Procylon's Call to Power Project

ok wanted to start off by saying that your mod made this game for me . I was playing vanilla for a couple weeks before i found your mod , and has made the game about a thousand times more fun.
Now as for the question you asked about if the cities are working on building more, i have ver 8 and got into it with germany took a few of his cities, and was pleasantly suprised to find lots of buildings in them. Germany was ahead of me in tech so was nice to get publishing house before i even had the tech.
Thank You very very much for the work u have done with this mod really appreciate it .
 
Stuck in "exit to desktop" when I try and click biology. V7, so if this has all ready been fixed no worries. Just maybe check that one? Note I say exit because it doesn't crash. Just disappears.

Time to download V8. To bad; I was doing good. Side note, I don't think that horses is much of an alternative to melee. There is no reason to explore that side. But if that is ok, it probably is ok as a secondary support. 6 can take a city easy though so there is ups and downs with them.

Take this in stride as this is V7. Back to the beer and game.. ere I don't drunk post. :)
 
NP :). I know what you mean, if I had to guess the AI has a set number of cities, or perhaps resources that it will settle, then they seem to stop expanding for a few hundred years. It seems like what used to be settler and unit production, has shifted to worker/building production. In particular, the Romans definitely bought walls and a castle at their closest to me city. I had a nasty shock when I brought 8 units to this 35 strength, 5 pop city, but because 3 were crossbow and 3 knights, I could barely scratch it. The garrisoned cannon got a couple of units before I regrouped, then I had to wait for a siege to arrive along with melee reinforcement before I got it. Fortunately for me siege AI still leaves something to be desired, as I made two cannons chase me out of the safety of the city, into the swords of my knight and longswordsman.

And I am sure the extra healing per turn helped even more. :p

Perhaps a system of cost per strength point? A mech infantry could cost 13, 25, 50, and 75 at each different game speed(formula: 1/2 * strength * game speed modifiers, rounded up). Then it might be possible to not have to edit in a maintenance for each specific unit.

That wouldn't be relevant to the economy those units exist in though. I have to figure how many of each unit I want for an average city, how much that city makes in each era, and then set the maintenance accordingly.

And gamespeed does not affect maintenance, unless the inflation modifier is part of that.

~5gold might work for a swordsman, but ~90gold+ modifier would likely not be enough for a war walker.

Plus I would have to create some lua for that kind of maintenance. I can just use the xml for direct maintenance changes.

is v8 on the steam hub? CTD's whenever i discover combustion and then try and choose a new tech.

The modhub is having issues, so no.

You can download it via the source forge link on the first post of this thread. Just take that file, place it in your MODS folder, and click install in game as usual.

So progress on the xml thing for you. I didn't realize how big the tables are and how many there are though. I don't have a timeline to have it ready for you. I however making a giant xml schema file. You may find this interesting. I will get it to you when I finish. I don't know if it will help; but it tells you the tables, and there columns, etc.

That would be nice. The schema table is sorted by what those schema affect right? IE unit schema and building schema are separate.

ok wanted to start off by saying that your mod made this game for me . I was playing vanilla for a couple weeks before i found your mod , and has made the game about a thousand times more fun.
Now as for the question you asked about if the cities are working on building more, i have ver 8 and got into it with germany took a few of his cities, and was pleasantly suprised to find lots of buildings in them. Germany was ahead of me in tech so was nice to get publishing house before i even had the tech.
Thank You very very much for the work u have done with this mod really appreciate it .

Thanks for the input and support. :)
 
And I am sure the extra healing per turn helped even more. :p

That wouldn't be relevant to the economy those units exist in though. I have to figure how many of each unit I want for an average city, how much that city makes in each era, and then set the maintenance accordingly.

And gamespeed does not affect maintenance, unless the inflation modifier is part of that.

~5gold might work for a swordsman, but ~90gold+ modifier would likely not be enough for a war walker.
Well if I ever get off my lazy but, I think seeing the entire unit table in one table might help you with this.
Plus I would have to create some lua for that kind of maintenance. I can just use the xml for direct maintenance changes.

The modhub is having issues, so no.

You can download it via the source forge link on the first post of this thread. Just take that file, place it in your MODS folder, and click install in game as usual.

That would be nice. The schema table is sorted by what those schema affect right? IE unit schema and building schema are separate.

Thanks for the input and support. :)

Yes and no. I can fix it how you want once I have it. Right now I'm dumping the entire table defines into one XML file. I am importing them to excel for a schema to visualy show it right now.

The table as it is right now shows you this. Column one is table name. Column two is tables column name. Than there are 6 more columns I think that apply to that table.

You can take this table and sort, filter by anything. So if you want to see just the building table schema you filter column one to building. That will show you all the columns and stuff in that table.

Is that what you mean? Again I will work it to what you want. Why I'm keeping my other thread open; these tools are for your mod. NOW GET ME MORE!!!!!!

j/k

Should I put your quote out of order on purpose?

I am considering re doing everything in access though. It at least maybe making a visual of the table primary key relations. I did do well on databases and have made one professionally. I can still use the VBA to import export from access; but that would limit people who can use it. I can still use my excel vba for the import in the access as vba is vba. Do you have access? I don't want to stall the project but I want it to work best for this mod.
 
Game eras:

FYI I added to you game speeds file this:

Spoiler :

<GameSpeeds>
<Row>
<Type>GAMESPEED_LEGEND</Type>
<Description>TXT_KEY_GAMESPEED_LEGEND</Description>
<Help>TXT_KEY_GAMESPEED_LEGEND_HELP</Help>
<DealDuration>180</DealDuration>
<GrowthPercent>600</GrowthPercent>
<TrainPercent>400</TrainPercent>
<ConstructPercent>400</ConstructPercent>
<CreatePercent>400</CreatePercent>
<ResearchPercent>600</ResearchPercent>
<GoldPercent>600</GoldPercent>
<GoldGiftMod>130</GoldGiftMod>
<BuildPercent>600</BuildPercent>
<ImprovementPercent>600</ImprovementPercent>
<GreatPeoplePercent>600</GreatPeoplePercent>
<CulturePercent>600</CulturePercent>
<BarbPercent>800</BarbPercent>
<FeatureProductionPercent>400</FeatureProductionPercent>
<UnitDiscoverPercent>400</UnitDiscoverPercent>
<UnitHurryPercent>400</UnitHurryPercent>
<UnitTradePercent>400</UnitTradePercent>
<GoldenAgePercent>400</GoldenAgePercent>
<HurryPercent>100</HurryPercent>
<InflationPercent>5</InflationPercent>
<InflationOffset>-540</InflationOffset>
<VictoryDelayPercent>600</VictoryDelayPercent>
<IconAtlas>GAMESPEED_ATLAS</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Row>
<Row>
<Type>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</Type>
<Description>TXT_KEY_GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</Description>
<Help>TXT_KEY_GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION_HELP</Help>
<DealDuration>180</DealDuration>
<GrowthPercent>600</GrowthPercent>
<TrainPercent>400</TrainPercent>
<ConstructPercent>400</ConstructPercent>
<CreatePercent>400</CreatePercent>
<ResearchPercent>700</ResearchPercent>
<GoldPercent>400</GoldPercent>
<GoldGiftMod>130</GoldGiftMod>
<BuildPercent>400</BuildPercent>
<ImprovementPercent>400</ImprovementPercent>
<GreatPeoplePercent>400</GreatPeoplePercent>
<CulturePercent>600</CulturePercent>
<BarbPercent>800</BarbPercent>
<FeatureProductionPercent>400</FeatureProductionPercent>
<UnitDiscoverPercent>400</UnitDiscoverPercent>
<UnitHurryPercent>400</UnitHurryPercent>
<UnitTradePercent>400</UnitTradePercent>
<GoldenAgePercent>400</GoldenAgePercent>
<HurryPercent>100</HurryPercent>
<InflationPercent>5</InflationPercent>
<InflationOffset>-540</InflationOffset>
<VictoryDelayPercent>600</VictoryDelayPercent>
<IconAtlas>GAMESPEED_ATLAS</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Row>
<Row>
<Type>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</Type>
<Description>TXT_KEY_GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</Description>
<Help>TXT_KEY_GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION_HELP</Help>
<DealDuration>90</DealDuration>
<GrowthPercent>300</GrowthPercent>
<TrainPercent>200</TrainPercent>
<ConstructPercent>200</ConstructPercent>
<CreatePercent>200</CreatePercent>
<ResearchPercent>380</ResearchPercent>
<GoldPercent>200</GoldPercent>
<GoldGiftMod>75</GoldGiftMod>
<BuildPercent>200</BuildPercent>
<ImprovementPercent>200</ImprovementPercent>
<GreatPeoplePercent>200</GreatPeoplePercent>
<CulturePercent>300</CulturePercent>
<BarbPercent>250</BarbPercent>
<FeatureProductionPercent>200</FeatureProductionPercent>
<UnitDiscoverPercent>200</UnitDiscoverPercent>
<UnitHurryPercent>200</UnitHurryPercent>
<UnitTradePercent>200</UnitTradePercent>
<GoldenAgePercent>175</GoldenAgePercent>
<HurryPercent>100</HurryPercent>
<InflationPercent>10</InflationPercent>
<InflationOffset>-270</InflationOffset>
<VictoryDelayPercent>300</VictoryDelayPercent>
<IconAtlas>GAMESPEED_ATLAS</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Row>
<Row>
<Type>GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</Type>
<Description>TXT_KEY_GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</Description>
<Help>TXT_KEY_GAMESPEED_EPIC_WITH_FASTER_PRODUCTION_HELP</Help>
<DealDuration>45</DealDuration>
<GrowthPercent>150</GrowthPercent>
<TrainPercent>100</TrainPercent>
<ConstructPercent>100</ConstructPercent>
<CreatePercent>100</CreatePercent>
<ResearchPercent>190</ResearchPercent>
<GoldPercent>100</GoldPercent>
<GoldGiftMod>100</GoldGiftMod>
<BuildPercent>100</BuildPercent>
<ImprovementPercent>100</ImprovementPercent>
<GreatPeoplePercent>100</GreatPeoplePercent>
<CulturePercent>150</CulturePercent>
<BarbPercent>100</BarbPercent>
<FeatureProductionPercent>100</FeatureProductionPercent>
<UnitDiscoverPercent>100</UnitDiscoverPercent>
<UnitHurryPercent>100</UnitHurryPercent>
<UnitTradePercent>100</UnitTradePercent>
<GoldenAgePercent>100</GoldenAgePercent>
<HurryPercent>100</HurryPercent>
<InflationPercent>20</InflationPercent>
<InflationOffset>-135</InflationOffset>
<VictoryDelayPercent>150</VictoryDelayPercent>
<IconAtlas>GAMESPEED_ATLAS</IconAtlas>
<PortraitIndex>1</PortraitIndex>
</Row>
</GameSpeeds>
<GameSpeed_Turns>
<Row>
<GameSpeedType>GAMESPEED_LEGEND</GameSpeedType>
<MonthIncrement>90</MonthIncrement>
<TurnsPerIncrement>200</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND</GameSpeedType>
<MonthIncrement>60</MonthIncrement>
<TurnsPerIncrement>594</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND</GameSpeedType>
<MonthIncrement>30</MonthIncrement>
<TurnsPerIncrement>338</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND</GameSpeedType>
<MonthIncrement>12</MonthIncrement>
<TurnsPerIncrement>400</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND</GameSpeedType>
<MonthIncrement>6</MonthIncrement>
<TurnsPerIncrement>256</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND</GameSpeedType>
<MonthIncrement>3</MonthIncrement>
<TurnsPerIncrement>360</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND</GameSpeedType>
<MonthIncrement>2</MonthIncrement>
<TurnsPerIncrement>540</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND</GameSpeedType>
<MonthIncrement>1</MonthIncrement>
<TurnsPerIncrement>312</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>90</MonthIncrement>
<TurnsPerIncrement>200</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>60</MonthIncrement>
<TurnsPerIncrement>594</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>30</MonthIncrement>
<TurnsPerIncrement>338</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>12</MonthIncrement>
<TurnsPerIncrement>400</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>6</MonthIncrement>
<TurnsPerIncrement>256</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>3</MonthIncrement>
<TurnsPerIncrement>360</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>2</MonthIncrement>
<TurnsPerIncrement>540</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_LEGEND_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>1</MonthIncrement>
<TurnsPerIncrement>312</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>180</MonthIncrement>
<TurnsPerIncrement>100</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>120</MonthIncrement>
<TurnsPerIncrement>300</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>60</MonthIncrement>
<TurnsPerIncrement>170</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>24</MonthIncrement>
<TurnsPerIncrement>201</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>12</MonthIncrement>
<TurnsPerIncrement>129</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>6</MonthIncrement>
<TurnsPerIncrement>180</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>3</MonthIncrement>
<TurnsPerIncrement>264</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_MARATHON_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>1</MonthIncrement>
<TurnsPerIncrement>156</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>300</MonthIncrement>
<TurnsPerIncrement>140</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>180</MonthIncrement>
<TurnsPerIncrement>90</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>120</MonthIncrement>
<TurnsPerIncrement>40</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>60</MonthIncrement>
<TurnsPerIncrement>90</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>24</MonthIncrement>
<TurnsPerIncrement>70</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>12</MonthIncrement>
<TurnsPerIncrement>100</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_EPIC_WITH_FASTER_PRODUCTION</GameSpeedType>
<MonthIncrement>6</MonthIncrement>
<TurnsPerIncrement>220</TurnsPerIncrement>
</Row>
</GameSpeed_Turns>


This is the era mob that comes with CCMAT. I do not know who wrote it; so would be nice to point to them but I can't. I like the faster production on slower speeds. I am unsure how it affects your mod balancing though.

What can I say I wanted to try something different. Also the ui mods do work with yours, how did I live without city willard?
 
I also like faster production. The only thing though is that it seems like it would lead to the mass production of units; after the buildings have been built, units will be the only thing left to produce. I'm no sure how this will tie in with the unit maintenance system you are tyring to impliment.
 
Well if I ever get off my lazy but, I think seeing the entire unit table in one table might help you with this.

Would it be possible to superimpose the vanilla unit file and my own, or would I have to hit them separately? IE the modern armor and war walker are in vanilla, but the new modded in future units are not.

The table as it is right now shows you this. Column one is table name. Column two is tables column name. Than there are 6 more columns I think that apply to that table.

You can take this table and sort, filter by anything. So if you want to see just the building table schema you filter column one to building. That will show you all the columns and stuff in that table.

Is it possible to output an xml based upon the sorted order of the xml editor? Or would it always output in a certain fashion?

Is that what you mean? Again I will work it to what you want. Why I'm keeping my other thread open; these tools are for your mod. NOW GET ME MORE!!!!!!

I meant the schema's at the top of each vanilla xml telling you which types of things the dll is looking for. Many times I go looking through those for things that the vanilla game doesn't use, or rarely uses, so that I can try something new.

Should I put your quote out of order on purpose?

Eh?

I am considering re doing everything in access though. It at least maybe making a visual of the table primary key relations. I did do well on databases and have made one professionally. I can still use the VBA to import export from access; but that would limit people who can use it. I can still use my excel vba for the import in the access as vba is vba. Do you have access? I don't want to stall the project but I want it to work best for this mod.

You are far more knowledgeable in the actual systems than I am. :) I am just your average joe non-programmer guy who tinkers with variables here and there. :p

This is the era mob that comes with CCMAT. I do not know who wrote it; so would be nice to point to them but I can't. I like the faster production on slower speeds. I am unsure how it affects your mod balancing though.

I haven't done much to change the gamespeed flows. Generally I am just going to balance around standard, and then hit the other speeds when the project is in more of a polish stage. You guys are free to try out any changes your want of course. :)

I also like faster production. The only thing though is that it seems like it would lead to the mass production of units; after the buildings have been built, units will be the only thing left to produce. I'm no sure how this will tie in with the unit maintenance system you are tyring to impliment.

Well there is always wealth and research, which I make use of quite a bit in my own test games. Kind of wishing we had Public Works ala CtP just for some extra things to siphon off production with.

Mostly higher unit maintenance will(try to) deter you and the AI from keeping gigantic standing armies that cover all your tiles. Large stockpiles of gold should then allow you to rushbuy the extra forces needed to fight world wars. Of course I need to keep the stockpiles of gold manageable so that you have to choose whether to buy the newest factory or save up for the backstabbing you think the AI is about to bring upon you.
 
The embark icons' code is located in TechButtonInclude.Lua. But I believe the problem is you need to check your XML and make sure you change the AllowsEmbarking to false for Optics.
 
I was just wondering when v8 was coming out or if it is out because i can only find v7 in the download mods part of civ v
 
The embark icons' code is located in TechButtonInclude.Lua. But I believe the problem is you need to check your XML and make sure you change the AllowsEmbarking to false for Optics.

Hah, so easy. For some reason I had thought that AllowsEmbarking on Sailing would magically take it away from optics. I was tired that night... yeah... :p

Thanks. :)

I was just wondering when v8 was coming out or if it is out because i can only find v7 in the download mods part of civ v

You can find V8 via the Source Forge link in the original post. The instructions for installation are in the OP as well.

Unfortunately the modhub is being a bum and denies all my new uploads. I can't even make my old uploads public anymore.

Though, it shows all my versions as private, so are you looking at V7 in your installed mods or in the download mods section? Because, with the current issue, it shouldn't be listed for download at all in the modhub.
 
Anyone else notice that the maximum plot acquisition distance reverted back to 5 from 9?

I didn't yet. But I did notice that you left out minimum city distance from V8. The AI still spams cities with 2 hexes in between. I'm not sure if you were going to change it in V8 or not.

Actually I just looked through the XML and found the update for it. I'm not sure why it didn't work. I'll play another game to make sure.
 
I also like faster production. The only thing though is that it seems like it would lead to the mass production of units; after the buildings have been built, units will be the only thing left to produce. I'm no sure how this will tie in with the unit maintenance system you are tyring to impliment.

I will report how my game goes. I went legindary with fast production. Oh unit spam though; has anyone looked into changing the number of units allowed per population? There is hard coded pretty harse results if you go over that number. It was tweaked for vanilla but I bet it is to prevent a sea of units. You notice this if you play a occ as you can't have as many units supported with only one city.

Would it be possible to superimpose the vanilla unit file and my own, or would I have to hit them separately? IE the modern armor and war walker are in vanilla, but the new modded in future units are not.

As it reads now it loads vanilla, than the mod. I will look into seeing a visualy nice way of displaying them so you can compare. I can just duplicate every column; but that is a huge table for something like buildings who have 12 columns (or so).

Is it possible to output an xml based upon the sorted order of the xml editor? Or would it always output in a certain fashion?

The xml output will read from the top down row by row. So if you order the table in excel how you want it will output that way. So that is yes it will be based on your sorted order.

Alphabeticly, your special order you picked, etc.

I meant the schema's at the top of each vanilla xml telling you which types of things the dll is looking for. Many times I go looking through those for things that the vanilla game doesn't use, or rarely uses, so that I can try something new.

That is what I'm useing to make this table. So you will be able to see them. I will try and get that up today on a post here for you. I don't want it in the xml reader yet as it is a side to that. I think they will help each other out though.

I'm not trying to re invent the xml like the tech tree did. I am just trying to make them friendly tables so you can build me a better MOD. :) All about you building a better MOD.


Talking about my messed up quoting above. :)

You are far more knowledgeable in the actual systems than I am. :) I am just your average joe non-programmer guy who tinkers with variables here and there. :p

I guess I find that funny and informative. Funny as I just know VBA, smattering of other languages. I do have a good understanding of databases and relations. This is just a big database. So I can administrate the usage of such; but wouldn't know how to use it myself. Funny; that is how it is will most my databases.

Informative bcause I didn't consider myself to be that more knowledgeable. Thank you for what I perseive as a complement on my knowledge of programming. Maybe I will end up helpig out more than I figured when dll stuff comes out.

I haven't done much to change the gamespeed flows. Generally I am just going to balance around standard, and then hit the other speeds when the project is in more of a polish stage. You guys are free to try out any changes your want of course. :)

Well see my response above. I will tell you how it goes. Once I get the schema file up maybe it will help you find this value. I know it is in there. Basicly from the occ I played I just went pure army to defend deity onslaught. I hit a wall were I had negative effects to to many units my population couldn't support. This might be an ai deturant to IUS.

Well there is always wealth and research, which I make use of quite a bit in my own test games. Kind of wishing we had Public Works ala CtP just for some extra things to siphon off production with.

Mostly higher unit maintenance will(try to) deter you and the AI from keeping gigantic standing armies that cover all your tiles. Large stockpiles of gold should then allow you to rushbuy the extra forces needed to fight world wars. Of course I need to keep the stockpiles of gold manageable so that you have to choose whether to buy the newest factory or save up for the backstabbing you think the AI is about to bring upon you.

I would like it if you added an option that you get at begining of game. Basicly throw away production option. The puppets can do this; but I don't know if you can. Basicly it is a build nothing. Once you research the ability to build those than great though. I know you can force end turn; just a thought.

Ah, the endless balacing act. :)

Anyone else notice that the maximum plot acquisition distance reverted back to 5 from 9?

Yes. Can you make it infinite? What is the disadvantage to that? I don't see why they limited it. It isn't like you will realistically be going much beyond 5 unless you wiped everything out anyway and are playing just one more turn.
 
Actually I just looked through the XML and found the update for it. I'm not sure why it didn't work. I'll play another game to make sure.

The CIV5GlobalDefines.xml file wasn't listed in the ModInfo file under OnModActivated. I updated my local copy.
 
D -

This is for you. I can't send a file in a PM so left it here. It is an Excel file that contains the entire schema for the game. There are two files in the rar. One is the Excel file; the other a combined.xml file. You will probably need to enable the developer ribbon for Excel to look at the source xml data. I wouldn't read the xml file as it is so big you probably can easily browse it.

I added a few sheets with the default data. I think it saves. Once you get to the sources dialog under the developer ribbon you might have to re map the xml file to that one included in the rar.

If this doesn't make sense, pm me and I will explain in greater detail. I hope having the schema will help. You will find that it is VERY large. I am unsure if MODers know how big it is.

Y

Edit:
D - PM me so we can figure out how to get you this file.
 
bug report thingy:

When I upgrade the crossbowman to the machine gun, the upgraded unit doesn't get the logistics promotion. I haven't built a machine gun from scratch so I don't know if the unit itself is missing the promotion, or only the upgraded ones.
 
Civilopedia has many text bugs in tech, units and bulding.

Edit 2.
It's my false.
I checked all mods with this, and only: Balance - City Development (v 12) from Thalassicus, prompt this bugs. However, I use many others mods and it's great. This is my list:
25 Max Hit Points (v 1)
Advanced Missiles Mod (v 4)
Attila Mods (v 13)
attractive defense and military Buildings (v 1)
Balance - Combat (v 18)
Balance - Leaders (v 9)
Balance - Policies (v 9)
Balance - Research (v 5)
Balance - Terrain Improvements (v 15)
City-State Diplomacy Mod 2.6
Copasetic UI Tweaks (v 4)
InfoAddict (v 9)
Legions Mod (v 2)
More Information - Top Panel (v 3)
Procylons Call to Power Project (v 8)
QueueOn (v 2)
R.E.D. modpack (v 7)
Resource Discovery (v 1)
Resources more special (v 1)
Thal's Utilities (v 2)
Unique Balance (v 9)
Unlimited Barbarian XP (v 1)
Unofficial Patch III (v 31).
:rockon:
Civ 5 v. 1.0.1.135.
 
bug report thingy:

When I upgrade the crossbowman to the machine gun, the upgraded unit doesn't get the logistics promotion. I haven't built a machine gun from scratch so I don't know if the unit itself is missing the promotion, or only the upgraded ones.

Yes and when upgraded from the Chukonu the Machine Gunner will keep the PROMOTION_SECOND_ATTACK, making them very powerful. I can't see why Logistics wouldn't carry over though, I don't think that there's anything in the Mod that modifies that particular promotion.
 
Hey guys, I love the Mod.
I have entered a Bug for Civ5 but I am not sure if this Mod is the cause of the Bug since I only play Civ5 with your mod. (Civ is unbearable without your mod.)

I invite you to check it out just in case.

Ai keep building units until all Hex are filled, then start teleporting
http://forums.civfanatics.com/showthread.php?p=10037550

Cool & essential mod.
Cheers,
Matt
 
Hey guys, I love the Mod.
I have entered a Bug for Civ5 but I am not sure if this Mod is the cause of the Bug since I only play Civ5 with your mod. (Civ is unbearable without your mod.)

I invite you to check it out just in case.

Ai keep building units until all Hex are filled, then start teleporting

Hey Matt

Check out post #297 on page 15 of this thread. I also posted an answer on your thread.
 
Back
Top Bottom