Procylon's Call to Power Project

The sixth is yours!
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:)
 
Not sure if any of this has been stated.
If I play in the mode that is like chess I get no ctd or any problems except that American Infantry has no symbol so they are hard to keep track of through modern era. When playing in normal mode I get crashes every few turns starting around turn 210 year 1500AD.

Not overly thrilled with the lack of luxury resources but I guess I'll get used to it. Happiness is an issue with huge 20+ unhappiness at many points through industrial era, highest happiness point was +4 and lowest was -24. Think this needs a few tweaks or maybe leave a few luxury resources in play to help that.

Love the mod and thank you for all the hard work.
 
Anyone having problems with loading save games? I'm not sure if the add new resources makes that savefile anymore to check if it needs add resources.
 
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?

Limited more than it is already limited? No. Utopia project will take 7 branches instead of 5 with the next update.

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.

Sounds like strategic view looks to the art for direction instead of the flags/icons. Thanks devs... lol

Anyone know how to change the reference between icon/flag and the art?

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

Which policy's HF factor? Imperial Cult and Aristocracy or others?

I could add the Dom of Cologne, but I will wait until I am again adding tech in the Social tech page.

do u have any idea y earth map crashes and terra has no resources?

It is the new resource system. Hopefully I can make them compatible sometime in the future.

The sixth is yours!

That looks excellent. :) Would be great if I could have that appear on the screen when you create a new game with the mod too.

Not sure if any of this has been stated.
If I play in the mode that is like chess I get no ctd or any problems except that American Infantry has no symbol so they are hard to keep track of through modern era. When playing in normal mode I get crashes every few turns starting around turn 210 year 1500AD.

American Infantry the only unit this happens with? I haven't touched anything art related with that unit so I am not sure why that would be happening...

Btw, what resource setting are you using?

Anyone having problems with loading save games? I'm not sure if the add new resources makes that savefile anymore to check if it needs add resources.

You mean old saves, or new saves that were made since the latest patch and updates?
 
XML Error

Hi,

The errors I noticed in the XML files:
- CIV5Resources.xml, line 177 : RESOURCE_GEM instead RESOURCE_GEMS
- CIV5Buildings.xml, lines 5088 & 5132 : RESOURCE_HORSES instead RESOURCE_HORSE
- CIV5Buildings.xml, line 486 : BUILDING_MEDICAL_LABORATORY instead BUILDING_NATIONAL_LABORATORY
- MonopolyBuildings.xml, lines 8725 & 8730 : _MEIDUM_ instead _MEDIUM_
- MonopolyBuildings.xml, lines 4612, 5659 & 6328 : BUILDING_NUCLEAR_MONOPOLY instead BUILDING_URANIUM_MONOPOLY
- CIV5Buildings.xml, lines 4998, 5006, 5083, 5126, 5150 & 5198 : RESOURCE_CATTLE instead RESOURCE_COW
- ResourceNew.xml, lines 415, 451 & 475 : TERRAIN_GRASSLAND instead TERRAIN_GRASS
- CIV5Improvedments.xml, line 671 : TECH_BIO_MEMORY_IMPLANT doesn't exist
- FreePolicies.xml, lines 827 & 832 : POLICY_PARLIMENTARY instead POLICY_PARLIAMENTARY
- Governments.xml, line 921 : BUILDINGCLASS_FUSION_PLANT instead BUILDINGCLASS_FUSION_POWER_PLANT
- CIV5Units.xml, line 2246 : UNIT_SLAVE doesn't exist

It's all for now ;)...
 
This mod looks so naisee. Btw, I fixed my crashing issue by downloading the latest version of this mod.

Anyways, I think it would be interesting if you were to implement a system with religion that would allow certain civs to have a high chance of adopting religions that their civilization has in real life. for example

Harun al Rashid - 65% chance of converting to Islam

Isabella I - 65% chance of converting to Christianity

Darius I - 65% chance of converting to Zoroastrianism

Oda Nobunaga - 65% chance of converting to Buddhism

Wu Zetian - 65% chance of converting to Confucianism

Genghis Khan - 65% Chance of converting to Taoism

Elizebeth I - 65% chance of converting to Christianity

Ramesees - 65% Chance of converting to Islam

Gandhi - 65% chance of converting to Hinduism
 
I guess its the same old error on loading saved games I had. It was a new game but a huge map around 100 turns in.
 
Hi,

I greatly improved the display of yield on the map to make more visible the quantity of yield.

Here's the zip file : YieldIconManager.zip

Excellent! The new yield icons really stand out well. :)

Hi,

The errors I noticed in the XML files:
- CIV5Resources.xml, line 177 : RESOURCE_GEM instead RESOURCE_GEMS
- CIV5Buildings.xml, lines 5088 & 5132 : RESOURCE_HORSES instead RESOURCE_HORSE
- CIV5Buildings.xml, line 486 : BUILDING_MEDICAL_LABORATORY instead BUILDING_NATIONAL_LABORATORY
- MonopolyBuildings.xml, lines 8725 & 8730 : _MEIDUM_ instead _MEDIUM_
- MonopolyBuildings.xml, lines 4612, 5659 & 6328 : BUILDING_NUCLEAR_MONOPOLY instead BUILDING_URANIUM_MONOPOLY
- CIV5Buildings.xml, lines 4998, 5006, 5083, 5126, 5150 & 5198 : RESOURCE_CATTLE instead RESOURCE_COW
- ResourceNew.xml, lines 415, 451 & 475 : TERRAIN_GRASSLAND instead TERRAIN_GRASS
- CIV5Improvedments.xml, line 671 : TECH_BIO_MEMORY_IMPLANT doesn't exist
- FreePolicies.xml, lines 827 & 832 : POLICY_PARLIMENTARY instead POLICY_PARLIAMENTARY
- Governments.xml, line 921 : BUILDINGCLASS_FUSION_PLANT instead BUILDINGCLASS_FUSION_POWER_PLANT
- CIV5Units.xml, line 2246 : UNIT_SLAVE doesn't exist

It's all for now ...

Wow. All fixed for the next update. Medical Labratory was supposed to be Medical Lab, and it is good now.

Great work, thanks! :)

This mod looks so naisee. Btw, I fixed my crashing issue by downloading the latest version of this mod.

Anyways, I think it would be interesting if you were to implement a system with religion that would allow certain civs to have a high chance of adopting religions that their civilization has in real life. for example

Harun al Rashid - 65% chance of converting to Islam

Isabella I - 65% chance of converting to Christianity

Darius I - 65% chance of converting to Zoroastrianism

Oda Nobunaga - 65% chance of converting to Buddhism

Wu Zetian - 65% chance of converting to Confucianism

Genghis Khan - 65% Chance of converting to Taoism

Elizebeth I - 65% chance of converting to Christianity

Ramesees - 65% Chance of converting to Islam

Gandhi - 65% chance of converting to Hinduism

I like the sound of civs tending towards specific religions. I would of course want a random option as well.

I am thinking of some other ways to implement religions as well though I still think it will be after the DLL release before I really attack it though.
 
Hi,

The errors I noticed in the XML files:
- CIV5Resources.xml, line 177 : RESOURCE_GEM instead RESOURCE_GEMS
- CIV5Buildings.xml, lines 5088 & 5132 : RESOURCE_HORSES instead RESOURCE_HORSE
- CIV5Buildings.xml, line 486 : BUILDING_MEDICAL_LABORATORY instead BUILDING_NATIONAL_LABORATORY
- MonopolyBuildings.xml, lines 8725 & 8730 : _MEIDUM_ instead _MEDIUM_
- MonopolyBuildings.xml, lines 4612, 5659 & 6328 : BUILDING_NUCLEAR_MONOPOLY instead BUILDING_URANIUM_MONOPOLY
- CIV5Buildings.xml, lines 4998, 5006, 5083, 5126, 5150 & 5198 : RESOURCE_CATTLE instead RESOURCE_COW
- ResourceNew.xml, lines 415, 451 & 475 : TERRAIN_GRASSLAND instead TERRAIN_GRASS
- CIV5Improvedments.xml, line 671 : TECH_BIO_MEMORY_IMPLANT doesn't exist
- FreePolicies.xml, lines 827 & 832 : POLICY_PARLIMENTARY instead POLICY_PARLIAMENTARY
- Governments.xml, line 921 : BUILDINGCLASS_FUSION_PLANT instead BUILDINGCLASS_FUSION_POWER_PLANT
- CIV5Units.xml, line 2246 : UNIT_SLAVE doesn't exist

It's all for now ;)...

Just curious on these fixes, which I think are great, but will these cause crashes? Im curious in the game what effect we will see happen til they are changed.
 
Hey D looking at the new yield icons from Feuteupool got me thinking about that professional graphics artist. Did she ever get back to you? I think she would be great for filling out the government pics and/or unit icons.
 
Hey D looking at the new yield icons from Feuteupool got me thinking about that professional graphics artist. Did she ever get back to you? I think she would be great for filling out the government pics and/or unit icons.

Hey D looking at the new yield icons from Feuteupool got me thinking about that professional graphics artist. Did HE ever get back to you? I think HE would be great for filling out the government pics and/or unit icons.

:)
 
That looks excellent. :) Would be great if I could have that appear on the screen when you create a new game with the mod too.
Thanks... It will in the LPR loader asset when players set their options from advanced setup & also in a number of popups (indirect alternate HOF, statistical compiler, listings, etc). The Timer-meter has it to its left while i'll be flashing a notification when events trigger "Flagged" steps in a runtime LUA verifier gimmick.
But this was the "Icon_Button" only - more to come when the initial flowchart methods are done for the Features section of the Concept phase. Right now, i'm multi-tasking off & on design and DB slots for the alpha_integrated MODS.
Whys could even provide a function to his Mod-List utility.
 
You're welcome,

I Fix just a little error on yield to manage round number yield (for example 6, 7, 8, 21, 22, 36, 37, etc...).

Here the new zip file : YieldIconManager_v2.1.zip

Thanks again. :)

Just curious on these fixes, which I think are great, but will these cause crashes? Im curious in the game what effect we will see happen til they are changed.

They shouldn't. Mostly it would be things like an inability to build a ranch with a cow nearby, uranium monopoly not requiring a local uranium, etc.

Of course, you never know what kind of ghosts can be put into a system by seeming innocuous problems, so if it clears crashes yay! :)

Hey D looking at the new yield icons from Feuteupool got me thinking about that professional graphics artist. Did she ever get back to you? I think she would be great for filling out the government pics and/or unit icons.

Never responded to my reply or sent me any PM's, so not sure if she is working on anything or moved on.

Thanks... It will in the LPR loader asset when players set their options from advanced setup & also in a number of popups (indirect alternate HOF, statistical compiler, listings, etc). The Timer-meter has it to its left while i'll be flashing a notification when events trigger "Flagged" steps in a runtime LUA verifier gimmick.
But this was the "Icon_Button" only - more to come when the initial flowchart methods are done for the Features section of the Concept phase. Right now, i'm multi-tasking off & on design and DB slots for the alpha_integrated MODS.
Whys could even provide a function to his Mod-List utility.

I think it will be interesting to see if you mod gets people to play more modpacks than they would otherwise.
 
Which policy's HF factor? Imperial Cult and Aristocracy or others?

This was with the last version (cleaned the modfolder and reinstalled ctp)), now i have not seen any problems.
And i will wait until you have managed your work, thanks for the feedback.
 
Hey D looking at the new yield icons from Feuteupool got me thinking about that professional graphics artist. Did HE ever get back to you? I think HE would be great for filling out the government pics and/or unit icons.

...

Hi

For the fanatics of 2D View, i made 2D icon of resources .

Here the zip file of 2D Icon Resources : 2DIconResource.zip

:)

Hehe I stand corrected. Thanks for all you do :D
 
Also wondering if all resources should be appearing at the top of the bar now? I certainly hope so and will check back into this once i load my game up after work. Wish there was a way to show when you are looking at a building a monopoly building, that it would show you how many you have left.
 
Started a new game, happiness still a big issue early on in the game, just entered the Digital Era/Future Era. I have over 300 happiness most research taking only 1 or 2 turns. As long as I stay in the chess like mode I get no crashes of any kind. Otherwise I get crashes every few turns.
 
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