Procylon's Call to Power Project

Would I need the FiresForever Multi-tech tree page thing for it to work?

It's included. :)

If you can't see the tech tree without any other mods running, then we will have to dig deeper into the problem.
 
No other mods running, still can't see it.

But how was I supposed to insall it? I unpacked the Civ5Mod file and put them in a folder, it wouldn't register them otherwise.

You used the 7-zip program to uninstall it? And then put that folder in the MODS folder?

I don't know if doing it another way would show up in game but minus things like tech pages...
 
New issue...? Playing for extensive periods of time makes the game nigh unplayable because something has made Civ5 have a considerably larger than normal memory leak. Just in my experience though.
 
New issue...? Playing for extensive periods of time makes the game nigh unplayable because something has made Civ5 have a considerably larger than normal memory leak. Just in my experience though.

When did you download the version you are playing on? Also, how much memory and what version OS?
 
Going to have to pull some magic with a calculator to get the new tech numbers to add up. Increasing the tree width by 5 places increased end tech cost from 300k to 30 million.
 
So any word on what techs we'll see in the next update?

Sorry, I have 7 finished so far, might get 1 more completed. But I have had to do some calculations on tech costs. If end techs cost more than 150-200k the game begins to get unstable.

I will release the update in 1-2 hours I think.
 
In latest version the new tech icons are not showing, they just have the agriculture one on them

All or some? I noticed it on some of them.
 
Would I need the FiresForever Multi-tech tree page thing for it to work?

Now, this may totally well be the wrong idea, but I had to manually delete all other downloaded mods in order to have the CtP mod working.
Yes, I DID remember to deactivate them in the menu, but for some reason some of the files in the other mod folders actually did impact my game *shrug*
 
Nm, I got it. When I split the tech xml into 5 xml's, their updates came after the TechIcons update which was of course looking for files that hadn't been loaded yet.

Lets see if I can wrap this testing up and get it on the forge.

I still kind of want to find this other problem I am having, but it is bedtime...


Now, this may totally well be the wrong idea, but I had to manually delete all other downloaded mods in order to have the CtP mod working.
Yes, I DID remember to deactivate them in the menu, but for some reason some of the files in the other mod folders actually did impact my game *shrug*

Yeah, these have been these ghostly issues between versions of mods since day 1 it seems. Some are more extreme than others.
 
Yeah, these have been these ghostly issues between versions of mods since day 1 it seems. Some are more extreme than others.

Ok, thought I might have been imagining things... makes me wonder how well the core mod engine of CiV is really put together :(

One more thing: your mod is the only reason I am still playing CiV - the vanilla game is quite bad compared with the amount of depth you have put and continue to put into it - kudos for that.
(and if you could find some way to fit the water cities of ctp I and II into CiV, it would be even greater :) )
 
New V9!

70 8 New Techs: Ceremonial Burial, Bureaucracy, Enlightenment, Trading, Division of Labor, Trade Fairs, Agricultural Revolution, and Bonds.
71 6 New Buildings: Burial Mound(Burial Tomb now replaces), National Academy, Regional Fair, Mill, Town Hall, and Bond Market.
72 Massive science changes. Due to instabilities with techs that cost 200k+ beakers, combined with the addition of 5 tech widths to the tree(increasing end cost 1k%), I had to make major adjustments to the tech costs and generation. Most noticeably, you will see that you are making 1 Sci per pop starting out, but the techs are 10-20 beakers each. My hope is that the tech pace stays roughly the same or better than it was before. Given the changes though, not guaranteed. Let me know of any issues you run into or balance suggestions you have.
As of January 21

Also, there was one problem that I have experienced over the day and I am not sure it's source. The time it takes to generate a map has been extremely enormous. Like instead of a dual map generating in 5-10 seconds, it is more like 1-2 minutes.

Hopefully you guys don't see that in this version, but if you do I could use as much info as possible to track it down. Thanks.

Ok, thought I might have been imagining things... makes me wonder how well the core mod engine of CiV is really put together :(

One more thing: your mod is the only reason I am still playing CiV - the vanilla game is quite bad compared with the amount of depth you have put and continue to put into it - kudos for that.
(and if you could find some way to fit the water cities of ctp I and II into CiV, it would be even greater :) )

Thanks. Water cities are going in as soon as possible. Basically once I get art and someone mods sea city functionality in with the dll. Same for mountain mining and tons of other things. :)
 
New V9!

70 8 New Techs: Ceremonial Burial, Bureaucracy, Enlightenment, Trading, Division of Labor, Trade Fairs, Agricultural Revolution, and Bonds.
71 6 New Buildings: Burial Mound(Burial Tomb now replaces), National Academy, Regional Fair, Mill, Town Hall, and Bond Market.

Hi,

Here Icons pack v9.6 : Icons v9.6, this package is an update.
 
I too have had the long load times. I thought it was due to all the new graphics. I am definitely not complaining though cuz they are awesome. I have the memory leak thing too. I have 8gb ram on windows 7 64bit (i think). It's not too bad, just mostly annoying.

Finally, I am no longer playing on emperor. The ai is thrashing me :(. Good for gameplay, bad for my ego. I think some of the earlier changes you made to ai growth rates should be toned down a bit now that you have taken away most of the specialist slots. It was around turns 80-100 and I saw one ai capital at 20+ pop.

By the way, there is a -50% player modifier on science now. Is this the new science generation that you were talking about?
 
Love the Next to last update (v9) with one exception- Market Places, Banks and other buildings have lost the ability to give gold and really hampers the economy, -1400 per turn before I realized it.

MXX
 
Hi,

Here Icons pack v9.6 : Icons v9.6, this package is an update.

Awesome, I will upload the new art tonight after work. :)

I too have had the long load times. I thought it was due to all the new graphics. I am definitely not complaining though cuz they are awesome. I have the memory leak thing too. I have 8gb ram on windows 7 64bit (i think). It's not too bad, just mostly annoying.

I don't think it began with the new art, it was within the last day or two. When you have to start a new game every 5-10 minutes like I do to create this mod, this load time is excruciating.

But it is good if it doesn't affect you guys too bad. Hopefully it stays in check until I can fix it.

Finally, I am no longer playing on emperor. The ai is thrashing me . Good for gameplay, bad for my ego. I think some of the earlier changes you made to ai growth rates should be toned down a bit now that you have taken away most of the specialist slots. It was around turns 80-100 and I saw one ai capital at 20+ pop.

By the way, there is a -50% player modifier on science now. Is this the new science generation that you were talking about?

Possibly. But yeah I don't really mind if the AI thrashes you above Prince. :)

Yeah the -50% is part of it. Pretty much on of the only ways to reduce actual science as opposed to increasing the number of beakers(which would be the opposite of what I needed).

The problem is that you can't do .5 sci per pop, you have to find other ways around it. At some point I should be able to find a better way.

Love the Next to last update (v9) with one exception- Market Places, Banks and other buildings have lost the ability to give gold and really hampers the economy, -1400 per turn before I realized it.

MXX

Yeah that was my mistake. The markets/banks/stock exchanges are fixed in the new version. :)
 
I should have a small update out for the tech tree selection page in a couple of hours, it doesn't add anything really useful but some might find it cool ;)
 
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