COMMUNITY CALL TO POWER v4.05 Play-testing Release

To keep it short.
The ai get not many boni on that level, this results in a dumb ai behavior.
F.E the have a negative income but stil not focus on gaining money, this ends in a zero science output.

The ai is one of the hardest places to code and will overworked when all realted parts are finished.
Otherwise i would need to do many work twice.
 
To keep it short.
The ai get not many boni on that level, this results in a dumb ai behavior.
F.E the have a negative income but stil not focus on gaining money, this ends in a zero science output.

The ai is one of the hardest places to code and will overworked when all realted parts are finished.
Otherwise i would need to do many work twice.

Thank you for answer.
 
Just wanted to say a big thank you and well done to both of you! :cool:

I have just spent £800 on a new computer just to run this mod a bit faster

fingers crossed the i7 4790k will make turn times past turn 400 less than a minute :eek:

But seriously guys, this mod makes the game the greatest game I have ever played and I can't wait for all the bugs to be removed!

You absolute legends! :king:
 
Just wanted to say a big thank you and well done to both of you! :cool:

I have just spent £800 on a new computer just to run this mod a bit faster

fingers crossed the i7 4790k will make turn times past turn 400 less than a minute :eek:

But seriously guys, this mod makes the game the greatest game I have ever played and I can't wait for all the bugs to be removed!

You absolute legends! :king:

Welcome to the forum
:band:[party]:dance::beer::banana:

and thanks you for the cheers:D

If you like this version, then you will probable very surprised about the next update.

In the case you will get a little more infos, if not dont open the spoiler:lol:

Spoiler :
CCTP 405 (Final Version) will contain 600 Technologies, more then 100 additional Buildings/Wonders, a complete new Eventsystem, 2 new Victory Conditions, BE Units, new Policy Branches, more then 800 new Icons and more then 30 new Splash images, a overworked yield system, bug fixing and much more
 
Welcome to the forum
:band:[party]:dance::beer::banana:

and thanks you for the cheers:D

If you like this version, then you will probable very surprised about the next update.

In the case you will get a little more infos, if not dont open the spoiler:lol:

Spoiler :
CCTP 405 (Final Version) will contain 600 Technologies, more then 100 additional Buildings/Wonders, a complete new Eventsystem, 2 new Victory Conditions, BE Units, new Policy Branches, more then 800 new Icons and more then 30 new Splash images, a overworked yield system, bug fixing and much more
WOW OMG. :nuke::crazyeye: . Oh my god its full of stars.:goodjob:
 
SICKKKKK :scan:


When are you expecting the release date? :goodjob::goodjob::goodjob:

Well i cant give a ETA at all.
It depends on some factors but more then 50% are already done.

But there are still tones of updates i.e more then 200 flavors to write, adjust many many buildings, reselect a lot of icons, adding text entries.

Oh and yes to include the new yields Order and Crime;)
 
Edit:
Well I copied the quickfixes, which I didn't need, so it causes bugs.

Now I did it right and it works.

So time to enjoy this mod :)
 
Does anyone know if this mod is compatible with the mod that allows up to 43 civs?

I am assuming it will conflict due to the extra resources not being available if ynAEMP's map is used. :cry:
 
When you come out with the final version what is next? Are you guys going to keep this thing alive with additions? Are you guys going to do hotfixes for bugs still?:badcomp: One thing I would love to see would be the revolutions mod added. This is my favorite mod. Thank you guys for the hard work! :goodjob:
 
When you come out with the final version what is next? Are you guys going to keep this thing alive with additions? Are you guys going to do hotfixes for bugs still?:badcomp: One thing I would love to see would be the revolutions mod added. This is my favorite mod. Thank you guys for the hard work! :goodjob:

we have discussed adding revolutions(actually have a build I have tested with it). There are a couple issues, but am waiting to finish current additions before going back to it.

Sent from my SCH-I510 using Tapatalk 2
 
Could you please release current version as an alpha before adding new features? I am really looking for an unpolished version. And doing so you could get feedback for final stabilization, instead of attempting to be a huge leap, but never being ready with it.

Ps: I know I am selfish but I really would like to start on my grand-earth TSL. :D
 
When you come out with the final version what is next? Are you guys going to keep this thing alive with additions? Are you guys going to do hotfixes for bugs still?:badcomp: One thing I would love to see would be the revolutions mod added. This is my favorite mod. Thank you guys for the hard work! :goodjob:

First we need to solve all the outstanding issues with CCTP, then we might go and start to keep tweaking and bugfixing all other parts.
Cant say more yet.

Could you please release current version as an alpha before adding new features? I am really looking for an unpolished version. And doing so you could get feedback for final stabilization, instead of attempting to be a huge leap, but never being ready with it.

Ps: I know I am selfish but I really would like to start on my grand-earth TSL. :D

Sorry but to handly more then one version outthere is a mess, and our current version isnt ready for a puplic upload.

But this doent mean it will never be finished.

Like i posted a few days ago more then the half is already done, the remaining work isnt that big, but its need some very intensiv work and for this i must have the grace for that;)
 
Gilgamesch,

I'm still having issues after removing and unsubscribing from the mods listed. I noticed there is another upgrade for CCTP which may resolve the issue but if not, what else would you recommend I get rid of? (I'm trying to keep as many mods as possible to have the best experience with the game.)


Oh well, where should i start:crazyeye:

The mayor problem are not mods that add buildings or wonders, as long they have not the same name like in CCTP.

Any mod that alteres the tech tree, will not work with CCTP.

Some of the mods are unknown to me, and many mods are already part of CCTP.

We use ths moda or at least altered version of this mods.
Spoiler :

Units - Airship and Land Ironclad (v 3)
Units - Mech Infantry (v 9)
Stealth Bombers Allowed on Carriers (v 1)
More Great Works (v 3)
Emigration (v 5)
Capture Great People (v 2)


Anyway CCTP is complete a conversation, that means we drop (delete) many parts from vanilla Civ and then add our own versions.

This means, its no wonder that you get a crash and that it will not work.

So the other mods you listed conflict more or less with CCTP.
And some of them are redundat to what we do in CCTP.
Like ...
Spoiler :
Resolutions - Cure for Cancer (v 2)
AI no free tech (v 1)
Religion - Beliefs Expansion Pack (v 23)
Religion - Improved Customization (v 15)
Less Warmonger Hate (v 10)


This mods will not be compatible at all.
Spoiler :
Realistic World Map (v 1)
Really Advanced Setup (v 13)
Middle Earth Map Pack (v 1)


Since we are still in a testing phase, i would recommand to play CCTP just with whowards DLL mod and the IGE.
Otherwise i cant say that you will not encounter any problem or massiv bugs.
 
Gilgamesch,
I'm still having issues after removing and unsubscribing from the mods listed. I noticed there is another upgrade for CCTP which may resolve the issue but if not, what else would you recommend I get rid of?

Enable your logs and start a game with the mods.
Then please upload the logs, so i might can tell you what issues there are.


(I'm trying to keep as many mods as possible to have the best experience with the game.)

As many mods as possible isnt anything i would suggest for playing with CCTP.

Even the current version (and the next version will be probably more incompatible with other mods), changes so many core files, that any other mod that changes the same files isnt compatible.

Sorry i cant help you more without the logs, my time is very rar, and so many of my remaining time is consumed by working on the missing parts for the final version.
 
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