General discussion thread

So ... just to be sure the problem wasn't on my end I decided to download something else and - lo and behold - I ended up with another corrupted file. It seems my router had developed a glith and was the problem all along. :blush:

Anyway, the EXE ran and installed the mod just fine after I reset the router - with one exception ... the "RFC Earth with big Europe 50 civs - " etc. etc. file failed to install, but I suspect that is due to max filename lenght being exceeded (255 chars is max and this includes directory path - you might want to cut down the name of that file ;)).


Btw, I just realized I should probably have posted all this in your bug thread - heh.

No problem. It's good that it is working now. But I'm a little bit confused because others had the same problem too. :hmm:
 
I've found and fixed some problems in the DLL. And I've done some code improvements. And as it seems the game seems to be running faster now. Maybe just wishful thinking... :king: Try it!
 

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Thomas, Do I understand correctly that the mod will not be added to the unit classes for a variety of gameplay?

P.S. Sorry for my English, I use Google-translator.
 
If I understand this correctly I really hope that a greater unit variety is not going to happen. More units need more graphics, resulting in Memory Allocation Failures - almost all the other bigger mods suffer from them ... I'd really like to see Community Civ V without those basterds ;)
 
Hi friends. I still offer little to expand the list of units "before the gun" era.
Added three units from official mod "Charlemagne" and "Soldier" as Dog-warrior.
That's what I got (in attachment), my changes follows the stone-paper-scissors rule.

I ask Thomas SG to consider the inclusion of these tiny improvements in the CCV. I can offer similar units in line of spearman, archers, cavalry, if you let it.

P.S. Sorry for my English, I use Google-translator.
 

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The CCV mod description says that it includes 2 slower game modes yet when i started my first new game in CCV It has these speed options (quick - normal - slow - very slow) which are just as many speed options as vanilla, when i play on very slow speed, the game progresses by 15 years, which is 5 years faster than vanilla's slowest which is not quite right.

Is it an option or something in-game or what? If not please tell me what im doing wrong.

Thank you
 
The CCV mod description says that it includes 2 slower game modes yet when i started my first new game in CCV It has these speed options (quick - normal - slow - very slow) which are just as many speed options as vanilla, when i play on very slow speed, the game progresses by 15 years, which is 5 years faster than vanilla's slowest which is not quite right.

Is it an option or something in-game or what? If not please tell me what im doing wrong.

Thank you

Use the "Custom Game" start instead of the "Play Now" and you will get the added speeds.
 
Use the "Custom Game" start instead of the "Play Now" and you will get the added speeds.

Thanks
But when i go to custom even at ultra speed the highest i am aware of the years that go by during the ancient era are 10, which is the same as vanilla at the slowest speed.

But anyways on to another question that has came up after a while of playing on a custom game i found out that progression during the ancient period are extreamly slow, it wasn't until 55 AD that i finished my first wonder (Which was the stone circle, and i started around 2700 bc) Also some improvements seem to take around 70 turns (if im lucky) and roads could take around 30 turns which also seems uneccesarily high as well, It just seemed that i was just progressing extreamly slow compared to vanilla, idk, may have just been the location or something. Is this normal? if yes can i change it?
 
Thanks
But when i go to custom even at ultra speed the highest i am aware of the years that go by during the ancient era are 10, which is the same as vanilla at the slowest speed.

But anyways on to another question that has came up after a while of playing on a custom game i found out that progression during the ancient period are extreamly slow, it wasn't until 55 AD that i finished my first wonder (Which was the stone circle, and i started around 2700 bc) Also some improvements seem to take around 70 turns (if im lucky) and roads could take around 30 turns which also seems uneccesarily high as well, It just seemed that i was just progressing extreamly slow compared to vanilla, idk, may have just been the location or something. Is this normal? if yes can i change it?

I just tried games using vanilla and this mod.
Vanilla on 'Marathon' speed had 15yr turns at the beginning of the game.
Civ V mod 'Ultra Slow' was 10yr turns, 'Extemely Slow' was 15yr turns.

Regarding the slow build times the rate of building has to be extended to match the timeline or you will have things built way too early. When you were building Stonehenge did you have any decent production squares being worked? And having the bonus resource (stone in this case) and an industrious leader would certainly help. I find the added slower speeds too much for my own taste and just use very slow in my own games.

Yes you can change the times required since this is what these mods do in the first place. I'm not a modder myself, try looking or asking in the general mod forum.
 
I just tried games using vanilla and this mod.
Vanilla on 'Marathon' speed had 15yr turns at the beginning of the game.
Civ V mod 'Ultra Slow' was 10yr turns, 'Extemely Slow' was 15yr turns.

Regarding the slow build times the rate of building has to be extended to match the timeline or you will have things built way too early. When you were building Stonehenge did you have any decent production squares being worked? And having the bonus resource (stone in this case) and an industrious leader would certainly help. I find the added slower speeds too much for my own taste and just use very slow in my own games.

Yes you can change the times required since this is what these mods do in the first place. I'm not a modder myself, try looking or asking in the general mod forum.

I just noticed that too. I experimented and found what yu said to be true. Although i feel that the improvement times, even with an industrial leader and good stone (I generated new maps until i got one closed to stone, but combined with the long road building times and the very long times it takes to build the final quarry, plus the research required to build the quarry (since i was the julius caesar and didnt have it starting) It just seems, even with construction times needing to be stretched because of the slower game speed, its still TO slow and it wasn't until around 300 bc I got it finished, which i feel is to late. Idk if its just me but it seems to slow, slower than needed for the slow game speed.

But my final question (Hopefully) is with all 5 games i played around with up until around 100 AD I encountered NO barbarian warriors or tribes except for the goody tribes and I dont think that is right, and i made sure i didn't have barbarians off or anything like that. wondering if its been scaled down unless you select Barbarian Rage at creation. want ot know if thats normal
 
I just noticed that too. I experimented and found what yu said to be true. Although i feel that the improvement times, even with an industrial leader and good stone (I generated new maps until i got one closed to stone, but combined with the long road building times and the very long times it takes to build the final quarry, plus the research required to build the quarry (since i was the julius caesar and didnt have it starting) It just seems, even with construction times needing to be stretched because of the slower game speed, its still TO slow and it wasn't until around 300 bc I got it finished, which i feel is to late. Idk if its just me but it seems to slow, slower than needed for the slow game speed.

But my final question (Hopefully) is with all 5 games i played around with up until around 100 AD I encountered NO barbarian warriors or tribes except for the goody tribes and I dont think that is right, and i made sure i didn't have barbarians off or anything like that. wondering if its been scaled down unless you select Barbarian Rage at creation. want ot know if thats normal

Barbarians should appear and also unless the feature is disabled a barbarian city can develop into a full civ if it survives long enough.
 
Barbarians should appear and also unless the feature is disabled a barbarian city can develop into a full civ if it survives long enough.

Ill just put it off the fact i have seen no barbarian units as just chance since I have JUST been playing CCV for 2 days with few test games to get a hang of it, and i do have that feature shut off so that may be a cause of it, idk.

But you have been awesome thanks.
 
This mod is great. The only single thing I can complain about is that for some reason you did not merge in Varietas Delectat or a similar 100% unique art for each civ mod.

In particular, your choice on which civilization to flesh out graphically and which not seems rather schizophrenic. Like Germany has all their units done but Japan gets nothing. And from unpacking the .fpk file it also seems that Britain and most other civs have gotten the short straw as well.

Is this intended for some reason as a feature or is it just something that you pushed down the line and that keeps ending up last becouse it's a chore?
 
Creating custom art sets needs a lot of time. And I had just the time to finish some sets. But the version 5 I'm working on at the moment is build upon VD 9.2 and I will complement it with my unit art!

I've added some of the promotion stuff yesterday to the new version.

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WOW, I can't wait. Is there like any estimate ETA on this new version? At least something in the order of magnitude of a month?
 
Thank you.

And I had some time to go on with version 5. :) I found a bug in the Realistic Culture Spread code (e.g. I know know why one of the edges was always the last to expand) and I found a new CTD source in the code. Maybe I should also offer an update to version 4 with those bugfixes. And I had some time to create the new promotion tree. Here two screens from the current new promotion tree in version 5. Just for a first impression.

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