Community Call to Power Project

but i used perfect world with cctp? takes even longer to load too :eek:

Custom Map Scripts like Perfectworld or Terra Incognito work just fine with CCTP, you just have to select Set Up Game not Custom Game(This is for Earth Maps/PreMade Maps mainly, although I do belive FireForever included the vanilla mapscripts in this bundle).

Edit:
@Chrome or FireForever - Attached a rar that has a bunch of missing text fixes, updated AssignStartingPlots.lua(Just a missing Print Statment to make debugging easier), added Policy and Promotion Saving on as Default in the GlobalDefines.xml and the Destroyer fix everyone seems to be mentioning. Small Addition at the bottom of the GamePaceRules.sql for balancign Epic/Marathon game speeds(all 4 included for easy of use).
 
I guess I will have to download and try them to see what the problem might be as if they are working in setup game I don't see why it shouldnt work hmm
 
Custom Map Scripts like Perfectworld or Terra Incognito work just fine with CCTP, you just have to select Set Up Game not Custom Game(This is for Earth Maps/PreMade Maps mainly, although I do belive FireForever included the vanilla mapscripts in this bundle).

Edit:
@Chrome or FireForever - Attached a rar that has a bunch of missing text fixes, updated AssignStartingPlots.lua(Just a missing Print Statment to make debugging easier), added Policy and Promotion Saving on as Default in the GlobalDefines.xml and the Destroyer fix everyone seems to be mentioning. Small Addition at the bottom of the GamePaceRules.sql for balancign Epic/Marathon game speeds(all 4 included for easy of use).

i only see a custom game option no setup? there's a setup game option but not in mods meaning no mods will be used?
 
I guess these error's are also related to the DLC's??

Spoiler :
[57754.690] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_HARALD" does not exist in Leaders
[57754.690] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_KAMEHAMEHA" does not exist in Leaders
[57754.690] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_PACHACUTI" does not exist in Leaders
[57754.690] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[57754.690] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_NEBUCHADNEZZAR" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_HARALD" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_HARALD" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_KAMEHAMEHA" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_KAMEHAMEHA" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_PACHACUTI" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_PACHACUTI" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_NEBUCHADNEZZAR" does not exist in Leaders
[57754.690] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_NEBUCHADNEZZAR" does not exist in Leaders


And the missing Atlases?

Spoiler :
[57755.298] Invalid Reference on TechTreeCat.IconAtlas - "TECH_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on TechTreeCat.IconAtlas - "TECH_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on TechTreeCat.IconAtlas - "TECH_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on TechTreeCat.IconAtlas - "TECH_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on TechTreeCat.IconAtlas - "TECH_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on PolicyTreeCat.IconAtlas - "POLICYTREECAT_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on PolicyTreeCat.IconAtlas - "POLICYTREECAT_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on PolicyTreeCat.IconAtlas - "POLICYTREECAT_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on PolicyTreeCat.IconAtlas - "POLICYTREECAT_ATLAS" does not exist in IconTextureAtlases
[57755.298] Invalid Reference on PolicyTreeCat.IconAtlas - "POLICYTREECAT_ATLAS" does not exist in IconTextureAtlases


An this has me stumped, at a guess Id say its a Vanilla problem?
Spoiler :
[57755.111] Invalid Reference on Unit_FreePromotions.PromotionType - "PROMOTION_WITHDRAW_BEFORE_MELEE" does not exist in UnitPromotions
[57755.111] Invalid Reference on Unit_FreePromotions.PromotionType - "PROMOTION_WITHDRAW_BEFORE_MELEE" does not exist in UnitPromotions


This too:
Spoiler :

[57754.549] Invalid Reference on Policy_Flavors.PolicyType - "POLICY_STATE_CHRUCH" does not exist in Policies
[57754.549] Invalid Reference on Policy_Flavors.PolicyType - "POLICY_POWER_STRUCUTURES" does not exist in Policies


Cant find it anywhere in CCTP mod.

The top is DLC missing, I am thinking the atlases got left behind somewhere in the code since we decided to go with non custom made icons. As u said if u cannot find the others in the CCTP mod might be hard to track. Most likely something in policy that wasn't fully deleted. But the promotion one is weird as I don't think they have been touched.
 
i only see a custom game option no setup? there's a setup game option but not in mods meaning no mods will be used?

Hmm, I get all 3 options in the menu, maybe its linked to the runtime error I get fires?
 
A quick suggestion... the tile improvement rate should be at least doubled, as the current system is hugely restrictive (I play on Marathon only so that the games last longer and more events can occur, not for extremely long improvement construction times. Given the large number of "filler" techs which greatly lengthen eras, the -50% modifier to science from the Palace should also be removed.

Social policy times should remain the same, but ruins should spawn more (I got only three ruins, one +pop, one +faith, and one with a new technology which fortunately I was not researching at the time while playing on Prince) and build times should be halved. While this may reduce the emphasis on beelining (which does not really suit my play style) other players may not like it. Therefore, if possible Fires should create a UI with which to customize all parameters within CivVGameSpeeds.xml. I could do the XML myself but would like all who play this mod to enjoy such a feature in the next version.

Social policy trees should also be longer, so they feel more like trees than grass. As possible with techs, either-or prerequisites should be added.
 
@ FiresForever - Theres a duplicate TXT_KEY_NEWPOLICY_MONARCHY_HELP in the PolicyText.xml that I posted, its right above the one that should be there :)
 
oil is now a bonus resource units don't need it but you need it to build auto plants etc to build tanks, ships and air units
 
ah ok thx now it works with tanks :) Iam not sure but i cant make the land vehicle(the one befor tanks) i could just upgrade units to this,or iam blind...

Some other thinks: I really like your mod,but with 2 oil are the factorys to cheap in my eyes.In 2 games i had never research agreements,because its to expensive for the KI.

And a unit between crossmen and gatling gun for range would be nice,saw in other mods a grenadier.
 
Got the version currently in testing. No blue screens this time around, which is good. I absolutely love this mod, and it's because I like it so much that I'd like to point out some issues I have with it so it could be made even better.

  • The Digital Age and Information Age units, such as the DDX Destroyer, lack custom models. As a result, it doesn't really feel as though this is the future. I imagine that will be addressed eventually, though, as will the matter of the cities and improvements still looking like they're from the present day.
  • A small thing, but I find it annoying that a unit of Jade with a quarry looks just like a unit of Jade without a quarry. I know the unharvested resource looks just like Gems, so maybe a Jade quarry should resemble a Gem mine for the time being.
  • The price jump for advanced units strikes me as ridiculous. Destroyers are, what, 4,000 Gold without any policies or wonders reducing the price? DDX Destroyers are almost ten times that price. Such a price jump isn't there when you go from, say, a Cannon to an Artillery unit.
  • Technology cost should be lowered. Maybe it's because of my Marathon preference, but because there are more techs to research, it takes longer to age up than it would without this mod. I'm no beeliner, but I do find it annoying that I'm still in the Industrial Age in the 2000s on Chieftain. Even with the additional science-generating buildings unique to this mod, it just doesn't make up the difference.
  • I know it makes more sense for Oak and Amber to be harvested by lumber mills, but since the technology to cut down forests and jungles comes before you can see those resources, let alone harvest them, you can end up inadvertently screwing yourself out of one unit of a resource. I've conquered AI territory whose previous owner made this mistake. I know it seems silly, but unless you come up with a way for the materials to be harvested in lumber mills without a forest, I think it would be better to have them harvested by plantations for the time being.
  • I noticed that some civilizations will get a relationship boost with me if we both chose Autocracy, but it doesn't look like that will happen with any other policies we share.
 
ah ok thx now it works with tanks :) Iam not sure but i cant make the land vehicle(the one befor tanks) i could just upgrade units to this,or iam blind...

Some other thinks: I really like your mod,but with 2 oil are the factorys to cheap in my eyes.In 2 games i had never research agreements,because its to expensive for the KI.

And a unit between crossmen and gatling gun for range would be nice,saw in other mods a grenadier.

i pointed this out earlier there's a fault with the tech tree for the landship 1st you need the auto plant to build it which comes with combined arms BUT as soon as you get combined arms it makes the damn thing obsolete making it IMPOSSIBLE to ever build it! i hope this is fixed eventually.
 
@FiresForever/Chrome - Cleared up most of the Database errors. Added 2 lines of code at bottom of GamePaceRules.sql(Should be last file loaded in the modinfo) for a bug fix I got fed up of hunting(no idea where the Policy Flavors are at). Rest I did in the relevant files.
Not sure TechCatagories.xml, PolicyCatagories.xml fully used, I've set thier atlases to point at Icons that are actualy in the mod, the ones they were pointing at were not, an its made dittly squat difference that i can see in game strange or what!? :crazyeye:

Left with 3 Database errors related to CCTP:-
Spoiler :

[31000.939] near "Default": syntax error
[31000.939] near "Default": syntax error

[31067.177] Validating Foreign Key Constraints...
[31067.630] Invalid Reference on Civilization_CityNames.CityName - "TXT_KEY_CITY_NAME_ST_JOHNS" does not exist in Language_en_US
[31067.973] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_HARALD" does not exist in Leaders
[31067.973] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_KAMEHAMEHA" does not exist in Leaders
[31067.973] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_PACHACUTI" does not exist in Leaders
[31067.973] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[31067.973] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_NEBUCHADNEZZAR" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_HARALD" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_HARALD" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_KAMEHAMEHA" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_KAMEHAMEHA" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_PACHACUTI" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_PACHACUTI" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_NEBUCHADNEZZAR" does not exist in Leaders
[31067.973] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_NEBUCHADNEZZAR" does not exist in Leaders
[31068.394] Invalid Reference on Unit_FreePromotions.PromotionType - "PROMOTION_WITHDRAW_BEFORE_MELEE" does not exist in UnitPromotions
[31068.394] Invalid Reference on Unit_FreePromotions.PromotionType - "PROMOTION_WITHDRAW_BEFORE_MELEE" does not exist in UnitPromotions
[31068.597] Failed Validation.
[31069.611]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 703168 26290736
PageCache: 4611 4982
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 150800 22258080
Scratch: 0 0

Largest Allocations:
Malloc: 131072
PageCache: 1160
Scratch: 6664

Prepared Statements:
Current: 29
------------------------------
[31070.719] no such column: Type
[31070.719] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1

Not sure what cause them syntax errors, could be in any sql/xml.

EDIT:

I am currently testing new values to do with the calender progression, its a very slow going. For anyone thats intrested in helping, add the bit of code provided onto the bottom of Game Pace Rules.sql, Boot up CiV and play away. I am doing Epic Speed atm, so the other speeds need testing/adjusting.

Feedback required:- The Turns and date of the First(or Second if you feel the first one beelined) Civ to reach each Era. Your opinion on wether the Era was too long, too short or about right for the speed you were playing.
Spoiler :
Code:
-- Calender Adjustment
DROP TABLE IF EXISTS "GameSpeed_Turns";
CREATE TABLE GameSpeed_Turns ('GameSpeedType' text , 'MonthIncrement' integer , 'TurnsPerIncrement' integer , foreign key (GameSpeedType) references GameSpeeds(Type));
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_MARATHON',180,100);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_MARATHON',120,300);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_MARATHON',60,170);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_MARATHON',24,201);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_MARATHON',12,129);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_MARATHON',6,180);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_MARATHON',3,264);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_MARATHON',1,156);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_EPIC',245,155); -- About 3200 years(4000BC - 800BC)
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_EPIC',120,140); -- About 1400 Years(800BC - 600AD)
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_EPIC',120,40);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_EPIC',60,90);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_EPIC',24,70);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_EPIC',12,100);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_EPIC',6,220);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_STANDARD',480,75);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_STANDARD',300,60);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_STANDARD',240,25);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_STANDARD',120,50);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_STANDARD',60,60);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_STANDARD',24,50);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_STANDARD',12,120);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_STANDARD',6,60);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_QUICK',720,50);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_QUICK',480,30);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_QUICK',360,20);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_QUICK',240,30);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_QUICK',120,25);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_QUICK',60,40);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_QUICK',24,65);
INSERT INTO "GameSpeed_Turns" VALUES('GAMESPEED_QUICK',12,70);
 
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