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Thread: Procylon's Civilization 5: Call to Power Project

  1. #61
    Decimatus
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    New V9.
    http://www.mediafire.com/?aia6bke05btkbpu

    Currently have 150 new policies. 10 government branches, 10 government ideology branches, and 10 government systems branches.
    Last edited by Decimatus; February 2, 2011 at 08:08.

  2. #62
    Civ 2.5
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    "80 7 New Techs: Mega Engineering, Evangelism, Televangelism, Consumerism, Conservationism, Extreme Sports, Social Networks,"

    Mega Engineering? I hope that comes in ancient times, otherwise the Pyramids might not have been possible lol

  3. #63
    Decimatus
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    New V9 is finally here!

    http://www.mediafire.com/?35uulnuj0op4d3t

    1 New Resource System! All resources, including the 27 Vanilla resources, now spawn on the map using Deep Blue's Resource Generator Mod. As far as gameplay and balance goes, placement is completely randomized. Also, all resources are now strategic and come in quantity. For normal resources this is 1 or 2. For classically strategic resources such as Iron/Copper/etc, they come in their standard 3-6 quantities.
    2 You now have more control over resource abundance! Replaced the old advanced setup resource options with: Low, Standard, High, Very High, and Legendary. If you choose low, you will see very few resources. If you choose Legendary, it will be wall to wall(Warning: graphics hog).
    3 13 New resources: Crab, Rice, Corn, Soybean, Cocoa, Tea, Copper, Alligator, Poppy, Tobacco, Coffee, Titanium, and Rare Earths.
    4 New Trade Monopoly System! With the addition of 17 technologies(Economic Page) and 200 buildings(5 per resource), resources will be more important than ever!
    -Each resource now has a line of buildings: Small, Medium, Large, Huge, and Monopoly.
    -Each building requires the smaller version that came before it in the city.
    -Each building requires 1 of it's resource, and provides 1-2 bonuses to it's city of origin(10% to a Yield or 1 happiness and 5%).
    -Each Building provides a 10% increase in trade income. Each Monopoly provides 20%.
    -Monopoly buildings require 2 Huge buildings somewhere in the empire, and provide global bonuses(20% to a Global Yield, or 10% and +2 Happiness per city).
    5 Removed several beelines from the Social Page.
    6 Generally reduced Happiness from buildings.
    As of February 24


    Some things to note:
    -Map generation time has increased quite a bit. This is due to the resources being added to your map.
    -I haven't balanced the rest of the system for the monopolies. This will happen in the coming weeks as I get your feedback. Everything from resource abundance to yields will be open to tweaking and may feel horribly broken in game.
    -Strategic resource increasing policies are going to be strong. I will address them in the near future, until then use them with discretion.
    -Similar to the resource requiring Unit buildings, you will likely be able to trade a resource from an AI and build monopoly buildings. I hope to weight the AI's resource value in the near future.
    -Graphics related crashes may be more of an issue, especially if you use some of the more abundant resource options.
    -I am thinking some of the resource icons may need to be changed. I am not sure I like the white backgrounds, though it does help them stick out more. I am thinking that some kind of scaling background color scheme could work well for the resource icons, with the same low-key colors that are used on the vanilla resources. If anyone has any other ideas on the icons let me know. Hopefully Feuteupool is still around and willing to help.


    Anyway, that is all I can think of for now. I hope you guys enjoy the new system.


    Quote Originally Posted by Civ 2.5 View Post
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    "80 7 New Techs: Mega Engineering, Evangelism, Televangelism, Consumerism, Conservationism, Extreme Sports, Social Networks,"

    Mega Engineering? I hope that comes in ancient times, otherwise the Pyramids might not have been possible lol
    Pyramids could qualify, but it is generally on another level.
    Last edited by Decimatus; February 26, 2011 at 22:00.

  4. #64
    LemurMadness
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    Waiting for a beta/stable version! Keep up the good work!

  5. #65
    Decimatus
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    Here is the patch notes for the latest 2 releases:

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

    9 Updated the mod to be compatible with the latest patch.
    10 Due to recent luxury resource removal, Unhappiness from population has been returned to 1 per pop(from 1.25).
    11 Added flavors to the new monopoly buildings. Please keep an eye out for clues as to the AI's use of these buildings.
    12 Golden Ages no longer provide tile yield changes. They now provides a 10% bonus to Science, Food, Production, and Gold. Let me know how this feels when you get them.
    13 Changed Aristocracy's bonus to +1 Culture per Monument, and +3 Culture per Castle.
    14 Various tweaks and bug fixes.
    As of March 2
    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 mod is stable, though near end game it will likely run a little hotter on your CPU. Give it a try.

  6. #66
    Decimatus
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    New V9:

    http://www.mediafire.com/?4964uc35h78w8ud

    21 Minor tweaks and bug fixes.
    22 Increased happiness in some early ancient buildings.
    23 Changed the AI's valuation of gold in diplomacy. The idea is for a 10x increase in gold costs in diplomacy. Let me know if you see this.
    24 Updated Inca's Terrace farm to be compatible with the mod.
    25 Increased Bazaar's Gold bonus compared to the Market.
    As of March 8

    Let me know how the happiness works out for you.

  7. #67
    Decimatus
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    New V9:

    26 Minor tweaks and Bug Fixes
    27 Separated the DLC tech related fixes into a separate mod file. Download and install the file only if you have downloaded the Inca and Polynesian DLC's(or your game will break). Enable the DLC fix mod AFTER you enable the CtP Project.
    28 Fixed some other DLC unit and building costs.
    As of March 9

    V9: http://www.mediafire.com/?bnfzmr607jkxtjq

    DLC Fix: http://www.mediafire.com/?nkfvda8u8at8fo4


    This should fix some of the issues many of you have been having. I am assuming that if you buy one DLC you are buying more, so there will only be one DLC fix file. I don't want to have tons of files for each DLC. Currently only Inca and Polynesia are affected by the fix mod.

  8. #68
    Moose_Man
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    Tech tree dissappears on V9

    I am playing on Warlord difficulty , playing huge world , marathon and on turn 455 I no langer have a tech tree. none of the new main buttons on for the different trees work and I researched all of the small ECO techs but I cannot proceed. This Mod is awesome and I love so many things about it. I am running V9

  9. #69
    Daniella
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    I reinstalled v9 version of the mod, but with the dlc fix( I dont have the dlc), and when I tried to load my modded save, it wont work, runtime error. When I tried to start a modded game, it takes a long time, and when the game started, it says I already won. Also the speech in the beginning is for Mongols instead of Ottoman. I only could play my vanilla saves. Help!

  10. #70
    lowduth
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    C++ Error

    Just downloaded v.9. It works great (and I LOVE it) unless I try to create a modded scenario. When I create a map with civs, resources, etc. I get the following error when I try to load:

    Assertion Failed!

    Program:...
    File: d:\buildagent\work\78d759db3ad93b0\main\...\FArray .h
    Line:149

    Expression: i < ARRAY_SIZE

    Any ideas?

  11. #71
    Martin Gühmann
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    Decimatus, it's a little bit difficult to figure out which is now the latest file to get, could you upload the mod to our download database? So that things are easier to sort out, and that you don't need to use this external file server.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  12. #72
    justmissu
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    If you had something between that and the one thing to me that CIV III Conquests had better than anyother was the modding ability, in CIV III Conquests you could altar anything at the simple push of the mouse, by far the easiest of any of the CIV Series, of course the game itself was broekn like a wino in the gutters of San Francisco

  13. #73
    Abbadon2
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    Maybe I missed it, but the best and most unique (to the civ games) in CTP/2 was:

    STRATEGIC COMBAT
    (AKA Armies)

    That should be A#1

  14. #74
    Beatie
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    I love to help you with this project.... by just play it and find bugs. I can't think of anything else i could do. So far i've not seen mutch of V9 because of civ5 crash to desktop... seems not your mod problem..because i've try a normal game and the game keeps crashing... i figure it out..

    keep up to good work...(y)

  15. #75
    nejekur
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    I am playing V9 and have come across 2 problems, the first is that it wont spawn any resources at all. It started off working right but then stopped working. The second problem is that it always freezes around turn 100. other then that, its really good.

  16. #76
    Dmans
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    Thought I would add an update on the status of this mod here basically decimatus took a break, but chrome and others over at civfanatics have brought it back to life under a new name 'community call to power project' the link to the latest version can be found here:

    mediafire.com/?0z6kn3u96f5jo6m

    I will try to keep the latest versions posted here when I can

    Also for anyone having problems with resources try using a different map type eg continents

  17. #77
    Dmans
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    -*Community Call To Power Files*-

    Current Version
    Version 1.31 (26/08/11): mediafire.com/?8ota547oyal6hke

    -*Map Files*-

    True start location earth map
    Version 1.1 (26/08/11): mediafire.com/?po3r6vx8nucdy8v

    See forums.civfanatics.com/showthread.php?t=432802 for details

  18. #78
    ferguson
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    Quote Originally Posted by Dmans View Post
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    Thought I would add an update on the status of this mod here basically decimatus took a break, but chrome and others over at civfanatics have brought it back to life under a new name 'community call to power project' the link to the latest version can be found here:

    mediafire.com/?0z6kn3u96f5jo6m

    I will try to keep the latest versions posted here when I can

    Also for anyone having problems with resources try using a different map type eg continents
    Am posting in here to know whether there are anything about the latest version?
    thank you.

  19. #79
    Lady
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    Quote Originally Posted by Dmans View Post
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    -*Community Call To Power Files*-

    Current Version
    Version 1.31 (26/08/11): mediafire.com/?8ota547oyal6hke

    -*Map Files*-

    True start location earth map
    Version 1.1 (26/08/11): mediafire.com/?po3r6vx8nucdy8v

    See forums.civfanatics.com/showthread.php?t=432802 for details
    Thanks for the updates. This is a really neat project. I've loved playing with it so far. Glad to see that it will continue on. If I had any programming skills, this would be the kind of thing I would love to work on. Unfortunately, about all I'm good for is hopping on angie's list to find someone to do stuff for me lol!

  20. #80
    Dmans
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    This mod is still being worked on if anyone is interested you can find it on the steam workshop, "Community Call to Power":

    steamcommunity.com/sharedfiles/filedetails/?id=83441566&searchtext=

  21. #81
    MarinoCorps
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    It looks like you've dedicated more than a year to this scenario / mod! I will have to check it out. Did you write a LUA to generate maps that fit or work strictly on a single map by hand? I'm looking for "quick-learn" materials on building a mod / scenario / LUA and any resource you've found in experience that would be helpful would be well received

    Thanks.

  22. #82
    sukhwinder kaur
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    Tennis Academy


  23. #83
    Louisandrews
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    Thumbs up

    Thanks Dude! I have downloaded the file and it working!

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