Community Call to Power Project

But the first post says it's version 3.25, and the other guy earlier told me to download it.

Damn, I dont even know what's going on here. Things need to be made more clear. The steam version does not have it's version listed prior to download, the file/folder doesnt show the version and the link in the first post provides vague information at best.

EDIT - I just checked and the steam version and version in the first post are different. The steam version is smaller in size, but both are listed as version 1. Which is which?
 
CCTP Test

1st Testing:
*CCTP V1.Alpha (updated 7/30/12 version)
*CCTP Maps v1 - LEM FFA map (TSL and Resource location checked)

Results:
*Chose Elizabeth of England
*No resources on the map.
*Marsh comes up as a flat black or red texture
*Only 12civs allowed on LEM (Just confirming, I tried advanced to add more but with the same result)

2nd Testing:
*CCTP V1.Alpha (updated 7/30/12 version)
*CCTP Maps v1 - LEM (TSL and Resource location checked)
*In-Game Editor
*Red-Modpack
*Re-Seed!

Results:

*Resources would still NOT load... and all the problems listed above.
*Opened In-Game Editor to better view the map and make sure it wasn't my starting location... and found a few more problems---

*Japan had two cities, one of them "Fukushima" was located in the middle of the ocean above the Philippines. This city was settled the same time as the Japanese Capitol which was named "Oxya" for some reason.
*Every civilization except England, Germany, and USA had different Capitol names that were all unfamiliar to me for that culture or people. (Currently writing my second World History and Human Anthropology book)
* I could add resources with the In Game Editor and edit the map as I pleased. Just without adding anymore Civs or CS.



I am more then happy to add some TSL locations, city states, goodys, wonders, and the like... I just can not download or find the SDK anywhere. I played this game for a year without Steam... Now that it's basically a part of the steam playground I have been able to use the SDK. Isn't there a way someone could just upload their SDK data online for others to use, and not go through steam? I've taken screenshots and been on the forums over and over about it. No help. Been playing Colony sine the 90s and Civ II onward (never was into Civ I much). My works with Earth 35 civs for Civ IV and a few other TSL earth maps from Civ III and Civ IV have been fun. I helped work on Yet another earth map back when Civ 5 came out, but now since my SDK is mia. I have been unable to get back into the map making game :confused::(

So if anyone could find a working SDK? You would be my :king:
 
I posted recently on Steam about this mod causing Windows to crash on my computer and was advised to post my log files on CivFanatics. Should I post those here or is there a thread designated for such things?
 
I posted recently on Steam about this mod causing Windows to crash on my computer and was advised to post my log files on CivFanatics. Should I post those here or is there a thread designated for such things?

Please post your files here. This is the only active CCTP thread.
 
EDIT - I just checked and the steam version and version in the first post are different. The steam version is smaller in size, but both are listed as version 1. Which is which?

Iam not sure, but i can tell you that the steam version is smaller , because some unused stuff was removed.
 
@northboy if you can zip and send your log files that would be the most helpful :) also u need to uncheck the real resources, this will make the game use random resource locations.

When u load world builder it checks with steam, so even if someone uploaded it you probably wouldn't be able to use it.
 
I posted this on steam already, it appears the author never visits there lol

I really like this mod! However it has a serious issue regarding the social policy tree. You have to have more then one tree unlocked for those who want to jump around researching tech, I had 3 games in a row where it prompted me to pick a policy but all were locked and Monarch was full!! Why do you have it set with locks on all of them and for that matter what lock a previous one you already unlocked? Seems like a huge flaw to an otherwise cool Mod. Please advise us if a solution will be presented in the near future so I can once again enjoy playing your Mod! Thanks
 
@northboy if you can zip and send your log files that would be the most helpful :) also u need to uncheck the real resources, this will make the game use random resource locations.

When u load world builder it checks with steam, so even if someone uploaded it you probably wouldn't be able to use it.

You got it my friend :-) Anything to help the CCTP people!

I'll give it a 4th test with resources unchecked then send the log.
 
Honestly, this is the only mod I really use for Civilization V, and the transition to Gods and Kings with this mod has been rather spectacular in my opinion. However, I was wondering about the issue with the maps, such as the Earth map. Now, I usually like playing this scenario I create through World Builder for Civilization IV and Civilization V. It's with the Earth map, where I am the United States just after the Revolutionary War. I've always been a history buff, and one of the things I love doing with Civilization in general is to recreate those historical scenarios and playing them optimally, with the most realistic mods possible to make the experience genuine.

Now, I realize that World Builder integration with the Earth map is miles away. The Earth map that would be playable is, I predict, going to be similar to the one released for this mod awhile ago, where it was designed in .lua and was therefore only playable right as a scenario. The way I accommodated that was that I used that in-game World Builder mod. Of course, it's no substitute for the actual World Builder in terms of ease of creating those own, personal scenarios, but it was at least possible to an extent to do so. It was okay, but I usually played those games with modified victory conditions. I use my own time scale outside of the game for my US scenario, and therefore I usually modify them a lot. Therefore, I was wondering four things.

Can victory conditions be malleable for the future, Earth maps for Community Call of Duty? Is the mod in general going to be functional with in-game World Builder? Are the sizes of the Earth map going to be malleable? Is the mod going to be integrated with the real World Builder anytime soon?

Thank you very much for your time.
 
To Kitsune420: Just checking, are you able to access all three pages of social policies? There are buttons/tabs at the top of the policies page to the other 2 pages. I usually ignore Monorchy and do imperialism first.
 
Can victory conditions be malleable for the future, Earth maps for Community Call of Duty? Is the mod in general going to be functional with in-game World Builder? Are the sizes of the Earth map going to be maFlleable? Is the mod going to be integrated with the real World Builder anytime soon?

If you look back one page to my post, or look at the third post on the first page you can checkout the test version of the map system. Or if you look back over the last week of posts you can see the screenshots I posted.

The answer to all the above question is pretty much yes. Once you create your map in world builder then you will create a lua file from it and add the scenario info etc. I will be doing a full tutorial and including macros, so it will be as simple as possible.
 
I posted this on steam already, it appears the author never visits there lol

I really like this mod! However it has a serious issue regarding the social policy tree. You have to have more then one tree unlocked for those who want to jump around researching tech, I had 3 games in a row where it prompted me to pick a policy but all were locked and Monarch was full!! Why do you have it set with locks on all of them and for that matter what lock a previous one you already unlocked? Seems like a huge flaw to an otherwise cool Mod. Please advise us if a solution will be presented in the near future so I can once again enjoy playing your Mod! Thanks

Just for the records you are not the only one with thoughts/complaints regarding the handling of the Policy Tree's in the CCPP.

A question to the author, will the distribution of the new resources be evened out in the future? The new resources, like Jade, Tin, Coffee, Alo Vera, etc... are absolutely all over the place even on Medium resource distribution. Most of the map is saturated with Tin in my current game.

I've also noticed how easy it is to make huge amounts of money in this. Im in the Medieval Era and I am making 140 per turn and William has 4000+ gold right now on 250+ per turn.
 
Just for the records you are not the only one with thoughts/complaints regarding the handling of the Policy Tree's in the CCPP.

A question to the author, will the distribution of the new resources be evened out in the future? The new resources, like Jade, Tin, Coffee, Alo Vera, etc... are absolutely all over the place even on Medium resource distribution. Most of the map is saturated with Tin in my current game.

I've also noticed how easy it is to make huge amounts of money in this. Im in the Medieval Era and I am making 140 per turn and William has 4000+ gold right now on 250+ per turn.

Like Chrome posted days ago, the Policy Tree, is still not finished. In fact the Tree was created before G and K came out, and will overworked in the future.,but it has no priority.
Also the amount of Gold in CCTP has another value then Vanilla. Also it depends on your diffilcuty level, because on higher settings the ai gets strong bonusses. Please tell us, which diffilcuty you are playing, when you post such details, that we can compare your details.
 
A question to the author, will the distribution of the new resources be evened out in the future? The new resources, like Jade, Tin, Coffee, Alo Vera, etc... are absolutely all over the place even on Medium resource distribution. Most of the map is saturated with Tin in my current game.

The numbers look quite similar between a standard game of (continents, low resource) civ compared to a CCTP game:

normal game of civ:
Spoiler :
Map Script: - BONUS Resources -
Map Script: - Cow.....: 13
Map Script: - Wheat...: 8
Map Script: - Sheep...: 13
Map Script: - Deer....: 21
Map Script: - Banana..: 10
Map Script: - Fish....: 52
Map Script: - Stone...: 20


CCTP game
Spoiler :
Map Script: - BONUS Resources -
Map Script: - Cow.....: 15
Map Script: - Wheat...: 13
Map Script: - Sheep...: 12
Map Script: - Deer....: 17
Map Script: - Banana..: 9
Map Script: - Fish....: 59
Map Script: - Stone...: 12
Map Script: - Coffee..: 11
Map Script: - Poppy...: 18
Map Script: - Titanium: 13
Map Script: - Aloe_Vera: 14
Map Script: - Jade....: 19
Map Script: - Manganes: 19
Map Script: - Oak.....: 7
Map Script: - Squid...: 39
Map Script: - Amber...: 10
Map Script: - Tobacco.: 11
Map Script: - Tin.....: 13


Also comparing low to standard I got 311 compared to 370 bonus resources, with similar distribution pattern.
 
how come civil engineers can't make polders? once you upgrade to them and get this tech you can't make normal workers making you lose the ability to make polders.
 
how come civil engineers can't make polders? once you upgrade to them and get this tech you can't make normal workers making you lose the ability to make polders.

This is a little bug, to fix this. Just go to the CCTP folder, then Units and open CIVUnits. Then add this to the Units Builds for the Civil Engeneer. This will even work with a saved game.
PS. Maybe you have to change the pretech, iam not sure was the pretech in CCTP is.:crazyeye:


<Row>
<Type>BUILD_POLDER</Type>
<PrereqTech>TECH_GUILDS</PrereqTech>
<Time>700</Time>
<ImprovementType>IMPROVEMENT_POLDER</ImprovementType>
<Description>TXT_KEY_BUILD_POLDER</Description>
<Recommendation>TXT_KEY_BUILD_FOOD_REC</Recommendation>
<EntityEvent>ENTITY_EVENT_IRRIGATE</EntityEvent>
<HotKey>KB_E</HotKey>
<OrderPriority>97</OrderPriority>
<IconIndex>0</IconIndex>
<IconAtlas>EXPANSION_UNIT_ACTION_ATLAS</IconAtlas>
</Row>
 
Well i just decided to download the latest version of the mod from github, to test with the V2 of the maps before releasing

I decided to try CCTP without the maps first and....the tech tree is completely broken.

Seems to be related to an improvement as I am getting this error:

Code:
Runtime Error: [string "Assets\DLC\Expansion\UI\InGame\TechTree\Tec..."]:198: attempt to index local 'improvement' (a nil value)
 Runtime Error: Error loading C:\Users\user\Documents\My Games\Sid Meier's Civilization 5\MODS\Community-Call-To-Power-Mod\Tech\TechTreeBFTT.lua.
 
Ok so since i don't have the polynesia DLC this is causing the errors:

Code:
  \Community-Call-To-Power-Mod\Terrain\CIV5Improvements.xml (4 hits)
	Line 32: 			<ImprovementType>IMPROVEMENT_MOAI</ImprovementType>
	Line 527: 			<ImprovementType>IMPROVEMENT_MOAI</ImprovementType>
	Line 533: 			<ImprovementType>IMPROVEMENT_MOAI</ImprovementType>
	Line 539: 			<ImprovementType>IMPROVEMENT_MOAI</ImprovementType>
 
A question to the author, will the distribution of the new resources be evened out in the future? The new resources, like Jade, Tin, Coffee, Alo Vera, etc... are absolutely all over the place even on Medium resource distribution. Most of the map is saturated with Tin in my current game.

I know you adressign Chrome with this but since I am the one that set all the resources up for map distribution I am going to answer, Yes it will be evened out. Are you using 3.25(Test version) or 3.15(Workshop Version)?
 
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