View Full Version : The States in Flames: it's Crimson Skies!
Paasky Aug 07, 2006, 07:54 AM http://koti.mbnet.fi/peksoft/files/CrimsonSkies.png
(Requires BtS)
Download here: http://koti.mbnet.fi/peksoft/cs/cs_beta1.rar (1.5mb)
Extract into ...\Sid Meier's Civilization 4\Beyond the Sword\Mods
New aircraft models: http://forums.civfanatics.com/showpost.php?p=5903647&postcount=53
Scrrenshots: http://forums.civfanatics.com/showpost.php?p=5913608&postcount=54
After having this in the main C&C section for a long time with almost no feedback, I decided to post the preview files, and create this thread to go along with it. The game will begin in the summer of 1932, and continue until 1950. The main objective will ofcourse be to unite the States again, with military/culture/diplomacy.
For a good read, and the story behind Crismon Skies, check this great site: http://www.crimsonskiesuniverse.com/universe/history
Note that the full version, which will hopefully come out working some day (:mischief: ), will have new units, buildings, techs, a soundtrack, 3 eras, and perhaps even a movie (if I can make the game show it while loading a mod...) !
fergus Aug 07, 2006, 07:59 AM I can't get the download to work but cool scenario.
Paasky Aug 07, 2006, 08:04 AM How doesn't it work? I can download it fine...
Also, you'll need something to open the .rar with, suggesting winrar ( http://www.rarlabs.com/download.htm )
griff09 Aug 07, 2006, 10:55 PM How doesn't it work? I can download it fine...
Also, you'll need something to open the .rar with, suggesting winrar ( http://www.rarlabs.com/download.htm )
I can extract the file, but when I try to start the MOD, it says the game has been asked to be terminated in a unusual way. Do you have any idea what that might mean?
It looks like at awesome mod though!!!
Paasky Aug 08, 2006, 02:32 AM I'll have a look into it... Probably stupid me forgot to add something into the .rar :p
Daimon Aug 08, 2006, 04:15 AM Wha? You've done all this already? Great work!:goodjob: Might download sometime, but currently I don't have access to the good computer. (Stupid oversleeping brother:cry: )
Paasky Aug 08, 2006, 05:10 AM For some reason the game can't load any maps when the mod's loaded...
Got it! You need to put the mods folder inside the warlords folder itself, then it works.
So extract the Mods folder into C:\Program Files\Firaxis\Sid's Civ4\Warlords.
Paasky Aug 12, 2006, 04:50 AM Does it work? Any Comments?
cmhwak Aug 12, 2006, 12:01 PM looks cool. i find alternate history very interesting (though i dont think i would find crimson skies interesting other than the history or how it got the way it did because im not too into aircraft-but for a civ game itd be nice) and i didnt even know crimson skies was based in north america, i thought it was some fantasy settng heavily based on reality. sadly i dont have warlords but im sure at some point i will.
as far as techs, since it spans such a small amount of time i dont think having world changing devices or concepts is doable. having the techs based loosely on new concepts or ideas and small technology advances is better i think. similar to how rts games do it. you research: better armor > new better armor > much much better armor >etcetcetc(with better names obviously).
the site you posted actually had a section on tech but it was all weapons based but im sure thats a good source. wikipedia is also a good source. type in a date and it will bring up a lot of information on that date with important people, inventions, buildings, concepts etc that happened on that date. i assume you cant just blindly do this though... adding in stuff from reality because things obviously arent the same in the CS reality. new concepts and ideas and tech may not have evolved and others may have hyper evolved(such as aero tech).
as far as religions, i think it would actually be a better idea to assign them before game or just throw them out all together. a number of the new state divisions are based just as much on religious beliefs as they are geographic and infrastructure reasons. unless religion plays some major role in the CS universe, id throw it out personally. it would just seem to clash and make little sense if most of north america was jewish for example because the setting is based on reality up until that time. you may be able to make the "religions" into something more creative to still have their effect. maybe a set of political beliefs/parties or a spy network or just have 3 "religions" for dry, wet and damp - with this you have to mod the python where one cant exist with another though. if you keep religion i would at least change them to more realistic ones based in NA such as baptist, anglican, mormon, catholic (etc).
Paasky Aug 15, 2006, 05:54 AM I'm definately going to make airpower the most important factor in this scenario. But what about the zeppelins...? They should create most of the trade routes, but also be attackable, especially for the pirates.
Techs are mostly going to be again, about aircraft. 2nd most important techs are civilian, and last are ground & naval techs.
Yeah, especially the weapons systems should be in the tech tree, and some RL techs too.
The only people who are nuts about religion is Utah, so the Wet, Dry & Damp would be a good addition. And they could be regulated by the civics: No Alchohol Laws (no state religion), Light Alch. Laws (happiness +2 state relig., -1 non-state relig.), Strong Alch. Laws (+4 state relig., -3 non-state relig.).
Also, the happiness effect with wine would be +3 Wet, +1 Damp, -3 Dry.
griff09 Aug 19, 2006, 06:36 PM Does it work? Any Comments?
First of all let me just say that this scenario is WAY cool!!!! The problem I've been having is that in one game where I'm playing as Empire State, every time I try and take over Manchester from Maritime the game goes down and I have to restart, but each time I try I get the same response... I dunno why? Any ideas? Maybe it's just my computer.... Just thought you should know.
That being said, I LOVE this mod and it's grrrrreat alternative gameplay experience! Good work so far and I can't wait to see this progress! It's sure to be a hit.
Quasar1011 Aug 20, 2006, 04:07 PM I looked at the map examples you provided. Los Angeles needs to have more food resources nearby. Else, how could it ever grow into the 2nd largest city in America? Remember that those mountain squares within the city radius are not even usable. Compensate for that by adding some wheat or cow or something.
P.S. I live near Los Angeles. There are plenty of dairy farms within the city limits of some of the outlying suburbs. The cow smell gets so bad on some summer days, that we call it "Dairy Air". :lol:
Paasky Aug 22, 2006, 04:06 AM I have no idea what could cause the crash...
What units are left in the city once you take it? Could you upload the save, I can have a lok at it.
I have changed the way food is used in the scenario: Citizens require 0 food, but the city growth takes from 20 to 100 turns, depending on the amount of food close to the city.
Remember the timeframe is 1933-1945'ish, so cities won't grow ultra-fast, except with extraordinary events, like big wars.
also, IIRC, the surroundings of LA are already filled with stuff. I could remove one of the mountians though...
griff09 Aug 22, 2006, 02:30 PM I have no idea what could cause the crash...
What units are left in the city once you take it? Could you upload the save, I can have a lok at it....
How would I upload the game? I'd be happy to though.
Paasky Aug 24, 2006, 02:07 AM When posting, click Advanced. Then scroll down into the Same-looking Attachments button. Browse into your My Docs\My Games\Warlords\Saves\Singleplayer\ folder and select the savegame, upload, and post.
n003lb Sep 12, 2006, 02:12 AM Too bad this is a WL only mod. I love Crimson Skies, but I haven't got Warlords yet. I'm sure to give this a try when I can.
As to the Zeps, I always had an idea for a light patrol zep. It would be a small ship, stats equal to the light cargo zep, but faster (moves farther), and with no cargo. It would be used mainly for patroling your boarders. Not sure how relevent this might be. The airships have always been one of the most appealing things about CS for me. I love airships.
Have you figured out a way to make the AI use the zeps, or is this a MP only scenario?
One other thing on the zeps as trade inferstructer. Do you have Free Mind? I worked up an idea for a civilian derigible to simulate the great German Zeppelins. I think it would be implementable to some extent using just XML and Python, but I'm not sure. When I came up with it, I did not plan on using it for an actual goods trade unit, rather I designed it as a gold generator. Basically, it's a non-combat unit that can fly around the world, and everytime it enters a city, it generates an amount of gold based on several factors like distance traveled, nationality of the departure and arrival cities, and a few other things. Simulates a passenger travel service. I created a Free Mind Mind-Map for it, if your interested. I've never really looked into implementing it much, as with a lot of my mod ideas. I come up with a lot of ideas, but rarely ever put them into effect.
It might be possible to somehow rework the trade system in Civ into something more like Civ 1-2, where you actually built caravans that carried trade goods around the world. Maybe something where a city can build a load of a resource if it has access to the raw material. Then, that load is put on a transport and sent to another nation. That nation then has access to it for a certain number of turns, simulating using the load until it runs out. Not sure if this would be possible to do, let alone getting the AI to make use of it.
It might be nice if there were a way to use the above trade with the current system. You make a trade like you do now, but rather than being a transparent thing in the game, that trade agreement actually creates an AI controlled "caravan" that then navigates to the nearest city of the recieving nation. In CS, this caravan would be a light or medium Cargo Zep.
Building on that idea, would it be possible to have the game create random units. These would be passenger or cargo zeps that are not state owned that would randomly appear at a city and travel to another city, then disappear. Each city would get a bonus of some kind when a ship arrives or departs, and larger cities would create and attract more ships than smaller cities would. These would provide a target for pirates.
OK, I need to stop this post now. It's getting a bit long, sorry. I just love CS so much that I keep getting ideas for it. They may not be very good ideas, but I still get them. :)
Paasky Sep 12, 2006, 03:01 AM 1st: Yes, I have FreeMind. I actually made a post of it into the Civ 4 Tools section ;)
The zeps could be auto-created to transport goods instead of them being transported via roads. Maybe 1 zep transport would give the target city the resource for 10 turns? So if you did a trade of 1 Wheat for 1 Sheep, the Zep's would transport it from a city with wheat into the capital. And vice-versa. But what about internal trade? That could be done with Zeps too...
This would prob require a monstrous python code though :D
n003lb Sep 12, 2006, 03:50 AM Now that you mention it, I think it was you that introduced me to Free Mind. I read that post you mentioned about it and looked into it. Before this, I hadn't even heard of a mind map. Now, I use them quite extensively when working with civ. I haven't used them much for anything else yet though.
I don't know if your interested or not, but here is what I worked up. Not much info here, as it pertains more to a full CS-ish airship mod that I had theorized quite a while ago. Most of this was written back late last year, when modding Civ IV was still a fairly undiscovered country. Now, some of it may be superfluous. It does give an example for how a civilian passenger airship would work.
griff09 Oct 01, 2006, 06:16 PM So is an updated version ever going to be released? Do you need help? I can't do very much, but I'll try!
Paasky Oct 01, 2006, 11:53 PM If I wanted to start on this, I'd really need a python coder, as there's so much new stuff required...
Manty Oct 04, 2006, 09:38 AM hej Paasky, turn this into a book, even a movie script, great story, what about a contemporary version, a breakup of the US over fuel (ie) i look forward to playing the completed scenario, i also don't think you need to many advancements or maybe government or resourse advancements which would indicate the level of stability or unity that each team/player has achieved
Paasky Oct 04, 2006, 10:05 AM :lol: CS started out as a boardgame, and had several hundred pages of story with it. Next it came out as a PC-game, which I still play. It's a forgotten classic :(
griff09 Oct 14, 2006, 10:37 AM Sorry this took sooo much longer that it should have. Here's the saved game, sometimes it won't even let me start, but when it does, as soon as you begin playing, declare war on Maritime, and take Manchester, every time I've tried to do that is says there's an error and shuts down the game. I'm stumped because while I can't take Manchester, I took Boston no problem.... Hope this helps...
Griff09
griff09 Nov 09, 2006, 01:32 PM Is this post dead? I sure hope not!
Paasky Nov 09, 2006, 02:08 PM I'm just frustrated at civ4 atm...
WWII (when it still worked...) had the same problem, although it was because of units without any strength. Before taking the city, press ctrl+e, then select the unit from the list, then right-click on the city to delete it. If it still crashes, I have absolutely no idea. Civ4, apparently warlords doubly so, likes to crash for no apparent reason :(
griff09 Nov 10, 2006, 01:38 AM hey thanks for the tip! hope it works for me, and hope you get less frustrated and/or find a permanent fix.
Thanks again!
Ambreville Nov 10, 2006, 08:56 AM After having this in the main C&C section for a long time with almost no feedback, (...)
The reason you're not getting much direct feedback is that your installation instructions or the files provided as part of your download are incomplete. As of now, I've followed your instructions and Warlord won't start with your files. You need to fix that mess so people can actually run your design. Until then, you are just wasting other people's time.
griff09 Nov 10, 2006, 12:05 PM The reason you're not getting much direct feedback is that your installation instructions or the files provided as part of your download are incomplete. As of now, I've followed your instructions and Warlord won't start with your files. You need to fix that mess so people can actually run your design. Until then, you are just wasting other people's time.
That seems unnecessarily harsh. Just explaining your problems might get better results from people than being bellicose and rude.
Ambreville Nov 10, 2006, 08:30 PM That seems unnecessarily harsh. Just explaining your problems might get better results from people than being bellicose and rude.
I wasn't asking for a favor. Judging from this thread, unfortunately, there just isn't much feedback than can be provided. Getting upset at a post isn't going to address the issue -- the set up does not work and therefore feedback cannot be provided. It's a shame though since the idea of a scenario for Crimson Skies is a good one... which is why I looked into it in the first place. Before asking to try out a design, one needs to make sure it is possible. If not, all that is accomplished is indeed a waste of everyone's time.
griff09 Nov 11, 2006, 02:02 AM I'm just frustrated at civ4 atm...
WWII (when it still worked...) had the same problem, although it was because of units without any strength. Before taking the city, press ctrl+e, then select the unit from the list, then right-click on the city to delete it. If it still crashes, I have absolutely no idea. Civ4, apparently warlords doubly so, likes to crash for no apparent reason :(
Okay, so first of all, the Ctrl+e thing worked, thanks! How does it work though? Do you have any idea what Ctrl+e does? Any you're right, it crashes way too often, but usually if I just save it every five or ten turns i don't have to replay too much.
griff09 Nov 11, 2006, 04:43 PM New problem...argh!!! Would you happen to know what to do if the game crashes every time Philadelphia tries to create a Great Artist?
Paasky Nov 12, 2006, 10:10 AM Nope, no idea...
Ctrl+e opens the map editor, so you can add/delete anything on the map.
Bob III Dec 07, 2006, 07:16 PM Congrats on the awesome Mod. I can't get it to work as of yet. I have the folder in the 'Warlords' part. Should I have anything in 'Mods'?
Paasky Dec 08, 2006, 04:57 AM The .rar contains 2 folders: Mods & Saves. Both go into the Warlords folder.
To load the mod, you have to open warlords, press advanced, then load a mod.
Bob III Dec 08, 2006, 03:39 PM The .rar contains 2 folders: Mods & Saves. Both go into the Warlords folder.
To load the mod, you have to open warlords, press advanced, then load a mod.
But if I put your Mods folder into the main Warlords folder, it would delete the current mods folder, thus deleting all the mods I already have for the game. So should I put the 'Crimson Skies' folder within your mods folder into the mods folder that is already there? If not, how am I to play Crimson Skies without killing everything else? :confused:
EDIT: I tried placinng the 'Crimson Skies' folder that was in your mods folder into the mods folder already in place, and when I tried to load it it crashed and I got the Windows error message.
Paasky Dec 09, 2006, 03:56 AM No, replacing a folder won't delete that folder. It just adds the Crimson Skies folder.
Hmm... I don't know why it would CTD (crash to desktop), as it works on my PC... :(
TexasHickey Dec 12, 2006, 01:43 PM It looks like an amazing mod. I'm really excited to see the finished product. Although I have a mac, so I doubt I'll ever get to play it.
griff09 Jan 13, 2007, 01:06 AM So would it be any help if the reason why Crimson Skies crashes is the same problem you had with the WWII scenario, because I think the real problem is that Hollywood (or some other country in the west tries to take over a city from Arixo with a a unit that's not supposed to be able to capture cities...I really with I knew more about modding so I could help out myself.
Paasky Jan 13, 2007, 02:38 AM Well... I mostly believe it's becasause of some unit, as those have been crashing NapEuro & Renaissance. So open worldbuilder, and place 1 of each unit, then delete it, then place the next unit, etc until it crashes. There might be several units that do this, but it's been quite a while so I don't really remember...
kristopherb Jan 17, 2007, 01:25 PM two things
1)can you make it a zip
2)if armerica fell into a civil war and i was a leader of ussr or u,k i whould invade the states as fast as i chould so you have the ussr or other countries on cuba(or in canada(uk)) with a large army to invade so you would have to worry about an other enmy,or to help them unite the states
Paasky Jan 17, 2007, 01:56 PM 1) Nah, you get something better thn windows' un-usable zip-thingy
2) I'm not the one who came up with the idea. www.crimsonskiesuniverse.com
That does have the Russians fighting in Alaska, Japanese & British in Hawaii, French supporting Louisiana, and The Protectorate of Ontario is exactly that: a British Protectorate. But when (not if ;)) I come back to this, I'll make python codes that will help (and fight) various civs with reinforcements of money, troops & techs.
griff09 Jan 17, 2007, 05:02 PM 1) Nah, you get something better thn windows' un-usable zip-thingy
2) I'm not the one who came up with the idea. www.crimsonskiesuniverse.com
That does have the Russians fighting in Alaska, Japanese & British in Hawaii, French supporting Louisiana, and The Protectorate of Ontario is exactly that: a British Protectorate. But when (not if ;)) I come back to this, I'll make python codes that will help (and fight) various civs with reinforcements of money, troops & techs.
So you ARE gonna get back to this eventually?! Sweet!!!
otacon_22 Apr 16, 2007, 12:26 PM I was wondering if anyone has found a solution to the CTD problem that many people seem to have? I really want to play this scenario and I'm sure there are others that feel the same.
DinoDoc Aug 25, 2007, 10:50 PM I really want to play this scenario and I'm sure there are others that feel the same.Indeed. Has there been any progress?
Paasky Aug 26, 2007, 06:24 AM In fact... I've been doing a BtS version :D
Thing is, I need to make the Airships move like the gunship, except that it can move over oceans as well. I'd also like them to be able to occupy the same plot as any infantry, and be able to bombard other Airships. Can anyone forward me to any modcomp that allows units to be "amphibious". I think I can resolve the land unit issue by adding a +1000% vs land units and only defensive for all zeps.
ewu.7waker Aug 27, 2007, 07:03 PM The idea of this scenario is pretty incredible and i think ur doing a great job:) will this mod once complete be for warlords too?
Paasky Aug 28, 2007, 11:54 AM Nope, no Warlords version.
I'll have some stuff like units & tech tree to show soon :D
OzzyKP Aug 30, 2007, 07:48 AM In fact... I've been doing a BtS version :D
Thing is, I need to make the Airships move like the gunship, except that it can move over oceans as well. I'd also like them to be able to occupy the same plot as any infantry, and be able to bombard other Airships. Can anyone forward me to any modcomp that allows units to be "amphibious". I think I can resolve the land unit issue by adding a +1000% vs land units and only defensive for all zeps.
In that case any stack of troops could be protected by stacking with a zeppelin. Land units wouldn't be able to attack the stack without attacking the zeppelin first.
Paasky Aug 30, 2007, 08:19 AM Dammit, that's true...
What about using python, and giving the zep a -1099% (to counter the +1000% and to take the rest of it's strength away) vs land units promotion if there's another unit in the square, or the zep is in a city, and remove it if it's alone oustide a city? That could work. Of course you can still anchor your zeps and create impregnable walls...
cIVpassIVe Aug 30, 2007, 10:41 AM Paasky,
Okay one final plea here, because I truly don't understand what's going on:
With winrar I download at get two folders and a .txt file.
Question 1: Your original post (and subsequent) say to extract the "Mods" folder into the "c:\program files\...\warlords" folder, which you say will add the embedded "Crimson Skies" folder to the already existing "c:\program files\...\warlords\Mods" folder. Is there some drawback to directly extracting the "Crimson Skies" folder directly into "c:\program files\....\warlords\Mods" folder?
Question 2: Are we to also extract the "Saves" folder directly into the "c:\program files\...warlords" folder? There is no existing "c:\program files\....warlords\Saves" folder, so this seems to run contrary to the Civ4 file alocation system.
Question 3: The really confusing part is that you state in the "README.txt" file I download that BOTH folders should be saved in the c:\Documents and Settings\...\My Games\Warlords" folder. Which is it? Or do you mean to say it should be save in both locations?
Here's the reason I ask these questions:
I've done it every which way, and if I save it only in the "c:\program files\...\warlords" folder, it crashes everytime I try to load the mod. If I save it in the "c:\Documents and Settings\...My Games\Warlords" folder, I can load the mod, and it even recognizes that the Scenario "Crimson Skies" exists, but when I choose it it says "cannot read worldbuildersave file "c:\Documents and Settings\....\publicmaps\crimson skies.civ4warlordswbsave"
I would LOVE to play this game and give you some feedback on gameplay, but I can't think of any way to get this thing to work! I've spent 2 plus hours now, so I can attest that I am committed, just throw me a bone here.
Thanks!
Paasky Aug 30, 2007, 02:40 PM That version is basically just a few new units, but otherwise defaultciv with a new map, without any improvements or units at all. Also it has random crashes here & there, so I wouldn't really suggest you even try it :p
Once I get the mod running (which requires about an hour of fixing) I'll give some insight on what units, techs & buildings I'll include.
Now, I have a few questions which I'd like brainstorming on: Corporations, religions & civics.
I'll have 2 different maps: One with the world from Siberia to Australia to Capetown to Norway, with America in the center. Another is of the Continental US.
ewu.7waker Aug 30, 2007, 03:51 PM even though it did crash, and it needs a lot of work the concept of the mod in the preview still seems pretty cool, i can't wait for the full the version.:D
Paasky Sep 02, 2007, 05:11 PM I've been working on some 3d-models from the original CS boardgame:
http://koti.mbnet.fi/peksoft/cs/bloodhawk.jpghttp://koti.mbnet.fi/peksoft/cs/devastator.jpg
http://koti.mbnet.fi/peksoft/cs/fury.jpghttp://koti.mbnet.fi/peksoft/cs/valiant.jpg
http://koti.mbnet.fi/peksoft/cs/warhawk.jpghttp://koti.mbnet.fi/peksoft/cs/cargozep1.jpg
http://koti.mbnet.fi/peksoft/cs/cargozep3.jpg
No textures yet, which will be the hardest part, seeing that I really suck at it :P
Still to do are 4 planes and 5 zeppelins. Prob one or two Armoured Cars as well.
Paasky Sep 05, 2007, 08:09 AM Some ingame shots:
http://koti.mbnet.fi/peksoft/cs/Civ4ScreenShot0001.JPG
Empire State
http://koti.mbnet.fi/peksoft/cs/Civ4ScreenShot0002.JPG
Texas
http://koti.mbnet.fi/peksoft/cs/Civ4ScreenShot0003.JPG
The Ununited States
http://koti.mbnet.fi/peksoft/cs/Civ4ScreenShot0004.JPG
Civlist
I'm almost ready for the first release. It will be a bugfixing game, the complete version will have python, new events, and some new kind of gameplay for the 4 pirate civs (which don't do much atm).
Paasky Sep 28, 2007, 04:25 PM Long time, no update.
I've done most of the XML, still to do are finalizing the religions and corporations. Then add various new events which I'll have to dream up at some point. Then there's the reinforcements-python from the European powers, and finally unit & building graphics. I've modeled all the aircraft I'll need, and some land units too. Still to do are a few Zeppelins and texturing everything.
That said, it'll be some time for the release, depending entirely on how much I do. But I can tell you this: it's not just civ on a new map, the style of play you need is a bit different ;)
griff09 Nov 18, 2007, 01:40 PM Sooo....it's been almost 2 months since your last update...what's goin on? Everything going alright? I REALLY want to play lol
Paasky Nov 20, 2007, 03:28 AM Thanks for reminding me :)
I have had a beta version ready to upload for a long time now. Note that this has no new graphics, no extra python scripts, or much testing past the first 30 or so turns. But it doesn't CTD, and I've had some fun with it.
New concepts:
- Airships can go over land, water, and mountains.
- All light aircraft can destroy units (this is so that they can destroy airships), the medium & heavy bombers are best used against large stacks & cities.
- Civ3 artillery is back! Same goes for the airships.
- There are a few large Barbarian armies, these are supposed to be the remnants of the Federal Army.
Download here: http://koti.mbnet.fi/peksoft/cs/cs_beta1.rar (1.5mb)
Extract into ...\Sid Meier's Civilization 4\Beyond the Sword\Mods
Hell Hawk Nov 21, 2007, 06:57 AM I downloaded the latest version, but it just crashes BtS when I try to load the mod, is this suppose to be playable yet?
Paasky Nov 21, 2007, 08:24 AM Yes, that's weird... Has BtS had a new patch at some point? As it works for me :confused:
EDIT: Be sure to play the 1932 scenario, I accidentally included the old scenario file (Americas).
EDIT2: Yes it has, I've still got v3.03, I'll update into v3.13 and fix it :blush:
Hell Hawk Nov 22, 2007, 01:44 AM Yes, that's weird... Has BtS had a new patch at some point? As it works for me :confused:
EDIT: Be sure to play the 1932 scenario, I accidentally included the old scenario file (Americas).
EDIT2: Yes it has, I've still got v3.03, I'll update into v3.13 and fix it :blush:
Yeah, I'm running 3.13, that's hopefully the problem.
Thanks for the speedy reply.
Paasky Nov 22, 2007, 03:18 AM Well, installed 3.13, and the mod runs just fine.
What's the exact problem you're having? An error message? The mod isn't found in Advanced>Load a Mod?
Hell Hawk Nov 26, 2007, 04:45 AM Never mind Paasky, I think my installation's bugged, not your mod. I'll get back to you if I have issues when I fix BtS.
Caleb_kreegan Dec 05, 2007, 06:13 AM it crashes with me too when it's loading the mod :(
Paasky Dec 05, 2007, 06:41 AM Does it just CTD, or give any error? Because it works perfectly for me :confused:
Caleb_kreegan Dec 06, 2007, 06:34 AM Does it just CTD, or give any error? Because it works perfectly for me :confused:
Yes, it crash completly when it's loading the mod u know, the typical screen of "This program has to be closed, do u want to send the information to or not"
I have BtS version 3.13 and i donwloaded ur mod as it is, without any changes... :( so i really dunno...
At first i thought it was just me because u said that it works for u but then i saw another guy.. i guess is the same trouble
Paasky Dec 06, 2007, 10:04 AM Dammit, it does that with me too. And I know the cause, it's the .dll I had to include. I'll just find a new one and re-upload.
I thought I updated civ, but it used the old registry entries and put it in e:\games instead of d:\games, that's why I thought it worked with the newest version.
Paasky Dec 06, 2007, 10:20 AM OK, file reuploaded, and checked that it works with BtS 3.13.
Caleb_kreegan Dec 07, 2007, 05:04 AM thanks man, now it works :D
Flak Fox Oct 31, 2010, 07:42 PM I've just recently discovered this mod--much to my frustration (would have loved to have found it earlier), but I cannot get it to run--perhaps because it was patched for 3.13 and that's kind of a dated version?
Basically, when I go to load the mod, Civ IV closes as you'd expect, but instead of loading the mod, nothing happens.
Any thoughts?
Yes--old post/dead thread, whatever, but I'm interested in this mod so I think it's reasonable to post about it.
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