Procylon's Call to Power Project

What I have up there in a previous post fixes it w/o changing the Russian trait. Its just something you did a little higher up in the function but didn't do it at that part.

The problem is that the Russian trait giving +1 is pretty much useless in a game where yields start nearing the 80s.
 
So about that load bug... It's weird... When I load from manual save files it seems to be fine, unless the save was on the same turn of the crash. I cannot load the game from any auto-save (tried the previous four, spaced three turns apart). Since I seem to be the only one with this issue, I guess it's the other mods I'm running. I guess the only thing to do would be to try each mod individually. I'll let you know how it goes.

Something like that :p, was happened to me days ago. Every time i try to load the autosave it crashes, and steam says 20mb where lost(Cache). So i tried ctp without any other mod and the same happened again(on huge map). For now i have a ctd but i can still load the game.:)
(i used infoaddict and this was the problem, i think.:crazyeye:)
 
1 question to mod makers does you set gold price for a unit and produktion price apart or is that set by the game? because the new "Yield System transformed" do that may parts that cover money become unbalanced and i wonder if you can set a negative multiplier for gold. That way you nerf how much gold you get but still get bonuses from goverments and buildings. this i think is a easier way to balance the game. because if you set base negative multiplier to 500% then you get more near orginal gold from terain.

Edit i think you use negative multiplier for Science now.
 
Yeah, once again, too many copyrighted things in those icons. Facebook, X Games, even National Park Service.
 
Great news make sure you have a good supply of coffee or redbull

Also

I will be making a detailed post here about my next new mod component, since i am sure D (and everyone else) will like it and want to add it into this mod when its finished. It is something i have been designing for a while and have started coding, although there is another mod under development based around the same theme my implementation method is quite different, perhaps they could even complement each other eventually.

But for now enjoy the teaser pic i put together in about 5secs :lol:

Interesting. Will be good to see what you come up with. :)

I found 1 bug with the new resource quanity icons. You have to be Russia and get the production bonus of horses to 26. The icon shows 45 though. A production of 36 does not have this error and uses the 35 icon as it should. Since Russia gets +1 production to certain strategic reasources one solution would be to increase their trait bonus to +5 to better fit with this mod's production.

Yeah the Civilizations are still behind. I might do some small updates to them sometime in the near future to bring them in line with the yield system.

Hi,

Here new icons for dots 80 & 81. This package is an update : Icons v9.7

Thanks!

I had to laugh at that picture of Facebook. lol

1 question to mod makers does you set gold price for a unit and produktion price apart or is that set by the game? because the new "Yield System transformed" do that may parts that cover money become unbalanced and i wonder if you can set a negative multiplier for gold. That way you nerf how much gold you get but still get bonuses from goverments and buildings. this i think is a easier way to balance the game. because if you set base negative multiplier to 500% then you get more near orginal gold from terain.

Edit i think you use negative multiplier for Science now.

Unit maintenance is set in the Global Defines file, and it scales based off something in the dll.

However, I do have the ability to set maintenance for each individual unit, so that is what I intend to do eventually. Just have to sit down with the system and work out what numbers are best. The problem right now is that a warrior costs the same to maintain as an aircraft carrier. So yeah that is a problem I will be working on at some point. :)

And I could add a negative gold multiplier to the palace, but II think gold is actually kind of low as it is, so I will wait until I make other changes to decide if I want to do that.

imo the gold and food are way unbalanced but the production is about right

Details are always helpful. :)

Not to be mean, but that picture for social networking looks like there is a d*ck coming out of that guy's mouth with a bunch of ham slices around it.

lol I didn't get that, but I see how you could.

Yeah, once again, too many copyrighted things in those icons. Facebook, X Games, even National Park Service.

I don't think the government copyrights it's icons like that.

And Facebook... I really doubt they have that picture copyrighted...
 
I do think my crash is due to my computer/gpu sucking cuz I got around turn 130 before I crashed out when I played on Large instead of Huge. The other settings were emperor, standard, pangaea, 8 civs, 12 CS.

Demographics
At the end, I was ranked second in crop yield, production, and gnp, sixth in population (the biggest more than double me), eigth in soldiers, and first in literacy (even though ai got to the new eras much faster than I did). My stats were pretty good only because I had a lot of land to expand into; otherwise, I would just be middle of the pack.

Gold
My gpt was pretty low throughout. I only went into the currency tree when I felt I needed to boost my coffers. I had just reached early Renaissance when the bonuses from markets, abbeys, and trade routes stopped being enough to keep my in the black. I was just about to build the town hall (or house, don't remember) when the game crashed. With the money I was making, I was able to field a relatively small elite force of units. Everything was spaced out well; it was easy enough to keep myself in the black, and if I really wanted to go for the gold, I would have had to sacrifice some more important techs.

There were a few inconsistencies in the gold benefits though:
-ruins give 70-100 gold
-barb huts give 25 gold
-I didn't have fishing boats show up on non-resource tiles :(

Science
Techs still came by a little fast but now I'm starting to think that's a relatively good thing; there are a lot of techs now. Still, I was blitzing through a lot of techs in less than four turns. One effect of splitting the techs out is that it couldn't be sure what "tier" I was in anymore, so I don't know if I was blitzing through old techs or more modern ones. I think a standard of ~6 turns per techs would be a good pace.

I actually found myself specializing in one or two branches, something that I have never had to do. However, it can be a little bothersome to check through all the branches to see what's available; sometime in the future, can you compile a completed tech tree for reference?

And a litlle request: distinguish for the player whether or not a tech is "dead-end." It wouldn't make any sense to grab an engineering tech that doesn't lead anywhere if I was focusing on science.

Production
:goodjob:

I was really surprise in a previous game when another civ declared on me and actually had an army!! I lost two cities before I could throw my Legions up to the front. Very intense...

This game I think I caught my opponent off-guard. I managed to take two of her cities without much resistance and I was gearing up for a third before the game crashed.

Culture/Government
I think the culture threshold is a little too high. I was getting a new one every ten turns (with the help of a few select wonders). When you add in the different policies, that pace will be a little too slow. I think the pace is good for the governments cuz you don't want people blowing through them, but the others need to be sped up. Or I could see a system where you get a "policy" in each group (government, religion, etc) working out pretty well.

In terms of the governments, I find I spend most of my time in Republic for the empire building effects. However, I was sorely tempted to switch to Democracy to enjoy fast growth. +30 food for farms/fishing boats :crazyeye:? Again, I was posed with a problem, and either solution had benefits over the other. Great stuff!

That's all I remember off the top of my head. Overall it was a very enjoyable game :D. Too bad it had to end so soon...
 
I can't help but think "Zombieism" every time I look at the guy representing Fascism. Fitting in a way. :p

I have just about finished transcribing the governments over to the new system, so hopefully I can finish this up and work on the Gov Ideologies today.

I do think my crash is due to my computer/gpu sucking cuz I got around turn 130 before I crashed out when I played on Large instead of Huge. The other settings were emperor, standard, pangaea, 8 civs, 12 CS.

Demographics
At the end, I was ranked second in crop yield, production, and gnp, sixth in population (the biggest more than double me), eigth in soldiers, and first in literacy (even though ai got to the new eras much faster than I did). My stats were pretty good only because I had a lot of land to expand into; otherwise, I would just be middle of the pack.

Gold
My gpt was pretty low throughout. I only went into the currency tree when I felt I needed to boost my coffers. I had just reached early Renaissance when the bonuses from markets, abbeys, and trade routes stopped being enough to keep my in the black. I was just about to build the town hall (or house, don't remember) when the game crashed. With the money I was making, I was able to field a relatively small elite force of units. Everything was spaced out well; it was easy enough to keep myself in the black, and if I really wanted to go for the gold, I would have had to sacrifice some more important techs.

There were a few inconsistencies in the gold benefits though:
-ruins give 70-100 gold
-barb huts give 25 gold
-I didn't have fishing boats show up on non-resource tiles :(

Science
Techs still came by a little fast but now I'm starting to think that's a relatively good thing; there are a lot of techs now. Still, I was blitzing through a lot of techs in less than four turns. One effect of splitting the techs out is that it couldn't be sure what "tier" I was in anymore, so I don't know if I was blitzing through old techs or more modern ones. I think a standard of ~6 turns per techs would be a good pace.

I actually found myself specializing in one or two branches, something that I have never had to do. However, it can be a little bothersome to check through all the branches to see what's available; sometime in the future, can you compile a completed tech tree for reference?

And a litlle request: distinguish for the player whether or not a tech is "dead-end." It wouldn't make any sense to grab an engineering tech that doesn't lead anywhere if I was focusing on science.

Production
:goodjob:

I was really surprise in a previous game when another civ declared on me and actually had an army!! I lost two cities before I could throw my Legions up to the front. Very intense...

This game I think I caught my opponent off-guard. I managed to take two of her cities without much resistance and I was gearing up for a third before the game crashed.

Culture/Government
I think the culture threshold is a little too high. I was getting a new one every ten turns (with the help of a few select wonders). When you add in the different policies, that pace will be a little too slow. I think the pace is good for the governments cuz you don't want people blowing through them, but the others need to be sped up. Or I could see a system where you get a "policy" in each group (government, religion, etc) working out pretty well.

In terms of the governments, I find I spend most of my time in Republic for the empire building effects. However, I was sorely tempted to switch to Democracy to enjoy fast growth. +30 food for farms/fishing boats :crazyeye:? Again, I was posed with a problem, and either solution had benefits over the other. Great stuff!

That's all I remember off the top of my head. Overall it was a very enjoyable game :D. Too bad it had to end so soon...

Some good feedback. :) Culture policy cost will change once I implement the new pages. Depending on how I implement the dead-end techs, that may be more or less difficult. Some dead ends may go 2-3 techs before they do deadend. If I can color code this I will.

Several people have offered to make a tech tree pdf. I want one eventually, though I want to wait a bit on it until I have more of the trees filled out and finalized.

Not sure about the fishing boats. It worked for me. Anyone else have any issues?
 
FiresForever, something in your new policy arrangement is backwards.

V. Democ is now where Communism was, only Communism's Sub-Policies stayed there. Same for Corporate sub-policies now under Ecotopia.

Technocracy stayed in the same place, so it wasn't affected.

The weird part is that Communism has Ecotopia's sub-policies and Corporate now has V. Democ's. Not sure how those 2 got switched unless it was trying to switch them to move them to the other end but somehow failed in the attempt.
 
Also, the tech pages seem to be broken. Click their icons and go back to the map.

Was I supposed to keep 2 InGame.xml? I overwrote the other because I figured there could only be one, though I wondered what that might do to the tech pages.
 
Also, the tech pages seem to be broken. Click their icons and go back to the map.

Was I supposed to keep 2 InGame.xml? I overwrote the other because I figured there could only be one, though I wondered what that might do to the tech pages.

I had that problem with the original mod, don't know what causes it though.
 
FiresForever, something in your new policy arrangement is backwards.

V. Democ is now where Communism was, only Communism's Sub-Policies stayed there. Same for Corporate sub-policies now under Ecotopia.

Technocracy stayed in the same place, so it wasn't affected.

The weird part is that Communism has Ecotopia's sub-policies and Corporate now has V. Democ's. Not sure how those 2 got switched unless it was trying to switch them to move them to the other end but somehow failed in the attempt.

If you can send me the policies.xml files you been working on then i can see the problem and will sort out the order in the .lua so they go under the right category :blush:.


Also, the tech pages seem to be broken. Click their icons and go back to the map.

Was I supposed to keep 2 InGame.xml? I overwrote the other because I figured there could only be one, though I wondered what that might do to the tech pages.

Attached is a new version of BFTTree that no longer needs the ingame.xml file, copy and paste over, delete the ingame.xml file and replace it with the ingame.xml file from the social page mod
 

Attachments

If you can send me the policies.xml files you been working on then i can see the problem and will sort out the order in the .lua so they go under the right category :blush:.

That fixed the tech tree thanks. :)

Attached is a new version of BFTTree that no longer needs the ingame.xml file, copy and paste over, delete the ingame.xml file and replace it with the ingame.xml file from the social page mod

Edit: Or not... Attached.

Also, the policies are currently locked out, preventing me from choosing one. I haven't looked into it much yet, just letting you know.
 
Any idea why the policies are locked? Can't choose any of them no matter the era.

got enough of those culture points available to unlock? if u using firetuner to add culture you need to close the policy window then open it again, to refresh it
 
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