Procylon's Call to Power Project

For locking up it occurred during the 1250 AD period. I am playing a huge mape with 12 civs and my son a large map with 10 civs. They are just continents maps randomly generated.

I have tried a number of restarts and I believe it is occurring when I choose to build guild halls. In fact it seems every time I try to build one it locks up now. It had not done that before. It even locked up trying to load the saved game.

I had also noticed when playing a couple of weeks ago that the unmanned UAVs/drones would lock it up when they were finished building.

I also had it locking up when going to a particular city to view its stats, it would just lock. I can't explain beyond that, so I just stayed out of that city's stat screen.

Sometimes it will just lock moving from one section of the map to another, such as when one unit is done and it goes to the next unit that needs assignment. It is all occurring on the same map during the same time period in the late 1200s.

The only mod checked to be running is v9.

For the PC it is Win 7 64 bit, Intel core i7 950, GTS450 nvidia 1gb DDR5 video card w/64 bit drivers, 6gb DDR3 ram, running in Direct X 11.

I decided to trying running it in Direct X9 and it seems to be play just fine. It seems to be a Direct X problem in that 1200s era, for whatever reason that seems to make it choke. I would love to have that fixed, I love the detail from X 11, or 10, not sure which.
 
The ~256k+ is per city for gold, production and maybe culture. I never got culture that high but I bet it uses the same variable type as the other two city stats. Thanks to being able to sell 1 building a turn you can stop the overflow to negative by selling a gold related building or two. A few updates ago I could earn over 1 million gold per turn empire wide easy with 5-6 cities nanotech era. Science overflow is an empire-wide variable though. You can tell by the progress of a tech saying -180k/10k required as an example. Since you can get into farther eras leaving a lot of lower cost techs I usually get this overflow to negative in late modern/ early digital era playing earlier tech catch up for 20+ turns. This is playing quick games. I don't know if it is possible to cap a city's gold and production but that would stop those going into negatives.

They capped happiness per city, I wonder if gold could be capped in a similar way.

If you can tell me some of the tech lines that you had to play catchup on, I can see about putting some prereqs in their way.

I am just going to have to keep bringing the gold totals down, as well as putting some work into production.

I've had the issue with save reload .. posted on it a tad ago, but was playing on large maps. Had the same issue in vanilla on large/huge maps. Played thru without a reload few days ago and was actually able to get a lot further before the eyes crossed and had to quite, tried to reload got a turn or two and then bame CTD. No idea what causes it and also can't say if occurs in vanilla anymore .. as stopped playing that boring thing a month or 2 ago. As stated I'd be back to Civ3/4 if it wasn't for this mod.

Doubt they have fixed it. It would be nice to see some more stability fixes from them though.

I am a professional digital painter. I would be willing to do custom artwork for projects. Just give me a size, theme, etc, and I can whip a few things up.

Nice work. :)

Not really sure where to begin asking for help at this point. Most of the stuff that I need can not be added into the game at this point.

Most everything else, such as icons and wonder splash images already have images.

However, many could be improved upon, especially with some excellent original art. :)

So, I would welcome any art that improves upon some of the icons and splash images that we already have. I will leave the choice of what to improve up to you.

Here are the sizes for the icons that I currently add with the mod:

 Buildings 256, 128, 64, 45
 Resources 256, 80, 64, 45
 Technologies 256, 214, 128, 80, 64, 45
 Units 256, 128, 80, 64, 45
 Unit Flags 32

Out of that list, I would say that the new resources could use the most improvement. They need some work to make them stand out better, as well as to bring their art to the level of the Vanilla resources(same general color tone, especially the backgrounds).

I am not sure about the sizes on the wonder splash images, though I think most of these are pretty good apart from a few missing images which I can't think of right now.

Anyway, I appreciate the offer, and look forward to anything you wish to donate. :)

How about, for early gunpowder units, you need sulfur and saltpeter, which can be transformed to black powder at a building (One Sulfur + 1 Saltpeter = 5 Black Powder)

While I do feel that renaissance/medieval are missing some resources that other eras have, I am not sure how well saltpeter/sulfur would fit in with the overall game, as well as on the map with the other resources.

Also, I don't think I would want to get so complicated as to make 2 resources, combining into a third, into the mechanic that those gunpowder units are based upon.

If I did add it, most likely it would just be gunpowder units requiring saltpeter. Or a gunpowder building requiring saltpeter which then allows that city to produce them.

I will think about it. I am pondering some of the terrains that generally have less resources on them than others at the moment. Saltpeter would certain fill in some spots in the desert. Of course, what do we use saltpeter for today? I am not sure I see a need for it in the overall timeline.

I am thinking of adding 1 more ocean resource(Shrimp) and 1 snow resource(Polar Bears, maybe also Penguins, not sure) also.

For locking up it occurred during the 1250 AD period. I am playing a huge mape with 12 civs and my son a large map with 10 civs. They are just continents maps randomly generated.

I have tried a number of restarts and I believe it is occurring when I choose to build guild halls. In fact it seems every time I try to build one it locks up now. It had not done that before. It even locked up trying to load the saved game.

I had also noticed when playing a couple of weeks ago that the unmanned UAVs/drones would lock it up when they were finished building.

I also had it locking up when going to a particular city to view its stats, it would just lock. I can't explain beyond that, so I just stayed out of that city's stat screen.

Sometimes it will just lock moving from one section of the map to another, such as when one unit is done and it goes to the next unit that needs assignment. It is all occurring on the same map during the same time period in the late 1200s.

The only mod checked to be running is v9.

For the PC it is Win 7 64 bit, Intel core i7 950, GTS450 nvidia 1gb DDR5 video card w/64 bit drivers, 6gb DDR3 ram, running in Direct X 11.

I decided to trying running it in Direct X9 and it seems to be play just fine. It seems to be a Direct X problem in that 1200s era, for whatever reason that seems to make it choke. I would love to have that fixed, I love the detail from X 11, or 10, not sure which.

So when you build a new unit or building, does the screen then jump to the next unit/city? This rapid motion across the map causes many graphic related crashes and could be the cause of your problem. You might try and disable the auto-cycling, or I think there is some other setting you can change that might help this out.
 
So far, I have added 13 new resources, and 17 new techs to fit the 200 buildings(:eek:) I need to add as part of the trade monopoly system.

I also moved the entire resource generation system to lua, so I can now have greater control over where resources go.(Thank Deep Blue for the Resource Generator Mod)

As part of the new resource system, you will be able to use the advanced setup options to change(noticeably) the quantity of resources that spawn on the map:

Sparse = 50%
Standard = 100%
Abundant = 200%
Legendary = 500%

If you play on Legendary, you are going to have an epic amount of resources. In fact, you may want to lower your graphics settings and/or wait for the devs to fix the scroll bug before adding so many extra graphics to the screen.

Standard may yet be a little high, so I will need some feedback from you guys so I can tweak it around a bit.

I may add 2-3 more resources yet. I need a polar resource or two, another water resource, and maybe a desert resource. I will probably hold off until later though.

So tomorrow I am adding buildings, lots and lots of buildings. May not finish tomorrow, but I think I am going to use some generic text strings so that I can pump them out, and then hit them up while you guys are testing the new system out.
 
Auto cycling can be reduced from a problem to a convenience after switching view modes.

Erm. I think my policy tree capped out somewhere in the first post-modern era. In fact, it capped out after I finished ecotopia and capitalism. Given the rate, prolly 20-30 turns into digital.

As a side note, I hit arcologies before 2000, so in quick the science is minutely out of whack with the timeline, I suppose. Mebbe cause Babylon is awesome.
 
The game crashes when I set up my game, I tried with Arabia on standard map size of Continents with 8 civilizations and 16 city states. As soon as I click on the Start Game button on the bottom right corner the loading icon represented by the tiny globe rotating shows up and the loading screen showing the civilization iv selected appears but like after a second it crashes to the desktop.
I also tried with a diff civ on a small map size but it stil crashes.
I even reduced my settings to the lowest incase the computer wasn't being able to process the game.
No I don't have any other mods of CtP installed, its my first one.
I diid a fresh re-install of the game as well incase my files were corrupt but it stil crashes.
Does this version require any latest patches released to be installed?
Because I don't have the latest patches, they're too big to download.
 
The game crashes when I set up my game, I tried with Arabia on standard map size of Continents with 8 civilizations and 16 city states. As soon as I click on the Start Game button on the bottom right corner the loading icon represented by the tiny globe rotating shows up and the loading screen showing the civilization iv selected appears but like after a second it crashes to the desktop.
I also tried with a diff civ on a small map size but it stil crashes.
I even reduced my settings to the lowest incase the computer wasn't being able to process the game.
No I don't have any other mods of CtP installed, its my first one.
I diid a fresh re-install of the game as well incase my files were corrupt but it stil crashes.
Does this version require any latest patches released to be installed?
Because I don't have the latest patches, they're too big to download.

yes you will need to be running the latest version
 
I will think about it. I am pondering some of the terrains that generally have less resources on them than others at the moment. Saltpeter would certain fill in some spots in the desert. Of course, what do we use saltpeter for today? I am not sure I see a need for it in the overall timeline.

I believe Saltpeter is used in Fertilizer. Maybe farms provide +2 food with fertilizer if you have access to Saltpeter?

I am thinking of adding 1 more ocean resource(Shrimp) and 1 snow resource(Polar Bears, maybe also Penguins, not sure) also.
I was thinking maybe have Red Coral or Black coral or something that appears on an ocean tile next to a coast tile? It would be worth more than regular luxuries and rarer
 
The 2-15-11 is still unstable.

Windows 7 64-bit Ultimate

Map Size : small
7 Nations + 4 City states
Prince Difficulty
Save social techs on

I am using no other mods.

Crashes now occur during a turn instead of during PC moves. This is a change from Feb 5th version. They occur earlier in the games between turn 100-200 and so far can be avoided after reloading.

Ex: Had a scout that I was moving towards a barbarian city. If I tried moving him to the same spot on the board after reload the game would again crash to windows. Deleted the unit and was able to continue the game without problems.

Am currently only up to early gunpowder units. Will comment more as I get further into this game.
 
Ive seen something similar...had a unit and when it would hit a certain tile, boom ctd. Went around the tile and no issues. Moved another unit onto the tile...no issues. The bugs sometimes are very strange haha. Not sure if this a mod bug or what not. Darn mouse bugs are still in the game too.
 
Auto cycling can be reduced from a problem to a convenience after switching view modes.

Erm. I think my policy tree capped out somewhere in the first post-modern era. In fact, it capped out after I finished ecotopia and capitalism. Given the rate, prolly 20-30 turns into digital.

As a side note, I hit arcologies before 2000, so in quick the science is minutely out of whack with the timeline, I suppose. Mebbe cause Babylon is awesome.

I will see if I can slow down the policy acquisition rate just a bit.

Not too horrible on the science rate. As I add more techs it should stretch that out.

Its the social techs that you can leave a few eras behind.

Ok, I will see if I can tie some other techs in there.

is this glorious mod supposed to have legendary game pace

Currently no. I would like to add it at some point, but I don't have time to integrate it anytime soon.

I believe Saltpeter is used in Fertilizer. Maybe farms provide +2 food with fertilizer if you have access to Saltpeter?

After researching it a bit more, it could be useful in more areas of the game. Fertilizer, rocket fuel, and gunpowder. I probably wouldn't tie farms to it specifically. I think I would give the Saltpeter monopoly buildings some global food modifiers. Something like 5% per building or something.

I could also make some rocket fuel plants later in the game that require it.

So, Saltpeter for the Deserts, Shrimp for the oceans, and Polar Bears for the arctic. I would rather have Seals than Polar Bears, but I don't have a method to tie the seals to the coastal snow tiles, so Polar Bears will fit better.

I was thinking maybe have Red Coral or Black coral or something that appears on an ocean tile next to a coast tile? It would be worth more than regular luxuries and rarer

I think there are enough resources that I don't need to add some special rare resources on top of the pile. :)

Bother to click below and you might find a way to discover a path that leads to some details about it.
What's your 80x80 Icon wish or need, btw?

Maybe I will investigate later. :p

Is 80x80 the resource icon size? I don't really know anything about the specific art dimensions.

Ex: Had a scout that I was moving towards a barbarian city. If I tried moving him to the same spot on the board after reload the game would again crash to windows. Deleted the unit and was able to continue the game without problems.

Ive seen something similar...had a unit and when it would hit a certain tile, boom ctd. Went around the tile and no issues. Moved another unit onto the tile...no issues. The bugs sometimes are very strange haha. Not sure if this a mod bug or what not. Darn mouse bugs are still in the game too.

Strange. The only think I can think of that could cause that would be some map script problem that creates a mountain/coast that looks like a grassland or something.

How often does that happen?
 
is the new recourse system integrated yet? it sounds so awesome.:scan:

Just about. I now have to create 3 text entries each for 200 buildings... :cry:

And then, I have to begin working on the bonuses. All will give some trade route % increasing bonus, and many will give extra bonuses as well, to include build-able resources later.

I could have had it complete tonight, but other things got in the way. I work this week, but I should be able to put a few hours into it each night. Sometime in the next 3 days.
 
First kudos on a great mod people.

Sadly I'm addicted to huge maps on marathon with max civ's, and always meet a crassh wall at 300-600 turns. I can push my way through with zooming and strategic. But since it only get my through 1 or 2 turns before new crash I'm getting tired.

Hopefully the new patch will clean up the chrash issue a bit.
 
Is it xml that you need done? If so I could do that for you! Just tell me the folders and what to put it in, and id be happy to help. XML is about the only thing I know how to do. Plus, my job doesnt start til middle of next month, so i have some time if you wanted some of the more tedious work done. Just thought Id offer.

As to that weird ctd, i would say it happens at least once per game, but not always at the same point in the game. You could be right about the map script, but its not always a constant crash, just one of those strange bugs.
 
Hey D just thought of something: will Arabia's unique building double all amounts of resources? If so, that would make them really strong, as they can build the highest tier buildings with just a deposit of two. I don't know if it needs to be changed, but it's something to think about.

@PhoenixMuse can't wait to see what you come up with. Something about new art makes me really excited :D
 
I did not play vanilla that much, as I went right into this mod as I bought the game. But, I'll just tell you what I noticed. It seems that in the late eras, we get too much of everything, (if people reached 256k like stated, isn't it too much?), and it affects things such as city states. If you gain 5000 gold a turn and you only need 1000 gold to max a city state, that means you can ally with 5 city states a turn, it's a little too easy.

Would it be possible to change this cost depending on the era? Because right now with the fixed price, in ancient era you can't even bother paying a city state, and once you hit renaissance it becomes a joke. Or simply, make an average of every civ's gold per turn generation, and use this average to determine the cost for "buying" a city state. This way, only the civilizations considered wealthy IN THE CONTEXT would be able to spend money on such things. Because we all know, contexts differ a lot, if you put 3 civs in a huge map or 18 civs in a tiny map, the civ's money will be totally different and I think we need to account for that.
 
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