Procylon's Call to Power Project

Unfortunately I don't know what techs they went for, as they weren't building that many wonders. I did see the hejemi (sp?) castle go up though.

Something to report: Maritime CS still only give vanilla food yields.

Downloaded the latest update for v9. I played to turn 80, where I was getting a continuous CTD, no matter what I did. I am glad to say that the tweaks you made has helped the ai stay competitive. In my emperor game, I was third in techs researched (me at 18, the highest tied at 24) and not first in population either. I had six cities, with four more on the way, which had me tied for first. I also had the most land. The ai once more zipped through the ages with two in renaissance by 1200bc. In fact, looking over these stats makes me slightly frustrated, as the game that I was playing was shaping up to be epic.

EDIT: CTD @ turn 80 in a new game as well :( (different from the one above)

EDIT 2: Another CTD with a new game at turn 80.
 
Game crashed on turn 89. Running in DX10/11 mode, No other Mods running, Prince Difficulty, Raging Barbarians, Delayed Culture Choosing On.

Had just saved the game prior to turning. Upon reloading tried to turn again with same result.

Very pleased with everything you're doing with this modpack. Can't wait to play this version through to the end.
 
I'm to date with v9 as of 4pm (est) with no other mods running (except PerfectWorld 3) and I cannot get passed the 150ish turn mark. I've attempted a couple different games with different leaders, but, being honest with the same set ups (what can I say I like what I like). Can anyone offer any ideas to get passed it? I've tried the zooming all the way in over unexplored area, to no avail. I'd love to get deeper into the game, but the farthest I've gotten is just into the Classical Era.

Attaching save file for your perusal.

Thanks

DITTO! Once I went from Med to Ren era, the game CTD but on the other hand - LOVE the new Government system! The only issue is that if you don't want to switch governments often you will be saving a few Policy picks...not that that is a bad thing. Keep up the good work!
 
So it is apparent that CtD's Walls have been introduced sometime between policy implementation ~3 days ago and today. To fix this, we need to run a test.

My best guess is that this is either tech related, or policy related. First, I would like to do some policy related tests.

Key points across all CtD Walls, is that the crash happens sometime late renaissance, early industrial for the AI. People have reported industrial at least, though most seem to happen in renaissance. So, in your testing, if you and/or the AI make it to modern/digital, consider it a pass.

So for those of you who would like to help out, I need 2 test groups. 1 control, and 1 experiment.

Control group:
Play 3 OCC games(1 set).
Default map options, except for: Dual map & quick gamespeed.
One AI.
All 3 games with the same AI.
After 1 set, report findings here.
Repeat sets as many times as you feel comfortable. For new sets, change AI leader.

Experiment group:
Remove or disable the Policies xml's.
Complete Control group instructions.

Report Format:
Group: Control/Experiment
Game 1: AI Leader = X / CtD Turn = Y / CtD AI Era = Z
Game 2: AI Leader = X / CtD Turn = Y / CtD AI Era = Z
Game 3: AI Leader = X / CtD Turn = Y / CtD AI Era = Z

I don't need you guys to go crazy on this, just a set here or there should prove quite helpful. If it goes well, we should know in 12-24 hours whether this changed anything.

If by this time tomorrow we have no progress, I will come up with the next test.

Thanks for the help and sorry for the problems. :)
 
ikillu64 ... if get to like CtP2 might want to go to Apolyton Site and ck out the source code mod. Changes game dramatically, also if don't like the terrain there is a mod to import CIV3 terrain into it and replace.

Off Topic I know.

Ok, I'll check those out.
 
Well, I have been playing arounf with this MOD for a few weeks now, and last night I ran into my first problem.

I was playing Germany on a Standard Continents map. Built a senario with 12 players, and 19 city states. Just finished fighting a war with Rome and India and receieved a peace deal from them both. Rome offered me two cities, creating an empire for myself of about 13-15 cities. The next turn, the city states banded against the Mongols and after attempting to go on to the next turn the system went into a loop cycle. I was able to look at city info, move around the map, select units, but was unable to get into the next turn. One of the debugging programs did pop up, but I was unable to take any information down. I can send a savegame once I get home if you think it is necessary.

The only other area of difficulty I am having with the MOD is that the tech tree, although great, is almost too expansive. For myself, I was having a hard time being able to research ground military tech, and staying up with naval techs. It almost seems that you have to choose what direction you want to go, and give up some of the other areas.

Thanks for all your hard work though. I have to say, it's much better than Vanilla.
 
Control Group
I was Ramesses, AI was Siam

Game 1: CTD turn 74 Renaissance
Game 2: CTD turn 69 Renaissance
Game 3: CTD turn 76 Renaissance
 
download file to your mods directory
go in game and select "mods," then "browse mods," and then "installed"
there should be a button in bottom right that says install
click it, then when its finished, select the circle next to the mod to make it active
 
Yeah, I never use them unless it is an emergency. It is a waste of xp otherwise. I will see about disabling that promotion, since I think it is all the AI uses. Maybe with it gone they will use the other promotions.
You should look at play with me mod. He tried the no heal and had interesting results. Don't know what page that info was on. If you ask alpaca what he learned he might be able to help.
Apparently there is a defensive embark now, but the devs didn't really explain it and I haven't looked into it.

I definitely want choppers to be able to cross water tiles without embarking, but that would need something telling them to end their turn on land/ship or they die.

I know some modders have made AI tweaks, though I don't know how successful. I assume they will eventually fix some more of the problems. Just have to work around it in the meantime.

Cool, I should have some extra balance tweaks uploaded to source forge by then. :)

You can already airlift units in this mod(Airport), though it is a bit clunky with 1UpT. I like the wonder ideas though. Once I begin filling out the military tech page, I may use some. :)

As soon as I can figure out how to make mountains improvable, we are going to have all kinds of mountain work going on.

I haven't seen anyone come out with gunship art yet, but hopefully they have a lot more when I start a major push on getting art into the game. Right now, I see some battleships, subs, tanks, and lots of ancient-renaissance stuff. But they are pumping out art with a decent rate of progress, so when I am ready I will be busy I am sure. :)

I wouldn't necessarily count 2 coastal tiles as being near shore, but generally yeah. The big problem is if they make whales spawn on ocean, 95% of them would spawn a hundred miles from any landmass. So they would have to put in time to merge it with the current map script.

I was planning on going roads/rails/maglevs. But honestly, if someone came out with highway art before maglev art, I would probably go with that instead. :p

Yeah the engineers didn't get touched with the latest yield changes, so he has been weak these days. I can increase him to be a 1 shot wonder, but the problem still exists in the end game, especially with merchants. Most people don't like artists, but I always save them for culture bombs personally.
I don't play much still, just been to busy. In a game I am playing though (V8) I used the culture bomb to steal two lux resources I didn't have. I removed all culture around two cities AI put on my continent (They still have water tiles). I am thinking of just culture bombing around the world to steel it all. There are no new places for cities.

Result: Don't undersetimate what you can do with artists in late game. When there is no more land, stealing resources and culture around cities can be fun. Does make the AI mad though.

Oh, last thing on this. If you culture across the water into another continent, you can set up siege weapons before DOW. Dirty, yes, but oh so sweet to take a city in one turn on another continent.

I lowered GP points on specialists, and it helped, but still a bit much. Maybe I will lower the GP points to 1 per specialist. It will slow the rate down and give more incentive for some of the governments who have more golden ages and GP rate increasing policies.

Sorry I posted on this so late. I didn't even notice I was 2 pages behind in thread. I guess I have been away. I would do some tests, but need to finish my legendary game.
 
Game crashed on turn 89. Running in DX10/11 mode, No other Mods running, Prince Difficulty, Raging Barbarians, Delayed Culture Choosing On.

Had just saved the game prior to turning. Upon reloading tried to turn again with same result.

Very pleased with everything you're doing with this modpack. Can't wait to play this version through to the end.

Is that v.9 and could you upload a savegame right before the CTD happened?
Scratch that - I see a probable causes that could throw a CTD your way.
A. On Jan 8th, Decimatus raised the Barbarian XP limit to 2k, effectively removing the cap. In turn, the AI would be capable to go promo-crazy and possibly cause an unwanted and unseen loop in the code, causing a CTD. For testers: I would need you to turn on firetuner, look here how to, and right before the game crashes, use the firetuner's ability to reveal the whole map and look for an AI controlled unit for excessive promos.
 
CTD turn 119, no idea why. Huge Map 6 CIVs, 16 City-States, playing USA, Prince, can't seem to get by it by the normal means.

I think you need to add more buildings early on my cities have nothing to build but units for like 30 turns.

Looked at the new policy tree, I don't like that you are forced into on one tree early on, be nice if you had at least 2 to choose from.
 
While I hope the solution is that simple, I doubt it's due to barbarian xp for two reasons:
1) My CTDs occur during my turn as I try to build something (and I tested to see if it was what I was building that caused the crash, but there is no correlation).
2) I have been using a mod going that completely removes barbarian xp caps, and there were no CTDs when I used it with other mods, or other versions of this mod.

Perhaps the problem comes from players saving up their culture, instead of adopting policies? Doubt it, but it could be something to look into if nothing else seems to fix it.

I agree with Decimatus that the cause is likely a new sub policy or tech tree addition. If the source hasn't been discovered by tomorrow, I'm going to start several Renaissance era games until I can build and/or research everything to see what the issue is. I have a feeling it occurs in Renaissance because all of my CTDs occur when at least one AI has been in that era for several turns.

But then again, that posses more questions, because the crashes occur while it's still my turn. I am still rather certain that the CTDs are caused by the AI, not the player; otherwise, I doubt so many of us would be getting booted out at around the same time.

Are there more people who aren't getting the CTD? Decimatus said he isn't, so there may be others. What are you doing, or not doing, that's allowing the game to stay on track? And are you all playing with any other mods? I play with several UI mods (which could be going out of sync due to the huge yield overhuals - but then again, if that's the case, then why only now?) but only two that alter gameplay, the barbarian one mentioned above and City State Diplomacy (great mod, but is a little unbalanced with this mod).

I guess as a last ditch effort, you could revert the changes back to how they were before the most recent update, and then add each change in a seperate file so we can decipher where the problem originates. Let's hope it doesn't get that far :crazyeye:

In other news, I noticed that Ramesses' UB (let alone the UU - the war chariot is pretty bad) is too similar to the building it replaces (the temple). It's main advantage was the addition of happiness, but now that temples do the same, it is a pretty redundant building. Maybe you can beef it up a bit?
 
noticed a bug not so bad thought...In tech menu for Code of laws, Ballistics and Carriage they seemed to repeat themselves in the panel had 2-3 of each..but once i chose one they disapeared.. playing americans with everything default on continents standard speed.
 
i agree..noting to build but units in the beginging of classical age thus bringing production delays!! im wasting time creating units...so wether i gift them or delete them...gets annoying:sad: should have lot more buildings or up the production costs!!! crazyeye:

CTD turn 119, no idea why. Huge Map 6 CIVs, 16 City-States, playing USA, Prince, can't seem to get by it by the normal means.

I think you need to add more buildings early on my cities have nothing to build but units for like 30 turns.

Looked at the new policy tree, I don't like that you are forced into on one tree early on, be nice if you had at least 2 to choose from.
 
Putting CTD's aside right now, I would like to formally announce to the Call to Power fans that I have asked Decimatus, which he said yes to, to let me start making my mod The Ascent of Mankind(ATOM for short) using Procylon's Call to Power Project as a base. This means that when I finish this ATOM installment named The Ascent of Mankind: Call to Power that you all will be able to download it from the mod hub and use it in conjunction with PCTPP to allow you and all your civ enemies to build orbital cities! Currently I have finished the Colony selection screen format and am rapidly approaching my first alpha version. As I have not yet released anything for this mod conjunction addon, I have not made my own thread in the Mod Components subforum, yet I'm too close to make a thread in the C&C forum. If you have any questions or comments about ATOM:CTP I would be happy to reply. I would suggest to use the ATOM link in my sig to avoid hijacking this thread, but that link leads to the older Civ 4 idea development thread for my ATOM mod series.
 

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Is that v.9 and could you upload a savegame right before the CTD happened?
Scratch that - I see a probable causes that could throw a CTD your way.
A. On Jan 8th, Decimatus raised the Barbarian XP limit to 2k, effectively removing the cap. In turn, the AI would be capable to go promo-crazy and possibly cause an unwanted and unseen loop in the code, causing a CTD. For testers: I would need you to turn on firetuner, look here how to, and right before the game crashes, use the firetuner's ability to reveal the whole map and look for an AI controlled unit for excessive promos.

I have played with other mods that removed the barb xp cap, so I don't think this is the issue.

CTD turn 119, no idea why. Huge Map 6 CIVs, 16 City-States, playing USA, Prince, can't seem to get by it by the normal means.

I think you need to add more buildings early on my cities have nothing to build but units for like 30 turns.

Looked at the new policy tree, I don't like that you are forced into on one tree early on, be nice if you had at least 2 to choose from.

Yeah we are currently investigating the cause of the CtD's.

More buildings will be coming, though it is lower on the list at the moment.

It isn't so great now, but once we have multiple social policy pages it won't be an issue.

While I hope the solution is that simple, I doubt it's due to barbarian xp for two reasons:
1) My CTDs occur during my turn as I try to build something (and I tested to see if it was what I was building that caused the crash, but there is no correlation).
2) I have been using a mod going that completely removes barbarian xp caps, and there were no CTDs when I used it with other mods, or other versions of this mod.

The CtD's seem to be during the turn, but I am pretty sure they happen immediately after your last unit moves, at the very beginning of the AI turn. This could be when they choose a policy that wrecks them.

I wonder if the anarchy could be doing it. Renaissance is about when an AI might be expected to pick up a new government, and the fact that not all AI crash the game means that some are not choosing a new government.

Doesn't explain why it doesn't happen at other times though, unless they are only changing at very specific points.

Are there more people who aren't getting the CTD? Decimatus said he isn't, so there may be others. What are you doing, or not doing, that's allowing the game to stay on track? And are you all playing with any other mods? I play with several UI mods (which could be going out of sync due to the huge yield overhuals - but then again, if that's the case, then why only now?) but only two that alter gameplay, the barbarian one mentioned above and City State Diplomacy (great mod, but is a little unbalanced with this mod).

I had 2 games without, 3 games with, and 2 more games without. I can't say I understand why.

I guess as a last ditch effort, you could revert the changes back to how they were before the most recent update, and then add each change in a seperate file so we can decipher where the problem originates. Let's hope it doesn't get that far

I have seen plenty of control groups, and that proves to us that it is indeed a widespread problem that exists around the exact same eras, and generally the same turns.

So we need more experiment groups. I work tomorrow, but the day after that I will begin full bore testing. I expect to find it, or at least do a rollback before I go back to work next week.

In other news, I noticed that Ramesses' UB (let alone the UU - the war chariot is pretty bad) is too similar to the building it replaces (the temple). It's main advantage was the addition of happiness, but now that temples do the same, it is a pretty redundant building. Maybe you can beef it up a bit?

I will look into it. :)

noticed a bug not so bad thought...In tech menu for Code of laws, Ballistics and Carriage they seemed to repeat themselves in the panel had 2-3 of each..but once i chose one they disapeared.. playing americans with everything default on continents standard speed.

Most likely you have multiple versions of the mod. You need to delete all versions and redownload.

i agree..noting to build but units in the beginging of classical age thus bringing production delays!! im wasting time creating units...so wether i gift them or delete them...gets annoying should have lot more buildings or up the production costs!!! crazyeye:

What game speed? I may need to do more with marathon to bring it up to snuff. And of course adding more early buildings is on my packed agenda. :)

Putting CTD's aside right now, I would like to formally announce to the Call to Power fans that I have asked Decimatus, which he said yes to, to let me start making my mod The Ascent of Mankind(ATOM for short) using Procylon's Call to Power Project as a base. This means that when I finish this ATOM installment named The Ascent of Mankind: Call to Power that you all will be able to download it from the mod hub and use it in conjunction with PCTPP to allow you and all your civ enemies to build orbital cities! Currently I have finished the Colony selection screen format and am rapidly approaching my first alpha version. As I have not yet released anything for this mod conjunction addon, I have not made my own thread in the Mod Components subforum, yet I'm too close to make a thread in the C&C forum. If you have any questions or comments about ATOM:CTP I would be happy to reply. I would suggest to use the ATOM link in my sig to avoid hijacking this thread, but that link leads to the older Civ 4 idea development thread for my ATOM mod series.

Can't wait! :)
 
Hi saw that you needed an artist for your Mod and want you to check if it is easy for you to import this type of file, for use as an icon (Atlas) over the units on the map.
(this coming from Resource/dx9)

if it is difficult then we can check out another variation that I have seen.

Edit: 2011-01-11 18:32
Found in ModdersGuide.pdf what is need looking in to it now
 

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