Procylon's Call to Power Project

land marks when created from a great artists do not give u culture the. The Egyptians burial mounds do not give culture either. when u trade for any resource it does not enable u to build the trade monopoly building for said resource.a lot of the building do not do any thing except give u maint cost. love ur mod though and THANK YOU for taking the time to do all of this incredible mod.:goodjob:
 
Just wanna say i havent seen much post wise on the scroll crash for a while, just wondering if everyone is just used to reloading civ every wee while or if there is a definitive answer to stop it from happening, i tried the first of suggested ways to solve it, my computer is definatly capable of handling a lot more than civ so i know its not that.

Just making sure i aint the only one left who still has the problem

P.S does V8 have the scroll crash?

As much as i am enjoying testing the mod in its V9 alpha stage, its getting a little irritating getting to around 500 or 600 turns on huge marathon games most of the time going for 15 turns and sometimes it will go for 40 turns and sometimes it will crash the very turn i reload an autosave to continue
 
I havnt had a scroll CTD yet, hmm maybe I shouldnt have said that..still so far so good. Im on turn 630 and not a single CTD and I play marathon, and also ive moved up to Large maps. I also have my Laptop sitting on a metal floor fan and that keeps my heat down as well..only hitting 124F instead of the 140s where most of my crashes started.

Also, damn this mod is great, all the things to build, then try to figure out where more of a resource is at so i can build the monopoly buildings(have a huge copper, just have to find more for another one haha). AI is not using resources at all, but that can be fixed i bet by adding in some weights or what not.
 
I have some scrolling issues when playing on large maps, on turn 500-600 game freezes and after a while the game is no longer loadable. anyone have the same issue?
 
So i can tell that after the patch, the ctd are very reduced. Only when play with to many civs on large or huge, the game get problems (cpu getting to hot).But i played like Crossbow Cowboy a marathon on a large map without any ctd.
Some fixes are necessary, but the most are named in the post before.
The ai is making a better job now, also i see monty was trying a cultural victory with 1 city(later more), and other changes. But the ai never forced my to give them resources, maybe fixable.
At Pyccos landmarks working fine for my also the monopolbuildings.
:goodjob:Thanks D. for this superior mod
 
What about giving the different Civs "weights" on resources that they historically liked? That would then point them in a direction for going for them and building the buildings. Some they could care less about and others, you would know they would be coming for.

Only easy way to do this would be to give them trait bonus's and that wouldn't really affect the AI weight.

Beyond this I would need the ability to create custom flavors which I already failed at.

Also, Water Wheel still gives nothing other than a 10g maint cost!!

EDIT 1-Seems like the Ironworks national only gives 10production and +1 culture. I thought this used to like give +600 production to the city it was built in. Did something happen to alot of the +production buildings? Windmill is working as normal though.

All +flat yield buildings should be fixed with this next update.

land marks when created from a great artists do not give u culture the. The Egyptians burial mounds do not give culture either. when u trade for any resource it does not enable u to build the trade monopoly building for said resource.a lot of the building do not do any thing except give u maint cost. love ur mod though and THANK YOU for taking the time to do all of this incredible mod.

Anyone else see a landmark issue? I haven't touched them at all.

Egyptian Burial Tomb should also be working. Anyone else see this problem?

Do you mean trading for the first of a resource doesn't allow you to build the building, or you can't do that to build more of the same? The city must have a local copy of a resource in order to build any of the buildings, but as long as there is 1 copy nearby you should be able to trade for and build more monopoly buildings.

ust wanna say i havent seen much post wise on the scroll crash for a while, just wondering if everyone is just used to reloading civ every wee while or if there is a definitive answer to stop it from happening, i tried the first of suggested ways to solve it, my computer is definatly capable of handling a lot more than civ so i know its not that.

Just making sure i aint the only one left who still has the problem

P.S does V8 have the scroll crash?

As much as i am enjoying testing the mod in its V9 alpha stage, its getting a little irritating getting to around 500 or 600 turns on huge marathon games most of the time going for 15 turns and sometimes it will go for 40 turns and sometimes it will crash the very turn i reload an autosave to continue

I haven't heard much about it lately either.

V8 is probably half broken due to the latest patch.

Is it the scroll bug that is keeping you from moving forward? Try turning off the camera snapping. Or you could also try zooming in close to the map around the time the crash happens.

i just want to say this is GREAT mod for CIV V i am looking for future updates

Thanks.

You guys must really like the new resource system, cause praise has certainly gone up. :p

I have some scrolling issues when playing on large maps, on turn 500-600 game freezes and after a while the game is no longer loadable. anyone have the same issue?

Is this similar to Madfraz's problem? You might try some of the things I suggested for him.

Alternately, by turn 500-600 your CPU temperature is probably nearing fusion temperatures, so you might consider some extra cooling options. :)
 
New V9:

http://www.mediafire.com/?79b1jlh8acjp5hm

15 Numerous text/yield/etc fixes that were leftover from the latest patch changes.
16 Changed Aristocracy/Imperial Cult to Happiness bonuses due to the +Culture to building schema not working.
17 Numerous tweaks made to the AI resource valuation. I found that luxuries had a plot valuation of 50000, while strategics only had like 20. Other things were changed as well, but this is probably the big one. Let me know if you see a difference.
18 Changed the resource graphics for rice/corn/soybean to wheat. Changed alligator to deer. This was done so that the improvement graphics match the resource graphic. As soon as we can gain the ability to add unique improvement/resource graphics, this will be changed to something more suitable.
19 Fixed various improved resource yield valuations.
20 Thank Feuteupool for the newest tech/building icons!
As of March 6

The biggest thing to look out for with this latest patch is AI expansion and resource use. Let me know how it goes. :)
 
Been trying the newest version. The monopoly system is a nice, but it does break Arabia's unique building (bazaar): it doubles luxery amounts of resources, since everything is strategic now it doesn't have an effect.

Is this intentional, or any thoughts on buffing the building differantly?
 
I installed V9 the other day. I found that the Tech tree was defective. When I click on the Tech tree I get a screen with large icons for different types of Tech, but when I click on the icons I get nothing. I was still abe to develop technologies by clicking on the blue beaker symbol after developing each technology until I got to Ballistics, at which point there were no further technologies available.
After obtaining Mysticism the Temple building wasn't available.
In the Social policies all of the government options were available, but the religion options were empty.
 
Been trying the newest version. The monopoly system is a nice, but it does break Arabia's unique building (bazaar): it doubles luxery amounts of resources, since everything is strategic now it doesn't have an effect.

Is this intentional, or any thoughts on buffing the building differantly?

Keep forgetting about this one. I will see if I can modify it's ability in the next update.

I installed V9 the other day. I found that the Tech tree was defective. When I click on the Tech tree I get a screen with large icons for different types of Tech, but when I click on the icons I get nothing. I was still abe to develop technologies by clicking on the blue beaker symbol after developing each technology until I got to Ballistics, at which point there were no further technologies available.
After obtaining Mysticism the Temple building wasn't available.
In the Social policies all of the government options were available, but the religion options were empty.

Got any other mods installed? Also, make sure you have delete all other versions of this mod from your MODS folder.

In fact, you might even delete other random mods that are not compatible with this mod, because it seems that they are starting to have an effect on it as well.

Anyone else having problems with temple? I don't see anything wrong with it in the xml.

And religions are not yet implemented.
 
Anyone else having problems with temple? I don't see anything wrong with it in the xml.
From reading this thread it seems people only have problems with the temple if they have a conflicting mod installed (even if it isn't enabled, just having it installed messes something up).
 
I deleted the other mods and installed the latest version of v9, and now I get the proper tech tree when I click on the tech tree icons.

Regarding scroll rashes, I was playing a game on the huge map using v8 of this mod before the march 1 patch came out. I began having crashes at around turn 300, which was about the time that I had explored the whole map and had so many cities that I had exhausted names of cities for my civilization and the computer had begun giving them names of other civ's cities. The crashes became so numerous that I couldn't finish a turn, but then I swithced off the auto-scroll functions and switched the map to "Strategic View". That virtually eliminated the crashes - then after the patch came out I was unable to load saves, so I couldn't finish the game.

In the past I've only had problems with scroll crashes when playing on Huge maps. From what I've heard it may boil down to the size of your video card's memory. In order to completely play on huge maps you may need to have in excess of 8 GB vidoe card memory. This greatly exceeds the system recommendations put out by the publishers. It would have been nice if they could have been honest with us.
 
So far It looks a good mod to me, not that I've played far enough yet. Just one issue I have with it is the growth of cities. Not sure if this is a desired feature or a bug but, by turn 30 my neighbour munich is size 12, I'm at 8 and only because of the happiness capping my growth, plus I'm finding that I'm able to build tons of everything. Constantly going over the support limit for units etc, Is there something wrong with my game or? Currently using version 9 downloaded from you here, as v8 on the mod hub had many errors for me, aswell as being 30mb smaller.
 
great job on the mod I love it. the ai will still trade any of the resources for around 250 gold for 1. making it very easy to get max trade buildings and as for city placement much much better they take resources a lot instead of just strategic locations. the science is way to fast for marathon game pace starting with 1.5. starting with .5 was perfect imo. ai still does not choose the right techs it goes for the next age instead of trading/happiness techs then ends up -gold or -happiness then just collapses and wants to trade city's to try and balance its self out. can u choose what govs and polices to give the ai?

the policy pic are missing. i have no other mods and reinstalled the mod 3 times to be sure.
 
The happybonus for monuments (aristocratie) do not work, and the pics of the policies menu are gone.
Another point is feudalismus , can you make a bonus for the terassen (the inca improvement)? I mean like +5 to mine and farms.:)
 
the pics for gov types is missing

Fixed for next update.

In the past I've only had problems with scroll crashes when playing on Huge maps. From what I've heard it may boil down to the size of your video card's memory. In order to completely play on huge maps you may need to have in excess of 8 GB vidoe card memory. This greatly exceeds the system recommendations put out by the publishers. It would have been nice if they could have been honest with us.

They don't make cards with 8gb of memory unless you are talking about quad sli or something? :p

More video memory may help, but I don't think that is the problem. I have a pretty beefy computer and the scroll crash still gets me.

The problem is likely that they went with 32bit instead of 64bit. I have never seen Civ5 use more than 2gb of memory despite the fact that I have 12gb. The game seems to crash when it tries to fill up beyond the 2gb.

So far It looks a good mod to me, not that I've played far enough yet. Just one issue I have with it is the growth of cities. Not sure if this is a desired feature or a bug but, by turn 30 my neighbour munich is size 12, I'm at 8 and only because of the happiness capping my growth, plus I'm finding that I'm able to build tons of everything. Constantly going over the support limit for units etc, Is there something wrong with my game or? Currently using version 9 downloaded from you here, as v8 on the mod hub had many errors for me, aswell as being 30mb smaller.

Growth that fast isn't necessarily the goal, but building lots of stuff generally is.

I haven't tweaked growth much since adding the new resources, so there is a good chance it is faster than before. I will tweak it a bit for the next update.

And V8 is pretty much dead with the latest patch. I will load the latest V9 to modbuddy sometime in the near future.

great job on the mod I love it. the ai will still trade any of the resources for around 250 gold for 1. making it very easy to get max trade buildings and as for city placement much much better they take resources a lot instead of just strategic locations. the science is way to fast for marathon game pace starting with 1.5. starting with .5 was perfect imo. ai still does not choose the right techs it goes for the next age instead of trading/happiness techs then ends up -gold or -happiness then just collapses and wants to trade city's to try and balance its self out. can u choose what govs and polices to give the ai?

the policy pic are missing. i have no other mods and reinstalled the mod 3 times to be sure.

Making a change to the valuation the AI gives gold. Hopefully it has the desired effect and forces them to charge 10x more for everything in diplomacy.

You mean the new palace science value is having a huge effect on the early marathon tech rate?

If the AI is beelining, see if you can figure out which path they took so I can put roadblocks in their path.

I set the flavors for the AI in choosing policies, so they should be following that when possible.

The happybonus for monuments (aristocratie) do not work, and the pics of the policies menu are gone.
Another point is feudalismus , can you make a bonus for the terassen (the inca improvement)? I mean like +5 to mine and farms.

Crap. So I guess the policy schemas for increasing specific building bonuses are all broken. I will have to think of something else.

Terrace Farms will be fully integrated for the next update. Thanks for bringing that to my attention. :)
 
Ironworks provides roughly 20 production. Not as much bang for the buck.
New resource system makes a tiny empire incapable of exploiting the mechanic.
This means culture victory is less viable, as is the GS science route.
 
yes thats what im saying the palace science value is having a huge effect on marathon game tech pace it tripled starting science.
 
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