View Full Version : Keldath addons


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carnivore
Sep 16, 2006, 03:37 AM
did you get those AFTER using the new patches (8 till' 10 ) ??

dam thos ctd , i am having a good game and still going , hope the new patches are not making problems

Arlborn
Sep 16, 2006, 04:30 AM
No ctd or problems so far :)

I dont have all patches installed and I dunno wich ones I have LOL

But so far great fun! Good job guys :)

seady
Sep 16, 2006, 04:34 AM
yes, i am patched up to 10, will try an earlier game, maybe i will be lucky.

seady
Sep 16, 2006, 04:37 AM
Is there some of sort logfile that would eb useful in debugging? it takes me about 5 minutes to go from clicking WL to playing the game (old computer) so it's hard to debug things using civ4 itself.

seady
Sep 16, 2006, 04:47 AM
I loaded File Type: civwarlordssave AutoSave_BC-1720.CivWarlordsSave
nope crashed again at the same point.

I'll try a new game. Maybe whatever crashed was something that's usually not accessed, or it could even be firaxis code i suppose.

mrgenie
Sep 16, 2006, 06:52 AM
coudl be random access to missing xml entry..
will check on your savegame right away..
anyway..have enabled python routines on the roman roads, some other things, plus the GIR random promotions..
probably your error is because of promoting errors...I fixed (i hope) all the missing promotion xml's...I doubt it's savegame compatible though


I loaded File Type: civwarlordssave AutoSave_BC-1720.CivWarlordsSave
nope crashed again at the same point.

if it happens on the same point, could you please open worldbuilding and check if it's again the CTD because of enemy attacking a city with citywalls?

rockinroger
Sep 16, 2006, 09:09 AM
hey, got a crash for you, playing with all patches thru 12.

keldath
Sep 16, 2006, 09:56 AM
thank you rockinroger - we'LL see to it asap

say - have you played the game with patch up to 7?

rockinroger
Sep 16, 2006, 10:05 AM
@keldath, no i played and have a save game for patches 1-3. it worked great, then this morning i added the other patches.

keldath
Sep 16, 2006, 10:16 AM
rockin,
i will do the same that you did - dl the mod, install the patches up to 12 - and see what happens in your savegame - so far mrgenie tryed to load your game - and he failed...

rockinroger
Sep 16, 2006, 10:28 AM
thats ok, ive went ahead and reinstalled everything. i am going to start a new game. its possible i missed something during my first attempt. after all my head is still ringing from last nites concert. ive got some coffee in me now so im thinking clearer

rockinroger
Sep 16, 2006, 10:36 AM
hum is anyone else getting a bunch of xml errors upon loading a new game? heres what ive done. reinstalled the original amra, 5uuus. its the one with hebrew writing. then instaled all patches from 1 to 12 in order. should i switch to the download that allready has patch 1-3 in it?

keldath
Sep 16, 2006, 10:44 AM
hey rocking, no noone else got xml errors,

i suggest you isntall amra+5uu with patch 1-3 then the other patches -

me and mrgenie noticed somthing that mught indicte of 6 people who didnt use ine of the patches.

but im attempting to to what you described and load your game


anyway - mrgenie will release an all in one version in a few hours

rockinroger
Sep 16, 2006, 11:02 AM
cool looking forward to new version, in current game im at year 1080 bc. im patched to 12. so far so good except intial xml errors. that was just upon loading the mod though

carnivore
Sep 16, 2006, 11:07 AM
well , this is ment for the lead programing dudes of this mod

i think that this mod has WAY TOO MANY CIVS !!
you are wasting good UU units on some strange civs that no one plays , instead on investing the big ones , adding them more UU units !
why have English and Breton civs when you can have English civs with 10 !! UU ?

it would be a lot easier for you to develop lets say 20 civs than 30 !! civs
you can take all those european like units from some small civ and give it to one the great civs and in that way you may have less civs but each one has lots of UU that accualy related to it (you got some units that are unrelated )

what can be better that that ?

just give it a thought for the upcoming releases

thanx

keldath
Sep 16, 2006, 11:36 AM
ok guys - we think we made an error with patch 12 - dont use it plz yet. check later in the site,

carnivore,

i agree with what you say,
for now me and mrgenie - are delying development for 3 days -till then we will only fix bugs and "cosmetics".

and hear reports on game play - then we will continue adding stuff.

i will consider the changing of the civ - its an interesting thought

Axil
Sep 16, 2006, 11:38 AM
why have English and Breton civs when you can have English civs with 10 !! UU ?

Perhaps because people like me would rather play Breton than England :) (shouldn't be English anyway) ( for a start the longbow of Agicourt fame wasn't even english (same with the so-called 'english' red coat heroes of Rouke's Drift ;) ) . I tend to play random civs so the more variation the better for me.

BTW it may be a bug or a glitch but for some reason about the time I was researching NATO I sudden found my treasury increase by 45000 gold !!!? (patch 9)

Also maybe it would an idea to rework where war art fits in as at the moment unless you're UU is a chariot it seems totally pointess researching it. It was much better on the route to bronze working (sevo style)

EDIT It also imho be an idea to tone down the partisians a little as there appear to be well over powered. In my recent game I was taking cities with tanks and infantry only to find 3-5 partisian's spawning which with the damage that the spawn does to my armies then proceed to take the city back. In reality that sort of level of resistance would take time to develop as the shock of the capture of the city would have to wear off first.

keldath
Sep 16, 2006, 11:48 AM
axil!

45000??????? hehehehehe i bet you where happy :)

say waht version did you played? i mean to what patch did you get on your privious game?

i see to you suggestion - tight now mrgenie is fixing the patch 11-13 - cause we had misisng files.

cp30
Sep 16, 2006, 12:23 PM
i myself play in the vanilla now.




Are you still playing your version 3 with patch? Or, have you developed another version or series of patches for vanilla?

Axil
Sep 16, 2006, 12:25 PM
hi Keldath, patch 9 was what i was playing with (mentioned it in my post)

Was quite surprised with how the mod played for me. Even though i was playing at warlord level I did find the AI's tended to still be pushing me all the way until I won on a cultural victory. I had to rush that as One of the AI's was ahead of me on the space race and another had managed to get more votes than me on the UN and I was having to block it from becoming the head of the UN even though I had built it myself. The AI certainly does appear to be better in WR than vanilla

rockinroger
Sep 16, 2006, 01:06 PM
update playing as dutch. same game as previous post. through patch 12. current year 1565, fighting the pakistianis and scandanavians. using ranged bombardment to attack city. other than intial xml when starting game no problems. I agree with axil i like varety (sp). lots of different civs. i play huge maps with between 18 - 24 civs.

keldath
Sep 16, 2006, 01:11 PM
axil,
glad to know the ai is smarter :)


rockin, so
you played patch 12 - till 1565? how lovely,
though, because of you we dicovered another bug....

we will release a complete version in a day so it will include all the latest patches and fixes

Arlborn
Sep 16, 2006, 01:42 PM
AI in warlords version is way better than vannila Axil, even without mod :)

But they still dont win cultural victory :(

Ps: I finished a quick game, no problems, congratulations :)

erazer
Sep 16, 2006, 02:10 PM
Hello guys!

You did a wonderful job building this great modpack!
However I'm having some troubles with the V3 fix for the vanilla civilization.
After playing a while I have some very weird graphic issues, please see the screenshot! The items on the map suddenly have 'glitches', and some weird polygones appear; mostly surrounding the active unit. It keeps getting worse if you play longer.

Since it's already my second game that becomes unplayable I'm sending you this info. (The issue produced in both savegames on different dates so it's not time related)

I already reinstalled civilization 4, deleted everything from my games directory copied the kelgir-newv3 to my mods directory, unpacked patch 1 and overwritten the assets directory in the kelgir-newv3 directory. Am I missing patches?

I have the most recent ATI drivers for my card and directx 9.0c.

Many thanks guys!

A happy civfanatics board user

Arlborn
Sep 16, 2006, 02:25 PM
Hello guys!

You did a wonderful job building this great modpack!
However I'm having some troubles with the V3 fix for the vanilla civilization.
After playing a while I have some very weird graphic issues, please see the screenshot! The items on the map suddenly have 'glitches', and some weird polygones appear; mostly surrounding the active unit. It keeps getting worse if you play longer.

Since it's already my second game that becomes unplayable I'm sending you this info. (The issue produced in both savegames on different dates so it's not time related)

I already reinstalled civilization 4, deleted everything from my games directory copied the kelgir-newv3 to my mods directory, unpacked patch 1 and overwritten the assets directory in the kelgir-newv3 directory. Am I missing patches?

I have the most recent ATI drivers for my card and directx 9.0c.

Many thanks guys!

A happy civfanatics board user

Did you try to change the video configs in-game? I know at least 1 guy who cant play in full-screen but he has no problems with window mode, no idea why lol..It seems to be about your video card >.<

erazer
Sep 16, 2006, 02:35 PM
Did you try to change the video configs in-game? I know at least 1 guy who cant play in full-screen but he has no problems with window mode, no idea why lol..It seems to be about your video card >.<

Arlborn,

When I change the video settings in game the issue is gone for a while. (e.g. anti-aliasing 2x->4x)
There must me something that triggers it. Just came back from retrying a save game, the administrator savegame has the issue only after 2 or 3 turns.

Another remark, I'm missing images for ranch, mill and some other buildings, this might be an indication of something missing...

I already played civilization 4 this way with this computer and card since it was released, my config didn't changed and I was always able to play the game perfectly.

Many thanks for the suggestion!

rockinroger
Sep 16, 2006, 03:10 PM
@keldath glad i could help in current game same configuration im up to 1865 and still no crash. probably just jinxed myself,lol. question, observation why do catpults not upgrade to trebuchuts? just curious. Also is there away to set the increments for research and culture back to moving 5 % at a time instead of 10%. thanks ket i understand, appreciate the clarification

Ket
Sep 16, 2006, 03:14 PM
@rockinroger

Thats a Firaxis thing, they wanted the units to be "different use"....

Axil
Sep 16, 2006, 04:14 PM
@ erazor - that definitely looks like an ATI driver bug - i had something similar to that on my ATI 1900XT when I first installed Civ - took a driver revision change to sort it out ( basically with the driver the cards not quite redering correctly at your resolution - which card & drivers are you using?

EDIT : playing new combi patch 4-13 and it's looking good so far only noticed one very minor thing David of Israel in his first contact speak with me ( playing Washington ) refered to me as [your nation] instead of the civilization's name - also haven't come across any of the weird facial quicks I had on patch 9 either ( though haven't met a nation with a leaderface based on Saladin yet)

Alondin
Sep 16, 2006, 05:08 PM
I'm sorry to complain. I'm compulsive, blame it on my Mom....
This is a great release and I haven't even started playing it yet.

I'm sure that the programmers who worked on this very smart,
and I know that the amount of work they have generated in a small
amount of time is astounding. I regret the compulsion that causes
me to point out.....

In the Units...
There is no 'I' in Apache.
Its 'Gloucester', not Gloster
Its 'Humvee' not Hummve
Caterpillar has only one T
Chief Archer, not Cheif Archer
Chinook has two 'O''s

In the Buildings
Bazaar, not Bazar
Usually you put TNT not T-n-T for Trinitrotoulene....

and the one that made me go AAAAAAAAAAGGHHHH!!!!!
and write this post, in Technologies.

A-E-R-O-N-A-U-T-I-C-S, not *shudders* Aironaotics

Please keep up the GREAT work, and feel free to ignore me if you wish.
The above list is incomplete, hopefully I won't keep updating it...

Alondin, Compulsive Spellchecker

keldath
Sep 16, 2006, 05:13 PM
erazer,

hello to you,

i am certain that this is due to your card, perhaps you should dl drivers to update the ones you have.

@all

im glad to know that everything is "kinda" ok,
me and mrgenie working around the clock to fix all the bugs,

i appriciate all your help, we need more bug tracking, we are taking a break - for 3 days to track down the small bugs to make it a smother mod.

plz tell us everything you find or think.

and if some of you are starting a new game - we would be thankfull if you guys can start a fresh install with combi patch 1 (56mb+the base modpack 200mb)
and report about gameflow.

thank you guys,
we will greatley expand the mod more and more and more!!!!


**alondin!**

thank you for the update!!!

without people like you -our mod would have been full of bugs,

its not a complain!

its a note to fix!!

english isnt my mother lang' so i somtimes make text errors,

so i figured i would be direccted to those bugs by you guys,
so
be sure that to the next patch, ill fix all of what youu wrote,
keep it up - we need people that complain!!!!

thanks and enjoy the mod.

mrgenie
Sep 17, 2006, 12:59 AM
erazer...right now im working on the warlords version only...to get the merc mod implemented the right way...kel is doing all other fixes...so neither one of us has time...but errors like these occured to me too up to half a year ago...then a newer ATI driver was released and my civ4 started to work with modern drivers..up to then i had to use the 4.10 and earlier ATI drivers...because all the 5.xx as well as the 4.11 and 4.12 and the 6.xx up to 6.04 didnt work!..im pretty sure this is not because of the patch because it only fixes some python routines...and the python cannot cause such agraphical error, especially not since no graphic routine is beeing called in these routines.

about the fewer civs....ehm, I play against random opponents, and i like the variety of opponents, get new special units against me each times...i don't see any reason to lower the amount of civs...after we're finish with the most severe bugs and got the merc working...you can be pretty sure we add more to the game, the moment people release new graphics we will add more UU's ...1000 UU's will be our goal! LOL

Axil
Sep 17, 2006, 01:03 AM
Afraid I have a CTD to report running with combi pack patches 4-13 (using smartmap as well) 138447. Game locks in AI move


EdIT - Also roman Roads still has bluescreen instead of movie nd text for Meday milita (nubian UU) missing
tried bug report but can't upload save game

mrgenie
Sep 17, 2006, 02:29 AM
im aware of the not able to upload files...I'll see that i fix that...have to make the dir for uploading RWX

keldath
Sep 17, 2006, 02:51 AM
hey axil

i checked your savegame -

did the ctd happend on the era switching?

cause i did get an error when the movie for era changing comes up - but after that i passed turns up to 1150 no ctd,

can you confirm me the moment of ctd for you?


axil, one more thing,

go to your ini file

look for this line


; Set to 1 for no python exception popups
HidePythonExceptions = 1

change 1 to 0

**axil**

i played over 40+ turns - no ctd,
dl the version from the site + combi patch,
i tryed toreplacte the same conditions you have.

no ctd.

can you tell me exactley which turn did the ctd iccur? what was you moves prior to the ctd?


****axil*****

we found the bug - it was a missing entry on a free promotion.

fix will be availbele shortley

mrgenie
Sep 17, 2006, 04:30 AM
ok,
-fixed the merc mod
-fixed the ctd issue(was a nested one)
-and fixed the file upload on issue report.
You can now upload your files!

if you need to upload more then one file, you can create a new event appending the the one the file belongs too...all files will be listed together..i have no idea(yet) how to work around this..but basically, all we need is 1 screenshot added to your issue...

kel and me are now all day off....it's sunday for crying out loud! :)

ADD
I just figured out, when you post an issue...completed without files..
on top of the screen that comes AFTER posting, is a button "issue files"
here you can upload as much files as needed! :)

ADD_2
please write a comment in your issue that you've added files!

Axil
Sep 17, 2006, 05:51 AM
Hi - think the ctd was 2-3 moves after the save - i think it maybe something to do with an AI doing something as I'm playing a new game atm with absolutely no problems except all the non-WR/Civ4 original wonder movies aren't playing ( the pop up units warlord academy etc are fine)so maybe it's a random error with my PC rather than mod.

Other than that there's a few duplications both Art of Artillery and TNT factory allow you to build bronze cannon (though i have a funny feeling there can be built without either),ther also appears to be 2 Art's of War - one's call Sun tzu's Art of War and gives +1 experience and the others just Act of War and gives 2 xp. They have unique buildings so I expect they at from different components of the mod.

Fewother thing I've noticed though it may not be a bug is that tanks infantry etc appear to be able to make amphibious attack's like marines when marines are accompanying them (may even happen without the marines haven't checked and also Secluarism needs Flavor text

seady
Sep 17, 2006, 06:55 AM
Having lots of fun, no CTD yet! :D

seady
Sep 17, 2006, 07:05 AM
btw there's a really nice tank factory in the downloads area? if one of the art of wars will eb removed then maybe the tank factory can be put in easily to help out the more aggressive civs (since a lot of the civics favour the spiritual trait, who can flip to an awesome xp bonus f they need to???)

Might need a price increase or resource requirement or something to be balanced but the art work and code is all good to go?

Below is my megawonder version of great wall, costs a heap to build but i think it's worth it:

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_GREAT_WALL</BuildingClass>
<Type>BUILDING_GREAT_WALL</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_GREAT_WALL</Description>
<Civilopedia>TXT_KEY_BUILDING_GREAT_WALL_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_GREAT_WALL_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_GREAT_WALL</ArtDefineTag>
<MovieDefineTag>ART_DEF_MOVIE_GREAT_WALL</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>ERA_CLASSICAL</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_MASONRY</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits/>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>UNITCLASS_ENGINEER</GreatPeopleUnitClass>
<iGreatPeopleRateChange>4</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>1</bBorderObstacle>
<bTeamShare>1</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<bDiploVote>0</bDiploVote>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>1</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>2500</iCost>
<iHurryCostModifier>100</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>100</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>10</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>100</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>2</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>2</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iAsset>5</iAsset>
<iPower>10</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>2</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
</CommerceChangeOriginalOwners>
<ConstructSound>AS2D_BUILD_WALLS</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_STONE</BonusType>
<iProductonModifier>200</iProductonModifier>
</BonusProductionModifier>
<BonusProductionModifier>
<BonusType>BONUS_IRON</BonusType>
<iProductonModifier>100</iProductonModifier>
</BonusProductionModifier>
<BonusProductionModifier>
<BonusType>BONUS_COPPER</BonusType>
<iProductonModifier>100</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses>
<PrereqBuildingClass>
<BuildingClassType>BUILDINGCLASS_WALLS</BuildingClassType>
<iNumBuildingNeeded>8</iNumBuildingNeeded>
</PrereqBuildingClass>
</PrereqBuildingClasses>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_WALLS</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>8</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>

seady
Sep 17, 2006, 07:12 AM
I was just wondering how do we advertise this to people in other civ communites? I mean, this has gotta be the biggest mod ever, surely? So many people contributed to it.

seady
Sep 17, 2006, 07:27 AM
python error as below, when i see these do you need anything else eg saved game?

rockinroger
Sep 17, 2006, 07:51 AM
has anyone else gotten this to work with smart map. i tried to but it just crashed the game? just curious, i just hate having desert and ice and tundra. its just a waste of computer space imho. im playing warlords amra, 5uu version

seady
Sep 17, 2006, 08:01 AM
I use smartmap without any dramas?

mrgenie
Sep 17, 2006, 08:27 AM
python error as below, when i see these do you need anything else eg saved game?

nope. this is all i need to know,I assume just some merging issues,nothing serious..it's in the unitstatisticutils..these error won't cause a ctd, it would be better if you could also tell me which button, screen, unitselection you did before you got this error, I assume you had a unit selected and went to the statistics screen or hit the 'alt-m'?

anyway, i hope you use the issue tracker from now on! someone posted the wondervideos still not working..i know that, and bazooka sound, and other things...keldath knows it too...we're both fixing issues...but when you post it in the issue list....we have a list to work on...if you post it here in the forum we forget things..please use the issue tracker bug report :) i fixed the uploading! you can now upload as much files as you please by selecting the 'issue files' tab on top of the event-screen

ADD
python error, found some errors in the file, will release a patch after my dinner :P

ADD_2seady, could you please check on your error by applying patch 16..i fixed some things in the file...syntaxis wasn't correctly...i hope this solves the problem..if not...please make a new screenshot of new error and tell me what button/mouse/unit/screen you select to generate the error so i can check this upon the code.

ADD_3
about smartmap......
I use this on all mods and i never ever had any problem with this...did you install smartmap into the right directory of warlords??? if you install it in the civ4vanilla dir warlords find smartmap too!! but this generates errors...you should install it in the proper dir to get it properly running..else smartmap is launched through warlords, but checking directories of vanilla civ(so i was told, but i never checked the smartmap codes so it's only from what i heard)..and then you wanna play on this map with the xml resources of the mod...this causes(strange behaviour) of course.

Zifnab
Sep 17, 2006, 09:52 AM
I don't know if the problem is with Amra's Modpack, or these additions, but I get a CTD every time I try to have a global election. I've got the UN, I choose something to vote on, vote, and then end my turn. The game pauses for a while to play the AI turns, and when enough time has gone by where it should be my turn again, the game crashes.

Otherwise I am loving the changes to Warlords. Great work!

Axil
Sep 17, 2006, 11:08 AM
I'm not having the global election error at all - but then though i built the UN no-one ever got enough votes to become Sectary General.

BTW - it seems the mods inflicted with the loud static noise bug due to an error in AUDIO3Dscripts.XML
link below to fix
http://forums.civfanatics.com/showpost.php?p=4354457&postcount=8

mrgenie
Sep 17, 2006, 12:36 PM
great job axil! :) we can use people who find bugs and supply fixes for them right away :) the xml is not mine to fix though..I'll put it as tracker message so kel wont forget to fix it.

mrgenie
Sep 17, 2006, 12:42 PM
folks, kel and me need people who know how to make graphics...at least I need someone..i repositioned the buttons of the mercenaries mod and unit statistic mods..will release a patch of them shortly...but..i need someone to make a statistics button in the same layout as other buttons...so the game looks perfect :) i want this mod to be perfect! :) about the UN bug...could you please put a savegame online???? of course noone ever reported this, nor did I or kel check this..cus we never got that far in the game...im sure it"s just some typo error...but i need a savegame!

seady
Sep 17, 2006, 02:52 PM
For debugging purposes, does the bug tracker let you upload more than one file per issue, and are the files PythonDbg.log PythonErr2.log PythonErr.log resmgr.log xml.log useful?

I sent in a long error report with the contents of everything but resmgr but i can't see it in issue tracker? Basically the python for sphinx upgrade didn't seem to be working. I sent it using 'bug' not keldath, should i have used keldath?

jollyroger3
Sep 17, 2006, 04:05 PM
Hi all, and sorry for mod work dealay - gotta go to my mom this weekend. But I( can swear - next sunday a brand new tech tree (based on RAR mod for civ3) .xml file will be ready (for all eras) - including all techs now available in VISA, and many, many more. I'll of course include all now existing buildings and units, and propose some new.

I'll post:
1. A .xml file with tech tree including existing units and buildings.
2. A readme file for keldath and mrgenie with new locations of buildings and units.
3. A readme file with proposals of new buildings and units and their locations for all - any comments will be welcome !

Now I'll do a quick play with all newest patches and report any bugs met ;)

rockinroger
Sep 17, 2006, 04:30 PM
im playing amra 5uus. im about to discover printing press at the end of the turn.when i end turn it just spins and hangs. im not sure i got the file uploaded on the bug report so here it is. aurgh files to big:mad: :mad:

Zifnab
Sep 17, 2006, 04:33 PM
I uploaded my savegame on the other site. I no longer think it is the UN causing the problem, as I can select NONE as the voting option, and the game still crashes. I've since installed patches 13-16, and my savegame will not load with the patched version of the mod.

keldath
Sep 17, 2006, 05:21 PM
jolly,

wow, impressive.

looking forward to see what you'll make.

rocking, we know of the error we got the savegame,
tommorow me and mrgenie will fix it.

zifnab,
welcome to the thread,
it might be connected to the civics - the added civics from the vanilla is miising,
we will fix that also hopefully tommorow.

this two issues are our main concern now.

thank you all again.

me and mrgenie are making tons of fixes everyday,(mrgenie does more...i admit..)
and once we completley reworked the bugs that you report guys, we will releace a completeley new file - visamod vertion 1.

then continue to add stuff - at the rate we are going - we will be bigger then sevo and amra!!!! wooohooo!!!

mrgenie
Sep 18, 2006, 12:36 AM
Basically the python for sphinx upgrade didn't seem to be working. I sent it using 'bug' not keldath, should i have used keldath?

seady, this was no python error, there was a failure in the xml, python requesting for a promotion which i forgot to put in the xml....

the far i have noticed, is that all CTD's are not the python code itself, it's 99% the case that pthon or whatever from the DLL is requesting info, is searching, info from the xml, and it isn't there...then your HDD is going to do RRRRRR(means searching in the database civ creates upon starting the game) or waits a long time with this psinning cursor...and then it finds nothing, returning an #exception error=CTD...so the sphinx fix is not a python fix, it's a xml fix...im pretty sure it's not savegame compatible...even if you manage to load the game, im very sure it already has the xml data for the sphinx INSIDE the savegame or whereever...it seems that all info civ needs for 1 turn is already in the savegame, you need a savegame much much older then..don't ask me why! im not sure how civ handles savegames...but this far i have found out myself with tracking bugs...if i load a very old savegame it notices my fixes...if i load a up to 10turns back savegame it doesnt know i fixed something....
anyway...the sphinx bug is definatly fixed...

about this latest UN CTD...keldath coudlnt load the savegame..i couldnt load the savegame....classic visual studio 2003 error window upon loading=means normally not correct install....and i loaded the savegame on both of my computers...

for this week we will not publish any new patches(although we already made 3) i leave on 1computer of me patch16, wont upgrade...to be able to load the savegames of you guys...then we can track all errors and bugs...upgrading the files on my 2nd computer..makes more sence he, so you can finish a game first LOL

about the movies, we know!!! we have new movies but must convert them to 29,97fps...no time to do yet

first thing we gotta do is speeding up loading time...this will be a hell of a job!
basically, in all the xml files(99% the text) you have the same tags 2times, 3times, 4times, this is first confusing for civ4, 2ndly for us, and 3rd causing long loading times...we'll going to make things smootly and orderly(so its easier to find bugs, easier to edit new mod components, and easier to load the game)....since this will take several days, you won't get any new patches for now...please play with patch-16...and post savegames of any encountered bugs...and next week you'll get a new version from me and kel(hopefully faster, better, and more fun) we'll see to add some extra stuff there too! :)

amazinggameguru
Sep 18, 2006, 08:26 AM
Just a request here..... Make the watchtower guard upgradeable. No reason that as you are advancing you couldn't upgrade this unit as well.

TAfirehawk
Sep 18, 2006, 10:25 AM
mrgenie/keldath,

The Wonder Movies aren't working :mischief: j/k

I use Nero to convert PAL to NTSC, which I have if you wanted me to give it a try I would be happy to help.

Alondin
Sep 18, 2006, 01:03 PM
Just a question,

the City Guard that you can build adds 1 hammer to water squares...
why?
It turns shoreline cities into early power houses, but I don't understand
the rationale... I wanted to turn it off but can't find it in units or buildings...

Alondin

Axil
Sep 18, 2006, 01:49 PM
If the city guard does do that it does seem rather crazy - I'm sure it was supposed to be an addon to the barracks ( at least it was in Gir's mod - giving free promotions occasionally and the occasional UU)

TAfirehawk
Sep 18, 2006, 01:56 PM
If the city guard does do that it does seem rather crazy - I'm sure it was supposed to be an addon to the barracks ( at least it was in Gir's mod - giving free promotions occasionally and the occasional UU)

It lists this in the civilopedia so at least it isn't a 'hidden' feature...but it doesn't make sense.

I can take a quick look in the python/xml and report back the line to change shortly...unless mrgenie or keldath are going to fix it this week :)

EDIT:
Well I went backwards and forwards through the XML and can't find City Guard to save my life...but <bWater>1</bWater> controls shields on water tiles I saw from other buildings. City Guard must be avoiding me or has a different name...I even checked in the Civilopedia XML files and nothing :(

keldath
Sep 18, 2006, 02:24 PM
hey guys,

the city guard hammer thingy - is a mistake,

ill change it back to normal in the next patch


TAfirehawk,
we would love for that help!!!
if you can convert it to ntsc it would be great

amazinggameguru
Sep 18, 2006, 02:48 PM
try looking for watchtower.... I think that was the name. It requires that you have city walls built.

Edit: Nope it was just City Guard.

TAfirehawk
Sep 18, 2006, 05:22 PM
TAfirehawk,
we would love for that help!!!
if you can convert it to ntsc it would be great

I can give it a try if they are in the right format...I can't open up .bik files with Nero by itself. Send me a PM and we can work out the details here or on MSN...I would love to help where I can.

One thing first, what the heck is the City Guard called in the XML files?

keldath
Sep 18, 2006, 05:36 PM
TAfirehawk,

great here is my msn:
lordkeldath2@hotmail

city guard = is named stadw..... - somthing - search for key word "stadw" cant remmber the full name

TAfirehawk
Sep 18, 2006, 09:50 PM
TAfirehawk,

great here is my msn:
lordkeldath2@hotmail

city guard = is named stadw..... - somthing - search for key word "stadw" cant remmber the full name

Awwww, that was the one name I couldn't place...I should have dug deeper :) But I did learn a lot more about the organization in the XML...been too many years since my programming days but the XML is quite easy, just BIG ;)

TAfirehawk
Sep 18, 2006, 09:57 PM
For those interested in tweaking away those hammers from the City Guard before keldath...edit the Warlords\Mods\Amras+5uu\Assets\XML\Buildings\CIV4B uildingInfos.xml file to remove the 1.

Starting at line 32711:

<SeaPlotYieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>

Of course, do so at your own risk ;)

EDIT:
This will only fix future City Guards built, existing ones in cities still show hammers...other than that the changing of a 1 to a 0 works.

WOOT, my second XML edit without a crash...other was the tech leak spam messages, but mrgenie gave us that code so it barely counts ;)

CrazyAce
Sep 19, 2006, 12:12 AM
Hay guys I would just like to say thank you for taking the time and merging mods into one big mod.

I would also like to request an earth map specifically designed as close to historical accuracy Civ placement as possible for this mod if it is possible to do such a thing, that would be cool.

Thanx again.

Ace

Arlborn
Sep 19, 2006, 02:41 AM
Hay guys I would just like to say thank you for taking the time and merging mods into one big mod.

I would also like to request an earth map specifically designed as close to historical accuracy Civ placement as possible for this mod if it is possible to do such a thing, that would be cool.

Thanx again.

Ace

AGREED! If possible with 24 CIVS :D

keldath
Sep 19, 2006, 02:50 AM
crazy ace, arlbord

once we fix all the bugs, we will try and add this.


guys i have a reqaust for help,

plz try to play the mod on mp game and report :) very important to me.

Axil
Sep 19, 2006, 06:21 AM
Just finished a game with all currently available patches ( and smart map) and other than the movies and some flavor text anomalies it seems to run fine , at for me there were no CTDs up to my Domination victory.

One thing I did notice though is with the Warlord great person special building each time in game I built one of these I got the 6 free units. However they always are the 3 swordsmens and 3 axemen , Is this supposed to happen even when you are able to build infantry and marines? . The other thing I noticed was Kubla Khan getting a tank UU when he had just seemingly developed riflemen.

Alondin
Sep 19, 2006, 07:52 AM
This is really minor, so you must be getting close to fixing all the problems:

In my current game the Thai civilzation (leader... Mengtoo? something
like that). On the list of civilizations in the lower right he appears in a
royal blue color, but on the map his civilization is colored white...

Not sure what more you would need to document, if you want a save
game or screenshot just let me know.

Alondin

Ad Hominem
Sep 19, 2006, 08:50 AM
No more updates for the vanilla version btw? I do not intend on purchasing warlords :)

TAfirehawk
Sep 19, 2006, 09:29 AM
Latest download count for the vanilla is pretty low lately...the patch is averaging only 1 per day.

Forsaken
Sep 19, 2006, 11:36 AM
ok i have a couple minor problems

1. I'm having problems loading the mod like it takes far longer than it should plus it takes a couple of try's

2.For some wierd reason at the year 1420 bc i got a window pop up telling me there is no disk in the drive, why this is happening i have know idea becuase the disk is in the drive and its legit. Last night it did it too me and the game froze and i couldn't minimize so i had to manualy restart only reason i got thourgh it this mornin was i started it in windowed mode so i could find out what it did.
I did get past it though

3. almost forgot my civ flags and most of the other civ flags show up as white

Dont know if it will help but heres the save
138648

PS this shouldn't even be considered a mod :) more like a complete rewrite and version :) Great work

seady
Sep 19, 2006, 02:03 PM
What happens if you play without the mod? Do you get the same problems? I disable the caching on my system and yes it's a loooong wait to start but i had that with civ1 so it's almost nostalgic ;)

Forsaken
Sep 19, 2006, 02:45 PM
without mod it loads pretty fast
with mod it takes like 10 times longer and most of the time i have to try like 2 to 3 times to get it to load all the way up

CrazyAce
Sep 19, 2006, 03:48 PM
For me it takes about 5 minuets for the mod to load and I have 2 gigs ram... What you got Forsaken?

Axil
Sep 19, 2006, 03:51 PM
time to load = make a cup of tea time :)

of course things can be speeded up a little by telling warlords to load up the mod first (somewhere in this post I believe it says how to

seady
Sep 19, 2006, 05:08 PM
The arquebus is a weird unit as it was around before rifling was invented (http://www.strategypage.com/cic/reader.asp?target=CIC02)and so shouldn't be the replacement for the rifleman for germans.. maybe tone down the movement to 1? And make it cost less than a crossbow or longbow? It's a cheap and nasty unit IMO. Like ye old fanatics in the civ2 days, just mass produce and lay them out for the carnage! :ar15:



"By 1500 infantrymen had three different missile weapons available to them. There was the arquebus, a relatively light firearm manageable by one man, as well as the very common crossbow, and the longbow, which was mostly limited to use by the English. Technically the arquebus was inferior to both the other two weapons in range, accuracy, and rate of fire, while the longbow was generally superior to the crossbow.

The inferiority of the arquebus to the other two weapons was actually even greater than the data suggest. Since it was subject to fouling due to the build up of unburnt powder in the barrel, the effective range of the arquebus tended to decay after a few rounds. So it would certainly be reasonable to conclude that the arquebus was in every way inferior to the two older weapons. Technically, this was precisely the case.

But the arquebus possessed several advantages over its two rivals.

Relatively speaking the arquebus was cheaper than either the longbow, which had to be meticulously handcrafted from yew, and the crossbow, which required equally meticulous workmanship and rather expensive steel as well. The arquebus could be mass-produced by a foundry in fairly cheap cast iron. In addition, while the range, accuracy, and effectiveness of an arquebus round were inferior to those of the other weapons, an arquebusier could carry more ammunition than either of his competitors. Arquebus ammo weighed less than arrows or crossbow bolts, even after adding in the powder charge."

seady
Sep 19, 2006, 05:11 PM
without mod it loads pretty fast
with mod it takes like 10 times longer and most of the time i have to try like 2 to 3 times to get it to load all the way up

Here's my ini file, it has a few things that i've done that seem to help.


[CONFIG]

; Enable Trilinear Filtering for the Minimap
MinimapTrilinearFilter = 1

; Enable Tree Region Cutting
CutTrees = 1

; Allow Camera Flying
AllowFlying = 1

; Enable Quick Slide Show Transitions
PopSlides = 0

; Set to 1 to automatically end slide show
EndSlides = 0

; Don't show minimum specification warnings
HideMinSpecWarning = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Email address from which Pitboss reminder emails are sent
PitbossEmail = 0

; SMTP server authentication login for Pitboss reminder emails
PitbossSMTPLogin = 0

; SMTP server for Pitboss reminder emails
PitbossSMTPHost = 0

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

; Bandwidth options are modem or broadband
Bandwidth = broadband

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 1

; Enable/disable background music
PlayMusic = 1

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

; Use managed interface textures (may be safer but shouldn't be needed, uses more memory)
GUIManagedTextures = 0

; file format (TGA,JPG,BMP), Warning: TGA requires a lockable buffer which can lower performance
ScreenShot Format = JPG

; Enable voice over IP capture and playback
EnableVoice = 0

; App Selects Specific IP to use for Multiplayer
SelectIP = 0

; Disable PAK memory mapping (May affect performance)
DisablePAKMemoryMapping = 0

; Don't skip frames if falling behind
BinkNoSkip = 1

; Copy entire image each frame, not just dirty pixels
BinkCopyAll = 1

; Show movies using hi-color, not true-color (may be faster)
Bink16Bit = 0

; Copy ever other scanline during movie playback (faster)
BinkInterlace = 0

; Specify whether to play in fullscreen mode 0/1/ask
FullScreen = 1

; Set max frame rate clamp (0 means none)
SetMaxFrameRate = 0

; Set to 1 to put PitBoss to sleep when no players are connected
PitBossSleep = 1

; Set to 1 to page units out when non-visible
DynamicUnitPaging = 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 1

; Set to 1 for no tech splash screens
NoTechSplash = 0

; Set to 1 for no intro movie
NoIntroMovie = 1

; Set to 1 for no python exception popups
HidePythonExceptions = 1

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 5

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 2

; Enable Audio
AudioEnable = 1

; English(0),French(1),German(2),Italian(3),Spanish( 4) - Defaults to user-installed language
Language = 0

; Determines which user profile is loaded on game start
UserProfile = Default Profile

; Sync input to smooth interface (may run slower)
SyncInput = 0

; Force numlock always on while playing
ForceNumlock = 0

; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1

; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Amras+5uu

[GAME]

; Account Username
Nickname = 0

; DirectIP Host Address
DirectIP = 0

; Account Username
Nickname = 0

; DirectIP Host Address
DirectIP = 0

; Map Script file name
Map = SmartMapV91

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Pitboss Turn Time
PitbossTurnTime = 0

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Game Options
GameOptions = 0000000000000000000111

; Victory Conditions
VictoryConditions = 10100000

; Handicap for quick play
QuickHandicap = HANDICAP_WARLORD

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_NORMAL/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_QUICK

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ANCIENT

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_LARGE

; Game Name
GameName = Brett Caton's Game

; Save Path - relative to working (Civ4) folder
FileName = 0

; Account Username
Nickname = 0

; Email Address
Email = Brett Caton

; DirectIP Host Address
DirectIP = 0

; In-game Alias
Alias = Brett Caton

; Main Menu Mods
MainMenuMods = Alexander the Great;Chinese Unification;Genghis Khan;Peloponnesian War;Rise of Rome;Vikings;Omens;Barbarian

; Move along
CheatCode = chipotle

[DEBUG]

; Number of turns to autorun before exit (0 for no limit)
AutorunTurnLimit = 0

; Set App on Auto-Run
Autorun = 0

; Enable D3D9 Queries
D3D9Query = 0

; Custom Screen Height, minimum: 768 - Normal resolutions can be set in-game and will be used when set to 0
ScreenHeight = 0

; Custom Screen Width, minimum: 1024 - Normal resolutions can be set in-game and will be used when set to 0
ScreenWidth = 0

; Establish connection to Python Debugger
HAPDebugger = 0

; NetComm Port
Port = 2056

; Create a dump file if the application crashes
GenerateCrashDumps = 1

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 0

; Overwrite old network and message logs
OverwriteLogs = 0

; Enable rand event logging
RandLog = 0

; Enable message logging
MessageLog = 0

; Break on memory allocation order #
BreakOnAlloc = -1

amazinggameguru
Sep 19, 2006, 05:45 PM
Not sure yet what caused this but something happened and I ended up with something like 19000000 extra gold. I'm wondering if it has anything to do with one of the satelites because it happened right around the time that I built one and they appear to have some screwy numbers as is. Time to bribe everyone into liking me and hold an electionin the UN.

keldath
Sep 19, 2006, 06:19 PM
Ad Hominem

hi, i am waiting for sevo's new patch+girs update,

then i will release an updated vanilla version, not to worry.


@all

thanks for the new bug reports!
me and mrgenie (who is an amazing modder by the way) are fixing everything,
we acctuaaly have gone up to patch 21 noew - not released cause we wanna test test and test,

right now my main problem is that the mod is going oos in multiplayer game,

have anyone encounter this in version patch 16???
plz this keeps me from moving forward.

mrgenie (did i say he is a genius yet?)
has found a way to shorten the loaing time, the guy fixing the base codes of lopez, sevo, gi and even firaxis.

so hopefully when we will release out new fixed version, the loading time will be much faster.

thank you all fot the reports,
and ill see to that gold amount...

plz use the bug report system on the site :)

Forsaken
Sep 19, 2006, 07:41 PM
For me it takes about 5 minuets for the mod to load and I have 2 gigs ram... What you got Forsaken?

i only got 1 gig it dont take 5 min though but alot longer than normal even with any other mod



Keldath- any idea what could possible be causeing it to say theres no disk in the drive??

seady
Sep 19, 2006, 08:22 PM
Not sure yet what caused this but something happened and I ended up with something like 19000000 extra gold. I'm wondering if it has anything to do with one of the satelites because it happened right around the time that I built one and they appear to have some screwy numbers as is. Time to bribe everyone into liking me and hold an electionin the UN.
woo! or hire a gazillion mercenaries!

It's a pity i haven't seen any mercenary ships... I'd love to have hired a caravel for international pirate's day. Aharrrrrr! :D

seady
Sep 19, 2006, 08:25 PM
I have .5 gig. Argh it's painful.

Forsaken, do you have all other programs closed when you get that message? Are there marks on the cd/dvd that could be causing a misread?
Does it happen if you play a vanilla game?

Mithris
Sep 20, 2006, 07:35 AM
DCM stacked attack mod seems quite buggy. It takes forever for a fight to conclude when it doesn't crash my computer.

I am also disappointed because I just lost a great game while at war due to the stack attack mod. The spanish attempted to retake a city I had captured in our last war with a massive stack of units. The moment the fight was concluded I get a CTD. I've tried about 20 different ways to thwart the CTD but all have failed.

I've attached a save. Ok, no I haven't. The save is 540kb :(. Oh well.

Here's a pic of the battle before it crashes:
http://img58.imageshack.us/img58/2669/wangvv5.jpg

Ad Hominem
Sep 20, 2006, 09:01 AM
Ad Hominem

hi, i am waiting for sevo's new patch+girs update,

then i will release an updated vanilla version, not to worry.



Absolutely Fabulous ! Thank you!

keldath
Sep 20, 2006, 09:41 AM
Mithris

hi,

i know stack attack is bugged.

dont play with it. :)

a posted a note on the front page


Ad Hominem

welcome.

seady
Sep 20, 2006, 10:10 AM
I've played many hours without a single crash, and have only minor issues like blank movies or the odd pink bit... been having too much fun playing to focus on debugging i confess. I don't play multiplayer, so i can't help there but I've been trying to learn the civ4 xml... it's not very well documented by firaxis unless there's something i am missing?

Civ4Wiki isn't bad but it's a shame that the devs didn't leave a text file documenting the tags... i assume they'd have to have done soemthing like that for their own use as they went. The schema tells you the syntax but not the meaning.

When the next patches are out, i'll write up a few suggested modifications to the files if you like? I understand most units except aircraft and missiles. It would be interesting to have the japanese kamikazes as missiles for example, hmmm. Maybe a modern version on the recon line, something better than an explorer.

The arquebus is the only unit which really seemed out of whack though.

amazinggameguru
Sep 20, 2006, 03:15 PM
me and mrgenie (who is an amazing modder by the way) are fixing everything,
we acctuaaly have gone up to patch 21 noew - not released cause we wanna test test and test,


Just throw the patches up in a beta section and we'll help you test them :)

Edit: Question on units with a ranged bombard... I can't bombard from one cultural area to another, only within the same cultural area. Is this how it is supposed to be working?

TAfirehawk
Sep 20, 2006, 05:35 PM
UGH....got a CTD with Patch 16. Posted on website :(

Hopefully this weeks fixes have it covered already...

TAfirehawk
Sep 20, 2006, 05:36 PM
Edit: Question on units with a ranged bombard... I can't bombard from one cultural area to another, only within the same cultural area. Is this how it is supposed to be working?

I am able to bombard with the Zeplin, what unit is the problem? I will see if I can pull up an old savegame to check some cannons.


EDIT:
I did some checking...you can bombard from one cultural area to another. The problem is bombarding to a non-cultural area. The cursor changes to the same when there is nothing to bombard.

Forsaken
Sep 20, 2006, 09:45 PM
I have .5 gig. Argh it's painful.

Forsaken, do you have all other programs closed when you get that message? Are there marks on the cd/dvd that could be causing a misread?
Does it happen if you play a vanilla game?

no other version of civ has ever done this to me or any other mod for that matter and the disc is in perfect condition

Forsaken
Sep 20, 2006, 09:47 PM
DCM stacked attack mod seems quite buggy. It takes forever for a fight to conclude when it doesn't crash my computer.

I am also disappointed because I just lost a great game while at war due to the stack attack mod. The spanish attempted to retake a city I had captured in our last war with a massive stack of units. The moment the fight was concluded I get a CTD. I've tried about 20 different ways to thwart the CTD but all have failed.

I've attached a save. Ok, no I haven't. The save is 540kb :(. Oh well.

Here's a pic of the battle before it crashes:
http://img58.imageshack.us/img58/2669/wangvv5.jpg

if you try playing a game with just dales combat mod v1.03 you wont have any crashes at least i havent.

maxbjr
Sep 21, 2006, 11:12 AM
I'm playing up to patch 16, great mod :). I've noticed a few bugs though. I'm up to 1914. Niether my ships or artillary can bombard cities at all. And once I got the zepplin or the flak gun, I can't seem to be able to build anymore. When I got flight, I can build fighters but not bombers. It's possable I added the patches in the wrong order so I'll retry that again. However I still think this is a great mod. I actually don't get to build all the wonders myself, the AI builds some too :P

Forsaken
Sep 21, 2006, 12:13 PM
i thank i figured out what might be causeing my bizzare problem something to do with religions every time some one discoveres a new religion i get the message that says theres no disc in the drive but i can get past it as long as i play in windowed mode so not a real big deal :)

Axil
Sep 21, 2006, 02:01 PM
Up to modern age on my 3rd game - no CTDs yet - looks like the sudden jump in treasury is linked to the milstart satellite. When it's is built you get the cash jump also it appears to have infinite moves ( 53000+ moves per turn so maybe that's causing it as I certainly don't remember it having that many before.

Bombard wise most of the units appears to be working fine though the promotions seem to be inappropriate for fighters - (both drop the intercept chance or make the plane weaker) and the howitzer appears to be a little buggy (appears to need to be next to tile to bombard.

seady
Sep 21, 2006, 03:56 PM
I was wondering if i could have a copy of the source code to play with using the Code:Blocks program?

I wanted to see what effect mucking about with Kael's religion changes (http://forums.civfanatics.com/showthread.php?t=171148&page=2) to make religions spread without missionaries, as i find my game bogs down building the blighters! :)

I am not a programmer but i am hoping to learn how to make simple changes.

keldath
Sep 21, 2006, 07:31 PM
hey guys,
tommorow,
ill fix all the last week reported bugs,

i thank you all for the help/

forsaken,
i do not know why the game askes for the cd,
i might have a nice solution - ill pm tommrow.

seedy,
one of the given patches - has the source code - use it as you wish :)
if you make some cool stuff - tell me :)

glad to know no ctd (except one)

mrgeneie is working so hard to make to mod better,
he is a genius most of the mds credit is to him.

thanks again all.

Ket
Sep 22, 2006, 12:03 AM
I was wondering if i could have a copy of the source code to play with using the Code:Blocks program?

I wanted to see what effect mucking about with Kael's religion changes (http://forums.civfanatics.com/showthread.php?t=171148&page=2) to make religions spread without missionaries, as i find my game bogs down building the blighters! :)

I am not a programmer but i am hoping to learn how to make simple changes.

Seady you might want to play around with an UNMODIFIED source code base to get used to programming......

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\CvGameCoreDLL

seady
Sep 22, 2006, 01:59 AM
Keldath, I can't find the C++ source code in those patches, just the final dll?

The trouble is I found out it takes 20 minutes for this machine to compile that code, and about 8 to then get into the resultant mod. No, I can't buy another pc, alas. This is it for the foreseeable future.

I'm going to have to get used to programming elsewhere, but i am hoping to edit this mod with Kael's code as all it looks like i really have to do is alter one line, then recompile. I really like this mod and for me, that little tweak would be worth the wait!

ie change
if (getReligionCount() == 0)
to
if (getReligionCount() <= 6)

Taijian
Sep 22, 2006, 03:09 AM
Hi Folks,

great mod you guys got going :king:

One think I found strange: The medieval infantry does seem to be pretty much of a duplicate of the maceman. Maybe you could get rid of one of them, as they only clutter up the build list? Also, if you decide to remove the maceman, you should make sure that swordsmen, etc. update to med. inf. as at the moment they only do to maceman.

Thanks!

mrgenie
Sep 22, 2006, 04:21 AM
hello fans of our mod :)

First of all, i want to tell you I dont read much posts on this civfanatics forums regarding bug reports...i dont know if kel still reads them, i read all other comment from you guys, but bugs you should definatly report using the bug report button on our website!!!!

Kel took care this week to fix all those reports, there are still 20open, and im waiting for him to fix them and send me..

i myself worked all week from morning till evening to fix entries, delete doubles, etc etc...fixed python codes, got the wonder movies up and running...THIS TIME THEY REALLY WORK! :) tested them myself.

Keldath send me alot of fixes already over the week..i did the stuff to organize, kel took care of all your bug reports......i think once kel finished all the reports today(as i know he will work on them once he wakes up, sleepy head he is) we'll combine the whole thing...including some little extras(no new mods incoorporated yet though) but fixed over 120errors..
and i guess from then we're good to go to release:

VISA version 1

as from now on we will call our mod VISA :)

we tested this extensively, no known CTD's know to us,
anyone having a CTD has 100% not the right installment! forgot 1patch, patched files to the wrong dir, or whatever..

so we will release this mod as Singleplayer compatible mod...

final release date is not yet out...should be something between 24-48hours :)
if you know of any bugs, please report them on our website before i start to pack the whole thing and start uploading to the webhost! :)


future recommendation:
for any help, i'd advise you not to use civfanatics but also use it as a bug, even if it's not a bug and only a question...or a suggestion(like which mod you'd like to be added to our modpack) just post it as a bug on the website...since we use this bugreport interface on the website as TOTO-list :)

keep the civfanatics interface for chatting and sharing experiences, and help us developing this mod by keeping the TODO list up to date! :)

mrgenie
Sep 22, 2006, 04:23 AM
Hi Folks,

great mod you guys got going :king:

One think I found strange: The medieval infantry does seem to be pretty much of a duplicate of the maceman. Maybe you could get rid of one of them, as they only clutter up the build list? Also, if you decide to remove the maceman, you should make sure that swordsmen, etc. update to med. inf. as at the moment they only do to maceman.

Thanks!
please post this as a bug using the bug report button :)

und vielen Dank für die Nachricht, schöne Grüßen aus Krefeld :)

Arlborn
Sep 22, 2006, 05:05 AM
@Mrgeniee, dont your wife complain? 0.o I mean, if I play more than 4 hours my girlfriend is almost killing me lol xD Nice wife you have if she doesnt :P


Keep up the good work! Didnt play much CIV last days(man, Im really waiting the warlords version of Sevo :>) but I didnt find any bug that was not listed here yet in my 3 games played, I really had a lot of fun guys, great work :)

<<waiting for 24 CIVS script/world map>>

Mithris
Sep 22, 2006, 06:25 AM
I'm not sure if this has been mentioned, but every time I get a Great Person I always get the exact same pop up w/ the same name and picture. Not game breaking, but kind of annoying.

BTW really enjoying this mod. The additional changes over amra's are great:P

Arlborn
Sep 22, 2006, 07:12 AM
I'm not sure if this has been mentioned, but every time I get a Great Person I always get the exact same pop up w/ the same name and picture. Not game breaking, but kind of annoying.

BTW really enjoying this mod. The additional changes over amra's are great:P

I believe its in the Amra's mod thread that before running the mod you should run a .bat archive somewhere in the folder of the mod to allow pictures of the great person..no?

TAfirehawk
Sep 22, 2006, 07:13 AM
I'm not sure if this has been mentioned, but every time I get a Great Person I always get the exact same pop up w/ the same name and picture. Not game breaking, but kind of annoying.

BTW really enjoying this mod. The additional changes over amra's are great:P

That is because you need to run the .BAT file in the main mod directory...keldath doesn't list this step but it is from Amra's mod and he does. And hopefully VISA v1 will have it all expanded so the .BAT file isn't necessary as this issue comes up frequently.

EDIT:
Arlborn is correct...and you can run it AFTER running the mod, just not while Civ4 is running :) I tried that for the hell of it and it reloaded the python and got VERY messy.

Arlborn
Sep 22, 2006, 07:14 AM
That is because you need to run the .BAT file in the main mod directory...keldath doesn't list this step but it is from Amra's mod and he does. And hopefully VISA v1 will have it all expanded so the .BAT file isn't necessary as this issue comes up frequently.

Lalalala I was first Lalalalala :cool:

Just jokeing xDD

TAfirehawk
Sep 22, 2006, 07:19 AM
we tested this extensively, no known CTD's know to us,
anyone having a CTD has 100% not the right installment! forgot 1patch, patched files to the wrong dir, or whatever..


Not exactly true as I listed on the bug report. The only tweak was removing the additional hammer on water tiles for the City Guard, which keldath fixed in the dev version. So my install is fine but one rare CTD is nothing to stop the presses about either ;)

Axil
Sep 22, 2006, 08:36 AM
ya release soon :)

I'm getting some crashes in late game but that because I tend to play large smart maps and end up with hundreds of units which finally overload the graphics memory and crash that way - normal map is absolutely no problem

keldath
Sep 22, 2006, 09:05 AM
axil, mm dont know why it happens,

if you have a a save it will be good,

still i prefer for now not to play with smart map :)

anyway what sorta ctd is it? an error microsoft report?

well anyway - mrgenie come a long way since patch 16 - we hope to release today the visa v1 mod. which has (hopefully) few bugs. and faster loading time.

Arlborn
Sep 22, 2006, 09:11 AM
axil, mm dont know why it happens,

if you have a a save it will be good,

still i prefer for now not to play with smart map :)

anyway what sorta ctd is it? an error microsoft report?

well anyway - mrgenie come a long way since patch 16 - we hope to release today the visa v1 mod. which has (hopefully) few bugs. and faster loading time.

This next release will have all this patches included right?

Axil
Sep 22, 2006, 09:36 AM
my errors appears to be an Error actually in DX9c and then a C++ crash so I wouldn't worry too much about it - It's probably because I use an unusual custom driver for my graphics card (must check if there's any updates :) )- however definitely looking forward to visa V1

Was thinking as a further enhancement maybe the technology text from Ket's composite XL mod could be incorporated as thet appears to have both the quote and a explanation text to explain what the tech symbolises

amazinggameguru
Sep 22, 2006, 11:30 AM
mrgenie... don't know if you are using this already or if you have seen this post. Kael was posting a way to speed up load time
http://forums.civfanatics.com/showthread.php?t=171398&page=140

Yeah, Im going to write a "how to" on it. The short answer is that I used PakBuild.exe to pak all of the art files (you may notice there are no dds, kfm or nif files in 0.15k) rather than releasing the source.

It doesn't compress the data at all, in fact the pak file is larger than the source art files. But man does it load faster.

Donkey Puncher
Sep 22, 2006, 12:39 PM
Hi Just got warlords and when I dl the visamod do I download all the patches or does the last have all of them thanks

rockinroger
Sep 22, 2006, 03:16 PM
eagerly anticipating newest patch!!!!!!!!! current game patched through patch 16 is in modern years. no crashes running great except for load times of course. sounds like kael is on to something. possible mod to add is the My Multi player military mod by officer renne. its got alot of flavor that adds to combat. thanks for your guys hard work.

rockinroger
Sep 22, 2006, 08:36 PM
wow i really am enjoying all the different flavor of tanks and airplanes. good job.

TAfirehawk
Sep 23, 2006, 07:20 AM
Is the website down because a new version is coming? I hope so :)

seady
Sep 23, 2006, 08:05 AM
Me too hehehe!

Actually i really hope they release the source as well.

I'd like to disable the tech leak and move tech trading back to alphabet, because i can never get all those tiny techs without trading and generally play with a hooooj advantage (it's my sandbox and i'll play as i want to (lol))

Maybe there's a way to have whales as sea creatures worth a few quid, and then they become extinct or something. Hmm.

seady
Sep 23, 2006, 08:59 AM
Do you think sea vessels as mercenaries would be good?

TAfirehawk
Sep 23, 2006, 09:18 AM
Me too hehehe!

Actually i really hope they release the source as well.

I'd like to disable the tech leak and move tech trading back to alphabet, because i can never get all those tiny techs without trading and generally play with a hooooj advantage (it's my sandbox and i'll play as i want to (lol))

Maybe there's a way to have whales as sea creatures worth a few quid, and then they become extinct or something. Hmm.

You can disable the tech leak without source code...mrgenie posted that a week or so ago (many pages ago).

And I bet I can give you the two lines to change for the tech trading as that is in the XML I believe.

While waiting on this VISA v1 I will check out these two items as I would like to see tech trading earlier too :)

TAfirehawk
Sep 23, 2006, 09:21 AM
If you just wanna disable it..completely..100% you must disable the request for the techleak...i am only busy with the calculation and output...and i dont wanna see right now where to disable it..but you can do alternatively allow civ to request for the techleak, and return a 0...if you want to completely shut it off..

in the sevomod.py youll see a "class BTM_TechSpread"
here comment everything by puttin # in front of it.

EXCEPT!!!

the lines:
class BTM_TechSpread:
def onBeginPlayerTurn(self, argsList):
iGameTurn, iPlayer = argsList

I'm not sure if it'll work..havent tried out python with empty classes...C++ wouldnt go CTD of it LOL

anyway...alternatively( this works 100%)
allow it to be executed and only comment the lines:

if (iAmtToAdd > 0):
pTargetTeam.changeResearchProgress(iTechCursor, iAmtToAdd, pTargetPlayer.getID())

and set:
bFlagTechLeakShowReceiverMessages = true
bFlagTechLeakShowSenderMessages = true

both to false!

ADD
Last solution will execute the routine, but it will not return a value(this sets the return automatically to 0)
neither will you get the spam messages...

if you want the routine to be executed, but not having ANY messages...just set the above mentioned values to false


seady, here is THE MAN, mrgenie, post on the tech leak options.

TAfirehawk
Sep 23, 2006, 09:25 AM
And the tech trading change is in Amras+5uu\Assets\XML\Technologies\CIV4TechInfos.xm l

Line 964 change the 1 to a 0
Line 2320 change the 0 to a 1

As I found out with fixing the hammer issue with the City Guard, these changes will make it so your savegames probably won't be able to be loaded by anybody else if you have a problem.

And of course make any changes at your own risk!!!

seady
Sep 23, 2006, 09:36 AM
thanks guys!

keldath
Sep 23, 2006, 10:33 AM
hey guys, version 1 is to be released in a matter of hours,

thanks for all the feedback,

you guys would be able to change a lot of stuff through the ini file = no need for the source code

seady
Sep 23, 2006, 10:43 AM
xml is kinda making sense, although i had a look at the texts on it in the bookshop and quickly got overwhelmed. C++... well, i can do "Hello, World!".

Python makes me feel ancient. I feel like Manuel in faulty towers. "I know nutheeng. Nutheeeeng!"

I once put something that crashed my system in my .profile by accident, and the catch was i couldn't edit it out... my admin/lecturer took pity on me that time. I feel like i can make a few things out reading the code but other parts might as well be in swahili and the environment is really different to what i was used to.

I used to know roughly what i was doing in VB, although the trouble was that was when you came across a bug, Microsoft denied it's existence. They might fix it in a later version, but they wouldn't acknowledge it in the first place. I know of a workplace that relied heavily on it and i am given to understand they really lost control when microsoft phased out support for it. There's a lot to be said for code that isn't dependent on a proprietary compiler from a company that needs you to buy a new version that does pretty much the same thing every few years, or they'll go bust.

I like Open Source. Don't get me wrong, i think commercial applications will always have a place, but i just don't see the point in paying money for MS Office, for example, when Open Office fits the needs of most home users, or Photoshop when Gimp is an adequate substitute for the non professional.

I remember about 12?? years ago working with video editing on a mac.... god, it was sooo easy. I don't know if there are freeware programs able to do what that package could but it seems unlikely. Still, hope i am wrong; i'd love to have the cash to get back into playing with multimedia one day.

The wonder movies different people have made for mods are really brilliant but the firaxis team shows what you can do with a reasonable amount of moolah and skilled staff.

seady
Sep 23, 2006, 10:45 AM
hey guys, version 1 is to be released in a matter of hours,

thanks for all the feedback,

you guys would be able to change a lot of stuff through the ini file = no need for the source code

Woot! So i can make religions spread automatically as per Kaels code? :goodjob:

I must learn python so i can figure out how to build temples automatically and also find out how to fiddle with the desirability of holy cities so the AI will attack them in preference...

seady
Sep 23, 2006, 11:14 AM
seady, here is THE MAN, mrgenie, post on the tech leak options.

I can't find the file "sevomod.py" ?

In BTMAddon.py I can find
if (iAmtToAdd > 0):
pTargetTeam.changeResearchProgress(iTechCursor, iAmtToAdd, pTargetPlayer.getID())

And I have commented that out ..

But i can't find these next two lines in any files in the mod
bFlagTechLeakShowReceiverMessages = true
bFlagTechLeakShowSenderMessages = true

I am using notepad++ to search.

Hey, i just found sdk-keldath.rar so i had the source code all along, i just didn't know it was in the main directory of the mod! Ah well, live 'n' learn.

TAfirehawk
Sep 23, 2006, 11:36 AM
Yeah I am not sure where mrgenie put in the tech leak now that I think about it...there is no sevomod in VISA ;)

And INI files are for wimps LOL

keldath
Sep 23, 2006, 12:30 PM
hello all!!!!

the new visa mod version is up!!!!!!!!!!!!!!!!!!!!!


version 1!!!!!!

availble on the sites!!!!

most of the work was made by mrgenie. well done.


enjoy all.

multi player game is still unavaible - all the rest is fully working!

Axil
Sep 23, 2006, 01:09 PM
The web pages still appears to be showing the version with patch up to 16 :(. Probably won't be able to do much bug hunting this weekend anyway my main PC just decided to hose itself so I'm going to have to reinstall all my software from scratch again ( on the back up PC atm )

seady
Sep 23, 2006, 01:12 PM
Hmm seems like that pair of comments might have been enough to disable the tech leak because i haven't seen any messages despite open borders and conquering cities of people with techs i don't have.

I can't see anything new on http://keldath.family-veldman.com/ ?

keldath
Sep 23, 2006, 01:27 PM
woops !!! forgot to put the link - its on now

seady
Sep 23, 2006, 01:37 PM
Yay! dloading now! Cheers to you and MrGenie!

Axil
Sep 23, 2006, 01:56 PM
Keldath - you sure the link is correct? - I'm just ending up in the FTP directory :(

on a more positive note - PC fixed yay - rubbish ethernet driver corruption caused it to get confused between my enabled ethernet port and the one I had disabled :)

mrgenie
Sep 23, 2006, 02:21 PM
LOL, you people are too fast! :) i told kel to write uptime after 21:00 CET :) but anyway..now it's up :) CET=central european time=+1 Greenwich mean time

oh, one more thing..the webserver i use was under attack today, they got it up and running, but in security mode..so transfers are slow..but it's there, just download it..I used Ultra Maxed compression to keep it as small as possible..but a mod of 700Megs big,compressing it to 231MB download was the best i could get...sorry

seady
Sep 23, 2006, 02:45 PM
24 kB/s download according to this, which is pretty good considering where i am downloading from (and i have a *#@ ISP but i won't go into that!) :)

23% through.

You mentioned needing help on the site?

I'm hoping to learn c++ to some basic degree but even walking near my old text books gives me the willies. Pointers just seem an invitation to disaster, and I've never used soemthing like codeblocks... always compiled with cc from memory. Ah, unix. The good old days. ;)

I have no idea with python, it's well after my time.

XML looks straightforward (although the civ4 side of it wasn't documented well by Firaxis, unfortunately) so i should be able to make suggestions in the form of actual files rather than just saying "the arquebus doesn't seem right".

It's fiddly the way each unit is distributed over the files like that. I'd love to make a civ editor that handled the XML automatically.

I could have done it it in Visual Basic 4 about ten years ago, but now, i can barely remember how to psuedo code!

Axil
Sep 23, 2006, 02:56 PM
weird I still can't see any difference on the web page :(

EDIT - Yay for some reason it was showing the cached webpage in 2 browsers

CrazyAce
Sep 23, 2006, 03:32 PM
Sorry to interrupt and possible hijack this topic, but I was noticing that bombarding enemies doesn’t kill them over an extended period or bombing. I was just wondering how I can do this, now I’m asking because I have no idea how..?

TAfirehawk
Sep 23, 2006, 04:02 PM
Sorry to interrupt and possible hijack this topic, but I was noticing that bombarding enemies doesn’t kill them over an extended period or bombing. I was just wondering how I can do this, now I’m asking because I have no idea how..?

Bombardment is meant to weaken, not destroy, enemies. To finish the kill or take a city, you must attack with a unit and that can be from a land unit that bombards in most situations.

TAfirehawk
Sep 23, 2006, 04:06 PM
mrgenie/keldath,

I am no XML expert but it is very similar to AutoLISP from AutoCAD so I have been getting used to the Civ4 layout the last couple weeks and might be of help...especially now that I am between jobs.

The two of you have made a great team and I would be honored to help contribute to VISA. And beta tester is my middle name :)

TAfirehawk
Sep 23, 2006, 04:11 PM
Can we get an alternate download site? Estimated time to completion is 6 hours :(

TAfirehawk
Sep 23, 2006, 04:13 PM
Hmm seems like that pair of comments might have been enough to disable the tech leak because i haven't seen any messages despite open borders and conquering cities of people with techs i don't have.

I can't see anything new on http://keldath.family-veldman.com/ ?

Well setting those two statements to FALSE just removes the messages but the tech leak will still exist.

Lets hope the INI file will have an on/off to the tech leak feature...looks like 6 hours before I can find out :(

Axil
Sep 23, 2006, 04:18 PM
Can we get an alternate download site? Estimated time to completion is 6 hours

Think yourself lucky my estimate is 16 hours - mind you atm I'm just glad to have the PC back up and running and not to have to re-install win-2k for the umpteenth time

mrgenie
Sep 23, 2006, 05:46 PM
i know of the DL times...first, the server is bugged because of some hackers that cracked the thing over night..and secondly, 100people downloading in just 2hours? :) you can use a DL manager, my friend in NL downloaded it in half an hour by using them ..just a hint.

about techleak..ehm..in the ini is a modifier, i think i put it all away down to the bottom, if you change this into a 0 or 0.000 you will have disabled it :)
i checked the sources, its safe to put a 0 here :) no techleak and no popups

mrgenie
Sep 23, 2006, 05:52 PM
Sorry to interrupt and possible hijack this topic, but I was noticing that bombarding enemies doesn’t kill them over an extended period or bombing. I was just wondering how I can do this, now I’m asking because I have no idea how..?


i never checked the codes of amra, but as far as i know, it was never ment to kill units, only damage them..could be wrong..i do think bombarding unit to death is not a good option, you as human will exploid this against the AI..also i found an exploit in the mercenaries which will lead you to conquer your AI opponents within 100turns of the beginning of the game even in monarch mode..so i'll rewrite some of the original merc codes to make sure noone can use this exploit..and dont ask me howto exploit options in the game! im not giving support for such things! LMAO

TAfirehawk
Sep 23, 2006, 09:24 PM
Since I am having a hard time accessing the website...found some bugs already.

1. Revealed resources display on separate lines of tech popups and window - MINOR
2. Stonehenge, Pyramids and the Oracle movies doesn't play, just a blue screen with no text.
3. Non-movie popup graphics, The Mahabodhi, display blue screen instead of picture. The Hippodrome picture and text displayed however.

rockinroger
Sep 23, 2006, 09:41 PM
whew! finally downloaded, now to play with the goodies!!!!

keldath
Sep 23, 2006, 10:16 PM
hey guys hope you enjoy the new ver!

crazyace,

as you where told, in one of the posts, the bomb' was ment to weaken,

but its easy to set the unit you want to have the ability to kill a unit completley,
but if you ask me , it gices imbalance to the game.

tell me if you want to know how to edit it.

now my new job - is to update the vanilla mod.

Axil
Sep 24, 2006, 02:09 AM
Looking good - game mechanics wise so far - except the mercenaries that seem to be a little overpowered in the ancient age ( I hired a lvl 9 swordman and went on to completely decimate the frenc empire of 5 cities with him and the 6 training camp units).

Worse problem That I've found so far is that none of the Civ 4 vanilla wonder movies play (not sure about the warlords ones as haven't built any) Also it seems that some of the leaders (menelik and Maria Theresa appear to have misplaced their theme music though it's in the correct folder

other minor thing ( not posted ias a bug on the tracker as it's only a minor niggle) is metal carving would be better if there was some flavor text on discovery).

EDIT: btw Love the new movies though they do seem a little familiar ;)


edit The mercenaries are utterly imbalanced at all era's it seems - seems pretty unrealistic to be able to hire a marine that has an attack of 50+ when civilizations have only just discovered the rifle

seady
Sep 24, 2006, 04:56 AM
but how much does it cost to hire that unit? Merc costs are huge; compare the costs of maintaining them against the cost of creating a regular horde. Sometimes they seem to vary too much, i agree (like getting a 30 attack tank when everyone else has cavalry!) and sometimes they seem fine.

I'd love to see water units in there as well. Sometimes you just need boats to ferry units and you don't have any harbors.

I'd also love to see the source code sometime? I'll play test the mod as is and publish any bug reports but i'd really love to tweak religion and there's no way i can do that currently with the visa mod.

Axil
Sep 24, 2006, 06:05 AM
Actually the cost of the merc's is part of the problem - the merc cost in the riflemen age is about 200-500 gold for the lower end merc (still better than stuff you are building then) and about 6-7 gold per turn to maintain.

That is absolutely nothing at that point if you have one of the commerce wonders like Spiral or fort knox - atm in my game I'm at 20% culture 60% science and 20% cash and that's with a surplus of 150 gold per turn so the merc upkeep cost doesn't really make a dent.

I just find it a little unrealistic that you can hire tanks and machine guns when no civ on the planet has the technology to build them - it would be better if they only come available if a civ in game has the techology that enables them and the costs should be exponential with technology and level

PDBEL
Sep 24, 2006, 06:08 AM
Are there any add-ons for Sevomod 3.2 (vanilla) available/compatible ?

Arlborn
Sep 24, 2006, 06:38 AM
Are there any add-ons for Sevomod 3.2 (vanilla) available/compatible ?

He is starting to work on that right now man, it just was released and you want addon to be ready already? They are fast but not that fast man :P Just wait somedays :)

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

I dunno if I should post it here or in the bug report in the site, so Im posting in both :P. I dont like the Mercenary system, its still too unvalanced, and I hate to get tank when everybody has only cavalary, that is completely unrealistic. For me mercenaries should be the best unit you have atm and then with special bonus like more strengh or a lot of promotions. I really hope you can balance it and also its too cheap in middle-late game. No Terminator when you have only initial gunpowder units please :)

Beside that and beside what all the others already reported, the mod is great, just need small fixes here or there ^^ And some balanceing :P

PDBEL
Sep 24, 2006, 06:42 AM
No prob at all !

Noticed my "compatible" ? ;)

Axil
Sep 24, 2006, 09:22 AM
Well just seen the weird bug yet - Have just delevoped electricity - first and only civ to do it - then get offer from Brennus to trade hit musicals to me !!! . I can see broadway in the celts capital city though Brennus doesn't have electricity and the Wonders list is saying that my civilisation has built it :eek:

EDIT Ok looks likew they have got electricity somehow but even thenit's still reporting in wonder list as being built by my civ?

mrgenie
Sep 24, 2006, 11:47 AM
hi guys, about the wondermovies...i saw i forgot the merging of the new mod wonders with the original wondersmovies...will be fixed..please make sure to post it on the website using the bug report button so i wont forget..about the mercs...yes. i wrote that myself that this is a wierd thing to exploit...i've played this morning with some tweaking of it..basically, it's all in the ini if you think the units are too strong...you can tweak things yourself, making them more expensive and such...you should check out the ini..there is alot of tweaking there...watch carefully what you do with this NJATM from theLopez..changing 1 or 2 values improperly causes you not to see any turns/time/percentages at all..but the merc maintainance cost..well..if you think units are alot too heavy...make them 10times more expensive in upkeep as they cost now! :) about units of age...actually, as far as i can tell theLopez included this in his mod...you only get units of the ERA the tech is included in..so if you are in the beginning of modern Era, indeed you can get most sophisticated units from the complete ERA...not just of those of the techs discovered...im sure theLopez will change the codes...i wont work on that right now, cus im busy finding out how the MP issues work, to track down everything and make it MP compatible...so..my advise to you all..make them more expensive if you think the units are too heavy! it's all in the ini! :)

mrgenie
Sep 24, 2006, 11:48 AM
please people. post all bugs using the bug button!! it's alot easier to fix things with a TODO list as searching for feedback here in the forums..

mrgenie
Sep 24, 2006, 01:46 PM
comment on the bugreports you guys are giving, and recommendations..so far i totally agree with mercs mod is unbalanced...it really is!!! and it's a big exploit mod addon...so we have 2 options:"completely remove this mod addon from theLopez" or 2nd"restrict mercs as a support only" meaning, you can hire mercs only up to the best units of the previous Era(this is a solution quickly to implement) also, mercs minimum Era should not be ancient..in ancient times no mercs allowed.. I think we'll give the last option a try instead of removing the mercs mod completely, since i somehow like the idea! :)
also, I'll make them standard a bit more expensive in upkeep...if you'll like the merc idea, but want the units not related to Era, but to max developed tech instead, i can make that too, but that will take a little longer on rewriting the code i guess.


one point, someone said:"the bug report button isn't good to show if someone already reported a bug or not" or if it has been fixed already...i deliberatly choosed this, because:"if 10people report the same bug, it's an HIGHEST PRIORITY!" :) dont worry if it might be posted already, keep posting...double checking, three times checking, etc is always better then not checking at all! :)

keep up the reports people! :)
oh, you can stop reports on the wonders and religionmovies, it was my mistake, fixed it already..i added the new wonders, and forgot to merge the original ones :( dumb me, that's what you get when you're working on something a whole week untill 2-3am every day...will release a patch or so once i fixed most of the bugs..hopefully tomorrow...

again, my apologies for servers bad DL...it does support multiple connections thogh, if you open 20connections you'll get 150kByte/sec download..so use a DL manager...it's the servers problem...i posted it some threads back, my webhoster had a big issue, they worked on it all saterday..it's not completely fixed and they're running in debug mode(everything is slow because of this) and because it's weekend they just made the service available, but they'll check on it first when the new week comes(that is tomorrow)

Arlborn
Sep 24, 2006, 02:32 PM
comment on the bugreports you guys are giving, and recommendations..so far i totally agree with mercs mod is unbalanced...it really is!!! and it's a big exploit mod addon...so we have 2 options:"completely remove this mod addon from theLopez" or 2nd"restrict mercs as a support only" meaning, you can hire mercs only up to the best units of the previous Era(this is a solution quickly to implement) also, mercs minimum Era should not be ancient..in ancient times no mercs allowed.. I think we'll give the last option a try instead of removing the mercs mod completely, since i somehow like the idea! :)
also, I'll make them standard a bit more expensive in upkeep...if you'll like the merc idea, but want the units not related to Era, but to max developed tech instead, i can make that too, but that will take a little longer on rewriting the code i guess.


one point, someone said:"the bug report button isn't good to show if someone already reported a bug or not" or if it has been fixed already...i deliberatly choosed this, because:"if 10people report the same bug, it's an HIGHEST PRIORITY!" :) dont worry if it might be posted already, keep posting...double checking, three times checking, etc is always better then not checking at all! :)

keep up the reports people! :)
oh, you can stop reports on the wonders and religionmovies, it was my mistake, fixed it already..i added the new wonders, and forgot to merge the original ones :( dumb me, that's what you get when you're working on something a whole week untill 2-3am every day...will release a patch or so once i fixed most of the bugs..hopefully tomorrow...

again, my apologies for servers bad DL...it does support multiple connections thogh, if you open 20connections you'll get 150kByte/sec download..so use a DL manager...it's the servers problem...i posted it some threads back, my webhoster had a big issue, they worked on it all saterday..it's not completely fixed and they're running in debug mode(everything is slow because of this) and because it's weekend they just made the service available, but they'll check on it first when the new week comes(that is tomorrow)

Great work!! Till 2 in the night?? What is your wife talking? xD

Axil
Sep 24, 2006, 02:37 PM
Maybe the best way of handling the merc is by limiting the amount of promotions they can get (pre hiring) by limiting the maximum level they can be to hire say something like 3 + (era no.) (i.e ancient = 1 the next era would be 2 etcetc ) that way hopefully they should never be overpowering.

Also there should be maybe an increase in the maintenence ( I'm tinkering around with the ini now and have noticed that the ini is set low) and also a risk factor in the hiring for example if you miss payment the mercs will turn against you and try to ramsack a city. This would have a basis in history as the Angle saxons originally came to Briton as hired mercenaries and only turned to settling the land when they took it in forfeit of the British king of that time not paying the gold he owed them.
This would be extra interesting imho if you had to hire mercs for a minimum number of turns like a contract ( would also help stop the exploit of hiring mercs for a quick war and sacking straight afterwards).

CrazyAce
Sep 24, 2006, 03:06 PM
hey guys hope you enjoy the new ver!

crazyace,

as you where told, in one of the posts, the bomb' was ment to weaken,

but its easy to set the unit you want to have the ability to kill a unit completley,
but if you ask me , it gices imbalance to the game.

tell me if you want to know how to edit it.

Cool thank you :D I sent ya a PM.

And is there a new patch version for this mod released..?

Forsaken
Sep 24, 2006, 05:45 PM
Had something interesting happen a little while ago probibly a small bug but i had a scout spawn a wolf unit
I had my very own wolf pack

till i hit end turn and death by barbarian :)

keldath
Sep 24, 2006, 08:07 PM
hello guys,

thank you for the bug reports, every week or so me and mrgenie will clean the reported stuff, and release a patch,

i hope that we will be able to fix mp games.

TAfirehawk
Sep 24, 2006, 09:50 PM
please people. post all bugs using the bug button!! it's alot easier to fix things with a TODO list as searching for feedback here in the forums..

Much easier now that it is working ;)

CrazyAce
Sep 25, 2006, 04:17 AM
Had something interesting happen a little while ago probibly a small bug but i had a scout spawn a wolf unit
I had my very own wolf pack

till i hit end turn and death by barbarian :)

Actually I believe that is intentional as other animal barbarians are captured the same way. If not I would leave it, I kind of like that idea this way we get to play with the animals.

Oh I almost forgot... Who made/animated the Indian Spearman; they left the head detached, so when they fall during the death animation sequence there heads are still floating. It’s kind of creepy :D

grbljanin
Sep 25, 2006, 06:50 AM
Hello

Is this new version works on old saves?

TAfirehawk
Sep 25, 2006, 10:05 AM
Hello

Is this new version works on old saves?

99.9% sure it is not savegame compatible.

TAfirehawk
Sep 25, 2006, 10:08 AM
Actually I believe that is intentional as other animal barbarians are captured the same way. If not I would leave it, I kind of like that idea this way we get to play with the animals.

Oh I almost forgot... Who made/animated the Indian Spearman; they left the head detached, so when they fall during the death animation sequence there heads are still floating. It’s kind of creepy :D

It comes from the Unit Allegiance Mod...chance to 'take-over' a defeated enemy unit, including barbarian animals.

It is cool to take a city from the AI that has a Tiger in it :)

Axil
Sep 25, 2006, 11:07 AM
New wonder capture an animal and build a Zoo :)

grbljanin
Sep 25, 2006, 11:39 AM
99.9% sure it is not savegame compatible.

Thanks. Do you know will this new mod work with smart maps, because I had problems with previos one and amra mod?

TAfirehawk
Sep 25, 2006, 02:32 PM
Thanks. Do you know will this new mod work with smart maps, because I had problems with previos one and amra mod?

As the first page post from keldath says....this is built on Amra's Mod so smart maps could be a problem.

TAfirehawk
Sep 25, 2006, 02:33 PM
New wonder capture an animal and build a Zoo :)

Sounds like a good recommendation actually....

seady
Sep 25, 2006, 06:26 PM
Can anyone recommend a good map generator as an alternative to smartmaps then? I find it disappointing that by the time i can get scouts into boats, the little tribal villages have been cleared out by my rivals... it'd be more fun to have more "wilderness". :)

rockinroger
Sep 25, 2006, 08:46 PM
just a little report for visa mod. currently playing as the celtics. year 485 or 875. just got done with a war with sungsten of tibet. he had built about 75% of all world wonders. usually right before i was able to in the next turn. so playing on monarch level i went to war . huge map. great thing about it was the fact the mercenary mod componet was used by the ai. i purchased the services of a leopard 2 tank. sungsten purchaed a cannon and artillary. so i can confirm the ai does use the merc. mod. so far no crashes, no problems. just takes awhile to load a saved game. well it takes a little while to load fresh game anyway. couple of sugestions for more flavor are some more national wonders that perhaps require x amount of buildings to build x national wonder. one of my favorite mods from civ 3 was DYP mod. It had several national and world wonders like this. Also i played a little with the My Military Mod, by Officer Renne. his mod greatly adds to the ability to go to war. perhaps his first incarnation is a little over powered. for example i built a 55 of 65 strength knight in one city. just a couple thoughts. Really like the air promotions and all the different units. Oh is there a way to upgrade the city guard. its kind of silly to have warrior city guard when musketmen and grenadiers are running around. overall imho this is the number 1 mod for warlords!!!!:king: :king: :goodjob: :goodjob:

mrgenie
Sep 26, 2006, 03:08 AM
rockingroger, your upgrade thing for the city guard has been a dorn in my eyes ever since! :) please post it as bug report so i wont forget edit those python routines..

anyway..about most of the bug reports...we will fix them before the end of the week, promise! at least most and major :)

my main concern is the merc now..it's unbalanced, that#s the most complaint, what you guys don't know, is that im not busy on the balancing right now, although i know how to do it, but yesterday i was busy cleaning the house and fixing things and backupping my new DVD's from the X-Files :)
today, and probably tomorrow too, i'll be checking on the Multiplayer issue, the mod is not MP compatible, and i give it a 99,99% that's the MErc causing this, i found some awesome dangerous coding the TheLopez merc mod causing OOS...so, i'll try to fix it to make it MP compatible first, then I'll do the merc tweaking....if I'll be unsuccesfull in that, we might release 2 versions of the mod..1including a merc(tweaked, so no more 20techs in advance units pop up) and a MP compatible version with the merc...although im pretty sure I#ll manage to get it MP compatible..i got some help from a specialist :) with a nice debugging tool he programmed for me.

so, this is what we plan:
Kel will fix most of the xml issues(i hope)
I'll fix the python issues that come up
and I'll check on the MP compatibilty...

that's the plan for this week.
I hope we can release a patch for friday.
the movies are already fixed(this time also the originals) :) now they all work.
im just not releasing a patch about this since it would cause savegames to become unoperable..so play your savegames till the end! :) and give us more feedback about problems in later era's :)

I thank you all for your your continued support for this mod, your comments are helping us alot, actually the most, since we ourself wouldn't find more then 10% of the errors you guys are reporting :)

mrgenie
Sep 26, 2006, 03:11 AM
one more thing..about additions..we will add more stuff to the mod(if they are MP compatible or at least easy to fix) but that will not be before the end of the 2nd week from now...since we really have alot of work todo..it's not abandoning further expansion! :) but kel and i deciced this mod first has to work properly also in MP :) and no CTD reports! LOL

mrgenie
Sep 26, 2006, 03:15 AM
oh an TA firehawk..about the smartmap issue...im working on that one too... :) i already fixed 1 line of codes which was warlords uncompatible.. that was the easy part since i only looked on the file for 5minutes and found this failure pretty much at the end :)
but i noticed we must tweak the smartmap for any mod anyway...so at the end of the week you guys also get a smartmap tweaked version special for our mod :) in the hope by then i also found errors(if further exist, because as far as i could see, this mapscript is written very thouroughly by a high skilled programmer) for the warlords version of civ4

Axil
Sep 26, 2006, 05:54 AM
What exactly is the problem with smart maps as I've now played 4 large map games generated with standard smartmap random map settings and had not problems at all so far with the possible exception than some of the civilization get put in untenable starting positions.

TAfirehawk
Sep 26, 2006, 07:55 AM
Sounds like a great plan mrgenie...keep up the good work and PM me if you guys need a hand in fixing or beta testing.

mrgenie
Sep 26, 2006, 08:29 AM
the only thing i figured out with smartmap that issued our mod is that it doesnt handle the resources(the extras) properly...but i'll tweak that a little bit...the other thing, little things like the turn timer are not properly working, but i havent figured out yet how that is related to smartmap...but it's a fact that smartmap works perfect as far as i am concerned for the game itself..just some minor things like resources positioning and like i said, the turn timer :)

about the mercs...im going through theLopez forumthread about it...it seems he will work on his version to update it...and i tested it extensively, it's 100% the Merc that causes OOS on multiplayer...so im going to get the Merc out of our Modpack untill theLopez fixes all the issues mentioned in his thread(will take 2weeks as he wrote there)...untill then kel and me can fix the reported bugs till friday and then we can check on adding more stuff to our pack :) i.e i wanna update the netherlands(new mod out for that) and i want to enable 24civs(for those who like to play with it) and some proposals done by you guys :) but that'll be for the week after :) and hopefully, the week after the week after(hard to read, yes? :P) we can include the new merc mod from theLopez :)

Mithris
Sep 26, 2006, 01:07 PM
I still haven't been able to download the new version :( Are there new links yet?

Axil
Sep 26, 2006, 01:56 PM
New version according to Mr genie is coming probably Friday. Hopefully it we be both patch and extra stuff :)

Mithris
Sep 26, 2006, 01:58 PM
Ah okay, looking forward to it.

Last three games I've played on this mod I haven't been able to finish... (that's 3/4), because I keep getting random CTDs in the modern era.

I'd attach saves but a) new version coming soon that may fix and b) larger than I can post :(

seady
Sep 26, 2006, 02:10 PM
Does anyone know where the sphinx movie came from? It looked familiar but i can't place it.

I've bugged this already: not seeing wonder movies... anyone else seeing that? I mean the original set seem to be the issue, ironically the new ones seem fine

rockinroger
Sep 26, 2006, 03:29 PM
another unit id like to see added is the asassin

Axil
Sep 26, 2006, 03:43 PM
The spinx movie and the Guttenburg's movie I believe came from Call to Power 2 by Activision - not a bad Civ clone in fact imho some of the things they did were better done than civ itself

seady
Sep 26, 2006, 04:50 PM
I liked the space/sea aspect and the super farms etc... something like that for civ4 would be nice. The Genetic era mod is a good step in that direction although i expect doing the split level maps would be daunting.

Or at least a way of pooling resources more as having cities in deserts in civ4 is painful, but doable in real life (las vegas!), and extrapolating technology would imply it will become increasingly easy to use arid or otherwise uninhabitable land: which is good because if the global warming trend is real then there's going to be a lot more arid land about...

TAfirehawk
Sep 26, 2006, 05:11 PM
I've bugged this already: not seeing wonder movies... anyone else seeing that? I mean the original set seem to be the issue, ironically the new ones seem fine

mrgenie has it fixed already...will be in next patch.

Arlborn
Sep 27, 2006, 09:27 AM
Would like to see ideas of the genetic mod on it! Like cities in the ocean and so on(I like CIVCTP :P), but not all the mod and you need to balance things out if you put something :) That is really nice idea for any mod to put a genetic era hehe, but to balalnce tihngs out is harddddd :P

AH! I will put tihs on the site as well :P

TAfirehawk
Sep 27, 2006, 01:09 PM
I agree 100% arlborn...and once the bugs are fixed then expect a bunch of new mods.

Grabnar
Sep 27, 2006, 04:50 PM
I have a high speed cable connection & still this mod downloads so slowly.:gripe: Could someone offer other download mirrors? Thanks. :)

keldath
Sep 27, 2006, 05:09 PM
hello all,

grabnar,

in our site theres two links.

the dl is slow, but its worth it :)

progress of the mod will now go up cause, i think we have anew addition,
TAfirehawk,
we really begining to be a modders team :)

so this friday, i hope to release a patch with all the latest fixes and stuff, also hope to add a patch for multiplayer game without the mercs mod.

then hopefully next week, we will start adding alot of new stuff, we will include all of your suggestion.

thank you all for helping on the development of this mod.

Grabnar
Sep 27, 2006, 05:16 PM
@Keldath, I tried both....guess I just got to be more patient...thanks.:D

TAfirehawk
Sep 27, 2006, 08:57 PM
It is an honor to be a part of this team :)

Everybody please report any and all problems...no matter how small. If you think it has been reported, then you can review the CLOSED bugs on the website to see if we have fixed it or not.

I know there are alot of little text issues but the three of us can't build every single wonder, building, and unit in this mod (although I try every game ;) ) so please report everything!!!

seady
Sep 27, 2006, 10:58 PM
I noticed quite a few under product UNKNOWN (sounds quite mysterious!). Is that supposed to be Visa?

mrgenie
Sep 28, 2006, 12:41 AM
little temp fix for late era ctd(if you experience it, use this patch) will be a complete fix on the patch :) this is just so you can play on with your current savegame..

remove the ".txt" before unzipping it

keldath
Sep 28, 2006, 12:49 AM
hey guys - for those who suggested the genetic era - ive taken a look in it -

seems really cool - i think we will add most of its parts , but not all.

Ket
Sep 28, 2006, 12:50 AM
MrGenie & Kal...

Please don't take this as I am trying to bash you in any way shape or form.
I want us all to create wonderful mods in the future. As you may or may not know me and Kal worked together on my original mod and he helped out greatly. I sitll consider him part of my team.

I have 2 words of advice for your mod...

1) Stop attempting to add 1.61 SDK code into Warlords. Its causing major issues.
2) Stop trying to add python code written under 1.61 into warlords.

Please wait for the updates.

I love you guys, and I've been wanting to say this for a while... I too have worked on updating 1.61 mods to warlords, and the only way I was able to do it was stip out any SDK stuff and python stuff...

Your mileage may vary...

Ket
Sep 28, 2006, 12:50 AM
hey guys - for those who suggested the genetic era - ive taken a look in it -

seems really cool - i think we will add most of its parts , but not all.

Please be careful its an unballanced mess....

Size 200 cities that can produce wonders on one turn....

Ket
Sep 28, 2006, 12:53 AM
Kel, maybe we should colaborate togther on a "Post Modern Era"

seady
Sep 28, 2006, 01:04 AM
I like the thought of being able to link resources on islands to cities without fiddling about with boats, although ideally that could be done way before genetic era... maybe a modified worker with amphibious capabilities? Expensive to maintain/build, so you'd just use it to set up connections and then *poof*. For example, if i play the romans, i have islands in my radius that are very awkward to mine, and simulating the east indies company's exploitation of the indonesian area is very difficult.

I think the sea based cities are wonderful but omigod does it place a lot of strain on my old pc, using up the sea for cities means that the resource load increases immensely.

Some of the units seem out of whack; for example the cyborg was a big leap up from tank (i think it has an attack of 50?). Some rebalancing would be good. Being a cyborg doesn't make you super, except in comic books. Having built in GPS, infrared vision, and slightly increased strength and speed is feasible. Robotic troops would make more sense as very tough units, and that is pretty much the direction the US army is going at the moment. They are unlikely to look humanoid. I think they have already been used to kill someone (memory hazy). At the very least, remote controlled killing machines are being worked on, and the goal is to make self controlled units, although i hate to think of the consequences of a bug meaning that they slaughter all the humans, not just the enemy. And if they self replicate, then I would say we are doomed as a species.

seady
Sep 28, 2006, 01:06 AM
Is there a new version of the SDK coming out then Ket?

seady
Sep 28, 2006, 01:18 AM
I looked over the web pages and i couldn't see anything useful; just a lot of advertising (blerg!). I have tried emailling take2support but i've never had any response in the past. Is there any way to contact the Dev's to ask them if the SDK is going to be updated for warlords or there's going to be another patch?

keldath
Sep 28, 2006, 02:09 AM
hey ket :)

well thanks for caring first,

after bad exp' we decided a while ago to work only with wr mod componants,

my sdk modifications - includes only some sevo stuff - from 1.61, and dale for wr +lopez airforce for wr,

and so far eversince i did the wr version - there was no ctd's from sdk issues,

also now - the mod runs very good - 95% - only reported one ctd - from a missing building - fixed already.

but you right - we dont have desire to add anymore 1.61 stuff -

the merc mod -
mrgenie rewrote the whole code...
he made it work under wr perfactley acctually - he has much knowledge in python so i trust him - the only bad thing -it doesnt work on mp game - but we will fix it later on - so mean while we are releasing a patch that will disable the mercs untill my guys will do so.

bout the genetic,

i know - my desire is now to use most of the stuff -
my aim is to add future techs,
future buildings, units and wonders, not more.

im not going to include the sdk and python changes, cause i dont want to use the ocean development stuff and the other tweaks theres,
so ill be most carefull bout it :)

il pm bout the colabetration :)



seedy ,

i wont include ocean stuuf - seewhat i wrote to ket,

also - ill try not to create "unrealistic" troops, just advanced..

seady
Sep 28, 2006, 02:18 AM
An example (http://www.defenselink.mil/transformation/articles/2004-12/ta120604c.html) of the remote controlled killing machines now being produced.

keldath
Sep 28, 2006, 02:39 AM
seedy -

i want one like that at home :)

try to post this in the unit reqaust thread :)

Ket
Sep 28, 2006, 02:48 AM
Is there a new version of the SDK coming out then Ket?

Seady there has been a Warlords SDK since Warlords came out it came with warlords.

keldath
Sep 28, 2006, 04:19 AM
hey guys!

good news!!! we just made a mp test for the second time!!!!

works!!! wooohooo

Arlborn
Sep 28, 2006, 04:38 AM
About Genetic era..Ye please try to be as most realistic as you can be hehe, if you think something is too much, just dont put it! And be carefull to balance EVERYTHING!!

Man, your UUs are not so balanced yet(prob cuz they are a lot lol), one suggestion that I would make that would really make me happy is to DONT change much the strenght of the UUs compared with the normal units, but instead of that give them SPECIFICS trairs, like a UU with 50%-100% defense for hills but with same strenght of the normal unit, or other with 50-100% against melle and so on..you can also mix this kind of stuff!! This way the UUs wont only be big-terminator-overpowered-mosters, but specific and good in what they do! Would love that :)

And..WIll you update your addon for SEVOMOD for vanilla????????? Man his mod is really great lol, he made me come back for play vanilla when I thought i woudlent play CIV4 anymore without Warlords :P

mrgenie
Sep 28, 2006, 04:48 AM
genetic era...i think some parts are nice..some are not...we will add those stuff which doesnt disturb balance(or else tweak it)
about Ket's warning for warlords...most of the python is the same, not much to change..its mostly the references which have changed abit..same in xlm..some references in the schemas are different..of course we take care of those part to make it warlords compatible :) no big deal..just clear sence of logical thinking :) right now...
we have no CTD or any other wierd stuff besides the fact that left and right we left out or forgot some code...which is beeing fixed for 60-70% now and will be ready before tomorrow's patch...
but we're greatly appreciating any warning about any problems that could arise...espcailly on modcomponants..some seem to cause trouble with interacting with other componants...but thelopez is a good modder, Gir is, and alot of other are..they are making good codes :) we only need to tweak them for our purpose of converting everything in 1modpack to make sure they dont cause issues with each other...like some mods change the same variables in the python...im checking upon those very carefully and rewriting codes so none of the mods are disturbing each other...so far, it's very streamlined as far as i can say...even my best friend from NL; who is a criticast from the worst played all the way to modern era and found only the isse about missing xml's causing CTD :) will be in tomorrows fix(repeating myself LOL)

Arlborn
Sep 28, 2006, 12:25 PM
Something that Im meaning to tell for long but forgewt, THEY ARE WAY TOO AGRESSIVE! Once again you forgot to put the normal civ xml for leadership Kel, can you send for me??

Fistersn
Sep 28, 2006, 12:55 PM
At last a good mod for the warlords.... I simply loves the healtcare and education civ and all the new civilations.

One thing I dosent like is the mytich barbarians animal... Do you planing to remove this in a later version??

TAfirehawk
Sep 28, 2006, 01:14 PM
At last a good mod for the warlords.... I simply loves the healtcare and education civ and all the new civilations.

One thing I dosent like is the mytich barbarians animal... Do you planing to remove this in a later version??

mytich? We are removing the grifon (sp?) and werewolf to keep things a bit more realistic, but I am not sure which one you are talking about.

TAfirehawk
Sep 28, 2006, 01:15 PM
Something that Im meaning to tell for long but forgewt, THEY ARE WAY TOO AGRESSIVE! Once again you forgot to put the normal civ xml for leadership Kel, can you send for me??

They seem back to normal to me...but will check on this and try to get it included in the patch tomorrow.

Arlborn
Sep 28, 2006, 01:21 PM
They seem back to normal to me...but will check on this and try to get it included in the patch tomorrow.

They get furious on me without ANY negative point in diplomacy, they just meet me and decide that they dont like my face and get furious or what? xD

Nah no, they are not normal for me ^^

Axil
Sep 28, 2006, 01:29 PM
The AI are pretty normal for me. Now on 8th time through and no further bugs other than the reported ones that I can see. I am looking forward to seeing the return of the movies though as I love seeing them as I build new wonders.

Mythical monster wise I quite like them but they should only really be seen up to the classical age as the map quote 'Monsters be here'. As so as real science takes off and they are debunked they should disappear :)

Also it may be an idea to look at the new civics that Sevo introduced in 3.2 as they are pretty neat and as an air promotion add something like incendaries for increased air strike damage on cities or Grand slam bombs to increase air bomb damage as the air promotions at the moment to me don't make a lot of sense i.e bombers can get +15% to intercept!!! but most of the fighter ones it seems decrease the chance to intercept at least the earlier ones.

BTW any idea at what time the patch will be released as i have the day off tomorrow :D :D :D

TAfirehawk
Sep 28, 2006, 01:49 PM
Arlborn,
I haven't gotten a furious AI in ViSa yet...just cautious with 0 diplomacy. Looks like you need to tell your leaderhead to shower more often ;)

Axil,
I don't expect it very early as keldath has some more fixes to do and I might sneak a couple more in as well...but it does depend on your time zone too :)

The list of things to add is enormous, but we are mostly waiting until all the bugs are killed...little text bugs in the pedia or strategy/sid's tips 'bugs' me :p

Axil
Sep 28, 2006, 01:56 PM
Yep the text bugs irritate me as well.

Can I suggest you have a looks at ket's composite xl mod as I really love that on each tech splash screen there's a description of what the tech did to advance civilisation and how it came about. i find it really adds atmosphere to the game.

BTW time zone is GMT or medieval age depending on where I am Civ game wise ;)

Arlborn
Sep 28, 2006, 02:14 PM
Arlborn,
I haven't gotten a furious AI in ViSa yet...just cautious with 0 diplomacy. Looks like you need to tell your leaderhead to shower more often ;)


They were all GAY in the last game then -.- How could they hate Catherine? lol, anyway I will try to reinstall it tomorrow(now too late, watching tv)..I didnt tell about it before(I wanted, but forgot :p) was cuz I actually wanted to try to improove my militar skills in the game, didnt work pretty well, lets just say Im not the best in the militar aspect of the game lol, I can win only with cultural, diplomatic or space race(I hate space race, so.. :P) ^^

Tomorrow I report back then!

keldath
Sep 28, 2006, 02:25 PM
hey guys!

well read all your reports,

bout the genetic era - yes we gonna make it balanced - not too much overpowered units - also i dont want to add so much unit classes only a few - gonna put emphasis on buildings and such.

arlborn....

well i havnt touched the ai values at all!!!!!
the warlords version is has greatley modified the ai, or so i heard :)

the vanilla version, well,
im in a dilema there, currentley - i want to update the version to sevo 3.2 - but only when girs get his version out.
but i think it will be the last time ill do a version for civ vanilla. cause i wanna develop the wr mod with my team mates :)

thanks all again!

Fistersn
Sep 28, 2006, 04:00 PM
mytich? We are removing the grifon (sp?) and werewolf to keep things a bit more realistic, but I am not sure which one you are talking about.

Sorry for my bad english, but I meant werewolf and grifon... I like the game realistic and I don't think those units are realistic since they did not exist....

Axil
Sep 28, 2006, 04:12 PM
I must admit I was never that keen on genetic or Diamond age in CTP2 as it just seemed pretty ridiculous. also if you follow on the Civ / alpha centurai story earth is pretty much on it's way to being uninhabitable by the time A/C begins. If genetic age is used it should imho be heavily toned down from what was in CTP fusion tanks and mechs ?. Maybe an artifical island as an engineering project in near future ( like in japan) or high speed monorails but under water cities are a bit ott.

TAfirehawk
Sep 28, 2006, 05:06 PM
Sorry for my bad english, but I meant werewolf and grifon... I like the game realistic and I don't think those units are realistic since they did not exist....

No problem :)

We are all on the same page...sci-fi/fantasy animals are out. Keldath is taking care of this for Friday's patch.

TAfirehawk
Sep 28, 2006, 05:10 PM
I must admit I was never that keen on genetic or Diamond age in CTP2 as it just seemed pretty ridiculous. also if you follow on the Civ / alpha centurai story earth is pretty much on it's way to being uninhabitable by the time A/C begins. If genetic age is used it should imho be heavily toned down from what was in CTP fusion tanks and mechs ?. Maybe an artifical island as an engineering project in near future ( like in japan) or high speed monorails but under water cities are a bit ott.

Don't expect to see ViSa turn into Genetic Era...bits and pieces to enhance the end-game tech have always been needed in Civ and that is my primary interest.

Some settings to extend the end year and such will also be looked at but a merge of even a majority of the Genetic Era mod is highly unlikely.

Most everybody here shares the same viewpoint of what Civ4 should be (or you wouldn't be playing THIS mod ;) ) and nobody should expect that to change. I tried other mods and this just feels like CIV to me and that is why I am helping on the project.

civ4ludo
Sep 28, 2006, 05:24 PM
Query: Compatibility with Sevo 3.2(a)

I take it that the current version "Kelgirnewv3" is not compatible with sevo3,2.
Are you planning to make a new version soon? Do you have any deadline in mind?
I find some of your additions really explosive, and I miss them right now.
Thank you,
Lu

Ket
Sep 28, 2006, 06:35 PM
KEL!!!!

CRAP I'm so sorry... Happy Belated New Year...
G-D I feel bad I forgot.

TAfirehawk
Sep 28, 2006, 06:54 PM
Query: Compatibility with Sevo 3.2(a)

I take it that the current version "Kelgirnewv3" is not compatible with sevo3,2.
Are you planning to make a new version soon? Do you have any deadline in mind?
I find some of your additions really explosive, and I miss them right now.
Thank you,
Lu

That will wait for GIR's update....per keldath's previous posts (either here or on the website bug reports).

mrgenie
Sep 29, 2006, 01:08 AM
I'd recommend to just work on this warlords version too..my best friend managed to play through the whole game, reported no errors(except the annoying sound with tanks/artillery) so i guess it's CTD free :)
what i'd like to know...this city guard unit..i made it movable in the patch, because of 2 reasons:
1) to be able to upgrade it
2) because i think it's stupid NOT to move it

now, i can make it a small routine to check on the "onBeginPlayerTurn" to loop and check through all the cityguards and force them to upgrade if upgrade is available(free of cost or with cost) to ensure the non-movability..
it's not so much work to make such a loop..but frankly, i dont like it the unit is stuck in the city...

now, im not working on this modpack for myself or sagi or Firehawk, but for everyone...so I will make it as the majority would like to have it.

i could make a referencing to a True/False in the ini about movability, but i don't think putting too much in the ini will solve it's readability, from all the mods included(and will be included in future) we already have a HUGE ini...
and with the planned (on/off) for every single mod in our modpack, it'll be larger once more...so adding stuff like moving city guard or not won't benefit the structure and overlook of the ini i guess...

waiting for response about how you people would like to get it done..

EDIT, forgot to mention sagi and firehawk who are companions on this project...sorrryyy :( i think faster then my hands can keep it up so words come down in a wrong sence sometimes

EDIT 2
anyway, since i know of at least 1 person playing through the whole game without errors, i think we got a solid base to work on...and we fix the glitches(which are still out there) so next week we can include some of the expansion request done by people...and get this little modpack to it's next level :)

Arlborn
Sep 29, 2006, 03:08 AM
I'd recommend to just work on this warlords version too..my best friend managed to play through the whole game, reported no errors(except the annoying sound with tanks/artillery) so i guess it's CTD free :)
what i'd like to know...this city guard unit..i made it movable in the patch, because of 2 reasons:
1) to be able to upgrade it
2) because i think it's stupid NOT to move it

now, i can make it a small routine to check on the "onBeginPlayerTurn" to loop and check through all the cityguards and force them to upgrade if upgrade is available(free of cost or with cost) to ensure the non-movability..
it's not so much work to make such a loop..but frankly, i dont like it the unit is stuck in the city...

now, im not working on this modpack for myself or sagi or Firehawk, but for everyone...so I will make it as the majority would like to have it.

i could make a referencing to a True/False in the ini about movability, but i don't think putting too much in the ini will solve it's readability, from all the mods included(and will be included in future) we already have a HUGE ini...
and with the planned (on/off) for every single mod in our modpack, it'll be larger once more...so adding stuff like moving city guard or not won't benefit the structure and overlook of the ini i guess...

waiting for response about how you people would like to get it done..

EDIT, forgot to mention sagi and firehawk who are companions on this project...sorrryyy :( i think faster then my hands can keep it up so words come down in a wrong sence sometimes

EDIT 2
anyway, since i know of at least 1 person playing through the whole game without errors, i think we got a solid base to work on...and we fix the glitches(which are still out there) so next week we can include some of the expansion request done by people...and get this little modpack to it's next level :)

I just lost a game in normal speed, got owned by the AI in military cuz they were too agressive(gonna reisntall it to see what is wrong)..But I lost with 26 turns left, saw no aparent or really annoying bug! :)

And about city guard, I like the fact its not moveble! It makes it really as a CITY GUARD, what its no? :P And yes, I would like if I could upgrate them lol

keldath
Sep 29, 2006, 04:35 AM
hi all!!!!!

i need everyone help guys!

i need you guys to tell me what civ colors are needed to be changed.

some civs have the same colors as you probabley saw,
and i want to fix it,
so i need help to know which civs i need to change, and if possible , to what color.

plz report this in here - nor in the bug system of our site.


thank you all

Ket
Sep 29, 2006, 04:41 AM
Mr Genie, I highly sugest looking into the CCCP SDK enhancements I think you will get a kick out of the stuff added.

:)

Axil
Sep 29, 2006, 04:48 AM
civ colours brazil and england for a strat those border colours are a bit too close to each other - Cyrus also has a clash but atm I can't remember with what civ

Ket
Sep 29, 2006, 05:02 AM
RE: OOS, Pushing missions may have something to do with it...
Just something to research

mrgenie
Sep 29, 2006, 06:04 AM
hello Ket, thank you for your comments :) I'll sure check the CCCP out..i like everything which is special to parts of the game...special units, special techs, special civs, special abilities...to mke the game as versatile as possible..i like playing 10rounds of the game, and 10times something else happens

about the OOS..i give up on that...it's not my field of expertise..i dont have any field of expertise in programming anyway...ok c++ i can do some nice stuff in there...but python is a tricky language :) anyway..i do understand what is going on in the codes, and im pretty good at debugging errors, so i am very capable of fixing things..but writing own codes im limited to minor routines..i can make lotsof smaller routines, but such huge addons like theLopez does..are way ot of my league...so is the OOS..im good at debugging, but this thing is really nasty..i think one must understand the bigger thing behind how messages are synchronized over networks..and I don't know this part...gerikes is very handy at that part...so my hope is with him...but I won't get into fixing OOS messages since i have no idea hwat firaxis is doing behind the scenes with the multiplayer...even if i get it to work...after 100trails and errors at one part it probably will work...i doubt it will be a good solution...

if i fix something for a single player game..it's probably no problem if the computer does 1.000.000 calculations instead of 500.000 becuase CPU's of these days are very strong...but in a network factor 2 of datatransfer can kill gameexperience...so one must know damn well what he is doing there...and i can't say I'll be able to work on that level....so i leave that one out for the more experience modders who write codes for civ since 2005 :) im not that experienced, unfortunatly

Ket
Sep 29, 2006, 06:57 AM
Did you guys ever get tech leak working under warlords?

TAfirehawk
Sep 29, 2006, 07:11 AM
Did you guys ever get tech leak working under warlords?

Yes we did and it works nicely...no special window like Sevo did but other than that it is good :)

mrgenie
Sep 29, 2006, 09:38 AM
ehm, i'll steal the new techleak from sevo if he allows me :) i asked him with a PM...but..hasn't replied yet...no no=yes? :) in NL we always say:"keeping word is allowing" dont know if i can say it like this in english :)

about the techleak..actually i wrote 50% of the code new by myself with some other loops...to be sure it only shares tech over trade routes and stops when borders are closed...
the original sevo techleak did share tech ALWAYS the moment you had contact..there was no traderoute check or anything...so i basically wrote the code from scratch with the knowledge offered to me by sevo.

TAfirehawk
Sep 29, 2006, 02:11 PM
In the US we say it is easier to ask forgiveness than permission ;)


UPDATE

New patch is available for download...any small patches will be savegame compatible.

lchall
Sep 29, 2006, 04:34 PM
TAfirehawk - thanks for letting us know that the patch is available but I'm not sure if I installed it correctly. I ran the exe file and extracted to the VISA folder under Mods in the Warlords directory. Is this correct? I'm not sure as the extract set up a folder called Visa-v1-patch-0.10 under the VISA folder which doesn't seem right to me. In addition, when I ran Warlords and loaded the VISA mod the cover screen indicated that the patch is 0.00 when I thought it would be 0.10. Did I do something wrong? If not, how can I tell if the patch was correctly applied? Any help will be greatly appreciated.

TAfirehawk
Sep 29, 2006, 05:10 PM
Ichall,

Move everything from the patch folder into the VISA folder. I will speak to mrgenie about the directory structure, thanks for the reminder :)

Axil
Sep 29, 2006, 06:09 PM
Well so far so good - all the movies so far are playing

It seems Arlborn not the only one seeing Civs being aggressive on first contact - the Albanians were furious to me though most of the other civs were cautious. Funny thing was the Albanians remained furious even after converting to my religion with me having built the religion wonder - their not Furious any more though - RIP Albania :)

One thing I have noticed though is the old sevo mod movie of Temple of Artemis is playing instead of the warlords one - The original mod included the sevo movie in the assets/art/movies folder - just delete it if you want the warlords version back

Ok off to bed - have fun

TAfirehawk
Sep 29, 2006, 06:22 PM
Thanks Axil

seady
Sep 30, 2006, 02:19 AM
I can't access the bug site at the moment. I'm getting the error below. Is there any easy way to fix this?

http://forums.civfanatics.com/uploads/99292/chinese_ldr.JPG

civ4ludo
Sep 30, 2006, 02:40 AM
Wouldn't it be better to split this thread in two?

Considering that the development of the Civ4vanilla and Warlords versions go in parallel, but are two different things -- and people downloading them may not be the same ones, but different groups -- don't you think that it might be better to split this thread in two?
Just my .2 Euro.

Lu

mrgenie
Sep 30, 2006, 03:12 AM
You might be right about that civ4ludo, but i get a strong feeling everyone is playing the warlords version, or stepping over to it. all the bugreports are also for warlords.....we might consider opening a new thread for ViSa, but since we're a team of 3people working on this now, and might need someone else still who knows python, and especially 3D rendering with bender, or html programming, PHP or whatever other scripting for webpages, we haven't decided yet where this mod will go to, except that it's going to be big! :)

i have a question, i didnt play civ for 3weeks, because i was working constantly on ViSa, but i read somewhere that the AI doesn't use the range attack...I'm not even sure if it was in this thread, but it's wrong, and I'm getting to kick the hell outta me because of range bombardment! (playing monarch level)

about agressive AI, i select Agressive AI upon startup...can't say the computer is agressive, solomon doesn't seem to like me on first contact, but all the others including 2greens like me very much, but, we dutch are simply beloved by all the planet! :P aren't we!!!! you dare to say no! hehehe

mrgenie
Sep 30, 2006, 03:13 AM
I can't access the bug site at the moment. I'm getting the error below. Is there any easy way to fix this?

http://forums.civfanatics.com/uploads/99292/chinese_ldr.JPG

yes, download the patches a and b! :) b is not necessary, but included 5hours work on rearranging the techtree so it looks nice :)

seady
Sep 30, 2006, 03:24 AM
I downloaded the first patch and ran it, then got that bug. I can see the difference in the version # on the title screen, but the website is inaccessible for any further downloads?

mrgenie
Sep 30, 2006, 03:27 AM
IMPORTANT NOTE

the hosting service of the website is upgrading their complete servers and networkin in Dallas, LA and some other place, my server is obviously located in LA..so they told me...the next 3 weeks they are pulling down the DNS servers, SQL, and alot of other things to install new Xeon 2 servers(whatever that might be) with additional RAM and they got a new agreement with some backbone provider which they will link their network to to enhance performance...

in this time the site might be down a few times, they call it "little operations out" by my guess is, little means each day they are working no access...that's my experience with "little" in the USA :)


I'll try to get a copy website up somewhere...since bandwidths beeing used by this community on the servers exceeds 60-80Gigs/month of datatransfer, i offer the patches on http://mrgenie.dyndns.org...this site is not online right now, will be online in max 2hours
(12:30 GMT"british", 13:30 CET"western europe", 7:30 EST"east coast USA")...probably sooner,
but you never know what problems one encounters :)

PLEASE SOMEONE TEST if the backup site for patches is working

civ4ludo
Sep 30, 2006, 03:55 AM
Links

This one is not working: http://keldath.family-veldman.com/

Neither this one: http://mrgenie.dyndns.org/Keldath.htm

This one seems to be ok: http://www.sprintshare.com/file/2193...NEWV3.exe.html