Procylon's Call to Power Project

Something to note: Itonworks national wonder tends to multiply my production values by 5 or 6 when I get it. It seems really powerful for an early game tech.

Probably right. I haven't touched it since I slowed population growth down. What is the pop level of the city you build it in?

I get a strange glitch whenever wonders are built. On the side, where it says "X just completed Y," the image next to it comes up as a red block. I can see the wonder images clearly when I look at techs or scroll through the pedia, so i think its just a problem transmitting the image. When I complete a wonder, everything shows like it's suppose to, including the wonder splash (tested with Statue of Zeus).

I get a texture load error that says:

Unable to load texture [WonderAtlasTwo640.dds]

This might be a problem specific to my computer though, in which case I know where to start looking. Just wanted to know if I am the only one before I comb through my settings.

I haven't seen it, but I haven't built a wonder since I uploaded the new icons. You are the first to report this, but I will let you know if I hear or see anything.

Feuteupool, I know I have said it before, but your work is AMAZING !! I spent the first 15 mins of this game looking through all the buildings and units you added images for. Most of them blend in exceptionally well with the vanilla images, with a good number surpassing them. I had an extremely hard time distinguishing your images from those that the devs put in. It honestly felt like I was playing Civ 5 for the first time all over again. I'm anxiously trying to get out of the early eras so I can truly enjoy your contributions. It seems as though the images become more phenomenal the further down the tree you get. Lol, I fear for the person who comes across a Cybernetic Marauder or Leap Infantry.

Hehe I know, I would look at an icon and had to take a second to remember whether or not that particular tech was vanilla or not. :p

The unit flags on the maps are looking pretty good too. Can't underestimate those visual cues when scanning the front lines. :)

After all this time getting used to the lack of art, I never expected this much to drop in my lap. I see a good amount of unit models on the forums too. Just a matter of getting them working in the mod.
 
Unit models with matching icon graphics + unit flags = me failing out of school. Almost worth it... :mischief:

Aarg I wish I could do graphics. It really does make it seem like a new game. I have been playing this game just for the visual eye-candy, completely oblivious to the gameplay.

Have you seen any models that could represent the units you've made, specifically future era? Most of the ones that I have seen are for WW2 models and the like.

Now that you have graphics pros on the scene, will you be implementing new improvements, resources, and/or features soon? **looks hopeful**

And something completely random, but this has been a busy day for this thread. You went through 1+ pages in less than 7 hours.
 
Unit models with matching icon graphics + unit flags = me failing out of school. Almost worth it... :mischief:

Aarg I wish I could do graphics. It really does make it seem like a new game. I have been playing this game just for the visual eye-candy, completely oblivious to the gameplay.

Have you seen any models that could represent the units you've made, specifically future era? Most of the ones that I have seen are for WW2 models and the like.

Now that you have graphics pros on the scene, will you be implementing new improvements, resources, and/or features soon? **looks hopeful**

And something completely random, but this has been a busy day for this thread. You went through 1+ pages in less than 7 hours.

I actually tried getting a reshaded Leopard and a desert M1 Abrams as a fill in for Gauss and Fusion tanks respectively, but I couldn't get it to work. And I think certain other parts of those models would have been impossible to get to work in the mod itself without having to manually download and install certain animation files.

But yeah, most units are ancient-industrial. Future will come eventually. Some of the industrial ships and tanks could work pretty well as fill ins though, if only for the visual cues, but I have to get them to work first.

I think people are still struggling with improvements and features. Something about nexus is only partially working, and some other things seem to be hard coded. But I expect a patch from the devs sometime next month, so perhaps they will either fix some of these issues or release the dll.

Yeah been busy. :) Getting a fair amount of work done too.

Good to see so many people interested in the project, especially when they are helping test or contributing features and art. :) Really moves things along.
 
New V9. :)

49 Initial completion of Military Tech Page Optimization. All military units are(should be) found on the techs within the Military Tech Page.
50 New Military Techs. Composite Armor, Space Weaponization, and Free Space Saturation.
As of January 15


I work the next 3 days, so this is the last non-art update until my next break. :) Next week I will be working on changing up the buildings/governments to something more satisfying, and possibly some optimization/addition in the Social Tech Page(toss out your ideas on some social techs :) ).

Play on!
 
Eh and again ;/ I again have this same problem. Previously i have in v7,v8 and now in v9 ;/

Decimatus ==> please look my picture



I don`t any mods included on my game ;/

Delete the previous versions of the game, let steam verify the cache then start again.
 
Is the same :(. I try and change language on the steam and Unfortunately don`t work :(.

You are looking at the default tech tree. Only agriculture and future tech are on that page.

When you first go into the research window, you should see a window that has 5 categories in it, plus "Default Tree" and "Our Technologies" at the top. Ignore the 2 at the top and focus on the 5 categories. They have the techs.

If you don't see a window with the 5 categories, there may be something else going on.
 
Hi Decimatus,

I send you Icons v9 zip file : Icons_v9
This package replace the previous one.

Log list :
- I add 9 technologies and 2 units,
- I change Docks building icon to Archimed Lab building icon (because Docks doesn't exist),
- I change Zeus picture technology for copyright,
- I change Machine gunner picture for period problem (Rennaissance),
- I change Missile squad for copyright.

Enjoy it and absorb it in v9 if it's possible.


I haven't seen it, but I haven't built a wonder since I uploaded the new icons. You are the first to report this, but I will let you know if I hear or see anything.

I solve the WonderAtlasTwo640.dds problem. Sorry :(, it's my fault, I had a redundant row in CIV5IconTextureAtlases.xml file.
 
Hi Decimatus,

I send you Icons v9 zip file : Icons_v9
This package replace the previous one.

Log list :
- I add 9 technologies and 2 units,
- I change Docks building icon to Archimed Lab building icon (because Docks doesn't exist),
- I change Zeus picture technology for copyright,
- I change Machine gunner picture for period problem (Rennaissance),
- I change Missile squad for copyright.

Enjoy it and absorb it in v9 if it's possible.




I solve the WonderAtlasTwo640.dds problem. Sorry :(, it's my fault, I had a redundant row in CIV5IconTextureAtlases.xml file.

Awesome, thanks! :)

Don't worry about little mistakes, we all owe you for the contribution. :)
 
Hi,

I don't see the last 7 news technologies (92 to 98). So I send you an update that contain just news files : Icons_v9-1

That looks like all of them. :)

I hate to nitpick when you are helping so much, but you have tanks on the Infantry Fighting Vehicle tech. Should be something more like a Stryker or Armored Personnel Carrier.

Great work!
 
That looks like all of them. :)

I hate to nitpick when you are helping so much, but you have tanks on the Infantry Fighting Vehicle tech. Should be something more like a Stryker or Armored Personnel Carrier.

Great work!

Sorry, i must to go :sad:. I'll look that tonight, thx.

And I think tomorrow, I'll see to centralize all icons units displayed on the map in one file. Because otherwise there will be too many files DDS.
 
As a new Civ5 player (since shortly after Xmas), gotta say i love the mod and appreciate the effort you guys put into this.

Did come across a couple bugs / oddities while playing v9 that i dl'd last night.

In giving a gold gift to a CS, the minimum amount to give was 2500 for 315. I assumed you had raised the amount needed to be friendly / allies, but when i got enough gold to make the 2500 gift, it immediately placed me as an ally at 315/60.

The second item is really minor, but with the amount of gold significantly higher, 50g for a ruin seems pretty weak. Just a personal observation.

I was playing as America on Archipelago-Standard Size-Epic-Prince

Again, thanks for the time you guys take to make a good mod, complete with new graphics, etc.
 
Here are some pics of the fusion tank from CtP 2, and on Nexus I've been messing up, too. I was just trying to make some skins for future units for you, but they won't come up in the 3D viewer. Almost everyone is having this problem since they broke it in December :mad:. I really don't want to mod them in-game just to see that they look worse than a 2 year old's drawing.
 

Attachments

Sorry, i must to go :sad:. I'll look that tonight, thx.

And I think tomorrow, I'll see to centralize all icons units displayed on the map in one file. Because otherwise there will be too many files DDS.

Awesome, I look forward to it. :)

As a new Civ5 player (since shortly after Xmas), gotta say i love the mod and appreciate the effort you guys put into this.

Did come across a couple bugs / oddities while playing v9 that i dl'd last night.

In giving a gold gift to a CS, the minimum amount to give was 2500 for 315. I assumed you had raised the amount needed to be friendly / allies, but when i got enough gold to make the 2500 gift, it immediately placed me as an ally at 315/60.

The second item is really minor, but with the amount of gold significantly higher, 50g for a ruin seems pretty weak. Just a personal observation.

I was playing as America on Archipelago-Standard Size-Epic-Prince

Again, thanks for the time you guys take to make a good mod, complete with new graphics, etc.

Glad to hear it. :)

Yeah CS gold gifting is kind of weak at this time, but their bonuses are pretty much useless anyway. I have to do some tinkering to bring that into line, but it is generally low priority right now.

I have also tried changing some of the other things like Ruins and other random gold related bonuses, but for whatever reason changing it in the global defines didn't have any effect. It seems like some of these are tied pretty deeply into the code(or I just biffed it horribly).

Once I get V9 finalized with optimized tech pages and reworked building/government yield systems, I may search harder for solutions to some of my global defines issues.

Anyway, keep up the feedback and enjoy the mod. :)

Here are some pics of the fusion tank from CtP 2, and on Nexus I've been messing up, too. I was just trying to make some skins for future units for you, but they won't come up in the 3D viewer. Almost everyone is having this problem since they broke it in December . I really don't want to mod them in-game just to see that they look worse than a 2 year old's drawing.

I knew there was more than a couple reasons why I preferred CtP 1 over CtP 2. The fusion tanks in 2 were awful looking.

The Fusion Tanks from CtP 1 were fantastic. I really need to see if I can get CtP 1 working just so I can get some pics of the Fusion Tank and Leviathan.

If you are making unit skins though, I may have to track down my 8 year old laptop sometime soon and get you a pic! :)
 
Hi Decimatus

I've downloaded and installed v9, I can only see Tech. tree by categories, is there a way to see the complete tree? I'd like to plan ahead a route, it's hard to see what is leading to what, and what depends on what, by viewing chunks of the tree, it's hard to jump from one category to the other and remember who is conceited to whom.

Is there an option for it?

Thanks
 
Hey D just a few things:
1) I could build crossbowmen without knowing archery. I thought that was wierd.

2) Galieo's Telescope gives 4 beakers per pop and a new tech. I think that's a bit overpowered. Most techs in that age are 600-800 beakers on a huge map. At the time I was at ~220 science. Building the wonder put me close to 300. I could gain techs on the same tier in 2-3 turns, and advanced techs every three turns. The Kong Miao gives one science per pop. Maybe you could give the Telecope 2 per pop, and drop the free tech, or completely drop the science per pop, keep the tech, and grant extra Great Scientist points? Or you could make the wonder expensive relative to the other Medieval wonders.

3) I kind of see why you like the National College, but I still feel like it's too strong for the time that you can build it. After building it, I went up to 180 from 144 science. The next tech I researched took four turns instead of seven. I think if it were availabe later it would be slightly more balanced. A comparable wonder, Oxford University, grants a free tech after completion. What if you switched the effects of the two, granting the National College a free tech and Oxford giving 10 science per pop? By the time the player builds Oxford, it will probably be close to industrial era, where the techs cost enough to balance out the extra 250-350 science?
 
Not to be dense, but how do you install this? It shows up as a civ mod file in explorer, but when I go to mods in Civ V, it does not appear. How do I get this to work? Thanks.

I have the file in the mods section under my games for civ.

Well, I got it showing on the mods section and have it set to enabled, but it appears that the changes are not occurring, what am I doing wrong???
 
Hi Decimatus

I've downloaded and installed v9, I can only see Tech. tree by categories, is there a way to see the complete tree? I'd like to plan ahead a route, it's hard to see what is leading to what, and what depends on what, by viewing chunks of the tree, it's hard to jump from one category to the other and remember who is conceited to whom.

Is there an option for it?

Thanks

Categories is the only way at this point sorry. Someday I may make a map in visio, or even change it up if someone makes a mod that lets you have a working scrollbar for Y axis and plenty of room to put ~30-50 techs wide top to bottom.

1) I could build crossbowmen without knowing archery. I thought that was wierd.

2) Galieo's Telescope gives 4 beakers per pop and a new tech. I think that's a bit overpowered. Most techs in that age are 600-800 beakers on a huge map. At the time I was at ~220 science. Building the wonder put me close to 300. I could gain techs on the same tier in 2-3 turns, and advanced techs every three turns. The Kong Miao gives one science per pop. Maybe you could give the Telecope 2 per pop, and drop the free tech, or completely drop the science per pop, keep the tech, and grant extra Great Scientist points? Or you could make the wonder expensive relative to the other Medieval wonders.

3) I kind of see why you like the National College, but I still feel like it's too strong for the time that you can build it. After building it, I went up to 180 from 144 science. The next tech I researched took four turns instead of seven. I think if it were availabe later it would be slightly more balanced. A comparable wonder, Oxford University, grants a free tech after completion. What if you switched the effects of the two, granting the National College a free tech and Oxford giving 10 science per pop? By the time the player builds Oxford, it will probably be close to industrial era, where the techs cost enough to balance out the extra 250-350 science?

1 I noticed this too and forgot about it. I will see about fixing that. :)

2-3 I have a few science buildings that need fixing, so I will see if I can hit them all at once.

Not to be dense, but how do you install this? It shows up as a civ mod file in explorer, but when I go to mods in Civ V, it does not appear. How do I get this to work? Thanks.

I have the file in the mods section under my games for civ.

Well, I got it showing on the mods section and have it set to enabled, but it appears that the changes are not occurring, what am I doing wrong???

You have to click the install mods button in your installed mods window.

If you did this and still no mod, unfortunately you are the 3rd person with this problem. I am wondering if the file size is confusing the modhub for some people...
 
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