View Full Version : [BtS] Merged Mod


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Ninja2
Nov 03, 2008, 02:38 PM
Okay, I've posted a solution to the bombardment bug in Dale's thread (http://forums.civfanatics.com/showpost.php?p=7412120&postcount=810). :)

The next version of Merged Mod has this fixed, an even newer Better AI (0.41) plus the Unofficial Patch 0.21. I'm not changing the Inquisition components yet, since an issue has turned up in OrionVeteran's new Inquisition code. So for now I'm not changing anything, since what I have works. Still have yet to merge Wolf's 2.85. :cry:

Morgan UK
Nov 05, 2008, 03:48 AM
It should be quite an awesome package when it is released.

It must take a lot of effort, and skill, to be able to successfully merge, and balance, those individual mods / patches together.

Is there a reason as to why you have not chosen to merge the BUG mod with the above, or is it just personal preference..? It would be beyond my 'winmerging' skills to do that..!!

Well done or what you are creating and I'll look forward to trying it out.

Ninja2
Nov 05, 2008, 04:42 AM
The BUG mod is very much in development. I've made an attempt once to merge it, way back before BUG 3.0 was even close to release. I failed miserably with that attempt, as it was a huge job. I would really like to include it, and I may do so if BUG ever settles down a bit.

I'm going on a break from work for a while starting next week, so I should be able to get a lot more done.

phungus420
Nov 05, 2008, 07:11 AM
Just include the latest build of BUG. It'll merge seamlessly with this mod. There are a few features in development, but there always will be. Just take the here and now, and merge that.

Ninja2
Nov 05, 2008, 06:05 PM
Hehe... I just made an attempt at merging BUG into this, and again I failed! :D I've asked for help in the BUGgers' forum. It certainly appears to be beyond my limited skills... SDK stuff I can do, but not python. Go figure.

Morgan UK
Nov 06, 2008, 02:39 AM
Hehe... I just made an attempt at merging BUG into this, and again I failed! :D I've asked for help in the BUGgers' forum. It certainly appears to be beyond my limited skills... SDK stuff I can do, but not python. Go figure.


Well I haven't got a chance then..! :D

Whilst waiting for your epic work I merged the Bug mod with Better AI 0.41 and the VD graphical mod and I'm playing that.

Good luck, I hope that you do succeed :)

Ninja2
Nov 11, 2008, 06:10 PM
UPDATE!!!

Yes, finally. See the first post for details. Biggest feature, I guess, is the update to Wolf's 2.85 and the inclusion of BUG 3.5. Please make SURE you read the installation details!

Caution: I haven't had time to test this. But I am putting it out there, and hope for some feedback. I will test it over the coming days, but I don't really expect any issues. *fingers crossed*

Morgan UK
Nov 11, 2008, 06:18 PM
woot. Well done :)

Admiral Armada
Nov 11, 2008, 09:49 PM
Im assuming this is not compatible with previous versions. Is that correct? On a happier note, thank you again!

Ninja2
Nov 12, 2008, 01:41 AM
I don't think it's compatible, sorry. And by the way, it's not TOTALLY untested. The .dll has been thoroughly tested by me. Any glitches will probably be faulty installs or XML errors by me during the merge.

carnivore
Nov 12, 2008, 11:27 AM
Hi ninja, great job on the mod !
i tried it today and i have encountered few problems
first, the range bombardment doesnt work properly. my catapults wont bomb the enemy, just hit them with attack or opportunity shots.
Second, after playing for a while i wanted to edit something in the map, but everytime i try it just crush !

My OS is vista, i dont know if its related.

my save is attached

Prebral
Nov 12, 2008, 12:29 PM
I also have a recent crashreport. Merged Mod and Wolfshanze, latest versions meant to work together (=not the latest Wolfshanze). The game always crashes when I press enter to advance into next turn:

Admiral Armada
Nov 12, 2008, 09:30 PM
first, the range bombardment doesnt work properly. my catapults wont bomb the enemy, just hit them with attack or opportunity shots.
I do not belive Cats can do ranged bombardment beyond removing the cultural defense.

Admiral Armada
Nov 13, 2008, 01:05 AM
Looking at this now, i cannot seem to find the customeventmanager file. Did it move? Or is there something else happening here? I need to change it to incorperate some of the other things i merge your mod with.

Ninja2
Nov 13, 2008, 05:22 AM
Hi ninja, great job on the mod !
i tried it today and i have encountered few problems
first, the range bombardment doesnt work properly. my catapults wont bomb the enemy, just hit them with attack or opportunity shots.
Second, after playing for a while i wanted to edit something in the map, but everytime i try it just crush !

My OS is vista, i dont know if its related.

my save is attached

Admiral Armada is correct. Catapults have never been able to do ranged bombardment. They can only remove cultural defense or make a collateral damage attack (but they will do opportunity fire).

Second, you seem to be playing the Giant Earth Map. I can't even start a game anymore (but I can load your game??). Seems to be some compatibility issues with that map. I also know that it really is HUGE. Maybe you should contact Armandeus, who is the author of the version included in Merged Mod?

Ninja2
Nov 13, 2008, 05:25 AM
I also have a recent crashreport. Merged Mod and Wolfshanze, latest versions meant to work together (=not the latest Wolfshanze). The game always crashes when I press enter to advance into next turn:

Sorry about this. I think it's a random event firing which crashes the game. I'm sorry, but I can't locate the event, and so I can't really fix it. :sad:

Ninja2
Nov 13, 2008, 05:27 AM
Looking at this now, i cannot seem to find the customeventmanager file. Did it move? Or is there something else happening here? I need to change it to incorperate some of the other things i merge your mod with.

The BUG Mod has taken over the customeventmanager. I think you need to edit BugEventManager, which is inside the BUG folder in the Python directory.

Ninja2
Nov 13, 2008, 06:45 AM
BUG SPOTTED IN 0.86!

Yes, unfortunately. The Inquisitors don't work after the BUG merge. I've managed to correct it (and switch to the latest version of the Inquisitor mod in the process). I will upload a fixed version (non-save compatible) as soon as possible, hopefully today.

Morgan UK
Nov 13, 2008, 07:57 AM
Well done for the correction :)

How severe is the bug as I'm playing a game and haven't, as yet, found any problems...?

I don't mind waiting for the fix and starting again if I understand the implications of the bug :)

Ninja2
Nov 13, 2008, 08:19 AM
Just that the inquisitors don't work. You can build them, but the button to perform the inquisition is gone. The game won't crash or anything. At least I haven't managed to crash it! :)

Morgan UK
Nov 13, 2008, 08:34 AM
Ok thanks for that :)

Any idea why the technology screen will not scroll and allow me to view future techs..?

A screen grab is here....


http://img372.imageshack.us/img372/8346/95657481pu7.th.jpg (http://img372.imageshack.us/my.php?image=95657481pu7.jpg)http://img372.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

You can see the scroll bar at the bottom but it does not work. It has nothing to do with me just changing civic as when my government is re-established it then remains unable to scroll and select techs from the tech advisor screen.

However starting a new game and it works now as it should...

http://img443.imageshack.us/img443/6400/newkr6.th.jpg (http://img443.imageshack.us/my.php?image=newkr6.jpg)http://img443.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

I am not sure what has triggered the malfunction of the tech advisor screen, you can see in the second working one the appropriate icons down the left side of the screen that have become 'missing' from the second freshly started test game.

Ninja2
Nov 13, 2008, 09:29 AM
No, I don't know what might have caused it. I'm definitely no BUG expert! :) I've found, though, that a few times these things can correct themselves by ALT-tabbing out and back in to the game. What if you reload the game from the first screenshot? You might try and raise this issue in the BUG forum, maybe they have seen it before and can give you an explanation/solution.

Morgan UK
Nov 13, 2008, 10:34 AM
I did ALT-TAB several times and sadly it made no difference. Indeed when I load up the game again the very first screen it loads is the F6 tech screen (broken as noted previously) and then when I exit it there is completely no interface at all :(

Admiral Armada
Nov 13, 2008, 09:58 PM
Possible XML bug

I ran into this trying to merge a few units in, but it comes up on a clean install of your mod as well, in the XML log all looks fine, until i get to the barrage of "info type NONE not found"
Here's a sample
83743.781] info type NONE not found, Current XML file is: xml\Units/CIV4UnitInfos.xml
[83743.781] info type NONE not found, Current XML file is: xml\Units/CIV4UnitInfos.xml
[83743.781] info type NONE not found, Current XML file is: xml\Units/CIV4UnitInfos.xml
[83743.781] info type NONE not found, Current XML file is: xml\Units/CIV4UnitInfos.xml
[83743.781] info type NONE not found, Current XML file is: xml\Units/CIV4UnitInfos.xml
[83743.781] info type NONE not found, Current XML file is: xml\Units/CIV4UnitInfos.xml
[83743.781] info type NONE not found, Current XML file is: xml\Units/CIV4UnitInfos.xml
[83743.781] Wrote Units to cache
[83743.781] Loading XML file xml\Civilizations/CIV4UnitArtStyleTypeInfos.xml
[83743.859] Load XML file xml\Civilizations/CIV4UnitArtStyleTypeInfos.xml SUCCEEDED
[83743.859] SetGlobalClassInfo (Civ4UnitArtStyleTypeInfos/UnitArtStyleTypeInfos/UnitArtStyleTypeInfo)
[83744.031] Loading XML file xml\Civilizations/CIV4CivilizationInfos.xml
[83744.062] Load XML file xml\Civilizations/CIV4CivilizationInfos.xml SUCCEEDED
[83744.062] SetGlobalClassInfo (Civ4CivilizationInfos/CivilizationInfos/CivilizationInfo)
[83744.125] info type not found, Current XML file is: xml\Civilizations/CIV4CivilizationInfos.xml
[83744.125] info type not found, Current XML file is: xml\Civilizations/CIV4CivilizationInfos.xml
[83744.125] info type NONE not found, Current XML file is: xml\Civilizations/CIV4CivilizationInfos.xml
[83744.125] info type NONE not found, Current XML file is: xml\Civilizations/CIV4CivilizationInfos.xml

frekk
Nov 14, 2008, 01:27 AM
"info type NONE not found"

You get that even with the base game, its not a problem

frekk
Nov 14, 2008, 01:31 AM
BUG SPOTTED IN 0.86!

Yes, unfortunately. The Inquisitors don't work after the BUG merge. I've managed to correct it (and switch to the latest version of the Inquisitor mod in the process). I will upload a fixed version (non-save compatible) as soon as possible, hopefully today.

Those pesky Inquisitors again!

Is this fix up now?

Ninja2
Nov 14, 2008, 02:22 AM
It is now! :) All the python bugs from 0.86 have been fixed, and everything seems to be working fine. The only remaining issue is that the spawning pirates don't carry crews - but this is such a minor issue, that I've decided to release anyways. I will fix this in time, and release it along with the next version (when Wolf releases a new version).

For now, I am going to actually try and play myself, instead of just watching Autoplay games! :D

Admiral Armada
Nov 14, 2008, 02:48 AM
You get that even with the base game, its not a problem

Hmm checked that out and its true, but loading up the base games gives me a 29kb xml.log While loading the mod gives me a 659kb error log.

Ninja2
Nov 14, 2008, 03:15 AM
Well, my log is 5,2 Mb! :D

Armandeus
Nov 14, 2008, 10:09 AM
Second, you seem to be playing the Giant Earth Map. I can't even start a game anymore (but I can load your game??). Seems to be some compatibility issues with that map. I also know that it really is HUGE. Maybe you should contact Armandeus, who is the author of the version included in Merged Mod?

I'm not really the author, but I only changed the map to use the civs and leaders that were with Merged Mod at the time. No special units other than settlers, warriors, and scouts are referred to. Unless you changed the leaderhead or civ tags, I don't know why it wouldn't work. I haven't tried it myself recently, though.

Admiral Armada
Nov 14, 2008, 06:00 PM
So there is no limit top how many info type none's you can have?
Also, do those numbers in braces have any meaning?
IM trying to merge in some units and the game is giving me crashes on startup, and the last line in the xml log is one of those info not found doohickeys

Flak Fox
Nov 14, 2008, 07:17 PM
Sure thing! I hope you have a beastly computer though xD All you have to do is load it and hit enter (I made all of my moves that round).

Also you might notice a few things, I have an odd playing style, I try to play it like it's real life instead of an arcade country simulator :king:

Oy, got busy with college again but I'm back--and seems no solution or info on my save? :P

I was wondering if you had a chance to look at it? Does it always crash after the end of the turn? I know I'll be itching to play this mod again (after the update) and hope I don't run into this problem with it (getting to the point where my interest peaks and it crashes xD)...

Admiral Armada
Nov 14, 2008, 11:01 PM
So in my quest to m erge a few units in, i have found that by adding this
<UnitInfo>
<Class>UNITCLASS_COLONIST</Class>
<Type>UNIT_COLONIST</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_COLONIST</Description>
<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>1</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_PIONEER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_OPTICS</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>0</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>4</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_PIONEER</Class>
<Type>UNIT_PIONEER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_PIONEER</Description>
<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>1</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_ARCHITECT</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_ECONOMICS</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>0</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>6</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>6</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_WAGON</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_DOG</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_PIONEER</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_ARCHITECT</Class>
<Type>UNIT_ARCHITECT</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_ARCHITECT</Description>
<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>1</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_INDUSTRIALISM</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>3</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>0</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_ENGINEER_MODERN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
to the end of CIV4UnitInfos.xml (inside the proper </> guys, and this
<UnitClassInfo>
<Type>UNITCLASS_COLONIST</Type>
<Description>TXT_KEY_UNIT_COLONIST</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_COLONIST</DefaultUnit>
</UnitClassInfo>
<UnitClassInfo>
<Type>UNITCLASS_PIONEER</Type>
<Description>TXT_KEY_UNIT_PIONEER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_PIONEER</DefaultUnit>
</UnitClassInfo>
<UnitClassInfo>
<Type>UNITCLASS_ARCHITECT</Type>
<Description>TXT_KEY_UNIT_ARCHITECT</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_ARCHITECT</DefaultUnit>
</UnitClassInfo>
to the end of the unitclassinfos results in the game failing to load at all. I successfully added these units in the previous version of this mod, so it is doable,and it was fairly easy too I don't know why it is not working here

Ninja2
Nov 15, 2008, 12:05 AM
Oy, got busy with college again but I'm back--and seems no solution or info on my save? :P

I was wondering if you had a chance to look at it? Does it always crash after the end of the turn? I know I'll be itching to play this mod again (after the update) and hope I don't run into this problem with it (getting to the point where my interest peaks and it crashes xD)...

I sent you a Private Message some time ago. :) Check the top right of the screen.

Ninja2
Nov 15, 2008, 12:26 AM
So in my quest to merge a few units in, i have found that by adding this [...] to the end of the unitclassinfos results in the game failing to load at all. I successfully added these units in the previous version of this mod, so it is doable,and it was fairly easy too I don't know why it is not working here.

Since you got it working before, I suppose you also added entries in the CIV4ArtDefines_Unit.xml, and actually added the art as well, right? If you did all that, it should work. If it doesn't, I'm not sure what's causing it.

Admiral Armada
Nov 15, 2008, 01:42 AM
Alright, i did it all again from scratch, very carefully, and got it to work, and the python code to boot! Thanks for the help!

GoUtes53
Nov 15, 2008, 12:46 PM
I have installed v 0.87 and my wonder movies for some of the everyday wonders are not showing up, such as for the Moai Statues. I did not have this problem with any other version before 0.87. Any ideas?

Ninja2
Nov 16, 2008, 09:26 AM
Hi GoUtes53,

I don't include the movies or sound in the download. The reason: To play my mod, you already need to download Wolfshanze's mod. To force people to download +130 Mb of redundant data is plain silly. :) You need just to copy them from the Wolfshanze directory - please make sure you read the installation instructions at the bottom of post 1 in this thread.

Admiral Armada
Nov 16, 2008, 11:47 AM
I have met the Vietnamese in two games now, and there is no first meeting text.

Wolfshanze
Nov 16, 2008, 02:18 PM
I have met the Vietnamese in two games now, and there is no first meeting text.
Not a problem with the Merged Mod... most of the new leaders don't have first meeting texts in v2.85 and earlier of the Wolfshanze Mod...

However, this is being fixed in v2.86 of the Wolfshanze Mod... so-far all 20 new LHs in the Wolfshanze Mod have new first meeting texts.

Ninja2
Nov 16, 2008, 02:22 PM
Thanks for chiming in, Wolf!

On a similar note: Actually, I have seriously neglected to make entries in the civilopedia for everything new I have included. Even the Jet Propulsion tech has the Air Superiority text, I think! :) It's just one of those polish things that I never seem to get around to doing. I'll make no promises for the future, but I hope to correct at least some of it.

Wolfshanze
Nov 16, 2008, 02:31 PM
Every tech and unit introduced in the Wolfshanze Mod has full Civilopedia Support... this includes the new techs like Air Superiority, unless for whatever reason you didn't transfer my civilopedia entries into the Merged Mod.

Of course, I can't be responsible for new units/techs Ninja introduced in Merged Mod.

arstal
Nov 20, 2008, 08:55 PM
Having a problem of my own. Interface isn't showing up at all.

Admiral Armada
Nov 20, 2008, 10:51 PM
In the last version the jet propulsion tech did have the Air superiority text i believe. Dont know about this version, im not there yet.

Ninja2
Nov 21, 2008, 04:00 AM
Having a problem of my own. Interface isn't showing up at all.

Please make sure that you have installed the mod in a folder named "Merged Mod 0.87".

Ninja2
Nov 21, 2008, 04:01 AM
In the last version the jet propulsion tech did have the Air superiority text i believe. Dont know about this version, im not there yet.

in this version it's still the old text. In the next version both the Jet Propulsion tech and the new air units have their own texts. :)

arstal
Nov 21, 2008, 06:14 AM
Please make sure that you have installed the mod in a folder named "Merged Mod 0.87".

That worked. Why would renaming the Mod Folder mess it up though?

Ninja2
Nov 21, 2008, 12:58 PM
It's a BUG thing. There are some configuration issues, where the folder name must match a certain text line in a configuration file. The file is Assets\Python\Contrib\CvModName.py. Whatever the modname is inside that file, is what the top folder must be named. In my efforts to merge stuff, I need to be able to keep versions separate, and so I shipped the mod with that name. Even if I just called it Merged Mod, I would need to instruct people that the folder name MUST be that, and so I decided to keep the version number anyway.

Prebral
Dec 04, 2008, 11:13 AM
I have a repeatable (at least here) crash report.

In the attached save, just give the airplane "combat I", send it on patrol and press enter for the next turn. The game crashes just after doing so.
(The problem probably does not need to have a connection with the plane, it is just what I used to do before ending the turn.)

Also, the savegame name is same as name of another crash report posted by me recently, but it is a completely new game, I just "recycle" old savegame files.

Ninja2
Dec 04, 2008, 11:15 AM
Thanks, I will have a look at it tomorrow. :)

Ninja2
Dec 05, 2008, 04:26 AM
I was mucking around with some units, to see what is possible. Here is a concept screenshot of Motorized Infantry (truck courtesy of asioasioasio):

http://img53.imageshack.us/img53/962/motor1jo2.jpg

It looks okay in-game. When in combat, the truck does not animate at all, and it's random what gets killed first. If it's just the truck, but the motorinf ultimately wins, the three infantry people are left standing. Which means it looks like a normal, full-strength Infantry unit. I've also seen just the truck survive! :)

Mixing units opens up some interesting possibilities. Here is a german heavy weapons squad:

http://img71.imageshack.us/img71/2349/platoon1zv0.jpg

MrPopov
Dec 05, 2008, 10:40 AM
why is that guy looking down the barrel of his gun!?

I like the looks of these anyways

arstal
Dec 05, 2008, 11:28 AM
Looks like a good start.

Ninja2
Dec 05, 2008, 11:39 AM
why is that guy looking down the barrel of his gun!?

I like the looks of these anyways

Most (all?) units have an 'idle' animation, which shows if you just look at the unit for long enough without doing anything. This picture is just taken during the animation. These guys pull out a map or something, while resting the gun on the ground. So he's actually looking at that map thingy, not looking down his gun.

MrPopov
Dec 06, 2008, 12:21 AM
ah yea I see it now.

cool :goodjob:

ladiesman
Dec 07, 2008, 12:29 AM
Well I guess merged mod is at all a standstill :( damn mods drove out Wolf.

Oh well. Guess i'm packing up too. No more reason to be here.

arstal
Dec 07, 2008, 12:42 AM
I'd recommend not leaving yet. Wolf isn't returning, but we need to see if he pops up somewhere else, or if this mod continues somewhere else. At the very least news can be gotten here.

Problem is, I don't think anyone knows how to contact Wolf directly.

Ninja2
Dec 07, 2008, 01:42 AM
You can still pm him. You can also google wolfshanze on the web and find his profile name in several other fora.

Turner has altered his post in Wolf's thread. It is now only temporarily closed.

Oh, and Merged Mod is NOT at a standstill! :) I will keep developing this, but whether my basis for the mod will remain Wolf's 2.85 remains an open question.

JEELEN
Dec 07, 2008, 09:10 AM
You could just use Wolf's DLL as a basis (and perhaps include it in Merged Mod? That would make installation easier).

Too bad the Wolf's gone; he'll be missed.

Ninja2
Dec 07, 2008, 09:27 AM
Why would I want to use his dll as a base? That would take away DCM, IDW, the new air combat model... or maybe I just don't understand your point?

JEELEN
Dec 07, 2008, 03:23 PM
I'm sorry: I meant to say include Wolf's fpk.:blush:

Ninja2
Dec 07, 2008, 05:12 PM
:lol: Ahhh, I see! :D

I'd really like to avoid including the .fpk for the size of it. My internet connection would be like 24 hours to upload that thing.

bestbrian
Dec 08, 2008, 02:11 AM
What happened to Wolf?

JEELEN
Dec 08, 2008, 03:36 AM
:lol: Ahhh, I see! :D

I'd really like to avoid including the .fpk for the size of it. My internet connection would be like 24 hours to upload that thing.

I think you mentioned something like that before; isn't it possible to reduce the fpk size prior to upload? (Unless that doesn't solve the upload time, ofcourse.):confused:

Ninja2
Dec 08, 2008, 04:30 AM
I have a repeatable (at least here) crash report.

In the attached save, just give the airplane "combat I", send it on patrol and press enter for the next turn. The game crashes just after doing so.
(The problem probably does not need to have a connection with the plane, it is just what I used to do before ending the turn.)

Also, the savegame name is same as name of another crash report posted by me recently, but it is a completely new game, I just "recycle" old savegame files.

Hi Prebral

I finally had a chance to look at the game. It crashes at my end too, but I can get no useful information from the crash logs to help locate this. Sorry man. :sad: What kind of system do you have? Do you save the game and reload a lot? If it's a corrupted save, there's not much that can be done.

The thing is, whenever I test this mod, I use the autoplay feature. I always let a random game run its full course (500 turns), and I never get these crashes myself. The few games that I DO play myself often take a couple of weeks, so in that case I save and reload a lot. But as I said, I've never had a crash (since BtS went to 3.17, at least).

Prebral
Dec 09, 2008, 09:07 AM
Hi Prebral

I finally had a chance to look at the game. It crashes at my end too, but I can get no useful information from the crash logs to help locate this. Sorry man. :sad: What kind of system do you have? Do you save the game and reload a lot? If it's a corrupted save, there's not much that can be done.

The thing is, whenever I test this mod, I use the autoplay feature. I always let a random game run its full course (500 turns), and I never get these crashes myself. The few games that I DO play myself often take a couple of weeks, so in that case I save and reload a lot. But as I said, I've never had a crash (since BtS went to 3.17, at least).

WinXP, 1GB RAM, no special graphic card (a notebook). My (properly patched) vanilla BtS does not crash (at least did not as far as I remember, I usually play mods and use vanilla only for multiplayer... it crashed sometimes before 3.17, but then it got better). I do not save much, for example, I almost do no saves before combat. Actually, when playing on low difficulty (as I did), I save only on leaving the game - and usually play 1-2 hours. As far as I remember, the crash came after such a longer session.

nahuiocelotl
Dec 09, 2008, 01:43 PM
I have a relatively new gateway laptop with 4GB RAM and 64bit Vista. I haven't been able to play a game without it crashing at some point, usually on reaching industrial or modern era and it always happens when I end a turn. On this computer I have tried this mod and History in the Making mod for BTS and Modern Warfare Mod for Warlords; I've only had CTDs on BTS mods.

Ninja2
Dec 09, 2008, 02:04 PM
Strange. I mean I DO have Vista 64 and 4GB of RAM and no crashes, but even on my old laptop with XP and 2 GB RAM (with onboard gfx) I did not get crashes. In fact, 99% of Merged Mod was created on the old machine.

nahuiocelotl
Dec 12, 2008, 12:13 PM
Yeah, it's weird. I used to have a Vaio with 32 Vista and 2GB RAM. I only had a few crashes on that computer. I just recently played a game with the Persians. Everything was going normally until it crashed late in the game. It's kinda frustrating because if you reload any of these games it just keeps happening. I've also tried playing from some of the earlier auto-saves, but when I reach the "crashing turn", it keeps happening. It happens when it's the AI's turn. Actually, the game seems to continue, the cursor still has that little globe turning, but you know its wrong because everything else is frozen, and when you move the mouse around a little, it blimps like a normal Windows white arrow. After that I have to Ctrl-Alt-Del, and Windows tells me the app stopped working, etc.

The_Duke
Dec 15, 2008, 02:59 PM
I love the idea for the mod and can't wait to try it out, but I've hit a bit of a snag. I too have no interface and yes, the mod folder is named Merged Mod 0.87. Any ideas?

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Merged Mod 0.87\Assets

Ninja2
Dec 16, 2008, 02:35 AM
Hi Duke!

The contents of C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Merged Mod 0.87 should be three folders, "Assets", "CustomDomAdv" and "PrivateMaps"; and two files, "Adv Unit Naming.ini" and "Merged Mod 0.87.ini". The contents of the Assets folder should be six folders and two files (CvGameCoreDLL.dll and Wolfshanze.FPK).

Is this what you have?

The_Duke
Dec 16, 2008, 11:20 AM
Yup, that's what I've got. Its rather perplexing.

Ninja2
Dec 16, 2008, 01:18 PM
A couple of things to try: ALT-TAB out of the game and back in. I've found that it works - sometimes. The other is to check the Documents\My Games\Beyond the Sword\CustomAssets\python folder. Any python code in there would probably interfere with the BUG mod. Did you place anything in those folders? It's safe to move the entire CustomAssets folder to someplace else to try and start the game without it - CIV will just create a new set of empty folders.

The last thing is to check the PythonErr.txt in the Logs folder in Documents\My Games\Beyond the Sword\ if there are any errors reported.

The_Duke
Dec 16, 2008, 02:10 PM
I cleared PythonErr2.txt and ran the game, afterward it contained:


sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale' , '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\co lourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ed itor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\fl oatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ma sked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mi xins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\og l', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tes ts', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module PyHelpers
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module GodsOfOld
load_module BugCore
load_module BugUtil
load_module ColorUtil
16:34:09 INFO : BugCore - creating uninitialized mod NJAGC
16:34:09 INFO : BugCore - creating uninitialized mod Scores
16:34:09 INFO : BugCore - creating uninitialized mod MainInterface
16:34:09 INFO : BugCore - creating uninitialized mod CityScreen
load_module MonkeyTools
load_module string
load_module AStarTools
16:34:09 INFO : BugCore - creating uninitialized mod PLE
load_module Scoreboard
load_module DealUtil
load_module PlayerUtil
load_module ReminderEventManager
load_module Popup
load_module InputUtil
load_module SdToolKit
load_module cPickle
load_module autolog
load_module codecs
load_module BugOptions
load_module BugConfigTracker
load_module BugPath
load_module CvModName
load_module _winreg
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "BugEventManager", line 58, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 3, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 46, in ?
File "<string>", line 52, in load_module
File "ReminderEventManager", line 19, in ?
File "<string>", line 52, in load_module
File "autolog", line 12, in ?
File "<string>", line 52, in load_module
File "BugOptions", line 108, in ?
File "<string>", line 52, in load_module
File "BugPath", line 80, in ?
File "BugUtil", line 167, in debug
File "BugUtil", line 195, in log
File "BugUtil", line 203, in logToFile
File "<string>", line 13, in write
UnicodeEncodeError: 'ascii' codec can't encode character u'\xe9' in position 65: ordinal not in range(128)
load_module CvAppInterface
load_module xmllib

Admiral Armada
Dec 16, 2008, 03:27 PM
So im playing a game happy as can be, and while trying to remember the reminder shortcut in BUG I set off the Autoplay, and now i cant figure out how to turn it off and get back control of my game. Killing the program and reloading it doesn't help as it jsut continues on its merry way. How do i stop autoplay?

Ninja2
Dec 16, 2008, 03:29 PM
I cleared PythonErr2.txt and ran the game, afterward it contained:


PythonErr2.txt is irrelevant. :)

Ninja2
Dec 16, 2008, 03:30 PM
So im playing a game happy as can be, and while trying to remember the reminder shortcut in BUG I set off the Autoplay, and now i cant figure out how to turn it off and get back control of my game. Killing the program and reloading it doesn't help as it jsut continues on its merry way. How do i stop autoplay?

In the current dll, it runs for 50 turns. After that, you regain control. In the next version, you'll be able to tell the game for how many turns to run.

Admiral Armada
Dec 16, 2008, 03:32 PM
So i just have to let it run its course and it will stop? And what did i press to start it anyway?

EDIT: Also, is there a FAQ of shortcuts fir BUG somewhere? I cant seem to find one on the subforum.

The_Duke
Dec 16, 2008, 04:18 PM
What do you mean its irrelevant? There is no PythonErr and the last few lines of PythonErr2 do mention interface too:

File "<string>", line 13, in write
UnicodeEncodeError: 'ascii' codec can't encode character u'\xe9' in position 65: ordinal not in range(128)
load_module CvAppInterface
load_module xmllib

Any other ideas?

nahuiocelotl
Dec 16, 2008, 09:45 PM
I have several different saved games that crashed when you ended the current turn. A temporary solution has been to press ENTER (ending the turn) and immediately Alt-Tabbing out of the game. When I Alt-Tab back to the game, everything is normal, but if I press ENTER and stay in the game, it crashes. I post this to anyone who might have a similar problem.

Fr8monkey
Dec 17, 2008, 02:55 AM
I loaded the merged mod after got a new PC and followed the instructions and I still get the red bumps crashes. I deleted it and reloaded and still have problems.

Ninja2
Dec 17, 2008, 03:03 AM
So i just have to let it run its course and it will stop? And what did i press to start it anyway?

EDIT: Also, is there a FAQ of shortcuts fir BUG somewhere? I cant seem to find one on the subforum.

AutoAI sets off with CTRL-SHIFT-X. BUG shortcuts, I dunno... but it would be a good addition to their FAQ, I suggest you suggest it to them. :)

Ninja2
Dec 17, 2008, 03:08 AM
UnicodeEncodeError: 'ascii' codec can't encode character u'\xe9' in position 65: ordinal not in range(128)

Any other ideas?

That one error is about using characters that confuse python (like é, í, á, ì, ù, æ, ø, å etc.). What language are you on? Do you have any special characters in any of your paths, including your windows user name?

In my experience, the "real" python errors get logged in PythonErr.txt, and whatever is in Err2 doesn't matter. I don't know why this is different in your case. :confused:

Ninja2
Dec 17, 2008, 03:08 AM
I loaded the merged mod after got a new PC and followed the instructions and I still get the red bumps crashes. I deleted it and reloaded and still have problems.

What red bumps? :confused:

Fr8monkey
Dec 17, 2008, 11:22 AM
From page 1:

3. Download Wolfshanze's mod, and copy the wolfshanze.fpk into the Merged Mod\Assets folder. This is essential - that .fpk file holds all the new graphics! Without it, a lot of units will appear as red domes, and choosing the new civ leaders will cause the game to crash.

I tried fixing it many times to no avail.

Ninja2
Dec 17, 2008, 11:29 AM
Well... it's worked for a lot of other people, you must have made an error somewhere. ;) Did you unzip Wolfshanze's mod, and copy the wolfshanze.fpk into the Assets folder of Merged Mod?

Fr8monkey
Dec 17, 2008, 12:31 PM
Yes, I followed the directions to the letter. I will try again. I have had the prior versions of the mod before and loved them BTW.

Fr8monkey
Dec 18, 2008, 01:08 AM
Fixed it. When copying the fkp file, I clicked 'paste shortcut' instead of just paste.:hammer2:

Ninja2
Dec 18, 2008, 01:59 AM
Great! Good that you figured it out. :goodjob:

DC0
Dec 20, 2008, 11:16 AM
Hi Ninja2. Your mod must be great with all features in it. Though I was not able to start playing a game with it. The game itself starts ok. I select Play now! from main menu, go through all settings. Then press OK. World starts to load. First game says Initializing, then Init Graphics. And at this point game crashes to desktop. And it always gives me same error:
The exception unknown software exception (0xc06d007f) occurred in the application at location 0x7c812aeb.

And if it doesn't give this error, it just crashes to desktop.

I use 1024*768 screen resolution (usually played and also tried at 1280*1024), movies turned off, 4x anti-aliasing (and tried to turn it off) as well, tiny world, any standard leader and civ (unmodified by your mod).

Here is contents of ThemeParseLog.txt:
[Dec 20, 2008 - 20:13:30] Messages while processing 'Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

Here is contents of init.log:
[896.750] ERR: InitWinApp() failed, exiting
[896.750] ERR: CIV Init FAILED, exiting

Any ideas?

Admiral Armada
Dec 21, 2008, 12:48 AM
Playing as England, i cannot upgrade anything to either musketmen of Redcoats in cities i have captured. I can build musketmen in those cities, but i cannot upgrade any longbowmen to redcoats or musketmen.

Ninja2
Dec 21, 2008, 02:19 AM
... And at this point game crashes to desktop. And it always gives me same error:


And if it doesn't give this error, it just crashes to desktop.

I use 1024*768 screen resolution (usually played and also tried at 1280*1024), movies turned off, 4x anti-aliasing (and tried to turn it off) as well, tiny world, any standard leader and civ (unmodified by your mod).

Here is contents of ThemeParseLog.txt:


Here is contents of init.log:


Any ideas?

No, sorry, I have never experienced anything like what you've described. :sad: Where is the ThemeParselog found?

Ninja2
Dec 21, 2008, 02:22 AM
Playing as England, i cannot upgrade anything to either musketmen of Redcoats in cities i have captured. I can build musketmen in those cities, but i cannot upgrade any longbowmen to redcoats or musketmen.

Yes, there is something screwy about the assimilation. I am able to build both my UB and the building it replaces. For the vikings, this means Lighthouse AND Trading Posts, which gives +2 food on all water tiles!! I need to look more into this for a fix. I've also notified Kael, who made this component to begin with.

DC0
Dec 22, 2008, 08:02 AM
No, sorry, I have never experienced anything like what you've described. :sad: Where is the ThemeParselog found?
ThemeParselog is in \Sid Meier's Civilization 4\Beyond the Sword\ folder.

I tried to load Wolfshanze Mod itself. No success, too. In this occasion Mod can't even load itself to game menu. Crashes at point "Init Fonts" with following error message:
The instruction at "0x02227d70" referenced memory at "0x00000140". The memory cannot be "read".

I'll go to Wolfshanze Mod forum to ask for help. Maybe it is a problem.

Ninja2
Dec 22, 2008, 09:38 AM
Hm, I have the same entries in the parselog. But its nothing serious - just four fonts (which aren't used) that aren't loading, and some rollover functions which might not work. Shouldn't cause crashes from the looks of it. I would advise to check your graphics cards drivers, and maybe do a re-install of CIV, BTS and the 3.17 patch to see if it's a faulty install that's causing this.

The_Duke
Dec 24, 2008, 09:49 PM
Oh for frigs sakes, I should have thought of that. I have an é in my name. I guess I'll just use a different account to play. Any idea why it causes a problem for this mod and not for any others or the original? Not that it really matters now.

Ninja2
Dec 25, 2008, 06:25 AM
BUG starts by defining what paths and directories to look in for game resources. I don't know of other mods that do this. One of the default search paths BUG adds is your username\documents\my games\ etc. Python is pretty sensitive to "weird" characters, that's why it pukes out. Glad you found out though! Just remeber to run CIV from an account that has administrator privileges. :)

DC0
Dec 27, 2008, 11:46 PM
I would advise to check your graphics cards drivers, and maybe do a re-install of CIV, BTS and the 3.17 patch to see if it's a faulty install that's causing this.
I've reinstalled Civ IV. Now your mod works! Thank you for advice. And thank you for this amazing mod! That' the way Civ 4 should look and feel like! :goodjob:

Though I still have a problem with Assimilation option :( If I start a custom game and uncheck Assimilation option, when in game world, I don't have user menu. Game starts with Scientific Advisor screen :confused: (not working though) and then there is absolutely no interface. Only game map and units on it. And Scientific Advisor screen doesn't allow you to choose a technology to research.

DC0
Dec 27, 2008, 11:57 PM
Yes, there is something screwy about the assimilation. I am able to build both my UB and the building it replaces. For the vikings, this means Lighthouse AND Trading Posts, which gives +2 food on all water tiles!! I need to look more into this for a fix. I've also notified Kael, who made this component to begin with.
Speaking of which, maybe removing the Assimilation component will save the day? Please consider it as a humble user opinion on mod evolution.

Ninja2
Dec 29, 2008, 02:38 PM
I've reinstalled Civ IV. Now your mod works! Thank you for advice. And thank you for this amazing mod! That' the way Civ 4 should look and feel like! :goodjob:

Though I still have a problem with Assimilation option :( If I start a custom game and uncheck Assimilation option, when in game world, I don't have user menu. Game starts with Scientific Advisor screen :confused: (not working though) and then there is absolutely no interface. Only game map and units on it. And Scientific Advisor screen doesn't allow you to choose a technology to research.

Thanks for the kind words! :) I can't reproduce what you're describing. When I launch a new game with Assimilation switched off, the interface is all okay. However, you might actually need to restart the game entirely, if you are switching from a game including assimilation to one without, to make sure there is no python stuff left in the cache.

Ninja2
Dec 30, 2008, 09:51 AM
After recompiling the dll, all weirdness from the Assimilation mod has disappeared! :) I will post a new version of the Merged Mod as time permits.

DC0
Dec 31, 2008, 10:48 AM
The odds are against me! :) This time I cannot load the game. In game it is 750 AD, and it loads ok. But game saved in 755 AD (or later) cannot be loaded. AI is about to discover Civil Service. I'm about to discover Construction. AI on another continent had built Angkor Wat.
I also tried to save in a later time. Game itself continues ok. But if I try to load saved game - crashes to desktop :( Damn! Why me?!

DC0
Jan 01, 2009, 07:30 AM
Does Merged Mod require Warlords expansion to be installed? I'm reinstalling my Civ IV once again, since the problems I have obviously are just mine. And seem to be with my copy of game only.

Ninja2, if I install Civ IV in following order, should Merged Mod work normally?
1. Civilization IV (restart system).
1a. Do I need to install Patch to 1.74?
2. Beyond the Sword Expansion (restart system).
3. Patch to 3.17 for BtS (restart system).
4. Wolfshanze Mod v 2.85
5. Merged Mod (whatever version is upcoming)

Admiral Armada
Jan 01, 2009, 01:58 PM
You don't need to patch Vanilla nor do you need to install warlords (unless you want he scenarios).
You don't have to install the Wolf mod per se, all you need is the fpk file from it.

DC0
Jan 09, 2009, 02:21 AM
Thank you, Admiral Armada.

After another complete reinstall of Civ IV everything seems to be working. I was able to switch off Assimilation and the game started normally. Stack attack feature from Dale's Combat Mod makes me squeal from happiness.