Procylon's Call to Power Project

Hmm I've downloaded the latest V9 (I was on V8 until now, I thought V9 only had ressources changed), I didn't really know how to install it so I just went in my mod folder and extracted the .civ5mod file. It made a folder with the right name but the files are very different from V8 so I suppose it's not what I should have done. Can anyone tell me how to install it properly?

Delete all older versions of this mod. It might be v9 now but its really v9.99 with all the changes.
 
Uninstalling V8 completely seems to have fixed it, I'm not sure I understand why though, I thought inactive mods were supposed not to affect the game at all.
 
In CIV5IconTextureAtlases.xml change ResourceTwo2048.dds to ResourcesTwo2048.dds.

:thumbsup: My probem which ikons, disappear. Looks great!

Also, in the CIV5GameText.xml, I change it:
Spoiler :

<Row>
<Tag>TXT_KEY_PROMOTION_MAGELLAN_VOYAGE</Tag>
<Text>Magellan's Voyage</Text>
</Row>
<Row>
<Tag>TXT_KEY_PROMOTION_FOR_THE_KING</Tag>
<Text>For The King</Text>
</Row>
<Row>
<Tag>TXT_KEY_PROMOTION_OATH</Tag>
<Text>Oath</Text>
</Row>
<Row>
<Tag>TXT_KEY_PROMOTION_FEROCITY</Tag>
<Text>Ferocity</Text>
</Row>
<Row>
<Tag>TXT_KEY_PROMOTION_FATHERLAND</Tag>
<Text>Fatherland</Text>
</Row>
<Row>
<Tag>TXT_KEY_PROMOTION_JINGOIST</Tag>
<Text>Jingoist</Text>
</Row>
<Row>
<Tag>TXT_KEY_PROMOTION_ECO_FANATIC</Tag>
<Text>Eco Fanatic</Text>
</Row>


And everythings are ok.
Only social policies names like monarchy have small bugs.
But in file CIV5PolicyBranch.xml must change all description like this:
<Description>TXT_KEY_NEWPOLICY_BRANCH_MONARCHY</Description> to
<Description>MONARCHY</Description> ,
and civilopedia looks great.
 
Zalaeth

This Mod is very complex and ideally it should be the only Mod activated while you test it out. Download the file from Mediafire and put in your Civ 5 Mods folder (In My Documents, My Games, Civ 5, Mods). Ideally remove all other Mods from the folder, just move them, no need to delete them, except for previous versions which you should delete. Then start Civ 5, go to Mods, Browse, click Install Mods, then enable the mod and start a game.
 
I've reinstalled the mod that way. A few things I noticed, Terra map does not have any of the new ressources, in fact, in the 6 Terra maps I have generated I have seen no ressources at all.

In the first page it says : "Replaced the old advanced setup resource options with: Low, Standard, High, Very High, and Legendary". It did not change for me, I still have the default resource options.

Also, when I start a new game, if I hover over the palace of my first city the tooltip is contradictory (one place it says production + 2, then it says +5, etc). And, it might be intented but there is a -50% science "bonus" at the start, which makes us start at 1 science per turn.

Edit : The price for buying new territory didn't change since base resources increased.

Edit 2 : Happiness seems to be a big issue early game, in prince difficulty at 1180 AV I have troubles with my capital at pop 8 and second city at pop 2. I don't think it is a problem by itself but NPCs already have pop 16 capitals, I don't even imagine on harder difficulties. I'm not sure how AI's work but if they do get huge happiness bonus (though Prince difficulty claims to not give bonuses to NPCs), wouln't it be possible to make them get it later and not all at the start?

Edit 3 : The trade gold hasn't changed, so it is extremely low compared to the rest. Right now my civilization makes 1800 gold from cities and 35 from trade routes.
 
Been gone for the weekend and i see a new patch, but I was going to say that building Colloseeums were only giving me 1 happingess and not the 4 or 5 they were saying. Maybe this is fixed in the new patch, and i will DL it to check. I do play on marathon, but I dont think I should get less happiness for building it.
 
:king:Great D:
I have my first playtrough without any bugs. Well, there are so many new things, so much at all, i love it.
Some things are crazy (ai do strange actions for resources, and the tradingsystem need fixes), but no problems at all(with other mods still compatible):D
 
good to hear they are giving you the right amount of happiness. I was so bummed when I got them and they did almost nothing. Im noticing that AI cities arent that big or numerous anymore, due to the changes on happiness and luxuries. Anyone noticing this? Not that I mind, im just curious if they are actually building any of the new stuff.
 
On the latest v9, a couple of things.

-Temples would not build, could not choose them in the production que.

-I discovered all the techs I could but rudder and once that was discovered, there were no more techs that could be accessed at all. It was completely empty and opening up branches showed nothing at all.
 
D, is there a way to let cities build fishing boats on lakes? I have a samll pool about 5 hexes wide that is full of resources. However, since the tiles are lakes and the city is not on a coast, I cannot build any workboats.

I don't think so, but if canals ever become possible I would certainly want lakes to have all those types of functions.

Hey D

Your last update took care of pretty much everything I found in my current playthrough except for one thing.

When I build the small poppy refinery, small soybean mill or tea house I get the following error:

unable to load texture [ResourceTwo2048.dds]

Will be fixed for next update.

One other thing I found is that the AI starts to expand really fast and then grinds to a halt due to lack of happiness. The AI doesn't seem to know how to manage happiness with the new resources. My last playthrough I outscored the AI 3 to 1, at some point they stopped expanding completely while I filled the map with my cities.

I am going to do a couple of things to see if I can address this for the next update.

Oh and there are no more "We Love The King Days" with all strategic resources. No big deal, does slow growth a bit though.

I will look and see if it is possible to tie these little quests to strategics instead. Guessing not, but you never know.

I got that policy that makes you always have 45 influence with city states, which makes me friends with them. The thing is, with the city states that lose 15 or 20 influence per turn... I get two spammy notifications from each of them every turn, for a total of around 16 per turn.

Ewww.... Would be nice if they just gave some straight numbers for this system instead of a series of vague multipliers. I will work on it.

I saw in the game that you don't have any backgrounds for the Gov Ideologies yet, I have made one for you in the style of the others which are currently in the game, if you like it I maby could continue making backgrounds for you.

That looks pretty good. :) If you want to supply the rest, that would rock!

Uninstalling V8 completely seems to have fixed it, I'm not sure I understand why though, I thought inactive mods were supposed not to affect the game at all.

Its a mystery to me too.

I've reinstalled the mod that way. A few things I noticed, Terra map does not have any of the new ressources, in fact, in the 6 Terra maps I have generated I have seen no ressources at all.

You mean the terra map option in advanced setup, or a terra map mod?

Also, when I start a new game, if I hover over the palace of my first city the tooltip is contradictory (one place it says production + 2, then it says +5, etc). And, it might be intented but there is a -50% science "bonus" at the start, which makes us start at 1 science per turn.

Intended. Since I couldn't make it so that population gives 1 sci per 2 pop, I had to ghetto rig it.

Edit 2 : Happiness seems to be a big issue early game, in prince difficulty at 1180 AV I have troubles with my capital at pop 8 and second city at pop 2. I don't think it is a problem by itself but NPCs already have pop 16 capitals, I don't even imagine on harder difficulties. I'm not sure how AI's work but if they do get huge happiness bonus (though Prince difficulty claims to not give bonuses to NPCs), wouln't it be possible to make them get it later and not all at the start?

That would be nice, but not always possible.

And I have changed everything around anyway, so prince isn't necessarily even 100%.

Edit 3 : The trade gold hasn't changed, so it is extremely low compared to the rest. Right now my civilization makes 1800 gold from cities and 35 from trade routes.

Yeah I tried to change this once but it didn't work, so I will have to attack it again.

Been gone for the weekend and i see a new patch, but I was going to say that building Colloseeums were only giving me 1 happingess and not the 4 or 5 they were saying. Maybe this is fixed in the new patch, and i will DL it to check. I do play on marathon, but I dont think I should get less happiness for building it.

Total happiness from buildings in a city is limited by the total population in that city. Unless you are building a wonder for instance with a special modifier that ignores this.

If I can offer a suggestion:

Tech: Tourism
Natural and World wonders provide +1 gold

I have no way to specify yields for wonders, or really much of anything to do with building bonuses when it comes to techs.

-Temples would not build, could not choose them in the production que.

Greyed out or not present? And you did build a monument first?

-I discovered all the techs I could but rudder and once that was discovered, there were no more techs that could be accessed at all. It was completely empty and opening up branches showed nothing at all.

This was fixed in the latest release.
 
That looks pretty good. :) If you want to supply the rest, that would rock!
.

Happy you liked it, Hopefully you guys like the next one I created for nationalism too.

When anyone has an good idea for a government ideology pic, don’t hesitate to pm me.

(192x292)
 

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I'm a bit confused with monopoly buildings. It says you need 2 huge buildings for a monopoly one... I have two huge horse buildings and spare horse resources, but it still says I need one more huge one to build the monopoly. I guess it isn't counting the one present in whichever city is selected, or is this intended behavior, so really you'd need 3 huge buildings.

On an unrelated note I didn't know the AI could do this. I was warring with the Iroquois, and they were being attacked from the other side too. I took all but their last city (size 1), and was moving to take that one too, and I guess they gave up because they gave me all their stuff INCLUDING their last city. They were able to defeat themselves. :/

edit: game crashed now it wont load. :(
I wanted to see if my third horse city let me build the monopoly, oh well.
 
I did build a monument first. The temples were not greyed out, it was simply not in the build que.

As to the techs being miss after Rudder, I just downloaded the latest version last night about 8pm CST and played it till the point the techs were just not there.
 
It was a Terra map in the advanced options, I did not test modded maps. Maybe resources in Terra maps are created differently than in other maps?
 
It was a Terra map in the advanced options, I did not test modded maps. Maybe resources in Terra maps are created differently than in other maps?

I'm pretty sure the new resource mod will not add to maps with pre-set resource placement.
 
Is the resource limitation true?(about each map 320), and the bigger the maps the lesser the resources tiles?Just a question.
 
the ai has no idea how to play with out luxury recourses i think it was tied to there (stance) towards others and the happiness issue they do not know how to balance it with expanding they mass city's then stop all of a sudden and have -15 happiness all of them. the ai is very very friendly every one is an ally when domination is the only victory setting enabled? the main problem imo is that the ai is not prioritizing the correct actions happiness wise.

Ur Mod is the best mod, civ 5 is finally where it should have been on release thank u so much for saving this game for utter failure. UR mod rocks
thank you so much:goodjob:
 
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