CCTP Working Version Progress

When will resources be fixed, Gilgamesch? They were working in the last version...

With the next Version i guess, iam busy with the techtree and overworking the whole mod.;)

BTW when the technologies are all done, would be nice if someone could create correct text for them.
So i need only to create empty languages collums, with there names.
You can still suggest other names for technologies.
But if i could get some help here it would speed up my current work.
 
With the next Version i guess, iam busy with the techtree and overworking the whole mod.;)

BTW when the technologies are all done, would be nice if someone could create correct text for them.
So i need only to create empty languages collums, with there names.
You can still suggest other names for technologies.
But if i could get some help here it would speed up my current work.

In that case, Horem should say so.

You might want to change the top of the Downloads thread a bit: ask a forum moderator to create one post for Horem, one post for Fires, one post for yourself, and one for me (if I can get modding to work) so that we can all post downloads and credits.
 
While expanding Fires great BFFT, we have so much possibilities.
At least i hope the next version will work without any bugs.

For new addons, there will be a lot of changes.
Infact it will be a complete rework of CCTp in stage 1.

Since it looks like iam now the pusher, i have a goal.
To create the best mod so far here, with the support of the whole community.
Again this is a Community project iam only one of many who take a lot of work for this project.
 
Included new buildings, each of them create a unique resource.
Beer, Furniture, Cigars, Choclate
 
so you just need them in a circle? if i post them like that can you add them?

Prohably yes, there are different size settings for icons (tech, buildings), but since i can change the size i only need one.
Also it needs its own icon atlas, but thats no problem.
 
icon atlus?

ok give me a list of the new techs that need icons and i'll see what i can do. any theme or look they need to be?
 
Icon atlas is just a xml refence for the dds file.
I can create them.
Will post a list as soon as possible.
 
While working on the next overwork.....

Some notes....

Some new resources where implented into CCTP ( Honey, Beer, Cigars, Funiture, Glass, Olives, Platinum, Cerosin, Diesel..).
Most of them are only avaible if you have the related building and other resources.
For example a brewery needs wheat and barly and produce beer, or the refenery needs oel and produce cerosin and diesel.
There are similar buildings in the new techtree.
Almost all modern and future units will need a resource/building support.
So you see much of progresse here.

So while talking about the techtree, well we have now 300 technologies.
From the fire to the stars....
Lot of work still there no full included stone age, just a enhanced ancient era so far.

Included buildings, and wonders to fit with the techtree, also tried to keep it up with the cost system.

What more, we have a priest and maybe some other specialist in the next version.

Some tweaks here and there, i think you will get the feeling of what iam talking about....

All the best
Gil
 
Gilga,

Once you release the mod, do you think you can do the specialist tree I proposed, with higher-up specialists producing effects on lower-level specialists? Furthermore, it would be good if you could multiply the number of "citizens" in a city by 100 or so, as there isn't a relatively huge number of priests, professors, and writers/artists/musicians in the world. That would allow for more precise city management.

Furthermore, there should be no "Great Farmer"; this goes against the historically observed truth that great advances in civilization come from cities, not from the rural areas which support them. Science and engineering, not any individual's ability to till the land, have improved crop yields. However, there should be a large number of food "specialists" in cities working on agricultural buildings in the beginning (though of course this will taper off towards the end, with mechanized farming and all).

The great number of new specialists necessitates a change in the specialist management screen. One should be able to set the number of specialists by typing a certain value into a text field for each specialist type (or for each building, at least), rather than having to move each one individually.
 
Gilga,

Once you release the mod, do you think you can do the specialist tree I proposed, with higher-up specialists producing effects on lower-level specialists? Furthermore, it would be good if you could multiply the number of "citizens" in a city by 100 or so, as there isn't a relatively huge number of priests, professors, and writers/artists/musicians in the world. That would allow for more precise city management.

Furthermore, there should be no "Great Farmer"; this goes against the historically observed truth that great advances in civilization come from cities, not from the rural areas which support them. Science and engineering, not any individual's ability to till the land, have improved crop yields. However, there should be a large number of food "specialists" in cities working on agricultural buildings in the beginning (though of course this will taper off towards the end, with mechanized farming and all).

The great number of new specialists necessitates a change in the specialist management screen. One should be able to set the number of specialists by typing a certain value into a text field for each specialist type (or for each building, at least), rather than having to move each one individually.

In generel its could be codeable, but to recode and include many new spezialist would take a lot of time.
I like this idea so i keep it in mind, and when the mod is working we can talk about it)
 
Just to say i cant wait to play CCTP when its done.
Well i hope i can release a update soon.
But since i overworked the whole mod it will be a testing version again, but a better looking and working one.
Some icons are just placeholders and the future eras are not realy changed, but new stuff added and some features we all asked for since Decimatus started this project.

Well i included so much code from other modders that i hope they will like this mod and will not harm me)
 
If possible, Stone Age cities should not really be cities; they should be called "camps" by the game, and you should begin as a Tribe, not as a Civilization. This would be largely cosmetic.
 
If possible, Stone Age cities should not really be cities; they should be called "camps" by the game, and you should begin as a Tribe, not as a Civilization. This would be largely cosmetic.

Yeah step be step....
 
or caves? :lol:

Maybe we could change the look of Stone age cities to barb camps, and when discovering some tech it would change into a city.
 
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