View Full Version : Caveman 2 Cosmos
Kilio Jul 30, 2011, 07:59 AM I've been playing various versions of C2C for some time now. I love this mod. But with this latest release I have two problems. First, even if I choose the option to have no barbarians I get overwhelmed with them coming out of everywhere. I didn't have this issue before. Also, no matter what map size I choose to play (usually standard or tiny) I get a huge map. Your thoughts?
Thanks again for all the time and creativity you put into this mod. It really is great.
Snofru1 Jul 30, 2011, 08:36 AM The newest SVN (219) is not save game compatible for me (my original version was the SVN from 2 days ago). When loading my save Civ4 closed with an error message.
JosEPh_II Jul 30, 2011, 10:24 AM Did you use Standard BtS save or Max Compatible save?
JosEPh
banut Jul 30, 2011, 11:30 AM An absolutely spectacular mod. I've been playing BTS for years, and this has exactly what I've been yearning for for so long. Thank you!
Question though - In a few games now, I've come across where cities are supposed to grow, yet they stay the same size the following turn (In this game, its a city leveling up to 26. In another game on an earlier version it was turning to 16). Are there buildings Im supposed to build I havent come across yet, or is this a bug?
Edit: After some experimenting, it turns out I have to turn on Emphasize Growth in each city screen. There doesn't seem to be any standard city size number in which it stops. Different cities stop at different sizes.
heitorcccp Jul 30, 2011, 01:19 PM Hi, strategyonly!
For first, congratulations for this awesome work, this mod is really the kind of mod that makes me still like to play Civilization :D
I've noticed something strange in the game options, as the "No Future Era" option seems to be always turned "on" at the game/mod options display at the game beginning, but I cannot find the corresponding tickbox to turn it off at the "Custom Game" screen. I've tested different maps, civs and starting ages, but it didn't changed. And I really like to play these games until being capable to terraform planets or time travelling :D
I'm missing something, or it's a valid alert?
Thanks for your attention:)
BlueGenie Jul 30, 2011, 01:49 PM In Assets/XML/GameInfo.xml find
<Type>GAMEOPTION_NO_FUTURE</Type>
and make sure that
<bDefault>0</bDefault>
is set to 0. If not change it to 0.
To make it visible in the Custom Options change
<bVisible>0</bVisible>
to
<bVisible>1</bVisible>
Cheers.
heitorcccp Jul 30, 2011, 02:07 PM Many thanks!!:goodjob::D
Snofru1 Jul 30, 2011, 02:41 PM Did you use Standard BtS save or Max Compatible save?
JosEPhI did use the maximum compatibility save. I am currently playing a really long game for about 2 weeks now and all changes to the SVN worked fine so far, except one, where I had to go back to an earlier save. But now I cannot even start the game with this save (or an earlier one).
I have now reinstalled the SVN from Friday and I can play on...
BTW: I am always deleting the complete "Caveman2Cosmos" folder in "Mods" and copy all files from the SVN to it by using the "export" function from Tortoise.
JosEPh_II Jul 30, 2011, 09:29 PM @Snofru1,
Then you're Way ahead of me! I don't have the patience or time to learn how to use the SVN. So I wait for updated files to showup. But since the Team went to SVN those "updates" never make it into the forums posts anymore. :( So you're getting to see the new stuff while I play with the original v14.
JosEPh :/
Snofru1 Jul 31, 2011, 12:40 AM @Snofru1,
Then you're Way ahead of me! I don't have the patience or time to learn how to use the SVN. So I wait for updated files to showup. But since the Team went to SVN those "updates" never make it into the forums posts anymore. :( So you're getting to see the new stuff while I play with the original v14.
JosEPh :/
I also hesitated a while to use SVN but in the end it was simpler than I thought. But even if I donīt use the newest files (I always keep a copy of the last version that did work) then itīs interesting to see in the logs what has changed recently - usually there are multiple changes every day. This team is unbelievably productive :goodjob: !
Civomaniac Jul 31, 2011, 01:51 AM Seems to work in multiplayer just fine. No dark terrain problem. I think it might be something to do with various video cards with esp the newer models of some types having issues. Waiting on next release because of tech anomalies. Would like to see less religions and buildings to be back to civ specific reducing clutter and memory. Would like to see the spawn ratios reduced on barbarians. The occupy 90 percent of shadowed land and tax on the memory and processing. Also too many Neanderthals make it almost impossible on raging.
Nice mod but ill wait for next version to start another game.
Snofru1 Jul 31, 2011, 02:43 AM The newest SVN (219) is not save game compatible for me (my original version was the SVN from 2 days ago). When loading my save Civ4 closed with an error message.
With SVN 221 I can load my old saves again :thumbsup: !
Sleeeper Jul 31, 2011, 04:35 AM I also hesitated a while to use SVN but in the end it was simpler than I thought. But even if I donīt use the newest files (I always keep a copy of the last version that did work) then itīs interesting to see in the logs what has changed recently - usually there are multiple changes every day.
You can just revert your working copy to any working revision by two clicks.
EldrinFal Jul 31, 2011, 10:51 AM Seems to work in multiplayer just fine. No dark terrain problem. I think it might be something to do with various video cards with esp the newer models of some types having issues. Waiting on next release because of tech anomalies. Would like to see less religions and buildings to be back to civ specific reducing clutter and memory. Would like to see the spawn ratios reduced on barbarians. The occupy 90 percent of shadowed land and tax on the memory and processing. Also too many Neanderthals make it almost impossible on raging.
Nice mod but ill wait for next version to start another game.
Multiplayer gives me a CTD (AppCrash in main core DLL file). I agree with you 100% on the rest. There is a Neanderthal spawn ini to adjust spawn rate, but I'm not sure if the numbers should be tweaked up or down, and did not get an answer on my post asking. I was going to just test it myself, but with the black terrain, that isn't feasible :(
I love this mod though and look forward to the next build! :goodjob:
salvelinus Jul 31, 2011, 03:29 PM Hi,
first of all, thanks to the developers of this mod. For sure the best. Unfortunately my game stops about to 1.600 to 1.800 KB for memory problems.
Sistem: Intel Core i5 CPU 750 2.67 GHz, 32 bit, 8 GB RAM.
I'm desperate! I tried everything, but without result.
Any help It would be appreciated.
Thanks in advance,
good work and play.
Civomaniac Jul 31, 2011, 03:40 PM Multiplayer gives me a CTD (AppCrash in main core DLL file). I agree with you 100% on the rest. There is a Neanderthal spawn ini to adjust spawn rate, but I'm not sure if the numbers should be tweaked up or down, and did not get an answer on my post asking. I was going to just test it myself, but with the black terrain, that isn't feasible :(
I love this mod though and look forward to the next build! :goodjob:
I had to make sure my C:\Users\Name\Documents\My Games\Beyond the Sword\CustomAssets folder had 0kb or it would not even load multiplayer.
BlueGenie Jul 31, 2011, 04:59 PM Multiplayer game with 3 players, when someone upgrades War Dogs to Guard Dogs the game crashes every time when ending turn. In the attached save (Max Comp save) the Byzantine have just upgraded their War Dogs.
Cheers.
Epona222 Jul 31, 2011, 08:20 PM I just realised that in my current game I am still playing with the # of cities limit on Democracy civic rather than Republic - if I can set this right by way of a simple XML edit, then I can do it myself if someone tells me which file I need to look at? Ta!
Flinx Aug 01, 2011, 12:54 AM I just build a capital administration and was pretty surprised to see the working radius of the city dropping from 3 back to 2. Needless to say that my capital is in serious problems regarding food.
I had a look at the xml, but both entries in the buildings list and the tweak list show a workable radius of three.
The Turk Aug 01, 2011, 07:26 AM Hi,
I was just wondering how I could remove some of the excess religions from the mod. How hard would it be to do that?
Thank You! :)
BlueGenie Aug 01, 2011, 07:38 AM It's pretty hard. I've attempted to do it and lots of other files need to be edited to remove dependencies on said religions. It's possible but can take a while to be done properly.
Edit: And even then there's bugs.
strategyonly Aug 01, 2011, 10:05 AM Hi,
I was just wondering how I could remove some of the excess religions from the mod. How hard would it be to do that?
Thank You! :)
Why would you want to do that? If your looking for a less space one, wait till the next version, its almost half the size.
BlueGenie Aug 01, 2011, 10:14 AM Actually my reasons are to "enable" having religions as a diplomatic issue rather than all possible civs having their own religions, thus always disliking everyone else.
The Turk Aug 01, 2011, 07:29 PM Why would you want to do that? If your looking for a less space one, wait till the next version, its almost half the size.
Well its not only me, but I just feel that having Voodoo religion or Scientology, its a bit silly and detracts from the game significantly, so if its possible to have them as options or removed altogether, I would prefer that.
strategyonly Aug 01, 2011, 09:56 PM Well its not only me, but I just feel that having Voodoo religion or Scientology, its a bit silly and detracts from the game significantly, so if its possible to have them as options or removed altogether, I would prefer that.
Heck i was even thinking of adding Transcendentalism.
Orangepitcher03 Aug 02, 2011, 12:04 AM Just have to say I'm buzzing with excitement about an update, thanks c2c team.
CommanderD Aug 02, 2011, 06:01 AM Hi,
I like the number of religions and don't see any need to reduce them, Voodoo in particular has a large world following.
I made a request 2 years ago for sea conlony/sea formers and I wondered if you'd been able to look into this at all? I believe they had been included in the Planetfall mod previously. (I think that's what is was called.)
I've got a few comments and a couple of other suggestions if you don't mind.
I don't think Ballroom should become obsolete with Mass Media, but should benefit from it. love or hate it, a ballroom dance show is one of the UK's most popular Tv shows!
I'd like to see Toy Maker - Toy Store - Toy plant providing happiness/culture
I was also wondering about the idea of the appearence of super heroes/super villains in the late end game, appearing like great generals for heroes, but as barbarian units for the villians, most likely with a toggle option as I doubt it would be to everyone's taste.
I'd also like to see a teleporter for the late game, which would work like para drops but for any unit. I'm not sure how easy this would be.
Anyway, thanks again for reading. I pretty much only use this mod for my games of Civ 4 now and really apprecate the huge amount of work you have done on it. Looking forward the next update very much. :)
strategyonly Aug 02, 2011, 06:14 AM Hi,
I like the number of religions and don't see any need to reduce them, Voodoo in particular has a large world following.
I agree.
I made a request 2 years ago for sea colony/sea formers and I wondered if you'd been able to look into this at all? I believe they had been included in the Planetfall mod previously. (I think that's what is was called.)
Sorry dont remember, details pls.
I've got a few comments and a couple of other suggestions if you don't mind.
I don't think Ballroom should become obsolete with Mass Media, but should benefit from it. love or hate it, a ballroom dance show is one of the UK's most popular Tv shows!
I'd like to see Toy Maker - Toy Store - Toy plant providing happiness/culture
This is Hydro's area.
I was also wondering about the idea of the appearance of super heroes/super villains in the late end game, appearing like great generals for heroes, but as barbarian units for the villains, most likely with a toggle option as I doubt it would be to everyone's taste.
I have been thinking of doing this for over two years already, but still haven't really figured out how i want to implement it,
I'd also like to see a teleporter for the late game, which would work like para drops but for any unit. I'm not sure how easy this would be.
More specific comments needed here, dont quite understand?
Anyway, thanks again for reading. I pretty much only use this mod for my games of Civ 4 now and really appreciate the huge amount of work you have done on it. Looking forward the next update very much. :)
Thx for these nice comments, the "Team" really appreciates them, and thx for playing this great mod.;)
btw Welcome to CFC.
CommanderD Aug 02, 2011, 06:33 AM "Sorry dont remember, details pls."
No problem, It was a very long time ago. ;) My original request was to allow cities to be built on water tiles, which I think appeared in Civ Call to Arms, and the sea formers would be water only workers (or work boats) which would build such things as aqua farms, water turbines, etc.
"I have been thinking of doing this for over two years already, but still haven't really figured out how i want to implement it"
My thinking is that the 'Great Person/Super Hero" would be born in a city but would act as a military unit. The same would be true for the villain, but would act as a barbarian. I'd guess to keep in with the idea, a new tech, Homo Superior, activating their creation would work pretty well. Maybe cities would need a minimum size to produce heroes, or they could be produced via random events, (metoer strike, etcs). Just my thoughts.
More specific comments needed here, dont quite understand?
Well, If my memory serves, some units can parachute from a city to distant tiles, but this is dependant on a unit having this ability. A city which contained a teleporter could 'parachute' any ground unit. I hope that's clearer.
Thanks you all once more for all of your work and very rapid response.
BigTin Aug 02, 2011, 10:04 AM In reference to the teleporter, at least in vanilla BTS an airport does that to any unit, however it is only one unit per turn. Is that what you were thinking about CommanderD?
Vaya Aug 02, 2011, 10:09 AM Guys I have to say that one negative thing that I thought that will never be fixed was significantly improved. Turn completions are indeed much faster. I currently play on standard map with almost 30 civs and industrial era goes at least twice as fast as in my last game which was on small map with dozen civs. Impressive work! With industrialism fixed I really feel like this mod is moving forward.
My main reservations now are: AI is still very far from equal(I play on immortal and the most advanced AI is more than one era behind me) and there are tons of hardly useful buildings in city queues which I have to go through quite often(I dont use copy city queue method).
cheers
LordPeter Aug 02, 2011, 10:51 AM I totally agree to what Vaya said!
Now I can play through all eras even with many civs and revolutions and barbarian civs on, without having too wait for hours for turn completion :goodjob:
On the buildings topic: I do like that there are many of them, but I do understand that it has now reached a point where it doesn't seem wise to implement many more...
However, I do not like the many formerly unique buildings that now give large boni (e.g. "Terrace" and "Pavillion"). I don't like that I can so easily get +2 Hapiness (Pavillion+Dye) if I have already got a Theater, while having to pay +20% maintenance for a Florist. Maybe you should adjust these, or even take few buildings out, that do the same thing as others. Nevertheless, I do like many new buildings like the "houses" :)
On the religions topic: I do like the many religions (gimme more :jesus: ), because they do represent great communities which do have (or had) influence in the world. And if you become Secular, nobody hates you anymore (I always play as secular with many religions). Still, I believe the nations should not dislike each other as much as in "Vanilla" game if they have different religions, because that does result in much more "Holy Wars"...
also noticed a bug: "Powerlines" gives Power to every city, even when I don't have any power plant? That isn't supposed to be so, is it?
(Noticed this in v13, not sure if it's fixed already...)
...best mod for Civ4! (Inequation concerning the fun: Civ4 + C2C > Civ5 )
BlueGenie Aug 02, 2011, 11:54 AM I don't really mind the many religions, only the "everybody hates each other" mentality that comes with it. Sure, Secular, or not having a State Religion, removes that for ME, what about the wars blossoming up everywhere else between AI's due to religious dogmas? (besides not liking to almost be forced after enough time to take either to keep peace).
Another way my issue could be solved is by changing the effect religions have on attitude. Two or more might be opposing while others can co-exist with any other religion. Could even take it as far as having opposing religions (except for Holy Cities) unable to be in the same city, or if they are they greatly increase civil unrest.
Religions I think could co-exist with any other (i.e. no attitude from religion): Druidism, Shamanism, Hinduism, Taoism, Buddhism, Confucianism.
Totally opposing might be Islam, Christianity and Judaism. (what happened to the Catholic people) Attitude might be doubled for those.
Most of the rest I don't know enough about really to have an opinion of who they'd be against though it seems those that originate around the same time or have similar beliefs might be a little against each other.
Cheers.
climat Aug 02, 2011, 12:27 PM Herbalist random event bug still exists. I thought this was fixed but..
Any of three option does not work.
SouthernKing Aug 02, 2011, 01:31 PM Also, how do you turn "no future era" off? I am trying to play as the Pirates. maybe that has something to do with it :confused:
BlueGenie Aug 02, 2011, 02:57 PM This one occurs in a weird fashion. Loading the game worked. The English enter Newcastle and the game instantly goes OOS.
Max Comp save attached.
Cheers.
Hydromancerx Aug 02, 2011, 03:21 PM I'd like to see Toy Maker - Toy Store - Toy plant providing happiness/culture
Its on my very long To-Do list along with Candy Shop, Ice Cream Parlor, Electronics Store, etc. I just have not done too much with the later eras. I have been focusing more on the prehistoric and ancient era stuff since that's what gets played most and was most lacking when we began C2C.
However, I do not like the many formerly unique buildings that now give large boni (e.g. "Terrace" and "Pavillion"). I don't like that I can so easily get +2 Hapiness (Pavillion+Dye) if I have already got a Theater, while having to pay +20% maintenance for a Florist. Maybe you should adjust these, or even take few buildings out, that do the same thing as others. Nevertheless, I do like many new buildings like the "houses" :)
I am actually working on this. I was just going to fix the Terrace today. Its going to be more like the Chinampa than a Granary (which is what it was before). I will have to look at the Pavilion too. Much of those were done fast when taking them out from Unique Buildings and making them general ones. Many of them need major tweaking still to make them less like they were and more as a unique type of building.
EldrinFal Aug 02, 2011, 06:59 PM I don't really mind the many religions, only the "everybody hates each other" mentality that comes with it. Sure, Secular, or not having a State Religion, removes that for ME, what about the wars blossoming up everywhere else between AI's due to religious dogmas? (besides not liking to almost be forced after enough time to take either to keep peace).
Another way my issue could be solved is by changing the effect religions have on attitude. Two or more might be opposing while others can co-exist with any other religion. Could even take it as far as having opposing religions (except for Holy Cities) unable to be in the same city, or if they are they greatly increase civil unrest.
Religions I think could co-exist with any other (i.e. no attitude from religion): Druidism, Shamanism, Hinduism, Taoism, Buddhism, Confucianism.
Totally opposing might be Islam, Christianity and Judaism. (what happened to the Catholic people) Attitude might be doubled for those.
Most of the rest I don't know enough about really to have an opinion of who they'd be against though it seems those that originate around the same time or have similar beliefs might be a little against each other.
Cheers.
Maybe this can be addressed by a bonus or penalty to diplomacy for certain religions? If your state religion is one more accepted by other religions as a whole, it provides a bonus. If it is a religion whose tenets are often in conflict with others, then it provides a penalty.
However, the counter argument to that would be that the game we play-- the world of Civilization-- does not necessarily equate to the real world. So even if Druidic Traditions hasn't been the cause of world wars in the real world, doesn't mean it couldn't have taken a different path in the alternate world we play in the game.
Generally speaking, I'd say that the religious leaders are more the cause of wars than the religion itself. Just as governments are more the cause of wars than the normal citizens living in their nations.
That being said, this IS a game, and there should be some sort of difference between aspects of the game-- in this case religions. More than aesthetic differences, which is all the Vanilla Civ really had, I like unique units, unique religious buildings that provide different types of bonuses, and even overall nation-wide bonuses/penalties based on the religion you choose.
EldrinFal Aug 02, 2011, 07:07 PM Guys I have to say that one negative thing that I thought that will never be fixed was significantly improved. Turn completions are indeed much faster. I currently play on standard map with almost 30 civs and industrial era goes at least twice as fast as in my last game which was on small map with dozen civs. Impressive work! With industrialism fixed I really feel like this mod is moving forward.
My main reservations now are: AI is still very far from equal(I play on immortal and the most advanced AI is more than one era behind me) and there are tons of hardly useful buildings in city queues which I have to go through quite often(I dont use copy city queue method).
cheers
I am all for speedier turns. As mentioned in an earlier post, with one of the earlier builds (I think 9) it took 20 minutes between turns-- literally pressing Enter to end the turn and waiting 20 minutes before the next turn.
With that in mind, I would choose faster turns than a smarter AI any day. While it's good to see an AI behaving intelligently, the game is just unplayable if you get to a point where you have to wait that long for a single turn. I'm not sure if the two are related, but I would suspect so. Hopefully some kind of compromise can be made to create a decent AI, while maintaining quick turns. :)
dima1980 Aug 02, 2011, 09:49 PM I made a small patch that adds costs to the units according to their strength (military) or value (business-trading) - in the late Middle Ages, I have pretty good speed - on a giant map of the Earth, almost all built-up (160 + cities 25 + nationalities )
on Core I7 4GHz turn takes about a minute
- Huge armies are no more like before
- The number of workers - a minimum of necessary
- You always think - before you build a new unit ...
If someone is interested in this patch - I will give exe-file with sources
(MS Studio 2010 - C #)
arikelex Aug 03, 2011, 03:04 AM First I want to congratulate you on your excellent work and thank you for your taking the trouble to do. I'm spanish and I would like to translate this wonderful mod. Do you mind if I translate your mod?
strategyonly Aug 03, 2011, 03:10 AM First I want to congratulate you on your excellent work and thank you for your taking the trouble to do. I'm Spanish and I would like to translate this wonderful mod. Do you mind if I translate your mod?
Most definitely, thx.
And Welcome to CFC. I will be putting a new update out today.
strategyonly Aug 03, 2011, 03:26 AM UPDATED 2 Aug 11, 4:15 a.m.
Some of the changes include, almost ALL new terrain, water, coastal waves, etc.
Lots of tweaks to the dll, to IMPROVE turn times, and especially the way the AI NOW works, really bug change on that, need info on the way they are working now.
Brand new way of Culture for each and every civ, has there own way of working the situation were they are placed on a map, with the resources that they have in vicinity.
Added Australia to the core mod as an Oceania Culture.
HALF the size of the old mod, which also means again better turn times.
This is only 1/8 of what "we" have done from version 14 to 15.
Dancing Hoskuld Aug 03, 2011, 05:00 AM I'm back, I think, after a 14hr drive (with breaks).
Religions - you can turn on and off all the extra religions, ie those not in RoM, by going to the MLF file in Assets/Modules/DancingHoskuld/Custom_Religions and changing 1 to 0 for those you don't want. However, you will sevearly handicap AI leaders with those religions as their favorite religion so you will need to edit the leaders file also.
strategyonly Aug 03, 2011, 05:53 AM I'm back, I think, after a 14hr drive (with breaks).
Religions - you can turn on and off all the extra religions, ie those not in RoM, by going to the MLF file in Assets/Modules/DancingHoskuld/Custom_Religions and changing 1 to 0 for those you don't want. However, you will sevearly handicap AI leaders with those religions as their favorite religion so you will need to edit the leaders file also.
Welcome back, hope you had a nice "Road Trip.";)
sanderz Aug 03, 2011, 06:25 AM Hi
Only played a few turns but comments are:-
1) Still seems to be way to many Neanderthals. I changed the setting to False to stop them but would prefer that they did spawn but in more limited numbers.
2) No problems with black terrain - YAY! :)
3) Some units seem to change the unit icon e.g. a Wanderer will show as a Prophet and an animal will show as a barbarian. These change "during" the turn for some reason. This also happened to me in the previous version.
4) Really liked the new terrain - very nice.
Keep up the good work :D
[As someone who bought CIV5 i went back to CIV4 and found this mod, very glad i did as i just can't seem to get into CIV5]
dima1980 Aug 03, 2011, 06:26 AM Version 15
link for torrent client
magnet:?xt=urn:btih:JPN5VMX2UGMJFDR7QHBR2D7VLXY2AO SJ
strategyonly Aug 03, 2011, 06:37 AM Here is what was updated from 14 to 15.
http://forums.civfanatics.com/showpost.php?p=7175010&postcount=2
dima1980 Aug 03, 2011, 07:23 AM The problem - a fully built-up card (Renaissance), when I do to scroll the map - almost immediately crashes in D3D module
And just when I do to scroll over the territory of the enemy, at my - normal.
I think this isn`t mod mistake, but a game that is buggy from a huge amount of data ...
The game takes 2 - 2.5 gigabytes of memory, I've included a low texture, lower quality video modes - no difference.
On the closed map was not like this ....
Any tips?
gr0ss Aug 03, 2011, 08:03 AM Hi, I found your mod only recently and it is great, thanks for all the hard work!
I played v14 and encountered a small problem. I managed to complete Valley of the Kings and The Oracle at the same turn, watched the movie for the Valley, chose the free tech, then watched the movie for the Oracle and after choosing the second free tech got the message "You have already chosen your free technology" in the log and no tech. Of course, this won't happen too often, but still seems to be a bug.
arikelex Aug 03, 2011, 08:25 AM Hi, I have a question:
Is there any way to update the game without downoloading everything again? Is there any way to download only the changed files?
Thank you
strategyonly Aug 03, 2011, 08:43 AM Hi, I have a question:
Is there any way to update the game without downoloading everything again? Is there any way to download only the changed files?
Thank you
Nope. . . main reason is the FPK and that the biggest of all files.
EldrinFal Aug 03, 2011, 09:39 AM Here is what was updated from 14 to 15.
http://forums.civfanatics.com/showpost.php?p=7175010&postcount=2
Some really cool changes. Especially glad to hear about faster turns and AI improvements. Read that post by Koshling about the way AI and Diplomacy works and the changes he is implementing. Also really cool. I always thought the trading system didn't feel quite right and glad to see there is someone on board that can make changes at that level.:goodjob:
I'll be giving this a try after work to see the changes in action. Hopefully I won't have the black terrain :( Perhaps the reduction in size will address it.
Good work team!
Civomaniac Aug 03, 2011, 12:40 PM thanks for working on updating to 15 I was waiting on this one.Downloading now via torrent only 11 minutes yay
SouthernKing Aug 03, 2011, 12:42 PM 7 minute left for me on stupid atomigamer :(
nichopoleve Aug 03, 2011, 01:44 PM I am uploading this torrent at 500 kB/s.
The least I can do to contribute to this great mod :)
bill2505 Aug 03, 2011, 05:17 PM the event that should give a workboat doesnt give one
strategyonly Aug 03, 2011, 05:40 PM the event that should give a workboat doesnt give one
Yeah i know, i have been trying for months to figure it out, but i have no idea how to fix:blush:
Argroww Aug 04, 2011, 12:17 AM V15 huh? I wonder how many version till the final one? not that I mind seeing the dedication to giving us civ 4 fans the best experience we can possibly have!!
Keep up the good work chaps!
Hydromancerx Aug 04, 2011, 12:37 AM V15 huh? I wonder how many version till the final one? not that I mind seeing the dedication to giving us civ 4 fans the best experience we can possibly have!!
Keep up the good work chaps!
"Final"? What is this word you speak of? :mischief:
There is so much still to do! I have hardly even touch the "Cosmos" part of this mod. I suspect we will be doing this for a long time. Especially since each version gets even more fun! Not sure how its possible, but it is! :D
Argroww Aug 04, 2011, 12:43 AM You already gone so far beyond the errr.....beyond expansion, adding...what 2 new eras? now that's a feat, you guys will end up growing beyond the civ 4 game and having to build an entirely new game like the FFH guys were planning!
Seriously though, it's all good stuff, and as I've stated before I just wish I had a platform powerful enough to do it justice, as it is I usually have to play on a tiny map just to get anywhere, which only give me glimpses of how great the mod is while I struggle (or not) against only 2 AIs and a handful of barbs....my poor little laptop cannot cope with anything larger and tends to crash often.....trouble is I never know if it's due to me pushing the laptop too far or if I've hit some bug in the coding (always worries when the screen does an odd "shift", usually signals the game is about to crash....but not always)
Strangely one of the features I've found to be the most useful is the Sentry wake with land/sea buttons, such a small feature but makes so much sense.
strategyonly Aug 04, 2011, 01:14 AM You already gone so far beyond the errr.....beyond expansion, adding...what 2 new eras? now that's a feat, you guys will end up growing beyond the civ 4 game and having to build an entirely new game like the FFH guys were planning!
Seriously though, it's all good stuff, and as I've stated before I just wish I had a platform powerful enough to do it justice, as it is I usually have to play on a tiny map just to get anywhere, which only give me glimpses of how great the mod is while I struggle (or not) against only 2 AIs and a handful of barbs....my poor little laptop cannot cope with anything larger and tends to crash often.....trouble is I never know if it's due to me pushing the laptop too far or if I've hit some bug in the coding (always worries when the screen does an odd "shift", usually signals the game is about to crash....but not always)
Strangely one of the features I've found to be the most useful is the Sentry wake with land/sea buttons, such a small feature but makes so much sense.
Have you tried version 15, its way smaller. Never know:p
Argroww Aug 04, 2011, 01:19 AM As it's only recently been released and I'm on 12 hours shifts (:-() at the moment AND I was playing Brutal Legend with what little time I could keep myself awake last night.....no....however I will probably download it tonight with a view to give it a go tomorrow night.....I have a feeling v16 will get released before I manage to actually finish a game....but then that's my fault for liking to play on the longest game length.
Question though, would the game length have any difference on how much resources the civ 4 engine will demand out of my laptop, might I find that I have a more stable/faster (turn speed rather than game length) game if I play a shorter one?
wolfman1234 Aug 04, 2011, 01:26 AM Great job, man, is there any scenario for this mod? A historic one i mean, no epic game.
nichopoleve Aug 04, 2011, 01:47 AM If I play vikings I can build european culture.
Is there any way I can build American or someone else?
strategyonly Aug 04, 2011, 01:49 AM Great job, man, is there any scenario for this mod? A historic one i mean, no epic game.
Anything marked that starts with C2C in the front of the map., but most dont have any civs, just starting points, but i think there is a few with civ, dont know for sure, i only use, Narnia, and Continental Divide for sea/ocean purposes (but this one is the HARDEST map you'll ever play.):eek:
Hydromancerx Aug 04, 2011, 03:06 AM If I play vikings I can build european culture.
Is there any way I can build American or someone else?
Yes. Make sure you have "Assimilation" checked off at the beginning of your custom game. In doing so any city you take over will be able to build the unique building for that civ. For example if you are Vikings you get Culture (European), which allows for cultures like Culture (Roman) or Culture (French). However if you take over say the Native American civ it allows you to build Culture (American) which in turn allows for cultures like Culture (Aztec) or Culture (Apache). Understand? The more types of civs you take over the more cultures you can unlock. Note that there is only one Oceania civ which is Australia which unlocks cultures like Culture (Aborigine), Culture (Polynesian) or Culture (Maori).
Sleeeper Aug 04, 2011, 05:33 AM http://i036.radikal.ru/1108/63/9996234ec128t.jpg (http://i036.radikal.ru/1108/63/9996234ec128.jpg)
So in my game (last svn) AI has 1 Slinger left in city, and some units around. But it doesn't care about my army near the city and doesn't move units inside to defend. It only attacks my units from time to time. And i can easily capture the city with 1 unit.
Save file is max compat.
bill2505 Aug 04, 2011, 06:44 AM improvments like palicade when you build them in the ancient era you are ok but when you move to clasical era the cities are wall less
nichopoleve Aug 04, 2011, 07:02 AM My game goes into an infinite loop when I end this turn. Can someone check and see what might cause the problem?
strategyonly Aug 04, 2011, 07:14 AM improvements like palisade when you build them in the ancient era you are ok but when you move to classical era the cities are wall less
Did someone mess with the palisades or walls again? I had them all working correctly in v13:confused:
Nevre Aug 04, 2011, 08:22 AM I have started a new game with V15, and I turned my graphics down to low.
Now my wanderer has a black square behind his head on the bottom left panel and when I click on end turn he turns into a priest or something briefly while the turn is processing.
Changing back to medium the black square is there but no more transforming while the turn is processing.
Thanks for the great mod and keep up the good work!
Save attached.
nichopoleve Aug 04, 2011, 08:31 AM Please help me with my problem.
This is my only day off and i really would like to play this mod today.
EldrinFal Aug 04, 2011, 09:06 AM Good work on the new version. I had a chance to play for a bit yesterday and happy to report the black terrain issue didn't occur. :scan:
Didn't run into any critical problems, but here are a few small things I noticed:
1) A goody hut near my starting city kept "reforming" until I captured it. It had the animation like it was destroyed (actually similar animation to dust cloud left behind when an animal moves?), but then appeared again. Minor glitch. Once I got it, no more issue.
2) Weaving tech has no text when you discover it. No audio.
3) Flint Knapping has a Leonard Nimoy audio that doesn't match the written text. The text is one of your custom ones. Fire Making is exactly the same.
4) Basketry has stock text, but no Nimoy audio which does exist for it.
5) Regarding Culture builds : I made the European culture at my first city and it says it grants that culture to all other cities. Once I got my second city, I DID notice that culture listed there among the buildings, but I was still able to build the Culture "building" there. Is that supposed to be like that? Or should building the first one grant it everywhere else free?
In addition to those minor issues, it appears the barbarian Neanderthals have been disabled? I didn't see a single one spawn in my game and I did not turn them off in the setup. (Playing on Prince, large map, 3 other civs) Prior to starting, I did a Play Now to reset the settings since I read somewhere that settings can linger across mods, but using Play Now will reset to default.
If you guys need help getting text for those techs, let me know. I like this mod quite a bit and would be willing to help out where I can.
Update: Ok so when I loaded my game to play yesterday, the Neanderthals suddenly started to spawn. Interestingly enough, they didn't wander in from the fog of war, but instead plopped down on a few non-cultured tiles near my border. Each turn or maybe every other turn another one spawned there, and continued to spawn until my culture finally expanded over the spawn site. At the same time, I no longer saw any animals spawning. I have a few hunters out searching around but haven't found any wild animals, other than the crocs of course. Strange since when I first started they were spawning quite nicely.
climat Aug 04, 2011, 12:02 PM Rev 251.
Native Explorer has a shiny pink button.
I captured a city which Tribe unit was in and I got a worker in the prehistoric era, not a gatherer.
CHUCK GARCIA Aug 04, 2011, 03:10 PM Well lets try this out downloading now
Dancing Hoskuld Aug 04, 2011, 03:45 PM I have started a new game with V15, and I turned my graphics down to low.
Now my wanderer has a black square behind his head on the bottom left panel and when I click on end turn he turns into a priest or something briefly while the turn is processing.
Changing back to medium the black square is there but no more transforming while the turn is processing.
Thanks for the great mod and keep up the good work!
Save attached.
Unfortunately this is all done by the graphics "engine" and is out of our control. It briefly looks like a priest because that is the base mode it is defined on.
Good work on the new version. I had a chance to play for a bit yesterday and happy to report the black terrain issue didn't occur. :scan:
Didn't run into any critical problems, but here are a few small things I noticed:
1) A goody hut near my starting city kept "reforming" until I captured it. It had the animation like it was destroyed, but then appeared again. Minor glitch. Once I got it, no more issue.
2) Weaving tech has no text when you discover it. No audio.
3) Flint Knapping has a Leonard Nimoy audio that doesn't match the written text. The text is one of your custom ones. Fire Making is exactly the same.
4) Basketry has stock text, but no Nimoy audio which does exist for it.
5) Regarding Culture builds : I made the European culture at my first city and it says it grants that culture to all other cities. Once I got my second city, I DID notice that culture listed there among the buildings, but I was still able to build the Culture "building" there. Is that supposed to be like that? Or should building the first one grant it everywhere else free?
In addition to those minor issues, it appears the barbarian Neanderthals have been disabled? I didn't see a single one spawn in my game and I did not turn them off in the setup. (Playing on Prince, large map, 3 other civs) Prior to starting, I did a Play Now to reset the settings since I read somewhere that settings can linger across mods, but using Play Now will reset to default.
If you guys need help getting text for those techs, let me know. I like this mod quite a bit and would be willing to help out where I can.
1) is a graphics glitch which we do need to track down.
Text we always need help with. In the technology XML file the field which contains the link for text for the quote is held in quote tag eg
<Quote>TXT_KEY_TECH_RITUALISM_QUOTE</Quote>
for the ritualism tech. The text itself is put in another XML file in the TEXT folder.
The sound is a different problem. Yes we have the technology to do it, but no one sounds right. While I can talk BBC English, I tend to talk with a nasal east-Australian/West country UK accent.
Dancing Hoskuld Aug 04, 2011, 04:52 PM My game goes into an infinite loop when I end this turn. Can someone check and see what might cause the problem?
That is a good one. I can confirm the apparent infinite loop "waiting for civs.." but can add that it will let me change techs, religion and more! I can't find the cause.
Gil Araujo Aug 04, 2011, 05:12 PM Hi C2C team !!I created this account just post my feedback, and a few sugestions !!
First of all, i would like to apologize for my bad english, since that's not my mother language.
Now, going to the point. I just finished a game of 1 month lenght, was version 13 (BTW i am downloading the new version) and i had the best experience in my life playing Civilization. I had only some few CTD's and the AI did pretty well (i was struggling to keep my civilization on the top 3, on monarch). Also, turn times was much faster than i expected. Really an amazing work of this team :)
And as said before, i would like to post some sugestions that i think will make this mod (or should i say expansion ??) even greater. I Dont know how hard will be to implement them, even if will be possible, since i have no idea about modding :(
Those sugestions are:
1) Is this possible to merge this mod (Culture over trade routes) to C2C ?? I think its nice the possibility of having a multicultural empire (maybe this can be controled by the immigration civics). Link here: http://forums.civfanatics.com/showthread.php?t=377967
2) A unit similiar to the great farmer, but instead of food, he would discover mineral resources, i think it would work great with the depletion mod, but may be OP without it.
This unit could be a national unit called geologist, and requires geologist school to be build.
It would have a button called "prospect". When prospecting the geologist have a great chance to discover a new mineral resource. Like oil if used on plains, deserts, and cooper if used on mountais, hills. Depleted mines cannot be prospected.
3) I don't like the name great farmer, since it has nothing to do with great people, i suggest to change the name to something like agronomist.
4) While i love all the religions this mod has, i don't think is necessary adding more. I don't think it will be fun with tons of religions.
5) And the last one, is a disease system. This system would spread diseases on unhealthy cities, and to the cities connected to them. I saw this feature on a mod a long time ago, unfortunally i dont remember which mod was :(
I would gladly do those changes by myself, but i really fail at modding.
Thanks for the patience, and for the good work !!
Dancing Hoskuld Aug 04, 2011, 05:21 PM Hi C2C team !!I created this account just post my feedback, and a few sugestions !!
First of all, i would like to apologize for my bad english, since that's not my mother language.
Now, going to the point. I just finished a game of 1 month lenght, was version 13 (BTW i am downloading the new version) and i had the best experience in my life playing Civilization. I had only some few CTD's and the AI did pretty well (i was struggling to keep my civilization on the top 3, on monarch). Also, turn times was much faster than i expected. Really an amazing work of this team :)
And as said before, i would like to post some sugestions that i think will make this mod (or should i say expansion ??) even greater. I Dont know how hard will be to implement them, even if will be possible, since i have no idea about modding :(
Those sugestions are:
1) Is this possible to merge this mod (Culture over trade routes) to C2C ?? I think its nice the possibility of having a multicultural empire (maybe this can be controled by the immigration civics)
2) A unit similiar to the great farmer, but instead of food, he would discover mineral resources, i think it would work great with the depletion mod, but may be OP without it.
This unit could be a national unit called geologist, and requires geologist school to be build.
It would have a button called "prospect". When prospecting the geologist have a great chance to discover a new mineral resource like oil if used on plains, grasslands, and cooper if used on mountais, hills. Depletion mines cannot be prospected.
3) I don't like the name great farmer, since it has nothing to do with a greater people, i suggest to change the name to something like agronomist.
4) While i love all the religions this mod has, i don't think is necessary adding more. I don't think it will be fun with tons of reliogions.
5) And the last one, is a disease system. This system would spread diseases on unhealthy cities, and to the cities connected to them. I saw this feature on a mod a long time ago, unfortunally i dont remember which mod was :(
I would gladly do those changes by myself, but i really fail at modding.
Thanks for the patience, and for the good work !!
Welcome to CFC.
4) Extra religions can be removed by you if you don't want them. It is a simple matter of editing one file in the Assets/Modules/DancingHoskuld/Custom_religions folder. You edit the MLF_CIV4ModularLoadingControls.xml and change <bLoad>1</bLoad> to <bLoad>0</bLoad> for those religions you don't want. You can't remove the standard BtS or RoM religions tis way
5) I am working on but slowly. See thread (http://forums.civfanatics.com/showthread.php?t=427855) for my ideas and please post yours.
Gil Araujo Aug 04, 2011, 05:40 PM Thanks Dancing Hoskuld for the quick reply and for the tip on how to deal with unwanted relgions :goodjob:
I loved your ideas for the disease system, glad to know you are working on it :)
Hydromancerx Aug 04, 2011, 08:33 PM Did someone mess with the palisades or walls again? I had them all working correctly in v13:confused:
I have not touched them. Maybe they got messed up with you were doing the graphics stuff (fixing the black terrain stuff). Anyone know when they disappeared? I did not even notice they were gone.
5) Regarding Culture builds : I made the European culture at my first city and it says it grants that culture to all other cities. Once I got my second city, I DID notice that culture listed there among the buildings, but I was still able to build the Culture "building" there. Is that supposed to be like that? Or should building the first one grant it everywhere else free?
There are actually 2 buildings Native Culture and Culture. I had to do some tricks to make it work where every civ is part of a different culture set (ex. African, European, etc). Since you cannot give a specific building to a civ I had to make a dummy building called Native Culture (Human). All the unique buildings replace this so you should not encounter it in your game. However you cannot have these as a requirement for other buildings so I had to make each of these unique building produce a free building in every city. Unlike the building that produce this they can be present in ANY city no matter what civ you have.
To make a long story short native culture since its a unique building for specific civs cannot be limited to one like a national wonder since they all share the same building class (aka Native Culture (Human)). As a side effect of this you can build it in any city, but they are dirt cheap and give little benefits so it should not be too powerful or unbalancing to the game.
Basically it has to be this way or you could never make another culture building in an assimilated city.
2) A unit similiar to the great farmer, but instead of food, he would discover mineral resources, i think it would work great with the depletion mod, but may be OP without it.
This unit could be a national unit called geologist, and requires geologist school to be build.
It would have a button called "prospect". When prospecting the geologist have a great chance to discover a new mineral resource. Like oil if used on plains, deserts, and cooper if used on mountais, hills. Depleted mines cannot be prospected.
5) And the last one, is a disease system. This system would spread diseases on unhealthy cities, and to the cities connected to them. I saw this feature on a mod a long time ago, unfortunally i dont remember which mod was :(
2. This has been discussed before. It would be called a "Great Prospector" and come around Geology tech. It has yet to be implemented yet. It has been suggested a few times now.
5. Dancing Hoskuld is planning/working on a disease system. For more about it go to this thread (http://forums.civfanatics.com/showthread.php?t=427855).
VineFynn Aug 05, 2011, 06:18 PM Hi, I have a question:
Is there any way to update the game without downoloading everything again? Is there any way to download only the changed files?
Thank you
I actually use SVN, and the link is on the first post in the SVN thread for this mod. THat way you can save a lbit of bandwidth, but SO is right, the FPK is something like 600 MB.
Anyway, you should go check out the SVN thread here (http://forums.civfanatics.com/showthread.php?t=429816).
As far as I can tell you can skip step A.1. I did, because despite technically contributing, it isn't worth talking about. It isn't necessary to download.
Unrelated: :D:D:D Australia as part of the core mod! Thanks guys!
CiverDan Aug 05, 2011, 06:55 PM Couple of bugs with workers in the late game. I know these are from v13 but since I know very few have made it to the late eras thought I would mention them.
Seems that workers are unable to build Modern Mines on Mountains. Similar problem with Hybrid Forests. My huge stack (12-16) gets down to 2 turns then it recycled back to 10 or however many turn it is supposed to take. Note the Modern Mines on Hills I can construct fine.
sanderz Aug 06, 2011, 12:07 AM Is use of SVN open to anyone or just official testers?
EldrinFal Aug 06, 2011, 01:46 AM Unfortunately this is all done by the graphics "engine" and is out of our control. It briefly looks like a priest because that is the base mode it is defined on.
1) is a graphics glitch which we do need to track down.
Text we always need help with. In the technology XML file the field which contains the link for text for the quote is held in quote tag eg
<Quote>TXT_KEY_TECH_RITUALISM_QUOTE</Quote>
for the ritualism tech. The text itself is put in another XML file in the TEXT folder.
The sound is a different problem. Yes we have the technology to do it, but no one sounds right. While I can talk BBC English, I tend to talk with a nasal east-Australian/West country UK accent.
I can certainly understand no one wanting to use their own voice. I think it's fine not to have the audio, it's just that for Basketry the quote you have listed has a Nimoy audio made for it. It just doesn't play. I'm not sure if there are any copyright issues with using movie quotes, but I'm sure there are some out there that could apply to techs. Offhand I think that quote from Conan would make a fun audio for some early war tech: "Crush da enemies, seem dem driven before you, and hear da lamentation of the women." :lol:
EldrinFal Aug 06, 2011, 01:56 AM There are actually 2 buildings Native Culture and Culture. I had to do some tricks to make it work where every civ is part of a different culture set (ex. African, European, etc). Since you cannot give a specific building to a civ I had to make a dummy building called Native Culture (Human). All the unique buildings replace this so you should not encounter it in your game. However you cannot have these as a requirement for other buildings so I had to make each of these unique building produce a free building in every city. Unlike the building that produce this they can be present in ANY city no matter what civ you have.
To make a long story short native culture since its a unique building for specific civs cannot be limited to one like a national wonder since they all share the same building class (aka Native Culture (Human)). As a side effect of this you can build it in any city, but they are dirt cheap and give little benefits so it should not be too powerful or unbalancing to the game.
Basically it has to be this way or you could never make another culture building in an assimilated city.
That's a hell of a work around. But I am guessing easier than say making the Cultural stuff like Religions, which seems to intuitively make more sense, but probably harder to implement. In the religious-esque case you could make them based on a tech that the civ receives free as part of their civ starting bonuses, then maybe instead of requiring assimilation, they can be traded. I don't know enough about the intricacies of the system to know if that would be possible. I'm guessing you probably already considered it. I do like the concept though. Makes culture more in-depth than simply a stat and a purple border.:)
SteelSterling Aug 06, 2011, 07:42 AM Version 15 keeps crashing when I try to start a game. I set all my options and it looks like it loads okay after clicking 'launch' but after a short time to crashes to desktop with the infamous "Civilization 4 has encountered an error and needs to close". I cleared he cache and cleared out the custom assets folder but it happened again. I'm using Win7 64 bit, 2.9ghz, 8gb ram, Intel graphics card, onboard sound. I've never had any previous versions (been playing since 8) give me this problem.
nichopoleve Aug 06, 2011, 09:44 AM That is a good one. I can confirm the apparent infinite loop "waiting for civs.." but can add that it will let me change techs, religion and more! I can't find the cause.
Is this a random thing then? Or is the game not playable?
strategyonly Aug 06, 2011, 03:42 PM Version 15 keeps crashing when I try to start a game. I set all my options and it looks like it loads okay after clicking 'launch' but after a short time to crashes to desktop with the infamous "Civilization 4 has encountered an error and needs to close". I cleared he cache and cleared out the custom assets folder but it happened again. I'm using Win7 64 bit, 2.9ghz, 8gb ram, Intel graphics card, onboard sound. I've never had any previous versions (been playing since 8) give me this problem.
You more than like from the way it sounds got a bad d/l. Just re-d/l and start over, making sure you delete the previous version.
Is this a random thing then? Or is the game not playable?
I have an update coming for the "WfoC" problem, but am waiting for the weekend to end, cause other changes are going to impact the dll also, so i am just waiting, sorry everyone.
Fantersam Aug 06, 2011, 04:05 PM I have windows XP with 1024 MB RAM and both expansion packs, but when I try to start the game, a message comes up
"Sid Meier's Civilization 4 : Beyond The Sword has stopped working.... "
strategyonly Aug 06, 2011, 04:09 PM I have windows XP with 1024 MB RAM and both expansion packs, but when I try to start the game, a message comes up
"Sid Meier's Civilization 4 : Beyond The Sword has stopped working.... "
Where did you put the unzipped file to: Should be in the C: Mods folder same as AfterWorld etc.
TO EVERYONE:
UPDATE version 15.1 in the attached Zip file, contains the WfoC problem with the dll. (Just OVERRIDE everything that included here, this is only a small file. Near bottom of post.
http://forums.civfanatics.com/showpost.php?p=9559786&postcount=1
Fantersam Aug 06, 2011, 04:37 PM yeah, its in the same folder.
strategyonly Aug 06, 2011, 04:53 PM yeah, its in the same folder.
Have you re-started your PC since this has happend? Might want to do that and see what happens?
Fantersam Aug 06, 2011, 05:03 PM I've already restarted my computer... But that doesn't helps
strategyonly Aug 06, 2011, 05:07 PM I've already restarted my computer... But that doesn't helps
Have you re-downloaded another copy yet?
Fantersam Aug 06, 2011, 05:11 PM No. Downloading from atomicgamer takes sooo long. is there any mirror?
strategyonly Aug 06, 2011, 05:14 PM No. Downloading from atomicgamer takes sooo long. is there any mirror?
Nope. Its too big for other servers, at least it used to.
Fantersam Aug 06, 2011, 05:16 PM Do you have any other suggestions before I have to redownload it?
Schwarzbart Aug 06, 2011, 08:43 PM I recently started a new game with v1.47 In the slow game I curent play it have the great Heroic feeling I loved in the Fall from Heaven games. :)
Bugs I encountered so fare:
- The National Wonder remaining display is broken. First it display 2 remaining but after building one it display 1 remaining but keeps this no mather how many I have builded.
- The Year Build of any Building/Wonder in the City view display bug instead of the year
Wishlist:
Could you make the Unit/Buildings from the Embassy Worldwonder aviable to all citys?
Or at last allow updating of the normal units of this class to the special ones?
(Maybe even make them national wonder so every civ can go for them)
Edit: Oh your at 1.51 already oO I thought I downloaded it this month ... why have I goten 1.47 oO
Hydromancerx Aug 06, 2011, 09:00 PM Wishlist:
Could you make the Unit/Buildings from the Embassy Worldwonder aviable to all citys?
Or at last allow updating of the normal units of this class to the special ones?
(Maybe even make them national wonder so every civ can go for them)
This will be in future updates (hopefully). Basically if you have 3 cities with a specific culture (such as Culture (Japanese)) then you can build a Wonder that gives a free culture building to all cites.
Civomaniac Aug 06, 2011, 09:48 PM No. Downloading from atomicgamer takes sooo long. is there any mirror?
use torrent magnet it only takes 12 minutes to dl the whole mod. As long as the kind seeders keep it seeding at high upload. So thanks to those guys btw
strategyonly Aug 06, 2011, 09:55 PM OK, just UPDATED to MEGAUPLOAD server 15.1, 6 Aug 10:30 p.m., ALL updates have been included in this download.
Schwarzbart Aug 07, 2011, 12:15 AM I got Mercant Fleet from a Techresearch but with just Right of Passage I can't enter the citys.
Is this intended or a bug? (Still 1.47)
Orangepitcher03 Aug 07, 2011, 01:34 AM 2 quick questions about the newest build.
1. I started as the Zulu and I couldn't build Impi... do I have to build my own embassy? What?
2. Why are there SO MANY BARBARIAN ANIMALS!? I spend half of my early turns sending out scouts and collecting huge amounts of animals. I think I'm some 500 turns into a game and I have to kill every single animal I capture because it's just too much stress on my treasury. Is there anything I can change to limit the massive amounts of animal spawns short of REX or building tons of forts?
Also, I love you guys.
climat Aug 07, 2011, 01:56 AM Yes, you have to build the Culture (Zulu) building because all civilizations is generic in the beginning.
SVN Rev.268
Native Language and Trade Language building have pink buttons, and I got CTD (maybe because of that).
Hydromancerx Aug 07, 2011, 01:58 AM 1. I started as the Zulu and I couldn't build Impi... do I have to build my own embassy? What?
Yep. You now grow your civilization as you go rather than having a set one from the start. Picking Zulu only guarantees you "Native Culture (African)" which is not only a requirement for Culture (Zulu) but other cultures like Egyptian, Ethiopian, Malinese and Carthaginian.
If you have "Assimilation" setting activated then you can gain access to other cultures depending upon what cities you obtain. Such as if you took over a Japanese city then you unlock Asian civs and if you take over an Aztec city then you get access to American civs.
The full details can be found here (https://spreadsheets.google.com/spreadsheet/pub?hl=en_US&key=0AsdBtytHP7lodDl2a2tIYkVQSjBIRjRSb29YLW9NZ2c&hl=en_US&gid=1). Its all a mixture of what culture you start with, what terrain the city is on and what resources are nearby (sometimes even parent culture, religion, and/or civc.
In short just because you picked Zulu doesn't mean your civilization will be Zulu in culture. The world and your decisions will shape what kind of civ you will become. Note that in the future there will be many more cultures to get, even if you cannot pick their civilization to start with.
If you want to build Impi I suggest you research Warfare tech and build a city near Ivory (aka Elephants). That will guarantee you Impi at least in that city.
Schwarzbart Aug 07, 2011, 01:59 AM 2) Because in the early game killing the Animals is a good way to get your city started and there also a lot of things you can build from the animals. (at last in the Game Version 1.47 ^^)
dima1980 Aug 07, 2011, 05:47 AM Version 15.1
link for torrent client
magnet:?xt=urn:btih:4YAYYA3QDUCJY34GJNOKJZKKKBAKBU O4
Fantersam Aug 07, 2011, 05:59 AM Okay strategyonline i reinstalled Caveman2cosmos, but the error still occurs :S.
Orangepitcher03 Aug 07, 2011, 06:42 AM 2) Because in the early game killing the Animals is a good way to get your city started and there also a lot of things you can build from the animals. (at last in the Game Version 1.47 ^^)
I understand that bit and it's all well and good, my only problem is with volume. I just want to know if there's a way to prevent millions of animals from spawning every other turn as I feel like I spend most of the early game moving animals that I've captured towards cities.
SteelSterling Aug 07, 2011, 06:49 AM No joy :cry:
I actually reinstalled CIV 4 completely as I was having problems with a couple other mods and thought maybe something got messed up or it was just the vast amount of mods I had. At any rate, I downloaded 15.1. I started a Play Now! game as I wanted to turn of Neanderthals so I wouldn't get those thousands spawning by my cities and the User Settings folder only had files in it after I start a game. So then, it crashes at the same point, I get into the game and click OK to start and I get "Civilization IV has stopped working..."
CiverDan Aug 07, 2011, 09:43 AM Was able to load a game fine after loading up 15+the update.
Re: the issue with many of the Prehistoric Era techs already researched at the start. Noticed this to, but only when I loaded up a game on Noble, the other difficulties I tried (Settler, Monarch and Deity) all had you research the Prehistoric techs as normal.
Noticed a minor issue with tech costs. The most expensive techs at the end of the game on the larger maps end up costing 1 beaker. My guess is this is because the numbers get too big and read 0 as a result (a factor of 2 thing...). Seems the solution to this is to make sure the number isnt too big for the most expensive tech on Gigantic, Deity setting.
bill2505 Aug 07, 2011, 10:31 AM some notes on religion.
i thing religions should decay slower. there was a case where i used a prophet to spread thereligion and after 3 turns the religion was gone from the city
also another big problem. except my state religion i build both temple and monastery of ANOTHER RELIGION but in the end the people in the city gave up on the religion. this should not happen when you build both temple and Monastery.
Hydromancerx Aug 07, 2011, 02:35 PM @Koshling
In my recent game i found a lone barbarian vulture. There was no city nearby (i was on an island) so I have no idea why it would be there. Can you make sure barbarians cannot make ex-unique units? Not sure if there is a way to have a list of units it cannot build or making a new tag for the units that make it so barbarians cannot build them. Its just very weird since the need a building to build them.
Koshling Aug 07, 2011, 02:56 PM @Koshling
In my recent game i found a lone barbarian vulture. There was no city nearby (i was on an island) so I have no idea why it would be there. Can you make sure barbarians cannot make ex-unique units? Not sure if there is a way to have a list of units it cannot build or making a new tag for the units that make it so barbarians cannot build them. Its just very weird since the need a building to build them.
As far as I can tell from the code, when deciding to spawn a barbarian unit in hidden neutral territory, the game just picks a random one that could, in principal, be built by the barbarian player at that time. A spawned unit rather than a built one has no associated city, so no building pre-reqs are checked. I suggest changing this to simply omit all units types that have building pre-reqs from those that can be directly spawned in fog-of-war neutral areas.
I don't really have a test case for this so it'll be hard to be sure it has solved your problem (since I am only theorizing about the source of the Vulture in your case), but it's a very simple and low-irsk chnage so if you agree I'll go ahead and make it.
Hydromancerx Aug 07, 2011, 03:08 PM Yeah that sounds fine. The only problem i see is that units such as mounted, canoes, wooden ships and siege weapons are all linked to building req. This would mean that the barbs could not make those either.
However if a barbarian has a city with the proper requirements can they still build units that require buildings? Because i would still like that to be an option for barbarians. Just no random building limited units appearing out of nowhere.
climat Aug 07, 2011, 03:56 PM Maybe related, maybe not :
One civ was formed from a barb city (BarbCiv option enabled), and it had Koa which require Culture (Polynesia) and Alchesay? or something which require Culture (Apache) as the starting unit. It did not have Culture building at all.
Koshling Aug 07, 2011, 06:19 PM Yeah that sounds fine. The only problem i see is that units such as mounted, canoes, wooden ships and siege weapons are all linked to building req. This would mean that the barbs could not make those either.
However if a barbarian has a city with the proper requirements can they still build units that require buildings? Because i would still like that to be an option for barbarians. Just no random building limited units appearing out of nowhere.
Yes, barb city builds would not be effected. Just directly spawned units.
Hydromancerx Aug 08, 2011, 12:04 AM Yes, barb city builds would not be effected. Just directly spawned units.
Cool! Then go for it! :D
strategyonly Aug 08, 2011, 04:07 AM Extra Leadheads for C2C
http://forums.civfanatics.com/downloads.php?do=file&id=17426
nichopoleve Aug 08, 2011, 07:55 AM I just started a new game and after 3 hours of playing I get the bug where the turn never ends again.
Can someone please help me?
jimboy3100 Aug 08, 2011, 09:02 AM hello... i think it is about 8 months that i was way.. Now i am back again playing the C2C 15. Great job, great improve...Congrats to all the team and mostly to Hydromancerx.
I got a probelm with a saved game. I cannot discover the "steel" technology. Because of the marathon game speed it is about 15 turns to discover a techonology. It shows that it needs 1 turn to discover it. Every turn that i try to discover steel technology, my investigations points for the technology go to minus (-). For example it shows -12376/10929 points for the techonlogy. Now this happened with 2 other techonogies(theory od relativety and telegraph). All the other technologies are going normal until now.
Here is what it says:
http://img163.imageshack.us/img163/3298/fggfd.jpg
I also attached the saved game. Please help, :)
bill2505 Aug 08, 2011, 09:07 AM some notes on religion.
i thing religions should decay slower. there was a case where i used a prophet to spread the religion and after 3 turns the religion was gone from the city
also another big problem. except my state religion i build both temple and monastery of ANOTHER RELIGION but in the end the people in the city gave up on the religion. this should not happen when you build both temple and Monastery.
what about this:confused:
EldrinFal Aug 08, 2011, 09:19 AM Yes. Make sure you have "Assimilation" checked off at the beginning of your custom game. In doing so any city you take over will be able to build the unique building for that civ. For example if you are Vikings you get Culture (European), which allows for cultures like Culture (Roman) or Culture (French). However if you take over say the Native American civ it allows you to build Culture (American) which in turn allows for cultures like Culture (Aztec) or Culture (Apache). Understand? The more types of civs you take over the more cultures you can unlock. Note that there is only one Oceania civ which is Australia which unlocks cultures like Culture (Aborigine), Culture (Polynesian) or Culture (Maori).
Some of these cultures require a particular resource to be in the vicinity of the city to create. Actually, some have 2 requirements (maybe more). If the player chooses a Civ, let's say the Romans (which I often play), will his starting city have the appropriate resources nearby to acquire the Roman culture (eventually)? I think Roman culture requires Olives so would there be an Olive resource near the starting area?
climat Aug 08, 2011, 10:03 AM Some of these cultures require a particular resource to be in the vicinity of the city to create. Actually, some have 2 requirements (maybe more). If the player chooses a Civ, let's say the Romans (which I often play), will his starting city have the appropriate resources nearby to acquire the Roman culture (eventually)? I think Roman culture requires Olives so would there be an Olive resource near the starting area?
No, starting locations are still random. You have to find Olive and build a city next to it if you want Culture (Rome).
SteelSterling Aug 08, 2011, 10:30 AM I cleaned out the cache folder but it's still crashing. This time I tried a different map - Perfect World instead of continents and changed a couple of options. It got to the point where it shows my civ's leader but when I click "continue" it crashed to desktop.
Koshling Aug 08, 2011, 11:58 AM Here is what I want to do to help with Neanderthals, and also lay some other foundations. Treat this as a proposal for comment. It's not hard to do (like a day's work):
Introduce a new XML file Civ4UnitSpawnInfo.xml, which defines directly-spawning (as in not built in cities) units and how they spawn. An example info would look something like this:
<UnitSpawnInfo>
<Type>UNIT_SPAWN_NEANDERTHAL</Type>
<UnitType>UNIT_NEANDERTHAL</UnitType>
<StartYear>-11500</StartYear>
<EndYear>-5000</EndYear>
<SpawnBonuses>
<BonusType>BONUS_NEANDERTHAL_CAVE</BonusType>
</SpawnBonuses>
<SpawnRate>10</SpawnRate>
<MaxPopulationDensity>10</MaxPopulationDensity>
</UnitSpawnInfo>
Each <SpawnInfo> in the file defines the way one type of unit spawns during a particular timeframe (you can have multiple spawn infos for the same unit type if you want, for instance to modify the spawn rate over time).
Tags operate as follows:
Type - unique id for this spawn info
UnitType - the type of unit which will spawn from processing this spawn info
StartYear - first game year the spawn starts operating (could use eras but I wanted finer control)
EndYear - when it stops operating
SpawnBonuses - list of the bonus types from which the spawn occurs. Spawns may happen on any such bonus in neutral territory if it is not occupied (even if visible, else it's too easy to stop them all)
SpawnRate - average number of turns between spawns for any given bonus plot
MaxPopulationDensity - number of tiles/per this unit type in the local area after which the spawn will be inhibitted
The advantages of doing this in the DLL and controlling it through XML are:
XML modding is easier so it'll be easier for modders to fiddle with and make new uses of
DLL based code is higher performance so it will impose less overheads than doing it in Python
It's a generic system that can be used for a number of purposes. Obviously Neanderthals, but also potentially animals, or future alien menaces
Obviously this could just spawn Neanderthals from existing bonuses, but I'd quite like to see a Neanderthal Cave bonus added anyway. It could allow buildings (Neanderthal embassy obviously) for cities that have it as a vicinity bonus, but also have continued use after Neanderthal spawns have stopped - e.g. - archaelogical dig building, that requires a neranderthal cave in the vicinity and yields a science boost.
I won't jump into this if those that would be likely to make use of it (DH primarily I would think, Hydro maybe) don't think it's a good idea, but I repeat - it's very easy to do.
Opinions...?
Koshling Aug 08, 2011, 12:00 PM Cool! Then go for it! :D
This chnage now pushed to SVN
Koshling Aug 08, 2011, 12:10 PM hello... i think it is about 8 months that i was way.. Now i am back again playing the C2C 15. Great job, great improve...Congrats to all the team and mostly to Hydromancerx.
I got a probelm with a saved game. I cannot discover the "steel" technology. Because of the marathon game speed it is about 15 turns to discover a techonology. It shows that it needs 1 turn to discover it. Every turn that i try to discover steel technology, my investigations points for the technology go to minus (-). For example it shows -12376/10929 points for the techonlogy. Now this happened with 2 other techonogies(theory od relativety and telegraph). All the other technologies are going normal until now.
Here is what it says:
http://img163.imageshack.us/img163/3298/fggfd.jpg
I also attached the saved game. Please help, :)
I tried to look at this, but the game you attached is not a max compatibility save so I can't load it. Can you attach a max compat save exhibiting the problem please. Also, since this problem (or at least the known cases of it) were fixed in V15 can you confirm that is what you are running?
EldrinFal Aug 08, 2011, 12:21 PM Here is what I want to do to help with Neanderthals, and also lay some other foundations. Treat this as a proposal for comment. It's not hard to do (like a day's work):
Introduce a new XML file Civ4UnitSpawnInfo.xml, which defines directly-spawning (as in not built in cities) units and how they spawn. An example info would look something like this:
<UnitSpawnInfo>
<Type>UNIT_SPAWN_NEANDERTHAL</Type>
<UnitType>UNIT_NEANDERTHAL</UnitType>
<StartYear>-11500</StartYear>
<EndYear>-5000</EndYear>
<SpawnBonuses>
<BonusType>BONUS_NEANDERTHAL_CAVE</BonusType>
</SpawnBonuses>
<SpawnRate>10</SpawnRate>
<MaxPopulationDensity>10</MaxPopulationDensity>
</UnitSpawnInfo>
Each <SpawnInfo> in the file defines the way one type of unit spawns during a particular timeframe (you can have multiple spawn infos for the same unit type if you want, for instance to modify the spawn rate over time).
Tags operate as follows:
Type - unique id for this spawn info
UnitType - the type of unit which will spawn from processing this spawn info
StartYear - first game year the spawn starts operating (could use eras but I wanted finer control)
EndYear - when it stops operating
SpawnBonuses - list of the bonus types from which the spawn occurs. Spawns may happen on any such bonus in neutral territory if it is not occupied (even if visible, else it's too easy to stop them all)
SpawnRate - average number of turns between spawns for any given bonus plot
MaxPopulationDensity - number of tiles/per this unit type in the local area after which the spawn will be inhibitted
Obviously this could just spawn Neanderthals from existing bonuses, but I'd quite like to see a Neanderthal Cave bonus added anyway. It could allow buildings (Neanderthal embassy obviously) for cities that have it as a vicinity bonus, but also have continued use after Neanderthal spawns have stopped - e.g. - archaelogical dig building, that requires a neranderthal cave in the vicinity and yields a science boost.
Sounds good. I would say starting turn instead of year and likely different depending on game speed. Ending Year seems very subjective depending on a lot of game variables. I've played some where all civs are advanced in the BCs, and other games where we were all "behind" in the later years. I'd say Era is better for ending. Or even one particular Tech.
A lingering cave that provides culture or science is a cool idea.
EldrinFal Aug 08, 2011, 12:37 PM Text we always need help with. In the technology XML file the field which contains the link for text for the quote is held in quote tag eg
<Quote>TXT_KEY_TECH_RITUALISM_QUOTE</Quote>
for the ritualism tech. The text itself is put in another XML file in the TEXT folder.
I went through the text document with the actual quotes and filled in all the ones I saw as blank and also made some corrections where I saw them (weird characters where apostrophes should be, missing [SPACE], etc.) Grand War was repeated, so I deleted the second one, which had no text.
I just filled in the quotes where there were already Keys setup, but may later look at adding new keys to create unique quotes for techs that are just using existing ones.
Hope this small contribution helps :)
Hydromancerx Aug 08, 2011, 03:35 PM hello... i think it is about 8 months that i was way.. Now i am back again playing the C2C 15. Great job, great improve...Congrats to all the team and mostly to Hydromancerx.
Welcome back and thanks! :D
Some of these cultures require a particular resource to be in the vicinity of the city to create. Actually, some have 2 requirements (maybe more). If the player chooses a Civ, let's say the Romans (which I often play), will his starting city have the appropriate resources nearby to acquire the Roman culture (eventually)? I think Roman culture requires Olives so would there be an Olive resource near the starting area?
Nope. All picking Roman guarantees is that you start with Culture (European), which is the same as if you picked France, Spain, England, etc. Its still random if you manage to get the right resource near you.
However if you want to make sure you have that culture in your first city then go into world builder and say plop an olive resource next to your city. That will make sure you can build Culture (Roman).
I cleaned out the cache folder but it's still crashing. This time I tried a different map - Perfect World instead of continents and changed a couple of options. It got to the point where it shows my civ's leader but when I click "continue" it crashed to desktop.
C2C Perfect World is my favorite. I know each team member has a different favorite type of map. Thus if you want to experience how i play my games then use C2C Perfect World.
This chnage now pushed to SVN
Thanks dude.
Obviously this could just spawn Neanderthals from existing bonuses, but I'd quite like to see a Neanderthal Cave bonus added anyway. It could allow buildings (Neanderthal embassy obviously) for cities that have it as a vicinity bonus, but also have continued use after Neanderthal spawns have stopped - e.g. - archaelogical dig building, that requires a neranderthal cave in the vicinity and yields a science boost.
I won't jump into this if those that would be likely to make use of it (DH primarily I would think, Hydro maybe) don't think it's a good idea, but I repeat - it's very easy to do.
Opinions...?
I like the idea of a cave being a new resource. I can think of other buildings linked to it such as Bat Guano collecting, Cave Bear Hunting, a requirement for the Cave Painting or Cave Dwelling buildings, etc. I like it a lot.
Also could you add these as new resources or terrain features?
Tar Pit
Graphic: Oil Resource
Terrain: Any Land (except Peaks and Hills)
Map Gen: Rare
Bonuses: +1 :hammers:
Movement: Impassable
Volcano
Graphic: Here (http://forums.civfanatics.com/downloads.php?do=file&id=9989) or Here (http://forums.civfanatics.com/downloads.php?do=file&id=12861)
Terrain: Peaks Only
Map Gen: Rare
Bonuses: +1 :hammers:
Events: Make the Volcano event trigger on this instead.
Movement: Impassable
Geyser
Graphic: ?
Terrain: Any Land (except Peaks and Hills)
Map Gen: Rare
Bonuses: ?
Movement: ?
Mesa
Graphic: ?
Terrain: Desert Only
Map Gen: Rare
Bonuses: ?
Movement: ?
Crater
Graphic: ?
Terrain: Any Land (except Peaks and Hills)
Map Gen: Rare
Bonuses: ?
Movement: ?
Koshling Aug 08, 2011, 05:39 PM Welcome back and thanks! :D
Nope. All picking Roman guarantees is that you start with Culture (European), which is the same as if you picked France, Spain, England, etc. Its still random if you manage to get the right resource near you.
However if you want to make sure you have that culture in your first city then go into world builder and say plop an olive resource next to your city. That will make sure you can build Culture (Roman).
C2C Perfect World is my favorite. I know each team member has a different favorite type of map. Thus if you want to experience how i play my games then use C2C Perfect World.
Thanks dude.
I like the idea of a cave being a new resource. I can think of other buildings linked to it such as Bat Guano collecting, Cave Bear Hunting, a requirement for the Cave Painting or Cave Dwelling buildings, etc. I like it a lot.
Also could you add these as new resources or terrain features?
Can't see any problem with adding them if someone can provide graphics - that's the only part I'm not able to do. I'll see about adding the ones you have proposed graphics for in the next day or two.
Hydromancerx Aug 08, 2011, 05:43 PM Can't see any problem with adding them if someone can provide graphics - that's the only part I'm not able to do. I'll see about adding the ones you have proposed graphics for in the next day or two.
Thanks. I will let you know if i find any graphics for the missing ones.
Dancing Hoskuld Aug 08, 2011, 06:00 PM I went through the text document with the actual quotes and filled in all the ones I saw as blank and also made some corrections where I saw them (weird characters where apostrophes should be, missing [SPACE], etc.) Grand War was repeated, so I deleted the second one, which had no text.
I just filled in the quotes where there were already Keys setup, but may later look at adding new keys to create unique quotes for techs that are just using existing ones.
Hope this small contribution helps :)
Thanks for this. StrategyOnly have you taken this and merged it in?
Dancing Hoskuld Aug 08, 2011, 06:17 PM Here is what I want to do to help with Neanderthals, and also lay some other foundations. Treat this as a proposal for comment. It's not hard to do (like a day's work):
Introduce a new XML file Civ4UnitSpawnInfo.xml, which defines directly-spawning (as in not built in cities) units and how they spawn. An example info would look something like this:
<UnitSpawnInfo>
<Type>UNIT_SPAWN_NEANDERTHAL</Type>
<UnitType>UNIT_NEANDERTHAL</UnitType>
<StartYear>-11500</StartYear>
<EndYear>-5000</EndYear>
<SpawnBonuses>
<BonusType>BONUS_NEANDERTHAL_CAVE</BonusType>
</SpawnBonuses>
<SpawnRate>10</SpawnRate>
<MaxPopulationDensity>10</MaxPopulationDensity>
</UnitSpawnInfo>
Each <SpawnInfo> in the file defines the way one type of unit spawns during a particular timeframe (you can have multiple spawn infos for the same unit type if you want, for instance to modify the spawn rate over time).
Tags operate as follows:
Type - unique id for this spawn info
UnitType - the type of unit which will spawn from processing this spawn info
StartYear - first game year the spawn starts operating (could use eras but I wanted finer control)
EndYear - when it stops operating
SpawnBonuses - list of the bonus types from which the spawn occurs. Spawns may happen on any such bonus in neutral territory if it is not occupied (even if visible, else it's too easy to stop them all)
SpawnRate - average number of turns between spawns for any given bonus plot
MaxPopulationDensity - number of tiles/per this unit type in the local area after which the spawn will be inhibitted
The advantages of doing this in the DLL and controlling it through XML are:
XML modding is easier so it'll be easier for modders to fiddle with and make new uses of
DLL based code is higher performance so it will impose less overheads than doing it in Python
It's a generic system that can be used for a number of purposes. Obviously Neanderthals, but also potentially animals, or future alien menaces
Obviously this could just spawn Neanderthals from existing bonuses, but I'd quite like to see a Neanderthal Cave bonus added anyway. It could allow buildings (Neanderthal embassy obviously) for cities that have it as a vicinity bonus, but also have continued use after Neanderthal spawns have stopped - e.g. - archaelogical dig building, that requires a neranderthal cave in the vicinity and yields a science boost.
I won't jump into this if those that would be likely to make use of it (DH primarily I would think, Hydro maybe) don't think it's a good idea, but I repeat - it's very easy to do.
Opinions...?
I think this is a good idea. It would also let us control animal spawning better. Do you remember the general discussion thread about all barbarian spawning?
My concentration ability is still way down but I am working on getting the volcano feature in. So Koshling you don't need to worry about it. ;)
Koshling Aug 08, 2011, 07:28 PM Sounds good. I would say starting turn instead of year and likely different depending on game speed. Ending Year seems very subjective depending on a lot of game variables. I've played some where all civs are advanced in the BCs, and other games where we were all "behind" in the later years. I'd say Era is better for ending. Or even one particular Tech.
A lingering cave that provides culture or science is a cool idea.
The reason I went for year rather than turns exactly that year self-normalizes for game speed, whereas turn does not. Also I would have the spawn rate normalize to game speed using the same calculation that city build costs do.
I agree that a tech-discovery based start or end condition also makes sense though, and I don't see any issue with providing those options also.
Epona222 Aug 08, 2011, 08:56 PM I have been playing v15 since it came out, and I just want to congratulate you on how fantastic it is - I'm having a whale of a time with it, and love the way the "culture" buildings have been redone in this version. I loved them in v14 too, but this is even better.
Just a couple of points (ok, a few points), if I may:
1. The balance between AI and human controlled civs seems worse in this version than in previous - I start a game with myself and one AI civ, and Barbarian Civs turned on so that more civs arise during play. I haven't met any barbarian-derived civs yet, but it is 80AD and my original AI opponents the Ottomans are still a minor civ with 1 city, researching megafauna domestication, while I have 16 cities and am sending out my fleet of caravels to explore the world, have already researched gunpowder and am about to finish astronomy. I would like to help them out a bit (out of pity mostly!) but at this rate, by the time they become a real civ with diplomatic options and able to trade with me, I am going to have nuclear powered assault mecha (or similar!) roaming the world!
2. Have some of the terrain and terrain features been changed graphically? Now having trouble seeing roads and other types of route or lumbermills/earlier forest improvements on forest squares (because even when I have built something the forest covers it up), and grassland is very bright green and looks a bit plastic - or is this due to my settings? Although I haven't changed them since my last game.
3. (although this should probably go in the ideas thread, and isn't specific to v15) IMO there's currently a gap in terrain improvements - lumbermills are preceded by lumberjacks and wood gatherers, which is excellent - however there is as yet no precursor to the forest preserve. It would be fantastic to see something along similar lines implemented for the forest preserve - the earliest version could be a hunters hide (req. Hunting tech or maybe Trapping to make it available a bit earlier), upgrading to game reserve (req. Aristocracy tech, thinking along the lines of hunting grounds for the nobility) - these resulted in forests being preserved rather than chopped down for lumber so would be suitable forerunners for the forest preserve improvement. They could also have a chance of discovering forest type resources such as deer, pigs, apples etc... unfortunately I don't have the first clue how to go about doing this myself.
4. Some of the buildings and cultures in C2C require the resource fur - since playing C2C (and I am a chronic restarter so I've played lots of different games for several hours each!) I have never seen fur come up as a resource, although I used to see it when playing ROM/AND on the same map type. Is this a bug or am I using the wrong map for C2C? I am using the ROM_Terra map.
Anyway fantastic job on the mod so far - I am now in a race to see whether I can actually finish a game before v16 is released, because you lot are quicker at updating than I am at playing!!!! Nice job, love it :)
Orangepitcher03 Aug 08, 2011, 10:56 PM Carracks are female?
EldrinFal Aug 08, 2011, 11:38 PM The reason I went for year rather than turns exactly that year self-normalizes for game speed, whereas turn does not. Also I would have the spawn rate normalize to game speed using the same calculation that city build costs do.
I agree that a tech-discovery based start or end condition also makes sense though, and I don't see any issue with providing those options also.
I suppose they do. I guess I just always get timid with "ticking bombs" that I have no control over. Turns must move forward one by one. But a tech or era can be put off for awhile by choosing other things to research or even slowing down research.
It's fine either way as long as the main issues already discussed get addressed-- which they definitely are with this new feature! :goodjob:
sanderz Aug 08, 2011, 11:40 PM 1. The balance between AI and human controlled civs seems worse in this version than in previous
I have noticed the same thing - the AI civs are progressing at a VERY slow rate, very much slower than previous versions.
EldrinFal Aug 08, 2011, 11:42 PM I have been playing v15 since it came out, and I just want to congratulate you on how fantastic it is - I'm having a whale of a time with it, and love the way the "culture" buildings have been redone in this version. I loved them in v14 too, but this is even better.
Just a couple of points (ok, a few points), if I may:
1. The balance between AI and human controlled civs seems worse in this version than in previous - I start a game with myself and one AI civ, and Barbarian Civs turned on so that more civs arise during play. I haven't met any barbarian-derived civs yet, but it is 80AD and my original AI opponents the Ottomans are still a minor civ with 1 city, researching megafauna domestication, while I have 16 cities and am sending out my fleet of caravels to explore the world, have already researched gunpowder and am about to finish astronomy. I would like to help them out a bit (out of pity mostly!) but at this rate, by the time they become a real civ with diplomatic options and able to trade with me, I am going to have nuclear powered assault mecha (or similar!) roaming the world!
You're much better than me! I'm playing on Prince and Ragnar is far ahead of me with tech and able to pound out World Wonders with uncanny speed. I got embroiled in a slow war with my neighbor, Suveryman (sp?) and while we were slugging it out at about equal tech, the other two AIs took the top spots, so now we're BOTH screwed! :lol:
Hydromancerx Aug 09, 2011, 12:12 AM @Koshling & Dancing Hoskuld
Can't see any problem with adding them if someone can provide graphics - that's the only part I'm not able to do. I'll see about adding the ones you have proposed graphics for in the next day or two.
Apparently the FfH Age of Ice mod that comes iwth civ4 has some features we should use ...
- Crater (Not too pretty but its the only crate i have found)
- Rock Arch (This looks cool I like the one where you can actually see the hole in the center.)
- Frozen Ship (This looks like it would be fun to discover ships frozen in sea ice later in the game)
- Volcano (not as pretty as the other but it is a terrain feature already).
Also they have some other stuff that looked interesting such as ...
- Traps (might be cool to allow traps as either an improvement to catch food or traps in a defensive improvement).
- Bones (might be interesting to have it was greatly reduced in size as a scavenging resource or something. Or even a fossil site.)
In short could you guys and some of these terrain features like the crater or Rock Arch to the game? Thanks! :cool:
----------
On side not I found these the other day. They look like they would be fun to add.
Naval Mine (http://forums.civfanatics.com/downloads.php?do=file&id=11424)
In fact it would be nice to add other things like landmines or other traps. Then have mine detecting units and mine defusing units.
strategyonly Aug 09, 2011, 02:13 AM You're much better than me! I'm playing on Prince and Ragnar is far ahead of me with tech and able to pound out World Wonders with uncanny speed. I got embroiled in a slow war with my neighbor, Suveryman (sp?) and while we were slugging it out at about equal tech, the other two AIs took the top spots, so now we're BOTH screwed! :lol:
I'm with you, i am in the top Five SOME times, but cant get to that top spot, i wonder if its the type of map that makes a difference or something? I only use Custom Scenarios.... I looked at all the civs and they are pretty much the same within around 300 pts or so?
BlueGenie Aug 09, 2011, 03:15 AM Just updated to 15.1 from my 15 game and keep getting an endless turn after the save point I'm supplying.
Thought those were fixed. *wink*
Cheers
Edit: Reverting back to 15 solved it.
Edit2: Folder name for use with save game is Caveman2CosmosSolo
I use that to test out own changes and play my solo games with my own settings, as opposed to playing with others in MP games.
Hydromancerx Aug 09, 2011, 04:28 AM I'm with you, i am in the top Five SOME times, but cant get to that top spot, i wonder if its the type of map that makes a difference or something? I only use Custom Scenarios.... I looked at all the civs and they are pretty much the same within around 300 pts or so?
Yeah I play on Monarch Difficulty, Standard Size, Snail Speed and C2C Perfect World Map and I still get my butt kicked for much of the time. I would say I am smack dab in the middle with one half weaker than me and the other half stronger than me. Personally I think that is a good thing seems to be balanced in that aspect of the game. Its not fun to be at the bottom and it can get boring at the top.
Flinx Aug 09, 2011, 04:43 AM Some minor things:
DH: path for the voodoo missionary sound files, currently itīs custon_ not custom_ as it should be.
HX: Big Ben; current definition tries to replace the townclock while itīs still a prereq. I deleted the replace building and now Big Ben can be build as intended.
Aside from this:
congratulations for your own forum, well deserved. :goodjob:
And now you might excuse me, i have a game going on. :woohoo:
Hydromancerx Aug 09, 2011, 04:59 AM HX: Big Ben; current definition tries to replace the townclock while itīs still a prereq. I deleted the replace building and now Big Ben can be build as intended.
Hmm it can't work that way? Oh well. I will fix then.
jimboy3100 Aug 09, 2011, 06:03 AM i uploaded it as maximum compatibility... :) please help
Koshling Aug 09, 2011, 06:19 AM Yeah I play on Monarch Difficulty, Standard Size, Snail Speed and C2C Perfect World Map and I still get my butt kicked for much of the time. I would say I am smack dab in the middle with one half weaker than me and the other half stronger than me. Personally I think that is a good thing seems to be balanced in that aspect of the game. Its not fun to be at the bottom and it can get boring at the top.
I also (playing as emperor start with flex difficulty) have trouble keeping up with the AI at first. It may be map dependent (I am playing on giant map, ROM archipelego) or perhaps game speed (snail here). I was literally 20 techs behind the leaders when I first met someone from a different landmass (had 2 weak AIs on my starting landmass). Are you finding you streak ahead BEFORE bronze working/monarchy or only after? I suspect it's the city limits associated with civics (which are new in V15) that might be causing your AI issues.
strategyonly Aug 09, 2011, 07:00 AM I also (playing as emperor start with flex difficulty) have trouble keeping up with the AI at first. It may be map dependent (I am playing on giant map, ROM archipelego) or perhaps game speed (snail here). I was literally 20 techs behind the leaders when I first met someone from a different landmass (had 2 weak AIs on my starting landmass). Are you finding you streak ahead BEFORE bronze working/monarchy or only after? I suspect it's the city limits associated with civics (which are new in V15) that might be causing your AI issues.
Thats a good point, but the way that one guy said is, that they only had one city, that is really hard to believe in v15 and above. If anything its got to be ALOT closer than usual now because of the Limited Cities. Of course you always get that FLUKE game, i get them also once a month or so and everything just goes right for the Human player. But next time its like you said i am always lately 20 techs behind now.:blush:
nichopoleve Aug 09, 2011, 07:18 AM Just updated to 15.1 from my 15 game and keep getting an endless turn after the save point I'm supplying.
Thought those were fixed. *wink*
Cheers
Edit: Reverting back to 15 solved it.
Edit2: Folder name for use with save game is Caveman2CosmosSolo
I use that to test out own changes and play my solo games with my own settings, as opposed to playing with others in MP games.
I can confirm this, I also get the endless turn around ancient era.
I thought it might have to do with someone building the zulu embassy wonder, but it still happened when I removed the city that was building it.
Schwarzbart Aug 09, 2011, 07:28 AM There is a DLL fix for the "end-turn hang bug" in this thread:
http://forums.civfanatics.com/showthread.php?t=434712
Dancing Hoskuld Aug 09, 2011, 07:32 AM Some minor things:
DH: path for the voodoo missionary sound files, currently itīs custon_ not custom_ as it should be.
I thought I had caught all of those:blush:.
By the way, Hydro, I have volcanos working but not in association with the event yet.
nichopoleve Aug 09, 2011, 07:36 AM There is a DLL fix for the "end-turn hang bug" in this thread:
http://forums.civfanatics.com/showthread.php?t=434712
The file does NOT work.
Can you test my savegame and see if it just my computer?
Schwarzbart Aug 09, 2011, 08:12 AM Where can I change the max cities for the Goverment? (I would prefer to set them to 4,8, 12) :)
strategyonly Aug 09, 2011, 08:16 AM Where can I change the max cities for the Government? (I would prefer to set them to 4,8, 12) :)
<iCityLimit>3</iCityLimit> in CIV4CivicInfos
Schwarzbart Aug 09, 2011, 08:25 AM thanks again :)
Koshling Aug 09, 2011, 09:58 AM The file does NOT work.
Can you test my savegame and see if it just my computer?
I'm still at work right now, but I'll be looking into this issue as top priority later today
nichopoleve Aug 09, 2011, 10:14 AM I'm still at work right now, but I'll be looking into this issue as top priority later today
Thank you!
I am really hungry to play this updated mod :)
nanovirus Aug 09, 2011, 10:24 AM The file does NOT work.
Can you test my savegame and see if it just my computer?
your save works for me. Can play at least 10 turn.
nanovirus Aug 09, 2011, 10:27 AM CTD for me at same turn.
i tryed to go back many times.
can some1 have a look its its my Pc or a bug ?
bill2505 Aug 09, 2011, 10:47 AM CTD for me at same turn.
i tryed to go back many times.
can some1 have a look its its my Pc or a bug ?
what are your pc specs
nichopoleve Aug 09, 2011, 10:54 AM Intel Core i7 Quad Processor i7-950
Corsair Dominator DHX DDR3 1600MHz 12GB
Corsair SSD Force Series 2,5" 120GB
4x Western Digital CaviarŪ Green? 2TB (8 TB)
ASUS SABERTOOTH X58, Socket-1366
MSI GeForce GTS 250 1GB PhysX CUDA GDDR3
Windows 7 Ultimate 64-bit
Schwarzbart Aug 09, 2011, 11:15 AM I just got the Quest Horse Wisperer what ask for 15 Stables till Renaissance.
Looks like the quest system have to changed also to get in line with the City limits of the civs.
(I will do a other change of the max in my game to 4/8/16 so Monarchy can finish the quests in a gigantic world. Even if the Horse Wisperer is a very difficulty quest because of the local resource requirment ^^)
Koshling Aug 09, 2011, 11:18 AM Thank you!
I am really hungry to play this updated mod :)
I'm afraid it doesn't hang for me. Can you tell me PRECISELY what you do from the save game state up until the point it hangs. When I loaded it there was one unit left to move (an early merchant) in the current turn. I just fortified it and hit enter, and the end turn completed fine. If you are doing ANYTHING different to this please let me have the details.
Koshling Aug 09, 2011, 11:20 AM CTD for me at same turn.
i tryed to go back many times.
can some1 have a look its its my Pc or a bug ?
This one I can't load (it's not a max compat format save). Please do the following:
1) Load it
2) Resave immediately as max compat save
3) Load THAT and check it still CTDs on end turn
4) If so upload that save please
EldrinFal Aug 09, 2011, 11:31 AM Yeah I play on Monarch Difficulty, Standard Size, Snail Speed and C2C Perfect World Map and I still get my butt kicked for much of the time. I would say I am smack dab in the middle with one half weaker than me and the other half stronger than me. Personally I think that is a good thing seems to be balanced in that aspect of the game. Its not fun to be at the bottom and it can get boring at the top.
I play Perfect World also. That series of scripts has always turned out well for me with designs that make sense. I also like being able to reduce ocean level to low.
I'm sure starting location plays a huge role in how the empire fairs, and in this one I'm on a slippery slope due to the war and a big desert nearby. The other two AIs are just getting fat with wonders and techs, and surprisingly have NOT warred on each other.
Unfortunately, my nearby enemy became a vassal of Ragnar right after we made peace, so there is no way I can even attempt to take him out now! :cry:
It's all good though. With all the new changes we've been talking about recently, I anticipate a restart soon! :D
Schwarzbart Aug 09, 2011, 11:32 AM <iCityLimit>3</iCityLimit> in CIV4CivicInfos
Sadly it only changed the display in the Goverment choice but I am still limited to 3 Citys in Chiefdom :( (have changed it to 4)
nichopoleve Aug 09, 2011, 11:33 AM I'm afraid it doesn't hang for me. Can you tell me PRECISELY what you do from the save game state up until the point it hangs. When I loaded it there was one unit left to move (an early merchant) in the current turn. I just fortified it and hit enter, and the end turn completed fine. If you are doing ANYTHING different to this please let me have the details.
I clicked wait turn on the merchant and clicked end turn. Then the game freeze.
Is there a log file I can see whats happening?
Koshling Aug 09, 2011, 11:34 AM Just updated to 15.1 from my 15 game and keep getting an endless turn after the save point I'm supplying.
Thought those were fixed. *wink*
Cheers
Edit: Reverting back to 15 solved it.
Edit2: Folder name for use with save game is Caveman2CosmosSolo
I use that to test out own changes and play my solo games with my own settings, as opposed to playing with others in MP games.
No hang for me I'm afraid (just ending turn from the save state). Do you have the post-15.1 patch from this thread: http://forums.civfanatics.com/showthread.php?t=434712 ? That fixes and end of turn hang that is present in V15.1
Koshling Aug 09, 2011, 11:35 AM Sadly it only changed the display in the Goverment choice but I am still limited to 3 Citys in Chiefdom :( (have changed it to 4)
Do a max-compat save&load - that should fix such cases assuming you are using V15.1+
Koshling Aug 09, 2011, 11:38 AM I clicked wait turn on the merchant and clicked end turn. Then the game freeze.
Is there a log file I can see whats happening?
Go into Assets/XML and open the file A_New_Dawn_GlobalDefines.xml in a text editor. Fidn the entry for XML_LOGGING_ENABLED and chnage it's value from 0 to 1
That will produce various logs. They will appear in My Documents\My Games\Beyond the Sword\Logs. Do your turn hang (give it a minute or so to finish stuff it is validly doing) then ZIP up the logs from that folder and post them
Schwarzbart Aug 09, 2011, 11:49 AM Do a max-compat save&load - that should fix such cases assuming you are using V15.1+
Thanks, will do so and then change Monarchy also (to 16 as writen a vew post above) bevor starting the game again and load this save :)
nanovirus Aug 09, 2011, 11:53 AM This one I can't load (it's not a max compat format save). Please do the following:
1) Load it
2) Resave immediately as max compat save
3) Load THAT and check it still CTDs on end turn
4) If so upload that save please
New save added at turn right before CTD in max compat save.
Tryed to load it but same result.
My Specs : Intel I7-2600K; 8 GB ram ; Nvidia 260GT and Win 7 x64
nichopoleve Aug 09, 2011, 11:54 AM Go into Assets/XML and open the file A_New_Dawn_GlobalDefines.xml in a text editor. Fidn the entry for XML_LOGGING_ENABLED and chnage it's value from 0 to 1
That will produce various logs. They will appear in My Documents\My Games\Beyond the Sword\Logs. Do your turn hang (give it a minute or so to finish stuff it is validly doing) then ZIP up the logs from that folder and post them
I let the game stay for 5 min and nothing happened. I could go into tech tree and other menus, but the button for end turn is gone and it says waiting for other civ's.
Here are the logs.
EDIT: I reinstalled the mod and now it works!
I just figured I changed some names for great people. Might that have caused it?
Koshling Aug 09, 2011, 12:23 PM I let the game stay for 5 min and nothing happened. I could go into tech tree and other menus, but the button for end turn is gone and it says waiting for other civ's.
Here are the logs.
EDIT: I reinstalled the mod and now it works!
I just figured I changed some names for great people. Might that have caused it?
It's probably academic since reinstalling fixed it for you (BTW I can't see how GP names could matter so I doubt that was it), but you're missing the (likely) key log from your logs, which is BBAI.log - did you restart Civ4 after turning logging on in the global XML? (I forgot to say to do that, but I think it is necessary)
BlueGenie Aug 09, 2011, 12:46 PM Sadly it only changed the display in the Goverment choice but I am still limited to 3 Citys in Chiefdom :( (have changed it to 4)
Any saves already going on will KEEP any city restriction already in place due to current Civics. The changes you've made won't show until you start a new game.
Koshling Aug 09, 2011, 12:47 PM New save added at turn right before CTD in max compat save.
Tryed to load it but same result.
My Specs : Intel I7-2600K; 8 GB ram ; Nvidia 260GT and Win 7 x64
Found and fixed :-)
The problem was that th code didn't cope with religions being founded which had no free unit on founding (most give you a missionary). Mesopotaneism has no free unit (which may or may not be deliberate - DH?). The DLL code didn't handle this case and the CTD results.
I have uploaded a fixed DLL to the patch thread (stickied at the top of the C2C sub-forum, direct link - http://forums.civfanatics.com/showpost.php?p=10761660&postcount=1 )
EldrinFal Aug 09, 2011, 12:56 PM Noticed in my game that Rhino Riders can be upgraded to Macemen. Is that intentional? I wouldn't mind an upgrade to something like an Elite or Armored Rhino Rider (same for the other early game animal-based units), but an upgrade to a very different human unit seems a little odd.
nanovirus Aug 09, 2011, 01:05 PM Found and fixed :-)
The problem was that th code didn't cope with religions being founded which had no free unit on founding (most give you a missionary). Mesopotaneism has no free unit (which may or may not be deliberate - DH?). The DLL code didn't handle this case and the CTD results.
I have uploaded a fixed DLL to the patch thread (stickied at the top of the C2C sub-forum, direct link - http://forums.civfanatics.com/showpost.php?p=10761660&postcount=1 )
Thanks it works fine now. Great support by the way.
nichopoleve Aug 09, 2011, 02:08 PM It's probably academic since reinstalling fixed it for you (BTW I can't see how GP names could matter so I doubt that was it), but you're missing the (likely) key log from your logs, which is BBAI.log - did you restart Civ4 after turning logging on in the global XML? (I forgot to say to do that, but I think it is necessary)
I did restart it and there is still no file named BBAI.log on my entire computer :(
I noticed that when the next turn started, someone adopted a religion. It might have been a religion issue?
Navman Aug 09, 2011, 02:54 PM Hi All,
Installed 15.1. Had to do it manually as would not extract to the correct folders automatically. At any rate, am now getting the following XML errors when loading:
Tag: Buildingclass_Fort_Knox in info class was incorrect
Current XML file is:Modules\Hydro\Embassy\Embassy_Civ4buildinginfos .xml
Have been getting this error msg for the follwing in addition to Fort Knox:
Gateway_Arch
BNS
Valley_Kings
Big_Ben
Sydney_Opera
CN_Tower
Any ideas?
Thx.
Hydromancerx Aug 09, 2011, 03:05 PM By the way, Hydro, I have volcanos working but not in association with the event yet.
Well the volcanoes I was talking about would be terrain features. If you linked them to the event that would be awesome, otherwise I am fine with them just being a new feature on the map.
Hi All,
Installed 15.1. Had to do it manually as would not extract to the correct folders automatically. At any rate, am now getting the following XML errors when loading:
Tag: Buildingclass_Fort_Knox in info class was incorrect
Current XML file is:Modules\Hydro\Embassy\Embassy_Civ4buildinginfos .xml
Have been getting this error msg for the follwing in addition to Fort Knox:
Gateway_Arch
BNS
Valley_Kings
Big_Ben
Sydney_Opera
CN_Tower
Any ideas?
Thx.
I will take a look. it could have been from my latest update.
bill2505 Aug 09, 2011, 03:13 PM there is a problem with attaturk name. one letter is missing. i thing its a or u
Koshling Aug 09, 2011, 03:58 PM Welcome back and thanks! :D
Nope. All picking Roman guarantees is that you start with Culture (European), which is the same as if you picked France, Spain, England, etc. Its still random if you manage to get the right resource near you.
However if you want to make sure you have that culture in your first city then go into world builder and say plop an olive resource next to your city. That will make sure you can build Culture (Roman).
C2C Perfect World is my favorite. I know each team member has a different favorite type of map. Thus if you want to experience how i play my games then use C2C Perfect World.
Thanks dude.
I like the idea of a cave being a new resource. I can think of other buildings linked to it such as Bat Guano collecting, Cave Bear Hunting, a requirement for the Cave Painting or Cave Dwelling buildings, etc. I like it a lot.
Also could you add these as new resources or terrain features?
This is much harder than it appeared!
Firstly I think you need all of these to be features not resources since:
1) They are always revealed
2) They are not tradable
3) Resources cannot be impassable
Since resource graphic assets don't work for terrain so far as I can tell, this means we can't reuse the oil graphic. Havign realised that I figured I'd try the volcano. I added a new module call 'custom terrain'. So far it just adds the volcano. This was when the fun started!
i) A DLL change was required to allow features on peaks at all from map generation. This might have unintended side effects but I think it should be ok.
ii) It turns out that peaks don't even have terrain type TERRAIN_PEAK at all!!! They are actually grassland that has the isPeak flag set. This probably explains why we've been seeing forest spread onto peaks. I have experimentally modified the DLL to cause all peak plots to have the base terrain type TERRAIN_PEAK
Having made the above changes the volcanos seem to work functionally. However, havign got them placed on the map I then quickly realised thast the graphics from the mods you pointed me to don't actually work very well. The volcanos actually kind of float above the plot which (in isometric view) makes it look liek they are on the plot behind. It looks fine viewed straight from above, but fails in normal isometric view :-(
As such I have not made any changes at this time, but I have the necessary code changes to support features on peaks (and probably fix the forests spreading there as a side effect), but still lack a suitable graphic :-(
Edit -so you can play with it (Hydro) I have attacked a RAR that contains:
1) Modified DLL that you'll need
2) Modular volcano feature (with frequency set VERY high so you can easily see it on any map with a few mountains)
3) The base terrain file is changed because the original had 'isWater' set for TERRAIN_PEAK!! (like I said - it wasn't actually USED before)
To try this out do the following:
i) Copy the stuff in 'modules' into your existing modules folder (the 'MLF_CIV4ModularLoadingControls.xml' is the standard C2C one with the extra module so should be safe to over-copy, but hand-merge if you prefer)
ii) Replace the DLL in Assets
iii) Replace the main terrain def file in Assets/xml/Terrain
Let me know what you think about the graphic. I don't think it'll fly really but a second opinion would be good.
Koshling Aug 09, 2011, 04:09 PM I did restart it and there is still no file named BBAI.log on my entire computer :(
I noticed that when the next turn started, someone adopted a religion. It might have been a religion issue?
Maybe, I did just fix a religion-related crash (see patch thread). The BBAI.log should be generated if you went through the steps to turn on logging in the global XML as I described in a previous post. The entry for the logging value should look like this:
<Define>
<DefineName>XML_LOGGING_ENABLED</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
EldrinFal Aug 09, 2011, 04:29 PM This is much harder than it appeared!
Firstly I think you need all of these to be features not resources since:
1) They are always revealed
2) They are not tradable
3) Resources cannot be impassable
Since resource graphic assets don't work for terrain so far as I can tell, this means we can't reuse the oil graphic. Havign realised that I figured I'd try the volcano. I added a new module call 'custom terrain'. So far it just adds the volcano. This was when the fun started!
Well the tar pits can still be resources in the sense that they may possibly be traded. Tar could be a GOOD. One required for Flaming Arrows, Greek Fire (yes, not completely accurate), some kind of Walls add-on for defense, or some kind of Construction-- even boat building.
But the Neand Caves you're right. Although point 1 could be addressed by connecting it to a very early tech, it wouldn't make sense for it to be trade-able. It might have to be a combination of both. A cave terrain with some kind of resource that appears on it exclusively: the resource to meet the requirements of buildings in a nearby city and Neand spawning, and the terrain for the other reasons mentioned.
The other option is to not bother with all the additional things and make the caves like goody huts that are always visible and go away once you move onto them. Hmm.. in that same token, could they be made to change from Goody Hut to resource once you claim them? Like how certain animals can become a resource if killed.
bill2505 Aug 09, 2011, 04:38 PM i thing there must be a buf with great poeple. i have three of them and i want to start a golden age. it says that i need 2 but the button is greyed out and says i need more
JosEPh_II Aug 09, 2011, 04:39 PM Noticed in my game that Rhino Riders can be upgraded to Macemen. Is that intentional? I wouldn't mind an upgrade to something like an Elite or Armored Rhino Rider (same for the other early game animal-based units), but an upgrade to a very different human unit seems a little odd.
Along this line I have Dog Soldiers because I got Sioux Culture. I can now build musket men and crussaisers but the Dog Soldier has no Upgrade available. In older versions it would upgrade to Mace.
To the Team, Did Dog Soldier lose it's upgrade path with the "Culture" changes?
JosEPh
Hydromancerx Aug 09, 2011, 04:48 PM To the Team, Did Dog Soldier lose it's upgrade path with the "Culture" changes?
Yes all ex-Unique Units now do not upgrade into anything. And before you ask why, here is your answer ...
A few reasons ...
1. The upgrade tree was getting crazy messy.
2. So they could be even more unique.
3. To avoid unit upgrade exploitation where could could start out with say a warrior UU then upgrade it into an axeman UU and then into a maceman UU and so on until you have a super unit.
Dancing Hoskuld Aug 09, 2011, 05:03 PM Found and fixed :-)
The problem was that th code didn't cope with religions being founded which had no free unit on founding (most give you a missionary). Mesopotaneism has no free unit (which may or may not be deliberate - DH?). The DLL code didn't handle this case and the CTD results.
yes, basic BtS sometimes gives a missionary and sometimes doesn't :)
This is much harder than it appeared!
Firstly I think you need all of these to be features not resources since:
1) They are always revealed
2) They are not tradable
3) Resources cannot be impassable
Since resource graphic assets don't work for terrain so far as I can tell, this means we can't reuse the oil graphic. Havign realised that I figured I'd try the volcano. I added a new module call 'custom terrain'. So far it just adds the volcano. This was when the fun started!
i) A DLL change was required to allow features on peaks at all from map generation. This might have unintended side effects but I think it should be ok.
ii) It turns out that peaks don't even have terrain type TERRAIN_PEAK at all!!! They are actually grassland that has the isPeak flag set. This probably explains why we've been seeing forest spread onto peaks. I have experimentally modified the DLL to cause all peak plots to have the base terrain type TERRAIN_PEAK
Having made the above changes the volcanos seem to work functionally. However, havign got them placed on the map I then quickly realised thast the graphics from the mods you pointed me to don't actually work very well. The volcanos actually kind of float above the plot which (in isometric view) makes it look liek they are on the plot behind. It looks fine viewed straight from above, but fails in normal isometric view :-(
As such I have not made any changes at this time, but I have the necessary code changes to support features on peaks (and probably fix the forests spreading there as a side effect), but still lack a suitable graphic :-(
Edit -so you can play with it (Hydro) I have attacked a RAR that contains:
1) Modified DLL that you'll need
2) Modular volcano feature (with frequency set VERY high so you can easily see it on any map with a few mountains)
3) The base terrain file is changed because the original had 'isWater' set for TERRAIN_PEAK!! (like I said - it wasn't actually USED before)
To try this out do the following:
i) Copy the stuff in 'modules' into your existing modules folder (the 'MLF_CIV4ModularLoadingControls.xml' is the standard C2C one with the extra module so should be safe to over-copy, but hand-merge if you prefer)
ii) Replace the DLL in Assets
iii) Replace the main terrain def file in Assets/xml/Terrain
Let me know what you think about the graphic. I don't think it'll fly really but a second opinion would be good.
I have the graphics for volcano working fine as a feature without your dll changes. They generate fine on maps> Wonder what I did. ;)
JosEPh_II Aug 09, 2011, 05:05 PM Oh well....at a 5 str they are still being used as city defenders in my current game even with Musket available. The 100% vs melee is what is keeping them somewhat useful as defenders. They've managed to defeat several sharpshooters when fortified on forested hills.
Which brings up Sharpshooters, they can be one tough hombre to kill. And the AI's SS Always seems to have more promotions than mine! :p The Cherokee Musket man is a great counter. Trouble is so far I can only build him in 1 city.
JosEPh
Dancing Hoskuld Aug 09, 2011, 05:08 PM i thing there must be a buf with great poeple. i have three of them and i want to start a golden age. it says that i need 2 but the button is greyed out and says i need more
They need to be of different types eg a G Prophet and G Artist not 2 G Artists.
Oh well....at a 5 str they are still being used as city defenders in my current game even with Musket available. The 100% vs melee is what is keeping them somewhat useful as defenders. They've managed to defeat several sharpshooters when fortified on forested hills.
Which brings up Sharpshooters, they can be one tough hombre to kill. And the AI's SS Always seems to have more promotions than mine! :p The Cherokee Musket man is a great counter. Trouble is so far I can only build him in 1 city.
JosEPh
In my view, if a unit does not upgrade it is a junk unit that wastes resources and time to be built.
Koshling Aug 09, 2011, 05:13 PM yes, basic BtS sometimes gives a missionary and sometimes doesn't :)
I have the graphics for volcano working fine as a feature without your dll changes. They generate fine on maps> Wonder what I did. ;)
As a feature on peaks? Without changing the map scripts? Weird
Hydromancerx Aug 09, 2011, 05:14 PM This is much harder than it appeared!
Firstly I think you need all of these to be features not resources since:
1) They are always revealed
2) They are not tradable
3) Resources cannot be impassable
I think i mentioned that i wanted them as "terrain features" and not "resources". If i didn't I apologize for the confusion.
Having made the above changes the volcanos seem to work functionally. However, havign got them placed on the map I then quickly realised thast the graphics from the mods you pointed me to don't actually work very well. The volcanos actually kind of float above the plot which (in isometric view) makes it look liek they are on the plot behind. It looks fine viewed straight from above, but fails in normal isometric view :-(
As such I have not made any changes at this time, but I have the necessary code changes to support features on peaks (and probably fix the forests spreading there as a side effect), but still lack a suitable graphic :-(
Well there is the volcano in the "FfH Age of Ice" mod that comes with Civ4. However it seems that DH already got a volcano working.
Edit -so you can play with it (Hydro) I have attacked a RAR that contains:
1) Modified DLL that you'll need
2) Modular volcano feature (with frequency set VERY high so you can easily see it on any map with a few mountains)
3) The base terrain file is changed because the original had 'isWater' set for TERRAIN_PEAK!! (like I said - it wasn't actually USED before)
To try this out do the following:
i) Copy the stuff in 'modules' into your existing modules folder (the 'MLF_CIV4ModularLoadingControls.xml' is the standard C2C one with the extra module so should be safe to over-copy, but hand-merge if you prefer)
ii) Replace the DLL in Assets
iii) Replace the main terrain def file in Assets/xml/Terrain
Let me know what you think about the graphic. I don't think it'll fly really but a second opinion would be good.
Do you have a screenshot instead?
Also did you gues see this post?
@Koshling & Dancing Hoskuld
Apparently the FfH Age of Ice mod that comes iwth civ4 has some features we should use ...
- Crater (Not too pretty but its the only crate i have found)
- Rock Arch (This looks cool I like the one where you can actually see the hole in the center.)
- Frozen Ship (This looks like it would be fun to discover ships frozen in sea ice later in the game)
- Volcano (not as pretty as the other but it is a terrain feature already).
Also they have some other stuff that looked interesting such as ...
- Traps (might be cool to allow traps as either an improvement to catch food or traps in a defensive improvement).
- Bones (might be interesting to have it was greatly reduced in size as a scavenging resource or something. Or even a fossil site.)
In short could you guys and some of these terrain features like the crater or Rock Arch to the game? Thanks! :cool:
----------
On side not I found these the other day. They look like they would be fun to add.
Naval Mine (http://forums.civfanatics.com/downloads.php?do=file&id=11424)
In fact it would be nice to add other things like landmines or other traps. Then have mine detecting units and mine defusing units.
strategyonly Aug 09, 2011, 05:21 PM I have the graphics for volcano working fine as a feature without your dll changes. They generate fine on maps> Wonder what I did. ;)
Are these the one's i used to have ie: Dormant and Non-Dormant Volcano, Dustbowls, Blizzards, Disease's. Tornado's and Tsunami's etc?
Dancing Hoskuld Aug 09, 2011, 05:23 PM As a feature on peaks? Without changing the map scripts? Weird
I should have said. I wonder what Aaranda did. I just updated the schema names ;)
I also got his tornado event working but because we have so many events it does not turn off properly. Which means that the tornado sits on the plot for 10-20 turns and more!
Are these the one's i used to have ie: Dormant and Non-Dormant Volcano, and Tsunami's etc?
Where were they? I just have AAanda's stuff.
strategyonly Aug 09, 2011, 05:28 PM I should have said. I wonder what Aaranda did. I just updated the schema names ;)
I also got his tornado event working but because we have so many events it does not turn off properly. Which means that the tornado sits on the plot for 10-20 turns and more!
Where were they? I just have AAanda's stuff.
I had them in version 005, aloooong time ago, and they were ALL python based and used with events only. But that was be Zappara changed the CvEventManager to RoM_EventManager.
Dancing Hoskuld Aug 09, 2011, 05:29 PM Weird. I use terrainBooleans with the value TERRAIN_PEAKS and it works! Note: I have updated to v15 but not higher until last night so maybe it does not work now.
Hydromancerx Aug 09, 2011, 05:38 PM Here is a screenshot (see attachment) of the FfH Age of Ice terrain features I was talking about. If the other volcano doesn't work then at least we have this one as a back up.
The Crater and the Stone Arch would be terrain features while the Frozen Ship would need to be a resource or something since it needs to be revealed later in the game.
strategyonly Aug 09, 2011, 05:41 PM Here is a screenshot (see attachment) of the FfH Age of Ice terrain features I was talking about. If the other volcano doesn't work then at least we have this one as a back up.
The Crater and the Stone Arch would be terrain features while the Frozen Ship would need to be a resource or something since it needs to be revealed later in the game.
Yeppers that is the same volcano i used, and again it is python based to work properly.
Dancing Hoskuld Aug 09, 2011, 05:46 PM Here is a screenshot (see attachment) of the FfH Age of Ice features I was talking about. If the other volcano doesn't work then at least we have this one as a back up.
The Crater and the Stone Arch would be terrain features while the Frozen Ship would need to be a resource or something since it needs to be revealed later in the game.
They are re-using their shipwreck, just putting it on ice.:mischief: I am still working on shipwrecks. They don't appear until submarine warfare, representing dive technology, but every time a ship sinks it has the chance to place the resource. It gives +1 food and +1 commerce with +1 commerce with Tourism. Modern ships that sink after submarine warfare also have a chance of generating a fish resource instead as marine research shows.
Hydromancerx Aug 09, 2011, 05:53 PM @Dancing Hoskuld
I noticed that the ivory resource in FfH Age of Ice has a mammoth instead on an elephant (see attachment). Could you add that as a new resource? Then The Mammoth buildings would not have to piggy back on ivory resource. Note its range would be similar to fur or seals. Also you could have the mammoth herd provide mammoth resource instead of ivory! :D
Hydromancerx Aug 09, 2011, 05:56 PM They are re-using their shipwreck, just putting it on ice.:mischief: I am still working on shipwrecks. They don't appear until submarine warfare, representing dive technology, but every time a ship sinks it has the chance to place the resource. It gives +1 food and +1 commerce with +1 commerce with Tourism. Modern ships that sink after submarine warfare also have a chance of generating a fish resource instead as marine research shows.
1. LOL very funny pun! :lol:
2. You should use "Deep Sea Exploration" tech so it has more of a use.
Epona222 Aug 09, 2011, 06:29 PM Thats a good point, but the way that one guy said is, that they only had one city, that is really hard to believe in v15 and above. If anything its got to be ALOT closer than usual now because of the Limited Cities. Of course you always get that FLUKE game, i get them also once a month or so and everything just goes right for the Human player. But next time its like you said i am always lately 20 techs behind now.:blush:
I have a screenshot for you (a bit further on in the game than I previously reported) - refer to the score box in the bottom right corner. My opponent still only has 1 city!!!!
Btw I'm not a guy, I'm a gal, not that it matters though :)
Edit to add: Oh after my last post, I finally found a fur resource on the map - first time in ages - either it's really rare or I've just been really unlucky previously! It's miles away from any of my cities though - there's like 1 fur on the map, and more worryingly, 1 sulphur, again miles away *cries*
Dancing Hoskuld Aug 09, 2011, 06:56 PM I have a screenshot for you (a bit further on in the game than I previously reported) - refer to the score box in the bottom right corner. My opponent still only has 1 city!!!!
Btw I'm not a guy, I'm a gal, not that it matters though :)
Edit to add: Oh after my last post, I finally found a fur resource on the map - first time in ages - either it's really rare or I've just been really unlucky previously! It's miles away from any of my cities though - there's like 1 fur on the map, and more worryingly, 1 sulphur, again miles away *cries*
Since you are at war with them the number of cities is the known number of cities not the actual number of cities. You can tell this because the number is blue. As you find more of their cities the number will change.
Edit I have tar pits working. I just need a button. the oil one does not look right. My volcanoes are now to high but are still being put on peaks.:confused:
Hydromancerx Aug 09, 2011, 08:23 PM Edit I have tar pits working. I just need a button. the oil one does not look right. My volcanoes are now to high but are still being put on peaks.:confused:
Here is a Tar Pit icon/button. Its not the best but there was not much to work with on the internet.
Epona222 Aug 09, 2011, 10:29 PM Since you are at war with them the number of cities is the known number of cities not the actual number of cities. You can tell this because the number is blue. As you find more of their cities the number will change.
I'm not at war with them per se - we all started as minor civs, I became a proper civilisation when I researched writing, they haven't got there yet - which indicates how far behind me they are - we've never exchanged blows - but because they are a minor civ we are in a state of war and can't talk to each other on the diplomacy screen. I'll send some sharpshooters out to do some scouting and report back what I find with screenshots of course, but last time I had a look at close range (which wasn't that many turns ago, I had a load of naval units and recon units go around their borders scooping up the goody islands along their bit of coastline because they don't have any naval units yet so those islands were there for the taking - once I'd researched astronomy allowing me to send my waiting galleys away from the coast to go around the icebergs which had previously blocked my ships from getting there!) they did indeed only have one city. But I'll have another look, I'd be happy to be proved wrong :)
Edit to add a couple of other things I noticed:
- I have a continent full of cows, so have Portuguese culture in several of my cities including coastal ones - but I cannot build the Carrack UU - in Portuguese cities the Caravel still shows up on the build list, but no Carrack. Interestingly in the 'pedia, the Carrack description says that it will randomly build a female unit, as if it were a missionary.
- Adventurer recon unit description (when I hover over it in the build menu) says it has a cargo space of 1 as if it were a naval unit
Orangepitcher03 Aug 09, 2011, 11:33 PM Curious issue, In the bug mod options I've enable resource display. Yet, whenever I minimize the game and later return the panels are all mucked up to the point where it doesn't display any information at all. Help?
EldrinFal Aug 09, 2011, 11:50 PM Curious issue, In the bug mod options I've enable resource display. Yet, whenever I minimize the game and later return the panels are all mucked up to the point where it doesn't display any information at all. Help?
Is that running full screen or in a window? I've always had random lockups and crashes when running full screen and doing an alt-tab out, then trying to come back again. Usually works, but after a few times, it will crash the game.
On a completely separate note, are all the Culture buildings supposed to spread to each city in the player's empire? I was able to build the English culture in one city, but it didn't show up in any of my others. I'm on v15
Hydromancerx Aug 10, 2011, 02:55 AM On a completely separate note, are all the Culture buildings supposed to spread to each city in the player's empire? I was able to build the English culture in one city, but it didn't show up in any of my others. I'm on v15
Right now there are only 2 of the 3 planned culture buildings made.
1. Regional Cultural (aka Native Culture) this spreads a regional cultural to every city. Ex. Culture (European)
2. Local Culture this is what use to be called an "Embassy". This enables spcific units and buildings. Ex. Culture (Roman).
3. National Culture this has not been done yet. Once you obtain 3 cities with the same local culture then you can build a wonder that enables that local culture to all cities within your empire. Ex. National Culture (Roman).
Schwarzbart Aug 10, 2011, 04:41 AM 3. National Culture this has not been done yet. Once you obtain 3 cities with the same local culture then you can build a wonder that enables that local culture to all cities within your empire. Ex. National Culture (Roman).
I'm sure when the Version with this buildings are released I will start a new game again ^^
Hydromancerx Aug 10, 2011, 05:19 AM I'm sure when the Version with this buildings are released I will start a new game again ^^
It will probably be awhile. I have a lot of other things I want to do before then.
Sleeeper Aug 10, 2011, 05:55 AM - Adventurer recon unit description (when I hover over it in the build menu) says it has a cargo space of 1 as if it were a naval unit
That seems a feature, you can "load" units to Adventurer and move around with it's speed.
Koshling Aug 10, 2011, 06:13 AM Any saves already going on will KEEP any city restriction already in place due to current Civics. The changes you've made won't show until you start a new game.
Not true any more. I altered the load code for max compat to reset it from the current civic info for just this reason at load time (because the assets might have changed since the save)
Koshling Aug 10, 2011, 06:20 AM Since you are at war with them the number of cities is the known number of cities not the actual number of cities. You can tell this because the number is blue. As you find more of their cities the number will change.
Edit I have tar pits working. I just need a button. the oil one does not look right. My volcanoes are now to high but are still being put on peaks.:confused:
Yeh, the volcano levitation in that screenshot is exactly what I was seeing and rather kills it for me. I can't understand how the map generator is placing them for you though! For me placing them via Python explicitly works (e.g. - in event code as pe the original mods usage) but until I made modifications (which you don't have unless you took the DLL I attached previously) I couldn't get the map generator to place them.
I think DH is well ahead of me on getting new tearrains in, so I'm going to lay off this, since I still have lots to do elsewhere. I plan to address the issues with fixed borders today.
Koshling Aug 10, 2011, 06:23 AM That seems a feature, you can "load" units to Adventurer and move around with it's speed.
Lol nice bug. However, it does raise the interesting possibility of land-carriers (or air) in future era. My only concern would be that the AI won't have a clue how to use them.
Dancing Hoskuld Aug 10, 2011, 07:52 AM Lol nice bug. However, it does raise the interesting possibility of land-carriers (or air) in future era. My only concern would be that the AI won't have a clue how to use them.
It doesn't. As has been shown in many mods already. The AI only understands transport units on water.
Koshling Aug 10, 2011, 09:18 AM It doesn't. As has been shown in many mods already. The AI only understands transport units on water.
Yeh, that's what I meant. Having read the AI code I am well aware of that - should have been more explicit in my use of the word 'concern' which was meant to be a concern that because the AI doesnt understand it would be a large penalty to it in practise, rather than a concern that the AI might not understand ;-)
Of course, I can address that in the AI code, but it would be a fairly large job to make it use them effectively
EldrinFal Aug 10, 2011, 10:27 AM Right now there are only 2 of the 3 planned culture buildings made.
1. Regional Cultural (aka Native Culture) this spreads a regional cultural to every city. Ex. Culture (European)
2. Local Culture this is what use to be called an "Embassy". This enables spcific units and buildings. Ex. Culture (Roman).
3. National Culture this has not been done yet. Once you obtain 3 cities with the same local culture then you can build a wonder that enables that local culture to all cities within your empire. Ex. National Culture (Roman).
Thank you for that explanation. So it seems there is just a small handful of Regional Cultures, which can only be obtained as your single starting culture and then from assimilation. Any of these acquired spreads automatically and opens up the potential of other "sub-cultures." Any way to acquire other cultures without the "Warmonger" route? Possibility of a Great Artist doing this?
#3 I see. Sounds rough! :sad: I suppose the Great Farmer can help with this though.
Orangepitcher03 Aug 10, 2011, 05:58 PM Is that running full screen or in a window? I've always had random lockups and crashes when running full screen and doing an alt-tab out, then trying to come back again. Usually works, but after a few times, it will crash the game.
Full screen. There is no real issue when I alt+tab in or out except for a 5 second freeze. It's just that the resource interface gets all wonky.
Hydromancerx Aug 10, 2011, 07:26 PM Thank you for that explanation. So it seems there is just a small handful of Regional Cultures, which can only be obtained as your single starting culture and then from assimilation. Any of these acquired spreads automatically and opens up the potential of other "sub-cultures." Any way to acquire other cultures without the "Warmonger" route? Possibility of a Great Artist doing this?
#3 I see. Sounds rough! :sad: I suppose the Great Farmer can help with this though.
Not at the moment but i am open to ideas. Since the regional cultures are based on your civs's unique building there is no way to give you another Native Culture. However it would be possible to give the free building. Perhaps a new "Diplomat" unit could be sued to spread regional cultures. But its beyond my skills.
Much more would have to be figured out before attempting a diplomatic means of spreading cultural buildings. I suspect it would have to be done much like missionaries do for religions.
BlueGenie Aug 10, 2011, 08:35 PM Attached savegame CTD's on end of turn.
Using v15 with the name Caveman2CosmosSolo on the folder.
I also edited a few files. Let me know if you need those to check the CTD properly. Mainly 5-10-15-20 cities per civics, increased City Maintenance and reduced unit costs for the AI but also a few other small things.
It's a fun game so any solution would be gratefully received.
Cheers.
strategyonly Aug 10, 2011, 08:40 PM Attached savegame CTD's on end of turn.
Using v15 with the name Caveman2CosmosSolo on the folder.
I also edited a few files. Let me know if you need those to check the CTD properly. Mainly 5-10-15-20 cities per civics, increased City Maintenance and reduced unit costs for the AI but also a few other small things.
It's a fun game so any solution would be gratefully received.
Cheers.
Have you updated to the current dll?
http://forums.civfanatics.com/showthread.php?t=434712
EldrinFal Aug 10, 2011, 10:29 PM Not at the moment but i am open to ideas. Since the regional cultures are based on your civs's unique building there is no way to give you another Native Culture. However it would be possible to give the free building. Perhaps a new "Diplomat" unit could be sued to spread regional cultures. But its beyond my skills.
Much more would have to be figured out before attempting a diplomatic means of spreading cultural buildings. I suspect it would have to be done much like missionaries do for religions.
Yeah, I thought about a unit that could be made, but that seems like it might be too easy. A Great Person of some kind would make it more valuable. Or perhaps if you captured an enemy unit, you could bring it back to your city and use it to create the Culture building much like how animals work.
One concern is that if it takes so long to get those Local Cultures, you may miss the chance for some of the earlier unique units of that culture. For example, if I am not able to get the Roman culture until the Industrial Age, the Praetorian unit would be useless. This is assuming those types of unique units still exist.
nichopoleve Aug 11, 2011, 01:13 AM Not at the moment but i am open to ideas. Since the regional cultures are based on your civs's unique building there is no way to give you another Native Culture. However it would be possible to give the free building. Perhaps a new "Diplomat" unit could be sued to spread regional cultures. But its beyond my skills.
Much more would have to be figured out before attempting a diplomatic means of spreading cultural buildings. I suspect it would have to be done much like missionaries do for religions.
How about making culture similar to a good that can be traded?
Ex. If you are an allied of another civ, then they could trade you a diplomat or culture that would make it possible for you to make these buildings or whatever?
Hydromancerx Aug 11, 2011, 01:33 AM How about making culture similar to a good that can be traded?
Ex. If you are an allied of another civ, then they could trade you a diplomat or culture that would make it possible for you to make these buildings or whatever?
Well you can make units tradeable, however that would mean we need a unit for each culture, which will get annoying if we have a ton of cultures. Likewise if we make culture into a tradable resource then the other real resources will loose value.
Then again if the only thing traded is the regional culture then that lowers the amount to only 6 types of diplomats or 6 types of resources. Which seems more doable.
If done via resources then culture would spread via roads and other trade methods which may make things more interesting.
In short I think the best method would be to make 6 new resources that would be produced by the 6 Native Culture buildings.
Nice brainstorming guys! :goodjob:
Schwarzbart Aug 11, 2011, 01:56 AM How can the Turkish have 3 War Chariot without even have the resource Horse at theyr only city and also not having the needed Culture for it?
Because there also two Homo neanderthalis in his stack I somehow expect its a barbarian city that have emerged could this be the reason?
nichopoleve Aug 11, 2011, 02:38 AM When I discovered bronze working I automatically change civics to despotism and I can not revert back to chiefdom.
Is this working as intended?
Hydromancerx Aug 11, 2011, 04:44 AM How about making culture similar to a good that can be traded?
Ex. If you are an allied of another civ, then they could trade you a diplomat or culture that would make it possible for you to make these buildings or whatever?
See new changes here (http://forums.civfanatics.com/showpost.php?p=10775133&postcount=168). :cool:
nichopoleve Aug 11, 2011, 04:54 AM I got the endless turn error two times since last now and whenever I get it
I delete the c2c folder and install it again.
That has worked like a charm every time.
I have to apply the BUG settings again, but as long as it works I am happy :)
Dancing Hoskuld Aug 11, 2011, 04:55 AM When I discovered bronze working I automatically change civics to despotism and I can not revert back to chiefdom.
Is this working as intended?
If you have more than 3 cities you can't convert to chiefdom because of the city limit. Could this be the explaination?
Hydromancerx Aug 11, 2011, 05:04 AM If you have more than 3 cities you can't convert to chiefdom because of the city limit. Could this be the explaination?
I had a similar problem. This has to be it since I could not go back to Despotism or Monarchy either when I had like 15 cities.
Schwarzbart Aug 11, 2011, 05:39 AM See new changes here (http://forums.civfanatics.com/showpost.php?p=10775133&postcount=168). :cool:
Ahh thats why we have so many Goods as "Buildings" instead of Resources.
Koshling Aug 11, 2011, 06:27 AM I got the endless turn error two times since last now and whenever I get it
I delete the c2c folder and install it again.
That has worked like a charm every time.
I have to apply the BUG settings again, but as long as it works I am happy :)
Whether you have a workaround or not, plese post save games exhibitting the issue, else it'll never get fixed.
Koshling Aug 11, 2011, 06:29 AM When I discovered bronze working I automatically change civics to despotism and I can not revert back to chiefdom.
Is this working as intended?
I noticed this too. I'm not quite sure why it happens, but I think it was intended (by Afforess when he adde the civic city limits) so that you could only ever progress to larger limits on the number of cities.
nichopoleve Aug 11, 2011, 08:10 AM I will post a savegame if the freeze happens again.
Can you guys change meditiation tech pls?
In order to spread your religions you MUST have meditation.
To get meditation you have to have polytheism and monotheism first.
This gives you 3 religions asap if you are the scientific leader.
I suggest either another tech allows you to make missioanries or hindu,judaism and budism gets founded by other techs.
Sundiata Keita Aug 11, 2011, 08:43 AM Hello all,
I too am having the unending turn glitch. However I have a save, as attached. Usually I can get through them by declaring war on everyone for one turn or by saving as a scenario and loading it, but this time neither is working. I've also noticed the glitch usually happens when I'm sonewhere between 20-29 turns left on a golden age.
strategyonly Aug 11, 2011, 08:52 AM I will post a savegame if the freeze happens again.
Can you guys change meditation tech pls?
In order to spread your religions you MUST have meditation.
To get meditation you have to have polytheism and monotheism first.
This gives you 3 religions asap if you are the scientific leader.
I suggest either another tech allows you to make missionaries or Hindu, Judaism and Buddhism gets founded by other techs.
Pls look at my changes AFTER 15.1 and see if that would help?
http://forums.civfanatics.com/showthread.php?t=429816&page=8
Hello all,
I too am having the unending turn glitch. However I have a save, as attached. Usually I can get through them by declaring war on everyone for one turn or by saving as a scenario and loading it, but this time neither is working. I've also noticed the glitch usually happens when I'm somewhere between 20-29 turns left on a golden age.
Have you checked this out:
http://forums.civfanatics.com/showthread.php?t=434712
Sundiata Keita Aug 11, 2011, 10:32 AM Just tried it, still get the hang. I'll start a new game in case the patch only applies to new games.
Koshling Aug 11, 2011, 10:55 AM Attached savegame CTD's on end of turn.
Using v15 with the name Caveman2CosmosSolo on the folder.
I also edited a few files. Let me know if you need those to check the CTD properly. Mainly 5-10-15-20 cities per civics, increased City Maintenance and reduced unit costs for the AI but also a few other small things.
It's a fun game so any solution would be gratefully received.
Cheers.
This save isn't crashing for me. Can you confirm:
1) It consistenty crashes for you on end-trun from the save. If not what actions do you take prior to the crash occuring?
2) You are running with the latest DLL from the patch thread (which is the August 10th one)
Koshling Aug 11, 2011, 11:09 AM Hello all,
I too am having the unending turn glitch. However I have a save, as attached. Usually I can get through them by declaring war on everyone for one turn or by saving as a scenario and loading it, but this time neither is working. I've also noticed the glitch usually happens when I'm sonewhere between 20-29 turns left on a golden age.
End turn from the save game worked fine for me. Can you confirm:
1) All you need to do to get the turn hang is end-turn from that save game. If not then what else is required?
2) You are using the latest DLL from the patches thread (the one dated August 10th)
BlueGenie Aug 11, 2011, 05:36 PM Attached savegame CTD's on end of turn.
Using v15 with the name Caveman2CosmosSolo on the folder.
I also edited a few files. Let me know if you need those to check the CTD properly. Mainly 5-10-15-20 cities per civics, increased City Maintenance and reduced unit costs for the AI but also a few other small things.
It's a fun game so any solution would be gratefully received.
Cheers.
This save isn't crashing for me. Can you confirm:
1) It consistenty crashes for you on end-trun from the save. If not what actions do you take prior to the crash occuring?
2) You are running with the latest DLL from the patch thread (which is the August 10th one)
1) No action taken other than ending turn and consistent crash every time.
2) Tried with both DLL files, same effect. It does go a little ways into the next turn (AI movements) before crashing.
Windows tells me it's the BTS DLL file crashing?
Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 3.1.9.0
Fault Module Timestamp: 4e42a811
Exception Code: c0000005
Exception Offset: 002cfa57
OS Version: 6.1.7600.2.1.0.768.3
Locale ID: 1053
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab
Going to try reverting all files back to original 15.1 to see if it helps.
Edit:
Pure 15.0 + 15.1 patch saves the day. No CTD. Now to test with a few changes at a time to see where the problem lies.
Koshling Aug 11, 2011, 08:20 PM 1) No action taken other than ending turn and consistent crash every time.
2) Tried with both DLL files, same effect. It does go a little ways into the next turn (AI movements) before crashing.
Windows tells me it's the BTS DLL file crashing?
Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 3.1.9.0
Fault Module Timestamp: 4e42a811
Exception Code: c0000005
Exception Offset: 002cfa57
OS Version: 6.1.7600.2.1.0.768.3
Locale ID: 1053
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab
Going to try reverting all files back to original 15.1 to see if it helps.
Edit:
Pure 15.0 + 15.1 patch saves the day. No CTD. Now to test with a few changes at a time to see where the problem lies.
Maybe there is some interaction with your modified assets that means the cash doesn't happen at that point for me. I presume you don't have the setup to build the DLL yourself (in which casse I could probably talk you through debugging it to the extent of getting the necessary information). Failing that I could give you a debug build that might possibly throw an informative assertion failure before the crash, if you're up for that?
Hydromancerx Aug 11, 2011, 08:23 PM I don't now what this means. But i got this error. (See Attachment)
Lord Gruin Aug 11, 2011, 08:32 PM I have downloaded version 15.1 and am getting many, many xml errors. Any idea what is wrong? :help:
Koshling Aug 11, 2011, 08:34 PM I don't now what this means. But i got this error. (See Attachment)
Do you have a save game that produces it? It means something went wrong in the python event handler when a unit was built. It's probably largely harmless, but if you can reproduce it I'll try to track it down
exacta Aug 11, 2011, 08:35 PM I don't now what this means. But i got this error. (See Attachment)
I got that in v14 around the start of the modern era, but I didn't see anything messed up which is odd.
|
|