Procylon's Call to Power Project

Ok, I am going to take a guess and say neither of you have the Inca DLC?

My tech tree is fine, so most likely the Terrace Farm tech upgrades are breaking your game.
 
Have not installed the latest version, but i will do it an tell if i have the problems too.
The atolls is a new feature that was included be the polys (also the patch). In vanilla it gives food , production and gold and it should only be seen in hot regions.
BTW the new promotion from the maoi warrior is very powerful (wardance -10% penalty for enemy units), maybe d: you can use it somewhere?

Ok installed and everything looks good.
 
Hi there

just tested this mod for a few hours today. I have no paid DLC and no other mod installed at the same time with CTP, though I have other mods like LEM or Nights. My game is in english.

My first impression was bad : the tech tree is alllllllll messed up. For example in the military tree i saw only one tech with no scroll bar to see whats on the right. The other trees were messed up in the sense that the lines leading from one tech to another were all upside down or leading to no tech at all. That made Research very difficult with no visibility on whats next or what is leading to what. I have to say i like tidy tech trees, like the one in Nights' mod :)

Then I was really surprised at the figures of food gold and production. A Granary giving +20 food ?? Is that on purpose or only made for Alpha testing ? What is the design plan behind this ? Why not simply cut all those figures by ten ? In the end the result would be quite the same.

I also would like the possibilty to de-activate that random ressource placement script. The result is just too random for me. You can have 6 ressources over 10 tiles and then 50 tiles with no ressources at all. I also dont like the general non-coherence of it, like you can have fur silk and wine at one place, and 10 tiles away cotton sugar and another "luxury" on a continent map.
That is a problem with the ressource line of buildings : on the 3 maps i tried i could never achieve monopoly because i always found different types of ressources.

Finally the new social policy screens look very promising, though i couldnt access any religious policies. was that normal ? I also think that, seen the number of new branch and overall policies, you should either cut the necessary culture by 2 or 3, or have different lines of buildings for each. Religious buildings will generate piety for religious policies, state buildings would create citizenship for government policies etc.

Anyway your Mod looks very promising and impressive. CAnt wait to test next versions :) and i'm really looking forward to a clean tech tree.

cheers !
 
Hi there
My first impression was bad : the tech tree is alllllllll messed up. For example in the military tree i saw only one tech with no scroll bar to see whats on the right. The other trees were messed up in the sense that the lines leading from one tech to another were all upside down or leading to no tech at all. That made Research very difficult with no visibility on whats next or what is leading to what. I have to say i like tidy tech trees, like the one in Nights' mod :)
There are just way too many techs to fit on a normal tech tree, and that's why it needs to be split up.
 
Seaports dont seem to be giving xtra resources for sea resources. I know it says +10 for fish, crab, whale, etc that are worked, but on my map they are not updating with anything extra. I do get the normal +5 on them, however, so im not sure if im getting the bonus but it doesnt show up or if perhaps it isnt giving any bonus at all.

How you get a bad impression with this mod is beyond me. This mod has so much and if you would read the first page of it, you would see what the plans are and why food tiles are what they are. Also, if you are using other mods, then they can interfere with this mod as well, thats why others arent recommended. I usually start a game with nothing, see if it works, then add them back 1 at a time to see how they go.

Sorry, guess im just protective of some just coming in, labeling it bad, after all the work that so many have put into this mod. Ill shut up now. /end rant
 
How you get a bad impression with this mod is beyond me. This mod has so much and if you would read the first page of it, you would see what the plans are and why food tiles are what they are. Also, if you are using other mods, then they can interfere with this mod as well, thats why others arent recommended. I usually start a game with nothing, see if it works, then add them back 1 at a time to see how they go.

Sorry, guess im just protective of some just coming in, labeling it bad, after all the work that so many have put into this mod. Ill shut up now. /end rant

Thanks for your comment, even if i never said i thought this mod was bad. I was giving my impressions as a first time user of a Mod in Alpha version and designating the most obvious things that schoked me.

I think this is what i am supposed to do, or am i mistaken ?
 
My first impression was bad : the tech tree is alllllllll messed up. For example in the military tree i saw only one tech with no scroll bar to see whats on the right. The other trees were messed up in the sense that the lines leading from one tech to another were all upside down or leading to no tech at all. That made Research very difficult with no visibility on whats next or what is leading to what. I have to say i like tidy tech trees, like the one in Nights' mod :)

This is a bug with the latest patch. If you don't have the Incan DLC then you will have this problem.

I am going to create a workaround fix for both parties after work tonight.

Then I was really surprised at the figures of food gold and production. A Granary giving +20 food ?? Is that on purpose or only made for Alpha testing ? What is the design plan behind this ? Why not simply cut all those figures by ten ? In the end the result would be quite the same.

This mod is based off Call to Power, which used the base 5 system. The base 5 system, with it's larger numbers, gives more of an empire feel. Building a building and getting 1 unit of yield always felt small and insignificant to me. That is the design reason.

I also would like the possibilty to de-activate that random ressource placement script. The result is just too random for me. You can have 6 ressources over 10 tiles and then 50 tiles with no ressources at all. I also dont like the general non-coherence of it, like you can have fur silk and wine at one place, and 10 tiles away cotton sugar and another "luxury" on a continent map.
That is a problem with the ressource line of buildings : on the 3 maps i tried i could never achieve monopoly because i always found different types of ressources.

Not possible.

The point of the resource system is to get you to seek out the resources you need wherever they are(which doesn't really exist in Vanilla). Resources also come in stacks of 2 in many cases, which should help with monopolies.

Monopolies aren't supposed to be easy to get, but that is why the resource settings actually matter now. If you choose High, Very High, or Legendary resources you will have progressively more numerous quantities of resources.

Finally the new social policy screens look very promising, though i couldnt access any religious policies. was that normal ? I also think that, seen the number of new branch and overall policies, you should either cut the necessary culture by 2 or 3, or have different lines of buildings for each. Religious buildings will generate piety for religious policies, state buildings would create citizenship for government policies etc.

Religions have not been implemented and will come after the DLL is released.

Policies can not unlock buildings like tech can, though that would be a nice feature when the DLL is released.

Seaports dont seem to be giving xtra resources for sea resources. I know it says +10 for fish, crab, whale, etc that are worked, but on my map they are not updating with anything extra. I do get the normal +5 on them, however, so im not sure if im getting the bonus but it doesnt show up or if perhaps it isnt giving any bonus at all.

I will look into it.
 
Hi,

I'm using the version of march 6, I have no DLC installed, only CTP mod installed and its crashing every 3 turns after turn 590. Anyone know why is this happening?
 
usually because ur comp is calculating millions per turn because of the The base 5 system
it really taxes the comps and they get hot.

Babylon, walls of Babylon only take 6 turns to build is that right?
 
Hi,

I'm using the version of march 6, I have no DLC installed, only CTP mod installed and its crashing every 3 turns after turn 590. Anyone know why is this happening?
This mod is much more taxing than the standard game, and due to civ5 being a 32-bit game it can get quite unstable as it fills up the amount of ram it is able to use.

You should try using the memory fix linked in the first post, and playing in strategic mode. If these don't help, or you're already using them, then you just need to play on a smaller map size. Bigger maps just make the problems so much worse!
 
I cant play on Huge maps without lots of CTD's, but with latest patch, Large is now working nicely!! NO CTD's!
 
usually because ur comp is calculating millions per turn because of the The base 5 system
it really taxes the comps and they get hot.

Babylon, walls of Babylon only take 6 turns to build is that right?

The cost of the walls of babylon, are from vanilla game. This problem affect only the dlc contents. So when the costs is not updated to ctp (or by you own), some things are to cheap. F.e. in my first game with the poly and ctp, i can build a maori warrior every 3 turns (on marathon). The easiest way to change the cost, open the dlc (C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\Assets\DLC), and change the special cost. Be shure that you make a copie before you work on.;)
 
New V9:

26 Minor tweaks and Bug Fixes
27 Separated the DLC tech related fixes into a separate mod file. Download and install the file only if you have downloaded the Inca and Polynesian DLC's(or your game will break). Enable the DLC fix mod AFTER you enable the CtP Project.
28 Fixed some other DLC unit and building costs.
As of March 9

V9: http://www.mediafire.com/?bnfzmr607jkxtjq

DLC Fix: http://www.mediafire.com/?nkfvda8u8at8fo4


This should fix some of the issues many of you have been having. I am assuming that if you buy one DLC you are buying more, so there will only be one DLC fix file. I don't want to have tons of files for each DLC. Currently only Inca and Polynesia are affected by the fix mod.
 
I was also gonna ask if you are ever planning on limiting the amount of Govnt traits, and ideologies and such? Or do you plan on leaving them the way they are in case someone wants to go for the Utopia win?
 
Hey D, really like the way the mod is progressing. Just a little thing; when playing in strategic view the units and resources take on the images of the "old" values. So, for alligators the image says oil, and for the rocket launchers it looks like infantry. The resources aren't too bad because the game still makes the right recomendations, but for the units, it does get confusing. Is there a way to have the new unit flags show in strategic?

Btw, I haven't played in a while, but when I do I'll give a detailed account. Thanks for the mod.
 
Ok the ai is now trading very better. Last version all resources from them where about 100-600g, now 10000 and more.
The policies hf factor is still not working,
And please add the dom of cologne, each time i see the dom and realize it is not a wonder i am:eek:
 
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