General discussion thread

1) I've seen it but there is no change on SVN at the moment.

2) Yeah. Already downloaded.

3) Downloading at the moment.

Thank you. :)
 
- the new Initial City Specialists (with Mysticism, Masonry, Mathemetics, Aesthetics, Alphabet, Pottery, Cure) - but maybe IMBA, school and doctors hut didn't work well
Ups, so many Specialists... Are you planning something else that you haven't mentioned so far because you added so many?

Why did school and doctor's hut not work?
Regarding the school: I would have thought that the school could be implemented as a "renamed" library - coming with writing and offering one or two scientist slots and +25% or maybe only +10% science. :confused: Moreover, it would make much more sense to have a school as a prerequiste for a university, than a library as in BtS.

Regarding the doctor's hut: Perhaps you could have a brief look at AND. Afforess implemented a healer's hut there and I saw many civs building such huts.
 
I tried it out, and all I can say is that it is far too much bugs in its current version. Frozen animations, inconsistent designfeatures and overall conflicts all over the place.

I would suggest, and would be very happy if you released a light version which consists of only the essential main features
* 3 bigger map sizes
* 2 slower game speeds
* 50 civ DLL
* Unofficial Patch and Better BTS AI
* AI Auto Play
* Limited Era Progress
* Blue Marbel Terrain
* BUG, BULL and Show Hidden Attitude Mod
* Cultural Citystyles
* Unit Era Art
and Culturally Linked Starts

These core improvements that doesn't alter gameplay mechanics much are perfect and merge well together. :)
 
I tried it out, and all I can say is that it is far too much bugs in its current version. Frozen animations, inconsistent designfeatures and overall conflicts all over the place.

I would suggest, and would be very happy if you released a light version which consists of only the essential main features
* 3 bigger map sizes
* 2 slower game speeds
* 50 civ DLL
* Unofficial Patch and Better BTS AI
* AI Auto Play
* Limited Era Progress
* Blue Marbel Terrain
* BUG, BULL and Show Hidden Attitude Mod
* Cultural Citystyles
* Unit Era Art
and Culturally Linked Starts

These core improvements that doesn't alter gameplay mechanics much are perfect and merge well together. :)
It seems you are looking for a mod with fewer changes than CCV. I suggest you have a look at RevDCM (incl. BUG etc.) which (is actually the core of CCV and which) allows you do disable all non-BtS features which you don't like.

Regarding "frozen animations": did you check in the options menu whether you have enabled or disabled the respective option?

And which features do you think are inconsistent?
 
Inconsistent? No. I don't think so. But tell me why you think so, please.

But he is right - 4.29D is very buggy. And so I've created a patch as fast as I could. So you will find a patch 4.29E in the download section for the current version 4.29D!

The patch includes:

*solution for different research times if :science: cost and prerequested techs are the same
*solution for uncritical bug from UNIT_MIGRANT having no DefaultUnitAI
*solution for eBuild-CTD-bug (if the normal DLL will not solve it there is a rescue DLL in the construction folder that will do!)
*activated mod Lost Battles is now shown
*interface messages show now the right influence change (from IDW mod) if a unit has deserted or a new unit could be created from the conquered weapon of the defeated unit
*python errors from Enhanced Culture Conquest Mod have been solved; ECC revealed some outdated Vanilla/Warlords code in BUG and introduced also (the same) outdated code. Written new code to make it work with BTS and CCV. All bugs should be solved now.
*Events with images with pictures from BAT 3.01
*Great Library set to 1 scientist and 1 doctor
*solved display bugs in the civics screen
- unneccessary newline
- wrong information about tree nursery and terraform improvements
- solved problem of overlapping text
 
After the release of patch E there has been a new release of RevDCM on SVN. As it solves the AI bombard bug I think it's necessary to update CCV once again.

So I've created a patch F for 4.29D. Patch F includes patch E. You can install it over patch E if you have already installed it.

Patch 4.29F includes:

*patch 4.29E
*RevDCM update to 2.8/587 with
-fix for AI bombard city defense bug
-last build of BBAI 1.02a
-new BUG and BULL stuff
*wrong art path of Cyborg fixed
*fixed text bugs
*new updated map PerfectWorld2f
*the dirty eBuild bug fix is now included in the standard and debug dll (CTD still appears without it)
*solved CTD from the satellite network
*tried to solve visibility problems caused by satellites
 
Inconsistent? No. I don't think so. But tell me why you think so, please.

But he is right - 4.29D is very buggy. And so I've created a patch as fast as I could. So you will find a patch 4.29E in the download section for the current version 4.29D!

Inconsistent was, i admit, a poor choice of words. What ive meant was that it is very bugridden in its current version. As I said, frozen battle animations (no i didnt tick the option, yes I use 3.19), scroll-lagging and some icons shows up in awkward places. Like the GPbar. The merged mods seems to conflict with each other.
Very frustating. That made me ragequit the mod after some time. :mad:

BUT, dont take it the wrong way. Just some constructive critisicm. All in all, i fully support the idea and philosophy of this mod, not only because I think this will be a great mod in the future if you continiue to develop this ambitious project. But also because, like you; I truly loathe Civ5 and would love to see the community strike back. :goodjob:
 
Inconsistent was, i admit, a poor choice of words. What ive meant was that it is very bugridden in its current version. As I said, frozen battle animations (no i didnt tick the option, yes I use 3.19), scroll-lagging and some icons shows up in awkward places. Like the GPbar. The merged mods seems to conflict with each other.
Very frustating. That made me ragequit the mod after some time. :mad:

:eek: There should be less trouble than in BUG. Can you tell me something about your resolution? And please post a screen shot.

And please try other settings. Maybe CCV is too hard for your machine or your graphic card at the moment.
 
Inconsistent was, i admit, a poor choice of words. What ive meant was that it is very bugridden in its current version. As I said, frozen battle animations (no i didnt tick the option, yes I use 3.19), scroll-lagging and some icons shows up in awkward places. Like the GPbar. The merged mods seems to conflict with each other.
Very frustating. That made me ragequit the mod after some time. :mad:

BUT, dont take it the wrong way. Just some constructive critisicm. All in all, i fully support the idea and philosophy of this mod, not only because I think this will be a great mod in the future if you continiue to develop this ambitious project. But also because, like you; I truly loathe Civ5 and would love to see the community strike back. :goodjob:

Yeah, i'm guessing the problems are on your machine bro, share your specs with us maybe it will help.
I don't really know, downloading the new version now, but previous versions were completely bug free( maybe).

Meanwhile, Thomas, i'm having trouble with rapidshare, they're capping my speed, any chance, on later times, to use another file host?
 
:eek: There should be less trouble than in BUG. Can you tell me something about your resolution? And please post a screen shot.

And please try other settings. Maybe CCV is too hard for your machine or your graphic card at the moment.

Machine: AMD Phenom X3@2.3Ghz, 4GB RAM, ATI 4850@1GB and 625Mhz.
OS: Windows 7 Ultimate 64bit
Monitor at 1440x900

I play with graphics on highest settings but with 2x AA. Latest CCV patch.

Will post screenshots later. :)

EDIT: I take back the scroll-lag claim, at least it doesnt happen anymore. THAT was certainly hardware-related.
The frozen and lack of animations remain. One another strange thing is that workers dont show the "work animation" when improving a tile, instead they show the "walk/run/movement animation". They stand on one tile and run for every turn. :lol:
 
civc5.jpg

Here is a screenshot of the minor cosmetic bug, the overlapping GP/GG bars.

If you want any more screenshots of a specific detail, give me a shout and I will gladly help. :)

I'm playing CCV right now in the name of progressive development :lol: ...that doesn't mean im not enjoying invading England with my german axemen though. :goodjob:
 
An unmodified example too.

civc5um.jpg
 
The animations were quite screwed with me as well, workers kept running when supposed to be farming/mining, units aren't battling each other, they just stand there then battle over.

:sad: Sorry, I've destroyed the animations. Yes, it was me. And it also happend on the sea. All battle animations have disappeared. :sad:

:) But I found the bug and removed it! :)

And there is a lot more. Here is the change log of the new version:


4.29G (not savegame compatible with earlier versions)

- repaired all damaged animations
- 2nd UU for all civs
- Advanced Flight requires now rocketry
- tactical ballistic missile has got now much higher requirements: robotics, laser, superconductors (and industrial park with "Require Infrastructure")
- new techs: fermentation and glass manufacture (needed :science: has been taken from monarchy and machinery)
- restructured tech tree!!!
- palace now available with glass manufacture and 5 cities
- impressive buildings like ApoPalace, cathedrals, Sistine Chapel, Versaille,... require now engineering (requires glass manufacture)
- winery requires now fermentation (bonus from glass manufacture)
- many bonuses require now early techs to be revealed
- satellite network has now a description; creates some free spy satellites and reveals the map for the player every turn (doesn't show units)
- decreased the see invisible chances of spy satellites (Advanced Invisibility System)
- if team player with satellite network dies another player of the team will now get the control over the satellites
- solved bug that didn't replace dangerous fission plants with save fusion plants after the discovery of fusion
- solved bug that didn't replace arcology shielding with deflector shielding
- unused combat bonuses of the trebuchet have been removed
- unowned airbases can now be used
- airbases can now be build outside borders
- can perform paradrops from airbases
- modified unit upgrade AI to work better with the XP autoupgrade
- solved problem from Advanced Invisibility System with satellites (removed dirty and not working bugfix from 4.29F)
- rewritten Advanced Invisibility System to be much faster (even when using CCV with standard system) and working right in all cases (solved bug caused by changing "see class" in :doTurn)
- can switch now in a running game without any problems between Advanced Invisibility System and standard system
- correcture of some text bugs
- +1 move point for naval units from circumnavigated globe now only counts until the discovery of railroad
- ironclad has now 5 moves like the steamer (both are as fast as earlier types can be with circumnavigated globe bonus)
- new terrain, water and bonus arts
- new CCV design


_________________________________________

The position of the Great Person Bars comes from BUG. BUG has two settings - one for low resolutions and one for high resolutions. The low resolution setting was buggy and I could fix it. But as it seems there are also problems in the high resolution setting. But my laptop can work with the high resolution setting. So it may be difficult for me to solve it. I'll try it but I promise nothing.

May I ask you to try a lower resolution? Or have you trouble with all resolutions?
 
@CellKu

The content of Art_Terrain has changed! There are new terrain, bonus and water arts in the new CCV version. Please have a look at them and create a new Art_Terrain file if still necessary.
 
4.29G (not savegame compatible with earlier versions)
Thanks for the new patch! :) You are churning these patches out like nothing! ;) :goodjob:
- +1 move point for naval units from circumnavigated globe now only counts until the discovery of railroad
Why did you choose "railroad" and not "combustion" (= motor)? Isnt' that more realisitic? (Or did you do that because of gameplay reasons?)

@CellKu
The content of Art_Terrain has changed! There are new terrain, bonus and water arts in the new CCV version. Please have a look at them and create a new Art_Terrain file if still necessary.
Thanks for letting me know! I will try the new art first! :) Where did you take the art from? And are the textures in "high resolution"? Or am I able to use them on a "low-end" machine?
 
Thanks for the new patch! :) You are churning these patches out like nothing! ;) :goodjob:

4.29G is a complete version and no patch. ;) And what else could I have done after the 4.29F animation disaster. :hammer2:

Why did you choose "railroad" and not "combustion" (= motor)? Isnt' that more realisitic? (Or did you do that because of gameplay reasons?)

There was a reason... :hmm: I think the discover would have slowed down existing dreadnoughts and transport ships as they can be build without combustion. If I'm not wrong those can be build after railroad and run with coal. If that's wrong a steamer with bonus (= 6 moves) would have been faster than a dreadnought (= 5 moves). Railroad was the best solution. And railroad also means a good engine. That's why I didn't decide for steam power. And after the discover of a good enigine in ships the sailors start fast to forget about sailing... :p


Thanks for letting me know! I will try the new art first! :) Where did you take the art from? And are the textures in "high resolution"? Or am I able to use them on a "low-end" machine?

I took the terrain and bonus arts from the (German) BASE mod. I think they are made by griffar. Here a link to a BASE screen shot. The CCV water I've done myself. And yes the terrain arts are made for high resolutions but I think you will have no problem with lower resolutions. I've tried it myself and it was fine.
 
Sorry, right it's a new version(!), even though there is a "G"... ;)
Btw, its size is much smaller than the one of 4.29D which even didn't have as much art as 4.29G. :confused: (Did you use a better packer?)

But the new terrain art looks nice! I will definitely try it! :goodjob: Thanks for you explanation regarding the railroad thing. Makes sense. :)

Btw, have you posted the new version in the annoucement thread? Will probably attract even more attention.
 
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