Procylon's Call to Power Project

Hy all, now iam playing v9 and it looks very great. Decimatus you make a hard job, but this is a perfect work. Iam glad to see that you will add some resource, but in my opinion you should add hanf too. Because since the early man become aware of his life, he was searching for god ..., so the first shamans used hanf to get contact with the nature and god. BTW Hanf is one of the most powerful resource at all.
Keep your project at this level, and i will build you a shrine...
 
Quick question - What game settings do you suggest playing this mod with?

Ensure you check the "Allow policy saving" box in advanced setup.

I generally balance to Standard speed, but many people play Marathon.

Other than that, it doesn't really matter I think.

Have checked the latest mod code and found a number of lines in files that have to do with my old flag files that are not needed anymore.

Removed.

and found one possible bug winery need calendar to be able to build (and grapes specify that it need calendar to be improved)

Yeah I have been looking for a solution to this Calendar problem. I am beginning to think it is hard coded somewhere.

I can't play as much as I have been sense school has started back and all, but I hope you all realize how seriously awesome this mod is becoming. All the art looks great, the new techs are filling in the trees nicely, and the community involvement is actually appreciated and taken into consideration by the mod maker. I can't express how impressed I am.

FiresForever, I really like the new look for the tech tree. When Decimatus had said that he was making additional pages, that was what I had in mind. I would agree with the military icon being something sword-like, but all the others look great. Thanks for adding so much, and I'll be looking forward to seeing the completed social policy pages as well

Community involvement is surely something that is keeping me going. Especially when it allows me to push this mod further and further.

And if if wasn't for people testing and providing feedback, I would literally be months behind the current progress. :)

It will be interesting to see what kind of things people are putting out when the dll is released. I think mod development will explode.
 
D Attached is an update to the tech tree files,

Copy and paste over
Delete TechTreeCategories.lua and .xml
Set the new TechTreeEconomics.lua, .xml etc to True in VFS

Change log:

Fix to the CTD on clicking a category
Fix to delay between selecting categories
New Tech Tree selection page layout changed

Sweet, I will put check it out now. :)

Hy all, now iam playing v9 and it looks very great. Decimatus you make a hard job, but this is a perfect work. Iam glad to see that you will add some resource, but in my opinion you should add hanf too. Because since the early man become aware of his life, he was searching for god ..., so the first shamans used hanf to get contact with the nature and god. BTW Hanf is one of the most powerful resource at all.
Keep your project at this level, and i will build you a shrine...

Thanks.

I might have google hanf later, cause I only have a vague idea what it might be. :p

So far the resources are a bust. If Deep Blue can figure out the problem, maybe I can reattack this at a later date.
 
Wow yeah that is much smoother. And the icons look fantastic! :)

I have also made some expansions on the early eras, so now every era is 4 techs wide. Of course, this means ancient/classical have even more empty space right now, but there is now room to begin implementing those eras in a way that will do them justice.

So, I will upload the current build and let you guys check it out and make suggestions. Probably going to spend today adding more techs, possibly pulling another mod's techs into this one to fill out those eras. Lets see how much I can get done in 12 hours. :)


Oh, and I also organized the tech xml into 5 xml's, each corresponding to the category. It was quite annoying having to go through 1 giant xml that was all kinds of jumbled after all the tinkering. So now, apart from further tinkering, the techs are in order by x/y and in their respective xml's. And the tech prereqs have their own xml, which is a monster in its own right. :p
 
Ahhhh, policy saving is the key. I knew something was not quite right while I was playing. I also been playing on epic and thought the time line might be a little off, I'll start my next game on standard and see how it feels. Thanks for the quick response too. And great job on the mod. I appreciate all the time you put into it. Keep it up. Good luck on the resource thing, that's going to be a great addition for your mod. I know Thalassicus has been messing with some resource placement in his balance mod (v2 beta). Not sure it will help you in what you're trying to accomplish, but, I thought I'd mention it anyway.
 
V9 Updated:

67
Fix to the CTD on clicking a category
Fix to delay between selecting categories
New Tech Tree selection page layout changed
68 Expanded Ancient, Classical, and Medieval eras out to be 4 techs wide. This increases the tree width by 5 techs, allowing for much needed expansion in the early eras. Techs to fill those spaces will follow in the coming weeks.
69 More icons courtesy of Feuteupool. :)
As of January 20

The tech system is looking and running better than ever. :)

Ahhhh, policy saving is the key. I knew something was not quite right while I was playing. I also been playing on epic and thought the time line might be a little off, I'll start my next game on standard and see how it feels. Thanks for the quick response too. And great job on the mod. I appreciate all the time you put into it. Keep it up. Good luck on the resource thing, that's going to be a great addition for your mod. I know Thalassicus has been messing with some resource placement in his balance mod (v2 beta). Not sure it will help you in what you're trying to accomplish, but, I thought I'd mention it anyway.

Thanks.

I haven't seen Thalassicus's mod, but I think he has been reading some of the same threads I have been.

If I can't get DeepBlue's resource plopper to work(one last try), then I may try doing it the hard way(assignstartingplots.lua) at a later date.
 
These patch notes make me wonder if they are watching this mod, because it looks like 2 of the notes directly address some of the CtD's in this mod(long distance move crash, and the movement cursor crash), and 1 might actually solve our CtD Wall from a couple weeks ago(AI plot buying crash) which happened because I changed the value for buying plots.

http://forums.2kgames.com/showthread.php?89117-Patch-Notes


Not sure how soon I want to try out that CtD Wall theory though. :p

Here's to hoping these fixes actually work!
 
Just started a new game and I noticed on my first turn I could research Eco of Measure and on your tech tree it shows you need fermentation before hand. And when I hover over the dye resource, it still says I need to research calender. Just thought I'd share that before I get all wrapped up in a game and forget to mention it.
 
I have some ideas for changing and adding new units, so today I'm going to start with the renaissance era.

Machine Gunner
-Change name to Early Machine Gunner
-Change strength to 15 and get rid of range.
-Make it so it can attack twice per turn

Cannon
-Lower damage

Grenadier
-Strength: 24
-Moves: 2
-Prerequisite Tech: Chemistry
-Upgrade Unit: Missile Soldier

Cavalry
-Rename Dragoons

Cavalry(New Unit)
-Melee
-Strength: 18
-Prerequisite Tech: Military Tradition
-Huge bonus when flanking
-Otherwise has the same promotions as regular calvary(dragoons)

Early Mortar
-Range: 2
-Ranged Strength: 30
-Strength: 10
-Prerequisite Tech: Chemistry

That is it for now. I will do another one on industrial era next.
 
Just started a new game and I noticed on my first turn I could research Eco of Measure and on your tech tree it shows you need fermentation before hand. And when I hover over the dye resource, it still says I need to research calender. Just thought I'd share that before I get all wrapped up in a game and forget to mention it.

Ah, the prereq is coming from agriculture and passing through fermentation. It will be fixed next version thanks. :)

And still looking into the Calendar issue. Doesn't seem like anyone knows how to fix it.

Machine Gunner
-Change name to Early Machine Gunner
-Change strength to 15 and get rid of range.
-Make it so it can attack twice per turn

Cannon
-Lower damage

Grenadier
-Strength: 24
-Moves: 2
-Prerequisite Tech: Chemistry
-Upgrade Unit: Missile Soldier

Cavalry
-Rename Dragoons

Cavalry(New Unit)
-Melee
-Strength: 18
-Prerequisite Tech: Military Tradition
-Huge bonus when flanking
-Otherwise has the same promotions as regular calvary(dragoons)

That is it for now. I will do another one on industrial era next.

When I decided to implement an upgrade to the Crossbow, I did quite a bit of research into the various equivalents of the late renaissance period.

Machine gun's original inception had them hitting at ranges just under cannon shot, and pretty much used as an alternative light(er) artillery. My original idea was to have them attacking twice a turn, but that was a little unbalanced with how upgrades carry promotions forward in this game, though I like the concept.

I thought about having early//industrial/modern machine gun units, but realistically, by modern every squad comes equipped with a machine gun, so that plus the lack of room for multiple machine gun units I decided to upgrade along the lines of the light artillery concept.

Grenediers were much shorter range than a machine gun equivalent unit and they eventually came to be mounted. While I would like the sound of a Grenadier for the position, it wouldn't quite fit historically.

Cannon damage needs lowered further?

Cavalry have always been mounted, why would they be melee?

Dragoons could be a light cavalry unit, which I wouldn't mind introducing on on the side if I can fit it in sometime. They are really not much more than precursors to cavalry though, and cavalry units generally kept the dragoon moniker after they became cavalry.

The mounted pikeman concept of dragoons sounds fun, but I don't think there is room for it between the knight and cavalry.


Some of these concepts such as grenadier and dragoon would make perfect dead end techs where you get a stronger unit in an era if you want to go through the trouble to get it. So they would be little dead end techs with a special unit, which of course would still upgrade once it came time.


One of my favorite parts of CtP was playing the game with an End Era set. These dead end techs with special units would enhance this even further since at the end of medieval for instance you might get a dragoon and even grenadier which would be great since you wouldn't be progressing into renaissance. On the other hand, if the game does progress into renaissance, then the amount of time you get with those special units is very short and they feel kind of wasted. So games that are focused on ending in a specific era are where these types of units will shine the most, though you could still go for them in the full game.


Anyway, I appreciate the ideas. If you really feel those units should be changed, I can always be convinced. :) I will most likely be adding in the Grenadier and Dragoon eventually, and at some point I may also change up the light artillery unit line.
 
Is there any reason why I can't see the tech tree? (I.e. I get the five pictures but whatever I click there is nothing.) And fermentation doesn't have any text?
Also, should I be getting 450 gold for meeting a city-state first? And the massive tile yields? (10 F, 7 P, 20 G) at unimproved start game (Ancient era)

EDIT: It's turn 17, the AI has built a wonder, I have about 2000 gold, and about 100 excess food per turn
 
Machine gun's original inception had them hitting at ranges just under cannon shot, and pretty much used as an alternative light(er) artillery. My original idea was to have them attacking twice a turn, but that was a little unbalanced with how upgrades carry promotions forward in this game, though I like the concept.

D I've messed around with promotions quite a bit in the past. To solve this one all you have to do is create a MACHINE_GUNNER_PROMOTION, give it <ExtraAttacks>1</ExtraAttacks>, give it to the Machine Gunner at creation and then make it "LostWithUpgrade". That works for any unit you want to have special promotions for.
 
Is there any reason why I can't see the tech tree? (I.e. I get the five pictures but whatever I click there is nothing.) And fermentation doesn't have any text?
Also, should I be getting 450 gold for meeting a city-state first? And the massive tile yields? (10 F, 7 P, 20 G) at unimproved start game (Ancient era)

EDIT: It's turn 17, the AI has built a wonder, I have about 2000 gold, and about 100 excess food per turn

Do you have any other mods running? Specifically one that might touch InGame.xml or other lua functions?

7P? What tile has 7P? This mod uses base 5, so divide by 5 and you can get a closer approximation to Vanilla values. :)

2000 gold only goes so far. :) And 100 food might be a little high, but not as high as you think.

D I've messed around with promotions quite a bit in the past. To solve this one all you have to do is create a MACHINE_GUNNER_PROMOTION, give it <ExtraAttacks>1</ExtraAttacks>, give it to the Machine Gunner at creation and then make it "LostWithUpgrade". That works for any unit you want to have special promotions for.

I saw that after I changed it around. I might do that at some point, but I think I will wait until I get more techs online and maybe flesh the concept a little more.

What I am thinking, is if I replace the machine gunner with a more true light artillery line, then I would move the gunner to a short ranged fast attack unit. I would want to keep the line going throughout the ages though, so maybe javelins and whatnot early, heading up to more and more rapid fire close range artillery. Metal Storm could make for a fun digital version. :)
 
So whats your itinerary for tonight? Think there is any chance we'll get another update? What techs are going into the next update?

Been a little sluggish this morning(only 1 tech/building done), but hopefully I can get 4-8 techs created in the next 8 hours. Mostly focusing around social and economic concepts.

Why, afraid to start a game? hehe
 
Been a little sluggish this morning(only 1 tech/building done), but hopefully I can get 4-8 techs created in the next 8 hours. Mostly focusing around social and economic concepts.

Why, afraid to start a game? hehe

I'm just eager to see if any of my ideas were used...
plus the whole afraid to start a new game thing...
 
I am sure a couple more might make it in this batch. :) But if you wait for updates to start a game, you might be waiting a long time. :p

Though I don't update so much when I am working(not that that is a guarantee hehe), so tonight should be the last "big" update until next week.
 
Hey D I opened up a fresh game and I see a lot of Agriculture tech icons as place holders. I don't remember whether these techs have had pictures before that were scrambled with the new update or whether these are just new techs. I'm leaning toward them being old techs with pictures lost through all the reshuffling, but again, I'm not sure.

BTW, what would you think about making governments unlock with technologies, instead of by era? I think it would give a little extra depth. The main thing that I think of is a warmonger having to consciously make the decision to stop waring and istead move to a more peaceful age by researching Code of Laws, which unlocks the Republic.
 
Do you have any other mods running? Specifically one that might touch InGame.xml or other lua functions?

7P? What tile has 7P? This mod uses base 5, so divide by 5 and you can get a closer approximation to Vanilla values. :)

2000 gold only goes so far. :) And 100 food might be a little high, but not as high as you think.

I had InfoAddict and Improved Demographics - Could that affect it?

7 P was because I couldn't remember it - I checked, was 5

I was just checking it was meant to be like that

Also, I loved the Assimilation option in RoM - any chance that could be incorperated? (I.e. captured cities can build the UU and UB of their orignial civ)
 
Hey D I opened up a fresh game and I see a lot of Agriculture tech icons as place holders. I don't remember whether these techs have had pictures before that were scrambled with the new update or whether these are just new techs. I'm leaning toward them being old techs with pictures lost through all the reshuffling, but again, I'm not sure.

BTW, what would you think about making governments unlock with technologies, instead of by era? I think it would give a little extra depth. The main thing that I think of is a warmonger having to consciously make the decision to stop waring and istead move to a more peaceful age by researching Code of Laws, which unlocks the Republic.

How many? I know there are a handful that haven't been updated yet, but the vast majority should be good. You might try deleting versions and reinstalling.

I like the idea, and that is how CtP was. And I can make it so that "Policies" unlock with tech. But I can't make it so that Branches unlock with tech, and Branches give the first policy in the group. Yeah it doesn't make any sense. hehe

Perhaps possible with some lua work, but not xml.

I had InfoAddict and Improved Demographics - Could that affect it?

7 P was because I couldn't remember it - I checked, was 5

I was just checking it was meant to be like that

Yep, thats how it is. :)

I heard people have used InfoAddict with CtP, but not sure about Improved Demographics. Try dropping it and starting a new CtP game to see if it works.
 
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