COMMUNITY CALL TO POWER v4.05 Play-testing Release

Ah ok. Do you recommend waiting a bit before starting a new game or is the current version gtg for quite some time?:lol:

There will be no mayor update in the next 2 weeks i guess)
 
What i am wandering is if the behaviour i encountered is working as intended or if that is a bug. What i did was choosing a duel size map and put the max amount of civs and city states in which at times leaves single civs or city states with settleres.
After i captured it the player was not defeated like it behaves civ without mods.

Is that working as intended and if so how do you kick out a player if they are still present without units and cities?

Any help is appreciated

Edit: On a different note how playable is Venice in the current build?
I loved to play venice but i assume it needs a tad of rework to fit into the mod.
 
I had no problem capturing civ. there is a setting on advanced setup screen for complete kills, do you have this checked? This eliminates a player once all there cities and units have been captured/destroyed. It may be that is this isn't checked, depending on the circumstances of you game, it doesn't see them as completely destroyed.

i dont have the complete kills checkbox enabled thats why the civ should be out of the game if i capture their settler already.

The odd thing was after i captured the settler the cavemen the nation started with was disbanded like the nation lost (in this case england) but i got no defeat message from her and the game was "thinking" she was still in play.
 
Yes and i was even able to talk to her and sign treaties and stuff which was why it seemed quite odd to me.

Have you explored the whole map?

Maybe she founded a new capitol on a isle.
 
Have you explored the whole map?

Maybe she founded a new capitol on a isle.

She had no units since all she had was her start settler and her starting caveman.
The Cavemen vanished the moment i captured her settler as i said above, there was no turn end in between so it could not have moved either. Could not be a second settler either or any other unit since it was on settler difficulty. (if they still get the extra units on harder difficulties in the mod that is).
 
Just curious, In order to do test, I had to cheat to place a unit to capture the other civs settler on first turn before they could build city, were you close enough to their spawn point to do it!

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Yes since if you overcrowd a map they dont have enough space since one is not allowed to build a city too close to another so they try to wander around and find a place to settle, this problem was around even in vanilla civ5+g&k+bnw.
 
The city maximum city range is increased in CCTP, iam not sure if the game is intended to loose before you already built your first capital.

This are circumstanes that only look up when we humans do something the devs never thought of.

Anyway i will not force on this bug because its a silly one that we cant alter, sorry.
 
The city maximum city range is increased in CCTP, iam not sure if the game is intended to loose before you already built your first capital.

This are circumstanes that only look up when we humans do something the devs never thought of.

Anyway i will not force on this bug because its a silly one that we cant alter, sorry.

No worries. Since i have some commercial testing experience i tend to do things that are super odd just to see how something reacts to it. I am semi professional in breaking software so to speak ^^
 
No worries. Since i have some commercial testing experience i tend to do things that are super odd just to see how something reacts to it. I am semi professional in breaking software so to speak ^^

Cool that you get the point;)

Its not we doesnt care about bugs, but i prefer to spend time on parts i can alter and that without a massiv time lost.

To be honest the devs of civ, included a lot of hardcoded problems with the expansion of G&K and BNW.

In the most (best) circumstances a player will never hit one of this points, we do alot to fix this, with work arrounds or heavy replacements.

Edit;
Just btw f.e. we use now more then 150 hidden dummy buildings in CCTP to get effects for policies, technologies and traits.
Something the most players will never know:D
 
Cool that you get the point;)

Its not we doesnt care about bugs, but i prefer to spend time on parts i can alter and that without a massiv time lost.

To be honest the devs of civ, included a lot of hardcoded problems with the expansion of G&K and BNW.

In the most (best) circumstances a player will never hit one of this points, we do alot to fix this, with work arrounds or heavy replacements.

Edit;
Just btw f.e. we use now more then 150 hidden dummy buildings in CCTP to get effects for policies, technologies and traits.
Something the most players will never know:D

Yeah its better to improve the overall quality then to fix a few very obsure voodo problems eggheds like me conjure up :p

I really like where the mod is going and try to support it as good as i can with the little free time i have on hands at the moment. I just love the idea of leading my civ from sentience to transendence via one single game. Just give me my TSF mechs and i am a happy camper :p
 
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