Procylon's Call to Power Project

I've been having some bad luck after the patch. I love how the game plays, they held true on most of their promises. Better AI, improved diplomacy, balancing, etc... However I haven't been able to finish a playthrough yet because of the infamous crash on AI moves. There's definitely a lot of units out there so I'm wondering if that's causing it. I've also noticed that the AI has a tendency to spam cities much more, most of their cities are only 2 hexes (min allowed) away from each other. This means the AI starts really strong and you slowly catch up. The game has been crashing in the Classical Era mostly, usually about the time longswordsmen come into play. I'll have to give the vanilla game a couple of tries to see if the crashes still happen. I hope you folks are having better luck than me.
 
V7 is live on the modhub! Sometimes years of troubleshooting does pay off. :p Had to fight modbuddy for a good 30 minutes to get it to load the mod. For some reason the devs decided to shorten the teaser line allowed in the mods, so it wouldn't load until I shortened it.

I've been having some bad luck after the patch. I love how the game plays, they held true on most of their promises. Better AI, improved diplomacy, balancing, etc... However I haven't been able to finish a playthrough yet because of the infamous crash on AI moves. There's definitely a lot of units out there so I'm wondering if that's causing it. I've also noticed that the AI has a tendency to spam cities much more, most of their cities are only 2 hexes (min allowed) away from each other. This means the AI starts really strong and you slowly catch up. The game has been crashing in the Classical Era mostly, usually about the time longswordsmen come into play. I'll have to give the vanilla game a couple of tries to see if the crashes still happen. I hope you folks are having better luck than me.

Wish I had read this before I loaded to the modhub, or I would have thrown in a patch for 3 space minimums on city placement.

Consider it update number 1 on V8.

Though I just realized that I am not sure how to upload multiple files to source forge at a time, as it forces me to choose which file is the most current.

Can you guys see all the previous versions on sourceforge, or does it limit your download options to the latest version(V7 now)?

I want people to be able to download V7 for those who want to play that version rather than whatever half finished test version I may let you guys try out. I guess in the end it doesn't matter so much since 95% of the people who play the mod download it via the hub anyway...
 
Well, v7 looks great but i still have a problem when i open the techtree. The game freeze. I tried to run V7 without other mods but the problem happend again. Can anybody help me?
 
Consider it update number 1 on V8.

Cool. I updated my local version. Thinking of trying 4 to see if the AI grows bigger cities that way.

Can you guys see all the previous versions on sourceforge, or does it limit your download options to the latest version(V7 now)?

They're all there. How about adding the date in your file name so that's there's zero confusion. Beats going the 7.0.1.2 route.

Well, v7 looks great but i still have a problem when i open the techtree. The game freeze. I tried to run V7 without other mods but the problem happend again. Can anybody help me?

Maybe try the new V7 with the fixed Circus Maximus? Also might want to manually delete the Mod from your Mod folder and reinstall to make sure there aren't any conflicts. I've never had any problems with it though so I'm just guessing.
 
I have been playing four hexes the whole time. I cant stand placing cities so close together. However, a slight problem - and the reason I moved from 5 down to four - is that ai city placement may not be optimal. Often there are many tiles that are not reached by cities. If this doesn't bother you go right ahead. I personally like to use as mcuh land as I can, so I hate the wasted hexes. But, like I said, its only a minor problem, so I don't worry about it too much. AI city sizes don't necessarily get any larger than standard play, due to what many believe is the overuse of specialist (as opposed to working the land), although I have seen some get up to 40+.
 
I've been having some bad luck after the patch. I love how the game plays, they held true on most of their promises. Better AI, improved diplomacy, balancing, etc... However I haven't been able to finish a playthrough yet because of the infamous crash on AI moves. There's definitely a lot of units out there so I'm wondering if that's causing it. I've also noticed that the AI has a tendency to spam cities much more, most of their cities are only 2 hexes (min allowed) away from each other. This means the AI starts really strong and you slowly catch up. The game has been crashing in the Classical Era mostly, usually about the time longswordsmen come into play. I'll have to give the vanilla game a couple of tries to see if the crashes still happen. I hope you folks are having better luck than me.

I was doing ok; but mine kept freezing on a AI spash screen. Gahndi showed, but no text ever popped up. Wasn't a CtD though.

V7 is live on the modhub! Sometimes years of troubleshooting does pay off. :p Had to fight modbuddy for a good 30 minutes to get it to load the mod. For some reason the devs decided to shorten the teaser line allowed in the mods, so it wouldn't load until I shortened it.



Wish I had read this before I loaded to the modhub, or I would have thrown in a patch for 3 space minimums on city placement.

Consider it update number 1 on V8.

Though I just realized that I am not sure how to upload multiple files to source forge at a time, as it forces me to choose which file is the most current.

Can you guys see all the previous versions on sourceforge, or does it limit your download options to the latest version(V7 now)?

I want people to be able to download V7 for those who want to play that version rather than whatever half finished test version I may let you guys try out. I guess in the end it doesn't matter so much since 95% of the people who play the mod download it via the hub anyway...

You can see multiple files. If they are diffrent names. That is 1 - 7 are there.

Cool. I updated my local version. Thinking of trying 4 to see if the AI grows bigger cities that way.

They're all there. How about adding the date in your file name so that's there's zero confusion. Beats going the 7.0.1.2 route.

Maybe try the new V7 with the fixed Circus Maximus? Also might want to manually delete the Mod from your Mod folder and reinstall to make sure there aren't any conflicts. I've never had any problems with it though so I'm just guessing.

I would like it if you pushed the close limit to 4. I don't like ICS anymore. But that is me and I want the ai to grow cities.

I love dates in my files. I think that might get real big though if there are a lot of small updates between versions.

D -

How about you do two files. V7 and V7.5. All ".5" files are the test versions for us people who love CTD's. All major updates (and ones on ModHub Buddy thingy) are the one without the .5. That way you don't get crazy number of files up there. And we know if it is considered stable or not.
 
due to the new system save i need to start a new game (official patch).

i actually have downloaded the last v7 (12.16.10 or if you prefer the english touch : 16.12.10 day, month, years is of course not english touch but the logical one ^^ i just joke :P).

let's see if any trouble here .... i surely have some due to this f*%*%*ç%g vista 64 bits.
 
I have been playing four hexes the whole time. I cant stand placing cities so close together. However, a slight problem - and the reason I moved from 5 down to four - is that ai city placement may not be optimal. Often there are many tiles that are not reached by cities. If this doesn't bother you go right ahead. I personally like to use as mcuh land as I can, so I hate the wasted hexes. But, like I said, its only a minor problem, so I don't worry about it too much. AI city sizes don't necessarily get any larger than standard play, due to what many believe is the overuse of specialist (as opposed to working the land), although I have seen some get up to 40+.

I try for 6 personally, especially when I play on great plains or highlands maps. Cuts down on the number of cities I have to manage and gives them all optimal working zones. I think for ever 3 cities you space by 6, you end up loosing maybe 3 hexes in the middle.

I was doing ok; but mine kept freezing on a AI spash screen. Gahndi showed, but no text ever popped up. Wasn't a CtD though.

Try deleting all other versions. One of my little updates post patch, before I reached a final V7 had errors when you built a new wonder.

You can see multiple files. If they are diffrent names. That is 1 - 7 are there.

Forgot to mention that. Before I figured out the problem with modbuddy, I tried out different mod names and even changed the mod ID code, so technically the versions of this mod are disjointed since once I changed the ID code I couldn't upload any mods with the same name. So, I dropped the apostrophe in the mod name. Didn't fix the problem anyway, but it is fine.

Just delete all versions and download the newest. :)

I would like it if you pushed the close limit to 4. I don't like ICS anymore. But that is me and I want the ai to grow cities.

I love dates in my files. I think that might get real big though if there are a lot of small updates between versions.

D -

How about you do two files. V7 and V7.5. All ".5" files are the test versions for us people who love CTD's. All major updates (and ones on ModHub Buddy thingy) are the one without the .5. That way you don't get crazy number of files up there. And we know if it is considered stable or not.

As others have said, I think it would have minimal impact on the AI, since the AI doesn't even use all it's tiles when they are spaced 2 apart.

I will see about putting a date in the source forge file. Something like 12/20, 1/10, etc.

I am not sure if I can load 2 files like that from source forge without creating a new project though. I may just create a second project and have it's file be the test file. :)

let's see if any trouble here .... i surely have some due to this f*%*%*ç%g vista 64 bits.

Good luck. :)
 
Glad to see someone has started this type of mod for Civ V. I was one of the developers of the Genetic Era Mod for Civ 4 which was very much an attempt at incorporating the best ideas from CTP into that version of Civ. We also developed our own event engine and released it a month before BtS went on the market. :p I would like to help but right now my time is extremely limited. Ill keep an eye on this mod. Perhaps in the future I can join the team. I am very much looking forward to under sea cities!
 
Glad to see someone has started this type of mod for Civ V. I was one of the developers of the Genetic Era Mod for Civ 4 which was very much an attempt at incorporating the best ideas from CTP into that version of Civ. We also developed our own event engine and released it a month before BtS went on the market. :p I would like to help but right now my time is extremely limited. Ill keep an eye on this mod. Perhaps in the future I can join the team. I am very much looking forward to under sea cities!

Nice. I never played that mod, but I am sure it would have drawn my interest. :)

I could always use some experienced modders on my "team". :) Right now it's just me and DrBalthar who created the wonder splash images. And I am not a programmer so I have been plodding away with content addition while other systems are created for assimilation.

So pretty much anyone with some skills and a similar vision would be a great help!
 
Nice. I never played that mod, but I am sure it would have drawn my interest. :)

I could always use some experienced modders on my "team". :) Right now it's just me and DrBalthar who created the wonder splash images. And I am not a programmer so I have been plodding away with content addition while other systems are created for assimilation.

So pretty much anyone with some skills and a similar vision would be a great help!

Maybe if I produce a utility worthy of the great "D", I can be added to the team. I don't know how to mod. I just program in VB, VBA, XML, HTML, CSS... :)
 
Nothing trouble actually but i still in the beginning of the game with only 6 cities and classic era. but windows vista seem to accept all correctly hehehe.... for now ^^
hooooooo the famous genetic era mod for civ4 i really appreciate it due to the french translation.
good to *see* you here too primem0ver.
 
Good to see you again too MasterJ. Actually Dub, the genetic mod team leader was French... hence the french translation :)

For Decimatus:

Are you incorporating other mods or mod pieces under development? From my understanding Civ5 has some serious shortcomings in the economy, balance, and other issues. I have only played a few turns myself because of lack of time but I too have noticed some of the ridiculous imbalances in regard to game time (such as building times versus new tech times).

It might be a good idea to include some of these core mods as part of yours. I really wish I had more time to mod and figure all this out but I don't :(
 
Good work...
 
I'm trying this mod out for the first time, so far I like it, however I'm stuck, I can't research any new techs because my game crashes if I try to research Scientific Theory. I have no other mods installed. If any other info is needed I can provide it. Any help is appreciated.

Thanks.
 
Maybe if I produce a utility worthy of the great "D", I can be added to the team. I don't know how to mod. I just program in VB, VBA, XML, HTML, CSS... :)

Heh, if you want you can be on the team. There are plenty of areas I could use some extra help, between testing, coding, art, lua coding, easier ways to do things such as your xml editor, or even just ideas in general. And if you know any C+ I am sure that would come in handy when they release the source. :)

Are you incorporating other mods or mod pieces under development? From my understanding Civ5 has some serious shortcomings in the economy, balance, and other issues. I have only played a few turns myself because of lack of time but I too have noticed some of the ridiculous imbalances in regard to game time (such as building times versus new tech times).

It might be a good idea to include some of these core mods as part of yours. I really wish I had more time to mod and figure all this out but I don't

Well you will probably find this mod to be quite unbalanced at the moment, though it does hold up pretty well until the renaissance age. My biggest balance issue at the moment is related to AI focus on specialists which I have added in abundance.

But yeah, integrating other mods will be much of my work since I can't actually code any lua myself.

After my test game, I am going to begin adding in optional tech pages and multiple social policy pages(once firesforever finishes it).

Was thinking about overhauling the current social policies first and replacing them with my core government system though. Some of my ideas on that could require a complete overhaul of the buildings however, so we will see. If I choose to implement the governments first, I might get a skeleton of the optional pages up beforehand, just to ensure that it works and give people an idea of how it will handle in the game.

Good work...

Thanks. :)

I'm trying this mod out for the first time, so far I like it, however I'm stuck, I can't research any new techs because my game crashes if I try to research Scientific Theory. I have no other mods installed. If any other info is needed I can provide it. Any help is appreciated.

Other than trying out different saves, I am not sure what you can do beyond starting a new game.

It is going to be a real bummer if too many people have CtD's related to AI unit movement, as there are more units on the ground in this mod...
 
Hi Decimatus

I was perusing your CIV5GlobalAIDefines to add an entry to increase minimum city distance and noticed a small mistake in your CITY_POP_THRESHOLD entries. In the Update it says <Where Type and it should say <Where Name.

I changed my local copy, you might want to include the change in your future release.
 
Heh, if you want you can be on the team. There are plenty of areas I could use some extra help, between testing, coding, art, lua coding, easier ways to do things such as your xml editor, or even just ideas in general. And if you know any C+ I am sure that would come in handy when they release the source. :)

I put up a copy on my thread. It does global defines, building classes. There is a slight issue with coloring so you know when it is a MOD update or the default values.

I will leavening the exporting of XML till a later date. I do think having the color coding of what is base, default values, MOD values etc. I don't know how many know the "default" values that go in if you don't input any values.

I don't "know" C+, but I read it and know a little. My main language is VB/VBA hence writing this in excel VBA.

Well you will probably find this mod to be quite unbalanced at the moment, though it does hold up pretty well until the renaissance age. My biggest balance issue at the moment is related to AI focus on specialists which I have added in abundance.

But yeah, integrating other mods will be much of my work since I can't actually code any lua myself.

After my test game, I am going to begin adding in optional tech pages and multiple social policy pages(once firesforever finishes it).

My last game is going strangely good. The AI is keeping ahead on tech so far. I think they "fixed" ai by making it use ICS strategy.

Was thinking about overhauling the current social policies first and replacing them with my core government system though. Some of my ideas on that could require a complete overhaul of the buildings however, so we will see. If I choose to implement the governments first, I might get a skeleton of the optional pages up beforehand, just to ensure that it works and give people an idea of how it will handle in the game.



Thanks. :)



Other than trying out different saves, I am not sure what you can do beyond starting a new game.

It is going to be a real bummer if too many people have CtD's related to AI unit movement, as there are more units on the ground in this mod...

Last game still didn't have over units.
 
I dont know if this has been address in earlier posts but I am getting a ctd on myn saves curious on what i can do to stop it also I have v7
 
Hi Decimatus

I was perusing your CIV5GlobalAIDefines to add an entry to increase minimum city distance and noticed a small mistake in your CITY_POP_THRESHOLD entries. In the Update it says <Where Type and it should say <Where Name.

I changed my local copy, you might want to include the change in your future release.

And that is why you guys rock! :) I was actually wondering in my current game, why the AI city populations actually seemed lower than they were in the previous game(which was practically on the same map with the same civs starting in the same locations).

I am thinking perhaps that my larger AI changes may have had the opposite effect to what I had wanted them to do.

But perhaps correctly updated city size designations will spur the AI into action. Another option I have is changing some of the flavors for the city sizes themselves. I believe that small city size gives a growth flavor of 15, so I could give medium sized cities something like 5-10.

Sometime in the next couple days I may load an initial version of V8 onto sourceforge which will include some of these incremental improvements. :)

Btw, the city distance would be in the global defines as opposed to AI global defines. So a min city distance of 3 will be included in V8 and it will be in the globaldefines.xml.

I put up a copy on my thread. It does global defines, building classes. There is a slight issue with coloring so you know when it is a MOD update or the default values.

I will leavening the exporting of XML till a later date. I do think having the color coding of what is base, default values, MOD values etc. I don't know how many know the "default" values that go in if you don't input any values.

I don't "know" C+, but I read it and know a little. My main language is VB/VBA hence writing this in excel VBA.

Cool, I will see if I can try it out tomorrow maybe.

Color coding would be great for quick scans of the text walls. :)

My last game is going strangely good. The AI is keeping ahead on tech so far. I think they "fixed" ai by making it use ICS strategy.

They have always been a little ICS, though I do see it standing out more in the latest version. It hasn't helped them keep up, but I expanded pretty vigorously.

Last game still didn't have over units.

Over units? You mean too many?

It seems to me like the AI is parking less units in it's borders, but I don't have any good spies at the moment. When they attacked one of my cities it was with no less than 15 units though. Too bad for all those rivers in their way or they might have taken a city. :p

dont know if this has been address in earlier posts but I am getting a ctd on myn saves curious on what i can do to stop it also I have v7

When you load the save it CtD's? Is your save from a prior version or did you ever update V7 from sourceforge while playing on that save? If so, then it is probably because your save was on an old version that is mismatched. Unfortunately unless you have the old version somewhere, your save is done for.

Best to only update versions in between games.

If that isn't the problem, then you may have reached a CtD wall that is pretty common with the game in general. If you have some specifics though, it could help for future CtD comparisons(if it is in fact the mod).
 
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