CCTP Working Version Progress

:aargh:Done, iam now uploading the new mods. This will take some time, but when its finished i will post the link on the download thread.

So what is to say for this Version. Maybe its the last CCTP Working Version. At least i hope so.
Since the most work is done on some parts of the Mod. We can focus another part.
Well i hope that i setup CCTP complete new next time. With more sql and less xml updates.
Also to include some updates to make them load faster.
The other point is, i added a lot of buildings and wonders to CCTP so we have now more then 400 buildings and wonders in the game.:run:

Also updates to the leader ai for all Civilizations and a trait overwork vor Venice and a Bonus Belief for all Civilizations.

Manpower is also overworked and with the use of policy branches for wonders (no text support yet for this), there are many requirements for wonders, but the ammount of wonders is now enormous.

The Policy system is included both only a Vanilla overwork, we stil lack the good old CCTP policy Popupsystem.

More beliefs and even more, also some new faith buildings.

At last but not least, the Great General is now a full working War Unit (only animations are missing). Its power is restricted due the era you are in.
Also you gain a little faith and gold bonus for killing enemies with your Great General.


There are more changes, so have fun playing this Version.
And i hope you will enjoy it.:D


Big edit:
The last patch brought some new functions and problems. Before the patch, whowards dll mod was fully running on my system and compatible with CCTP, but now its broken, so the included dll support is still avaible, but useless with the dll mod. While not running with last CiV version.
 
Avaible now under downloads, like ever when you find any bugs or problems, please report it under the bug section, thanks.
Have fun playing CCTP........
 
Unfortunately, this may not be the last working version; I've thought of a new method to make yield importation work, and coding is moving at a fast enough clip that I might be able to playtest today. ;)
 
Yield importation again and again fails to work; I am posting the whole mod in case anyone wants to attempt a fix. If someone can get it to work (and it's probably something stupid that I've failed at :crazyeye:) then it would be great if said person could add a new UI.
 

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Sorry but iam done with modding this week end.
Iam happy that more or less all is running.
After so many changes and addons, there is now the time to look and see how its work.
 
so you need the hotfix installed to use the latest version?

I dont understand your question right, i think.

The Call To Power Working Version is in progress and overworked and many important parts are included into CCTP_Must_Have_Update_BNW.
So playing only with CCTP WV means you will miss many parts and the game will not balanced, as i should be.
In fact more vanilla, and many game breaking problems.

With the next Version i will include all work done so far into one mod.
This means i will need some help for the lua ui sections, but i think i can do it.


Till this time you need both Versions to play a game with CCTP.
 
After some play testing i figured out some beliefs are not spelled as the should (+2 when i should be +4 f.e.).
Also the second reformation pick up in policies dont work, i dont know if this is hardcoded or not.
At least i overworked it and its no working all fine.
Some minor aspects i would like to change


But the biggest missing part is, where is the feed back.:shake:

Some bug reports but no one has posted any game experience or suggestion.
Maybe this is a good sign you are all busy playing.:lol:
 
Hi Gilgamesh,

I'm not sure where to download the latest full version of the mod. I'm happy to playtest it!

- Red
 
Overworked Religions, added new Beliefs (hehe big surprise).
Fixed some bugs in Buildings.
Some minor changes here and there.
 
why does the appollo program take so long to build? i have 400 production and it's still taking 70 turns!
 
why does the appollo program take so long to build? i have 400 production and it's still taking 70 turns!

The cost system is very complicated and designed per era.
Didnt touched it yet, but the prices are intentioned.
 
it doesnt seem possible to build or buy any of the future units like the hypersonic stuff the production and gold cost is unbeleivably high!
 
it doesnt seem possible to build or buy any of the future units like the hypersonic stuff the production and gold cost is unbeleivably high!

Like posted before, the cost System is based on % per era. This means the later the era, the more expensive is to build it.
Also the game is only balanced for starting in ancient times.
If you dont start in this era and build up your empire (with monopy buildings and f.e. some production buildings), you will Encounter this Problem.

Also ist not a little thing to change the ammounts of the cost System, in fact that would be hours and hours of coding and i have not this time for this.
 
i started in the ancient times my highest production city still says it will take 60 turns just to build one. some things later on says it takes 200k hammers!! :eek:
 
Anyway i added new policies and beliefs how Support production and Gold Bonus.


Edit: I know some of you are reporting the cost for future untis and buildings are very high.
This on my list to do. But my time is very sparse and i must choice where iam working on CCTP with this.
Adding policies and religion is a massive time (black) hole.
Fixing bugs and to work on polishing also takes enormous time.
So if nobody stands up to help on CCTP, it will take its time to complete this Mod.
 
Good news, for the upcomming update, i got some nice new features for you, thanks to the Community on Civfanatics (will post a overworked credit list tomorrow).
Policies can now grand free buildings and we now have the ability to hide buildings from the cityview with a easy xml fix.
Also some minor tweaks and a lot of fixes.
Also Dll functions are supported with Whoard DLL mod.
 
*Changed all unique improvements to non unique.
*All related Civilizations got a fix (Poly=+1 Food and Production frome each Searesource, Inca=free wall in every City, France=+1 Culture in each City, Monacco, =+1 Gold from each Desert and +2 Food frome each Oasis, Brasilia=+1 Happines in every city, Byzantium=+1 Faith in every City and Portugal=+33% religious pressure in every City.)
*Added new hidden dummy buildings to the lua system (reform and rule), wich allowes new ways to improve it.
*Religion is also overworked.
*Some new National Wonders and Buildings, to avoid unpayable (cost) buildings and units in future eras.
*Support for Whowards DLL Mod, wich grands CCTP compatible features.
*Added some new resources from the Mercatile City State Mod.

Ok need a break before starting the last part.
 
Pff moved alot of stuff in one Mod, i dont think i can manage a one part mod this time.
But iam near, would need some help with adding White Rabbit funktion ....

Edit after i broke lot of parts, i got it wotking again.
Will try to upload the next version in a few hours.
 
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