View Full Version : List of Mac-compatible MODs
Skippy_Kangaroo Jul 16, 2006, 07:02 PM Please post links to MODs that have been tested and will work on the Mac version of Civilization IV in this thread. Feel free to include a brief description of the MOD and any relevant Mac-specific installation information.
This thread shouldn't be for discussion of MODs or about testing of the MODs; just a single post per MOD allowing people to quickly browse through the confirmed compatible MODs and get the files.
Most MODs can probably be installed manually, but AlanH has been working on a drag and drop MOD installer which you can obtain from here (http://gotm.civfanatics.net/civ4games/ModInstaller_Civ4.dmg). It will only currently install mods that will work as CustomAssets. The mod has to be supplied as a zip file with 'CustomAssets' as its top level folder.
- Download it and open the disk image.
- Drag the Mod Installer application to /Applications/ and launch it.
- Select Civilization IV in the popup menu at the top. It should look for Civ4 on your hard drive and show it as an entry in the window.
- If this doesn't happen, drag your /Applications/Civilization IV/ folder into the window.
- When your Civ4 folder is listed in the Mod Installer window, drag the MOD as a .zip file onto its icon. Confirm that you want to proceed, and it should install the MOD in the appropriate folder.
-------------------------------------------------------------
First cab off the rank, Blue Marble, written by Kai Fiebach aka ColdFever (and thanks to AlanH for his efforts to make it available to us Mac users). Blue Marble provides a replacement set of terrain tiles. You can find more information about Blue Marble at this site (http://www.civfanatics.net/~bluemarble) or in this thread.
Here (http://forums.civfanatics.com/showthread.php?t=177454) is the thread covering the test version of the mod for Macs, and using the Mod Installer. The links in that thread will be updated when ColdFever provides a Mac page on the Blue Marble site.
gidds Jul 22, 2006, 03:29 PM It seems that the Dutch patch might work, I just cant get it into the right setting. It overwrites two other files wich I just cant seem to fix.
Quote: "This thread shouldn't be for discussion of MODs or about testing of the MODs"
Please set up another thread to discuss how to get the "Dutch Patch" to work ... whatever it is :) Come back and post here when you know it works.
Skippy_Kangaroo Jul 22, 2006, 04:29 PM Better Ship Scales works on the Mac version of Civ-IV.
This mod alters the relative sizes of ships to make modern ships larger and more ancient ships smaller. There are two versions, one which keeps the single ship per unit icons (v1.0) and one which adds multiple ships per unit (v2.2).
Installation: Drop the unzipped mod folder into your custom assets folder.
Uninstallation: Remove the files from your custom assets folder; hold down [SHIFT] the next time you start up to flush the cached xml from the mod.
platypus Jul 29, 2006, 10:39 AM Hi,
So in an effort to figure out what is wrong with sevomod (http://forums.civfanatics.com/showthread.php?t=167461). I have tested a number of smaller mods that make part of it.
So here are the ones that work out of the box:
Sevopedia-1.93 (http://forums.civfanatics.com/showthread.php?t=148253) Civilopedia enhacement.
TechWindowEnhancement-1.a (http://forums.civfanatics.com/showthread.php?t=158636) This mod improves the TechWindow which is shown When you get a new Tech.
Unzip and place in your CustomAssets folder.
Note that none of these alter your gameplay, they are just enhancements to elements already there.
Platypus
ps. I'll post in a minute the ones that do need changes
platypus Jul 29, 2006, 10:59 AM Ok, so in the next set I found out something fundamental. The following mods rely on a feature of python 2.4 but the Mac has 2.3 :( . Luckily enough just one small thing needs change.
The mods where this occurs are:
1) Modified Special Domestic Advisor 1.8e (http://forums.civfanatics.com/showthread.php?t=148109)
2) Exotic Foreign Advisor 0.86 (http://forums.civfanatics.com/showthread.php?t=146687)
The recipe is the following look for set() and replace by sets.Set(), add 'import sets' at the beginning of the file with the other imports.
The files that need modification are:
1) CustomAssets/Python/Screens/CvModSpecialDomesticAdvisor.py
line 184 goes from self.COLOR_SET = set() to self.COLOR_SET = sets.Set()
Add line 21: import sets
2) CustomAssets/Python/Screens/CvExoticForeignAdvisor.py
line 861 goes from stActiveTechCanResearch = set() to stActiveTechCanResearch = sets.Set()
line 884, 885, 886:
stTechWants = set() to stTechWants = sets.Set()
stTechCanTrade = set() to stTechCanTrade = sets.Set()
stTechHas = set() to stTechHas = sets.Set()
Add line 8: import sets
As usual replace your CustomAssets folder. Again this does not change your gameplay they are enhacements to the screens. This set makes the advisors actually useful.
Of course you might want them combined. I will post my version of that soon. [Edit] You can find all 4 mods in one folder here (http://www.civfanatics.net/uploads12/CustomAssets-sevopedia-domestic-techscreen-foreign.zip) (towards a PlatyMod?? :king: ) .
Platypus
platypus Aug 06, 2006, 12:00 AM Hi all,
Even though there seems to be a lack of interest in the mods thread, I'll keep posting. I know everyone is still getting the bearings on the non-modded game and playing frantically.
The good news is, I think I have another step forward to getting more mods compatible with the Mac.
Go to the Civ4lerts (http://forums.civfanatics.com/showthread.php?t=157088) thread and download the zip file. Follow instructions to install as a MOD or in CustomAssets folder. You will need to replace the CvPath.py file in the CustomAssets/python directory with the attached version. In there you will have to replace the string: /Applications/MyGames/Civilization IV for the location of your game folder.
If anybody has a windows machine and you could test this file there as well would be great. So that we can submit it to the Civ4lerts people and make it a permanent change.
Enjoy,
Platypus
ps. Alan, this is the change to the library for the paths you mentioned. However this does not fix the XML problems in CivMore or Sevomod.
134879
Nik420 Aug 06, 2006, 10:26 PM Hi all,
Even though there seems to be a lack of interest in the mods thread, I'll keep posting. I know everyone is still getting the bearings on the non-modded game and playing frantically.
I believe there is much interest. I can name you many Mods that do not work from me trying fruitlessly to try different ones, but I thought the purpose of this thread was to report WORKING mods - of which I conclude is very few to date. You seem to be confusing a lack of posts with lack of interest.
Until someone figures out a unifed method of converting PC mods, I think there will be few posts of working Mods.
xxJFKxx Aug 07, 2006, 03:33 AM I believe there is much interest. I can name you many Mods that do not work from me trying fruitlessly to try different ones, but I thought the purpose of this thread was to report WORKING mods - of which I conclude is very few to date. You seem to be confusing a lack of posts with lack of interest.
Until someone figures out a unifed method of converting PC mods, I think there will be few posts of working Mods.
i agree, i would really love to play mods !!!
owarsson Aug 29, 2006, 06:42 PM I've been using these two mods over the last couple days without any issues so far:
Ethnically Diverse Units (http://forums.civfanatics.com/showthread.php?t=167435)
(great mod!)
and
Blue Marble (http://forums.civfanatics.com/showthread.php?t=140246) (which has already been mentioned here)
(I've tried a handful of user-made civs, and most seem to work after you weed your way through all the error messages when they load. Usually there's something missing, like the flag, and I've never bothered to risk investing time in a full game using a civ mod yet.)
-ow
AlanH Sep 02, 2006, 06:36 AM Go to the Civ4lerts (http://forums.civfanatics.com/showthread.php?t=157088) thread and download the zip file. Follow instructions to install as a MOD or in CustomAssets folder. You will need to replace the CvPath.py file in the CustomAssets/python directory with the attached version. In there you will have to replace the string: /Applications/MyGames/Civilization IV for the location of your game folder.
If anybody has a windows machine and you could test this file there as well would be great. So that we can submit it to the Civ4lerts people and make it a permanent change.
Enjoy,
Platypus
ps. Alan, this is the change to the library for the paths you mentioned. However this does not fix the XML problems in CivMore or Sevomod.
134879
I've now worked out what I believe is a successful alternative fix to CvPath.py that requires no editing. It should find your installation directory automatically. I've submitted it in the Civ4lerts mod thread as a proposed replacement in that and other mods.
AlanH Sep 09, 2006, 05:19 PM The Ancient Mediterranean Mod (TAM) loads after some fixes. See this thread
Dale's Age of Discovery works. See this thread
Chucko Oct 21, 2006, 08:23 PM Any other mods work on Mac yet?
AlanH Oct 21, 2006, 08:39 PM My GOTM/HOF beta (http://forums.civfanatics.com/showthread.php?t=190089) seems to be holding up so far. You might care to give it a try?
Dale Nov 16, 2006, 10:37 PM Dale's Age of Discovery works. See this thread
Sorry folks, but you won't be able to use AoD 1.12 with Pirates & Traders. I've had to make DLL changes due to the new missions and AI coding.
I'll leave 1.00 on the DL database for you and upload 1.12 seperately for Windoze.
Dale
AlanH Nov 17, 2006, 04:45 AM Thanks for letting us know, Dale. Congratulations on your award (http://blog.egamesexpo.com.au/), by the way :goodjob:
Snaerff Jan 21, 2007, 07:23 PM I really want to play Total Realism MOD, but there's no indication as to when a port over to Mac will be available.
Come on Aspyr, let's at least get the Warlords patch happening!
pmilko Feb 23, 2007, 08:11 AM It seems the Renaissance Mod works on my mac...
Onagan Mar 14, 2007, 06:07 AM Play the Dutch mod works fine on a Mac.
dojoboy Mar 20, 2007, 07:25 AM Any other mods work on Mac yet?
The Better AI mod runs as well. At least, I was successful in loading the Warlords version w/out the app crashing.
Sam_Yeager Mar 20, 2007, 04:29 PM The Better AI mod runs as well. At least, I was successful in loading the Warlords version w/out the app crashing.
Virtually all of the Better AI mod is in the DLL file. :cry: The only exception is the HandicapInfos file. Sorry.
jsurpless Mar 25, 2007, 03:29 PM So... are these the only MODS that work on the Mac?
AlanH Mar 25, 2007, 05:27 PM Probably not ... they are just the ones some people have tried and posted about.
Note also that some of the ones mentioned above don't work, or if they were tried a while ago then the more recent versions may not work now.
wgh_2001 Apr 06, 2007, 04:13 PM i'm not even positive how to get some of this modded stuff installed (as I mentioned elsewhere, the leaderheads and the alternate units are what I am mostly interested in)
AlanH Apr 06, 2007, 04:46 PM Do tell. Which mods are you failing to install? Maybe we can help?
wgh_2001 Apr 07, 2007, 02:23 AM Do tell. Which mods are you failing to install? Maybe we can help?
Mostly just trying to figure out where to stick the additional leader heads and the unit replacements.
I don't recall the other mod I tried but I think it probably one of the new civ ones. when I did . . . let's just say I had to take my computer to the Apple store to figure out how I buggered up Final Cut Pro.
right this minute I would be happy to get the "amazon archer" one to install and the medival leader heads. and well, any of the other "alternate unit" ones.
AlanH Apr 07, 2007, 05:00 AM I think we've had this conversation before. It shouldn't be possible to screw up Final Cut Pro just by messing with the files inside your Civ4 installation folders. You must have replaced some files in very strange places.
Have you tried following the guides in C & C?
This one (http://forums.civfanatics.com/showthread.php?t=178919) looks good for installing new civs.
This one (http://forums.civfanatics.com/showthread.php?t=139721) describes how to mod units. May be more than you wanted to know, though. If there's a specific unit you want to use, why not PM the person that created it and ask how to install it?
dutchking May 05, 2007, 09:37 AM I can't get the Blue Marble Terrain Mod to work on the most recent version of Warlords (for mac). Nevermind, I got it to work
dutchking May 05, 2007, 09:41 AM I also got the Arma mods to work using a version of 7z for mac.
You can download it here:
http://macupdate.com/info.php/id/20526
(The Induvidual ones, not the Modpack)
dutchking May 13, 2007, 08:12 AM MaxRiga, Armas MODPACK, and a few others always "quit unexpectedly" when you get them to load, but don't loose hope! There are always many more mods out there that will work.
frobbage Jun 24, 2007, 03:15 PM Europa Europa 3 and Britannia work on my Mac, after zapping gremlins with BBedit (free download)
Molon Labe Jul 07, 2007, 05:01 AM Okay, I downloaded Blue Marble and it is an exe file. I have no idea what to do with that.
AlanH Jul 07, 2007, 06:34 AM I guess you didnt 'look at the Mac version link (http://forums.civfanatics.com/showthread.php?t=177454) given in the first post in this thread :p
Molon Labe Jul 07, 2007, 07:48 AM I guess you didnt 'look at the Mac version link (http://forums.civfanatics.com/showthread.php?t=177454) given in the first post in this thread :p
I guess that would be correct. Thanks for pointing me in the right direction, don't know how I missed that one. :rolleyes:
Schmendrick Aug 19, 2007, 11:57 PM Europa Europa 3 and Britannia work on my Mac, after zapping gremlins with BBedit (free download)
I am not quite sure what that means . . . Please explain. I'm interested in playing EE3.
AlanH Aug 20, 2007, 03:51 AM BBEdit is a text editor. It's free to download for a limited trial and costs $125 to buy. TextWrangler (http://www.barebones.com/products/textwrangler/) is its really free baby brother. BBEdit has a menu option called Zap Gremlins which will remove or replace all illegal characters in a text file, and I suspect TextWrangler has it as well.
Schmendrick Aug 31, 2007, 02:57 AM The Ancient Mediterranean Mod (TAM) loads after some fixes. See this thread
I've tried the latest Macintosh version of TAM, and it does not load correctly. (I posted about the problem here.) Do you think it is something in the newer version? If so, would you still have a copy of an older, working version of the mod?
AlanH Aug 31, 2007, 03:47 AM I don't know which version I tested with, as it doesn't seem to have a version number in its .ini file. I note that it contained a custom dll, which obviously didn't stop it loading when I tested it before, but there may be problems in-game.
Your error message is probably just an XML file gremlin. Did you try zapping Gremlins? Anyway, I'm downloading 1.97 now and I'll let you know what needs to be changed to get it to load.
AlanH Aug 31, 2007, 06:38 AM Here are the two files I had to change in order for TAM 1.97 to load error-free and start a game. Unzip the attached file and put the contents into .../Mods/The Ancient Mediterranean/Assets/XML/Text/ to replace the existing files.
The mod does include a custom DLL, so I've no idea whether there will be problems later in the game as a result of the Mac being unable to use this part of the mod.
Schmendrick Sep 03, 2007, 04:26 PM Thanks, Alan! I will try your files and let you know how the game does.
Schmendrick Sep 07, 2007, 05:12 PM I was able to play a full game through (conquering the Roman Empire at the end of the game was particularly satisfying). It crashed a few times and I had to start from the previous autosave, but for the most part it went smoothly. Many thanks!
AckAck Sep 12, 2007, 04:56 PM The Better AI mod runs as well. At least, I was successful in loading the Warlords version w/out the app crashing.
Virtually all of the Better AI mod is in the DLL file. :cry: The only exception is the HandicapInfos file. Sorry.
Eep. Does the mod work or not? I have Vanilla 1.61, and I've managed to put it into the CustomAssets folder (I think that's where it goes...) without anything crashing, but the "==BetterAI==" thing in the scorelist isn't displayed, leading me to think that I've improperly installed it...
AlanH Sep 12, 2007, 05:20 PM If most of the logic of the Better AI is in a custom DLL, which seems to be highly likely, then it will not have any effect when installed in the Mac version of Civ/Warlords, since the Mac cannot read or run the DLL.
AckAck Sep 12, 2007, 05:52 PM If most of the logic of the Better AI is in a custom DLL, which seems to be highly likely, then it will not have any effect when installed in the Mac version of Civ/Warlords, since the Mac cannot read or run the DLL.
Does this mean that the Mac can't run any DLL file, period? I.e., that there's no way to recompile whatever source files that are used for the Mac?
By the way, if anyone cares, v 1.0 of the Insane Barbarians mod works for the Mac (it's just a bunch of XML files that soups up barb spawn rate), on Civ IV Vanilla as well.
AlanH Sep 12, 2007, 06:36 PM The Mac versions of Civ4 and Warlords have no interface for communicating with DLLs, and the standard DLL is compiled monolithically into the software. So even if you recompiled the mod DLLs for OS X they would be ignored. Don't be fooled by the fact that there's a copy of CivGameCoreDLL.dll installed with the standard software - it's only there to make the CRC numbers add up correctly.
You can. of course, run the Windows versions of Civ4/Warlords using Bootcamp. Then you can use any mod created for the Windows versions because you've turned your Mac into a Windows PC..
AckAck Sep 12, 2007, 06:42 PM Ah, thanks for the clarification! I guess there goes hope...
bamdad Oct 15, 2007, 09:43 AM hi everybody,
sorry for digging up this thread and also sorry if i am not in the right place, but i just cannot get _any_ mod to work with the mac version. for example, i would really like to play this ww1 mod (http://forums.civfanatics.com/downloads.php?do=file&id=2656), and this dark age scenario (http://forums.civfanatics.com/downloads.php?do=file&id=4210) requiring this mediaeval mod (http://forums.civfanatics.com/downloads.php?do=file&id=3659) but have not had any luck.
when civ4 tries to load a mod, a strange xml error appears. :(
btw the ancient mediterranian (mac version) gets the same xml error.
would this also occur when installing a mod for warlords too? can somebody help?
thanks in advance,
bamdad
AlanH Oct 15, 2007, 10:20 AM Hello, welcome :wavey:
The chances are that you are suffering from the common problem that most mods contain some XML characters that Windows can live with, but Mac OS doesn't like.
The standard way to deal with this is to look at each error message you see and identify the file it is complaining about. Find that file in the mod and open it in TextWrangler (free) or BBEdit and select the Text->Zap Gremlins menu option. Save the file and try loading the mod again. If you get another error (hopefully not on the file you just fixed) repeat until the mod loads without errors.
Have you checked out the earlier posts in this thread about The Ancient Mediterranean mod? For example post #38 includes a couple of Gremlin-free files I edited.
Please note that, even if you get the XML files to load, you may well not be able to run a mod in all its glory, as many mods these days include a custom DLL created with the Windows SDK. The SDK allows modders to rewrite a lot of the game logic in C++. We have no equivalent on the Mac version, which is totally incapable of reading or executing these DLLs. If the mod includes a file called CvGameCoreDLL.dll then you are probably going to miss out on some significant mod capabilities and/or suffer from errors during the game.
And yes, these problems are common to Civ4 and Warlords mods.
bamdad Oct 15, 2007, 11:16 AM thanks a lot, going to try the bbedit trick. :) and thanks for the quick reply.
strange, i am having only 'can't find wbsave file' and/or crashes with warlords, but no xml problems. and napoleon modpack loads and plays fine (at least until now).
bamdad Oct 15, 2007, 11:21 AM oh, one more question: when i zap gramlins, should i use
-delete zapped characters,
-replace zapped characters with code, or
-replace with [specified character]
in bbedit?
AlanH Oct 15, 2007, 11:59 AM Depends how thorough you want to be.
Generally you are modifying text that will appear in Civilopedia entries, or descriptions or names of cities, leaders, civs, units, etc. in the on-screen game interface. In many cases the edited characters will only be in non-English versions of the text. So you have several options:
Delete zapped characters is quick and dirty, but may leave text looking a bit truncated.
Replace with a character like asterisk, or even <space>, will leave the text the same length as before, but still not necessarily readable.
Replace with <Option-8> (the Bullet character), followed by a search for <Option-8> will allow you to find them all and then replace each one with something that makes sense. Sometimes I've simply copy/pasted the English version of the text in the file in place of heavily accented foreign language text. More time consuming than the first two options, of course.
I should mention that, occasionally, I've found that simply changing the XML header at the top of the file to define a different encoding fixes a file, but this requires that the file is consistent in its use of utf-8 or iso-8859-1 encoding or whatever.
bamdad Oct 15, 2007, 12:16 PM thanks, i have tried deleting, and it worked nicely on ww1 :goodjob:. now i have another problem (sorry for the nag):
the european middle ages mod (see above) gives me another xml error while loading (see attachment). can this also be as easily fixed as the previous one?
AlanH Oct 15, 2007, 12:24 PM That error is probably due to a typo in a XML tag in /Assets/XML/Units/Civ4UnitInfos.xml. For example, we've found tags (the strings between < and >) with a space at the end. Unfortunately the error mesage doesn't give you much of a clue to where this on is, so it's needles and haystacks time.
bamdad Oct 15, 2007, 12:30 PM i will try to sort them out. using only other mods until then.
if only there were mod installers/loaders for the mac version.. aspyr should keep in mind that some game capabilities are crucial for properly enjoying them. maybe that would encourage serious modders to use portable files. this was really off, so thanks again, and i will keep trying.
cheers,
bamdad
AlanH Oct 15, 2007, 12:55 PM What do you mean by "mod installers/loaders"?
I've tried to arouse Aspyr's interest in supporting the "most moddable version of Civ yet", but to no avail. I think they're worried that their support lines would be swamped with people asking them how to get their mods to work.
bamdad Oct 15, 2007, 02:34 PM i mean software responsible for installing, managing and injecting mods. just like with europa universalis or other games. if modding support is added at this level, why does the game restart with every mod loaded (why cannot it load the selected mod(s) at start)..? never mind, just dreaming.
i remember when support was equivalent to hour-long telephone calls and never replied e-mails. in some cases this is also true today. okay, maybe i am a bit pessimistic, but i do not think it is likely that they are worried about some busy phone lines. after all they may state that third-party mods are not eligible for their support but add more compatibility for them. the problem might be a bit more capitalistic: buy some copyrights, port a game to another environment, be the reseller, and grab the profit. of course, you must provide assistance for your product to a certain level, but, to be honest, these problems arise _after_ a user has purchased the software, and not everybody digs through these forums to find that the best he can do is buy a pc. i think this is more likely the way it goes.. :P:)
geez, we are offing a lot..
AlanH Oct 15, 2007, 03:47 PM i mean software responsible for installing, managing and injecting mods. just like with europa universalis or other games. if modding support is added at this level, why does the game restart with every mod loaded (why cannot it load the selected mod(s) at start)..? never mind, just dreaming.
That's not Aspyr's responsibility. The basic architecture of the game software, and the way it loads mods, are down to Firaxis. Aspyr just moves it over to the Mac OS, with mixed success.
I'm less cynical about Aspyr's strategy than you are. After all, they are pretty dependent on people like us coming back to buy their next game, or the next expansion of this game. It's pretty well established that it's far less expensive to sell more to an existing customer than to go out and find a new one.
bamdad Oct 15, 2007, 06:46 PM of course not, i got a bit carried away and did not indicate i am not talking about aspyr.
call it cynical if you wish. :) i am not a great fan of software patents and such, and i think - although developers, testers and even resellers should be payed for their work - software prices, for example, are way too high, especially in our region. but this belongs elsewhere and is not even about aspyr or firaxis. i was only saying that although i cannot measure the demand for mods, missing a feature this small could not jeopardise their sales of quite a few great games, including civ4.
if i try to be less 'cynical', i would say that it is possible that they simply missed some small details like this. after all they are not in direct contact with individual modders and the built-in mods work just fine.
anyway, nagging them for this kind of support is pointless. we should work it out ourselves - i would do it if i were better at programming..
Vespa Jester Oct 30, 2007, 10:10 PM I was wondering if anyone has tested the Regiments & Formations modpack? It includes Regiments, Formations and Ethnically Diverse Units and a few small extras like Unitstats. I'm sorry for not putting precise details in, but I hope people know about this, apparently it is quite famous here - if it's not, i'll post more details.
Apparently I read earlier on that the Ethnically Diverse Units works here - but I've heard nothing about Regiments or Formations. I have it on my PC, on Warlords, with the 2.08 patch and it works fine. My girlfriend uses a Mac with the Rev A patch and all is good, but her Mac crashes with the "exited unexpectedly" problem. I only really care about getting the formations, regiments and the ethnicities, the other like 5 smaller things in the modpack can go jump for all I care!--- So if there is a work around, or some CustomAssets fix for this, i'd be most apprectative. I know this is for working mods, but I'm sort of posted one that doesn't, which I've hard was very popular, and whether i'm just missing something obvious, i hope this is not the wrong forum for this!
Thanks in advance...
AlanH Oct 30, 2007, 10:16 PM Can you provide a link to the mod description/download thread?
Does your girlfriend's Mac crash as soon as she starts a game, or when it tries to load the mod, or some way into the game? What does the crash report say when this happens?
Vespa Jester Oct 31, 2007, 12:13 PM Okay, I think this is the link to the file I used:
i THINK, it is this file, now I know it is in the Civilization IV category not Warlords, but when you download it etc, it says it is only for warlords etc, and works on mine.
http://files.filefront.com/Regiment+mod+adapted+with+EDU/;5974053;/fileinfo.html
Again, I think this is it - i can't be more specific because quite frankly finding mods etc etc seems so hard for this game, there is the vanilla, warlords and beyond the sword expansions, with all their varying patches etc and so many things are in the wrong place under wrong names! In fact, I would be very happy if you could point me in the direction of a Regiments, Formations and EDU mod that was just those things, and worked for both mac and pc, warlords 2.08. I know that sounds specific its just things are everywhere! I know what I want its just hard to find. I have lots of experience with amateur modding, i spent all summer doing it whilst in America for a bit, and have skills with the XMLs and even leaderhead, unit moddeling/skinning etc. So I could possibly go through and fix this manually, but basically I'm at uni, doing my last year and dissertation and don't really have the time to be messing around with it! I just want it to work.
So with her Mac, it loads the game normally and fine etc, all is working. I gave her the mod I got of the link above (i think) and she put it in her Warlords/mod directory. She starts up Warlords, goes to Advanced, Load a Mod, she clicks launch and it crashes to desktop saying something like "The applications has quit unexpectedly". Thats about all it said. Actually at first - it complained it could not load (by complain I mean, it got two seperate error messages and then did nothing - assumed it died) The files that couldn't be loaded were:
Civ4Text_Unitstats.xml
Civ4Text_Strategy_NavySEAL.xml
We tried removing these files (i know that was simplistic and a big leap of hope, but we did that) And so when we loaded the mod after removing those files we got the "The Application exited unexpectedly." error and it just remained on desktop.
I tried adding the mod into the CustomAssets folder but to no avail, the game crashes on attempting to load, so we removed that.
I hope that information is more helpful.
Any help again would be great.
AlanH Oct 31, 2007, 01:59 PM OK, I'm downloading it now. I'll have a look and see if I can work out what's wrong. Download speed is pathetic on that file, so it'll be a while :)
AlanH Oct 31, 2007, 09:23 PM I've tried loading the Regiments ... mod. I found four XMl/Text/ files I had to modify to get avoid XML parser failures, but then it crashed later in the XML parsing process. I don't know whether this is caused by faulty data, or a result of the sheer quantity of data in the mod, or something else entirely.
The crash log doesn't give much help - just indicates that the crash happened while it was parsing ’CIV4UnitInfos.xml. I can't see what may be wrong with that file - it opens OK in an XML parser/editor, with no error messages.
Sooo - I'll sleep on it and see if I can think of anything else to try.
torkil Nov 03, 2007, 06:21 AM I have a question regarding the mods: The ethnical mod looks really great, and I'd really love to try it out, but only if it would not interfere with LAN games. So I am just wondering if I install this mod on my Mac, would it make my game incompatible with other computers on the network without the mod, or would they just see the regular unit graphics?
AlanH Nov 03, 2007, 06:29 AM Mods installed in either Mods folder (in Documents or in the application folder) are only loaded when game files or scenarios that require them are loaded. So if you can get a mod to load at all then it should have no effect on games that don't use it.
torkil Nov 03, 2007, 06:57 AM So what you are implying is that I should not be able to use the mod while playing LAN multiplayer with other people, IF I will be able to use it at all?
I'm just asking since LAN multiplayer is probably the only type of game I play at all, and while it would be a neat show-off for people who haven't seen the mod before, I certainly wouldn't want to risk making me unable to play with the others :)
AlanH Nov 03, 2007, 09:56 AM You can, and must, load any mod that is being used by other players on the LAN. If you, or anyone else, start a game with a mod loaded, then the other players joining that game will also need that mod.
I'm simply stating that any mod you install that *isn't* needed for a game will be ignored, and will not mess up that game. I thought that was the question you asked :confused:
torkil Nov 03, 2007, 05:30 PM Thanks Alan, that first point was exactly what I was looking for!
Badhron Nov 03, 2007, 06:55 PM I tried downloading Civ Gold, but when I loaded it the game stalls and is 'not responding.' Does this happen to abyone else or is it just my extremely slow computer?
AlanH Nov 03, 2007, 08:13 PM I just loaded up the copy of Civ Gold 3 that I have installed from last time this mod came up. I was able to start a game OK. When does the stall occur? During loading of the mod, or when you have selected the game parameters?
Badhron Nov 05, 2007, 05:07 PM It happens after quitting to load mod, and before getting back to game screen, I am guessing since you can load it that it is just because my computer is too slow.
Also, has anyone gotten EDU v2.8 to work. (v2.6 works fine but I get an error when loading a game with v2.8)
pauldavis@turno Nov 16, 2007, 01:20 AM sorry, but how do you get the Blue Marble Terrain to work on a mac... all I get when I download is a .exe file??
AlanH Nov 16, 2007, 05:22 AM Did you try one of the versions linked (http://forums.civfanatics.com/showthread.php?t=177454) in the last paragraph of the first post of this thread? There are two zip files I created, of earlier high and low resolution versions of Blue Marble.
davidtylr Dec 21, 2007, 03:15 AM the australia Plus one works
http://forums.civfanatics.com/showthread.php?t=148899
rudiger136 Dec 21, 2007, 04:14 PM Napoleon Mod...
downloaded, unzipped, dropped in mod folder, advance, load a mod, loaded (no xml error), single player, scenario, napeuro-months, choose civ, chose hardness, play game, CRASH!
why?
AlanH Dec 21, 2007, 04:25 PM 1. Which Napolean mod are you trying to run? A link would be good.
2. Does its /Assets folder include a file called CvGameCoreDLL.dll? If so then that may be the reason for the crash. The Mac version of Civ4/Warlords can't handle files like that.
MichaelShannon Dec 24, 2007, 09:58 PM I wish I had found this informative, but depressing thread days ago. It would have saved me a great deal of trouble.
I had naively thought Civ was cross-platform compatible when it came to mods, but now I see that's not true.
The WWII in the Pacific and any of the Civil War mods were so appealing and I could never get them to run. Now I learn I'll never get them to run. Ugh.
Once a Mac owner has played through a few times and sampled the included mods, the fun is over.
If anyone ever compiles a list of interested Mac Civ players who would like to see mods, please add my name.
GarethBeaumains Dec 31, 2007, 06:04 AM In TAM (Civ IV), as soon as I get to the Education technology, the game shuts down. Oddness.
Edit: No, that's not it. I went back and changed the technology I was researching, and it still shut down. I was at 412 AD.
Ugg. I tried to go back to an earlier saved version and keep progressing time til 412, but no matter what, the game shuts down then. Very disappointing. I had really enjoyed TAM until that show-stopper bug.
AlanH Dec 31, 2007, 06:41 AM If you have a save that demonstrates the problem, post it here and I can try it. If it works for me then we know it's a problem with your installation. If it fails for me then I can see if I can debug it.
GarethBeaumains Jan 01, 2008, 02:46 AM This is the Boudicca 412 AD file that doesn't work.
AlanH Jan 01, 2008, 05:28 AM If I try to load up your file here it crashes on load. There is very little log information provided, and none of it is useful as far as I can tell. So we *may* be hitting a problem related to the CvGameCoreDLL.dll file contained in the mod. If so, there's probably no cure.
You don't state your version info. I am running Civ4 vanilla version 1.74, with a recent copy of TAM, modded with the files I published earlier so that it loads without errors.
It may be helpful to get a slightly earlier save, prior to the crash so that (a) I can verify that your game does in fact load up here and our versions are compatible, and (b) I can run the game up to the event that causes the crash, rather than just crashing on load.
GarethBeaumains Jan 02, 2008, 02:37 AM Version 1.74 I also have the TAM mod that stops the error messages.
Let me upload Boudicca 364 AD.
Let me know if this works. Thanks for the rapid reply!
AlanH Jan 02, 2008, 05:46 AM Interesting! That save crashes on load for me in the same way as the 412AD save. I've tried starting a new game with the TAM mod, and then saves and reloaded the starting file with no problem, so it isn't a fundamental problem with loading TAM saves. I assume you are able to load at least one of these saves OK? If so, there's something different about our two installations.
GarethBeaumains Jan 02, 2008, 07:40 PM I can load both scenarios fine. Everything looks alright until I end the turn. In the 412 AD save, the game goes belly-up when the other powers were taking their turn. Likewise, progressing time forward in the other scenario to 412 AD causes the game to go belly-up when you hit that year.
Perhaps some other Civ IV Mac player can try to download and load these to recreate the problem?
MickyKitsu Jan 25, 2008, 08:27 PM I tried to load the Age of Discovery - EGE Edition mod today. There was a whole string of XML errors from three different files. And i counted them, heh.
Units/CIV4PromotionInfos.xml - 11 errors. "Tag: an Info class was incorrect"
Civilizations/CIV4LeaderHeadInfox.xml - 13 errors. "Tag: an Info class was incorrect"
Units/CIV4UnitInfos.xml - 64 errors. "Tag: an Info class was incorrect"
Dont really know what to make of so many errors. Its not a BtS mod, its supposedly a Civ4 vanilla mod...
AlanH Jan 25, 2008, 08:35 PM Have you tried zapping gremlins in those files?
MickyKitsu Jan 25, 2008, 08:44 PM They dont appear to have any gremlins. Or at least, the zap gremlins command doesnt leave any •s behind.
AckAck Jan 25, 2008, 09:51 PM I tried to load the Age of Discovery - EGE Edition mod today. There was a whole string of XML errors from three different files. And i counted them, heh.
In case zapping gremlins (using textwrangler (http://www.barebones.com/products/textwrangler/)) is a bit too troublesome, here's a quick fix, which seems to do what zapping gremlins does:
take out all non-ascii characters in the text file.
If you're familiar with Terminal, you can do this easily:
Go to Terminal
cd to your Mods directory
tr -cd '\11\12\40-\176' < filetobechanged.Civ4WorldBuilderSave > [new name of worldbuilder save, in which each non-ascii character deleted]
diff -y --suppress-common-lines filetobechanged.Civ4WorldBuilderSave newworldbuildersave
between the old file and the new file, and change whatever's been replaced with something that makes more sense, e.g.:
Año [original] -> Ao [after tr] -> Ano [make this change yourself]
Anyway, if you use TextWrangler, make sure to compare your pre- and post-gremlin stuff to make sure that you replace it with more sensical characters!
PS
The odds are, you're not familiar with command-line tools; that's okay, you don't have to be, there's always TextWrangler and zap gremlins! I just posted this in case you were, and because as a command-line guy myself, I would've appreciated this post before installing TextWrangler just for the zap gremlins function.
(I spent hours searching for what 'zap gremlins' did so that I could avoid installing a hefty program just for one function... with no luck. I hope my command-line snippet does cover all of what zapping gremlins does, though.)
Anyway, if anyone out there is curious as to the command-line method and want an explanation or clarification of how to do something, just speak up...
EDIT:
Wow, I type slowly. A response to the gremlins solution was already posted before I could suggest it.
MickyKitsu Jan 26, 2008, 01:04 AM Spent the afternoon playing the Ancient Arabia mod. Running Warlords 2.08 (or whatever the current vers. is), it worked right out of the box, and incidently, its quite a good mod too :)
Unfortunately, the turn times are getting really bad, and i'm only in the early-midgame... and this is running on a dual-2.8 with 4gb of ram =/
AckAck Jan 26, 2008, 01:12 AM Heh, talk about bad... I only play Civ IV on my MacBook, not pro, with an integrated graphics card, Core Duo (not the new Core Duos that came out last year, older ones) 1.83 GHz with 1 GB ram and a dozen other apps running. Good thing Civ lets you run below minimum specs.
What kind of times are you getting? I get pauses of... I don't know, 15 seconds or so for a big earth map stuffed with units, but otherwise the turn times are quite doable. Do you have an integrated graphics card? Those are really terrible.
MickyKitsu Jan 26, 2008, 02:06 AM Heh, talk about bad... I only play Civ IV on my MacBook, not pro, with an integrated graphics card, Core Duo (not the new Core Duos that came out last year, older ones) 1.83 GHz with 1 GB ram and a dozen other apps running. Good thing Civ lets you run below minimum specs.
What kind of times are you getting? I get pauses of... I don't know, 15 seconds or so for a big earth map stuffed with units, but otherwise the turn times are quite doable. Do you have an integrated graphics card? Those are really terrible.
Anything from 10-30 seconds, sometimes theres a rare 40, but its pretty annoying. And this is on one of the alum iMacs, with the radeon 2600HD.
I have one of the new macbooks as well, the one released around the same time as the imac, but i save that one for Civ 3.
mackan95 Feb 14, 2008, 03:23 AM oh i did the usual thing dragging it into mod file on my mac
Taneda Santôka Mar 13, 2008, 01:52 PM I confirm Ancient Mediterranean, WWI and Ancient Arabia (all with some txt errors, but I have imagination ;) ) all work and are great mods!
Could the first post be edited with links so all can acces this very usefull info, and could users upload the mods they have come to make working on MAC, that'd be a great community effort!
AlanH Mar 13, 2008, 03:07 PM Hi :wavey: welcome.
The point of this thread was for each poster to give links to mods that work. If it fails in its objective it's because (a) very few working mods have been posted and (b) posters have added random comments that do not comply with the original required format.
The thread is under 100 posts, so it's not a big deal to scan it. However, if someone wants to summarise the very small amount of useful information here and post the summary, then the thread's originator may choose to append it or link to it in his first post.
Taneda Santôka Mar 16, 2008, 09:33 PM Ok, I tryed ModernWorld, HERE (http://forums.civfanatics.com/downloads.php?do=file&id=3744), and I can only get the second scenario, 1330, to work, anyone knows how to get the others playable? ;)
AlanH Mar 17, 2008, 05:57 AM I'll have a look at it, but note that (a) the acknowledgements indicate that it has an SDK change in it (the Mac version doesn't handle SDK mods) and (b) it says in red letters that it only works with Warlords 2.08.
Taneda Santôka Mar 17, 2008, 10:09 AM Yea, but I just gave it a try anyway and one scenario works, the rest has a wierd error...
Taneda Santôka Mar 26, 2008, 05:23 AM How can stability issues be fixed, fo this scenario (http://forums.civfanatics.com/showthread.php?t=183630) for exemple??
Late EDIT : I havent tested it thouroughly, but middle east scenario loads and is playable, The 20th Century Mod (http://forums.civfanatics.com/showthread.php?t=202874). :D.. But it's bugged and not very interesting. Does somebody know the tools to mod in MAC, just tutorials, I'm willing to learn!
Aldernablou Mar 31, 2008, 05:42 PM Hi chums !
Good night from France
So this 's my first flood...and I'm not sure my english should be correct ; but let's go !
Well , as regards the mods , the best playable for warlods and the more interesting I tried is " NAPOLEON "or "Napoleonic Europe"(version 0.71) (Warlords) (by AlazkanAssassin) .I always play regurlarly whith this mod and I think this concept is succeeded so much well that it is possible to re-use it for make your own ...
http://forums.civfanatics.com/downloads.php?do=file&id=3554
Rohirwine Apr 01, 2008, 04:01 AM I confirm that WWI runs smoothly on CIV IV 1.74.
The only thing is that who developed it should have done a better research job. As istance, Trieste is a 3 size city at start, without a dock, while Venezia is a 8 size city. In 1914, the two cities were rougly of the same size, with Trieste being the first AH commercial, military and industrial port, with well known and high standard docks (the bulk of the K.U.K. AH navy was built there, including the massive and modern dreadnought Viribus Unitis and her sister Saint Stephan). At that time the city port was one of the biggest of the mediterrean with ships coming from all around the world (from the far east in particular, but including shippings from the Americas and Africa).
AH navy was bigger than the Italian one, more modern and with more expert crews.
I could post a modified version of the scenario if you like, but i need some time to check some datas about other playable nations.
Plus (on a general level) i don't understand the use of gas units. With a meager 9 base attack value i don't get what they are used for: they rarely survive a direct attack (even to Machine Guns): any suggestion on how use them?
Later
Rohirwine
link to mod: http://forums.civfanatics.com/downloads.php?do=file&id=2656
dojoboy Apr 01, 2008, 09:14 AM Hi chums !
Good night from France
So this 's my first flood...and I'm not sure my english should be correct ; but let's go !
Well , as regards the mods , the best playable for warlods and the more interesting I tried is " NAPOLEON "or "Napoleonic Europe"(version 0.71) (Warlords) (by AlazkanAssassin) .I always play regurlarly whith this mod and I think this concept is succeeded so much well that it is possible to re-use it for make your own ...
http://forums.civfanatics.com/downloads.php?do=file&id=3554
I checked this out and it looks very cool. Amazed it loaded and ran.
Taneda Santôka Apr 01, 2008, 11:55 PM Hi chums !
Good night from France
So this 's my first flood...and I'm not sure my english should be correct ; but let's go !
Well , as regards the mods , the best playable for warlods and the more interesting I tried is " NAPOLEON "or "Napoleonic Europe"(version 0.71) (Warlords) (by AlazkanAssassin) .I always play regurlarly whith this mod and I think this concept is succeeded so much well that it is possible to re-use it for make your own ...
http://forums.civfanatics.com/downloads.php?do=file&id=3554
Great find, it work like a charm, even if it lacks some density. Merci mon pote! :goodjob:
Zaimejs Apr 16, 2008, 11:21 AM Is there a comprehensive list of these mods so I don't have to go struggling through 20 pages of this thread?
And can I run two mods at the same time (i.e. Blue Marble and HOF?)
thanks, new to the whole modding thing!
AlanH Apr 16, 2008, 02:30 PM I'm not aware of any consolidated list. There are only 6 pages in this thread, not 20, unless you have a very low posts-per-page setting. The post count is 107, and there are not many Mac-compatible mods among them.
Blue Marble and HoF Mod work together fine. They are permanently installed on my system, with the HoF Mod set as a default mod in the ,ini file. Blue Marble is a graphics-only mod and you put it in your ~/Documents/Civilization IV/CustomAssets/ folder. The HoF Mod goes in your /Civilization IV/Mods/ folder.
Zaimejs Apr 16, 2008, 03:35 PM Thanks Alan. the links I found to the Mac blue marble were dead. I downloaded the PC version. It unzips as and .exe Is i usable?
I need to get to the ini file to make that work. Thanks!
AlanH Apr 16, 2008, 03:46 PM A .exe file is normally only usable on a Mac if you have a Parallels, VMWare or Bootcamp Windows environment.
The first post in the current thread links to this thread (http://forums.civfanatics.com/showthread.php?t=177454) where I gave links to Mac-compatible downloads for hi and lo res versions of Blue Marble. The links are still valid as far as I can tell.
You set up a default Md to load every time you launch Civ4 by editing the CivilizationIV.ini file. Details are in the sticky HoF Mod thread.
[PS] You were the fourth poster in my Blue Marble thread linked above. You said you'd "give it a try" on July 11 2006. :confused:
Zaimejs Apr 16, 2008, 06:05 PM Ha ha. That's hilarious. Must have been my son or something. Or my crazy twin brother.
I did download it at the time... stopped playing for a year or so. And I just started playing again. You know how that goes.
Right?
Thanks for the help.
AlanH Apr 16, 2008, 07:08 PM You know how that goes.
Right?
:lol: Not really. I didn't really start playing Civ4, gave up, and haven't picked it up again.
spacez52 Jun 17, 2008, 12:38 PM I have gotten the WW2 European theatre mod to work on my new iMac.
http://forums.civfanatics.com/downloads.php?do=file&id=9181
I am very unused to modern-naval warfare, so my first attempt had unguarded transports getting destroyed by German subs. :blush: Good luck.
GeoDavGeo Jun 29, 2008, 07:33 AM I used to play Civ 4 on my MacBook with the Civ Gold mod that has been talked about previously in this thread. Now I've gotten a new iMac and installed the Warlords expansion pack and I was wondering which version of the Civ Gold mod I should download for Warlords (latest patch for Mac installed) and what I would need to do to it in order to get the mod to work on my Mac.
Does anyone have any clarification on this, because after looking around the Civ Gold threads, I was baffled as to which one would be the correct one to use, and whether I needed to perform any alterations to get it to function on my iMac.
Thanks for the help.
BakingTheArt Jun 29, 2008, 10:14 PM The WW1 mod doesn't work for me, but then again I'm running warlords...
The WW2 mod is brilliant. Thanks.
Taneda Santôka Jul 04, 2008, 05:11 PM The WW1 mod doesn't work for me, but then again I'm running warlords...
The WW2 mod is brilliant. Thanks.
:mischief:
It's quite the opposite for me, I've played WW1 thouroughly with many nations, but the WW2 mod is just not stable, it crashes when I decide to build the soviet heavy tank(kv...) :mad: And sometimes, startinga game, cities have buildings giving MAJOR unrest - in fact, with those screwed up startups, every building gives negative happiness...
:crazyeye:
BakingTheArt Jul 05, 2008, 07:56 PM Odd.
Anyway, Civ Gold works fine if you use this (http://www.macupdate.com/info.php/id/19139) to unzip it. Apart from a weird text error (Leaders have names like: TXT_KEY_LEADER_BOUDICA. Same goes for Civs and units.) that's more annoying than crippling. I'm trying to find a fix now.
NwabudikeMorgan Jul 23, 2008, 10:46 AM Hey, just to let you guys know, I'm the developer for that WW2 european theatre mod. The unhappiness problem can be fixed by staring a game, exiting back to the menu and starting a new game. Save files don't have this problem assuming you did that process at the beginning. Also I've uploaded a new version (2.1) to the database, and it fixes the problem with water tiles and some buildings.
I'll look into that KV phenomenon, most likely an art file typo.
NwabudikeMorgan Jul 23, 2008, 12:40 PM yep, it was an art file thing. Problem solved, version 2.2 is now online. see my sig.
Taneda Santôka Aug 02, 2008, 02:14 PM :goodjob: Cheers! I'm trying it at this very moment.
Mano3 Sep 18, 2008, 09:34 PM Does the Fall From Heaven mod work with Mac?
Flintlock1415 Sep 18, 2008, 10:16 PM No, it uses a custom .dll, which mac computers can't read
Kopernikus1979 Nov 14, 2008, 08:15 AM I've been using these two mods over the last couple days without any issues so far:
Ethnically Diverse Units (http://forums.civfanatics.com/showthread.php?t=167435)
(great mod!)
Does anyone use this Mod with the 2.13 version of Warlords? Is it playable?
jedidier Dec 14, 2008, 02:19 PM Does anyone use this Mod with the 2.13 version of Warlords? Is it playable?
Just tried it today, and no. It gives you red circles instead of units.
kev125 Dec 15, 2008, 08:11 AM Hello,
I just started playing the WW2.2 mod and right at the start of the game when I discover a religion, the game crashes. Any fixes for that?
Thanks a lot
playing on a Mac PPC
kev125 Dec 15, 2008, 09:11 AM Just realized that the WW2 mod is not designed to be played in custom games, just Europe Scenario.
Stayclassy Dec 16, 2008, 03:35 PM Ok I am having trouble installing some of the mods, specifically the Blue Marble, I have the mod installer ap, but every time I use it it gives me the "no files were installed as no matchig locations were found for your files", what folder do I put them in to get them to work?
AlanH Dec 16, 2008, 06:27 PM Hi, welcome :wavey:
Drop the entire CustomAssets folder you get from expanding the Blue Marble download into the Civ4 or Warlords folder in your ~/Documents/folder, replacing the existing CustomAssets folder. The ModInstaller *should* do that for you if you just drop the zip file into it, but I've never put a lot of effort into making it work well for Civ4 or Warlords.
Inspector Dex Jan 26, 2009, 08:55 PM Hi. On the first page of this thread, it is mentioned that the better ship scales mod works for macs. As per the instructions, I have downloaded the better ships fleets mod, unzipped it, and put it in my Documents/Civilization IV/CustomAssets folder. I have started the game holding shift to flush the cache, and yet it seems like the mod isn't working. The scale of ships hasn't changed, and no fleets are present. Any advice?
Thanks in advance.
AlanH Jan 29, 2009, 10:35 PM I've just tried the vanilla version and it seems to work here. The difference in size, at least for the Caravel I looked at, is not huge - see the before (left) and after (right) images below. I didn't try the Fleet version.
http://gotm.civfanatics.net/images/BSS_vanilla.jpg
Two things you need to to:
1. Make sure you are not loading up a mod from the Mods folder such as the HoF Mod. That will override the BSS mod's XML file in the CustomAssets folder.
2. The BSS XML folder must go directly inside ~/Documents/Civilization IV/CustomAssets, replacing the empty XML folder that's there already. Don't leave it inside the BSS folder that it arrives in when you unzip the downloaded file.
katapultti Mar 15, 2009, 09:05 AM I haven't seen that anyone here have mentioned "The Battle of East Asia" mod for vanilla CIV-IV. This works at my mac fine and it is a very fun mod to play.
Link:
http://forums.civfanatics.com/downloads.php?do=file&id=2657
Flintlock1415 Mar 15, 2009, 10:40 AM nice find katapultti! I added it to the mac modding index.
katapultti Mar 16, 2009, 09:59 AM Ou, I didn't know anything about that list.
Very interesting mods there. Thank you!
franktown Jun 05, 2009, 01:39 AM Please help!
So I just got a Mac for the first time, and I've always loved Civ. I'm kind of computer/mac illiterate when I get beyond basic things (just giving background).
Okay, I just got Civ, installed it, played a regular game and came on here and downloaded the WWI modpack. I tried to start it, but it gets stuck at "[World war I] Init XML (uncached). Then I tried to unzip it, but I don't know how. I downloaded the thing that's on Alan H's signature, I downloaded the first thing I found called "Terminal," and a thing called EX 7z. I can't figure out with any of these how to unzip the file or whatever. I really just want to be able to play WWI, WWII, and the Civil War on Civ, and I could never even figure it out on my Windows so I'm afraid I'll never figure it out on my Mac. I'm desperate.
Thanks,
John
AlanH Jun 05, 2009, 12:48 PM Hi, welcome :wavey:
Please can you give a link to the mod you are trying to run? I'll happily try it, but I'd rather be sure that I'm testing the one you are trying.
franktown Jun 05, 2009, 11:12 PM Hi, welcome :wavey:
Please can you give a link to the mod you are trying to run? I'll happily try it, but I'd rather be sure that I'm testing the one you are trying.
http://forums.civfanatics.com/downloads.php?do=file&id=2656
Thank you SO much. I appreciate this so much because I'm in waaaay over my head with all the modding and stuff.
AlanH Jun 06, 2009, 05:04 AM Thanks. Here's the deal with that mod. Nothing complicated:
1. Download the linked file on that page, and you get a .zip file. Just double click it to expand it to a folder called "World War 1". As its Assets folder doesn't contain a CvGameCoreDLL.dll file, there's a chance we can get this to work. And it does! :)
2. Drag the "World War 1" folder into the Documents/Civilization IV/MODS/ folder inside your Home folder. Your Home folder is the one with a house icon in the Finder.
3. Fire up Civ4. When it's running, click "Advanced" in the main menu, then click "Load A Mod". Select "World War 1" in the list of mods that appears, and click OK. The game will say it has to restart to load the mod. Agree to this.
4. The game will restart, and you should see it loading up the WW1 mod. When you reach the main menu again, it should say World War 1 in the top right corner of the screen.
5. Click "Single Player", then click "Play A Scenario". Select "World War 1" if it isn't already selected, choose your civilization, difficulty and game speed, and the game will load up and start. It took a little while to start on my system, so be patient.
You should then be able to play it.
franktown Jun 06, 2009, 03:44 PM Thank you so much! It works beautifully!
I downloaded TAM v. 2 and followed your directions they provided and it's not working. The mod starts fine, but when I click 'single player, play scenario' there's no scenario there. I moved the maps into the Public Maps drive like you said but it doesn't seem to work. Help?
AlanH Jun 06, 2009, 03:56 PM Which TAM instructions are you following?
franktown Jun 19, 2009, 12:00 AM The ones provided on the website (I think it's a screenshot from you).
AlanH Jun 19, 2009, 04:34 AM There are some posts earlier in this thread, around post #38, about changes I found were necessary to get TAM version 1.97 working.
franktown Jun 22, 2009, 11:30 PM Something must have changed when they went to v2.0 because it still isn't working
katapultti Aug 26, 2009, 06:22 AM I found another fun mod that works with (atleast my) mac: The Dark Ages
http://forums.civfanatics.com/downloads.php?do=file&id=11589
Very simple idea but I think it adds one interesting aspect to Civilization, read the description for further information.
Molon Labe Sep 19, 2009, 12:50 PM I played BTS on windows through boot camp but my XP went all belly up and I decided it just wasn't fun having to reboot to play a game. I got the Mac version but really enjoyed the BUG mod on Windows. I've gone through this thread and the relevant mod thread but still can't see whether BUG will work or not on the Mac. Can somebody tell me it either doesn't work and give up hope, or point me to the work around?
Flintlock1415 Sep 19, 2009, 02:40 PM Fixes for the Mac version have been submitted for the next release of BUG. AlanH can maybe help you through if you can't wait for the release.
AlanH Sep 19, 2009, 03:03 PM I have a set of modded files that fix BUG version 4.1 to work on the Mac version 3.19 BtS.
The next BUG seems to be taking a while to escape from captivity, so I'll ask the BUG team whether I can publish them.
Xyth Sep 19, 2009, 06:15 PM This is good news indeed. Hopefully it shouldn't be too hard to get BAT going as well, I had a quick go at it last night and it was really only the BUG parts of it that were causing most of the issues, as far as I can tell.
I also had a go at Varietas Delectat alone and with the exception of some text/tag errors seemed to get it working fine, though I have not played a long game with it, mostly just messed about in world builder.
I've not played or modded since Civ3 really (BTS release lured me back) so it's being quite the (re)learning curve both playing and tinkering with mods. Enjoying it though and hopefully will have more time soon to spend on both.
One question I have is about Custom Assets. Is this only for replacement of existing files/art (ala Blue Marble) or is it possible to add additional files/art there too (i.e if I wanted an extra civ or even VD to run all the time)?
AlanH Sep 19, 2009, 07:09 PM CustomAssets is not just for file replacements. You should be able to place any modified Assets in CustomAssets, as long as that are basically compatible with the Mac version (no dependency on a custom CvGameCOreDLL.dll file, gremlins zapped etc). It will then install automatically every time you launch Civ4. You can, of course, achieve a similar affect with any mod just by editing the CivilizationIV.ini file to auto-load it.
BUG is designed to run in CustomAssets, for example, and can coexist with a lot of other stuff - BAT and BlueMarble both work with it. However, I'm not sure all mods are built to work this way, and I don't think a mod's .ini file is handled in CustomAssets, as it has to live outside Assets.
The changes I made and submitted for BUG were tested in both Mod folder and CustomAssets modes. The BUG team are threatening to release version 4.1 with those changes very soon, so I will hold off producing an independent release. That might only cause confusion.
OscarWildebeest Sep 21, 2009, 07:27 AM I also had a go at Varietas Delectat alone and with the exception of some text/tag errors seemed to get it working fine, though I have not played a long game with it, mostly just messed about in world builder.
This is interesting, as I loved playing VD when I was running BtS in BootCamp. I'd love to be able to apply it to the Mac version. Can you tell me what I would have to do to manage this? Bear in mind I understand nothing about modding, and rely on other kind souls to do the work for me. ;)
(Actually, I never paid much attention to BUG and BAT before, but they look as if they might be interesting to try. I know BAT includes VD.)
Xyth Sep 21, 2009, 02:42 PM This is interesting, as I loved playing VD when I was running BtS in BootCamp. I'd love to be able to apply it to the Mac version. Can you tell me what I would have to do to manage this? Bear in mind I understand nothing about modding, and rely on other kind souls to do the work for me. ;)
(Actually, I never paid much attention to BUG and BAT before, but they look as if they might be interesting to try. I know BAT includes VD.)
Sure thing. I didn't keep the downloaded .exe so I'm doing this from memory and haven't retested it. Hopefully I haven't forgotten anything I did ><
1) Download VD7.5 (version I used) and open it with The Unarchiver (link in my previous thread). If it asks you to choose a text encoding just select the highlighted option which from memory was Windows Latin 1 or something similar.
2) You should get a folder, probably with some crazy name. Browse through this until you find a folder called Mods (3-4 levels in I think). Inside this should be a folder called Varietas Delectat. Move this folder to /Documents/Civilization IV Beyond the Sword/Mods
3) Start up Civ, load the mod, just click OK on the two XML errors and you should hopefully be good to go.
There will be text display errors when you play, but all of these seem to be related to the Modern Era Extension that is included. When I get some more time I will have a go at fixing these or maybe just remove the MEE entirely. If I'm successful I'll try package it and host it somewhere for people.
OscarWildebeest Sep 22, 2009, 03:42 AM Thanks v much, Xyth! I'll give it a go in the next couple of days and report back.
Xyth Sep 22, 2009, 05:21 AM Turns out all the XML errors were coming from a single file. I've attached a fixed version, though I have only tested it in English. It needs to replace the file of the same name in Mods/Varietas Delectat/Assets/XML/Text/
Note that this fixes the Modern Era Expansion as well. I hope to be able to get a version working that excludes this before too long. Mostly I just need to figure out which files belong to it as not all of them are conveniently named.
coffee junkie Sep 22, 2009, 05:30 AM Thanks a lot for these infos Xyth :)
Going to try it and will report too :)
I used to play a mod I made ( ethnic flavours for units with all Danrell units and more + cities + Native Civilization + Eden project ) on Warlords and never got one problem.
If someone is interested in, I'll find a home for the files. Its name : Ethnic Mix Mod ( in memory of the so great EDU Mod by White Rabbit ) and it works really fine on Warlords 2.0.8
But for instance, I'm still unsuccessfull to write it for BTS 3.1.9 :(
Should I write it in a modular way ???
OscarWildebeest Sep 22, 2009, 10:41 AM Xyth: looks like it's working, but I won't be able to run a test play until tomorrow, probably. Thanks for your help!
OscarWildebeest Sep 23, 2009, 09:14 AM OK, just ran a partial playtest of VD. Works OK, except that any unit which is not active defaults to its original (unmodded) appearance, which takes away a lot of the point of the mod. Any ideas how this might be fixed?
[EDIT: Played as far as Medieval era, btw, and that's the only problem so far.]
Flintlock1415 Sep 24, 2009, 11:55 AM I'd guess you have frozen animations on; custom units get screwed up by this, so turn it off if it isn't already.
OscarWildebeest Sep 24, 2009, 03:44 PM I'd guess you have frozen animations on; custom units get screwed up by this, so turn it off if it isn't already.
Yep, that seems to have done the trick! Thanks, Flintlock!
OscarWildebeest Sep 25, 2009, 03:00 AM One more thing: has anyone tried to run Exotic Foreign Adviser with BtS yet?
gfeier Nov 12, 2009, 03:29 PM Has anyone been running Better Ship Scale with BtS? I had problems with both it and Blue Marble when BtS first came out, but Blue Marble was updated and works fine now.
|
|