Procylon's Call to Power Project

The function in GameplayUtilities.lua is used for player and AI titles. But there is a problem with how you made the different policy trees. Instead of having them all in one policybranch each one should have their own policybranch table. If that was the case it would be easy to make different parts of the leader title not to mention being able to seperate Utopia progress.
 
Would this bug have happened to come anywhere near an anarchy?

I don't think so. The last anarchy I went into was after switching from Republic to Democracy at the very start of the Renaissance. I didn't notice this bug until early Industrial, although it is probable that it had been in effect for a while before. The tech I remember first seeing it with was Shells, which I researched right after Dynamite. I don't remember if Dynamite was bugged as well.

For my policies, I went into Democracy's branches pretty early on. I adopted Nationalism a little later, after a DoW from a nieghbor. I took of Federalism and State Governments last. I remember thinking that getting the State Government sub-policy was a waste because I was getting Civil Engineers right after. If I had to put my money somewhere, I would say it was from the Federalism tree.
 
chrome-rome: Are you sure your science output wasn't increased? Since Civ5 now has some tech overflow saving did you start researching a bunch of low cost techs compared to ones at the end of the era you were in? I haven't noticed any single turn techs that didn't have the required science + science overflow through ancient-diamond era. Maybe you had several turns of science overflow that is additive?
 
Hey D

It had been a while since I completed a test playthrough, and by a while I mean actually last year, so I decided to give it a go with your v9 from Feb 2.

This Mod has really come a long way. Everything you and your collaborators have done just looks awesome!

I played on a tiny may with two players instead of 4 and 4 CS, Prince, Pangaea. I ended up with China against Germany. They had by far the best start position, their immediate landmass being almost twice the size of mine. They were ahead in score the whole game, we were even on tech and I was ahead in wonders. I hit the CTD wall at turn 333, just one turn before completing research on the DDX Destroyer tech. By that time I had over 100 regular destroyers and I was getting ready to go trash the place. Germany had a large army but few naval units and most of their ground units were embarked. It would have been a slaughter but that'll be for another playthrough.

First hit the CTD wall on turn 331, zoomed in on an empty part of the map and it went through. Hit it again on turn 332, I had bought a whole bunch of destroyers that time, canceled that on reload and it went through. There was nothing I could do to make it go through 333 though.

A few observations:
- There's a typo in the policy page Imperialism, under Political Expansion, it says
"costis" instead of "cost".
- There are no unit portraits for the Cog and the Galleon.
- The machine gunner portrait looks awesome but maybe it's a but too advanced tech wise? For the machine gunner I imagined it more like this era wise:
http://warart.archives.govt.nz/files/images/NCWA_00012.preview.jpeg
- Work boats still don't show when improving an empty sea tile.

Everything else was just awesome. It's too bad it crashed, I was looking forward to seeing the rest of the game.

Cheers and keep up the good work!
 
Ok this is just strange and I dont understand it, to upgrade my Longswordsman(to Rifleman) ists basically 8k(i do have Leo's workshop which helps), but to upgrade my musketman its 12k!! Shouldnt it be much cheaper(like 4k) to upgrade my musketman who are much closer to rifleman than Longswordsman? Strange I never noticed this before but I did today. Good thing I dont have too many of them!!

EDIT 1-Also, xps are very strange. I have taken under Nationalsim, the trait that gives you +33% xps, but my Cannons are only getting 2xps per shot...also ranged(Machine Gunners) only get 3xps. Not sure if that trait is working, unless all xps were like set to 1. Going to check to see what melee get. Ok Melee are getting 6xps...so that looks right..but ranged and artillery are not working.
 
Ok this is just strange and I dont understand it, to upgrade my Longswordsman(to Rifleman) ists basically 8k(i do have Leo's workshop which helps), but to upgrade my musketman its 12k!! Shouldnt it be much cheaper(like 4k) to upgrade my musketman who are much closer to rifleman than Longswordsman? Strange I never noticed this before but I did today. Good thing I dont have too many of them!.

The Longswordsman has a base strength of 18 and costs 150. The Musketman is at 16 and costs 120. Upgrade cost is determined by the difference in base cost and strength between the old unit and the new unit. I'm not sure of the exact formula. But basically the Musketman is inferior and cheaper than the Longswordsman so it costs more to upgrade.
 
chrome-rome: Are you sure your science output wasn't increased? Since Civ5 now has some tech overflow saving did you start researching a bunch of low cost techs compared to ones at the end of the era you were in? I haven't noticed any single turn techs that didn't have the required science + science overflow through ancient-diamond era. Maybe you had several turns of science overflow that is additive?

At first that's what I thought it was. I realized something was up when every tech I researched started with the circle that represents progress "full." I figured that was too much of a coincidence. And even if it was backed experience, I should have researched two or more techs until it rightened out again. Also, when I went to check on the tech progress, some said stuff like 350 out of 800, and others just said 2,000. In both cases, the circle was displayed as full. The final piece came when I plotted my tech path all the way until Modern; every tech said that it would only take one turn. That goes for techs from early Renaissance all the way to late Industrial.
 
At first that's what I thought it was. I realized something was up when every tech I researched started with the circle that represents progress "full." I figured that was too much of a coincidence. And even if it was backed experience, I should have researched two or more techs until it rightened out again. Also, when I went to check on the tech progress, some said stuff like 350 out of 800, and others just said 2,000. In both cases, the circle was displayed as full. The final piece came when I plotted my tech path all the way until Modern; every tech said that it would only take one turn. That goes for techs from early Renaissance all the way to late Industrial.

Was even computers at 1 turn and what gamespeed wre you playing?
 
I don't remember each tech, but every tech in the branches of the tech tree that I saw required only one tech. I would assume Computers was there as well. Wish I could take a screen shot but the game is unavailable as I changed certain mods that I was playing with.

I played on Standard speed.
 
The function in GameplayUtilities.lua is used for player and AI titles. But there is a problem with how you made the different policy trees. Instead of having them all in one policybranch each one should have their own policybranch table. If that was the case it would be easy to make different parts of the leader title not to mention being able to seperate Utopia progress.

Why would placing all the branches in their own policybranch table make a difference to the titles?

I don't think so. The last anarchy I went into was after switching from Republic to Democracy at the very start of the Renaissance. I didn't notice this bug until early Industrial, although it is probable that it had been in effect for a while before. The tech I remember first seeing it with was Shells, which I researched right after Dynamite. I don't remember if Dynamite was bugged as well.

For my policies, I went into Democracy's branches pretty early on. I adopted Nationalism a little later, after a DoW from a nieghbor. I took of Federalism and State Governments last. I remember thinking that getting the State Government sub-policy was a waste because I was getting Civil Engineers right after. If I had to put my money somewhere, I would say it was from the Federalism tree.

The really annoying thing here is, that this problem only showed up when techs had really high beaker costs. But now it is showing up with relatively low cost techs.

Are you playing marathon or legendary speed? What doe the last few columns of techs cost?

Hey D

It had been a while since I completed a test playthrough, and by a while I mean actually last year, so I decided to give it a go with your v9 from Feb 2.

This Mod has really come a long way. Everything you and your collaborators have done just looks awesome!

I played on a tiny may with two players instead of 4 and 4 CS, Prince, Pangaea. I ended up with China against Germany. They had by far the best start position, their immediate landmass being almost twice the size of mine. They were ahead in score the whole game, we were even on tech and I was ahead in wonders. I hit the CTD wall at turn 333, just one turn before completing research on the DDX Destroyer tech. By that time I had over 100 regular destroyers and I was getting ready to go trash the place. Germany had a large army but few naval units and most of their ground units were embarked. It would have been a slaughter but that'll be for another playthrough.

First hit the CTD wall on turn 331, zoomed in on an empty part of the map and it went through. Hit it again on turn 332, I had bought a whole bunch of destroyers that time, canceled that on reload and it went through. There was nothing I could do to make it go through 333 though.

A few observations:
- There's a typo in the policy page Imperialism, under Political Expansion, it says
"costis" instead of "cost".
- There are no unit portraits for the Cog and the Galleon.
- The machine gunner portrait looks awesome but maybe it's a but too advanced tech wise? For the machine gunner I imagined it more like this era wise:
http://warart.archives.govt.nz/files...2.preview.jpeg
- Work boats still don't show when improving an empty sea tile.

Everything else was just awesome. It's too bad it crashed, I was looking forward to seeing the rest of the game.

Cheers and keep up the good work!

Glad you like it. :)

Sorry to hear about the CtD Wall. I am hoping that the devs manage to clear away a few more CtD's in a future patch, which might help us out as well.

-Fixed the Political Expansion text.
-Looking into the missing cog icon.
-When did you download V9? There was a point where it was a futuristic looking guy, but then changed to a more renaissance looking unit(though I would prefer a Civil War Gatling gun pic),

The workboats are a persistent problem. And there is no good reason why they keep breaking other than the system doesn't know how to remember that information. It seems like I can fix the workboats, then go and fix/update other unrelated features, come back and the boats are broken again. Not really sure how to permanently fix it.

Ok this is just strange and I dont understand it, to upgrade my Longswordsman(to Rifleman) ists basically 8k(i do have Leo's workshop which helps), but to upgrade my musketman its 12k!! Shouldnt it be much cheaper(like 4k) to upgrade my musketman who are much closer to rifleman than Longswordsman? Strange I never noticed this before but I did today. Good thing I dont have too many of them!!

EDIT 1-Also, xps are very strange. I have taken under Nationalsim, the trait that gives you +33% xps, but my Cannons are only getting 2xps per shot...also ranged(Machine Gunners) only get 3xps. Not sure if that trait is working, unless all xps were like set to 1. Going to check to see what melee get. Ok Melee are getting 6xps...so that looks right..but ranged and artillery are not working.

Yeah the upgrade cost goes according to hammer cost difference. So the musketman is cheap, while the armored longsword is expensive, hence cheaper to upgrade.

But yeah, it doesn't make sense that 1 gun doesn't upgrade to another cheaply. I may find a solution to this at some point by splitting expensive resource type units into 1 line, and cheap non-resource type units into another. But that is far away.

For the XP, I considered increasing base ranged xp by 1 or 2, but I think given all the +xp mods that it would give the player an even higher advantage since the player knows how to use them effectively, and the AI doesn't. I suppose I could increase some of the costs for buying promotions at the same time. Another thing I will look at much later in time.

Looking good. Looking really good.

Thanks. :) Would you happen to know what the problem with fishing boats is? I could have done something wrong, but generally I get it working, and then when it is time to upload it is somehow broken again. Fixing it usually involves something pointlessly simple such as activating and deactivating the file again. Its like in electronics when something doesn't work for some reason, and giving it a power reset does the trick...
 
New V9:
http://www.mediafire.com/?1r0zucaa2wwfkaa

99 Fixed some 1 way policy disables. (If 1 policy disables another, it should work both ways)
100 Cog and Galleon now show icons in game.
101 Various other minor fixes.
As of February 5


This will be my last update(barring catastrophe :p) until I get back on the 16th. I will still probably post some here and there but that is about it.
 
-When did you download V9? There was a point where it was a futuristic looking guy, but then changed to a more renaissance looking unit(though I would prefer a Civil War Gatling gun pic),

It was your second last version, the one you posted on February 2.

Just downloaded and tried your February 4 version, still the same Modern Warfare looking dude. Looks very cool, just a bit out of place in the time line.
 
Decimatus: The way it determines titles is using GetDominantPolicyBranchForTitle, I guess either way would require a new function to be made now that I look at that function. I was thinking each policybranch table you made would have that unique function.

chrome-rome: I have been able to reproduce the tech overflow addition. So lets say you earn 500 science per turn and you have neglected some branches and start to learn those 100 science techs. (500-100) +(500-100) + (500-100) pretty soon you could be 3k in overflow science. It seems once you reach Renaissance era your science production outpaces the science cost of techs. I use the computers tech as a standard since its costs several times more than other Modern techs. I would triple most Renaissance era tech costs and double Industrial era tech costs.
 
To those having CTD problems it might be worth taking a look at the following discussions:

Discussion 1

Discussion 2

As always if you begin messing with these files make sure you make a backup, and if you don't know what you are doing don't do it :)
 
To those having CTD problems it might be worth taking a look at the following discussions:

Discussion 1

Discussion 2

As always if you begin messing with these files make sure you make a backup, and if you don't know what you are doing don't do it :)

It worked! Makes the game look absolutely terrible but it worked. Will have to try these out one by one and see what happens.
 
It was your second last version, the one you posted on February 2.

Just downloaded and tried your February 4 version, still the same Modern Warfare looking dude. Looks very cool, just a bit out of place in the time line.

If you guys want, you can find a list of images for Feuteupool to apply to specific icons, for those icons you feel could be better represented.

Decimatus: The way it determines titles is using GetDominantPolicyBranchForTitle, I guess either way would require a new function to be made now that I look at that function. I was thinking each policybranch table you made would have that unique function.

What I need is a function that grabs title info ONLY from the Government choices. Or if I could add a function to the Ideology/Systems text lines that tells them to instead look at the Government Title lines?

Also, I think at some point I may change some of the title strings to be tailored more to the type of government they have, changing Wise to things like Strong and whatnot.

chrome-rome: I have been able to reproduce the tech overflow addition. So lets say you earn 500 science per turn and you have neglected some branches and start to learn those 100 science techs. (500-100) +(500-100) + (500-100) pretty soon you could be 3k in overflow science. It seems once you reach Renaissance era your science production outpaces the science cost of techs. I use the computers tech as a standard since its costs several times more than other Modern techs. I would triple most Renaissance era tech costs and double Industrial era tech costs.

I will reduce the science gains rather than increasing the cost. I can't just touch the cost of ren/ind, I would have to mess with every single era in the game, thereby pushing the cost of nanotech/diamond techs over the limit.

I dropped Public Schools from 2 per pop to 1 per pop in the last update, so this should help marginally.

Overall though, don't worry about how fast 1 tech is researched(apart from bugs). Worry about how long it takes to research all the techs in an era, and what calendar year you finished them in. If I added 1000 techs to the industrial era, 1 tech per turn would actually be too slow(for instance). So keep that in mind when you go through the eras. It may feel fast, but the techs are(probably) coming on strong because they have to.

Of course, if things are fast given those caveats, then of course adjustments will need to be made. I will most likely lower various science buildings before increasing costs.

Also, realize that I have lots of techs to add to the social and economic pages, so once these are added, it will slow down era progression as a result. A majority of the needed additions come after the Renaissance era.

To those having CTD problems it might be worth taking a look at the following discussions:

Discussion 1

Discussion 2

As always if you begin messing with these files make sure you make a backup, and if you don't know what you are doing don't do it

Nice find! I am going to add a "Possible Crash Wall Fix" block to the OP, so if you guys can think of any I missed, let me know and I will add them to the list.

It worked! Makes the game look absolutely terrible but it worked. Will have to try these out one by one and see what happens.

Perhaps you can apply it, get a few turns past the crash, and then turn it off to see if the crash comes back?
 
It worked! Makes the game look absolutely terrible but it worked. Will have to try these out one by one and see what happens.

Scratch that, it postponed the wall to turn 336 up from 333. It actually only worked once. With the same settings listed below I reloaded the game and I don't get the super ugly tiles anymore, but the game won't stop crashing either. Weird. Will keep messing around with this.

Here's what I'm using so far:
Spoiler :

DisableHotLoading = 1
AllowLeaderAA = 0
TerrainTessLevel = 0
TerrainUseAdvancedGPU = 0
BlockOnLoad = 1
BicubicTerrainTessellation = 0
 
chrome-rome: I have been able to reproduce the tech overflow addition. So lets say you earn 500 science per turn and you have neglected some branches and start to learn those 100 science techs. (500-100) +(500-100) + (500-100) pretty soon you could be 3k in overflow science. It seems once you reach Renaissance era your science production outpaces the science cost of techs. I use the computers tech as a standard since its costs several times more than other Modern techs. I would triple most Renaissance era tech costs and double Industrial era tech costs.

This is all good and all, but what I had was not normal. I honestly went through 15-20 techs that cost more than the science that I was putting out until I called it quits. Maybe I did just have excessive overflow, but I highly doubt it.

Overall though, don't worry about how fast 1 tech is researched(apart from bugs). Worry about how long it takes to research all the techs in an era, and what calendar year you finished them in. If I added 1000 techs to the industrial era, 1 tech per turn would actually be too slow(for instance). So keep that in mind when you go through the eras. It may feel fast, but the techs are(probably) coming on strong because they have to.

Well in my current game I had several ai hit Classical by turn 5, Medieval by turn 80, and a few exceptional ai hit Renaissance by turn 105. I think it's just something that will be solved when you add those extra techs.
 
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