Procylon's Call to Power Project

Sounds good. I haven't tried the latest sourceforge version but when I do I will share my experiences. I have a question about the multi-page tech tree: when the optional techs are added, how will the ai know that they are optional? Is this some coding that will require the DLL?

They will have lower flavor than the non-dead end techs. So the AI might go for them if they have nothing better to research, according to their leader's flavors.
 
Thank you for the fast answer!

Im playing v8 now, but Im having problems with the tech tree. It crashes the game when I try to click on the buttons (txt_science, eng etc).

How can I see the entire tree?
 
Thank you for the fast answer!

Im playing v8 now, but Im having problems with the tech tree. It crashes the game when I try to click on the buttons (txt_science, eng etc).

How can I see the entire tree?

I think you mean V9.

Does it crash it every time? How many times have you tried? Also, are you running any other mods? Certain mods can cause problems with my mod, so you may need to disable some of them and try again.

The tree is divided between the 5 categories, so you can no longer see the entire tree on one page. Someday, when the it is finished, I may create a map that you can look at to see everything at once. But that is a long way away.
 
Actually is V8 and it crashes like 50% of the time.

I have some of that balance mods installed, Ill disable then and try again.
 
I LOVE the government pages!!! I think you succeeded enormously in your goal to create tangible governments that are great for a certain period and not so great for another, which serves to create real opportunity cost for favoring a government more than another. I've only made it to the early classical era when I stopped playing (CTD from tech tree :(), but from what I have observed, you have created something that really adds to the gaming experience. Thanks and keep up the great work.

EDIT: I mean the governments with the fleshed out sub-policies, in case I wasn't clear
 
Actually is V8 and it crashes like 50% of the time.

I have some of that balance mods installed, Ill disable then and try again.

You were talking about items from V9 though. Do you have both installed, but are trying to play V8? If that is the case, it explains your problems. Make sure there is only one version of my mod installed at a time.

I LOVE the government pages!!! I think you succeeded enormously in your goal to create tangible governments that are great for a certain period and not so great for another, which serves to create real opportunity cost for favoring a government more than another. I've only made it to the early classical era when I stopped playing (CTD from tech tree ), but from what I have observed, you have created something that really adds to the gaming experience. Thanks and keep up the great work.

EDIT: I mean the governments with the fleshed out sub-policies, in case I wasn't clear

I was hoping for that response. :)
 
IN both of my tests of the current mod, the social policies appears to revert to the default social policies trees, and maintains the switch anarchy.

Additionally, when using the sidebar to navigate the techtree, it often produces duplicate versions of techs that don't count towards actually learning the tech. I also couldn't find a few techs, I think. The abbey is still in the game I assume, and none of the tech branches had the abbey included.

EDIT: Scratch that, the default tree had all the religious stuff...

I will try to play a game to endgame without too many crashes to see if the endtech issue is resolved.

Side note, anyone know how to turn off the models for diplomacy?
 
IN both of my tests of the current mod, the social policies appears to revert to the default social policies trees, and maintains the switch anarchy.

Additionally, when using the sidebar to navigate the techtree, it often produces duplicate versions of techs that don't count towards actually learning the tech. I also couldn't find a few techs, I think. The abbey is still in the game I assume, and none of the tech branches had the abbey included.

I will try to play a game to endgame without too many crashes to see if the endtech issue is resolved.

As a sidenote, does anyone know how to disable the startup movie?

These are the classic symptoms of version confliction. :)

Delete all CtP versions and redownload.
 
I am on prince (normal), huge map 6 civs plus me, 16 city states, normal speed, my workers are mainly on automate (I'm lazy) except 2-3 I keep doing what I want. I'd say trading post to farms was 50/50.

And I was getting some form of a great person (mainly artists) very frequently toward where I ended the game due to the crashing. Maybe every 5-10 turns.

Knights are very frustrating, hard to kill units, I've lost 3-5 minuteman to one knight and most of my units have upgrades. But I'll live with whatever, still kill them with tanks thankfully.

Stacking I like but not like CIV 3 where they stack 50 units, 3-5 seem a nice match.

Any chance of returning to transporting units by ships again, though at least stacking would allow one to protect units. Defenseless when they turn into boats and no way to protect them with out a dozen ships surrounding them. The single worst thing in CIV 5 IMO. Bugs me when I loss a worker bc he went off into the water and got killed by a barbarian trying to get somewhere to make an improvement and the way on land was blocked.
 
I am on prince (normal), huge map 6 civs plus me, 16 city states, normal speed, my workers are mainly on automate (I'm lazy) except 2-3 I keep doing what I want. I'd say trading post to farms was 50/50.

Seems better than it was in the past. Does that include any mines or lumbermills?

And I was getting some form of a great person (mainly artists) very frequently toward where I ended the game due to the crashing. Maybe every 5-10 turns.

Given some of my recent government additions, I think I may increase the cost to produce GP's across the board. Make them a little more valuable.

Knights are very frustrating, hard to kill units, I've lost 3-5 minuteman to one knight and most of my units have upgrades. But I'll live with whatever, still kill them with tanks thankfully.

Did the Knight use the insta-heal promotion? I am thinking about removing it.

Any chance of returning to transporting units by ships again, though at least stacking would allow one to protect units. Defenseless when they turn into boats and no way to protect them with out a dozen ships surrounding them. The single worst thing in CIV 5 IMO. Bugs me when I loss a worker bc he went off into the water and got killed by a barbarian trying to get somewhere to make an improvement and the way on land was blocked.

I am pondering ways to make transports a reality. Not so much for normal units, but things like Hellicopter Carriers and the like. If I went with some land transports, I would probably make it so that the advantage to building transports would be a quicker transit time across the ocean. I have to get around embarkation somehow though.

I haven't done any testing, so it could just fall right into place. Doubt it will be easy though.

Always have the AI to worry about as well. I have not even seen an AI put aircraft or missiles on a carrier, so anything more complicated may be out of the question.
 
Yes, the knight have used the insta-heal promotion. I really hate that, I try not to use it for my own troops, just seems wrong. rather have heal faster when on home turf or in cities with barracks or something.

With the embark thing, looks nice but it would only work work if they could defend themselves or at least require them to be bombarded to death instead of just moving your ship over them and they are gone.

Ah yes the AI, seems they rushed this game a bit since there are lots of little annoying bugs in the base game. Thank goodness for MODS.

maybe they'll fix some things with an expansion pack or one of you modders will have a break through on it.

Going to try out your tweaks maybe Monday-Tuesday when I finally have off again.

Thoughts too:
Military Airlift Command: allow for airlift of combat units instantly to another city
Airbase: Combat bonus to planes built
Top Gun (Wonder): air combat bonus of some sort (may better intercept %)
Dynamite: allow roads/railroads through mountains

Units
Love to see GI/Infantry remain in addition to Mech Infantry or make a combined unit like 2 IFV with 10 GIs little more real.
replacement of the Hind Gunship with Apache at least for Americans
Noticed cities shoots arrows before archery is researched can that be changed to throwing stones till after archery is researched?

Whales: move to deeper ocean tiles, never near shore.

last thought roads to railroads to highways possible?
 
On point of value of GPs, Engineers arent nearly as powerful as they are in vanilla with regards to the rush option. By late game all non-scientists get pumped into golden age length, and I think this is a little bit flawed. I notice the Engineer most because they allow wonder-rushing.

Also, by the point in the game I can get supermarket, generally 80 food doesn't seem like much, by the by.
 
Yes, the knight have used the insta-heal promotion. I really hate that, I try not to use it for my own troops, just seems wrong. rather have heal faster when on home turf or in cities with barracks or something.

Yeah, I never use them unless it is an emergency. It is a waste of xp otherwise. I will see about disabling that promotion, since I think it is all the AI uses. Maybe with it gone they will use the other promotions.

With the embark thing, looks nice but it would only work work if they could defend themselves or at least require them to be bombarded to death instead of just moving your ship over them and they are gone.

Apparently there is a defensive embark now, but the devs didn't really explain it and I haven't looked into it.

I definitely want choppers to be able to cross water tiles without embarking, but that would need something telling them to end their turn on land/ship or they die.

Ah yes the AI, seems they rushed this game a bit since there are lots of little annoying bugs in the base game. Thank goodness for MODS.

maybe they'll fix some things with an expansion pack or one of you modders will have a break through on it.

I know some modders have made AI tweaks, though I don't know how successful. I assume they will eventually fix some more of the problems. Just have to work around it in the meantime.

Going to try out your tweaks maybe Monday-Tuesday when I finally have off again.

Cool, I should have some extra balance tweaks uploaded to source forge by then. :)

Thoughts too:
Military Airlift Command: allow for airlift of combat units instantly to another city
Airbase: Combat bonus to planes built
Top Gun (Wonder): air combat bonus of some sort (may better intercept %)
Dynamite: allow roads/railroads through mountains

You can already airlift units in this mod(Airport), though it is a bit clunky with 1UpT. I like the wonder ideas though. Once I begin filling out the military tech page, I may use some. :)

As soon as I can figure out how to make mountains improvable, we are going to have all kinds of mountain work going on.

Units
Love to see GI/Infantry remain in addition to Mech Infantry or make a combined unit like 2 IFV with 10 GIs little more real.
replacement of the Hind Gunship with Apache at least for Americans
Noticed cities shoots arrows before archery is researched can that be changed to throwing stones till after archery is researched?

I haven't seen anyone come out with gunship art yet, but hopefully they have a lot more when I start a major push on getting art into the game. Right now, I see some battleships, subs, tanks, and lots of ancient-renaissance stuff. But they are pumping out art with a decent rate of progress, so when I am ready I will be busy I am sure. :)

Whales: move to deeper ocean tiles, never near shore.

I wouldn't necessarily count 2 coastal tiles as being near shore, but generally yeah. The big problem is if they make whales spawn on ocean, 95% of them would spawn a hundred miles from any landmass. So they would have to put in time to merge it with the current map script.

last thought roads to railroads to highways possible?

I was planning on going roads/rails/maglevs. But honestly, if someone came out with highway art before maglev art, I would probably go with that instead. :p

On point of value of GPs, Engineers arent nearly as powerful as they are in vanilla with regards to the rush option. By late game all non-scientists get pumped into golden age length, and I think this is a little bit flawed. I notice the Engineer most because they allow wonder-rushing.

Yeah the engineers didn't get touched with the latest yield changes, so he has been weak these days. I can increase him to be a 1 shot wonder, but the problem still exists in the end game, especially with merchants. Most people don't like artists, but I always save them for culture bombs personally.

I lowered GP points on specialists, and it helped, but still a bit much. Maybe I will lower the GP points to 1 per specialist. It will slow the rate down and give more incentive for some of the governments who have more golden ages and GP rate increasing policies.
 
New V9 is up:

24 Fixed DLC units. They now reflect correct costs.
25 Slightly increased unit costs.
26 Smoothed out and slightly lowered building cost curve.
27 Fixed Great Scientist yield.
28 Lowered GP points per specialist from 2 to 1. This should give more incentive for some of the peaceful governments as well as slow down GP rates in general.
29 Fixed Plot Gold costs to reflect new yield system.
30 Decreased minimum Barb Camp distance from 7 spaces to 5.
31 Increased max xp from barbarians to 200.
32 Increased frequency and length of rivers on the world map.

Going to run a test game, make some more balance adjustments, and then put some more work into the tech pages.
 
But all the peaceful governments have super broken food yield, so I use only them anyways! :P

A fun note: With Nebuchadnezzar, GS rate is ridonkulous.

No bugging out in the endgame for tech, which is good, and apparently vanilla now supports a form of tech point overflow.

Question: Is beef vats supposed to essentially remove the pop plateau? Because in combination with the 9 or 10 "10% food kept" structures, the growth never stops. At the end of my game, all 4 of my main cities were above 90 pop.
 
But all the peaceful governments have super broken food yield, so I use only them anyways! :P

A fun note: With Nebuchadnezzar, GS rate is ridonkulous.

No bugging out in the endgame for tech, which is good, and apparently vanilla now supports a form of tech point overflow.

Question: Is beef vats supposed to essentially remove the pop plateau? Because in combination with the 9 or 10 "10% food kept" structures, the growth never stops. At the end of my game, all 4 of my main cities were above 90 pop.

Hehe, well Nebuchadnezzar should be slightly less ridonkulous in the latest changes.

Yeah, beef vats is essentially supposed to remove food as an obstacle.


Btw, raging barbarians is now super nuts. If you choose that option, have no less than 2 units guarding your cities at all times.
 
just an information if you need to turn off the starting movie and made other change,
you can found that on your UserSettings.ini it's always on a specific directories but with Vista (64 bits) it's can be found here :
C:\Users\YourName\Documents\My Games\Sid Meier's Civilization 5
that's mean on your personal documents folder, the one you have MODS inside.
 
just an information if you need to turn off the starting movie and made other change,
you can found that on your UserSettings.ini it's always on a specific directories but with Vista (64 bits) it's can be found here :
C:\Users\YourName\Documents\My Games\Sid Meier's Civilization 5
that's mean on your personal documents folder, the one you have MODS inside.

Easier than deleting the movie. :)
 
I have so many barbs in this game, that I have promised some goody huts that I would return by helicopter...
 

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Easier than deleting the movie. :)


hmmmm if i said :
you must change SkipIntroVideo = 0
to SkipIntroVideo = 1 for turn it off it's more easier ^^^heam .... this new v9 is really cool i actually test it and it's run smoother
nice barbarians on your last post ... comprised game no? ;)
 
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