View Full Version : [MOD] GreatPersonMod with RenamerMod


Patricius
Jan 12, 2006, 01:31 AM
GreatPersonModwithRenamerMod

Name: GreatPersonModwithRenamerMod
Version: 1.0
Release Date: 5-21-06
Author: Patricius and TheLopez
Short Description:
Whenever a great person, such as a great artist or prophet is born in any of YOUR cities, a window will popup, showing you a picture and a quote from the great person.Also, when all unique names are used a up, a civ-specific random name will be used with a generic picture.
Credits:
Snoopy, for starting this mod
RobO for helping smooth out code of CustomEventManger
TheLopez for renamer mod
Scottcstoness for his work on fixing pinkscreen problem
Much thanks to Tableist and Alerum68 for helping find quotes

Download Link:
http://forums.civfanatics.com/downloads.php?do=file&id=2618

Make sure you read the installation instructions carefully.

GreatGeneral Graphics: Also, if you use the Great General Amped mod and this mod: Rabbit, White has created a little add-on to give graphics for the Great Generals. The link is Here (http://forums.civfanatics.com/showthread.php?p=3808743#post3808743)

Description
After many wrong turns and dead ends, the first release of GreatPersonMod with RenamerMod is complete. Although very similar to TheGreatPersonMod, which contain around 170 pics and quotes of the most famous people throughout histroy, this mod adds many new features which really complete the mod.

127501 127500

Among these are TheLopez's Renamer mod, which when used with Generic Pics, eleminates those pink screens at the end of the game that appear once all the Unique names are used up.

This mod also is now much more compatible with other mods. The Custom Event Manager is used, and all changes have been noted, for better merging.
Also, if you want to add extra great people's names in the XML, it is much easier to use this mod with it. If you also provide a picture, it will load the provided picture, otherwise, it will just load the generic picture. You only have to add new XML names, you don't have to do anything with the artwork unless you want to, and if you do, they just have to stick the right image in the GreatPeople directory.

It is also easier If you want to add new great people types. Assuming you do it properly, so you have type UNIT_GENERAL, for example, then if you give them names and add pictures, it should find them, if there are no pictures, it will use the "Great General.dds" file, assuming you provide that, and if you don't, it will use the "Great Person.dds" file.

127502

All in all, this release is finally worthy to be called complete, and, I hope that you will enjoy the historical immersion that this adds to the game. So Please comment on what you think, and what you think could improve this even more.




Install Instructions:
-------------------------
Unzip the contents into Program Files\Firaxis Games\Civilization IV\MODS
Run GreatPersonArtPath .bat file by clicking on it.(Very Important to do)This file is located inside the folder, where the .ini file is.
It is important that you run this .bat file once, or the mod will not work. It is the only way i could get the mod to accept different pics once the unique names run out.

Running the Mod
---------------------
1. Start Civilization IV
2. From the menu, go to advanced, then click on Load a Mod
3. Load GreatPersonModwithRenamerMod
4. Civilization IV will restart
5. Start a game as usual

Note that everytime you want to play your game, Civilization IV will have to restart and load the mod.


The file size of this Mod is roughly 43mb. (17mb compressed)

-------------------------------------------------------------------------------

GreatPersonModv2.01

GreatPersonMod v2.01 by Patricius (Original Idea and much of the code by Snoopy) Thanks to RobO and TheLopez for help with the Python.This is without the RenamerMod

UPDATED FOR Civ4 v1.61

Download Link:
http://forums.civfanatics.com/downloads.php?do=file&id=2617

What this Mod does:
--------------------------

Whenever a great person, such as a great artist or prophet is born in any of YOUR cities, a window will popup, showing you a picture and a quote from the great person.
Like These pics show:
http://img354.imageshack.us/img354/862/harkuf0010tm.jpg
http://img354.imageshack.us/img354/5042/archimedes0013uv.jpg

Install Instructions:
-------------------------
Unzip the contents into Program Files\Firaxis Games\Civilization IV\MODS
(Just Overwrite the Great PersonMOD in there if you have installed the other one.)


Running the Mod
---------------------
1. Start Civilization IV
2. From the menu, go to advanced, then click on Load a Mod
3. Load Great People Mod
4. Civilization IV will restart
5. Start a game as usual

Note that everytime you want to play your game, Civilization IV will have to restart and load the mod.

The file size of this Mod is roughly 17mb.

alerum68
Jan 12, 2006, 09:51 AM
Downloading it now and will install it tonight.:) Didn't realize it was going to be so large though... is probably better to keep it on FileFront instead of CFC just because of the size. I'll have to do the same thing with mine once I add yours into it now.:p If all goes well, I'm going to add this into my compulation in the next few days.:) I may have it as a second version, ie- Full and Lite version. Either way, I see this being a very popular MOD.

tableist
Jan 12, 2006, 02:35 PM
Can't wait to try this out tonight. I'm thinking of doing a version integrated with the Great General mod too.

Patricius
Jan 12, 2006, 04:30 PM
Future Use

alerum68
Jan 12, 2006, 06:22 PM
Hummm....

I was playtesting the mod and it seems that something in alerum's unaltered mod conflicts with this mod and poof* no pop-ups! I uninstalled Alerum's and it worked. So I am going to have to see what is going on...if anyone else can help me understand...I would appreciate it...especially alerum.

Patricius

Give me a few hours, and I should have it all working. Is probably related to my having "The Great Person" MOD installed. If it is what I was worried about, then I'm going to have to do some more modifications to have it merge properly... If I edit your file, do you want a copy of it?

Patricius
Jan 12, 2006, 11:18 PM
Alerum,
I think I figured out where the conflict may lie. It seems that both the New Game Graph and GPMod have a CvEventInterface file...just to help you out. I will try to combine them and see if it works.

Patricius

EDIT: Never Mind...I don't know why it is conflicting with your mod.

alerum68
Jan 13, 2006, 12:25 AM
No, that is what it is. Check your Private Messages.

tableist
Jan 13, 2006, 08:04 AM
Thanks for the updates Patricius, works like a charm! I haven't tried it with other mods yet, but ran a new game for about three hours with it installed. I used the world builder to beef up four cities chances of producing a great person, then let it run.

Only one time did I miss a popup, as one of the other leaders popped up asking for open borders and came up right in front of the popup. Don't know if there's a way to make it hold until other events have occured.

Some great quotes in there. We're all gonna be so educated I can't stand it!

Thanks again!

ACEofHeart
Jan 13, 2006, 10:45 PM
hmmm,, what resolution do you play at.. ??
When I get the pop-up its MUCH larger than those you posted and way off-center..:crazyeye:
And is the 1.52 patch required for the MOD ??

Thanks

ACEofHeart
Jan 13, 2006, 10:47 PM
here's the screen capture..

Finn
Jan 13, 2006, 11:21 PM
Love this mod.

Hypnotoad
Jan 14, 2006, 01:52 PM
This mod looks great and I enjoyed the first three of the pop-ups. Unfortuantely, it crashes my computer, which I suppose isn't too surprising since my computer is under-specification (the graphics card doesn't have T&L rendering). But the normal game plays fine, except for jerky movies and white eyes.

Anyway, a while ago over in the ideas and suggestions forum I started a thread on adding atmosphere to great people. I thought you might want to check it out:

http://forums.civfanatics.com/showthread.php?t=146612

-- The Hypnotoad

tableist
Jan 14, 2006, 02:10 PM
hmmm,, what resolution do you play at.. ??
When I get the pop-up its MUCH larger than those you posted and way off-center..:crazyeye:
And is the 1.52 patch required for the MOD ??

Thanks

I get the same problem Ace. Off center and quite large. It has the added effect of blurring the image.

ACEofHeart
Jan 14, 2006, 02:46 PM
yeah,, looks like only playing at 1280 resolution ( or higher I guess ) will it be centered on the screen.
Why it still comes up blurry is probably video card related..
I have PCI Radeon 9250 256mb and it comes up blurry for me too..:sad:

IamSid
Jan 14, 2006, 02:47 PM
Very cool mod.

Walter Hawkwood
Jan 15, 2006, 06:00 AM
Looks good. Just one thing: pictures for Al-Razi and Abu Bakr are still mixed up with one another.

And just an idea to share - there is a disproportional number of different types of great people born. I've seen Harkuf born in industrial age, while by that time the game is out of names for great scientists. Most GP lists are quite sufficient, while scientists could really use about a double increase in numbers. I could make that myself if you'd post a template for scroll popup, or, if you're interested I could do some name/quote hunting.

tableist
Jan 16, 2006, 10:31 AM
yeah,, looks like only playing at 1280 resolution ( or higher I guess ) will it be centered on the screen.
Why it still comes up blurry is probably video card related..
I have PCI Radeon 9250 256mb and it comes up blurry for me too..:sad:


I'm running a geforce 6600gt 128mb. Don't usually get things blurry on it. Monitor isn't the greatest though. I play on my wife's computer until I get a new case for min. Her monitor is 17in. LCD so I can't make the res as high as I would like.

Likely it's the original image files. I'll see if I can do anything with them on mine.

Thanks again for the mod patricius!

MrUnderhill
Jan 16, 2006, 10:40 AM
Excellent-looking mod, Patricius, but why did you have to put it on the "members-only" server?
I hate signing up for things I'm only going to use once. :(

Robert Plomp
Jan 16, 2006, 11:12 AM
Is it possible to transfer this 'mod that has to be loaded' into a mod that's just available in the my games folder? (and thus automaticly always works)?

CellKu
Jan 16, 2006, 03:44 PM
That mod looks really great. :)
Btw, I would like to support MrUnderhill's and CyberShy's request. It would be nice if you could help us here.

CellKu

Patricius
Jan 16, 2006, 07:43 PM
Hi guys.

Glad you like the mod.
Is it possible to transfer this 'mod that has to be loaded' into a mod that's just available in the my games folder? (and thus automaticly always works)?

Cybershy,
If you copy the folder Great People into MyGames/civ4/customassets/art and then you place all the python files in the corresponding places in Custom Assets, it will load with the game. However, if you have other mods that already load, I cannot guarentee that it will work with them.Two mods that I know of that don't work with it automatically loaded are Autolog, Simple Remender(both by eotinb) and the better Score Graph.

Excellent-looking mod, Patricius, but why did you have to put it on the "members-only" server?
I hate signing up for things I'm only going to use once.
Underhill, I am totally new at this so if there is a better server that you can suggest, I will put it up there so yo don't have to sign in. It wouldn't fit on this website. Thanks for the compliment too.

Walter Hawkwood said:
Looks good. Just one thing: pictures for Al-Razi and Abu Bakr are still mixed up with one another.

And just an idea to share - there is a disproportional number of different types of great people born. I've seen Harkuf born in industrial age, while by that time the game is out of names for great scientists. Most GP lists are quite sufficient, while scientists could really use about a double increase in numbers. I could make that myself if you'd post a template for scroll popup, or, if you're interested I could do some name/quote hunting.

I am pretty sure that the photos are correct. Here are some websites I used.

http://www.famousmuslims.com/MOHAMMAD%20IBN%20ZAKARIYA%20AL-RAZI.htm

http://maratray.chez-alice.fr/marieag/islam/islam3.htm (Its in French)

I agree that there are many Scientists that could have been listed as Great People. But You would have to edit a XML file and I didn't want this to be a game changing mod. Theoretically we could add as many new Scientists as we want.


For all the problems with The Screen Resolution... I made this mod at the resolution that I play at...there probably is a way to center it always, but I am not very good at the Python Scripting that controls that...So if anyone could fix that problem and then post the new File, I will put it at the top of the thread as the new File. :confused:

Also I do not belive that the 1.52 update is required for this mod.

Originally by Tableist
Only one time did I miss a popup, as one of the other leaders popped up asking for open borders and came up right in front of the popup. Don't know if there's a way to make it hold until other events have occured.

I am not sure how to fix that(Once Again):blush: ...If Snoopy were still around he probably could...but if anyone else knopws how, that would be great if they told me and I will implement it.

Thanks again for all you compliments, but remember to thank Snoopy too. He did most of the Python stuff and I mostly updated the Graphics and changed a few things in Python because of the update.

Anyway, sorry I was so long in responding, and thanks for all the input.:)

Sincerely,
Patricius

Walter Hawkwood
Jan 17, 2006, 10:08 AM
I checked, looks like you're right about Abu Bakr stuff - my apologies.

Adding more great scientists also has only cosmetic effect on the game, but if you're against XML changes, I guess I could do it myself as an add-on to your mod. Then all I'm asking is the scroll template you used for GP popup art.

Patricius
Jan 17, 2006, 05:48 PM
112099

Here it is...I change the font to New Times Roman and the size is 31 for the Header Name and 18 for all the rest.

Patricius

Walter Hawkwood
Jan 18, 2006, 07:25 AM
Thanks. I'll be on it.

Patricius
Jan 20, 2006, 10:06 PM
Hi Guys,

I belive I have finally fixed the problem with lower resolution centering and all...I will be posting the whole file at the beggining of the thread but for those who don't want to download the whole file again, here is the Python file that was changed.

112568

Put this file in \My Games\Sid Meier's Civilization 4\MODS\GreatPersonMod v1.2\Assets\Python\Screens
and click yes when it asks you if you want to overwrite the file.

I also finally got the file on the Civ Fantatics server, but that is only v1.1 so i will have to get v1.2 on the website now.

Hope you enjoy!

Patricius

RobO
Jan 22, 2006, 05:06 AM
Patricius, your mod is great, but you should get rid of your CvGreatPersonEventManager.py and incorporate the stuff into CvCustomEventManager.py to make life easier for everybody. This will also remove the need to edit CvEventInterface.py in your mod.

Check this post (http://forums.civfanatics.com/showpost.php?p=3605930&postcount=72).

Patricius
Jan 23, 2006, 04:24 PM
Patricius, your mod is great, but you should get rid of your CvGreatPersonEventManager.py and incorporate the stuff into CvCustomEventManager.py to make life easier for everybody. This will also remove the need to edit CvEventInterface.py in your mod.

Check this post (http://forums.civfanatics.com/showpost.php?p=3605930&postcount=72).


RobO,

Thanks for telling me this. I was having trouble merging it with other mods, but I couldn't figure out how to merge it with one that changes CvEventInterface.

Could you explain what the two corrections are that you changed to make it work? Since this is a much better streamlined version of the mod, I will probably release an update.

Sincerely,
Patricius

RobO
Jan 24, 2006, 01:56 AM
Could you explain what the two corrections are that you changed to make it work?
Well, some of this was trial and error.
First, CvCustomEventManager.py is obviously the place to add your own events in a modular fashion. It is meant to be there, and other mods use it. That's why I decided to move your event there, rather than move events from other mods to your event manager.

Secondly, I wanted to get rid of those two lines in __init__self of CvCustomEventManager. They loked out of place, made it difficult to merge the mod with others and other mods didn't seem to need them. They obviously referred to the last line where you call interfaceScreen(pUnit, pCity). I tried several combinations (turning debug messages and logs on in the ini file to get feedback) but none of them were able to pass the proper self object to interfaceScreen. I then looked up Jon Schafer's Python guide (http://modiki.apolyton.net/index.php?title=Guide_to_Python_in_CIV) and found on page 4 something that made me add () to the test - I think it was his use of gc = CyGlobalContext(). It occurred to me that using CvGreatPersonScreen.CvGreatPersonScreen().interfac eScreen might pass the proper self object, and it did.

So, it is a mix of programming experience (though not with Python) and trial and error.

And you can get the details in Alerum's thread here (http://forums.civfanatics.com/showpost.php?p=3605930&postcount=72) and here (http://forums.civfanatics.com/showpost.php?p=3611047&postcount=78).

Patricius
Feb 02, 2006, 02:04 AM
V1.5 Ready for download...
I will have it on the CivFanatics server as soon as I can.

Enjoy,
Patricius

Zuul
Feb 02, 2006, 03:44 AM
Changes v1.5

Added Great Scientist, Great Prophet, Great Artist, Great Merchant, and Great Engineer.

What does that mean?

Patricius
Feb 02, 2006, 02:13 PM
What does that mean?

I added five new pop-ups called "Great Scientist", "Great Engineer", ect. I playtested a whole game, and at the end, when all the names are used up, a pink screen came up when a great scientist is born. So this should fix the problem with those five generic names.

Patricius

NeverMind
Feb 02, 2006, 03:17 PM
Nice mod, Patricius! Very "educative" :)

grazwell
Feb 03, 2006, 08:54 PM
I would *love* to use this mod, but I'm stuck on Alerum's unaltered gameplay mod......I really hope you guys can figure it out.
(just letting you both know your efforts are appreciated)

RobO
Feb 04, 2006, 01:22 AM
I would *love* to use this mod, but I'm stuck on Alerum's unaltered gameplay mod......I really hope you guys can figure it out.
(just letting you both know your efforts are appreciated)
Grazwell, are you talking about the issue that I fixed from this post (http://forums.civfanatics.com/showpost.php?p=3605539&postcount=71) and onwards to post 78 or thereabouts? It can be done, but you need to do some event manager editing yourself.

OblivionOdyssey
Feb 04, 2006, 05:37 AM
Your great person mod looks awesome, but it won't work for me. Nothing seems to change- no pop-ups, no errors. Can you help me?

grazwell
Feb 04, 2006, 07:08 AM
RobO, yes that's the one. I've just re-read that thread and I *think* I follow hat it is saying. I have no qualms about editing the python files, just so long as I don't have to actually think up code myself :)

I'll download this mod now and try it out tomorrow.
Thanks for the reply - I do read the thread before I post, but I hadn't realised you'd fixed it before.

RobO
Feb 04, 2006, 07:33 AM
I don't use Alerums mod, but I have instead incorporated most of the stuff he uses and some other stuff into my own prefererred setup. I used v1.2 of this GreatPerson mod when I did the changes, but as far as I can see it has become easier with v1.5 than it was with v1.2.

Walter Hawkwood
Feb 04, 2006, 03:52 PM
Not very quickly, but I've still finished the expansion for the mod. It is based on observation that AIs tend to generate more Great Scientists than any other GPs, and as such they run out of names much more frequently than all others.

To prevent this, I've added 15 new Great Scientists along with the art, and one new GP of each other category as an added bonus. Just extract these into the original mod directory. It doesn't overwrite any of the original mod files.

Be wary though, that it contains XML changes, and as such is not immediately compatible with any mod that alters Civ4UnitInfos.xml. It might still be easy to remedy this, as the only changes it contains is the expanded name list for GPs. Just copy/paste those to target xml, and the job is done.

I would very much appreciate comments and feedback on this, as well as any bugs you might encounter (I hope there are none, as the modification itself is very simple).

Download it here (http://www.civfanatics.net/uploads11/GreatPersonsExpanded.zip)

Patricius
Feb 04, 2006, 03:55 PM
Sorry Guys,
I shouldn't have taken out CvEventInterface in v1.5

I have placed the file at the beggining of this thread and right
Here: 114984

If you downloaded v1.5 you will need this file placed in assets/python/entrypoints

That was your problem Oblivion, sorry about that.

Patricius

Patricius
Feb 04, 2006, 04:10 PM
Not very quickly, but I've still finished the expansion for the mod. It is based on observation that AIs tend to generate more Great Scientists than any other GPs, and as such they run out of names much more frequently than all others.

To prevent this, I've added 15 new Great Scientists along with the art, and one new GP of each other category as an added bonus. Just extract these into the original mod directory. It doesn't overwrite any of the original mod files.

Be wary though, that it contains XML changes, and as such is not immediately compatible with any mod that alters Civ4UnitInfos.xml. It might still be easy to remedy this, as the only changes it contains is the expanded name list for GPs. Just copy/paste those to target xml, and the job is done.

I would very much appreciate comments and feedback on this, as well as any bugs you might encounter (I hope there are none, as the modification itself is very simple).

Download it here (http://www.civfanatics.net/uploads11/GreatPersonsExpanded.zip)

Hey Walter, the Mod looks Great...I have already added it. and when I come out with the next version(which will include cveventinterface) I will include it if you will let me.

I have one question...some of the names in the art files are not capitilized while the text in UnitInfos is...do youknow if this makes a difference? Will they still recognize the art file?

Patricius

OblivionOdyssey
Feb 04, 2006, 06:20 PM
ARRGG!!! It still won't work for me. Now I get an error loading up the game saying it can't load up the new file you posted. Any ideas?

RobO
Feb 05, 2006, 03:50 AM
Oblivion, CvEventInterface.py has to go into the python\entrypoints folder. That could be your problem. It's already included in Alerums mod, and his and Patricius' files are identical.
Check out this way to get this to work with Alerum's mod (http://forums.civfanatics.com/showpost.php?p=3665233&postcount=92)

Walter Hawkwood
Feb 05, 2006, 04:28 AM
I have one question...some of the names in the art files are not capitilized while the text in UnitInfos is...do youknow if this makes a difference? Will they still recognize the art file?

Patricius

Don't know for sure. I didn't actually run much testing, but as they're considered one and the same for the FAT, no issues should arise. If you want to be real safe, though, you might rename them.

Oh, and one more thing. The xml included is from 1.09 - there's no Hark patch for 1.52, and as such I didn't install it yet (and I know many other people haven't either). If there's much difference between those, a separate 1.52 version would be required too. It's quite easy (just the names), but if you're having trouble or no spare time, just send me the file and I'll tweak it.

NeverMind
Feb 08, 2006, 11:22 AM
Sorry Guys,
I shouldn't have taken out CvEventInterface in v1.5....

If you downloaded v1.5 you will need this file placed in assets/python/entrypoints

That was your problem Oblivion, sorry about that.

Patricius


Well, I've downloaded the mod and the missing file, but every time i get error message "Failed to load python module CvEventInterface."

What does it mean? What's wrong now? :confused:

Patricius
Feb 08, 2006, 03:25 PM
I'm sorry Never Mind, I am not sure what is wrong...what I really need is an experienced Python Modder to fix this up since I can't get the bugs out. Anyone willing?

Patricius

RobO
Feb 09, 2006, 12:11 AM
I can give it a try, but probably not until next week. It'm not really experienced with Python, but I have a good deal of programming experience.

I suspect that most of the problems come from installing this mod on top of others in the CustomAssets folder. This most often requires editing of CvCustomEventManager.py and perhaps more. But it shouldn't be so hard to install this mod in a clean mod directory and make it work on it's own just to check that aspect.

NeverMind
Feb 09, 2006, 06:48 AM
.....
I suspect that most of the problems come from installing this mod on top of others in the CustomAssets folder. This most often requires editing of CvCustomEventManager.py and perhaps more. But it shouldn't be so hard to install this mod in a clean mod directory and make it work on it's own just to check that aspect.

No. "A clean mod" variant doesn't work either.


Patricius, I turned back to version 1.1 of your mod. It works fine.

RobO
Feb 09, 2006, 02:44 PM
No. "A clean mod" variant doesn't work either.
You're right, it doesn.t. That bugs me. It doesn't even give me a debug message.
It works when I combine it with Alerum's mod or with my own setup.
Patricius, I turned back to version 1.1 of your mod. It works fine.
A comparison btw. the two is one avenue to take. Another is to get some info out on where in the code it goes and what happens - I need more time to look at that.
:confused: :confused:

Elhoim
Feb 10, 2006, 04:06 PM
Great Mod! I think the only way to make it better is that Firaxis includes it in a patch... It gives tha game flavor... Civ IV is great, but it feels somewhat flat, with all the messages appearing like in a chat channel... Take for example the destruction of a Civilization: "X has been destroyed". That´s all I get? I want the leader of that civ swearing an undying curse on my face for destroying him/her... I miss from SMAC those little stories triggered from events, or strange landmarks that give bonuses... I don´t know, but this kind of mods are the good direction for a more inmersive Civ IV experience.... THX!!!

On a side note, I´m having the "Failed to load python module CvEventInterface." I installed in the customassets folder. I have three minor advisor mods there, but no files overlaps. I hope we get a fix soon...

OblivionOdyssey
Feb 10, 2006, 10:21 PM
I don't know if this is advisable, but I simply deleted CvEventInteface (I was very angry), and now everything is working fine! What the hell???

RobO
Feb 11, 2006, 01:43 AM
I don't know if this is advisable, but I simply deleted CvEventInteface (I was very angry), and now everything is working fine! What the hell???
That doesn't work for me (I renamed it, but that shouldn't make a difference).
Oblivion, can you zip the version of the mod that you have and that works, except the graphics files, and post it here or email it to me: robo _at_ tele2adsl _dot_ dk ?

Stilgar08
Feb 11, 2006, 03:23 AM
Well, I copied the file into python\entrypoints and kept it in the mod folder of Great People so maybe it's trying to double-load?
When I keep the ORIGINAL cveventinterface file I get no error-message (*doh*)...
I don't know if the mod is working though (have to get a great person first :D )
Could it be that there are two different cveventinterface-files? When you download the mod a 2kb file is included in the python-folder. The "extra" downloadable file in the firat post is onöy 1kb?

JBG
Feb 11, 2006, 04:59 AM
Will this mod work if one adds more Great Person types - or alters those which already exist? See the end of my sig to see why I ask :mischief:

RobO
Feb 11, 2006, 10:58 AM
Stilgar, the 2Kb file you're referring to is probably CvCustomEventManager.py not EntryPoints\CvEventInterface.py

I had to use the original CvEventInterface.py instead of the one downloadable in the first post to remove the startup error message (IIRC). Don't ask me why. So that works for me now, but I don't get a popup when I get a great person.

As for testing that, here's how to do it efficiently (http://forums.civfanatics.com/showpost.php?p=3665233&postcount=92)

Stilgar08
Feb 11, 2006, 02:58 PM
Stilgar, the 2Kb file you're referring to is probably CvCustomEventManager.py not EntryPoints\CvEventInterface.py


You're right, of course! Sorry! Nevermind! :rolleyes:

Markezuma
Feb 11, 2006, 08:34 PM
About the Python Loading failure:

It appears that, when you start up Civ4, it will try to compile every python file in all the python directories. The first time I tried this mod, I backed up my CvEventInterface.py file by just making a copy and renaming it. Received a failure. Just tried it again, but this time I backed up the event interface file by creating a new directory in the EntryPoints directory and just copying it to there. No failure this time.

Not sure if this is common knowledge or not. Hope it helps, though!

Oh, and great job with the mod!

Stilgar08
Feb 13, 2006, 02:14 PM
Tried what you did, Markezuma: Doesn't work for me... I'm stuck with version 1.1 until there's a solution for that... But 1.1 isn't bad as well! :)

Reef
Feb 13, 2006, 04:25 PM
I too get the CvEventInterface.py file failed to load problem. Can't seem to find a solution yet.. Anyway, looks like an awasome mod though can't wait to get it worken.

Duncan_Idaho
Feb 18, 2006, 08:27 AM
Hey guys. This mod looks great but I too get the loading failure. Any idea how to deal with this? I tried cutting/copying pasting the CvEventInterface.py in many ways but none of them worked. I think my version wouldn't load the CvEventInterface.py file - I get a failure for it wherever it is. My version is 1.52 and I downloaded the 1.5 version of the MOD.
I would appreciate any help, the mod looks really tempting:)

Lord Wellington
Feb 18, 2006, 04:10 PM
I too have this failure.....

NeverMind
Feb 20, 2006, 03:04 AM
Duncan_Idaho, You may use version 1.1 of this mod. It works fine, and also looks really tempting ;)

taltos
Feb 20, 2006, 11:52 AM
I got this mod to work with greenmod 2.10 with a whole lot of others added in to it.

I have included my CvCustomEventManager To show this mod included with the other mods.

To get this to work with any other mods do this short list:

1: Just copy the great people art directory to your mod
2: copy the greatperson screen to the screens directory under python
3: other mods already have cvEvent interface in their mod , so don't use the one from greatpersonmod ... if you are copying to custom assests.. copy the one from the CIV4 MAIN VANILLA files.
4: if you have a copy of Civ4GameTextInfos_GreatPeople.xml in your mod that in any way or form changes the names of the GP delete it or move it out of as the great people mod will NOT work ( see below why).


If your CIV4GameTextInfos_GreatPeople.xml file is changed in any way the great people mod won't work as the mod takes the name of the great person and looks for a FILENAME of the same name in the art\Greatpeople directory according to the code i rad in the greatpersonscreen.py file included with the mod.

taltos
Feb 20, 2006, 12:00 PM
A Quick edit: I wonder if the other languages would work as the names in other languages aren't the same as the filenames either?

maybe an update to the greatpersonscreen.py file to only take the english names before it looks for the filename?

taltos
Feb 20, 2006, 12:11 PM
I too get the CvEventInterface.py file failed to load problem. Can't seem to find a solution yet.. Anyway, looks like an awasome mod though can't wait to get it worken.


Actually CvEventinterface is not the peoblem when yo get this error.

what this error means is the cvCustomeEventManager has an error in it.
How is this possible? The Game calls CvEventinterface.py which in turn calls CvCustomeEventManager.py which everyone is using to add their mods to the game. There is usually an indentation or syntax error in the python code in the cvCustomEventManager.py which sends and error back to the Game and since the game only called the CvEventInterface it reports the error with the this file to you.

taltos
Feb 20, 2006, 12:24 PM
Will this mod work if one adds more Great Person types - or alters those which already exist? See the end of my sig to see why I ask :mischief:


It Should Work. All you have to do is make sure the filenames agree with the names in the greatpeople.xml file.

RobO
Feb 20, 2006, 01:57 PM
Actually CvEventinterface is not the peoblem when yo get this error.

what this error means is the cvCustomEventManager has an error in it.
Indeed it does. My bad, really :blush:

When I changed cvGreatPeopleEventManager to cvCustomEventManager I started from a different cvCustomEventManager and forgot to remove some stuff, more precisely the researchprogress stuff.

The enclosed fix is to be unzipped to the Assets\Python or CustomAssets\Python directory of GreatPersonMod v1.5 (keeping folders). It has an updated cvCustomEventManager and an updated CvEventInterface - the CvEventInterface from the first post may work, but this one is cleaner (no comments removed).

Try this. It works for me. And my deepest apologies to you gentlemen and -women. :crazyeye:

Oh, and I took the opportunity to clean out the __init__ code in cvCustomEventManager used by this mod. It really isn't needed.

Reef
Feb 20, 2006, 02:36 PM
Works no prob. Thanks RobO! :D

Rabbit, White
Feb 22, 2006, 11:03 PM
Just a quick note: the file "Issac Newton.dds" should be "Isaac Newton.dds".

Al Fredo
Feb 24, 2006, 03:59 PM
Reading through this thread, I'm a bit confused what to download, if this is working, or if I have to download multiple things to patch it.

I think this is a great Mod, because I felt that getting a great person should be heralded a bit more. The splash screen is a great idea (and much better than the lame holy temple splashes.)

Can someone help me out here an direct me to the correct installation of this? Also, maybe this should be moved to Graphics or Modcomponents, since it isn't a modpack in of itself...Might get more attention.

Thanks.

RobO
Feb 25, 2006, 01:21 AM
Reading through this thread, I'm a bit confused what to download, if this is working, or if I have to download multiple things to patch it.

I think this is a great Mod, because I felt that getting a great person should be heralded a bit more. The splash screen is a great idea (and much better than the lame holy temple splashes.)

Can someone help me out here an direct me to the correct installation of this?
To get the latest version, you need v1.5 from the first post (http://forums.civfanatics.com/showpost.php?p=3565102&postcount=1). Do not download CvEventInterface from the first post. Instead, get my fix from this post (http://forums.civfanatics.com/showpost.php?p=3726999&postcount=66) which has install directions for the fix. Finally, note this error report (http://forums.civfanatics.com/showpost.php?p=3736786&postcount=68) which you can ignore if you like - it probably just disables the Isaac Newton popup if you let it be.

Oh, and you can install the whole ting in a separate mod directory (as it's set up to be) or in CustomAssets, in which case you need to make sure that it merges with whatever else you have there - that is you need to check if you already have a CvCustomEventManager.py and merge them if you do.

Patricius
Feb 27, 2006, 02:24 PM
Hi Guys,

Sorry I have not been talking I was away on a trip... Much Thanks to RobO for his fix and everyone else who helped with suggestions...I will place it in a very prominent place on the first post so Everyone knows what to download.
And everyone, thanks for the feedback...I am grateful that you find this mod decent enough to actually care about fixing it.

Sincerely,
Patricius

P.S. It might be one or two day before I get the update up since My Computer bascially died and I had to restore everything and get my files to this computer. I will fix Isaac Newton and others problems also.

Duncan_Idaho
Mar 02, 2006, 01:32 PM
Thanx guys:) It is fixed now, I've been playing only this mod ever since you posted the fix.:)
NeverMind, thank you too, 1.1 did work as well:)

SimCutie
Mar 03, 2006, 01:22 AM
Hi Patricuis,
Nice to see your post for long time...
I like this mod so much, that I would like to make version with all quoation translated in all non-english languages in Civ4. ( with aid of babel fish and native-speakers, of course.. :) )
Would you post or send me the original picture file without quotation and the quotation text table, please? Your help will be greatly appreciated.
If you prefer e-mail, my addrl is simcutie at hanmail dot net.
TIA,

Patricius
Mar 03, 2006, 03:20 AM
Hi Simcutie,
I will post the files you request as soon as I can. I had to take my computer to a specialist to be fixed and the files are on that computer. I anticipate that I should have the computer back in a couple of days, and I will upload them to a site I will e-mail you. Thanks for offering to do this, since I have no experience with translating and I want people to enjoy this in the home languange.
Sincerely,
Patricius

Patricius
Mar 04, 2006, 01:24 PM
SimCutie, the pics are here at:
http://files.filefront.com/Great_People_PNGzip/;4646697;;/fileinfo.html

Also, I am going to post the final version of the Great Person Mod on a new thread so it is all cleaned up and easy to find.

Patricius


EDIT: Let's keep it in one thread instead. As long as the download info is in the first post, it shouldn't be hard to find. :) --TF

ACEofHeart
Mar 08, 2006, 01:37 PM
When the Al-Kwarizmi great person comes up all I get is a pink screen ??
I understanding even a spelling miscue etc. can cause this but I'm not sure where to correct it ??
:confused:

Patricius
Mar 09, 2006, 09:19 PM
Thanks for telling me...i will look into it, and post here how to fix it. Please post if any of you see the same sort of thing, or any problems with the mod.

Sincerely,
Patricius

Patricius
Mar 13, 2006, 03:25 PM
Hey Guys, if you use the Great General Amped mod and this mod, good news: Rabbit, White has created a little add-on to give graphics for the Great Generals. The link is Here (http://forums.civfanatics.com/showthread.php?p=3808743#post3808743)

Also, Please post on what you think of the mod or any suggestions you have...we are getting tons of downloads, but few feedback.:king:

Patricius

turlute
Mar 13, 2006, 07:34 PM
This mod doenst work in another language than english.
This is because the names are translated in each language, but not your image files.
Unless there is a way to always get the english name of the cvUnit it will be a bit annoying to fix, a lookup table maybe ?

CellKu
Mar 14, 2006, 05:12 AM
Also, Please post on what you think of the mod or any suggestions you have...we are getting tons of downloads, but few feedback.:king:

Patricius
Patricius, it works perfectly for me :goodjob: and so far I don't think you should change anything (well, that is for the English version). Oh, and it is really beautiful and adds a lot of flavor to the game. :)

One minor thing, though. I can't combine your mod and the "simple great person" mod which adds the type of great person to that person's name if this person is borne in "a far away land" (you know the information given on the left in the beginning of each turn). Is there any possibility to merge both of these mods?

CellKu

Patricius
Mar 14, 2006, 03:12 PM
Patricius, it works perfectly for me :goodjob: and so far I don't think you should change anything (well, that is for the English version). Oh, and it is really beautiful and adds a lot of flavor to the game. :)

One minor thing, though. I can't combine your mod and the "simple great person" mod which adds the type of great person to that person's name if this person is borne in "a far away land" (you know the information given on the left in the beginning of each turn). Is there any possibility to merge both of these mods?

CellKu

Thanks for the feedback CellKu,
I believe that the simple great person mod actually changes the name of the Great Person in Civ4UnitInfos by adding their type to the end of their name...my mod still uses the old names. If you want, you could use the "simple great person mod" and then change all the names of the Great Person art files, in Assets to coorespond with the new file. For example:
Change Albert Einstein to Albert Einstien (Great Scientist)...or whatever the other mod calls him. It has to be exactly the same or it wont work.

Anyway, I hope you understood what I mean in all the blather,
and thank you for your feedback :blush:

Patricius

CellKu
Mar 15, 2006, 05:07 AM
I believe that the simple great person mod actually changes the name of the Great Person in Civ4UnitInfos by adding their type to the end of their name...my mod still uses the old names. If you want, you could use the "simple great person mod" and then change all the names of the Great Person art files, in Assets to coorespond with the new file. For example:
Change Albert Einstein to Albert Einstien (Great Scientist)...or whatever the other mod calls him. It has to be exactly the same or it wont work.

Anyway, I hope you understood what I mean in all the blather,
and thank you for your feedback :blush:

Patricius
Thanks Patricius! I understand what you mean! :) That should solve it. As soon as I find the time I will start renaming the files... :)
I hope to see more mods from you soon. What about a mod giving a nice message after you have conquered another civ? :) The current message is a bit...small. Not much flavor. It would be nice if your achievement could be emphasized a bit more - similar to what you did with the GPs.
CellKu

Patricius
Mar 16, 2006, 12:29 PM
Thanks Patricius! I understand what you mean! :) That should solve it. As soon as I find the time I will start renaming the files... :)
I hope to see more mods from you soon. What about a mod giving a nice message after you have conquered another civ? :) The current message is a bit...small. Not much flavor. It would be nice if your achievement could be emphasized a bit more - similar to what you did with the GPs.
CellKu

I might be able to do something like that, thanks for the idea...however it could take me a while to work out...I am not the best at programming.

Patricius

CellKu
Mar 17, 2006, 04:25 AM
I might be able to do something like that, thanks for the idea...however it could take me a while to work out...I am not the best at programming.

Patricius
Take your time! With the high quality you produce it is worth waiting. :)

CellKu

Al Fredo
Mar 17, 2006, 02:10 PM
Downloaded and will try it out tonight. Went right to CustomAssets with it, cause it's too good to only opt-in!

Amra
Mar 17, 2006, 07:54 PM
Just wanted to say that I love the mod. Thanks for the hard work!

Patricius
Mar 17, 2006, 09:23 PM
Thanks for all the feedback, I appreciate it.:blush:
I just posted the MOD on Apolyton and it is also now on civ.org.pl in Poland:crazyeye:

Patricius

Patricius
Mar 23, 2006, 01:05 AM
Has any one encountered any pink or blank screens after having a Great Person born?

Patricius

CellKu
Mar 23, 2006, 09:42 AM
Has any one encountered any pink or blank screens after having a Great Person born?

Patricius
So far: no (after I threw out the changes made by the "simple great person"-mod that is), and I had a decent amount of GPs born.

CellKu

FK2006
Mar 30, 2006, 09:23 AM
hello i tried it got a pink pop up on the first great people (and before great prophets didn't have a pop up)

and with all the fixes and the adds attachments it's coming a little bit confusing....which fix is ok?

Patricius
Mar 31, 2006, 05:16 AM
The very first download at the top of the first page is the one which works...I am not sure about the add-on by Rabbit, White but if you are having trouble, I suggest you don't use it.
Please tell me which Great Person (people) didn't have a picture (that is what makes the pink screen), and I should be able to fix you all up, and also make the whole mod a little cleaner.

Sincerely,
Patricius

P.S. We've gotten so few replies that the thread keeps getting pushed very low...so pretty please respond everyonce and a while ;)

Patricius
Apr 10, 2006, 03:04 AM
Hi Guys, I am going to be out of town for a few days, but before I left I worked on merging this mod with Alerum's Unaltered Gameplay Modpack. Hopefully he will see it, and even put it out before I talk to you guys again.

Anyway, Have fun with the mod.

A few possible updates may be in the works that will generally add compatibiliy with other "Greats" and maybe more Gp in general.

ANyways,

Sincerely,
Patricius

Amra
Apr 11, 2006, 06:42 PM
@Patricius

I love this mod and version 1.6 is part of my Modpack that I have posted. I have a question regarding the art file names. should the .dds file names be matching the <English> names in the CIV4GameTextInfos_GreatPeople.xml file? That is what appears to be the case.

Anyway, I've had a few problems with pink popups and in a moment of shear boredom noticed the following differences between the art file names and the xml reference.

Al-Kwarizmi.dds (s/b Al-Khwarizmi.dds)
Chang-Tzu.dds (s/b Chuang-Tzu.dds)
Charles Augustin de Coulumb.dds (s/b Charles Augustin de Coulomb.dds)
Jacque Cartier.dds (s/b Jacques Cartier.dds)
William T.G. Morton.dds (s/b William T. G. Morton.dds)
Joseph marie Jacquard.dds (s/b Joseph Marie Jacquard.dds) Capitalized middle name, not sure if that would make a difference or not)

Can you tell me if I am on the right track here? Thanks for your help :goodjob:

Rabbit, White
Apr 12, 2006, 08:48 AM
That's right Amra, the XML entries for the english names must match the filenames, or vice versa, not sure how it would work if you used another language in civ. (The python code basically uses the GP's name as part of the path to the file)

Edit: I finished the Great Generals' Portrait pack, if you're using the great general mod together with this one you can download it here (http://forums.civfanatics.com/showthread.php?t=160576).

Amra
Apr 12, 2006, 05:29 PM
Thanks, Rabbit

CellKu
Apr 16, 2006, 05:11 PM
Patricius, are you going to update your mod to 1.61? I would appreciate that very much! :)

CellKu

Patricius
Apr 19, 2006, 11:31 AM
Hi Guys,
Thanks for the feedback. I just got back in town and I am working to get this updated for 1.61
I will also do a check on all the names so I hope that those pink screens will be a thing of the past.

Sincerely,
Patricius

p.s Thanks Amra for that info, it helps alot.

Patricius
Apr 20, 2006, 12:09 AM
Updated to v2.0 I have fixed all the mismatched names, and with the help of TheLopez, fixed the bug where a pink screen would come up once all the GP's names were used up

Sincerely,
Patricius

CellKu
Apr 20, 2006, 01:02 PM
Thanks for updating!! :goodjob: That is great! :)

CellKu

Amra
Apr 20, 2006, 09:53 PM
Patricius,

Can you verify a possible bug with version 2.0? After updating, I no longer get any religion movies. I didn't play very far into the game, just headed straight for Buddhism as a test in three different games and each time I would get the religion, I would only get a text message in upper left corner.

I reverted back to version 1.6 of your mod (no other changes) and the religion movies worked fine. :crazyeye:

As I am typing this, I realize that I haven't tested the game with just your mod loaded and no others to see if it may be conflicting with something else in my modpack. I will do so and let you know.

Amra
Apr 20, 2006, 10:03 PM
Patricius,

Checking back re: possible bug with no religious movies. I started two games with only your mod loaded. Game one, I got Buddhism and no movie. Game two, Hinduism and no movie.

Can anyone else verify this bug? I like this mod and will still use version 1.6 even with the pink screens when the names run out (but it would be nice to say goodbye to them) :D

Patricius
Apr 21, 2006, 03:37 AM
Amra,

Thats really interesting. I am going to check and see if I get the same result, but your test looks pretty convincing. I will look at the code, but I can't think of any reason that would interfere with religion movies.

The only code that was changed is in the bolded text. All other changes were simply fixing the file names of the different greatpeople. I can't see how that simple line would change anything.
## Sid Meier's Civilization 4
## Copyright Firaxis Games 2005

from CvPythonExtensions import *
import CvUtil
import PyHelpers
import CvEventManager
import sys
import CvGreatPersonScreen

gc = CyGlobalContext()

PyPlayer = PyHelpers.PyPlayer

# globals
################################################## #
class CvCustomEventManager(CvEventManager.CvEventManager ):

def __init__(self):
# initialize base class
self.parent = CvEventManager.CvEventManager
self.parent.__init__(self)

# GreatPerson Mod -------- begin
def onGreatPersonBorn(self, argsList):
'Great Person Born'
pUnit, iPlayer, pCity = argsList
player = PyPlayer(iPlayer)

# Tell parent:
self.parent.onGreatPersonBorn(self, argsList)

# Check if we should even show the popup:
if pUnit.isNone() or pCity.isNone():
return
if not pUnit.getNameNoDesc()
return
#Show fancy lil popup if *we* got the great person:
iActivePlayer = CyGame().getActivePlayer()
if iActivePlayer == iPlayer:
CvGreatPersonScreen.CvGreatPersonScreen().interfac eScreen(pUnit, pCity)
# GreatPerson Mod -------- end

Argh, and I thought I had finally fixed it for good.:blush:

Is anyone else having this problem? I will take a good look into this and will have an answer for you tommarrow.
Patricius

Patricius
Apr 21, 2006, 03:17 PM
I took out the pink screen fix which acciddently stopped all pop-ups from happened. ;)

ACEofHeart
Apr 21, 2006, 10:44 PM
The Chuang Tzu pic is not popping up,, I think its because you have it spelled Chang Tzu in the directory...:rolleyes:

Amra
Apr 21, 2006, 11:01 PM
Patricius,

I think I found somewhat of a fix for the pink screen when all names have been used. Unfortunately it involves a little editing of the Civ4UnitInfos.xml file on a per user basis.

I noticed that you included generic .dds files for Great Artist, Great Prophet, etc. but the python coding was still not displaying them when all names were used. So, as a test, I added the (bolded) line in the following code immediately after the last <UniqueName> under UNIT_ARTIST in the Civ4UnitInfos.xml file.
<UnitInfo>
<Class>UNITCLASS_ARTIST</Class>
<Type>UNIT_ARTIST</Type>
<UniqueNames>
<UniqueName>TXT_KEY_GREAT_PERSON_HOMER</UniqueName>
<UniqueName>Great Artist</UniqueName>
</UniqueNames>

Obviously, I deleted all but one of the original names for the test so that I could reach the end of the list sooner. Anyway, when I did, your generic Great Artist.dds displayed as intended. See below.

http://www.civfanatics.net/uploads11/Amra_GPMod_pic1.jpg

Therefore, if anyone really wants to rid themselves of the dreaded pink screen, they can add enough <UniqueName> entries at the end of the lists for each type of Great Person in the Civ4UnitInfos.xml file. Just make sure the new name matches the name of the .dds file in the GreatPeople folder.

I plan on trying this with my mod.

Rabbit, White
Apr 21, 2006, 11:18 PM
Great idea Amra :goodjob:

Patricius
Apr 22, 2006, 12:41 AM
I have re-released the mod, with all the fixed name, but I did not include the pink-screen fix. It is v2.01 Thanks amra for your idea on fixing the pink-screen. Do you know if it will repeat that unique name again, if you get another generic Great Artist. I believe that the computer will only use a unique name once.

Anyway, sorry for all this trouble..After I thought I had fixed it. ;)

Sincerely,
Patricius

Amra
Apr 22, 2006, 07:54 AM
...Thanks amra for your idea on fixing the pink-screen. Do you know if it will repeat that unique name again, if you get another generic Great Artist. I believe that the computer will only use a unique name once.

You know, I was so happy to get the 1st popup that I didn't try for a second.
Must... Do... More... Testing :whipped:

I'll let you know. Worse case, I can always create more unique text tags & then make the names the same within them. :D

Rabbit, White
Apr 22, 2006, 09:48 AM
You know, I was so happy to get the 1st popup that I didn't try for a second.
Must... Do... More... Testing :whipped:

I'll let you know. Worse case, I can always create more unique text tags & then make the names the same within them. :D
Let us know how the testing goes but the impression I got is that you just make 20-30 more unique names that actually have the same name ("Great Artist") and that's it.

Although, now that I think about it, maybe you can do a workaround in Python (if it won't automatically reuse the last unique name). You could do a simple check for the name and if it's the generic one then you just set some flag and every following name will use the same pic. You might have to though figure out a way to remember the flag's state for saved games.

Amra
Apr 22, 2006, 10:41 AM
Tested it more and it worked just by adding the extra unique names (all the same) at the end of each list. In my test, I deleted all but one of the original names then added about a bunch of the same lines for each.

I was able to reach the new entries very quickly and both the Great Prophet & Great Scientist screens came up 3 more times each. Bear in mind, when the new Great person is active, his name will be silly; ie: "Great Prophet (Great Prophet)" and "Great Scientist (Great Scientist)" but that is much better than the PSOD (Pink screen of death).

I would think that if I was to add about 30 or 40 more lines to each GP unit in Civ4UnitInfos that it would be enough. Just copy & paste! :goodjob:

Patricius
Apr 22, 2006, 01:56 PM
HI Guys,
I was just talking with TheLopez and we are thinking about using his random names generator to create an infinite list of names once all the unique names have been used up...Each would use the generic pic, but would add a little zest to this mod and keep the PSOD from destroying the universe. ;)
What do you guys think of a feature like that being added to the next version?

Sincerely,
Patricius

CellKu
Apr 23, 2006, 02:13 PM
So, you keep the original unique names AND add random names afterwards. Well, that seems to be a good idea! :)
CellKu

ACEofHeart
Apr 23, 2006, 02:47 PM
I'm using the Mod and I have not gotten any "going to the next Age" pop-ups..can't figure out why ?

Patricius
Apr 23, 2006, 07:33 PM
It could be because both of the popups are set to be immediately shown, without minimization for later, immediately once the turn begins. They might conflict if they both happened on the same turn. Did you get a greatperson on the same turn or is it all era changes?

Patricius

Taliseian
Apr 28, 2006, 11:33 AM
Sorry if this has been asked before..........

Is it easy to incoporate this mod with other mods?

For instance, I like SevoMod and would like to add this mod in as well.

Thanks in advance...


T

Patricius
Apr 28, 2006, 07:39 PM
Hi Talisein,

It depends what mod you want to merge it with. With SevoMod, you will have to see whether or not he changes CvCustomEventManageror CvEventInterface, which are the two files I include that are not unique to The GreatPersonMod. If he has not modified either of these, you can place all of the GPMod in Sevo's mod, keeping in mind they must stay in the same directories. For Example: (C:\Documents and Settings\Owner\My Documents\My Games\Sid Meier's Civilization 4\MODS\GreatPersonMod\Assets\Python) on my computer for CvCustomEventManager.
However, if he has modified either of those files, then you will have to manually edit the file with the Python program. You can downloa the program for free at http://www.python.org/. You must then open both files and copy and paste the unique code from my files over to Sevo's. If you need help with this PM me with the names of the files that need merged and I can upload the merged files to you.

Hope this helps,
Patricius

Patricius
Apr 29, 2006, 12:32 PM
I am posting these files for the generic Great People if anyone wants to do what Amra did. For the latest version, for some reason I took them out.

125232

125231

I split them up so I could fit them under the 500 Kb limit

scottcstoness
Apr 29, 2006, 10:56 PM
I am posting these files for the generic Great People if anyone wants to do what Amra did. For the latest version, for some reason I took them out.

I split them up so I could fit them under the 500 Kb limit

I love the mod, and I played with some stuff a bit, and I think that I have things working for the generic great people once the XML files run out of names, completely in Python, without having to modify the XML files.

Try adding the following to your code, and check it out. It should automatically detect when there is no unit name, then change the unit type "UNIT_PROPHET" to the string "Great Prophet", which just happens to be the name of the image file you have.

This should be robust to new unit types (e.g. UNIT_GENERAL) so long as it is added "properly" with its unit type set to UNIT_GENERAL. It would be great if someone who knows python better than me could also add a check to see if the file for the name to be used exists or not, and then you would never get the Pink Screen, unless there is a new Great person type and no "Great General" .dds file.



def interfaceScreen (self, pUnit, pCity):
szPersonName = pUnit.getNameNoDesc()

# szUnitType will be UNIT_PROPHET, UNIT_MERCHANT, UNIT_ARTIST, etc.
szUnitType = gc.getUnitInfo(pUnit.getUnitType()).getType()

# if the name is the empty string, then create a new, generic name from the unit type.
if szPersonName == "" :
szPersonName = "Great " + szUnitType[5:].capitalize()

szPicturePath = str(self.PICTURE_BASE %(szPersonName))

scottcstoness
Apr 30, 2006, 11:10 AM
I just wanted to mention that the Python fix that I added above would be easy to incorporate with the random names mod; if szPersonName == "", then generate a new unique name, but use the szPersonName as the file name of the image to load.

That is, you'd have szPersonName and szImageFileName, and normally, you'd just set szImageFileName = szPersonName, but if we run out of hard-coded names, you'd use:


if szPersonName == "":
szImageFileName = "Great " + szUnitType[5:].capitalize()
szPersonName = GENERATE_RANDOM_NAME_CALL()


and then you'd be good to go. I haven't looked at the random names mods, but assuming that you can just call them from this point in the code, that should work out.

I'd still love to know how to check whether the imagefile exists or not before trying to display it; that would enable you to display the actual picture for the name if there is one present, and otherwise display the generic picture for the unit type.

Patricius
Apr 30, 2006, 09:42 PM
Hey Scottcstoness,
First of all welcome to civfanatics!
I will try out your ideas tonight and see if they work. They look good, though...This is one thing that has been nagging me with this mod for quite a while so thankyou very much for your input. I will reply later with the results.

Again, welcome to the community.

Patricius

scottcstoness
May 01, 2006, 02:24 AM
Thankyou very much in advance for your reply.

Patricius

I tried to send this as a message, but your inbox is full, and the info seems like it might belong on the main thread anyway, so I'm posting it here.

If I sounded abrupt or critical in the previous message, please accept my apologies -- I'd love to see this mod working completely with pictures for the actual great people and randomly generated names with the generic pictures once they run out.

I love the mod; I only downloaded it yesterday, but playing in Python to figure out how to avoid the Pink screen of death was fun, and it really adds to the flavour of the game when the great people pop ups happen -- seems so much more exciting. Great idea.

If the code I sent (modulo whatever mistakes I made) works, then the only outstanding issues with the Mod that I see are:

1. If someone adds names to their XML files (e.g. in CustomAssets), you won't have pictures, but their will be a unique name, so we'll get the Pink screen of death. It would be nice to detect that situation and show the generic pic, but I have no idea whatsoever how to go about doing that.

2. If someone adds a great person type, right now, you'll get a pink screen for all the names they put in the XML (unless they add pictures for each name). Once they run out of names, it will try to find the image "Great General"; if that is there, then it would show that. If we could detect whether there is a file with a certain name, then we could easily display:

A - The image for the named person if we have it.
B - A generic "Great Artist", "Great General", etc. if we have that.
C - A generic "Great Person" pic if there is no "Great General" in the directory.

I think that if that behaviour could be attained, then the mod would be "complete", in that it would do sensible things even if people added their own names or great person types in the XML, whether there were images in the directory for them or not. If someone is using this mod as part of their own mod, all they'd have to do is add the names to the XML files, and they'd get "Great Person" shots for their new type; by adding a "Great General" image, they'd get that image for their new type, and anyone for whom they'd add a specific individual image, they'd get that.

Unfortunately, all this requires being able to find out whether the necessary file exists before trying to load it into the interfaceScreen (or detecting that the load failed). Fortunately, if we can do that, then we should be able to get the behaviour I was talking about above, which would be very cool, and, I think, make this a very well behaved, very complete mod component.

imagine83
May 01, 2006, 03:41 PM
how can i load this mod every time i start the game?
i need a detailed explanation plz...i suck at comp :confused:

scottcstoness
May 01, 2006, 05:07 PM
how can i load this mod every time i start the game?
i need a detailed explanation plz...i suck at comp :confused:

Assuming your OS is some variant of Windows, three Options:

1. Slow, slightly annoying.
Load Civ IV.
Go to Advanced.
Load Mod, select GreatPersonMod
Wait for CIV IV to re-load.

2. Much better, loads mod automatically.
Make a copy of the CIV IV shortcut you are using to boot the game.
(right click, select copy, then on background of folder, right click and paste)
Rename the copy to CIVIVGreatPersonMod or something
Right-click on the new CIVIV shortcut, and select properties.
Look at where it says TARGET:
Mine says:

"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Civilization4.exe"

After the text that is there, type in a space, and then

"mod=\Mods\GreatPersonMod"

The final line will look something like

"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Civilization4.exe" "mod=\Mods\GreatPersonMod"

You *do* need the quotes as shown; they aren't there just to show you what to type!

Assuming that you've put it in the Mods directory and not renamed the mod, then once you've done this, you'll have two shortcuts: your original one, which will load CIV IV with no mods, and the new one, which should load the Great Person Mod when it boots.

3. If you never want to load vanilla civ again, you could move the mod to the CustomAssets folder, but I think that solution 2 is much cleaner.

If you were asking about running this in conjunction with othe mods, that is a lot more complicated :-(

Patricius
May 20, 2006, 01:01 AM
Hi guys, I just wanted to let you know, I am working on updating this mod, which would include Lopez's Randam Great Person renamer, and hooking those random names to a generic pic already created. I am looking at different ways of doing this, and I am trying to figure it out with some help from more experieced programmers. I feel that with those abiities added, this mod would finally be complete.
Sincerely,
Patricius

Rabbit, White
May 21, 2006, 08:07 PM
Hi guys, I just wanted to let you know, I am working on updating this mod, which would include Lopez's Randam Great Person renamer, and hooking those random names to a generic pic already created. I am looking at different ways of doing this, and I am trying to figure it out with some help from more experieced programmers. I feel that with those abiities added, this mod would finally be complete.
Sincerely,
Patricius
Good stuff, can't wait :thumbsup:

Patricius
May 21, 2006, 08:21 PM
GreatPersonModwithRenamerMod

Name:GreatPersonModwithRenamerMod
Version:1.0
Release Date: 5-21-06
Author:Patricius
Short Description:
Whenever a great person, such as a great artist or prophet is born in any of YOUR cities, a window will popup, showing you a picture and a quote from the great person.Also, when all unique names are used a up, a civ-specific random name will be used with a generic picture.
Credits:
Snoopy, for starting this mod
RobO for helping smooth out code of CustomEventManger
TheLopez for renamer mod
Scottcstoness for his work on fixing pinkscreen problem
Much thanks to Tableist and Alerum68 for helping find quotes

Download Mirror 1: Uploading.com (http://www.uploading.com/?get=DZGNLSQX)
Download Mirror 2: Civfanatics Server (http://www.civfanatics.net/downloads/civ4/modpacks/GreatPersonModwithRenamerMod.zip)
Download Mirror 3: Pending approval on 3d Downloads.com

Make sure you read the installation instructions carefully.

Description
After many wrong turns and dead ends, the first release of GreatPersonMod with RenamerMod is complete. Although very similar to TheGreatPersonMod, which contain around 170 pics and quotes of the most famous people throughout histroy, this mod adds many new features which really complete the mod.

127489 127488

Among these are TheLopez's Renamer mod, which when used with Generic Pics, eleminates those pink screens at the end of the game that appear once all the Unique names are used up.

This mod also is now much more compatible with other mods. The Custom Event Manager is used, and all changes have been noted, for better merging.
Also, if you want to add extra great people's names in the XML, it is much easier to use this mod with it. If you also provide a picture, it will load the provided picture, otherwise, it will just load the generic picture. You only have to add new XML names, you don't have to do anything with the artwork unless you want to, and if you do, they just have to stick the right image in the GreatPeople directory.

It is also easier If you want to add new great people types. Assuming you do it properly, so you have type UNIT_GENERAL, for example, then if you give them names and add pictures, it should find them, if there are no pictures, it will use the "Great General.dds" file, assuming you provide that, and if you don't, it will use the "Great Person.dds" file.

127490

All in all, this release is finally worthy to be called complete, and, I hope that you will enjoy the historical immersion that this adds to the game. So Please comment on what you think, and what you think could improve this even more.









Install Instructions:
-------------------------
Unzip the contents into Program Files\Firaxis Games\Civilization IV\MODS
Run GreatPersonArtPath .bat file by clicking on it.(Very Important to do)This file is located inside the folder, where the .ini file is.
It is important that you run this .bat file once, or the mod will not work. It is the only way i could get the mod to accept different pics once the unique names run out.

Running the Mod
---------------------
1. Start Civilization IV
2. From the menu, go to advanced, then click on Load a Mod
3. Load GreatPersonModwithRenamerMod
4. Civilization IV will restart
5. Start a game as usual

Note that everytime you want to play your game, Civilization IV will have to restart and load the mod.


The file size of this Mod is roughly 43mb. (17mb compressed)

Patricius
May 21, 2006, 10:24 PM
Now that I am finally finished basically with this mod, I would like to ask people what other Great People Graphics that they would like to see. If you have a favorite new Great Person Mod, I will make new graphics and post them at the top of the thread.

Sincerely,
Patricius

scottcstoness
May 22, 2006, 07:16 PM
You can get CIV IV to load the GreatPersonwithRemamerMod directly by:

1) Create a new short-cut to CIV IV (just copy and paste the existing one)
2) Right-click and select Properties
3) Edit the "Target" line to read:

"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Civilization4.exe" "mod=\Mods\GreatPersonModwithRenamerMod"

Where you don't change the first part; leave it as whatever it is at, but add in the "mod=XX" part, where you actually add the mod directory: although, if you follow the instructions above, what I have listed there is the mod directory.

I'm just lazy, and I'd rather be able to click on a short-cut that loads the mod directly than wait for CIV IV to load twice!

Houman
May 23, 2006, 05:20 PM
Thanks for this Mod component.

We have implemented it in the Realism Mod. However why would i need the cvGPArtPath.py? Nothing is pointing toward it? And the file doesn't "replace" any of the original files either. So what is the deal with it?

Thanks
Houman

scottcstoness
May 23, 2006, 06:37 PM
Thanks for this Mod component.

We have implemented it in the Realism Mod. However why would i need the cvGPArtPath.py? Nothing is pointing toward it? And the file doesn't "replace" any of the original files either. So what is the deal with it?

Thanks
Houman

It's just a convenient place to stick a variable that holds the path to the .dds files; that way we can use a os.path.exists call to check whether the .dds file corresponding to the Great Person's name exists; if it doesn't, it defaults to the "Great Artist" / "Great Prophet" pic, and if the "Great General" pic doesn't exist, for example, then it will load the generic "Great Person" pic.

The cvGreatPersonScreen.py file opens up cvGPArtPath.py to snag the path to the images.

The .bat file that you need to run creates this file and sets the variable appropriately; if you move the mod to a different place (e.g. a different mod directory or into custom assets), you just re-run the .bat file.

Gaurav
May 24, 2006, 04:41 AM
The batch file is not working for me. I have to manually double up the slashes in CvGPArtPath.py.

Houman
May 24, 2006, 08:08 AM
It's just a convenient place to stick a variable that holds the path to the .dds files; that way we can use a os.path.exists call to check whether the .dds file corresponding to the Great Person's name exists; if it doesn't, it defaults to the "Great Artist" / "Great Prophet" pic, and if the "Great General" pic doesn't exist, for example, then it will load the generic "Great Person" pic.

The cvGreatPersonScreen.py file opens up cvGPArtPath.py to snag the path to the images.

The .bat file that you need to run creates this file and sets the variable appropriately; if you move the mod to a different place (e.g. a different mod directory or into custom assets), you just re-run the .bat file.


There must be an easier way. Why don't you use relative path instead of absolute path?

Regards
Houman

scottcstoness
May 24, 2006, 11:32 AM
There must be an easier way. Why don't you use relative path instead of absolute path?

Regards
Houman

What directory does CIV IV run in? How do we know what subdirectory the mod is in? Running a .bat file once is pretty easy. You just click on it, then never have to worry about it again.

Don't get me wrong, if there is an easier way to do it, I'm all for it! I came up with the .bat thing after looking through the code in the standard Renamer Mod that tried to find the directory with the current mod in it, and this seemed easier.

Houman
May 24, 2006, 01:46 PM
Well the Mod is supposed to be always under /Mods directory.
Don't get me wrong but the way it is implemented now it can only be used as a single mod and never as a Mod component. Besides as you already can see there is a user just above who has problems with it.

I will propose this problem to our team, if there is a better solution, I will let you know. ;)

Thanks
Houman

scottcstoness
May 24, 2006, 11:23 PM
Well the Mod is supposed to be always under /Mods directory.
Don't get me wrong but the way it is implemented now it can only be used as a single mod and never as a Mod component. Besides as you already can see there is a user just above who has problems with it.

I will propose this problem to our team, if there is a better solution, I will let you know. ;)

Thanks
Houman

Actually, I wrote it that way so that it could easily be used as a mod component; so long as the directory structure is the same beneath the directory in which the .bat file is run (which it better be, or the code won't find the pictures either!), it should work, whether run as its own Mod or as part of another mod; all that needs to happen is to run the .bat file or initialize the cvGPArtPath.py file in some other way appropriate to the mod that is being run.

If there is a better way to do it, I'd love to find out; this seemed a much better way than hard-coding Mods/GreatPersonwithRenamerMod as part of the path; this way if you want to include it in another mod, it will pick up whatever directory the .bat file is being run in, then add the Assets/Art/GreatPeople relative path to it...

I'm not convinced there isn't some way to use cvArtFileMgr to find out if the file has been loaded or not, because from some of the testing that I did, it seemed like Civ was pre-loading the Art Files; changing the Art files while civ was running resulted in a pink GP screen because the code knew that the file was in the directory, but Civ couldn't find it. So, there might be a way to find out if a certain art file exists through the ArtFileMgr; I looked, but couldn't find any documentation on it, and thought that running a single set .bat file wouldn't be too egregious if we couldn't find another way to accomplish the same task.

Anyway, I just wanted to let you know that the whole point of the .bat file was so that it *could* easily be incorporated inside another mod as a mod component (albeit with the annoyance of having to run the .bat file).

Keep me updated on whether or not there is a cleaner way to do this, because I'm definitely interested...

Mexico
May 27, 2006, 04:19 PM
Actually, I wrote it that way so that it could easily be used as a mod component; so long as the directory structure is the same beneath the directory in which the .bat file is run (which it better be, or the code won't find the pictures either!), it should work, whether run as its own Mod or as part of another mod; all that needs to happen is to run the .bat file or initialize the cvGPArtPath.py file in some other way appropriate to the mod that is being run.

If there is a better way to do it, I'd love to find out; this seemed a much better way than hard-coding Mods/GreatPersonwithRenamerMod as part of the path; this way if you want to include it in another mod, it will pick up whatever directory the .bat file is being run in, then add the Assets/Art/GreatPeople relative path to it...

I'm not convinced there isn't some way to use cvArtFileMgr to find out if the file has been loaded or not, because from some of the testing that I did, it seemed like Civ was pre-loading the Art Files; changing the Art files while civ was running resulted in a pink GP screen because the code knew that the file was in the directory, but Civ couldn't find it. So, there might be a way to find out if a certain art file exists through the ArtFileMgr; I looked, but couldn't find any documentation on it, and thought that running a single set .bat file wouldn't be too egregious if we couldn't find another way to accomplish the same task.

Anyway, I just wanted to let you know that the whole point of the .bat file was so that it *could* easily be incorporated inside another mod as a mod component (albeit with the annoyance of having to run the .bat file).

Keep me updated on whether or not there is a cleaner way to do this, because I'm definitely interested...

as houman promised, he ask me to look in this mod component and you are right, there is no way how to obtain mod name within python
but in realism mod i update this mod using Dr Elmer Jiggle utils (CvPath and CvConfigParser) - this utils is used in almost modpacks which i test.
In this methods is used file CvModName (similar to your CvArtGraph...), but this file only sets name of directory where mod is installed (not absolute path).

His utils also can set all assets path (default directory, user directory etc...)
my idea is: if player don't know how to merge mods, he also don't want to rename default directory for this mod, so CvModName can be set correctly by default. If player can merge with other mod, he also know, how to setup this. And if this mod is used in modpack, CvModName is probably setup correctly anyway

in my changes, i am using CvPath for searching for images in all possible directories. now I am testing my changes, if you are interesting about this, i can send you my work

Mexico from Realism team

Gaurav
May 28, 2006, 07:02 PM
as houman promised, he ask me to look in this mod component and you are right, there is no way how to obtain mod name within python
but in realism mod i update this mod using Dr Elmer Jiggle utils (CvPath and CvConfigParser) - this utils is used in almost modpacks which i test.
In this methods is used file CvModName (similar to your CvArtGraph...), but this file only sets name of directory where mod is installed (not absolute path).

His utils also can set all assets path (default directory, user directory etc...)
my idea is: if player don't know how to merge mods, he also don't want to rename default directory for this mod, so CvModName can be set correctly by default. If player can merge with other mod, he also know, how to setup this. And if this mod is used in modpack, CvModName is probably setup correctly anyway

in my changes, i am using CvPath for searching for images in all possible directories. now I am testing my changes, if you are interesting about this, i can send you my work

Mexico from Realism team


Yes, that is pretty much what I did in this one (http://forums.civfanatics.com/showthread.php?t=172275). No bug reports yet...

AncientPlayer
May 29, 2006, 08:22 PM
Patricius -- downloaded your mod a few days ago and started a new game with it. In a word, outstanding.:goodjob:

This is a mod that Firaxis should acquire and roll into the codebase. Completely in keeping with the rest of the game and an excellent addition of a bit more history.

Thanks for all the time and effort you and the others put in making it. :)

Patricius
Jun 18, 2006, 09:28 PM
Hi Ancient Player, thanks so much for your positive feedback.

I am sorry to say that because of medical problems in the family, I am unable to put in the time to keep this mod up to date or to upgrade it any more. I have thouroughly enjoyed the time I have spent creating it and i want to thank all those who helped me in the task. I would like to invite someone who wishes to update this when new patches come out, or to upgrade it with new feature, to do so if you wish. Any takers on taking over this mod? At the moment, this does not invlove any work, unless you feel you can improve on the work. I herby give up all claim on this mod, and I hope that it can continue to add a whole new aspect to civ 4, into the future.
Sincerely,
Patricius

TheLopez
Jun 18, 2006, 09:47 PM
Hi Ancient Player, thanks so much for your positive feedback.

I am sorry to say that because of medical problems in the family, I am unable to put in the time to keep this mod up to date or to upgrade it any more. I have thouroughly enjoyed the time I have spent creating it and i want to thank all those who helped me in the task. I would like to invite someone who wishes to update this when new patches come out, or to upgrade it with new feature, to do so if you wish. Any takers on taking over this mod? At the moment, this does not invlove any work, unless you feel you can improve on the work. I herby give up all claim on this mod, and I hope that it can continue to add a whole new aspect to civ 4, into the future.
Sincerely,
Patricius

Patricius, I'm sorry to hear about the medical problems in your family. I hope that everything goes well and you get a chance to join the CFC community again in the near future.

Amra
Jun 19, 2006, 05:20 PM
Patricius,

Definitely sorry to hear about any family medical problems. Family is very important & I think I speak for everyone here when I say your work will be missed here and that we hope everything turns out okay. Come back when and if you can.

Thanks for one of the best mods for Civ4. :goodjob:

Ribot
Aug 06, 2006, 04:50 PM
Hello, I play Civ4 Japanese version. and everytime use this MOD.
(I Love this MOD!!)

I have some problem.

Civ4 register 165 Great people, but I feel that is small.

I was trying to Create DDS-Image for addition the other many Great person,
but I felt that is not good.
because I could not find background-image better than this MOD and additional Person images unmatch Registered Person-images.

When Chinese Great Person was born, his name wrote alphabet.
In this time, I want to use "kanji" on his name.

I have two question.
Can I get "original background image"?
and please teach me when you create DDS-image, what kind of fonts use?

Willowmound
Aug 28, 2006, 07:08 AM
OK, it doesn't say on the first page: Is it compatible with Warlords?

Amra
Aug 28, 2006, 11:55 PM
OK, it doesn't say on the first page: Is it compatible with Warlords?I have this mod in the Warlords version of my modpack and it works with the exception of any Great Generals that popup. I've created artwork for the Great Generals that were not covered by Rabbit's prior Great General art mod as well as about 140 other Great People covering all the categories.

If anyone is interested, I can post a Warlords version of this mod with all the Great General images and the additional 140 Great People images that I created. Obviously, I do not want to take any credit whatsoever for this mod but I would be happy to share since this is such a terrific mod and I would like to see it live on with Warlords.

Just let me know & I will upload what I have in a new thread.

Willowmound
Aug 29, 2006, 12:25 AM
Do! Upload! :)

Amra
Aug 29, 2006, 05:41 AM
Do! Upload! :)I'll do that this evening after I get the new warlords version of my modpack uploaded. :goodjob:

NikNaks
Aug 29, 2006, 12:08 PM
This will be in a new mod later this year. Thanks for the great mod!

(If anyone has any objections please say so.)

Roamty
Aug 29, 2006, 06:20 PM
remove no problems

Ket
Aug 29, 2006, 06:57 PM
Roamty Please Release The Warlords Version of this that would be wonderful!

Amra
Aug 29, 2006, 09:22 PM
Here's a link to my Warlords version with Great General images and 135 additional Great People.

http://forums.civfanatics.com/showthread.php?t=184255

strategyonly
Aug 30, 2006, 12:07 AM
Let me know when you post it, i will add to my Warlords section, thx.

WilliamOfOrange
Nov 04, 2006, 06:11 AM
Sorry, I don't have time right now to read all this thread, but did I understand that correctly? Can you add GP types to the gaem with this mod? For example, a doctor GP which would add health points to the city? Or a missionary type unit which could add health and food? Would that be possible?

scottcstoness
Nov 05, 2006, 02:35 AM
Sorry, I don't have time right now to read all this thread, but did I understand that correctly? Can you add GP types to the gaem with this mod? For example, a doctor GP which would add health points to the city? Or a missionary type unit which could add health and food? Would that be possible?

The mod just displays pictures of the great people that have been added to the game. Pre-Warlords, at least, it was compatible with great people being added in the "proper" way, assuming that images were also made available (I got it working so that it would show the image of the great person if that was available, an image of the great person type (e.g. generic "Great Artist") if it wasn't, and if was a great person type without a generic picture available, would show a super-generic "Great Person" graphic; not sure if this is all still working, though).

jimgreen316
Jun 11, 2007, 02:16 AM
Load mod is like this: "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Civilization4.exe" Mod="Mods=[Mod Name]". How to load a map with command line? I want to run Civilization 4 by load a map at the beginning. And I want to join in internet lobby with command line? How is the command line format? Can you tell me? Where can I find the related document? Thanks

kokomo
Jan 16, 2008, 03:08 PM
does this work for BTS too???

Amra
Jan 16, 2008, 04:43 PM
does this work for BTS too???
Check this thread:
http://forums.civfanatics.com/showthread.php?t=252734