Community Call to Power Project

@ Gilgamesch and Horem: Yes I am using the AssignStartingPlots.lua (actually sent you a PM about that Horem), so I would assume that most map types would work. I guess the best way to go about testing that would be to check each map type. Ill see to doing that and will update the OP when finished.

@ Nutron: Welcome to the forums :D (love doing that)

As for the save games, that was a common issue around this time last year but improvements to game stability have all but eliminated corrupt save files for me. If I remember correctly, the source of that was the InfoAddict mod, but as I play with it and don't have any problems I am confused about where the problem lies. For the techs taking one turn, it could very well be spillover, especially if all the techs you are going for are low cost. Are you using any mods in addition to CCtP (namely tech diffusion)? If so, the culprit might be there. Besides that I don't know what could be causing it. Maybe it is linked to the same thing that makes save games unplayable. And no, the water does not affect farms :)
 
Have to say CTTP is bug free since last year.
 
:( I'll give it 10-15 more turns and see if the tech situation continues, but I researched riflemen, etc in one turn when the other civs arent even musketmen... so it seems fishy!

As for the savegame issue, it would just load up fully up to where you can click on the "continue" button under your nation's lil presentation screen, but it would do nothing (black screen behind, the map wouldnt load up visualy). I believe I got the last save game to work once by loading an earlier save and then loading the latest save within that one, but couldnt repeat it again and gave up...

I use no other mods but this one.
 
:( I'll give it 10-15 more turns and see if the tech situation continues, but I researched riflemen, etc in one turn when the other civs arent even musketmen... so it seems fishy!

As for the savegame issue, it would just load up fully up to where you can click on the "continue" button under your nation's lil presentation screen, but it would do nothing (black screen behind, the map wouldnt load up visualy). I believe I got the last save game to work once by loading an earlier save and then loading the latest save within that one, but couldnt repeat it again and gave up...

I use no other mods but this one.

What version of the mod are you using?(Sounds as if your are still using the mod thats set to the 5's system which causes the game to stack overflow which then causes stuff to default to 1 turn) Also are you patched upto date?

@ Chrome, I tested the vanilla map types, all of them, there was 1 that acted funkey(Highlands) and 1 that failed(Four Corners). Hense why I said 99% of them should work. I also tested some user created map scripts, and all of them also worked. I ran into problems when it came to user created maps, after I edited them with the worldbuilder to add in CCTP Resources, for the most part they crashed.
 
@ Chrome, I tested the vanilla map types, all of them, there was 1 that acted funkey(Highlands) and 1 that failed(Four Corners). Hense why I said 99% of them should work. I also tested some user created map scripts, and all of them also worked. I ran into problems when it came to user created maps, after I edited them with the worldbuilder to add in CCTP Resources, for the most part they crashed.

Awesome thanks. I'll update the OP with this.
 
I have been messing with Pazyryk tutorial on lua xml tags and have added a few new conditions into CCTP. These are quite basic but I am working on some more interesting ones atm, heres whats new :)

It is now possible to make:
Buildings that require a policy before it can be built.
Units that require a policy before it can be built.
Buildings that can only be built after so many game turns.

If anyone wants to test them out on some units or buildings its in the github version, everything you need is in the luareq folder including examples of how to use them.
 
Awesome, thanks Fires. Updating the OP with the new stuff :D

*******EDIT********

Wow I need sleep. No need to update OP because the link is already there :crazyeye:
 
31.1.2011:lol:
"BTW when the current problems will gone, D:- could you in included two new wonders (just for realism) on for the Kölner Dom, and the other the Berlinermauer(maybe with socialism), just a idea but i think this will work great with your mod. The Kölner Dom and the Berliner Mauer are still missing, but a real part of our history."
Decimatus:
If I could make it so that you can only build the Berlin Wall under certain governments or policies, I would add it. Probably won't add it without something like that though.

Once I finish the government systems, I will go on a tech/building spree and see if I can get the Cathedral in.

:crazyeye:Now we can make thinks like that.
:goodjob: THX Fires
 
The mod has been moving along nicely, chrome has added a load of monopoly improvements and i have just finished improving the policy selection screen :).

Atm the version up on github is quite stable so i suggest downloading and playing around with it, the only problem is red and white squares instead of the marsh texture. If anyone has any ideas on whats causing it let me know :lol:.
 
Atm the version up on github is quite stable so i suggest downloading and playing around with it, the only problem is red and white squares instead of the marsh texture. If anyone has any ideas on whats causing it let me know .

They are Black for me, had this problem before....pretty sure it wa sa driver issue.(I am using the new Nvidia Beta Drives).
 
http://forums.civfanatics.com/showthread.php?t=451537

In this thread Pazyryk found out how to put new graphics for improvement and other stuff. Hope it can help you in the future.

Yes I've been watching that thread closely. And it will :D. Back when Decimatus was working on PCtP, he said that he wanted underwater improvements, mountain improvements, etc. That may be a ways off, but I know that the original Call to Power II had differing levels of improvements, with each additional level giving better bonuses. This is being represented in-game with the improvement yield bonuses at certain techs, but it's going to be nice when we can have graphical representation of those changes. Might even require the player to "improve" the improvement (more micromanaging for more realism/stuff for workers to do). Maybe later :crazyeye:
 
Is a way to play CCTP on scenario maps or any map other than Real Name Earth? I have thus-far been unable.

Welcome to the forums!!! :D

This mod should work with many more maps after Horem modified the files that placed the extra resources. I am not too sure about the custom/scenario maps however, especially if the map is constant (same resources, rivers, etc in same places). I would try using some of the Civ maps until you find a few that you like.

At all, for those who have not been downloading from GitHub, the version Fires and I are working on is almost ready for release. Many things have been changed; fortunately we have a change log so that the game doesn't seem too foreign. Look for an update to the OP in the next few days (Wednesday at the very latest :)).
 
Hey, sorry for the tardy response, but indeed I have everything in 5's :\ I am using the latest version from the second post in this thread. Should I be using something different? :(

Version 1.31 it seems.
 
Hey, sorry for the tardy response, but indeed I have everything in 5's :\ I am using the latest version from the second post in this thread. Should I be using something different? :(

Version 1.31 it seems.

CCTP version 1.31 uses the 5 system. You can either download and install horems CCTP 1s System & More Maps.rar with CCTP version 1.31, you can find it under his modmods link on the third post, or you can try the version on github which has it included.
 
Alright ;)

In a different scope, i was wondering if improving the ai was in the plans... mainly combat wise where it seems on any difficulty, the computer just feeds his units without much strategy at all ;(
 
Alright ;)

In a different scope, i was wondering if improving the ai was in the plans... mainly combat wise where it seems on any difficulty, the computer just feeds his units without much strategy at all ;(

From what I have gathered from various threads, improving AI is very complicated; as it is not a "thinking" entity, each decision it makes is based on a set of rules and conditions. Defining each of these conditions must be fully described before the AI begins to play better. There are members here though that are waiting to attempt to improve the AI; however, they are barred by lack of dll access. As it is, improving AI is beyond the scope of this mod. However, when a satisfactory mod comes out to improve the AI, you can bet it will be included. :D
 
Yeah it was more a comment to civ 5 in general than this mod since the ai seems a bit smarter with this mod, but still it is so easy to "cheese" victories vs ai units. They attack cities without much strategy at all except send swarm of units...
 
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