View Full Version : Alerum's Unaltered Game Play


alerum68
Dec 30, 2005, 06:13 PM
I love all the MODs that are coming out for Civ4, but we're all aware of the divserity in files that are moddified. This is causing some not to run properly without being merged. Several people have already combined MOD packs together, removing these challenges, so the average player could easily have all the MODs without having to merge and combine them. There is one problem that I've seen with them though. They ALL change aspects of game play. So I decided to put together my own pack that will have a few of my favorite mods that changed the interface and easy in which you can play, without actually changing aspects of the game, that way it can be used in Succession Games, and hopefully GOTM and HoF games.

The MODS Included:

5-Man Formations (http://forums.civfanatics.com/showthread.php?t=142533) - by Anhu
ActualQuotes Diplomacy Text v1.21 (http://forums.civfanatics.com/showthread.php?t=146310) - by Willowmound
Autolog v1.2 (http://forums.civfanatics.com/showthread.php?t=141164) - by Eotinb
Clock MOD (http://forums.civfanatics.com/showthread.php?t=150740) - by Tubby and Rob0
Customizable Domestic Advisor v0.93 (http://forums.civfanatics.com/showthread.php?t=150198) - by Taelis
Disable Introduction Movies v1.2 (http://forums.civfanatics.com/showthread.php?t=148835) - by Sevo
Enhanced Military Advisor (http://forums.civfanatics.com/showthread.php?t=150477) - by Supreme Overlord
Extended Color Table 1.0 (http://forums.civfanatics.com/showthread.php?t=147308) - by SimCutie
Exotic Foreign Advisor v0.94 (http://forums.civfanatics.com/showthread.php?t=146687) - by Requies
GreatPerson MOD v0.3 (http://forums.civfanatics.com/showthread.php?t=143589) - by Requies and Dr Elmer Jiggle
PlotList Button Enhancement v0.96 (http://forums.civfanatics.com/showthread.php?t=149572) - by 12Monkeys
Score Graph v1.8 (http://forums.civfanatics.com/showthread.php?t=143823) - By Ulfn
Reminder MOD v1.0 (http://forums.civfanatics.com/showthread.php?t=144612) - by Eotinb
Re-Intercept Bug Fix (http://forums.civfanatics.com/showthread.php?t=147340) - by 12Monkeys
SevoPedia 1.93 (http://forums.civfanatics.com/showthread.php?t=148253) - By Sevo
Show Attitude MOD (http://forums.civfanatics.com/showthread.php?t=146123) - By Snaitf and Rob0
UnitUpgrade Civilopedia (http://forums.civfanatics.com/showthread.php?t=148253) - by Vovan

Thanks to Cammagno for helping to getting this off the ground.

If you can think of a MOD that should be included here, let me know! I'm more then willing to add it as long as it meets the criteria. Also, if you run into any problems, I'll try and figure it out but I'm not a programmer, just was tired of having to install these group of MODs everytime I did something stupid. :smoke:

If you are a MOD designer, and I forgot yours: Mea Culpa, Mea Culpa, Mea Maxima Culpa! Post a message or send me a PM and when I have time, I'll throw it in. If you are one of the designers that I included above, and want your MOD removed just let me know, and I'll take it out. Any comments are welcome folks.;)
Known Bugs:
-Running the Custom Domestic Advisor with more then 20 cities will cause the advisor to be cleared of all info. To Fix just escape out of the advisor screen, and press F1 to open. This is related to the Examine City Button and is part of the C++ code, so cannot be altered.
-Game cannot be played with "No-Cheating selected."


v1.00
- Intial release
--- 29

v1.01
- Added SevoPedia and Unit Upgrade CivoPedia.
- Updated Autolog from 1.1 to 1.2
---7

v.1.02 -
Bug Fix
---41

v1.03
- Added Show Attitude MOD
- Change Enhanced Foreign Advisor to Exotic Foreign Advisor. Exotic added "At a Glance" and "Info" screens.
- Added Clock MOD.
- Added Reintercept Bug Fix.
- Changed named to Unaltered Game Play.
- Upgrade SevoPedia to 1.9
---35

v1.04
- Updated GreatPeople MOD.
- Updated SevoPedia to 1.91
---53

v1.05
- Updated SevoPedia to 1.93
- Updated Exotic Foreign Advisor to 0.94
- Added Extended Color Table.
- Added 5-man Formations.
- Added New Roads MOD. (Small Light Road Version)
---365

v1.06
- Cleaned up the file structure.
- Removed Roads MOD.
- Added modified Code to Clock that now shows max turns. ex (104 of 430).
- Added Modification of Attitude MOD which shortens length.
- Changed Reminder Hotkey from Alt + R to Shift + R.
- Changed Autlog Hotkey from ALt + E to Shift + E.

Sevo
Dec 30, 2005, 09:56 PM
Great mod collection, great idea. This is what I was going for with my original Fusion mod: a collection that incorporates the good stuff out here without changing gameplay overtly. Kudos!

alerum68
Dec 31, 2005, 03:32 AM
Thanks Sevo! I loved your MODs, just kept having to reinstall everything when I wanted to play a SG round. I hope you don't mind that I'm using your MODs.

Dr Elmer Jiggle
Dec 31, 2005, 09:12 AM
Looks nice. This is exactly the mod I would have made for myself if I wasn't too lazy to put it together. ;) I hope to try it this afternoon.

I do have one suggestion. In your ZIP archive, all the files are prefixed with Alerum's Combined Interface/CustomAssets in the path. This makes it awkward to install (*). If you make the archive starting at the art, python, xml level, then it can be installed in either CustomAssets or as a Mod equally easily.

(*) I'm not sure I came up with the simplest approach, but I unzipped it into its own directory, then rezipped it at the lower level and extracted it into my CustomAssets directory.

Dr Elmer Jiggle
Dec 31, 2005, 09:25 AM
FYI, while looking over this in more detail, it appears that some of the files may need some updating for the latest patch. For example, the one I've noticed specifically is XML/Units/CIV4UnitInfos.xml. The patch made some changes to the cost and combat power of several units, and those aren't reflected in the modded file. That might be fairly significant for succession games and the like.

alerum68
Dec 31, 2005, 07:30 PM
I archived it that way so if someone wanted they could install it as a MOD. The simplest way is just to go a level deeper in WinRar and then extract from there. Will ignore the first part.

I'll take a look at it, and see if I can fix it. If you don't mind, would you point out the units that you know are incorrect? Thanks!

Dr Elmer Jiggle
Dec 31, 2005, 07:39 PM
I think the differences I found were:


Jaguars: 40 hammer cost should be lowered to 35
Praetorians: 40 hammer cost should be increased to 45
Gunships: 20 strength should be increased to 24
Galleons: should be upgradable to frigate


The first 3 are all changes documented in the patch readme. I'm less sure about why the last one needed to be made. One way or another, the official Firaxis unit info file has galleons upgrading to frigate, and the modifed one doesn't. I'm assuming the upgrade is correct.

alerum68
Dec 31, 2005, 08:02 PM
I've changed the first 3, but the one I have is showing the Galleon as upgrading to Frigate, unless I'm reading the code wrong.

<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_FRIGATE</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>

That is inside part of the Galleon code in what I have. Forgive my ignorance, but if it's supposed to be in another location as well, let me know the location and I'll add it.

Edit: Uploaded updated file, as well as took out the first directory in the archive.
edit2: Just ran WinMerge on it, and found the problem with the missing code. Everything should be up to date now. I think the file in question was Requies Great Peson MOD being unchanged after the patch.

DaviddesJ
Jan 01, 2006, 03:12 AM
This doesn't work at all for me. I get many errors when loading the game; the first one is:

error loading Civ4UnitInfos.xml
Error parsing 35aeae as int datatype.

This one looks like a problem you inserted when you did the Jaguar change?

alerum68
Jan 01, 2006, 03:15 AM
Yep. I just fixed it David. Sorry about that. It should run fine now. Let me know if you have any problems.

Dr Elmer Jiggle
Jan 01, 2006, 08:43 AM
I've changed the first 3, but the one I have is showing the Galleon as upgrading to Frigate, unless I'm reading the code wrong.
...
edit2: Just ran WinMerge on it, and found the problem with the missing code. Everything should be up to date now. I think the file in question was Requies Great Peson MOD being unchanged after the patch.

I took another look at it. I think you found it. It looks like I steered you in the wrong direction. I don't still have the original files from your mod, but I think it was probably galleys that had their upgrade paths changed to allow frigate as an option.

alerum68
Jan 01, 2006, 03:36 PM
I took another look at it. I think you found it. It looks like I steered you in the wrong direction. I don't still have the original files from your mod, but I think it was probably galleys that had their upgrade paths changed to allow frigate as an option.

Yeah it was under the Galley that had the upgrade path changed. While I was at it, I was trying to run the Show Attitude MOD but can't get it to merge properly with 1.52 MODs. I know I can look it up on the forms, but does anyone know what the problem with the older mods not being loadable with 1.52?

aelfwyne
Jan 01, 2006, 09:21 PM
While I was at it, I was trying to run the Show Attitude MOD but can't get it to merge properly with 1.52 MODs. I know I can look it up on the forms, but does anyone know what the problem with the older mods not being loadable with 1.52?

I've merged Show Attitude into my 1.52 game without problem....

alerum68
Jan 01, 2006, 09:54 PM
I've merged Show Attitude into my 1.52 game without problem....

Everytime I try to merge into the pack it comes up blank when I load the program. I'll take a look and see why it's not mergine probably.

aelfwyne
Jan 02, 2006, 12:54 AM
not sure what program you're using to merge, but have you tried a 3-way diff? Sometimes you can see things you miss with just a 2-way... (original civ4 file + Show Attitude + file w/ other mods already merged)..

alerum68
Jan 02, 2006, 01:43 AM
I got it figured out, just wanting to try something with it before I upload it.

alerum68
Jan 02, 2006, 01:41 PM
Updated the pack. Now has Show Attitude MOD, Clock MOD, and the re-intercept fix, as well as SevoPedia Update.

alerum68
Jan 05, 2006, 08:26 PM
New Version. Install as normal, but make make sure to go to your /civilization4/customassets/xml/units and remove the file 'Civ4UnitInfos.xml' file. This fixes the issue the Dr Elmer found, and should fix it no matter what changes are made with future Civ4 Patches.

BrianDH
Jan 09, 2006, 02:36 PM
An excellent package, rather than thank each contributor individually please all consider youselves thanked.

I'm still learning the main game so don't want to change the gameplay yet - so this was ideal.

alerum68
Jan 10, 2006, 12:35 PM
:bump: New version. Let me know if you like the new additions!

DaviddesJ
Jan 10, 2006, 04:28 PM
I even can't figure out what most of the new additions are. Can you edit the introduction to provide a link to the thread for each one? Also, I'd personally rather that you require that every mod you include at least has a short Readme file.

[to_xp]Gekko
Jan 10, 2006, 04:32 PM
awesome work alerum68. I have a question. is there any hope in a future release you're going to let us be warned that one of our cities has grown just like it does with buildings/units? that would be just sweet. :)

DaviddesJ
Jan 10, 2006, 04:36 PM
Gekko']awesome work alerum68. I have a question. is there any hope in a future release you're going to let us be warned that one of our cities has grown just like it does with buildings/units? that would be just sweet. :)

And, just as critical, I'm waiting for the mod that alerts me that a city will grow, next turn! I can sort the domestic advisor, but that's a pain.

Maybe color the city name one color if it just grew, and another color if it will grow?

[to_xp]Gekko
Jan 10, 2006, 04:42 PM
And, just as critical, I'm waiting for the mod that alerts me that a city will grow, next turn! I can sort the domestic advisor, but that's a pain.

Maybe color the city name one color if it just grew, and another color if it will grow?

it would still be less useful than a warning just like that of building/units IMHO.

DaviddesJ
Jan 10, 2006, 04:52 PM
Gekko']it would still be less useful than a warning just like that of building/units IMHO.

I'm not sure.

For post-growth alerts, a message at the beginning of the turn would be nice. But, if you have many different messages, it can be inconvenient to keep track of them all, so it's nice to have the information somewhere else, too.

And, for pre-growth alerts, a message at the beginning of the turn could be completely forgotten by the time you get to the end of the turn, which is when you're more likely to be managing growth for next turn. And, there's also the possibility that you make changes during your turn that create growth when it wouldn't have existed at the beginning of the turn. In that case, a beginning-of-turn alert wouldn't be effective at all.

[to_xp]Gekko
Jan 10, 2006, 05:18 PM
I'm not sure.

For post-growth alerts, a message at the beginning of the turn would be nice. But, if you have many different messages, it can be inconvenient to keep track of them all, so it's nice to have the information somewhere else, too.

And, for pre-growth alerts, a message at the beginning of the turn could be completely forgotten by the time you get to the end of the turn, which is when you're more likely to be managing growth for next turn. And, there's also the possibility that you make changes during your turn that create growth when it wouldn't have existed at the beginning of the turn. In that case, a beginning-of-turn alert wouldn't be effective at all.

I guess both things combined will do well :D

alerum68
Jan 10, 2006, 05:31 PM
I even can't figure out what most of the new additions are. Can you edit the introduction to provide a link to the thread for each one?

Done.

As for the three additions:

1) 5-man Formations changes the number of men displayed in your unit group from 3 to 5, as well as reduce them slightly in size. This will add some "bulk" to your armies in appereance, but I made sure and there are no changes to the actually stats. Did some test as well and there is no difference between 3-man units, and 5-man units. It just looks fuller.

2) New Roads makes the current roads thinner and brighter then the original roads. It doesn't change railroads. This is the one I'm wondering about the most. I'm not sure if I like how thin they are yet, personally but I hate the current look of the roads. Other then changing the apperence, this does nothing else. It doesn't affect the drawing of the roads, so the current "dead end" roads will still be there.

3) Extended Colors just increases the number of colors availiable to you. It's more of a fix in my mind, but wanted to include it because future additions of the mod will including color coding.

Gekko']awesome work alerum68. I have a question. is there any hope in a future release you're going to let us be warned that one of our cities has grown just like it does with buildings/units?

Thanks Gekko. I agree that would be a great addition, but I don't know the code well enough to do that yet. As of now I just "borrow" other MODs that I like, and add them here. If someone else were to make this mod, I would add it without skipping a beat. If you can come up with the code yourself, I will gladly add it in manually as well.

Dusty4prez
Jan 10, 2006, 06:07 PM
Well I know this alters the game but could make a seperate one that adds the great general that snaitf made. Thanks if you do.

alerum68
Jan 10, 2006, 06:22 PM
Well I know this alters the game but could make a seperate one that adds the great general that snaitf made. Thanks if you do.

I'm sorry Dusty4prez. Is the only thing that I'm strict about when I add MODs to this Pack is that they in no way alter any aspect of game play, just apperence. There are many, many mods that I would love to add, and Snatf's Great General MOD is one of them, but it would destroy the whole purpose of the Pack if I did. Exavier's Composite MOD does just that, and if you ask me is a great MOD to play regular games on. You should give it a try. Or if you can't, it's very simple to merge the files yourself with text file merging utils. Something like Winmerge works very easily, and will allow you to find the differences between files AND folders.

DaviddesJ
Jan 10, 2006, 06:40 PM
Thanks for the links! I use single-unit graphics anyway, so I guess going from 3-man to 5-man formations won't affect me. I agree that I'm not sure about adding stuff like the roads. The new advisors etc. are clearly better. If you get into adding too many things that are a matter of taste, like graphics, then everyone will find some things they like and some they don't. But I certainly don't feel strongly about this one.

[to_xp]Gekko
Jan 10, 2006, 07:27 PM
Thanks Gekko. I agree that would be a great addition, but I don't know the code well enough to do that yet. As of now I just "borrow" other MODs that I like, and add them here. If someone else were to make this mod, I would add it without skipping a beat. If you can come up with the code yourself, I will gladly add it in manually as well.

trust me, if I knew how to do that I would have done that already :D
a couple more things which would be very welcome:
1) Stagnant and starvation-stricken cities should show their state much more clearly than by having a minuscle red line in their food bar.
2) I'd LOVE to have my cities warn me, when they're gonna grow at the end of the turn, if they are going to become unhealthy or have angry citizens. that way I can stop their growth until I've raised their health/happiness. I'm getting bored of only noticing this some turns after I wanted to :(

alerum68
Jan 10, 2006, 08:29 PM
The best I can offer at this point Gekko is to do a growth check every 5-10 turns, and set up reminders when a critical city is about to grow to the danger point. Nothing I can suggest about the bad aspects, or uncontrolable things.

[to_xp]Gekko
Jan 11, 2006, 12:12 PM
The best I can offer at this point Gekko is to do a growth check every 5-10 turns, and set up reminders when a critical city is about to grow to the danger point. Nothing I can suggest about the bad aspects, or uncontrolable things.


I'm afraid modders will have to have access to the SDK before they can do something about that. maybe fireaxis will patch it? only time will show :D

zerothehero
Jan 12, 2006, 04:38 AM
Keep up the good work. This is the MOD I didn't have time to do. So playing with no mods. Will certainly install this mod. :goodjob:

faderanger
Jan 12, 2006, 05:34 AM
awesome mod! thx

ACEofHeart
Jan 12, 2006, 08:07 AM
If it was stated I apologize but I didn't see it in writing.. Does this MOD only work if you have the 1.52 patch installed ???

I have to stick with 1.09 as 1.52 causes graphically errors for me. :(

alerum68
Jan 12, 2006, 09:36 AM
I'm not sure AceofHeart. I started making the mod pack after I had already converted to 1.52, so I never got a chance to check it out. Would you be willing to backup your current 'CustomAssets' folder, and apply this one and test the various features to see if they work as well on 1.09 as 1.52. I'm pretty sure the Custom Domestic Advisor wouldn't work because of the addition of the Examine City Button, but I don't see why the rest wouldn't be functioning.

Cammagno
Jan 12, 2006, 01:28 PM
Gekko']1) Stagnant and starvation-stricken cities should show their state much more clearly than by having a minuscle red line in their food bar.

I haven't understood this :confused: Their status of stagnant or starvation-stricken cities is shown by the color of the circle (or star) in which the "pop number" is displayed.

Spicer
Jan 12, 2006, 06:31 PM
Hey Alerum,

Great work, but I've got a problem with my Multiplayer games.
Everything works well when I start a single player game, but when I start a multiplayer game, none of the mods are loaded (except the Power Score)

I'm a bit of a newbie when it comes with mods, but I read the FAQs, cleared the cache, etc
but that makes no change.

Note that I am not actually loading it as a mod, instead I simply used the CustomAssets folder. Anyway, again it works in single mode.

Is this the expected behaviour ?

What am I doing wrong ?

Spicer

alerum68
Jan 12, 2006, 06:51 PM
Spicer,
Welcome to CFC!:)

I have yet to get Civ4 to work in multiplayer mode. Keeping getting a problem with my gamespy account, which I already have created. Seems alot of people have the same problem, but no real answers. I've tried port forwarding all ports listed in the Tech Support and MP threads, and still no go. I *think* to use this in MP, the game would have to be started as using this being a MOD, and all players running it. Now, I could be wrong since I have no experience in MP Mode. Any lurkers who has used this in MP games? Also, any lurkers who can help me with my own MP problems?

Is it expected behaviour? I believe so. I think they designed the game this way to help prevent people from modifiying the stats of their units and having an unfair advantage over the other players. So don't worry, you're not doing a thing wrong. Glad you are enjoying the MODs.

ACEofHeart
Jan 14, 2006, 03:05 PM
Tried it with 1.09 patch and get the CivEventMgr error.. oh well..:sad:

[to_xp]Gekko
Jan 14, 2006, 03:42 PM
I haven't understood this :confused: Their status of stagnant or starvation-stricken cities is shown by the color of the circle (or star) in which the "pop number" is displayed.

WOW, I didn't realize that. thanks a lot for pointing that out :D

ruff_hi
Jan 15, 2006, 08:48 AM
This mod is not 'taking' for me - it use to. Any suggestions?

alerum68
Jan 15, 2006, 01:02 PM
This mod is not 'taking' for me - it use to. Any suggestions?


Have you installed any other MODs into your CustomAssets folder, or are you playing another MOD from your MOD folder? In the past I would install MODs and not realize that one file would be overwritten and that one file could prevent the first MOD from running. I'd suggest reinstall my MOD Pack again and see if that fixes it. You may need to merge the new mod you want into mine with something like WinMerge.

If this doesn't work, let me know if you are getting any error messages during start up.

Thanks!

ruff_hi
Jan 15, 2006, 01:13 PM
I initially had blue marble and your v1.03 mod pack installed. It stopped working - no dialog box asking for a log file and nothing else loaded (advisors, etc). I went to dos @ custom assets and "del *.* /s /q" which deleted everything under customassets - I assume this kills off all the mods - my startup screen doesn't include blue marble anymore.

I then downloaded your v1.05 and unzipped it to custom assets (still didn't load). I then installing it as a mod, started the mod via the advanced menu and started a new game - still didn't work.

I am getting an error screen when I loaded your mod pack as a mod and open an existing save file (see attachment).

So, I think the above completely clears out the mods so it isn't a problem with another mod. Suggestions?

alerum68
Jan 15, 2006, 01:27 PM
Playing with Marble Earth shouldn't affect the Pack. I use it myself.

When you unzipped it did you check to make sure you didn't copy the 'CustomAssets' folder into the already existing 'custom assets' folder so it reads
'MyGames/Civ4/CustomAssets/python' instead of 'MyGamesCiv4CustomAssets/CustomAssets/Python'?

When you deleted, I don't think there were any hidden directories, but you may want to try and completely delete the whole 'CustomAssets' folder and just copy the MOD directly over that way.

Could you also zip up the log directory and post it so I can see what's going on?

As for it not working as a standalone MOD it won't until you change the 'CustomAssets' directory name to just 'Assets'.

ruff_hi
Jan 15, 2006, 01:43 PM
Where do I find the log? For the mod, I created a 'Alerum's Combined Interface' folder under the MOD directory. I did get the message (top right) in the front screen that I was running under your mod.

Does checking 'no cheating' have an impact? For info - I'm running v1.52.

alerum68
Jan 15, 2006, 01:54 PM
there is a directory in your MyGames folder called "logs". You will still get the message that the pack is installed, but all that is saying is that you are running that directory as your main directory now. What you need to do is rename the folder 'CustomAssets' to 'Assets' instead of that directory you created.

Checking any of the options in the Customize Game screen will have no affect on the mod. I've used them all and they've ran. Another option would be to turn RemoteAccess on your computer and let me call in and take a look at your directory structures.

ruff_hi
Jan 15, 2006, 06:10 PM
here is the log (see zip) and a picture on my file structure.

alerum68
Jan 15, 2006, 06:49 PM
I don't know whats going on Ruff. It may have picked up some errors while you were downloading. Also, the Logs you sent didn't have PythErr or PythErr2 in it, so it's not an Python error, and your legs are saying that the XML loaded properly. The only thing I find is that inside of init in the logs it's saying that no mod is running, so for some reason the MOD just isn't loading up for you.:( Try redownloading it and see if that helps. Other then that I'm not sure what is wrong.

Edit: Did you install any MODs into your 'Assets' folder in the main Civ directory?

ruff_hi
Jan 15, 2006, 07:44 PM
Did you install any MODs into your 'Assets' folder in the main Civ directory?

Nope. Guess it is just one of those PC things. Not to worry. The main mod I miss is the one that tells me which unit has promotions available.

Thanks for your trouble shooting on this.

alerum68
Jan 16, 2006, 12:17 AM
You can download that mod seperate. It's called Plot List Enhancment by 12Monkeys and I have it linked on my front page. Sorry we couldn't fix the problem.:(

mrwhite89
Jan 17, 2006, 11:42 AM
Could you please instruct me step-by-step, how to install your Mod? I unzipped it into program files/Firaxis Games/Civ4/Mods & it didn't work.

Sorry for my Noob question.....

alerum68
Jan 17, 2006, 02:10 PM
If you want to run as a stand alone MOD:

rename 'CustomAssets' to 'Assets' in the Alerum's Unaltered Gameplay folder.

If you want to have it set up so it is the default every time you play:

copy 'CustomAssets' to your MyGame/Civ4/ folder, and make sure it overwrites the current 'CustomAssets' folder. If you wish to return to original game play then just delete that folder and Civ4 will produce a new one the next time it starts up.

ruff_hi
Jan 17, 2006, 11:11 PM
Well, I found out what was wrong!

I re-imaged my machine, updated the display driver, reloaded CIV 4, patched to v1.52, downloaded the latest mod from here, loaded a saved file and still this this mod wasn't 'taking':confused:

I started another custom game with 'no cheating' NOT checked and the mod loaded :goodjob:
I started another custom game with 'no cheating' checked and the mod did NOT load :confused:

Solution: Mod doesn't load if you select 'no cheating'

alerum68
Jan 18, 2006, 12:18 AM
Very wierd Ruff. I've updated the readme for the next version, as well the first page. Thanks for figuring it out.

sealboy6
Jan 18, 2006, 09:54 AM
I had issues with installing this mod. When I dled it, it had the read me, some other stuff, and the assets folder. Is that all I need, because I thought the custom assets came in a mod folder. Maybe I just messed up. If anybody knows what I did wrong, tell me. Thanks.

alerum68
Jan 18, 2006, 10:02 AM
I had it set up to have a "mod" folder, but user request asked me to take it down a level. If you want to make it a standalone mod then do this:

make a folder inside your MyGames/Civ4 folder called "Alerum's Unaltered Gameplay." After you do this copy the contents of the zip fil into this folder.

rename 'CustomAssets' to 'Assets' in the Alerum's Unaltered Gameplay folder.

If you want to have it set up so it is the default every time you play:

copy 'CustomAssets' to your MyGame/Civ4/ folder, and make sure it overwrites the current 'CustomAssets' folder. If you wish to return to original game play then just delete that folder and Civ4 will produce a new one the next time it starts up.

sealboy6
Jan 19, 2006, 08:06 PM
Thanks a bunch.

sealboy6
Jan 20, 2006, 09:26 AM
I would just like to state that this is the best mod yet. It's simple, yet elegant. I love it a bunch.

If I were to make it always load up at the start of the game, do I change, in the civ 4 folder, the customassets folder or just the assets folder? Thanks again for your help.

alerum68
Jan 20, 2006, 09:48 AM
Glad you enjoy it Sealboy.

If you wish to have it start up all the time, then just copy the 'CustomAssets' Folder into your MyDocuments/MyGames/Civilzation 4/ directory. Make sure to overwrite all the files or it won't work. You don't need to touch the 'Assets' folder in your main Civ4 directory, and I would actually recommend against doing it.

Blasphemous
Jan 20, 2006, 01:46 PM
Hullo.
Alerum, you rock. I was just starting to look at mods for cIV yesterday and I almost wanted to do something like this myself (only almost because I need to study and shouldn't be playing around too much right now =X). Good thing I don't have to know. To tell you the truth I'm not too psyched about the roads mod and the 5-people formation thingy but the rest is just too good to pass on. I'll install it shortly, once I figure out if I've worked around my mod loading problem (see sig) or not.
Anyhow, thanks for the mod. :D

EDIT: Sure enough, directly editing the .ini works like a charm. I'm removing the link from my sig. I should finally be playing the damned tutorial along with this mod in a bit. Just gotta get some homework done. :)

alerum68
Jan 20, 2006, 06:58 PM
Hey Blas,
Long time no see.;) Glad you are enjoying the MOD. I'm probably going to remove the roads in the next version, but I love the 5-man formations. I get some HUGE looking armies with it.;) Anyway, if you're ready to play an SG, let me know.;)

RobO
Jan 21, 2006, 02:17 AM
I'm pretty sure that I've found two problems in v1.05

CIV4GameTextInfos_GreatPeople.xml is in 4\CustomAssets\xml\units but should be in xml\text according to the original zip file for this mod.

CvIntroMovieScreen.py is in CustomAssets\python but should be in python\screens

alerum68
Jan 21, 2006, 02:45 AM
Thanks Rob0. I've fix it, as well as add that little snippet of code you modified for the Game Clock. Will be reflected in the next version, which I should have out by sunday or so.

Thanks for the info!

PS - Are you interested in helping with a merge of another MOD I'm having trouble with?

Blasphemous
Jan 21, 2006, 02:51 AM
Not quite ready far an SG yet... I hardly have any time to play right now and besides, I still need to get to know the game better.
Anyhoo, is it possible to change the hotkey for the reminder thingy? It currently uses alt+r which is supposed to be "route to" for workers. I use that command a lot, kind of a bummer to need to click the icon instead of just using the keyboard like I'm used to doing...

RobO
Jan 21, 2006, 03:10 AM
PS - Are you interested in helping with a merge of another MOD I'm having trouble with?
Hmm, I might. Drop me an email and tell me what it is (check my profile). I'm right now in the process of setting up my own mod with my own preferences. There are some of yours that I'm not too happy with, and there are some others that do affect gameplay which I'd like to use. There's no reason I can't do both and learn something in the process.

Btw, I have a change that centers the end of turn text on the screen. It's a variant of a mod - look here: http://apolyton.net/forums/showthread.php?postid=4225256#post4225256

And check this variant of Snaitf's attitude mod (http://forums.civfanatics.com/showpost.php?p=3602504&postcount=25)

alerum68
Jan 21, 2006, 09:52 AM
Blas, the person who created the Reminded MOD was supposed to change it, but I don't remember if they did. Tommorow is my day off, and I'll take a look to see if he did update the bit of code, and if so I'll add it.

Rob, The variant of Snaitf is something I've been trying to work out with using smiles instead of words but so far no luck. I'll probably add the modification you made, just because I hate how long it makes the mini-score chart. I don't know why I'd want to center the End of Turn button though. I'll email you the other MOD as well as what I have of v1.06, and let you have a go at it.;) As for those preferences which you feel can be improved... care to share?;)

RobO
Jan 21, 2006, 11:39 AM
Yes send me 1.06 and I'll check it out.
I like to center the end of turn text simply because I tend to overlook it when it's at the bottom of the screen. I'd like to change the text as well, but I can't find it - I probably need the SDK for that.

I haven't come that far with my changes yet. I'm using a lot of the stuff you've dug up. I left out the autolog (don't need it now) and the reminder (I'll probably add it when the keyboard shortcut is changed). And I want to keep the small light roads - they are visible, yet unobtrusive.

I also use 12Monkeys domestic advisor (http://forums.civfanatics.com/showthread.php?t=148109), though I haven't quite decided on the best choice there.

And I've used MerakSpielmans new commerce icon (http://forums.civfanatics.com/showthread.php?t=143449), but it seems that something else has changed the icon for gold - I need to investigate this further. In any case, I'm not too happy with the choice of a gold coin for commerce, but I'm not toohappy with MerakSpielmans choice either. And I don't seem to be able to edit those dds files - what's the proper tool for that?

I like the SettlerReligion mod (http://forums.civfanatics.com/showpost.php?p=3603423&postcount=16) by Bhruic, though like so much else I couldn't resist changing it. I think religion should spread with settlers.

That's it for now. I've seen a culture mod that seems to think differently (e.g. using trade routes to spread culture) - I want to check that out. When I get time. I don't want to add too much, at least not at the same time - my purpose of this is to set the game up with my own preferences, and most of them will not change gameplay (like the focus of your mod).

alerum68
Jan 21, 2006, 03:39 PM
Yes send me 1.06 and I'll check it out.


And I've used MerakSpielmans new commerce icon (http://forums.civfanatics.com/showthread.php?t=143449), but it seems that something else has changed the icon for gold - I need to investigate this further. In any case, I'm not too happy with the choice of a gold coin for commerce, but I'm not toohappy with MerakSpielmans choice either. And I don't seem to be able to edit those dds files - what's the proper tool for that?


I think that they fixed the gold/commerce icon in 1.52 patch. That's probably what's changing it. To modify .DDS you can use GIMP with a .DDS plug-in. There's a link on the forums, but I don't have time to look it up now.


As for the other changes, I like them too, but they alter gameplay too much for me to put it on here. I've actually added some other things to my own personal assets, that aren't here. One is the TerraForm MOD. I think the worker actions are way to limited. There is a whole list of thigns I want to change, but don't have the skill to do.:p

alerum68
Jan 22, 2006, 12:16 AM
:bump: v1.06 is posted. I fixed the Autolog/Reminder problem by changing the Hot Keys to Shift+E and Shift+R.

Rob0, if you're interested what I'm trying to merge is my mod with This MOD (http://forums.civfanatics.com/showthread.php?t=153506). The problem seems to be with the EventMangers, and I can't for the life of me get them to mesh. Of course, this isn't the first time.;)

RobO
Jan 22, 2006, 05:02 AM
I got it now. I had some problems first, but they went away when I changed the file path for the autolog and removed xml\text\CIV4GameTextInfos_GreatPeople.xml

I decided that renaming CvCustomEventManager to CvGreatPersonEventManager was bad practice, so I moved the relevant stuff from CvGreatPersonEventManager.py to CvCustomEventManager.py
I then found that CvEventInterface.py no longer needs to be changed so that all I had to do was copy CvGreatPersonScreen.py into python\screens and all the art into art\GreatPeople.

It didn't wotk at first, so I thought I had it wrong, but the two corrections above helped. You might want to warn your users about that in the first post.
I tested it by starting a game, founding the city, going into world builder to give it some wonders to lessen the waiting time, going back to the game, and just waiting for a great person to appear.

I've enclosed my CvCustomEventManager.py (as a zip - CFC doen't recognize .py files) - it's based on the one from your v1.06 so should plug right in. As I said, this file along with the art and screens\CvGreatPersonScreen.py should do the trick.

RobO
Jan 22, 2006, 09:45 AM
Hmm, I added it to my own mod and didn't get the popup. Pls check it yourself.

BeefontheBone
Jan 22, 2006, 11:17 AM
Not tried the mod (too many things to keep track of, and the autolog has actually started to get on my nerves now) but I have a comment to make for those who were asking about making this their default mod. Rather than putting it in CustomAssets and having to rename that folder and clear the cache to load the game without the mod, install it in the MODS folder and edit the default mod in the Civilization4.ini file, then you only have to rem out that line in order to load the game without the mod - useful for ladder games and RB games, for instance.

RobO
Jan 22, 2006, 12:45 PM
Hmm, I added it to my own mod and didn't get the popup. Pls check it yourself.
Found the problem. I "simply" forgot to copy these lines

# Make me a copy of the great person screen creation utility:
self.greatPersonScreen = CvGreatPersonScreen.CvGreatPersonScreen()

into __init__(self): of CvCustomEventManager.

God, this code is complex. I get the feeling that there has to be a simpler, more direct way of implementing this, but I could be wrong. I clearly do not know enough Python (yet).

So, it should work for you, Alerum. But check it anyway ;)

alerum68
Jan 22, 2006, 02:51 PM
BeefontheBone, if you don't like autolog then simple delete autolog.py. Yes, there are several work arounds to making a MOD your default MOD, but I think you can only load one mod at a time. With the way I suggested you're able to use most of the features of my MOD, (Only the 5-man formation doesn't load for some reason), as well as another MOD of your choice. So you haven't tried the MOD yet, but you're already sick of the autolog feature??

Rob0, I bet that last little line was the problem. I didn't have that, but I did the the other changes... The best I would get is a blank main interface, but usually got a python init error. I was testing it the same way too. I'll go ahead and take a look at it today and try and get it plugged in. Yeah the Python code is complex... I'd rather use the XML code but it's limited compared to python. I see you already directed Pat over to these thread so he can make the changes to his MOD... Thanks much... looks like your name is going to be all over this MOD more then anyone else.:p

When I install this I can delete the GreatPerson Event Manger correct? And will I have to remove the GreatPeople MOD? (The one that adds the type to the end of the name)

RobO
Jan 22, 2006, 11:47 PM
I see you already directed Pat over to these thread so he can make the changes to his MOD... Thanks much... looks like your name is going to be all over this MOD more then anyone else.:p
I'm just being obnoxious, that's all. Attention to detail. :p
When I install this I can delete the GreatPerson Event Manger correct? And will I have to remove the GreatPeople MOD? (The one that adds the type to the end of the name)
Yes, and yes. I got double titles with the latter (e.g. Homer (Artist) (Great Artist) and I also got blank Great person popups. Perhaps the name got too long. You can try it and see what happens.

RobO
Jan 23, 2006, 12:38 PM
I have started to read up a bit on Python (http://modiki.apolyton.net/index.php?title=Guide_to_Python_in_CIV) and found a way to eliminate those to lines the great person mod adds to __init__(self) for CvCustomEventManager.

If you change
self.greatPersonScreen.interfaceScreen(pUnit, pCity)
at the end of onGreatPersonBorn to
CvGreatPersonScreen.CvGreatPersonScreen().interfac eScreen(pUnit, pCity)
and delete the two lines mentioned above, then it should work.

Snaerff
Jan 23, 2006, 09:34 PM
Hi.

I'd prefer to see you bring back the whole "furious/cautious" words instead of "fur/cau". The additional length was actually better for me. Either that or an icon.

The 1.06 mod version makes eveythign quite a lot slower. Don't know why, exactly. I also get the autolog popup still.

This really is a fabulous mod. I love how it doesn't change the gameplay, but adds in all those things that make playing easier. Thanks!!

alerum68
Jan 23, 2006, 10:19 PM
I didn't take out the autolog feature, and have no plans to remove it in the future. If you'd like to remove it then simply delete autolog.py from the python directory.:)

As for the Icon, it's in the works!:)

As for the speed issue, I don't see why it would do that. I haven't experienced any slowly down.

Glad you enjoy the pack.:)

Patriarch
Jan 24, 2006, 01:39 AM
Hi. I'd just like to say that this mod collection is super cool.

Is it possible for someone to make an install file where users can select which mods they want to install? That would put the icing on the cake :)

RobO
Jan 24, 2006, 01:45 AM
Hi.
I'd prefer to see you bring back the whole "furious/cautious" words instead of "fur/cau". The additional length was actually better for me. Either that or an icon.
Snaerff, just go into screens\CvMainInterface.py, search for [0:6] and delete it ([0:6] only, not the rest obviously).
That should do it.

Snaerff
Jan 24, 2006, 02:41 PM
Thanks RobO. Seeing as how my coding skills are even less than my Civ IV skills (which is pretty bad, since I don't often win on Noble!) I'll just wait for the icons. I really appreciate how quickly and freely you give advice and solutions, though ... you guys make moding fun!

RameNoodle
Jan 25, 2006, 08:17 PM
So I have this MOD downloaded, but for some reason, every time I want to start a new game, the mods aren't there. I know what I should be looking for because I have seen how it looks. I load the mod each time and the game restarts, but it continues to not have the MODpack features show up in the game. Any help would be greatly appreciated.

EDIT- I looked throught the rest of the thread and saw sealboy talk about changing the location of the 'customassets' folder. I did that, and it worked right away. However, the first time I load the game it doesn't have the little logo like thing in the upper right corner, but you [Alerum] mentioned that the modpack would then be the default gameplay "interface". Do I still have to reload the game to play with the modpack, or does it do it automatically even thought the logo isn't in the corner?

alerum68
Jan 25, 2006, 09:02 PM
Since the game was started with this ran as a MOD, it will have to be finished that way as well. I'm sorry, there is no way around this.

Reef
Jan 28, 2006, 12:39 PM
Just wanted to say thanks to you and all the other mod makers for all your work. Great mod I love it.

Sid the Lucid
Jan 29, 2006, 08:15 PM
Greetings. I am using this mod and enjoy it. Thanks for making this.

Now for my question. I did not install this in my program files/firaxis/civ4/mods folder but rather in My Documents folder under the civ folder there. Should I have put it in the civ4/mods folder? Did it overwrite stuff putting it where I did?

alerum68
Jan 30, 2006, 01:51 AM
No Sid, it's perfectly okay the way you installed it. Glad you are enjoying.:)

OblivionOdyssey
Feb 04, 2006, 06:08 PM
I am really loving this mod, but I am desperate to get it to work with the newer great person mod (the one with pop-ups). I know you guys seem to have it working, but could you explain it in newbie terms so i can understand, and perhaps post the updated files? Thanks- I would really appreciate it.

alerum68
Feb 04, 2006, 09:36 PM
I'm sorry Oblivion. I've been having alot going on IRL and haven't had a chance to touch this in a while. I can't promise when I can post an update at the moment. Sorry.

OblivionOdyssey
Feb 04, 2006, 11:36 PM
It doesn't neccesarily have to be an update- it sounds like there's a way to run the two mods together, but it is scrambled over several posts. One concise post in simple dot points would be great. I can't even get the new great person mod woring by itself! Thanks again.

RobO
Feb 05, 2006, 03:37 AM
It doesn't neccesarily have to be an update- it sounds like there's a way to run the two mods together, but it is scrambled over several posts. One concise post in simple dot points would be great. I can't even get the new great person mod woring by itself! Thanks again.
Perhaps I can help. It works for me.
Here's what you have to do:

Install Alerum's mod v0.06 if you haven't already
Edit the path at the start of ...assets\python\autolog.py so that the log file goes into an existing directory
Unzip the enclosed Addon_v06_UGP.zip to ...assets\python while keeping the folder structure (CvGreatPersonScreen.py has to go into the screens directory)
Copy all the art files (the GreatPeople folder) from the Great Person mod v1.5 to the ...assets\art directory
Delete CIV4GameTextInfos_GreatPeople.xml in the ...assets\xml\text directory

and here's a good way to test it: Start a game, build the first city, fortify the other unit, go into the world builder, add a number of wonders to your city, exit the world builder; then hit the spacebar until you get a great person.

OblivionOdyssey
Feb 06, 2006, 01:27 AM
Thanks a lot- I'm going to try it now and I'll post back with results.

OblivionOdyssey
Feb 06, 2006, 04:43 AM
Doesn't work- I get the error that it is unable to open the file Cveventmanager. Man this sucks. Any ideas?

RobO
Feb 06, 2006, 04:57 AM
Not really, it's hard to for me to see what your setup is like. Did you start with a clean slate, either in the CustomAssets folder or in a new mod directory, and follow the steps I outlined?

ruff_hi
Feb 07, 2006, 09:37 AM
I have worked on getting the auto logger to show victories in different colors. I've also managed to get it to differentiate between attacking and defending.

The attached files change victory messages to DARKRED while leaving the defeat messages are RED. It also adds a "IBT" marker to show actions that occur between the human rounds. Finally, I have put in "While attacking, ..." and "While defending, ..." messages.

The attached zip file has 5 files. Two of them are the original log files that I started with (marked with 'original'), there are also two files that I have changed and a brand new file. I put them original and modified in so that you can see exactly then items I changed.

The other thing to look at is that the HOF people have released a mod based on the auto logger for use in HOF games (maybe GOTM too). They have moved all of the hard coded stuff in autolog.py into an *.ini file. They have also made a bunch of other changes - I didn't have time to fathom why.

----------------------------New entries----------------------------
Turn 99 (560 AD)
While attacking, axe win (Axeman) defeats (0.80/5): Chinese Archer
While attacking, warrior lose (Warrior) loses to: German Axeman (5.00/5)
Osaka finishes: Granary

IBT:
While defending, Warrior loses to: Roman Spearman (3.44/4)
While defending, Warrior loses to: Roman Spearman (3.40/4)
While defending, Warrior loses to: German Swordsman (3.84/6)
While defending, Warrior loses to: German Axeman (5.00/5)
While defending, Warrior defeats (1.64/2): Barbarian Warrior

Turn 100 (600 AD)
Osaka begins: Worker
axe win (Axeman) promoted: Woodsman I

Luv_Muffin
Feb 08, 2006, 10:36 AM
Thanks Ruff.
This mod looks like just what I wanted for my SG turn logs!

I also like the unaltered modpack idea. Good stuff people! :thumbsup:

alerum68
Feb 08, 2006, 09:31 PM
I'm going to be adding Ruff's, and Rob's additions sometimes this weekend. Have either of you used SimCutie's interface? I can't seem to get the Icons to transfer over to my mod, and I'm not sure what is different that is allowing the icons to work because it's been modified so much. Would either of you mind taking a look sometime this weekend, and see if we can get that added?

Thanks y'all!

BTW - This will be the last update for a while because I'm going to Holland followed by Cairo in March, so got stuff to get done with that.

ruff_hi
Feb 08, 2006, 10:06 PM
Which simcutie mod? Got a link?

alerum68
Feb 09, 2006, 12:29 AM
SimCutie's Main Interface MOD (http://forums.civfanatics.com/showthread.php?t=147018)

Blasphemous
Feb 09, 2006, 04:36 PM
I'm going to Holland followed by Cairo in March, so got stuff to get done with that.
Cairo! That's like almost right near here! Impressive city! If you have the chance to pop over to Jerusalem be sure to let me know. :p

mremre
Feb 09, 2006, 04:50 PM
I love this collection, Alerum! So convenient; I had to install it in my CustomAssets immediately.

However, since I'm such a n00b (I haven't managed to win a game yet, and I play on the pathetic level =) I have no idea what a succession game is, or why I'd need my autolog. I've never actually looked at it, so the popup at game start irritated me immediately.

I deleted autolog.py as you mentioned in the readme, and fired up the game again. Startup reported an error loading CivEventInterface, but entered the main screen anyway. Game hung when I started it, of course.

Some research (and a good bit of pruning using Notepad) helped me delete all references to the autolog mod in CvEventManager.py and now my game starts up fine. I didn't see anyone else report it, so maybe I actually did as you meant when I edited out all the autolog references in the python files, but from the readme it looks like it should run just by deleting the autolog.py and not touching anything else, which didn't work for me.

Just FYI :D

alerum68
Feb 09, 2006, 06:43 PM
Cairo! That's like almost right near here! Impressive city! If you have the chance to pop over to Jerusalem be sure to let me know. :p

hehehe... Is probably easier for you to cross over the Sinai then it will be for me.;) If you can get into Egypt, that would be awesome to met up somewhere like Sharm, or if you can make it to Cairo I'll be in Giza.;)

I love this collection, Alerum! So convenient; I had to install it in my CustomAssets immediately.

However, since I'm such a n00b (I haven't managed to win a game yet, and I play on the pathetic level =) I have no idea what a succession game is, or why I'd need my autolog. I've never actually looked at it, so the popup at game start irritated me immediately.

I deleted autolog.py as you mentioned in the readme, and fired up the game again. Startup reported an error loading CivEventInterface, but entered the main screen anyway. Game hung when I started it, of course.

Some research (and a good bit of pruning using Notepad) helped me delete all references to the autolog mod in CvEventManager.py and now my game starts up fine. I didn't see anyone else report it, so maybe I actually did as you meant when I edited out all the autolog references in the python files, but from the readme it looks like it should run just by deleting the autolog.py and not touching anything else, which didn't work for me.

Just FYI :D

you should try playing a SG... is where I learned to go from the lower levels to DemiGod in Civ3.

Sorry about that. The original version I had of Autolog was able to be removed directly. I need to update the ReadMe in the next version to inform everyone how to just make it so it automatically logs without the pop-up.

Blasphemous
Feb 10, 2006, 02:49 AM
Giza's pretty awesome. We were there last April... Sadly I don't really have the independance (or frankly the nerve) to go to Egypt alone. Unfortunately, being an Israeli in an Arab country is frightening, no matter what. When the family was in Cairo we had were supposedly Palestinian-Americans (my father speaks [Palestinian] Arabic fluently and my mother is American.) It was an adventure, for sure, but I don't know how soon I'd repeat it. Sinai is very different of course but it's still quite an operation for a teenager to go there. ^^
Anyhoo, have a nice trip. :D

alerum68
Feb 12, 2006, 09:48 PM
Well, I spent all day trying to get the Updated Great Person MOD to merge into mine without much luck. Rob, if you do take a look at the MOD, would it be possible to add the needed code directly into this MOD so we can see if that helps. I've tried everything I could think of, and still no go.

Ruff_Hi, I have your updated log colors added, but waiting til we can figure out this Updated Great Person MOD problem.

RobO
Feb 13, 2006, 12:06 AM
Alerum, this works for me as a mod witn an empty CustomAssets folder. I expect it would also work in the CustomAssets folder. It is your v1.06 with GreatPeople v1.5, combined with a few of my edits to merge them (not much). I have removed the GreatPeople graphics files, the rest should be complete except perhaps for some readme files. Check it anyway.

And you will need to edit the path of autolog.txt in autolog.py

I can't get GreatPerson v1.5 to work with as a separate mod what looks like the same code. It's frustrating. I hope to have time to look at it tomorrow or perhaps wednesday.

alerum68
Feb 13, 2006, 01:41 AM
Thanks Rob, but I'm getting the same results as before... no popup at all. Checked to make sure all popups were enabled, as well as all ingame movies but I'm still getting just the standard message. NOticed 1 other person already downloaded... care to share if it worked for you?

Reef
Feb 13, 2006, 01:58 AM
Nope. Didn't work, same results..

RobO
Feb 13, 2006, 10:29 AM
Weird. I use patch: v152PATCHREL.exe and have an empty CustomAssets folder. I load the mod included above (installed in ...My Games\Sid Meier's Civilization 4\MODS\Alerum) using the Advanced menu, restart, then use this recipe (http://forums.civfanatics.com/showpost.php?p=3665233&postcount=92).

I don't remember having done anything to the install directory: C:\Spil\Sid Meier's Civilization 4\Assets. The only other difference is that I use a small convenience add-on, which you can get into trouble for mentioning here. But it also works if I revert to the usual back-bending routine :sad: so it can't be that.

Perhaps you're installing it in the install dir instead of MyGames?

This is really :confused:

RameNoodle
Feb 15, 2006, 07:42 PM
I just loaded up a game I had been playing earlier, and I noticed that all of my units only show up as one "character" model on the screen! Anything that might have to do with the mod, and if so, how do I fix it?

alerum68
Feb 15, 2006, 11:12 PM
I just loaded up a game I had been playing earlier, and I noticed that all of my units only show up as one "character" model on the screen! Anything that might have to do with the mod, and if so, how do I fix it?

I don't think it's the MOD. Check your Options and there is one in there that shows units as a single unit... make sure that's not checks.

jray
Feb 16, 2006, 03:45 PM
Totally awesome mod pack!!! Thank you for your hard work.

There's only one component that I chose to remove, namely the Enhanced Military Advisor. With all due respect to SupremeOverlord, it just doesn't suit my playstyle. I can see how it would be great for alleviating the micromanagement of huge armies, but I really missed the ability to get quick checks on where all my workers/settlers/transports/etc. are, and often more importantly, where the enemy units are. It's possible to see locations, for example, of all your own workers in the Enhanced version, but it requires clicking separately on the icons of all the workers, and the selection state is not saved like it is with the built-in one. Enemy units are not included in the Enhanced version at all (although SupremeOverlord says that is planned for a future release).

Anyway, I just thought I'd mention this since, as far as I know, the Enhanced Military Advisor is the only component in your mod pack that REMOVES existing functionality.

I wonder if it might be possible to merge the Enhanced Military Advisor with the existing one, so that we can have access to both within a game. Now THAT would be awesome!!

Reef
Feb 20, 2006, 02:39 PM
RobO posted the fix for the greatperson mod over http://forums.civfanatics.com/showthread.php?t=153506&page=4 Wahoo :D :D

jray
Feb 28, 2006, 12:28 PM
I really like Dr. Elmer Jiggle's [PYTHONCOMP] Civ4lerts: Alert messages about in game events (http://forums.civfanatics.com/showthread.php?t=157088) mod, which notifies you whenever a city increases in population (among other handy notifications, but that's my favorite!). I'm working with him on getting it to merge with your mod pack, since on my first try it didn't work.

Another great mod is 12monkeys' [MOD] Modified Special Domestic Advisor (http://forums.civfanatics.com/showthread.php?t=148109). It's not customizable, but I think it has great structure. I wonder if there's any way to have this mod and the existing one by Taelis both available.

alerum68
Feb 28, 2006, 05:26 PM
Hey Jray,
Yes, That one will be added, I've just been short on time lately, and haven't had time to put it in. There is about 5 MODs I want to add to the next version, and am just waiting for one of them to finish working all the kinks out before I put it on.

I tried 12Monkey's original version but I really prefer for the screens to be more configurable, which is why I'm going to stick with the current one. I do agree that 12Monkey's looks a bit cleaner, but I prefer function over form.;)

Sid the Lucid
Mar 01, 2006, 01:44 AM
I look forward to the new version - alerts for pop growth will be most welcome!

Is there a way to make this mod work for hotseat games?

jray
Mar 01, 2006, 08:37 AM
Hey Jray,
Yes, That one will be added, I've just been short on time lately, and haven't had time to put it in. There is about 5 MODs I want to add to the next version, and am just waiting for one of them to finish working all the kinks out before I put it on.

I tried 12Monkey's original version but I really prefer for the screens to be more configurable, which is why I'm going to stick with the current one. I do agree that 12Monkey's looks a bit cleaner, but I prefer function over form.;)

Sounds great! Dr Elmer Jiggle has released v1.2 of Civ4lerts, and at least for him and me it merges correctly with your v1.06 now. He also fixed his custom config parser so that it correctly processes individual mods' config files that are placed in the parent of CustomAssets. Very cool! I also merged in another great one that you probably know about, TheLopez's Specialist Stacker (http://forums.civfanatics.com/showthread.php?t=156185). That mod uses Dr Elmer Jiggle's config parser, and I verified that the INI file works even when everything is installed in CustomAssets instead of as mods.

I'm curious which are the ones you're thinking about adding. I'd be happy to send you my merged files if you want them as a sort of benchmark, although I don't know Python and have been sorta doing this by the seat of my pants :).

alerum68
Mar 01, 2006, 09:37 AM
Sure Jray, thanks.:) I already have the Speicalist Stacker installed, but could use your merger if you want to post... as for the other mods, we'll just keep the quiet until I put it up so if I decide to take something out there aren't any hurt feelings.;)

This sunday I'm planning on doing some more work on it. If you're around I'll send you a message and we'll see if maybe a few people together can help get a few kinks worked out. One thing I want to do is change the current mods in there so they will use the INI Parser correctly, but I think that's beyond my skill... Dr. Elmer, you wanna help too?:)

jray
Mar 01, 2006, 06:09 PM
Cool, I'd be glad to help out if/when I can, although as I think I said I don't know Python... just work mostly by educated guessing and trial and error :).

I tried merging a couple more mods in, and both seem to work just fine so far: Reamty's TechWindow (http://forums.civfanatics.com/showthread.php?t=158636) and [MODCOMP] Sevo -- Raw Commerce City Display (http://forums.civfanatics.com/showthread.php?t=158002)

I don't mean to add more to your to-do list, and of course it's up to you whether you find the mods fit well with your collection. But I thought at least it'd be nice to know that they've worked in one test case!

Oh, and I agree with your function-over-form philosophy too. I suppose it's kind of like expanding your empire and courthouses... once I have my mental "forbidden palace" built I might be up for trying my hand at customizing the domestic advisor :lol:.

jray
Mar 08, 2006, 11:47 AM
FYI, in case any of you are experiencing a crash-to-desktop with this:

Runtime Error R6025: Pure virtual function call

It's because of a bug in Firaxis's code triggered by Taelis's customizable domestic advisor when you control 21 or more cities. Suggested workarounds until Firaxis fixes the bug:

1. Play an informal "20 City Challenge" :cool:.

2. Revert to the default domestic advisor.

3. Switch to an excellent alternative,[MOD] Modified Special Domestic Advisor (http://forums.civfanatics.com/showthread.php?t=148109). It's not customizable, but its screens are quite elegant and comprehensive, including information on all buildings and wonders. It has extensive mouseover functionality (for example, if you hover the cursor over a column for Buddhist Monastery, you will see the Civ4 tooltip describing the Buddhist Monastery) and graphical icons (matching the game icons) rather than truncated text for most column headers.

I'll try to remember to post details later on how to accomplish #2 and #3, but I'm at work right now and actually shouldn't even be on the forums :mischief:. It's quite easy though, just a matter of adding a couple files to the assets folder and commenting/uncommenting a few lines in a few files.

Mahatmajon
Mar 09, 2006, 03:43 PM
I love this mod. Hope you keep adding. I'd like to see [MOD] Great Person Mod v1.6 (Final Form).

alerum68
Mar 10, 2006, 09:58 AM
FYI, in case any of you are experiencing a crash-to-desktop with this:

Runtime Error R6025: Pure virtual function call

It's because of a bug in Firaxis's code triggered by Taelis's customizable domestic advisor when you control 21 or more cities. Suggested workarounds until Firaxis fixes the bug:

1. Play an informal "20 City Challenge" :cool:.

2. Revert to the default domestic advisor.

3. Switch to an excellent alternative,[MOD] Modified Special Domestic Advisor (http://forums.civfanatics.com/showthread.php?t=148109).

files.

on large city lists the city zoom button stopped working for the lower table lines. Its very likly not to be a problem of my code, but a problem of the firaxis code.

Actually the first two are viable work arounds, but 12Monkey's MOD has the same problem. I was considering it for an option when it was released, but it's still has the same problem, and probably will until Fraxis fix the problem with "examine City button". That seems to be where the issue is coming from. Other then that it is a great MOD, but I just like to give people the option of setting up their menus who they please, and felt that outweighed the features of 12Monkey's MOD.

Mahatmajon, Thanks! I'll be adding that as soon as things aren't so hectic for me IRL.;)

Blasphemous
Mar 10, 2006, 10:54 AM
Alerum, maybe it's time to start thinking of a more expansive installation with options so each person could choose exactly what mods to install? :)

jray
Mar 10, 2006, 12:17 PM
Alerum, maybe it's time to start thinking of a more expansive installation with options so each person could choose exactly what mods to install? :)

Yeah, that would be cool! Perhaps tdb's Mod Switcher (http://forums.civfanatics.com/showthread.php?t=140188) could be used to make it happen.

jray
Mar 10, 2006, 12:23 PM
Actually the first two are viable work arounds, but 12Monkey's MOD has the same problem. I was considering it for an option when it was released, but it's still has the same problem, and probably will until Fraxis fix the problem with "examine City button". That seems to be where the issue is coming from. Other then that it is a great MOD, but I just like to give people the option of setting up their menus who they please, and felt that outweighed the features of 12Monkey's MOD.

Actually, Taelis's mod crashes Civ4 about 1/2 of the time that I simply open it (once past 20 cities), even after I'm able to open it once blank and then again successfully in a single session (which was generally described as the way to avoid the crash). It has nothing to do with the Examine City button, which I don't even use. 12Monkeys' MSDA only seems to crash when you use Examine City. So, I've been using MSDA and just avoiding Examine City, and I've been fine. Maybe I'm just lucky though, or rather unlucky with Taelis's.

lost_civantares
Mar 11, 2006, 02:56 PM
I hope that I'm not complaining about something that has allready been fixed or shown how to be fixed but I get this every time I start a turn and another while the ai is doing its turn.

http://img89.imageshack.us/img89/5213/complain9oy.th.jpg (http://img89.imageshack.us/my.php?image=complain9oy.jpg)

Thanks!

alerum68
Mar 12, 2006, 10:26 AM
I hope that I'm not complaining about something that has allready been fixed or shown how to be fixed but I get this every time I start a turn and another while the ai is doing its turn.

I think that it maybe 2 issues that maybe causing it.

1) The autolog directory wasn't set in the autolog.py file.. I'm only saying this because it's complaining about "log" functions.

2) Are you using the MOD stock, or have you tried to add or edit the program? You may want to reinstall the MOD, replacing your Assets folder completely. After you do that modify the autolog.py file to have a valid log directory, just to make sure.

Let me know if that helps!

Patricius
Mar 16, 2006, 05:13 PM
Hey Alerum68...The Great Person Mod is finally working now;do you want to add it in again?

Patricus

ruff_hi
Mar 17, 2006, 07:21 PM
Alerum68 - wasn't there a discussion about the turn counter in the logger being different from the turn counter on the screen? I've changed my logger to fix this. I also added a counter for the number of turns since the last load. It starts at 0 and just increments by 1.

See here (http://forums.civfanatics.com/showpost.php?p=3825067&postcount=318).

alerum68
Mar 24, 2006, 02:27 PM
Hey everyone,
Just return from my trip to Cairo and will take a look at everything. Hopefully will have a complete MOD pack by the end of the month, with all the additions I was hoping to throw in.

Patricius
Mar 25, 2006, 07:02 PM
HI Alerum?
How was your trip to Cairo? Was it for tourism or business? Good to see you back.

Patricius

alerum68
Mar 25, 2006, 08:48 PM
It was for tourism, and I had a blast. Plan on going back in Decemeber or January too.;) Thanks.

So, has anyone merged our two mods together successfully yet, or do I still have my work cut out for me?;)

Patricius
Mar 25, 2006, 10:06 PM
It actually should be pretty easy since now it uses CustomEventInterface instead of its own random one...so now, all it needs is that file integrated with the others that use that file, The Great Person screen, THe art files put in, and it should work...For some reason I think Im forgetting another file, but it shouldn't cause any trouble.

Patricius

RobO
Mar 26, 2006, 12:15 AM
Yes, it ought to work. I got it to work at least once, but I seem to remember that you had problems, Alerum.

Send me an email with your files if you have problems, and I'll tell you when I can look into it.

Mahatmajon
Apr 07, 2006, 04:34 PM
:bump: Greatest mod collection ever. I want to do EVERYTHING as long as it doesn't alter gameplay. I think some of the advisor screens technically give unavailable info on this but it's negligible.

Looking forward to a new revision with more mods.

OzzyKP
Apr 08, 2006, 11:20 AM
How about the unit info mod:

http://forums.civfanatics.com/showthread.php?goto=newpost&t=162977

armchairknight
Apr 09, 2006, 02:34 PM
This is very nice. Thanks for putting this together. These mods make the game even more fun.

necrosmith
Apr 14, 2006, 08:36 PM
Hmm...
I can't seem to get the mod to work. While it's loading up after the initial restart, it gets about 80% of the way done then CTD.

Sevo's mod works just fine.

Anyone else have a problem?

DaviddesJ
Apr 14, 2006, 09:58 PM
I can't seem to get the mod to work. While it's loading up after the initial restart, it gets about 80% of the way done then CTD.

Are you trying to run it with the new v1.61? I wouldn't expect it to work. You'll have to wait for Alerum to put together a new version (which will require the individual mod creators to update their mods for v1.61).

Nials
Apr 17, 2006, 07:56 AM
An update for 1.61 would be very nice indeed! :)

alerum68
Apr 18, 2006, 12:50 AM
I'm sorry guys but I haven't played Civ4 in so long I didn't even know there was an update. But David is right in that we'll have to wait for everyone to update there own MOD and I don't know how many of the original MOD creators are still around.

civn
Jul 03, 2006, 05:14 PM
Cool :goodjob:

alerum68
Jul 31, 2007, 10:47 PM
Well, it looks as if Beyond the Sword is going to be the final expansion for Civ4, and I was thinking now is the time to bring back this MOD.

I've been out of the loop for a while, so will be going over the current mods that I feel should be added, and seeing which work on BTS.... unless someone knows for a fact that there is something that makes them not work in BTS?

Anyway, I'll be expanding the MOD only slightly. I still want to keep it a MOD that changed no aspect of gameplay, so if you have a suggestion for a MOD you think I should add keep this in mind. As always, if there is a MOD you wanted added, let me know, and if I am able to merge into AUGP, and feel it won't alter gameplay, I will add it in.

LAIL, Wa MR.

ruff_hi
Aug 01, 2007, 07:52 AM
Alerum68 - welcome back. With your long break, several people picked up your mod idea and developed it for Warlords but also extended it for Vanilla.

You might want to check my mod (http://forums.civfanatics.com/showthread.php?t=168783) but check with 'EmperorFool' too as he may have already picked this up and be making changes. My mod started with yours, added mostly from HOF stuff but also expanded the logger, added unit naming conventions and updated the scoreboard (some of these things might have been in your mod - memory is fading). The main addition to my mod was an in-game option screen that can be used to turn various elements of the mod off and on (alt-j brings up the screen) - look at post 3 in my thread.

Also look at Gaurav's mod (http://forums.civfanatics.com/showthread.php?t=172275). The major change here is that Gaurav went HUGE ... and added some large elements like "actual quotes". There are also other differences.

Also look here too (http://forums.civfanatics.com/showthread.php?t=204958).

alerum68
Aug 01, 2007, 10:53 AM
Hi Ruff. Good to see you. To be honest my hope was to log on and find all the other UAGP MODs to already be in BTS.

I've downloaded some of the MODs I want to add, but haven't tested them yet. Since I've been gone has the INI parser project taken over, or are people still creating MODs differently? I think my original config for the MOD is extremely outdated, and I'm going to have to start from scratch, I want to make sure it's a bit easier to configure. You have no idea how many hours were spent trying to get some of those early MODs to work together....

Are you planning on bring back your Cobbled SG for BtS? And as always, I'm probably going to be stealing some parts from your MOD, as well as the other you mentioned... Jray's looks the most promising to build off, or at least to find what works and what doesn't, without having to install the MODs out there.

ruff_hi
Aug 01, 2007, 12:02 PM
You have no idea how many hours were spent trying to get some of those early MODs to work together....Yes I do. When I released v2 of my mod, I started completely from scratch. I started by looking at the HOF mod - it combines a bunch of these things.

Are you planning on bring back your Cobbled SG for BtS?No. Not buying BtS.

mrwhite89
Aug 01, 2007, 02:57 PM
No. Not buying BtS.

Just curious as to why. Do you think too much was added in the expansion creating balance issues?