Community Call to Power Project

if you open mod buddy and activate this mod within it, you COULD make a map dependent on this mod, with pre-placed resources right?

sounds fun...
 
So, how should I do that..... :-/ Doing YnAEM with Hulfgar's mod pack G&K edition. I loved this one but slowly realized that there were no resources on the map. WTH..

I only play Earth TSL maps
 
This is because the randomly generated maps don't have the resource placement that conflicts with CCtP, right? That's why RealNameEarth worked? Is there a way to strip out the parts that conflict with CCtP from an Earth map?

The problem is to do with the number of buildings, when creating a random map the system used to create the world doesn't care about buildings. When starting a static map (created in worldbuilder) the system used is different and this one does care, since these maps can have predefined cities with buildings, at which point it hits a hard coded limit and fails.

Realnameearth mod uses its own system that is similar to the random script and doesn't look at the buildings. The map info used isn't in the usual world builder format (.civ5map), but in lua, how that was created i don't know :lol:, maybe extracted from a .civ5map :dunno: i haven't messed around with making maps much.
 
The problem is to do with the number of buildings, when creating a random map the system used to create the world doesn't care about buildings. When starting a static map (created in worldbuilder) the system used is different and this one does care, since these maps can have predefined cities with buildings, at which point it hits a hard coded limit and fails.


So it might be possible to create a "random" map script with constraints such that it could only look like Earth? I don't know much about mapmaking either, so if anybody has a clue, please weigh in.

Even if however Realnameearth uses .lua can't be duplicated, can it be stripped out of the "common files" directory and somehow transplanted into an Earth map that will be compatible with G&K?
 
So it might be possible to create a "random" map script with constraints such that it could only look like Earth? I don't know much about mapmaking either, so if anybody has a clue, please weigh in.

Even if however Realnameearth uses .lua can't be duplicated, can it be stripped out of the "common files" directory and somehow transplanted into an Earth map that will be compatible with G&K?

I have made good progress getting the Realnameearth map and TSL into CCTP. Just need to get all the new civs, city states and natural wonders in and also try to finally fix the marsh tiles missing their graphics which has always bugged me with this map.

I need to grab sleep but if anyone can get a list of all the civilizations, city states and natural wonders now available in G&K it would speed things along :lol:.
e.g.
civ:
CIVILIZATION_BABYLON
...
City state:
....

natural Wonders:
FEATURE_GEYSER
...
 
I started playing but my science is cut in half (misc player) What do i need to research to get rid of that? Can't find it anywhere.

Edit: Also playing Dutch and i noticed Polders are still at Guilds. Maybe should be moved up to Agricultural Rev. In GK you can beeline to Guilds pretty much now its 45 techs... ;)
 
@kroket: Science has the -50% modifier because the tech tree can only handle techs with relatively low beaker cost; it would crash if that limit was passed. Therefore, the tech cost were cut in half. To compensate, science output was also reduced by 50%. Nothing will completely erase this "penalty," but adopting certain governments will certainly reduce the modifier by a significant amount.
 
Quote:
Originally Posted by tdwn View Post
So it might be possible to create a "random" map script with constraints such that it could only look like Earth? I don't know much about mapmaking either, so if anybody has a clue, please weigh in.

Even if however Realnameearth uses .lua can't be duplicated, can it be stripped out of the "common files" directory and somehow transplanted into an Earth map that will be compatible with G&K?
I have made good progress getting the Realnameearth map and TSL into CCTP. Just need to get all the new civs, city states and natural wonders in and also try to finally fix the marsh tiles missing their graphics which has always bugged me with this map.

I need to grab sleep but if anyone can get a list of all the civilizations, city states and natural wonders now available in G&K it would speed things along .
e.g.
civ:
CIVILIZATION_BABYLON
...
City state:
....

natural Wonders:
FEATURE_GEYSER
...

Screenshots of the Database enough? :)
 
@kroket: Science has the -50% modifier because the tech tree can only handle techs with relatively low beaker cost; it would crash if that limit was passed. Therefore, the tech cost were cut in half. To compensate, science output was also reduced by 50%. Nothing will completely erase this "penalty," but adopting certain governments will certainly reduce the modifier by a significant amount.

Ok that makes sense.
Just started playing so far i can't see myself making it to 'Wormholes' yet but hey the beginning is always slow in the standard game too... Excited to check the new buildings and stuff out. To get a feeling for mechanics i selected Settler with just one opponent (gandhi) so i get a free run essentially. I'll try the war balance out some other time i guess!
 
No such thing as a free run with CCTP :) for a start the AI plays at prince lvl :)

Edit:

The - 50% Science that the palace gives, there was a bit more of a reason to this than the overflow cap. Decimatus wanted 1 science per 2 pop, but the game engine does not reconise decimals in the defines for Science per pop so he added the -50% Modifier to simulate this.

^^ Thinking about that Chrome, it is entierly fesible to remove the Science per pop all together and add a Building to ea city that applies the 1 science per 2 pop. That way ppl dont see the modifier and go "WTH is this??" :)
 
No such thing as a free run with CCTP :) for a start the AI plays at prince lvl :)

Edit:

The - 50% Science that the palace gives, there was a bit more of a reason to this than the overflow cap. Decimatus wanted 1 science per 2 pop, but the game engine does not reconise decimals in the defines for Science per pop so he added the -50% Modifier to simulate this.

^^ Thinking about that Chrome, it is entierly fesible to remove the Science per pop all together and add a Building to ea city that applies the 1 science per 2 pop. That way ppl dont see the modifier and go "WTH is this??" :)

Wow, didn't know that. And I actually think we can come up with a simpler solution than that; simply reduce the science requirements for the later eras. While I don't play as many games as I use to (too much modding :D), I remember that the tech pace seems to slow considerably once I hit Modern Era. My guess is that D used a steep slope on the beaker cost to match how the early game is. The only problem is that early game tech progresses much faster than late game, as the cities gain population more readily. I think if the increase from one tier to the next is lowered, the beaker cost in the later eras would be just enough to slip under the cap.

Speaking of pacing, I had a game going that was incredibly epic, and also very eye-opening. It was the first game that I played in weeks, cuz most of the time I just play until I find something wrong, then restart. My findings for the tech speeds were as follows:
  • I took Monarchy so my tech rate was not modified (but I did have a HUGE empire that covered at least 60% of the map)
  • It took ~ 100 turns to get to Ancient (Woodworking/Iron Working rush). The AI got there around turn 50 with what I assume to be Writing or The Wheel
  • It took about 75 turns to hit Medieval (through Metal Casting)
  • Took about another 75 turns to hit Renaissance. And as a side note, here it felt as though the game was bogged down with too much stuff to build.
  • I hit Industrial around turn 325

I think it would be nice to make the eras spread out to be ~100 turns each. This way, each era has its own particular feel, and units and there UU replacements can really be used to their best potential. I am also a little worried about the Renaissance, because as I said it felt like there was too much to build. It began taking on the "This bonus looks cool. Why not?" feel, instead of the more focused mindset of building something to further your victory condition.
 
There's a mod on Steam Workshop called "_FuturisticMod_". While it does not have all of the features of yours, such as added resources, it does feature a Genetic and Diamond era, complete with units and buildings for those eras. While there are fewer techs in that mod and it appears to be pure XML, it does give an example of how CCtP can be reworked for speed.

By the way, this mod needs its own subforum under Project and Mod Development. It's as big an undertaking as the Communitas Expansion Pack or Civilization NiGHTS.

Additionally, you might want to consider adding manufactured resources to the G&K version, such as Steel. If possible, my yield importation idea could also be extended to allow you to trade food with other empires, opening up a whole new dimension of in-game diplomacy. You should also implement trade routes to other empires - Civilization NiGHTS has that feature.

chrome-rome, this is what we will need to implement the yield-importation mechanic. I have added the bolded text:
Unless the radius is stored in the XML files (it is not) (did you look at gamedefines?), I do not think so. Still there is something that may be worth a try: using LUA to forcefully make the city work hexes beyond the 3-hex radius. I would not bet on your success but it's worth trying.

To clarifying things up a little... Regarding the API, only two functions are relevant: the one to make the city work a tile (city:something), and the one to assign hexes to a city (plot:SetOwner). There is of course no "radius" concept anywhere in the API.
 
I need to grab sleep but if anyone can get a list of all the civilizations, city states and natural wonders now available in G&K it would speed things along :lol:.
e.g.
civ:
CIVILIZATION_BABYLON
...
City state:
....

natural Wonders:
FEATURE_GEYSER
...


I hope this is what you wanted, here ya go.

Spoiler :

CIVILIZATION_AMERICA
CIVILIZATION_ARABIA
CIVILIZATION_AZTEC
CIVILIZATION_CHINA
CIVILIZATION_ENGLAND
CIVILIZATION_FRANCE
CIVILIZATION_GERMANY
CIVILIZATION_GREECE
CIVILIZATION_INDIA
CIVILIZATION_IROQUOIS
CIVILIZATION_JAPAN
CIVILIZATION_OTTOMAN
CIVILIZATION_PERSIA
CIVILIZATION_ROME
CIVILIZATION_RUSSIA
CIVILIZATION_SIAM
CIVILIZATION_SONGHAI
---
G+K
---
CIVILIZATION_AUSTRIA
CIVILIZATION_BYZANTIUM
CIVILIZATION_CARTHAGE
CIVILIZATION_CELTS
CIVILIZATION_ETHIOPIA
CIVILIZATION_HUNS
CIVILIZATION_MAYA
CIVILIZATION_NETHERLANDS
CIVILIZATION_SWEDEN
CIVILIZATION_SPAIN
---
DLC
---
CIVILIZATION_BABYLON
CIVILIZATION_KOREA
CIVILIZATION_DENMARK
CIVILIZATION_POLYNESIA
CIVILIZATION_SPAIN
CIVILIZATION_INCA
CIVILIZATION_MONGOL
---

CITY-STATES
---
Spoiler :

MINOR_CIV_WARSAW
MINOR_CIV_BUDAPEST
MINOR_CIV_GENEVA
MINOR_CIV_VENICE
MINOR_CIV_GENOA
MINOR_CIV_FLORENCE
MINOR_CIV_RAGUSA
MINOR_CIV_SYDNEY
MINOR_CIV_QUEBEC_CITY
MINOR_CIV_BUCHAREST
MINOR_CIV_BELGRADE
MINOR_CIV_BRUSSELS
MINOR_CIV_MONACO
MINOR_CIV_KATHMANDU
MINOR_CIV_HANOI
MINOR_CIV_LHASA
MINOR_CIV_ALMATY
MINOR_CIV_KUALA_LUMPUR
MINOR_CIV_SINGAPORE
MINOR_CIV_RIO_DE_JANEIRO

MINOR_CAPE_TOWN
MINOR_SIDON
MINOR_TYRE

MINOR_CIV_ANTWERP
MINOR_CIV_CAHOKIA
MINOR_CIV_COLOMBO
MINOR_CIV_HONG_KONG
MINOR_CIV_JAKARTA
MINOR_CIV_JERUSALEM
MINOR_CIV_LA_VENTA
MINOR_CIV_LISBON
MINOR_CIV_MANILA
MINOR_CIV_MARRAKECH
MINOR_CIV_MILAN
MINOR_CIV_MOMBASA
MINOR_CIV_PRAGUE
MINOR_CIV_VALLETTA
MINOR_CIV_VATICAN_CITY
MINOR_CIV_WITTENBERG
MINOR_CIV_YEREVAN
MINOR_CIV_ZANZIBAR
MINOR_CIV_ZURICH


---
NATURAL WONDERS
---
Spoiler :

FEATURE_CRATER
FEATURE_FUJI
FEATURE_MESA
FEATURE_REEF
FEATURE_VOLCANO
FEATURE_GIBRALTER
FEATURE_FOUNTAIN_YOUTH
FEATURE_POTOSI
FEATURE_EL_DORADO
FEATURE_SRI_PADA
FEATURE_MT_SANAI
FEATURE_MT_KAILASH
FEATURE_ULURU
 
Wow, FiresForever is being a badass again. I can't wait for that map! I mean, I can, and obviously, I will ...

You know what I mean.

On an unrelated note, have you considered integrating stuff from the unofficial patch like the luxury resource counter, Great Person counter, city banners showing the time until border expansion, etc?
 
The problem is to do with the number of buildings, when creating a random map the system used to create the world doesn't care about buildings. When starting a static map (created in worldbuilder) the system used is different and this one does care, since these maps can have predefined cities with buildings, at which point it hits a hard coded limit and fails.
You mean even with no city on the map, it will failed because of the limit, like for the 256 unit type limit ? you have more than 256 building types in CCTP ?

Realnameearth mod uses its own system that is similar to the random script and doesn't look at the buildings. The map info used isn't in the usual world builder format (.civ5map), but in lua, how that was created i don't know :lol:, maybe extracted from a .civ5map :dunno: i haven't messed around with making maps much.
yes, RealNameEarth use data extracted from .civ5map using an hex-editor.
 
You mean even with no city on the map, it will failed because of the limit, like for the 256 unit type limit ? you have more than 256 building types in CCTP ?

yes, RealNameEarth use data extracted from .civ5map using an hex-editor.

Yeah even if no city is on the map the script still wants to place all the buildings into an array, which isn't big enough, when it loads a map made in worldbuilder. I have no idea how many buildings CCTP adds, i would probably be an old man when i finished counting them all :crazyeye:.

Just found a nice .civ5map hex reference, with a bit of work it should be possible to get a whole load of static maps into CCTP. :lol: Guess i just gave myself a large amount of work to do now.

Thanks Thadian
 
@ 3335d I dunno what file it is in tbh dude, I just looked at the DataBase, Defines, so I guess either GlobalDefines.xml or GlobalAIDefines.xml.

@FiresForever/Gedemon there is a total of 344 Buildings in CCTP.

On an unrelated note, have you considered integrating stuff from the unofficial patch like the luxury resource counter, Great Person counter, city banners showing the time until border expansion, etc?

Ya pre Expansion I did, but at the time CivUP was so integrated with its different elements it was to much of a chore. Have not looked since.

Edit:

Added a Screenshot 3335d, quite a few city options.

@ Chrome attached fixed Amber AssignStartingPlots.lua, also reduced the amount of CCTP resources that appear.
 
Thank you for your screenshot Horem. Now we just need to add an edited version into the mod. I will do that shortly. But to make the yield importation idea truly work, I need to have a "loss" mechanic which causes some percentage of the yield to be lost based on distance, as well as only make it work when the individual has The Wheel, and improve it based on whether there is a road or railroad on the tile, whether the individual has Flight, and whether the city being imported to has an Airport. I've written the XML for it but have no idea about how to do the Lua to animate it. If anyone could help it would be excellent.

We need to make this mod more compatible with others. Then perhaps other important mods like the Communitas Expansion Pack would work with our mod. Again, there are numerous text bugs which should be fixed by Version 4 of this mod. An additional thought is that this is starting to resemble less Call to Power and more a culmination of original ideas by the community, and should therefore be renamed as such. Perhaps call it the Future Expansion Pack?
 
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