Procylon's Call to Power Project

Savegames are rarely ever compatible with new mods, and you should not upgrade if you ever have a game you want to finish

Yeah, I know that now. Unfortunately, I haven't made a backup of the previous version of the mod, hence why I asked.
 
I believe sourceforge has nearly every version listed on it. Just give it a look
 
A great mod, huge variety, but the games pace is much too fast , I play on prince, at 1200BC I got an announcement that a player has entered the medieval era, a lot of "small" techs and most of them very cheap so I get confused on what to select.

Maybe fewer techs in parallel, so the tech tree will be much longer and the advancement will take somewhat longer, lets say for example that social and scientific techs in parallel will bring you to some military and religious techs which are in parallel and then again couple of other techs and then again social with another tech, maybe three techs in parallel, but it seems like so many in parallel so now I don't care for many of the small techs because I need to find the fastest route to the next era to unlock some policies or to reach some more important techs.

It's my fist game so maybe I'm confused a bit. I think it's got tons of potential and it's a super invested mod, the key will be the pace and the challenge.
 
Well, I looked. There is v9 (the new one, updated on 01/16) and v8 (from 12/22). No other versions of v9, which is what I'm looking for.

is it the first version that had the new tec icons you want? and you have not saved the mod file in a download map? if not then i can uppload it if you need (110115 30mb)
 
is it the first version that had the new tec icons you want? and you have not saved the mod file in a download map? if not then i can uppload it if you need (110115 30mb)
Yes, that's the one that I want. And the map was default Earth, so no problems there I hope.
 

Thanks for the link, but now I have trouble installing it. I put the file in the Mods folder, go in-game, click the Install Mods button, and then nothing happens. The mod does not show up in the Installed Mods list. Other mods (for example downloaded through ModHub) install fine.

EDIT: Now I've uninstalled every mod I have. When I leave the .civ5mod file in the mods folder, I don't even have the Install Mods button in-game.

Any suggestions?
 
Hi all,

I have a problem with loading saved games, usually pointing on a saved games gives you on the left side a short description and the word MOD, if I click on the word mod I get to see what mod that saved game is attached to, with this mod ' Procylon's Call to Power ' I don't get the word mod, and loading it causes an error and a crash.

I have to go to MODS, make sure the mod is selected and from there I select single player>load game>the saves game, and it loads fine.

Is it a known problem? or is my installation corrupt?
 
Thanks for the link, but now I have trouble installing it. I put the file in the Mods folder, go in-game, click the Install Mods button, and then nothing happens. The mod does not show up in the Installed Mods list. Other mods (for example downloaded through ModHub) install fine.

Any suggestions?

i had trouble two but i continued to try and at-last it worked
 
i had trouble two but i continued to try and at-last it worked

I edited my post to say that Install Mods button disappears when I try to install that file you sent knatte_Anka. Sth wrong with that file I think - I re-installed the game, and the problem persists.
 
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.

This sounds really good. It will definitely keep ai competitive for a longer period. I would be careful about how many slots are introduced at once, or else the effect can backfire. I think I a slow progression of 1 slot in industrial & modern and two slots for post-modern eras will keep the ai growth rate fairly stable.

I am considering removing the % yields from governments, increasing their improvement bonuses, and then adding specialist yield bonuses on top of the improvement bonuses.

But then won't that clash with the limiting of the specialist. Unless you mean for governments for the Industrial Era and later.

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.

For buildings that modify production, I would definitely agree with going with percent improvements. But some things, like science buildings actually do work better on a per pop system. If you really want to get technical, per pop is the same as percentage based; after all, what is a library except a 50% increase in science? It's just written as x yield per pop for later buildings like universities that modify base science, not the overall total.

With that in mind, I think governments work best as percentage modifiers, but they should focus on the total yields, and then modify those. For example, consider a size 24 city with library, abbey, and university. The science output is 168 (24+12+12+120). If I were in a government that increases science by 30%, it would (should) go to 218.4. Something like this is easy to see in a percentage type explaination. If you make the bonuses dependent on improvements, who knows how that will affect overall productivity?

BTW, I just PM'd you, so please check it when you can :).
 
The AI is pretty smart about using Specialists, actually. In my slider specialist mod, the AI knew not to go overboard with the negative yield specialists, so that tells me it does work.

By the by, feel free to steal my specialist icons from that mod if you want to add more.
 
I think the main problem with the specialist is that the ai sacrifice growth in order to work them. In this mod, tile yields are amazing, so any citizen that is not working a tile is not as efficient as it could/should be. Postponing slots until the Industrial Era gives the ai time to grow their cities, as higher population is needed in the later stages.
 
It is fully possible to give specialists yields comparable to tiles. Specialists can produce Culture, Food, Production, Gold, and Science. Same as any tile. It is just up to Dec to full realize this.
 
Anyone have any luck finding the tile yield overlay icons/textures (ie. apples, hammers, coins) ? This is my first play-through with CTP (v9) and my primary issue as a new player is the lack of distinction for yields above 10 (they get a *). Obviously we have the tool-tip, but my first instinct was to go digging for the resource files and then see whether the display method is exposed/mod-able so we could maybe account for the higher yields (which are quite prevalent). It looks like all yields are factors of 5 which is convenient.

Great mod btw. Love the scope. Had a single crash, so far, while selecting a category from the top level tech menu. Working through the changelog before any other feedback.
 
Catapults don't go obsolete for me.

I think in the CIV5Units.xml file the two entries:PrereqTech="TECH_BALLISTICS" ObsoleteTech="TECH_SIEGE_WEAPONS" should be:PrereqTech="TECH_BALLISTICS" ObsoleteTech="TECH_SIEGE_ENGINES".


Has anyone tried to make a railroad path longer than 1 hex after getting the LEVITATION MOTORS bonus? The civil engineer moves so fast that it can go several hexes and only makes the railroad on the last hex.
 
I'm at 255 AD and my game is crashing everytime I end the turn. I rolled back about 5-6 turns during save and it still crashes when I get to about 254-255 AD. Man, I wasted like 2-3 nights playing and now I'm crashing. This sucks.
 
I'm at 255 AD and my game is crashing everytime I end the turn. I rolled back about 5-6 turns during save and it still crashes when I get to about 254-255 AD. Man, I wasted like 2-3 nights playing and now I'm crashing. This sucks.

What are the settings you used, # of civs, maps size, etc. I've been staying standard size maps and below, standard speed, and have seen crashes disappear(I rarely click on the tech pages). If you are stable only on certain size maps in vanilla, you may have to drop a size or two, plus some civilizations for the game to remain stable.

You only wasted the nights if you hated the game, and if that was the case I'm guessing you would've quit night 1. :mischief: Stay positive, crashes will happen until we get this puppy to final version.
 
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