Procylon's Call to Power Project

Anyone else having it crash when trying to select labor of laws in the ECO tech tree?

Looks like it is CHIVALRY, a preq for LoL is the problem.


<TechType>TECH_CHIVALRY</TechType>
<PrereqTech>TECH_AGRICULTURAL_REVOLUTION</PrereqTech>

<TechType>TECH_AGRICULTURAL_REVOLUTION</TechType>
<PrereqTech>TECH_CHIVALRY</PrereqTech>

These two techs have each other as Preqs which I think is causing the error.
 
Thought i would upload a picture to show what will be in the tech tree update.

A new quote is picked and displayed randomly from a list every time the page is opened, so if anyone has any good quotes they want adding let me know :)
 

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Hey D another thing: Whales on the coast give 11 food 15 gold. Should it be 10F 15G?

EDIT: In line with the memory leak, about 10% of time I get a CTD. The problem comes when I try to load the autosaves of the game; once again, I get a CTD. It seems like once I get a CTD from a memory leak that game becomes unplayable. I tried restarting the computer but htat didn't change anything.

Also, in some games I have seen ai hitting classical era in turns 1-5. I think this is due to the extra spaces from the tech tree expansion. Or else there could just be some extremely lucky ai hitting ruins that pop techs. It's kinda wierd...
 
Ok here are some new Tech Tree Files D. Squished a bug and also managed to add another new feature :)

Change Log:

New 'Quotes' System on tech tree selection page
New Buttons on tech tree selection page now have a tooltip
 

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New V9:

73 Tech loops fixed. There were actually 2, both related to Chiv/DoL.
74 Updated with FiresForever's patch. I think this helped greatly with the game load time, though it is still slightly slow. Let me know how it treats you.
75 Added Feuteupool's new art.
76 Minor fixes(Whale Food, Trireme to Cog Update, and put a block in front a of an early beeline).
As of January 22

Thanks for the quick testing and feedback guys. I am a little sick, so I can't respond to your comments but I skimmed over them and might respond at a later date. :)
 
I am working on removing some of my lazy coding in the tech trees, so far it is looking good, this should help reduce ram usage and speed up those load times. :cool:


"Thanks for the quick testing and feedback guys. I am a little sick, so I can't respond to your comments but I skimmed over them and might respond at a later date."

Hope you start feeling better soon :)
 
I have encountered a bug, there are no barbs on the map (V9,22.1).
 
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.
Ok, I sort of agree with the machine gun, but you are right at least its balanced. On wikipedia it says that grenadiers were used a lot throughout the 1600's, but maybe they're wrong? Yes, I think cannon damage needs to be lowered further. Cannon vs rifleman at range is -5 for rifleman. I don't think it should take half of its health away. Sorry, I should have been more specific. I meant mounted melee calvary.
 
Ok now the industrial era.

New Units

Mortar
Ranged Strength: 33
Range: 2
Moves: 2
Otherwise the same as artillery

Heavy Artillery/150MM Artillery
Ranged Strength: 45
Otherwise same as artillery

Spec Ops
Strength: 30
Moves: 3
Invisible (I don't know of this is possible if it is not submarine)
Can enter rival territory
Prerequisite Tech: Spy Technology

Units Changes

Missile Squad
-Get rid of range(it does not make sense that they would get 2 range, but tanks wouldn't)
-Make strength 30
-Bonus vs tanks

Paratrooper
-Make strength 36 (to widen the gap between a Modern Infantry/Marine unit which I would like to add)\

Bomber
-Change damage to 65
 
New Tech Tree Files D.

Change Log:

Performance upgrade
Applied a pipe fix by "JANorton"

This should be the last tech tree update for a little bit as i am now focusing on getting the multiple social panels done, eta maybe 1-2 weeks if it all goes well.
 

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Like some of the others above I've hit a wall. There are no techs available for research that don't cause a CtD. I guess I can't really say that; I've only tried to choose Division of Labor, Chivalry, and Education. The load times are b'tween 4 and 5 mins so I stopped testing. Not sure if you're looking for save games. If so, here's one. The only other MOD running is perfectworld 3 v2.
 

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After seeing some confusion on dragoon/grenadier era troops, I thought I'd throw my two cents in. Much of my knowledge come from the Total War: Napoleon franchise and it's predecessor. This is 1700-1800's era, so before this cavalry may have been organized differently. Dragoons were cavalrymen who could also dismount and fight in the style of line troops(fix bayonets, fire volleys from a line). Most other cavalrymen were equipped only with swords and/or lances. To get the dragoon to be right, you'd have to have a unit less strength than lancer, but with a 1 range ranged attack. It wouldn't make sense unless you gave all gunpowder, and modern ranged units at least 1 range. Grenadiers were elite troops formed of large strong men who could hurl the heavy bombs they carried farthest. Their size and training also gave them an advantage in melee. They would have the best strength, and ranged of contemporary infantry, and a bonus against cities and fortified troops, but would be very expensive as historically they were rare, elite troops. There were also what the French called 'Chasseurs', cavalry designed not for melee, but to ride around and fire their muskets from horseback. If you plan to add any or all of these you could throw in heavy cavalry as well. A tougher, slower cavalry that could break all but the best fortified troops. The French called them cuirassiers, the English had light and heavy dragoons, the light being mobile infantry, the heavies true to name were heavy cavalry. If you include light dragoons and chasseurs, you might want to have the dragoons need to set up(dismount) to handicap them vs the otherwise slightly weaker chasseurs. Mortars were also used in this era, but they were slower, heavier, and more cumbersome than most artillery and were most often used in long sieges, less out in open field battles. They had an advantage against fortified troops and city walls in that the shells dropped from too high an angle for earthworks or walls to be effective barriers.
 
I was using the v9 up to the update with 67 in it. The memory leak started when I loaded the game. The game started at 700mb and over the course of an hour and a half got to 1300mb. I have 4gb of ram on Windows 7 32 bit.

Side note: the memory leak seemed to be happening at end of turn, so I suspect some cleanup methods were insufficient at some point. To test it I would have to monitor the numbers considerably more than I did in my last test run.
 
I was using the v9 up to the update with 67 in it. The memory leak started when I loaded the game. The game started at 700mb and over the course of an hour and a half got to 1300mb. I have 4gb of ram on Windows 7 32 bit.

Side note: the memory leak seemed to be happening at end of turn, so I suspect some cleanup methods were insufficient at some point. To test it I would have to monitor the numbers considerably more than I did in my last test run.

I have done a bit of performance improvements in the tech tree so this should help a bit after the next version is released, when D feels better. I haven't played vanilla civ 5 for a while so don't know if this leak is from there, will have to test it some time :)

Also you should really consider upgrading to 64bit windows as your computer on 32bit wont be making use of all of that 4gb of ram
 
After seeing some confusion on dragoon/grenadier era troops, I thought I'd throw my two cents in. Much of my knowledge come from the Total War: Napoleon franchise and it's predecessor. This is 1700-1800's era, so before this cavalry may have been organized differently. Dragoons were cavalrymen who could also dismount and fight in the style of line troops(fix bayonets, fire volleys from a line). Most other cavalrymen were equipped only with swords and/or lances. To get the dragoon to be right, you'd have to have a unit less strength than lancer, but with a 1 range ranged attack. It wouldn't make sense unless you gave all gunpowder, and modern ranged units at least 1 range. Grenadiers were elite troops formed of large strong men who could hurl the heavy bombs they carried farthest. Their size and training also gave them an advantage in melee. They would have the best strength, and ranged of contemporary infantry, and a bonus against cities and fortified troops, but would be very expensive as historically they were rare, elite troops. There were also what the French called 'Chasseurs', cavalry designed not for melee, but to ride around and fire their muskets from horseback. If you plan to add any or all of these you could throw in heavy cavalry as well. A tougher, slower cavalry that could break all but the best fortified troops. The French called them cuirassiers, the English had light and heavy dragoons, the light being mobile infantry, the heavies true to name were heavy cavalry. If you include light dragoons and chasseurs, you might want to have the dragoons need to set up(dismount) to handicap them vs the otherwise slightly weaker chasseurs. Mortars were also used in this era, but they were slower, heavier, and more cumbersome than most artillery and were most often used in long sieges, less out in open field battles. They had an advantage against fortified troops and city walls in that the shells dropped from too high an angle for earthworks or walls to be effective barriers.
Those are some REALLY GREAT ideas. I hope these are incorporated into this.
 
I thought it would take me a few weeks but after over 11 hours of banging my head and almost destroying my mouse i now have an almost fully working multiple social panel system working, just the pipes to fix.

What does this mean? 50 new social policy branches spread over 5 pages.:cool:

Expect screen shots sometime tomorrow, and a release quite soon.
 
I'd like to start suggesting additional social policy ideas. You'll be adding multiple social policy pages beyond governments, right?

Here are my first suggestions....

LABOR SOCIAL POLICIES PAGE

Slavery
+25% unhappiness from population, +25% production in each city
* Slavery in Antiquity: +25% production of Wonders
* Philosophical Justifications: get 1 free worker at every city in your empire
* Run Away Slave Laws: +10% production in every city
* House slaves: +.5 happiness per every specialist in your empire
* Debt Bondage: +10% unhappiness from population, +5 gold per citizen
* Slave Trade: +5 production, +10 gold, + 5 food from each plantation
(incompatible with Free Labor and Labor Aristocracy)
Era: ancient

Caste System
+25% unhappiness from population, +1 culture per Specialist
* Social Stratification: +5 hammers per citizen
* Priest Caste: +5 culture from temples and monuments
* Warrior Caste: units gain xp 50% quicker
* Farmer caste: +5 food per farm +5 food per fishing boat
* Merchant Caste: +5 gold per specialist
* Artisan Caste: +10% culture in all cities
(incompatible with Free Labor and Labor Aristocracy)
era: Classical

Serfdom
+25% unhappiness from number of cities, workers build tile improvements 50% faster
* open field system: +10 food for every farm
* Manorialism: Specialists consume half their normal food
* Villeins: +5 gold for every worked Farm, woodmill, plantation, or pasture
* Bordars: +5 production per worked farm, woodmill, plantation, or pasture
* Vassalage: new units get +15 experience
* demesne: Infrastructure (ie Roads) costs halved
(incompatible with Free Labor and Labor Aristocracy)
era: Medieval

Free Labor
+5% production in each city
* Emancipation: +1 happiness for each city in the empire
* sharecroppers: +5 food for each worked farm or pasture
* Freedom to contract: +5 gold per specialist
* Free Trade Unions: +1 happiness for each guild hall
* Peonage: +1 science for each specialist
* cooperatives: +5 production for each citizen in every city
(incompatible with Caste System, Serfdom, or Slavery)
Era: Renaissance

Social Darwinism
+10% unhappiness from population, +1 science per specialist
* Malthusianism: -10% food in all cities
* land tenure: +10 gold from every farm or pasture
* gilded age: +10% gold for every city with a factory
* New imperialism: +25% bonus when fighting outside of empire's borders
* Survival of the Fittest: +1 culture from every specialist
* Eugenics: +10% unhappiness from population +10% science in all cities
(incompatible with Labor Aristocracy)
Era: Industrial

Labor Aristocracy (in this system the elite tries to co-opt the workers by turning them into "labor aristocrats," essentially giving them a bigger piece of the pie in exchange for social peace)
+1 happiness per each city in the empire
* Superprofits: +10 gold per trading post and customs house
* welfare state: -5 gold per citizen, -10% unhappiness from population size
* bourgeoisification: +10% culture in each city
* nationalistic working class: -25% unhappiness from number of cities
* consumerism: +1 happiness for every market and supermarket in the empire
* profit sharing: -10% gold per city, -10% unhappiness from population size
(incompatible with Caste system, Serfdom, Slavery, or Social Darwinism)
Era: Modern
 
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