CCTP Working Version Progress

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).

The next goal is to include 2 new eras Stone Age, and a Era between Industrial and Modern. With this the technologies get splitted and hope the will look better.
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.


I was thinking of giving each policy a pretechnology, but i didnt finished it.
For the thinks that not appairing (like tradition, this prohably while you not have builded the palace, the bonus you get is related to this point.

For the gold problem, i think i need to change the ammount of free units that are supported by a player, this will help a little bit.

Stone Age will be reorganized on the tech pages, along with a new era and there for the settings.
 
SO I started updating the SQl. Fixed a few files, Units artdefine and Building.sql, got to the resource folder and had a heart attack. What is going on in here? You have multiple files adding the same thing, some are unused? (Atleast I hope so). Going to push what I have changed to Github, Gilga ya need to go through whats what, since you know exactly what is used an is not, Create a new folder and dump EVERYTHING that is NOT used into it and remove it from the mod. I am not trawling through code fixing things only to find its not even used.
 
Hope your heart is beating again... the files in the workshop are not linked to the database (only techprequest in the new folder).

For the Resources, oh i see CCTP_ResourcesUpdates.xml is still there (thought i moved it to the workshop), the CCTP_Resources.sql file is not linked (also thought i moved them, its not working).
This both files are unused, sorry for the mess.
 
Well I see that Resource.sql is not used either, and the mod info references a resource.sql in the workshop folder.

Yip thats correct , must use the back up version due a break.
 
Gilgamesch:

Please get a GitHub account. You don't actually have to make a clone; you can simply edit the source online at the GitHub website. Bladesss and I are already doing that.

If anyone else would like to help, please go to the link found in the Downloads thread and create your own branch through GitHub so that you can work on something. Horem will handle merges to the final version of CCtP. Like Gilgamesch has said, this is a community project; we cannot function without your help.
 
Gilgamesch:

Please get a GitHub account. You don't actually have to make a clone; you can simply edit the source online at the GitHub website. Bladesss and I are already doing that.

If anyone else would like to help, please go to the link found in the Downloads thread and create your own branch through GitHub so that you can work on something. Horem will handle merges to the final version of CCtP. Like Gilgamesch has said, this is a community project; we cannot function without your help.

Well i have my own account Gilgamesch.
Its more that i could not create a clon, due some software problems.
 
Merged your request 3335d. Version up on git is current, feel free to fix thing/bugs. I shall look at the xml and sql files during the week an post to git as and when. Will also see about adding all the files into the Debug Table. Will give warning when I do this as it will change 90% of the xml/sql files.

Edit: Gilga I fixed all your sql attempts :) have a look see.
 
Ok overworked the reported bugs.
Seems i was very tired, i failed in some ways.
Anyway your reports are noticed and changed.
Also the dummy system is now working, lol this project is so large, its easy to lose the look at it all.

Added Tribal Hut, national building that provides a settler, unlocked with Social Structures,
Shamanic Circle, national wonder, needs a shrine in every city, provides a free policy.
Great Hero (suggestions for a better name, maybe Gilgamesch lol), wonder that provides a Great General, unlocked with Warfare.

For better managing the policy bonus, and Ai behavior, the palace is unlocked at the game start.
Also added the Hut, needs the palace and works as the prerequest work the chieftain hut.

At least i added a new building to the mummyfication (need a better name here) tech, the catacombs (Katakomben german) hope spelled correct, grands 1 point forward a Great Artist, yields +1 Faith from Mountains and requires a shrine.
 
Merged your request 3335d. Version up on git is current, feel free to fix thing/bugs. I shall look at the xml and sql files during the week an post to git as and when. Will also see about adding all the files into the Debug Table. Will give warning when I do this as it will change 90% of the xml/sql files.

Edit: Gilga I fixed all your sql attempts :) have a look see.

You are my personal Hero here, but thats known.
Fixed my useless files and merged them to unused all fixed some other bugs and missing updates to the database.
Should be the best if i will upload a new version, since i included some Artwork by Spatzymaus (hope he will return), and other major updates to the contained files.
 
Do it through Git......No need for new version. If you cant, send me the files in the folder structures and I can simply extract it over my Git version on HD and sync it with Git online.

Better still stop adding things :) theres others of us working on files you may well now have changed :p
 
Do it through Git......No need for new version. If you cant, send me the files in the folder structures and I can simply extract it over my Git version on HD and sync it with Git online.

Better still stop adding things :) theres others of us working on files you may well now have changed :p

Yeah i stopped adding new things iam done. Changes in the beginng (palace now again from start), some missing updates to the database, and some icons place holders.

Also i think i figured out why i get the random crashes. Got the feeling that the terrain damage functions in whowards dll mod can cause this and well since i removed them no crashes for me. Anyway strange, for the bugs reported, i hope i fixed them all.
 
This the right place to leave feedback for the new alpha?


The new stone age needs a few tweaks, notably religion should be pushed further back. Not exactly historically accurate but having to pick a pantheon and religion before you can even see luxury resources on the map is annoying.

Also some of the barbarian camps start with brutes rather than cavemen. I'm not sure if you're supposed to zerg them, ignore them, or what.

And I'm thinking it would make more sense for the settlers to be pushed further back as well(or if it all possible have the stone age cities movable as most tribes were nomadic back then) Maybe have it that you need to complete all stone age techs before entering ancient; and when you enter ancient all of your mobile cities disappear and you're left with the starting settler then? That would be pretty nice as you'd be able to find(and need to hold) valuable spots for when you're later be able to found your first real city. Having AIs with 2+ cities in 9000BC just doesn't seem right to me(on emperor dif)

You might think about re-arranging the starting locations(spots with more lux/strat that usual) are scattered around rather than placed where the players themselves start the game. Or just make it so the players start more randomly themselves. It seems to me a bit gamey that all civs have a chance to win as the game starts out pretty balanced. It would be more realistic if there were isolated civs that weren't found until the late eras(and who were a few eras behind) or if the player could end up as one of these for the challenge. Of course, that wouldn't work well with the current world congress. My suggestion there would be to limit the congress to a few specific civs(era or score related?) and their allies(as it is in vanilla the 'backward' nations are too lone-wolfish late game).

I'm not a coder though, so if this isn't possible, sorry. :blush:

Also I still have the bug where I can only pick Morocco or random on the setup screen(curiously it's fine on advanced setup though I can't see each civs' uniques) Figured I'd post that here rather than make another post in the bug section.
 
The mobile cities shouldn't disappear, they should gradually become small towns which later become full-fledged cities. This could be accomplished by means of a dummy building that limits the abilities of these towns until a certain trigger is reached. Anyway, there should be advantages to having towns, such as their being "feeder cities" whose purpose is to serve the larger central cities, founded only by Settlers.
 
The mobile cities shouldn't disappear, they should gradually become small towns which later become full-fledged cities. This could be accomplished by means of a dummy building that limits the abilities of these towns until a certain trigger is reached. Anyway, there should be advantages to having towns, such as their being "feeder cities" whose purpose is to serve the larger central cities, founded only by Settlers.

Maybe disappear isn't the right word, but they should be able to plant them selves a little later in the game once you have enough techs to know where the luxuries are. Of course, as there are 'stone age' wonders you'd have to be able to settle early on. It could become a choice for the player, do you want a mobile city; or do you want a city that can produce wonders(but could be in a bad location)? That would help provide some variety as in the real world you had both roaming tribes and sprawling cities back then. I think both should be viable options.

The advantages for nomadism would be having more map explored, better settled locations(or at least you could pick locations with more information provided to you), and.. any other suggestions?

The advantages for settling would be that you'd be entering ancient with more infrastructure and a higher quality city. You might consider making these cities attract barbs to them in stone age so that the player's military doesn't get to explore as much as they need to stay home and protect their cities. And you have the fact that they may have limited luxuries.(how do you make that fun though?)

The effect later game would be that the nomadic groups are more likely to have resources, and therefor more prepared to go to war. The settled groups would be more reliant on trading for what they need and less able to go to war. In a very simplistic way this mirrors real life history. You could even make warring/razing especially valuable in this part of the game. By the time you hit ancient you're either be starting with infrastructure or with resources.

---------------------

Anyway I just got up to turn 60 in a tester game. I'm getting a ton of graphical glitches(though nothing game-breaking) with the icons that pop up on the right being squares of flashing red dots rather than actual icons. Also, I figured with 12 faith per turn from Mt. Sinai I'd be well in the lead for religion. I was the first to found at t.54, but 3 other AIs founded by t.60. Also the tech-tree is pretty wonky, you the lines don't link things together in an easy to read manor and some things have pre-requisites from other tabs. It makes it very difficult to plan things out without having to put the mouse over each and every tech. Here are some pics of how my game is going and what beliefs the AIs took for their religion. I figured that might be of interest:

(Huge, Small Continents, 15AI, King) Where are the CSs? Where are the custom resources?(I'd think wild berries would be seen from the start at least, haven't researched any of the luxes)
Spoiler :

F8E528A75FAF40E3A9D8DAC48B923F68A8A769D0

DFD0D03FECAC498890B2D177B1036B8545B7F671

385C1725209530B42EDC502F0C507FF0713C9398

 
Thanks for the feedback RedFuneral. Most of the reported bugs where removoded. ( barbarionas should be now also caveman for exampale and all flags should be shown correct.

For the nomadic idea, this sounds great even when i have no clue at the moment how to code it.
Maybe beries should be shown direct by the start, also why talkging about resources.
Wel i updated the goody huts for all level from prince and above. So that when you when find a ruin there will be a bigger variety of huts (and also bad ones) and one of them is to reveal a unknown resource.

For the techtree, this is just a alpha release and i know that its not perfect and for people who are new to this mod a little bit confusing.
When we add to new eras to the game it will be look better and will be better to manage, at least i hope it.

For the religion i also dislike when they come to early, thats why iam thinking of reducing the Piety starting bonus and maybe a tweak for the civs who get a religion bonus to early.

Thats said, i think iam going to upload a updated version today. So that playing the testing version would be less painfull for you all to play.

P.S. Iam also thinking about a technology prerequest for policies, so that in the stone age only tradition would be avaible, but for some reason i cant update the database propper. Will have a look at it.
 
Thanks for the feedback RedFuneral. Most of the reported bugs where removoded. ( barbarionas should be now also caveman for exampale and all flags should be shown correct.

For the nomadic idea, this sounds great even when i have no clue at the moment how to code it.
Maybe beries should be shown direct by the start, also why talkging about resources.
Wel i updated the goody huts for all level from prince and above. So that when you when find a ruin there will be a bigger variety of huts (and also bad ones) and one of them is to reveal a unknown resource.

For the techtree, this is just a alpha release and i know that its not perfect and for people who are new to this mod a little bit confusing.
When we add to new eras to the game it will be look better and will be better to manage, at least i hope it.

For the religion i also dislike when they come to early, thats why iam thinking of reducing the Piety starting bonus and maybe a tweak for the civs who get a religion bonus to early.

Thats said, i think iam going to upload a updated version today. So that playing the testing version would be less painfull for you all to play.

P.S. Iam also thinking about a technology prerequest for policies, so that in the stone age only tradition would be avaible, but for some reason i cant update the database propper. Will have a look at it.

I look forward to playing it. I guess I'd better get my homework done now then :) On the techtree, I had no problems understanding it in the pre-BNW version. As it is now some things require policies from other tabs within the same era. Is this just because there isn't a dedicated Stone Age era yet? That would make sense... I haven't gotten further than there yet.

I like the idea to make only tradition available at the start. I'm curious; are there any plans to bring back the policy system like it was pre-BNW? Or does that conflict too much with the ideologies?
 
I look forward to playing it. I guess I'd better get my homework done now then :) On the techtree, I had no problems understanding it in the pre-BNW version. As it is now some things require policies from other tabs within the same era. Is this just because there isn't a dedicated Stone Age era yet? That would make sense... I haven't gotten further than there yet.

I like the idea to make only tradition available at the start. I'm curious; are there any plans to bring back the policy system like it was pre-BNW? Or does that conflict too much with the ideologies?

The techs in the "Stone Age" are a little bit confusing. You have right, the main problem is that it needs its own era. Its on the list and will be changed.

For the policies, its all about time and coding. I would love to see the multi policies back as sonn as possible. But it will take some time i guess.
 
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