Procylon's Call to Power Project

After i changed the hotload, the ctd are reduced;), and i trapped no ctd wall. It seams huge maps are unstable,but this is known.
Hopefully waiting for the patch.
BTW D:- V9 still rocks, i like it:goodjob:
 
While messing around with resources I found the solution to two of this mods problems.

1. The Ranch being able to be built w/o cattle or horses because the resourcetype was set to RESOURCE_HORSES (always returns true value since its a null I guess) and should be RESOURCE_HORSE.
in CIV5Buildings.xml <Building_LocalResourceOrs>
<BuildingType>BUILDING_RANCH</BuildingType>
<ResourceType>RESOURCE_HORSE</ResourceType>
2. Plantation bug that had resources not being counted until Calendar researched. TechCityTrade variable needs to be set to "TECH_ECONOMY_OF_SCALE"
In CIV5Resources.xml
<Resources>

<Update>
<Set TechCityTrade="TECH_ECONOMY_OF_SCALE" />
<Where Type="RESOURCE_SPICES" />
</Update>
<Update>
<Set TechCityTrade="TECH_ECONOMY_OF_SCALE" />
<Where Type="RESOURCE_BANANA" />
</Update>
<Update>
<Set TechCityTrade="TECH_ECONOMY_OF_SCALE" />
<Where Type="RESOURCE_DYE" />
</Update>
<Update>
<Set TechCityTrade="TECH_ECONOMY_OF_SCALE" />
<Where Type="RESOURCE_SILK" />
</Update>
<Update>
<Set TechCityTrade="TECH_ECONOMY_OF_SCALE" />
<Where Type="RESOURCE_SUGAR" />
</Update>
<Update>
<Set TechCityTrade="TECH_ECONOMY_OF_SCALE" />
<Where Type="RESOURCE_COTTON" />
</Update>
<Update>
<Set TechCityTrade="TECH_ECONOMY_OF_SCALE" />
<Where Type="RESOURCE_WINE" />
</Update>
<Update>
<Set TechCityTrade="TECH_ECONOMY_OF_SCALE" />
<Where Type="RESOURCE_INCENSE" />
</Update>
 
Decimatus: I've been working on adding new resources using Deep Blue's Mod. So far just 3 issues:
1. Can't change Strategic view icons, font icons.
2. Adding more than 2 Strategic resources can cause overlap in the TopPanel during golden ages. You can set new resources as bonus to stop this.
3. Pre-made maps will cause a non-fatal error but the new resources get placed anyways.
Here is what I've done using the new resource graphics you have in your Mod.

Cool. I will see if I can get it to merge with CtP, and then begin putting it to good use. :)

I tried to get DeepBlue's mod to work but it only ever worked halfway, so maybe I can see what I missed in your setup.

I might have to set them all as bonus, but eventually I hope to have some kind of soultion that shows all resources and their quantities.

this save was created by using the as of feb 5th version. The trouble i have is it wont load and crashes civ 5 after awhile of trying to load. i dont think its my pc or vista but if some1 else could see if they can load my save that would very helpful or if this a known bug just tell me.

Sorry I can't help you out here, but it seems to be out of my hands.

BTW D:- V9 still rocks, i like it

Great! :)

While messing around with resources I found the solution to two of this mods problems.

1. The Ranch being able to be built w/o cattle or horses because the resourcetype was set to RESOURCE_HORSES (always returns true value since its a null I guess) and should be RESOURCE_HORSE.
in CIV5Buildings.xml <Building_LocalResourceOrs>
<BuildingType>BUILDING_RANCH</BuildingType>
<ResourceType>RESOURCE_HORSE</ResourceType>
2. Plantation bug that had resources not being counted until Calendar researched. TechCityTrade variable needs to be set to "TECH_ECONOMY_OF_SCALE"
In CIV5Resources.xml

1 Ah yeah, Horse. Some of the resource tags still catch me up cause they aren't quite consistent. Thanks for finding it. :)

2 I think it would have taken me days of searching to figure this out. Saving me tons of time. :)
 
I was working on a game with the latest version of V9 and other than the extremely high unit upgrade costs, I was really enjoying it...

Unfortunately, the crashing ruined the fun. My PC is comfortably above the recommended specs and I lowered every setting to minimum levels in the hope that I could continue to play my huge map 22 civ game but no luck. I even tried the hotload setting thing. I guess I could play a smaller game but that for me would be anticlimatic and even smaller games had crashed for me in the past. I love what you are doing with this mod but the core game may not be worthy of your hard work. I've started quite a few games with different mods and no mods but have only finished 2 or 3. At this point, I've just about had it with civ 5.
 
I was working on a game with the latest version of V9 and other than the extremely high unit upgrade costs, I was really enjoying it...

Unfortunately, the crashing ruined the fun. My PC is comfortably above the recommended specs and I lowered every setting to minimum levels in the hope that I could continue to play my huge map 22 civ game but no luck. I even tried the hotload setting thing. I guess I could play a smaller game but that for me would be anticlimatic and even smaller games had crashed for me in the past. I love what you are doing with this mod but the core game may not be worthy of your hard work. I've started quite a few games with different mods and no mods but have only finished 2 or 3. At this point, I've just about had it with civ 5.

Sorry to hear that. I also love the huge maps, but find myself generally playing on standard-large maps for higher stability. I will continue working though, because I am sure it will get better, and also I don't have too many problems with finishing games anyway.
 
Updated the 2nd Post with some updates on the vision for the mod, and what will be required to implement some of it.

1. Stack limits of 10 with stacked combat. DLL Required. Lua/C++ Programmer needed.

2. Sea and Space cities/improvements. Work is being put into some of the space city concepts. Sea cities and new sea improvements will take some additional work.DLL Required. Will need artists and Lua/C++ programmer.

3. Trade Monopolies. The biggest snag in this department as of right now, is the inability to require a building to use 2, 3, or 4 of the same resource found within city limits. How this would work, would be that if you have 3 worked Spices in city limits, then you can build a building that produces substantially more gold than the building that requires 2 Spices. The limit would be 4 Spices in city limits.

The second part of this system is that you get to use up to 4 more Spices found within your empire and send them to the city with the most spices in the city limits. The city that can build a building using up to 8 Spices(up to 4 in city limits, and up to 4 others found throughout the empire), would be a major economic hub of your empire. Now obviously, this method of implementing Trade Monopolies could produce quite a lot of buildings, so it would likely be streamlined down to 4. 1 Building uses 1 local and 1 national resource, 1 uses 2 and 2, 3 and 3, and 4 and 4.

Until then, it is possible that I could create a system that just requires 1 of a local resource and then up to 5 total could be uses in the monopoly buildings. So 1 local plus up to 4 national. 4 buildings total. They would have names such as Alluminum Mill, Alluminum Hub, Alluminum Sector, and Alluminum Capital. It would be a chain of buildings, each requiring the last, and each requiring 1 additional resource.

I would also like for there to be pillageable trade route lines snaking across the map. This could be very tough, even if we had DLL access and a capable C++ Programmer. DLL Required. Need lua and C++ programmer eventually.

4. Ultra Huge Maps. Huge maps in Civ 5 are decent. Gigantic would be better. However, a huge map on Civ 5 taxes even the best of CPU's by late game, so this simply may not be feasible.

5. 32 Civilizations. Halfway there. Given the bonuses that Civilizations get, and the changes to the yield system I have made, I am going to have to do a significant amount of work integrating and updating various Vanilla and User added Civs.

6. Mountain Mining. Need the ability to have workers move on mountains and build mines. I need the cities to be able to draw yields from the mined mountains(currently not doable). And of course we need the mined mountain to be graphically represented.DLL Required. Need Terrain Artist, and a Lua/C++ Programmer.

7. Public works tile improvement system. We don't need the CtP system per se, but there are quite a lot of improvements that need to come over. Airfields, listening posts, radar towers, scaled farms/mines/trading posts, sonar buoys, undersea tunnels, undersea mines, maglev, etc, etc. DLL Required. Need Artists and lua/C++ Programmer.

8. Subversive Units. First, we need the ability to make units invisible, similar to the submarines. Should not be a huge problem. Second, we need our subversives to have special abilities. Siphon production, siphon gold, poison water supplies, destroy buildings, spread plagues, create corporate franchises, create religious footholds, etc. DLL Required. Need Artists and lua/C++ Programmer.

9. Vast 100+ city empires. This is partly tied up with #4 and the fact that larger and larger maps are progressively more unstable. Currently empires of 30-40 seem to be the average large empire, with perhaps an upper limit of 60 cities if you spread cities 3-4 tiles apart instead of 5-6.

10. Uniformity/Diversity slider. Basically this is a slider in the advanced setup menu that would allow you to tweak terrain randomness as desired. Slider on the diversity side of the scale would basically make a map where desert is next to jungle is next to grassland is next to swamp. Slider on the uniform side of the scale would create a map where vast open plains, swamps, mountain ranges, etc would all be found. You might find yourself starting in a swamp that stretches for days. Or maybe in an endless jungle. Or jammed up against a mountain range the size of a duel map.

The slider lets you choose the level of diversity or uniformity, and would allow all kinds of map conditions. Personally, I always played max uniformity as that always seemed to produce enjoyable maps as opposed to jumbled masses of randomized terrain types. If I had to rate Civ 5's map diversity, I would say it would be a 4-5, with 1 being most diverse and 10 being most uniform.Map scripter required.

11. Choice of End Era. While this is technically possible now, it requires a separate mod to be enabled in addition to the CtP Project. What I would like to see is an Advanced Setup option where you can simply select the End Era just as you select the Start Era. Default End Era would be Diamond, with the choice of any era inbetween. Lua/UI Programmer required.

12. The ability to remove any unit/building/wonder from the game in the create game screen. Essentially, this would be an Advanced Setup option that would allow you to turn off any unit or building that you do not want in the game. Nukes for instance. Or Settlers was always a fun one in CtP, but then you could start CtP with 9 settlers if you wanted. I believe this will be similar, yet significantly more difficult than adding the Choice of End Era to the Advanced Setup.Lua/UI Programmer required.

13. Empire wide food, production, and gold sliders. In CtP this was basically setting the workday of your citizens. 6 hours, 8, 10, or 12 hours a day? Or setting how much food they get to eat. Do they eat 5 food a turn, 10, 15, 20? Or setting how much they get paid for their work. 5 gold, 10 gold, 15, 20? If you work your citizens 12 hours a day, they are not going to be happy but you get lots of production out of them. And you can make up for the long hours by feeding(lower city growth rates) or paying them more. DLL might be required. Lua/UI Programmer needed.

15. Awesome city management system. We need the ability to set production on all of our cities at the same time. Also the ability to save Queue's and load them in other cities. I have seen some mods that address this area somewhat, but we need it to go much further. Lua/UI Programmer needed.
 
Im really enjoying my game im playing on Marathon mode. Havnt quite hit Industrial yet, but im taking Theocracy and seeing what it works well with.
 
In my test game I was making over 300K gold per turn but what reset my total gold was when its value went somewhere over ten million. I only had three cities, but all were 70 plus pop at the end in the early 2000's. The increased maintenance I suggested starting in modern is to make sure that even very large cities won't be cash cows if they build all available buildings. I literally couldn't spend my gold fast enough. I was only playing one AI so I got most wonders, but since most financial wonders help trade routes, and I only had 3 total cities, this didn't affect gold too much. More maintenance late game plus a higher buy cost for good late buildings and units should let even the richest civs go broke quick if they want to.

In particular, buildings that produce gold, increase production, and add defenses should have increased buy costs. These are the buildings I find myself buying again and again, and I kind of liked the glitch you had a while back when the market was extremely expensive. It was a little unrealistic, but it prevented the player from easily buying all the financial buildings early game, and I wouldn't mind seeing the first or last building in every chain way overboard on buy cost, because then you can't afford to put every building in a brand new city, you have to pick a focus.

It might be possible to do what you are suggesting in #13 as new policy pages. In place of the two religious buttons you have 'workers policies' and 'economic policies'. Workers policies have hours(4 mutually exclusive policies=4mep), breaks, workers compensation, etc., while economic has food subsidies(4mep), minimum wages(4mep), and the like.

I really like the idea of #3, and I think that only the 3 stronger national versions should require the resource inside the city radius, and the "capital" version be made a 'can only build 1' type national wonder(as the end of a chain it need only require something simple like a market), so there will be wars fought over cities nearby aluminum, iron, and coal, as well as the oil wars that seem to be the only thing the ai goes after late game. This will make it extremely valuable to have a lot of a particular strategic resource, as mills in all of your cities could alter the balance of power.
 
Since i am currently beginning to create a lot of graphics i went back and solved the problem i was having with sneaks buttons for the social panel selection page, these look a lot nicer than the current ones. If anyone wants to replace them manually before the next release you can do so by pasting the attached MPMButtonAtlas256.dds file over the one located in:

...\Documents\My Games\Sid Meier's Civilization 5\MODS\Procylon Call to Power Project (v 9)\Art
 

Attachments

And a quick fix if anyone wants to use it before the next release

Fix - This fixes the problem of the blocked button appearing after anarchy on branches that are not actually blocked

These 2 files should overwrite those found in:

...\Documents\My Games\Sid Meier's Civilization 5\MODS\Procylon Call to Power Project (v 9)\Policy\Trees
 

Attachments

great mod, thank you for making the game playable (apart from the stability problems mentioned before) really looking forward to v10 and then religion

I've played through 3 games on your mod. The problems are mostly economic, everyone makes too much money, the AIs just hoard it because they dont know what to do with it but buy tiles meaning even a great cultural city wont expand its borders.

I had a problem with astronomy, i couldn't build any observatories
 
Observatories need to be right against a mountain. Even closer than the requirements for Machu Picchu, etc.
 
ah i see, i was confused as i had mountains close but not close enough. Thanks

also 1 word vassalage

i hate they way the ai sues for peace, i dont want all their cities as it will destroy my economy. i guess that this is a bit too much to ask for
 
The issue with a vassal system is that the AI will be too dumb to understand how it works.
 
ah i see, i was confused as i had mountains close but not close enough. Thanks

also 1 word vassalage

i hate they way the ai sues for peace, i dont want all their cities as it will destroy my economy. i guess that this is a bit too much to ask for

Did anybody know how to keep the ai for surrender cities? Of course you may ignore this but this sucks:eek:
I can buy every city (no capitals), even playing deity .
 
The AI does this to me every now and then and honestly it seems to be a tactic to cripple me. I once had Catherine give me 8 cities and I accepted and the Happy Face hit was horrible. Its almost like they know you will have to deal with the cities(which I raze if they arent worth it) so they offer it. Now I go thru and X off all the wimpy cities they offer(basically 1-6's). I take any over 10.
 
The AI does this to me every now and then and honestly it seems to be a tactic to cripple me. I once had Catherine give me 8 cities and I accepted and the Happy Face hit was horrible. Its almost like they know you will have to deal with the cities(which I raze if they arent worth it) so they offer it. Now I go thru and X off all the wimpy cities they offer(basically 1-6's). I take any over 10.

i wish the ai is so clever, but i am not sure. It make no sense, my army crush them even faster :mad:
In fact the offer all, when they winning the game, and then all is lost.i win easy
 
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