Community Call to Power Project

And don't forget to consider the placement of monopoly buildings and gold buildings - you will always have bajillions of gold from trading resources with the AI and gold buildings. Try to take the top path of the tree up - your spies will steal the bottom half for you, and once you get your science running, there are a million techs but you will be getting them every 1-4 turns.
 
Thought i would put up an update on the map system :)

Today i have mostly been doing a lot more work on making it a lot easier to add new maps, etc. There were a lot of this type of thing scattered across multiple lua files:

Spoiler :
Code:
if WorldChosen == 1 or WorldChosen == 2 or WorldChosen == 3 or WorldChosen == 4 then
   MapPoint = RNEMapPoint;
elseif WorldChosen == 5 or WorldChosen == 6 or WorldChosen == 7 then
  MapPoint = LEMMapPoint;
else
  etc, etc
end
and my favorite:
Spoiler :

Code:
if bBase1 and CivID == GameInfo.Civilizations.CIVILIZATION_AMERICA.ID then
  i=1
  local civsxy = civxy [i]
  Players[iPlayerLoop]:SetStartingPlot(Map.GetPlot(civsxy [1], civsxy [2]));
elseif bBase2 and CivID == GameInfo.Civilizations.CIVILIZATION_ARABIA.ID then
  i=2
  local civsxy = civxy [i]
  Players[iPlayerLoop]:SetStartingPlot(Map.GetPlot(civsxy [1], civsxy [2]));
elseif bBase3 and CivID == GameInfo.Civilizations.CIVILIZATION_AZTEC.ID then
etc etc
That last one went on for few hundred lines :crazyeye:, but now they are almost all gone and replaced with dynamic code :D

Unfortunately non of this produces any amazing screenshot eye candy, so here is the banana :banana:
 
Wow, I can't keep up with all these post :eek:. Thanks Gilgamesch, Horem, and Fires for answering most of the questions :D

The new version is up on Github!!! This may also go to the Workshop, but then again we could just wait until we get the LEM running so that they get a really big update.

Here's the change log (updated OP too):
Spoiler :

July 30, 2012
  • Fixed civilopedia entries that weren’t showing for many uni
  • Fixed Economic Freedom (gave 5fo/ 5g instead of 1fo/1g)
  • Fixed Traditional Institutions (gave 5fo to farms, fishing boats, and plantations in addition to the production to Stone Works)
  • Fixed Lobbyist, Top 1%, and Interest Groups, and State Owed Enterprise giving more than they should (some were 25x what they should have been.)
  • Fixed Nationalism and Socialism displays
  • Fixed bad Tech Flavors
  • Fixed Destroyer line where units were melee but couldn’t melee attack
  • Optics moved to Classical. Lighthouse cost 300h, Great Lighthouse cost 540. Galileo moved to Physics (I know, doesn’t make much sense). Prereq to Compass and Rudder
  • Rudder reqs Division of labor
  • Hagia Sophia no longer gives Great Artist (still gives Great Prophet though)
  • Polder moved to Trade Fairs (from Guilds). Base improvement is 4f, 1g (from 4f)
  • Polder gains +1f from Penicilin and 1g from Coorporations
  • Moai gains 1s from Compass, 1p from Steel, and 1g from Flight
  • Harbor gives +4g and +1p to Sea Resources (from 4p)
  • Garden moved to Literature (from Theology)
  • Manhattan Project cost reduced to 4,000h (from 30,000)
  • 3335d’s Beef Vat recommendation (40f, -1p per pop, 5f from merchants)
  • Riflemen obsolete at WWI Infantry
  • Amber now spawns in Forest (to help with the low frequency). When improved in forest or jungle, it gives +1s (from +0s)
  • Salt gives 1g when improved (from 2g)
  • Landmark culture yields increased by 2 from each of these techs: Poetry, Drama, and Radio
  • Holy Site faith yields increased by 2 from each of these techs: Theology, Priesthood, Evangelism
  • Banana improved yield changed to +1f,-2p,+2g (from +1g). On plains, that means improved Banana is 4f,2g (from 3f,2p,1g).
  • New Icon for Publishing House :D
  • New Buiding: Dock, 180h, +1g to all sea tiles. Reqs Sailing. Don't like the icon here at all, so it will hopefully be changed in the near future
  • Units embark on Shipbuilding (from Sailing)

If there's anything else I'm forgetting, I'll post when I remember :lol:
 
i dont see new version on Github it says there's no downloads?

also why does maps take over 1 minute to load
 
i dont see new version on Github it says there's no downloads?

also why does maps take over 1 minute to load

Press code tab at the top then press the zip button.

It takes a bit longer to load because there is a lot more to load :)
 
So I've been trying out this mod overhaul for a few games and I have some thoughts on it.

New Resources - In my experience the new resources are spammed everywhere. Is this a known issue or am I just unlucky? Second, I came to a point where I was unable to do anything with the new resources. I remember building a quarry on a deposit of Jade once but after that I dont recall being allowed to do anything on other deposits of the new resources.

New Buildings - I feel some of the buildings should not exist. All of the Animal Market buildings should be condensed into a single building, the Livestock Market. The possible exception is the Fish Market, which should encompass all Fish and animals from the sea, like Crab and Squid.

Stable - One change that bugged the hell out of me was the change to the Stable. Why have Cows and Deer been removed from it's effect and replaced with PIGS? Cows are known as animals of burden and labor, Deer not so much, but I dont remember Pigs being used to tow things. You should restore the original effect. The point of the Stable is to create cavalry and denote that the animals are being used for labor, hence the Production bonus.

Govornment/Policies - I find that the rate at which Culture acrues severely empedes any meaningful progress in any of the govornment/policy tree's. I find that I've researched better govornments and policies by the time I can add a few points to any of them. I ended up replacing Monarchy with Republic without putting any points in Monarchy.

Oh, and this City State diplomacy overhaul might be worth adding with the author's permission.
http://forums.civfanatics.com/showthread.php?t=392543
 
Govornment/Policies - I find that the rate at which Culture acrues severely empedes any meaningful progress in any of the govornment/policy tree's. I find that I've researched better govornments and policies by the time I can add a few points to any of them. I ended up replacing Monarchy with Republic without putting any points in Monarchy.

I second this, i always wind up rerolling because of wasted turns in anarchy that are caused when i am forced to pick policies i don't want. I have policy saving enabled, but when you get a free policy, it makes you pick ALL your saved policies in one go which sucks pretty bad.
 
So can anyone confirm the problem im having with the new resources not being usable? They appear on the map but after my first quarry on jade was built none of the other new resources allowed me to build the special buildings to aquire them on them.

The methods of which you are to aquire them are also rather vague. What am I supposed to build to aquire Oak? A lumber mill?
 
tech trees appear to be broken in latest version, alignment is off and cannot scroll through tree.
 
Wait, scratch my earlier complaint about the new resources not allowing buildables on them, they just dont have models for the building yet. Guess I overlooked that.
 
I just manually extracted the In-game editor mod to my mods folder and now every other mod I was using, including this one, have mysteriously deleted themselves. Steam will no longer allow me to press the Subscribe button to get them back either.

Anyone know what might have made that happen?

Also what page is the manual download link for this mod? The first page isnt up to date it would seem. Considering the thread is 66 pages long you should really update the original post.
 
Also what page is the manual download link for this mod? The first page isnt up to date it would seem. Considering the thread is 66 pages long you should really update the original post.

Press GitHub link on first post, on GitHub press code tab, then the zip button.
 
I am quite close to having the first test version of the map system ready for testers to test and add in the starting location of city states etc :)

I just need to get the natural wonder placement into the mapinfo file and then set some default values. So fingers crossed!
 
CCTP Maps V1 Test Version:
*Activate both this and the CCTP mod*

http://www.mediafire.com/?kfh1mdbaebhhuw2

Major Issues:
  • RNE maps wont load due to all the missing info, i will try getting out a version with dummy info to allow contributors to load this map and get accurate mapinfo, since it has no worldbuilder version available.

Map Issues:

  • RNE map - needs to have all of its TSL, etc information adding in the RNEMapInfo.lua file.
  • LEM map - needs to have city states, wonders, goodyhuts locations adding to LEMMapInfo.lua file
  • The Natural Wonders graphics don't seem to be showing on the map
  • Real Resource locations has not yet been implemented
When setting up a map:
  • You need to select your civ to play (no random), the fix is trivial why i didn't add it yet i don't know :lol:
  • AI civs are always chosen at random
  • If you press back and select a new map then strange things might happen.
  • If you add more or less civs than the default then you will get civs starting that are not in the scenario list for that map.
  • The 'Rise to Powers' currently have no effect, will be added when chrome can decide on balanced options (feel free to brainstorm on here to help him :))

General:
  • The system is not yet fully moddable so do not attempt to add your own maps, yet. It is almost there

If you want to help, the only reason why you should be using this now, then you can help by:
  • Reporting bugs not already mentioned
  • Completing the MapInfo files either by posting coords here or by editing the relevant MapInfo.lua file. I have tried to make everything as commented as possible but if you have trouble just say. In game if you hover your mouse over a tile for a few seconds that tiles X and y locations will pop up, or you can load LEM up in world builder and get the x and y from there

Again this is a very early test version so failure is always an option :)

p.s. If you don't know how to install this then it is likely that this is not yet ready for you u :p
 
Press GitHub link on first post, on GitHub press code tab, then the zip button.

Thanks much appreciated.

EDIT - ingame it says this version is only version 1/Alpha. Moreover it wont let me load my saved game I was using it with because "the required mods are not available" or something.

Im under the impression the one I just downloaded isnt the latest version at all, even though the OP says it should be v3.25. Im quite confused, it would help a lot if the version number was in the download/file name.
 
Thanks much appreciated.

EDIT - ingame it says this version is only version 1/Alpha. Moreover it wont let me load my saved game I was using it with because "the required mods are not available" or something.

Im under the impression the one I just downloaded isnt the latest version at all, even though the OP says it should be v3.25. Im quite confused, it would help a lot if the version number was in the download/file name.

You will need to get steam to download the version off steam, as it is different to the github version, if wanting to play a saved game. Maybe delete the civ 5 cache files 'Documents\My Games\Sid Meier's Civilization 5\cache' and moduser files and check you are not in offline mode on steam :confused:
 
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