Community Call to Power Project

if you clear your cache it deletes ALL the mods you downloaded from the workshop
 
if you clear your cache it deletes ALL the mods you downloaded from the workshop

This never happens to me, and i cleared my cache a lot.:)
Also i just checked it, to be sure, and the mods are all there. None was delated.
 
happens to me every single time if i delete the contents of the cache folder must be a g&k thing
 
Has anybody made progress on getting LEM CCTP Earth maps to have city-states? Even if their start location isn't geographically accurate, it would be cool if they could be placed randomly.

Also: does anybody else have an issue with the AI not being able to calculate GPT values right? In each game for the last few versions on prince/king on quick, the AI has been willing to give me 70GPT or 400 gold for a luxury resource.

Also: Shouldn't the Combat Controller unit have a higher native range (3 up from 2) rather than starting with the range promotion, since by the digital era, many units will have taken that upgrade already?
 
deleting the cache does not work in that instance as I un-subscribed CCTP this morning because I wanted to finish my game and did not want to "risk" an update which would break my save-game. BIG mistake...

I'll try the version from page 71 - hope it works...

well there's been 2 updates since the workshop one the new ones dont go on the workshop? :crazyeye:

at least you can load saved games i have to play from the beginning every single time it's impossible for me to make it to the end of the tech tree...
 
Sorry for the LOOOONG break: burnout is a *****!.... :D That, and work, and getting ready for the school year had pushed CCTP a bit out of my mind. But I'm back now, though I doubt I can be as active as I have been during the summer since school starts back soon :(.

Thanks Fires and Horem for keeping things moving. I was quite surprised when I saw all the new stuff moving around here. I'm going to need someone to get me caught up! (JK (Ok really I'm not :p)) I just need to know what to move over to the Github; have the fixes Horem posted been merged already, or is that necessary as well? The pics look great leeuw01. I'll probably go over them a little to make them more abstract so that they blend in more with the other civ5 art, but awesome work!!

As for the ideas that have been presented, I skimmed through them (there was about 5 pages of new post since last week so I had to get through them quickly), but one thing kept coming back to me; the resource system, namely the bonus resources.

I've been thinking on how to make things more streamlined, and I think the best way is by grouping the monopoly buildings into an overarching theme, like a Grain Exchange or Animal Ranch. These would improve a number of bonus resources each (Grain Exchange being Wheat and Banana (just go with it), Animal Ranch having Cow, Deer, and Sheep). There would be one building per era that works like this for each group (Animals, Grain, Minerals, etc). The only issue that I am having with this is how to set up the resource prereqs. Should each building need 1 of each of the improved resources (very strict), some combination of resources that add up to, say, 3 resources (so 2 Cow and 1 Sheep would work), or just need one of the improved resources anywhere (very relaxed)? I don't know, but either way I see this as a way to really trim down on the "clutter" that some have spoken about.

This leads me to another point: as I have been aware of for a long time, my interest lies in mostly in the Early-midlate game. Simply put, the game unravels after a certain point (probably during early Modern but definitely by the Information Age), and as most of my games end before that point, I haven't had the drive to work on fixing it. This, combined with my computer's lack of performing in the later stages for all but the smallest maps leaves the late game woefully lacking, especially compared to the attention that the first half of the mod gets. Many player are painfully aware of the many bugs, glitches, scaling, and gameplay issues that plague the later eras.What I'm getting at is that I think CCTP would really benefit from someone working on the late game, preferably one who has been active hear for a while and grasps the general direction of CCTP. Do we have any takers?

And finally, I'm going to ask the mods if we can get our own forum here, as this mod is really too large for a single thread. Wish me luck :D
 
One little notification: The mods have agreed to suggest to the admins that CCTP be granted it's own forum :D!!!!!!!! This is not necessarily a guarantee, but I am pretty hopeful. There isn't any ETA of when this will happen as the admins have plenty on their plates, but at least we know it's coming :D
 
chrome, have you reviewed my tile importation idea? I have a post on the previous page of this thread devoted to it (updated in this post), and it is described in a form possible without a change to the dll.

Basically, it creates tile yield import and export terminals which get progressively better over time and which cost Gold to maintain. It also creates the concept of villages, cities with a dummy building which cannot produce anything else but Monopoly tree buildings (except Conglomerates and Monopolies themselves) but work all tiles within a three-tile radius of themselves. These villages are good for less-than-ideal locations, where a full-blown city would not have coastal access or something had it been built there. Villages contribute to unhappiness as normal cities of 3 population would.

The problem is that no flavor could be properly applied, as at top capacity (excluding the import and export terminals for Faith, Culture, and Science) the import and export terminals working together would be essentially neutral. Also I am unsure if distance-based effectiveness could be implemented with a building (perhaps an array of import terminals required for different distances to the nearest export terminal?)

EDIT: Could you please post the latest version of the mod now and forever on this thread and later on on the main thread of the CCtP subforum? Being on a Mac, the workshop simply fails to work for me. You would be losing a tremendous percentage of your following if you did not post the latest version on CivFanatics.
 
The images for the new resources added in this mod are not properly rendered in Strategic View. FOr example, Squid resources are represented by the "Fish" picture, and Amber is represented by "Dyes". I also played a game where I found Amber in a Plains tile, and therefore couldn't build a lumber mill. This is a little frustratring. Could you add some way to either remove the resource completely or still allow for it to be harvested?

Thanks for a great mod.
 
This is the Classical page for the new tech tree, moved the buttons around a bit compared to the ancient page. The top icon will display some kind of info when pressed, I haven't decided what yet :). Pressing the bottom button takes you to that tech page.
 

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The eras should be Ancient - Classical - Medieval - Renaissance - Industrial - Modern - Information - Nanotech. To improve the late game I think that there should be another form of victory - the Contact Victory. By attaining contact with an extraterrestrial civilization, one is able to access a secret technology and social policy tree set which eventually converge on some victory project. However, extraterrestrial contact should in some way throw the world into disarray, perhaps implementable by assigning random flavor values to it.
 
The eras should be Ancient - Classical - Medieval - Renaissance - Industrial - Modern - Information - Nanotech. To improve the late game I think that there should be another form of victory - the Contact Victory. By attaining contact with an extraterrestrial civilization, one is able to access a secret technology and social policy tree set which eventually converge on some victory project. However, extraterrestrial contact should in some way throw the world into disarray, perhaps implementable by assigning random flavor values to it.

Its quite trivial, i think :), to change the era names as you can do it by just changing the TXT_. Some kind of alien encounter would be nice towards the end, if anyone actually manages to get that far :lol:

In other news the "mini" tech tree now lives :cool: just needs some bits and pieces and then the actual techs putting into it. So seems we will soon be saying bye bye to the old techtree :cry: that has both excited :D and frustrated :mad: us over the last couple of years :mischief:
 

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also there only needs to be one way to get a science victory in the current version there are 2: the original and at the end of the science tech tree to build that wonder thing. the wonder thing isn't possible to get though because the ai always tries to go for the one before it.
 
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