Procylon's Call to Power Project

I'm still following this, and occasionally playing Civ 5, but for now I am playing a few other games. Besides when I come back to playing, you will probably be on V15, and I will be astounded by all of the improvements.:p
 
I'm still following this, and occasionally playing Civ 5, but for now I am playing a few other games. Besides when I come back to playing, you will probably be on V15, and I will be astounded by all of the improvements.:p

I can see that. You guys are kind of lucky that Diablo 3 is 7+ months away. :)

Hopefully I can keep the progress a rollin. :) I might actually hit a wall once I finish fleshing out the tech tree and social policy pages. Depends on when they release the DLL and how much progress I actually make between now and then.
 
THis MUST be a dumb question... But where/ how do I see the effects of the social policies I choose ???
 
THis MUST be a dumb question... But where/ how do I see the effects of the social policies I choose ???

I assume you are running V9? Mouse over the names of the policies and they will list the bonuses that the governments give to you.

Or, you can also find a list of those bonuses on the first post in this thread, in a handy chart format. :)
 
I had new years. . .
I got a girlfriend. . .
I have been busy in RL. . .
I will get back to civ V sometime. . .

Keep up the good work though.
 
I assume you are running V9? Mouse over the names of the policies and they will list the bonuses that the governments give to you.

Or, you can also find a list of those bonuses on the first post in this thread, in a handy chart format. :)

No they don't. Give over! I tried that. There's no info I can find that tells me what effect e.g. tribal kingship or tribal dynasty or divine right etc, have on things. Hmmm? And yes. v9.
 
I had new years. . .
I got a girlfriend. . .
I have been busy in RL. . .
I will get back to civ V sometime. . .

Keep up the good work though.

Nice, enjoy. :)

No they don't. Give over! I tried that. There's no info I can find that tells me what effect e.g. tribal kingship or tribal dynasty or divine right etc, have on things. Hmmm? And yes. v9.

I am still working on the sub policies. The actual governments themselves should have about 8 bonuses listed though.
 
Hi Decimatus,

I've played through the v8 mod a few times on a tiny map on quick speed and absolutely love it! You are doing an incredible job!! Your mod brought me back to CiV after I was totally disappointed by the Vanilla release.

On your "features that I would like to bring to Civ 5" list, the first item is "Stack Limits". What do you have in mind with that one? Are you thinking that you might somehow change the 1Unit/hex rule to multiple units/hex? Because that would be awesome if you could. I always thought that by CiV going to 1 unit/hex the game lost a lot of it's epic scale. I just don't get the same satisfaction out of walking about 10 single units into my enemies lands. I used to love marching a giant stack of death of 100 units in and totally annihilating them!

BTW, what does the green font signify on that item and the others?

Keep up the great work!!
 
So after looking over the list one more time I think I answered my own question. You were actually saying that CTP has stack limits and CiV 5 implements that by using the 1UPT rule. Got it. But it would still be cool if someone could make a mod to get rid of the 1UPT rule.

Once again, thanks for the great mod!
 
But it would still be cool if someone could make a mod to get rid of the 1UPT rule.

Simply add the following code to any XML file in the Mod:
Code:
	<Defines>
		<Update>
			<Where Name="PLOT_UNIT_LIMIT"/>
			<Set Value="10"/>
		</Update>
		<Update>
			<Where Name="FIRE_SUPPORT_DISABLED"/>
			<Set Value="0"/>
		</Update>
	</Defines>

This particular code will give you a 10 unit stack limit. Change the value for PLOT_UNIT_LIMIT as desired.

The FIRE_SUPPORT_DISABLED makes it so that ranged units in your stack will defend the stack when attacked by the enemy. However a unit that defends will be out of moves on your turn so be careful. It's set to 1 in vanilla, so you need to set it to 0 to disable the FIRE_SUPPORT_DISABLED. Confusing but it works.

This makes for a much more enjoyable game. The AI doesn't stack that much though. It's not miracle either, come in outnumbered and you'll get annihilated, stack or no.
 
Yes, China has lots of units near the border I am zoomed all the way in, it is that annoying auto move to city to choose yada yada thing the game does when it happens.

(Arabia) Not sure about bombing, I know 2 civs are gone already from war, I've only explored a small area of map since I focus on my territory and don't explore much till I have destroyers. They are filling up every tile in their territory, mine (Open Borders Thing), the city states, open unclaimed tiles, everywhere.

Not sure I but I remember them hitting Theory of Evolution very early on (Arabia), China is actually barely ahead of me (2-3 techs), and the other CIV (can't remember) has like 50,000 gold and is in future tech. They wipe out Rome and some other AI (Aztec I believe) very early on in the game.

Basically China and I are on par, 2 CIVs wiped out very early on, 2 CIVs ran away with the game, but only Arabia is spamming the world that I can see.
 
Yes, China has lots of units near the border I am zoomed all the way in, it is that annoying auto move to city to choose yada yada thing the game does when it happens.

That's odd. My game just crashed for the first time around turn 1100 or so when I was moving units around the chinese border. I had no other crashes up until that point. China had a lot of units but so did everyone else and they only have three cities.
 
Oh another thing about the game crash, there is a sound FX that occurs at the same moment of the crash, Mech Infantry I think.

Also why are Knights and Long-swords so powerful especially against gunpowder units which are what brought an end to both of them (cheap guns with poorly trained peasants kicked butt of over-priced Knights).
Also note that I usually end up with gunpowder before chivalry think that maybe this good use some tweaking.

Just thoughts
 
A few things that I found:

- In diplomacy, you can only use up to 4 digits in the quantity box. Especially vexing for late game gold transactions.

- After a while, in my playthrough, the science seemed to break down. eg: I had a 6 figure science production and the cost was 7 figures, and it was finishing in one turn.

- The way work boats work now makes ocean tiles better tiles than almost any other tile by the time you get seaports in the way of food. Over time it just gets worse. Really abusable, especially with so many "per pop" structures.

- Gold costs for buying buildings and stuff were often different for structure with the same production cost. Additionally, a number of buildings had benefits disproportionate with their tech level and/or production cost.

Just a few notes, the last two are balance issue that I assume won't get fixed until later, but thats okay. :P
The first two I thought were odd, though.
 
Hi Decimatus,

I've played through the v8 mod a few times on a tiny map on quick speed and absolutely love it! You are doing an incredible job!! Your mod brought me back to CiV after I was totally disappointed by the Vanilla release.

On your "features that I would like to bring to Civ 5" list, the first item is "Stack Limits". What do you have in mind with that one? Are you thinking that you might somehow change the 1Unit/hex rule to multiple units/hex? Because that would be awesome if you could. I always thought that by CiV going to 1 unit/hex the game lost a lot of it's epic scale. I just don't get the same satisfaction out of walking about 10 single units into my enemies lands. I used to love marching a giant stack of death of 100 units in and totally annihilating them!

BTW, what does the green font signify on that item and the others?

Keep up the great work!!

Thanks, glad you enjoy it. :)

Funny you should bring stack limits up, because I made a post relating to this in another thread. Maybe that is how you found this thread? :)

Post #65:
http://forums.civfanatics.com/showthread.php?t=405921&page=4

It is kind of funny, because at first, I considered 1UpT as if it were on a similar level to 9UpT(CtP style). However, after lots of modding and test games, I feel like 9UpT with solid fire support may be a far superior system. Even if only for the simple fact that it feels more epic. Not that I haven't had some interesting, and epic feeling wars with 1UpT, but the AI is simply clueless.

Of course, if I went and implemented 9UpT, that doesn't mean the AI would be magically fixed. It could actually be worse. And cities would need a serious overhaul to be competitive.

Also, CtP has a dedicated fire support system that acted in a very specific way. And all 9 units attacked at the same time, so if you didn't retreat or plan it right, you could loose them all.

This particular code will give you a 10 unit stack limit. Change the value for PLOT_UNIT_LIMIT as desired.

The FIRE_SUPPORT_DISABLED makes it so that ranged units in your stack will defend the stack when attacked by the enemy. However a unit that defends will be out of moves on your turn so be careful. It's set to 1 in vanilla, so you need to set it to 0 to disable the FIRE_SUPPORT_DISABLED. Confusing but it works.

This makes for a much more enjoyable game. The AI doesn't stack that much though. It's not miracle either, come in outnumbered and you'll get annihilated, stack or no.

How much have you tested this out? I saw people come out with some of these mods almost immediately after release, but I didn't really take them seriously at the time.

How much does the AI stack? If it isn't very much, do you know any easy way to get them to prefer max stack quantities? And does it show the number of units in the stack on the map(without a mouseover)?

How well does the firesupport work. When the give firesupport, do they actually do the amount of damage they would if they had bombarded? Also, do all units fire only once, and all on the first unit? I can see a scout soaking the fire support and the stack being destroyed after that.

Yes, China has lots of units near the border I am zoomed all the way in, it is that annoying auto move to city to choose yada yada thing the game does when it happens.

(Arabia) Not sure about bombing, I know 2 civs are gone already from war, I've only explored a small area of map since I focus on my territory and don't explore much till I have destroyers. They are filling up every tile in their territory, mine (Open Borders Thing), the city states, open unclaimed tiles, everywhere.

Not sure I but I remember them hitting Theory of Evolution very early on (Arabia), China is actually barely ahead of me (2-3 techs), and the other CIV (can't remember) has like 50,000 gold and is in future tech. They wipe out Rome and some other AI (Aztec I believe) very early on in the game.

Basically China and I are on par, 2 CIVs wiped out very early on, 2 CIVs ran away with the game, but only Arabia is spamming the world that I can see.

Odd. I may have to look at arabia's flavors to see if there is a reason they spam units but others don't.

What difficulty are you playing on? Did you focus on Trading Posts instead of farms?

That's odd. My game just crashed for the first time around turn 1100 or so when I was moving units around the chinese border. I had no other crashes up until that point. China had a lot of units but so did everyone else and they only have three cities.

If you tried to move a unit more than 8 spaces, there is a good chance it causes your crash. If it was a shorter move like 6 or less, perhaps not.

Oh another thing about the game crash, there is a sound FX that occurs at the same moment of the crash, Mech Infantry I think.

Also why are Knights and Long-swords so powerful especially against gunpowder units which are what brought an end to both of them (cheap guns with poorly trained peasants kicked butt of over-priced Knights).
Also note that I usually end up with gunpowder before chivalry think that maybe this good use some tweaking.

You could also be experiencing a move distance related crash?

It wasn't that gunpowder was better than knights or bows, but they were easy enough to use that you could just hand them to an untrained peasant and get decent results when you fired thousands of them at the enemy lines.

The numbers may need tweaked, but in general, the musketman should be a cheaper unit, not necessarily stronger.

A few things that I found:

- In diplomacy, you can only use up to 4 digits in the quantity box. Especially vexing for late game gold transactions.

I noticed this as well. Not sure where to fix this but I might look into it.

Though, I noticed in previous games that I could give vast quantities of gold to an AI and watch them not spend a dime of it, at least in the dozens of turns that I watched their gold stock.

- After a while, in my playthrough, the science seemed to break down. eg: I had a 6 figure science production and the cost was 7 figures, and it was finishing in one turn.

This was noted in some previous tests on V8. It seems there is more than a display bug at work here. As a result, I may have to vastly reduce the starting cost of technologies and perhaps even the base science per citizen. This happened even when it was 1 science per pop(in the end eras), so I may need to reduce to .5 or even .1 per pop and scale science from that point.

- The way work boats work now makes ocean tiles better tiles than almost any other tile by the time you get seaports in the way of food. Over time it just gets worse. Really abusable, especially with so many "per pop" structures.

It is a valid point, though I do want sea cities to have a clear advantage over land locked cities. There aren't many mechanics for this, and only tile yields currently increase city growth. World populations have always congregated near the oceans and seas, so I need to represent this in the game.

I am open to some good ideas on how to implement this concept in other ways. :)

- Gold costs for buying buildings and stuff were often different for structure with the same production cost. Additionally, a number of buildings had benefits disproportionate with their tech level and/or production cost.

Some buildings have rush modifiers attached that I never addressed, so if this is too prevalent, I can scrub the entire list of them. I think market is one of these buildings, which I remember being ridiculously expensive.

Also, I know a couple of buildings such as the Abbey and Windmill could use a nerf, while perhaps the market and some other buildings could be raised a bit. Do you have any other specifics in mind?

Just a few notes, the last two are balance issue that I assume won't get fixed until later, but thats okay. :P
The first two I thought were odd, though.

Thanks for the feedback. I will try to have these addressed by the next V9 upload. Which might be a bit later than originally planned. Wife's Birthday this weekend. :)
 
Updated V9.

14 Some tweaks and balance adjustments to certain buildings.
15 Removed Docks, due to the new fishing boats.
16 Due to a bug that causes high cost, end level techs to be researched in 1 turn, science costs and generation has been greatly reduced. Science per pop is now 1 science per 2 citizens. Science from buildings has been roughly returned to pre-yield change levels. Science costs have been divided by about 9. More adjustments may be needed in the future if people are still experiencing the 1 turn tech bug on the end level techs at marathon speed.


I am going to be a little busier than I expected over the next few days, but I still hope to make some good progress on finishing bonus implementation on the government sub-policies.
 
How much have you tested this out? I saw people come out with some of these mods almost immediately after release, but I didn't really take them seriously at the time.

I've been playing like this since V8 and I would never go back.

How much does the AI stack? If it isn't very much, do you know any easy way to get them to prefer max stack quantities? And does it show the number of units in the stack on the map(without a mouseover)?

The AI usually won't stack on purpose. It's a DLL thing I think. It will stack on moves though, sometimes 4 or 5 units will end up in the same tile on the AI's end of turn. This alleviates the AI units teleporting when all tiles are full problem and it makes it easier for the AI to attack. The only time I saw the AI stack on purpose was when defending his capital. He surrounded all the tiles around it with as many units as he could. It was kinda cool actually. I think this was more related to the AI calling back units to the capital for defense than actual stacking though.

The stacking is highly experimental. I use Attila Mods (v 13) and Copasetic UI Tweaks (v 4) and one of those makes it so that during a mouseover I'll be able to see all units in the stack. However I can't see the number of moves remaining (like Civ4). And there's no icon showing the number of units in a stack, you have to mouseover and count them. I'm sure someone out there could make a UI mod that would cover this. A nice thing is that when all units in a stack are active you'll be able to issue orders to all units in the stack without the camera jumping all over. Bad thing is that when waking up the stack you'll move one unit and the camera will jump to the next unit that needs orders instead of staying in the stack. No biggie.

How well does the firesupport work. When the give firesupport, do they actually do the amount of damage they would if they had bombarded? Also, do all units fire only once, and all on the first unit? I can see a scout soaking the fire support and the stack being destroyed after that.

This is also experimental. It's not like bombardment from Civ 4. If you use a siege unit on a stack you'll only damage one unit. I haven't completely figured it out yet. Combat still works the same. You have to command units one by one and you get attacked by one unit at a time. The way I see it for now is that if you have a stack of ranged and melee units the melee units will be the first to take damage but the ranged units will contribute to the melee units defense. I think it might be a bonus thing, not too sure. Of course if all the melee units die then the ranged units have to defend themselves. Again not so sure how it works, I play my games with quick combat, hard to see what's going on. The only way I know a ranged unit defended is when it's out of moves at the start of my turn. The fire support seems to be a defensive thing only.

I'll try a smaller game without quick combat and will try to figure it out.
 
Would like to see unit stacking also in the game .. not sure about 10, but 1 leads to wall to wall units in the game. The french and the russians both (in games have tried) seem to do nothing but build units that don't require resources like crazy filling all land hexes and then the sea.
 
Seems like alot of people want stacking. If you implement this in your excellent mod please make it "optional" and pickable in the Advanced setup screen. I personally detest stacking and would likely go back " sadly" to vanilla. Thanks, MXX
 
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