I can't load from the menu either... But when i load a different game first and load in game it works fine (so far)... If i load from menu i get a run time error.
Will the mod update automatically in steam when there is an update?? (And will that break my savegame?)
Updates sometimes break saved games. Steam seems to ask if you want to update, so you can decline to make sure the saved games work.
Minor: Amber. (Not sure if it is CtPP or Vanilla). Civopedia says it is found in hills or Jungle. I am finding it in plains. Civopedia says it is improved by a lumber mill. Lumber mill is not usually applied to jungle or hills. Either way i cant improve my amber. (I think i was using the continants map, 3.05)
Is the Civelopedia picture for the Gauss tank supposed to be an Indian Brahmos missle? Are units like the Modern-era Jet Fighter and Missile Cruiser and Industrial-era B17 and Tank and Zero and Carrier supposed to have blank entries? It looks like some of the units that weren't changed with G&K had their entries wiped out. Also, the historical info section for "Implant Station" has been replaced with the info of the "Beef Vat."
Am I supposed to get new unit models for the future-era units like Beam Jumpers or Leap Infantry? They just look like standard WWII-era infantry to me.
@tdwn: While I won't say that all of these things are supposed to be as they are, I will say that nothing is wrong with what you are seeing, because that is what everyone has. The graphical updates for the later stuff hasn't been done yet. The models are still being produced by the community here, but last I checked most were doing ethnic or WW stuff. The units are like that because somewhere along the way a text file was jacked. I'll search for it. And thanks for bringing the Implant Station to my attention; I changed it with a little description of nanobots
And Northboy85, Legendary Earth Mod will soon be playable. As of today we have permission to use it in CCTP
It is great news that we can now use the LEM map, one of my favorites. So thanks to Dark_Jedi06.
The aim for the map system is to make it as user and mod friendly as possible, without limiting the player, something that has so far involved many coffees and moments of . There is still work to be done to get it perfect, but hopefully we can start releasing it for testing soon.
I currently have the TSL placements for civs done for the LEM map, if anyone wants to help with the placement of natural wonders, goody huts or city states then all you need to do is:
load up the LEM map in worldbuilder
Find the hex that you want the wonder/city state to go
write down the x and y coords of the hex
post them up on the forum
If someone is interested in doing the real resource placements send me a mail, it is very simple as u can use world builder, but only one person can do it at a time
How's about you fix the messed up tech trees first before developing the mod any further? I certainly won't download a half baken mod. Could you maybe make the tech changes modular, so I could maybe help you on fixing them?
I'm thinking about making my own tech mod, but unfortunately I don't have a clue were to start. Obviously a tech mod is not simply done by modifiyng the techs.xml file.
First off, the mod is awesome! But I'm having problems with the new resources that require lumber mills because they are spawning in a non-forested tile. Can the lumber mill requirement be changed to plantation? If not, can the workers be given the 'plant jungle/forest' option? just throwing my 2cents. Cheers.
@Rifler: What are you referring to when you say the tech trees are messed up? Yes, there are some bad prereqs that are present, but the tech trees themselves work. And yes, it takes a lot more than just changing techs.xml
@Perceticus: Welcome to the forums !!! And thanks . That problem will be taken care of in the next update; Amber will no longer spawn on plains. Though it might not be a bad idea to allow workers to change the terrain...
1. I agree late game buildings and units are uhm.. expensive... The Plasma Destroyer for example... takes quite a while to build even with massive production cities!
2. Early game buildings like a library and bank are also rather expensive. My guess is this is to really make players choose but:
you don't seem to use multipliers instead just giving lump sums of science / gold per building. Without any multipliers (doesnt have to be massive could be just 10%, 20%, 30% or something) there is no real incentive to specialize your cities (expect for (military) production obviously)
3. I like the massive amount of buildings actually. Gives a lot of choices and gives something to choose. I wonder though why some resources (fish, cattle, stone) have a 'monopoly line' and others like gold, furs and marble don't??
How's about you fix the messed up tech trees first before developing the mod any further? I certainly won't download a half baken mod. Could you maybe make the tech changes modular, so I could maybe help you on fixing them?
Making statements that stuff is broken without explaining what you "think" is broken or even providing logs or anything that will help in tracking down what might be worng doesnt help alot dude (As far as I can see the only thing wrong with the techs is the broken pipes and the odd out of whack prereq)
Omg nice UI Fires!!
@ kroket A loooong time ago, every resource had a Monopoly tied too it, but we found it to be problomatic in balancing, so we reverted to only Bonus resources(Vanilla + New) having monopolies.
@WarViking I see in your logs that it failed due to the TechTrees lua failing. Was that log from a failed save?
@ All who are experience load problems, Are you using a Built Map or a Random Map Script? How far were you into your game when you made the save? Are you running any other mods with CCTP? If so what are they.
Edit:-
@WarViking, after browsing your logs a bit more(see below), I see that you are using an old version of the mod, try the Workshop Version
@ kroket A loooong time ago, every resource had a Monopoly tied too it, but we found it to be problomatic in balancing, so we reverted to only Bonus resources(Vanilla + New) having monopolies.
Ah yes i didn't make the connection with that group but i see Stone is and Marble isn't somehow for example... Makes sense i guess otherwise it would get even more crowded!
Seems i didn't change a line when going from my test environment to CCTP, this line needs changing towards the bottom of the TechTrees.lua TechTree.xml file
Hey Fires just a few quick questions:
1)Is it possible to get the tech popup to go back to the category selection instead of exiting out of the menu completely? I think this would help with planning a tech route.
2) What happened to the picture for the tech selection page?
Hey Fires just a few quick questions:
1)Is it possible to get the tech popup to go back to the category selection instead of exiting out of the menu completely? I think this would help with planning a tech route.
2) What happened to the picture for the tech selection page?
1) Will add a back button
2) Was wondering the same thing myself
So far the map work is actually turning out very good
See screenshots:
First is the main options screen you can set TSL and real resources, you get a warning if the map doesn't support one of these features.
Second is the Civ selection screen, here the list of available civs for this scenario is filtered based upon a list inside this maps mapinfo lua file. Only these civs will be used in game, it is fully mod and DLC compatible so u can add your own civs by just adding the civ name to the appropriate mapinfo lua scenario section.
Third is the advanced options, all of theses can be used to customize the game to how u like, something which vanilla scenarios dont allow if i remember correctly . You can add and remove the number of ai players, atm however all ai civs are randomly chosen, hopefully i should get it sorted so you can choose exactly what civs you can play against.
So as u can see it is very much as you would expect, the only big piece missing is including the randomly generated maps.
I also have a nice surprise addition that i am working on which i won't spoil just yet, but am sure you all will love it
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.