COMMUNITY CALL TO POWER v4.05 Play-testing Release

I want to change my form of government, from republic to technocraty. How can i do that?
 
Back to your mega city, do you have any Health problems in that city?
Iam just curios, and it would help as for future adjusting.

Most of my cities have about 150 pop. My general health is ca. 40 , but i will check in detail.
 
I want to change my form of government, from republic to technocraty. How can i do that?

Oh well it looks like there is perma block.
Just checked with Nomadic and Sedentary, iam not sure why will need some checkes.
 
Turn 695
Dehli, which has one extra ring of of tiles (Hanging Garden wonder), 228 pop.
The next biggest 8 cities all have between 150 and 180 pop. My general health is
at 37 %. My health advisor screen doesn´t work.
 
I find anti air and especially SAM´s to be remarkable weak versus planes. When i attack with a stealth bomber, the defending SAM doesn´t even take 20% off my hitpoints.
Tanks are not really good either, in open terrain a tank (with 3 open terrain promotions)should absolutely crush infantry, instead of only killling about 40% and losing ca. 20%.
Right now, modern infantry, bazookas and a few rocket artilleries a a hard to beat combo.All my nice tanks linger in the back, only to kill off a few units from time to time, wich have their health already down.
 
I´m currently getting swarmed with roman prophets. They have (had, i deleted them) atleast 20 of them. If it´s possible, they should have the ability to buy great persons too, atleast from time to time. I don´t think they will fully unlock the appropriate policy tree on their own, with all the different characters etc..
Also, apart from the strange polish "AT-gunphilia", everybody seems to have a knack for UAV´s, as they all have more of these than infantry.
 
I have a question. I am a Let's Player and have a channel on YouTube. Do you mind if I do a partial Let's Play of this current build of CCTP?

On to other matters.

I can see clearly that you have incorporated the Prehistoric mod into this project. There is one thing that I am confused about. Early in the Prehistoric mod tech tree you were able to unlock primitive archers. Well, I can't find them in any of the tech trees, and these early archers are essential to my success in the prehistoric era. (typically I use melee troops to take out roving bands of barbarian's that get to close to my cities, but I prefer to let my archers take out barbarian encampments.)
 
I have a question. I am a Let's Player and have a channel on YouTube. Do you mind if I do a partial Let's Play of this current build of CCTP?

On to other matters.

I can see clearly that you have incorporated the Prehistoric mod into this project. There is one thing that I am confused about. Early in the Prehistoric mod tech tree you were able to unlock primitive archers. Well, I can't find them in any of the tech trees, and these early archers are essential to my success in the prehistoric era. (typically I use melee troops to take out roving bands of barbarian's that get to close to my cities, but I prefer to let my archers take out barbarian encampments.)

We didn't actually incorporate the prehistoric mod, we only used a few parts of it. For a ranged unit in prehistoric, we have the fire thrower. Perhaps, after we finish with current update, we could look about adding a spear thrower or such, but I leave addition decisions up to Gilga.

As far as showing on youtube, I don't think that would be a problem, but we should have a newer version soon that has less bugs, and a good bit more content.
 
I have a question. I am a Let's Player and have a channel on YouTube. Do you mind if I do a partial Let's Play of this current build of CCTP?

On to other matters.

I can see clearly that you have incorporated the Prehistoric mod into this project. There is one thing that I am confused about. Early in the Prehistoric mod tech tree you were able to unlock primitive archers. Well, I can't find them in any of the tech trees, and these early archers are essential to my success in the prehistoric era. (typically I use melee troops to take out roving bands of barbarian's that get to close to my cities, but I prefer to let my archers take out barbarian encampments.)

Hah, this is a perfect suggestion :D, i really thought of a youtube video of CCTP this days, since the last video is years old.

We use in CCTP parts of the original PreHistoric mod that came out before BNW.
The most parts art icons, and this is just related to the fact that iam not so good in digital art work.

The Fire Eater unit, the first range unit in the game is unlocked with ceremonial dance (at least in the upcomming version).
You also need a Bonfire building to train this unit.
I am not sure if i updated the help text already for this Unit.
There was so many text that i updated the last weeks, thats its hard to tell.

Back to the Lets play part.
The current version of CCTP V5 is a test version, that miss a lot of features, updates and mayor changes we did since the release.
We are very near to a upload of a overworked version, that fix a huge part of CCTP.
So i would suggest that you wait until we release this version, because its much more player friendly and more polished then the other one.
 
During one of my test games I had an issue with prophets being born every turn. I was busy trying to get another mechanic to work, and didn't have it again, so I forgot about it.

Perhaps whatever triggered that for me is also causing the ai to accumulate to many. I will try to check.

I had this prophet problem as well. If i remember correctly, it happend most during a Golden Age.
And one more comment about millitary flavors. As of now, every nation seems to have atleast 50% UAV´s for their landforce. They are easy to destroy, but you can´t defend against. I like the fact, that the ai concentrates fire, be it air units, ships or others, but with the massed UAV´s, holding a defense can get annoying. Is this intended?
Btw., since ai reached digital, the science rubberband doesn´t seem to be working anymore. Im already in future, while none has made it to postmodern.
 
I had this prophet problem as well. If i remember correctly, it happend most during a Golden Age.
And one more comment about millitary flavors. As of now, every nation seems to have atleast 50% UAV´s for their landforce. They are easy to destroy, but you can´t defend against. I like the fact, that the ai concentrates fire, be it air units, ships or others, but with the massed UAV´s, holding a defense can get annoying. Is this intended?
Btw., since ai reached digital, the science rubberband doesn´t seem to be working anymore. Im already in future, while none has made it to postmodern.

The flavors for the Drone are not updated for CCTP, i changed it, this will hopefully force the ai to train also other units.

For the reverse engineering question, i cant answer it witout a look in the lua log.
 
gilga, when will the new version come out?

i want to start a new game and fear halfway through it will come out and i am tempted to upgrade
+
besides, the new version sounds so awesome i won't be able to finish any old version games xD
 
gilga, when will the new version come out?

i want to start a new game and fear halfway through it will come out and i am tempted to upgrade
+
besides, the new version sounds so awesome i won't be able to finish any old version games xD

The most work is done.
Iam currently working on 5 new Great Peoples for every new Specialist typ.
All are working correctly and are added to most parts of the mod.
Since we dont have a active artist here, we will use vanilla artwork in the next update for them.

Gyogen needs to write some lua code and to include the new changes into CCTP.

If all this works as planned i guess Friday or in the worst case Saturday will be the update finished.
 
Iam currently working on 5 new Great Peoples for every new Specialist typ.

If all this works as planned i guess Friday or in the worst case Saturday will be the update finished.

YEAH:D:D:D:D:D:D:D:D:D:D
new version and more features!
YAAAAAAAAAAAAAAAAAAAY
 
Quick question: How many models for future units were put in this game? When I left Civfanatics, there were all placeholders so I'm just curious.
 
Quick question: How many models for future units were put in this game? When I left Civfanatics, there were all placeholders so I'm just curious.

IIRC nearly all future unis use new art work.
Most of them are from the Warhammer 40K mod.
 
hi gilga! first of all thank u for your wonderful work.(also to gyogen2) i ve been playing cctp 4.01 for a long time. when i tried to load 4.05 with Whowards DLL i can see both of them in mods screen but checkbox icons turn red and says "this version of the game is not compatible with this mod" and "mod is missing required dependencies". am i missing something or doing wrong? bTW i have BNW. also for gyogen2's rebuild was solving all my problems with 4.01.. again thank you for time and works.
 
hi gilga! first of all thank u for your wonderful work.(also to gyogen2) i ve been playing cctp 4.01 for a long time. when i tried to load 4.05 with Whowards DLL i can see both of them in mods screen but checkbox icons turn red and says "this version of the game is not compatible with this mod" and "mod is missing required dependencies". am i missing something or doing wrong? bTW i have BNW. also for gyogen2's rebuild was solving all my problems with 4.01.. again thank you for time and works.

Hey and welcome to the forum
:band:[party]:dance::rockon::salute::banana:[party]
Thanks for the cheers:beer:

To your problem, do you use a Mac?
If so that would be the problem Dll mods are not compatible with Macs.

I just noticed this fact days ago and we are aware of the issue, we will upload a non Dll version, but due the massiv work we have done, we cant rewrite the whole mod, so many features will just not work without the DLL.

A quick fix would be to open the Modinfo with a text editor.
You find it here CCTP/Community Call To Power DLL Version.
Search this and remove it, to avoid any issues please make a copy of the file,fe on your desktop.
Spoiler :
<Dependencies>
<Mod id="d1b6328c-ff44-4b0d-aad7-c657f83610cd" minversion="0" maxversion="999" title="DLL - Various Mod Components" />
</Dependencies>

This should allow you to play without the DLL mod, but like i said some features will not work.
 
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