Procylon's Call to Power Project

Some suggestions:

Religions
- Kemetism (modern name for the ancient egypt mythology)
- Asatru (modern name for the norse mythology)
- Helenism (modern name to the greek-roman religion system)
- Nahualism (simplification term for the meso-american religions)
- Yorubá (simplified term for the african religion that highly influenced the Candomblé, Umbamda and Locumi in Africa and Latin America, a religion branch with more then 10 million followers.


I suggest playing - you probably already did - Civilization IV - Rise of Mankind. Best mod ever made to Civ series.

best wishes, good luck!
 
What would it take to update this mod for current Civ Patch, and to fix some of it errors?

This mod is probably the most enjoyable mod i've played on Civ5.
 
I just loaded up the last V9 of the mod on a fully patched version of civ 5 (with non of the paid DLC civs) and it still seems to be working :crazyeye:

If there is a problem though let me know and i will see what i can do
 
@fires

The error that I occurred that was most troublesome, was in ability to access all the diplomacy stuff, In specific, Religion and the other one on bottom row. >.<

I am using windows 7 64bit if that may be root of the error.

Uhmm trying to think what else errors occurred. I'll need to play through it again, and I'll get ya a bug report :D
 
Well since i have a bit of spare time, and with D not around atm I will be spending a couple days on creating a hotfix to sort out a few problems with the mod. So if there is any bugs or suggestions on what needs/wants adding let me know :)

The error that I occurred that was most troublesome, was in ability to access all the diplomacy stuff, In specific, Religion and the other one on bottom row. >.<

These two policies are not used, i will be removing the buttons for them for now to help reduce the endless confusion.
 
Something in the AI should be looked at. I don't consider myself an exceptional player, but by the time I acheived my cultural victory, i had roughly a 80 or 100 year Research gap on the next most advanced AI... I think to be exact i had rougly 70% literary rate, vs avg of 30. But, I may be misinterpeting that information, but literary rate to me I had always thought to be a percentage of completed research.


THey may have made a mistake that I had made durning my first play, and accidently start researching something that would take 30+ turns to complete while there was many alternate research that could be completed in 3-7 turns.

Ehhh Not sure how coding works behind the AI, but something along the lines of prioritizing, research that is quicker, if alternative make takes 3 or 4 times of another option.

~Bigleon
 
Well since i have a bit of spare time, and with D not around atm I will be spending a couple days on creating a hotfix to sort out a few problems with the mod. So if there is any bugs or suggestions on what needs/wants adding let me know :)


Any news on your progress? I'd love to play the CTP-mod again or is the latest version fully enjoyable? cheers!
 
Any news on your progress? I'd love to play the CTP-mod again or is the latest version fully enjoyable? cheers!

The current V9 version of the mod works so it can be played as it currently stands. In terms of progress there has been some good movement. Chrome-rome has been providing some very interesting balancing fixes which should make for some good gameplay :). The first patch will probably look as follows:

Non policy buttons removed
Tech tree fix by Alzara implemented
Tech tree made less confusing
Balancing fixes by chrome-rome
Random bug squishing

I am also working on implementing civ specific techs and the first batch of space oriented techs, these should begin to be added in the second patch :)
 
Are you all playing the game without crashes ? I mean, when I rise a big empire, the game start to crash and it's very annoying.. (just when I developped lot of techs, big army...). I just hate when the game crashed at this point.
-I already try to run it in DX9 : no changes, still crash
- minimum screen resolution DX 11 : crash
- small world : crash..

At the begining I play well and fine, but arroud soem turns it goes down :-(
 
Welcome to the forums :D!

I haven't had a crash since the newest patch, and my computer is not optimal. Are you using the most recent update (V9) of CTP? If so, you can try playing in Strategic View; even if that doesn't solve the problem, it will most likely speed the game up for you.

As for the hotfix, yes we are still at work. On my end, I am still trying to tweak certain buildings/ techs to make them more balanced. Once it gets to the late eras it becomes more difficult than one would think as there are so many buildings :crazyeye:. I'm having a hold-up on the policies as well. Once I crash through these barriers I will test for a few games, and then release what I have :cool:.
 
No problem. I love what D has done, so it only seemed right for the mod to continue in his (hopefully brief) absence. BTW, I have good news: there is a graphic illustrator who has offered to help with some of the images. Right now he's taking a look at the Governments/Social Policies. Further down, who knows... I wish we could give an ETA, but it all depends on when we can crash through the bugs. I can tell you that I am personally very interested in what you all think of the changes so far: for the last 2 months or so it's only been me checking the balance of buildings and such; I've only been working with Fires for two weeks, and it is great to have someone to bounce ideas around with. I can't wait until we are able to share everything :D
 
Hey sorry to be obnoxious, but I would really appreciate it if someone could tell me where I can find a thread or maybe info on how I can play this mod pack better. I seem to consistently fall behind and get my butt kicked even on prince. I never played the original CtP so this is my first time dealing with the new game paradigm. It's very hard to deal with since I'm so used to picking up mods quickly!
 
At the start you pretty much have to take the government with the happiness garrison bonus, despotism? I don't remember it's been a while. Once you get your happiness buildings (based on quantity of resources) going then you can switch to something else. Another thing to focus on are the wonders that give science, those are REALLY powerful.
 
Yeah, i think that's an issue a lot of people have/had. Generally, I rush for happiness buildings early on which allow me to expand a bit. After that, I switch hard to military, as all that expanding is bound to make someone mad. After I have a decent army, I start working on my infrastructure. One thing about the ai (that I am hoping to fix) is that they hardly ever go into the Social Techs, so this leaves a great opportunity for the player. I usually go to Renaissance and then backtrack to the Social Techs. A lot of them come withing 1-4 turns, and they offer wonders/buildings that are useful. By the time you get to mid-Renaissaance, your happiness problems should be completely gone. From here, just sit back if going for peaceful victory or go take territory of warring is your goal.

As for techs to emphasize, I only go into Economy if I need money or if there's a good building to pick up (Mill and Guild Hall). Most of the early game is in Social. Once my happiness is stable, I emphasize Engineering, Military, and Science depending on the situation.

Hope this helps
 
Thank you CR, I'll give it another shot. I like the long scale of your mod and the way it's working out, but we should really put together a little guide for people like me who are not smart enough to figure it out on our own :)
 
Thank you CR, I'll give it another shot. I like the long scale of your mod and the way it's working out, but we should really put together a little guide for people like me who are not smart enough to figure it out on our own :)

I think a guide would be great. A lot of the big mods from Civ 4 have them, and as CTP is already pretty beefy, a guide might be what new players need. And, to clarify, this is Decimatus' mod; I'm just trying to keep it going :).

I was hit with a pretty bad computer virus yesterday. Everything is safe (I think), but it made me realize that I need to release what I have soon, instead of always trying to fix tweak things here and there. I am almost ready to release now; I just need to make a few more adjustments to the policies and their flavors. I expect to have that finished by Wed at the latest. Also, I can't wait for the feedback: good, bad, or ugly...

This new patch is pretty big. I'm not sure about what it means for modding as a whole, but if I am right, it adds a few items that will be really helpful for future updates. If so, I'll incorporate them in the mod and send it out soon after the release.

***EDIT***
Unfortunately, everything is not as safe I would have wished. Most things are intact, but there are a few key files that weren't saved in the backup. It shouldn't take too long to fix, but making that Wed deadline seems a little harder now :(
 
I was hit with a pretty bad computer virus yesterday. Everything is safe (I think)...

Sorry to hear of your virus problems chrome :( always sucks when you get hit by one of those little (snip).

Well time for an update from my end i guess ;) firstly i have been hard at work on creating a visio (flow chart diagram) version of the tech tree, this should help both myself when i am working on the techs and everyone else when you are playing and wondering what to choose next :D

Secondly i have been doing a lot of research work and testing on how the civ specific tech addition is going to work. Basically all of the civs will be organized into 4 groups Europe, Americas, Africa and Asia so for a quick example:

If your civ comes from north or south America you will have access to the Americas tech 'Totem Poles'. If your civ is from Africa then one of your unique techs will be 'Nubian Brewing' etc etc

Let me know what you lot think, I am open to any suggestions or tech ideas so fire away.
 
Back
Top Bottom