, Berlin Wall, Yangze........
*Tried to improve most of the new addinons from BNW
 
*Overworked Internet, removed one engeneer (now 1)and provides three extra votes, in the world congress.
*Added Art/Literatur/Music Slots to J.S. Bach Catherdral, Leonardos Workshop and Archimes Lab
*Changed bonus from trade routes to BNW version for all Wonders in BNW
*Added BNW building classes to CCTP
*National wonder DECLARATION_OF_INDEPENDENCE now provides 1 extra vote in the world congress.
*East India Company changed, now gives +1 Traderoutes and a Traderoute bonus.
*Added new Wonders overworked for CCTP, thanks to Pouakai and Sukritakt.
 
*Added support for trigger caravans, archaeology and the world congress.
*Changed the tech prerequest from some technologies, to get the techtree working correctly. (only small tweak till chrome will look into it)
*Added new traderoutes to the game.
 
*CCTP policy system disabled, due compatibility problems
*Added new AssignStarting.lua (more natural wonders now, on all kind of maps)
*Added Horems Mapgenerator (thanks, for putting all of the CCTP resources on the map)
*Added Mountainyields ( big thanks to moriboe for sharing this, will later honar all)
*Added Cultureview.lua (thanks to luigi, now arts can handled correctly)
 
*Changed city distance limit to 4 was 3
*Tweaked for more Barbarians
*Various changes.... to long to post
 
*Added the new specialist to CCTP
*Added Support for BNW
*Added builds for missing improvements
 
*Added support for the new Natural Wonders.
*Messed up the logs to find errors and to fix them
*includes active support for whowards dll mod, this allowes some new game mechanics and other things.
*Ai Leader Flavor updated for G&K and BNW.
*Many vanilla changes....
 
*Added Support for new vanilla improvements and old expansions.
*Added +1 Faith per some improvements when Evangelism is discovered.
*overwork
*Added P. brige from the scenario to the game.
 
*Added support for the World Congress, now its working correctly with game pathing.
*Overworked the marathon pacing, now marathon games will take very long. But production and others are so you can play more in the early eras.
 
The list of changes is now so long i could write a book about it.
 
Could need some help in naming this new beliefs much better:=)

Spoiler :
<Row Tag="TXT_KEY_BELIEF_NATUREONE">
<Text>Tree of Live.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATUREONE_SHORT">
<Text>+1 [ICON_RESEARCH] Research for forest or jungles and +1 [ICON_HAPPINESS] Happiness for each Garden.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_INQUISATION">
<Text>Inquisition.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_INQUISATION_SHORT">
<Text>Allows the construction of the Inquisiton building. +5 [ICON_PEACE] Faith and a free inquisitor.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURHEILIGTUM">
<Text>Allows the construction of the Nature Gods building, +2 [ICON_CULTURE] Culture and provides +2 [ICON_PEACE] Faith per mountain and natural wonders.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURHEILIGTUM_SHORT">
<Text>Nature Gods.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GAIA">
<Text>Spirit of Gaea.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GAIA_SHORT">
<Text>+1[ICON_PEACE] Faith from forest and jungles.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_BARBAROSSA">
<Text>Barbarian cult.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_BARBAROSSA_SHORT">
<Text>Allowes to convert barbarians.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CULTIMPRO">
<Text>Culture Cult.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CULTIMPRO_SHORT">
<Text>+2 [ICON_CULTURE] Culture for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SCIENCEIMPRO">
<Text>Science cult.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SCIENCEIMPRO_SHORT">
<Text>+2 [ICON_SCIENCE] Science for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDIMPRO">
<Text>Gold cult.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDIMPRO_SHORT">
<Text>+2 [ICON_GOLD] Gold for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FOODIMPRO">
<Text>Food cult.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FOODIMPRO_SHORT">
<Text>+2 [ICON_FOOD] Gold for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FAITHIMPRO">
<Text>Faith cult.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FAITHIMPRO_SHORT">
<Text>+2 [ICON_PEACE] Faith for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PROIMPRO">
<Text>Production cult.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PROIMPRO_SHORT">
<Text>+2 [ICON_PRODUCTION] Production for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_REGSCHOOL">
<Text>Religious Education.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_REGSCHOOL_SHORT">
<Text>Construct the Religius School, +3 [ICON_PEACE] Faith, +1 [ICON_SCIENCE] Science and +1 [ICON_PEACE] Happiness.</Text>
</Row>
 
Hi Gilgamesch, you've been doing a really great job with this mod - to be honest it's nice to see a mod with a decent, interesting social policy system. I'm a long-time lurker and have actually just registered because of this thread.

Anyway, I'm fascinated by religion and mythology, so just wanted to give a few name uggetionss (though the ones you've come up with are good).

"Tree of Life" > "Herbalism"

(Considering the research bonus from forests, herbal practitioners might be more suited to this theme - I like the 'Tree of Life' idea, see below)

"Inquisition" > "Ecclesiastical courts" OR "Witch trials"

('Inquisition' seem a little generic, as inquisitors are mounting inquisitions whenever they're used - in England heresy was punished was the ecclesiastical courts, and similar bodies existed in most Christian countries - these tried those following other religions, or accused of witchcraft. If you want more flavour, 'witch trials' would be a more dramatic version of this theme, and are an important part of European history)

"Nature Gods" > "Animism"

(I like 'nature gods', but other belief bonuses use a similar theme, and animism is currently absent)

"Spirit of Gaia" > "World Tree"

('Spirit of Gaia' is nice, but refers specifically to Roman religion. As this is dealing with faith, and would have a heavier emphasis on mythology and folk tales, I'd go with 'World Tree'. 'Tree of Life is good too, though many religions have a 'Tree of Life', and considering the effect - faith bonuses from forests and jungles - 'World Tree' would be more appropriate, as it aligns more closely with nature-based religions)

"Barbarian Cult" > "Blood Cult"

(I just like "blood cult" because it has a slightly stronger theme, and human sacrifice is another belief which has been absent from the religion system - plus, it fits the warlike, brutal nature of the barbarians. Like the witch trial theme, it delves into the darker side of belief).

"Culture cult" > "God of the Sun"

(There are a few pantheons where a god of the sun is associated with arts and culture, so this fits fairly easily, and compliments the beliefs 'goddess of the hunt', 'god of war', 'goddess of love', etc.)

"Science cult" > "Messenger God"

(see above)

"Gold cult" > "God of Fortune"

(see above)

"Food cult" > "Goddess of the Seasons"

(see above)

"Faith cult" > "Goddess of Inspiration"

"Production cult" > "God of Crafts"

(The last few all play to the same theme, which I like as they're deviations on the same effect)

Also, how do I download the latest version of the mod? Very excited to play it with Brave New World...

- Redfern
 
If you'd rather not have it so heavy on pantheon gods, then those last six great person improvement beliefs could be:

- Ritual Songs (culture)
- Ritual Storytelling (science)
- Prostitution Rituals (gold) (a commonplace practice in antiquity, but if this theme is too adult then perhaps 'Ritual Offerings')
- Ritual Orgies (food) (again commonplace, though the non-adult version could be 'Ritual Feasts')
- Divination Rituals (faith)
- Ritual Craftmaking (production)
 
Thanks very nice suggestions, iam still looking for new beliefs....

Edit iam also looking for a good name for a religious wonder "exodus" provides +1 Faith for each Specialist.
 
Spoiler :
<Row Tag="TXT_KEY_BELIEF_WONDERGOLD">
<Text>+2 [ICON_GOLD] Gold for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERGOLD_SHORT">
<Text>Wonder Gold.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERPRO">
<Text>+2 [ICON_PRODUCTION] Production for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERPRO_SHORT">
<Text>Wonder Production.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERSCIENCE">
<Text>+2 [ICON_SCIENCE] Science for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERSCIENCE_SHORT">
<Text>Wonder Science.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERCULT">
<Text>+2 [ICON_CULTURE] Culture for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERCULT_SHORT">
<Text>Wonder Cult.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERFOOD">
<Text>+2 [ICON_FOOD] Production for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERFOOD_SHORT">
<Text>Wonder Food.</Text>
</Row>


This are the next ones, after this i will add a yiel for each natural wonder and then look maybe one or two new reformations. This is needed because i will allow all civilisation to get a extra belief not just one civ. Sure it get a fix but its much more fun to play it that way.
 
Ok progress is good, after hours of work. There are many changes, almost xml.
You will see new buildings, wonders, resolutions, leage projects, improvements, resources....
Yeah but still no CCTP policies or mapsystem.
Anyway to get a clean working version is the best way to start a new era of CCTP.
With all the possibilities of dll and lua modding, there is so much fun outthere.
When finished this version, i will ask whoward69 if i can make a little update to his sub modes for his dll. Because features like tunnels, canals, city radius and -1 Happiness from buildings are support by CCTP.
So till we setup a own dll version, let us try to get a bugfree one.
 
Religion is working, iam thinking of complete disabling the vanilla religions.
Anyway some icons are not shown in 45 size but, doable.
Big question, should i include the Great Hero, as a replacement for the Great General.
The Great General will become a strong unit, that gets stronger per era and earn some faith and gold while killing enemys.
No fighting animations, but who cares about that.

Edit:Ok that was is for today. still have so many ideas, but iam glad that the techtree shows up correctly, the buildings are showing up, the religion/archeo/league addons are working and the rest....
Next step will be to find a way to avoid the damning running out of Great Works.
So when any one like to help here generally with, tipps suggestions or critic feel free to post.
 
Ok working version is nearly complete, some thinks will be missing but iam tired of coding.
So please be friendly with some mislinking text and some incorrect icons. It would take some hours for me to overwork it again.
 
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