View Full Version : WoC Latest Version Download


TAfirehawk
Jul 28, 2008, 09:13 PM
The World of Civilization
Standard for Modding


Project & Mod Development Forum (http://forums.civfanatics.com/forumdisplay.php?f=276)

The World of Civilization Wiki (http://woc.dreamhosters.com/wiki/index.php?title=Main_Page)

Modules (http://forums.civfanatics.com/showpost.php?p=7102942&postcount=3)

The WoC Team
TAfirehawk, mrgenie, rockinroger, faichele, Fierabras, antarious,
NikNaks, mamba, johny, HG_CassiusA, Dom Pedro II

Designed for BTS 3.17


The World of Civilization, or WoC as we like to call it, is a PROJECT first and foremost, not a mod or module or modcomp. The project revolves around "fixing" the modular xml loading originally developed by Chinese American and then picked up by Impaler and finally released by Firaxis in Beyond the Sword, BtS.

After the WoC Core is downloaded and installed in the BtS\Mods folder, a player or modder can add/subtract game components simply by moving module folders from Modules to Unloaded Modules or vice versa. A special XML Loading file we have created can also be used to turn game components on/off but that requires editing XML.

This is a collaboration of Impaler and the ViSa Team at the start and has followed with many other modders from CFC joining the project...Impaler created the first Modular XML Loading system in Warlords and Firaxis picked it up and included it in BtS. Now the WoC Team has expanded/enhanced/fixed what Firaxis released and turned it into the WoC Standard.


__________________________________________________ _________________________________________


The idea behind the WoC Project is to create a better and easier Modular XML Loading system for both players and modders. We have made a revolutionary upgrade to the system Firaxis released in BtS. This is something we saw a large need for while putting together 50+ modcomps into the ViSa Expansion Pack we made for Warlords. So this is really something we wanted to do for our own modding but soon realized this WoC Standard is great for every modder AND every player.


The premise for the player is to be able to select any and all Modules that he/she wants EACH AND EVERY GAME. So instead of looking at 10 different modpacks, you can choose them all or bits and pieces from each....or none at all. This puts the choice in the hands of the player. We believe the MAJOR ADVANTAGE of the WoC is to provide a system where the player can decide what he/she wants...not just what a mod maker decides to include in a mod.

We will have an "Front End Program" with v2.00 that runs before BtS and allows a player to choose Modules without actually interacting with folders/files, but using a graphical interface that also has the ability to save a configuration (needed for MP games).


The premise for the modder is to be able to use ONE FORMAT to allow for less work to be done....work shared amongst all other modders so we aren't re-inventing the wheel in each modpack. The "nuts and bolts" of it are that as a modder you supply only CHANGED/NON-DEFAULT tags in your XML, which makes it infinitely easier to fix/change/add things since it is only things you have changed from the Firaxis XML are in your Module.

The entire WoC package is needed to build your own mod upon...except the Modules. We would like to keep the same folder names in the Modules area just to allow easy install, but folder names are not required. One feature, Relative Art Paths, does make it easy to port over existing mods because the Arts folder setup used by Firaxis is maintained within each Module (this is easy to see once you have the files, or browse the SVN via a web browser).


__________________________________________________ _________________________________________


Please use the "Module" threads to discuss specifics bugs/requests/misc things related to each group.

Please use the "WoC" threads to discuss the Modding Standard bugs/requests/misc things that are structure/python/sdk related.


__________________________________________________ _________________________________________

TAfirehawk
Jul 28, 2008, 09:41 PM
The WoC Full Mod Pack v1.20


Project & Mod Development Forum (http://forums.civfanatics.com/forumdisplay.php?f=276)

The World of Civilization Wiki (http://woc.dreamhosters.com/wiki/index.php?title=Main_Page)

http://forums.civfanatics.com/attachment.php?attachmentid=184150&d=1217299967


WoC is not a mod but an extension of the Modular XML Loading Firaxis released with BtS

The WoC goal is to allow the player the choice of mod components from all BtS modders

This is only the CORE of WoC, see next post for separate Modules.


The WoC Core Installation and Configuration

WoC Full Mod Pack ver 1.20
This mod is contained in an Automatic Installer (http://forums.civfanatics.com/downloads.php?do=file&id=11374), run the EXE and follow the directions.
The default location for the installer to work properly is "Beyond the Sword\Mods".
The Core by itself has no Modules and thus has very minimal changes from plain BtS.

TAfirehawk
Jul 28, 2008, 09:42 PM
List of WoC Modules for 1.10


Project & Mod Development Forum (http://forums.civfanatics.com/forumdisplay.php?f=276)

The World of Civilization Wiki (http://woc.dreamhosters.com/wiki/index.php?title=Main_Page)

All of these Installers work the same as the Core, install in the "Beyond the Sword\Mods" folder by default.

Civilizations Installers

CIVILIZATIONS

1st Civs Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10231) Released 8/03/2008 Updated 9/21/2008


Albania
Canada
Pirates
Pirates Art Style

2nd Civs Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10330) Released 8/10/2008. Updated 9/21/2008


Aborigines
Austria
Brazil
Hungary
Hungary Art Style


3rd Civs Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10455) Released 8/21/2008. Updated 09/10/2008.


Iraq
Nazi Germany
Texas
Tibet


4th Civs Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10640) Released 9/09/2008. Updated 9/21/2008.


Cherokee
Iroquois
Sioux
Native American Art Style


5th Civs Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10905) Released 10/11/2008


Croatia
Finland
Poland
Ukraine
Polish Art Style


6th Civs Module Pack


Confederate States of America
Confederate States of America Art Style


Leaderhead Installers

LEADERHEADS

1st Leaderheads Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10902) Released 10/11/2008


Babylon\Nebuchadrezzar
Byzantium\Basil
Carthage\Dido
Holy Roman\Charles_V
Japan\Hirohito
Khmer\Jayavarman
Korea\Sejong
Spain\Franco
Vikings\Harald III
Zulu\Cetshwayo


2nd Leaderheads Module Pack

3rd Leaderheads Module Pack

Game Concepts Installers

Game Concepts

1st Game Concept Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10233) Released 8/03/2008. Updated 9/21/2008.

Ranged Bombard

2nd Game Concept Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10331) Released 8/10/2008

Dynamic City Radius

3rd Game Concept Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10463) Released 8/21/2008. Updated 9/21/2008.

Unit Statistics

4th Game Concept Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10639) Released 9/09/2008

Commerce Percent Change


5th Game Concept Module Pack (http://forums.civfanatics.com/downloads.php?do=file&id=10906) Released 10/11/2008

Inquisition

6th Game Concept Module Pack


Air Experience
Atomic Bomber
Anti Air Combat


7th Game Concept Module Pack

Max War

8th Game Concept Module Pack

Military Bases

9th Game Concept Module Pack

Zoro Inquistion

Interface Installers

Interface

1st Interface (http://forums.civfanatics.com/downloads.php?do=file&id=10234) Released 8/03/2008

Blue Marble Terrain-Background


2nd Interface (http://forums.civfanatics.com/downloads.php?do=file&id=10332) Released 8/10/2008

DarkBlueUI

3rd Interface (http://forums.civfanatics.com/downloads.php?do=file&id=10459) Released 8/21/2008

Civ4lerts

Civics Installers

Civics

1st Civics (http://forums.civfanatics.com/downloads.php?do=file&id=10235) Released 8/03/2008


Industrialism
Seperate Powers
Bid for Contract
Manifest Destiny
Secularism

2nd Civics

3rd Civics

4th Civics

Builds Installers

Builds

1st Builds (http://forums.civfanatics.com/downloads.php?do=file&id=10236) Released 8/03/2008

Ice Breakers

2nd Builds (http://forums.civfanatics.com/downloads.php?do=file&id=10334) Released 8/10/2008

Mission Pillage Route

Corporations Installers

Corporations

1st Corporations (http://forums.civfanatics.com/downloads.php?do=file&id=10237) Released 8/03/2008

Fashion House

National Wonders Installers

National Wonders

1st National Wonders (http://forums.civfanatics.com/downloads.php?do=file&id=10238) Released 8/03/2008. Updated 8/28/2008.


National Airbase
National Shipyard


2nd National Wonders

3rd National Wonders

World Wonders Installers

World Wonders

1st World Wonders (http://forums.civfanatics.com/downloads.php?do=file&id=10239) Released 8/03/2008


Flavian Ampitheatre
Magelan's Voyage
Seti


2nd World Wonders (http://forums.civfanatics.com/downloads.php?do=file&id=10335) Released 8/10/2008


Art of War
Bach
Woman's Suffrage


3rd World Wonders (http://forums.civfanatics.com/downloads.php?do=file&id=10462) Released 8/21/2008


Arc De Triomphe
Theory of Evolution
World Trade Center


4th World Wonders (http://forums.civfanatics.com/downloads.php?do=file&id=10641) Released 9/09/2008


Cure for Cancer
Copernicus" Observatory
King Richard's Crusade
The Gateway Arch


5th World Wonders (http://forums.civfanatics.com/downloads.php?do=file&id=10910) Released 10/11/2008


Hanseatic League
Hungarian Parliament
Longevity
The Leaning Tower of Pisa


6th World Wonders

Events Installers

Events

1st Events (http://forums.civfanatics.com/downloads.php?do=file&id=10240) Released 8/03/2008

JKP1187 Events

Buildings Installers

Buildings

1st Buildings (http://forums.civfanatics.com/downloads.php?do=file&id=10241) Released 8/03/2008. Updated 8/04/2008


Botanical Garden
Hunting Lodge
Museum Ship
Musket Manufactor


2nd Buildings (http://forums.civfanatics.com/downloads.php?do=file&id=10336) Released 8/10/2008. Updated 9/02/2008.


Small Shipyard
Large Shipyard
Brewery
Tavern


3rd Buildings (http://forums.civfanatics.com/downloads.php?do=file&id=10458) Released 8/21/2008


Highway
Mill
Ranch
Tank Factory


4th Buildings (http://forums.civfanatics.com/downloads.php?do=file&id=10642) Released 9/09/2008


TNT Factory
Mfg Plant
Masonic Hall


5th Buildings (http://forums.civfanatics.com/downloads.php?do=file&id=10904) Released 10/11/2008


Commodity Exchange
Craft Guild
Merchant Guild
Pottery


6th Buildings


Natural Gas Plant
Offshore Platform
Sewer System
Windmill


Resource Installers

Resources

1st Resources (http://forums.civfanatics.com/downloads.php?do=file&id=10242) Released 8/03/2008


Apple
Coffee
Oat
Tin


2nd Resources (http://forums.civfanatics.com/downloads.php?do=file&id=10338) Released 8/10/2008


Cloth
Diamond
Shrimp
Tobacco


3rd Resources (http://forums.civfanatics.com/downloads.php?do=file&id=10461) Released 8/21/2008. Updated 9/08/2008.


Amber
Potato
Rubber
Timber


4th Resources (http://forums.civfanatics.com/downloads.php?do=file&id=10643) Released 9/09/2008


Barley
Clay
Natural Gas
Sulpher


5th Resources (http://forums.civfanatics.com/downloads.php?do=file&id=10908) Released 10/11/2008


Jade
Rubies
Sapphires
Pearls


6th Resources


Citrus Fruit
Cotton
Olives
Shrimp


7th Resources


Cocoa
Flax
Papyrus
Salt


8th Resources


Hemp
Lead
Opium


Promotions Installers

Promotions

1st Promotions (http://forums.civfanatics.com/downloads.php?do=file&id=10243) Released 8/03/2008


Medic3
Heal1
Heal2
Heal3


2nd Promotions (http://forums.civfanatics.com/downloads.php?do=file&id=10341) Released 8/10/2008


Improved Radar
Range1
Range2
Range3


3rd Promotions (http://forums.civfanatics.com/downloads.php?do=file&id=10460) Released 8/21/2008


Air to Air Missles1
Air to Air Missles2
Air to Air Missles3


4th Promotions (http://forums.civfanatics.com/downloads.php?do=file&id=10644) Released 9/09/2008


Air Forces
Air Torpedo
Chaff
Gatling Gun


5th Promotions (http://forums.civfanatics.com/downloads.php?do=file&id=10907) Released 10/11/2008


Multiple Target Acquisition 1
Multiple Target Acquisition 2
Multiple Target Acquisition 3


6th Promotions


Morale 1
Morale 2
Morale 3


7th Promotions


Naval Torpedo 1
Naval Torpedo 2


8th Promotions


Sea Soldiers 1
Sea Soldiers 2
Sea Soldiers 3


9th Promotions


Depth Charges
Scout Planes
Sonar


Units Installers

Units

1st Units (http://forums.civfanatics.com/downloads.php?do=file&id=10244) Released 8/03/2008. Updated 9/21/2008.


C130
Modern Paratrooper
Flamethrowing Paratrooper
Chinnok Camo


2nd Units (http://forums.civfanatics.com/downloads.php?do=file&id=10339) Released 8/10/2008


Lancaster
Lancaster Nose Art
Light Bomber
Stealth Bomber


3rd Units (http://forums.civfanatics.com/downloads.php?do=file&id=10340) Released 8/10/2008


Attack Aircraft
Early Jetfighter
Jetfighter
Stealth Fighter
Strike Fighter


4th Units (http://forums.civfanatics.com/downloads.php?do=file&id=10645) Released 9/09/2008


AA Gun
Battering Ram
Flamming Pig
Space Marine


5th Units (http://forums.civfanatics.com/downloads.php?do=file&id=10909) Released 10/11/2008


2nd UU'S for default BTS Civs

6th Units


Guerilla

Animal Units Installers

Animal Units

1st Animal Units (http://forums.civfanatics.com/downloads.php?do=file&id=10901) Released 10/11/2008


Bengal Tiger
Camel
Elephant
Gorilla


2nd Animal Units


Cave Bear
Cave Lion
Cave Lioness
Cheetah


3rd Animal Units


Dire Wolf
Lioness
Polar Bear
Siberian Tiger


Naval Units Installers

Naval Units

1st Naval Units (http://forums.civfanatics.com/downloads.php?do=file&id=10903) Released 10/11/2008


Default BTS Units with ranged Bombard

2nd Naval Units


Cog
Galleass
Siege Quinnquereme
War Galleon


3rd Naval Units


Dreadnaught
Ironclad Battleship
Ironclad Cruiser
Merchantman
WWI Cruiser


4th Naval Units


Aegis Cruiser
Battlecruiser
Stealth Destroyer
Steamer
WWII Cruiser


Techs Installers

Techs

Ancient Techs

1st Ancient Tech (http://forums.civfanatics.com/downloads.php?do=file&id=10245) Released 8/03/2008. Updated 8/10/2008

Boating

2nd Ancient Tech (http://forums.civfanatics.com/downloads.php?do=file&id=10342) Released 8/10/2008

Tools

3rd Ancient Tech (http://forums.civfanatics.com/downloads.php?do=file&id=10457) Released 8/21/2008

War Art

Religion Installers

Religions

1st Religions (http://forums.civfanatics.com/downloads.php?do=file&id=10246) Released 8/04/2008. Updated 8/28/2008.

Zoroastrianism

Art Styles Installers

Art Styles

1st Art Styles (http://forums.civfanatics.com/downloads.php?do=file&id=10247) Released 8/04/2008

Ethnically Diverse Units (EDU)

TAfirehawk
Jul 28, 2008, 09:46 PM
UPDATE:

The Core is available for download now: http://forums.civfanatics.com/downloads.php?do=file&id=10230

The first set of Modules are being setup now and expect a new "pack" of Modules weekly or bi-weekly :)

TAfirehawk
Aug 03, 2008, 09:26 PM
OK, now you can start getting Modules along with the Core :)

earthwulf
Aug 03, 2008, 10:54 PM
Awesomeness... I've been checking this forum just about every day for months - thanks for doing this, y'all. You deserve much kudos and appreciation. Hrm, there seems to be a missing "Donate" paypal button :P

rockinroger
Aug 04, 2008, 12:17 AM
LOL We'd love to have a donation Pay Pal button, All 1st Module Packs are now up, now i need some sleep. Have fun.

V. Soma
Aug 04, 2008, 01:36 AM
Hi!

CONGRATULATIONS to the team!

I am way busy now with IRL things but one day in the fall I will be back :)

mamba
Aug 04, 2008, 03:56 AM
The link to the first builds links to the wrong download (it points to the WoC core). Here is the correct link (http://forums.civfanatics.com/downloads.php?do=file&id=10236).

rockinroger
Aug 04, 2008, 06:29 AM
ah crap, did i miss one? Fixed! Just a reminder that to play any of the modules you got to have the core, then you can choose which modules to add in, or go with all.

rockinroger
Aug 04, 2008, 06:34 AM
Corrected thanks for the backup help mamba!

rockinroger
Aug 04, 2008, 09:02 PM
Updated 1st Buildings Mod Pack, I had to fix a dependency issue. Please re download if you have it already, same link as before.

rockinroger
Aug 10, 2008, 02:02 PM
Updated 1st Ancient Techs, now to move on to other releases.

Da_Man_2423
Aug 11, 2008, 04:27 AM
I believe the link to the 2nd Civs Module Pack is incorrect.

This (http://forums.civfanatics.com/downloads.php?do=file&id=10330) should be it.

Great project by the way. :)

rockinroger
Aug 11, 2008, 06:38 AM
Corrected, good catch thanks.

Tboy
Aug 12, 2008, 06:48 AM
Huzzah! Congrats on all your hard work!

rockinroger
Aug 21, 2008, 10:00 PM
Updated 3rd Units, small fix for dependency.

rockinroger
Aug 21, 2008, 10:10 PM
3rd Modules packs are out. Have fun!

rockinroger
Aug 27, 2008, 12:45 AM
Updated the modules with release dates. Updated dates if it applies.

rockinroger
Aug 28, 2008, 06:02 PM
Updated 1st National Wonder, was not supposed to give 3 experience points to land and air units, good catch Antarious. Also added release date and updated dates to released modules. In post 3.

helpless_writer
Aug 29, 2008, 09:37 AM
I don't know how you guys did it exactly but i can't do nothing but praise you... I bow to the great pharoah's of modding... i am but a peasant in your kingdom...

rockinroger
Sep 02, 2008, 05:59 PM
Thanks, still working a few kinks out on version 1.1.

rockinroger
Sep 02, 2008, 10:09 PM
Updated 2nd Buildings, removes the extra experience for Small and Large shipyards, for land and air units. http://forums.civfanatics.com/downloads.php?do=file&id=10336

rockinroger
Sep 09, 2008, 08:53 PM
New Modules released. 4th Game Concepts, 4th Civs, 4th World Wonders, 4th Buildings, 4th Resources, 4th Promotions,and 4th Units. Have fun!

rockinroger
Sep 21, 2008, 11:22 AM
WoC core 1.1 released,

Bugs fixed,
1. F9 info screen.
2. Updated tga's.
3. Updated mlf's.
4. Set civic screen to scrollable for future expanded civics.
5. City screen specialist count fixed.

rockinroger
Sep 21, 2008, 02:17 PM
With The Core 1.1, to get the Woc Spinning Globe opening screen do this. The f9 info screen fix changed the loading screen, to change it back go, advance, options,
graphics, and choose opening menu "beyond the sword".

rockinroger
Sep 21, 2008, 02:47 PM
1st Game Concepts updated, some missing default bts naval units added to ranged bombard.

rockinroger
Sep 21, 2008, 02:54 PM
3rd Game Concepts updated, fix for text error.

Herandar IV
Sep 21, 2008, 03:33 PM
1st Units also show as updated today... Guessing for the flaming paratrooper.

rockinroger
Sep 21, 2008, 05:57 PM
Ah yes thanks, i thought there was another i had to post about. But i had to go install a router for some one. I got some more modules to push out tonite, if I get the time.

French guy
Sep 24, 2008, 05:02 AM
I installed all the packs, and woc Core, and when i look in my list of software installed on my windows XP, i have an entry for each ones of the packs...

:rolleyes:


a bit borring and unusefull... (i love software with no reg modifications, just execute and it works, so simple, nothing much than needed!!)

why don't just make some rar archives??? based on the root WoC folder, and we would simply have to unrar over our main WoC folder.
I think each person able to isntall and use a mod is able too t ounrar files in a specific folder..
no?
By the way, it would prevent the installer to let the old files in place, without replacing it..
:)

pheace
Sep 25, 2008, 10:47 AM
*cry* No animal love? World Animal Day is coming up 4th of October, any chance I could share my game with some exotic animals in need of a home? ^^

rockinroger
Sep 25, 2008, 04:50 PM
yes guess its time to release the animals,lol.

pheace
Sep 26, 2008, 01:17 AM
yes guess its time to release the animals,lol.

<3 <3 <3

Love your work btw, happy to see you're still at it ^^

rockinroger
Oct 11, 2008, 02:03 AM
New Modules Packs released. Here

http://forums.civfanatics.com/showpost.php?p=7080677&postcount=3

Or Here

http://forums.civfanatics.com/showpost.php?p=7102942&postcount=3

1st Animals Units Module Pack
1st Leaderheads Module Pack
1st Naval Units Module Pack
5th Buildings Module Pack
5th Game Concept Module Pack
5th Civilizations Module Pack
5th Promotions Module Pack
5th Resources Module Pack
5th Units Module Pack
5th World Wonders Module Pack

pheace
Oct 11, 2008, 05:29 AM
\o/ ! Thank you! :p

I know I've been quiet here but I've been refreshing this page like mad in anticipation for those animals! :p

Looking forward to the rest of them ^^

purplexus
Oct 11, 2008, 08:28 AM
Nice! Thanks

rockinroger
Oct 11, 2008, 11:05 AM
Hi purplexus how have you been?

rockinroger
Oct 11, 2008, 02:36 PM
Sorry guys had the wrong link for 1st animals units, fixed now.

rockinroger
Oct 11, 2008, 06:10 PM
WoC Full Beta uploaded located here, http://forums.civfanatics.com/downloads.php?do=file&id=10918. This does not include modules released 10/11/2008.

pheace
Oct 12, 2008, 01:45 AM
Never thought camels would have such an amazingly mean mugshot face :D (at the mini picto in the top left)

http://forums.civfanatics.com/downloads/civ4screenshot0002_6Nr.jpg

rockinroger
Oct 12, 2008, 08:40 AM
Augh! Missed that one.

pheace
Oct 12, 2008, 02:46 PM
Gave me a good laugh imagining a camel turning up for a photoshoot and the camera man yelling at it "Come on baby! Give me a mean face!" .... (Camel)*Schwing!* :lol:

agoodfella
Oct 13, 2008, 01:57 AM
Sorry for the incredibly newbie question, but once we download the "Core" do we then need to download every mod individually?

Thanks!

rockinroger
Oct 13, 2008, 06:13 AM
Sorry for the incredibly newbie question, but once we download the "Core" do we then need to download every mod individually?

Thanks!

Good Question there is a WoC Full Beta that has all modules except modules released on 10/11/2008. So depending on what you want to play you could add in just those modules you want with the core. Or if you want a full mod pack you could download the full modpack and add in the modules released on 10/11/2008. Here is the download link for the full modpack http://forums.civfanatics.com/downloads.php?do=file&id=10918. Also with the full modpack you can turn of any module though the MLF (MLF_CIV4ModularLoadingControls.xml) with notepad by setting say <Module>
<Directory>Units</Directory>
<bLoad>1</bLoad>
</Module>

TO <Module>
<Directory>Units</Directory>
<bLoad>0</bLoad>
</Module>

Setting anything to <bLoad>0</bLoad> will turn it off. There are several MLF's.

agoodfella
Oct 13, 2008, 09:17 AM
Good Question there is a WoC Full Beta that has all modules except modules released on 10/11/2008. So depending on what you want to play you could add in just those modules you want with the core. Or if you want a full mod pack you could download the full modpack and add in the modules released on 10/11/2008. Here is the download link for the full modpack http://forums.civfanatics.com/downloads.php?do=file&id=10918. Also with the full modpack you can turn of any module though the MLF (MLF_CIV4ModularLoadingControls.xml) with notepad by setting say <Module>
<Directory>Units</Directory>
<bLoad>1</bLoad>
</Module>

TO <Module>
<Directory>Units</Directory>
<bLoad>0</bLoad>
</Module>

Setting anything to <bLoad>0</bLoad> will turn it off. There are several MLF's.

Wow thanks for the technical reply.

I have zero confidence I'd be able to do anything beyond a "1-stepper" (i.e. a download an automatic installer).

Is there going to be a future version which has everything in it? Also, when you download this, do you have to specify exactly which folder it needs to go into or will it find everything and install automatically?

I know, I'm a technical idiot.

agoodfella
Oct 13, 2008, 09:35 AM
OK, I'm gonna give it a shot.

Please let me know if I'm missing anything:

1) Download and install the CORE (1.1) and install in BTS/ Mods folder
2) Download and install the FullModPack and install in [???]

If I get this far, I'd be ecstatic... but if I want to install the other, newer Mods, what would I need to do?

Thanks in advance.

rockinroger
Oct 13, 2008, 06:56 PM
@agoodfella you should do one or the other, if you do not have woc core plus modules, them i'd just use the woc full beta installer. it has the core and all modules except those released on 10/11/2008. The installers will put the mod and modules in the correct place. As far as changing the mlf its a simple matter of changing a 1 to 0, with notepad and saving the changes. By the way im just a carpenter, not a technical person. I just volunteered one day to help Keldath with testing for ViSa, next thing i know that team was teaching me what xml was. I still make noob mistakes, but i can figure out how to correct them usually with my trusty BFH.

agoodfella
Oct 13, 2008, 07:35 PM
I see, that is very helpful. Thank you for your guidance.

Duh! I would have installed both of those installers!

So, if I want to go ahead and add the modules released after 10/11:

1) Where do I download them
2) How to install them?

Thanks rockinroger for your help and patience!

rockinroger
Oct 13, 2008, 10:49 PM
@agoodfella go here to find the downloads, it is the master list with date uploaded and if needed dates upgraded. http://forums.civfanatics.com/showpost.php?p=7102942&postcount=3

rockinroger
Oct 13, 2008, 10:51 PM
just run the installers, they should go to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\WoC. If you have a normal firaxis setup.

agoodfella
Oct 13, 2008, 11:28 PM
thanks brother.

JEELEN
Oct 14, 2008, 12:01 AM
@agoodfella you should do one or the other, if you do not have woc core plus modules, them i'd just use the woc full beta installer. it has the core and all modules except those released on 10/11/2008.

Ah, I was wondering why it was called Full Beta when modules are missing. Will WoC Full Beta be kept up-to-date as concerns modules?

rockinroger
Oct 14, 2008, 06:05 AM
i believe so, so far the response seems favorable.

Grayhorse
Oct 14, 2008, 08:59 AM
Hey guys, downloaded your mod and updates. I love what I am seeing. However, I am having an issue with memory. I run a 2.8 ghz machine with 2 gig of ram. It keeps saying my machine doesnt meet the specs for the game and adjusting the video, etc so that i can run the mod. What are the specs needed to play this without this issue?

rockinroger
Oct 14, 2008, 04:10 PM
Depends on many factors really, Ru running xp or Vista? what video card. I now run Vista on both of my machines and have 4gb installed. For awhile i was rebuilding them both because they couldnt keep up. Also you can turn off modules you do not want or use by my previous post. http://forums.civfanatics.com/showpost.php?p=7341532&postcount=45. Have you tried lowering the graphics setting in game, I can run mine on high, but when we where testing ViSa towards the end of the game I'd have to go to low settings. Also all windows ops leak memory, so maybe reboot your computer. Sometimes when playing a long game its important to save the game exit and restart also. Let me know if any of those things help.

agoodfella
Oct 16, 2008, 07:15 AM
Sorry::edit::

Figured it out! Duh!

One note: do you guys notice that the footsteps in the terrain following the units don't appear anymore? Has this been flagged as a bug?

Thanks! Great mod!

rockinroger
Oct 16, 2008, 06:12 PM
Sorry::edit::

Figured it out! Duh!

One note: do you guys notice that the footsteps in the terrain following the units don't appear anymore? Has this been flagged as a bug?

Thanks! Great mod!

HUm no havent seen that, im playing now ill look for that. Which version ru playing?

agoodfella
Oct 16, 2008, 08:29 PM
HUm no havent seen that, im playing now ill look for that. Which version ru playing?

yeah, the one you posted earlier (FULLMOD) and i've added most of the new modules as well.

great stuff btw. excellent.

rockinroger
Oct 16, 2008, 08:56 PM
Im playing 1.2 now and the footsteps are there, so hopefully its fixed in 1.2, was there a particular unit you noticed it with?

agoodfella
Oct 17, 2008, 09:43 AM
all of them...

agoodfella
Oct 17, 2008, 10:02 AM
dude... my first game just crashed... :(

eris23
Oct 19, 2008, 11:57 AM
maybe i should read more carefully before posting...

Caboose613
Oct 19, 2008, 03:43 PM
ok. Mod newbie alert. I downloaded the 1.1 installer, ran it and everything seems to be in place. However I can't figure out how to get the modules to run/add to the game. Little help?

rockinroger
Oct 19, 2008, 06:41 PM
ok. Mod newbie alert. I downloaded the 1.1 installer, ran it and everything seems to be in place. However I can't figure out how to get the modules to run/add to the game. Little help?

Open up bts make sure you are patched to 3.17, then go to advanced, then load a mod. Pick WoC, when it loads you can check if modules are working by checking the pedia, for example civilizations should have Albania as a added Civ. Also in Units there should be a flame throwing paratrooper. If so then it is working correctly. Let me know.

Caboose613
Oct 19, 2008, 08:32 PM
When I go to load a mod it doesn't appear on the list.

rockinroger
Oct 19, 2008, 10:35 PM
Where do you civ4 located? Normally its here, C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods. Which is where the installer goes.

Caboose613
Oct 19, 2008, 11:15 PM
It's installed to the default location. The WoC folder is definetly in the BtS folder. I just load the game normally and go to the mods section but it's just not showing up. Definetly on v. 3.17 too. I'm confused.

rockinroger
Oct 19, 2008, 11:22 PM
Can you post a screen shot of the mods in game? It should look like this.

rockinroger
Oct 19, 2008, 11:32 PM
If you get that far, here is some screnies of some of the modules in woc 1.1 full Beta.

buck beach
Oct 20, 2008, 10:42 AM
When I go to load a mod it doesn't appear on the list.

Mine appears on the list but it doesn't open when checked. Interesting a number of new items are in the game (eg animals, hunting shack), but none of the custom game selection available in WoC.

rockinroger
Oct 20, 2008, 11:02 PM
Mine appears on the list but it doesn't open when checked. Interesting a number of new items are in the game (eg animals, hunting shack), but none of the custom game selection available in WoC.

Can you confirm that the mod installed to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\WoC.

buck beach
Oct 21, 2008, 09:29 AM
Can you confirm that the mod installed to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\WoC.


Yes that is where it loaded.

rockinroger
Oct 21, 2008, 04:51 PM
Yes that is where it loaded.

Are you using the WoC shortcut or loading bts/advanced/load a mod?

Caboose613
Oct 21, 2008, 05:10 PM
Problem fixed..... I apparently had 2 seperate installs of Civ. Moved WoC to the other install folder. It appears now, thanks for you help

rockinroger
Oct 21, 2008, 09:00 PM
Great glad you got it up and running.

buck beach
Oct 22, 2008, 07:22 PM
Are you using the WoC shortcut or loading bts/advanced/load a mod?

The second or the BTS desktop shortcut. I could not find a short cut exe file/link for WoC.

Caboose613
Oct 22, 2008, 10:40 PM
Actually..... after I moved the folder I tried loading WoC from the Advanced/Mod screen. Now it exits Civ to load the mod (as per normal) but then fails to load. It just sits at the desktop with no loading screen or anything.

rockinroger
Oct 23, 2008, 10:48 PM
Actually..... after I moved the folder I tried loading WoC from the Advanced/Mod screen. Now it exits Civ to load the mod (as per normal) but then fails to load. It just sits at the desktop with no loading screen or anything.

What are your specs for your computer? how much ram?

Caboose613
Oct 26, 2008, 10:37 AM
More than enough I would think. 3.2ghz with at least 1.0gb of RAM. 256mhz ATI graphics card as well.

mamba
Nov 09, 2008, 09:31 AM
The WoC 1.10 installer includes a lot of unneeded stuff. The two directories SDK\Debug and SDK\Release should be removed from it. Also PrivateMaps\Scenario & Maps Database\.svn is not needed (but relatively small compared to the others).

How is 1.20 coming along ?

rockinroger
Nov 09, 2008, 11:07 AM
We are working on it, have a lot of new stuff to clean up. Are you able to get on the chat?

rockinroger
Nov 13, 2008, 02:58 PM
Sorry for the delay guys,I didnt realize how much a hernia operation hurts. I hope to be home Friday.

agoodfella
Nov 21, 2008, 09:38 PM
rockinroger, hope you recover quickly.

and take your time. feel better!

rockinroger
Dec 05, 2008, 05:45 PM
Woc 1.20 released! http://http://forums.civfanatics.com/downloads.php?do=file&id=10918

rockinroger
Dec 05, 2008, 05:45 PM
Woc 1.20 released! http://forums.civfanatics.com/downloads.php?do=file&id=11374 (http://forums.civfanatics.com/downloads.php?do=file&id=10918)

JEELEN
Dec 05, 2008, 06:45 PM
Great job, guys!:goodjob:

rockinroger
Dec 05, 2008, 08:04 PM
Thanks we got more to come.

rockinroger
Dec 05, 2008, 08:19 PM
argh silly me put up the wrong download link, fixed now.

Elucidus
Dec 06, 2008, 03:31 AM
Not sure if I should post here but the resources are impossible to decipher (The symbols seen for food production and coins). This may be related to the Vertical_Symbol.dds problem, if they haven't fixed it in BTS. Or maybe it is something else entirely.

rockinroger
Dec 06, 2008, 07:40 AM
It is code for a future mod that wasnt quite ready at the time of release.

strngs
Dec 06, 2008, 06:09 PM
This sounds like an awesome mod but i cant get it to load. In the mlf log it says im getting alot of invalid files i have installed the core 1.10 and 1.20, ive also tried them separately with the same result. Can anyone help would be very appreciated thanks in adavance

rockinroger
Dec 07, 2008, 06:26 PM
This sounds like an awesome mod but i cant get it to load. In the mlf log it says im getting alot of invalid files i have installed the core 1.10 and 1.20, ive also tried them separately with the same result. Can anyone help would be very appreciated thanks in adavance

Try deleting every thing and just install 1.20.

PsiCorps
Dec 24, 2008, 04:22 PM
Merry Christmas to you all. Hope you are feeling better after your op rockinroger?
I've downloaded the core 1.2 and started loading up with all of the additional modules. Unfortunately it got as far as the museum ship before CtD'ing. So, uninstalled and reinstalled 1.2 and loaded that up as a stand alone game. So far so good. Got a CtD after 2000 years, not sure why have to reload and try again.
The Core by itself has no Modules and thus has very minimal changes from plain BtS.(From post #2) Not very accurate, there are loads of changes to terrain including blue marble, most fights with barbarian units result in slaves which can be sacrificed for research points. My scouts, on Warlord level got either cash, maps, workers or settlers, not once did they give me a tech. The revolution mod is in there as is archer bombardment :wow: so far so good.:goodjob:
Also when i completed the Oracle WW i didn't get a free new tech, instead it completed the tech i was researching:sad: which only had one turn left before i completed the research, what a waste of the Oracle:mad:. However, i'm not complaining about this, just pointing out a changelog would have been nice before i tried out the things i did. Could you also list which modules will work with 1.2 with no problems, this would help all players.
I really want to try everything out on this Mod but i get frustrated with CtD's and failures to load so i give up and stop playing for a few weeks/months until i feel ready to try again.
We will have an "Front End Program" with v2.00 that runs before BtS and allows a player to choose Modules without actually interacting with folders/files, but using a graphical interface that also has the ability to save a configuration (needed for MP games).(From post #1) How close are you to making this a reality?

I've started another game and encountered an unusual problem. I fortified a wounded axeman outside of the Albanian capital, Albanians had 2 archers and 2 warriors. I ended the turn and whilst the map was centered south east of the axemen the Albanians attacked. The attacking warrior was defeated which gave me a slave unit which appeared in the Albanian capital causing me to temporarily capture the city, rename it as Warwick, and then lose it again immediately as there were still 3 Albanian combat units present. I've attached a JPEG screenshot of this which shows some of this in the combat messages. (Incidently the messages are a little to far to the left to see them when they first appear.) Going to reload and see if the same thing happens again. Will update you with results as and when.

Have found that when Saltpetre is showing on the map its 90 degrees out of whack, ie it is standing vertically instead of horizontally.

helpless_writer
Dec 30, 2008, 01:04 PM
Hey! Why don't you guys make a torrent out of all the files to make it simpler for downloading?

Rusty Nail
Jan 09, 2009, 10:43 AM
I get version 1.10 on the given link. Where do I find 1.20? Can you give me the link here again.

rockinroger
Jan 09, 2009, 05:14 PM
http://forums.civfanatics.com/downloads.php?do=file&id=11374, this is the full one rusty.

psychoticbarber
Jan 18, 2009, 06:49 PM
Merry Christmas to you all. Hope you are feeling better after your op rockinroger?
I've downloaded the core 1.2 and started loading up with all of the additional modules. Unfortunately it got as far as the museum ship before CtD'ing. So, uninstalled and reinstalled 1.2 and loaded that up as a stand alone game. So far so good. Got a CtD after 2000 years, not sure why have to reload and try again.
(From post #2) Not very accurate, there are loads of changes to terrain including blue marble, most fights with barbarian units result in slaves which can be sacrificed for research points. My scouts, on Warlord level got either cash, maps, workers or settlers, not once did they give me a tech. The revolution mod is in there as is archer bombardment :wow: so far so good.:goodjob:
Also when i completed the Oracle WW i didn't get a free new tech, instead it completed the tech i was researching:sad: which only had one turn left before i completed the research, what a waste of the Oracle:mad:. However, i'm not complaining about this, just pointing out a changelog would have been nice before i tried out the things i did. Could you also list which modules will work with 1.2 with no problems, this would help all players.
I really want to try everything out on this Mod but i get frustrated with CtD's and failures to load so i give up and stop playing for a few weeks/months until i feel ready to try again..

Okay. So I downloaded the full mod pack, not knowing what it was, and inadvertently installed all of your mods. That's cool. I'd love to use them. I think.

I only say "I think", because, to be honest, I'm not a programmer of any sort, I can't look at the xml for each mod and say "Oh, so that's what it does."

You've done a lot of great work, I think, and I'd like to use what you've done, I think, but I need some explanations about what each and every module that comes in your "full mod pack" does.

I'm willing to help you guys out with putting the stuff up on your wiki, if you can just shoot me some explanations.

Thanks so much! :)

RulerOfDaPeople
Jan 23, 2009, 09:20 PM
What's the maximum number of Civs this mod allows to be in a game at once together? Also, why do we need the WoC core just to download one or 2 civs that you have provided modular, if you know how to make all the XML tags/directories needed? What's so important about the using both the core and the extra content (like new civs) together?

mamba
Jan 24, 2009, 02:44 AM
What's the maximum number of Civs this mod allows to be in a game at once together?

You can have 36 civs in game at one time.

Also, why do we need the WoC core just to download one or 2 civs that you have provided modular, if you know how to make all the XML tags/directories needed? What's so important about the using both the core and the extra content (like new civs) together?

Because the xml is not the standard modular xml, it is an xml which is even more modular and only understood by the WoC dll, hence you need to use the core for the civs (or any other WoC module) to work.

RulerOfDaPeople
Jan 24, 2009, 08:34 PM
Thank you for a quick and informative answer. :)

DVS
Feb 04, 2009, 11:26 PM
Sorry this is going to sound stupid, but can someone point me to the most updated list of MODs that are merged into WoC?

In particular, I am curious if the Mastery Victory (http://forums.civfanatics.com/showthread.php?p=6434858&postcount=99) mod has been successfully added at this time.

We are using the most recent WoC as a based for our mod, The World 2009.

rockinroger
Feb 05, 2009, 05:35 AM
As off now Sevo's Mastery Victory is not in yet. As far as modules currently released they can be found in WoC 1.2. http://forums.civfanatics.com/downloads.php?do=file&id=11374. Others in the svn are in different states of readiness. For example all of Dales ranged bombard has been added not released yet though.

DVS
Feb 05, 2009, 06:19 AM
Thanks a lot rockinroger.

NubianMercenary
Feb 05, 2009, 07:38 AM
Hey guys, first of all - nice work!

But, I'm having a problem getting the mod to work :(.

I start Civ IV: BtS up, click the: "Load a Mod" button, Load WoC and then the game reboots (like it usually does while loading a Mod) and then BANG!

This comes up:

http://img134.imageshack.us/img134/7563/crashic1.jpg

Please help me, I seriously didn't stay up past 2:00 am for nothing! I really want this Mod to work.

Cheers.

*EDIT*
I'm running BtS v3.0.0.91.

mamba
Feb 05, 2009, 09:55 AM
*EDIT*
I'm running BtS v3.0.0.91.

Not sure what version is shown in the latest patch, but the patch is called 3.17. So if you have not installed that one yet, you should do so.

rockinroger
Feb 05, 2009, 04:31 PM
@NUBIANMERCENARY yeah you need to be running 3.17 patch as Mamba says.

rockinroger
Feb 05, 2009, 04:32 PM
@DVS, if you need anything else just let usknow, niknak can point you to our development chat if its needed.

NubianMercenary
Feb 05, 2009, 10:21 PM
Dammit,

The patch is just so big though :( - My internet sucks.

imx
Feb 17, 2009, 08:50 PM
I have installed the 3.17 patch but when i look into file properties it will show 3.1.3.1, in the game it says civ version 3.17
ive downloaded the patch from several sites and tried to install, but it wont change the version number.

And when i load woc it will take 2 minutes and then the executable crashes.

I have attached to screenshots with the problems.

What the hell do i wrong ?

imx
Feb 17, 2009, 09:32 PM
Okay... After quitting all programs, run civ as admin without any vista design and killing all unnecessary tasks including firewall and antivirus software
the mod started to work.

Its 04.30am and i have to go to bed, but i will find out what happened there and i will post it if it will anyway help to develop woc.

Goodnight...:sleep:

rockinroger
Feb 19, 2009, 10:06 PM
We are closing in on needing testing for WoC 1.30. If you can do some beta testing please pm me. Also looking for some modders or those who want to be a modder again pm me. Happy Civing.

Rusty Nail
Mar 08, 2009, 12:24 PM
How come no new mods have been added since november, or or they postred somewhere else?

komodo
Mar 09, 2009, 08:22 PM
Great mod - but it looks like work stopped almost 6 months ago

rockinroger
Mar 10, 2009, 05:23 AM
Working on 1.30 right now. You can always check our work and progress from the svn.

Takena
Mar 26, 2009, 09:01 AM
And where are svn. Whats the adress

Takena
Apr 03, 2009, 06:08 AM
Sadly it looks like this Mod is dead

rockinroger
Apr 03, 2009, 08:35 PM
Sadly it looks like this Mod is dead

Nope not dead, just real life issues taken up more time. We have a working 1.30 with lots added just havent got the time to fix the bugs right now. Barely have time to play any either.

Takena
Apr 05, 2009, 05:16 AM
But I still need an answer where too DL the SVN you talking about. The adress that has the latest files

rockinroger
Apr 06, 2009, 05:56 AM
http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/Assets/. You also need to add the ini.s from revolution and Mad nukes located near the bottom of here http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/. Current bug we are working through is that saved games do not reload, and a very mysterious ctd towards about 700 ad.

os79
Apr 08, 2009, 11:20 AM
After I install this mod, should I or shouldn't I change the mod name to just WoC? Because the modules seemed to be installed to "WoC" mod. And I had to move the modules from WoC to WoC 1.20.
Thanks for forthcoming help !

rockinroger
Apr 26, 2009, 12:47 PM
I got a working copy of 1.30 with updated dcm for all air and archery units, I hope. Unfortunately it does not currently reload saves. So for testing as soon as you end the game you cannot reload it. if any testers want to help finesse the units give me a holler.

jebst
Apr 28, 2009, 01:36 AM
testing WoC 1.30
May not be the correct forum, sorry. This is to RockingRoger and WoC1.30

using Xp sp3. WoC 1.30 as mode to BtS 3.17

Att upstart:
[WoC 1.30] init XML(uncached)
Assert Failed

File: c:\users\rogers vista\desktop\woc\sdk\woc\cvglobals.cpp
Line: 5246
Expression: iExisting==-1 || iExisting==idx || strcmp(szType, "ERROR")==0
Message: xml info type entry RELIGION_ISLAM already exists

Att start ignored the setting for time, start 500 not as sett 1500

Starting without settler.
Assert Failed

File: c:\users\rogers vista\desktop\woc\sdk\woc\cvplayer.cpp
Line: 16336
Expression: isBarbarian()
Message: Player is not barbarian

Assert Failed

File: c:\users\rogers vista\desktop\woc\sdk\woc\cvplayer.cpp
Line: 16338
Expression: isAnarchy()
Message: Not in anarchy

Assert Failed

File: c:\users\rogers vista\desktop\woc\sdk\woc\cvplayer.cpp
Line: 16335
Expression: isHuman()
Message: Player is not human

Assert Failed

File: c:\users\rogers vista\desktop\woc\sdk\woc\cyglobalcontext.cpp
Line: 79
Expression: idx>=0
Message:
Full stop in playing, becomes an lion inthe artic regions.

by manipulating got working bu won after tre villages. Could no change time.
Ignoring Civs, after revolution back to start in civ (

volleyballguy79
Apr 28, 2009, 02:51 AM
The mod will not load for me - it just crashes as soon as the loader says "initXML". I have updated to version 3.17 and downloaded only version 1.20. I have no idea what to do to get it to work? This is a brand new Hp computer too.

johny smith
Apr 28, 2009, 09:59 AM
Well I have not tried out the 1.30 yet. But you need modular loading turned off. So modular loading set to 0. That may be the reason I do not know for sure though.

dwilliscp
Apr 30, 2009, 12:32 PM
WoC 1.2 error. I get this error not long after starting a game..

Assert Failed

File: .\CvPlayer.cpp
Line: 7160
Expression: GC.getCivilizationInfo(getCivilizationType()).getC ivilizationUnits(eUnitClass) == eUnit
Message:

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

Does anyone know how to fix this?

jebst
May 23, 2009, 03:09 AM
WoC 1.2, xp sp3 svn 2931

WoC 1.2

Assert Failed

File: .\CvSelectionGroupAI.cpp
Line: 175
Expression: false
Message: Infinite Loop, Post a bugreport at: http://www.woc.dreamhosters.com./bugtracker/bugtracker.htm with 1) Savegame, 2) SVN/Version, 3)Modulesettings. Thanks for your help!

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

Assert Failed

File: .\CvSelectionGroupAI.cpp
Line: 182
Expression: false
Message:

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

Assert Failed

File: .\CvPlayer.cpp
Line: 11310
Expression: m_iInfrastructureMaintenance >= 0
Message:

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

workship shows a red square, so also Sea Settlers, Liberty.. and Workboat2. When click DTD

Whiterussian
Aug 17, 2009, 03:12 AM
Will you get this mode working for 3.19?
Would be great !

rockinroger
Aug 17, 2009, 05:00 AM
We have a working version now yes. Working on testing it now.

suudo
Aug 23, 2009, 06:10 PM
That's awesome. I'd like to help with play testing if you need any.

I was also wondering when you were planning on putting the Mastery Victory for BtS in? That's what I'm most looking forward to.

tucoow
Sep 04, 2009, 02:07 AM
There's almost 1 year since I last visit here :) hello rockinroger and mamba nice to see you again here.
Is there a "core" that I can download for v1.20 and V1.10? V1.20 seems to loading very slow (5min+ on my 2.4G dual core + 4GRAM laptop); but cutting modules in MLF seems not working.

rockinroger
Sep 04, 2009, 12:17 PM
There's almost 1 year since I last visit here :) hello rockinroger and mamba nice to see you again here.
Is there a "core" that I can download for v1.20 and V1.10? V1.20 seems to loading very slow (5min+ on my 2.4G dual core + 4GRAM laptop); but cutting modules in MLF seems not working.

Hi tucoow, how have you been?

Which version of BTS are you running now? 3.17 or 3.19? We do have a working beta for 3.19. I have all the art paked so it loads faster now.

Let me know and Ill point you in the right direction.

Heres a couple screenies of a test game on a gigantic map.

tucoow
Sep 05, 2009, 02:46 AM
It has been a year full of change. :)
I'm running BTS 3.17. I like the 1.20 new features very much, such as slavery mode and ranged archery etc. But it loads really slow - so I have to look for a "core" - for testing adding modules require frequent reloading.

rockinroger
Sep 09, 2009, 03:40 PM
WE should have a playable beta 3.19 by friday. I will need some help play testing. Anyone interested pm me back. I got everything in fpk and it loads on my computers at about 3 minutes, thats with everything available in mind you. Ill make a downloadable installer of the full. Probably components next week. Thanks for your help!

tucoow
Sep 11, 2009, 08:26 AM
WE should have a playable beta 3.19 by friday. I will need some help play testing. Anyone interested pm me back. I got everything in fpk and it loads on my computers at about 3 minutes, thats with everything available in mind you. Ill make a downloadable installer of the full. Probably components next week. Thanks for your help!

For that I've upgraded to 3.19; hurry up rockinroge post the pack; I can hardly wait! :lol:

buck beach
Sep 11, 2009, 07:36 PM
For that I've upgraded to 3.19; hurry up rockinroge post the pack; I can hardly wait! :lol:

Jeez, I must be doing something wrong in downloading it or unzipping it. I have tried on my XP and Vista and when I unzip it, it stops loading after only a portion of the mod is created. Can you run through what I should or shouldn't have downloaded from the svn site.

For the record it downloads as about 700 plus meg and when I unzip that file it gives me another 1.6 gig file to unzip. And like I said that humongous file gets only through a portion of the unzipping process.

The game shows the mod in the advance menu and reflects as loaded but when I go to play it is only the vanilla BTS 3.19.

rockinroger
Sep 12, 2009, 12:52 AM
Jeez, I must be doing something wrong in downloading it or unzipping it. I have tried on my XP and Vista and when I unzip it, it stops loading after only a portion of the mod is created. Can you run through what I should or shouldn't have downloaded from the svn site.

For the record it downloads as about 700 plus meg and when I unzip that file it gives me another 1.6 gig file to unzip. And like I said that humongous file gets only through a portion of the unzipping process.

The game shows the mod in the advance menu and reflects as loaded but when I go to play it is only the vanilla BTS 3.19.When you go to the mod directoy make sure its not bts/mods/World of Civilization 3.19/World of Civilization 3.19. Or wait till latter today and I should have a beta installer up. Right now though I made asdk mistake Im trying to fix. Thats after we lost power for 4 hours today, lol. Someone hit a transformer in our hood.

rockinroger
Sep 12, 2009, 12:53 AM
Jeez, I must be doing something wrong in downloading it or unzipping it. I have tried on my XP and Vista and when I unzip it, it stops loading after only a portion of the mod is created. Can you run through what I should or shouldn't have downloaded from the svn site.

For the record it downloads as about 700 plus meg and when I unzip that file it gives me another 1.6 gig file to unzip. And like I said that humongous file gets only through a portion of the unzipping process.

The game shows the mod in the advance menu and reflects as loaded but when I go to play it is only the vanilla BTS 3.19.

When you go to the mod directoy make sure its not bts/mods/World of Civilization 3.19/World of Civilization 3.19. Or wait till latter today and I should have a beta installer up. Right now though I made a sdk mistake Im trying to fix. Thats after we lost power for 4 hours today, lol. Someone hit a transformer in our hood.

buck beach
Sep 12, 2009, 10:55 AM
When you go to the mod directoy make sure its not bts/mods/World of Civilization 3.19/World of Civilization 3.19. Or wait till latter today and I should have a beta installer up. Right now though I made a sdk mistake Im trying to fix. Thats after we lost power for 4 hours today, lol. Someone hit a transformer in our hood.

I will wait. I ran into the path you mentioned above but I ran all around it trying to find a configuration that would complete the install and nothing works. I am just old and slow and it just gets worse every day.

rockinroger
Sep 13, 2009, 05:06 AM
I will wait. I ran into the path you mentioned above but I ran all around it trying to find a configuration that would complete the install and nothing works. I am just old and slow and it just gets worse every day.

LOL welcome to the older and slower club. I have the beta assembled and am trying to get it uploaded now. As soon as i do i will give a link.

rockinroger
Sep 13, 2009, 03:47 PM
Ok folks we got a beta 3.19 installer, it is here, http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/Installer/World%20of%20Civilization%203.19-setup.exe?view=log click the download. Once downloaded just install to bts mods as it should show that path. Some things I still need to work on are the techs and the promotions. I made a new promotions atlas so they will more then likely be wrong. Just got to get the time to fix it.

If you have a slow computer take some or all of the civs out in Assets/Modules/Civs. Move that folder to Assets/Unloaded. That takes the load time for me from 3 minutes to about 56 seconds. Enjoy and this is a beta so if you notice something let me know. Mostly though the techs are weireded out so you can get modern paratrooper b4 you get tanks, things like that. Also a few TXT_KEY_TECH_PEDIA entries.

I have played several beta games on auto ai with the release dll and it seems to go fine for 400-500 turns. We are still missing/adding things to the dll. Like some jeckel stuff, sea cities etc. Both of which I was unable to get merged yet. Facihele is on it, but anyone else knows C++ and wants to help, that would be great.

Some of the mods may not make much sense at first, for example LandR prevents you from spamming roads, sometimes at the expense of a resource, so if you have resource outside your fat city cross, you need to build a fort first then add a road.

As always if you dont like something turn it off in the MLF.

Trade goods is another beta mod Faichele is working hard on. Your supposed to be able to load Trade goods into Caravans and Galleys, etc. Then move them to another city.

Mad Nukes is in but I have not had time to test it yet.

Enjoy and feedback is welcomed for this BETA 3.19.

rockinroger
Sep 13, 2009, 03:53 PM
I forgot one other thing, about Neolithic Era, if you choose to start a game in Ancient Era instead of Neolithic Era, you might be surprised. If the civ does not have a starting tech of Agriculture you will not get a settler but instead a Nomadic camp, until you research Agriculture. Settle the camp and hit the build que/command button and you can build units until you get Agriculture. Eventually you can use the Neolithic hunter to capture animals for resources. Several other things are planned with this module not implemented yet. Hence BETA.

rockinroger
Sep 13, 2009, 04:35 PM
Couple other things now that Im thinking about it. Download is about 575 mb's for the beta. I'd like to know how long it takes to download.

There is a release dll and a debug dll. Unless you are a programmer use the release which is the default one. If you play full screen and it seems like the globe is just spinning, hit ALt/TAB keys to get out and see if there is a assert. If so please copy and post it here. Usually you can hit ignore and it will continue. The debug dll will give multiple asserts, so as I said use the release. Unless you are a programmer.

We also could always use more volunteers/help/programmers. Im just a silly old carpenter who is trying to learn to code. Mostly I am a excellent copy/paster, lol

buck beach
Sep 13, 2009, 06:06 PM
Couple other things now that Im thinking about it. Download is about 575 mb's for the beta. I'd like to know how long it takes to download.

There is a release dll and a debug dll. Unless you are a programmer use the release which is the default one. If you play full screen and it seems like the globe is just spinning, hit ALt/TAB keys to get out and see if there is a assert. If so please copy and post it here. Usually you can hit ignore and it will continue. The debug dll will give multiple asserts, so as I said use the release. Unless you are a programmer.

We also could always use more volunteers/help/programmers. Im just a silly old carpenter who is trying to learn to code. Mostly I am a excellent copy/paster, lol

Downloaded fine in about 25 minutes over cable. File is almost 603MB and is on my Vista computer as "19-SETUP [1] File" and has a file extension ".19-setup[1]" (as opposed to a zip file) that will not open with anything I have on my computer.

mamba
Sep 13, 2009, 06:56 PM
Downloaded fine in about 25 minutes over cable. File is almost 603MB and is on my Vista computer as "19-SETUP [1] File" and has a file extension ".19-setup[1]" (as opposed to a zip file) that will not open with anything I have on my computer.

The filename is "World of Civilization 3.19-setup.exe", at least for me. Just rename it to WoC.exe and you should be good to go.

rockinroger
Sep 13, 2009, 07:04 PM
Thanks Mamba, whos the new digs?

buck beach
Sep 13, 2009, 07:48 PM
The filename is "World of Civilization 3.19-setup.exe", at least for me. Just rename it to WoC.exe and you should be good to go.

I'll give it a try.

mamba
Sep 13, 2009, 08:54 PM
Thanks Mamba, whos the new digs?

Huh ? not sure what you mean here....

buck beach
Sep 13, 2009, 10:54 PM
The filename is "World of Civilization 3.19-setup.exe", at least for me. Just rename it to WoC.exe and you should be good to go.

My 602MB download opens as with another 1.6Gig zip inside. Is this normal? Also as before (before install file) when I unzip the 1.6Gig file it only partial loads before a crash. Got frustrated and dropped it for today, but will copy the download to my external drive and try getting it to load tomorrow on my XP.

tucoow
Sep 14, 2009, 10:48 AM
I've started to try on this new build; it's much much faster loading indeed, compare to 1.20.
And obviously it has long way to go - tech tree seems to be in "mid-way". :lol:
I didn't play 3.19 before; thus I'm surprised when a mammoth break into my culture border. I think i need some time to take a short game on pure 3.19 to distinguish new features of 3.19 and WOC3.19. :lol:

And one more thing: "liberate city" button and espoinage rate column are still not found in the domestic advisor screen. (since 1.20 i can found them no where)

rockinroger
Sep 14, 2009, 05:21 PM
Oh thanks missed those two buttons, probably in a pyhon file or missing hud. Good catch. The mamouth is new that we WoC added. Not from bts. Best to use the neolithic hunter on it.

tucoow
Sep 14, 2009, 07:49 PM
Oh thanks missed those two buttons, probably in a pyhon file or missing hud. Good catch. The mamouth is new that we WoC added. Not from bts. Best to use the neolithic hunter on it.

I meant the mamouth shouldn't enter culture border as an animal unit; and it wondered around my undefended capital but didn't pump into the city. This behaviour is strange.

It's so good to hear that total realism units & techs are joining; I think they're designed well balanced in the original TR mod so the tech dependency and unit dependency can be kept.

I see so many new mod features (and units and techs) added since 1.10; it's wonderful but I'm a bit worried it's too fast - assets failed and CTD are frequently happening. Maybe we should slow down a little adding new units and features to add more stability?

rockinroger
Sep 15, 2009, 07:25 AM
I meant the mamouth shouldn't enter culture border as an animal unit; and it wondered around my undefended capital but didn't pump into the city. This behaviour is strange.

It's so good to hear that total realism units & techs are joining; I think they're designed well balanced in the original TR mod so the tech dependency and unit dependency can be kept.

I see so many new mod features (and units and techs) added since 1.10; it's wonderful but I'm a bit worried it's too fast - assets failed and CTD are frequently happening. Maybe we should slow down a little adding new units and features to add more stability?

Ru playing with the regular dll or the debug dll? Your getting ctd? Can you post a save game of that? I have my civ4 ini to auto save every turn for 5 turns. That way if it does crash I can immediately reload it. I'd like to see if its a bad art file. Mine hasnt crashed, but I generally play one civ. There is so many combination's its impossible for me to test them all. Also you can remove civs xml and place it in unloaded to speed loading. How long does it take to load on your computer?

rockinroger
Sep 18, 2009, 11:32 AM
Dang just got a MAF. Anyone else seen this?

mamba
Sep 18, 2009, 05:54 PM
Dang just got a MAF. Anyone else seen this?

A MAF just means you are out of memory, that is not a coding error.

If there are many ethnical units, many additional civs and esp. many additional leaders, the chances of that happening are increasing.

rockinroger
Sep 18, 2009, 06:29 PM
Yeah we used to get it all the time with ViSa in Warlords, its that I have never seen that in BTS. It did happen on my lesser computer with only 3.5 gb of memory. So that might be why.

mamba
Sep 19, 2009, 08:18 AM
Yeah we used to get it all the time with ViSa in Warlords, its that I have never seen that in BTS. It did happen on my lesser computer with only 3.5 gb of memory. So that might be why.

Unless you use Vista 64, Civ cannot use more than 2 GB, no matter how much RAM your PC has (with V64, it can use up to 4 GB).

There are some mods out there which get MAFs when they get close to this barrier, avain was fighting against that by bringing down polygon count on units and reducing the number of leaders - and while he has a lot of ethnical art, he has very few new civs and leaders in comparison to CivGold.
So I do not think it is that unlikely to get them if you install all of WoC these days.

buck beach
Sep 20, 2009, 03:24 AM
Bump

My 602MB download opens as with another 1.6Gig zip inside. Is this normal? Also as before (before install file) when I unzip the 1.6Gig file it only partial loads before a crash. Got frustrated and dropped it for today, but will copy the download to my external drive and try getting it to load tomorrow on my XP.

tucoow
Sep 22, 2009, 09:11 AM
Ru playing with the regular dll or the debug dll? Your getting ctd? Can you post a save game of that? I have my civ4 ini to auto save every turn for 5 turns. That way if it does crash I can immediately reload it. I'd like to see if its a bad art file. Mine hasnt crashed, but I generally play one civ. There is so many combination's its impossible for me to test them all. Also you can remove civs xml and place it in unloaded to speed loading. How long does it take to load on your computer?

sorry for late reply; i meant woc1.20 rather than woc3.19. :crazyeye: for woc3.19 i don't have enough time to play it through; i'm expecting my vacation next week, when can i stay with the new mod. ;)

tucoow
Sep 22, 2009, 09:20 AM
Bump

My 602MB download opens as with another 1.6Gig zip inside. Is this normal? Also as before (before install file) when I unzip the 1.6Gig file it only partial loads before a crash. Got frustrated and dropped it for today, but will copy the download to my external drive and try getting it to load tomorrow on my XP.

it was tough for me to finish the download but when finished it works just fine - it's a 574M installer exe rather than 1.6G zip file; although it's really 1.6G after it's expanded into directory.

i'm running it on w7 x64 and it works fine. i think probrably you should make more memory for it - try exit programs in system tray and stop services in control panel, as many as possible. I noticed the civ4 process start from 900M and finally eat up more than 2.5G memory.

buck beach
Sep 22, 2009, 08:15 PM
it was tough for me to finish the download but when finished it works just fine - it's a 574M installer exe rather than 1.6G zip file; although it's really 1.6G after it's expanded into directory.

i'm running it on w7 x64 and it works fine. i think probrably you should make more memory for it - try exit programs in system tray and stop services in control panel, as many as possible. I noticed the civ4 process start from 900M and finally eat up more than 2.5G memory.

Thanks for the reply. I am short of the 2.5G on my XP having only 2047MB (tried adding a gig but computer wouldn't accept it but that's another story). My (or my wife's) Vista has a 3000MB but it is a dog (also another story).

The problem has not been not being able to run this animal, it is I can't get it to unzip completely on either computer.

I may have to wait on enjoying it until the mod is ready for prime time.

Again thanks for the reply, it is good to know that the zip download in fact has another zip inside (which I found to be very unusual,

Leatherneck
Oct 05, 2009, 02:08 PM
I've downloaded it twice and I keep getting a NSIS error on the install, which is a installer error... I renamed the files WoC.exe as suggested in another post and received the same error... I've deleted all downloaded and I'll try one more time. This is on the World of civilization 3.19 setup file.

Any ideas?

rockinroger
Oct 08, 2009, 06:07 AM
What operating system are you using?

tucoow
Oct 13, 2009, 09:02 AM
@buck:
I don't mean you need to feed civ process 2.5G RAM; i mean it need as more as possible. So I do think it will work fine with 2047M RAM, but you should exit other program & services as many as possible.

@rockinger:
I tried woc 3.19 for some time but I found some new game rule that I don't know (see screenshots below). Probrably they come from the revolution mod, but I cannot find anything in help content; for posts in rev mod forum I don't find enough info (such as controlling cities from revolution). Can you tell me where to find more to read?
as for this screen shot, I don't know what does the icons means:
230919

and for this screen shot, I don't understand why Lyons is in danger because of "distant location" - it's only 3 plots away from the capital.
230920

tucoow
Oct 16, 2009, 04:11 AM
here is another strange behavior, on some plots i cannot build road.
231259
231260

rockinroger
Oct 17, 2009, 08:24 AM
Yeah the last one is by design. Its related to LandR that limits the roads. To get around that build a fort first and then you can build a road to it. LandR is modeled somewhat to what Roman roads were. So basically you cant spam roads and railroads all over the place. It can be turned off in the MLF under the game concepts folder by turning <bLoad>1</bLoad> to 0. It does add some strategy to it early in the game.

rockinroger
Oct 17, 2009, 08:27 AM
I should have a more updated version ready this weekend, I worked hard on getting the techs straightened out.

tucoow
Oct 17, 2009, 10:52 PM
thanks rockinroger; I start to like LandR because when I understand I think it will add fun to the game.
and any guide for the "trade caravan"? i cannot make it load any commodities.
231494
WoC 3.19 is quite stable now; I don't encounter CTD so far, and the loading speed is quite good - about 4 minutes on my machine.
But the techs seems to need re-balancing; I still have long way to go to reach astronomy in 1800's, although I'm the most advanced one.

Please don't forget to add the espionage rate in home screen(F1); and, can you make the home screen smaller? It covers almost the entire screen, so city production menu is also covered when a city is selected.

tucoow
Oct 24, 2009, 11:40 PM
And here's another bugs:
1.trade caravan, i cannot make it load any cargo.

2.i think it's a pic for morden age rather than industrial age:
232221

3.score display is not disabled in globle view, thus it's overlaping with strategic display.
232220

rockinroger
Oct 27, 2009, 09:03 AM
Good catch on the score, the trade loading is still in development thanks for the reports. I should have anew version updated with redone techs this week.

PsiCorps
Oct 27, 2009, 12:46 PM
I downloaded from sourceforge and installed the 3.19 version but when i was loading it up i had a load of messages coming up about xml files having errors, specifically the neolithic stuff. Is there a separate patch for this?

rockinroger
Oct 27, 2009, 01:49 PM
Thats what we are finishing up on, Neolithic era. Currently working on the techs for it. You can eithr ignore them, or get the latest svn version.

tucoow
Dec 07, 2009, 08:05 AM
Another bug: If Neolithic Era is disabled in MLF, a saved game will crashed on next turn after reloaded.

To reproduce:
Just try to disable it in MLF, start a new game and play for several turns, then save the game.
Exit to desktop, start WoC again and load the game. CTD will happen on next turn.

Two interesting things are: it will not happen if you save the very first turn (4000BC); and I once continuesly played for about 4 hours and it works fine - it happens only to a saved game.

And, I tried replacing Neolithic Era dir with coresponding dir from SVN#3345, but that doesn't help.

woc
Dec 08, 2009, 04:43 PM
Another bug: If Neolithic Era is disabled in MLF, a saved game will crashed on next turn after reloaded.


wierd bug.

did you disable it in the MLF but left the files in place,
or did you remove 1 or more xml's too?

SDK has been programmed to cope with "disabled XML turning the number of objects in the savegame uncompatible with the number of objects loaded by XML"

unfortunatly, it cannot handle "missing" XML's... only disabled..

as you can imagine, the SDK cannot cast non existing XML's moved to other folders..
the DATA inside XML is NOT stored in savegames(else savegames would be very big!)

but if you mean it crashes solely by disabled xml's, and you didn't copied out XML files from their original folder.. that's a SDK bug.. minor one easy to be fixed...

EDIT, Ah, you didn't change the MLF AFTER the savegame? :) I understood you wrong...
it's not an SDK issue! :) Thought you meant the savegame validator method working wrong.. but obviously you don't :)

woc
Dec 08, 2009, 05:15 PM
Thanks for the reply. I am short of the 2.5G on my XP having only 2047MB (tried adding a gig but computer wouldn't accept it but that's another story). My (or my wife's) Vista has a 3000MB but it is a dog (also another story).,

actually wether you can unzip or not has nothing todo with your memory. Windows 32bit is limited to 4Gigs of memory. That's ALL memory! You have 1024MB video mem? then there's 3Gigs left. you have a default windows install? then windows can eat up up to 2Gis for it's own system and background processes. CAN! windows might also suit itself with just 1Gig+1Gig for video memory. Regardless if you have 4 or 8Gigs RAM, the 32bit system itself leaves only 2 gigs in above mentioned scenario left for your applications.

If you have only 2 gigs of ram, on 32bit system, windows will fill the other 2gigs to it's max of 4ggs by using the pagefile. So wether or not unzipping has enough memory left, has nothing to do with it, windows will always go max as possible for it's apps(which is normally 2gigs, and 2gigs left for the system, or by using some minor tweaks to the registry can be set to 3/1 gigs..)

so to add to mamba's comment. He's right about the 2Gigs restriction. partly..
because it's the default restriction! There is a registry tweak for windows
to make up to 3gigs free for apps on windows 32bit. But, be sure what you
are doing by changing this setting. Like I said, you DO NOT want to try this if your video card already uses up to 1Gig! :)

or simply use 64bit windows, it's limited as well, but depending on your windows version to 8, 16, 32, 128gigs a MAF or inzip-memory limit will NOT occur THAT EASILY on Windows 7, enterprise or ultimate... BUT, it is still limited!!!! the OS can only use the max of the windows version.. the application itself, Civilization in this case, is however still limited to 4Gigs!!!!!!!!! even if windows 7 ultimate can adress 120Gigs to any application, this only goes for 64bit applications! Civilization is compiled 32bit! it will dfinatly not be able to use more then 4gigs. Although, on ViSa, on mega huga maps with 40 AI's, I never ever widnessed even after 2500turns to use more then 2,5gigs... And I did run some 100 tests in total that went autoAI this far into the game..
So, if you use a small 256MB graphic card, use 4Gigs of RAM, disable page file, and switch windows system to use only 1Gig, you'll have 3Gigs for applications, unload all from your services etc, and you'll be able to play civ without MAF on a 32bit system.



The problem has not been not being able to run this animal, it is I can't get it to unzip completely on either computer.).,
If you want to extract zipped files, tried 7zip? can extract even the wierdest and largest zipped files..


I may have to wait on enjoying it until the mod is ready for prime time.

Lol, this mod is finished actually. WoC itself is nothing more then an empty mod allowing other modders to ADD stuff ... the WoC itself shouldn't be more then a few MB.. the other hundreds of MB are default added mods... so woc is ready for prime time, but of course, any added stuff should be converted properly.. hence, this process will never be done..


Again thanks for the reply, it is good to know that the zip download in fact has another zip inside (which I found to be very unusual,
noe, actually not. Why unusual? in the old days with bad internet connection and package loss this was a very common method to avoid loosing to much data using the zip repair libraries inside a zip file to refix any missing data.
also, for the illegal community, this used to be a method to make it more difficult for spy-forces of the government to see what's in a file... you zip in several different methods, and Feds and other criminal organizations have a hard time to see what you're transfering..

today maybe it's not needed anymore because today for transfering illegal data, you use secured connections, encrypted, binary, par, etc.. surely woc has nothing illegal in it(I hope) but putting a zip in a zip, has it's history! maybe outdated, but definatly not unusual..at least not untill recently



As for LandR.
This is not ready!!!!!! only 5% has been implemented.. unfortunatly the guy working on it, has his wife on his back. not allowing him to continue modding untill university is finished :) So my advise, don't use LandR or other unfinished stuff....

rockinroger
Dec 09, 2009, 01:45 AM
LandR besides a few minor glitches works great. Love having it in my test games.

tucoow
Dec 09, 2009, 09:15 AM
wierd bug.
...
EDIT, Ah, you didn't change the MLF AFTER the savegame? :) I understood you wrong...
it's not an SDK issue! :) Thought you meant the savegame validator method working wrong.. but obviously you don't :)

No, I didn't change anything after saving a game. I mean disable NE in MLF first, start a new game for several turns, then save the game. Exit to the desktop and then load the save game to observe the CTD at the next turn.

woc
Dec 09, 2009, 12:18 PM
LandR besides a few minor glitches works great. Love having it in my test games.

depends how you describe "glitches" and "great"

the LandR concept is made by Soma, zcech republic.
and the roads are only the beginning of the concept. so yeah, that's done..
besides the graphical glitches which are firaxian limits in the SDK(here's where i stopped working on it, to fix those graphical glitche"s)
but, the other 95% of the concept from Soma are definatly not working yet..

and I love the concept, but I'm looking into the barrel of a kalashnikov, which will be triggered if I open the woc SDK :(

woc
Dec 09, 2009, 12:21 PM
No, I didn't change anything after saving a game. I mean disable NE in MLF first, start a new game for several turns, then save the game. Exit to the desktop and then load the save game to observe the CTD at the next turn.

well, my best hunch:"some xml error which isn't noticed by the xml validation method in the sdk.. I've noticed some xml errors not to be catched by the sdk validation method.

so, you might load a NULL object if something is wrong..Although this shouldn't be possible, but "shouldn't be" is not the same as:"will 100% not happen"

in 99,9% the validator in the sdk will warn you though, highly unlikely you
won't be notified(but possible!)

so my hunch, the highly unlikely:"xml not loaded properly" is what's going on here...

ruffriders23
Feb 23, 2010, 09:15 AM
I have been out of the Civ world for a while, but is there no new release for 3.19?

Also, is WOC planning on working on a Civ 5 mod?

TAfirehawk
Mar 06, 2010, 08:05 AM
I have been out of the Civ world for a while, but is there no new release for 3.19?

Also, is WOC planning on working on a Civ 5 mod?

I believe Roger was looking to put out the update for 3.19 but not sure.

I would expect something out of the ViSa-WoC Team in Civ 5 :)

modifieda4
Apr 22, 2010, 12:10 AM
I have been out of the Civ world for a while, but is there no new release for 3.19?

Also, is WOC planning on working on a Civ 5 mod?

downloaded from here:

http://forums.civfanatics.com/showthread.php?t=331864&highlight=woc+bts+3.19

also found this:

http://forums.civfanatics.com/showpost.php?p=8566398&postcount=2