View Full Version : [BTS] MarnzMod
bmarnz Aug 22, 2007, 12:35 PM MARNZMOD
for BTS v3.13
Inspired by Amra's Mod
Features
Mods Included:
Extra Mod by Chiyu (includes ethnic units and artstyles by Geomodder)
Air Forces Module by Gedemon
WolfshanzeMod by Wolfshanze
Varietas Delectat by Avain (plus additional flavor units)
40 Civs by Lt. Bob
BUG Mod v2.11
Inquisition
13 New Civs:
Aborigines from Amra's Mod
Austria from Amra's Mod
Canada by Wyz_Sub10
Cherokee from Amra's Mod
Goths from Amra's Mod (updated by Fierabras)
Israel from Amra's Mod
Pakistan from CivGold/ViSa
Pirates from Amra's Mod
Poland by NikNaks93
Polynesia from Amra's Mod
Sweden from Amra's Mod
Ukraine from CivGold
Vietnam from Amra's Mod
9 New LHs for existing civs:
Canute from CivGold
Dido by PW90
Hirohito from Extra
Hitler from Extra
Joan of Arc by me
Mahmoud Ahmadinejad, xml by D-Wolf, art by Bernie14
Petain by Dutch King
Theodora from Amra's Mod
Wilhelmina by Aeven, Esnaz
37 New Units:
LAND
Assault Mech from Extra
Battering Ram from ViSa
Bell "Huey" Helicopter by snafusmith
Bombard from ViSa
Chinook by Nautil
Clone from Extra
Cyborg from Extra
Fusion Armor(dreadnought) from Extra
Heavy Swordsman from Extra
Heavy Tank from Extra
Horseman from Extra
Inquisitor by Chugginator
Light Tank from Extra
Mark V (early tank)
4 Missionaries by Dual/Amra
Peltast from Extra
Prodomoi from Extra
Special Forces using Navy Seal art
Supply Wagon from Extra
AIR
Biological Missle from Extra
Biplane
Early Jet Fighter from AirForceMod
Ground Attack Jet from AirForceMod
Light Bomber from AirForceMod
Stealth Fighter
Strategic Bomber from AirForceMod
Strike Fighter from AirForceMod
UCAV (unmanned combat aerial vehicle)
SEA
AEGIS Destroyer by snafusmith
Cruiser from WolfshanzeMod
Dreadnought from WolfshanzeMod
Ironclad Warship from WolfshanzeMod
Paddle Steamer from WolfshanzeMod
Supercarrier, standard carrier now uses art by General Matt
14 New Resources from Amra/ResMod:
Coffee
Sulphur
Rubber
Natural Gas
Ancient Temple
Lost Civ
Amber
Clay
Cacao
Apples
Lemons
Lead
Tin
Pearls
2 New Civic Categories (inspired by VISa) and 1 new Option per category (from Extra)
Government: Absolutism
Legal: Judicial
Labor: Independent Farmers
Economy: Barter System
Religion: Animism
Education: Ignorance/Heritage/Apprenticeship/Private Schools/Military Training/Public Schools
Healtcare: Shamanism/Herbalism/Hospice Care/Professional/Regulated HC/Subsidized HC
4 New Religions:
Amun-Ra
Hellenism
Shinto
Zoroastrianism
32 New Techs:
Advanced Sailing
Advanced Shielding
Aeronautics
Alchemy
Aquaculture
Archaeology
Artificial Intelligence
Asrophysics
Athletics
Biological Weapons
Bionics
Cloning
Cold Fusion
Cybernetics
Dualism
Exposition
Fortifacation
Hydroponics
Improved Farming
Improved Formations
Jet Propulsion
Mummification
Naval Science
Oral Tradition
Polymers
Quantum Mechanics
Ritualism
Rotorcraft
Sanitation
Shielding
Tourism
Transistors
32 New Buildings:
Advanced Shielding from Extra
Airbase
Archery Range from Extra
Arcology from Extra
Arcology Shielding from Extra
Biological Warfare Lab from Extra
Cloning Factory from Extra
Convention Center
Inn from Amra's Mod
Military Encampment from Extra
Military Fortress from Extra
Mind Control Center from Extra
Museum
Natural Gas Plant from Amra's Mod
Pewter Furnace
Pottery Kiln
Powder Mill
Rubber Factory
Sewers
Shipyard from Extra
4 Temples
4 Monastaries
4 Cathedrals
6 New National Wonders:
Center for Disease Control from Extra
Crystal Palace by charly1977
High Walls from Extra
NASA by hrochland
Naval Academy by hrochland
Seaside Resort by hrochland
12 New World Wonders:
Abu Simbel, Amun-Ra Shrine
Adur Burzen-Mihr, Zoroastrian Shrine
Big Ben
Flavian Amphitheatre
Ishtar Gate
Mont Saint-Michel
Plato's Academy
Reichstag
Leaning Tower
Sphinx
Theatre of Dionysus, Hellenic Shrine
Torii, Shinto Shrine
3 New SpaceShip Parts:
SS Computer Core
SS Navigation Array
SS Warp Drive
Religious Victory
2 New Corporations: Fashion House, Marnz Motor Company
2nd Unique Unit for each civ from Amra/VISA/CivGold/sepamu92
Changed Forbidden Palace to Provincial Mansion (can build 1 for every 4 courthouses...varies)
MarnzWorld - Earth map based on marx&engles 34Civ Earth map
INSTRUCTIONS:
Delete any previous version before v1.5. Download full version 1.8c and latest patch. Extract 1.8c in Beyond the Swords/Mods folder then extract patch in Swords/Mods/MarnzMod folder.
Or download v1.5, update v1.7, update v1.8 and most recent patch. Extract v1.5 in Beyond the Swords/Mods folder. Extract updates and patches in Beyond the Swords/Mods/MarnzMod folder. This mod no longer requires modular loading.
FULL DOWNLOAD:
MarnzMod v1.8c (http://files.filefront.com/MarnzMod+v18crar/;9088847;/fileinfo.html)
Alternate Download: rapidshare
Follow alternate download instructions for v1.5, update v1.7, and update v1.8.
DOWNLOAD:
MarnzMod v1.5 (http://files.filefront.com/MarnzMod+v15rar/;8646511;/fileinfo.html)
DELETE any previous version.
Alternate Download: rapidshare v1.5_A.rar (http://rapidshare.com/files/69035596/MarnzMod_v1.5_A.rar) -- v1.5_B.rar (http://rapidshare.com/files/69039854/MarnzMod_v1.5_B.rar)
For alternate download, download both files and extract them in Beyond the Sword/Mods folder.
UPDATE:
MarnzMod Update v1.7 (http://files.filefront.com/MarnzModUpdate+v17rar/;8903376;/fileinfo.html) requires v1.5
Extract in Beyond the Swords/Mods/MarnzMod folder.
Alternate Download: rapidshare (http://rapidshare.com/files/66300130/MarnzModUpdate_v1.7.rar)
UPDATE:
MarnzMod Update v1.8 (http://files.filefront.com/MarnzModUpdate+v18rar/;9074605;/fileinfo.html) requires v1.7
Extract in Beyond the Swords/Mods/MarnzMod folder.
Alternate Download: rapidshare (http://rapidshare.com/files/70710023/MarnzModUpdate_v1.8.rar)
PATCH:
MarnzMod Patch v1.8f (http://files.filefront.com/MarnzModPatch+v18frar/;9096882;/fileinfo.html) for v1.8
Extract in Beyond the Swords/Mods/MarnzMod folder.
Alternate Download: rapidshare (http://rapidshare.com/files/71390185/MarnzModPatch_v1.8f.rar)
Thanx to all model makers. If I have missed any credit, let me know.
bmarnz Aug 22, 2007, 12:36 PM Change Log:
MarnzMod v1.8
Added BUG Mod v2.11
Added Inquisitor - graphics by Chugginator
Added Religious Victory (requires 70% religious influence)
Added four religions
-Shinto by Dual
-Hellenism by Amra
-Amun-Ra by Amra
-Zoroastrianism by Amra
Added five techs
-Ritualism from CivFusion
-Dualism by Amra
-Mummification by Amra
-Oral Tradition by Amra
-Sanitation from ViSa
Added 13 buildings
-4 Temples by Dual/Amra
-4 Monastaries by Dual/Amra
-4 Cathedrals by Dual/Amra
-Sewers from ViSa
-Inns changed, now gets +1food, +1:) and +5% gold per resource
-Security Bureau and Intelligence Agency get +1 unhappy
-Market potential happy bonus reduced by 3
Added three wonders
-2 Shrines by Dual/Amra
-Sphinx from Amra/ViSa
-Torii changed to Shinto shrine
-Theatre of Dionysus changed Hellenic shrine
Added Pakistan civ from CivGold/Visa
Added five leaders
-Bhutto of Pakistan from CivGold
-Musharraf of Pakistan from CivGold
-Canute of Vikings from CivGold
-Petain of France by Dutch King
-Mahmoud Ahmadinejad of Persia, xml by D-Wolf, art by bernie14
Added 9 units
-4 Missionaries by Dual/Amra
-Inquisitor by Chugginator
-Chinook helicopter by Nautil
-Supercarrier, uses standard carrier graphics
-Standard carrier is now Fleet Carrier and usses Essex graphics by General Matt
-SSG, UU for Pakistan from CivGold
-Desert Humvee, UU for Pakistan from ViSa
Reworked Healthcare civics
Added MarnzWorld - Earth map based on marx&engles 34Civ Earth map
MarnzMod v1.7
Added Varietas Delectat mod by Avain
Added additional flavor units by Zerver, Danrell, GeneralMatt, Magicmoon44
Added Dido of Carthage leader by PW90
Added Viktor Yushchenko of Ukraine leader by GarretSidzaka
Added Lt. Bob's 40civ mod
Added Battering Ram from ViSa
Added Bombard from ViSa
Changed America's UU from Navy Seal to F-15
Added Special Forces using Navy Seal unit, upgrades from marine and paratrooper
Added Marnz Motor Company corporation
Increased tech costs 50%
Increased growth threshold by 33%
MarnzMod v1.6
Updated mod to BTS v3.13
Changed American flag to r/w/b by strategyonly(requested)
Added three civs from Amra's mod:
-Austria
-Sweden
-Vietnam
Added Theodora leaderhead for Byzantine from Amra's mod
Changed Native American civ to Sioux civ (text entries from Visa mod)
Added two techs:
-Naval Science
-Transistors
Added four naval units from Wolfshanze mod (graphics by Elhoim, kodzi, Hadrean, Snafusmith, GeneralMatt, Houman):
-Paddle Steamer
-Ironclad Warship
-Dreadnought
-Cruiser
Renamed Ironclad to Ironclad Gunboat
Changed model for Transport
Renamed the Dreadnought land tank from Nextwar to Fusion Armor
Added Naval Academy national wonder (model by hrochland)
West Point now only applies to land units
Implemented Bhruic's Unofficial and Supplemental patches for BTS v3.13
MarnzMod v1.5
Added 3 Techs:
-Improved Formations from ExtraMod by Chiyu
-Fortifacation
-Rotarcraft
Added 2 Civs:
-Hungary from ExtraMod/Amra'sMod
-Goths by Fierabras/Amra
Added 3 units:
-Bell UH1 (Huey) helicopter by snafusmith
-AEGIS Destroyer by snafusmith
-UCAV (unmanned combat aerial vehicle) by me
Implemented AirForces flavor units by Gedemon
Added Convention Center building
Switched Israeli unique building from Airbase to Mossad by esnaz
Added Airbase as regular building
Added 8 Wonders from ExtraMod by Chiyu:
-Plato's Academy
-Theatre of Dionysus
-Leaning Tower
-Flavian's Amphitheatre
-Ishtar Gate
-Reichstag
-Big Ben
-Torii
-plus Mont Saint Michel Wonder by hrochland
Added 3 National Wonders:
-Crystal Palace by charly1977
-Beach Resort by hrochland
-NASA by hrochland
Pushed original spaceship parts further back in tech tree
Added a new culture level: poor>fledgling>developing>refined>prosperous>influential>legendary
MarnzMod v1.4
Added 6 Techs:
-Aeronautics
-Exposition
-Polymers
-Astrophysics
-Artificial Intelligence
-Quantum Mechanics
Added 5 units: (from Amra's mod)
-Panda Bear
-Polar Bear
-Siberian Tiger
-Biplane
-Mark V (early tank)
Added 2 buildings
-Powder Mill (gunpowder units +3 XP)
-Rubber Factory (provides rubber)
Added 2 civic categories: (inspired by VISa)
-Education: Ignorance/Heritage/Apprenticeship/Private Schools/Military Training/Public Schools
-Healtcare: Shamanism/Herbalism/Private HC/Regulated HC/Subsidized HC/Government Funded HC
Added World Expo event
Added new corporation: Fashion House (provides culture with silk/dye/cotton/fur/cow/pearls)
Added 3 SpaceShip parts:
-SS Navigation Array
-SS Computer Core
-SS Warp Drive
MarnzMod v1.3
added Solver's Custom Events text file
added Iroquois civ from Amra's mod
MarnzMod v1.2
Bananas now require Orchard
Rubber now requires Plantation
Fixed several Text bugs
Changed Ancient Temple/Lost Civ scale
Vehicle Factory no longer required for Armor units, now gives Armor units +4 exp, req 3 barracks
Promotion icon fix
Several of the new resources now have a Corporation bonus
Fixed Natural Gas Plant bug
Added Solver's Great General/Military Academy bug fix
Added Solver's Custom Events
Added Olive Press improvement from Extra mod
Change Forbidden Palace to Provincial Palace. Can build one for every 4 courthouses. (varies with game speed)
MarnzMod v1.1
Promotion fix
Fighters and Bombers now require rubber
Update Instructions:
Unzip update inside MarnzMod folder. Click "Yes to All".
To Do List:
Add more religions
Add an Earth map
Add more civs
Add more ethnic flavor
Anything else I can think of
Open to Suggestions
HahnHolio Aug 23, 2007, 05:40 AM additional info about new tech and buildings would be nice :)
other than that iīll give it a shot and try it tonight ...
iīll let u know what i think of it later tonight
cheers
HahnHolio
bmarnz Aug 23, 2007, 08:31 AM hope it works okay. I'll be away for a week. So there'll be plenty of time for people to test it.
I'd appreciate any feedback.
strategyonly Aug 23, 2007, 08:45 AM Whats the deal with this:
You have reached the download-limit for free-users. Want to download more?
Get your own Premium-account now! Instant download-access! (Or wait 139 minutes)
No darn way!!!
I only downloaded ONE file????
bmarnz Aug 23, 2007, 08:45 PM Whats the deal with this:
You have reached the download-limit for free-users. Want to download more?
Get your own Premium-account now! Instant download-access! (Or wait 139 minutes)
No darn way!!!
I only downloaded ONE file????
sorry new to file sharing . Is there a better host?
strategyonly Aug 24, 2007, 12:13 AM sorry new to file sharing . Is there a better host?
Try FileFront. http://www.filefront.com/
kt_atis Aug 24, 2007, 04:23 PM So what happens when you turn on the modular loading?
banality Aug 27, 2007, 09:19 AM Disregard my earlier post, I forgot to merge the new worker abilities into the regiments mod.
This is a very nice mod. It's tidy and has lots more of everything which is never a bad thing...the extras also feel like they belong and add a little to the overall strategy.
Zimarath Aug 30, 2007, 06:38 AM Nicely put together mod. However, my attempts at editing the civ4buildinginfos.xml causes a CTD on loading with no error messages. I was trying to add prerequisites to the wonders to cut down on the wonder scramble at the beginning of the game and add a little more strategy.
It doesn't matter what I change. It could be the prerequisites, build cost, production bonus, lvl requirement...it makes no difference. As soon as I change the slightest little digit in throws a wobbler. Can you perhaps shed any light on this bMarnz?
I've even stripped the mod down and added only the files necessary to load up the buildings but still no joy. :cry:
bmarnz Aug 30, 2007, 11:53 PM So what happens when you turn on the modular loading?
modular loading is a new way to build mods, it allows modders to mix and match different mods more easily. To run a mod built this way, modular loading must be turned on.
Nicely put together mod. However, my attempts at editing the civ4buildinginfos.xml causes a CTD on loading with no error messages. I was trying to add prerequisites to the wonders to cut down on the wonder scramble at the beginning of the game and add a little more strategy.
It doesn't matter what I change. It could be the prerequisites, build cost, production bonus, lvl requirement...it makes no difference. As soon as I change the slightest little digit in throws a wobbler. Can you perhaps shed any light on this bMarnz?
I've even stripped the mod down and added only the files necessary to load up the buildings but still no joy.
I'm not sure what the problem is. Do you start all over each time you try? Try deleting the mod re-extract the zip files and then try a small modification.
Also when changing a tag make sure to follow correct layout. Sometimes when I change a tag I accidentally mess up the following. Double check all tags to make sure, they're all correct.
Hope this helps.
Zimarath Aug 31, 2007, 07:10 PM I found the source of the problem. It's whenever I turn on modular loading, regardless of whether I even have a modules folder. I turn off modular loading and the mod loads fine.
I guess I just have to wait for the next patch and try again.
geminisama Sep 01, 2007, 04:23 AM How do I download this whole mod? After dling part 1, it tells me I can't dl anymore. I saw strategyonly mention filefront, but I don't see any links. o.O
EDIT: Nvm. I just got the other part.
bmarnz Sep 02, 2007, 02:28 PM Try FileFront. http://www.filefront.com/
Thanx for sugestion. I have added an alternative download link from file front on the first post.
geminisama Sep 03, 2007, 02:37 AM How do I enable Hitler?
Grunz Sep 03, 2007, 07:41 AM Hey Marn,
at first please excuse me, I'm realy bad in english, but I try to do my best.
I realy like your mod, me and a friend get used to play it day to day.
Yesterevening we had a problem, hm...hard to explain...
I got a quest, train 10 swordsmen... as reward all swordsmen got the promotion "Cityraider".
With emediate effect from this point loading a savegame,using my leader (Ostenaco),
causes a CtD.
Loading any other leader works, but Ostenaco crashes the game.
We tried to load using Ostenaco at another computer,but it caused a crash too.
Prior savegames work.
Maybe there is a problem with your order of unit promotions.
bmarnz Sep 03, 2007, 01:41 PM Hey Marn,
at first please excuse me, I'm realy bad in english, but I try to do my best.
I realy like your mod, me and a friend get used to play it day to day.
Yesterevening we had a problem, hm...hard to explain...
I got a quest, train 10 swordsmen... as reward all swordsmen got the promotion "Cityraider".
With emediate effect from this point loading a savegame,using my leader (Ostenaco),
causes a CtD.
Loading any other leader works, but Ostenaco crashes the game.
We tried to load using Ostenaco at another computer,but it caused a crash too.
Prior savegames work.
Maybe there is a problem with your order of unit promotions.
I'm glad you like the mod. I noticed a problem with promotions last night. I am working on a fix.
bmarnz Sep 03, 2007, 01:50 PM How do I enable Hitler?
There are two files to change:
MarnzMod/Assets/XML/Civilizations/CIV4CivilizationsInfos.xml
MarnzMod/Assets/Modules/Custom Units/Unique/German Teutonic/Teutonic_CIV4CivilizationsInfos.xml
Open both files and find Germany, then under Leaders find Hitler. Change <bLeaderAvailability>0</bLeaderAvailability> to <bLeaderAvailability>1</bLeaderAvailability>.
Grunz Sep 03, 2007, 02:00 PM I'm glad you like the mod. I noticed a problem with promotions last night. I am working on a fix.
Hey cool, tx...:goodjob:
geminisama Sep 03, 2007, 06:15 PM Thank you. =)
bmarnz Sep 03, 2007, 06:31 PM I have posted an update in the second post.
Fixes promotions.
Fighters and bombers now require rubber.
bmarnz Sep 08, 2007, 05:36 PM I have posted another update:
fixes several minor bugs
added Solver's Custom Events
Added Olive Press improvement
Change Forbidden Palace to Provincial Palace. Can build one for every 4 courthouses. (varies with game speed)
more details in second post
geminisama Sep 08, 2007, 08:19 PM Thanks for the new update. =D
geminisama Sep 09, 2007, 11:24 AM I got some text error for an event.
EDIT: I got another one. TEXT_KEY_EVENTTRIGGER_IMMIGRANTS. A turn after I got that, the game crashed. >.<
http://i57.photobucket.com/albums/g227/geminisama/Civ4ScreenShot0008.jpg
bmarnz Sep 09, 2007, 12:58 PM Thanks for the new update. =D
Thanx for your interest. It's appreciated.
I got some text error for an event.
EDIT: I got another one. TEXT_KEY_EVENTTRIGGER_IMMIGRANTS. A turn after I got that, the game crashed. >.<
Oops. Forgot to add the txt file. Not sure how that could cause a crash. What else was going on?
I posted an update that includes the extra event text file plus also adds Iroquois civ.
geminisama Sep 09, 2007, 01:28 PM Well, I doubt it caused the crash. I just found it funny how it decides to crash, right after I post here.
Thank you for the patch. =)
bmarnz Sep 14, 2007, 06:56 PM I have posted a BIG:mischief: update on the first post.
And the changes are:
-Added 6 Techs:
Aeronautics
Exposition
Polymers
Astrophysics
Artificial Intelligence
Quantum Mechanics
-Added 5 units: (from Amra's mod)
Panda Bear
Polar Bear
Siberian Tiger
Biplane
Mark V (early tank)
-Added 2 buildings
Powder Mill (gunpowder units +3 XP)
Rubber Factory (provides rubber)
-Added 2 civic categories: (inspired by VISa)
Education: Ignorance/Heritage/Apprenticeship/Private Schools/Military Training/Public Schools
Healtcare: Shamanism/Herbalism/Private HC/Regulated HC/Subsidized HC/Government Funded HC
-Added World Expo event
-Added new corporation: Fashion House (provides culture with silk/dye/cotton/fur/cow/pearls)
-Added 3 SpaceShip parts:
SS Navigation Array
SS Computer Core
SS Warp Drive
Enjoy!:D
geminisama Sep 14, 2007, 11:38 PM Can't wait to try the new patch! And I just completed my first epic game with your mod, and I was impressed. 740+ turns in, and load times were pretty short. =D
geminisama Sep 15, 2007, 11:43 AM I tried downloading the new update 4 times. Keeps saying the archive is corrupt.
bmarnz Sep 15, 2007, 02:49 PM Can't wait to try the new patch! And I just completed my first epic game with your mod, and I was impressed. 740+ turns in, and load times were pretty short. =D
Hey, thanx for your posts. It's nice to know someone's enjoying the mod.:)
I tried downloading the new update 4 times. Keeps saying the archive is corrupt.
I'm sorry, don't know what happened there.:confused: I have reposted the update and it seems like it's working now.
geminisama Sep 15, 2007, 02:53 PM Hey, thanx for your posts. It's nice to know someone's enjoying the mod.:)
I'm sorry, don't know what happened there.:confused: I have reposted the update and it seems like it's working now.
Of course. I love it. =D
And thanks, it dled fine. ;)
KingArthur666 Sep 15, 2007, 05:39 PM I'm just a little way into the game but this mod is looking quite good.
Just two things to note. Upon loading I get two errors, something about the Joan of Arc leader head I think. Another two when generating the game, so I'm thinking she is probably in the game though I've yet to meet her. I just tell the errors okay and the game seems to proceed okay.
The other thing is the Animism civic just shows a pink box where the icon should be in the pedia and on the civic screen.
bmarnz Sep 15, 2007, 08:09 PM I'm just a little way into the game but this mod is looking quite good.
Just two things to note. Upon loading I get two errors, something about the Joan of Arc leader head I think. Another two when generating the game, so I'm thinking she is probably in the game though I've yet to meet her. I just tell the errors okay and the game seems to proceed okay.
The other thing is the Animism civic just shows a pink box where the icon should be in the pedia and on the civic screen.
Thanx for your comments. The joan of arc leaderhead is giving problems with modular loading. I'll probably remove modular loading for the next version.
I have reposted the v1.4 update on first post with a fix for the Animism civic button and a bug fix for the World Expo event that was missing text and was recurring every turn. It should now only occur for the first civ to learn Exposition tech.
If you already have v1.4, you can download this small patch instead:
patch v1.4a (http://forums.civfanatics.com/uploads/112827/MarnzModPatch_v1.4a.rar)
KingArthur666 Sep 16, 2007, 01:21 AM Thanks for the patch, I'm really liking this mod.
A question has come up. My religious buildings (temples, monasteries, the shrine, etc.) are all gaining +2 hammers. What is causing this? I can't find anything in the game that will tell me what could be doing it. Is it some undocumented feature of a Wonder or the Temple of Solomon?
KingArthur666 Sep 16, 2007, 05:31 AM Question, are the mounted units that are supposed to to flanking damage to catapults supposed to do flanking damage to the Korean Hwacha? I ask because they don't seem to be doing so. I attacked a stack with a horse archer that contained two Hwachas and the horse archer was successful in its attack yet no flanking damage was inflicted.
bmarnz Sep 16, 2007, 11:23 AM Thanks for the patch, I'm really liking this mod.
A question has come up. My religious buildings (temples, monasteries, the shrine, etc.) are all gaining +2 hammers. What is causing this? I can't find anything in the game that will tell me what could be doing it. Is it some undocumented feature of a Wonder or the Temple of Solomon?
I'm glad you're enjoying the mod.:) The hammer bonus comes from being a full member of the Apostolic Palace. That's a regular BTS feature.
Question, are the mounted units that are supposed to to flanking damage to catapults supposed to do flanking damage to the Korean Hwacha? I ask because they don't seem to be doing so. I attacked a stack with a horse archer that contained two Hwachas and the horse archer was successful in its attack yet no flanking damage was inflicted.
Yes, those units should damage Hwachas. I'll look into it to make sure they're operating properly.:scan:
KingArthur666 Sep 16, 2007, 01:59 PM The war against the Koreans continues and one of my horse archers just killed a Hwacha by flanking damage. ??? Now he's going to die. He went there to kill the axeman and he was supposed to return because the Hwacha was also at that position, but as he killed them both he did not return to safety, now he is exposed and alone, poor guy.
noas5 Sep 16, 2007, 07:17 PM Superb work! I really love the extras you are including.
bmarnz Sep 17, 2007, 09:48 AM Gosh darn it, reposted on first post again.:wallbash: Fixed bug where Great Artist wouldn't found Fashion House corporation. Or you can download this small patch patch v1.4b from v1.4a (http://forums.civfanatics.com/uploads/112827/MarnzModPatch_v1.4b.rar)
If those Joan of Arc errors are bugging you delete assets/modules/custom leaderheads:sniper:
The war against the Koreans continues and one of my horse archers just killed a Hwacha by flanking damage. ??? Now he's going to die. He went there to kill the axeman and he was supposed to return because the Hwacha was also at that position, but as he killed them both he did not return to safety, now he is exposed and alone, poor guy.
RIP:cry:
Superb work! I really love the extras you are including.
Thanx for your compliments.:D
geminisama Sep 18, 2007, 08:18 AM Just started up the mod, with the new patch, and I got around 9 errors concerning Joan of Arc errors, and something about the Byzantine Dromon.
http://i57.photobucket.com/albums/g227/geminisama/UntitError2.jpg
http://i57.photobucket.com/albums/g227/geminisama/Error1.jpg
strategyonly Sep 18, 2007, 09:37 AM I am going to use your JoA in one of my Civs that i am making, and i do not have any errors??
geminisama Sep 18, 2007, 09:47 AM Also, I think I spotted some Civilopedia errors, concering the new corporation.
http://i57.photobucket.com/albums/g227/geminisama/Error3.jpg
I also spotted a missing icon for the actual FashionHouse building, but decided not to post the pic.
Now, I started up a game, got more Joan errors, then opened world builder to test the corp. Everything showed up fine in game. Then, I ended the turn, and I got another event error, like before.
http://i57.photobucket.com/albums/g227/geminisama/Error4.jpg
I'll keep my eyes open for more errors. =D
Edit: The Icon for Fashion House doesn't show up in the corporations menu either.
bmarnz Sep 18, 2007, 07:30 PM I'll fix that event text issue in the next update. The fashion house is working for me, is anyone else having problems with it?
let me know if you encounter any other problems?
geminisama Sep 20, 2007, 06:56 PM I'll fix that event text issue in the next update. The fashion house is working for me, is anyone else having problems with it?
let me know if you encounter any other problems?
I get to stay home tommorow, so I have time to play a game with the new patch. So, my eyes will be open for errors. :D
cindy40182 Sep 23, 2007, 02:52 PM Is the main mod file not on FileFront anymore? I just got done searching for many hours through ALL the modpacks, and finally found one i'm excited to play...YOURS!!
I went to download it and it takes me directly to filefront.com, not to the download page like your patches do. So I looked at your profile on filefront and tried to download from there, and again...no luck.
Please help! I really want to try your mod, it sounds really great, but I can't try it if I can't download it.
Thanks:)
bmarnz Sep 23, 2007, 03:37 PM Is the main mod file not on FileFront anymore? I just got done searching for many hours through ALL the modpacks, and finally found one i'm excited to play...YOURS!!
I went to download it and it takes me directly to filefront.com, not to the download page like your patches do. So I looked at your profile on filefront and tried to download from there, and again...no luck.
Please help! I really want to try your mod, it sounds really great, but I can't try it if I can't download it.
Thanks:)
Thanx for your interest.:) Re-uploading now... Hmm going slow...
bmarnz Sep 23, 2007, 04:20 PM OK, the main file download link is working again.
cindy40182 Sep 23, 2007, 04:30 PM THANKS!!!! Its downloading now, I'll let you know what I think of it:)
cindy40182 Sep 23, 2007, 05:16 PM I downloaded it and got the Joan errors, so I erased the custom Leaderhead folder as you suggested, but I still get the following error on load:
XML Load Error
Failed Loading XML file modules\custom units\unique\byzantine droman\droman_civ4civilizationinfos.xml
and
XML Load Error
LoadXML call failed for modules\custom units\unique\byzantine droman\droman_civ4civilizationinfos.xml
Not sure if it will affect gameplay, but just thought I'd mention it, since I didn't see a fix for it anywhere like I did the joan of arc fix.
Thanks:)
bmarnz Sep 23, 2007, 05:47 PM I downloaded it and got the Joan errors, so I erased the custom Leaderhead folder as you suggested, but I still get the following error on load:
XML Load Error
Failed Loading XML file modules\custom units\unique\byzantine droman\droman_civ4civilizationinfos.xml
and
XML Load Error
LoadXML call failed for modules\custom units\unique\byzantine droman\droman_civ4civilizationinfos.xml
Not sure if it will affect gameplay, but just thought I'd mention it, since I didn't see a fix for it anywhere like I did the joan of arc fix.
Thanks:)
That eror will be addressed in the next update. It only affects the byzantine second unique unit.
geminisama Sep 23, 2007, 08:23 PM Can't wait til' the next update! If I were to delete the Joan of Arc leader head, would this conflict with future updates?
bmarnz Sep 23, 2007, 08:34 PM Can't wait til' the next update! If I were to delete the Joan of Arc leader head, would this conflict with future updates?
No, for the next update I'm removing modular loading. You'll have to delete any previous version and download the whole thing.:crazyeye:
bmarnz Sep 26, 2007, 11:54 AM I have posted a new update on the first post. DELETE any previous version.
Changes
Reworked file structure to remove modular loading
Added 3 Techs:
Improved Formations from ExtraMod by Chiyu
Fortifacation
Rotarcraft
Added 2 Civs:
Hungary from ExtraMod/Amra'sMod
Goths by Fierabras/Amra
Added 3 units:
Bell UH1 (Huey) helicopter by snafusmith
AEGIS Destroyer by snafusmith
UCAV (unmanned combat aerial vehicle) by me
Implemented AirForces flavor units by Gedemon
Added Convention Center building
Switched Israeli unique building from Airbase to Mossad by esnaz
Added Airbase as regular building
Added 8 Wonders from ExtraMod by Chiyu:
Plato's Academy
Theatre of Dionysus
Leaning Tower
Flavian's Amphitheatre
Ishtar Gate
Reichstag
Big Ben
Torii
plus Mont Saint Michel Wonder by hrochland
Added 3 National Wonders:
Crystal Palace by charly1977
Beach Resort by hrochland
NASA by hrochland
Pushed original spaceship parts further back in tech tree
Added a new culture level: poor>fledgling>developing>refined>prosperous>influential>legendary
strategyonly Sep 26, 2007, 12:46 PM You need to change that "stupid" blue star flag for America, pls.
EDIT: Hope you dont mind if i pick and choose from your MOD???
geminisama Sep 26, 2007, 02:20 PM Huzzah!! :D I should have time tonight to play! Thanks. :goodjob:
bmarnz Sep 26, 2007, 10:46 PM You need to change that "stupid" blue star flag for America, pls.
EDIT: Hope you dont mind if i pick and choose from your MOD???
I'll put the flag on my to do list. Hey, pickin' through other mods.
Huzzah!! :D I should have time tonight to play! Thanks. :goodjob:
Have fun.:D
Cormac1974 Sep 27, 2007, 12:56 AM Hi!
First, sorry for my bad english.
The mod is great, thank you for your work!! I love this mod!
Have this mod the sea settlers and sea cities and some seathech units (maybe from Genetic era mod)?
I remember for early civ (maybe civ3) have space and undersea cities and i began love these cities and units. Now i search these things for Civ4.....
If you haven't this, can you import these great upgrade?
Or now have in your plan these?
Thanks.
Best Regards:
Cormac1974 from Hungary
bmarnz Sep 27, 2007, 03:50 PM Hi!
First, sorry for my bad english.
The mod is great, thank you for your work!! I love this mod!
Have this mod the sea settlers and sea cities and some seathech units (maybe from Genetic era mod)?
I remember for early civ (maybe civ3) have space and undersea cities and i began love these cities and units. Now i search these things for Civ4.....
If you haven't this, can you import these great upgrade?
Or now have in your plan these?
Thanks.
Best Regards:
Cormac1974 from Hungary
I am happy to hear suggestions. Sea colonies interest me. I'll look into it, but it may be outside of my abilities.
geminisama Sep 27, 2007, 07:58 PM [I]I remember for early civ (maybe civ3) have space and undersea cities and i began love these cities and units.
That was Civilization Call to Power, lol. And Marnz, are there any Earth Maps that will work with your mod?
Cormac1974 Sep 27, 2007, 11:44 PM I am happy to hear suggestions. Sea colonies interest me. I'll look into it, but it may be outside of my abilities.
I read, the sea colonies is in the "generic era" for Warlords mod. Maybe can you import from this mod?
I'll also try it....
Cormac1974 Sep 27, 2007, 11:47 PM That was Civilization Call to Power, lol. And Marnz, are there any Earth Maps that will work with your mod?
You're right! Really, this is in the Civ Call To Power! Thanks for refresh my memory! :)
Forsaken Oct 02, 2007, 11:14 AM how do you enable hitler in the new version
noas5 Oct 02, 2007, 01:19 PM I would appreciate the info on installing the Hitler leader as well.
Great job and this has quickly become my mainstay MOD.
bmarnz Oct 02, 2007, 11:29 PM how do you enable hitler in the new version
I would appreciate the info on installing the Hitler leader as well.
Great job and this has quickly become my mainstay MOD.
Hitler should be available. I never disabled him for this version. Make sure you delete any previous version before extracting v1.5.
Forsaken Oct 03, 2007, 09:45 AM well i just installed your mod yesterday for the frist time and everyone but hitler is avalible.
bmarnz Oct 03, 2007, 09:54 AM well i just installed your mod yesterday for the frist time and everyone but hitler is avalible.
He's listed as "adolf" hitler. He should be the first one listed when starting a custom game. But check MarnzMod/Assets/XML/Civilizations/Civ4Civilizationinfos.xml and find the entry for Germany. Underneath the Hitler leader tag, make sure availability is set to 1. (0 disables the leader.) I hope this helps.:)
geminisama Oct 03, 2007, 12:20 PM He shows up fine for me. :mischief:
Forsaken Oct 03, 2007, 12:55 PM haha i would have edited my post ealier but my internet was out, but i feel like an idiot now anyways cause i noticed he was the frist guy on the bloody list :(
noas5 Oct 03, 2007, 05:48 PM Thanks! I feel like a dumbo as well, but I will now go and enjoy a great game. I really appreciate all that you have done for us and kudos to all people who are working on making this game better in all ways.
geminisama Oct 03, 2007, 05:54 PM Could you add the Inquisitor unit into the mod?
Tunch Khan Oct 05, 2007, 10:05 AM Are you considering including Graphic Modpacks for flavored units like "Varietas Delectat"?
bmarnz Oct 05, 2007, 04:30 PM Could you add the Inquisitor unit into the mod?
I'll look into it.:mischief:
Are you considering including Graphic Modpacks for flavored units like "Varietas Delectat"?
Yes, it's on my to do list.:D
bmarnz Oct 07, 2007, 05:34 AM I have posted a new update in the first post. This update makes the mod compatible to the new patch. It also adds a a few goodies.:D
This update requires MarnzMod v1.5. Extract the update in the MarnzMod folder.
Change List:
Updated mod to BTS v3.13
Changed American flag to r/w/b by strategyonly(requested)
Added three civs from Amra's mod:
-Austria
-Sweden
-Vietnam
Added Theodora leaderhead for Byzantine from Amra's mod
Changed Native American civ to Sioux civ (text entries from Visa mod)
Added two techs:
-Naval Science
-Transistors
Added four naval units from Wolfshanze mod (graphics by Elhoim, kodzi, Hadrean, Snafusmith, GeneralMatt, Houman):
-Paddle Steamer
-Ironclad Warship
-Dreadnought
-Cruiser
Renamed Ironclad to Ironclad Gunboat
Changed model for Transport
Renamed the Dreadnought land tank from Nextwar to Fusion Armor
Added Naval Academy national wonder (model by hrochland)
West Point now only applies to land units
Implemented Bhruic's Unofficial and Supplemental patches for BTS v3.13
psob2 Oct 07, 2007, 09:26 AM thanks for the update
geminisama Oct 07, 2007, 12:17 PM :mischief: *Moans at the new update.* Huzzah, thanks Marnz! :lol:
Iceman68 Oct 07, 2007, 12:41 PM Marnz, sorry but I can't get your MOD to load under 3.13.
There are more siblings than memory allocated for them in CvXMLoadUtility::SetVariableListTagPair
Current XML file is: xml\Units/CIV4PromotionInfos.xml
Hope this helps
Penitent Oct 07, 2007, 12:56 PM Does the game last longer to account for all the new techs?
bmarnz Oct 07, 2007, 01:40 PM Marnz, sorry but I can't get your MOD to load under 3.13.
There are more siblings than memory allocated for them in CvXMLoadUtility::SetVariableListTagPair
Current XML file is: xml\Units/CIV4PromotionInfos.xml
Hope this helps
Loads fine for me. Does anyone else get this error?:confused:
Does the game last longer to account for all the new techs?
I haven't changed speed or length, but I've never had a game end before I've learned everything. There's also more science and commerce boosters that speed research.
geminisama Oct 07, 2007, 01:45 PM Loads fine for me. Does anyone else get this error?:confused:
I'll check this out.
psob2 Oct 07, 2007, 04:47 PM Marnzmod v1.5 with 1.6 update (BTS with 3.13patch) is working ok for me so far
i'm at 1515AD turn 213. have saved and reloaded the game a couple times since this morning
Viniloss Oct 07, 2007, 11:00 PM Hey bmarnz!
Looks a great mod. Downloading now! 3% :P
I have two sugestions... First one is that you could include "Route pillage" with bombers, for exemple. Its easy acordinly with "Grave" and "TheLopez" (but i cant do!!! HaHa!), take a look:
"If you want to use the Route Pillage Mod in your mod I have tried to make
things as easy as possible for you. In the SDK files I have added
/*** ROUTE PILLAGE MOD 30 July 2007 by Grave START ***/
and
/*** ROUTE PILLAGE MOD 30 July 2007 by Grave END ***/
in all of the places
that I have made changes."
And the link is: http://forums.civfanatics.com/downlo...o=file&id=6278
The second thing is alow more than just 18 civs. Dunno if you alow this alreay, but i would love to play with like 40 civs! ;)
Thank you for your atention!
Have a good night!
I ll report what i feel about your mod! :)
Bye!
Vini
bmarnz Oct 08, 2007, 07:49 AM @Viniloss
I appreciate your comments and suggestions.:) However I have no abilities with SDK. I would like to make these changes but I'd need help.
Any volunteers.:scan:
btw: That link doesn't work.
Viniloss Oct 08, 2007, 10:17 AM @Viniloss
I appreciate your comments and suggestions.:) However I have no abilities with SDK. I would like to make these changes but I'd need help.
Any volunteers.:scan:
btw: That link doesn't work.
Hey bmarnz!
Sorry for the link! This one works:
http://forums.civfanatics.com/downloads.php?do=file&id=6278
Im instaling your mod right now. ;)
Infortunelly i dont know nothing about any programing... This is why im a "downloader" and not an "uploader"! :P So i cant help you! :( I hope you find someone to help! :)
See you!
Thank you for your atention! For this aftewrnoon, i ll play your mod! :)
Vini
Lachlan Oct 08, 2007, 10:19 AM - What about early corporations...
1) East India Company, +10 Gold by city with a succursale, need spices, ivory and other exotic stuff...
2) Knight Templar Order, need none but produce +25% Gold in each city with succursale, can only be built in the cities with same state religion that HeadQuarter
3) Spanish Corporation, +15 Gold in each city with Gold Mine
4) other ideas but i prefer that you answer to me, primo...
- What about various sized earth maps ?
Standard with 18 Civs, Huge with 24 Civ and Super Huge with 34 Civs
See on Premade Maps section forum...
You can see a standard map with 34 Civs and maps made by Carter very very good
Viniloss Oct 08, 2007, 04:46 PM Wow! Amazing! I played ur mod for all the afternoon! And i loved it! I didnt find any bug till now (i played 600 turns)! The Ai knows what is doing with the new stuff and all goes very weel! :)
Gratz for the great mod! I hope you can add my ideas to the mod too! :D
I ll change just one thing! I ll raize the costs of the techs (like 100%) to have more turns to build all the stuff. The game goes too fast with the actual value! I like to "feel" every tech! In every new war tech i like a war! :D
See you!
Gratz again!
Keep the good work! :)
Vini
KingArthur666 Oct 08, 2007, 06:27 PM I ll change just one thing! I ll raize the costs of the techs (like 100%) to have more turns to build all the stuff. The game goes too fast with the actual value! I like to "feel" every tech! In every new war tech i like a war!
I'm with you Vini, I always feel the techs go a bit too fast once you get your economy established. I'm not a modder, just a player, but is it difficult to change the cost of the techs?
KingArthur666 Oct 08, 2007, 06:28 PM I've been playing all day and I've come across a bug. The image of the musketman is just a red blob. Any suggestions?
Viniloss Oct 08, 2007, 08:59 PM I'm with you Vini, I always feel the techs go a bit too fast once you get your economy established. I'm not a modder, just a player, but is it difficult to change the cost of the techs?
Hey "my Lord"! :P This is easy (reduces the cost of tech)! Even me can do this! HeHe! And im very very very dumb! HaHa! Im sure that you can do too! I ll teach you:
Just open "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\MarnzMod\Assets\XML\Technologies" (this is the custom folder...) and then open the XML file (civ4techinfos.xml) with the notepad (you must click with the right button and choose "open with"... notepad). Now, look for the "cost" of each technology, like this:
<Type>TECH_MYSTICISM</Type>
... lot of stuff about the tech
<iCost>50</iCost>
Ready. Just change the number (50) for the new cost that you want. I sugest you rize 100% the ancient, medieval, renacence, and then rize just 50 % the rest.
I've been playing all day and I've come across a bug. The image of the musketman is just a red blob. Any suggestions?
I got this too, The chinese army, just (till now...). I toke a print. Take a look. This is a minor problem... Im just reporting to you know... ;)
The second print is a very problematic problem! :D When we build the scotland yard with the Great spy it is considery like a national wonder! :( And you cant build more national wonders in that city. The game says that you can build 3 national wonder each city. Well, i build one national (national park) and the scotland (and you can see a strange number of -3 national wonders alowed to scotland yard!) with the great spy and then i cant build none more! :(
Just that till now! im very very happy playing your mod! I love it! :) I ll be in the perfect mod when i could play with more than 18 civs and pilage routes with bombers! :P
Gratz Gratz!!! :D
See you later!
Vini
Viniloss Oct 08, 2007, 10:04 PM Again me! :)
Do you know if i just overwriting ur .dll for the Lt.Bobīs .dll with the Bruics unoficial patch (to have 40 civs in the game - http://forums.civfanatics.com/showthread.php?t=234779&page=4) ur mod ll work?!
Thanks again! ;)
Vini
bmarnz Oct 08, 2007, 10:24 PM I've been playing all day and I've come across a bug. The image of the musketman is just a red blob. Any suggestions?
Must be a problem with the flavor art. What civ are you playing? Until I post a patch a temporary fix is to open Assets\XML\Civilizations\CIV4UnitArtStyleTypeInfos , find the section for that civ, and delete the entry for the errored unit.
Again me! :)
Do you know if i just overwriting ur .dll for the Lt.Bobīs .dll with the Bruics unoficial patch (to have 40 civs in the game - http://forums.civfanatics.com/showthread.php?t=234779&page=4) ur mod ll work?!
Thanks again! ;)Vini
I'm glad your enjoying the mod. Yes, you should be able to swap those dll's. In fact I saw that Lt. Bob has version that's merged with an early version of Brhuic's dll.
KingArthur666 Oct 08, 2007, 10:30 PM Must be a problem with the flavor art. What civ are you playing?
I'm playing Ghengis Khan. I'm not too worried about changing it myself, I just want your mod to be perfect as it is the only one I'm currently playing.
bmarnz Oct 08, 2007, 10:31 PM - What about early corporations...
1) East India Company, +10 Gold by city with a succursale, need spices, ivory and other exotic stuff...
2) Knight Templar Order, need none but produce +25% Gold in each city with succursale, can only be built in the cities with same state religion that HeadQuarter
3) Spanish Corporation, +15 Gold in each city with Gold Mine
4) other ideas but i prefer that you answer to me, primo...
- What about various sized earth maps ?
Standard with 18 Civs, Huge with 24 Civ and Super Huge with 34 Civs
See on Premade Maps section forum...
You can see a standard map with 34 Civs and maps made by Carter very very good
Interesting ideas.:) To do this, I think I'd have to find a way to obsolete these early corporations.
This is the second Earth map request. I'll have to put this on my To Do List. The People demand it.:whipped:
Lachlan Oct 09, 2007, 07:22 AM Thanks for considering my stuff ;)
Another possibility of corporation with no succursale : Suez Canal Company or Panama Canal Company
==> HQ give +30 Gold On world map should be good and these two companies should be possible only in "canal" cities...
I think that amount of gold will tempting but in Civ 4 we have inflation...
And historically the Spanish Empire has been very rich but the big amount of gold shipped to Spain has caused the exponential down of the value of gold by inflation...
noas5 Oct 09, 2007, 08:11 AM This is my favorite MOD and I was wondering if there was a way to make it the official loading game so I would not have to keep "loading the MOD" when I start a new game?
Keep up the fantastic work :goodjob:
KingArthur666 Oct 09, 2007, 09:18 AM Noas5, that is easy just make yourself a shortcut something like this:
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod= MarnzMod
Whenever you make a shortcut to the Civ4 .exe and add mod= nameofmod you instantly save yourself a whole bunch of load time because the game will automatically load the mod you requested. The nameofmod needs to be the directory name of the mod you want to use. I just make shortcuts for all the mods I play and put them in the mod directory. If they become my favorite mod *cough, MarnzMod, cough* they get promoted to the desktop.
Viniloss Oct 09, 2007, 11:30 AM I'm glad your enjoying the mod. Yes, you should be able to swap those dll's. In fact I saw that Lt. Bob has version that's merged with an early version of Brhuic's dll.
Did you see the prints of the bugs?!
Ty for the answer! :)
See ya!
Vini
Viniloss Oct 09, 2007, 11:33 AM If they become my favorite mod *cough, MarnzMod, cough* they get promoted to the desktop.
LOL
Very well! I liked your idea...
So, KingArthur, did u get the idea of raze the tech cost?!
See you
Vini
bmarnz Oct 09, 2007, 11:57 AM If they become my favorite mod *cough, MarnzMod, cough* they get promoted to the desktop.
I feel special.:blush:
noas5 Oct 09, 2007, 03:49 PM "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod= MarnzMod
I went to properties of my new start up shortcut. Would I place the info in TARGET or START IN field.
Thank you for the quick response KINGARTHUR:p
floppy1976 Oct 09, 2007, 06:07 PM Sorry my English is not perfect. Can one play this Mod also on German? If how? The main menue does not indicate writings to me. :(
bmarnz Oct 09, 2007, 10:44 PM I went to properties of my new start up shortcut. Would I place the info in TARGET or START IN field.
Thank you for the quick response KINGARTHUR:p
Put the info under Target.
Sorry my English is not perfect. Can one play this Mod also on German? If how? The main menue does not indicate writings to me. :(
You can play in German, but most of the new or changed content will still be in English.
bmarnz Oct 09, 2007, 11:40 PM I have posted a fix for the asian musketman.
Bad modder.:cry: :whipped:
bmarnz Oct 09, 2007, 11:56 PM The second print is a very problematic problem! :D When we build the scotland yard with the Great spy it is considery like a national wonder! :( And you cant build more national wonders in that city. The game says that you can build 3 national wonder each city. Well, i build one national (national park) and the scotland (and you can see a strange number of -3 national wonders alowed to scotland yard!) with the great spy and then i cant build none more! :(
I havn't been able to reproduce this problem. I can cuild three national wonders in a city, even with Scotland Yard. I believe that the (National Wonder: # left) represents the number of that particular building that you can still build. If you have one national wonder, it still indicates 0 left.
Hope this helps.:)
AngelusDD Oct 10, 2007, 08:35 AM installed v1.5+1.6+1.6a...on BTS 3.13
played as austria.....after the year 1475 i got a "slow" CTD.
first it seems to load the next turn...but it takes many minutes to compute....
after some minutes the game CTD.
after reloading (autosave 2 turns before) the same thing happens.
quite curios....will try another Civ next game
thx
AngelusDD
Beginner Oct 10, 2007, 09:42 AM The game crashes at the loading screen every time... I've added both patches, but the game STILL crashes. I haven't had a similar problem with any other mods, like Extra.
bmarnz Oct 10, 2007, 09:55 AM installed v1.5+1.6+1.6a...on BTS 3.13
played as austria.....after the year 1475 i got a "slow" CTD.
first it seems to load the next turn...but it takes many minutes to compute....
after some minutes the game CTD.
after reloading (autosave 2 turns before) the same thing happens.
quite curios....will try another Civ next game
thx
AngelusDD
Hmm... I played through your save for several turns and it didn't ctd.:confused: 162002
The game crashes at the loading screen every time... I've added both patches, but the game STILL crashes. I haven't had a similar problem with any other mods, like Extra.
Well, this mod is built ontop of extra. Did you update to BTS 3.13? Did you extract the 1.5 first, then the 1.6 update inside the marnzmod folder?
maxbjr Oct 10, 2007, 10:26 AM I tried overwriting your .dll with the .dll for the Lt.Bobīs .dll with the Bruics unofficial patch, and the game crashes right when it starts generating the map. So I don't think that will work. I went back to using your .dll and everything works fine.
AngelusDD Oct 10, 2007, 10:34 AM Hmm... I played through your save for several turns and it didn't ctd.:confused:
tried again twice....the turn 315 / year 1475 canīt be finished....
modular loding is DISABLED....this correct,isnīt it?
thx
AngelusDD
bmarnz Oct 10, 2007, 10:39 AM I tried overwriting your .dll with the .dll for the Lt.Bobīs .dll with the Bruics unofficial patch, and the game crashes right when it starts generating the map. So I don't think that will work. I went back to using your .dll and everything works fine.
I'm surprised that it didn't work.:sad:
tried again twice....the turn 315 / year 1475 canīt be finished....
modular loding is DISABLED....this correct,isnīt it?
thx
AngelusDD
Did you try the save I posted of your earlier game after I played for several turns?
AngelusDD Oct 10, 2007, 11:13 AM thx for the savegame....i can play.
will see how long....
AngelusDD
edit: There is the next one....Turn 362, year 1704....the game didnt CTD but is hanging on the "waiting for other civilizations" turn
now i can use alt-tab to go back to windows, which i couldnīt on the other occassion
nevertheless annoying, never seens such problems
thx anyway
edit 2: my system
athlon64 x2 3600+, 2gig Ram ddr2-667 @ singlechannel, 7900gs, asus M2V board
floppy1976 Oct 10, 2007, 01:50 PM You can play in German, but most of the new or changed content will still be in English.
I cannot play unfortunately on German. Thus it looks like the start of BTS. :(
AngelusDD Oct 10, 2007, 01:58 PM unfortunatly this is correct. you MUST switch to english language, because there are no german language files delivered with the most mods.
(du must tatsächlich auf englisch stellen in den optionen, da keine deutschen sprachdateien bei den allermeisten mods dabei sind.
konnte es auch nicht umgehen. nicht so schwer nehmen, da lernt man noch ein wenig englisch nebenbei ;) )
AngelusDD
AngelusDD Oct 10, 2007, 02:23 PM found a real bug.....(at least for me)
if i choose Augustus Caesar with the Romans as my Civ, i dont have the UserInterface on screen....most other civs seems to work fine....
AngelusDD
geminisama Oct 10, 2007, 02:28 PM found a real bug.....(at least for me)
if i choose Augustus Caesar with the Romans as my Civ, i dont have the UserInterface on screen....most other civs seems to work fine....
AngelusDD
I got this too. :(
Nvm, the UI showed up after several seconds.
bmarnz Oct 10, 2007, 03:33 PM AHH!!! Do you really need a user interface. Don't you have the keyboard shortcuts memorized.:rolleyes: This bug also affects Byzantine and Greece. I'm looking into it.
Easy fix::badcomp:
Lachlan Oct 10, 2007, 03:40 PM :D LOL :D
I encountered the slow crash....
I was in 1380 AD when the turn has freezed
I have must rebooted my pc
In rebooting "Processor Over Temperature Error"
Infinite loop in XML or SDK who has caused processor to overcharge ?
bmarnz Oct 10, 2007, 04:09 PM AHH!!! Do you really need a user interface. Don't you have the keyboard shortcuts memorized.:rolleyes: This bug also affects Byzantine and Greece. I'm looking into it.
Easy fix::badcomp:
Hmm...if you ALT+TAB to desktop and then go right back, the interface is there. It's playing peek-a-boo.:confused:
:D LOL :D
I encountered the slow crash....
I was in 1380 AD when the turn has freezed
I have must rebooted my pc
In rebooting "Processor Over Temperature Error"
Infinite loop in XML or SDK who has caused processor to overcharge ?
Do you have save of this crash?:crazyeye:
Viniloss Oct 10, 2007, 04:34 PM I tried overwriting your .dll with the .dll for the Lt.Bobīs .dll with the Bruics unofficial patch, and the game crashes right when it starts generating the map. So I don't think that will work. I went back to using your .dll and everything works fine.
Yes, it works. Im playing the game with 32 civs. Remenber this. You cant start a game with more than 32 civs! ;) You can create colonies after the begining of the game... But never start with more than 32. Its working perfectly normal! ;)
Good luck with the Lt.Bob's dll.
@bmarnz
I dunno if i still have the save of that game... But, if i find it i ll sent to you, to you see that it is impossible build 3 national wonders in a city with the Scotland Yard. Im in a business travel, so i jut can send to you in the weekend!
See you!
Take care and keep the good work! :)
Vini
bmarnz Oct 10, 2007, 04:53 PM Well, I fixed the Rome/Greece/Byzantine bug. Stupid elephants.:mad: This may also fix the slow crash as the crash occurs as A.I.s start building elephants. Keep your fingers crossed.:D New patch is on the first post.
AngelusDD Oct 11, 2007, 04:29 AM This may also fix the slow crash as the crash occurs as A.I.s start building elephants. Keep your fingers crossed.:D New patch is on the first post.
unfortunately not....sorry.
with my save game above and a fresh full new install of Civ, BTS, 3.13, Marnz 1.6b the same error occurs....slow ctd after turn 315.
donīt worry...iīll try another game (this time large map with 12 civs, instead of huge map with 15)
Lachlan Oct 11, 2007, 05:39 AM it seems that th problem is caused by patch 3.13 because problems with other mods like Rhyes And Fall of Civs... :lol:
Keep working Firaxis !
EDIT 13h37
I cant load my savegame Marnz 1.6b of BTS 3.13
Game load, crash to desktop just before viewving my world map where is my sweety empire...
I will join my save
bmarnz Oct 11, 2007, 07:44 AM I cant load my savegame Marnz 1.6b of BTS 3.13
Game load, crash to desktop just before viewving my world map where is my sweety empire...Is this save from 1.6a, and you cant load after patching, or is save from 1.6b and just doesn't load? Did you try an earlier autosave?
bmarnz Oct 11, 2007, 09:34 AM Uploaded a new patch (v1.6c). Fixes bug that causes ctd when building American Light Bomber.:hammer2:
Lachlan Oct 11, 2007, 10:53 AM Is this save from 1.6a, and you cant load after patching, or is save from 1.6b and just doesn't load? Did you try an earlier autosave?
I installed 1.6 then 1.6a then 1.6b by overwriting :goodjob:
AngelusDD Oct 11, 2007, 03:38 PM good news....1.6c is stable and bugfree as far as i played....1930 with England....(i was not able to win, so i stopped playing)
AngelusDD
bmarnz Oct 11, 2007, 05:11 PM good news....1.6c is stable and bugfree as far as i played....1930 with England....(i was not able to win, so i stopped playing)
AngelusDD
Good news!!:woohoo:
montanaseahawk Oct 11, 2007, 05:50 PM Hey "my Lord"! :P This is easy (reduces the cost of tech)! Even me can do this! HeHe! And im very very very dumb! HaHa! Im sure that you can do too! I ll teach you:
Just open "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\MarnzMod\Assets\XML\Technologies" (this is the custom folder...) and then open the XML file (civ4techinfos.xml) with the notepad (you must click with the right button and choose "open with"... notepad). Now, look for the "cost" of each technology, like this:
<Type>TECH_MYSTICISM</Type>
... lot of stuff about the tech
<iCost>50</iCost>
Ready. Just change the number (50) for the new cost that you want. I sugest you rize 100% the ancient, medieval, renacence, and then rize just 50 % the rest.
Actually, a much easier and more flexible way to do this:
In your BtS folder find Assets/XML/GameInfo/Civ4GameSpeedInfo.xml
copy this file to the Mods/MarnzMod/Assets/XML/GameInfo directory.
When you open this file, each speed has a section that looks like this:
<iGrowthPercent>300</iGrowthPercent>
<iTrainPercent>200</iTrainPercent>
<iConstructPercent>300</iConstructPercent>
<iCreatePercent>300</iCreatePercent>
<iResearchPercent>300</iResearchPercent>
<iBuildPercent>300</iBuildPercent>
<iImprovementPercent>300</iImprovementPercent>
<iGreatPeoplePercent>300</iGreatPeoplePercent>
<iCulturePercent>300</iCulturePercent>
The above settings are default for Marathon games in BtS w/o a mod.
Generally too slow for me, I usually play Epic with research kicked up to 300. You can get some pretty extended periods of financial depression if you aren't careful, but you get time to build and use whole armies of units for each era
bmarnz Oct 11, 2007, 06:18 PM Good info!:)
I thought about a custom speed for the mod, but I wanted to finish a game so I could decide on the settings.
montanaseahawk Oct 11, 2007, 06:24 PM np, just glad to be able to answer someones question :P
Used to play Total Realism on warlords, then RoM (Industrial Age CtD /shakefist) on BtS, downloaded your mod last week, Love it so far, just like it better sloooowed down a bit.
Nothing worse than building your first heavy swordsman just as musketmen become available :(
bmarnz Oct 11, 2007, 06:31 PM Yes, having more units makes it worse. Does everyone agree with 50% increase in research?:)
I almost made custom speed to slow culture grow cause of all the wonders and stuff, but added a new culture level instead.
Viniloss Oct 11, 2007, 08:15 PM Actually, a much easier and more flexible way to do this:
In your BtS folder find Assets/XML/GameInfo/Civ4GameSpeedInfo.xml
copy this file to the Mods/MarnzMod/Assets/XML/GameInfo directory.
When you open this file, each speed has a section that looks like this:
<iGrowthPercent>300</iGrowthPercent>
<iTrainPercent>200</iTrainPercent>
<iConstructPercent>300</iConstructPercent>
<iCreatePercent>300</iCreatePercent>
<iResearchPercent>300</iResearchPercent>
<iBuildPercent>300</iBuildPercent>
<iImprovementPercent>300</iImprovementPercent>
<iGreatPeoplePercent>300</iGreatPeoplePercent>
<iCulturePercent>300</iCulturePercent>
The above settings are default for Marathon games in BtS w/o a mod.
Generally too slow for me, I usually play Epic with research kicked up to 300. You can get some pretty extended periods of financial depression if you aren't careful, but you get time to build and use whole armies of units for each era
A very easy way, for sure! I like it! ;)
Thanks for this new "lesson"! However, i still prefer mine way, once that the future techs have a good cost, i think. I usually double the cost of the early techs and raze just 50% the later ones! ;)
I can send mine .xml of techs, if u want guys. Just tell me. I already done all the dirty work, anyway! HeHe! :)
See you!
Vini
Viniloss Oct 11, 2007, 08:24 PM Yes, having more units makes it worse. Does everyone agree with 50% increase in research?:)
I almost made custom speed to slow culture grow cause of all the wonders and stuff, but added a new culture level instead.
Yes. Agree! ;)
New subject:
I was thinking... Maybe we would use the resources in a new way. Like clay. Clay was and IS very important to civil construction. I ll change my .xml files to have clay, for exemple, like a prerequisite to build some buildings (granary...), stone i ll make prerequisite to walls. There are so many possibilities...
Everthing in the world needs or iron (steel) and glass, or bricks. Bricks need clay! steel needs iron. Glass needs sand! Would be amazing if we could build a bricker, for exemple, to produce bricks and then we could build the other buildings... Same for glass and steel! Could be resources like the "single hits" or "movies". a building would produce them, and you just can build this building with that specific resource... ;)
Just an idea... What do you think about?!
See you later
bmarnz Oct 11, 2007, 08:30 PM Yes. Agree! ;)
New subject:
I was thinking... Maybe we would use the resources in a new way. Like clay. Clay was and IS very important to civil construction. I ll change my .xml files to have clay, for exemple, like a prerequisite to build some buildings (granary...), stone i ll make prerequisite to walls. There are so many possibilities...
Everthing in the world needs or iron (steel) and glass, or bricks. Bricks need clay! steel needs iron. Glass needs sand! Would be amazing if we could build a bricker, for exemple, to produce bricks and then we could build the other buildings... Same for glass and steel! Could be resources like the "single hits" or "movies". a building would produce them, and you just can build this building with that specific resource... ;)
Just an idea... What do you think about?!
See you later
Interesting.:) If you make clay more important, you'll also have to make it more abundant. As for a building making resources, already did that. See rubber factory.
Viniloss Oct 11, 2007, 08:53 PM Interesting.:) If you make clay more important, you'll also have to make it more abundant. As for a building making resources, already did that. See rubber factory.
Yep. Im designing my own map! :P
ahmmm.. good! I didnt know about this factory. I want to ask something, btw: Why the Gas Power doesnt need gas natural to build? I think this could be a good improvement to ur mod. Same to Nuclear Plant and uranium... Coal Plant and coal.
Tomorrow i expect send to you that save with the bug about the national wonders... ;)
Guys! a much more easy way to increase/reduce the tech cost! I just found this tool in the forum... Take a look:
http://forums.civfanatics.com/showthread.php?t=140264
Bye!
Vini
montanaseahawk Oct 11, 2007, 11:05 PM A very easy way, for sure! I like it! ;)
Thanks for this new "lesson"! However, i still prefer mine way, once that the future techs have a good cost, i think. I usually double the cost of the early techs and raze just 50% the later ones! ;)
I can send mine .xml of techs, if u want guys. Just tell me. I already done all the dirty work, anyway! HeHe! :)
See you!
Vini
True enough...
Very Nice Tech Cost Editor
in playing and tinkering though, I notice that increasing only the research can have some unexpected effects.
Cities grow too quickly and become unhealthy without the techs to accomodate them, and city/unit maintenance becomes staggering without adjusting the inflation rate to compensate for not having the commerce increasing techs/buildings.
Its difficult to come up with a happy medium, but I suspect that game speed is the best way to adjust the pace of techs/growth.
skodkim Oct 12, 2007, 01:16 AM Hi Bmarnz
Just wanted to say thanks for your exellent mod. Spent a some hours yesterday combining it with my own tweaks and now it works fine (took me some hours of frustration starting up with Julius Caesar before I noiticed 1.6c was up) - I'm especially thrilled about the second UU's! :goodjob:
Would you consider making second UB's? :p
\Skodkim
bmarnz Oct 12, 2007, 06:24 AM Hi Bmarnz
Just wanted to say thanks for your exellent mod. Spent a some hours yesterday combining it with my own tweaks and now it works fine (took me some hours of frustration starting up with Julius Caesar before I noiticed 1.6c was up) - I'm especially thrilled about the second UU's! :goodjob:
Would you consider making second UB's? :p
\Skodkim
I'm glad you like the mod.:D As for 2nd UB's, I'll consider it. Takes a lot of research to get ideas for each civ and find appropriate artwork on forums. Another route (an idea I've seen floating around forums) would be to make a unique national wonder for each civ. To start that, I could cannablize some of the new wonders in the mod and convert them to unique national wonders. What do you guys think? Any ideas (or preference) for unique buildings/national wonders? :scan:
bmarnz Oct 12, 2007, 06:30 AM Cities grow too quickly and become unhealthy without the techs to accomodate them, and city/unit maintenance becomes staggering without adjusting the inflation rate to compensate for not having the commerce increasing techs/buildings.
Its difficult to come up with a happy medium, but I suspect that game speed is the best way to adjust the pace of techs/growth.
I see you could adjust growth rate with the research rate, but I don't see where to adjust inflation.:crazyeye:
montanaseahawk Oct 12, 2007, 10:13 AM I see you could adjust growth rate with the research rate, but I don't see where to adjust inflation.:crazyeye:
It's a little lower, looks like this:
<iInflationPercent>10</iInflationPercent>
<iInflationOffset>-270</iInflationOffset>
Now what, exactly, these numbers mean, I'm not sure.. I am guessing a percentage of some inbuilt total and either a number of turns to wait until it starts accruing, or some threshold before applying maybe...
The above example is Marathon, as the game speed gets quicker the percent rises and the offset falls, probably to compensate for the falling number of turns.
Quick Settings look like this:
<iInflationPercent>45</iInflationPercent>
<iInflationOffset>-60</iInflationOffset>
EDIT
ach, need to adjust the turns too, never gonna have time to reach the modern era if research is slow but the years keep flying by at a normal pace...
Had to abandon a game wherein it was the eleventh century and us poor civs were just discovering calendar and currency...
That adds another pain in the assets, mucking about with the Month Increment and Turns per increment. Is there some kind of limit or guidelines to how these are supposed to add up?
Is it zero sum? Or can you vastly increase/decrease the number of turns and/or the upper limits of time (6500 AD?)
If you want, I'll spend some time experimenting with different set ups and let you know what I find.
bmarnz Oct 12, 2007, 10:38 AM ach, need to adjust the turns too, never gonna have time to reach the modern era if research is slow but the years keep flying by at a normal pace...
Had to abandon a game wherein it was the eleventh century and us poor civs were just discovering calendar and currency...
That's why I want to finish a game before making changes. Gives me an idea of when game ends so that I can my adjustments accordingly. I appreciate the feedback and play testing.:D
montanaseahawk Oct 12, 2007, 10:44 AM That's why I want to finish a game before making changes. Gives me an idea of when game ends so that I can my adjustments accordingly. I appreciate the feedback and play testing.:D
Heh, sadly enough, I have yet to finish a BtS game, of any type.
I play Conquest/Diplomatic but abandon games in which I am doing poorly or am too far in the lead to make it interesting. ..
And then theres the ones that bugged out and I couldn't finish them...
And all the Mods and Scenarios that weren't interesting for me...
end result: 0 finished games
bmarnz Oct 12, 2007, 10:52 AM Heh, sadly enough, I have yet to finish a BtS game, of any type.
I play Conquest/Diplomatic but abandon games in which I am doing poorly or am too far in the lead to make it interesting. ..
And then theres the ones that bugged out and I couldn't finish them...
And all the Mods and Scenarios that weren't interesting for me...
end result: 0 finished gamesHopefully I can get this mod interesting and challenging enough for you to finnally finish a game.:p
giii Oct 12, 2007, 12:56 PM hi,excuse me for my bad english...
I red a lot of this mod and seems to be one of the best ones..there is only the problem that it s necessary to switch the english language..it s not possible to play it with other languages?
Or it s not possible to play it using language files of the main game in order to play it with my language finding in english only the innovations?
I Hope you understand what i would say..and i hope that it can be a posibility to solve that problems..
However thanks and good work..
bmarnz Oct 12, 2007, 02:17 PM hi,excuse me for my bad english...
I red a lot of this mod and seems to be one of the best ones..there is only the problem that it s necessary to switch the english language..it s not possible to play it with other languages?
Or it s not possible to play it using language files of the main game in order to play it with my language finding in english only the innovations?
I Hope you understand what i would say..and i hope that it can be a posibility to solve that problems..
However thanks and good work..
Hey, giii. Welcome to the forums.:D I'll see what I can do.
EDIT
I found the problem. Uploaded a new patch (v1.6d) in first post.
Fixed non-english language bug.
Fixed african infantry art bug.
Fixed event text bug.
giii Oct 13, 2007, 05:16 AM wow i ll not thank you enough..i don t expected it..
If it may help you in your work,I think that the mod needs only huge maps(and so more civs)and more turns....maybe huge formations. also rhye's and fall "stability" factor was nice but probably make the game too problematic.
However it s only my think and i dont want to tell u what u have to do..
I thank u again and good work
bmarnz Oct 13, 2007, 10:06 AM Posted a new patch (v1.6e). Fixed more bugs.:wallbash:
Fixed graphics bug associated with air flavor units.
Fixed bug that prevevented building more than one Provincial Palace.
montanaseahawk Oct 13, 2007, 10:29 AM wow i ll not thank you enough..i don t expected it..
If it may help you in your work,I think that the mod needs only huge maps(and so more civs)and more turns....maybe huge formations. also rhye's and fall "stability" factor was nice but probably make the game too problematic.
However it s only my think and i dont want to tell u what u have to do..
I thank u again and good work
Its a cool mod.
I've been experimenting with differing game speed settings, completely unbidden, but when I find some good balances I'll make them available - fine tuning a slightly slower than Epic then I'll work on a slightly slower Normal.
Marnz, if you'd be interested I'll go over what I come up with. The current custom speed I am working on starts in 6000 BC, ends in 3050 AD, but only has 940 turns (200 or so more than a standard Epic Game, not a big rise, considering the slowing down of research)
Not that your mod doesn't rock on its own, I just like a slower game where I can savor the flavor :P
bmarnz Oct 13, 2007, 10:34 AM Its a cool mod.
I've been experimenting with differing game speed settings, completely unbidden, but when I find some good balances I'll make them available - fine tuning a slightly slower than Epic then I'll work on a slightly slower Normal.
Marnz, if you'd be interested I'll go over what I come up with. The current custom speed I am working on starts in 6000 BC, ends in 3050 AD, but only has 940 turns (200 or so more than a standard Epic Game, not a big rise, considering the slowing down of research)
Not that your mod doesn't rock on its own, I just like a slower game where I can savor the flavor :P
I know what you mean. I'm playing on marathon and the techs are still going to fast. I built some new Hueys and then got to upgrade them before I ever got to use them.:sad:
I would like to know what you come up with. If I know what works good in epic, I could correlate that to marathon.:D
montanaseahawk Oct 13, 2007, 10:43 AM I know what you mean. I'm playing on marathon and the techs are still going to fast. I built some new Hueys and then got to upgrade them before I ever got to use them.:sad:
I would like to know what you come up with. If I know what works good in epic, I could correlate that to marathon.:D
Well, I'm finding the real trick is to trade off slower tech research with more turns. Adjusting the turns is a little tricky if you want it to "feel" right or if you kind of like the timeline to bear some resemblance to history.
Anyhow, I'll let you know.
bmarnz Oct 13, 2007, 10:47 AM Well, I'm finding the real trick is to trade off slower tech research with more turns. Adjusting the turns is a little tricky if you want it to "feel" right or if you kind of like the timeline to bear some resemblance to history.
Anyhow, I'll let you know.
Well, right now I'm researching Composites in 1879.:eek:
montanaseahawk Oct 13, 2007, 10:54 AM Well, right now I'm researching Composites in 1879.:eek:
That sounds about right to me :crazyeye:
Wasn't it in 1869 that they drove the polytetrafluoroethylene spike to complete the trans-continental railroad?
bmarnz Oct 13, 2007, 02:40 PM Well, I managed to finish a game, winning a cultural victory on turn 940 - year1901. :) I think cultural victory is still a bit too easy, I'll have to increase legendary threshold a bit more as well extend research time.
darkedone02 Oct 13, 2007, 06:40 PM I've been playing this mod till all the other mods that I am waiting for such as Overlord 2, History in the Making, and all other games to convert to the current version of BTS. I like the game, but the bugs drive me nuts, the two infamous bugs that I have always encounter and pop up in the middle of nowhere, and these bugs are in the engine itself and only Firaxis can fix it.
bmarnz Oct 13, 2007, 07:06 PM I've been playing this mod till all the other mods that I am waiting for such as Overlord 2, History in the Making, and all other games to convert to the current version of BTS. I like the game, but the bugs drive me nuts, the two infamous bugs that I have always encounter and pop up in the middle of nowhere, and these bugs are in the engine itself and only Firaxis can fix it.
I'm glad this mod is here to hold you over until the important mods are converted.;)
Viniloss Oct 14, 2007, 07:55 AM I'm glad this mod is here to hold you over until the important mods are converted.;)
Shame on YOU! You have the "important" mod! ;) You know that! Stop with the "drama" :P
Have a good day there!
See you later! ;)
darkedone02 Oct 14, 2007, 10:14 AM I wonder if you can start adding some custom music for the ages in this game, make it sound more realistic and more better then the original soundtrack.
bmarnz Oct 14, 2007, 10:45 AM I had no plans to change soundtrack, though I must admit I'm unimpressed eith the modern track. If anyone knows a better piece let me know.
Fiat BIS Oct 14, 2007, 11:00 AM I can't seem to get it working.
I've downloaded MarnzMod v1.5 as well as added the MarnzMod Update v1.6 and MarnzMod Patch v1.6e (cleared custom assets, etc)
bmarnz Oct 14, 2007, 11:23 AM I can't seem to get it working.
I've downloaded MarnzMod v1.5 as well as added the MarnzMod Update v1.6 and MarnzMod Patch v1.6e (cleared custom assets, etc)
Does it not load? Any error messages? Did you patch BTS to 3.13? Did you extract the update in the MarnzMod folder not mods folder?
Fiat BIS Oct 14, 2007, 11:51 AM Does it not load? Any error messages? Did you patch BTS to 3.13? Did you extract the update in the MarnzMod folder not mods folder?
I did extract the update in the MarnzMod folder as well as patch BTS to 3.13. I don't get any error messages, the screen is the same as the unmodded BTS.
bmarnz Oct 14, 2007, 12:05 PM I did extract the update in the MarnzMod folder as well as patch BTS to 3.13. I don't get any error messages, the screen is the same as the unmodded BTS.
There is no custom screen. Does it say MarnzMod in upper right corner? Did you select advanced --> load mod --> MarnzMod?
Fiat BIS Oct 14, 2007, 12:18 PM There is no custom screen. Does it say MarnzMod in upper right corner? Did you select advanced --> load mod --> MarnzMod?
It does show MarnzMod in upper right corner, apart from that there's no change.
bmarnz Oct 14, 2007, 12:27 PM It does show MarnzMod in upper right corner, apart from that there's no change.
My mod has the same screen as BTS. Check civilopedia for new civs, units, etc...
Fiat BIS Oct 14, 2007, 12:34 PM My mod has the same screen as BTS. Check civilopedia for new civs, units, etc...
Checked Civilpedia, it's the same as BTS
cha dawn Oct 14, 2007, 12:43 PM I like this mod but two times i got a bug between the turns"waiting for other civilizations" and the waiting never stopped.
I did reset the computer.
What can i do to finish the game?
bmarnz Oct 14, 2007, 12:43 PM Checked Civilpedia, it's the same as BTS
Check file structure: Beyond the Sword/Mods/MarnzMod/Assets
In assets folder there is Art, XML, Python, Res, Sound folders plus a dll file.
bmarnz Oct 14, 2007, 12:48 PM I like this mod but two times i got a bug between the turns"waiting for other civilizations" and the waiting never stopped.
I did reset the computer.
What can i do to finish the game?
Did you try loading an earlier autosave? If it still freezes on same turn, could you post the save?
Fiat BIS Oct 14, 2007, 12:49 PM Check file structure: Beyond the Sword/Mods/MarnzMod/Assets
In assets folder there is Art, XML, Python, Res, Sound folders plus a dll file.
just checked, nothing from the above is missing
bmarnz Oct 14, 2007, 01:02 PM just checked, nothing from the above is missing
:confused: Don't know what problem could be? Any problems running other mods?:crazyeye:
Fiat BIS Oct 14, 2007, 01:11 PM :confused: Don't know what problem could be? Any problems running other mods?:crazyeye:
Same problems though more then a few mods I've downloaded have not been updated to 3.13 (original BTS Mods such as Next War, Afterworld etc no problem).
Master_Chaz Oct 14, 2007, 01:22 PM is there a way to allow more than 18 civs?
if so how can i change the settings to do so?
bmarnz Oct 14, 2007, 01:23 PM Same problems though more then a few mods I've downloaded have not been updated to 3.13 (original BTS Mods such as Next War, Afterworld etc no problem).
Did you put the mod here?
C:\Documents and Settings\User\My Documents\My Games\Beyond the Sword\MODS
or here?
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
I always use the bottom option.
bmarnz Oct 14, 2007, 01:31 PM is there a way to allow more than 18 civs?
if so how can i change the settings to do so?
Yes download the file from this thread: More Civs (http://forums.civfanatics.com/showthread.php?t=234779)
Overwrite the file in the MarnzMod/Assets folder.
You'll lose some of the bug fixes from Bhruic's unofficial patch. Keep an eye on that thread as several people are pestering him to offer a version that includes bhuric's version.
Fiat BIS Oct 14, 2007, 01:31 PM Did you put the mod here?
C:\Documents and Settings\User\My Documents\My Games\Beyond the Sword\MODS
or here?
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
I always use the bottom option.
I put the Mod in the second one
bmarnz Oct 14, 2007, 01:34 PM You could try the first option. Maybe that'll work on your computer. I'm sorry, that's everything I can think of.:sad:
Master_Chaz Oct 14, 2007, 01:44 PM Yes download the file from this thread: More Civs (http://forums.civfanatics.com/showthread.php?t=234779)
Overwrite the file in the MarnzMod/Assets folder.
You'll lose some of the bug fixes from Bhruic's unofficial patch. Keep an eye on that thread as several people are pestering him to offer a version that includes bhuric's version.
do I download the "original file" then update to the fourth version, all overwriting the assets in the MarnzMod/Assets folder?
bmarnz Oct 14, 2007, 01:52 PM do I download the "original file" then update to the fourth version, all overwriting the assets in the MarnzMod/Assets folder?
Yes. Download full version 1.5, extract update 1.6 in MarnzMod folder overwriting files, extract latest patch in MarnzMod folder overwriting files.
Then swap LtBob's dll for mine.
cha dawn Oct 14, 2007, 02:24 PM Here is the save-file. Other auto-saves didn't help.
The hanging of the system is during "waiting for the ai players"
AngelusDD Oct 14, 2007, 02:39 PM Here is the save-file. Other auto-saves didn't help.
The hanging of the system is during "waiting for the ai players"
sounds familiar to me! (see some pages ago)......
perhaps a rare bug that does occur once in ten/hundred/thousand games...
best answer: start a new game....
AngelusDD
keldath Oct 14, 2007, 03:12 PM hi,
my compliments for this very godd mod,
it includes very tastefull parts.
and well made with many nice originl stuff.
keep up nurtureing it!!!
oe quastion - it doesnt include dale range bomb' right?
bmarnz Oct 14, 2007, 03:31 PM @keldath
thanx for the compliments. :D No dale ranged dale bombardment here. I only get to choose one .dll unless I find someone to do the merging for me.
geminisama Oct 14, 2007, 11:01 PM Loads fine with 1.6e. Can't wait for the new update. :)
Lachlan Oct 15, 2007, 07:01 AM What about one 1.7 ful download ?
What about new corporations ?
What about the world map :goodjob: ?
I know i should'nt insist too ;)
bmarnz Oct 15, 2007, 08:41 AM What about new corporations ?
This will be in next version: here (http://forums.civfanatics.com/showthread.php?t=247337)
AngelusDD Oct 15, 2007, 12:23 PM hi
1.
the "early" Jet Fighters canīt be brought on an aircraft carrier!
all other fighter types (fighter, superior. jet fighters, both attack planes) can this.
( donīt know for Biplanes and strike fighters btw.)
2.
the upgrade from early jet fighters to superiority fighters cost 20!....
the upgrade from fighters to early jet fighters cost 320....
the upgrade from fighters to superiority fight. cost 320, too
is cost of 20 intended?...i little adjustment seems necessary
bmarnz Oct 15, 2007, 12:29 PM hi
1.
the "early" Jet Fighters canīt be brought on an aircraft carrier!
all other fighter types (fighter, superior. jet fighters, both attack planes) can this.
( donīt know for Biplanes and strike fighters btw.)
2.
the upgrade from early jet fighters to superiority fighters cost 20!....
the upgrade from fighters to early jet fighters cost 320....
the upgrade from fighters to superiority fight. cost 320, too
is cost of 20 intended?...i little adjustment seems necessary
I pasted these units over form AirForce mod. I'll make adjustments. Keep an eye out for any other areas that need adjustments. :scan:
psob2 Oct 15, 2007, 04:03 PM Well, I managed to finish a game, winning a cultural victory on turn 940 - year1901. :) ....
just finished a game at regular speed.
domination victory at turn 362 - 1942ad.
thanks for all your time and effort making this mod
Harflimon Oct 16, 2007, 01:23 PM Something interesting to add to the space race would be units, like astronauts, and the Russians could have the UU as cosmanauts. Maybe make it so they decrease the turns it takes for the spaceship to reach Alpha Centauri, or maybe make it so they can rush production on spaceship parts. Probably other things you could do too, but if your going to expand the spaceship victory that would be an interesting way to do it.
trotty Oct 19, 2007, 05:26 AM Thank you, it's GREAT. Is the best "more of the same" i've playied since now, no slowings, no major bugs (only text based problems). Really a good work.
bmarnz Oct 19, 2007, 01:43 PM Thanx for the feedback. :)
As for astronauts, I believe for they're best represented by buildings, like labs space elevator, NASA national wonder. Cosmonauts are represented by the fact russia's unique building has increased spaceship production.
After the next update, I'll work on a world map. Does anyone know of a good earth map to work off of?
AngelusDD Oct 19, 2007, 03:27 PM no
but i would suggest to add the planetary generator (xml) which is included in "next war-enhanced".
with it the player can adjust most/all features of a world map before generation.
geminisama Oct 19, 2007, 04:11 PM After the next update, I'll work on a world map. Does anyone know of a good earth map to work off of?
I'll look for you.
maxbjr Oct 19, 2007, 05:24 PM The mod works perfectly with Smart Map. :)
geminisama Oct 19, 2007, 07:47 PM Do you plan on implimenting Varietas Delectat?
bmarnz Oct 20, 2007, 08:49 AM Do you plan on implimenting Varietas Delectat?
That's what I'm cuurently working on. :D
geminisama Oct 20, 2007, 03:25 PM That's what I'm cuurently working on. :D
Then...I love you Marnz. :D
Good luck!
ruffriders23 Oct 20, 2007, 06:07 PM going to check this out.
Webrider Oct 21, 2007, 08:37 AM Good work on the Mod. Found a few things to consider.
Played as USA random nations Fought the Iriquois, my infantry looked like Germans with sub machine guns the Iriquios had the American infantry.
I liked the Huey, you can fill them with 2 unis and airlift them for a total of 3 units airlifted.
The Huey disappears after the gunship comes along. They are still handy to have as transports might consider keeping them around in the unit list?
Air units get their initial exp when built but get no combat exp, I never had one air unit promotion come along other then when I first made them.
Cant remember but there was one wonder that was obsolete with a tech that came before the tech to build the wonder.
Good mod keep up the great work. None of these issues effected the game.
giii Oct 27, 2007, 12:22 PM Hi
excuse me,i have tried the mod ant it s great.However there s a big problem:when i play in multiplayer using the same computer(hotseat?)after many turns (200-300 max)the game doesn t work.. it stops itself and does not go on..there is something that can be done?see u and good work..
bmarnz Oct 27, 2007, 01:45 PM Good work on the Mod. Found a few things to consider.
Played as USA random nations Fought the Iriquois, my infantry looked like Germans with sub machine guns the Iriquios had the American infantry.
I liked the Huey, you can fill them with 2 unis and airlift them for a total of 3 units airlifted.
The Huey disappears after the gunship comes along. They are still handy to have as transports might consider keeping them around in the unit list?
Air units get their initial exp when built but get no combat exp, I never had one air unit promotion come along other then when I first made them.
Cant remember but there was one wonder that was obsolete with a tech that came before the tech to build the wonder.
Good mod keep up the great work. None of these issues effected the game.
1. Adding |