Procylon's Call to Power Project

Hi,

your mod is really great but one question:

What must i do to get the old techtree and yield system from v8 back into v9?

For techtree is it enough to delete the "tech" folder and only place the old CIV5Technologies.xml from v8 into v9?

A have a few freezes sometimes in v8 so i want to try v9, but the new techsytem and yieldsystem is not my thing and i get although a error in the latest version with a back to system when i click some technologies (german civ5).

Thanks in advance

By the way: In your new v9 from today the Techtree have "txt_key..." names in the german version, the old v9 are named fine
 
Hi,

your mod is really great but one question:

What must i do to get the old techtree and yield system from v8 back into v9?

For techtree is it enough to delete the "tech" folder and only place the old CIV5Technologies.xml from v8 into v9?

You will have to drop the tech, terrain, building, global defines, etc etc files into V9. Would be easier just to get V8 off the modhub in game and go from there.

I can understand you not liking the earlier V9's tech system, but the new one should be much better. Try it out. :) There are still some gaps in the current one, but once I get V9 sorted and completed, I am going to start adding in new techs to fill out much of those trees.

A have a few freezes sometimes in v8 so i want to try v9, but the new techsytem and yieldsystem is not my thing and i get although a error in the latest version with a back to system when i click some technologies (german civ5).

You mean a crash to desktop when you click a tech category button? This should happen less in the newest V9. My crash rates due to the tech pages dropped about 70-80% with the newest V9.

By the way: In your new v9 from today the Techtree have "txt_key..." names in the german version, the old v9 are named fine

Did someone translate the old version? All my versions have had the Language_en_US, so I am not sure why it would work then and not now. And I haven't really touched the tech description tags in the latest version, just the text within those tags, so it should have affected you.
 
You will have to drop the tech, terrain, building, global defines, etc etc files into V9. Would be easier just to get V8 off the modhub in game and go from there.

I can understand you not liking the earlier V9's tech system, but the new one should be much better. Try it out. :) There are still some gaps in the current one, but once I get V9 sorted and completed, I am going to start adding in new techs to fill out much of those trees.
Thanks first for the quick answer, but it would be really nice if you explain "etc etc" for a noob in editing like me a bit more precisely :)
And there are a lot new files in v9 since v8, so maybe i have although to delete some of them i think? Whats about files like "TechTreeCategories" or "TechTableAdds"...them are not in v8, only in v9.

And i try the new v9 from today, but as i said i got crashes back to desktop and they named not correctly in the new version in german, the last versions are fine and no one translated them i think cause i load them directly from here...

You mean a crash to desktop when you click a tech category button? This should happen less in the newest V9. My crash rates due to the tech pages dropped about 70-80% with the newest V9
2 times back to desktop in the beginning with the new version (maybe it is why i play with german civ), so thats a point to go back to the old tree where are never crashes in the tech tree for me ;)

Did someone translate the old version? All my versions have had the Language_en_US, so I am not sure why it would work then and not now. And I haven't really touched the tech description tags in the latest version, just the text within those tags, so it should have affected you.
Hmm, then i don't know what the error is. In Old Civ 5 v1.0.0.62 there was a problem with every english mod and this "txt_key...", every new text was not named so i must change every "en_US" into "de_DE", but since 1.0.1xxx it is all fine, the new text are there but of course in english, not in german.
 
I would suggest playing V8, found on the modhub. The only difference between V8 and V9 is everything you want to take out(new tech tree system). Apart from the governments. But the governments won't work for you anyway, since the balance is tied to the V9 files.
 
Hi guys, i wish you a very good 2011.

I have a problem , I can't finish a game!, in attachment last save before crash of my last game.


Bye
 

Attachments

Hi guys, i wish you a very good 2011.

I have a problem , I can't finish a game!, in attachment last save before crash of my last game.


Bye

What causes the crash, or what happens right before it crashes?
 
Just tried this mod and the AI seemed to be ultra-aggresive and there were a few weird glitches for example Civs declaring war on me that I hadn't even met yet and me being able to randomly see Helsinki on the map :S
Then my game crashed about 100 turns in.
However, this may be because I was optimistically trying to play with a number of different mods enabled at the same, and my game sometimes crashes anyway.

The project seems amazing and if/when it is ever all completed I will thoroughly enjoy playing it. I'm gonna go try the mod again, good luck with modding!
 
I have a problem with this mod. When I try to load Tech Tree I dont see any tech! ;/ Why?

Are you running any other mods? When you try to open the tech tree you should see 5 categories that each contain a portion of the tech tree. If you don't see that, then you have a conflict somewhere.

Just tried this mod and the AI seemed to be ultra-aggresive and there were a few weird glitches for example Civs declaring war on me that I hadn't even met yet and me being able to randomly see Helsinki on the map :S
Then my game crashed about 100 turns in.
However, this may be because I was optimistically trying to play with a number of different mods enabled at the same, and my game sometimes crashes anyway.

The project seems amazing and if/when it is ever all completed I will thoroughly enjoy playing it. I'm gonna go try the mod again, good luck with modding!

I have seen the helsinki bug once, but not the declaration of war without having met the civ. Hopefully the crashes stay away. There seems to be a crash for 1 in ~50 clicks of the tech category buttons. I figure that is a low enough number to warrant the tech pages system. :)
 
Great mod! I'm so glad to see ctp combined with civ5.

One suggestion: One thing that bothers me about the original civ 5 though, is even more out of place in this mod with even more advanced units. I have a good technology lead on some of the civs in my game. I am using ddx destroyers and stealth bombers to pick on one of the more backwards civs (probably midievil or renaissance era) but somehow they manage to hurl arrows and rocks at my planes and destroyers and cause damage. It's not much of a problem but it would be nice if pre-industrial era civs just couldn't defend against air attacks and arrows just shouldn't damage a destroyer.

It's not a big deal and it is a problem from the original game but it would be nice to see it fixed in this mod since I'll be playing it for awhile.
 
Great mod! I'm so glad to see ctp combined with civ5.

One suggestion: One thing that bothers me about the original civ 5 though, is even more out of place in this mod with even more advanced units. I have a good technology lead on some of the civs in my game. I am using ddx destroyers and stealth bombers to pick on one of the more backwards civs (probably midievil or renaissance era) but somehow they manage to hurl arrows and rocks at my planes and destroyers and cause damage. It's not much of a problem but it would be nice if pre-industrial era civs just couldn't defend against air attacks and arrows just shouldn't damage a destroyer.

It's not a big deal and it is a problem from the original game but it would be nice to see it fixed in this mod since I'll be playing it for awhile.

On one hand, I agree with you. Arrows obviously can't harm a stealth bomber, let alone a DDX.

On the other hand, with there being no handy way to represent asymmetric warfare or low intensity combat, it may be the best way to represent the fact that no one runs around the planet with stealth bombers picking on people with bows and arrows. Those guys find missiles and bombs, someway, somehow.

The problem is, that we don't really have a way to dynamically update it so that certain conditions, like AK-47's spreading around the globe, update graphically or thematically on the enemy units. An archer in 2000AD is still an archer.

The best practical solution may be to implement the tech diffusion mod. Given some of the instabilities with lua, I am not sure I want too many of them running in this project at one time(some of the crashes you see when you click a tech category in V9). Especially since many lua alter the same core files and would have be combined somehow.

I don't really have a way to stop the bowmen from firing on aircraft, though someone may decide to make this a reality once the dll is released.

Another cool idea would be if all low tech units automatically upgraded to an equivalent, weakened modern style unit once a civ reached a certain level. So perhaps when you learn Modern Armor, all horse units that are 2 or more unit generations behind, upgrade to a gun truck or something. You got mech infantry, their rifles/spears turn into some low paid conscript unit wielding AK's or something.

I have no ability to add this, but given DLL access and some willing C++ programmers, I think it could be a pretty good system to represent these situations.
 
Another cool idea would be if all low tech units automatically upgraded to an equivalent, weakened modern style unit once a civ reached a certain level. So perhaps when you learn Modern Armor, all horse units that are 2 or more unit generations behind, upgrade to a gun truck or something. You got mech infantry, their rifles/spears turn into some low paid conscript unit wielding AK's or something.

If this could ever be done it would be a perfect solution. This should be implemented into the core game.
 
Another possible solution would be to drastically increase the strength of later era units. That way, even if two units fight, the more advanced units won't take any damage. Probably less elagant than what Deci suggested, as one would need to rebalance the city strength and every other combat unit, but at least it could be implemented without the source code.
 
What causes the crash, or what happens right before it crashes?

I don't know, i see that the turn run correctly but after some seconds ,during the AI phase, i always have an error message such as "the application it does not work anymore" or similar. I think that the save game could help someone to understand the problem.
I will try with a standard map and less CIV
Bye
 
I am having a few issues, one the game keeps freezing up, seems to be when I go to choose a new production on cities near the border with China only. (If I choose the new production with out the computer zooming me there first it doesn't happen)

Arabia has covered the world with mobile sam, 100s of them, nearly every free hex has one.

I noticed that the AI raced ahead of me, that is they were in the Digital Age while i was in Medieval Era. I realized they skipped any tech that didn't move them into the next age as quick as possible, is there a way to prevent this and make them research a % of the Eras techs? Once I realized this I followed suit and have almost caught up but kind of takes the fun out of it.
 
Another possible solution would be to drastically increase the strength of later era units. That way, even if two units fight, the more advanced units won't take any damage. Probably less elagant than what Deci suggested, as one would need to rebalance the city strength and every other combat unit, but at least it could be implemented without the source code.

I think there is a limit on how many hit points a unit can have so primitive units take off a minimum of 10% (I think) of health or they don't do any damage at all. So, if a beam jumper gets hit by 5 archers and 5 triremes, for example, it's going down regardless of it's strength.

I'm not sure, but I think the limited hit point thing was a problem in civ 3 and it was fixed in civ4. Now it's back again in civ5.
 
Another possible solution would be to drastically increase the strength of later era units. That way, even if two units fight, the more advanced units won't take any damage. Probably less elagant than what Deci suggested, as one would need to rebalance the city strength and every other combat unit, but at least it could be implemented without the source code.

I hear it is possible to do 0 damage, but I have never seen it. I am not that concerned about it though. Airpower is quite dominant in this game, at least until I can implement some air stack limits. And things like DDX's can only really die if you park them in range of a dozen enemy units that can hit it. I think dying to 10 to 1 odds every once in awhile is fine, even if they are suicide bomb tiremes. :p

I don't know, i see that the turn run correctly but after some seconds ,during the AI phase, i always have an error message such as "the application it does not work anymore" or similar. I think that the save game could help someone to understand the problem.
I will try with a standard map and less CIV
Bye

The save wouldn't help me figure it out at all. These CtD walls happen in Vanilla as well as just about every mod. Unless you can give me some reproduceable bugs where it happens in multiple games on the same mechanic, I don't really have anywhere to start looking. Sorry.

I am having a few issues, one the game keeps freezing up, seems to be when I go to choose a new production on cities near the border with China only. (If I choose the new production with out the computer zooming me there first it doesn't happen)

Does China have lots of units stationed on the border? Also, if you zoom all the way out, and then rapidly move your screen about, does it also produce crashes?

Arabia has covered the world with mobile sam, 100s of them, nearly every free hex has one.

Only arabia? Do the other AI fill their territory with other units, or is Arabia the only one going nuts? Have they been bombed much?

I noticed that the AI raced ahead of me, that is they were in the Digital Age while i was in Medieval Era. I realized they skipped any tech that didn't move them into the next age as quick as possible, is there a way to prevent this and make them research a % of the Eras techs? Once I realized this I followed suit and have almost caught up but kind of takes the fun out of it.

First I have heard of an AI getting that far ahead past medieval. I wouldn't worry about keeping up in eras. As long as you have the same or more techs, it should balance out in the end. The AI always goes back for old techs sooner or later.

Do you happen to know which path they took to Digital(perhaps indicated by a certain wonder or unit)? It sounds like there could be too narrow of a path getting there, that might warrant a few extra prereqs here and there.
 
And things like DDX's can only really die if you park them in range of a dozen enemy units that can hit it. I think dying to 10 to 1 odds every once in awhile is fine, even if they are suicide bomb tiremes. :p

The problem is that the AI dosn't know that. I just watched AI Spain attack an AI Greek city on an island that was fortified with a crossbowman. Spain was attacking with two ddx destroyers, unnecessarily in range of the crossbowman and city. Needless to say, the fortified crossbowman was eventually victorius.

Of course this problem goes beyond the damage done to the destroyers. Spain had many turns to send a unit over to take the city but they were too busy randomly walking back and forth 5 or so tiles away on another island. I've even seem similar situations where the AI wasn't even challenged with a water barrier.
 
So, it has been rather quiet since I released the latest V9 update. You guys still recovering from new years hangovers? So engrossed in the game that you can't stop playing to post feedback? Hate the new systems so much you stopped playing/following? :p

The problem is that the AI dosn't know that. I just watched AI Spain attack an AI Greek city on an island that was fortified with a crossbowman. Spain was attacking with two ddx destroyers, unnecessarily in range of the crossbowman and city. Needless to say, the fortified crossbowman was eventually victorius.

Of course this problem goes beyond the damage done to the destroyers. Spain had many turns to send a unit over to take the city but they were too busy randomly walking back and forth 5 or so tiles away on another island. I've even seem similar situations where the AI wasn't even challenged with a water barrier.

Well, that is more an AI issue than anything else. The fact that the AI can't even take an island fortified by crossbows means they would have no chance against a diffusion upgraded enemy.

The bigger problem I see here is that Spain apparently didn't even try aircraft or missiles which would have wiped that island clean.

Unfortunately, AI really is the toughest thing you can try and tackle in game design. I am sure the devs will make improvements over time, and players will bring plenty of mods, but it can only go so far. For now, you might try running with some of the battle AI mods and see how they work out. Someday I will likely try and incorporate the best AI mods I can find, but that is way down the line.
 
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