Procylon's Call to Power Project

I would just like to know, is this mod playable online? If not, will it be playable online? If not, are there any mods that can or will play online?
 
had a weird issue.. couldnt move units unless i gave them there promotions, while having promotion save on.. plus more ctd playing small at epic,raging barb,random seed,policy save no time vicwarlord playing catherine on samll continents... ctd happens when discovering civil service and a civ capitulating giving me 2/3 cities. + just to know...were elephants always soo strong!!?? ill try it again anyways..in case i can keep on but it seems to me that the mod comes unstable after reloads..
 
Current Strategics: Coal, Iron, Horses, Oil, Aluminum, Uranium

Current Luxuries: Dyes, silk, cotton, grapes(wines), pearls, whales, furs, incense, spices, gold, silver, gems, marble, ivory, sugar

Food resources: Wheat, sheep, deer, fish, cattle, bananas

D's additions(that I know of): Titanium(strategic), crab(food or luxury), HE3(strategic), cocoa(luxury)?

My own hopeful list: Copper(strategic), corn(food), rice(food), shrimp(food; on coast only), crawfish(food; in lake or marsh only), alligators(luxury), timber(strategic), hardwoods(luxury), llamas(food), ostriches(food), otters(luxury), lions(luxury), sharks(luxury), pandas(luxury), tigers(luxury), rhinos(luxury), citrus(luxury or food), potatoes(food) * , hot peppers(luxury), goats(food, mountain only), moose(food, tundra only), penguin(luxury, snow only), polar bears(luxury, snow only), garlic(food)

This is what I am adding currently:

Alligator, Coffee, Copper, Corn, Crab, Poppy, Rare Earths, Rice, Soybeans, Tea, Titanium, Tobacco, HE3, and Cocoa.

I like the idea of Shrimp, as well as Crawfish in the lakes. Make those lakes a little more useful. Potatoes, Citrus, and Hardwood could also be good, but it depends on how crowded the map is(which is currently rather stuffed).

Notes: The luxury animals are meant to work with camps or boats, and allow or improve the new buildings of zoo and aquarium. Timber can be required for early siege units, early gunpowder units(wooden stocks), and pre-industrial navies. Other than that I tried to give a mix of everything, and make many resources(like tigers, pandas, lions, alligators, etc.) specific to a single continent, as I'm guessing that's part of the assigning process during map generation. Maybe in the distant future certain resources can have random events tied to them, potato famines and droughts and mad cow for land food, or oil spills for sea resources.

All resources from this point on will be strategic, starting with the new resources and leading up to the Vanilla as soon as I can change it. If they give happiness, it will be from the buildings that require them. Of course, units will still be tied to certain resource lines.

The resources won't be tied to a specific continent, though that is something that I want to see at some point. Resource events would also be nice.

I would just like to know, is this mod playable online? If not, will it be playable online? If not, are there any mods that can or will play online?

No mods are playable online, but hopefully the devs patch this in eventually.

had a weird issue.. couldnt move units unless i gave them there promotions, while having promotion save on.. plus more ctd playing small at epic,raging barb,random seed,policy save no time vicwarlord playing catherine on samll continents... ctd happens when discovering civil service and a civ capitulating giving me 2/3 cities. + just to know...were elephants always soo strong!!?? ill try it again anyways..in case i can keep on but it seems to me that the mod comes unstable after reloads..

Do any of these CtD's keep you from moving forward? And what other mods are you running?

If you are talking about Siam's Elephants then yeah, they are beasts. :)
 
TanisX, your advice worked. :)

Lets see if I can replace all the resources by the end of the day. :p

I am also going to make it so that choosing Sparse/Standard/Abundant/Legendary really do affect the number of resources you see on the map. It will likely be 50%, 100%, 200%, and 400% respectively.


I also wanted to make some other changes to assignstartingplots.lua, such as perhaps doubling the number of jungle on the map. Is there any easy way to do this?
 
Alligator? Is it that common? And what do people use it for? Just curious because up here in ND, we dont have those...
 
Alligator? Is it that common? And what do people use it for? Just curious because up here in ND, we dont have those...

Leather and meat. Its just an exotic resource for the Marsh/Swamps/Flood Plains.


Hehe, I think if you guys choose Legendary every single tile will have a resource. :p
 
Another good thing about this transition is that you won't have a map where some of the resources won't spawn(I really hate that). All resources will be found somewhere on the map.

Also, all "strategic resources"(such as Iron, Copper, etc), come in quantities of 2 or 6. All other resources will come in deposits of 1 and 2. So in many cases you may be able to build the first level monopoly building from 1 deposit of a resource.
 
Worst case for gold in current front page test on 1 city challenge is aroundabouts 375K, which since the per city limit is about 201K is almost twice the value and loops around.

City had a pop of 96 and was beginning to plateau

Please note that it loops before arcology, but that arcology prolly needs to be part of a generous scaledown on the per pop gold mechanics.

Culture breakdown for one city generates a rather large overflow. Dunno what to do about that though, mostly a core game mechanic. Ironworks still OP in quick
 
Worst case for gold in current front page test on 1 city challenge is aroundabouts 375K, which since the per city limit is about 201K is almost twice the value and loops around.

City had a pop of 96 and was beginning to plateau

Please note that it loops before arcology, but that arcology prolly needs to be part of a generous scaledown on the per pop gold mechanics.

Culture breakdown for one city generates a rather large overflow. Dunno what to do about that though, mostly a core game mechanic. Ironworks still OP in quick

The limit is 201k per city? Where did you hear that, or find it from testing? Could help a bit in scaling the gold values.

Once I implement the trade monopolies I will see about tweaking gold generation again. Unfortunately, the monopolies are going to make that job even harder. :p

I might see if I can change a few gold generating mechanics into some others things as well as reducing.

How much culture?

great mod keep up the amazing work.. thx for redeeming civ 5 for me.

Thanks. :) Hopefully I can get the new resource and trade monopoly system out by Sunday night.
 
Hi guys,
I'm kinda new to this forum, so I beg your pardon if this question has been asked else where.
I just downloaded the Call to Power v9 and installed it on my Civ V but when I set up game and click on launch the game crashes giving me a CIV V Core.dll error.
I'm using Windows 7 and I meet the system requirements to play the game.
I had installed Economy mod previously but I disabled it and deleted it but I stil get a CTD.
Sorry once again if this has been asked elsewhere.
 
Values start going into negatives at around 256k since they use a signed variable. This goes for production, gold, and even science techoverflow. It will probably do the same for culture but I don't see that happening with this mod.
 
This latest version seems to lock up. One of the earlier versions was very stable, but the latest incarnation seems to lock up. This has occurred on a number of games. It just simply hangs and you have to go to the task manager to close it out.

I am running Win 7 64 bit, not sure if that makes a difference on this?
 
201k is where it flipped for me in testing, but there might've been a gold jump somewhere in there that took off 55k or something.

By endgame my one city was producing 1300 culture. I had 27+ wonders though. Was running ecotopia/pacifism/liberalism/conservatism/capitalism/eco-.../aristocracy, all maxed out after a while. happiness was around 220 by the end. Apparently Hermitage and broadcast tower work on happiness culture from happiness buildings. I'd have to check again, but thats the only conceivable way I could have that much culture.

However, the culture was around 680 when I ran out of policies to spend on.
 
Decimatus
Do any of these CtD's keep you from moving forward? And what other mods are you running?

If you are talking about Siam's Elephants then yeah, they are beasts.

No mods running. I think i can move forward as long as i keep the game running without any reloads...
 
Hi guys,
I'm kinda new to this forum, so I beg your pardon if this question has been asked else where.
I just downloaded the Call to Power v9 and installed it on my Civ V but when I set up game and click on launch the game crashes giving me a CIV V Core.dll error.
I'm using Windows 7 and I meet the system requirements to play the game.
I had installed Economy mod previously but I disabled it and deleted it but I stil get a CTD.
Sorry once again if this has been asked elsewhere.

When does it crash in the create game process? Does it crash immediately, or near the end of the map creation process? Does the little cursor load indicator begin working, or does it crash prior to that?

Also, CtP is the only mod enabled right? And you have no other CtP files in your MODS folder?

LeoPaRd slot granted!
It took a very loooooooonnnnggg time to test it enough.

I'm lost... :p

Values start going into negatives at around 256k since they use a signed variable. This goes for production, gold, and even science techoverflow. It will probably do the same for culture but I don't see that happening with this mod.

And this is for the aggregate, not just per city right?

This latest version seems to lock up. One of the earlier versions was very stable, but the latest incarnation seems to lock up. This has occurred on a number of games. It just simply hangs and you have to go to the task manager to close it out.

I am running Win 7 64 bit, not sure if that makes a difference on this?

Can you be more specific about when it locks up? Also, what map settings? And any other mods running?

201k is where it flipped for me in testing, but there might've been a gold jump somewhere in there that took off 55k or something.

By endgame my one city was producing 1300 culture. I had 27+ wonders though. Was running ecotopia/pacifism/liberalism/conservatism/capitalism/eco-.../aristocracy, all maxed out after a while. happiness was around 220 by the end. Apparently Hermitage and broadcast tower work on happiness culture from happiness buildings. I'd have to check again, but thats the only conceivable way I could have that much culture.

However, the culture was around 680 when I ran out of policies to spend on.

What year/era did you reach policy max?

No mods running. I think i can move forward as long as i keep the game running without any reloads...

I wonder what could be causing issues such as this. Anyone know what kind of data might not be carried over to the saves?

And has there been any report of this in Vanilla?
 
The ~256k+ is per city for gold, production and maybe culture. I never got culture that high but I bet it uses the same variable type as the other two city stats. Thanks to being able to sell 1 building a turn you can stop the overflow to negative by selling a gold related building or two. A few updates ago I could earn over 1 million gold per turn empire wide easy with 5-6 cities nanotech era. Science overflow is an empire-wide variable though. You can tell by the progress of a tech saying -180k/10k required as an example. Since you can get into farther eras leaving a lot of lower cost techs I usually get this overflow to negative in late modern/ early digital era playing earlier tech catch up for 20+ turns. This is playing quick games. I don't know if it is possible to cap a city's gold and production but that would stop those going into negatives.
 
I've had the issue with save reload .. posted on it a tad ago, but was playing on large maps. Had the same issue in vanilla on large/huge maps. Played thru without a reload few days ago and was actually able to get a lot further before the eyes crossed and had to quite, tried to reload got a turn or two and then bame CTD. No idea what causes it and also can't say if occurs in vanilla anymore .. as stopped playing that boring thing a month or 2 ago. As stated I'd be back to Civ3/4 if it wasn't for this mod.
 
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