Procylon's Call to Power Project

Many thanks to Feuteupool and all the other contributers helping make this the greatest CIV V Mod on the web!!! Great job!!

MXX
 
I'm having a hard time installing the new build. It unpacks about 3/4 of the files than stops with no installation. I've deleted the older version, so as of now I am PCPP-less. I've downloaded and re-downloaded about 4 times with the same result. Boo. Anyone else having a problem or is it just me?
 
Hey Decimatus!

I've playing your MOD since the v4 and it is getting better every time you release a new version!
I really love this kind of MOD because it expands the way we play CIV.
Giving more techs, armies, wonders, etc. Every new things that apperas in your MOD it shows to me more hours playing the game!!!

Congratulation and will wait the final version 9 to play!
 
Now into modern all the way from ancient with my latest playthrough, no crashes but one weird bug(pictured). I'm very much liking all the additions and overall balance. For tweaking overpowered buildings I feel like 5 production per citizen from windmill is too high. Well fed citizens would produce more, but I think this production would be small compared to production from any tile. I think 2-3 would be much better. Also, for the factory, it really overdoes production. Not every citizen would work at and produce from a factory though all might buy it's products. So I think factories should give gold per citizen, and a flat 500 or so production, same going for textile mill, except 100-200 production. A full report will be coming when I finish the game.

In all my games trade routes give tiny amounts of gold compared to city production. Maybe nerfing gold per citizen 1.5-3 times, and making all trade route bonuses 100-400% would be a way to keep gold in check, and have a more realistic ratio from taxes on citizens in the city to taxes on goods being traded. In current game it is 320 from trade, over 3000 from cities.

*Bug is the cities too close together, I caught the general in motion. I needed to build mine 4 tiles away from the nearest city, this was the only area not following those rules.
 

Attachments

  • bug1.jpg
    bug1.jpg
    356.6 KB · Views: 113
Buddha2723: your idea of citizens and trade routes is all to good. Poped an idea for a future improvement maybe one day no rush. but adding citizen classes with each their raitio of sci,luxury(tastes),taxes and production ect. this could bring a different aspect to building a civilization where buildings are very important.
 
*Bug is the cities too close together, I caught the general in motion. I needed to build mine 4 tiles away from the nearest city, this was the only area not following those rules.

The game only considers the minimum distance between cities when they're on the same landmass.
 
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. :)

Hi,

Sorry :(, but the resolution of the two Fusion Tank you've posted is really too small and I can't use them. Could you give me give me the originals or at least the source where you have taken ?

I need for icons a minimum resolution of 200 x 200 px.

What do you think about these two icons for Fusion Tank ?
 

Attachments

  • FT-1.png
    FT-1.png
    36.9 KB · Views: 62
  • FT-2.png
    FT-2.png
    38.4 KB · Views: 51
Hi,

Sorry :(, but the resolution of the two Fusion Tank you've posted is really too small and I can't use them. Could you give me give me the originals or at least the source where you have taken ?

I need for icons a minimum resolution of 200 x 200 px.

Y'know, if those are the biggest icons of those images then you could paste like an army of them on a field or something, similar to the chopper icon which is obviously darkened/shrunk copies of the foreground copter.
 
Hi, if you can direct 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.

I still have quite a lot of work to do on the tech tree, but if you are still interested in this project some months from now I would be more than happy to help you make it. :) I would hate for you to do tons of work when I still have so much to change and add though.

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 . New game here I come.

Hehe sorry. FiresForever released a good update that just had to be uploaded. :)

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.

That could be an interim solution to getting a full CtP combat system in the game, but I think given the amount of work you would need to get the AI on board, it would be better to wait for a CtP system. The CtP system would be similar, only it takes into account the fact that the back grow(the last 40-50% of the units in the stack), gives fire support to the front row if they are ranged.

It is a system that I won't be able to make anyway. Going to have to wait until someone makes the mod and then tailor it to this project.

I'm having a hard time installing the new build. It unpacks about 3/4 of the files than stops with no installation. I've deleted the older version, so as of now I am PCPP-less. I've downloaded and re-downloaded about 4 times with the same result. Boo. Anyone else having a problem or is it just me?

There have been some others recently who ran into a problem similar to this. The click install, but no mod shows up. I think they found that for some reason it was unpacking into another folder somewhere, so you may need to do a search. I am not sure if this fixed their issues though.

Hey Decimatus!

I've playing your MOD since the v4 and it is getting better every time you release a new version!
I really love this kind of MOD because it expands the way we play CIV.
Giving more techs, armies, wonders, etc. Every new things that apperas in your MOD it shows to me more hours playing the game!!!

Congratulation and will wait the final version 9 to play!

Glad you like it. :) Might be a few weeks before I get a final V9 out, but I will try as quickly as I can.

Now into modern all the way from ancient with my latest playthrough, no crashes but one weird bug(pictured). I'm very much liking all the additions and overall balance. For tweaking overpowered buildings I feel like 5 production per citizen from windmill is too high. Well fed citizens would produce more, but I think this production would be small compared to production from any tile. I think 2-3 would be much better. Also, for the factory, it really overdoes production. Not every citizen would work at and produce from a factory though all might buy it's products. So I think factories should give gold per citizen, and a flat 500 or so production, same going for textile mill, except 100-200 production. A full report will be coming when I finish the game.

I am going to be working on changing some of the building/government yields around over the next few days, so this will likely change. I wanted to put more of the % changes on the government, but I don't feel like that has worked well enough. And per pop yields on buildings generally doesn't feel like an improvement, even when it is. That is my feel on it, not sure how you guys like it.

I am considering removing the % yields from governments, increasing their improvement bonuses, and then adding specialist yield bonuses on top of the improvement bonuses. And generally increasing the bonuses across the board. And then I may move buildings into all % territory so that they work off the governments. Government does X to tiles and specialists, and factory/etc increases that by X%. It is kind of the reverse of what I had in mind when I made the building changes the first time, but I think it will work better for my actual goals.

As for factories and gold, I think the factories are more of a symbol in that sense. Realistically you don't build a factory with X yield, but you build as many factories as your citizens need and can afford. In times of war these factories aren't producing any gold, but churning out weapons.

So I think for the factory, it is better represented by a % increase due to the concept of factories in general is more of an economic multiplier than anything else. The gold should come more from the higher production rate pumping out more buildings and wealth. Corporations would play a big part in this once they are implemented.

I kind of have the dual production/gold thing going on some of the later buildings but I am not entirely sure that I care for it. As much as I can, I will probably move towards more resource driven buildings in that area. Textile mill changing from +X gold/prod to +X gold to sheep pasture/silk plantations. I already did this with the ranch and food processing plant for example.

Though, the way Civ 5 distributes resources(tiles in general really), it isn't as good as it could be. In CtP maps were more uniform. You actually had great plains, sahara deserts, florida wetlands, etc. In a case like that, your great plains obviously has lots of cattle, wheat, and horses among others. Building a ranch in such an environment would be a big improvement for that city. However, with Civ 5's map generator, you have no control over uniformity and are stuck with the generic randomization of terrain spreads which is perhaps more balanced, but extremely boring in comparison. But anyway, there will surely be some promising mods that address this down the road, and I will be implementing more resource buildings whether or not I get more uniformity in map generation. :)

In all my games trade routes give tiny amounts of gold compared to city production. Maybe nerfing gold per citizen 1.5-3 times, and making all trade route bonuses 100-400% would be a way to keep gold in check, and have a more realistic ratio from taxes on citizens in the city to taxes on goods being traded. In current game it is 320 from trade, over 3000 from cities.

When I change the government yields around, I am going to see if I can tinker with the TradeRouteGoldModifier. I may also need to increase some trade multipliers to get it to grow at an equivalent rate to the base 5 system.

I did give airports and harbors +5-10% to trade routes(each), but it didn't quite keep up with the yield changes. Maybe if I double the multiplier and give governments +10-60% in trade revenue, this will swing back in the other direction.

*Bug is the cities too close together, I caught the general in motion. I needed to build mine 4 tiles away from the nearest city, this was the only area not following those rules.

Would be funny if you took one of the cities and then duked it out between city attacks. Probably CtD the game or something hehe.

Buddha2723: your idea of citizens and trade routes is all to good. Poped an idea for a future improvement maybe one day no rush. but adding citizen classes with each their raitio of sci,luxury(tastes),taxes and production ect. this could bring a different aspect to building a civilization where buildings are very important.

I have contemplated having varying tiers of specialist, but I don't think I could get the AI to handle it in the current system. I will probably make specialists more rare anyway, saving their powers for industrial and beyond.

I also want to implement some kind of tax slider system. I could do it in the social polices when I get the multiple pages mod but I am afraid the AI wouldn't know how to handle it.

Hi,

Sorry , but the resolution of the two Fusion Tank you've posted is really too small and I can't use them. Could you give me give me the originals or at least the source where you have taken ?

I need for icons a minimum resolution of 200 x 200 px.

What do you think about these two icons for Fusion Tank ?

This is my source, and all the pics are pretty small.
http://www.ctp2.info/database/sprites/units/land/armoredvehicles/

That Sand colored tank you posted looks pretty sweet though. Put it in. :) I think it could be even better than having the CtP 1 tank in the game.

Save the other tank images though. I may introduce some unique tanks at some point. They are just too much fun. :)
 
This is my source, and all the pics are pretty small.
http://www.ctp2.info/database/sprites/units/land/armoredvehicles/

That Sand colored tank you posted looks pretty sweet though. Put it in. :) I think it could be even better than having the CtP 1 tank in the game.

Save the other tank images though. I may introduce some unique tanks at some point. They are just too much fun. :)

Hi,

Here icons zip v9.3 : Icons_v9-3.zip (This package is an update from v9.2)

Icon Fusion Tank is so the sand tank.
I put the white fusion tank icon in position 36.
 
Hi,

Here icons zip v9.3 : Icons_v9-3.zip (This package is an update from v9.2)

Icon Fusion Tank is so the sand tank.
I put the white fusion tank icon in position 36.


Cool. You included Civ5Units.xml instead of Civ5UnitIcons.xml as usual. Did you upload the wrong file or is that correct?
 
Cool. You included Civ5Units.xml instead of Civ5UnitIcons.xml as usual. Did you upload the wrong file or is that correct?

No there was no change in the file Civ5UnitIcons.xml.

I sent you the file Civ5Units.xml because I removed 2 lines that no longer serve.
This <UnitFlagIconOffset>0</UnitFlagIconOffset> and
this <UnitFlagAtlas>CYBERNETIC_MARAUDER_FLAG_ATLAS</UnitFlagAtlas>.

Since I did again the flags of all the 36 units and Civ5UnitIcons.xml is taking over DDS flags from directory Unit Flags, all flag DDS files in this folder are obsolete except the one I sent you.

I've also sent you the file CIV5IconTextureAtlases.xml because I've deleted the unnecessary rows about the single file flags.

Thx.
 
Ah. If you have updates like that, please just provide the specific changes such as the cybernetic marauder column. Overwriting my core files isn't a very good idea, especially if I have made changes. Also, I need to know about the changes in case there is an issue that crashes the game.

Thanks. :)
 
Ah. If you have updates like that, please just provide the specific changes such as the cybernetic marauder column. Overwriting my core files isn't a very good idea, especially if I have made changes. Also, I need to know about the changes in case there is an issue that crashes the game.

Thanks. :)

Ok I note, the changes are explain in my previous post.
 
Her comes a new version of flags did so all flags is in 1 image to save some space including a list to see what unit is where in picture.

this include some new and some new versions:

Combat Controller (1 more version, full cover side)
Cog
Stealth Gunship
Levitating tank (not sure of name, like recent posted picture)
 

Attachments

  • Art110117.7z
    49.8 KB · Views: 46
  • CombinedUnits01Flags.jpg
    CombinedUnits01Flags.jpg
    91.1 KB · Views: 77
No there was no change in the file Civ5UnitIcons.xml.

I sent you the file Civ5Units.xml because I removed 2 lines that no longer serve.
This <UnitFlagIconOffset>0</UnitFlagIconOffset> and
this <UnitFlagAtlas>CYBERNETIC_MARAUDER_FLAG_ATLAS</UnitFlagAtlas>.

Since I did again the flags of all the 36 units and Civ5UnitIcons.xml is taking over DDS flags from directory Unit Flags, all flag DDS files in this folder are obsolete except the one I sent you.

I've also sent you the file CIV5IconTextureAtlases.xml because I've deleted the unnecessary rows about the single file flags.

Thx.

have you included flags for the map then you delete that two lines?
because i cant find any flags for the map in you zip. and if you delete that 2 lines you dont get the flag

because (below) this sets where from to take the flag shown on map
<UnitFlagAtlas>CYBERNETIC_MARAUDER_FLAG_ATLAS</UnitFlagAtlas>
and (below) this set what position in picture the icon is.
<UnitFlagIconOffset>0</UnitFlagIconOffset>
 
Her comes a new version of flags did so all flags is in 1 image to save some space including a list to see what unit is where in picture.

this include some new and some new versions:

Combat Controller (1 more version, full cover side)
Cog
Stealth Gunship
Levitating tank (not sure of name, like recent posted picture)

Hi,

The size of flags is 32x32 :) and not 22x22 :(.
 
Hi, first of all, a great mod! Love all the changes and can't wait to see more of them!

However, after I downloaded new v9 on 01/16, I can no longer load my savegames - the game crashes. Is there any way to resolve this? If there is not, could you please provide me the v9 dated 01/15 if possible? I'd like to at least finish my game...
 
Savegames are rarely ever compatible with new mods, and you should not upgrade if you ever have a game you want to finish
 
Top Bottom