Community Call to Power Project

@kroket: Thanks :)! Fixed (btw it was 75p :p)
@Fires: :lol: The pics look amazing. I think I'll go ahead and post the stuff that has been updated since last time tomorrow, and then your map selection and/or surprise can be added to the next version that we put to the workshop.
@tdwn: Yes, they should. This is one of the few areas I'm being lazy on :(. I could definitely slap together some policies that use faith (esp in Theocracy), but since I expect there will be a complete government overhaul in the near future, I haven't done anything to them. This is probably something that I will get over soon though. Maybe by tomorrow... :)
 
@Fires: :lol: The pics look amazing. I think I'll go ahead and post the stuff that has been updated since last time tomorrow, and then your map selection and/or surprise can be added to the next version that we put to the workshop.

That would be for the best as it could do with a bit of testing, and balancing ;), before it goes on workshop.
 
this is great mod but can you make it so you can see all the techs in the tech tree as well? also it takes over a minute to load the map, and i cannot build a lumber mill on amber it never shows? i'm using the latest g&k version
 
The problem is always choice :)
 

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Yay! I'm excited for the new update then... Looking forward to playing this mod with some LEM action.

Good link for LEM most recent upload?
 
I started using this mod a few days again and so far, I have enjoyed it so far minus a few issues. First, why does everything take so long to build? My city infrastructure can never keep up with my rate of technological development. I can research a new technology in 5 turns, but it will take me almost 20 turns to build a new building in the city. Even if I buy stuff, my economy doesn't generate enough gold to keep my infrastructure up to date.
Second, the rate of getting technology is a bit slow, their is almost no way to enter eras near the historically accurate time.
Those are my two biggest issues I have so far in playing the mod. Good work on the mod so far.
 
I started using this mod a few days again and so far, I have enjoyed it so far minus a few issues. First, why does everything take so long to build? My city infrastructure can never keep up with my rate of technological development. I can research a new technology in 5 turns, but it will take me almost 20 turns to build a new building in the city. Even if I buy stuff, my economy doesn't generate enough gold to keep my infrastructure up to date.
Second, the rate of getting technology is a bit slow, their is almost no way to enter eras near the historically accurate time.
Those are my two biggest issues I have so far in playing the mod. Good work on the mod so far.
At what map size are you plaing and with which game speed? Does settings influence the cost of things.
 
Been playing with Netherland. Found these problems:

  1. The advance worker cannot build polder.
  2. Oil can be improved but doesn't add to the resource pool indicator.
  3. Unable to build tank even as the auto plant is built (probably because the previous problem?)
 
Been playing with Netherland. Found these problems:

  1. The advance worker cannot build polder.
  2. Oil can be improved but doesn't add to the resource pool indicator.
  3. Unable to build tank even as the auto plant is built (probably because the previous problem?)

Same problems here maybe something uniquelly dutch (the oil thing)
 
Hey first posters:D
The game is still in progress, this means only standart speed is fully functionel(with building and research at the correct rate). If you play on epic or marathon ( like i prefer) you still have some issues. I can only speek for myself, because i changed the research rate on marathon to 500 %, and now i have enough time to construct buildings. For those to wish to change the rate its very easy to create a little mod to update the gamespeed. Otherwise you can still make dirty changes to the xml files, but make allways a backfile.
 
At what map size are you plaing and with which game speed? Does settings influence the cost of things.

The mapsice change the research rate not the create rate.;)
 
I stand corrected :). Still, I see many people reporting stuff without informing you which mapsize they play.

Of course you are:lol:, Not to mention they dont report the necesary information at all, same for workshop. Maybe we have to note that chrome that he will add it to the first page, and to steam to avoid such posts.:hammer2:
 
Hey guys, I'm big into Civ, and have been playing CCTP exclusively for at least 6 months. Recently I have modded in my own civilizations with custom units and custom art. The civs seem to work fine. My mod works well I think...

I'm having trouble now that I have begun running CCTP with R.E.D.

I want to have CCTP's policies with Hulfgar's Industrial Warfare G and K... I don't know how to disable the tech tree from CCTP, however, in order to merge the two mods.

I'd be happy just to run CCTP with R.E.D. if it weren't for the runtime errors that keep crashing my game. I think it has something to do with the policies...

[4956.619] TechPopup: stealingTechTargetPlayerID: -1
[4956.619] TechPopup: iValue: 2
[4962.516] TechPopup: stealingTechTargetPlayerID: -1
[4962.516] TechPopup: iValue: 1
[4972.906] TechPopup: stealingTechTargetPlayerID: -1
[4972.906] TechPopup: iValue: 0
[4976.104] Demographics: Dequeuing demographics
[4976.104] Demographics: Dequeuing demographics
[5029.113] Demographics: Dequeuing demographics
[5029.113] Demographics: Dequeuing demographics
[5060.984] Demographics: Dequeuing demographics
[5060.984] Demographics: Dequeuing demographics
[5098.705] TechPopup: stealingTechTargetPlayerID: -1
[5098.705] TechPopup: iValue: 2
[5105.491] TechPopup: stealingTechTargetPlayerID: -1
[5105.491] TechPopup: iValue: 1
[5124.430] TechPopup: stealingTechTargetPlayerID: -1
[5124.430] TechPopup: iValue: 0
[5142.791] Demographics: Dequeuing demographics
[5142.791] Demographics: Dequeuing demographics
[5208.140] TopPanel: 0 [ICON_RES_HORSE] Horses
[5210.370] Demographics: Dequeuing demographics
[5210.370] Demographics: Dequeuing demographics
[5211.556] NotificationPanel: Unknown Notification, Adding generic 8
[5223.631] Runtime Error: [string "C:\Users\George\Documents\My Games\Sid Meie..."]:1122: attempt to call global 'OpenAdvisorPopup' (a nil value)
[5225.191] Runtime Error: [string "C:\Users\George\Documents\My Games\Sid Meie..."]:632: attempt to index field 'GovernmentsTitle' (a nil value)
[5227.094] Runtime Error: [string "C:\Users\George\Documents\My Games\Sid Meie..."]:586: attempt to index field 'GovernmentsTitle' (a nil value)
[5228.763] Runtime Error: [string "C:\Users\George\Documents\My Games\Sid Meie..."]:1126: attempt to call global 'CloseAdvisorPopup' (a nil value)
[5237.624] Demographics: Dequeuing demographics
[5237.624] Demographics: Dequeuing demographics

That's the portion of the lua log associated with the runtime error.

That is with my mod, RED, and CCTP, as well as some other minor ones, including custom adavanced setup. (I'm playing hotseat.)

Crashes occur regardless of hotseat, and seemingly regardless of the minor mods. Tried clearing the cash, defragging, reinstalling.... Tried a lot of stuff.

I have installed the 7/17 edition of CCTP from this site. I have the Workshop edition of RED.

Maybe I have too many unique units in my civs? Would that cause that type of runtime error?

And, how would I go about merging the policy system with Hulfgar's Industrial warfare? Or not necessarily merging... Just removing something from either mod that would cause them to run with both the units and the policies I desire....


LOVE THE MOD! Thanks again,

George
 
Hulfgar's Industrial Warfare

Simple, Not Compatible.

[5223.631] Runtime Error: [string "C:\Users\George\Documents\My Games\Sid Meie..."]:1122: attempt to call global 'OpenAdvisorPopup' (a nil value)
[5225.191] Runtime Error: [string "C:\Users\George\Documents\My Games\Sid Meie..."]:632: attempt to index field 'GovernmentsTitle' (a nil value)
[5227.094] Runtime Error: [string "C:\Users\George\Documents\My Games\Sid Meie..."]:586: attempt to index field 'GovernmentsTitle' (a nil value)
[5228.763] Runtime Error: [string "C:\Users\George\Documents\My Games\Sid Meie..."]:1126: attempt to call global 'CloseAdvisorPopup' (a nil value)

That I belive is fixed in the next version, if you do a search of this forum for my name(or brows through the last 3-4 pages) you will find a fix for them errors if ya dont mind manualy installing it.

And, how would I go about merging the policy system with Hulfgar's Industrial warfare? Or not necessarily merging... Just removing something from either mod that would cause them to run with both the units and the policies I desire....

Thats ALOT of work dude, since both mods are conversion mods. TBH play with 1 or the other.

And...Part logs help not alot dude, if ya want help in tracking down the crash issue(the error you posted doesnt crash the game) then post the whole log files in a zip here and I will take a look.
 
Thanks for the response, Horem. I am grateful and impressed. I think highly of your work. You know this better than I, being that I'm only an amateur modder, but the satisfaction in modding comes best when you debug it yourself.

If I decide to give up, I will think about troubling you to take a look, but I have faith in myself, and I need to learn by teaching myself for a little while longer.

Really been getting into coding, but I'm more into making civilizations and doing civolopedia entries for all their buildings, units, traits, DOM quotes, etc. That's where my creative juices really cook, I love to write. My favorite ideas deal with speculative fiction, with a focus on parallel realities/alternate timelines and hard sci-fi.

If you ever need any help, I'm not an expert, but I love to play and tinker. I have a lot of code that attempts to merge my "CyborgCivs" with CCTP and R.E.D. or with Hulfgar's Industrial G and K. Those are the two different versions I have been working on. I need to design my own policy tree one day, but I would love to start with some sort of template.

My dream would be Hulfgar's Industrial with monopoly buildings and you guys' policies as well, but it's not critical since vanilla CCTP is already so deep.

Again, great work, and I know I'm not alone in saying that the community appreciates your guys perseverance in delivering a wonderful team effort and a gift to Civ players everywhere.

Thanks,

George
 
I started using this mod a few days again and so far, I have enjoyed it so far minus a few issues. First, why does everything take so long to build? My city infrastructure can never keep up with my rate of technological development. I can research a new technology in 5 turns, but it will take me almost 20 turns to build a new building in the city. Even if I buy stuff, my economy doesn't generate enough gold to keep my infrastructure up to date.
Second, the rate of getting technology is a bit slow, their is almost no way to enter eras near the historically accurate time.
Those are my two biggest issues I have so far in playing the mod. Good work on the mod so far.

build nothing but farms and mines in the beginning don't bother with trade posts you won't need them much and have you cities set on food focus.

as they grow keep moving citizens to mines while letting the food be above 6+ there's quite a bit of micro managing in the beginning. when you get herbal science grab as many resources as you can and start building manufactures on them.

dont forget to research the techs that increase plantation gold as well as get the policies that increase them too.

keep doing this and you'll be swimming in gold and have plenty of production.

that's how i play everytime and i goit cities with over 100 P and getting +1000 gold per turn :king:
 
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