Procylon's Call to Power Project

I played on emperor, dual map, and quick settings.

Just did a few test. I was Ramesses and the ai was Washington. Tried this twice. No CTD. Then I did one with me being Rome and again the ai of Washington. Again, no CTD. Perhaps it's a civ specific problem.

One thing I did change was that the "No Barbarian" box was turned on.

Balance thing: The National College National Wonder gives 120 science upon completion. Since it can be built relatively early, this building can boost science production by several multiples. Perhaps you could make it a per pop building? Also, the apollo program is extremely cheap to build, which is probably still on vanilla settings. I don't know about the individual parts.

EDIT: Another few test

I was Rome, ai Arabia. Both in the Industrial Era (turn 70-something). No Barbarians.
Me-Rome, ai Aztec. Renaissance CTD turn 71.

Something that I noticed is that the Washington ai expands early and often. These were the games that had no CTDs. When I played against the Aztecs or Arabia, the ai would only build one or two extra cities. Can't see why that would cause a crash though.

EDIT 2: Forget the paragraph above. Just played a game against Washington where he only had two cities. No CTD.
 
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.

Hey D don't forget that no matter how much testing you do the issue is still present in the vanilla game. I didn't go strict with the whole control group thing but all I can say is that CtD always happens when there's a war going on and there are lots of units being moved around by the AI. Doesn't matter who. Player vs AI, AI vs AI, AI vs CS, etc... Some city states are idiots and get in a permanent state of war. Although they usually lose they are a problem for crashes. I don't think I can remember a CtD when there wasn't a war happening.

One thing I know for sure is that I used to experiment with Mods that drastically limited the number of units (basically making iron a requirement for all units) and never got CtD on AI moves with those. I'd be curious to see how that would go with this Mod.
 
Not sure it helps, my CTD I was in Medieval, unmet AI just entered Renaissance. No wars going on but there were units everywhere since I guess the AI had the same issue I did, nothing to build but units.
Maybe allow wealth or something early on until more buildings ready.

I like the idea of limiting units by resources it would stop the spamming of the map by the AI just building units until there is no place left to put them.
 
Hello, there's a list of new units and new tech?
 
I played on emperor, dual map, and quick settings.

Just did a few test. I was Ramesses and the ai was Washington. Tried this twice. No CTD. Then I did one with me being Rome and again the ai of Washington. Again, no CTD. Perhaps it's a civ specific problem.

One thing I did change was that the "No Barbarian" box was turned on.

Balance thing: The National College National Wonder gives 120 science upon completion. Since it can be built relatively early, this building can boost science production by several multiples. Perhaps you could make it a per pop building? Also, the apollo program is extremely cheap to build, which is probably still on vanilla settings. I don't know about the individual parts.

EDIT: Another few test

I was Rome, ai Arabia. Both in the Industrial Era (turn 70-something). No Barbarians.
Me-Rome, ai Aztec. Renaissance CTD turn 71.

Something that I noticed is that the Washington ai expands early and often. These were the games that had no CTDs. When I played against the Aztecs or Arabia, the ai would only build one or two extra cities. Can't see why that would cause a crash though.

EDIT 2: Forget the paragraph above. Just played a game against Washington where he only had two cities. No CTD.

My reports indicate that Washington is a golden child for this bug. And Arabia is a brat, always crashing. So is Monty.

I will see if I can do some comparisons between the leaders/civs.

Hey D don't forget that no matter how much testing you do the issue is still present in the vanilla game. I didn't go strict with the whole control group thing but all I can say is that CtD always happens when there's a war going on and there are lots of units being moved around by the AI. Doesn't matter who. Player vs AI, AI vs AI, AI vs CS, etc... Some city states are idiots and get in a permanent state of war. Although they usually lose they are a problem for crashes. I don't think I can remember a CtD when there wasn't a war happening.

One thing I know for sure is that I used to experiment with Mods that drastically limited the number of units (basically making iron a requirement for all units) and never got CtD on AI moves with those. I'd be curious to see how that would go with this Mod.

Fred, the problem we currently have is CtD Walls, not just CtD's. There is definitely a new and annoying problem that came into being sometime during or after government implementation.

Not sure it helps, my CTD I was in Medieval, unmet AI just entered Renaissance. No wars going on but there were units everywhere since I guess the AI had the same issue I did, nothing to build but units.
Maybe allow wealth or something early on until more buildings ready.

I like the idea of limiting units by resources it would stop the spamming of the map by the AI just building units until there is no place left to put them.

The new CtD isn't due to unit numbers, as they were even higher in past versions.

This mod has more production in general, so unless you made every unit require a resource, the AI would still fill the place with units.

I certainly intend to add some kind of wealth process to the early game, as well as more buildings, but I won't be changing the unit resource system anytime soon I think.

Hello, there's a list of new units and new tech?

Not at the moment. I may create such a list in the future, but I have more work to do in those areas first. The most significant additions are the additional 2 full eras, the new archer-line units, and the civil engineer replacement for the worker.
 
Thanks for the answer, i really like the ideas of this mod, expecially the layered tech tree!
I hope the new units fill the gap within the medieval armies and the 19° century army (in civ 5 there's not renaissance/pike and musket warfare and colonial/napoleonic warfare)
 
Thanks for the answer, i really like the ideas of this mod, expecially the layered tech tree!
I hope the new units fill the gap within the medieval armies and the 19° century army (in civ 5 there's not renaissance/pike and musket warfare and colonial/napoleonic warfare)

Most of the new units are for the future eras, and the rest fill in here and there. I do need to expand the ancient/medieval/renaissance eras, but that will come down the line.
 
Uploading possible fix to the CtD Walls. It seems as if it was a problem with my disabling of the instaheal promotion. Though it boggles me that AI who aren't fighting wars crash the game for lack of this promotion. Hopefully everyone else has the same results as I had.

I also balanced the national college and lowered the happiness from martial law.
 
Also, I am considering changing up some of the government and building yields again. Not quite content with the way some of the buildings feel when you build them.

Part of the problem I am facing is that buildings can not touch improvements(only resources), but policies can. So, I am thinking about removing the general % bonuses to the governments, and giving them a bigger boost to the actual improvement yields. Then, I will work on the buildings so that there is a good % modifier system in place.

This should give less focus on population for population's sake. More focus on reinforcing workable tiles and then enhancing them using building % mods. Also more resource modifying buildings.


Once I do that, I am going to create some new techs to fill out the Military tech page, and migrate all the military units in the game into that tech page. While I am doing this, I intend to use some of these new prereq's to remove some of the more obvious Beelines.

And then I will put some work into the Economic tech page, including new techs and buildings.

Lets see how much of this I can get done over the next few days. :)
 
Still getting CTD :(. Deep Blue has just released a mod (Have Fun) that allows one to control ai opponents. Perhaps we could look into that to see what the ai is doing...
 
Still getting CTD :(. Deep Blue has just released a mod (Have Fun) that allows one to control ai opponents. Perhaps we could look into that to see what the ai is doing...

Did you try it on a saved game or run a new test game? It won't fix a save game.
 
It was a new game. Still gettin the CTD. It occurs at the end of turn 68. My saved game starts me at turn 67. I was Rome, ai was Arabia. I was in Renaissance, the ai in Medieval. I was researching Acoustics with one turn left, while the ai researched Civil Service with two turns left. My only policies were the Republic government and sub-policy Social Contract (+25% prod when building buildings).

I used the Have Fun mod to control arabia the turn before the CTD. It had 625/62 culture. The two governments it had elected were Monarchy and Republic (no sub policies on either). It was currently in Republic. While I controlled them, I tried spending all the culture on the Republic tree (during turn 67). I got a CTD at the end of 68.

The next time I controlled them, I switched to Theocracy to throw it in anarchy, then switched back to Rome. I did this on turn 67. Next turn, NO CTD.

It's interesting that my putting them in anarchy prevented a crash. Anarchy prevents science, production, and gold yields. I checked their cities, thinking it might be a building that was crashing, but the only thing being completed on turn 67 was a Sewer System (tested this by changing the build but it wasn't the problem). They were researching Civil Service with one turn left (I changed the tech next turn but still got CTD, so I don't think it was because of Civil Service). I pushed them into anarchy again and again, and never had a CTD.

What's really interesting is that when I tried doing the same exact thing I mentioned above (throwing them into anarchy) one turn later, during turn 68 (the turn of the crash) I DID get a CTD. So, whatever crashed it happened on turn 67, but I felt the effects only at the end of 68.

This leads me to believe that the crashes are not policy dependent, as it still crashed when they had no culture. They could have switched back to Monarchy, but if a crash happens when the ai is in anarchy, it should have crashed when they first switched to Republic from Monarchy.

I am completely stumped. I tested my research, my policies, my government, my buldings, and my great people, and then did the same for the ai. The only thing that seemed to help was putting them in anarchy the turn before the crash.

BTW, your earlier assumptions that ai growth was stagnated due to overusing specialist was dead on. All of the cities were max out on the number of specialist used. I think I have a possible solution: have zero specialist slots for buildings before the medieval era. After medieval, make buildings only have one slot. This way, the ai gets the essential early game growth necessary to stay competitive until the later ages. By the time they enter the medieval era, they will have enough population to afford to put one or two citizens in specialist slots. For early great people, both ai and human players will have to build wonders, which will retain their specialist slots.
 
Got a Flag icon working :D used "Medical Corps (v 5)" and replaced medic32.dds with my machin_gunner32.dds, that do then you build a medic you se the icon and you can se what code is needed :D

say if you want me to do more customized Flag icons then i can do some more like a different hammer for "civil worker" and missile launcher for "missile squad"
 

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Hi all, does it possible to reduce the amount of production for guided missile , atomic bomb and atomic missile ? i think it's very hight and i can't use nuclear submarine or missile cruiser.
In any case , could you tell me the file to modify ?

Thanks a lot.

Great mod !

Do you think to introduction ,for each era, the pirates ? it could be very interesting
 
Got a Flag icon working :D used "Medical Corps (v 5)" and replaced medic32.dds with my machin_gunner32.dds, that do then you build a medic you se the icon and you can se what code is needed :D

say if you want me to do more customized Flag icons then i can do some more like a different hammer for "civil worker" and missile launcher for "missile squad"
Looks Great!
 
Playing with the latest mod and I keep getting CTD's when I click on the technology tree sub-menus. Not all the time, but about once every 15 or so times I go there. Anyone else having the same issue? This is different than the CTD Wall that everyone is talking about.
 
I haven't had a crash from the techs since the CTD wall. I think D had said it was reduced after shrinking the number of categories. The only thing I can say is autosave often :)
 
I will run another test game and see how it goes.

It was a new game. Still gettin the CTD. It occurs at the end of turn 68. My saved game starts me at turn 67. I was Rome, ai was Arabia. I was in Renaissance, the ai in Medieval. I was researching Acoustics with one turn left, while the ai researched Civil Service with two turns left. My only policies were the Republic government and sub-policy Social Contract (+25% prod when building buildings).

I used the Have Fun mod to control arabia the turn before the CTD. It had 625/62 culture. The two governments it had elected were Monarchy and Republic (no sub policies on either). It was currently in Republic. While I controlled them, I tried spending all the culture on the Republic tree (during turn 67). I got a CTD at the end of 68.

The next time I controlled them, I switched to Theocracy to throw it in anarchy, then switched back to Rome. I did this on turn 67. Next turn, NO CTD.

It's interesting that my putting them in anarchy prevented a crash. Anarchy prevents science, production, and gold yields. I checked their cities, thinking it might be a building that was crashing, but the only thing being completed on turn 67 was a Sewer System (tested this by changing the build but it wasn't the problem). They were researching Civil Service with one turn left (I changed the tech next turn but still got CTD, so I don't think it was because of Civil Service). I pushed them into anarchy again and again, and never had a CTD.

What's really interesting is that when I tried doing the same exact thing I mentioned above (throwing them into anarchy) one turn later, during turn 68 (the turn of the crash) I DID get a CTD. So, whatever crashed it happened on turn 67, but I felt the effects only at the end of 68.

So if you put them into anarchy, you still crash but a turn later?

This leads me to believe that the crashes are not policy dependent, as it still crashed when they had no culture. They could have switched back to Monarchy, but if a crash happens when the ai is in anarchy, it should have crashed when they first switched to Republic from Monarchy.

Did you test to see if returning to monarchy causes any problems?

BTW, your earlier assumptions that ai growth was stagnated due to overusing specialist was dead on. All of the cities were max out on the number of specialist used. I think I have a possible solution: have zero specialist slots for buildings before the medieval era. After medieval, make buildings only have one slot. This way, the ai gets the essential early game growth necessary to stay competitive until the later ages. By the time they enter the medieval era, they will have enough population to afford to put one or two citizens in specialist slots. For early great people, both ai and human players will have to build wonders, which will retain their specialist slots.

I was leaning towards doing something like this. Maybe I will do it before V9 is completed.

Got a Flag icon working used "Medical Corps (v 5)" and replaced medic32.dds with my machin_gunner32.dds, that do then you build a medic you se the icon and you can se what code is needed

say if you want me to do more customized Flag icons then i can do some more like a different hammer for "civil worker" and missile launcher for "missile squad"

Awesome. If you could make some icons that would be most appreciated. :)

Hi all, does it possible to reduce the amount of production for guided missile , atomic bomb and atomic missile ? i think it's very hight and i can't use nuclear submarine or missile cruiser.
In any case , could you tell me the file to modify ?

You can manually go into the unit xml inside the mod and change the values to whatever you want.

Do you think to introduction ,for each era, the pirates ? it could be very interesting

You mean like the barbarian ships? I am not sure how to modify their strength and behavior, though it should be possible.

Playing with the latest mod and I keep getting CTD's when I click on the technology tree sub-menus. Not all the time, but about once every 15 or so times I go there. Anyone else having the same issue? This is different than the CTD Wall that everyone is talking about.

15 seems higher than average. It has only happened to me once in the past week or so, and complaints about it have decreased in general. Do you have any other mods running?
 
The tech tree CTD's would be directly related to any older lua code that Firesforever never updated. On the December patches the lua files were not only updated to a newer Lua version but I speculate a few bits of code used in Civ 5 were decided to not be the best way to do things and as dangerous as those bits are in getting called, if not handled perfectly, will freeze the game rendering it incapable of continuing play and resulting in a crash. As Firesforever began to code the tech categories mod before that date, some older bits of Lua may still lie there being called incorrectly. I'm basing this speculation off a few of the vanilla screens that have commented out calls to 'queue' and 'dequeue' the screens. I have also messed around with those calls and every time they were triggered in experimental screens for ATOM, the game crashed.
 
The tech tree CTD's would be directly related to any older lua code that Firesforever never updated. On the December patches the lua files were not only updated to a newer Lua version but I speculate a few bits of code used in Civ 5 were decided to not be the best way to do things and as dangerous as those bits are in getting called, if not handled perfectly, will freeze the game rendering it incapable of continuing play and resulting in a crash. As Firesforever began to code the tech categories mod before that date, some older bits of Lua may still lie there being called incorrectly. I'm basing this speculation off a few of the vanilla screens that have commented out calls to 'queue' and 'dequeue' the screens. I have also messed around with those calls and every time they were triggered in experimental screens for ATOM, the game crashed.

Interesting. I might have to bring that to his attention, but I am beginning to think he burned out, or is at least taking a break for awhile. Maybe until the SDK is released.
 
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