Community Civ V [CCV]

So is it typical for the animals to occupy the same square as a barbarian unit? Seems kind of strange that they can do this, yet we cannot.

I'm assuming it's because they are the same color?
 
I'm still running version 4.35. I may upgrade to 4.40, but at the moment I really like the games I have going. I was wondering if you could possibly suggest what to do about 2 bugs that you've probably already fixed since:

Jump Jets: They have no action buttons or info at bottom left. I assume you've fixed this since. Is this something I could winmerge and correct? I downloaded 4.40 and copied over the new art files for the unit hoping that was it, but that didn't fix it. Is it an XML issue, or python? Hopefully XML...

Maceman Button: The maceman buttons are correct in pedia and promotions, but not in city bar and city screen. (it becomes the archer button) I did merge VD, so it's possible I did this. Was this an earlier bug fix? If so, could you recommend what XML file contained the error? The unit art XML looks accurate, so I'm not sure where this button address is incorrect.
 
I'm still running version 4.35. I may upgrade to 4.40, but at the moment I really like the games I have going. I was wondering if you could possibly suggest what to do about 2 bugs that you've probably already fixed since:

Jump Jets: They have no action buttons or info at bottom left. I assume you've fixed this since. Is this something I could winmerge and correct? I downloaded 4.40 and copied over the new art files for the unit hoping that was it, but that didn't fix it. Is it an XML issue, or python? Hopefully XML...

Maceman Button: The maceman buttons are correct in pedia and promotions, but not in city bar and city screen. (it becomes the archer button) I did merge VD, so it's possible I did this. Was this an earlier bug fix? If so, could you recommend what XML file contained the error? The unit art XML looks accurate, so I'm not sure where this button address is incorrect.

I have no idea about the button at the moment. And I think the problem of the Jump Jet came from the art. But try this. It's no real solution but maybe better than nothing. Please goto Assets/Python/Screens and open the maininterface file. Comment this line out

PHP:
screen.addSpecificUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1,  -20, 30, 1, False )

If you do so you will loose the small unit animation in the left corner but maybe the buttons are back.

The problem should be solved in 4.40. So it's just a dirty bugfix for your game.
 
I have no idea about the button at the moment. And I think the problem of the Jump Jet came from the art. But try this. It's no real solution but maybe better than nothing. Please goto Assets/Python/Screens and open the maininterface file. Comment this line out

PHP:
screen.addSpecificUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1,  -20, 30, 1, False )

If you do so you will loose the small unit animation in the left corner but maybe the buttons are back.

The problem should be solved in 4.40. So it's just a dirty bugfix for your game.

Worked perfectly! It's even better IMO without the graphic preview in the corner. I play with minimal interface, so I don't have a random unit graphic floating at the bottom anymore. Thanks!

The issue where the gunship wouldn't move long distances; is that something I can replace with a 4.40 file to fix, or edit XML?
 
Worked perfectly! It's even better IMO without the graphic preview in the corner. I play with minimal interface, so I don't have a random unit graphic floating at the bottom anymore. Thanks!

The issue where the gunship wouldn't move long distances; is that something I can replace with a 4.40 file to fix, or edit XML?

No. The Hybrid Helicopter code is modified in 4.40 but you can't use this DLL with your game. XML and Python can't do anything here.
 
New to your mod, liked the idea of actully being able to finish a mod into the modern era (On my current 32.bit) computer, and just learning the new features and they look great. Just a quick question about advance unit supply cost, you stated in your guide that for each unit count (person count) above population, you get a one gold penalty. This, I understand, however the addition supply cost (for gunships, say) is a bit hazey. If for example you have free support for x number of units, then build a unit which has a high support cost (again, at-gunship-8), in essence you could still be under to x number of units for support, but somehow the supply cost (first numbers in the gold summary tab) goes up. To illistate waht I am saying in my current game I had

0 cost for 3 unit (free support for 8)

2 cost for 6 units (free support for 4) (I had one city with pop of 4)

Now in wb I added a at-gunship which chaged the above lines to

3 cost for 4 units (free support for 8)

4 cost for 8 units (free support for 4) ** THis lines makes sense, but I am not sure how the first line is calculated as with only four unit should it not be completely free, and how does the 8 gold support for gunships factor into this (I notice in the xml that you do not just use the existing add x amount of gold tag, but seemed to have written your own??

BTW I just want to completley understand the mechanics, and love the idea of expensive units.

Edit: Just did a bit of testing, and due to the additional resouces your mod has, can I assume that none of the earth maps are compatible, I mean they all work but are missing resouces such as sulfer?

Also, I had a resouce (rice) which is inside my cultral borders, with a farm and road going to it but it is not showing in my city screen. I do have realistic cultural spread, so just to test in WB I chage my culture from 1000 to 10000, with no change. However, I also changed 10000 to 100000 which the gave me access to this resouce. Now I have both wheel and anial husbandry (according to tool tip required for 2nd teir citiy usage, but I do not understand why I needed my culture level to expanded the four time to access this resouce that is only two squares away from my city (BTW am playing ultra slow sppeed). Any idea's?

Edit 2. I am currently in the medieval era on a XXL map, and turn times are around 3 minutes on a 2.7GHz, 4GB machine. Is this a normal times, as I understand that modern time lenghth can be long but I am only at the med era?
 
I just stumbled upon this lovely mod, it really looks promising.

Are there any plans to create a Mac version?
 
What up yo.
I took a long break from civving. The brain couldn't handle any more Civ, plus I can't get past the Prince difficulty, so the novelty has worn out.

I'm looking forward in LP a new Community Civ V modded game... so yeah.
I hope not civving for 2 months has made me rusty!
 
When I start a world map game, it says that I'm defeated on the first turn. Is there any way to fix this problem? This occurs for all world maps except Rhye's.

Also, when I'm playing against a lot of players, how do I toggle off the leader list on the right side of the screen? Normally, I can click on my name and the list reduces to 1 line, but it's impossible if my name is not displayed on the screen.
 
It will take several months to release version 5. But maybe you like to have a first impression of the modified interface.

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