CCTP Working Version Progress

Hi everyone,

I was previously known on these forums as 3335d, but I was gone for a long absence due to personal and educational reasons and decided to update my screen-name to that which I used elsewhere. I really like this mod and it's great to see that it is still being updated and is better than ever before. I hope to work on this mod starting in June.
 
Hi everyone,

I was previously known on these forums as 3335d, but I was gone for a long absence due to personal and educational reasons and decided to update my screen-name to that which I used elsewhere. I really like this mod and it's great to see that it is still being updated and is better than ever before. I hope to work on this mod starting in June.

Welcome back:D
Nice to see you back again.
 
For some reason Manpower and the custom resources do not appear to work. I looked at the code and it seems okay: perhaps it is some of the other mods I used (like Cultural Diffusion), although I strongly doubt it. A lack of Manpower makes the game unplayable for all intents and purposes.
 
Yes the version got some bugs, you can just move the Manpower folder out of CCTP and Manpower is fixed.

Means all relations of Manpower are removed.

For custom resources. Mhh they should be placed on maps, the lua log could give me more informations about this.
 
the problem I had with manpower was all three of these lines:

<UpdateDatabase>CCTP/Manpower/CCTP_Manpower_RQR.xml</UpdateDatabase> <UpdateDatabase>CCTP/Manpower/CCTP_Manpower_RQ.xml</UpdateDatabase> <UpdateDatabase>CCTP/Manpower/CCTP_Manpower_Units.xml</UpdateDatabase>

were not listed under <OnModActivated> in Community Call To Power V.4.04 modinfo file
after adding manpower worked fine (only one entry was originally there, manpower_rq.xml I believe)
 
I haven't read the near 30 pages of the thread, so forgive me if this has been broached before. The game is "not responding" once setup is done, and play game is selected. The screen comes up with the leader intro, talks through the history, and that is end of the line.
 
I haven't read the near 30 pages of the thread, so forgive me if this has been broached before. The game is "not responding" once setup is done, and play game is selected. The screen comes up with the leader intro, talks through the history, and that is end of the line.

Hmm could be a large scale of reasons.
If you like to get my help, please then send my your logs, otherwise i cant help you.

Also please give more infos like what version you are playing other mods....
 
Hmm could be a large scale of reasons.
If you like to get my help, please then send my your logs, otherwise i cant help you.

Also please give more infos like what version you are playing other mods....


Thanks for replying Gilgamesch. I don't know how to get/send you the logs. I'm pretty computer illiterate. I'm running the version downloaded from the top-most link of this thread. The policy bug free one, 404. No other mods installed.
 
the problem I had with manpower was all three of these lines:

<UpdateDatabase>CCTP/Manpower/CCTP_Manpower_RQR.xml</UpdateDatabase> <UpdateDatabase>CCTP/Manpower/CCTP_Manpower_RQ.xml</UpdateDatabase> <UpdateDatabase>CCTP/Manpower/CCTP_Manpower_Units.xml</UpdateDatabase>

were not listed under <OnModActivated> in Community Call To Power V.4.04 modinfo file
after adding manpower worked fine (only one entry was originally there, manpower_rq.xml I believe)

First, welocme to the forums
[party]:bday::band::beer:

I will be honest, i worked so much for 405 that 404 past away from me.
Means iam not sure about the settings but you are right they missed.

Then i got shocked by my bad karma ( lost progress).
And that at a point where i got zero issues in the log files.

Anyway that all pushed me back and rl and my work are affecting my live to much.
My current work of CCTP is so far away from 404 that i need to get that work closed.

But doesnt have the time, and also cant get me up for this at the moment.

I try to get my head clean and when this is done i will start rework 405.

But one thing i learned from this problem, never code when your last sleep was more then 24 hours away......
 
It is working now. It does the "not responding" thing, then starts back up. Takes about ten times longer to load in than the unmodded game. So, it is working. Looks pretty neat so far, from what I have seen. Trying to fight barbarian brutes with cavemen is brutal. Next game = streamline to warrior. That was commentary, not a complaint. :)
 
I believe that the mod has a lot of "fluff", such as duplicates and holdovers from previous versions in it that needs to be cleaned out. I think that the new version would be a good chance to totally re-design the mod according to our goals, and perhaps add some Lua to add new mechanics. It would be easy to do underwater or subterranean cities; DonQuiche's IGE mod allows for underwater construction, while subterranean cities could simply be enabled by a new unit action for the Settler that constructs a city and also builds a dummy "Subterranean" building as well.

In addition, a good number of buildings are totally unnecessary; these should be removed. Furthermore, resource bonuses should be fixed and included into the game in some way, although I do like the proliferation of resources that we have now. Manpower is an important part of the game that should definitely be maintained, as it is impossible to wonder-spam in real life without some sort of workforce.
 
It would be easy to do underwater or subterranean cities; DonQuiche's IGE mod allows for underwater construction, while subterranean cities could simply be enabled by a new unit action for the Settler that constructs a city and also builds a dummy "Subterranean" building as well.

I highly doubt that this will be easily done (at least not from me)
Iam still struggling with other problems (enable a new endless tree for policies for example or to reactivate white rabbit or at least the old mapsystem)

Remember that our techtree ( mean firesforevers lua scripts) are not realy compatible with a lot of lua and api functions.
 
I believe that the mod has a lot of "fluff", such as duplicates and holdovers from previous versions in it that needs to be cleaned out. I think that the new version would be a good chance to totally re-design the mod according to our goals, and perhaps add some Lua to add new mechanics. It would be easy to do underwater or subterranean cities; DonQuiche's IGE mod allows for underwater construction, while subterranean cities could simply be enabled by a new unit action for the Settler that constructs a city and also builds a dummy "Subterranean" building as well.

In addition, a good number of buildings are totally unnecessary; these should be removed. Furthermore, resource bonuses should be fixed and included into the game in some way, although I do like the proliferation of resources that we have now. Manpower is an important part of the game that should definitely be maintained, as it is impossible to wonder-spam in real life without some sort of workforce.

I totaly aggree with this assesment. It does seem like the project could you a bit of a clean up, but by the sounds of it gilga is snowed under just trying to return it to working status. I would suggest we wait for 4.05 to be sorted out so we've got a base to build on (as it sounds like the 4.04 source files have died an unfortunate death), then go from there in terms of cleaning it up and introducing more features (I am so on board for the underwater cities :goodjob:)
 
Hi!

I'm trying CCTP 4.04 v.1

Is that normal that I can use only "Moroccan Empire" and unable to select any Social Policy (window dowsn't appears, so i was needed to start new game with policy saving)?

New game is loading about 5 minutes...
 
Hi!

I'm trying CCTP 4.04 v.1

Is that normal that I can use only "Moroccan Empire" and unable to select any Social Policy (window dowsn't appears, so i was needed to start new game with policy saving)?

New game is loading about 5 minutes...

Try Gedemon's Custom Advanced Setup Screen. I use it and the issues are resolved. For the policy bug, delete the Advancement Screen folder from the Shared folder.
 
Try Gedemon's Custom Advanced Setup Screen. I use it and the issues are resolved. For the policy bug, delete the Advancement Screen folder from the Shared folder.

That worked fine :-)

gyogen2 said:
the problem I had with manpower was all three of these lines:

<UpdateDatabase>CCTP/Manpower/CCTP_Manpower_RQR.xml</UpdateDatabase> <UpdateDatabase>CCTP/Manpower/CCTP_Manpower_RQ.xml</UpdateDatabase> <UpdateDatabase>CCTP/Manpower/CCTP_Manpower_Units.xml</UpdateDatabase>

were not listed under <OnModActivated> in Community Call To Power V.4.04 modinfo file
after adding manpower worked fine (only one entry was originally there, manpower_rq.xml I believe)

In the modinfo file was the only line <UpdateDatabase>CCTP/Manpower/CCTP_Manpower_RQR.xml</UpdateDatabase>

Fix is working :-)
 
My game crashing after loading: game loads - any click and it crashig.
Game: OSX Steam version CIV 5 with BNW and all DLC.
Usig 4.04 v.1 with Manpower fix.

OSX crash dump: OSX Crash
Savegame: Savegame

I've didn't found anything helpful in logs or i am seeing to wrong logs: ~/Documents/Aspyr/Sid Meier's Civilization 5/Logs

Could anybody confirm crash with my savegame?
 
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