Procylon's Call to Power Project

rulner, that was a brilliant first post; welcome to the forums :D!! BTW, it appears that a lot of first time posters come to this thread. We are happy to have you.:mischief:

:D Thanks

I agree with everything you have said, especially the issue of being able to switch religions willy-nilly. Historically, the populace was swayed into a religion based on the environment. In the D.U.C.K.S. mod, one of my favourite aspects was having Natural Wonders hold sway over what type of religion you can adopt. The inclusion of World Wonders that influence religion is also a great idea; it will require the re-working of some wonders to fit in more with the religion it represents, but that can be handled when we get there.:mischief:

tbh I have never tried the D.U.C.K.S. mod so I'll give it a go, if you can tear me away from CTP.

I think it would be great if you and jkappheels look into religion together. I don't know how much you know about religion, but you have a firm grasp on game practicality. And, as I have learned after working with Fires, having someone to bounce ideas with usually leads to better designs.

If you can both take charge on this system that would be great. I'll be interested in what you come up with but don't feel as though you need my approval to go forward with a unique idea/concept; as I am learning through the social policies, I am great at editing, but not so much the creation. :mischief:

I'm not knowledgeable about religion and it's concepts but I love the idea of it in Civ. The overall influence you can have over another empire like the cultural influence we had in RoM mod in Civ4 :). Having the ability to turn a City to your side through Religious influence or the level of unhapiness you get when taking over a city can be reduced by how much sway your religion has had over that city... more thoughts.
Anyway more than happy to bounce ideas around with jkappheels.
 
I dont know if other people are having this problem, but when I start a new game with on ancient tech level, I can build ever unit and have a unit of beam jumpers. I just downloaded the mod so I dont really know if that how its suppose to work.
 
I dont know if other people are having this problem, but when I start a new game with on ancient tech level, I can build ever unit and have a unit of beam jumpers. I just downloaded the mod so I dont really know if that how its suppose to work.

Make sure you don't have any other Mod active except CTP V9 and Gradual Research II v.4. Also make sure that CTP V8 Mod is removed completely from your Mod folder. They interfere with V9.
 
Hey all,

I just need to fix up the text files that I managed to butcher and change some of the flavors of the social policies I've changed and then I'll release under a new thread, titled "Community Call to Power Project." If not done today, it will be finished tomorrow. Actually, I'll post the text files here; if someone can fix them, it'll free me up to work on the flavors.

Now for a little venting...

Spoiler :

I have become extremely frustrated with the amount of policies that are available in CTP. When I was just playing the game for fun - instead of balance testing - I loved all of the options available. It's only now that I realize that the system we have is not really compatable with so many Ideologies/Systems.

For example, take a look at the Governments. Each of them has a specified role that they serve:

Monarchy is for early war
Theocracy is for happiness/culture
Republic is for specialist (yeah I changed that :))
Democracy is for have a stable infrastructure (changed that too)
Communism is for production
Autocracy is for world domination
Technocracy is for science and GP
Ecotopia is for empire growth
Virtual Democracy is for empire prosperity.

However, when you get past these and head towards the Ideologies/Systems, things become a little blurry. Why would someone choose an Electoral sytem rather than a Constitutional one? Better yet, why not just get both?

I think we need to decide upon specific areas that should be targeted. Now a few policies do this:
Pacifism for CS
Imperialism for expansion
Nationalism for military (I really like this one now)
Socialism for diverse building bonuses
Anarchism for diverse happiness bonuses, etc.

But what about the branches that don't serve any distinctive purpose, and instead function as a bundle of random bonuses? How about a branch focusing on naval activites? Or one dealing with Natural, World, and/or National Wonders (or one for each)? What about a branch that improves diplomacy with other Civs? A branch that improves Golden Ages? A branch for exploration? Or one for improvements? Do you all see where I'm going with this?

I know a lot of this is not possible/very diffucult to mod in now, but upon the DLL release I think we should really try to find unique areas to improve. Otherwise it will be more of "well this looks cool" instead of "I want to be a naval power, so I should adopt X policy."


/rant

I've decided to take things more piecemeal from here on, so there aren't any long waiting periods between update (so sorry for that :blush:). Assuming that everyone feels that the game plays well up to Industrial, my next task will be adjusting the Modern Era. After that, it will be Monopoly buildings, as the patch gave a (very messy) way to grant global yield changes through a building. After that, who knows. :lol:

For anyone looking at the text files, the only thing that I remember doing was replacing the (SOC), (ENG), (MIL), etc descriptions at the end of the technology names with images. What somehow happened was two technologies disappeared from the Social Tech tree (though they are still available to research and visable through the Civilopedia Tech page) and a few units lost all of their text discriptions. I've included pics in the zip file.

**Edit**

I should have left it alone... :shake:.

So I have hit a pretty big snag. The good news is that all of the content parts have been finished, so once this hold-up has been cleared I will be able to release. Finish up any last games you are playing because this update is a pretty big change.
 

Attachments

Sorry I wouldn't know where to start when it comes to doing a Mod nor have I ever really edited an XML Doc but looking at them, looks like there are a couple of issues around these lines:

TXT_KEY_WONDER_ARCHIMEDES_LAB_DESC
TXT_KEY_BUILDING_WAT_HELP

The 2 techs that are missing are Meditation and Sports.

Hope that helps someone...
 
While we are on the topic of Research, I'm not sure if anyone has already brought this up but there are 3 anomalies (that I could find) where one tech in a lower era has a pre-requisite of one in a higher era. Not that it has an effect on gameplay.

Division of Labour (Classical Era) needs Engineering (Medieval Era)
Radar (Industrial Era) needs Electronics (Modern Era)
Combined Arms Doctrine (Modern Era) needs Super Batteries (Digital Era)
 
I appreciate the input Rulner, and all of you who have taken a look. However, I have come to the conclusion that what has happened deals with a Lua error. How, or why, I have no idea, but I'm afraid my tinkering has made it worse, so I've asked someone to look at it. Hopefully he'll come through for us soon (aka fix my mistakes) so that we can go forward with the mod.

For the techs that require future era techs, besides being afraid to mess with something that's already working, I kind of like the way they play out. All of these techs lead to a unit/building that is really powerful (workshop and longhouse got a pretty significant buff), so it prevents a player from just jumping straight to them.

Again guys, I am so sorry for the delay, and I really appreciate your patience. It seems like everytime I am ready to release something pops up that halts progress (virus, rl, messing around in important files,...). This is why I'm going to be doing minor updates from here on; provided I get feedback telling me the changes made are good and error free, I'll be aiming for a new update every week.

I liked the days when Procylon's Call to Power Project was the most active thread; hopefully we will be able to bring a little of that with us in Community Call to Power Project. :)
 
Looking fwd to the next step .. only reason keep coming back is this mod .. and spatz's .. given that the core mod tools still ain't here it is amazing what folks are doing.
 
Wow this looks really great; gonna install soon; cant wait! :)
 
Yeah its awesome, needs some changes done to balance it a bit. Chrome-rome is about to release an update with quite a few changes (I think)... :woohoo:
 
Chrome, if you need a LUA programmer, feel free to pm me. I've never worked on something as big as this before, but I do know the language, and I'd be happy to contribute to something like this.
 
This maybe a dim question but where can I downlaod the latest version from?

Ive been away for a while and always enjoyed this mod so its good to see its still rolling on
 
Sorry for the brief absence guys. In order:

Looking fwd to the next step .. only reason keep coming back is this mod .. and spatz's .. given that the core mod tools still ain't here it is amazing what folks are doing.

Thanks for your support. I agree that Spatz (and his mod) is amazing. I haven't played his version of AC since I got hooked on CTP but he is always great at answering my questions.

Wow this looks really great; gonna install soon; cant wait!

Neither can I my friend, neither can I. :D

Yeah its awesome, needs some changes done to balance it a bit. Chrome-rome is about to release an update with quite a few changes (I think)...

Haha no need to worry, release is up-and-coming. The thing is, the game is currently "playable" as is, but due to my messing around in stuff that I had no business messing around in, half of the Civilopedia and pretty much all of the Social Tech tree is missing. The game still works fine, but things look a little ghetto-rigged atm.:sad:

Fires is looking at it now. I think he's made progress, but a couple of bugs are still present. If you all want, I can release now; you'll just have to deal with some missing information. It's nothing that affects gameplay, however.

Chrome, if you need a LUA programmer, feel free to pm me. I've never worked on something as big as this before, but I do know the language, and I'd be happy to contribute to something like this.

Hurray!!! Check your inbox plz.

This maybe a dim question but where can I downlaod the latest version from?

Ive been away for a while and always enjoyed this mod so its good to see its still rolling on

Welcome back!! Check post 1963 (p99) for the June update, or wait a few days max to get the newest version, under the new thread, "Community Call to Power Project."
 
OK a little update for everyone, the good news is the problem does not seem to be in the civgametext file, the bad news is that it is therefore in one of the other files :eek: I know you are all eager to see the great work chrome has done so I am working hard, compared to my usual pace anyways, to find the failing file so keep those fingers crossed.

In terms of a timeline if i am lucky it will be in the first file i check but i suspect it to more likely be towards the end, since that is always what usually happens :)
 
If you all want, I can release now; you'll just have to deal with some missing information. It's nothing that affects gameplay, however.

I for one am happy to have the update as is but I fully understand if you want to release the 'completed' update so that we can all get the full :wow: factor.

I'm sure everyone really appreciates all the effort and time you (and the others who have contributed as well, Fires and co) have put into this. :thanx:
 
Hello Guys,

Chrome-rome asked me to do some of the artwork of the game, I already have done some artwork (for Nationalism p81, post 1614) and he asked me to finish the artwork for the government ideologies to fill up the gaps in the artwork.

I have started to work on Socialism and Imperialism, and made 2 for each. Up to you guys to chose which one to use.

Edit: If you guys know a good painting for one of the government ideologies, please pm the name and link.
 

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Hey all good news: There's been a breakthrough with the Social Tech tree, so now all the techs show! :woohoo: One step closer to release; make sure you wrap up any current games.

And everyone please put in your preferences for the pics that leeuw01 will be putting out. He already knows my votes, and I don't want to sway anyone, so I'm going to keep mine private. :shifty:
 
Hello Guys,

Chrome-rome asked me to do some of the artwork of the game, I already have done some artwork (for Nationalism p81, post 1614) and he asked me to finish the artwork for the government ideologies to fill up the gaps in the artwork.

I have started to work on Socialism and Imperialism, and made 2 for each. Up to you guys to chose which one to use.

Edit: If you guys know a good painting for one of the government ideologies, please pm the name and link.

I would say picture 1 and picture 3
 
Alright all, the new thread is up (Community Call to Power Project), along with the the update. Big thanks to Fires for fixing the various bugs. I can't wait to see you all all in the new thread. And I'm a little sad to be leaving this thread before hitting 150,000 views. Oh well, I may dart in here from time to time to see if I can push that number up there :)

Community Call to Power Project
http://forums.civfanatics.com/showthread.php?t=432802
 
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