Community Call to Power Project

Sorry if this is mentioned elsewhere, but luxuries dont seem to affect happiness and I cant trade them. Have mined for silver, plantations etc. Am I doing something wron?

Col
 
@sprost1: luxuries were removed and replaced with all strategic resources, happiness is now gained by building 'Monopoly Buildings' which consumes the resources

@Doc: I wasn't involved in civ4 modding but again this would only have probably been possible when civ4 dll access was released, so not a lot of difference in that way. Yes the buttons can be used to open up another menu, in fact they can point to any kind of window (lua file). The buttons can be changed size if the art work for the size is there, which for the current buttons there are smaller versions.
 
the Terrace Farm of the Inca is not working properly with CTP. The Terrace Farm just gives +1 food - a little bit too low for CTP when you compare it with the other yields.

Sorry, oversight on my part. I'll update the DLC fix.
 
What is a really cool true start location earth map with real names without real placing of resources ;)

As such I wrote a bit of code that should allow us to place resources onto the TSL earth map, so they can be realistically placed. We will need someone to do this, it is not too difficult as it is xml based, see code example, but it is time consuming.

Code:
<Row>
	<resource>RESOURCE_MARBLE</resource>
	<yield>6</yield>
	<x>20</x>
	<y>5</y>
</Row>
 
I don't get it; I am looking at a new game right now, Standard speed and size, emperor difficulty, and my first tech takes 10 turns on turn one (pottery). I am making 1.5 science. Now granted that value is going to shoot up when population gets higher, but still, that a far cry from 4! Did you get the new version on the OP?

Got v1.25 but can be that i use a more slow pace using a own CIV5GameSpeeds.xml to get first tec in 19turn and units in ~14turns but that is not really important with the science, what i like more to be implanted is the promotion for the scout.
 
Is it possible to add more statistics to units that would effect combat performance? Stats like armor, size, whatever else. Just want to know if it's possible.

This may not be doable directly, but its doable with Promotions/Buildings combo. I had a system for this a while back, before my comp died and I had to buy a new one, I'll have to have a dig around and see if I can find it.

@knatte Anka, Try my "Epic Speed mod for CCTP" theres a link to it on page 12, or click me.
 
ok, relating back to the earth map and resource placing, i have been working on simplifying the process for whoever wants to take on the job. I have made a firetuner panel where you select the resource you want, put in the x and y coordinates, put in the yield and then press a "place resource button". This results in the resource being placed ingame in real time so you can see it is correct, then by pressing a "create code" button the required xml code is written into the lua log file ready to be copied and pasted into the resource xml table. very simple :).

I am working on having the x and y coordinates being chosen by simply pressing on the ingame map where you want your resource to go, to make it even easier :)
 
Alright, how about this. Could you... In theory, add a new stat to the game? Right now happiness, it's inverse, food, gold, and science exist. What if I wanted to add some throwbacks, like healthiness or corruption. Possible?

Wrong thread but I like you guys.
 
Last question (probably not). Using modding techniques available without the dll.... Is it possible to pay for a civic using science points? Is it possible to accumulate science the same way you accumulate culture? Is it possible to advance science with gold deposits? And of course... Could I pay for a tech with culture??? Or a civic with money??? If I wanted to mod that could I?
 
@doc first post: Yep it is possible, i did it when adding space points at one point, however the ai has no idea what it all means. One way around this is to write a 'second' ai in lua that handles this section such that it evaluates what the main ai has done and then makes decisions based on that after the player ends their turn. Depending on how complex your system is this could get quite intense and might cause other unforeseen problems with the main ai.

@doc second:i wont say it is completely impossible to unlock techs etc with other points but i don't think it is possible the way you want without dll

This is just my views so take it how you will :)
 
to add the 'new' stone resource

add this to the AddNewResource.lua
OnMapResourceGenerator("RESOURCE_STONE" , { "FEATURE_OASIS" } );


It seems all the other additions to other files were added to make the stone resource work.

For some reason I just realized this was here. :eek: Thanks!

ok, relating back to the earth map and resource placing, i have been working on simplifying the process for whoever wants to take on the job. I have made a firetuner panel where you select the resource you want, put in the x and y coordinates, put in the yield and then press a "place resource button". This results in the resource being placed ingame in real time so you can see it is correct, then by pressing a "create code" button the required xml code is written into the lua log file ready to be copied and pasted into the resource xml table. very simple .

I am working on having the x and y coordinates being chosen by simply pressing on the ingame map where you want your resource to go, to make it even easier

Do we have any takers?
 
For whoever does the resource map here are some maps

First: the Distribution of Tea, cocoa, and Coffee in the 1930s

Spoiler :
Map%20of%20Distribution%20of%20Tea%20Coffee%20and%20Cocoa%201934.jpg


Here is a map just for Cocoa production
Spoiler :
Map%20of%20Cocoa%20Producing%20Areas%201939.jpg


Here is a map just for Coffee production
Spoiler :
Map%20of%20Coffee%20Production%201939.jpg


Next is distribution of Rice in the 1930s
Spoiler :
Map%20of%20World%20Distribution%20of%20Rice%20Production%201934.jpg


Next is the range of the world's crocodiles (and alligators)
Spoiler :
250px-World.distribution.crocodilia.1.png


Here is a map for the distribution of coal
Spoiler :
Map%20of%20Coal%20Areas%20of%20the%20World%201906.jpg


Here is a map for cotton production
Spoiler :
Map%20of%20Cotton%20Production%201939.jpg


Here is a map for the distribution of cattle
Spoiler :
Map%20of%20Distribution%20of%20Cattle%201939.jpg


Petroleum
Spoiler :
Map%20of%20Distribution%20of%20Petroleum%20Supplies%201934.jpg


Sheep distribution
Spoiler :
Map%20of%20Distribution%20of%20Sheep%201939.jpg


Wheat distribution
Spoiler :
Map%20of%20Distribution%20of%20Wheat%20Production%201934.jpg


Principle Gold production centers of the world in the 30s
Spoiler :
Map%20of%20Principal%20Gold%20Producing%20Regions%20of%20the%20World%201934.jpg


copper production
Spoiler :
Map%20of%20The%20World%20Copper%20Producing%20Areas%201906.jpg


iron production
Spoiler :
Map%20of%20The%20World%20Iron%20Producing%20Areas%201906.jpg


tobacco production
Spoiler :
TobaccoYield.png


corn production
Spoiler :
Map%20of%20World%20Distribution%20of%20Maize%20Production%201934.jpg


sugar production
Spoiler :
Map%20of%20World%20Distribution%20of%20Sugar%20Production%201934.jpg

I don't have a good map for poppy production but Burma, india, Turkey, Australia, and Afghanistan are the major centers of production.
 
@daniel: these should be very useful for the person who takes this job on, not me :p.

As an incentive if someone steps forward to do this, and we get the breakthrough names finished :), I will put "add all the unit graphics in the unit section into CCTP" onto my to do list :D.
 
What you just need someone to place resources on the tsl earth map? If so I can do it... If I can figure out how. I've never modded or even edited a map. But I want to.

Yep that is what we need :) I will pm you with the map, instructions and a tool to help you when I wake up in like 7 hours. The complicated bit is figuring out the right x and y location but the tool I made should help and after a bit you should get into the swing of it :lol:.
 
Yep that is what we need :) I will pm you with the map, instructions and a tool to help you when I wake up in like 7 hours. The complicated bit is figuring out the right x and y location but the tool I made should help and after a bit you should get into the swing of it :lol:.

Sure thing.
 
Great, thanks Doc!

@daniel: would you mind putting those maps in a spoiler tag? That's a lot of info taking up a lot of space :p. Thx
 
As an incentive if someone steps forward to do this, and we get the breakthrough names finished , I will put "add all the unit graphics in the unit section into CCTP" onto my to do list .

If I can Find my Armor & Weapons System(its in a mod someplace, dont remeber which or where it is atm), I have alot of the Units from the units section already in it.
 
Alright everyone, thanks to some great initiative by Horem we now have a working monopoly system. He fixed the flavors of the buildings and the techs and split up the bonuses so that there is *less* repetition. A big thanks goes out to him as that was something that was looming on the To Do list. Now, instead of having to fix that system, I can work on what is really exciting me: Tech Breakthroughs!!! Right after I finish with the Modern Era I will fully dedicate my attention to the new tech system. Thanks Horem!!! :goodjob:

In other news, after the post by canuck2011, I have decided to just stretch the game out pass the 500 turn limit. For now, I'll just take it back to pre-1.25 values (~9 turns per tech rather than 6), with some extra length for the ancient and classical eras (to avoid getting the early game techs in one turn. This might end up being ~100 turns per era when it's all said and done. This will bring back some of the epicness that players - myself included - were longing for.

This will require another round of testing, but it's not so bad, as by then we should have the Governments all squared away, complete with pictures and icons, as well as the Modern Era approaching something close to balance. From there, we can go full tilt into the Breakthroughs.

BTW, the Korean civ has been announced, as well as some "new" early game wonders. I don't remember off the top of my head but I think they are all already present in this mod. If they set it up in such a way that only the people who purchase the DLC will have access to these wonders, it will cause problems with compatibility for some players. *Sigh* we will just handle it when it arrives. There has also been talk of a new patch (although notes have not been officially released). Hopefully they will add new xml tags and general modding capabilities.

Oh, and just to whet your appetites, here are some more awesome policy icons, courtesy of leeuw01.

*EDIT*
Updated OP with Thank U's and information on the Executive Team. If you want to be an official member of the team, just send a PM that tells what your strengths are. For those of us with little modding experience, just keep on giving out game reports as you can. :D
 

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