Procylon's Call to Power Project

Wow Northern Japan..thats neat. I never made it to Japan, but I did spend a few months in Korea when I was a kid at an army post. Was very neat over there. Also spent 2 1/2 years in Germany and a 3 month tour in the UAE. Both were very interesting!
 
Well im glad we are out of the serious cold for awhile. -20f for about 2 weeks straight was nuts! I guess on the gold the most Ive ever seen me have is about 200k. Ive seen the AI with much more that that though. If we could just figure out how to get the AI to spend it, wow, wouldnt the game be that much better...when you actually invade and watch them buy troops just as you swoop in haha. I did see one strange bug fighting Persia. He had one troop garrisoned then suddenly he charged out with them and another at the same time!! Was very strange.

Well the problem is 100-300k a turn, which can happen later in the game. Just need to scale that down to manageable levels, including for large empires of 40+ cities.

Sounds like he just built another unit, or possibly bought one.

I have actually seen the AI do some pretty good things with cavalry units, swooping out of the darkness to fall upon my ranged units. Always hate to see that happen, but nice to see the AI get something right every once in awhile.

Wow Northern Japan..thats neat. I never made it to Japan, but I did spend a few months in Korea when I was a kid at an army post. Was very neat over there. Also spent 2 1/2 years in Germany and a 3 month tour in the UAE. Both were very interesting!

Eh, Northern Japan is about like your average rural area in the US. Neither bad nor exciting.

Actually I am sitting in Korea right now, on my mother-in-laws computer. :)

In a couple years I will either move back to Korea, or maybe try for some warm weather for a change... Guam or Hawaii...
 
I was at Camp Casey when i was a kid and they could bring dependents over. I really thought the Korean people were very nice and man did i love bogogge(not sure i spelled that right, its a beef dish and super yummy).

On the heat issue(and im not talking kimchee) I put my laptop on a fan and put it on high and now im running at 125F and not 140-145F. Also, game is running much much smoother. NO CTD's yet, but still too early to tell. Im now thinking the fan stand I have is not kicking out enough air, but again, its only Civ 5 that does this. Hell, I ran in 25 man Naxx in Wow and never had issues. Still we will see.

I can understand scaling it back, but im just a bit concerned that it will affect the early game, where gold is a bit on the tight side. Have you thought of scaling back the later govnt types a bit? I know some of them get 60g per improvement(well not all, but close) and that maybe one way to do it. Also, i love all the little names you have given all the traits. I had to look up Jingoist and had a good laugh over that. Are you like a historian or something? How do you know all this stuff haha.
 
I was at Camp Casey when i was a kid and they could bring dependents over. I really thought the Korean people were very nice and man did i love bogogge(not sure i spelled that right, its a beef dish and super yummy).

That is where my brother in law is stationed. I was at Osan twice, probably go back.

Close enough on the Bulgogi. :) Yeah it's pretty good, though I like the Americanized version better.

You probably wouldn't recognize Korea if you saw it today. They modernized fast. Even after going back to Korea after 5 years it changed a lot. And I see all these sexy Hundai's and Kias everywhere and it makes me want one. :p

On the heat issue(and im not talking kimchee) I put my laptop on a fan and put it on high and now im running at 125F and not 140-145F. Also, game is running much much smoother. NO CTD's yet, but still too early to tell. Im now thinking the fan stand I have is not kicking out enough air, but again, its only Civ 5 that does this. Hell, I ran in 25 man Naxx in Wow and never had issues. Still we will see.

Ah laptop. Yeah they have a much harder time with heat than desktops. I remember Civ 4 would heat my old laptop up until it basically turned itself off to prevent a meltdown. :p

I can understand scaling it back, but im just a bit concerned that it will affect the early game, where gold is a bit on the tight side. Have you thought of scaling back the later govnt types a bit? I know some of them get 60g per improvement(well not all, but close) and that maybe one way to do it.

Well, I can pretty much guarantee all areas will be affected one way or another, but I will try to keep it on a short leash.

When I hit the buildings, I will also hit the governments. Going to have to take a look at all gold inputs across the board.

Also, i love all the little names you have given all the traits. I had to look up Jingoist and had a good laugh over that. Are you like a historian or something? How do you know all this stuff haha.

Well I have always enjoyed history, and have been known to leave the history channel on in the background while I game, I am not a historian.

Basically when I add social policies I generally come up with the names of the Systems or Ideologies from general memory of history and a little research, and then I use something like Wikipedia and draw tons of names that relate to and define those branches and use those names that sound the best as the sub-policy names. In several cases I actually had to make up names from scratch though, because there wasn't enough source material.

And THEN I have to comb the Social Policy Schema for bonuses that fit the idea of the policy names that I have chosen. That is the hard part. Sometimes easy. Jingoism... hmm aggressive foreign policy, that gets a unit promotion. Other times, it can take me an hour just to figure out how I want implement 1 sub policy.

The limitations in the Policy Schema are a pretty big annoyance, but I have been able to mostly suit the bonus to the ideas. My biggest hope for the DLL release is that someone expands the Schemas enormously, allowing me to fit more unique and better bonuses in all kinds of areas.

Generally though, everything you see in the Policy pages is built on a historical framework and given bonuses that seem to fit the best given the tools available. I think it works decent, though eventually I hope to make it better.

Also, at some point I intend to add Civpedia entries to all the Policies. The main reason I didn't was because it seems like you can't link directly to the pedia from the social policy screen(you have to actually go to the pedia and do a search), so I didn't feel an immediate need for it.

Anyway, glad to see the names are appreciated. :)
 
hi im trying out your mod and really enjoying alot. its nice to be able to build a few units and/or buildings before finishing a new tech. i have not finished a full game yet but so far everything is great. i did have a question though about the catapult. it requires iron to build but unless you jump ahead on the tech tree you wont have iron when you get the catapult. thanks for all the work you have put into this mod it is awesome :D.
 
came across a bug missing icon in building queue for gallaleon..


also game is crashing every few turns from turn 300 and up...dont know but seems its memory related...and i have a quad core with 4gb ram and still missing out.. thought it might of been graphic card related tried setting on low and still crashing tried with dx 9 also and still doing the same thing..
Setting of game were at marathon, huge planet, continents, new random seed, raging barbarians, no start bias, no time victory, on warlord the rest was left as is..

cant wait for another release been a while..keep up the good work!!
 
Nice at this point as Ai tends to keep up and some times get ahead. In R era and cranking out about 3k gold extra a turn with about 20+ cities. Not enuf to go hog wild but enuf to keep expanding .. slowly. Still get the ctd nonsense always after turn 200+, notice if play thru without reloading can go into 300+ without hickup, but if save and reload start to crash reliably 100+ turns earlier. Get around some times by going to dx9, but not reliable in this either.
Still nice work as have said before. Someday they will fix this or it's back to civ3/4.
 
hi im trying out your mod and really enjoying alot. its nice to be able to build a few units and/or buildings before finishing a new tech. i have not finished a full game yet but so far everything is great. i did have a question though about the catapult. it requires iron to build but unless you jump ahead on the tech tree you wont have iron when you get the catapult. thanks for all the work you have put into this mod it is awesome :D.

I had removed the iron from cat's in the past, but added it back after there were a couple issues. I will take a look at this sometime

If you want to see how the font icons are in the dds you can see them here near the bottom. http://forums.civfanatics.com/showthread.php?t=389043 All of those have definations so no new ones would be required. I've tried adding a modified fonticons.dds to a mod and set import =1 but it still uses the original.

Thanks, I was looking for that. :) I can probably use some of the non-standard icons for the new resources.

came across a bug missing icon in building queue for gallaleon..


also game is crashing every few turns from turn 300 and up...dont know but seems its memory related...and i have a quad core with 4gb ram and still missing out.. thought it might of been graphic card related tried setting on low and still crashing tried with dx 9 also and still doing the same thing..
Setting of game were at marathon, huge planet, continents, new random seed, raging barbarians, no start bias, no time victory, on warlord the rest was left as is..

cant wait for another release been a while..keep up the good work!!

The Galleon/Cog icons will be fixed as soon as I get back.

The crashes you experience are most likely from the huge map. Once that huge space begins to fill up with cities and units, the game gets more and more unstable. One thing you could try is providing extra cooling to your computer, as the increased load may be causing it to overheat.

Oh and im still not seeing the improvements with work boat in water..

Yeah, that is an ongoing problem. Not sure what the solution is at this point.

Nice at this point as Ai tends to keep up and some times get ahead. In R era and cranking out about 3k gold extra a turn with about 20+ cities. Not enuf to go hog wild but enuf to keep expanding .. slowly. Still get the ctd nonsense always after turn 200+, notice if play thru without reloading can go into 300+ without hickup, but if save and reload start to crash reliably 100+ turns earlier. Get around some times by going to dx9, but not reliable in this either.
Still nice work as have said before. Someday they will fix this or it's back to civ3/4.

What size map?
 
What i have come to for the CTD answer is that huge maps =CTD's. Even large can do it. Im now playing on a standard(not happy about either) but so far so good. Im about 500 turns in and no issues whatsoever, other than that you meet the AI very quickly and wars happen.

Ive started setting my laptop on a box fan I have and it drops the temp of my laptop almost 15F. It now runs in the 118 area instead of 140. Im really thinking that on the bigger maps, something makes your laptop or desktop run so hot, that it CTD's out. It doesnt happen every time, but as I watch my heat, the higher it goes, the more I crash. Keeping it cooler has virtually eliminated the ctds, except for the mouse glitch that still exists. I wonder what it is that causes it to run so hot. Is the game really that much of a monster? You would also think that as the game goes on it would get hotter, yet the heat is almost at the 140f right from the start. I wonder if its something in the coding? Hopefully the answer comes out soon. My advice to everyone is not to hit the huge maps and if you do, get used to ctd's. Even on large I had issues, so thats why im on standard and at least(for now) its stable. I dont see how maps could be made bigger and people could play on them.
 
size = large, keep playing on same map size so all tests have same basic parameters (sort of). Concur on std size, but it just ain't no fun for me at that scale to be honest.
 
Im not happy being on standard either, but even at large i seem to have too many ctd's. Once i drop to standard they are pretty much eliminated, but Im just not liking how small it feels.
 
What i have come to for the CTD answer is that huge maps =CTD's. Even large can do it. Im now playing on a standard(not happy about either) but so far so good. Im about 500 turns in and no issues whatsoever, other than that you meet the AI very quickly and wars happen.

size = large, keep playing on same map size so all tests have same basic parameters (sort of). Concur on std size, but it just ain't no fun for me at that scale to be honest.

Im not happy being on standard either, but even at large i seem to have too many ctd's. Once i drop to standard they are pretty much eliminated, but Im just not liking how small it feels.

The more i get down to modding in the space component the more i am convinced that the only way we will be able to play huge maps with mods is if firaxis release a 64bit version of civ 5, allowing us to go out and buy 8gb+ of ram to solve the out of ram ctd problems. I just hope that the developers feel that there is enough interest/money still to warrant such an investment.

On that note i was also hoping to have a few screen shots of the space component by now but i got kind of sidetracked a little actually playing the game :lol:
 
Hey D

I finally managed to complete a playthrough all the way to the end. Tiny Map, only one AI, 8 CS, Prince, Normal Speed. I ended up with England against India. I expanded very aggressively in the early game while India didn't. I managed to surround them and blocked their expansion. I ended up with 32 cities against their 8. This game should have ended in the Medieval Era but I played it through to see all the new unit icons and art.

Everything just looked awesome. Just when I thought the Gauss Tank was the coolest thing ever to be in Civ the Fusion Tank came around. All the Future Era units were just great.

MY final stats were as follows: Turn 365 (1945), 2.2 million GPT, 4907 Happiness, 94000 Beakers, 2.1 Billion Pop.

I did encounter a few crashes. I don't think they had anything to do with this Mod.

Now for a few bugs:
- The Industrial Warehouse Popup (mouseover) shows +15% at the bottom, but it doesn't say what it is.
- At some point the Choose Production button stopped responding. I had to manually find which cities had an empty build cue. At the end of turn a random city build cue would pop up. This was intermittent and I have no clue what caused it.
- It doesn't look like you can have more that 20 million gold in the bank. Every time I would reach that amount (quite often at 2.2 mil per turn) My science indicator would show "No Science" saying I was running a 20 million deficit. On the next turn my bank would be empty and I would get one unit disbanded. Weird.

I was also wondering if you considered setting a cap on the number of air units a Civ can have? This wasn't a problem in this game but in another one I found the AI gets to produce an insane amount of air units. Literally all wars become air conflicts where fighters and bombers duke it out and annihilate everything else. This might be realistic enough but still a cap would be nice. The player can also abuse this by buying 20+ bombers per city per turn and completely destroying an enemy Civ the next.

All in all this Mod is getting awesome. Keep up the good work!
 
I'm back! :) New V9:

http://www.mediafire.com/?aqazm0ln3ybud0h

102 Fixed some incorrect unit icons and text strings.
103 Applied FiresForever's latest updates to the pages mods(slight art change on the policy buttons for one)
104 Fixed Plantation Bug(Thanks TanisX)
105 Fixed Ranch
106 Lowered Gold Across the board starting mainly around medieval and onward. This is just an initial step in the gold balancing direction.
107 Policies that lower unhappiness per pop have been generally lowered and balanced.
108 General tweaks here and there to various buildings and policies.
As of February 15

FiresForever, I assume this was a mistake when you updated it, but I noticed that you changed the Religious Ideologies button to the one that has the actual religion symbols on it. Can you change it back? Looks better with the Cross/Crescent/etc tied to the actual religion page.

What i have come to for the CTD answer is that huge maps =CTD's. Even large can do it. Im now playing on a standard(not happy about either) but so far so good. Im about 500 turns in and no issues whatsoever, other than that you meet the AI very quickly and wars happen.

Ive started setting my laptop on a box fan I have and it drops the temp of my laptop almost 15F. It now runs in the 118 area instead of 140. Im really thinking that on the bigger maps, something makes your laptop or desktop run so hot, that it CTD's out. It doesnt happen every time, but as I watch my heat, the higher it goes, the more I crash. Keeping it cooler has virtually eliminated the ctds, except for the mouse glitch that still exists. I wonder what it is that causes it to run so hot. Is the game really that much of a monster? You would also think that as the game goes on it would get hotter, yet the heat is almost at the 140f right from the start. I wonder if its something in the coding? Hopefully the answer comes out soon. My advice to everyone is not to hit the huge maps and if you do, get used to ctd's. Even on large I had issues, so thats why im on standard and at least(for now) its stable. I dont see how maps could be made bigger and people could play on them.

All strategy games such as Civilization are monsters of this sort. The CPU takes a beating from all the calculating required, especially when it comes to the AI.

Personally for me, the crash problems with Civ 5 are about par for the course, though really less for me since my rig is pretty good right now. What I see from you guys is everything I have seen in the past with various other strategy games though.

I don't like how Civ 5 reaches it's peak for it's mapsize though. CtP maps were literally 2-3 times bigger. That game had it's own crash problems, but it could handle much larger maps.

size = large, keep playing on same map size so all tests have same basic parameters (sort of). Concur on std size, but it just ain't no fun for me at that scale to be honest.

I feel for you, though I have generally adapted I guess. Of course, I mod the game more than I play it...

The more i get down to modding in the space component the more i am convinced that the only way we will be able to play huge maps with mods is if firaxis release a 64bit version of civ 5, allowing us to go out and buy 8gb+ of ram to solve the out of ram ctd problems. I just hope that the developers feel that there is enough interest/money still to warrant such an investment.

On that note i was also hoping to have a few screen shots of the space component by now but i got kind of sidetracked a little actually playing the game

It could be that simple(complicated :p ), but yeah I doubt they will go through the effort unless it happens with an expansion.

Honestly though, everything as of 2-3 years ago should be coded in 64, damn lazy bums... :p

I hear though that Civ 5 only uses 2gb max anyway before it kicks the bucket, which seems to hold with my experiences. When I start it up, it is using about 1gb, and maybe 1.5 by the time I get well into the game. Higher if I haven't restarted the client in awhile.

Hey D

I finally managed to complete a playthrough all the way to the end. Tiny Map, only one AI, 8 CS, Prince, Normal Speed. I ended up with England against India. I expanded very aggressively in the early game while India didn't. I managed to surround them and blocked their expansion. I ended up with 32 cities against their 8. This game should have ended in the Medieval Era but I played it through to see all the new unit icons and art.

Everything just looked awesome. Just when I thought the Gauss Tank was the coolest thing ever to be in Civ the Fusion Tank came around. All the Future Era units were just great.

I just hope we get some fusion tank unit art at some point. Loved the look of that thing.

MY final stats were as follows: Turn 365 (1945), 2.2 million GPT, 4907 Happiness, 94000 Beakers, 2.1 Billion Pop.

2.2mil GPT, ouch. lol Yeah that is going to have to come down(and hopefully does with this patch). How many cities?

Now for a few bugs:
- The Industrial Warehouse Popup (mouseover) shows +15% at the bottom, but it doesn't say what it is.
- At some point the Choose Production button stopped responding. I had to manually find which cities had an empty build cue. At the end of turn a random city build cue would pop up. This was intermittent and I have no clue what caused it.
- It doesn't look like you can have more that 20 million gold in the bank. Every time I would reach that amount (quite often at 2.2 mil per turn) My science indicator would show "No Science" saying I was running a 20 million deficit. On the next turn my bank would be empty and I would get one unit disbanded. Weird.

Probably food on the Warehouse. I wonder if it is cutting off because there are too many lines on the box. I will look into it.

I saw the production button bug once. I have a feeling it comes from a behind-the-scenes aggregated production value that is through the roof, and hence broken.

There is a lot of slack in the system... Once I get everything tied down I should be able to squeeze it down to are more streamlined, linear system that stays out of the millions. That is a ways away though.

If you manage to play a full game with the latest build, I would be interested to see the GPT again. Overall, the gold drop by Diamond might be as much as 40-60%. Still in problem territory, but should be better.

I was also wondering if you considered setting a cap on the number of air units a Civ can have? This wasn't a problem in this game but in another one I found the AI gets to produce an insane amount of air units. Literally all wars become air conflicts where fighters and bombers duke it out and annihilate everything else. This might be realistic enough but still a cap would be nice. The player can also abuse this by buying 20+ bombers per city per turn and completely destroying an enemy Civ the next.

I tried looking into this once but couldn't quite get it. I am looking to cap air units at 10 per tile, which should effectively limit the gold=bombers=win conversion. I am pretty sure it is possible in xml, or maybe lua worst case, so I will try and get to this at some point.

In the meantime I had the air units being a little overly expensive. It could increase more if needed.

All in all this Mod is getting awesome. Keep up the good work!

Thanks. :)
 
MY final stats were as follows: Turn 365 (1945), 2.2 million GPT, 4907 Happiness, 94000 Beakers, 2.1 Billion Pop.
Your population stat doesn't actually mean anything. For some reason they still use a 32-bit signed integer for population, which can only go up to a maximum of 2,147,483,647. The world population is what, 7 billion now? Why did they think 2.1 was enough? :(


I had fun with V8, looking forward to the full one! :D
 
So i use a desktop pc and after i updated the driver (nvidia), the temperature of the cpu getting not to hot, and my game crashes only when it hit the limit. Yesterday i have a playthrough (large, standard, 6ai, 12 cs, culture), no mod related crashs, i think, i get one (Hot cpu).Now i will try your new awesome work.Soon as possible, i will report a playthrough. BTW i played with cultural capital mod and it works fine (some fixes) with your mod: great stoff both.
thx to all for the work guys!
 
I tried looking into this once but couldn't quite get it. I am looking to cap air units at 10 per tile, which should effectively limit the gold=bombers=win conversion. I am pretty sure it is possible in xml, or maybe lua worst case, so I will try and get to this at some point.

In the meantime I had the air units being a little overly expensive. It could increase more if needed.

You could always use the following for all air units, including missiles if you want:
Code:
<HurryCostModifier>-1</HurryCostModifier>

This will make it so that air units can only be built, not purchased, like spaceship parts.

The AI and player will still be able to stack an insane amount of air units but at least game balance won't go out the window in one turn.
 
Your population stat doesn't actually mean anything. For some reason they still use a 32-bit signed integer for population, which can only go up to a maximum of 2,147,483,647. The world population is what, 7 billion now? Why did they think 2.1 was enough? :(

I had fun with V8, looking forward to the full one! :D

This actually makes perfect sense now that I think about it because in the score screen best and worse pop were the same at 2.1 billion.
 
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