View Full Version : HOF Questions and Answers Thread
HolyHandGrenade Oct 24, 2008, 12:39 AM I agree with TMIT. Yes the initial move may not seem like much but with hills around, strategic moving of the initial units can reveal a good bit of the map. This can lead to a better placement for the initial city and in the best case this can shave off several turns. For the best players, (not me) this can be the different from first place and fifth place. I personally don't mind fifth place but i would guess that WastinTime, Ryrax, HHG etc would be partial to any work-around that helps save a couple turns at any point in the game.Using MF with mostly PH-start or Ivory normally give no better starting position than where your settler currently is placed. So I never thought about moving around and then restart. It may be possible that you find a better starting position. But if the current start is a really good one only proofes when you are looking for the 2nd city spot - and this is already too late to restart. It may be possible to soften the MF-rules to plan for some initial moves, but this may take too much time and the possible results may not be worth it. Letting MF run over night and loading 30-40 games to just check the starting position can be annoying. My conclusion: Those who need it should do it - the others should concentrate on the victory conditions :D
cabert Oct 26, 2008, 12:58 AM there is something disturbing.
tiny normal speed monarch level cultural table.
I have 2 games in this table, 1 is #1 at 1844 AD the other is #3 and last at 1870 AD.
Why on earth is this 3rd place game worth 0.0 in the quattromaster table?
it's also gone down drastically in the EQM table, but at least it's not 0.
ParadigmShifter Oct 26, 2008, 04:24 AM Doesn't last place always get 0 for QM score?
cabert Oct 26, 2008, 04:42 AM Doesn't last place always get 0 for QM score?
obviously, that's so, but it's a bit disappointing
BLubmuz Oct 26, 2008, 04:56 AM Doesn't last place always get 0 for QM score?And the phantom date? Someone forgot to put one in that table?
Denniz Oct 26, 2008, 09:03 AM there is something disturbing.
tiny normal speed monarch level cultural table.
I have 2 games in this table, 1 is #1 at 1844 AD the other is #3 and last at 1870 AD.
Why on earth is this 3rd place game worth 0.0 in the quattromaster table?
it's also gone down drastically in the EQM table, but at least it's not 0.For calculating base Qscore only one game per player is counted. Your second game falls outside the curve. (i.e. avg date = 1846; curve range = 1844 to 1848)
And the phantom date? Someone forgot to put one in that table?Phantom dates are not used for QM. only EQM.
BLubmuz Oct 26, 2008, 01:36 PM Phantom dates are not used for QM. only EQM.I was conviced the main reason for the phantom date was the fair thought that no one submitted game deserves a "0". Maybe can it be extended to any count for the HoF?
Another thing, about the Mod: The F1 it's very nice and useful, great.
But it miss a reminder for the culture levels as in the previous one.
edit: maybe i missed it, see next post.
Finally i played a time game without GW, following boogaboo hints about the 20% of the total map tiles to reach the number of unhealthy buildings.
Still, eagerly await for the new version... when you think it will be ready?
ParadigmShifter Oct 26, 2008, 01:47 PM A reminder or the remainder? You get both don't you? If you turn civ4lerts on you get a reminder before the borders pop and if you have the exotic domestic advisor on you see how many turns left till the next pop on the "all cities" screen.
bramirez Oct 29, 2008, 06:03 AM As you guys know better then I do the HOF mod contains:
1. Autolog (defaults to disabled)
2. End turn Text (defaults to enabled)
3. Exotic Foreign Advisor (defaults to disabled)
4. Modified Special Domestic Advisor (defaults to disabled)
5. Civ4lerts (defaults to disabled)
6. Specialist Stacker (defaults to disabled)
7. Clock Turn Text (defaults to disabled)
8. Reminder (defaults to disabled)
9. Mapfinder (defaults to disabled)
10. Auto start file creator (defaults to disabled)
11. Auto exit file creator (defaults to disabled)
12. Regenerate Map Hot-Key [ALT-G](defaults to disabled)
I am curious to understand what each function does and specially about two things:
If there is a way to generate a log about all events and war that you can access outside the game.
And if there is an in game function to help manage and decide placement of cities.
Thanks
HolyHandGrenade Oct 29, 2008, 07:33 AM 1. Autolog (defaults to disabled)
...
If there is a way to generate a log about all events and war that you can access outside the game.
This is the answer to your question. If you enable it you can find the log-files in the directory "autolog" which is in parallel to your "saves" directory.
And if there is an in game function to help manage and decide placement of cities.You only can use the default civ4-functionality for this. As far as I know nothing can help you from HoF-mod
bramirez Oct 29, 2008, 07:42 AM This is the answer to your question. If you enable it you can find the log-files in the directory "autolog" which is in parallel to your "saves" directory.
You only can use the default civ4-functionality for this. As far as I know nothing can help you from HoF-mod
How do I enable it?
HolyHandGrenade Oct 29, 2008, 08:29 AM How do I enable it?
Go to the Options (Ctrl-o). On one of the Hof-Tabs you will find "autolog". Just enable it there.
Methos Oct 29, 2008, 09:08 AM Check out this thread (http://forums.civfanatics.com/showthread.php?t=260678) and under the bolded HOF Mod heading you'll see links (anchors) to each of the mini-mods located in the HOF mod. If you click on them, it'll take you to a short description regarding that mod.
bramirez Oct 29, 2008, 09:20 AM Thanks Methos
I wasn't able to install the mod thought. It is not on and when I try to choose it it just crashes.
HolyHandGrenade Oct 29, 2008, 09:58 AM Thanks Methos
I wasn't able to install the mod thought. It is not on and when I try to choose it it just crashes.Ooops, I thought you had it already installed :blush:
Methos Oct 29, 2008, 12:47 PM I wasn't able to install the mod thought. It is not on and when I try to choose it it just crashes.
What error are you seeing when it crashes? When does it crash? What are your system specs and do you use Vista? If you prefer, you can email them to us (HOF Staff) at hof.civfanatics@gmail.com.
bramirez Oct 29, 2008, 12:56 PM Well I am not home - but it installed in the default vanilla folder - then I forced an install in the BTS folder - then it appears in the mod section but it doesn't allow a load - I will try and give you some feeback later - I have XP Pro.
Denniz Oct 29, 2008, 03:28 PM Well I am not home - but it installed in the default vanilla folder - then I forced an install in the BTS folder - then it appears in the mod section but it doesn't allow a load - I will try and give you some feeback later - I have XP Pro.You shouldn't have to force the HOF Mod to install in the correct location. It looks up the install directory from the windows registry. If it is trying to install in the wrong place then you may have a problem with your Civ4 install.
NOTE: There is a version of the HOF Mod for each expansion. The current versions and the only ones accepted for HOF submission are:
Vanilla - 1.74.003
Warlords - 2.13.003
BTS - 3.17.003
To play BTS you must have patched Vanilla to 1.74 and BTS to 3.17. You should patch Vanilla first. Also, it is better to manually download and install the patches rather than using the advanced menu. The have been known to fail which will cause the HOF Mod to crash.
TheMeInTeam Oct 29, 2008, 04:05 PM The sessions time limit is more of a guideline these days than a hard and fast rule. Although, at times it seems like we should bring it back as the number of really short sessions (<10 minutes) is becoming a concern. ;)
Map Finder is designed to let you do just what you describe, so it would hardly be fair to penalize you for it. :mischief:
Graphics mods are fine as long as they do not alter game play. It is always a good idea to backup the original files (somewhere outside of the civ4 path) before installing a mod. If you get a warning message about assets not matching, you should probably back out that mod.
Say, if the game is played start to finish (with no stoppage at all, just a 1 segment game that goes from 4000BC to victory), the whole 1 hour thing doesn't apply, correct? My understanding is that the rule is to avoid abusive #'s of stoppages mid game. I play standard maps pretty fast. The way I have some of these games planned out, many are going to take less than 1 hour to WIN, from the start (I think I managed one in less than a half hour that I turned in already). You probably could see this coming after my G major 37 time.
I guess my question is, if I BLAST THE HOF WITH GAMES, like say, SIXTEEN or more this weekend with many under 1 hour, they're still good if they're otherwise within the rules, right ;)?
I mean, I guess if the game is required to last 1 hour, I can just sit there before the last turn until the 1 hour mark is there, or install civ on my desktop and play 2 games at once and just leave 1 while I play the other, but I'm assuming that I don't have to do that and games that are played legitimately start-to-finish in 1 session should be fine.
Denniz Oct 29, 2008, 04:17 PM As you said, the session length rule is about multi-session games. If you play the game in one session then the session length rules don't apply.
Tatran Oct 29, 2008, 10:39 PM The HOF mod has a bug.
I'm playing with permanent alliances on, which is allowed, but after signing
a PA with another civ the game is illigal because team play isn't allowed.
This isn't team play the way it's described in the rules and in the game settings.
So, what should I do with my current game?
TheMeInTeam Oct 30, 2008, 12:28 AM That's odd, PAs ARE allowed, and I've even had an accepted submission with one recently...sounds like a bug to me.
Ozbenno Oct 30, 2008, 01:24 AM PAs are legal but team play (where you start teamed up from the beginning of the game) is not.
Denniz Oct 30, 2008, 05:36 AM The HOF mod has a bug.
I'm playing with permanent alliances on, which is allowed, but after signing
a PA with another civ the game is illigal because team play isn't allowed.
This isn't team play the way it's described in the rules and in the game settings.
So, what should I do with my current game?The warnings on the settings page are for when you start a game as Ozbenno said. It is a minor bug. Nothing to worry about.
ParadigmShifter Nov 02, 2008, 04:00 AM Any chance of a gauntlet where required settings are barbs on?
cabert Nov 02, 2008, 04:02 AM Any chance of a gauntlet where required settings are barbs on?
Certainly doable. Even raging barbs on.
GW for the win.
ParadigmShifter Nov 02, 2008, 04:05 AM I always play with barbs on and rarely build the Great Wall. I think it would be interesting though and would mean I put myself at less of a disadvantage than the non-barbs players.
EDIT: For added LOLZ could make it vanilla only ;)
cabert Nov 02, 2008, 04:07 AM I always play with barbs on and rarely build the Great Wall. I think it would be interesting though and would mean I put myself at less of a disadvantage than the non-barbs players.
EDIT: For added LOLZ could make it vanilla only ;)
interesting thought
it would be a fun change
ParadigmShifter Nov 02, 2008, 04:13 AM Otherwise, could make it an archipelago map so the GW has effect only on 1 island (does connected via coast count?).
I say this because in GMaj38 I really crippled myself early on by having my galleys sunk by barb galleys when I was exploring.
EDIT: Terra could be interresting too.
TheMeInTeam Nov 02, 2008, 03:28 PM Archers dominate land barbs and always have. Cities fogbust pretty well too. The problem was the 3.17 making barb galleys 4x more likely than before. The true wonder to deal with barbs, therefore, is the oracle. MC is a pretty sound bet, and on water maps it'd get you a nice shot at colossus. Normally I think that wonder sucks but if you're working a lot of seafood its impact isn't insignificant...and it also makes working water tiles on those peninsulas and small islands less painful.
ParadigmShifter Nov 02, 2008, 03:35 PM I was too busy smashing Roosevelt to build the Oracle in GMaj38 ;)
Dynamic Nov 03, 2008, 01:13 AM NOTE: There is a version of the HOF Mod for each expansion. The current versions and the only ones accepted for HOF submission are:
Vanilla - 1.74.003
Warlords - 2.13.003
BTS - 3.17.003
It looks like only 3.17.001 version exists for BtS.
Denniz Nov 03, 2008, 05:57 AM It looks like only 3.17.001 version exists for BtS.
Yeah, it looks like I got carried with typing ".003". :blush: The current BTS version is 3.17.001 as you said.
Tatran Nov 03, 2008, 10:21 AM Is there a way to delete a submission?
I've uploaded a game twice (14100 should be deleted.) :blush:
HolyHandGrenade Nov 03, 2008, 12:18 PM Is there a way to delete a submission?
I've uploaded a game twice (14100 should be deleted.) :blush:This happens automatically
Denniz Nov 03, 2008, 05:52 PM This happens automaticallyIt does? :eek: :mischief:
Sorry, I couldn't resist. We see that the submission is a duplicate but we do have to deal with it. Of course, when someone tells us, we don't to e-mail them about. ;)
ParadigmShifter Nov 03, 2008, 05:57 PM So, any chance of a barbs on gauntlet??
Denniz Nov 03, 2008, 06:03 PM So, any chance of a barbs on gauntlet??Sure, it's a good idea. We'll have to think up some good settings to take advantage of it. I do like the idea of raging barbs and no GW. I'll have to update the Gauntlet page to display messages about it, though.
ParadigmShifter Nov 03, 2008, 06:05 PM Archipelago I reckon. GW nearly useless then...
Denniz Nov 03, 2008, 06:14 PM Archipelago I reckon. GW nearly useless then...But that makes the barbs pretty useless too. Same thing with Terra. No reason to go to the other continent. It may require a little thought to make it challenging and fun.
ParadigmShifter Nov 03, 2008, 06:24 PM OK, lets brainstorm. If we want to rule out GW it would have to be vanilla only...
HolyHandGrenade Nov 03, 2008, 11:17 PM It does? :eek: :mischief:
Sorry, I couldn't resist. We see that the submission is a duplicate but we do have to deal with it. Of course, when someone tells us, we don't to e-mail them about. ;)Sorry :mischief: - I always thought you are running an automatic incoming check and only the games falling through it will be hand checked. Now I am still more impressed by your daily work :goodjob:
EDIT: This reminds me of the two 5-year old boys who messed up the children's room and the boy is saying to his friend: "We don't have to clean up the mess, it's like a miracle, as soon as I wake up next morning everything is back in its place"
cabert Nov 04, 2008, 01:17 AM If we want a good barb gauntlet, I suggest domination on terra with raging barbs.
GW or no great wall won't make any difference ;).
ParadigmShifter Nov 04, 2008, 02:27 AM Sometimes the Old World is big enough for dom on its own in Terra maps though.
TheMeInTeam Nov 04, 2008, 03:55 AM Sometimes the Old World is big enough for dom on its own in Terra maps though.
Pretty rare in my experience. Thing is, barbs are hardly tech-savvy or coordinated attackers. They screw players early on high difficulties because they get comical hammers out of nowhere due to fog spawning. Once that's over with and players get advanced units, it's hard to picture them being a huge factor.
Can you imagine barbs trying to take a musket or rifle city, or hell even a longbow?
ZPV Nov 04, 2008, 11:12 AM Is it possible to generate a Worldbuilder save from HoF entries? (for study/entertainment, not for reentry)
Denniz Nov 04, 2008, 05:43 PM Is it possible to generate a Worldbuilder save from HoF entries? (for study/entertainment, not for reentry)Probably. Not that I know how to do it, though. :crazyeye:
karmina Nov 05, 2008, 03:47 AM barb gauntlet
Custom continents with low sea level and reducing the number of opponents would be most challenging. Unfortunately, both aren't allowed by the HoF.
The general problem I see with barbs is that on low to medium difficulty levels (and after the classical age on any difficulty) they hardly matter at all, while immortal and deity raging barbs without GW can make any game impossible to win. Not because you can't survive, but because you can't expand or even improve your land for a long time, contrary to the AI.
I guess vanilla emperor low sea standard size marathon conquest on ice age or rainforest would be most interesting with raging barbs.
colony Nov 05, 2008, 11:23 AM I thought I'd try playing my first HoF game the other day, and everything worked fine, no warnings when I started the game, until today, when I loaded the save and things went a bit strange. I do use Blue Marble, but I've never had a problem with it in the 2 or 3 GotM games I've submitted. Anyway, my GPT was shown as a massive negative number, as shown in the screenshot, and if I tried to talk to an AI leader all I can see is the leaderhead, without any text. The other thing I noticed was very long load times when opening a city or selecting units. If I tried to end the turn then the game simply crashed.
http://i470.photobucket.com/albums/rr68/colony423/Civ4ScreenShot0014.jpg
I tried one of the earlier saves and had the same problem, so I restarted Civ4, started a new game, which worked fine, then loaded the save from that, and then that worked normally. Would this game be acceptable for submission, seeing as I loaded the save a few times, even though I couldn't actually change anything? Also, do you have any idea what could cause the problem, or if there's already an answer somehwere?
TheMeInTeam Nov 05, 2008, 11:52 AM I got that problem when I ran BUG mod and HoF simultaneously. It's some bad striking, to be sure.
colony Nov 05, 2008, 01:00 PM Ah, I thought BUG installed everything in the CustomAssets folder and that the HoF mod ignored everything in there. Going to have to sort that out then, thanks.
Methos Nov 05, 2008, 01:47 PM I don't know about the BUG mod and I would suggest asking the specifics in their forum, but you are correct regarding the HOF mod in that it ignores anything in custom assets. If the BUG mod installed anything in the assets folder, then the HOF mod will indicate an error.
Denniz Nov 05, 2008, 05:56 PM I thought I'd try playing my first HoF game the other day, and everything worked fine, no warnings when I started the game, until today, when I loaded the save and things went a bit strange. I do use Blue Marble, but I've never had a problem with it in the 2 or 3 GotM games I've submitted. Anyway, my GPT was shown as a massive negative number, as shown in the screenshot, and if I tried to talk to an AI leader all I can see is the leaderhead, without any text. The other thing I noticed was very long load times when opening a city or selecting units. If I tried to end the turn then the game simply crashed.
http://i470.photobucket.com/albums/rr68/colony423/Civ4ScreenShot0014.jpg
I tried one of the earlier saves and had the same problem, so I restarted Civ4, started a new game, which worked fine, then loaded the save from that, and then that worked normally. Would this game be acceptable for submission, seeing as I loaded the save a few times, even though I couldn't actually change anything? Also, do you have any idea what could cause the problem, or if there's already an answer somehwere?I don't know what might have happenned. Something may have gotten corrupted. Did you change something with your install or hardware between sessions?
If you are using the Specialist Stacker you might want to turn that off as it appears it is still buggy.
We can't prejudge your submission. What you describe shouldn't be a problem. Make sure you send an e-mail to hof.civfanatics@gmail.com once you submit so we will be aware of the circumstances.
Niklas Nov 05, 2008, 06:45 PM Between generating one batch of saves and the next using MF, without exiting the game (only to Main Menu), the HOF mod suddenly decided that I had changed my assets. I know very well I haven't touched them. Running AssetChecker gives me:
Vanilla Files - Path: D:\Spel\Civilization IV
-----------------------------------------------------------------------------------------------------------------------------
Vanilla: Assets\XML\GameInfo\CIV4VoteInfo.xml,<-- Error: Not Found
Vanilla: Assets\XML\GameInfo\CIV4VoteInfo.xml,<-- Error: Extra file
* * * Vanilla: 2 Errors have been found * * *
Warlords Files - Path: D:\Spel\Civilization IV\Warlords
-----------------------------------------------------------------------------------------------------------------------------
* * * Warlords: No Errors were found * * *
BTS Files - Path: D:\Spel\Civilization IV\Beyond the Sword
-----------------------------------------------------------------------------------------------------------------------------
BTS: Assets\XML\GameInfo\CIV4VoteInfo.xml,<-- Error: Not Found
BTS: Assets\XML\GameInfo\CIV4VoteSourceInfos.xml,<-- Error: Not Found
BTS: Assets\XML\GameInfo\CIV4VoteInfo.xml,<-- Error: Extra file
BTS: Assets\XML\GameInfo\CIV4VoteSourceInfos.xml,<-- Error: Extra file
* * * BTS: 4 Errors have been found * * *
-----------------------------------------------------------------------------------------------------------------------------
* * * 6 Errors have been found * * *
What the...? :dubious:
Denniz Nov 05, 2008, 07:20 PM Between generating one batch of saves and the next using MF, without exiting the game (only to Main Menu), the HOF mod suddenly decided that I had changed my assets. I know very well I haven't touched them. Running AssetChecker gives me:
What the...? :dubious:There appears to be some kind of problem with delimiting the data into columns. The commas at the end shouldn't be there. You might try rebooting to see if it clears up. You have Vista 64-bit like me, don't you? Have you updated .NET Framework or something else?
colony Nov 06, 2008, 03:26 AM I don't know what might have happenned. Something may have gotten corrupted. Did you change something with your install or hardware between sessions?
If you are using the Specialist Stacker you might want to turn that off as it appears it is still buggy.
We can't prejudge your submission. What you describe shouldn't be a problem. Make sure you send an e-mail to hof.civfanatics@gmail.com once you submit so we will be aware of the circumstances.
I hadn't changed any settings, and I wasn't using the specialist stacker. I uninstalled the BUG mod and everything's working perfectly now, looks like I'm going to have to install it as a separate mod. I'll finish the game off and submit then, thanks for the help.
Niklas Nov 06, 2008, 09:08 AM There appears to be some kind of problem with delimiting the data into columns. The commas at the end shouldn't be there. You might try rebooting to see if it clears up. You have Vista 64-bit like me, don't you? Have you updated .NET Framework or something else?
Rebooting didn't work. The commas aren't there in the AssetChecker screen, only in the CSV file that I get when saving it. And this is actually on my XP SP3 computer (my wife likes to occupy the Vista... :rolleyes:).
I haven't touched the .NET Framework on this machine for quite some time, it's 2.0 SP1.
I should give some more background on this, since it doesn't seem to be a simple obvious case:
I tried to generate files for the current gauntlet, and tried some different settings for the M+S script. Trying the default "Tiny Islands" and "Island Regions Separate" was not a problem. Then I went back to the main menu and set it to "Islands" and "Islands Mixed In". Then I got the message (on F8) that there was something wrong with my assets and that I should contact the HOF team.
At this point I downloaded and ran the AssetChecker. The first thing it complained about was that the file CvMapGeneratorUtil.py in the vanilla assets was different from expected (I don't recall the exact message now). I also got the errors I noted above (as well as a whole bunch on Vanilla and Warlords for not having the latest HOF mod versions installed - installing the latest versions obviously solved that problem).
So I was left with 7 errors - the six above and the CvMapGeneratorUtil.py. I then copied the CvMapGeneratorUtil.py from the installation on the Vista machine, the two files were identical in size with the same timestamp. Still, copying the one over the other removed that complaint from AssetChecker.
6 errors left, the ones noted above. The same trick with copying didn't work here. I have no idea what to try next. :(
Niklas Nov 06, 2008, 09:40 AM Update - uninstalling and reinstalling BtS didn't do anything to solve the problem, though apparently it trashed my WL installation by removing half the necessary files (wtf? :mad:). Guess I'll have to uninstall all three versions and then reinstall. :sad:
Niklas Nov 06, 2008, 11:25 AM Guess what? No dice. Reinstalling all of CIV, i.e. Vanilla+Warlords+BtS, as well as the BtS HOF mod, didn't help. I still get the same error. What do I do?
EDIT: Umm... now I'm really confused. AssetChecker reports a problem still, but BtS itself no longer does. I verified that it truly works through the HOF Start File checker on a created save. So I guess I'm good to go again, even though AssetChecker balks. :confused:
Denniz Nov 06, 2008, 04:56 PM A few people have had problems with assetschecker that were solved by running Windows update.
unclethrill Nov 07, 2008, 03:35 PM A few people have had problems with assetschecker that were solved by running Windows update.
That is a scary thought. Windoze update fixing anything!
Niklas Nov 10, 2008, 12:44 PM I'm sure I read a while ago about someone having problems with the MapFinder taking screenshots of the background, but I can't seem to find that thread now. At any rate, I just tried to use MF on my Vista 64-bit machine and have exactly the same problem:
http://xs233.xs.to/xs233/08461/mfproblem888.png
Any known fix?
Ozbenno Nov 10, 2008, 03:05 PM I have the same problem with Map Finder (I have Vista). Only on Beyond the Sword, it works fine with Vanilla and Warlords.
unclethrill Nov 10, 2008, 03:23 PM I had this same problem on one computer (Sony Viao Laptop) but when I gave that one to my wife and switched to a Toshiba Laptop, the problem went away. The sony was much faster than the toshiba so I really can't understand why one would work and the other wouldn't.
Sun Tzu Wu Nov 10, 2008, 11:42 PM I'm sure I read a while ago about someone having problems with the MapFinder taking screenshots of the background, but I can't seem to find that thread now. At any rate, I just tried to use MF on my Vista 64-bit machine and have exactly the same problem:
http://xs233.xs.to/xs233/08461/mfproblem888.png
Any known fix?
I had the same or similar problem several months ago.
The solution was running BTS on the Vista's screen inside its own window rather than the full custom screen that most players prefer for playing games. Just maximize the BTS window until it fills the whole screen and optionally adjust it up or down a few pixels until it appears almost indistinguishable from full screen mode.
So, for MapFinder, I run BTS in a window and it works fine. MapFinder in Full screen runs like your screenshot showed. I just run full screen when I'm actually playing a game.
In your BTS' CivilizationIV.ini, change your Fullscreen parameter to ask, if you want to use windowed mode for MapFinder and full screen for playing BTS:
FullScreen = ask
Hope this helps.
Sun Tzu Wu
Niklas Nov 11, 2008, 04:13 AM Thanks a lot Sun Tzu Wu! I'll be sure to try that when I get home tonight.
unclethrill Nov 11, 2008, 04:26 PM I just reinstalled both Vanilla and BTS. In BTS, I can change the resolution of the screen no problem. It just tells me to restart the game. In vanilla, when I choose a different resolution (not just the max but any different one), a popup asks if I want to keep the resolution yes/no but the whole game locks up. I can't click either but the mouse still responds to movement. The only way to get out at this point is the 3 finger microsoft salute. I run vista but never had this problem before on either vista or XP. I have already changed the permissions on the firaxis folder but it didn't help.
Has anyone else had this problem?
ori Nov 11, 2008, 05:21 PM I had this problem - solved it by setting the resolution in the civilizationIV.ini
unclethrill Nov 12, 2008, 01:37 AM I had this problem - solved it by setting the resolution in the civilizationIV.ini
Worked perfect! Thanks!
cabert Nov 18, 2008, 05:08 PM I can't get my latest game uploaded.
Is there a problem with the HoF server?
The saves are pretty large, but not beyond the limit.
edit : nevermind, it worked on the 4th try.
ParadigmShifter Nov 20, 2008, 02:44 AM On the gauntlet list page of the HOF
(this one: http://hof.civfanatics.net/civ4/gauntlet.php?show=list )
it would be useful to have links to the discussion threads.
Methos Nov 20, 2008, 10:41 AM On the gauntlet list page of the HOF
(this one: http://hof.civfanatics.net/civ4/gauntlet.php?show=list )
it would be useful to have links to the discussion threads.
Thanks. We'll look into it.
Sun Tzu Wu Nov 27, 2008, 01:06 AM MapFinder AutoSave error description:
I'm occasionally getting an AutoSave error when running MapFinder via HOF-3.17.001 as illustrated by posts #85 (http://forums.civfanatics.com/showpost.php?p=4194647&postcount=85) and #88 (http://forums.civfanatics.com/showpost.php?p=4194647&postcount=88) of the Civ4 Map Finder Announced! (http://forums.civfanatics.com/showthread.php?p=4195385) thread.
I will get 0-5 of these errors in a single MapFinder session. MapFinder continues to run and save files, but will not shutdown until each AutoSave file writing error requester is clicked/acknowledged. There are up to 5 such requesters stacked on an overnight MapFinder run, but I've noticed the files saved count to be as much as 60 or so.
Does anyone know what might be causing this MapFinder AutoSave error?
MapFinder setup:
I'm using MapFinder V1.12909.7720 with the mods/HOF-3.17.001 module.
I have a total of 3GB RAM and hundreds of GBs free on the C drive where BTS resides and the E drive where I'm storing the MapFinder maps.
I'm using the default 2 second pause between MapFinder map regenerations.
Potential memory contention issue with other applications running (idling):
It seems to work better with Firefox either shutdown or with fewer windows/tabs open, so memory contention might be an issue here. Just closing a few Firefox windows/tabs seems to help.
Sun Tzu Wu
Denniz Nov 27, 2008, 08:21 AM If I remember correctly you are saving every map. You might want to increase the delay. It could be that with everything going on (some idle programs still use cpu cycles) it is trying to write the next save before the OS releases the current one.
ParadigmShifter Nov 27, 2008, 03:27 PM *cough* mutex *cough*
Sun Tzu Wu Nov 27, 2008, 08:23 PM If I remember correctly you are saving every map. You might want to increase the delay. It could be that with everything going on (some idle programs still use cpu cycles) it is trying to write the next save before the OS releases the current one.
I'm no longer saving every map, since its hard to use the MapFinder application to sort/filter the previously saved maps into a useful order/subset. It seems that only one sort key can be used at a time. It also doesn't seem possible to select a range of multiple maps to move them into another folder via the Move button.
Thanks for suggesting an increase of the delay time between map generations. No doubt it would allow the Mapfinder HOF module to properly save the AutoSave file while other applications are consuming resources, especially RAM. However, I didn't have a chance to try the delay increase you suggested, since ...
I did a MS Windows Vista update of any updates that might possibly help and rebooted my system. It works fine now after the reboot. It's sad, but true that MS Windows problems can still often be "worked around" (not fixed) by simply rebooting the machine. (I'm absolutely certain that Microsoft software engineers will never create an operating systems that works as simply and reliably as UNIX or Linux.) I'm absolutely certain that it was the reboot and not the updates that helped.
Sun Tzu Wu
Sun Tzu Wu Nov 27, 2008, 08:32 PM *cough* mutex *cough*
I agree that a mutex should solve the problem and also make the delay between regenerations unnecessary. However, is it even possible to use a mutex from within the MapFinder HOF framework/programming interface?
Sun Tzu Wu
Denniz Nov 28, 2008, 06:48 AM I agree that a mutex should solve the problem and also make the delay between regenerations unnecessary. However, is it even possible to use a mutex from within the MapFinder HOF framework/programming interface?
Sun Tzu WuThe initial autosave file is created automatically by Civ4. I don't think they really envisioned something like mapfinder. I suppose that you can turn off the autosaves via the Civ4 ini file but it would be easy to forget to turn it back on.
Vox Dei Dec 03, 2008, 02:14 PM The save file you have selected is protected to assure that the assets in your mod folder have not changed.
--------------------------------------------------------------------------
I get this message when trying to load from the HOF a save. (And then BTS closes.)
I read through a bunch of threads. (it seems this error is/was caused by various things.)
BTW, when I load the mod HOF-3.13.001, HOF1, HOF2 & HOF3 tabs are not available on the options page like they are with mod HOF-3.17.001.
(I guess if they are supposed to be there the install is bad?)
The only message that I read that seems to apply was a DaveMcW comment that having the saves locked would make it tough to show others when bragging. :)
Yet, the HOF pages list old HOF mods stating that they can be used to view old HOF saves?
So am I just not getting it?
Denniz Dec 03, 2008, 04:58 PM The save file you have selected is protected to assure that the assets in your mod folder have not changed.
--------------------------------------------------------------------------
I get this message when trying to load from the HOF a save. (And then BTS closes.)
I read through a bunch of threads. (it seems this error is/was caused by various things.)
BTW, when I load the mod HOF-3.13.001, HOF1, HOF2 & HOF3 tabs are not available on the options page like they are with mod HOF-3.17.001.
(I guess if they are supposed to be there the install is bad?)
The only message that I read that seems to apply was a DaveMcW comment that having the saves locked would make it tough to show others when bragging. :)
Yet, the HOF pages list old HOF mods stating that they can be used to view old HOF saves?
So am I just not getting it?The message you get is because the underlying assets don't match those that were used by the saved game. This is a feature of Civ4 when Lock Modified Assets is checked. You can't load a save from 3.13 BTS unless your BTS install is 3.13. Typically you would make a copy of the Civ4 folders before you apply 3.17 to the original. (i.e. Dual install)
Vox Dei Dec 04, 2008, 06:52 AM The message you get is because the underlying assets don't match those that were used by the saved game. This is a feature of Civ4 when Lock Modified Assets is checked. You can't load a save from 3.13 BTS unless your BTS install is 3.13. Typically you would make a copy of the Civ4 folders before you apply 3.17 to the original. (i.e. Dual install)
Thank you for your response.
Are you saying to make a copy of ALL Civ4 folders? (There are currently seperate folders for the 3.13 and 3.17 mods in the BTS mod folder.)
In any event, how does one then use the dual installation? (A lightbulb may have gone on in my head. :) I think you may be saying to install BTS to two different locations applying mod 3.13 to one location and mod 3.17 to the other; then start whichever version that one wants to use?)
Denniz Dec 04, 2008, 04:48 PM (A lightbulb may have gone on in my head. :) I think you may be saying to install BTS to two different locations applying mod 3.13 to one location and mod 3.17 to the other; then start whichever version that one wants to use?)Correct. :goodjob:
ParadigmShifter Dec 07, 2008, 05:32 AM Hi, is this a bug with the archipelago map script or with the HOF mod?
Starting location, Hannibal, Large Archipelago, Immortal (GMaj40)...
Mountains in the start location, with forests on them???
Also attached the save.
azzaman333 Dec 07, 2008, 06:47 AM I think it's an archipelago problem.
Mesix Dec 07, 2008, 08:13 AM I don't think it is specific to archipeligo maps. I seem to remember that all the map scripts in BTS stuff the BFC of the starting location with forests scaled for the number of resources present. I suspect that the map script added forests to those tiles as part of the start location stacking.
azzaman333 Dec 07, 2008, 09:32 AM I don't think it is specific to archipeligo maps. I seem to remember that all the map scripts in BTS stuff the BFC of the starting location with forests scaled for the number of resources present. I suspect that the map script added forests to those tiles as part of the start location stacking.
I've never seen the mountain forests on any script other than Archipelago, personally.
Cía Dec 07, 2008, 10:18 AM When I start a game it says that the assets are diffrent from the original installaition, what should I do?
Denniz Dec 07, 2008, 06:47 PM When I start a game it says that the assets are diffrent from the original installaition, what should I do?There is a utility you can use to find out what is different: http://hof.civfanatics.net/civ4/mod.php?show=assetschecker
the reverend Dec 07, 2008, 10:41 PM Can anyone tell me how to use the /altroot command with the HOF mod? I have a shortcut set to run HOF 3.17 as an administrator, and I want to change the default save location to a location in my shared docs folder rather than the administrator's games folder.
Vox Dei Dec 08, 2008, 06:54 AM >Original question: (I think you may be saying to install BTS to two different locations applying mod 3.13 to one location and mod 3.17 to >the other; then start whichever version that one wants to use?)
Correct. :goodjob:
BTS doesn't seem to allow a second install.
Now I am wondering if people are keeping certain folders installed by a particular HOF version and swapping them when they wish to view a save from a different version?
Denniz Dec 08, 2008, 07:30 AM >Original question: (I think you may be saying to install BTS to two different locations applying mod 3.13 to one location and mod 3.17 to >the other; then start whichever version that one wants to use?)
BTS doesn't seem to allow a second install.
Now I am wondering if people are keeping certain folders installed by a particular HOF version and swapping them when they wish to view a save from a different version?Sorry. What you do is install and patch to 3.13. Start a game so it sets up the My Game folder. Copy the install folder to another name. Rename My Games folder. Create a shortcut that points to the new folder. Then patch to 3.17 and create a shortcut to that one.
A_Turkish_Guy Dec 09, 2008, 09:58 AM hi.is 3,13 patch and 3,13 Hof accepted for the HoF?.it says The only versions currently acceptable are BTS: v.3.13 with the version 3.13.001 or v.3.17 with the version 3.17.001 of the HOF Mod.but in the Mod section it says for 3,13 HoF mod 'These should not be used for any new HOF games'..:).maybe i understand wrong.
Denniz Dec 10, 2008, 05:37 AM hi.is 3,13 patch and 3,13 Hof accepted for the HoF?.it says The only versions currently acceptable are BTS: v.3.13 with the version 3.13.001 or v.3.17 with the version 3.17.001 of the HOF Mod.but in the Mod section it says for 3,13 HoF mod 'These should not be used for any new HOF games'..:).maybe i understand wrong.3.13 is obsolete. We are only accepting 3.17.
A_Turkish_Guy Dec 10, 2008, 12:42 PM hmm.thanks for the reply.
BLubmuz Dec 13, 2008, 04:20 AM Hi Denniz & co., i ask again for the new HoF mod to solve the GW problem.
Is too much ask it as a Xmas present for us, poor HoF players and posters? :mischief:
Surely this will gain you our ethernal gratitude :blush:
playshogi Dec 13, 2008, 04:34 PM Hi Denniz & co., i ask again for the new HoF mod to solve the GW problem.
Is too much ask it as a Xmas present for us, poor HoF players and posters? :mischief:
Surely this will gain you our ethernal gratitude :blush:
Ditto!
Any ETA on it? Is Global Warming (not Great Wall) going to be fixed or not?
Denniz Dec 14, 2008, 12:09 PM I knew there was something I was forgetting to do... :mischief:
playshogi Dec 16, 2008, 01:02 AM I knew there was something I was forgetting to do... :mischief:
It's OK. Civ4 has rotated to the bottom of the heap again. What I really need to do is to learn to win by domination.
Robert Smith Dec 29, 2008, 03:23 AM Hi,
I happens very often that i forget to save Intermediate file, i usually use Ctrl+N but when jumping between Normal, epic and marathon speed it makes it difficult :crazyeye:
Is it possible to add an option to "HOF-menu" to save Intermediate files at 2000 BC, 1000 BC, 1 AD, 1000 AD ?
oyzar Dec 29, 2008, 05:23 AM I knew there was something I was forgetting to do... :mischief:
More importantly to fix the colony bug explained http://forums.civfanatics.com/showthread.php?t=294423 here maybe? (maybe not so good to base releases on old unoffocial patches?).
Denniz Dec 29, 2008, 08:29 AM Hi,
I happens very often that i forget to save Intermediate file, i usually use Ctrl+N but when jumping between Normal, epic and marathon speed it makes it difficult :crazyeye:
Is it possible to add an option to "HOF-menu" to save Intermediate files at 2000 BC, 1000 BC, 1 AD, 1000 AD ?The intermediate saves don't have to be those exact turns. The idea is to show progress at various stages of the the game. Try setting your "MaxAutoSaves" ini file setting to a high number so that you have all your turns. I set mine to 1200 and back them up when I finish a game I am going to submit.
More importantly to fix the colony bug explained http://forums.civfanatics.com/showthread.php?t=294423 here maybe? (maybe not so good to base releases on old unoffocial patches?).Noted.
altonhare Dec 29, 2008, 09:07 AM I just installed HOF 3.17.001 and tried to open a SG save. Every time I open it Civ4 just crashes due to an "unexpected error needs to close".
I got BtS only a couple weeks ago and it's ran fine since then.
Denniz Dec 29, 2008, 11:04 AM I just installed HOF 3.17.001 and tried to open a SG save. Every time I open it Civ4 just crashes due to an "unexpected error needs to close".
I got BtS only a couple weeks ago and it's ran fine since then.
You probably need to install the 3.17 patch. Installing it through the Advanced Menu doesn't always work properly. It is best to install it manually.
Robert Smith Dec 30, 2008, 06:06 AM The intermediate saves don't have to be those exact turns. The idea is to show progress at various stages of the the game. Try setting your "MaxAutoSaves" ini file setting to a high number so that you have all your turns. I set mine to 1200 and back them up when I finish a game I am going to submit.
Noted.
Thx, it works perfect :)
My settings in CivilizationIV.ini
; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 1200
; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 10
Denniz Dec 30, 2008, 07:03 AM Thx, it works perfect :)
My settings in CivilizationIV.ini
; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 1200
; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 10:goodjob: Although, you might want to set the AutoSaveInterval to 1 in case of a crash. It is a lot of files but unless you are short of space it shouldn't be a big deal.
oyzar Dec 30, 2008, 09:46 AM Is there any way to give intermidieate saves to an already submitted game?
Methos Dec 30, 2008, 10:08 AM Is there any way to give intermidieate saves to an already submitted game?
Email them to us at hof.civfanatics@gmail.com and state what submission they belong too and we can add them.
Simple Simon Dec 30, 2008, 04:34 PM I have a problem!
Which is that I get a load fail for BOTM 13 for no apparent reason.
I use BtS, patched to 3.17. I had installed various unofficial patches, but I removed them all and re-installed 3.17. No go.
I also tried a total de-install and re-install of CIV, BtS, 3.17. No go.
what to do now? :dunno:
Denniz Dec 30, 2008, 11:23 PM I have a problem!
Which is that I get a load fail for BOTM 13 for no apparent reason.
I use BtS, patched to 3.17. I had installed various unofficial patches, but I removed them all and re-installed 3.17. No go.
I also tried a total de-install and re-install of CIV, BtS, 3.17. No go.
what to do now? :dunno: You might want to run windows update. Some people have had assets errors go away after running the update.
If that doesn't work, run the AssetChecker (http://hof.civfanatics.net/civ4/mod.php?show=assetschecker) to see what files don't match.
Simple Simon Dec 31, 2008, 02:19 AM thank you, denniz - I have 4 errors :eek: Not that I can understand where they come from, though, as not one of those files was concerned by any mod I ever installed.
well, that calls for a complete reinstall again, I guess :(
thadian Jan 06, 2009, 10:13 PM I want to do some games but i have solvers 3.17 patch...
Methos Jan 06, 2009, 11:10 PM I want to do some games but i have solvers 3.17 patch...
We can't accept them with Solver's patch. Note that some of his fixes are in the HOF 3.17.001 mod.
thadian Jan 06, 2009, 11:18 PM so in order to play, i would have to re-install everything from the roots?
no games for me then... hopefully the HoF mod lets me play that way.
wow, even with the HOF mod i get the red text "My assets are different".
i thought as a MOD, it would come with it's own default settings, making it not matter if i use Bhruics, Solvers, Better AI etc...
Denniz Jan 07, 2009, 12:20 AM so in order to play, i would have to re-install everything from the roots?
no games for me then... hopefully the HoF mod lets me play that way.
wow, even with the HOF mod i get the red text "My assets are different".
i thought as a MOD, it would come with it's own default settings, making it not matter if i use Bhruics, Solvers, Better AI etc...Anything that is self contained in it's own mod folder (like HOF Mod) is fine. Mods installed in the Assets path are going to result in a different checksum. Without identical assets we couldn't open your saves. BTW, some of the changes from those mods are included in the HOF Mod. Check the credits for details.
thadian Jan 07, 2009, 06:05 AM So uh, why do i have different assets then? i installed Solvers 3.17, (there is no civ stuff in my documents/games folder) and the mod says my assets are different. Is there a way i can correct this? I put it straight to the proper folder.
So what do you mean "Mods installed in the assets path"? I hate to ask such newbish questions, but i am willing to take the time to learn what i did wrong. Is there more than one place i can install the mod in my BTS folder? i have always put them in the folder with all the other mods, like RFC, Charlemagne, Wolfshanze etc... If all i have to do is move the folder, i should be in luck.
So, from what i understand i may have put it in the wrong area? Each of my mods is in the "Mods" folder default.
Also, i have a question about an exploit, in the war academy, there is an article about "Subsidies and aggressive trading practices". Is it illegal to do this? what about sitting boats outside the cultural borders of a peaceful AI to blockade them? (i have never been in a war over it)
Denniz Jan 07, 2009, 09:17 AM So uh, why do i have different assets then? i installed Solvers 3.17, (there is no civ stuff in my documents/games folder) and the mod says my assets are different. Is there a way i can correct this? I put it straight to the proper folder.
So what do you mean "Mods installed in the assets path"? I hate to ask such newbish questions, but i am willing to take the time to learn what i did wrong. Is there more than one place i can install the mod in my BTS folder? i have always put them in the folder with all the other mods, like RFC, Charlemagne, Wolfshanze etc... If all i have to do is move the folder, i should be in luck.
So, from what i understand i may have put it in the wrong area? Each of my mods is in the "Mods" folder default. Assuming you installed Civ4 in the default location then your folder structure would look like this:c:\Program Files\Firaxis Games\Sid Meier's Civilization 4
c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets
c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods
c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets
c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\ModsNote that anything that installs in the "Assets" path with cause errors. Anything in the "Mods" path is only used if you explicitly start it, like with the HOF Mod. When running HOF Mod it ignores mods in the my documents/games folder. I am pretty sure that Bhruics, Solvers, and Better AI all update the "Assets" so are incompatible with other mods. Note changes to the Vanilla "Assets" also affect BTS as those are shared by BTS. I hope that make things clearer.
Also, i have a question about an exploit, in the war academy, there is an article about "Subsidies and aggressive trading practices". Is it illegal to do this? what about sitting boats outside the cultural borders of a peaceful AI to blockade them? (i have never been in a war over it) I haven't read the article. I will take a look at it when I get a chance. Exploits are generally things that take advantage of a bug (i.e. something not intended by the game designer). The above may only be a tactic/strategy. Blockading outside borders should have enough in-game costs and consequences.
thadian Jan 08, 2009, 04:54 AM c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
is the file path i have it installed in.
So does this mean...
"Anything in the "Mods" path is only used if you explicitly start it, like with the HOF Mod. When running HOF Mod it ignores mods in the my documents/games folder. I am pretty sure that Bhruics, Solvers, and Better AI all update the "Assets" so are incompatible with other mods."
that i will have to do complete uninstall/reinstall's because solver/bhruic mods update the assets? or does it mean i need to make an icon to load the mod straight-up without using the normal BTS icon? (as my desktop/games folder is empty)
http://www.civfanatics.com/civ4/strategy/subsidies.php is the article. i don't know if it's an exploit because the AI isn't smart enough to cancel deals.
as for the battleship thing... the AI isn't smart enough to DoW, and i have never had a peaceful AI blockade me with a ship just outside my borders. In fact, i think it is a bug/exploit because you should not be able to destroy someones access to water tiles without it being seen as aggressive. therefore it is something only a human "will do" and if it is done to another human, it will probably be taken as a DOW.
I believe only privateers are intended to peacefully blockade trade routes. you can also do it with frigrates, and any other "combat ship" just sitting one space outside the culture borders.
Denniz Jan 08, 2009, 06:39 AM c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
is the file path i have it installed in.
So does this mean...
"Anything in the "Mods" path is only used if you explicitly start it, like with the HOF Mod. When running HOF Mod it ignores mods in the my documents/games folder. I am pretty sure that Bhruics, Solvers, and Better AI all update the "Assets" so are incompatible with other mods."
that i will have to do complete uninstall/reinstall's because solver/bhruic mods update the assets? or does it mean i need to make an icon to load the mod straight-up without using the normal BTS icon? (as my desktop/games folder is empty)Uninstall/reinstall BTS is probably the only way to get the original files back. BTW, you should always delete anything left behind before reinstalling. Extra files can cause issues too and installs don't generally replace newer (timestamped) files.
If you want to use those mods then make a copy of the Sid Meier's Civilization 4 folder after the clean install. You can create another icon that points to that folder. You will hear this referred to as a dual install.
Good Luck.
http://www.civfanatics.com/civ4/strategy/subsidies.php is the article. i don't know if it's an exploit because the AI isn't smart enough to cancel deals.
as for the battleship thing... the AI isn't smart enough to DoW, and i have never had a peaceful AI blockade me with a ship just outside my borders. In fact, i think it is a bug/exploit because you should not be able to destroy someones access to water tiles without it being seen as aggressive. therefore it is something only a human "will do" and if it is done to another human, it will probably be taken as a DOW.
I believe only privateers are intended to peacefully blockade trade routes. you can also do it with frigrates, and any other "combat ship" just sitting one space outside the culture borders.The article about GPT trading is not a good practice. There is a similar, but more severe, exploit in Civ3. They added the trade limit to Civ4, amoung other things, to limit things like that. (Your reference to blockades is confusing, though. Were you talking about something else or was that just an example of taking advantage of the dumb AI?)
thadian Jan 08, 2009, 07:52 AM i remember the trade route kills in civ-3 and in civ ctp...
with the blockades...
if you put 2 ships of roughly equal tech level all over the borders of an AI, it will cripple them. they won't DoW you because they like you. but at the same time a real player would see it as "pawn moves" and take some of them out.
the AI doesn't seem to know that it can/should war - is it an exploit therefore, fore me to blockade a peaceful AI with a minimal "token navy" knowing there is no reprisal?
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