Procylon's Call to Power Project

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

Thanks, cleared out all my mods and did a clean install. This got the tech tree working, but I'm still not seeing any resources at all on the map. 60 turns in, researched animal husbandry and bronze working asap to see them, but I've built almost naught but explorers and still finding no resources anywhere. Bug in the map generator, or am I missing something?
 
Works perfectly now, found that Aristocracy doesn't work yet (doesn't give +1 culture for monumnet).
 
Thanks, cleared out all my mods and did a clean install. This got the tech tree working, but I'm still not seeing any resources at all on the map. 60 turns in, researched animal husbandry and bronze working asap to see them, but I've built almost naught but explorers and still finding no resources anywhere. Bug in the map generator, or am I missing something?

Ahhh... only happened when using random map it seems. Started a game on terra with standard resources set, and now resources appear when using random map too. Default setting messed up I guess :-)
 
I cant use my Earth map at all. OH well. I get some strange error every time, but all the other maps that come with Civ work fine.
 
The runtime errors were experienced with the version just prior to the one for March 2nd to deal with the patch.

I will download this new one and try it for a while, save, and then try again and see what happens.
 
The way science works currently is fine, it's just that the UI lies to you and says you aren't making science, when you are making 0.5 per turn. It's just a display thing. :/
 
The way science works currently is fine, it's just that the UI lies to you and says you aren't making science, when you are making 0.5 per turn. It's just a display thing. :/

If you hover your mouse over your Science output in the top left panel it should still give you the proper decimal amount.
 
Theocracy says it gives two :) per garrisoned unit, but it only gives 1, like it says in the first post.

edit: Golden ages aren't working properly. They aren't giving a bonus to science. They give +10% to production and gold, and tiles make an additional 1 gold.
 
Works perfectly now, found that Aristocracy doesn't work yet (doesn't give +1 culture for monumnet).

The +culture to building classes must be broken.

So for both Aristocracy and Imperial Cult(Under Theocracy), these policies will have their culture changed to happiness. Aristocracy will be +1 :) for Monument and +3 :) for Castles. Imperial Cult will be +2 :) for Temples and +1 :) for Monuments and Abbeys.

Ahhh... only happened when using random map it seems. Started a game on terra with standard resources set, and now resources appear when using random map too. Default setting messed up I guess :-)

Strange, because other people have had problems with terra but not random. Most people seem to be fine with random maps, and that is what I used for creation of the system.

I cant use my Earth map at all. OH well. I get some strange error every time, but all the other maps that come with Civ work fine.

Sorry about that. Hopefully a method can be found to fix this in the future.

The way science works currently is fine, it's just that the UI lies to you and says you aren't making science, when you are making 0.5 per turn. It's just a display thing. :/

What you have is 1 from palace, and 1 from your first population, so it isn't properly displaying the 2 halves that are added together. I will make Palace give +2 science, so it is an easy and low impact fix.

Works out anyway since growth has been lowered slightly.

Theocracy says it gives two per garrisoned unit, but it only gives 1, like it says in the first post.

edit: Golden ages aren't working properly. They aren't giving a bonus to science. They give +10% to production and gold, and tiles make an additional 1 gold.

Fixed and Fixed. Thanks.


Once I release a new update I will have all these little fixes in it. Might be a few days or a week, not sure. Considering what I need to attack next.
 
What you have is 1 from palace, and 1 from your first population, so it isn't properly displaying the 2 halves that are added together. I will make Palace give +2 science, so it is an easy and low impact fix.
Ah. I see now, the palace is supposed to give a small amount of science, but it is not giving any. Furthermore some of the national wonders are kinda broken.

National College, iirc gave +15% science as well as a small flat amount of science. Currently only gives the +15%
National Treasury only gives +5 gold to specialists, missing the flat gold it once had?
Ironworks is useless, makes no production.

There may be more broken ones that I haven't noticed.
 
Since the new patch has been installed (1.0.1.217) I have run time errors every time that I try to open my saved game (based on this mod) that I saved before the patch installation. Anyone experiencing the same problem?
 
genjalbe, did you download the latest version of the mod? There was one posted after the patch.

Some more patch related issues I think I've found...
# Forge adds +1 production to each source of Iron [from patch notes] - forge claims to do this in the mod, but as far as I can tell it doesn't actually.
# Hospital adds 5 food (but no longer retains food), requires Aqueduct [patch notes] - the hospital doesn't carry over food anymore in the mod (i think it used to do 10%?), it just makes 4 :)
# Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle [notes] - Stable says that in mod, doesn't do it.

So the stable and forge just have some extra description text that is misleading, and in no way intended.
 
Hey D

There's something funny going on with the AI expansion flavor. This was first mentioned by RedX in post 1633. In my current game I'm playing Russia against the Ottomans. They didn't create one single city until I filled the map with my cities and eventually settled near their border. What they did do though is spend all their money on buying tiles. The AI never had any money, always buying tiles as fast as it could. I surrounded it pretty fast and in the end they only had 3 cities against my 40+. A couple culture bombs later and the AI doesn't have much to go on with.

Do you have any idea what's causing this?

So far everything else post patch looks good. Some messed up tooltips and whatnot but nothing broken so far.

I kinda miss the days when the AI would spam units like crazy. Seriously in this game the AI only had like two units until turn 200.
 
Thanks for the tip on using latest V9 version. Though I till end up with run time errors when I try to load my saved game. Quite puzzled on this one...
 
Thanks for the tip on using latest V9 version. Though I till end up with run time errors when I try to load my saved game. Quite puzzled on this one...

If you're using info addict that's probably it. That's why I stopped using it. As I did with any other Mods. If you're not using anything else I don't know. Maybe verify the cache integrity in Steam?
 
Hi, I'll be back ;),

New Tech
New Resource Buildings

I'll send you the archive of news icons for :
- 17 news technologies (AROMATICS, CARVING, COFFEE TRADE, CONTROLLED MATERIALS, DRINK FLAVORING, DRUGS, ENERGY COMMODITIES, FARMERS MARKETS, FISH MARKETS, FOOD FLAVORING, IRON TRADE, LIVESTOCK AUCTIONS, METAL COMMODITIES, METALS TRADE, RARE EARTH COMMODITIES, TANNING, TEXTILE TRADE),
- 200 News resource Buildings (For resource buildings, I took icon of resources to which I added stars to define the levels [1 small, 2 medium, 3 large, 4 huge & 5 monopoly]), I hope that you will be fine.

I finally fixed the problem AtlasResources2048.dds

Here the archive file : Icons V10.zip

PS : Be carreful, your zip file will now be more than 73MB (because it contains 580 icons)!!!

Bye.
 
Ah. I see now, the palace is supposed to give a small amount of science, but it is not giving any. Furthermore some of the national wonders are kinda broken.

National College, iirc gave +15% science as well as a small flat amount of science. Currently only gives the +15%
National Treasury only gives +5 gold to specialists, missing the flat gold it once had?
Ironworks is useless, makes no production.

There may be more broken ones that I haven't noticed.

I recently added some more /deletes to some of the building tables to ensure there was no legacy stuff entering the buildings. 15% is good for the college for now.

The others though, had updates to given them modified yields, but I think they weren't working because those yields were deleted. So now they are added from scratch, which should work properly now.

# Forge adds +1 production to each source of Iron [from patch notes] - forge claims to do this in the mod, but as far as I can tell it doesn't actually.
# Hospital adds 5 food (but no longer retains food), requires Aqueduct [patch notes] - the hospital doesn't carry over food anymore in the mod (i think it used to do 10%?), it just makes 4
# Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle [notes] - Stable says that in mod, doesn't do it.

Forge is fixed.

They changed the text tag on the hospital, so it will again show that it keeps 10% food.

Stable is going to be only +15% to mounted production until I can roll this building over into the new Horse Stable. Once I do that, I will disable this building.

Thanks for the feedback. :)

Hey D

There's something funny going on with the AI expansion flavor. This was first mentioned by RedX in post 1633. In my current game I'm playing Russia against the Ottomans. They didn't create one single city until I filled the map with my cities and eventually settled near their border. What they did do though is spend all their money on buying tiles. The AI never had any money, always buying tiles as fast as it could. I surrounded it pretty fast and in the end they only had 3 cities against my 40+. A couple culture bombs later and the AI doesn't have much to go on with.

Do you have any idea what's causing this?

So far everything else post patch looks good. Some messed up tooltips and whatnot but nothing broken so far.

I kinda miss the days when the AI would spam units like crazy. Seriously in this game the AI only had like two units until turn 200.

RedX didn't mention seeing the AI do that, just that the AI didn't value resources well anymore.

For your issue, I read some thread in the general discussion about people seeing AI building only 1 city as it went for culture victory.

I would hope that the AI hasn't suddenly died from lack of luxuries. No one else has reported this anyway, so I think you just saw Ottoman going for culture.

Of course, I am pretty sure the AI is still going to have some problems with the resources, so I am going to be looking for more incentives for them.

Thanks for the tip on using latest V9 version. Though I till end up with run time errors when I try to load my saved game. Quite puzzled on this one...

Your save game may just be incompatible with the combination of patch and mod updates.

I'll send you the archive of news icons for :
- 17 news technologies (AROMATICS, CARVING, COFFEE TRADE, CONTROLLED MATERIALS, DRINK FLAVORING, DRUGS, ENERGY COMMODITIES, FARMERS MARKETS, FISH MARKETS, FOOD FLAVORING, IRON TRADE, LIVESTOCK AUCTIONS, METAL COMMODITIES, METALS TRADE, RARE EARTH COMMODITIES, TANNING, TEXTILE TRADE),
- 200 News resource Buildings (For resource buildings, I took icon of resources to which I added stars to define the levels [1 small, 2 medium, 3 large, 4 huge & 5 monopoly]), I hope that you will be fine.

I finally fixed the problem AtlasResources2048.dds

Awesome!

The stars make a pretty good addition, thanks. :)


Once I have collected some more feedback and have more little updates I will release the updated version. Might give it a few days. I will probably do some digging around the AI and see if I can point them in the right direction for the resources.
 
What about giving the different Civs "weights" on resources that they historically liked? That would then point them in a direction for going for them and building the buildings. Some they could care less about and others, you would know they would be coming for.
 
Also, Water Wheel still gives nothing other than a 10g maint cost!!

EDIT 1-Seems like the Ironworks national only gives 10production and +1 culture. I thought this used to like give +600 production to the city it was built in. Did something happen to alot of the +production buildings? Windmill is working as normal though.
 
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