Community Call to Power Project

I agree with you :P. The tech tree is...coming along. I can now see the tree, which is progress, but the addition of the two extra eras squished everything together. All said though this is much, much better than I could have been. Might have everything up in a few days if the pace continues :D
 
Cant you just make the tech tree bigger? I know you could with the vanilla techtree.lua(I did it for my middle age mod) not sure with your custom ones though tbh.

Edit:-

Still not 100% happy with the amounts of new resources placed, easy to adjust:-

Code:
	-- CCTP Bonus Resources
	local resources_to_place = {
	{self.coffee_ID, 1, 100, 1, 1} };
	self:ProcessResourceList([U][I][B]13[/B][/I][/U] * bonus_multiplier, 3, self.grass_flat_no_feature, resources_to_place)

The number in bold is what chnages the amount placed, increase for less, decrease for more.

Edit 2:-

Oh Just saw I still have TechPreqs and TradingTech commented out from testing ya may want to uncomment them :)

Edit 3:-

Fixed a couple typos in the XML.
 
Yeah it's actually not that hard. Just bothersome. It would go a lot smoother with the IndieStone Tech Tree Editor, but it doesn't want to work with the multiple tech trees. I just have to place the techs, save and reboot the mod, and then check to make sure things are placed in the right spot. I got a lot of practice when sorting out the Monopoly buildings. Like I said, it's not hard, just time consuming.
 
Noticed a small issue with resources, with the CCTP stuff in there Truffles and Slat worldmap Icons dont show up, they display a Black Icon rather than the expac icon, now I think its because of the ResourceIconManager.lua(since it was made for vanilla) not picking up the expac icon altases. Someone with some art skills could prolly knock you up some icon for them(since the ones in the expac are encoded liek all the combined atlases , no idea why they wish them to be secret).
 
awesome! can't wait!

Same for me, please tell me if i can help to make it faster.
Anyway its hard to make the most buildings compatible for G and K, because so much have changed. And then you have the rest, i really hope you will not struggle so much with it:lol:
 
first off, ive been following these forums for a long time. ive been in and out of civ for the past few years. i love this mod. i cant wait for it to be released for g&k.

i just have one question. i know there are many pages talking about this but im not sure if it was brought up here yet and im not reviewing 54 pages lol. are you guys thinking about implementing canals? cuz i think that would be awesome. maybe like, have it an option for a great engineer to build or something.
 
first off, ive been following these forums for a long time. ive been in and out of civ for the past few years. i love this mod. i cant wait for it to be released for g&k.

i just have one question. i know there are many pages talking about this but im not sure if it was brought up here yet and im not reviewing 54 pages lol. are you guys thinking about implementing canals? cuz i think that would be awesome. maybe like, have it an option for a great engineer to build or something.

Hey welcome to the forum[party].

To your question about canals, iirc its not possible at this time because you need the dll to do this. The only way at the moment to alter in game features like adding rivers, is to use the Ingame Editor (IGE). But no canals only rivers , if this helps.
 
Hey all. Horem the files you sent worked great. I don't know how you did it, but the map load times are much faster :D. Unfortunately the tech trees are giving me more problems than I wanted; somehow changing a few lines in the xml files broke the trees :/. The weird thing is that the techs show up in their proper eras in the Civilopedia, but the tech tree isn't viewable. Technically this doesn't actually affect game play as the player could just select their techs from the drop down menu but it's way too annoying to not get it fixed. I'm already asking for help with this though.

Beside that, I just need to put the new techs somewhere in the tech tree and add yields for the new resources. The Crab and Copper Monopoly lines are being replaced by Tobacco and Tin, respectively. And then the units need to be adjusted. I'm going to keep the buildings roughly as they were in the vanilla version to cut down on the turnaround time. They'll be adjusted after everything is put up on the Workshop. Everything but the tech tree can be finished in a day or two. Hopefully, the trees will come around in that time as well. So yeah, hopefully not to long now *crosses fingers*
 
thanks for the update and the hard work chrome! still checking back every afternoon on the progress heh.
 
I think there is a glitch somewhere in your code when it pertains to the default warrior unit at game start...

Started a random large map with random civ (got germany) and i have this as my warrior unit...a beam jumper! :eek:

and at the same time...:goodjob:

cheers
 

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I think there is a glitch somewhere in your code when it pertains to the default warrior unit at game start...

Started a random large map with random civ (got germany) and i have this as my warrior unit...a beam jumper! :eek:

and at the same time...:goodjob:

cheers

The reason is easy, CCTP is not updated for G and K yet. So the unit you got, is done by some bugs. If you like to play CCTP with G and K you have to wait for the new version, who will compatible with G and K.
 
@Chrome-Rome

Tracked that techbug a bit more(not that it helps me any still clueless whats wrong) by turning Lua Debugging on :)

[22888.685] TechTree: Instance Manager built with bad Root Control [EconomicsButton] [OpenEconomics]
[22888.685] Runtime Error: [string "Assets\UI\InstanceManager.lua"]:98: attempt to index field '?' (a nil value)
stack traceback:
[string "Assets\UI\InstanceManager.lua"]:98: in function 'BuildInstance'
[string "Assets\UI\InstanceManager.lua"]:39: in function 'GetInstance'
[string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:45: in function 'AddEconomicsButton'
[string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:32: in function 'InitialSetup'
[string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:316: in main chunk
[C]: ?
[22888.685] Runtime Error: Error loading C:\Users\Asus\Documents\My Games\Sid Meier's Civilization 5\MODS\CCTP Horem (v 1)\XML\Technologies\TechTrees\TechTree.lua.

Highlighted line is the issue.
 
Hey welcome to the forum[party].

To your question about canals, iirc its not possible at this time because you need the dll to do this. The only way at the moment to alter in game features like adding rivers, is to use the Ingame Editor (IGE). But no canals only rivers , if this helps.

oh, well damn lol. thanks for the response tho.
 
@Chrome-Rome

Tracked that techbug a bit more(not that it helps me any still clueless whats wrong) by turning Lua Debugging on :)



Highlighted line is the issue.

The tech tree lua file had a few code additions, i am working on fixing it and adding some new stuff.
 
Thanks Horem. I dunno if anyone ever told you but you are a beast :D. I'll see if I can find out what's messing with the code there, but push come to shove I'll just revert the trees to the version on Github and try to work through it again.

So while Horem has been helping me with the tech issue, I've gone and converted the Units over and added the Monopoly buildings for Tin and Tobacco. The units are going to make me think though; G&K has drawn out the military progress significantly. While this works for the base game, it makes for a lot of crowding in CCtP. There are two options:1) Keep the progress the way it is in G&Ks and add all the extra units from CCtP to additional future eras, or 2) Condense the units to a method similar to the vanilla civ (muskets and rifles in Renaissance, ww1 and reg infantry in industrial, etc). I'll go with option 2 for now, and then after a few people play it out we can decide whether or not the condensed tree is better. If this is confusing, I hope it will make sense once everything is up and running.

What do people think about the faith/religion system? I won't be changing anything now (as that would just increase the time it takes for release), but I feel as though some of the pantheons just give random bonuses to founders that are helpful, but not really significant enough to have an impact. What I'm thinking (and nothing is set in stone here) is that the pantheon beliefs focus on the soft yields (science, culture, faith, happiness) rather than production, food, or gold. For example, Goddess of the Hunt could give faith for each camp instead of food, or God of Sea would give Faith from Fishing Boats instead of production. I just would like to the Pantheons help advance a civ's religion, culture, science, or happiness.
Agree, disagree, indifferent? :lol:

FIRES!! :D Check your PM in about 30 mins
 
first off, ive been following these forums for a long time. ive been in and out of civ for the past few years. i love this mod. i cant wait for it to be released for g&k.

i just have one question. i know there are many pages talking about this but im not sure if it was brought up here yet and im not reviewing 54 pages lol. are you guys thinking about implementing canals? cuz i think that would be awesome. maybe like, have it an option for a great engineer to build or something.

Well Gilgamesch already beat me to my standard greeting :gripe: (jk :lol:) but yeah the answer is basically what he said. That being said when we do get the dll, this may well be something that is added. I try to take a minimalist approach when modding when I can instead of just adding things just because, so I can't say for sure whether or not it will be in. If I recall correctly, the original Call To Power games used canals (and underwater cities, railways, etc), so there might be room for something like that :D
 
What do people think about the faith/religion system? I won't be changing anything now (as that would just increase the time it takes for release), but I feel as though some of the pantheons just give random bonuses to founders that are helpful, but not really significant enough to have an impact. What I'm thinking (and nothing is set in stone here) is that the pantheon beliefs focus on the soft yields (science, culture, faith, happiness) rather than production, food, or gold. For example, Goddess of the Hunt could give faith for each camp instead of food, or God of Sea would give Faith from Fishing Boats instead of production. I just would like to the Pantheons help advance a civ's religion, culture, science, or happiness.
Agree, disagree, indifferent? :lol:

it's not clear from your wording whether you are meaning to replace just the bonus from the pantheons in hard resources with faith/culture/tech or the base resource as well prior to pantheon.

replacing the bonus only would be a slick mechanic i think, as the thought would be more what type of resources are around the player and what strategy they are going for rather than racing for the few good bonuses. it would also be much easier to balance i think.
 
Just the bonuses from the pantheons. The resources will provide bonuses like they always have.
 
The tech tree is working :) I decided to completely change the old multipage code. It is now down to two lua files, one for the tree selection page and one for the trees. It still need some more :hammer: to fix some bugs, so here is a pic for now.
 

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