Procylon's Call to Power Project

is there a comment line? If so it makes bad code; but if <id> is at the beginning of the line can you change it to "<!--" and than change "</id>" to "-->". This would comment out a line in xml code.. I don't know moding in Civ5 though isn't it xml?

Replace all would have fix that in a snap. Again would have weird comments; but if it works for us fanatics who cares.

Edit:

Find and replace as I say above works just fine. Do one than other and it will comment out all the lines you don't want.

Added fixed files in txt format.

Well looks like gotta start a new game as can't get past lookup when the game pans from one location to another for this one (i'll still try backing up a few saves to see if can get around). Lowered the graphics and still nada .. wonder if the saves are getting corrupted as they get bigger. have had with other mods and plain vanilla, so either rig or basic game engine.

how you play it
i can not load any map

Go to my previous post. It has fixed XML files. Alternately they should be up on the source forge site in a zip. If you use mine make sure to rename them from .txt to .xml files. Replace the current .xml files with the fixed one and it should work just fine. I hope this helps.
 
Hi,

I'm excited to try this mod. It seem to be fantastic.

Before trying something, let me ask some basically questions:

How do I install this mod? (suggestion: this kind of information should be in the first post)

If I have a steam version, does it work normally?

Could you post some screens of the game? (tech tree, wonders, etc)
 
Hi,

I'm excited to try this mod. It seem to be fantastic.

Before trying something, let me ask some basically questions:

How do I install this mod? (suggestion: this kind of information should be in the first post)

If I have a steam version, does it work normally?

Could you post some screens of the game? (tech tree, wonders, etc)

Decimatus -

Per Eduardo Dacal's request; would you be interested in a YouTube video showing the tech tree, and Civipedia? The tech tree obviously would be easy to do; the Civipedia would take more time. I know this would also have to be updated with each version you create.

I wouldn't mind taking the time if you are interested in having that. I will do no sound, but click on each entry in the page in order. I am unsure how long the video(s) will be. If you are interested in this (as I love this mod, and want it to grow) just ask and I will get them made for you. Tech tree first.

Yanikin
 
Decimatus -

Per Eduardo Dacal's request; would you be interested in a YouTube video showing the tech tree, and Civipedia? The tech tree obviously would be easy to do; the Civipedia would take more time. I know this would also have to be updated with each version you create.

I wouldn't mind taking the time if you are interested in having that. I will do no sound, but click on each entry in the page in order. I am unsure how long the video(s) will be. If you are interested in this (as I love this mod, and want it to grow) just ask and I will get them made for you. Tech tree first.

Yanikin

Well, I thought that screenshots would be easier, but I have no doubt that Youtube videos coulb be fantastic. If can do it, I'll be really glad.

And what about the instalation. Is that easy?

Another thing, just looking in the first/second post list, I've missed the Moai Statues Wonder. Could it be done?

Anyway, I liked a lot includind the Nazca Lines. It was forgotten by modders in CIV IV.

I have a wonders wish list that I would like to see in Civ V. If it helps I can post it here.
 
Well, I thought that screenshots would be easier, but I have no doubt that Youtube videos coulb be fantastic. If can do it, I'll be really glad.

And what about the instalation. Is that easy?

Another thing, just looking in the first/second post list, I've missed the Moai Statues Wonder. Could it be done?

Anyway, I liked a lot includind the Nazca Lines. It was forgotten by modders in CIV IV.

I have a wonders wish list that I would like to see in Civ V. If it helps I can post it here.

I guess easier is dependent. I take screen shots by recording the game in video format. I than use a video editor to take screen captures of the video. So for my way a screen capture is secondary to a video all ready.

I guess the reason I thought video is that for the tech tree that makes a lot more sense to me. But maybe it is just me.

For the civpedia I guess if I went screen capture I could make an online site like someone else did with the vanilla one. Once the base is done I would only have to update what you update.

What do others think? What do others want? Some form of media would be great; so open to ideas.
 
Hey guys, I am back in broadband land. :)

I have been trying to get a clean V7 up on source forge but the gods hate me(or they hate my laptop), so I am going to have to try more later. I am beginning the trek home with a few pit stops, so I won't be back at my desktop until the ~6th.

So, I might get a clean version up before then, but most likely it will have to wait until I am home. Until then I have removed V7 from sourceforge and will relaunch it as soon as I can.

Once I get home and finally clean up this mess, then I will begin work on implementing optional tech pages, and some buildings that produce resources(such as electricity).

I got some other things I also want to do with the newest nanotech age units regarding forcefield promotions. :)

But anyway, vacation is almost over, so I will be back to work soon! :cry:
 
I guess easier is dependent. I take screen shots by recording the game in video format. I than use a video editor to take screen captures of the video. So for my way a screen capture is secondary to a video all ready.

I guess the reason I thought video is that for the tech tree that makes a lot more sense to me. But maybe it is just me.

For the civpedia I guess if I went screen capture I could make an online site like someone else did with the vanilla one. Once the base is done I would only have to update what you update.

What do others think? What do others want? Some form of media would be great; so open to ideas.

Ok , I'll wait for the videos.

Thanks a lot.
 
https://sourceforge.net/projects/buddha2723/files/ is where I've posted my two map files, I was unable to keep them from being corrupted when I used modbuddy. US vs World has many Call to Power specific buildings, but should work fine if the mod is not loaded. Let me know if I'm wrong about this. WW2 scenario should be plenty fun to play on this mod as well, so enjoy, and post screenshots to my separate posts in the scenarios forum.
 
I'm terribly sorry to ask, but has anyone else had issues with the tech tree? I installed what I believe is V7, and the entire tech tree screen has disappeared. It is either that or I get the tech tree but it doesn't show anything on the bar where it shows what you unlock when you research that corresponding tech, if that makes any sense.
 
@Denehan: The only thing I can think of is that you have multilple copies of this mod open or you have two mods that are conflicting with each other.

Glad to see that you're back Decimatus. Can't wait to try out the next version. Currently I am in the modern era from an ancient start (furthest I've ever gone with this mod since my computer runs it reaally slow) and i have a few opinions/observations that I want to share. The game is played on a huge map with emperor difficulty. At current, there are 7 ai left (soon to be five). I have just researched flight and am working toward mech infantry. My opponents don't even have infantry.

Warning: Large text wall.

1) I think the fact that the ai fails to keep up with the player in later eras is due to two problems. First, I don't think the ai prioritizes infastructure : they are completely focused on war. If the human can hold on, he/she will come out ahead. Note this is not tested (the part about them ignoring infastructure), but merely a theory. Secondly, the human makes use of great people more effectively than the ai. More specifically, the human will prioritize that Great Scientist over the Artist (or any other great person to be honest) and when it arrives, the human uses it pop a tech.

While I think your mod does a good job limiting the "beelining" potetial that was present in vanilla, it is still too easy for a human player to gain a substantial lead on the ai by bulbing techs. I think it would be better to revert to some kind of Civ 4 formula, where scientist finish techs up to a specific point, and then they lose effectivenenss. Or perhaps (and I like this method better but it could be hard to impliment), make great people improvements more worthwhile than their "speciallity." Right now, I think only the engineer does this. I'm thinking that, upon reaching certain science techs, give bonuses to the academy (not necessarily all researched based either; maybe add some gold/food). This way they scale with eras. However, they should be slightly more powerful than the bulbing option, so the player has to choose between immidiate rewards or stronger long-term benifits. In this same fashion, currently the Great Artist is hugely underpowered. Their improvement only gives four(!) culture, throughout the entire game (or at least through the modern era). This has to be compared with the manufactury, which was making a riverside plain generate somewhere around twenty production. I think it needs a boost (as do all the great people improvements, except maybe the manufactury, as you do a great job keeping it current).

2) This ties a little in with the first observation, but in my game, the top of the tech tree (the so-called peaceful branch) was completely untouched until well into the midgame. (This might be because of the battle ai mod that I am using with this one; I don't know for sure though, so I will put it here). This allowed me to shoot past the ai by signing research pacts with all of the other ai (two dropped bc of DOW but I still netted 5 techs, while each ai only received one). Perhaps you could balance the agreement by making it so that both players must have philosophy unlocked before an agreement can be locked. This perhaps is the single greatest reason why I shot past the ai. Another problem with this is that the wonders that improve culture, and more importantly, great people were passed over. I went back and got all of them, with the result that I could get a scientist about every five turns (with only two cities working on producing them). This, in turn, fed the tech explosion.

3) Once I shot past the ai, there was little they could do to keep up. Specifically, upon entering the renaissance - early industrial, techs that increase specifics yields become highly common. It would be really hard to keep pace with someone who gains three more gold for every trading post and 2 more production for every mine or lumbermill (just examples, I don't remember the specifics, but it wasn't pretty for the ai). I think it would be benifitial to balancing if each tech only increase on specific yield, say mines, at a time. When I had my scientist, I would bulb the tech that either had the best building or the one that gave me the best improvement bonuses. If one tech only improved mines production and another only improved lumbermill production, I think it would be easier for ai to keep up. This way it forces the player to decide what is most important and it spread those all-important improvements throughout many different techs. The same can be said for many of the late industrial-early modern buildings. I remember hitting some kind of tipping point where I knew I would have to screw up hugely for the ai to have a shot. I have yet to do that :). I don't think it would have been a problem if the ai was keeping constant pressure on me, to the point that I had to get military techs, but by that time I was already slightly advanced. These bonuses helped to feed my growth, which leads to the next problem...

4) Happiness is waay to easy to come by. It's fine in the early game when the main thing is expansion, but come mid-late game, it really gets out of hand. I have about 300 surplus right now, but half less than half of the luxury resourses. I think the problem is that most buildings that you added happiness to also gave some other benifit that would make them worthwhile regarless (like the sewer system). Perhaps consider making buildings that only give happiness, and then charge them an equal (or more) amount in maintainence (not like I can't afford it; +12K a turn). I think more buildings like the theater should be added. I don't mean for you to take out the new buildings, just put their happiness providing effects in a specified building. Or perhaps work out a way so that each extra city added (whether by settling, conquest, or trade) gives more unhappy citizens than those before. This way, you have to make sure your empire is already relatively stable before taking a new city.

5) Culture wins can potentially come too early. As I mentioned above, a lot of the culture techs were left alone, allowing me to grab the benifits. I could have completed the five branches by the 1400's if I had really tried to do so. Right now I am getting a new policy every 4-5 turns (my many puppets helping in this respect). My main problem with it is that I like to have long games. I think the culture win can potentially shorten them. I still want it to be a viable condition (which is why I didn't disable it). Could you make it so that six trees or more must be completed? Also, while we are on the subject of culture, as others have mentioned, some ploicies are just laughable compared to the benifits already received. Plus one food in capitol? Who needs it when I'm making 150+ a turn? I know that you said you plan to rework the system, so I'll just patiently wait until that time comes...

6) It is implied, by watching the city allowcation of workers, that the ai highly favor specialist. This is probably a large part of their delayed progression. As the tiles are so lucrative, each turn that they are not working them is a turn where the human gains (of course if they decide to speciallize a city to great people production than that is fine, but I highly doubt that that is what is happening).

/text wall

Now that that's finished, let me say again that I really do enjoy this mod; it makes many improvements to the vanilla version but still retains the feel of a civ game. I particullary love the early game, as so much of it is tactics. As others have said here, the ai is tough. One wrong move early on and your city is lost. I just wish that the entire game would be like that... I think there was more that I wanted to say, but I have forgotten (knew I should have taken notes). If I remember, I'll be sure to let you know.

PS: Is there a way to make cities add speciallist if all workable tiles are full? I don't want to just run all speciallist since the yields are sooo good, but I hate having to cycle through my cities every turn to make my unemployed citizens useful. Doesn't really matter what specialist they run, so long as it is not a regular citizen.

EDIT: Just like Yanikin below, I am well aware that this mod is far from finished - just thinking that makes me happy with anticipation. I just want to bring to your attention some of the more glaring balance issues i have come across...
 
5) Culture wins can potentially come too early. As I mentioned above, a lot of the culture techs were left alone, allowing me to grab the benifits. I could have completed the five branches by the 1400's if I had really tried to do so. Right now I am getting a new policy every 4-5 turns (my many puppets helping in this respect). My main problem with it is that I like to have long games. I think the culture win can potentially shorten them. I still want it to be a viable condition (which is why I didn't disable it). Could you make it so that six trees or more must be completed? Also, while we are on the subject of culture, as others have mentioned, some ploicies are just laughable compared to the benifits already received. Plus one food in capitol? Who needs it when I'm making 150+ a turn? I know that you said you plan to rework the system, so I'll just patiently wait until that time comes...

I agree on culture. See my culture win vid. It was easy.

D -

I would take most this in stride though. I know you are far from finished with this mod. I also know that there is a lot of tweeking to be done before this mod is balanced.

Edit:
Maybe this takes teh SDK kit, but I think the best fix for human out teching ai is going to be random bulbing. Yes bulbing a tech will be good; but a random one will keep from beelineing 3, 4 techs deap.

Edit 2:
No one has posted, so I will edit. I know in Civ 5 they say that you don't have to put roads everywhere... I disagree. I think this applies extra in this mod where there is IUS going on.
 
EDIT: Just like Yanikin below, I am well aware that this mod is far from finished - just thinking that makes me happy with anticipation. I just want to bring to your attention some of the more glaring balance issues i have come across...

I do not want you think I'm pointing at you. I hope you didn't feel that way.
 
Oh no worries. I was actually thinking about putting in a part similar to where you said it was far from finished, but I thought the post was long enough as is. Besides, we both want the same thing - for this mod to be the best that it can be (/cheesy). But for real, I didn't take it that way.

One that note, Decimatus do you have any graphic designers? Unfortunately, I don't design, but I asked because seeing the agriculture pic for very military-oriented techs is just a little off. More pressing are the units and thier portraits; it would be cool for each unit to have its own design (perhaps long term).

I don't think you should focus on this now, though, as there are more important things to work out (looking forward to that multi-page social/government setup). In that regard, have you seen the D.U.C.K.S. mod by lemmy and Captain Blinky? There are some seriously impressive ideas in that mod which could give you some ideas about this great mod. Or, in a perfect world, you could impliment the mod into CTP :yup:
 
Hmm infrastructure, have conquered 2 French towns and basically nothing built in them .. so unless everything goes when conquer don't seem to be building much. In latest game though most civ's are staying close in tech arena. I'm ahead but not by much. Playing with the map creation have found that if pick the 'excessive resources', or whatever called, and lower the number of ai's (so start wars later) they tend to do better at RnD and keeping up with you. Heck if not careful they come near to eliminating you if don't build your own military. The GSci guy is the only way am keeping the edge on them and I am in the industrial age and so are 3-4 of the ai's in the game (to include those dang French dudes).
 
Hmm infrastructure, have conquered 2 French towns and basically nothing built in them .. so unless everything goes when conquer don't seem to be building much. In latest game though most civ's are staying close in tech arena. I'm ahead but not by much. Playing with the map creation have found that if pick the 'excessive resources', or whatever called, and lower the number of ai's (so start wars later) they tend to do better at RnD and keeping up with you. Heck if not careful they come near to eliminating you if don't build your own military. The GSci guy is the only way am keeping the edge on them and I am in the industrial age and so are 3-4 of the ai's in the game (to include those dang French dudes).

I believe all buildings are lost on conquer. That is annoying when you trade a city back and forth for a while as the city does nothing till the decision is final.
 
Sorry for the long absence guys. My travel plans had to undergo some major adjustments, which resulted in me spend an extra week sightseeing in Seattle and Tokyo. Should be taking a train home tomorrow or the next day. Theoretically anyway. :)
 
Sorry for the long absence guys. My travel plans had to undergo some major adjustments, which resulted in me spend an extra week sightseeing in Seattle and Tokyo. Should be taking a train home tomorrow or the next day. Theoretically anyway. :)

You know you enjoyed it here in Seattle. It is lovely up here this time of year. Minus the rain and snow and gray and dark.

Well I like the rain and gray and dark... just not the snow. But Seattle is great.
 
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