Procylon's Call to Power Project

Umm.... Good luck :sniper:

I'm playing a huge pangaea on emperor, and while I haven't seen anything that ridiculous, I have bottlenecked myself while trying to go through a pass. I think I had a line 4 deep and maybe 25 tiles across at one point. I'm playing as Rome. My oponent was Monty...

All in all I love the way combat looks and feels, especially when playing Rome or some other civ that has early unique units. Once I get out my first Legion, my opponent knows Stuff Just Got Real :ar15: However, I do agree that unit cost should be increased. I know I saw somewhere where someone (vague I know) was thinking about making unit cost scale with tech/era. It makes sense; a tank should not cost the same as a horseman. I just fear that it would take some extensive coding to account for those differences.
 
Can't tell. Been at war for 700 years now. He won't make peace. He makes more units than I can kill for now. Hopefully this changes when I take a couple of his cities.

Sounds like you need to send a couple fleets his way. :)

However, I do agree that unit cost should be increased. I know I saw somewhere where someone (vague I know) was thinking about making unit cost scale with tech/era. It makes sense; a tank should not cost the same as a horseman. I just fear that it would take some extensive coding to account for those differences.

Tanks and Horsemen cost nowhere near the same amount... :p Unless you are talking about the number of turns it takes to produce, but that is relative to the production capacity of the era.

On the whole there should be more and more units on the field as you go through the eras. I may try some more unit cost balancing though.

My next little update, maybe tomorrow, will include some major AI flavor balancing. Hopefully it prods them into spending more time building an economy rather than wall to wall units.
 
Sounds like you need to send a couple fleets his way.

Yeah that's another thing. He beelined down the bottom of the tech tree all the way to artillery. I just researched navigation but he can sink my frigates without me knowing where he's firing from. His triremes are easy to take down but they aren't the real threat.

Ok so this playthrough was terminated after steam auto updated with the latest patch. No matter, I actually managed to capture all his cities and left him with his capital. His downfall was his failure to upgrade his units. He had the technology and the money, about 20000 gold, but he didn't do it. When I got rifling I upgraded the massive horde of pikemen I spent the last 10 turns building and went in. He didn't stand a chance. Had he upgraded his units it would have been different. Then again this is a problem in Vanilla Civ5 as well. I don't think your mod is to blame for that.

I wanted to touch on culture bombs. You actually increased the radius to two and left the cool down to 10. During our 700 years stalemate in the mountains we must have used culture bombs about 5 times each. Since great people are more abundant now I'd like to suggest 1 radius for culture bombs and increased cool down times. He actually culture bombed the city states in his vicinity and left them with no land tiles at all.
 
Hey Decimatus!
I like your idea about really wanting the industrial area to feel like an industrial revolution, but why make it like that?

I rather create my own civilization which has economical/production booms at different times than what history really had. Maybe I'm missing the point, and if you like it like that, its fine, but why not make it feel like we are creating our own civilization with downs and ups. Like I think it would be a great idea to have 3 different branches at the start with different techs at the beginning that go off from there. You wouldn't switch You would pick one tree and stick with it. This might be hard to implement, but in my opinion it would be cool. Also, you could put in a system like Random Events Mod where you can have natural disasters, depressions, civil wars, revolutions, etc. Civil wars and revolutions would be hard to implement, but it would be very cool to see. Then again, maybe I'm missing the point and this mod is supposed to recreate history, but those are just some things that would be very nice to have in this mod.
 
The patch has jumbled some things up, so I will be working on that today.

Current problems:

Broken text strings everywhere.
Broken or conflicting building file.
Possible tech tree issue that causes you to start with a powered infantry(not universal).


If you see any other problems, please let me know. :)

Hey Decimatus!
I like your idea about really wanting the industrial area to feel like an industrial revolution, but why make it like that?

I rather create my own civilization which has economical/production booms at different times than what history really had. Maybe I'm missing the point, and if you like it like that, its fine, but why not make it feel like we are creating our own civilization with downs and ups. Like I think it would be a great idea to have 3 different branches at the start with different techs at the beginning that go off from there. You wouldn't switch You would pick one tree and stick with it. This might be hard to implement, but in my opinion it would be cool. Also, you could put in a system like Random Events Mod where you can have natural disasters, depressions, civil wars, revolutions, etc. Civil wars and revolutions would be hard to implement, but it would be very cool to see. Then again, maybe I'm missing the point and this mod is supposed to recreate history, but those are just some things that would be very nice to have in this mod.

The industrial revolution is a pretty clear point in history where every nation with industrial technology began exponential growth of their production capacity. Some nations hit it sooner or later based upon when they learned and/or adopted the technologies.

It is one of the main reasons why we went from having wars in the 19th century with tens of thousands of rifles and cannons, to fighting wars in the 20th century with hundreds of thousands to millions of tanks, artillery, aircraft, ships, etc.

Wars that cost a hundred million lives weren't really possible before the industrial revolution.

Creating a handful of unique main trees might be interesting, but it would be an amazing amount of work.

The latest patch supposedly added rebels to the game, so I will wait on doing anything with that until much further down the line in this project. CtP had a system where if you stayed below 72 happiness for a certain period of time it became more and more likely for parts of your empire to break off as either another civ or barbarians. Also, there was an AI Entity wonder that removed all unhappiness from your empire, but had a chance to enslave your empire every turn. It pretty much enslaved your everytime, sooner or later. :p

Ok so this playthrough was terminated after steam auto updated with the latest patch. No matter, I actually managed to capture all his cities and left him with his capital. His downfall was his failure to upgrade his units. He had the technology and the money, about 20000 gold, but he didn't do it. When I got rifling I upgraded the massive horde of pikemen I spent the last 10 turns building and went in. He didn't stand a chance. Had he upgraded his units it would have been different. Then again this is a problem in Vanilla Civ5 as well. I don't think your mod is to blame for that.

Supposedly the AI will upgrade units more often after this latest patch, as well as delete obsolete units.

I
wanted to touch on culture bombs. You actually increased the radius to two and left the cool down to 10. During our 700 years stalemate in the mountains we must have used culture bombs about 5 times each. Since great people are more abundant now I'd like to suggest 1 radius for culture bombs and increased cool down times. He actually culture bombed the city states in his vicinity and left them with no land tiles at all.

The cooldown should be 5. It was in all my play tests anyway, and I use culture bombs quite often.

And I lowered the GP rate, so perhaps that will have some effect on the quantity of GP' you spawn.
 
Hey Decimatus

As you know the new patch broke the Mod. I did some looking around and their Circus Maximus Wonder conflicted with yours. I modified my local files by renaming stuff related to your wonder and the Tech Tree is now back to normal. I haven't made a playthrough with it yet so I don't know if anything else is broken.
 
Yep, post patch the mod era's and techs had the text_key problem. Mod buildings, wonders and units weren't showing up either. Fixing the circus maximus conflict returned the mod back to working condition as far as I can tell. Playing now, hopefully that was the only conflict.
 
Hey Decimatus

As you know the new patch broke the Mod. I did some looking around and their Circus Maximus Wonder conflicted with yours. I modified my local files by renaming stuff related to your wonder and the Tech Tree is now back to normal. I haven't made a playthrough with it yet so I don't know if anything else is broken.

Good call. :) I knew before the patch that it was going in but forgot about it since.

So removing circus maximus also fixed the text issues? Sounds good.
 
Played through about 300 turns after removing circus maximus. No problems so far. Crazy how one little wonder could mess up so much.
 
Seems like they changed the flavors around a bit, so I went through and updated all the new building flavors to follow suit, though my flavors are on the heavy side. Hopefully this prods the AI into building them. Especially combined with some of the leader flavors I tinkered with. All non-DLC leaders should be much more focused on the economy now, even if they tend towards war.

Played through about 300 turns after removing circus maximus. No problems so far. Crazy how one little wonder could mess up so much.

Heh when modding that is how it goes. You mess up a tech in the wrong way? Bam, no tech tree. Building? Bam, no buildings. lol

The great thing about modding Civ 5 is that you can screw something up like that and it still loads the game. So you get in the game and know right away that you messed up a building somewhere.
 
The latest updates to V7 are on SourceForge. Hopefully what turns out to be significant improvements to the AI, and of course the fix to make it compatible with the recent patch.

If no one has any major issues with the newest version, I will send it to the modhub.
 
Updated SourceForge once more.

I had to fix a major problem with the DDS files, and I also had to change the happiness on the wonders to suit the new system. Combined building happiness is capped by the city population, while Wonder happiness is uncapped.

I haven't been able to test the DDS files yet(testing to commence shortly), but people have reported that this fix works so let me know if you build a new wonder and get an error. So the version on SourceForge now should be good.
 
Got it will give it a try after get back from the gym this afternoon. Thanx for the work
 
Got it will give it a try after get back from the gym this afternoon. Thanx for the work

Boo, I started a non CtP game last night because I needed to play. I got a new monitor. Went from 17" 4:3 ratio to 22" 16:9 ratio. 5 inches is huge!!! VGA to DVI, I swear I have a new computer. Also got it at a steal of 100 bucks + a video card. Hum, two video cards, 3 monitors + 1 52" tv..... is that to much for one computer?

Anyway, I will restart with your game. I like CtP and missed it last night. Any known conflict with perfect world? I like that although there are bugs. Some plains show as mountains. It does look pretty though.

Also; I really want to ad some UI tweak mods in. I forget; they work? like more plot info, and willard stuff. Although I think some of those are broken right now.
 
hey which program do you recomenned to unload the mod to play it
 
I did and I get this messsage how windows cant open file dont know why it happens othersmod s do but cant get this one to work right
 
Was going to post it to modhub this morning, but modbuddy is crashing when I upload. So I will have to work on it when I get home from work.
 
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