CCTP Working Version Progress

Looks like the Rise of Mankind of Civ5 has arrived. I can't wait to try it. :goodjob:

The version in Downloads right now is not working, but it soon will. I believe that the next order of business after the current rework will be multiple maps; if that is done, then a brand-new dimension of play will open up for CiV.

Gilga, please add underwater cities. It can be done with the IGE Lua, and yes, I've confirmed with the tooltip that such a city is indeed built on coastal/ocean terrain. Making a Settler promotion, activated by a given building, that allows undersea colonization should be relatively trivial—the hard part would be getting the AI to use it properly, and designing AssignStartingPlots.lua such that people are not tempted to carpet the ocean floor in cities.
 
Gilga, please add underwater cities. It can be done with the IGE Lua, and yes, I've confirmed with the tooltip that such a city is indeed built on coastal/ocean terrain. Making a Settler promotion, activated by a given building, that allows undersea colonization should be relatively trivial—the hard part would be getting the AI to use it properly, and designing AssignStartingPlots.lua such that people are not tempted to carpet the ocean floor in cities.

Well, its on the list but there are other lua files that need attention before this.
I would like to see soon a working white rabbit version and the included and working events from earlier versions.
 
Well, its on the list but there are other lua files that need attention before this.
I would like to see soon a working white rabbit version and the included and working events from earlier versions.

You're right on that; however, I do sincerely hope that you include underwater cities in the next version, and ask the people at Caveman 2 Cosmos for help on multimaps.
 
Ok the last progress is running so far.
Fixed the techs and cost up to medieval (sql problem with the last eras)
Resources included and all have a technology and a policy request.
When you trigger one of them the related resource will appaire on the map.
Some resources are not suggested to set it on the map like Manpower and Electricity.
You will sea and learn that resources are now more important then ever.
The monopoly system is not touched yet, but i included a lot of luxury resources that are only avaible trhough buildings and the related resources.
Religion and policy system are fully supporting each buildings, wonder and unit in the game.
This brings also a lot of variety into the game.
Many requirements for many buildings, wonders and units, to keep the game alive and balanced.
The Great General (also khan) and the Great Admiral are now war units.
They are now called Heros/need a better Name for Admiral.
There strenght is related to the era you are in and it will hurts if you lose one.
Also if you play with whowards dll mod, which we are supporting with included settings, you can use the improvements citadel and fort as a canal system.
While talking about improvements, each civilization can build every improvement, no unique improvements in CCTP, fixed with trait changes and invisible dummy buildings.
All improvement where supported by the techtree.
Yeah the techtree, its working perfect, the only thing that is missing yet are two new eras with full support (ether icons and lua).
The old multiple policy tree is not avaible cant get it propper to working, we need help here.
But till this the policies are overworked and tweaked for CCTP.

So you see many many changes, since the last buggy upload.
When all work is done, and the database only shows minor errors i will go to release the next total overwork, and it should named CCTP V4, a new beginning.

With this version , we need you as play tester, bug hunter, icon creater or what ever.
Because some parts are only placeholder, due my lack of skill and time in some stages of CiV.

Keep the heads up...
Gil


Edit omg its my 999 post well i remember when it was my 666:satan: weeks ago
 
Have you considered making multiple policy trees from scratch? I really want my old CCtP policy system back....

Anyway, PM me a link to the latest version; I can playtest it.
 
Have you considered making multiple policy trees from scratch? I really want my old CCtP policy system back....

Anyway, PM me a link to the latest version; I can playtest it.

Well i have not the time for that, full time job, private live and coding more then 20 hours a week is , well :lol:



There are many parts i would like to see changes, but a bugfree Version is the goal.
 
Well i have not the time for that, full time job, private live and coding more then 20 hours a week is , well :lol:

There are many parts i would like to see changes, but a bugfree Version is the goal.

I understand completely. If someone can get multiple policy trees working, it would be excellent; hopefully Horem can fix it once we are done with the rest of the issues.

For v3.7, before v4 (with multiple maps and whatnot), you should add more depth to the system of war in the game, with the addition of war crimes, units refusing to follow orders, and prisoners of war.

A unit has a 10-90% chance of surrendering depending on its health, whereupon you have the opportunity to execute the unit (bad for diplomacy with the victim empire, reduces :c5happy: at home, but raises morale in the military by way of a special promotion) or take it prisoner (better for diplomacy and does not alter :c5happy: at home). Of course, a unit may defy these orders, initially with a defiance rate of 10%.

Once a unit is taken prisoner, you have the opportunity of:
  1. Converting it into a Slave of War (like a worker, but will cause massive diplomatic penalties).
  2. Executing the unit (will cause diplomatic penalties, but raise morale in the army).
  3. Bringing it to a military prison, where it will languish but increase morale in the army slightly (again, by a special promotion).

Occasionally, a prisoner-of-war unit will swear loyalty to you (especially if your civilization is culturally, scientifically, or religiously more powerful than the origin), whereupon you can choose the above three options, plus the fourth option of converting it into a regular unit.

If a unit of yours refuses to follow orders, you may send a special Military Police unit to bring it to a Court-Martial, which may or may not convict a given military unit of a crime. There will be two parts to a military unit, the Commander and Subordinates. If the court-martial finds that the subordinates have committed the crime, and sentences them to any penalty that might remove them from the unit (death, imprisonment in a Military Prison), then the unit's HP will go down to 1 HP; if the same happens to the Commander, the unit will lose morale temporarily but will not change in strength. As the Commander-In-Chief of its army, it is ultimately the player's job to decide whether or not to execute.

A new World Congress resolution will also become available---the Geneva Convention. This will add penalties to tourism, :c5influence:, :c5science:, and ideological spread when any unit performs war crimes that are not later redressed, as well as exacerbating the major-civ diplomatic penalties for doing the same. In addition, a new set of Red Cross units made available with the Geneva Convention will treat prisoners of war, who cannot otherwise heal in enemy lands. Attacking a Red Cross unit will lead to severe diplomatic penalties and is considered a War Crime. Further war crimes include unnecessary killing of civilians upon entry into cities---this mechanic can be added later, though.
 
The next big update will be released this friday.
Lot of changes, have to look what i can get to work up this date.
All should be playable and balanced.

Thats said, well need help with lua, this goes also out to the cctp crew, what is needed to get the api functions in the event file to working?
Must it be overworked or will it still work when tweaked?
 
Sample of changes, well i will post a list when iam back from work.;)
 
Nice!

In the meantime, I am working on some changes for v4 regarding corporations; I will forward them to you once I am done with them. Hopefully you can improve the cleanliness of my bad, bad code. :)
 
Quick overview of the next update.
Also known as a not fully complete changelist.

*More then 80 new technologies (from ancient till modern era, with the inluding of new eras this will be split)
*Many new Wonders and Building (some needs a policiy to be build other will need resources)
*Also many new resources like Diesel, Kerosine, Beer or even Choclate. The most of them are only avaible due buildings/wonders or be construction a related improvement (dont know if i can include this with the next version got some lua problems there).
All resources need a technology to be shown on the map. In fact starting in the ancient/stone age will mean that you see no resources till the discovery of the right technologies.
*At this point 4 new units Caveman, Fire Eater (first range unit), Savage and the Railroad Artillery. The first 3 of them are stone age units, with a weak combat skill and a movement of 1.
*Modern units need now resources to be build, this count also for the old CCTP buildings like Airplantfactory.
The most important resources are Diesel/Kerosine and Steel and Electricity.
This resources where granted trough buildings.
*Included minor changes in the global defines and in many many other files.
*So many other changes like ruins on snow, or a citadel buildable outside of your land.
*The Hero units (Great General) no provides points for a Golden Age when killing enemies.
*At least spend a large ammount of time in tweaking the whole mod to fit with the next update.
.....
 
Quick overview of the next update.
Also known as a not fully complete changelist.

*More then 80 new technologies (from ancient till modern era, with the inluding of new eras this will be split)
*Many new Wonders and Building (some needs a policiy to be build other will need resources)
*Also many new resources like Diesel, Kerosine, Beer or even Choclate. The most of them are only avaible due buildings/wonders or be construction a related improvement (dont know if i can include this with the next version got some lua problems there).
All resources need a technology to be shown on the map. In fact starting in the ancient/stone age will mean that you see no resources till the discovery of the right technologies.
*At this point 4 new units Caveman, Fire Eater (first range unit), Savage and the Railroad Artillery. The first 3 of them are stone age units, with a weak combat skill and a movement of 1.
*Modern units need now resources to be build, this count also for the old CCTP buildings like Airplantfactory.
The most important resources are Diesel/Kerosine and Steel and Electricity.
This resources where granted trough buildings.
*Included minor changes in the global defines and in many many other files.
*So many other changes like ruins on snow, or a citadel buildable outside of your land.
*The Hero units (Great General) no provides points for a Golden Age when killing enemies.
*At least spend a large ammount of time in tweaking the whole mod to fit with the next update.
.....

I can't wait to play it. Just tell me where to download it.:crazyeye::crazyeye:
 
Will be avaible on github, even when my pc dont wannt to upload it there.
 
Quick overview of the next update.
Also known as a not fully complete changelist.

*More then 80 new technologies (from ancient till modern era, with the inluding of new eras this will be split)
*Many new Wonders and Building (some needs a policiy to be build other will need resources)
*Also many new resources like Diesel, Kerosine, Beer or even Choclate. The most of them are only avaible due buildings/wonders or be construction a related improvement (dont know if i can include this with the next version got some lua problems there).
All resources need a technology to be shown on the map. In fact starting in the ancient/stone age will mean that you see no resources till the discovery of the right technologies.
*At this point 4 new units Caveman, Fire Eater (first range unit), Savage and the Railroad Artillery. The first 3 of them are stone age units, with a weak combat skill and a movement of 1.
*Modern units need now resources to be build, this count also for the old CCTP buildings like Airplantfactory.
The most important resources are Diesel/Kerosine and Steel and Electricity.
This resources where granted trough buildings.
*Included minor changes in the global defines and in many many other files.
*So many other changes like ruins on snow, or a citadel buildable outside of your land.
*The Hero units (Great General) no provides points for a Golden Age when killing enemies.
*At least spend a large ammount of time in tweaking the whole mod to fit with the next update.
.....

We already have a Copper and a Tin resource; you should add bronze! Also, minimum spacing between cities should be zero; we humans know where we want to build.
 
We already have a Copper and a Tin resource; you should add bronze! Also, minimum spacing between cities should be zero; we humans know where we want to build.

Well city spacing is so easy to change, that all you need is look under global defines and look at this "MIN_CITY_RANGE".

Since i dont change this in CCTP you have to do it for your self.
 
Improvement grands resources.
*Manufactory provides 3 Manpower.
*Kasbah and Chateau each provides one Manpower.
*Academy provides 1 Manuscript, luxury resource only avaible this way, will be included in a wonder or building rewuirement in the future.



If i get more ideas, or someone will create art for energy improvement i will add new stuff to this addon.

Special thanks to Redox for his originally code.
 
These models will need conversion, but they will help you immensely.

3ds power buoy tidal power station (each improvement could be a collection of these)
wind turbines (again, in a group)
wave power station

These should be useful; unfortunately the first one costs $80.

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;)
 
*Cant add fighting abilities to the admiral. Its still a war unit and reseive XP but cant attack.
Well its better then before, a good scouting and supporting unit.
But this hardcoding along with BNW is nerving and time spending.
 
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