Procylon's Call to Power Project

I don't even know what this part is saying, but I'll say I like it just because you other ideas are awesome :D
:lol: Yeah, that part was confusing. This is what I mean.

1. You make a base ancient era unit (let's call it a scout)
2. You get +45 XP
3. You have 3 promotions to pick from; warrior, spearman, and archer
4. All of those are recurring promotions like insta-heal
5. If you pick archer then its like adding an archer to that unit, and the unit gets 2 range and extra strength (it may also make something else worse though, like -20% melee)
6. If you pick spearman its like adding a spearman
7. If you pick warrior its like adding a warrior
8. This allows you to have Divisions of troops with different units, so instead of just having a division of spearmen, you have a division if 2 spearmen, and archer or 2 archers and a warrior.
 
Yeah this is a known bug that i mentioned in post 1226, a few pages back. I will get to fixing it at some point but took a few days rest to recharge before my next big thing :)

I am with you on the brain recharging. :p Gov Systems nuked my brain. I got a week of vacation starting this weekend though, so it should suffice. :)

On that note it would be good if we could get a sub forum in "Civ5 - Project & Mod Development" similar to Thal as atm it is sometimes hard to keep up with everything in just one post, and will probably only get worse :crazyeye:

I have been thinking about that, though wondering how the placement will work with new people perhaps not finding it as easily. I suppose if I post periodically in various threads my signature could act as sufficient advertisement though.

Hey D,

Have you thought of adding different cheap, standard, and elite units. For example, the (modern) USA for infantry could have National Guard Inf.(cheap), Army Inf. (Standard), and Marines (Elite). Rome for spearman could have Auxilia, Triaril, and Gladiator. Obviously, cheap means they are faster to build and cheaper to buy, but don't do as much damage. Same thing with standard and elite. You could make these like unique units or you could make everyone the same, or just change the names to fit the military of that country at that time. If they didn't exist at that time then, for instance, USA could just have Cheap Spearman, Standard Spearman, and Elite Spearman.

I like the idea, and in some ways I have intended to do that. I think not to that degree though(unless I managed to implement an adequate conscript system).

My idea is to have dead end techs branching off the main tree with items such as heavy tanks, better fighters, super carriers, etc etc.

Once I finish some work on the policies and fill out the tech pages, this is one of my main objectives. Not sure how deep it will go or if I will actually take that route, but I have some weeks of pondering before I need to make a decision anyway.

Another thing you could add is mercenaries. You can only buy these units (I don't think that is possible with the schema) and you could have elite mercenaries and cheap mercenaries following the same thing as the different classes of units.

Someone actually made a mod like this and I will be keeping an eye on it. If it progresses far enough I will look at merging it with this mod.

Finally, here is a really radical idea. You could totally redo the promotion system by making it so you start out with just a base unit then promotions add on different kinds of units to it. Meaning, let's say you automatically get 45 XP, so you can addon another warrior to it, an archer, and some spearmen. Every one of these promotions would bring up the strength of the unit and give it more abilities. The archers would allow it shoot at long range, but they could also fight in melee well. All of these promotions would loop like the insta-heal promotion, so you could have more than one archer promotion on the unit. There would be a lot of the modifiers to the units, too. Like, giving it an archer promotion makes it 10% less affective in combat, and adding another one would make it 20% less affective. This idea may be stupid, but I haven't thought it through all the way, and I think this is a way of combining units together.

I like the thought behind the idea, which essentially allows for stacked units without the stacks, or HoI like battalion artillery attachments.

However, some of the key points aren't really feasible without the dll, and the AI doesn't even use the current promotions effectively, so I think they would be hamstrung by it.

One of the biggest points I would need for such a system would be the ability to "produce" the attachments for the units, even after they are built. Currently the system would either be too global, or too unrealistic in the way that the promotion attachments would come into play.

Given the complexity of making this work, I would rather see someone make an actual stacked unit system, with say up to 10 per stack and the ability for them to fight as 1.

Maybe also allow a civilization to train their UU after it becomes obsolete?

One thing I would like, very long term here, is for every unit in the game to be a UU for each civilization. So Rome has a unique warrior, which upgrades to a unique sword, to a unique longsword, etc.

But yeah, this will only really happen if I don't have much to feasibly work on.
 
New V9!

http://www.mediafire.com/?msjr581b8beuqod

93 Gov Systems era availability fixed.
94 Flavors added to the policy branches. Offense, Gold, Production, Growth, and Happiness. Monarchy and Fascism are Offense, Theocracy and Corporate are Gold, Communism and Technocracy are Production, Republic and Ecotopia are Growth, and Democracy and Virtual Democracy are Happiness. These flavor pairings are not as much about the name of the flavor, as they are about tying the AI to specific policy paths. The Gov Systems and Gov Ideologies were similarly flavored, with an emphasis on compatibility. My intent is to keep the AI out of needless anarchies and to keep them focused on a single line of policies throughout the eras. This will be hard to gauge, but any info you can provide regarding AI and the number of policies they gain will be helpful.
95 Leader flavors modified to suit the new policy flavors. Ghandi should be going for Democracy, Ghenghis Khan Communism, Bismark Fascism, etc.
96 When an AI has recently gained a Government, the diplomacy text may tell you what government that is. For instance, they will be introduced as "Fascist Bismark the Wise of Germany" if Bismark recently took Fascism. This actually seemed to be a bug when it first appeared, but I am trying to make the most of it, and having the diplomacy introduction tell you what government they are in should both give the player a good bit of info for gameplay purposes, as well as give you info that you can pass on to me regarding what kinds of governments the AI are taking, which should tell me if my flavors are working. One problem is that if the AI picks a policy in gov systems or ideologies, it won't show the Government they are in. Hopefully this can be expanded upon more in the future.
97 Happiness modified. Population now generates 1.25 unhappiness per population instead of 1, and cities now produce 4 unhappiness each instead of 2. This may make things tougher starting out, but the slowdown in expansion is likely a good thing, and more importantly, it will make certain policy choices more worthwhile.
98 A few minor bug fixes.
As of February 3

Couldn't get the custom flavors(such as FLAVOR_FASCISM) working, though I may attack that again at a later date.
 
I like the idea, and in some ways I have intended to do that. I think not to that degree though(unless I managed to implement an adequate conscript system).
I don't know if you can, but can you add drop down categories like the wonder, buildings and units. If you can then you could make a drop down for each unit which would get rid of the clutter of having all the cheap/standard/elite units under one category.
 
So I tried installing the latest version of this and it won't install. I downloaded the link from Mediafire, plopped the file in the mod folder, hit install, and about 3/4ths of the way through the unpacking process it just stops. When I check the mod folder I only see the packaged version of the mod file and no unpacked folder of any kind. After that Civ 5 won't give me the option to install this mod unless I delete it from the mod folder and then copy it back.

How can I manually unpack this mod?
 
So I tried installing the latest version of this and it won't install. I downloaded the link from Mediafire, plopped the file in the mod folder, hit install, and about 3/4ths of the way through the unpacking process it just stops. When I check the mod folder I only see the packaged version of the mod file and no unpacked folder of any kind. After that Civ 5 won't give me the option to install this mod unless I delete it from the mod folder and then copy it back.

How can I manually unpack this mod?
Did you delete all other versions of this mod first? You can use Winrar or 7zip to extract the files.
 
So I tried installing the latest version of this and it won't install. I downloaded the link from Mediafire, plopped the file in the mod folder, hit install, and about 3/4ths of the way through the unpacking process it just stops. When I check the mod folder I only see the packaged version of the mod file and no unpacked folder of any kind. After that Civ 5 won't give me the option to install this mod unless I delete it from the mod folder and then copy it back.

How can I manually unpack this mod?

here i always do like that :
i run teh game and uninstall all version i have of the mod only the mongol mod (default mod) still here.
for be sure i check on my MOD folder and it's effectively have nothing installed (default mod is not on the folder for me it's probably directly on the main civ5 folder but it's not important).
then after download i put the file directly on the MOD folder and run the game again then i use INSTALL inside the game (mod menu , browse mod) after that i activate it then i can play with it's always work perfectly .


and great work done in one day :) excellent news let's see when you implant some religions part :) decimatus.
ha on the way i have choose a governement then a sub directory for have +25% workers when they are working (sorry i can't found the right english word here) on a farm, mine etc etc
and we can have that too on policies too but it's good the game tell it's not availible because i already choose a governement it give the same bonus :) cool we can't *cheat* and use 2x the same bonus ;)
 
Decimatus: If you want more options for the player's leader title look in GameplayUtilities.lua. I'm not sure yet if the game uses the same function for AI titles.
 
I do not have any other versions of the mod installed. The only thing in the mod folder when I tried to install this was the latest version of this mod. Nothing else. No other packaged mods nor folders or anything.

Manual unpacking works and Civ 5 recognizes and lets me enable the mod. The game runs fine on smaller maps but if I try a huge it crashes with an "Instruction x at memory location y cannot be read error." I have 3.5 GB (4GB but I have a 32bit OS.)
 
I have a few questions..

Is it okay if I install it via the MOD tool? Will all the features be alright?

Im also starting with a tank instead of a warrior, anyway to fix that?

And I was wondering at what rate should I set the time to make it the most accurate. Techs take ages to do while buildings dont, I have the feeling ill be outdated in time compared to what really happened.

Out of that everything is awesome, what worries me the most is the god damn tank, how is it suposed to be there?
 
I have a few questions..

Is it okay if I install it via the MOD tool? Will all the features be alright?

Im also starting with a tank instead of a warrior, anyway to fix that?

And I was wondering at what rate should I set the time to make it the most accurate. Techs take ages to do while buildings dont, I have the feeling ill be outdated in time compared to what really happened.

Out of that everything is awesome, what worries me the most is the god damn tank, how is it suposed to be there?

Sounds like you have mod conflicts starting out with a tank in an early era. Try only having this mod enabled first to see if there is something wrong with it.
 
Sounds like you have mod conflicts starting out with a tank in an early era. Try only having this mod enabled first to see if there is something wrong with it.

Yer probably I have a few mod activated such as

Luxury Display
Procylon Call To Power Project
RED Mod Pack
Building Made Easy
The Seven Wonders

Perhaps they cant be put together but I doubt theres much conflict. How can I get rid of it and get a warrior back there?
 
One thing I would like, very long term here, is for every unit in the game to be a UU for each civilization. So Rome has a unique warrior, which upgrades to a unique sword, to a unique longsword, etc.

But yeah, this will only really happen if I don't have much to feasibly work on.

I think one UU for each era would be good enough.
 
Loving all the new stuff! So much to choose and think about! The options are just endless now for whatever type of govnt and such you want your Civ to have!
 
BUG: It seems that any tech I research gets finished in one turn, regardless of how much science I am putting out. I was getting ~700 science/turn at the time. I think it had to do with my policies; I had maxed out the Nationalism ideology, completed Consensus and Equality in Democracy branch, and the Federalism system, which also had State Governments done. Its really unfortunate, because this game was more epic than the others.

Howver, even without the bug, I would have gotten new techs in 4-5 turns, which I feel is too fast. I really think lowering the science given by public schools should be reduced. I don't remember the exact values, but when my capital built one, science more than doubled. I realize that buildings like the university and the Democracy government are adding to this value, but the fact remains that science grew unproportionally fast compared with tech cost. By the time I stopped, science was 800+. That value would be enough to breeze through the techs for the next two eras.

Also, when selecting policies, a few are shown to be locked out, even though the benefits are still gained. It's more of a visual bug than one that affects gameplay, but it does require checking before going for a policy, in case it clashes with another.
 
Yer probably I have a few mod activated such as

Luxury Display
Procylon Call To Power Project
RED Mod Pack
Building Made Easy
The Seven Wonders

Perhaps they cant be put together but I doubt theres much conflict. How can I get rid of it and get a warrior back there?

Try the following , disable (Building Made Easy,The Seven Wonders). this should work;)
The other mods do not cause this kind of bugs.
 
I don't know if you can, but can you add drop down categories like the wonder, buildings and units. If you can then you could make a drop down for each unit which would get rid of the clutter of having all the cheap/standard/elite units under one category.

Not completely sure what you mean by a dropdown, but most of the implementations that I can think of would be beyond my ability at this point, and perhaps not doable without dll.

and great work done in one day excellent news let's see when you implant some religions part decimatus.
ha on the way i have choose a governement then a sub directory for have +25% workers when they are working (sorry i can't found the right english word here) on a farm, mine etc etc
and we can have that too on policies too but it's good the game tell it's not availible because i already choose a governement it give the same bonus cool we can't *cheat* and use 2x the same bonus

Thanks. :)

Religions won't be arriving for some time yet. Possibly not until the dll is released, but it depends on what happens between now and then.

In some cases you will probably find 2x the same bonus from different policies. Generally I made certain branches lock others out for thematic reasons, but it has benefits in gameplay as well. :)

Decimatus: If you want more options for the player's leader title look in GameplayUtilities.lua. I'm not sure yet if the game uses the same function for AI titles.

Not too worried about the player title, at least until we can go multi with mods. I don't care so much about the titles really, I just like the ability to see what government the other player is in. It would be nice if someone could make a UI panel that gives policy info on the other empires.

I do not have any other versions of the mod installed. The only thing in the mod folder when I tried to install this was the latest version of this mod. Nothing else. No other packaged mods nor folders or anything.

Manual unpacking works and Civ 5 recognizes and lets me enable the mod. The game runs fine on smaller maps but if I try a huge it crashes with an "Instruction x at memory location y cannot be read error." I have 3.5 GB (4GB but I have a 32bit OS.)

So you get it to work with manual unpacking then? I am not sure why people have the auto unpacking issues...

It could be a memory issue. It could also be possible that your video card is using up some of your ram, which may cause those limitations earlier than otherwise. That is all I can think of to cause that issue, but I am not really an expert in those types of problems.

I think one UU for each era would be good enough.

Possibly. It would be quite a project coming up with uniques for modern civilizations in the ancient eras.

It might also be better to leave more of the unique units to people making scenarios.

It won't be happening anytime soon anyway, so there is plenty of time to think about it.

Loving all the new stuff! So much to choose and think about! The options are just endless now for whatever type of govnt and such you want your Civ to have!

Thats the plan. :)

BUG: It seems that any tech I research gets finished in one turn, regardless of how much science I am putting out. I was getting ~700 science/turn at the time. I think it had to do with my policies; I had maxed out the Nationalism ideology, completed Consensus and Equality in Democracy branch, and the Federalism system, which also had State Governments done. Its really unfortunate, because this game was more epic than the others.

Howver, even without the bug, I would have gotten new techs in 4-5 turns, which I feel is too fast. I really think lowering the science given by public schools should be reduced. I don't remember the exact values, but when my capital built one, science more than doubled. I realize that buildings like the university and the Democracy government are adding to this value, but the fact remains that science grew unproportionally fast compared with tech cost. By the time I stopped, science was 800+. That value would be enough to breeze through the techs for the next two eras.

Would this bug have happened to come anywhere near an anarchy?

I will see about reducing the public school a bit.

Also, when selecting policies, a few are shown to be locked out, even though the benefits are still gained. It's more of a visual bug than one that affects gameplay, but it does require checking before going for a policy, in case it clashes with another.

Yeah this is a visual bug that FiresForever is working on. Hopefully when I come back on the ~16th, it will be ready to be fixed.
 
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