Community Call to Power Project

This mod has come to end as well? That is a shame.

Instead of mods the game could actually do with some real developers continuing developing the game !

Others have beat me to it but I want to state, for the record, that this mod is not dead. It is, for lack of a better term, resting. :lol: Ok but seriously now, I am far from finished with this. Besides, the last version that I uploaded had over 650 downloads; I can only assume that number went up under FiresForever and Horem's care. As Nuclear Dude said, a few of us are in college, so the final push for good grades is occupying most of our time, but many changes/improvements are in development. Most of them are not finalized though, so I would rather wait for confirmation than tell the thread something that ends up fizzling out. And some of the stuff that we have decided should be in the game have been stalled due to lack of modding ability. This is why I frequently put out a call for programmers. Worse case scenario is that I learn a little lua to put the changes in myself. :crazyeye:

/semi rant
 
A few days ago,I found that when I enable this mod,I wouldn't run the game well.That is,when I use a scenario map,the game will crash. Fortunately,today,I've found the solution.
Just remove "MonopolyBuildingClasses.xml" & "MonopolyBuildingIcons.xml" & "MonopolyBuildings.xml" from the mod folder,and everything goes well(except we have no Monopoly Buildings).
I don't know why.I examined the content,but it seems everything is OK.So maybe this can helps to improve the mod.
 
chrome-rome, are there things other people can help with so that when you do have time you have more-prepared stuff to work with.
 
is there a way to just use the policies without using the rest mod

Sure, but you must make your own mod (withmodbuddy), and then take what you want, maybe its a lot of work, but it will work.;)
 
MASSIVE Sigh @ simonjphillips

Must apologies for the semi absence, got invited along to the Beta weekend's of SW:TOR.

@ Cannes

Setting the resources above high can have unexpected results, in assignstartingplots.lua is where all the resource amounts and placments are calcualted, the changes I made to get CCTP to work with more maps are still to me in testing stages and done in this file all commented :). Also in this file, it only lists low, normal, abundant resources to edit/place, im not sure how the game calculates the settings above them.

@ leeuw01

I had a brief look at the files chrome sent me, and then got caught up in the game I mentoned above :). I'll try to have a proper look this weekend and see how to get them ingame.

@Adinam

Sounnds to me liek you may have the wrong version or a major mod conflict. Make sure CCTP is the only mod you have in the mod folder, Firesforever's version 3rd post down on first page. Clear your cache folder and moduserdata folders too. See if that helps.
 
i used ur mod file without modbuddy and coppied all the files assosiated with the polces to a new file.everything works fine except the icons when choosing between goverment-goverment ideology and the other one.it was just a matter of testing what files are needed.with this use as ur files are very well organised every user can keep what he wants

thank u for the best mod in civ 5
 
Started a new game with v.16 set the resources to very high in order to see how that will work out.
Every strategic resource on the map only has 1 unit in it :confused:
The luxury resources have 2-3 units in each, with the odd 1.

Started a game with resources set to high as well. Now the strategic resources have 2 units for the most part, except for 2 (out of around 20) which have 7 units... This is very odd. Going to try starting a game with normal resources.

With normal resources there is slightly less spawn points for the strategic resources, with 2 in most of them one has 3 (horse) and one has 5 units (iron)

Sorry I missed this post on my read through.
There is nothing odd about this, its actualy very helpfull to me I'll explain what I can. In AssignStartingPlots.lua there are alot of different layers to resource placement, we are goign to focus on the main 2. Major Placment(the high resources you see 5-9) and Minor(the low resources you see 1-4) from what you have explained it seems to me that there are alot more minor spawns vs major spawns, I do not know where or how it pick said amount of major or said amount of minor lua is still a bit over my head, that been said increasign the minor placment amounts would be no biggie.

Oh yea sorry should have said about the Update on the browser, I also updated the 1's system to V7 :blush:
 
Sorry I missed this post on my read through.
There is nothing odd about this, its actualy very helpfull to me I'll explain what I can. In AssignStartingPlots.lua there are alot of different layers to resource placement, we are goign to focus on the main 2. Major Placment(the high resources you see 5-9) and Minor(the low resources you see 1-4) from what you have explained it seems to me that there are alot more minor spawns vs major spawns, I do not know where or how it pick said amount of major or said amount of minor lua is still a bit over my head, that been said increasign the minor placment amounts would be no biggie.

Oh yea sorry should have said about the Update on the browser, I also updated the 1's system to V7 :blush:

Just to note, i was playing on high resources, and the setting was nearly perfect. (iron 4 per tile, deer two per tile and so on). The ai is still buying a lot of things, i saw a lot of good actions, to many to report. But at sometime it looks like the ai is saving is money! ( dont know why?) BTW i always play deity, so the ai is still on the best levels, but they never build some early wonders (expect mahabodi temple, really ever!)! Maybe the flavors needs some work.
BTW the cost of the panzership need fixing (really to low 10 gold)
 
You've broken courthouses with v. 16, Horem. They now have 120g maintenance! :eek:
10-20x contemporary buildings! :(

Am also running into some strange bugs with resources, probably related to the random events generator (forgot the name hiphod?)
If there's already an improvement in place on the tile in question the new resources are not registered.
Perhaps related, perhaps not:
Had 2 iron mines with 2 and 6 units in each. Then I discovered that I actually had a third iron deposit, with 6 units, hidden under a landmark, so I promptly put a worker into destroying the landmark and mine the deposit instead. Now I only have 2 iron to my desposal:confused: I guess it will come back up to 8 once the mine has been built, but it should obviously be 14...
 
Just to note, i was playing on high resources, and the setting was nearly perfect. (iron 4 per tile, deer two per tile and so on). The ai is still buying a lot of things, i saw a lot of good actions, to many to report. But at sometime it looks like the ai is saving is money! ( dont know why?) BTW i always play deity, so the ai is still on the best levels, but they never build some early wonders (expect mahabodi temple, really ever!)! Maybe the flavors needs some work.
BTW the cost of the panzership need fixing (really to low 10 gold)

AI Saving its gold is nothing new, seems to be an issue with Vanilla(Hard Coded), I just messed with a few functions to try and make them spend it a bit more than they used too. Panzership, what do you mean by this? Cant find that in the Unit.xml. Wonders are prolly due to the fact im using a Wonders Mod in epic speed that makes 90% of wonder civ specific(one im thinking of removing).

You've broken courthouses with v. 16, Horem. They now have 120g maintenance!
10-20x contemporary buildings!

Hmm thats very odd since I have not touched that Building at all.

Am also running into some strange bugs with resources, probably related to the random events generator (forgot the name hiphod?)
If there's already an improvement in place on the tile in question the new resources are not registered.
Perhaps related, perhaps not:
Had 2 iron mines with 2 and 6 units in each. Then I discovered that I actually had a third iron deposit, with 6 units, hidden under a landmark, so I promptly put a worker into destroying the landmark and mine the deposit instead. Now I only have 2 iron to my desposal I guess it will come back up to 8 once the mine has been built, but it should obviously be 14...

Nope nothing to do with the Events, I enabled Random Resource Discovery for mines in v16, I have only found out lately that its a Bugged Vanilla feature that is unrepairable by modders. Disabled again in V17(Unreleased as yet). If you cant wait just open up changes.xml and comment out or delete this and start a new game(its right at the start of the file) :-
Spoiler :
<Improvement_ResourceTypes>
<Update>
<Set DiscoveryRand="7500"/>
<Where ResourceType="RESOURCE_IRON"/>
</Update>
<Update>
<Set DiscoveryRand="10000"/>
<Where ResourceType="RESOURCE_COAL"/>
</Update>
<Update>
<Set DiscoveryRand="12500"/>
<Where ResourceType="RESOURCE_ALUMINUM"/>
</Update>
<Update>
<Set DiscoveryRand="15000"/>
<Where ResourceType="RESOURCE_URANIUM"/>
</Update>
<Update>
<Set DiscoveryRand="12500"/>
<Where ResourceType="RESOURCE_GEMS"/>
</Update>
<Update>
<Set DiscoveryRand="12500"/>
<Where ResourceType="RESOURCE_GOLD"/>
</Update>
<Update>
<Set DiscoveryRand="10000"/>
<Where ResourceType="RESOURCE_SILVER"/>
</Update>
<Update>
<Set DiscoveryRand="5000"/>
<Where ResourceType="RESOURCE_COPPER"/>
</Update>
<Update>
<Set DiscoveryRand="15000"/>
<Where ResourceType="RESOURCE_TITANIUM"/>
</Update>
<Update>
<Set DiscoveryRand="17500"/>
<Where ResourceType="RESOURCE_RARE_EARTHS"/>
</Update>
</Improvement_ResourceTypes>
 
Panzership, what do you mean by this? Cant find that in the Unit.xml. Wonders are prolly due to the fact im using a Wonders Mod in epic speed that makes 90% of wonder civ specific(one im thinking of removing).



[/SPOILER]

Ehh, Panzership is the German name, i mean the IRONCLAD.
I have removed native wonders from your modmod, since you put it in, i cleared my cache and played a game on inmortal and wow the build all the wonders. Will try if it works on deity. (must be some trouble with another mod).
 
hmmmm what about to add somr religion stuff (policiy, ideology) on the next update? ;) can de really good
 
Hmm, that Ironclad bug, I can't see how its happening since well the cost is set to 1860 hammers.

Spoiler :
<Update>
<Set Combat="40" RangedCombat="20" Cost="1,860" PrereqTech="TECH_NAVAL_ARMOR" ObsoleteTech="TECH_TORPEDOES" />
<Where Type="UNIT_IRONCLAD" />
</Update>


Make sure you have downloade dand extracted V7 of the 1's system.
 
Perhaps an addon that overwrites it? As I understand the Courthouse is affected by something too.

Are Cannes and Gilgamesch the only person experiencing these bugs btw?
 
I have no other mods of any kind installed anywhere on my computer, I can say that much.
That being said, I'm not claiming that the bug is not somehow a fault of my own. :D
 
Got the Bug with V16 (ironclad), not reached the industrial area with V17 yet.
Also i am using a lot of mods,but they seems fully compatible.
 
Got the Bug with V16 (ironclad), not reached the industrial area with V17 yet.
Also i am using a lot of mods,but they seems fully compatible.

Mods that seem compatible are not always compatible, if you wouldnt mind trying with just CCTP + ESM that be great.
 
Mods that seem compatible are not always compatible, if you wouldnt mind trying with just CCTP + ESM that be great.

Yeah thats right, but i only use this Mods: Legions, more Barb Camps, IGE, Cultural Capital, Sid difficult, Lake Titicacca Wonder and my own Mod ( only buildings). All works fine for me. ( spending some hours to verify this)
 
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