Community Call to Power Project

Alright ;)

In a different scope, i was wondering if improving the ai was in the plans... mainly combat wise where it seems on any difficulty, the computer just feeds his units without much strategy at all ;(

Well, just for me iam always playing on diety (Mods Sid difficulty and Legions) and with 30 HP per Unit and so on.
The Game always favored to me, when i win my first war. This means i try to play peacefully but the ai like to dow me.
So playing without diety is a win guarantee for me.
 
Yeah it was more a comment to civ 5 in general than this mod since the ai seems a bit smarter with this mod, but still it is so easy to "cheese" victories vs ai units. They attack cities without much strategy at all except send swarm of units...

@ Chrome

I do not know how much you delved into the 1's System I made. In the ResourceNew.xml right at the bottom is/was this bit of code:-

Spoiler :
<Defines>
<Update>
<Where Name="INFLUENCE_HILL_COST"/>
<Set Value="1"/>
</Update>
<Update>
<Where Name="INFLUENCE_RIVER_COST"/>
<Set Value="0"/>
</Update>
<Update>
<Where Name="MIN_START_FOUND_VALUE_AS_PERCENT_OF_BEST"/>
<Set Value="90"/>
</Update>
<Update>
<Set Value="15000"/>
<Where Name="AI_GOLD_PRIORITY_UPGRADE_BASE"/>
</Update>
<Update>
<Set Value="7500"/>
<Where Name="BUILDER_TASKING_BASELINE_BUILD_IMPROVEMENTS"/>
</Update>
<Update>
<Set Value="150"/>
<Where Name="BUILDER_TASKING_IMPROVE_RESOURCE_TENDENCY"/>
</Update>
<Update>
<Set Value="15000"/>
<Where Name="BUILDER_TASKING_BASELINE_BUILD_RESOURCE_IMPROVEMENTS"/>
</Update>
<Update>
<Set Value="10000"/>
<Where Name="BUILDER_TASKING_BASELINE_BUILD_ROUTES"/>
</Update>
<Update>
<Set Value="25000"/>
<Where Name="BUILDER_TASKING_BASELINE_REPAIR"/>
</Update>
<Update>
<Set Value="12"/>
<Where Name="FRIENDSHIP_PER_UNIT_GIFTED"/>
</Update>
<Update>
<Set Value="15"/>
<Where Name="FRIENDSHIP_PER_BARB_KILLED"/>
</Update>
<Update>
<Set Value="1.25"/>
<Where Name="AI_STRATEGY_DEFEND_MY_LANDS_UNITS_PER_CITY"/>
</Update>
<Update>
<Set Value="11"/>
<Where Name="AI_CITIZEN_VALUE_FOOD"/>
</Update>
<Update>
<Set Value="10"/>
<Where Name="AI_CITIZEN_VALUE_PRODUCTION"/>
</Update>
<Update>
<Set Value="4"/>
<Where Name="AI_CITIZEN_VALUE_GOLD"/>
</Update>
<Update>
<Set Value="12"/>
<Where Name="AI_CITIZEN_VALUE_SCIENCE"/>
</Update>
<Update>
<Set Value="125"/>
<Where Name="AI_HOMELAND_MOVE_PRIORITY_UPGRADE"/>
</Update>
<Update>
<Set Value="6"/>
<Where Name="FRIENDS_CULTURE_BONUS_AMOUNT_ANCIENT"/>
</Update>
<Update>
<Set Value="9"/>
<Where Name="FRIENDS_CULTURE_BONUS_AMOUNT_MEDIEVAL"/>
</Update>
<Update>
<Set Value="15"/>
<Where Name="FRIENDS_CULTURE_BONUS_AMOUNT_INDUSTRIAL"/>
</Update>
<Update>
<Set Value="6"/>
<Where Name="ALLIES_CULTURE_BONUS_AMOUNT_ANCIENT"/>
</Update>
<Update>
<Set Value="9"/>
<Where Name="ALLIES_CULTURE_BONUS_AMOUNT_MEDIEVAL"/>
</Update>
<Update>
<Set Value="15"/>
<Where Name="ALLIES_CULTURE_BONUS_AMOUNT_INDUSTRIAL"/>
</Update>
<Update>
<Set Value="200"/>
<Where Name="FRIENDS_CAPITAL_FOOD_BONUS_AMOUNT_PRE_RENAISSANCE"/>
</Update>
<Update>
<Set Value="200"/>
<Where Name="FRIENDS_CAPITAL_FOOD_BONUS_AMOUNT_POST_RENAISSANCE"/>
</Update>
<Update>
<Set Value="100"/>
<Where Name="FRIENDS_OTHER_CITIES_FOOD_BONUS_AMOUNT_POST_RENAISSANCE"/>
</Update>
<Update>
<Set Value="100"/>
<Where Name="ALLIES_OTHER_CITIES_FOOD_BONUS_AMOUNT"/>
</Update>
</Defines>

<Leader_MajorCivApproachBiases>
<Update>
<Set Bias="3"/>
<Where MajorCivApproachType="MAJOR_CIV_APPROACH_DECEPTIVE"/>
</Update>
</Leader_MajorCivApproachBiases>

<Leader_Flavors>
<Update>
<Set Flavor="9"/>
<Where FlavorType="FLAVOR_NAVAL_TILE_IMPROVEMENT"/>
</Update>
<Update>
<Set Flavor="6"/>
<Where FlavorType="FLAVOR_EXPANSION"/>
</Update>
<Update>
<Set Flavor="8"/>
<Where FlavorType="FLAVOR_GROWTH"/>
</Update>
<Update>
<Set Flavor="9"/>
<Where FlavorType="FLAVOR_TILE_IMPROVEMENT"/>
</Update>
<Update>
<Set Flavor="8"/>
<Where FlavorType="FLAVOR_INFRASTRUCTURE"/>
</Update>
</Leader_Flavors>


This is too do with the AI, I placed it here as a Quick Fix when I was doing the 1's System balancing(it was the last file loaded by the mod which is how it ended up here as a quick fix, as it over wrote the mods values set somewhere(I found them once, they are spred over some files I couldnt find again). If you have not noticed it there, now you do and may want to move it to the relevent file/files.

To me it seemed the AI played a little bit better with this, did not get much feedback cause I went AWOL without informing anyone :)
 
No I did notice this. These changes do help the AI to improve it's territory and what not. The AI still has ridiculous money spending issues though but that is a deep seated issue... BTW, do you remember where the golden age modification files are? I want to put things back to the 1p/1g for tiles already producing p/g setup.
 
Not off hand, Although I do remember in the civ5gamespeeds.xml are a bunch of building flavors.

Edit.

civ5terrains.xml

Spoiler :
<Yields>
<Update>
<Set GoldenAgeYieldMod="2" />
<Where Type="YIELD_FOOD" />
</Update>
<Update>
<Set GoldenAgeYieldMod="2" />
<Where Type="YIELD_PRODUCTION" />
</Update>
<Update>
<Set GoldenAgeYieldMod="2" />
<Where Type="YIELD_GOLD" />
</Update>
<Update>
<Set GoldenAgeYieldMod="2" />
<Where Type="YIELD_SCIENCE" />
</Update>

<Update>
<Set LakeChange="1"/>
<Where Type="YIELD_FOOD"/>
</Update>

</Yields>
 
Yeah I end up winning on diety almost everytime as well. The unit hp mod sounds like a good idea to try and fix this, but wont it make taking cities alot easier and they'll just end up ping ponging owners alot?

On the plus side, maybe it fixes combat battles...because right now i never play on maps with water since I simply crush the ai even more if theres any seas and naval units involved.

Well, just for me iam always playing on diety (Mods Sid difficulty and Legions) and with 30 HP per Unit and so on.
The Game always favored to me, when i win my first war. This means i try to play peacefully but the ai like to dow me.
So playing without diety is a win guarantee for me.
 
Yeah I end up winning on diety almost everytime as well. The unit hp mod sounds like a good idea to try and fix this, but wont it make taking cities alot easier and they'll just end up ping ponging owners alot?

No, the Number of HP from Cities is also increased. Its make the taking of Cities more difficult. The Name of the Mod is "Triple XP for Marathon" available on the Modhub. (Its working for all Gamesppeds, just developed for Marathon).
 
CCTP version 1.31 uses the 5 system. You can either download and install horems CCTP 1s System & More Maps.rar with CCTP version 1.31, you can find it under his modmods link on the third post, or you can try the version on github which has it included.

Hopefully chrome-chrome will continue to use the 1's system as the 5's system lead to overflow errors in the future eras.
 
I have been doing a bit of lua work here and there on the tech tree,policy panels and xml tags due to all this an old project of mine is looking very possible. As such i could do with some artwork. While i could do it myself this isn't a high priority on my long list atm, so i thought i would throw it out there and see what comes back :).

The artwork basically can be in any format but of a 'good' size, i don't mind shrinking down the pictures but don't want to be enlarging it, :). The items will also need to have a neutral solid background colour that i can easily change.

So the pictures of items i need fall into 2 categories, space and sea. So for space i am looking for pictures of the planets, half a sun, moon, spaceships, etc basically anything you might find in space. For the sea we could have volcanic vents, submarines, underwater sea habitats, big sea creatures etc so again basically anything you might find under the sea, but no singing crabs.
 
Has there been any word from D?

None :(. And we only missed him by a few hours. Before I started making changes to PCtP, I sent him a PM asking if he minded. I checked his public page and saw that he was active the previous day (or had at least logged in). That was in April (I think). He hasn't been on since.
 
@ Fires/Chrome Either of you managed to get CCTP to compile/build a working copy with ModBuddy? Or are ya both still just editing the modinfo file?
 
@ Fires/Chrome Either of you managed to get CCTP to compile/build a working copy with ModBuddy? Or are ya both still just editing the modinfo file?

I am just editing the modinfo file, never tried to compile CCTP in modbuddy as never had a real need to, i think i remember D saying the mod was too big to do the upload thing in modbuddy also.
 
Same here. Just doing the modinfo thing

****EDIT****
Maybe an hour before the new files are uploaded. But if you want them earlier, use the GitHub version in the OP :D
 
Ok so i have been doing some more work on the space project :) and i have hit a point where some input could be useful. Basically if i am playing England and colonise mars, should for example America also be able to colonise mars? atm i'am leaning towards no.

Also i have a sneaky way of adding a space point counter into the game, without having to use any freaky saving addon, so space exploration will not depend on science or culture points, it will be its own system with points gained from owning buildings that give space points :crazyeye:.

There is still a lot to do and test but its moving in the right direction
 
Id say no too, if your using buildings/projects to simulate the exploration. Or on the other hand you could have several buildings/projects per planet but only allow 1 per civ, guess that would be more realistic? Dont know the limitation of projects so maybe this is way is not viable.
 
Id say no too, if your using buildings/projects to simulate the exploration. Or on the other hand you could have several buildings/projects per planet but only allow 1 per civ, guess that would be more realistic? Dont know the limitation of projects so maybe this is way is not viable.

Yep it makes use of the buildings a lot so we can make use of the wonder and national wonder features :).

The lua code for the mechanics of the system is about 80% done, just needs some redundancy, refinement and tweaking. Now it's basically just creating the panels to get it all looking nice and working, which is gonna be the bit that takes the most time :lol:.
 
First off, I am very impressed with the mod. The complexity really livens up the game, although it must be said that without having resources on high or greater there are never enough of the various luxury resources to get even a large building for them: there are just too many to ever have more than a couple of each. Since I'm a perfectionalist and I want monopolies...well...

On that topic, a bug I've noticed with monopoly buildings under V1.31: they are not acknowledging my huge buildings properly. I can build 2 huge iron smelters and it still wants me to build two more. I've not seen the pattern why, but when I got to 4 huge buildings it let me build the monopoly fine. Experienced the same with horses, not had enough of any other resource to try for the buildings yet. Have others experienced this?
 
First off, I am very impressed with the mod. The complexity really livens up the game, although it must be said that without having resources on high or greater there are never enough of the various luxury resources to get even a large building for them: there are just too many to ever have more than a couple of each. Since I'm a perfectionalist and I want monopolies...well...

On that topic, a bug I've noticed with monopoly buildings under V1.31: they are not acknowledging my huge buildings properly. I can build 2 huge iron smelters and it still wants me to build two more. I've not seen the pattern why, but when I got to 4 huge buildings it let me build the monopoly fine. Experienced the same with horses, not had enough of any other resource to try for the buildings yet. Have others experienced this?

Welcome to the forums!! :D

I agree on the resources needing to be on high setting; I wonder if there is an option to make the monopoly require a certain percentage, rather than a hard number, or the resources on the map *looks to Fires...* :). Regardless, I feel like the mod is now balanced for Standard maps; in order to get 12 of a resource on Standard size, High resources, you must conquer at least one neighbor (often need two). I am worried about the bigger maps though; a player could probably gain a monopoly from the resources that are just in the starting area.

As for the Huge monopoly buildings bugging out on you, have no fear. I just updated the OP with the link for version 2.01 (makes it sound new), which eliminates the lesser monopoly buildings (among other things). Try it out and see if it is more to your liking. :)
 
removing the lesser monopolies? I not sure what you mean by that; removing the buildings or reducing their requirements? I think the real crux of the problem is strategic resources coming in 2-6 and being quite common, while the luxury chains (which I agree shouldn't be as common) comming in singles, sometimes in 2s. Granted, other buildings devour iron, coal and oil, and quite a few side buildings use horses, but it's a tough one.

For the record I play on huge maps, at the moment on very high resources, and have begun a very hungry campaign. It would have been possible to get an iron/horse monopoly from just my initial area+ the 5 city states who had been pouring resources into me. it probably would have meant i wouldn't have enough for foundries and such without conquest though. I've got to around 17 cities, biting holes in a couple of neighbours, and culture bombing city states whose land was resource rich (I still get the bonuses even if they are a 1 tile city!). I still don't have enough resources for a single monopoly, although I at 9 of silk and at 8 for a couple more. There are still two civs i've not found, so I'd estimate my land is around 1/3 of the map.

A comment; i've noticed that as you pull ahead in tech the number of great person's starts to get a little insane. Then again, you did say you hadn't balanced the upper end.

I'll start downloading this new version, may take half the night with my connection though. Any idea if it is savegame compatible?
 
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