Procylon's Call to Power Project

Heads up guys, Sci Theory is causing CtD's due to an impossible prereq loop involving it and Economics. Damn patch strikes again...

So, I am going to see if I can do a prereq update. It might actually be compatible with your saves, but I need to test it real quick before I update.
 
Hotfix V7 is headed for sourceforge. It is compatible with saves(recent V7 versions).

Pretty much everyone who downloaded V7 since the patch will need to download the newest version from source forge to progress past Scientific Theory. Thankfully your saves should still work.

Sorry for the trouble. Beta'ing that god forsaken tech editor is biting me in the butt again and again. (No offense Lemmy, it was an early version so it was my own fault for not following up on the complete ramifications of it's changes. :) )
 
Gamespy and it's Modhub spawn are my nemesis... I have uploaded 4 different files to the modhub and it denies all of them. I hate it.

V8 is on sourceforge right now, nevermind the version number, it should work with your recent V7 saves(since patch). All tech problems should be ironed out, and a couple AI improvements were made that are hopefully noticeable in game(bigger cities and a minimum 3 hex city spacing).

At some point I will fix the modhub issue, but until then the project is delisted.
 
hmmmm i'm unlucky ?
just downloaded V8 2 mins agoo and i have installed, then activate it and unactivate v7 (i only have activated the v8).
i have loading a save i done the 18.12.10 the v7 mod i have is the 16.12.10 version.
the result is : direct crash with a windows message (i don't read it i admit ... hem) and back to the desktop..... hmmmm must i need to keep the v7 activated? or just retry? or if needed just start a new game? (no trouble for me to start a new game because each update of teh mod add news, or modified things then teh game is always better each start) my game is 86 turns only.
 
And that is why you guys rock! :) I was actually wondering in my current game, why the AI city populations actually seemed lower than they were in the previous game(which was practically on the same map with the same civs starting in the same locations).

Because of this I am trying to be very careful with the excel table reader. I don't know how to MOD, so I am only reading what is there. As long as I get files with correct syntax I am ok. Working on buildings table. Wow! that has a lot of columns in it.

I am thinking perhaps that my larger AI changes may have had the opposite effect to what I had wanted them to do.

But perhaps correctly updated city size designations will spur the AI into action. Another option I have is changing some of the flavors for the city sizes themselves. I believe that small city size gives a growth flavor of 15, so I could give medium sized cities something like 5-10.

Sometime in the next couple days I may load an initial version of V8 onto sourceforge which will include some of these incremental improvements. :)

Btw, the city distance would be in the global defines as opposed to AI global defines. So a min city distance of 3 will be included in V8 and it will be in the globaldefines.xml.

I like the distance. Depending on how the ai plays I might even say 4, but that is more a preferance.
Cool, I will see if I can try it out tomorrow maybe.

Color coding would be great for quick scans of the text walls. :)

I know it is a long video; but if you check out the explanation you can see how useful the colors are for spoting changes. I have a weird issue where the total row is getting colored and not clearing color when you clear tables. I am not worried though as when it loads the files it seams to set the right colors. I think it might be possible to have an issue though.

Due to this I am considering adding white to the entire table on load if it doesn't have another color. White and nothing are too diffrent things to excel. I would prefer nothing; but have to dig into that.

Back to the buildings table after this.

They have always been a little ICS, though I do see it standing out more in the latest version. It hasn't helped them keep up, but I expanded pretty vigorously.

Well I am justing hitting renasuance. I wipped two civs out at start fairly early. I am only now starting to get 3 production cities going army strong. I have been worried of a DOW but hasn't happened.

A note I am on V0.7 so as soon as I hit the issue tech will consider game over. I'm not going to try and keep game. They arn't worth that much to me.

I am running marathon and it is way diffrent than quick. I beleive you always play standard? I think that I might have to play that as the balance between quick and marathon is diffrent. Quick seems a lot easier than marathon. I feel like I get kicked in the teeth tech wise.

Maybe not though. I did take out two civs and am alost to good army production cities.

Over units? You mean too many?

It seems to me like the AI is parking less units in it's borders, but I don't have any good spies at the moment. When they attacked one of my cities it was with no less than 15 units though. Too bad for all those rivers in their way or they might have taken a city. :p

Sorry bad choice of words. Yes to many. I am seeing more now; but in marathon I think it is because you tech to fast in relation to building things. This was issue with vanilla though.

I know some have changed the eras to fix this. You might consider later for balance looking at tech at 200%, buildings 150%, and units at 100%. This might cause the too many units though; so some tweaking.

When you load the save it CtD's? Is your save from a prior version or did you ever update V7 from sourceforge while playing on that save? If so, then it is probably because your save was on an old version that is mismatched. Unfortunately unless you have the old version somewhere, your save is done for.

Best to only update versions in between games.

If that isn't the problem, then you may have reached a CtD wall that is pretty common with the game in general. If you have some specifics though, it could help for future CtD comparisons(if it is in fact the mod).[/QUOTE]

Can't wait for V8.

hmmmm i'm unlucky ?
just downloaded V8 2 mins agoo and i have installed, then activate it and unactivate v7 (i only have activated the v8).
i have loading a save i done the 18.12.10 the v7 mod i have is the 16.12.10 version.
the result is : direct crash with a windows message (i don't read it i admit ... hem) and back to the desktop..... hmmmm must i need to keep the v7 activated? or just retry? or if needed just start a new game? (no trouble for me to start a new game because each update of teh mod add news, or modified things then teh game is always better each start) my game is 86 turns only.

If it happens more than once and you don't mind. I would think starting a new game might be best. When you start switching around versions it might be dificult to find out what the issue is.
 
Ha, v8 good thing didn't get a chance to play this weekend afterall. One thing, don't know how most feel about this but was wondering if might consider making all troops resource dependent. The AI just keeps bldg and bldg units that don't require a resource until it's wall to wall and the sea is filled also. Might want to make it so that all units need some kind of resource to be built. Just an idea ....
 
Just completed a playthrough with V8. Pretty much everything went smooth. It turns out the next turn crashes I was getting weren't crashes after all. I just needed to wait longer. Especially upon declaring war and whatnot, it can take up to several minutes but I found that as long as the globe (cursor) is spinning it will eventually get through. Alt Tabbing out will have windows explorer say the program isn't responding so I stayed away from that.

I did get some real freezes later on though. In the late game the movement rates on roads get very high. With a gunship for example you can move from one end of a continent to the other. I found that too long a move at one time caused the game to crash. A real one at that, no spinning globe or nothing. I don't think this has anything to do with this Mod as I got that in vanilla too.

When we're getting blank wonder splash screens in the late game does that mean that there's no splash screen at all or does that indicate a bug of some sort? If it's any relevant I'll note which ones I'm getting blank screens for in a later playthough.

I was also surprised to see coal make a come back in the late game. Made me with I didn't build all those factories earlier on.

So awesome work with V8, can't wait for the diamond era.
 
Yanakin, you totally fumbled your quotes there in that last post. Friends don't let friends post drunk? :p

hmmmm i'm unlucky ?
just downloaded V8 2 mins agoo and i have installed, then activate it and unactivate v7 (i only have activated the v8).
i have loading a save i done the 18.12.10 the v7 mod i have is the 16.12.10 version.
the result is : direct crash with a windows message (i don't read it i admit ... hem) and back to the desktop..... hmmmm must i need to keep the v7 activated? or just retry? or if needed just start a new game? (no trouble for me to start a new game because each update of teh mod add news, or modified things then teh game is always better each start) my game is 86 turns only.

I would suggest deleting all versions, installing V8, and trying it again.

Ha, v8 good thing didn't get a chance to play this weekend afterall. One thing, don't know how most feel about this but was wondering if might consider making all troops resource dependent. The AI just keeps bldg and bldg units that don't require a resource until it's wall to wall and the sea is filled also. Might want to make it so that all units need some kind of resource to be built. Just an idea ....

I removed resources from units post industrial because I want walls of units. :)

Well I don't want units parked in every possible AI owned tile, but that is mostly a cost/maintenance issue that will continue to be worked on.

My last 2 test games the AI hasn't built wall to wall. Have you seen this in recent versions?

Just completed a playthrough with V8. Pretty much everything went smooth. It turns out the next turn crashes I was getting weren't crashes after all. I just needed to wait longer. Especially upon declaring war and whatnot, it can take up to several minutes but I found that as long as the globe (cursor) is spinning it will eventually get through. Alt Tabbing out will have windows explorer say the program isn't responding so I stayed away from that.

I did get some real freezes later on though. In the late game the movement rates on roads get very high. With a gunship for example you can move from one end of a continent to the other. I found that too long a move at one time caused the game to crash. A real one at that, no spinning globe or nothing. I don't think this has anything to do with this Mod as I got that in vanilla too.

Good to hear. :)

When we're getting blank wonder splash screens in the late game does that mean that there's no splash screen at all or does that indicate a bug of some sort? If it's any relevant I'll note which ones I'm getting blank screens for in a later playthough.

Yeah, some splash images haven't been made yet, or have yet to be added. I have a few more to add the next time I do an update.

I was also surprised to see coal make a come back in the late game. Made me with I didn't build all those factories earlier on.

So awesome work with V8, can't wait for the diamond era.

Sounds like you need to conquer a new source. :p

Don't wait too long for the Diamond era. I won't be adding it until I can add sea and/or space cities, which includes finding all the art for them and implementing some unique systems. It will come eventually, I hope. :)
 
Over the last few days, figuring the patch would delay this mod, I decided to run a control experiment on vanilla ciV, so patch changes aren't misread as mod issues. What I found in general was a much harder to capture key cities, far fewer units in even superpowers armies, and a heavy favoring of naval vessels. Though the AI did settle and conquest across the ocean, it was to a small degree and naval formations and fleet use was small. The land AI was better, it had to be considering they gave the AI reduced unit count, and cities extra hit points and extra hit points per turn from fortifications. It is much less possible to domino your way through militarily, as horseman and other cavalry are now all but worthless against any large or walled city.

Focusing on food primarily, I was Washington in an ancient start, normal speed/difficulty, large map 10 civs/city states game. I was able to keep the No 1 population all game with almost double the average. It was rare I lead in anything else though, so I think economic AI is better, but I focused on peaceful development as much as possible, wanting to see how the AI behaved with different provocations. Fortunately, it seems military strength now needs to be overwhelmingly against you, or there must be a few severe blows to the relationship for war to be declared. I only had war declared on me once, (by two powers), despite increasing my belligerence as time went by, (renaissance on..). By the end of play, 1984, we were in the future era, and my capital was high twenties pop, and by far the best city in the game, and my second largest was mid twenties. No other of my cities were close as only these two had rivers all around and used almost all potential tiles. Beelining, the AI beat me to factories and infantry, while I sought happiness to support the population of five plus ten cities. The severe reduction in cost for research agreements, combined with less DoW, has led to a severe penalty, for anyone like me who doesn't want to advance the enemy and have research agreements, and let the AI nearly catch me(they had more techs, but I had better techs, as I had mech infantry in 1914, first one there, I think).

In conclusion, I am a veteran, not an expert, but a normal difficulty game was for the first time, in some ways challenging. Granted I wasn't as aggressive in this test game where I wanted to analyze the AI changes, but I would have had to go all out militarily, and I generally win culture victories. Only France was keeping pace with me there. I really liked that there was usually a different power at number one for different things, such as France led manufactured and shared GDP lead with me, Germany had most tech, and India was happiest(happiness ranged from 60 to -9 instead of 70 to 50) and all AI powers no longer all had 100% approval, average was low 60's. Hopefully this information will provide a good baseline for how the mod is affecting the core game as it stands now.
 
Good info, thanks Buddha. :)

I have also noticed less DoW, and generally better usage of the AI units. Also, the city heal rate really does make a huge difference, as even with 10 camel archers they had a tough time keeping one of my cities low on health.

I have noticed that in my current game(with mod of course), the tech spread is even greater than normal, but I expanded like a madman into half the map. It is also a great plains map, which means out of ~30 cities, only 2-4 don't have a river.

I have also noticed that it seems as if the AI is going for ICS even more than in the past. Though, the fact that they slow down their expansion doesn't help, but I am hoping that eventually they fill the remaining territory that I have left to them. Will see if they can do anything significant with that.

Also, if Russia conquers all of arabia, it will be a battle between me and Russia, each with half of a huge great plains map. Russia using ICS, and me spacing cities 6 apart almost exclusively. Should prove to be a fantastic war if they can catch up in population and science. Kind of doubting they do, but we will see.
 
I was wondering if you guys could make this mod in different languages. Didn't think so but just in case
 
I was wondering if you guys could make this mod in different languages. Didn't think so but just in case

You mean make it so that the english text strings show up for people running other languages?

I know someone did this for Polish, but I am not 100% on the procedure.

I think you just need to go into the gametext.xml and change the <Language_en_US> table header/footer to whatever it looks like in your language files.

If someone were to compile a list of what these headers look like for whatever other languages the game runs in, I could look into hosting some patch files that people would just have to drop in their MODS/CtP Project folder.

What do you think to add some of the "Civ5 - Unit Graphics" ?

I definitely want all the graphics I can get my hands on. I have been watching the graphics forums for progress. There are some nice models, but mostly I need modern and futuristic unit models. Right now it seems like people are creating/converting ancient-industrial unit models.

As soon as I see some unit models that I can use, I will see about putting them in this mod. :)
 
My last 2 test games the AI hasn't built wall to wall. Have you seen this in recent versions?

In v7 .. in war with French (both of us in Industrial) .. every hex had a unit and most of the surrounding sea hexes also. I cut this down a lot before the game became unplayable due to crashes. What could see of other civs in game it looked like they were pretty much the same. Might be part of the reason only build a few buildings in city because focus on units, why suggest most to all units require a resource to see if changes build dynamics any.
Understand your desire (opinion follows) for units in later era byt doesn't seem realistic to me outside of war for survival. Costs to much to support a tech based modern force to have a lot of quantity over quality. But either works for me, especially in CIV3 now that someone cracked the exe to remove the 8000+ unit limit on that game.

Keep the mod rolling on .. now if only the makers would fix the crash issues with this game.
 
My last 2 test games the AI hasn't built wall to wall. Have you seen this in recent versions?

In v7 .. in war with French (both of us in Industrial) .. every hex had a unit and most of the surrounding sea hexes also. I cut this down a lot before the game became unplayable due to crashes. What could see of other civs in game it looked like they were pretty much the same. Might be part of the reason only build a few buildings in city because focus on units, why suggest most to all units require a resource to see if changes build dynamics any.

I see this as well. I can generally only find stacks of units when the AI is getting ready to invade, or possibly defend.

I would be interested to see some captured AI cities, if their building count has gone up as a result of the lower unit counts.

I hit my industrial revolution long before the AI did, so I am going to watch them closely and see if they also see exponential gains in gold, production, and food once they reach this point.

Understand your desire (opinion follows) for units in later era byt doesn't seem realistic to me outside of war for survival. Costs to much to support a tech based modern force to have a lot of quantity over quality. But either works for me, especially in CIV3 now that someone cracked the exe to remove the 8000+ unit limit on that game.

Keep the mod rolling on .. now if only the makers would fix the crash issues with this game.

At some point I am going to add unit maintenance costs directly to units, so I will be able to tailor each generation of military hardware directly to the economy. So for now, you may be in situations where there are mass numbers of quality units, but in the future I hope to cut that down with larger maintenance requirements in addition to the even higher production costs.


I am well into my industrial revolution, and it seems like the money supply is much better, though still far from perfect. I actually ran out of money for a period of 15-20 turns as I bought tons of buildings in all my cities. This was despite a gold income of 10-30k. It is probably about to become unbalanced as I no longer have any buildings to buy(and most cities are production Wealth now), and units are still too cheap to buy, but we are definitely moving in the right direction.
 
Good info, thanks Buddha. :)

I have also noticed that it seems as if the AI is going for ICS even more than in the past. Though, the fact that they slow down their expansion doesn't help, but I am hoping that eventually they fill the remaining territory that I have left to them. Will see if they can do anything significant with that.

NP :). I know what you mean, if I had to guess the AI has a set number of cities, or perhaps resources that it will settle, then they seem to stop expanding for a few hundred years. It seems like what used to be settler and unit production, has shifted to worker/building production. In particular, the Romans definitely bought walls and a castle at their closest to me city. I had a nasty shock when I brought 8 units to this 35 strength, 5 pop city, but because 3 were crossbow and 3 knights, I could barely scratch it. The garrisoned cannon got a couple of units before I regrouped, then I had to wait for a siege to arrive along with melee reinforcement before I got it. Fortunately for me siege AI still leaves something to be desired, as I made two cannons chase me out of the safety of the city, into the swords of my knight and longswordsman.
 
At some point I am going to add unit maintenance costs directly to units, so I will be able to tailor each generation of military hardware directly to the economy. So for now, you may be in situations where there are mass numbers of quality units, but in the future I hope to cut that down with larger maintenance requirements in addition to the even higher production costs.

Perhaps a system of cost per strength point? A mech infantry could cost 13, 25, 50, and 75 at each different game speed(formula: 1/2 * strength * game speed modifiers, rounded up). Then it might be possible to not have to edit in a maintenance for each specific unit.
 
You mean make it so that the english text strings show up for people running other languages?

I know someone did this for Polish, but I am not 100% on the procedure.

I think you just need to go into the gametext.xml and change the <Language_en_US> table header/footer to whatever it looks like in your language files.

If someone were to compile a list of what these headers look like for whatever other languages the game runs in, I could look into hosting some patch files that people would just have to drop in their MODS/CtP Project folder.



I definitely want all the graphics I can get my hands on. I have been watching the graphics forums for progress. There are some nice models, but mostly I need modern and futuristic unit models. Right now it seems like people are creating/converting ancient-industrial unit models.

As soon as I see some unit models that I can use, I will see about putting them in this mod. :)

thanks but it's for the game not the mod, I don't think you can make it into a different
language unless you change all the script into that language. Thanks for your help anyway
 
is v8 on the steam hub? CTD's whenever i discover combustion and then try and choose a new tech.
 
Yanakin, you totally fumbled your quotes there in that last post. Friends don't let friends post drunk? :p

:( I will try harder next time. :)

Perhaps a system of cost per strength point? A mech infantry could cost 13, 25, 50, and 75 at each different game speed(formula: 1/2 * strength * game speed modifiers, rounded up). Then it might be possible to not have to edit in a maintenance for each specific unit.

I like this.

D -

So progress on the xml thing for you. I didn't realize how big the tables are and how many there are though. I don't have a timeline to have it ready for you. I however making a giant xml schema file. You may find this interesting. I will get it to you when I finish. I don't know if it will help; but it tells you the tables, and there columns, etc.
 
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