Procylon's Call to Power Project

My favorite patch change may be that I can now set % modifiers for the golden ages. 10% to science, food, gold, and production is what I will start out with.

I guess it may be more prudent to just wait to see how it turns out, but with government policies giving up to 20% in any one area, I don't see how a 10% GA will be that benefitial. I may be wrong, but I forsee that having to be raised and/or other benefits lessened.

And does the alligator graphic disappear, or the actual resource? Can you build a camp and get the resource?

From what I remember only the graphics dissappear; the resource and the alligator icon are still present. The only thing is that the hex looks like an unimproved hex. Speaking of resources, did you say somewhere you were going to balance the yields? Right now, some of them offer base yields for the resource, instead of the bonus that other resources garner.

Was curious on the building screen when it shows the new buildings we can make, do you think there is anyway that if we highlight the name of, lets say small gold shop, that it could tell us if we have one already and in which city? Its not that bad when we have 4 or 5 cities, but if we start expanding and get 10, 15, or 20, its going to be real hard remembering what is where. Or perhaps you might come up with something better. Or perhaps at the top where we have the resources, have another spot that would list the number of those special shops we have...that would also be real helpful i think, not sure if it could list the city, but what the heck.

I second this. Until then, I have taken to only building the buildings until I have 4,8,12, or 13 so I know I don't "waste" a resource in a city when it could go to a bigger building. If something could show like how the National Wonders tell you which cities need the required building, it would be more user-friendly. And in a similar vein, can you add the ability to delete the new buildings; often I have built a first tier building in a city when I could have started the monopoly somewhere else, and have had no way to get it back.

Also, now that im into it, im digging all the new buildings. Lots of fun making them and then finding more of a resource to make an EVEN BIGGER BUILDING!! MUWAHAHAHAH, my plans of dominating the alligator trade are now almost complete....ahem...sorry about that, let me just put my maniacal alter ego back in that dark pit...there...all safe now!

I know what you mean. I have started three different wars to get that nice city with 4 of a certain resource I wanted.

And on that policy that gives 4 happiness for each luxury, could you change it to +.5/.25 for each different strategic? This will drastically lessen the burden of happiness in the early game. If you give the ai a high flavor for this policy, it would help them out too with expansions and such.
 
Runtime errors, anyone else having them?

I have tried playing two games with this latest version. Each time the next day I go to load the game to play, it starts and the load hangs and then a popup comes up saying runtime error and the saved game will not load.

I have only this version of the mod loaded and no other mods are loaded.

Also, on the second game, I was attacked by the AI and the best attack I have ever seen the AI do. It needed more coordination and combined arms, thank heavens it did not. I was attacked by successive wave on a front and the AI sent troops by sea and supporting ships on a flank attack by sea. I was impressed.

The AI seems more aggressive with this version. I like it.
 
Originally Posted by Decimatus

What is the corn glitch exactly?

And does the alligator graphic disappear, or the actual resource? Can you build a camp and get the resource?

For the corn Well its a minor flickering on the farm house.. maybe its just my pc...anyone else have that minor flickering...?
The alligator hex improvements and resource dissapers but improments and icon stay..

Also i noticed that Ai captured cities as puppets have there cultur growing...loved seeing another civ razing usless city
 
Runtime errors, anyone else having them?

I have tried playing two games with this latest version. Each time the next day I go to load the game to play, it starts and the load hangs and then a popup comes up saying runtime error and the saved game will not load.
Did this only start happening after the latest civ5 patch that just came out (March 1st)?
The patch breaks the mod right now, I think.
 
Ive seen strange stuff without even reloading the map. I hit end turn once, and all my improvements vanished...they were still there, but all the graphics for them were gone. Hit end turn again, and poof, the Bug Fairy brought them back.
 
Did this only start happening after the latest civ5 patch that just came out (March 1st)?
The patch breaks the mod right now, I think.

It started before the patch. One game before, and then one game after. I thought about the patch, but I had a game a couple of days before the patch that gave the same error.
 
I didn't have any errors before the patch (except for crashing, those fixes in the OP may have helped but I didn't see them), and after it I just get runtime errors. Seemed like that would be the problem but I guess not.
 
I was wondering...Is there a prog i should be running at the same time as im playing to identify code base errors or ect? If so, it could be good to make notice of it, and tell us. I know for a fact that re or encoding a game can be a bi*ch. Though playing for testing is even longer but nesessary, if there are other means let us know.. doing so would greatly help progress in the mod...

For the patches i am unaware..i only dl when Decimatus lets out a release i had no runtime errors..though a few video gliches and ctd's in renaisence..thought the game itself is a ram warmongering game..Plus the original has a few bugs of its own, and have released a recent update.
 
So right now, I have most of the patch related issues taken care of(I think). The only thing that is holding me back right now is that one of my 3-4 Text Files is broken(the biggest one -_-).

Once I find a fix for it and do a few other minor modifications, I can release the updated version.


Was curious on the building screen when it shows the new buildings we can make, do you think there is anyway that if we highlight the name of, lets say small gold shop, that it could tell us if we have one already and in which city? Its not that bad when we have 4 or 5 cities, but if we start expanding and get 10, 15, or 20, its going to be real hard remembering what is where. Or perhaps you might come up with something better. Or perhaps at the top where we have the resources, have another spot that would list the number of those special shops we have...that would also be real helpful i think, not sure if it could list the city, but what the heck.

I like the idea. If I could get someone to create a new UI system that would look into the city for designated important buildings and display those on mouse-over of the city, that would be awesome.

Perhaps another, or additional part to that would be an ability to go into the city screen and sort by cities with the most important buildings(distinguishing between wonders and monopoly and unit producing) and/or little icons on the cities that have certain buildings.

Also, now that im into it, im digging all the new buildings. Lots of fun making them and then finding more of a resource to make an EVEN BIGGER BUILDING!! MUWAHAHAHAH, my plans of dominating the alligator trade are now almost complete....ahem...sorry about that, let me just put my maniacal alter ego back in that dark pit...there...all safe now!

That is kind of how it felt in CtP too. :) You look over at your neighbor thinking "Mmmm, he has my 4th Ruby... GIVE ME!!!".

anyway to add no anarchy for gov changes while in a golden age?

No easy way, but if I see someone create this ability I might snatch it up.

I guess it may be more prudent to just wait to see how it turns out, but with government policies giving up to 20% in any one area, I don't see how a 10% GA will be that benefitial. I may be wrong, but I forsee that having to be raised and/or other benefits lessened.

Few bonuses add up to 40% total. 20% to one stat is less than 10% to 4 stats.

If it isn't noticeable enough, I can up it to 15 or 20% each of course.

From what I remember only the graphics dissappear; the resource and the alligator icon are still present. The only thing is that the hex looks like an unimproved hex. Speaking of resources, did you say somewhere you were going to balance the yields? Right now, some of them offer base yields for the resource, instead of the bonus that other resources garner.

Could be a result of having non-standard improvements on those graphics... not sure what I want to do about that yet. Can you see if it only applies to those mismatches?

And in a similar vein, can you add the ability to delete the new buildings; often I have built a first tier building in a city when I could have started the monopoly somewhere else, and have had no way to get it back.

They added this to Vanilla a couple patches ago. :)

And on that policy that gives 4 happiness for each luxury, could you change it to +.5/.25 for each different strategic? This will drastically lessen the burden of happiness in the early game. If you give the ai a high flavor for this policy, it would help them out too with expansions and such.

I changed it to +1 monument culture/+3 castle culture.

Settler cost increase combined with the happiness per pop returning to 1.0 should help out with the happiness issues. I will tweak more as needed.

Runtime errors, anyone else having them?

I have tried playing two games with this latest version. Each time the next day I go to load the game to play, it starts and the load hangs and then a popup comes up saying runtime error and the saved game will not load.

I have only this version of the mod loaded and no other mods are loaded.

Also, on the second game, I was attacked by the AI and the best attack I have ever seen the AI do. It needed more coordination and combined arms, thank heavens it did not. I was attacked by successive wave on a front and the AI sent troops by sea and supporting ships on a flank attack by sea. I was impressed.

The AI seems more aggressive with this version. I like it.

Which CtP update did the runtime occur with?

And I wish I could take credit for the AI, but I can't. :p But it does have it's moments, sometimes.

For the corn Well its a minor flickering on the farm house.. maybe its just my pc...anyone else have that minor flickering...?
The alligator hex improvements and resource dissapers but improments and icon stay..

Yeah, might be resource/improvement graphic conflicts...

I was wondering...Is there a prog i should be running at the same time as im playing to identify code base errors or ect? If so, it could be good to make notice of it, and tell us. I know for a fact that re or encoding a game can be a bi*ch. Though playing for testing is even longer but nesessary, if there are other means let us know.. doing so would greatly help progress in the mod...

For the patches i am unaware..i only dl when Decimatus lets out a release i had no runtime errors..though a few video gliches and ctd's in renaisence..thought the game itself is a ram warmongering game..Plus the original has a few bugs of its own, and have released a recent update.

Firetuner is part of the SDK, and if you know what you are looking for could possibly help out. I don't know a whole lot about it though, and generally only use it for specific things such during the resource generator integration.
 
V9 Updated:

http://www.mediafire.com/?cd6dco850b9xcpy

9 Updated the mod to be compatible with the latest patch.
10 Due to recent luxury resource removal, Unhappiness from population has been returned to 1 per pop(from 1.25).
11 Added flavors to the new monopoly buildings. Please keep an eye out for clues as to the AI's use of these buildings.
12 Golden Ages no longer provide tile yield changes. They now provides a 10% bonus to Science, Food, Production, and Gold. Let me know how this feels when you get them.
13 Changed Aristocracy's bonus to +1 Culture per Monument, and +3 Culture per Castle.
14 Various tweaks and bug fixes.
As of March 2

Let me know if you guys have any issues with the latest changes. Once I am satisfied that it is generally stable, I will likely push this version to the modhub and start on V10.
 
Hm I testing v9 and is very good mod! Great work! :)

But Religious don`t work :( and new section in the tech tree is illegible ;/ How usage the traditional tree technology?

Thanks. :)

Religions aren't implemented yet, so the icons are just placeholders.

You mean the 2 new eras? The text on the techs can't be read or?
 
I think he's confused about it being split into 5 different trees now.

Anyway I just started a new game with the version you just put up. Something must have changed with the way rounding works... My just built size 1 capital is making 0.5 science as usual, but it is getting rounded down to zero for total for the empire. I don't actually start making any research points until my city hits size 2.

Turn 3 of my new game, an unmet player hits classical era. O_o
Have a picture.
Spoiler :
bIstk.jpg


edit: It SAYS I'm not making any science but really I have 1 point towards that tech in that picture, and on turn 4 it went up to 2 points. Phew it's not broken it just displays weird.
edit2: I guess someone was really lucky with ruins because no one else is teching up like that.
 
What is your level of difficulty on that game? If you play at the higher lvls where they get bonus techs, its possible i bet that they could have gotten ruins that would make them hit the next era. Lets say they had pottery already, then they found a ruins that gave them writing, bam, next era. Or who knows, maybe they found 2 ruins and it gave them both haha.
 
I also see what the above mentioned about science. Getting 1 from population, but then there is a -50% misc player modifier. Which then puts us at .5/turn. Is this to limit the rapid growth for us and the AI? As always I play on marathon.
 
Im having issues with the multiple tech page, started playing v9 today and can't see any of the 5 pages, the 3 social policies are displayed (guessing only 3 has been implemented). Started looking at FiresForevers posts but after trying for a while i gave up since it only ended up not working any ideas what has happened or if things are not in the mod which i should know.
 
Water mill has no text about what it gives anymore. I will see once i build it if it actually does give any bonuses.

EDIT 1-Nope...water mill has no bonuses other than a 10g maint haha...think i will get rid of mine for now.
 
Heya. I've just decided to test out v.9 after playing v.8 for a while. Don't know if something's gone terribly wrong or if the mod is just unfinished but.

1. No tech trees at all. I can see the icons for the branches, but can't get a tech tree up in any of them.

2. No resources on the map, at all. Is there something I have to config for the map generator? Feels like I should've at least seen a horse or an iron by now.

3. Researched mysticism, tooltip said I should be able to construct temples, but I can't. Bugged tooltip?
 
Heya. I've just decided to test out v.9 after playing v.8 for a while. Don't know if something's gone terribly wrong or if the mod is just unfinished but.

1. No tech trees at all. I can see the icons for the branches, but can't get a tech tree up in any of them.

2. No resources on the map, at all. Is there something I have to config for the map generator? Feels like I should've at least seen a horse or an iron by now.

3. Researched mysticism, tooltip said I should be able to construct temples, but I can't. Bugged tooltip?

This question is asked a lot so I'll just quote a previous answer to it, as FredB wrote earlier :)

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 think he's confused about it being split into 5 different trees now.

Anyway I just started a new game with the version you just put up. Something must have changed with the way rounding works... My just built size 1 capital is making 0.5 science as usual, but it is getting rounded down to zero for total for the empire. I don't actually start making any research points until my city hits size 2.

edit: It SAYS I'm not making any science but really I have 1 point towards that tech in that picture, and on turn 4 it went up to 2 points. Phew it's not broken it just displays weird.
edit2: I guess someone was really lucky with ruins because no one else is teching up like that.

I can give the palace 1 research to help with any problems similar to this in the future.

I also see what the above mentioned about science. Getting 1 from population, but then there is a -50% misc player modifier. Which then puts us at .5/turn. Is this to limit the rapid growth for us and the AI? As always I play on marathon.

It is there because 200k+ science starts to break the game, and you get well over that in the nanotech age on marathon. In the future I might even raise it to -75%.

Im having issues with the multiple tech page, started playing v9 today and can't see any of the 5 pages, the 3 social policies are displayed (guessing only 3 has been implemented). Started looking at FiresForevers posts but after trying for a while i gave up since it only ended up not working any ideas what has happened or if things are not in the mod which i should know.

Disable all mods and delete all alternate versions of this mod(whether they are enabled or not).

Water mill has no text about what it gives anymore. I will see once i build it if it actually does give any bonuses.

EDIT 1-Nope...water mill has no bonuses other than a 10g maint haha...think i will get rid of mine for now.

Thanks, this will be fixed for the next release.
 
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