Procylon's Call to Power Project

Feuteupool, I have to hand it to you. Not only did you create all these icons, but you made the xml's in a way that lets me just drop them in my mod without having to dissect them. I expected to see duplicates of my xml's with the icon info input like I have seen others do. That would have taken me hours to merge, but now it will take minutes. Thanks. :)
 
Ok, so now that I have it in game, everything is looking good. :)

I do have a few items that I would like to see remade if you could:

1 Machine Gunner, instead of a modern assault rifle guy, can you put a Civil War era gatling gun in there? I think that would best fit the era and the idea of the machine gun nest/ranged attacker.
2 The DDX destroyer icon looks more like a hellicopter carrier. The DDX will be similar to the CGX, maybe too similar for icon purposes but if you can find a pic it would be preferable.
3 The advanced shipyard looks more like one of those ship concepts that has an airport on top and a million people inside. Might be hard to find a decent shipyard pic to fit though.
4 Body exchange girl is scary. Just saying. lol

Out of all the icons I looked at, those are the only ones that stood out at me. Though, I do need to find you a pic of a fusion tank. I looked for one but could never find it online. Maybe someday I can get CtP to work on one of my comps and I can get you a screenshot.


Anyway, all in all, I can see you put a lot of good thought into the icons, and it really turned out well. I look forward to seeing more great work from you in the future. :)
 
Unfortunately the devs saw fit to make this a check box option in the advanced game setup.

Thanks this will help a lot. I made it almost 200 turns w/o knowing about that option. Also no crashes in the multi-tech tree with the current version in that ~200 turn gameplay.
 
Thanks this will help a lot. I made it almost 200 turns w/o knowing about that option. Also no crashes in the multi-tech tree with the current version in that ~200 turn gameplay.

Yeah it works. Just so long as you remember to check that box. :)

Good to hear the CtD Wall is gone. You will probably eventually have some tree related crashes, but as long as you autosave it shouldn't be too bad.
 
Yay new icons!

My only concern is you have some copyrighted images in there, such as the Age of Mythology icon and a Team Fortress 2 character. While usually not an issue, copyright/trademark infringement can lead to mod flagging and is a EULA violation. Stock photos and such usually are not a problem, but recognizable symbols such as those I mentioned might get you in trouble.

Hi,

Please tell me exactly what icons are involved by copyright and i'll change them. Thx.
 
Feuteupool, I have to hand it to you. Not only did you create all these icons, but you made the xml's in a way that lets me just drop them in my mod without having to dissect them. I expected to see duplicates of my xml's with the icon info input like I have seen others do. That would have taken me hours to merge, but now it will take minutes. Thanks. :)

Yw :), if it suits you, I'll still do like that. You put the default icons and with xml files that I send, I manage localization and positioning.

Probably tomorrow I'll send you missing icons for v9 in a global package that replace the previous one.
 
Hi,

Please tell me exactly what icons are involved by copyright and i'll change them. Thx.

Possibly the Missile Squad with the TF 2 soldier. I am not sure which is the Age of Mythology pic unless he means the monotheism icon.

Yw :), if it suits you, I'll still do like that. You put the default icons and with xml files that I send, I manage localization and positioning.

Probably tomorrow I'll send you missing icons for v9 in a global package that replace the previous one.

Works great. :)

I am putting more techs in as I optimize the military page, so I will load updates to sourceforge maybe every 3-5 techs added.
 
Hey D is a version with the icons on sourceforge yet? No rush if there's not, but I'm gonna postpone my next game so I can see all the shiny new icons
 
Love the mod, great job and please keep it up! Without modders such as yourself, this game would probably already be collecting dust in the bottom of a desk drawer.

I just have one request so far. Could you add the extra turn speed settings? I really liked the speed settings in some of the other mods that allowed more turns over a time span.
 
Hey D is a version with the icons on sourceforge yet? No rush if there's not, but I'm gonna postpone my next game so I can see all the shiny new icons

As soon as I untangle this not of prereq pipes I can upload it to the forge. :p These pipes can get ridiculous sometimes, and for no good apparent reason. I can imagine it is something like knitting with cats in the room.

Love the mod, great job and please keep it up! Without modders such as yourself, this game would probbaly already be collecting dust in the bottom of a desk drawer.

I just have one request so far. Could you add the extra turn speed settings? I really liked the speed settings in some of the other mods that allowed more turns over a time span.

Shouldn't be too hard, though I can't promise it will be balanced. Which did you want, Legendary speed? Point me to the mod and I can drop it's speed settings into my file.
 
I used to play with CCMAT and I believe it had a decent balance. Thanks!

You mean the gamespeed changes in CCMAT? The balance between CCMAT and this mod will likely be completely different.

I will take a look at it and pull out the relevant gamespeed info.
 
I started trying to describe why or how, but instead I think this guy captured the spirit.

http://forums.civfanatics.com/showthread.php?t=326890

I haven't used his mod so I cannot attest to the balance, but I think he describes the thought process much better than I can. With more turns happening, you'll find yourself hitting "end turn" much more often, but on the other hand, it doesn't take 100 years to move a unit from one city to the next. :rolleyes:

If it's too much trouble, feel free to ignore me or decline the rquest. I'll continue playing your excellent mod regardless. Maybe it'll make a nice addition to the to-do list for when it can be done correctly.
 
I started trying to describe why or how, but instead I think this guy captured the spirit.

http://forums.civfanatics.com/showthread.php?t=326890

I haven't used his mod so I cannot attest to the balance, but I think he describes the thought process much better than I can. With more turns happening, you'll find yourself hitting "end turn" much more often, but on the other hand, it doesn't take 100 years to move a unit from one city to the next. :rolleyes:

If it's too much trouble, feel free to ignore me or decline the rquest. I'll continue playing your excellent mod regardless. Maybe it'll make a nice addition to the to-do list for when it can be done correctly.

No I understand why you would want more turns.

I am just saying, that I balance this mod to standard speed, so the further you get away from that, the more different your gameplay experience might be from the average. It should generally hold up, but I can't make any guarantees as to what kind of oddities you may run into. :)
 
Back during Civ 4 I helped with a mod called Rise of Mankind, that mod was a full-on tech revamp with buildings, units, resources, you name it. One peculiar feature about it was that it was designed for extremely slow games, Zap put in a Snail speed which gave an average of 3,000 turns per game and later a Legendary speed was put in that gave an average of 4,500 turns. The goal of the mod was to have a very realistic feeling game and I can tell you it took both game speeds a VERY long time to balance out across the entire game timeline expanse. To have a 1 year per turn across the entire game experience would be an immoral place to start from not only because the amount of time skipped per turn slows down as the game progresses in an exponential fashion but for balancing reasons too. It would take a lot of testing and timing to get really slow speeds to balance out perfectly, hell Firaxis/2k even screwed up the initial gamespeeds for Civ 5 on the initial release.
 
Huge V9 Update!

47 Implemented 30mb+ of icon art courtesy of Feuteupool. Thank him if you see him!
48 New Military Techs. Shoulder Launched Weapons, Infantry Fighting Vehicles, Cruise Missiles, Combined Arms Doctrine.
As of January 15

The new icons makes tons of difference in how it feels when perusing the tech tree. :)

Back during Civ 4 I helped with a mod called Rise of Mankind, that mod was a full-on tech revamp with buildings, units, resources, you name it. One peculiar feature about it was that it was designed for extremely slow games, Zap put in a Snail speed which gave an average of 3,000 turns per game and later a Legendary speed was put in that gave an average of 4,500 turns. The goal of the mod was to have a very realistic feeling game and I can tell you it took both game speeds a VERY long time to balance out across the entire game timeline expanse. To have a 1 year per turn across the entire game experience would be an immoral place to start from not only because the amount of time skipped per turn slows down as the game progresses in an exponential fashion but for balancing reasons too. It would take a lot of testing and timing to get really slow speeds to balance out perfectly, hell Firaxis/2k even screwed up the initial gamespeeds for Civ 5 on the initial release.

I will probably balance for more speeds eventually, but that will be after I get the majority of systems firmly cemented in place. :)
 
Something to note: Itonworks national wonder tends to multiply my production values by 5 or 6 when I get it. It seems really powerful for an early game tech.
 
I get a strange glitch whenever wonders are built. On the side, where it says "X just completed Y," the image next to it comes up as a red block. I can see the wonder images clearly when I look at techs or scroll through the pedia, so i think its just a problem transmitting the image. When I complete a wonder, everything shows like it's suppose to, including the wonder splash (tested with Statue of Zeus).

I get a texture load error that says:

Unable to load texture [WonderAtlasTwo640.dds]

This might be a problem specific to my computer though, in which case I know where to start looking. Just wanted to know if I am the only one before I comb through my settings.

Out of curiosity, is there going to be an actual Diamond Era, or is that just a place holder for the win condition techs. I just ask cuz it says incomplete Diamond on the first page.


Feuteupool, I know I have said it before, but your work is AMAZING :worship: !! I spent the first 15 mins of this game looking through all the buildings and units you added images for. Most of them blend in exceptionally well with the vanilla images, with a good number surpassing them. I had an extremely hard time distinguishing your images from those that the devs put in. It honestly felt like I was playing Civ 5 for the first time all over again. I'm anxiously trying to get out of the early eras so I can truly enjoy your contributions. It seems as though the images become more phenomenal the further down the tree you get. Lol, I fear for the person who comes across a Cybernetic Marauder or Leap Infantry.

:thanx:
 
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