Josh1:9
Aug 01, 2007, 07:14 AM
I was wondering how to get it working. Do you just paste over? or use it like a mod?
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View Full Version : Installing add on pack Josh1:9 Aug 01, 2007, 07:14 AM I was wondering how to get it working. Do you just paste over? or use it like a mod? woodelf Aug 01, 2007, 07:21 AM Just install over the top. From Dale's post: Installation: Please follow these instructions to obtain and install the Add-On Pack: 1. Download the Add-On Pack: http://rtw.apolyton.net/files/rtw_aop1_beta1.zip (400 megs). 2. On your computer use Windows Explorer to locate the folder: ..\Sid Meiers Civilization 4\Beyond the Sword\Mods\ 3. Unzip the downloaded zipfile to the folder located. 4. Allow ALL files to be overwritten. 5. Start Civ4, the RtW and play! Josh1:9 Aug 01, 2007, 07:48 AM Thanks alot I'm trying it now. Kalimakhus Aug 01, 2007, 05:43 PM I would suggest that Add-On Packs should have a different name (Just Road to War 2 maybe). The reason is that as Firaxis will certainly release patches that might break mod compatibility they for sure will patch any mods that came bundled with BTS to keep them working. Now with the mod already changed by Add-On packs so the resulting thing won't be working at all. We will then have to wait for a fixed mod that Dale releases (A whole fixed mod and not only a patch that may have a recompiled DLL and one or two Python files at max). Now some would say that the Mod with a different name will not work anyway when the game is patched. This however has a simple work around. Rename the original exe before patching. Patch and use the renamed exe to start the game and play the mods compatible with it. As I can see the Add-On pack is quite large, the changes deserve being considered a reincarnation of the mod that can have the suffix 2 to signify it. Also patching the mod rather than releasing the whole thing again makes for smaller downloads which everyone will appreciate (I know I will). Now if Dale can arrange with Firaxis to work on any patches for the mod it would be fine but I don't think Firaxis would link itself to the Mod (With Hitler inside). Dale Aug 02, 2007, 02:43 PM Josh: Were you able to get it up and running correctly? :) Kalimakhus: I'm still wondering what to do about that. I think I might make a cut-down version of the add-on to give to Firaxis (without Hitler & Hirohito) but with all the DLL fixes, bug fixes and re-balancing. At least this way when a patch comes out it'll just mean a minor patch from me to relink the graphics back in. Kalimakhus Aug 02, 2007, 03:56 PM If you will be working closely with them so whatever patches they release will contain your own patched version of the mod, this will be nice. Additional contents that Firaxis may not be able to include can be released separately by you. On the other hand I can see that the mod will be growing and refined through the coming period with active feed back from players. You will soon find yourself squeezed in time with two development processes going in parallel. Firaxis patches will require you to update your mod to be compatible with their modifications within their time limits (so that it can be released within their official patch). If you continue with your mod as a separate one you can go on regardless any dead lines Firaxis may have for their patches. When a patch is released you make compatibility fixes and release them subject to your own time line. Anyway what I actually did when I installed your pack was that I backed up the older one and applied your pack to a copy. When a patch comes I intend to back-up your mod, apply the patch so it changes the original mod, then I go back to playing your version (with an older exe if needed). Josh1:9 Aug 02, 2007, 08:08 PM Josh: Were you able to get it up and running correctly? Yes, thanks for the mod. |
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