Community Call to Power Project

Hulfgars industrial mod pack and Community Call to Power are very incompatible, to the point that if you were too get both working together with no errors/bugs that in itself would be enough reason to call it your own mod :), they both are what you would class as a Total Conversion mod, and alas 9/10 these are incompatible with each other.
 
Oh ok, its cool to use them separately then! I think they are both very good mods! I can tell you all put a lot of effort in your mod!
 
Does your mod now allow you the opportunity to plant trees? If not, would it be possible to add it later on? Thanks
 
Does your mod now allow you the opportunity to plant trees? If not, would it be possible to add it later on? Thanks

Not atm, we are adding Treegrowth mod at some point.
Edit post is your friend too btw ;)
 
Not sure, will probably take a lot of work, main person to find out about compatibility between CCTP and other mods is Gilgamesch. So will leave the definitive answer to him :)

Well thanks for the flowers:lol: But to be honestly i was to busy in the last weeks with work and real live. That i only tested some mods with the actuell CCTP version (Some other mods a making crazy bugs and its hard to find errors, when the errors appears after 100 or even 400 turns).None of them was Hulfgars mod. But i bet he is altering the techs, or the techtree of CCTP is not compatible with his mod. Ok i will download it and look into it to find the issue, i guess this will be in the next few days. But like i said iam very busy. Iam happy when i get time to go out with my ferrets:D
 
Wow it took me a while to see that you some new mods just got a sub forum well congrats I'll try to try out your awsome looking mod in my free time
 
Hey everyone,

Move in was a lot more stressful than I anticipated :confused:. I'm back in the swing of things now though. I'll be working on the remaining prereq bridges (Industrial-the end) now. Barring any distractions here on campus (which I cannot promise :lol:), I'll have them finished in a few hours. Fires and Horem, do I need to merge my files with yours before updating my hub? It seems you two have been busy this last week :hammer:
 
some comments from my current game. i'm at turn 650 (or so) and there is not much balance left. there is too much gold around (I ear about +3000g/turn) and some building are adding far too (shopping mall +30g for every citizen!!). After my war with China - which was great fun! - they gave me 700,000 gold for a peace treaty. really nice - but too much.

there are also odd figures for upgrade costs: the upgrade from a fighter jet to steahlth fighter: 160g. but from a mobile SAM to Tactial Laser Air Defence: 23,860! from combat controller to Micro UAV Team: 29,710 .

the "upgrade" from the combat controller is not really an upgrade as the Micro UAV Team is weaker: combat controller hast strenght 60 and range attack 80, the Micro UAV has 50 and 75...

Science: I generate over 2000 science a turn but it take more than 10 turns (on average) to research techs from the digital area. And when I think that a game should end after 500 turns and I'm at 650 (I set the max turns in my current game to 800) it is clear that it is impossible to get much further then industrial with the 500 turn limit. You should increase the turn limit for a standard game to at least 1000, I guess.

the construction costs of the Apollo and Utopia Project are very high. It takes ages to build them, especially the Utopia Project (+300 turns).

So, keep up the excellent work - playing CCTP makes already now hughe fun!!
 
Please if you report informations, let us know what game settings you are playing, this help us alot, thanks;)
 
Please if you report informations, let us know what game settings you are playing, this help us alot, thanks;)

sorry - yes, of course:
I play standard size map, continents, standard speed, king level

and v3.25 of CCTP

InfoAddict is also used.
 
Files are up on GitHub (link in OP too). I have no idea what all has been changed (way too many things), so a change log won't be complete anytime soon :(.

Heres what I know now:Change log (9/1/2012)
Spoiler :
  • New Building: Race Track. Gives 2happy, +2g from Horse, 1 merchant. 720 hammer cost, requires Nationalism
  • Fish Herder name changed to Fishing Wharf
  • Pikemen obsolete on Military Tradition (from Metalurgy)
  • Abbey give 1g to silk (from 1c)
  • Fixed some spellings
  • New resource icon for tobacco. Credit for this icon goes to sukritact
  • New Dock icon (finally lol)
  • Calendar years adjusted for Standard and Marathon
  • Many, many new resource art textures (thanks Horem :D)
  • Fires' new Tech system, utilizing categories :D
  • Vastly improved map load times :)
  • Many other things that I cannot keep track of :p

Also, I'm going to start a new thread that list the most current game files. This should help cut down confusion for players when deciding which files to play. If your name is not Horem, FiresForever, or chrome-rome, please do not post there. Thanks. :D
 
Maybe I am missing something, but just got G&K and downloaded this mod and am checking it out. I started as the Arabs and the starting military unit is called a Beamjumper. A giant armoured robot for a civ that has not founded a city yet??? In fact the only units available are like fusion tanks and space planes. It will also allow the wormhole detection array. I am not sure these are compatible with 4,000 BC! It is also allowing to choose Virtual Democracy.

The settings I started on: v. 3.95, large map, 10 civs, epic speed, legendary resources, continents, I think settler I forgot to change it.
 
Do what it says in the bug report thread, if still having a problem post your log files in that thread.
 
Okay, thanks, I just posted the logs in the bug section. I haven't been on in a while so didn't know of the bug section.
 
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