New Version - January 14th (1/14)

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Ahh... sleepless nights, constant crying, never happy with the food, and then there's the baby's routine to worry about!:lol:

Been there, done that. So happy for you.
 
I believe we all subconsciously give more critical feedback that we intend to, simple because no one would ever spend much time talking about stuff that's well done already.

So let me just tell you this: All nitpicking about minor design decisions aside, this project is an amazing achievement! You (Gazebo) and all other contributors can be proud of their work. It is almost a "Community Civ VI", which I'm extremely grateful for considering the failure of a game they produced recently (Civ:BE, I'm looking at you!).

I'm especially impressed by the ease of installation (download installer, make a few clicks, start playing) and by the great documentation (detailed changelog, adapted ingame civ-pedia).

I'm also glad you've changed the priority towards polish and bugfixing. New features are nice, but being safe from any major, gamebreaking bugs also has its merits ;)

Keep up the good work!



EDIT: Congratulations!
 
Major, but in a good way (an additional member of my family will be arriving in the near future). :)

G

I thought this was what you might be saying. Wife and I just had number two. This your first? Get ready for the 3 month grind (the nominal time it takes for them to start sleeping through the night). And congrats!
 
Can I request that you possibly work with Hellblazer creator of maps for the NQ group and mod?

The maps he makes are fantastic but they don't spawn in any of the extra lux that are in this mod.

Edit: I crash in the first turn playing on Ring, Standard, King, 4 players total, as Ethopia and other people are random. Sometimes I can hit next turn before it crashes, other times it is as soon as I click

Edit 2: If there are any other sources for better maps to play with this mod do let me know

Edit 3: I tried using the non-MPSMODBACK version and when I turn on mods the only mod that is there is (1) Community Patch, even though 1-6a are in my MODS folder and I'm looking at them only the first appears:

Edit 4: Uninstalling and reinstalling (the mod) fixed that but now it just crashes as soon as you click start game

Edit 5: Uninstalling and wiping all of Civ's folders fixed the ctd.
 
Major, but in a good way (an additional member of my family will be arriving in the near future). :)

G

Congratulations. We have our third on the way. Civ music makes for good lullabies.
 
Congratulations Gazebo! If the little one gets half the attention that CPP has been getting all this time, things should be fine ;)
 
I'm getting notifications for enemy spies committing sabotage and assassinations in a city with a mandir in this version.
 
Congratulations Gazebo! If the little one gets half the attention that CPP has been getting all this time, things should be fine ;)

You're all going to feel really silly when you realize that it's actually his wife's sister or his cousin moving in with them :D
 
> Writers and Scientists now have their 'pop' values set at birth, instead of scaling while they exist (i.e., you can't effectively hoard them anymore) (CP)

Isn't this a pretty significant change? Why was it added to CP?
 
> Writers and Scientists now have their 'pop' values set at birth, instead of scaling while they exist (i.e., you can't effectively hoard them anymore) (CP)

Isn't this a pretty significant change? Why was it added to CP?

Because people were complaining about saving GPs was an exploit, so technically this is a fix, not a change :D.
 
Just started a new game based on a home made scenario using this version and after a few turns I realised that there was no barbarians. I checked and I haven't assigned a player to player team 22 in the scenario, which will normally cause this.

It works if I start a game on a regular map and even on the home made map if I don't load the scenatio :(

Anyone else seing this? (Or can anyone check if it's only me?).

PS. Actually this has been in issue before but it was fixed then: Link

\Skodkim
 
Congrats on the new family member arriving in the future. Any chance of any minor updates though, potentially, for some modders? I know ViceVirtuoso has a problem with one of his more recent Civilization entries with CBP at least, because of it spawning two unique units instead of a warrior (I think). It's basically had to disable CBP due to crash on start.

Keep telling him to mention it to you, but he doesn't do it, and the civs aren't as fun without CBP. ^_^
 
I think Gazebo is wanting to focus on polishing the CPP. If he diverts off this path by making it compatible for everybodys mods out there then this project will never be completed.
 
I'll keep doing bug fixes. Tell vice to send me a message and we'll work on it.

G

Any idea whats going on with scenarios?

BTW: Congrats in advance on your soon to be addition to the family. Have two myself. They're 6 and 9 now so it's been a while since I went through the whole sleepless nights-always tired-crying period - call me a masochist if you want but sometimes I find myself thinking it could be fun to try again :)

\Skodkim
 
Any idea whats going on with scenarios?

BTW: Congrats in advance on your soon to be addition to the family. Have two myself. They're 6 and 9 now so it's been a while since I went through the whole sleepless nights-always tired-crying period - call me a masochist if you want but sometimes I find myself thinking it could be fun to try again :)

\Skodkim

Thanks for support from you and everyone else that has messaged above. Looking forward to it. :)

What's wrong with scenarios specifically? Best to compile everything in a thread on github.

G
 
Thanks for support from you and everyone else that has messaged above. Looking forward to it. :)

What's wrong with scenarios specifically? Best to compile everything in a thread on github.

G

As mentioned above I have no barbarians when I load a scenario. I've seen this before but it was fixed. I know Github is preferable but I wanted to hear if anyone else saw the same thing before posting it.

\Skodkim
 
As mentioned above I have no barbarians when I load a scenario. I've seen this before but it was fixed. I know Github is preferable but I wanted to hear if anyone else saw the same thing before posting it.

\Skodkim

I have Barbarians appearing on my scenario map, but after about 150 turns ( give or take a few turns ) my game will lock up and I have to hit crtl-alt-delete and I get CivV has stopped working message.
I just ran a test and with the 12-16-1 version and it doesn't happen with that version. I think the mod started having this problem ever since the 1-3-2016 version.
I'm going to start another game with barely any other Mod's active. If this happens again can anyone tell me what I might do to help try to solve this issue? ( Lua logs, minidump? )

edit: I failed to mention this above, but this issue happens every time when the game is on the barbarians turn.

edit 2: Mods that I'm using: 2016-01-17_00001.jpg
 
Couple of problems:

1-6 version means that there's an old copy of the CP in your MODS folder. Make sure there are no old copies of the CP in your MODS folder. Clear your cache after cleaning MODS folder.

Are you using just the CP? If so, it should work. Otherwise, looks like you didn't delete LUA folder from CP.

G
Did a cache clear, but problems in trade UI still remains, albeit now with a couple of new twists. I tried to make a DoF friend to DoW someone, but they needed an embassy. I then traded them an embassy, but after doing that, it said they still needed an embassy, and the option to trade them an embassy was still there, no matter how many times I accepted the offer. This time the list of civs did come up, however - they were just all unavailable for choice. This is still version 06-01.

I also still regularly see luxury resources available for trade that I have already traded with the AI, they won't accept another trade for it, however, and I do seem to have it in my lux list, so that seems to be solely a UI bug.
 
Did a cache clear, but problems in trade UI still remains, albeit now with a couple of new twists. I tried to make a DoF friend to DoW someone, but they needed an embassy. I then traded them an embassy, but after doing that, it said they still needed an embassy, and the option to trade them an embassy was still there, no matter how many times I accepted the offer. This time the list of civs did come up, however - they were just all unavailable for choice. This is still version 06-01.

I also still regularly see luxury resources available for trade that I have already traded with the AI, they won't accept another trade for it, however, and I do seem to have it in my lux list, so that seems to be solely a UI bug.

Are you using the modpack or the actual mods?

I have Barbarians appearing on my scenario map, but after about 150 turns ( give or take a few turns ) my game will lock up and I have to hit crtl-alt-delete and I get CivV has stopped working message.

Please link your scenario map(s) for me to test. Same for you skodkim.

G
 
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