Community Civ V [CCV]

Then leave it off!
No, that's just me being immature, but seriously, you should leave it off until the problem is fixed.
Did you try to play from a saved game? I think you should start a new game.
 
Yeah, I'm gonna leave it off. I'm just posting the info so that people know its not working. Things don't get fixed if no one knows there is something wrong.

EDIT: Yes, I started from scratch and from save games. It seemed to do the same thing either way.

EDIT2: Fixed in version 4.40 for me.
 
Are you serious with the animals?
TooManyAnimals.jpg

These animals roam around my borders forever until I get the military to take them out, which is alot. PLUS, it's very early in the game, so I don't have the troopage to take down all those animals.
I don't care how realistic animals in cultral borders are. Again, this "feature" has got to go. I can't even send workers out to work the land anymore.
This mod has became unplayable until this is fixed.
 
The gorillas are beastly. Best chance is to throw a warrior in a forrest, get a few turns fortified, and hope you win when it attacks.
 
Why are the Gorillas stronger than the Bears anyway? At best they are on par with Bears in reallife.
 
Okay, I'll give you a patch for this. The new code will make animals more willing not to enter and to leave owned terrain. Furthermore the attack chance in owned terrain is reduced to 40% of the normal attack chance. And the gorilla will be set to 3:strength:. Okay? I'll not make animals unable to enter owned terrain.
 
I actually like the powerful animals in the early parts of the game. I think the world should be more hostile to early civilization and the animals along with the damage from certain terrain types do a wonderful job of slowing early scouting and expansion. You have to protect your workers with warriors in early game, or be prepared to flee when animals come around.

The only downside I really see to the powerful animals (like gorilla) is that it kind of nerfs scouts, since they get killed early quite often. Fighting off the gorillas was a bit of a chore, but I found it fun to actually be afraid of the wild.
 
I agree, but when you get several of them wandering around it can be very difficult to kill them, as the stronger ones take 2 warriors, maybe more. And that early in the game hammers are scarce.
 
I actually like the powerful animals in the early parts of the game. I think the world should be more hostile to early civilization and the animals along with the damage from certain terrain types do a wonderful job of slowing early scouting and expansion. You have to protect your workers with warriors in early game, or be prepared to flee when animals come around.

The only downside I really see to the powerful animals (like gorilla) is that it kind of nerfs scouts, since they get killed early quite often. Fighting off the gorillas was a bit of a chore, but I found it fun to actually be afraid of the wild.

I tend to agree. Once the animals have spawned, building a scout is kind of useless. It's rolling the dice on how many turns it will live.

Having the scout BEFORE the animals have spawned, is still useful.
 
I tried playing with v4.36A with updated dll 4.38A. Whenever I enable "dynamic difficulty level" I get a crash when I click end turn.

Example:

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 4.3.8.1
Fault Module Timestamp: 4d4c8fd9
Exception Code: c0000094
Exception Offset: 001ac55d
OS Version: 6.0.6002.2.2.0.256.1
Locale ID: 4105
Additional Information 1: 3164
Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e
Additional Information 3: 011d
Additional Information 4: 01351879a445e41ad4df3ba5eb395c4d

This seems to happen every time I end my turn with this option enabled. With it disabled I can end my turn and it works just fine.

With the new version (4.40) this doesn't seem to happen anymore.

Thanks Thomas SG!
 
PATCH 4.40 A is online.

Are patches supposed to be savegame compatible while version number changes are not?

BTW, I really like the Advanced Support mod and in particular the manpower type concept you made for military units (requiring both variable gold cost and variable population support.) Really good idea!

I wonder if its possible to make the national revolt risk increase if you go over your manpower. I would assume the way your civilization is supporting military units once they're over the ability for your own population to supply them manpower is by hiring mercenaries or something along those lines. I think that in general starting to rely on mercenaries over time would certainly cause stability problems. Mercenaries might be a short term solution during wartime. In the long run I would propose that it should increasingly be problematic for maintaining your own power when you're relying on a military of outsiders instead of your own people. Just a thought.

Thanks for the excellent mod.
 
Are patches supposed to be savegame compatible while version number changes are not?

Exactly!

BTW, I really like the Advanced Support mod and in particular the manpower type concept you made for military units (requiring both variable gold cost and variable population support.) Really good idea!

Thank you. My cure for SODs. :D

I wonder if its possible to make the national revolt risk increase if you go over your manpower. I would assume the way your civilization is supporting military units once they're over the ability for your own population to supply them manpower is by hiring mercenaries or something along those lines. I think that in general starting to rely on mercenaries over time would certainly cause stability problems. Mercenaries might be a short term solution during wartime. In the long run I would propose that it should increasingly be problematic for maintaining your own power when you're relying on a military of outsiders instead of your own people. Just a thought.

Thanks for the excellent mod.

Yes of course it would be possible but I would have to study the Revolution mod in detail. And this is a waste of time as it won't be part of version 5. It's better to integrate this idea in my personal code that will substitute Revolution one day. And mercenaries may be a new concept in the future. At the moment I'm trying to design my new rearranged interface and develop new concepts to make the early game more fun. At the moment Civ feels like click END TURN. Even downloaded the demo of CiV for some inspiration. :rolleyes:

From my point of view version 4 is finished except bug hunting, some balancing and maybe new unit art. This task is the same for 4 and 5. So why not add it to 4 when it's done. But currently I'm too lazy for this job...
 
At the moment Civ feels like click END TURN. Even downloaded the demo of CiV for some inspiration. :rolleyes:

Ugh...Don't mention that abomination :P

But on a serious note, I have no expectations that you'll act on my suggestion:) I just thought it would be an interesting interaction that kind of naturally developed out of the concept introduced in Advanced Support.

If I can ask, what is your reason for taking revolutions out of your next version?
 
Ugh...Don't mention that abomination :P

Not all things are bad. I like the idea to start golden ages by a point system similar to generating GPs. And I also think about a rule system for a connection between culture and civics. Maybe it would be nice to enable civics by culture points. Or generate unhappiness if the current civics don't fit to the culturally development of your nation.

If I can ask, what is your reason for taking revolutions out of your next version?

My experience with third party mods are very bad. And Revolution has a lot of code. And most of it in Python. Very critical. The Revolution mod is still very, very buggy. Here an example from the current RevDCM version from getUnitsForPlayer in BarbarianCiv.py:

PHP:
			if( unitInfo == None ) :
				continue

WHF? If it is a non valid None object we go on? If not we break here? No, version 5 should be fast and stable. Also for MP games. This is not possible with Revolutions. Furthermore it's too complex for me and some aspects won't fit to other mods in CCV. DCL and loosing control to other leaderheads doesn't fit. And loosing control to the AI is something I hate. It's my game. I want to play if I play and not watch the AI playing for me and crashing my strategy. It's okay to be forced to change things like civics but not loosing control. Okay, you can disable it in RevDCM but I need new code I've written myself here.
 
Here an example from the current RevDCM version from getUnitsForPlayer in BarbarianCiv.py:

PHP:
			if( unitInfo == None ) :
				continue

WHF? If it is a non valid None object we go on? If not we break here?
Strange, I looked for this code piece but it just isn't in my version of BarbarianCiv.py.

Btw (just in case) then Continue actually means that you immediately conclude current for/while loopcycle (ignoring any remaining steps within the loop) and start a new cycle of the loop - where Break immediately abandons the current loop entirely and does not start a fresh cycle
 
Really? Okay, another reason why I should not use Python code. And I think I'll have to check some code now. But in this case the code may do what it was inteded to do.
 
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