Procylon's Call to Power Project

Welcome back Decimatus you are one day too early hahaha (ok ok easy joke ^^).

let's see teh difference now with this new v9 of 15.02
 
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.

No problem i will put it on my list of photoshop stuff to do :)

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.

I just updated my nvidia drivers yesterday, the weird thing is now around the time that i would usually expect civ to CTD the screen goes black but the game is still running, was able to actually do a quick-save via shortcut keys before i ctrl-alt-del it, was then able to reload it from that point :)
 
Science gains seem to have been toned down pre-digital era, which is good. There is an Apollo Program project and wonder building now. The Apollo Project wonder building does not have an icon or text. Nuclear power plants still do not have the +25% bonus to production because of that <Delete/> in <Building_YieldModifiers>.
 
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

I agree on the population numbers. Instead of a DX9 or DX 10/11 choice, it should have been a 32 or 64 bit choice.

Hopefully it's not too long until the official V9 hits the modhub. Maybe a few weeks or up to a month.

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 saw that mod, and it looks promising. May make use of it someday, but it is good that it is compatible until then.

You could always use the following for all air units, including missiles if you want:

True. May do that.

No problem i will put it on my list of photoshop stuff to do

Thanks. :)

Science gains seem to have been toned down pre-digital era, which is good. There is an Apollo Program project and wonder building now. The Apollo Project wonder building does not have an icon or text. Nuclear power plants still do not have the +25% bonus to production because of that <Delete/> in <Building_YieldModifiers>.

Hadn't heard of the Nuclear Plant problem, but should be good to go for the next update.

I didn't touch the science pre-digital though, apart from the one policy that had happiness to science at 100%. Not sure how it is toned down, unless you mean from an earlier version.
 
So I am thinking about deleting all resource types and making everything Strategic. What say you guys? :)

Btw TanisX, were you ever able to get Deep Blue's mod working concurrently with this one?
 
Just remember that resource type has sOmething to do with how the ai values things in trades
 
So I am thinking about deleting all resource types and making everything Strategic. What say you guys? :)

Btw TanisX, were you ever able to get Deep Blue's mod working concurrently with this one?

Yeah it works with your mod, don't forget the include Kyoss' ResourceIconManager.lua for new resource icons on the map.
 
Just remember that resource type has sOmething to do with how the ai values things in trades

With the current state of diplomacy, I am not entirely sure that matters.

Actually, what I kind of want to do is delete all resource related functions from assign starting plots, or at least neutralize it across the board. I want to change every resource to strategic. Tie the happiness to the buildings that are part of the monopoly system I am going to implement. This could also mean that all strategics are technically luxury as well, so you could choose luxury happiness and gold bonuses, or you could build military units, your choice.

But I need to get Deep Blue's mod working first, then I can worry about startingplots.

Yeah it works with your mod, don't forget the include Kyoss' ResourceIconManager.lua for new resource icons on the map.

I included everything you posted in the file including the resourceiconmanager.lua. Doesn't work.

The XML updates the database. All LUA are loaded into VFS. I have the landmark system set to reload, but I could try it without that.

I went through all of this and more a month or so ago though. Never managed to get it to work.

I will work on it some more tomorrow, and any advice you can throw at me will be surely appreciated. :)
 
In project properties=>Content do you have

type-InGameUIAddin| name-whatever |description-whatever | Filename-AddNewResource.lua
 

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Hello everyone,

Love the mod, but I'm having a consistent crash at this turn. I was curious if it was just my computer or if everyone else will also have a crash after this turn. Thanks.
 

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What settings are you playing? Generally, the larger maps are very unstable as the game progresses to later stages. This is a problem with vanilla that becomes more obvious in this mod due to increased ai activity
 
Change everything to strategic and get rid of luxury? Im thinking that in the very beginning this could cause happiness problems unless you are planning to make all resources give a few happy faces. Ive always thought that everything could be thought of as strategic anyway and should be tradeable. Ive also thought that every resource should make people happy. I mean wheat makes some great things and so does having sheep, cows, etc.

As I said above, my only concern would be about HF's in the early game and many games I have its tuff making it til you start getting the buildings that help that along.

Then again, maybe I just dont understand completely what you have in mind! :) We could tie the resource into luxury, gold, or military purposes? Maybe give a few ideas of what you mean about this if you could.
 
What settings are you playing? Generally, the larger maps are very unstable as the game progresses to later stages. This is a problem with vanilla that becomes more obvious in this mod due to increased ai activity

I'm playing on standard map size. My system specs should be adequate for civ. On vanilla I can okay huge maps and not experience crashing.
 
A good rule of thumb is that CtP will be at minimum twice as hard on your computer than vanilla. The largest reason for this is Dec's multiples of 5 resource system. Add in far more icon hookups and unit renders, and it creates a perfect storm of 32bit doom.
 
In project properties=>Content do you have

type-InGameUIAddin| name-whatever |description-whatever | Filename-AddNewResource.lua

Will try this after work. Pretty sure I did this before because I worked with Deep Blue a bit, but maybe the planets are aligned today. :)

Hello everyone,

Love the mod, but I'm having a consistent crash at this turn. I was curious if it was just my computer or if everyone else will also have a crash after this turn. Thanks.

Have you tried various steps to get past it? Zooming in close to the map on the crash turn could help. There is also a couple of possible fixes in the original post.

Change everything to strategic and get rid of luxury? Im thinking that in the very beginning this could cause happiness problems unless you are planning to make all resources give a few happy faces. Ive always thought that everything could be thought of as strategic anyway and should be tradeable. Ive also thought that every resource should make people happy. I mean wheat makes some great things and so does having sheep, cows, etc.

As I said above, my only concern would be about HF's in the early game and many games I have its tuff making it til you start getting the buildings that help that along.

Then again, maybe I just dont understand completely what you have in mind! We could tie the resource into luxury, gold, or military purposes? Maybe give a few ideas of what you mean about this if you could.

The Happiness for luxuries will come from the monopoly buildings. In fact, it could be made to give happiness for multiple copies pretty easily, though that will have diminishing returns.

Basically early in ancient in the Economic Tech Page, you will find a series of techs for the buildings containing the monopoly buildings. Each tech will have 5 buildings, representing the ability to use up to 1 say 9 of a resource in a single city and reap ever greater rewards. Each will have a % modifier to trade route gold(could get as high as 100% I am thinking, but will be balanced), as well as some happiness, and possibly other bonuses depending on the resource.

Using your iron or horses for economic purposes over military should be completely viable. Of course that may make you vulnerable. And there will be other resources to focus building monopolies in first.

A good rule of thumb is that CtP will be at minimum twice as hard on your computer than vanilla. The largest reason for this is Dec's multiples of 5 resource system. Add in far more icon hookups and unit renders, and it creates a perfect storm of 32bit doom.

Hopefully I can get the gold/production situation ratcheted down so that your comp isn't calculating millions per turn in the later eras. :p
 
With the addition of trade monopoloies, might I suggest a subpolicy that allows the player to build trade buildings with one less resource than normally required. So, if a building needs two wheat in a city before construction, you can still build it anyway with only one resource. It would work well with the strategic resources because it would leave more of them open for military use... Just a little somethin to add variety.
 
With the addition of trade monopoloies, might I suggest a subpolicy that allows the player to build trade buildings with one less resource than normally required. So, if a building needs two wheat in a city before construction, you can still build it anyway with only one resource. It would work well with the strategic resources because it would leave more of them open for military use... Just a little somethin to add variety.

Can not tie policies to buildings in this manner, at least currently. Someday bonuses like that could be pretty nice though.

Once everything goes strategic, there will likely be some excess built into the system so that you at least have some resources for military use, or possibly other things.

It depends on a few things such as resource dispersal and whatnot.

I also still need to get the resource generator system working, so let me see about that. :)
 
The only way I can get it to work is by having the Resource Generation Mod separated from the core CtP Mod.

This is not my favorite option by any means. Anyone have any insight as to why this is the only way it seems to work?
 
Ok, here is the really strange part of my current attempts at getting this thing to work.

1 If I try and run the game with just the CtP Project, it crashes on map creation.
2 If I try and run the game with just the resource generating mod, it activates but can't find the resources it needs to place.
3 If I run both together, minus the resource generating files in the CtP Project, same as option 2.
4 If I run both together, duplicating both sets of files exactly, it works. And it also generates resources twice. Meaning the CtP Project's set of resource generating files is now magically working. But the CtP Project won't generate the resource unless the duplicate mod is also enabled.

Neither work alone and both work together, but doubletime.

I can change one setting such as removing a random lua from VFS and it seems to break the whole setup...
 
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