View Full Version : [BtS] World of Civilization - New Modular Loading Standard


TAfirehawk
Nov 24, 2007, 10:28 PM
New location for WoC:

http://forums.civfanatics.com/showthread.php?t=285856

TAfirehawk
Nov 24, 2007, 10:30 PM
This "mod" is really a new format for modding....to be used by other modders to make EVERYTHING easier for the player and modder.

We have included a sampling of Modules for players and modders to use and analyze.

More explanations are in the Dev Area: http://forums.civfanatics.com/forumdisplay.php?f=276

TAfirehawk
Dec 05, 2007, 07:07 PM
Modules Completed to WoC Standard

AutoAI - CTRL-SHFT-X to turn over control to AI for X number of turns ***Not Modular, always available***
36 Civ limit ***Not Modular, always available***
Bhruic's Patch - v1.11 and python v1.02 fixes ***Not Modular, always available***
Blue Marble Terrain-Background ***WoC Main Menu Background override***
Dale's Ranged Bombard - True ranged bombard added to many units
Extended City Radius - Fully flexible configuration of any city radius setting
Ice Breaker - Workboat gains ability to Break Ice
Inquisition - Remove religion from cities
Mission Pillage Route - Adds ability to pillage just the road/railroad instead of the improvement
Unit Statistics - Tons of info on units
Willowmound's Actual Quotes - Many new Intro Quotes for leaders
Albania Civ - 2 leaders, 1 UB, 4 UU's
Austria Civ - 2 leaders, 1 UB, 1 UU
Brazil Civ - 1 leader, 1 UB, 2 UU's
Canada Civ - 5 leaders, 1 UB, 2 UU's
Pirates Civ - 1 leader, 1 UB, 3 UU's
Tibet Civ - 1 leader, 1 UB, 1 UU
Ukraine Civ - 1 leader, 1 UB, 1 UU
New Resources - 29 added
Dark Blue UI - Customized font and color ingame
World Wonders - 16 added
National Wonders - 1 added
New Units - 19 added
New Civics - 1 civic added to each category
New Buildings - 11 added


Many of these Modules are adapted/updated to the WoC Standard from other modders....we provide these as an example to the format.

Galadrion
Dec 05, 2007, 07:42 PM
Cool! I'm at work right now, but when I get home I'll see about downloading this and trying out what's available.

ruffriders23
Dec 05, 2007, 08:08 PM
Any timeframe for an installer? I don't know how to use the program and install the modules and stuff.

TAfirehawk
Dec 05, 2007, 08:15 PM
Any timeframe for an installer? I don't know how to use the program and install the modules and stuff.

No installer needed right now....it is like any other mod, extract and play.

We should have one made for the official v1.00 release, which I hope is in two weeks.

ruffriders23
Dec 05, 2007, 10:24 PM
Ok, thanks for the update. Look forward to the 1.00 release! Visa was AWESOME!!!

TopDog
Dec 06, 2007, 03:46 PM
looks cool, are you going to add bhurics patch?

mamba
Dec 06, 2007, 04:01 PM
The patch already is included (maybe not the latest version though, for the time being).

Preytor
Dec 06, 2007, 04:27 PM
Awesome work! WoC FTW!!
This and RoM would rock!
+ small and medium earth maps (civs correct locations)

TAfirehawk
Dec 06, 2007, 07:23 PM
looks cool, are you going to add bhurics patch?

We added v1.11 SDK and the Python stuff (don't remember version but we put it in on 11-11-07).

TAfirehawk
Dec 09, 2007, 08:37 AM
V.90 with Installer is coming....just waiting on the upload to get done.

ruffriders23
Dec 09, 2007, 08:58 AM
I can't wait!!!

TAfirehawk
Dec 09, 2007, 10:35 AM
I can't wait!!!

Wait no longer.....


http://forums.civfanatics.com/showthread.php?t=251153


Enjoy :)


V0.80 should be totally deleted so the Installer runs "clean".

ruffriders23
Dec 09, 2007, 10:58 AM
Thanks for putting it up with the installer. Downloading now!

TAfirehawk
Dec 09, 2007, 11:19 AM
Thanks for putting it up with the installer. Downloading now!

Well we need to test the installer before v1.00 too :D

ruffriders23
Dec 09, 2007, 03:29 PM
The installer worked fine and the game played well. I like what I see so far. How much of a difference the Blue Marble makes on the graphics.

ruffriders23
Dec 09, 2007, 06:01 PM
First bug found:

Assert Failed

File: d:\project\world of civilization\sdk local\sdk bts v3.03\cvselectiongroupai.cpp
Line: 168
Expression: false
Message:

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

TAfirehawk
Dec 09, 2007, 06:29 PM
First bug found:

Assert Failed

File: d:\project\world of civilization\sdk local\sdk bts v3.03\cvselectiongroupai.cpp
Line: 168
Expression: false
Message:

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

Yes that has been annoying me for weeks...but doesn't seem to hurt anything important.

Sword_Of_Geddon
Dec 09, 2007, 06:39 PM
I've heard your including Diversica in this as well is that true?

ruffriders23
Dec 09, 2007, 06:42 PM
All the bug seems to do is hang up the game until you minimize the game and ignore it. If you try to debug it, it will crash the game. Outside of that, I love the mod. The ranged bombardment is nice, but I wish more people will include a pirate or barbarian civ in their mods.

TAfirehawk
Dec 09, 2007, 06:51 PM
I've heard your including Diversica in this as well is that true?

The WoC Team is not.....we are not going to "convert" very many mods, just enough to play a decent game and provide examples. Original mod makers will be doing the conversions :)

All the bug seems to do is hang up the game until you minimize the game and ignore it. If you try to debug it, it will crash the game. Outside of that, I love the mod. The ranged bombardment is nice, but I wish more people will include a pirate or barbarian civ in their mods.

Sorry, I forgot to say for you to press Ignore All :D

And we have Pirate Civ done....just not in this version yet :mischief:

ruffriders23
Dec 09, 2007, 07:26 PM
Oh come on... YOU'RE KILLING ME! Put the Pirate Civ in!!!

mamba
Dec 09, 2007, 08:15 PM
The WoC Team is not.....we are not going to "convert" very many mods, just enough to play a decent game and provide examples. Original mod makers will be doing the conversions :)

Dang, would have saved me some time ;)

TAfirehawk
Dec 10, 2007, 06:00 PM
Oh come on... YOU'RE KILLING ME! Put the Pirate Civ in!!!

You can access everything we have on the Sourceforge.net SVN....

While we want to make this fun for the players on first release....we won't be releasing alot of Modules to start, but will be releasing more every week, probably on Fridays.

The real power/advantage of the WoC is when other modders make their work compatible....then the player gets unlimited choices on how/what they want to play.

mamba
Dec 10, 2007, 09:38 PM
I have been thinking about how flexible this really is, but while it lifts all kinds of technical restrictions, there still will remain some logical restrictions.

For example, the tech tree needs to be coordinated, layout and dependency wise. You cannot remove or add a tech without adjusting the tech after it (to tell it it now has a different predecessor), of course if you remove a tech, all units which require it need to be adjusted as well etc. So even with WoC there needs to be some coordination when merging mods.

To make the integration easier, there probably should be some conventions established (where to put files, what to call them, how to structure files (i.e. what part of a definition goes there), are you working on anything in that direction ?

TAfirehawk
Dec 11, 2007, 06:51 PM
I have been thinking about how flexible this really is, but while it lifts all kinds of technical restrictions, there still will remain some logical restrictions.

For example, the tech tree needs to be coordinated, layout and dependency wise. You cannot remove or add a tech without adjusting the tech after it (to tell it it now has a different predecessor), of course if you remove a tech, all units which require it need to be adjusted as well etc. So even with WoC there needs to be some coordination when merging mods.

To make the integration easier, there probably should be some conventions established (where to put files, what to call them, how to structure files (i.e. what part of a definition goes there), are you working on anything in that direction ?

All of this is either has been addressed and done....or we are working on it.

Dependencies will be handled by the WoC Chooser or front end program as we have called it. The tech tree is real pain and we have some solutions but we need more coders on the Project to get all of this done.

Files and their structure are already in place....it is what you have already as examples.

Nothing will ever be perfect, but the WoC Standard is lightyears ahead of the BtS system.

mamba
Dec 11, 2007, 10:58 PM
The tech tree is real pain and we have some solutions but we need more coders on the Project to get all of this done.

About the only thing which imo would solve the tech tree problem (or at least reduce it) were if the layout were not done based on the info provided n the tech definitions but simply by the graph which is set up by the definitions based on what their predecessors are.

Nothing will ever be perfect, but the WoC Standard is lightyears ahead of the BtS system.

It already is.

One (last ?) question, since your dll includes some code like Bhruics changes etc., are there any options to disabe the additions you have made (apart from what is needed for the odular xml), e.g. based on some .ini file ?

TAfirehawk
Dec 12, 2007, 06:15 PM
One (last ?) question, since your dll includes some code like Bhruics changes etc., are there any options to disabe the additions you have made (apart from what is needed for the odular xml), e.g. based on some .ini file ?

Bhruic's fixes, AutoAI, 36 Civs are all on....maybe a couple of other things I don't know about and the rest is tied to the Modular XML.

No INI to turn things on/off...Extended City Radius has INI to configure it though.

rockinroger
Dec 14, 2007, 03:52 PM
Added Esnaz animated leaderhead for hungary, and zervers for hungary also.

Freakwave
Dec 15, 2007, 04:17 AM
Wow this has got to be the theory of everything of civ mods!

TAfirehawk
Dec 15, 2007, 11:00 AM
Wow this has got to be the theory of everything of civ mods!

Well after we struggled with ViSa for Warlords we found the Firaxis modding system very poor for big mods....in BtS they helped slightly....but now with the WoC, it is possible.

V2.00 will be the FULL package for the players.....v1.00 is more for modders and "early adopters" :)

Commander Bello
Dec 15, 2007, 11:41 AM
by the way, if somebody creates a small module, where do you expect people to post it?

rockinroger
Dec 15, 2007, 11:52 AM
If you have the svn downloaded there is a folder there, Module Upload Area. Put the mod there.


Edit:
Perhaps it would be easier to post on cfc and give us a link. You might need access for the SVN and TaFirehawk is having company this weekend, so he cant grant that till probably Monday.

TAfirehawk
Dec 15, 2007, 10:01 PM
If you have the svn downloaded there is a folder there, Module Upload Area. Put the mod there.


Edit:
Perhaps it would be easier to post on cfc and give us a link. You might need access for the SVN and TaFirehawk is having company this weekend, so he cant grant that till probably Monday.

Sorry Roger....we won't grant access to the entire civ community....I need to look at different permission levels across the WoC SVN.

I hope to find a way to open up that folder or add a new SVN project for "3rd Party Apps" to the WoC.

ruffriders23
Dec 15, 2007, 10:09 PM
oh screw the SVN thing and lets get the full blown 2.00 release out!

rockinroger
Dec 16, 2007, 12:50 AM
Its coming Ruff, be patient, few more things to iron out.

ruffriders23
Dec 16, 2007, 08:51 AM
Cool... Visa was my favorite and now WOC has taken the #1 spot. Keep up the great work on an awesome mod!

TAfirehawk
Dec 16, 2007, 10:30 AM
oh screw the SVN thing and lets get the full blown 2.00 release out!

I would say that V2.00 is 2-3-4 months out....

V1.00 is within a month or less.

And the SVN is mostly for modders, not players.

ruffriders23
Dec 16, 2007, 12:55 PM
aw come on... quit the job... leave the wife... sell the kids on Ebay. WE WANT SOME WOC!!!

ruffriders23
Dec 18, 2007, 12:33 PM
Has anyone ever given thought to creating a Sniper? Give him great range and good strength, but make him take a little longer to build since it takes a while to train a good Sniper.

rockinroger
Dec 18, 2007, 04:27 PM
The Lopez did a sniper mod, not sure if it was ever finished, not a bad idea though.

TAfirehawk
Dec 22, 2007, 10:19 AM
SVN is up to revision 1187!!!!!

V0.95 will be out in a week or two I hope and then V1.00 in January.

Xavier Von Erck
Dec 23, 2007, 04:42 PM
This is a really good idea, kudos!

ruffriders23
Dec 23, 2007, 10:11 PM
Looking forward to 1.00!

TAfirehawk
Jan 05, 2008, 10:19 PM
The WoC Team has created an "open" area on SourceForge.net that we want all modders using the WoC to share if they wish.

The idea is for an easy file repository where we can all work together to make the WoC Standard better. Mainly it makes it easier for the WoC Team to help everybody else understand our vision of TRUE Modular modding by working on the actual files instead of just "talk" on the forums.

We have already put quite a few things from CFC there for the original modders to convert/adapt or anybody else to pick up something and run with it to make it to the WoC Standard.

The SVN is located here: http://wocmodules.svn.sourceforge.net/viewvc/wocmodules/

Please post in this thread (I prefer in our Dev Area) or via PM to me that you want full upload access (everybody has download access to this SVN and the WoC Core as well).

ruffriders23
Jan 06, 2008, 12:24 AM
Whats the update on 1.00? Soon I hope!

TAfirehawk
Jan 06, 2008, 07:18 AM
Whats the update on 1.00? Soon I hope!

Well we have been finding more bugs with "advanced" portions of the WoC Standard and would like to have as much resolved as possible for v1.00

It is 90% done or so....I could push it out but would rather wait a week or so.

ruffriders23
Jan 15, 2008, 08:05 AM
Any word on an update?

mamba
Jan 15, 2008, 11:38 AM
SVN is up to revision 1187!!!!!

V0.95 will be out in a week or two I hope and then V1.00 in January.

what happened to 0.95 ? was it just an svn release (if so, which one) ?

TAfirehawk
Jan 16, 2008, 06:07 AM
We might just go to v1.00....but v.95 or v1.00 will be out this weekend for sure.

TAfirehawk
Jan 20, 2008, 07:43 AM
Unreleased v.95.....major changes happening in WoC Standard....

OrionVeteran
Jan 21, 2008, 08:57 PM
TAfirehawk,

Are you using the inquisition mod by Bmarnz? If so, I would like to recommend a couple of improvements that a lot of people have been waiting for. Bmarnz has not had a post for over a month now and we would like to get these minor changes implemented.

Very Respectfully,

Orion Veteran :cool:

ruffriders23
Jan 21, 2008, 09:01 PM
I like the Naval additions in this version!

TAfirehawk
Jan 22, 2008, 05:57 AM
TAfirehawk,

Are you using the inquisition mod by Bmarnz? If so, I would like to recommend a couple of improvements that a lot of people have been waiting for. Bmarnz has not had a post for over a month now and we would like to get these minor changes implemented.

Very Respectfully,

Orion Veteran :cool:

Yes we are using it as you can see on the newly redone SVN, which can be looked at with a regular web browser.... http://worldofciv.svn.sourceforge.net/svnroot/worldofciv/

Any suggestions are always welcome to improve things....a better place would be our Dev area where we have things broken down into multiple threads for better organization.

JohnYoga
Jan 27, 2008, 10:56 AM
Hello TAfirehawk,

Can we ask to put in a simple mod-module?

http://forums.civfanatics.com/showthread.php?t=187312

Regards,

JohnYoga

TAfirehawk
Jan 27, 2008, 12:00 PM
Hello TAfirehawk,

Can we ask to put in a simple mod-module?

http://forums.civfanatics.com/showthread.php?t=187312

Regards,

JohnYoga

If a mod is done to the WoC Modular format, then anybody can plug it in at any time.

All we are doing is fixing the Firaxis mess they call Modular XML Loading...making it so players and modders alike can mix and match, sharing and choosing as they like with minimal effort.

JohnYoga
Jan 27, 2008, 01:24 PM
If a mod is done to the WoC Modular format, then anybody can plug it in at any time.

All we are doing is fixing the Firaxis mess they call Modular XML Loading...making it so players and modders alike can mix and match, sharing and choosing as they like with minimal effort.

Ahh, I see.

Then perhaps I need to ask the Blitz dude to WoC Modular format his file; that way, it can properly "fit" in your mod building system.

Regards,

JohnYoga

TAfirehawk
Jan 27, 2008, 02:54 PM
Ahh, I see.

Then perhaps I need to ask the Blitz dude to WoC Modular format his file; that way, it can properly "fit" in your mod building system.

Regards,

JohnYoga

Well we can't ask too much of other modders until we release V1.00

ruffriders23
Feb 02, 2008, 10:40 AM
Any timeframe for a 1.00 release?

TAfirehawk
Feb 02, 2008, 06:18 PM
Any timeframe for a 1.00 release?

We ran into a problem that Firaxis was/is having a hard time solving...mainly a time/availability thing....

V.91 is coming once this problem is resolved with a work-around on our part and that should be VERY close to the final v1.00 release. I want to make sure we have documentation available before the release....but the Core and some Modules will be available before it is "official".

I have to appologize for this taking much longer than it should have....but trying to fix a lot of flaws in the Firaxis system without having the full and open code is not easy....and having only one main, full-time coder has doubled/tripled the time I originally thought as I expected better support from the CFC Community.

ruffriders23
Feb 02, 2008, 06:24 PM
Ok... good to know. Thanks for the hard work.

TAfirehawk
Feb 12, 2008, 08:22 PM
I am getting ready to test SVN 1487, but a few things should be fixed now and I am hoping it is ready for a v.91 release....once I get back home this weekend.

Vince_2000
Feb 19, 2008, 02:51 AM
hi... what are the new recourses in this mod ? :-)

TAfirehawk
Feb 21, 2008, 10:32 PM
Version 0.91 is available as a single Installer now.


http://worldofciv.svn.sourceforge.net/svnroot/worldofciv/Installer/WoC-v_91-setup.exe


Please remember that any modder can take away the Modules and just have the WoC Core to base their own mod upon....but for beta testing I have put the Modules and Core together in one installer. It is also recommended to use the available Modules in your own mod....that is the whole point for the modder, keep it simple, quick, easy.

ruffriders23
Feb 21, 2008, 10:55 PM
AWESOME! Downloading and installing now!!! My favorite mod by FAR.

TAfirehawk
Feb 22, 2008, 06:05 AM
AWESOME! Downloading and installing now!!! My favorite mod by FAR.

Thanks :)

A ton of stuff has changed and been added with this version. We are adding a system to handle dependencies and then we will be VERY close to a full v1.00 release....mainly missing documentation for the modder right now.

Shiggs713
Feb 22, 2008, 08:47 AM
So we'll HAVE to have the WoC core inside of our mod, in order to get any modules inside of it to work? That seems to be the case, I made a simple mod just for testing, put the Blue Marble Terrain and custom UI in the modules, enabled modular loading and neither will work without the WoC core.

Sonic_boom
Feb 22, 2008, 09:04 AM
Greetings TAfirehawk and friends in this forum. I have been a silent supporter of Sevomod, Visa mod etc. You guys are simply GREAT for devoting your time and energy to come out with something the community can enjoy. I just want to show my deepest appreciation and thanks for the hard work that has gone into it. To all the modders out there, Great job !!!!

Zuul
Feb 22, 2008, 11:23 AM
No changelog? No need to have all but some changes?

TAfirehawk
Feb 22, 2008, 06:59 PM
So we'll HAVE to have the WoC core inside of our mod, in order to get any modules inside of it to work? That seems to be the case, I made a simple mod just for testing, put the Blue Marble Terrain and custom UI in the modules, enabled modular loading and neither will work without the WoC core.

I don't understand your request....how can you use the WoC without using the WoC? I guess I am really lost here....this is a New Modular Loading Standard that replaces the CCCP/Firaxis version.


Greetings TAfirehawk and friends in this forum. I have been a silent supporter of Sevomod, Visa mod etc. You guys are simply GREAT for devoting your time and energy to come out with something the community can enjoy. I just want to show my deepest appreciation and thanks for the hard work that has gone into it. To all the modders out there, Great job !!!!

Thank you for the support :D


No changelog? No need to have all but some changes?

Well this is revision 1542 on the SVN....so a change log at this point would be MILES long....wait for V1.00 and revisions after that will be detailed when the changes are smaller....this is beta....

TAfirehawk
Mar 01, 2008, 06:12 AM
Please find the installer (yes with option to change install location :) ) here:

http://worldofciv.svn.sourceforge.net/svnroot/worldofciv/Installer/WoC-v_92-setup.exe


We now have "modular" python meaning we have different selectrable screens via XML....which means once the Front End Program is running then the process will be automated through a GUI and not manually manipulating files.

The folder structure and schema files are pretty well set in stone as well.

The main item keeping us from releasing this as V1.00 is the documentation for the modder. We are making a wiki site for the WoC and will open it up for V1.00. This provides a better means to communicate the fine details of the WoC Standard.

Shiggs713
Mar 01, 2008, 07:59 AM
I must be confused as well. I thought that the "modules" could be used stand alone or with other mods... as they are right now, none of your "modules" will work by themselves or with other mods, without the woc dll or other core stuff. I didn't think the "modules" were considered core.

ps. What I was exactly trying to do is use the blue marble module. I figured it out on my own already. To truly make this modular, all you have to do is put the textures in the correct folders inside a module, and enable modular loading. No xml is needed whatsoever.

TAfirehawk
Mar 01, 2008, 08:32 AM
I must be confused as well. I thought that the "modules" could be used stand alone or with other mods... as they are right now, none of your "modules" will work by themselves or with other mods, without the woc dll or other core stuff. I didn't think the "modules" were considered core.

ps. What I was exactly trying to do is use the blue marble module. I figured it out on my own already. To truly make this modular, all you have to do is put the textures in the correct folders inside a module, and enable modular loading. No xml is needed whatsoever.

What is there to be confused about? The WoC is NOT a mod but a fix to the Modular XML Loading standard that Firaxis totally screwed up. This is just what Firaxis should have released with BtS....so yes the WoC Core is required just like BtS v3.13 is required.

BTW, doing that to Blue Marble or any other module is NOT really modular. If you just want to use Blue Marble, then just install it in Custom Assets as it does already directly from the Blue Marble installer.

avain
Mar 01, 2008, 08:51 AM
Please find the installer (yes with option to change install location :) ) here:

http://worldofciv.svn.sourceforge.net/svnroot/worldofciv/Installer/WoC-v_92-setup.exe


We now have "modular" python meaning we have different selectrable screens via XML....which means once the Front End Program is running then the process will be automated through a GUI and not manually manipulating files.

The folder structure and schema files are pretty well set in stone as well.

The main item keeping us from releasing this as V1.00 is the documentation for the modder. We are making a wiki site for the WoC and will open it up for V1.00. This provides a better means to communicate the fine details of the WoC Standard.

I just want to say you are making a great job! I'm checking v0.92 now and wait for the documentation. Thank you! :goodjob:

TAfirehawk
Mar 01, 2008, 10:44 AM
Thanks avain. As most people know here, documentation is always the last thing :) but in the WoC it is really the key.

avain
Mar 01, 2008, 11:50 AM
Thanks avain. As most people know here, documentation is always the last thing :) but in the WoC it is really the key.

Well, in this case the documentation will be up-to-date, so it's not necessarily a bad thing!;)

Why was this thread rated 3 stars? I can't understand some people. Ok, with my 5 now it's (only) 4. Shame, really.

Keep up the great work!

TAfirehawk
Mar 01, 2008, 01:15 PM
Stars are for little kids..... :p

NikNaks
Mar 02, 2008, 01:05 PM
Yeah, all astronomers are little kids. :lol:

strategyonly
Mar 02, 2008, 04:46 PM
Well, in this case the documentation will be up-to-date, so it's not necessarily a bad thing!;)

Why was this thread rated 3 stars? I can't understand some people. Ok, with my 5 now it's (only) 4. Shame, really.

Keep up the great work!

I know exactly what your saying there are three people(or same person different screenname) that go around here on CFC and give people 1 star all the time, just for kicks, its a da_n shame.:mad: At a bare minimum nobody should get below a 3 star (just for trying).

ruffriders23
Apr 01, 2008, 08:29 PM
Anything new for the WOC mod?

TAfirehawk
Apr 01, 2008, 10:10 PM
Well we have alot of work done behind the scenes with a new version (still private) and a wiki site to cover every aspect of the WoC (still private).

We are getting more modder support now too :)

Some remaining issues are in the EXE (and one with Microsoft) so we are asking Firaxis for some help....but who knows when/if that will come....

Brave Sir Robin
Apr 02, 2008, 04:37 PM
woc team
using latest build when playing the americans you only start with one trait instead off two

ruffriders23
May 13, 2008, 03:25 PM
Anything new?

Hyronymus
May 13, 2008, 04:28 PM
Anything new?
Aside from your two almost identical posts in 6 weeks and a bug report not much it seems. Perhaps behind the scenes (again).

NikNaks
May 13, 2008, 04:31 PM
Yes, we're beavering away behind closed doors at the moment. Once Firaxis actually get around to releasing a patch, then we'll be able to post some new, exciting material.

rockinroger
May 13, 2008, 04:41 PM
Lots of new and exciting things.

ruffriders23
Jun 20, 2008, 11:51 AM
Any plans to update to 3.17?

earthwulf
Jun 20, 2008, 12:22 PM
This looks like an incredible mod (mod loader); but I'm a moron when it ocmes to these things. I'm still looking for step by step instructions on how to use it... I put it in my mod folder and it doesn't appear to make many changes to the game. There are the same number of civs, same techs, etc as in BTS - what am I dong wrong/ How can I add/subtract things from other mods?

Any help - even pointing to a post that has the instructions (I've looked, but seem to have a blindspot there) would be appreciated.

ruffriders23
Jun 20, 2008, 01:56 PM
Take the contents of the mod folder and past it to the BTS Mod folder. If you open the WOC folder in the BTS Mod folder and there is another folder inside it that says WOC, you need to take everything in there and copy it to the previous folder and delete the new empty folder.

rockinroger
Jun 20, 2008, 04:57 PM
Yes we are working on the patch now ruff.

ruffriders23
Jun 20, 2008, 05:17 PM
Ok, thank you for the update

rockinroger
Jun 28, 2008, 11:47 AM
Almost ready. We had to fix the nogameoptin_espionage .

ruffriders23
Jun 28, 2008, 11:48 AM
I am looking forward to the 3.17 patch. BTS sucks playing in only the vanilla mode!

TAfirehawk
Jun 29, 2008, 09:31 AM
V1.00 is in final testing and available for early download now that Firaxis released the patch 3.17

We have moved back to the public SVN on SourceForge.net with our latest work now that we are no longer under NDA.

I think it is ready, SVN 1649, in folder V1.00 but I want to make sure we test this A LOT. Once we are happy with our testing efforts, then I will post the WoC Core along with the first set of WoC Modules for download.

ruffriders23
Jun 29, 2008, 09:51 AM
So this isn't a normal download and extract package right? Or, is this an installer for the 1.00 version?

TAfirehawk
Jun 29, 2008, 12:21 PM
The SVN is and always has been just the pure files as laid out for the Mod folder.

I am hopeful of a release Friday....I am out of town until Thursday night.

ruffriders23
Jun 29, 2008, 12:47 PM
Ok, thank you for the added info.

ruffriders23
Jul 12, 2008, 01:26 AM
I went to the WOC forum and tried to download the latest installer version and the link is dead. Is there a 3.17 installer out yet?

mamba
Jul 12, 2008, 02:10 AM
I went to the WOC forum and tried to download the latest installer version and the link is dead. Is there a 3.17 installer out yet?

If you are talking about version 0.92 as the latest installer, yes that is dead.

There is an installer for 3.17 (version 1.00), but so far it is only on svn. The team has not released it yet (even though it is finished) as they want to create some more packs which go with it before doing so.

So right now you only have the following options
- go to SVN and get it from there
- wait for the official release (should be soon)
- get Diversica for WoC which includes the WoC core (i.e. what is in the installer)

ruffriders23
Jul 12, 2008, 02:12 AM
ok, thanks for the information.

TAfirehawk
Jul 13, 2008, 12:08 PM
I have been the delay....trying to get this tested and properly ready.

Everything mamba said is correct...things are available on the SVN right now and that is 99% official :)

ruffriders23
Jul 13, 2008, 12:22 PM
I don't understand the SVN, so I will just wait for the installer release.

ruffriders23
Jul 27, 2008, 02:55 PM
Any update on the installer?

rockinroger
Jul 28, 2008, 12:01 AM
Its done on the svn, Woc core.

ruffriders23
Jul 28, 2008, 06:41 AM
So they are not going to put out an installer?

NikNaks
Jul 28, 2008, 06:56 AM
Yes, but for some reason it's felt that we also need to release module packs to go along with them. Mamba's Diversica for WoC (http://forums.civfanatics.com/showthread.php?t=282425) mod includes the core already if you're bored of waiting.

ruffriders23
Jul 28, 2008, 08:48 AM
I just want to play my favorite mod in WOC with the installer because I don't get the SVN stuff.

TAfirehawk
Jul 28, 2008, 06:29 PM
I just want to play my favorite mod in WOC with the installer because I don't get the SVN stuff.

The Modules are finally put together.....sorry I have been busy....and we are putting together the release post.

I have vacation scheduled for Thursday and Friday, but it has been canceled the last two weeks....so if I can keep it, this will absolutely 100% be released before Friday night EDT.

ruffriders23
Jul 29, 2008, 11:09 AM
Ok, thank you for the updated information on the installer.

TAfirehawk
Aug 03, 2008, 09:06 PM
The Modules are finally put together.....sorry I have been busy....and we are putting together the release post.

I have vacation scheduled for Thursday and Friday, but it has been canceled the last two weeks....so if I can keep it, this will absolutely 100% be released before Friday night EDT.

Sorry this didn't happen on time, my vacation was canceled and I had to work Saturday as well. Rockinroger has put most of the needed posts together and I am populating them and the file links in the CFC Downloads database right now.

http://forums.civfanatics.com/showthread.php?t=285008

TAfirehawk
Aug 03, 2008, 09:47 PM
Please make all future posts here: http://forums.civfanatics.com/showthread.php?t=285856