Procylon's Call to Power Project

I have finished a new scenario, Napoleon 1805 alpha v1(http://forums.civfanatics.com/showthread.php?p=10119720#post10119720). While I designed this one to be balanced for vanilla, as it is more playable these days, I can't wait to try it with your mod. This is the smallest of my three scenarios, so it is likely it will cause less trouble when played with this mod. So far I'm the only one making scenario's that are actually playable, unless I'm missing some. But I guess everyone else is hard at work modding before they make a scenario. Of course without your mod, I would've just chalked up this game as a loss and never made even one scenario, so go modders! But seriously, anyone got plans for a scenario? Still needed to make Civ 5 complete are WWI, 100 Years War, and Crusades scenarios, all of which could be made editing this new scenario. Food for thought.
 
I have finished a new scenario, Napoleon 1805 alpha v1(http://forums.civfanatics.com/showthread.php?p=10119720#post10119720). While I designed this one to be balanced for vanilla, as it is more playable these days, I can't wait to try it with your mod. This is the smallest of my three scenarios, so it is likely it will cause less trouble when played with this mod. So far I'm the only one making scenario's that are actually playable, unless I'm missing some. But I guess everyone else is hard at work modding before they make a scenario. Of course without your mod, I would've just chalked up this game as a loss and never made even one scenario, so go modders! But seriously, anyone got plans for a scenario? Still needed to make Civ 5 complete are WWI, 100 Years War, and Crusades scenarios, all of which could be made editing this new scenario. Food for thought.

Right now I'm working on a Gulf of Oman scenario based off of the Battlefield 2 map.
 
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.

I also was getting this error when someone else completed a CtP added Wonder.
The problem is in the CIV5IconTextureAtlases.xml file. It has WonderAtlastwo640.dds and WonderAtlasThree640.dds referenced but these files do not exist. I replaced them with buildingatlasTwo640.dds and buildingatlasThree640.dds. I waited for the AI to complete one of the CtP Wonders and no error occured and the correct icon displayed.
 
I also was getting this error when someone else completed a CtP added Wonder.
The problem is in the CIV5IconTextureAtlases.xml file. It has WonderAtlastwo640.dds and WonderAtlasThree640.dds referenced but these files do not exist. I replaced them with buildingatlasTwo640.dds and buildingatlasThree640.dds. I waited for the AI to complete one of the CtP Wonders and no error occured and the correct icon displayed.

Hi,

Thank you ;) for identifying and solving this problem. I was modified sources and i'll send to Decimatus with add-ons tomorrow.
 
I have a few science buildings that need fixing, so I will see if I can hit them all at once.

Ok great. I think I'm going to do what Fred did and disable the specialist. I think that should help the ai stay competitive.

I have noticed something, but it's not something that I think should necessarily be changed; it's more of an observation/analysis. I'm playing huge pangaea, 12 civs, 16 CS, emperor, and standard speed, in the early Renaissance:

In the beginning stages of the game, waging war completely drains your economy due to unit upkeep. I love this. Essentially, someone must research currency and have markets running to be able to finance any long-term campaign. Very realistic!

The next gold enhancing buildings kind of throw this out the window. I get that building maintenance and unit maintenance scale with eras, but I would like to see things as they were in the early game. In other words, it would be cool to have a gold enhancing building for each era that, if built wisely, would allow one to field units and buildings from that era at a slight possitive value. If the gold enhancing buildings aren't built for that era, the units from said era should drain the treasury. This leaves the player with three options: 1) Sustain the war at moderate-severe cost, 2) Field less expensive - but less advanced - units, or 3) Stop the war. I just think it adds a little more depth to the game, forcing the player to be economically stable before waging a teritory war. Like I said, the early stages of the game do this very well, but as things progress, money starts to skyrocket. I'm currently banking +2600/turn with a mid-sized late medieval army.

In other news, I think the pacing of the game is pretty solid, with the minor exception of the science buildings. New buildings built in fully developed cities take about 7 turns to complete, units 5-7. All in all, things are looking great.
 
Love how everything is working now but there is a "slight" problem with policy choices. Being restricted to one government social tree is kinda burdensome when you build a wonder that gives a free policy pick and you have already maxed out the tree. While being restricted to just one government is realistic it would also be nice to have other policies to choose from...i.e. religion or economics (Corporations. Can't wait to see where you go with this. Would also like to see this in conjunction with the "DUCKS" religion system later on down the road...

MXX
 
Here are some pics of the fusion tank from CtP 2, and on Nexus I've been messing up, too. I was just trying to make some skins for future units for you, but they won't come up in the 3D viewer. Almost everyone is having this problem since they broke it in December :mad:. I really don't want to mod them in-game just to see that they look worse than a 2 year old's drawing.

:lol: It was never fixed. Nexus never worked since the SDK release while lemmy101's nexus addon worked wonders for it, Nexus never worked from the beginning.
 
is it possible to get New game paces (Legendary - 3000turns, Legend (with faster production) Marathon (with faster production), Epic (with faster production) incorporated into your mod by any chance plz?
 
is it possible to get New game paces (Legendary - 3000turns, Legend (with faster production) Marathon (with faster production), Epic (with faster production) incorporated into your mod by any chance plz?

Page 35 has your answer.
 
:lol: It was never fixed. Nexus never worked since the SDK release while lemmy101's nexus addon worked wonders for it, Nexus never worked from the beginning.
Is there any other viewer that allows you to see a 3D model of a reskin. I really don't want to mod it into Civ before I see how it looks. I tried lemmy101's Nexus Buddy, but it didn't really do what I wanted.
 
Is there any other viewer that allows you to see a 3D model of a reskin. I really don't want to mod it into Civ before I see how it looks. I tried lemmy101's Nexus Buddy, but it didn't really do what I wanted.

Yea, actually they talked about it on the Nexus Buddy thread it's called Granny Viewer.;)
 
Next week I will be working on changing up the buildings/governments to something more satisfying, and possibly some optimization/addition in the Social Tech Page(toss out your ideas on some social techs ).

Lol, you asked for it :D:
Spoiler :

It seems as though the general progression of the governments is:
expansion/military conquest -> culture/happiness or empire building -> growth/ peacetime bonus -> production boom and/or intense war combat -> wealth building -> scientific specialization or general peacetime bonus -> general growth bonuses.

If that's right, then I think that there are a few sub policies that could be better optimized in a different government. Note: I have never played CTP so I don't know how each of the governments played out. Also, I didn't think about the position of the policies on the trees, so some of the better ones might be towards the top. I'll leave it up to you to decide where to put the bonuses, assuming you decide to add some. None of these changes I have proposed are what I would consider "high priority;" I am pretty content with the way they are now, but if I had to change somethings, here is what I would do:

I'm pretty happy with Monarchy as it is now; the only change I would make would be to change the great person bonus from Dynasty to a bonus to strategic resources. It keeps it more in line with military conquest.

In Republic, I would take out the discount for buying units. In it's place, I would give a bonus to Great People spawn rates. I would also switch its Rule of Law bonus with Theocracy's Religious Law. Republic is the empire building government, so it should get the reduced building maintenance, while the cultural government Theocracy should get border expansions faster.

The Discipline sub policy for Fascism doesn't help much in the area of conquest. I think something that lowers unhappiness for occupied cities would go better with the whole "kick 'butt' and take names later" theme. It allows the player to keep chugging without worrying too much about happiness issues. The garrison helps as well; it's like you are telling your citizens "we are gonna fight and you're gonna be happy about it :lol:."

If Communism came by itself I wouldn't have a problem with the way it is. However, since it comes at the same time as Fascism, I think it should not be a military government. To that extent, Comitern sort of clashes with Fascism, as now you have two ways to wage war, the super elite killing force or the industrial powerhouse. Actually, now that I think about it, that doesn't sound like a bad idea. I would probably lower the Great General rate and/or the unit maintenance to distinguish it further. I would kind of like to see a bonus towards buildings in the sub-policies, perhaps where Comitern was. Either way is good.

Corporate is great the way it is. I see it as the economic recovery after the war. One minor thing that could be changed is the Shareholder View, which halves unhappiness from specialist. I was thinking something like having luxury resources and/or happiness buildings be slightly (10-20%) more effective. This would be in line with the general uplifted spirits when embracing an economic boom. It would also help soften the loss of the garrisons.

**Note: The Digital governments are probably going to be the most unbalanced of them all. I was just thinking of useful things that could be implemented, with little regard to how it balances with the rest of the mod, including other governments. I guess these should just be considered as broad strokes toward an ideal.**

The Digital Era comes with two governments, one which specializes in science, the other focusing on growth. Therefore, I really don't understand the reason for the policies that improve strategic resources. If anything, I think these should go to the Industrial Era governments, 100% to Fascism, 50% to Communism. Also, I think the production bonus that are granted when adopting Technocracy should be switched with the ones on Ecotopia. I think of Ecotopia as an empire building government, so the extra production makes sense. For that same reason, I would move Energy Accounting's building bonus to Ecotopia. In its place, I would make a policy that gives a certain amount of science to improvements and possibly ocean tiles (to simulate deep-sea exploration). At the same time, I would lower the gold generation of Ecotopia to 10-15%, and increase the gold for Technocracy to 25-30%. The reasoning: scientific enhancements usually come with economic prosperity. In keeping with the science/specialist feel of Technocracy, I would bring over the effects of Fascism's Discipline (specialist only consume 1/2 food) which would switch with the quantity resources increase. Finally, I woud change the benefit of Eco Fanaticism to something else, maybe happiness for jungle/forest. The bonus to unit movement cost seem like a war-type bonus, but it's probably too advanced for some of the Industrial techs.

Virtual Democracy seems good as it is in its role of end-game government. It's a little iffy, but I feel like the science should be lowered a little so it doesn't completely beat out Technocracy, especially since it only comes one era later.

It would be nice to see a war government for the late game as well.


Now I have a question: when you implement social policies and governments, how will that work? Will the thresholds be seperate, so you can unlock a government addition and a general social policy simultaneously, or will you have to chose which one to enhance from a shared pool?

Pertaining to the Military side of things:

Spoiler :
I really like the way you did the military tree, as it makes it really easy to see what you need and then get there, without all the clutter of the peaceful techs (this applies to all of the tech pages). I also like indirect enhancement of strategic resources. However, if you decide to adapt the government changes that increase strategic resources, it might become a little hectic. I completely understand the desire to create epic battles that stretch across the horizon, but fielding 60+ Swordmen in the classical era really isn't too feasable. I would simply consider moving the "big" bonus down from nine to six.

I have a slight problem with the cannon; it is overpowered in relation to the rest of the units.

For example, I play almost exclusively with Rome. The unique units are upgrades to both the swordsmen (legion) and the catapult (balista). The balista has a ranged combat strength of 11; the legion's strength is 13. Further down in the tree, there's the trebuchet and the longsword. The trebuchet's ranged combat is 15, while the longsword has a combat strength 18. What I'm getting at is that the ranged strength for these units is weaker than the combat strength of melee units. This allows the units to withstand several volleys from the ranged units.

When cannons hit the scene, they destroy everything with their 28 strength, range three shells. A unit that comes out a little earlier is the musketman, with 16 strength. A unit that comes out around the same time is the calvary, with 22 str. The riffleman comes out later at 27 str. A cannon on a hill counters all of them. It has essentially become the artillery of the Renaissance Era. Although I like the range upgrade personally, I think that it is too much from a balance perspective. I believe it was better at range two.

Historically (I think), early siege were great against fortified cities and the like, but they were pretty bad against solders. The cannon changed this with its effectiveness against infantry. With that being said, I would reduce the ranged str to ~22-24 and give it a penalty against mounted units. I think the combat vs cities is good where it is. This way, musketmen still get shredded (rightly so), but calvary and riflemen can take a few licks before falling. Cities with accompaning defense buildings and soldiers still stand a fair chance against 1-2 cannos.


With all that out the way, I must say that I am enjoying this version more than any of the previous versions. The art improvements certainly help, but more importantly, it feels like everything is fitting neatly together. That and the incredible pace with which new content is added really put this mod up there with some of the greats for me.
 
Hi Decimatus,

I send you "Icons v9.2" zip file : Icons_v9.2
This package is an update from v9.1.

In this package I add 36 Unit Flags. I was trying to keep a maximum of unit flags that you'd been send, however some flags was too small and not necessarily pretty, so I replace them.

Attention : you can delete all DSS files in the directory "Unit Flags" and you must remove the line "<UnitFlagAtlas> CYBERNETIC_MARAUDER_FLAG_ATLAS </UnitFlagAtlas>" from CIV5Units.xml file.

Enjoy it and if you like the flags absorb it in v9 if it's possible.

Note : I must look at why the flags are not displayed in 2D mod !!!

That looks like all of them. :)

I hate to nitpick when you are helping so much, but you have tanks on the Infantry Fighting Vehicle tech. Should be something more like a Stryker or Armored Personnel Carrier.

Great work!

I change Infantry Fighting Vehicle Tech icon as you wanted ;).
 
I have finished a new scenario, Napoleon 1805 alpha v1(http://forums.civfanatics.com/showthread.php?p=10119720#post10119720). While I designed this one to be balanced for vanilla, as it is more playable these days, I can't wait to try it with your mod. This is the smallest of my three scenarios, so it is likely it will cause less trouble when played with this mod. So far I'm the only one making scenario's that are actually playable, unless I'm missing some. But I guess everyone else is hard at work modding before they make a scenario. Of course without your mod, I would've just chalked up this game as a loss and never made even one scenario, so go modders! But seriously, anyone got plans for a scenario? Still needed to make Civ 5 complete are WWI, 100 Years War, and Crusades scenarios, all of which could be made editing this new scenario. Food for thought.

Scenarios are years away for me, if ever. :p Good to see you are making some though. :)

Thank you for identifying and solving this problem. I was modified sources and i'll send to Decimatus with add-ons tomorrow.

Great. :)

In the beginning stages of the game, waging war completely drains your economy due to unit upkeep. I love this. Essentially, someone must research currency and have markets running to be able to finance any long-term campaign. Very realistic!

The next gold enhancing buildings kind of throw this out the window. I get that building maintenance and unit maintenance scale with eras, but I would like to see things as they were in the early game. In other words, it would be cool to have a gold enhancing building for each era that, if built wisely, would allow one to field units and buildings from that era at a slight possitive value. If the gold enhancing buildings aren't built for that era, the units from said era should drain the treasury. This leaves the player with three options: 1) Sustain the war at moderate-severe cost, 2) Field less expensive - but less advanced - units, or 3) Stop the war. I just think it adds a little more depth to the game, forcing the player to be economically stable before waging a teritory war. Like I said, the early stages of the game do this very well, but as things progress, money starts to skyrocket. I'm currently banking +2600/turn with a mid-sized late medieval army.

In other news, I think the pacing of the game is pretty solid, with the minor exception of the science buildings. New buildings built in fully developed cities take about 7 turns to complete, units 5-7. All in all, things are looking great.

The problem is that unit maintenance doesn't scale very well. The base maintenance for all units is the same. I can change this, but it is something I am going to have to address at a later date.

Good to hear that it starts off well though. :)

Love how everything is working now but there is a "slight" problem with policy choices. Being restricted to one government social tree is kinda burdensome when you build a wonder that gives a free policy pick and you have already maxed out the tree. While being restricted to just one government is realistic it would also be nice to have other policies to choose from...i.e. religion or economics (Corporations. Can't wait to see where you go with this. Would also like to see this in conjunction with the "DUCKS" religion system later on down the road...

MXX

Yeah, it can be, though it is kind of rigged for you to change governments every 2-3 eras. And there is always the option of going back to certain governments when you need to gear up for war or something. But generally, this will be relieved when FiresForever finishes the policy mod. Thankfully he is still alive, but busy. We should get it in the next month or so. Until then I have lots of other things to change anyway, so I am not really rushed right now. :)

And yeah, I am watching to see where DUCKS goes. I won't use the stock system I think, but I will probably tailor it to this project. That could be a significant project by itself.

is it possible to get New game paces (Legendary - 3000turns, Legend (with faster production) Marathon (with faster production), Epic (with faster production) incorporated into your mod by any chance plz?

An update on this though. I looked into adding it, but it requires me to bring in some other lua files, which I don't want to do just yet. I thought it would be as simple as adding the gamespeeds to my xml, but not quite. I will definitely see about doing it once I have settled the current build down though. :)

Is there any other viewer that allows you to see a 3D model of a reskin. I really don't want to mod it into Civ before I see how it looks. I tried lemmy101's Nexus Buddy, but it didn't really do what I wanted.

iKillu64, if you get it working, can you use the fusion tank model attached to this post? That is the CtP Fusion Tank and the one I really want to see. I think the CtP2 fusion tank would also be good, but I think I would slot it in at the Gauss Tank if you made it. :)

Also, I am attaching the Leviathan model which is the Fusion Tanks big(giant) brother.

Of all the possible unit models I would like to see in the game, CtP 1 Fusion Tank and Leviathan top the list. :)

Lol, you asked for it

Hehe actually I was asking for some input on some new social Techs, but input on the governments also works as modifying bonuses and yields for policies and buildings is something I plan on doing soon. I won't reply in detail now, maybe later. But I will definitely take your post into consideration. :)

I think you are probably right about the cannon. I think I may have raised the strength to compete with rifleman, and I definitely didn't take that into account when I upped the range to 3. I think I want to keep the range, to signify the complete obselescence of archer/cat/treb, but I will drop the strength down to something more manageable.

Hi Decimatus,

I send you "Icons v9.2" zip file : Icons_v9.2
This package is an update from v9.1.

In this package I add 36 Unit Flags. I was trying to keep a maximum of unit flags that you'd been send, however some flags was too small and not necessarily pretty, so I replace them.

Attention : you can delete all DSS files in the directory "Unit Flags" and you must remove the line "<UnitFlagAtlas> CYBERNETIC_MARAUDER_FLAG_ATLAS </UnitFlagAtlas>" from CIV5Units.xml file.

Enjoy it and if you like the flags absorb it in v9 if it's possible.

Note : I must look at why the flags are not displayed in 2D mod !!!

You sir are a powerhouse. :p

I have some updates for the multiple tech pages mod that also need implementing(with bonuses such as techs showing you what techs led to them), so I will see if I can muster up the energy to implement them both and get a new V9 on sourceforge before bed. :)
 

Attachments

  • Fusion Tank.gif
    Fusion Tank.gif
    2.2 KB · Views: 231
  • Leviathan.gif
    Leviathan.gif
    3.7 KB · Views: 241
You sir are a powerhouse. :p

I have some updates for the multiple tech pages mod that also need implementing(with bonuses such as techs showing you what techs led to them), so I will see if I can muster up the energy to implement them both and get a new V9 on sourceforge before bed. :)

Ok thank i wait tonight to see new package...

Thx.
 
New V9 Uploaded. :)

51 Updated the multiple tech pages mod. It has several improvements, one of which seems to be a smoother, sleeker interface experience. I also hope this smoother experience results in less button related CtD's, so let me know how it goes. Also, the new update adds "Required" techs in each help text, so you can get a quick tooltip detailing not only what it leads to, but also where it came from.
52 Implemented latest ICONS and Flags from Feuteupool. Everyone thank him. :)
53 Tweaked a few building/unit values here and there, and fixed a text string.
As of January 16

I also added a new Special Thanks section to the original post so you guys know who to pat on the back. :)

Ok thank i wait tonight to see new package...

Thx.

Can you use the white Fusion Tank picture I provided in the post above for the Fusion Tank Icon in the game? That would rock. :)
 
Categories is the only way at this point sorry. Someday I may make a map in visio, or even change it up if someone makes a mod that lets you have a working scrollbar for Y axis and plenty of room to put ~30-50 techs wide top to bottom.

Hi, if you can direct me to a complete list of the tree just in plain text and the icons that show in each tech rectangle, I'll download them and make a poster so everyone can download and print.
 
As of January 15

I work the next 3 days, so this is the last non-art update until my next break.

A few hours later...

New V9 Uploaded.

51 Updated the multiple tech pages mod. It has several improvements, one of which seems to be a smoother, sleeker interface experience. I also hope this smoother experience results in less button related CtD's, so let me know how it goes. Also, the new update adds "Required" techs in each help text, so you can get a quick tooltip detailing not only what it leads to, but also where it came from.
52 Implemented latest ICONS and Flags from Feuteupool. Everyone thank him.
53 Tweaked a few building/unit values here and there, and fixed a text string.
As of January 16

C'mon D, I was really trying to get to the later eras. But now that you have added more, there's no way I can finish :D. New game here I come.
 
Thank you Feuteupool for all of your hard work on the icons.

I also have a new idea :). I was thinking of a way to make 1UPT better then I thought of this. You could make it like in Empire: Total War where units can join together to form a bigger army. I am not sure ho it would work, but it could just have more HP or maybe more strength or both. It could have a limit of 3UPT then it could be thought of as; 1 unit=small, 2 units=medium, and 3 units=large. For just one unit they could have 10 HP then 2 has 20 and 3 has 30. Of course this would be hard to code, but maybe there could be another button for joining together when there are stacked units, and this would raise their HP to the new amount and kill the other unit. I don't know, but I think this could work.
 
Back
Top Bottom