View Full Version : [BTS] V.D.R.N. ModPack (Beta Version)
Echo of Celts Jan 29, 2008, 12:32 PM UPDATE
V.02 BETA is out it includes
- Varietas Delectat
- Revolution
- JK's Not Just Another Next War Mod
- Regiments (http://forums.civfanatics.com/showthread.php?t=238671) by Gedemon
- Influence Driven War (http://forums.civfanatics.com/showthread.php?t=188007) by Moctezuma
- Lt.Bob Global Warming
- Bhruic's Unofficial Patch (Was in V.01 but as part of Revolution, but thought I would mention it)
Dale's Combat Mod has been removed temporarily. I am working on re-integrating it piece by piece. First with the Stand Alone Air Bombing Missions added in, then with Stand Alone C.A.S.A. added in. I will try to pull Artillery and Archery bombardment out of D.C.M. and merge them as well. The other features of D.C.M. such as Autoplay (already in Revolutions), Civ Changer and Civ Customizer are going to be left out at this time.
http://forums.civfanatics.com/downloads.php?do=file&id=8324
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V.D.R.N. is a Modpack created from 4 Mods and a small modification that I have combined to create an action packed Civilization adventure.
V - Varietas Delectat (http://forums.civfanatics.com/showthread.php?t=237192) V3.3 by Avain
D - Dale's Combat Mod (http://forums.civfanatics.com/showthread.php?t=257210) V1.2 by Dale
R - Revolution (http://forums.civfanatics.com/showthread.php?t=226032) V1.26 by jdogg5000
N - Not Just Another Next War Mod (http://forums.civfanatics.com/showthread.php?t=249891) V1.12 by Jkp1187
Also included is a Global Warming Change by Lt.Bob that drops fallout in place of desert.
The Point of this Modpack is to extend the Epic Game via Next War, Add some diversity via Varietas Delectat and to create a much more involved game of Civilization, provided by Dale's Combat Mod and Revolution. All this is done while staying true to the original epic game in that there are no new tech before the Future Era, no new buildings, religions, civics, leaders, ect.
For details on what each Mod adds to the experience, please refer to the original posts.
Some highlights off what you get in the mod pack.
- AI Autoplay (Revolution)
- Ability to Change Civ during game (D.C.M.)
- Expanded Future Era (N.J.A.N.M.)
- Multiple New Units in the Modern and Future Era's (D.C.M., N.J.A.N.M.)
- All the Combat Additions of D.C.M.
- Multiple New Events
- Civ Rebellions and Revolutions (revolution)
- Game expanded up to 34 Civs (revolution)
- The amazing Ethnic Unit Diversity of Varietas Delectat
*A note, the Civ Customizer Option in Dale's Combat Mod has been disabled, to enable follow instruction's in Dale's post.
*I take no credit for the work done by these amazing modders, I have only done the work to merge these mods into one package.
Originally the modpack was intended to include a WW2 era expansion mod such as Wolfshanze, however difficulties in merging such a mod into the package were too much to overcome at this time. Such an addition may be included in the future.
The Modpack has been tested by myself and as far as I can tell, All mods are functioning properly. Any problems or bugs you come across please let me know.
I will do my best to update this modpack as the mods included in the package are update by their respective authors.
avain Jan 29, 2008, 01:00 PM Excellent! :goodjob:
This is *almost* what I had in my mind.
The only difference is that I wouldn't/will not include the Revolution part of the Revolution mod. And add a couple of other mods, like BUG, Influence driven war...
Good job!
avain Jan 29, 2008, 01:03 PM Also, you know what's funny? I completed the other half of the mod I had in my mind, and adding Not Just Another Next War Mod and Dale's Combat mod are the only remaining ones I need to add! ;) (I didn't add them yet since I'm waiting for new versions...) (note to myself: and I almost forgot the need for a terraforming mod...)
genine Jan 29, 2008, 01:18 PM Nice mix i'll sure try this soon!
Echo of Celts Jan 29, 2008, 01:18 PM I actually looked at including BUG, but the changes were too far reaching for what I was trying achieve at this point. Also to be honest I just started this modding stuff a week ago an merging these ones took all I had at this time :).
As for Revolutions... I love the mod too much to remove any part of it. ;)
JEELEN Jan 29, 2008, 02:03 PM Great work, Echo of Celts, Merger of Mods:hatsoff: !
avain Jan 29, 2008, 02:20 PM I actually looked at including BUG, but the changes were too far reaching for what I was trying achieve at this point. Also to be honest I just started this modding stuff a week ago an merging these ones took all I had at this time :).
As for Revolutions... I love the mod too much to remove any part of it. ;)
Hmmm, BUG as BTS Unaltered Gameplay too far reaching? You know it's option controlled? Anyway, as you like...
Echo of Celts Jan 29, 2008, 06:28 PM Hmmm, BUG as BTS Unaltered Gameplay too far reaching? You know it's option controlled? Anyway, as you like...
Too far reaching in the amount of scripts there were.. I am just a newbie :)
casnorf Jan 29, 2008, 09:12 PM Any chance you could try to update/merge Regiments? Including that would make this my dream mod compilation.
Wolfshanze Jan 29, 2008, 09:20 PM Wow... dissed again! http://forums.profantasysports.com/images/smiles/SAD2.GIF
ruffriders23 Jan 29, 2008, 10:11 PM Downloaded and will try.
Echo of Celts Jan 29, 2008, 11:51 PM Wow... dissed again! http://forums.profantasysports.com/images/smiles/SAD2.GIF
I was not trying to diss you... :(
Like I said in my post, I made every effort to integrate Wolfshanze into this mod, but there were too many unit changes it was making my head spin looking at it side by side with Next War and D.C.M.
I hope to effectually successfully integrate it in, but until then I meant no disrespect.
Also, once I did integrate it in (It was the third Mod I tried to integrate after I had Revolutions and Next War combined, I could not get it to work properly for the life of me. I don't know enough about the BTS Base SDK and Coding XML/Python in general to fix it at this time. I am a Java/C# hobby programmer, can't expect too much :)
Echo of Celts Jan 29, 2008, 11:53 PM Any chance you could try to update/merge Regiments? Including that would make this my dream mod compilation.
I have actually never tryed that one, point me to a link and I will se what it is all about.
casnorf Jan 30, 2008, 12:20 AM Regiments for Beyond the Sword (http://forums.civfanatics.com/showthread.php?t=238671)
I know enough to change the numbers of guys in a unit, but actually modding in these formations is kind of intimidating to me.
zulu9812 Jan 30, 2008, 06:02 AM How do I enable the Civ Customiser from Dale's Combat Mod?
Echo of Celts Jan 30, 2008, 10:31 AM From Dale's Thread
Turning components on/off:
1. Open the file ..\Mods\DalesCombatMod\Assets\XML\GlobalDefinesAlt .xml in notepad (or other text editor).
2. Search for the relevent tag for the component you wish to edit (EG: DCM_CIV_CUSTOMISER for Civ Customiser).
3. Edit the iDefineIntVal value such that 1 = on, 0 = off (zero).
4. Save the file and restart the Mod. You should notice that the DCM Status popup changes to reflect the changes you make.
\Mods\DalesCombatMod\Assets\XML\GlobalDefinesAlt .xml
This is actually gonna be
\Mods\V.D.R.N\Assets\XML\GlobalDefinesAlt .xml
mamba Jan 30, 2008, 11:32 AM Like I said in my post, I made every effort to integrate Wolfshanze into this mod, but there were too many unit changes it was making my head spin looking at it side by side with Next War and D.C.M.
I hope to effectually successfully integrate it in, but until then I meant no disrespect.
Also, once I did integrate it in (It was the third Mod I tried to integrate after I had Revolutions and Next War combined, I could not get it to work properly for the life of me. I don't know enough about the BTS Base SDK and Coding XML/Python in general to fix it at this time. I am a Java/C# hobby programmer, can't expect too much :)
Wolfshanze does not include any SDK / Python changes afaik - apart form Bhruics / lt. Bobs that is. So imo you would not need to worry about those unless you wanted to include his world map scenario. Just focus on his xml changes.
I assume my ModernUnits directory could easily be merged as it is pretty much self contained (except for specific art for the various civs). If contains some of what Wolfshanze did (mostly similar unit types and his naval categories) but almost none of his changes to existing units (which is also why it will be easier to merge).
You should give Wolf another try though ;)
BobTheTerrible Jan 30, 2008, 10:00 PM This is awesome! I wish I had a computer that could play civ handy, since these are mostly the main mods I'm interested in. I can't wait to be able to play this.
EDIT: What I really like about this is there's not much change to the core Civ gameplay. You're not merging those mods with millions of new units or techs. Perfect.
Echo of Celts Jan 31, 2008, 12:50 AM Well, for the next version (which I hope will be out by Monday), we are including
Regiments - It is in currently and has undergone testing. Many Scale Tweaks have been made, but otherwise it functions great. Keep in mind this is simply the Regiments portion of that mod I was pointed to.
Dale's Combat Mod V1.3 - I here this will be out this weekend. So I will incorporate it ASAP once it is released.
BUG - Taking Avain's advise I looked at this one again and am contemplating including it.
I am also taking a look at influence driven war. The more I do with this stuff the more I learn, so I will be willing to incorporate more mods
One thing I did notice though... Regiments plus stack attack is quite the graphical show... I had a stack of about 15 Units go against one of similar size... very interesting. Might not be for weaker computers.
EDIT*
I have also decided now that in order to keep this an "Enhancement" on core gameplay as opposed to replacing core gameplay I will avoid mods that add new *many* new units (Some do have a place), New Techs (Once again, expceptions can be made) or other features that essentially make it a "different" game.
I feel the mods I have incorporated so far take the Core Gameplay and enhance upon it while remaining true to it. With Revolutions and Some Combat Changes being the greatest changes.
In saying that, Like I said above, the mods I am looking at adding are Regiments (already in my test version), BUG, and Influence driven war.
I am also looking at Civilization additions that hold true to the current Formula for Civs, (1 UU, 1 UB, ect).
mice Jan 31, 2008, 01:01 AM Awesome work EoC . Really appreciate it as a player.
arstal Jan 31, 2008, 06:47 AM I was hoping you'd get the Wolfshanze in there as well. Perhaps look at the first versions of the mod for the units, that's the important part. Ethnic flavor can be done later. (I'm probably different then most people, I think the charm of Wolfshanze is the filling in the gaps of units)
Wolfshanze Jan 31, 2008, 06:54 AM There's only three "non-XML" changes/issues with my mod...
1) the inclusion of LtBob's Gamecore DLL file (which includes Bhruic's changes)
2) the XML change of nuclear fallout (linked to LtBob's DLL)
3) the use of 40-Civ Earth scenario maps (linked to LtBob's DLL)
If those three aren't important or cause problems, the other 99% of the Wolfshanze Mod is purely XML stuff... graphics, units, etc.
Wolfshanze Jan 31, 2008, 06:58 AM BUG - Taking Avain's advise I looked at this one again and am contemplating including it.
If you think the BUG mod changes too much, I have a very "BUG-lite" mod that's a seperate download from the Wolfshanze Mod... essentially, it just adds the smiley attitude emoticons to the main menu so you can see who likes you and doesn't at a glance... it's a small part of the BUG mod, but my favorite part, so I included that (as a seperate download) as an optional addition to the Wolfshanze Mod... it's easy to mix with other mods too.
arstal Jan 31, 2008, 09:41 AM There's only three "non-XML" changes/issues with my mod...
1) the inclusion of LtBob's Gamecore DLL file (which includes Bhruic's changes)
2) the XML change of nuclear fallout (linked to LtBob's DLL)
3) the use of 40-Civ Earth scenario maps (linked to LtBob's DLL)
If those three aren't important or cause problems, the other 99% of the Wolfshanze Mod is purely XML stuff... graphics, units, etc.
What about the new techs and change in unit name for Horse Archer to Horseman?
When I tried doing the same thing with some other mods, those things really messed me up.
Zuul Jan 31, 2008, 10:25 AM Changed my mind and will add all new modpacks to the extended list :).
Wolfshanze Jan 31, 2008, 05:31 PM What about the new techs and change in unit name for Horse Archer to Horseman?
That's all pure XML changes... in some cases, multiple XML files, but still XML-only changes.
New techs? XML change.
Horse Archer to Horseman? XML change.
I can't vouch for modifying other mods and what/not... I only know what I have and haven't done in the Wolfshanze mod... and 99% of what I've done with it has been through XML changes.
mice Jan 31, 2008, 11:40 PM Echo , just a thought, you could have 2 versions ; one with no extra gameplay stuff ,and one with extra units and techs.
I'm itching to play this mod (at last DCM + BUG !!) but I'll wait for you to go to DCM 1.3 . , which is up BTW.
avain Feb 01, 2008, 06:30 AM Well, for the next version (which I hope will be out by Monday), we are including
Regiments - It is in currently and has undergone testing. Many Scale Tweaks have been made, but otherwise it functions great. Keep in mind this is simply the Regiments portion of that mod I was pointed to.
Dale's Combat Mod V1.3 - I here this will be out this weekend. So I will incorporate it ASAP once it is released.
BUG - Taking Avain's advise I looked at this one again and am contemplating including it.
I am also taking a look at influence driven war. The more I do with this stuff the more I learn, so I will be willing to incorporate more mods
One thing I did notice though... Regiments plus stack attack is quite the graphical show... I had a stack of about 15 Units go against one of similar size... very interesting. Might not be for weaker computers.
EDIT*
I have also decided now that in order to keep this an "Enhancement" on core gameplay as opposed to replacing core gameplay I will avoid mods that add new *many* new units (Some do have a place), New Techs (Once again, expceptions can be made) or other features that essentially make it a "different" game.
I feel the mods I have incorporated so far take the Core Gameplay and enhance upon it while remaining true to it. With Revolutions and Some Combat Changes being the greatest changes.
In saying that, Like I said above, the mods I am looking at adding are Regiments (already in my test version), BUG, and Influence driven war.
I am also looking at Civilization additions that hold true to the current Formula for Civs, (1 UU, 1 UB, ect).
Wow. If you've turned up a couple of weeks earlier, you would've saved me a lot of work:p
But since I've already started a very similar mod ... it just seems that it'll be the same as with VD and Diversica;) - and I don't think it's necessarily a bad thing. At least, I like modding very muchos :D
Keep up the cool work!!! :goodjob:
mamba Feb 01, 2008, 09:59 AM Wow. If you've turned up a couple of weeks earlier, you would've saved me a lot of work:p
But since I've already started a very similar mod ... it just seems that it'll be the same as with VD and Diversica;) - and I don't think it's necessarily a bad thing. At least, I like modding very muchos :D
Keep up the cool work!!! :goodjob:
Yep, we all are moving in similar directions I too was thinking about adding DCM and Lt. Bob (and maybe some other stuff), but have put that off until I move to WoC (heres to hoping they include that stuff, so I won't have to look into it ;) ).
Echo of Celts Feb 01, 2008, 02:54 PM Hi all, I am in the process of moving, so I wont be able to continue work until Sunday at the earliest. I will release the next version with DCM 1.3 and Regiments ASAP and look at the other changes after that.
zulu9812 Feb 02, 2008, 10:43 AM If I wanted to add a civ that was ONLY available to a Barbarian state, how would I do it?
To clarify, I understand how to modify the list of rebel types (in RebelTypes.py). What I want to do is add a civilization and restrict its use so that it cannot be selected for any player at game start-up and will only emerge in-game when a barbarian group settles down to become a civ.
söör Feb 03, 2008, 11:07 AM Hi!
It is not possible to fill a saved position.
Ever Feb 03, 2008, 01:22 PM I really enjoy this mod, pretty much exactly the changes I was looking for.
Might I give a couple of suggestions for mods that could be added?
I always thought the Icebreaker Mod (http://forums.civfanatics.com/showthread.php?t=153566) was interesting, or some variant of it anyways. Namely the expanding ice caps and giving work boats the ability to break ice (in later eras I suppose).
I'm not sure if Nukes have been altered, but I always found them too weak. I'm sure there's some kind of mod around here that makes Nukes more powerful...
EDIT: Ehhh I'm having a problem I can't load saved games from this mod. That might be what söör was trying to say also.
zulu9812 Feb 03, 2008, 08:34 PM EDIT: Ehhh I'm having a problem I can't load saved games from this mod. That might be what söör was trying to say also.
Me too. Can't load any save games for this mod, be they regular saves or autosaves. I also had a crash (straight-to-desktop, no error messages).
EDIT: the crash has been happening consistently mid-way through the Renaissance period. Can't pin it down to a specific cause, though. It's a pain of a bug to track down because I can't load save games :)
Echo of Celts Feb 03, 2008, 10:10 PM well... it seems as though there are a few problems.
I will take a look into it asap but am currently in the middle of moving IRL. So I am devoting as much time to this as possible.
zulu9812 Feb 03, 2008, 10:38 PM Interestingly, this (http://forums.civfanatics.com/showpost.php?p=6433274&postcount=1366) post in the original Revolutions thread suggests that the crashing bug predates the BtS conversion.
Python problem, then?
BobTheTerrible Feb 04, 2008, 09:36 AM Interestingly, this (http://forums.civfanatics.com/showpost.php?p=6433274&postcount=1366) post in the original Revolutions thread suggests that the crashing bug predates the BtS conversion.
Python problem, then?
Revolutions had a little bit of trouble converting to bts, but jdog has since fixed that and it runs without crashes. As long as Echo of Celts was using the latest version, it shouldn't be the revolutions code by itself, there's probably a conflict somewhere.
zulu9812 Feb 04, 2008, 11:22 AM Well, I hope that the conflict can be ironed out so that I can get back to playing this great mod.
Echo of Celts Feb 04, 2008, 08:25 PM Well, I have resorted to rebuilding the mod from the beginning (a knowingly stable build I have, NextWar + Revolutions), I am going to hold off on D.C.M. and add it slowly in. I believe the problems are resulting from the merge of D.C.M. and Revolutions. Since Quot Capita (sp?) provides a D.C.M. modpack, I will keep Revolutions as the base of this modpack.
Hopefully I will have a working build later tonight.
Echo of Celts Feb 04, 2008, 11:26 PM The Next Build is almost ready for personal testing.
It will include:
Revolutions
JK Next War Mod
Regiments
VD
Influence Driven War
Lt.Bob Global Warming
Echo of Celts Feb 05, 2008, 01:31 AM V.D.R.N. (without the D temporarily) V0.2 BETA will be loaded tomorrow in the evening (I live in PST). It includes original V.D.R.N. minus D.C.M. plus Regiments and Influence Driven War.
I have tested the loading and it works fine for me. anyone else who can give it a try would be helpful. Then I can focus on the succesful integration of D.C.M.
Tarquelne Feb 05, 2008, 09:04 PM I look forward to trying the next version. I've been having CTD problems, too.
I second the suggestion to add BUG. I tried merging it with Revolution myself - Everything up to actually getting it working went fine!
I very much like your mod choices.
EDIT: Played some this afternoon. New version working fine so far. No CTDs.
James009 Feb 06, 2008, 04:43 PM Great mod! I've been a fan of things like Sevomod, Extra, HiM, and now VDRN.
I really enjoy the dynamic that revolutions brings, it really makes the game more realistic and ... DYNAMIC! The amount of diversity between civilizations is also excellent!
I'm certainly looking forward to the new update, I hope it fixes the loading problem. Also, I do hope I can play without Dale's Mod. I kinda can't play without it...
Anyways, best of luck.
p.s. I second the BUG mod... at least some of it. Its kinda neat but don't go overboard with too many mods.
Echo of Celts Feb 07, 2008, 12:56 AM Well, I have Air Bombing Working, however, as Avain has found, Influence Driven War and CASA do not cooperate with each other very well. Either a solution needs to be found or one will have to be dropped.
Tarquelne Feb 07, 2008, 10:10 AM Influence Driven War and CASA do not cooperate with each other very well.
Tough choice. IMO CASA is the heart of DCM.
Influence Driven War has some interesting effects and can make for interesting limited-goal wars, though: Arrange for some battles near your culture-challenged city to give it elbow room. But I'm concerned I'm taking an "unfair" advantage over the AI. So far it's always worked to my advantage. OTOH, "Active City Resistance" seems like a nice "rubber band" mechanic... and it all fits well with Revolution.
Also: I'm ambivalent about Regiments. (I can see why someone would like it, but for now at least I'd rather have fewer men per unit to better see the nifty models and skins from V.D.) Is there an easy way to disable it? Just remove the directory from "Modules"?
BTW: The only aspect of BUG I really pine for is the city unhappiness alerts. I'm presently playing with Civ4lerts added to V.D.R.N. - no problems yet. The gold-trade notices, which I currently have set to "False", seemed to conflict with something in V.D.R.N. 0.1. Could have just been BTS 3.13, though.
EDIT: Revolution 1.3 is out! Where's that "crack the whip" icon? :)
Echo of Celts Feb 07, 2008, 10:38 AM Removing Regiments is very easy.. just remove the regiments folder in the modules folder.
Echo of Celts Feb 07, 2008, 11:04 AM Well seeing as Revolutions 1.3 is out now (thanks for the heads up), the next build will be a little while. But here is the current plan for V.03
-Rebuild from scratch (again)
-Revolutions 1.3 will be merged with DCM 1.3 first, I will achieve a stable build and go from there.
-Next War will then be added
-VD will then be added
-Regiments will be included as a seperate, easily adable option.
Unfortunately, I have decided that DCM and therefore CASA is an important part of the design concept of VDRN, therefore, Influence Driven Wat will be removed in V.03 so that CASA can function properly.
Once V.03 is working, V.04 will focus on the inclusion of some BUG features and maybe Enhanced Tech Conquest as a replacement for Influence Driven War.
Amuroray Feb 09, 2008, 01:37 AM what s CASA?
mamba Feb 09, 2008, 02:03 AM what s CASA?
well either it is spanish for 'house' or it is Dale's Combined Arms Stack Attack (http://forums.civfanatics.com/showthread.php?t=257567) ;)
Tarquelne Feb 11, 2008, 08:30 AM well either it is spanish for 'house' or it is Dale's Combined Arms Stack Attack (http://forums.civfanatics.com/showthread.php?t=257567) ;)
It's both. My CASA is your casa.
Quetz Feb 11, 2008, 10:24 PM any chance of requesting Wolfshanze's mod (personal love of mine) and maybe Super Spies in this?
Just downloaded but I guess will wait for the next version to play. Looks excellent though. I'd also vote for CASA even though IDW is interesting.
Echo of Celts Feb 12, 2008, 11:46 AM Well, I dont want people to think I have given up on this, so here is an update.
I have used my limited time over the last few days to try and merge Revolution and DCM succesfully, however, despite multiple merge attempts I keep getting the same error on .dll compiling. Tonight I will post the error on here and hopefully someone will be able to give me a hand. Once that is fixed, I should be able to integrate Next War and VD rather easily (provided the first merge functions properly) Then I will add the Regiments Add-On.
After that, I will think about what to work on next.
zulu9812 Feb 15, 2008, 09:42 AM I'm still getting an early Industrial-era crash with 0.2 beta
avain Feb 15, 2008, 10:16 AM ...Revolution and DCM succesfully, however, despite multiple merge attempts I keep getting the same error on .dll compiling. Tonight I will post the error on here and hopefully someone will be able to give me a hand.
Did you manage to solve it? Will you post it, so we could try to help?
strategyonly Feb 16, 2008, 05:50 AM Where are you'll hiding the Air Forces XML files? and stuff from that area?
Echo of Celts Feb 18, 2008, 02:34 PM Sorry, yes I will post the problem ASAP.
I have been very busy this past week or so, haven't had anytime to play or code. Only able to post while I am at work :/
Also, I dont have Air Forces included in this MOD... Just Regiments.
strategyonly Feb 18, 2008, 03:07 PM Also, I dont have Air Forces included in this MOD... Just Regiments.
So the folder with all the Air Forces are not being used then? Why not just get rid of them then (thats 60 folders)??:rolleyes:
mice Feb 20, 2008, 12:45 PM Echo, I'm playing a game successfully right now. It's a very good merge. I'm enjoying revolutions where I didn't in the past. I think I just needed to learn it a bit more.
The formations and battle effect are good.
AljayBoy Feb 26, 2008, 09:59 AM Thanks for merging some great Mods, been a fan of Revolution Mod for a while but never tried the others, they seem to work well together though.
Only problem I have noticed is when I played as China, the art for the spearman is missing and when it is selected in the build queue the game CtD. Seems to work ok if I just don't select spearman, although the AI managed to build one after I had been forced to give up power for a no. of turns.
Prebral Mar 17, 2008, 12:47 PM Is there some Earth map with accurate starting locations, which is also proven to be compatible with VDRN? I have tried some ported with CivIV/BtS, but got CtDs because of their uncompatibility.
Tarquelne Mar 18, 2008, 01:05 AM Is there some Earth map with accurate starting locations, which is also proven to be compatible with VDRN? I have tried some ported with CivIV/BtS, but got CtDs because of their uncompatibility.
The Revolution part of V.D.R.N. can cause problems - generally because it allows for more civs at a time.
Here's some Earth maps from Rhye:
Four versions of Rhye's Huge Earth map: (http://forums.civfanatics.com/downloads.php?do=file&id=8159)
The link to Revolution in the first post in this thread can tell you more - there's a map thread in the Revolution forum. (That's where I got the link above.)
Ekmek Apr 01, 2008, 02:16 PM Has anyone gotten a hangup during a battle for a city? Is this related to revoltions or DCM?
I got around by saving (during the hang amazing) and reloading it and the battle result was there and things would go fine for awhile. Just not sure whats causing the hangup and how to get around it (removing the battlefield smoke maybe :confused: )
snakebyte Apr 17, 2008, 05:23 AM Is there any news?
I like this mod, but the Revolution included is out to date :cry:
StormLord-711- Apr 17, 2008, 01:23 PM I know! I've been playing the Beginning mod, which has all of the same components except Regiments and Global Warming. (Doesn't have IDW, but that can be patched in). It's got the updated version of Revolutions though (you have to patch it from version 1.41 to 1.42)
snakebyte Apr 17, 2008, 01:55 PM The Beginning doesn't work with other language version of civ4.
Prebral Apr 29, 2008, 03:10 PM Game repeatably crashes during opponent's turn in this save.
I do nothing except for politely refusing offers from AI and building factories before it happens.
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