Community Call to Power Project

Working - no. Or at least not officially. I have plenty of ideas, but most of the people I started this with have moved on due to school, other interest, or general RL. I am still watching this thread (and the other big mods). My hope, and I'll admit that it is a bit of a long shot, is that more modders will flock to CiV after the DLL. Hopefully, they will find this mod and offer to help. Until then, I know that this mod is in Horem's very capable hands.

If you could mail me a copy of the solution + folder/folders that would be sooo much help :).
 
Hey there,

If you need any help with icons or design, i would gladly lend you a hand!

Just PM me!
 
Government ideologies -> Socialism claims to give 10 hammers per mine... I'm guessing it should only be 2?

Missed it in the text, it actualy does give +2. Fixed.

Also experiencing the problem with monopoly buildings... I currently have 4 huge copper smelters, but it still says I need to build two more in order to start the copper monopoly.

Yah, thats realy anoying, am looking into it.

Lancers need an upgrade route? Also I think chariot archers should upgrade to artillery instead of knights. As their upgrades are completely useless for a knight. The very first artillery was pulled along by horses too, so it would make sense historically as well.

I'll have a fiddle.

Arsenal still has 5x upkeep

Fixed.
 
@ Zergash: Welcome to the forums! :wavey: We cannot PM until you have been a member for five days with at least as many post (I think). In the meantime, we can just chat in public. :D For now, I think the biggest place in need of art is the policies (Horem can correct me on this if I'm wrong ;)). There has been considerable effort towards making the images more appealing, but there's still more work to be done. When we can PM, I'll send the images that have already been completed for you to look over. Out of curiosity, are you a professional (graphic) artist/designer? All of the images so far have been modified versions of stock pictures, but if you are up to creating custom art, that would be amazing!!

PS: Art people are my favorite type of contributor (closely followed by coders). To me, a mod just doesn't feel official until it looks nice. For those "old-timers," do you remember the feeling you had when Feutepool graced PCtP with images? It felt like a whole new game. Just saying :D

@ Horem: I didn't get far with the 1-point system because the yield icons are still fixed on 5-point :(. I think it's just a matter of deleting the yield icon manager, although it would be nice to adapt it over to the 1-system, as the icon manager adds more clarity to the tile yields. Hope that all makes sense :D
 
@ Zergash: Welcome to the forums! :wavey We cannot PM until you have been a member for five days with at least as many post (I think). In the meantime, we can just chat in public. For now, I think the biggest place in need of art is the policies (Horem can correct me on this if I'm wrong ). There has been considerable effort towards making the images more appealing, but there's still more work to be done. When we can PM, I'll send the images that have already been completed for you to look over. Out of curiosity, are you a professional (graphic) artist/designer? All of the images so far have been modified versions of stock pictures, but if you are up to creating custom art, that would be amazing!!

PS: Art people are my favorite type of contributor (closely followed by coders). To me, a mod just doesn't feel official until it looks nice. For those "old-timers," do you remember the feeling you had when Feutepool graced PCtP with images? It felt like a whole new game. Just saying

@ Horem: I didn't get far with the 1-point system because the yield icons are still fixed on 5-point . I think it's just a matter of deleting the yield icon manager, although it would be nice to adapt it over to the 1-system, as the icon manager adds more clarity to the tile yields. Hope that all makes sense

Ive been wondering where to change that, tbh I thought it was just a matter of tracking down a modified dds and deleteing it, i'll take a look at the icon manager. Some Buildings and Units need Icons, have not got a list, but can make one.

Edit

Right, took a look at that ison manager, Way over my head tbh, no idea what it does.
 
It's been a while since I've played Call to Power and I have never played this version. I loaded the game and when I looked at the resources they were different from the original both in look (icon) and amount. Procylon's mod had increased the amount of resources each type of terrain produced and this seems to have changed. This I can handle but I noticed and odd occurrence when I used the In Game Editor, the icons and the amounts returned to what i was familiar with.

I am loathe to start a game if the game itself is predicated on the actual older and larger resource amounts as my game may have a bug and it may have reverted back to old (vanilla) resource amounts.

Any one have any thing to add?
 
Currently trying out version 14, but running into problems with the savegames quite early ~ 270-300 turns in. Savegames just won't load after a point, not getting any error messages. (I can continue on playing without trouble)
Giant map with low sea level. Perhaps my computer just can't handle the amount of cities and units produced on such a large map?
Anyone else experiencing similar troubles?
Played version 12&13 on giant map as well, but with normal sea level. Near the endgame my computer would sometimes have trouble loading save, but it would usually work on second try, especially if I killed some uneeded processes... :S
 
Currently trying out version 14, but running into problems with the savegames quite early ~ 270-300 turns in. Savegames just won't load after a point, not getting any error messages.
Giant map with low sea level. Perhaps my computer just can't handle the amount of cities and units produced on such a large map?
Anyone else experiencing similar troubles?

What do you mean with giant map? ( do you use bigger worlds mod?).
Sometimes when i played with huge maps, and load a savegame, i encounter the same problem. But for me, i just have to turn the wmp (mediaplayer).
;)
So i turn off all other running applications and restart CiV, and no problems anymore.
 
It's been a while since I've played Call to Power and I have never played this version. I loaded the game and when I looked at the resources they were different from the original both in look (icon) and amount. Procylon's mod had increased the amount of resources each type of terrain produced and this seems to have changed. This I can handle but I noticed and odd occurrence when I used the In Game Editor, the icons and the amounts returned to what i was familiar with.

I am loathe to start a game if the game itself is predicated on the actual older and larger resource amounts as my game may have a bug and it may have reverted back to old (vanilla) resource amounts.

Any one have any thing to add?

Make sure you have the right Copy of CCTP(3rd Post, Front Page, by Firesforever).
For the 1's System look here and follow the instructions properly. Delete your cache.
In Game Editor Mod? Cant garantee that will work with CCTP, never tried it.

Currently trying out version 14, but running into problems with the savegames quite early ~ 270-300 turns in. Savegames just won't load after a point, not getting any error messages. (I can continue on playing without trouble)
Giant map with low sea level. Perhaps my computer just can't handle the amount of cities and units produced on such a large map?
Anyone else experiencing similar troubles?
Played version 12&13 on giant map as well, but with normal sea level. Near the endgame my computer would sometimes have trouble loading save, but it would usually work on second try, especially if I killed some uneeded processes... :S

How are you reloading? Within the game or are you exiting to main menu first? or its happening both ways?
 
How are you reloading? Within the game or are you exiting to main menu first? or its happening both ways?

Happens no matter what I do, even if I reboot the computer.
Have just tried starting a game on a large map, same problem occurs. Seems to be around the time the AI reaches medieval ages.

Also tried reducing graphic settings to a minimum. (Have NVIDIA GeForce GTX 285)

Going to try reinstalling, see if that helps any... pending...
Old broken saves still not working. Have loaded an earlier save and new resources have popped up all over?? Maybe they have been causing some sort of conflict??
hmm just noticed it has reverted back to the 5x system... going to remedy that...
Having reloaded the mods seem to have alleviated the problem somewhat, it will load occasionally now...? Pretty odd.
Have progressed a bit further and we're back to no new savegames loading. It get's to the point where it says: continue your journey, but the landscape remains black and the button is inactive. Musik still plays though.
Validated my installation and 1 file failed to validate, let's hope this is it!
 
Make sure you have the right Copy of CCTP(3rd Post, Front Page, by Firesforever)
In Game Editor Mod? Cant garantee that will work with CCTP, never tried it.

Ok after some hours of playing i got some issues. But not sure where there come from.
IGE works great, expect some tweaks, but you can alter so much.
Almost functionable with CCTP.
But strangely i encountered the same thing that cannes happened.(CTD, not a loading bug)
 
This seems really fun, but it really just doesn't work at all for me.

4/5 of the games I start do not place resources anywhere on the map as far as I can tell. Setting placement to "random" doesn't seem to help. Using S's placement makes it work, but this often results in the issue that somebody described earlier where the next time I load a game tile yields are back to vanilla civ levels.

Something seems wrong with the AI bonuses. Of the two games I played past turn 15, both had 4 enemy AIs reach the Classical era on Turn 5 (Emperor level difficulty). I was about halfway through my first tech and still building my scout by then...

So yea, all great ideas, none of which I've actually gotten to try yet. Please advise if I'm missing something here.
 
Peps talk about art. I do this in my spare time. You can use art I make, but as a free lance artist hold rights to use anything I make for future use (i.e. the crown I drew in AI as a path).

That beings said here is a from scratch based on the colors you had a monarchy backdrop. I have no idea the size it is supposed to be, so I made it big. I'm sure you can size down. I promise no timeline, but this took me a few hours. I was thinking of adding a thrown to it too, but it is time consuming as I am drawing the vectors by hand. That way I can size and use later.

Anyway, here you go. If you like iconic looking anima backdrops:
 

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This seems really fun, but it really just doesn't work at all for me.

4/5 of the games I start do not place resources anywhere on the map as far as I can tell. Setting placement to "random" doesn't seem to help. Using S's placement makes it work, but this often results in the issue that somebody described earlier where the next time I load a game tile yields are back to vanilla civ levels.

Something seems wrong with the AI bonuses. Of the two games I played past turn 15, both had 4 enemy AIs reach the Classical era on Turn 5 (Emperor level difficulty). I was about halfway through my first tech and still building my scout by then...

So yea, all great ideas, none of which I've actually gotten to try yet. Please advise if I'm missing something here.

Make sure you have the right Copy of CCTP(3rd Post, Front Page, by Firesforever).
Look here for a fix to blank maps. Follow the instructions to the letter.
To revert CCTP back to the 1's System look here and follow the instructions properly, you do not need the fix for blank maps if you chose to install this. Make sure you delete your cache. A hint about reloading, always quit to main menu first, as reloading from inside a game will cause things to break, its a Fraxis problem.
 
Guild hall gold and production yield has been reduced by a factoer 25. From 100/100 to 4/4... makes the building somewhat underwhelming.

You further increased the hammers for the public school from 10800 -> 12600???? It now takes 50-60 turns to build :S Some 4 times more than contemporary buildings :(

Another problem I´ve encountered is when upgrading mounted units, they lose at least their farrier movement bonus, not sure about the other building bonii, like hardened leather etc... Vanilla "feature"?
 
Guild hall gold and production yield has been reduced by a factoer 25. From 100/100 to 4/4... makes the building somewhat underwhelming.

Um must have reduced it twice. cause 100/5 is 20 and 20/5 is 4 :), I'll change it now.

You further increased the hammers for the public school from 10800 -> 12600???? It now takes 50-60 turns to build :S Some 4 times more than contemporary buildings

Odd, its fine my end. I'll release the files im using next couple of days, still tweaking a few things.

Another problem I´ve encountered is when upgrading mounted units, they lose at least their farrier movement bonus, not sure about the other building bonii, like hardened leather etc... Vanilla "feature"?

No, its intended. In the process of testing the promotions so they are applied when a unit enters a city(like certain promotions in FFH) rather than just to new units.
 
Police station is 540 maintenance and gives +2 happiness and +3 production?? Yikes!
Arsenal also still has 5x maintenance.
Another problem on epic speed is the timeline. It messes up around the 6-700 turn mark. Up until turn 840'ish(2030 AD) it still progresses 3 years for each turn.

Another very very strange bug, I´ve encountered is with the auto plant, aircraft plant and industrial shipyard. After having built them they disappear again at random intervals.

Also in this game (Huge map, immortal, rich resources) my empire spans 18,000,000 km2 and I only have 4 sources of oil and aluminium. Seems very meager!

Puppets really shouldn´t be building air bases! :(
 
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