Bahmo
Jan 31, 2011, 02:24 PM
Could you please take a look at my file on the preceding page?
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View Full Version : Caveman 2 Cosmos Bahmo Jan 31, 2011, 02:24 PM Could you please take a look at my file on the preceding page? strategyonly Jan 31, 2011, 02:36 PM Could you please take a look at my file on the preceding page? Take a look at this reply and see if this works, thx. http://forums.civfanatics.com/showpost.php?p=10169675&postcount=973 Unendingfear Jan 31, 2011, 04:38 PM Apparently, we've pretty much fixed the critical freeze bugs but the currently compiled files with the fix are making saves from v7 uncompatible... I realize that's unfortunate and apologize for that because I know what a frustration that amounts to! We still have some debugging to address according to my initial checks but for those frozen files applied, we were able to get them past the freeze until some incompatabilities have now made them unloadable. Efforts in this dept are ongoing. Oooo, would that mean I can use Advance Start? o: Thunderbrd Jan 31, 2011, 07:31 PM Advanced start never was a problem... just the going theory at the time. Retrospect Feb 01, 2011, 01:31 AM Hi, Just thought I stop by and say that I'm really liking this mod. The early game seems so much more natural. Obviously there are a few balance issues but I know you guys are working hard to sort all that stuff out. Good luck with this, I'll be looking forward to future versions :-) Hydromancerx Feb 01, 2011, 04:27 AM Hi, Just thought I stop by and say that I'm really liking this mod. The early game seems so much more natural. Obviously there are a few balance issues but I know you guys are working hard to sort all that stuff out. Good luck with this, I'll be looking forward to future versions :-) Thanks. It was a bit rocky to begin with but we at least have it flowing where its playable, especially the current unreleased version. Each version has brought something new and then we adjust to that. Hopefully over time it can be both balanced and diverse. And honestly if i went back to play RoM or even AND it would feel naked without all the stuff we have added so far. It is really developing into its own unique mod I think. QuantumProjects Feb 01, 2011, 06:52 AM Thanks. It was a bit rocky to begin with but we at least have it flowing where its playable, especially the current unreleased version. Each version has brought something new and then we adjust to that. Hopefully over time it can be both balanced and diverse. And honestly if i went back to play RoM or even AND it would feel naked without all the stuff we have added so far. It is really developing into its own unique mod I think. Yeah, I look forward to seeing this mod developing as a standalone mod. Someday I'll open Civilopedia and I may find just the C2C Game Concepts section, or open the BUG options and see no tag named RevDCM. I know both mods have to be credited for the wonderful achievements they've made, but it surely confuses newcomers as they don't have a god damn idea about why "Battle Effects" option is listed under RevDCM tag or why there is a RoM Game Concepts in Civilopedia. Just my opinion, though. Danwood Feb 01, 2011, 07:35 AM Great project! I was thinking AND was totally dead, but fortunally something is still going on :D Only a question: is global warming mod included ? if yes does it work? i remember it was broken in AND 1.75. I relly love a "chaning enviroiment" which players can affect with their acts (pollution, fallout etc). Nevets_ Feb 01, 2011, 12:52 PM Hi again, guys I have recently posted that bug issue but it couldn't get solved, so i restarted my game...... HOWEVER, in the meantime I started a hotseat game with a friend. Everything was going well, great fun....until we reached again a point at which we just can't go on because turn won't change...basiclly the same issue as described above :((( His pc is quite ok ( RAM DDR3 6GB intel core i7 920@ 2.67 Ghz Nvidia Gforce gtx 285 Vista SP1 64)...We didn't use any advanced start either I have attached the 2 last savegame files...game cannot go past turn 505, or year 345BC. It is a real pity because we invested almost 2 days of gameplay in this and it was amazing! ...It will be really bad if we can't go on...I hope u can help us :) For everybody having the endless turn bug, I had gotten it twice, around turn 900/3000 and again around turn 700/3000, on two different games. Before I started my third game I changed the Thief/Rogue/Assassin/Ambusher units in the ClassInfos xml to be National Units with a limit of 0 (basically turning them off) because there was some suggestion they might be causing an issue with the AI trying to build more, then being told it can't, then trying again, in an infinite loop. With this change I have been playing my current game for almost 1200/3000 turns, and while turn times jumped from about 10 seconds to 1 1/2 minutes around turn 800/3000, I haven't had the bug again. It might not even be necessary to turn the units off completely, just give them a limit of 3 or so. I don't know if it is save compatible, or if you need to go into worldbuilder in a current game and delete all the over the limit units too, but it might be something to try if you really don't want to lose your game. If you want to try you need to edit this file (back it up first): [BTS FOLDER]\Mods\[C2C FOLDER]\Assets\XML\Units\CIV4UnitClassInfos.xml And change the <iMaxPlayerInstances> tag for the UNITCLASS_AMBUSHER, UNITCLASS_THIEF, UNITCLASS_ROGUE, UNITCLASS_ASSASSIN from: <iMaxPlayerInstances>-1</iMaxPlayerInstances> to <iMaxPlayerInstances>0</iMaxPlayerInstances> or <iMaxPlayerInstances>3</iMaxPlayerInstances> to still leave them in, but with a limit. Argroww Feb 01, 2011, 02:47 PM Odd, just got to turn 50 and was informed that the difficulty had increased, I didn't set the option for this to happen and when I checked the settings it wasn't showing as enabled there...suggesting that one or more of the Custom option don't do what they are meant to do? Dancing Hoskuld Feb 01, 2011, 02:54 PM Odd, just got to turn 50 and was informed that the difficulty had increased, I didn't set the option for this to happen and when I checked the settings it wasn't showing as enabled there...suggesting that one or more of the Custom option don't do what they are meant to do? It is not in Custom options it is in the BUG options screen RoM options tab. I think it was moved there in AND 1.75. Yes it caught me out too. :) Argroww Feb 01, 2011, 03:02 PM Grrrrr.....there are times when there are simply too many options!! JosEPh_II Feb 01, 2011, 03:52 PM Grrrrr.....there are times when there are simply too many options!! You can turn it off from the Bug options screen or adjust it to your liking. I never use it so I always go in 1st turn and turn it off. JosEPh Argroww Feb 01, 2011, 11:30 PM True, no problem with that, but the last version of C2C I played didn't have it on by default, so it was unexpected, especially when there is an option for it in the custom game setup. It must be agreed that it is annoying when you have an option to turn something on/off in 2 diffferent places and they don't match. I had that when limited religions was first introduced, the custom game option didn't work unless you enabled it aswell in the BUG options screen (refering to an earlier version of RoM2) Buzzn Feb 02, 2011, 09:15 AM Hey, very long time lurker here (I've actually been around on and off since C3C), just unlurking to say a few things about that mod. First something about that "Infinite Turn Bug" some folks had problems with. I got this one too twice in my game, but was able to get my game running again. In both cases the freeze was caused by one civ being one turn away from researching a technology they already had. After I assinged them a new research, the game went on just fine. Could this be related to the tech diffusion option or maybe barbarian civs (if I'm not mistaken, both civs were upstart barbs)? For the folks, who are eager to continue their frozen games, here's a little rundown of what I did. Maybe it's of some help. First play to the turn just before the freeze and save. After that go into worldbuilder and save as scenario into the /Caveman2Cosmos/PrivateMaps folder. Load that scenario and see if it works, just to make sure it's not an art related problem. Then reload your faulty save and declare war on everyone. (Best to do this in worldbuilder just to be sure you got everyone.) Then end the turn. If it works and you can go past the freeze you might be lucky. Now reload the save and declare war again, but exclude a civ. If it still works, you can be sure it's not that civ which is causing the problem. Repeat that reloading and declaring war until you find that one civ. (This can be tedious, I know. Especially if you play with many civs. But it's the only way I found so far.) When you know who's causing your freeze, it's time to use the wonderful CivChanger. For it to work you will have to start your game in cheat mode. (Go to the /my documents/my games/beyond the sword folder and open up civilizationiv.ini. Search for "CheatCode = 0" and replace the 0 with "chipotle" without the quotation marks.) Load your savegame and then press "Ctrl+Shift+l". You'll get a nice little box with a dropdown menu. Select the bad civ from there and press "Ok". You are now in charge of them. (From here you will have to do a bit of your own detective work. With my games it was easy, seeing the civ in question was one turn away from discovering a new tech, but looking at the technology advisor it was evident they already knew that.) After you made your corrections, press "Ctrl+Shift+l" again and change back to your old civ. You should have advanced a turn already. Advance one turn more to see if it really worked. Then just save and play on, until the next freeze. :D Second thing are just a few nitpicks. The musketman is not showing in the civilopedia. Maybe something related to its nif. I got this bug myself while modding. Did't have time to check if it shows up correct in the actual game. The ingame flag for sumeria doesn't show. I copied the standard BtS FlagDECAL_Sumeria.dds into C2Cs /art/interface/teamcolor folder and it worked fine. I had this bug were it was not showing terrain textures (just black ground) on this computer which has 4gb RAM as well as a computer at work which has 16gb. I got this with other mods too. Seems to be related to big fpk files. Unpacking the C2C.fpk and erasing it made everything work fine. (Although the load time are now quite horrible! :yuck:) And last but not least thing, I just want to thank strategyonly and team for making this mod. Since discovering ROM I wanted to integrate other mods with it to play one gigantic game from prehistory to the future, but I lacked motivation, time and talent. You now make my dream come true. Thank you so much for your hard work, it's very appreciated! Thunderbrd Feb 02, 2011, 03:03 PM hmm... so barbs starting new nations seem to be causing some trouble as they research techs they had as barbs already... very interesting. My wife had a similar problem on one of her games. Makes a lot of sense. Now I'll have to take a look at what can be done to keep the problem from happening in the dll. I've always wanted to use that debugging method you layed out there and knew I had all the keys to do so but I hadn't compiled all that info into one place (y'know, looking back through to figure it out again) so now that you have, I can use that more often. Thank YOU for your help on this project! ClassicFrog Feb 03, 2011, 11:56 AM Perhaps you could do a workaround and make new civilizations emerging from barbarian cities would start without any techs and give them some techs as an event? Maybe all techs that are currently known to every civ (so if everyone would know bronze working new civ would get it, but if it was known only by 7 out of 8 civs in the world it would not be given to emerging civ), as a kind of the most basic common knowledge of the current timeframe. QuantumProjects Feb 03, 2011, 01:05 PM Guys, when do you plan to release the next C2C version, and which features/bugfixes/improvements do you expect to include in the next version? I'm really looking forward to getting the next version before I start a game which will surely last a couple of weeks (or months, perhaps)? QuantumProjects Feb 03, 2011, 01:08 PM (deleted) strategyonly Feb 04, 2011, 11:37 AM Guys, when do you plan to release the next C2C version, and which features/bugfixes/improvements do you expect to include in the next version? I'm really looking forward to getting the next version before I start a game which will surely last a couple of weeks (or months, perhaps)? going thru right now, to fix some artdefine problems, will be within a week, hows that. To everyone, i need a unit that comes after an Assassin (str 5) but before a Sharpshooter (str 15), any ideas/suggestions (promotions, unitai, etc). I moved the Assassin to The Code of Laws, but that seems to far back (plus he is actually really easy to kill)? QuantumProjects Feb 04, 2011, 12:13 PM going thru right now, to fix some artdefine problems, will be within a week, hows that. That's awesome news! Nevets_ Feb 04, 2011, 12:28 PM Str 10 Highwayman, requires Engineering (for crossbow), +25% Jungle/Forest attack. Or Str 8 Robber Baron, requires Armorsmithing & Horses (not considered a mounted unit though, with riding school a 3 move hidden nationality raider is just too scary), +50% city defense, can build a fort outside your territory. (it would be really nice if they could build a fort inside another empire's borders, but I don't think that's possible.) Ideally, the Robber Baron could set up in unclaimed parts of the map, build a fort, and attack anything that comes within a square of it, moving back into the fort before the turn ends. No idea if this is possible for the AI. Does Sharpshooter still require just gunpowder? Smoothbore muzzle loaders are not very accurate, and technically you don't get access to infantry firearms until Matchlock. It would make more sense to have Sharpshooter require Rifling, and bump up the strength to 26, and maybe add in an early gunpowder hidden nationality unit such as: Str 15 Swashbuckler, requires Matchlock, starts with amphibious. Change the Privateer to have cargo 1, (or if it can't get them already, allow them to have the Cargo promotions) and now you can raid distant islands' / colonies' land holdings too. Hydromancerx Feb 04, 2011, 04:07 PM Str 10 Highwayman, requires Engineering (for crossbow), +25% Jungle/Forest attack. Or Str 8 Robber Baron, requires Armorsmithing & Horses (not considered a mounted unit though, with riding school a 3 move hidden nationality raider is just too scary), +50% city defense, can build a fort outside your territory. (it would be really nice if they could build a fort inside another empire's borders, but I don't think that's possible.) Ideally, the Robber Baron could set up in unclaimed parts of the map, build a fort, and attack anything that comes within a square of it, moving back into the fort before the turn ends. No idea if this is possible for the AI. Does Sharpshooter still require just gunpowder? Smoothbore muzzle loaders are not very accurate, and technically you don't get access to infantry firearms until Matchlock. It would make more sense to have Sharpshooter require Rifling, and bump up the strength to 26, and maybe add in an early gunpowder hidden nationality unit such as: Str 15 Swashbuckler, requires Matchlock, starts with amphibious. Change the Privateer to have cargo 1, (or if it can't get them already, allow them to have the Cargo promotions) and now you can raid distant islands' / colonies' land holdings too. Those sound cool. And like a said before make sure the Sharpshooter requires a "Saloon" in addition you could make an "Outlaw" unit that also requires the Saloon. This can be on a separate branch from the Sharpshooter but still be at around the same level, but give it unique stats. strategyonly Feb 04, 2011, 04:21 PM Str 10 Highwayman, requires Engineering (for crossbow), +25% Jungle/Forest attack. Or Str 8 Robber Baron, requires Armorsmithing & Horses (not considered a mounted unit though, with riding school a 3 move hidden nationality raider is just too scary), +50% city defense, can build a fort outside your territory. (it would be really nice if they could build a fort inside another empire's borders, but I don't think that's possible.) Ideally, the Robber Baron could set up in unclaimed parts of the map, build a fort, and attack anything that comes within a square of it, moving back into the fort before the turn ends. No idea if this is possible for the AI. Does Sharpshooter still require just gunpowder? Smoothbore muzzle loaders are not very accurate, and technically you don't get access to infantry firearms until Matchlock. It would make more sense to have Sharpshooter require Rifling, and bump up the strength to 26, and maybe add in an early gunpowder hidden nationality unit such as: Str 15 Swashbuckler, requires Matchlock, starts with amphibious. Change the Privateer to have cargo 1, (or if it can't get them already, allow them to have the Cargo promotions) and now you can raid distant islands' / colonies' land holdings too. Those sound cool. And like a said before make sure the Sharpshooter requires a "Saloon" in addition you could make an "Outlaw" unit that also requires the Saloon. This can be on a separate branch from the Sharpshooter but still be at around the same level, but give it unique stats. Right now i have it Assassin (str 5), upgrade to Sharpshooter (str 15), upgrade to Sniper (str 26) Modern Sniper (str 50), then High Tech Sniper (str 65). I am liking the name Highwayman, cause that was started around the 16th century. Hydromancerx Feb 04, 2011, 05:22 PM Right now i have it Assassin (str 5), upgrade to Sharpshooter (str 15), upgrade to Sniper (str 26) Modern Sniper (str 50), then High Tech Sniper (str 65). I am liking the name Highwayman, cause that was started around the 16th century. So like ... Theif -> Rogue -> Assassin -> Highwayman -> Sharpshooter -> Sniper -> Modern Sniper -> High Tech Sniper I also like the Swashbuckler and/or Pirate. While we are on the Subject of new units could you make a "Ninja" UU unit for the Japanese civ that replaces the Assassin but is maybe like strength 7? Thunderbrd Feb 04, 2011, 09:02 PM So like ... Theif -> Rogue -> Assassin -> Highwayman -> Sharpshooter -> Sniper -> Modern Sniper -> High Tech Sniper I also like the Swashbuckler and/or Pirate. While we are on the Subject of new units could you make a "Ninja" UU unit for the Japanese civ that replaces the Assassin but is maybe like strength 7? We could also add in an Outcast (early version that may be able to enter enemy lands but could be even more interesting if it could NOT enter local territory... perhaps it could join an enemy city to create unhappiness...), a Scoundrel - an early thief, a Scallywag (which may go along with the swashbuckler and pirate units...). Anyhow, just joining the brainstorm ;) rwglaub Feb 05, 2011, 09:23 AM I hope all those units have limits. I've played games where I was getting hit by bandit riders from all sides stealing my workers. I eventually had to declare war on those civilizations (who were all a lot smaller than me) and destroy them because they wouldn't leave me alone. dommain Feb 05, 2011, 04:07 PM I hope all those units have limits. I've played games where I was getting hit by bandit riders from all sides stealing my workers. I eventually had to declare war on those civilizations (who were all a lot smaller than me) and destroy them because they wouldn't leave me alone. Escort the workers with units....... Nevets_ Feb 05, 2011, 05:56 PM I hope all those units have limits. I've played games where I was getting hit by bandit riders from all sides stealing my workers. I eventually had to declare war on those civilizations (who were all a lot smaller than me) and destroy them because they wouldn't leave me alone. I believe there are plans for the next version to make the hidden nationality units national units, and add in detection units earlier so you get some more defense against them. vincentz Feb 05, 2011, 08:25 PM Hey, very long time lurker here (I've actually been around on and off since C3C), just unlurking to say a few things about that mod. First something about that "Infinite Turn Bug" some folks had problems with. I got this one too twice in my game, but was able to get my game running again. In both cases the freeze was caused by one civ being one turn away from researching a technology they already had. After I assinged them a new research, the game went on just fine. Could this be related to the tech diffusion option or maybe barbarian civs (if I'm not mistaken, both civs were upstart barbs)? For the folks, who are eager to continue their frozen games, here's a little rundown of what I did. Maybe it's of some help. First play to the turn just before the freeze and save. After that go into worldbuilder and save as scenario into the /Caveman2Cosmos/PrivateMaps folder. Load that scenario and see if it works, just to make sure it's not an art related problem. Then reload your faulty save and declare war on everyone. (Best to do this in worldbuilder just to be sure you got everyone.) Then end the turn. If it works and you can go past the freeze you might be lucky. Now reload the save and declare war again, but exclude a civ. If it still works, you can be sure it's not that civ which is causing the problem. Repeat that reloading and declaring war until you find that one civ. (This can be tedious, I know. Especially if you play with many civs. But it's the only way I found so far.) When you know who's causing your freeze, it's time to use the wonderful CivChanger. For it to work you will have to start your game in cheat mode. (Go to the /my documents/my games/beyond the sword folder and open up civilizationiv.ini. Search for "CheatCode = 0" and replace the 0 with "chipotle" without the quotation marks.) Load your savegame and then press "Ctrl+Shift+l". You'll get a nice little box with a dropdown menu. Select the bad civ from there and press "Ok". You are now in charge of them. (From here you will have to do a bit of your own detective work. With my games it was easy, seeing the civ in question was one turn away from discovering a new tech, but looking at the technology advisor it was evident they already knew that.) After you made your corrections, press "Ctrl+Shift+l" again and change back to your old civ. You should have advanced a turn already. Advance one turn more to see if it really worked. Then just save and play on, until the next freeze. :D There is another easier way. Enable loggin and look which civ moved in the last turn (and propably if unit causes it: which unit moved last) its either that civ or the next that is causing the infinite loop. (MPlog) DavidB1111 Feb 08, 2011, 01:38 AM Hello, remember me? I've been out of the loop. I swear though, I am totally back into playing this mod. In it's new incarnation. Oh, Good, I managed to download this from Atomic Gamer. Obviously, that's the final sign of the Apocalypse. :) I'll go give this a run through, and see how much it's different from Next War advanced. strategyonly Feb 08, 2011, 06:47 PM Updated Version 8, 8 Feb 11, 7:30 PM Tons of new buildings and features. See first post. Hydromancerx Feb 08, 2011, 07:12 PM Yay! Hope you all like this version of the mod. A lot of hard work was put into this. Please let us know what you think of the adjustments, changes and additions. I big thanks to everyone who as contributed to this project be it the modders who helped make it to the players who give feedback. DavidB1111 Feb 08, 2011, 10:36 PM That's the story of my life, a new version comes out two days after I start playing it. :) I have to say I do enjoy it so far. Argroww Feb 09, 2011, 12:58 AM Any chance of knowing exactly what has been added/improved in V8? QuantumProjects Feb 09, 2011, 07:25 AM Updated Version 8, 8 Feb 11, 7:30 PM Tons of new buildings and features. See first post. Awesome news indeed!!! cakedaemon Feb 09, 2011, 01:28 PM Ive got a problem with this mod, and I cant run it. I actually just started using this account because I cant get around the problem :( . When I try clicking the single player button on the main menu, I get a Runtime Error, but only if I played the game earlier that day. If I have not played it all that day, no error, but eventually it crashes anyway. TheDisco Feb 09, 2011, 03:36 PM So I just downloaded and installed the main file and I noticed there are also two additional file downloads: Leaderheads and ExtraCivs. Is it recommended to install both of these as well and are they still compatible with the latest version of C2C? Thanks! cakedaemon Feb 10, 2011, 08:41 AM Ugh. The new version does the same as the older one. Ive got 3gb of ram, and a Geforce 210, so I think I should be able to run this mod. strategyonly Feb 10, 2011, 08:51 AM Ive got a problem with this mod, and I cant run it. I actually just started using this account because I cant get around the problem :( . When I try clicking the single player button on the main menu, I get a Runtime Error, but only if I played the game earlier that day. If I have not played it all that day, no error, but eventually it crashes anyway. Ugh. The new version does the same as the older one. Ive got 3gb of ram, and a Geforce 210, so I think I should be able to run this mod. Here is one review of your GC: The GeForce 210 is indeed a very entry-level solution only capable of offloading the CPU when playing high-definition video (as opposed to Nvidia’s earlier GPUs, the new 40nm ones offer hardware acceleration of entropy decoding and bit stream processing for VC-1 format). It also supports audio-over-HDMI although the card still has no integrated sound core. It receives audio via PCI Express, and this is itself a great improvement over the earlier implementation, especially as the new method supports HDMI 1.3a, i.e. High-Definition Audio formats. The GeForce 210 is not a gaming card with its 16 shader processors, of course. The best it can do is to run simple and undemanding games like The Sims. It is not even declared to support PhysX due to such poor computing resources. btw Welcome to CFC. cakedaemon Feb 10, 2011, 08:54 AM So I guess that means I cant run the mod then? Damn. I used to run Next War Advanced properly before... JP Bison Feb 10, 2011, 12:31 PM Hello Strategy only. First of all, I love your mod. However, I see two bugs that you maybe able to fix. The first one was in V7 as well, the second one just appeared with V8. 1- Once a path is made by a gatherer, I cannot build a mud path on that same tile later in the game. As a result, I cannot get the 1/2 movement bonus on all the tiles where I previously built a path to connect my ressources. 2- With V8 only, sometimes, buildings are missing from the tech tree. Not always tough. In some games I've played, everything was perfect but sometimes, the Elders council does not appear under cultural identity in the tech tree so I cannot build it when I get the tech. Same for the Wheelwright, Villas, establishing embassies when I get writing, etc. Now when I start a game, I have to check everything in the tech tree right from the start in order to make sure everything is there otherwise I wont be able to build these buildings later. Dancing Hoskuld Feb 10, 2011, 12:53 PM Hello Strategy only. First of all, I love your mod. However, I see two bugs that you maybe able to fix. The first one was in V7 as well, the second one just appeared with V8. 1- Once a path is made by a gatherer, I cannot build a mud path on that same tile later in the game. As a result, I cannot get the 1/2 movement bonus on all the tiles where I previously built a path to connect my ressources. 2- With V8 only, sometimes, buildings are missing from the tech tree. Not always tough. In some games I've played, everything was perfect but sometimes, the Elders council does not appear under cultural identity in the tech tree so I cannot build it when I get the tech. Same for the Wheelwright, Villas, establishing embassies when I get writing, etc. Now when I start a game, I have to check everything in the tech tree right from the start in order to make sure everything is there otherwise I wont be able to build these buildings later. 1. should have been fixed in v8. (I have not played far enough to be sure, myself.) 2. sounds like a bad install (or download). You did delete the old version of Caveman2Cosmos before installing the new, didn't you? JP Bison Feb 10, 2011, 01:14 PM 1. its possible, to be honest i have not played far enough in v8 to build mud paths 2. i dont think its a bad download or a bad install because it is doing the same to two of my friends. But I will try to download it again never the less. I did delete V7 before installing V8. Thanks Dancing Hoskuld Feb 10, 2011, 01:36 PM 1. its possible, to be honest i have not played far enough in v8 to build mud paths 2. i dont think its a bad download or a bad install because it is doing the same to two of my friends. But I will try to download it again never the less. I did delete V7 before installing V8. Thanks Thinking back I may have experienced the same thing but since I was testing other things I did not take note. I will have to investigate further. cakedaemon Feb 10, 2011, 02:28 PM I've just upgraded my graphics card to a ATI Radeon 4830, still cant play mod. I'm pretty sure I could definitely be able to run this mod. Im just getting a runtime error when I click singleplayer however. strategyonly Feb 10, 2011, 02:57 PM I've just upgraded my graphics card to a ATI Radeon 4830, still cant play mod. I'm pretty sure I could definitely be able to run this mod. Im just getting a runtime error when I click singleplayer however. OK, do this then: At the Start button (depending on which OS you have) either do a search or Run, then type in DXDIAG and show me your first page there. cakedaemon Feb 10, 2011, 03:01 PM Alright, here you go. I added the display one aswell just incase you needed it. http://img713.imageshack.us/img713/3155/dxdiagg.png strategyonly Feb 10, 2011, 03:12 PM Alright, here you go. I added the display one aswell just incase you needed it. OK then, i see you have a 32 bit OS, have you done the 3GB switch then? Updated your drivers? This mod is very taxing on a 32 bit OS. cakedaemon Feb 10, 2011, 03:24 PM OK then, i see you have a 32 bit OS, have you done the 3GB switch then? Updated your drivers? This mod is very taxing on a 32 bit OS. Drivers are definitely done. Whats this 3gb switch? EDIT : Did the 3gb switch, rebooted my computer and the game got past the crash! Thunderbrd Feb 10, 2011, 05:07 PM I love a happy ending! As for the buildings not being there intermittently... wow... that's really odd. I don't even have a theory as to how that could happen, except perhaps some sort of overloading or information being stored in the same locations... and how that would happen I don't know. Haven't worked with buildings enough to have seen that. V7 had an issue with an undefined (or misdefined) graphic on the Scientology Monastery by the way... something I caught with the debugger just before v8 release. If its never been brought up its probably still an issue but I haven't been running the v8 test with the debugger first through so I can't say for sure. cakedaemon Feb 10, 2011, 05:20 PM I think I may have found a bug. I cant see buildings that are built in a city. For example, I cant see any walls around a town. Dancing Hoskuld Feb 10, 2011, 05:42 PM I think I may have found a bug. I cant see buildings that are built in a city. For example, I cant see any walls around a town. Not a bug, its a design feature. Although we are still working on which should be seen longer. Many buildings have no graphics for display in the city because if they did no ones computer would be able to play this mod. WimpyTheWarrior Feb 10, 2011, 11:47 PM Thinking back I may have experienced the same thing but since I was testing other things I did not take note. I will have to investigate further. I have also noticed that the mud paths did not overwrite the path since v6 or 7, but I thought it was by design. cakedaemon Feb 11, 2011, 05:16 AM Not a bug, its a design feature. Although we are still working on which should be seen longer. Many buildings have no graphics for display in the city because if they did no ones computer would be able to play this mod. But I am talking about walls and palisades, which should be allowed to allow the player to actually tell which city is fortified at a glance. strategyonly Feb 11, 2011, 05:27 AM But I am talking about walls and palisades, which should be allowed to allow the player to actually tell which city is fortified at a glance. They are there, i just tested that part, and works perfectly.:rolleyes: Now the other fortifications have no art. cakedaemon Feb 11, 2011, 05:40 AM Then I have no idea what's causing this http://img23.imageshack.us/img23/5995/cantseebuildingsincity.png That city is ment to have a palisade. The AI's buildings don't show them either. strategyonly Feb 11, 2011, 05:43 AM Then I have no idea what's causing this That city is ment to have a palisade. The AI's buildings don't show them either. Is it the Capital? If so that happens sometimes, just a fluke. cakedaemon Feb 11, 2011, 05:45 AM Is it the Capital? If so that happens sometimes, just a fluke. It is. That explains it, but 10 turns later it turned unhealthy, then the palisade appeared. Apparently it appears that they built the palisade but could not be bothered to tell me until they became ill enough to stop partying. strategyonly Feb 11, 2011, 05:50 AM It is. That explains it, but 10 turns later it turned unhealthy, then the palisade appeared. Apparently it appears that they built the palisade but could not be bothered to tell me until they became ill enough to stop partying. Also it did give the percentage, i know that, and thx, i knew it worked:lol: (Those darn 32 bit systems)Nah its happens to me also with my 64 bit one:p Gregori Feb 11, 2011, 09:06 AM Hey guys, and thank you for keeping this magnificent mod updated. :goodjob: I have a question though. Have those freezes that occurred in v7 been fixed in new v8 version? Particularly those freezes that occurred because of revolutions (some civs trying to break free from their oppressors - caused total freeze in hot seat as well as in single player) Up in the topic we have a question with saves there, where games were unable to continue due to these freezes. I know, it is better to start a new game of course, but just wanted to ask if this freeze issue has been addressed? Thank you for mod and for gigantic work for community. Cheers guys. Thunderbrd Feb 11, 2011, 03:52 PM Hey guys, and thank you for keeping this magnificent mod updated. :goodjob: I have a question though. Have those freezes that occurred in v7 been fixed in new v8 version? Particularly those freezes that occurred because of revolutions (some civs trying to break free from their oppressors - caused total freeze in hot seat as well as in single player) Up in the topic we have a question with saves there, where games were unable to continue due to these freezes. I know, it is better to start a new game of course, but just wanted to ask if this freeze issue has been addressed? Thank you for mod and for gigantic work for community. Cheers guys. Some freeze issues were resolved, most really. I was not aware we had a problem with revolution freezes... probably the same cause we were facing with Barb cities becoming civs and researching techs they already had... I'm not sure if this was addressed or not but its good for the reminder. strategyonly Feb 11, 2011, 03:56 PM Some freeze issues were resolved, most really. I was not aware we had a problem with revolution freezes... probably the same cause we were facing with Barb cities becoming civs and researching techs they already had... I'm not sure if this was addressed or not but its good for the reminder. Yeah, that all has to do with the RevDCM Team, and i am pretty sure they know. Thats one of the reasons i NEVER play with Rev on.:mischief: JosEPh_II Feb 11, 2011, 04:26 PM Yeah, that all has to do with the RevDCM Team, and i am pretty sure they know. Thats one of the reasons i NEVER play with Rev on. Me Too!!!! It took me 10 hours to D/L the new version! Started off at 120kb/sec last night but after 5 minutes it was down to 13kb/sec. It finished sometime this morning. :p JosEPh JosEPh_II Feb 11, 2011, 04:32 PM I have also noticed that the mud paths did not overwrite the path since v6 or 7, but I thought it was by design. I've complained about that too. Mudpaths should be the next upgrade over Path. But if you've went ahead and built paths all around your Capital and other early cities by the time you get Mudpath you can only build them to "untouched" tiles. If it's been fixed then :cool: ! JosEPh :) Dancing Hoskuld Feb 11, 2011, 05:47 PM I've complained about that too. Mudpaths should be the next upgrade over Path. But if you've went ahead and built paths all around your Capital and other early cities by the time you get Mudpath you can only build them to "untouched" tiles. If it's been fixed then :cool: ! JosEPh :) yes, it is fixed in v8. I have just played far enough to be certain. JosEPh_II Feb 11, 2011, 07:27 PM Great! Thanks JosEPh :) Nevets_ Feb 11, 2011, 07:37 PM For those interested I made some new graphics for the cart path and mud path back for V7, it should still work for V8: New routes graphics (http://forums.civfanatics.com/showpost.php?p=10165664&postcount=947) Thunderbrd Feb 11, 2011, 07:53 PM I was looking forward to seeing those in this version... didn't realize they hadn't managed to get included... downloading now Unendingfear Feb 11, 2011, 08:33 PM Where exactly do I install the new Civilizations and the Leaderheads? :confused: I'm not completely sure. Nevets_ Feb 11, 2011, 09:12 PM Where exactly do I install the new Civilizations and the Leaderheads? :confused: I'm not completely sure. I don't believe they work with this mod, at least not anymore. Back on V6 I tried to get them to run, figuring if they are linked in the first post they must be compatible, but after a couple hours of XML errors and crashes I gave up. I think they were just left in there from a (very) early version that was still close enough to RoM/AND to be compatible. Unendingfear Feb 11, 2011, 09:20 PM I don't believe they work with this mod, at least not anymore. Back on V6 I tried to get them to run, figuring if they are linked in the first post they must be compatible, but after a couple hours of XML errors and crashes I gave up. I think they were just left in there from a (very) early version that was still close enough to RoM/AND to be compatible. Ah, ok, gotcha. ]: strategyonly Feb 11, 2011, 09:55 PM Ah, ok, gotcha. ]: I will check into them, i just had someone re-doing them with different quotes and traits, but i haven't checked them out yet. Thunderbrd Feb 12, 2011, 02:20 PM I'm using them without any trouble... but then again, I haven't downloaded them in a while and am using an older version, just porting them over with every update. strategyonly Feb 12, 2011, 02:25 PM I'm using them without any trouble... but then again, I haven't downloaded them in a while and am using an older version, just porting them over with every update. Thats exactly what i wanted, thx.;) dommain Feb 12, 2011, 04:56 PM It crashes every time an animal attempts to capture another animal. Thunderbrd Feb 12, 2011, 07:12 PM It crashes every time an animal attempts to capture another animal. That's odd... I'm not having that problem but I didn't get all the recent updates into play either because we have a good game going. So if you did, please note that here so that we can isolate what the problem is. But yeah, not having any trouble with that on straight v8. dommain Feb 12, 2011, 08:28 PM That's odd... I'm not having that problem but I didn't get all the recent updates into play either because we have a good game going. So if you did, please note that here so that we can isolate what the problem is. But yeah, not having any trouble with that on straight v8. I had a odd repeatable crash with hunter capturing a cheeta, bypassed it by turning on frozen animations. nichopoleve Feb 13, 2011, 02:41 AM I have started two games and both freeze. The first one froze at turn 375 and the current one freeze at turn 310. Is there any way to see whats causing it? strategyonly Feb 13, 2011, 09:36 AM Just put in a mirror download site, for those having problems with downloads, follow the instructions, thx. http://forums.civfanatics.com/downloads.php?do=file&id=15324 nichopoleve Feb 13, 2011, 10:20 AM I noticed that the freeze im experiencing happens just after a barbarian forms polynesian civ. for the second time. Is there a way to remove this from happening? Nevets_ Feb 13, 2011, 10:58 AM You could try going into worldbuilder and deleting that city. I've gotten past the infinite turn bug by deleting all the barbarian civs that turned into actual civs, but that was many turns after they were formed, not right away. strategyonly Feb 13, 2011, 11:37 AM For those having a freeze or a non-repeatable CTD: Try this workaround once: ONE turn before the CTD, go into worldbuilder and save the game in there. Then go into My Documents/My Games/Beyond the Sword/Saves/WorldBuilder/__(what ever you named it ) and then place it in the PrivateMaps (Same area as the Assets folder), then see what happens.:mischief: What ever happens then is what is causing the error, it might help, maybe not.:rolleyes: dommain Feb 13, 2011, 12:57 PM I had a odd repeatable crash with hunter capturing a cheeta, bypassed it by turning on frozen animations. It only happen when I attack and it captures. Deference captures are not bugged. JP Bison Feb 14, 2011, 06:31 AM Hello Strategy only. As I mentioned before, I simply love your mod. I'm getting really good at it as well. It is really unfortunate that I can never get to the 200th turn.... :( I know it's not a download issue, because I downloaded it twice and played over eight long games so far and I have the same problem every game somewhere between turn 150 and turn 180. It is also the exactly same issue with two of my friends. We all have super good computers and we are playing single player game mode. It probably happened to you guys as well if you played past turn 150. It's very simple really, everything is going well and suddenly, I click Enter or the red button to move on to the next turn and the game takes forever to move on. Usually, it eventually moves to the next turn, but it takes 10-15min as opposed to 10-15sec usually. And then it's the same thing for the following turn....it take 10-15min for the game to switch to the next turn. Obviously, I cannot continue to play the game under these conditions so I have to forget about my growing empire ! So sad.... I am afraid I will have to go back to rugular Rise of Mankind...snif snif...at least, I can finish my games with this ''outdated'' mod. Unless you have a solution for me my friend ? Thanks in advance ! strategyonly Feb 14, 2011, 07:12 AM Hello Strategy only. As I mentioned before, I simply love your mod. I'm getting really good at it as well. It is really unfortunate that I can never get to the 200th turn.... :( I know it's not a download issue, because I downloaded it twice and played over eight long games so far and I have the same problem every game somewhere between turn 150 and turn 180. It is also the exactly same issue with two of my friends. We all have super good computers and we are playing single player game mode. It probably happened to you guys as well if you played past turn 150. It's very simple really, everything is going well and suddenly, I click Enter or the red button to move on to the next turn and the game takes forever to move on. Usually, it eventually moves to the next turn, but it takes 10-15min as opposed to 10-15sec usually. And then it's the same thing for the following turn....it take 10-15min for the game to switch to the next turn. Obviously, I cannot continue to play the game under these conditions so I have to forget about my growing empire ! So sad.... I am afraid I will have to go back to rugular Rise of Mankind...snif snif...at least, I can finish my games with this ''outdated'' mod. Unless you have a solution for me my friend ? Thanks in advance ! Heres what i have to do once in a great while, cause i also have a Super Puter: Stop the game at that point, restart your PC, click on your savedgame, but while its loading, hold down the SHIFT key, that sometimes helps, if not, wait for the next version, each one keeps getting better and better, finding things wrong is hard, i found out one thing that makes the turn times from 3 minutes down to 1 minute so that helps at least in some areas. Now if you have a freeze or something like that try post # 1333. btw thx for playing this mod and thank your friends also:) JP Bison Feb 14, 2011, 08:18 AM ok thanks I'll try that Scoottr Feb 14, 2011, 10:59 AM Is there a negative effect of having two different religions in a city or your civ having two different Holy Cities? I don't have Rev Mod turned on. When upgrading to the new version you mention to delete the old. Do you mean just delete the folder in the main program file or is there an uninstall option Glad to hear the turn times are a bit faster in the new version, I was about 33% through a marathon game it was waiting quite awhile between turns. Thanks for the game, Thunderbrd Feb 14, 2011, 12:42 PM Is there a negative effect of having two different religions in a city or your civ having two different Holy Cities? I don't have Rev Mod turned on. When upgrading to the new version you mention to delete the old. Do you mean just delete the folder in the main program file or is there an uninstall option Glad to hear the turn times are a bit faster in the new version, I was about 33% through a marathon game it was waiting quite awhile between turns. Thanks for the game, Without Rev on, no negative effect at all, more beneficial in most cases really. QuantumProjects Feb 14, 2011, 02:53 PM Without Rev on, no negative effect at all, more beneficial in most cases really. And with Rev on? Dancing Hoskuld Feb 14, 2011, 03:11 PM And with Rev on? Increased revolutionary sentiment for cities with religions other than the state religion, Free Religion civic mitigates this some what. Huge revolution sentiment for founding a non-state religion and having a holy shrine of a non-state religion in a city. However I play with revolutions on and try and get all the religions. It can get interesting but garrisoning helps, as does keeping your economy under control and building those forbidden palace style buildings in the right spot. In my last few games most religions have been founded in the same city! WimpyTheWarrior Feb 15, 2011, 06:00 AM Increased revolutionary sentiment for cities with religions other than the state religion, Free Religion civic mitigates this some what. Huge revolution sentiment for founding a non-state religion and having a holy shrine of a non-state religion in a city. However I play with revolutions on and try and get all the religions. It can get interesting but garrisoning helps, as does keeping your economy under control and building those forbidden palace style buildings in the right spot. In my last few games most religions have been founded in the same city! +1, must be some Aussie strategy. I have my Merchant GP farm found any religion that has a coin per city shrine. Right now @ 141bc Samarkand is the Holy City for 8 of the 24 religions. Like DH says, lots of happiness buildings, garrisons, large territory for happiness resources, etc. I use Fixed borders and build long roads to isolated happiness bonuses and camp on them with strong defensive units. This works (so far) on Monarchy gigantic map, Rev turned on, Pericles as my leader, and starting on a flood plain river. nichopoleve Feb 15, 2011, 07:13 AM What has happened to the horse resource? I play on hemisphere map with 2 continents and there are 3 horse resources in the entire world. Is this suppose to be like this? If so can I change it myself so it randomely generates more horses when starting a game? strategyonly Feb 15, 2011, 08:20 AM What has happened to the horse resource? I play on hemisphere map with 2 continents and there are 3 horse resources in the entire world. Is this suppose to be like this? If so can I change it myself so it randomly generates more horses when starting a game? Darn i knew i forgot something, i changed the placement order in the BonusInfo because of a modcomp that used to be in C2C, so all you really need to do is go into BonusInfo, search for Bonus_Horse and change the placement order from 4 to 1.:p P.S. Its in the Terrain folder. Gregori Feb 15, 2011, 09:57 AM Guys I have a question If potentially we say that there is a game (hot seat) with 15 civs on huge map ALL played by a human player (e.i no AI involved), plus no barbarians and Revolutions (no civs separation) - can we assume that there would be no freezes and crashes? I mean I know its impossible to assume 0 freeze chance, but what are those odds that freezes wouldn't happen, what do you think? 95%? or it is basically the same as with AI? :rolleyes: nichopoleve Feb 15, 2011, 11:44 AM Horses are now perfect again. Thank you strategyonly :) Thunderbrd Feb 15, 2011, 11:53 AM Guys I have a question If potentially we say that there is a game (hot seat) with 15 civs on huge map ALL played by a human player (e.i no AI involved), plus no barbarians and Revolutions (no civs separation) - can we assume that there would be no freezes and crashes? I mean I know its impossible to assume 0 freeze chance, but what are those odds that freezes wouldn't happen, what do you think? 95%? or it is basically the same as with AI? :rolleyes: I really think the main source of crash bugs right now is coming from the way civs are developing from barb cities so I would think you'd have a good shot of going the distance with such settings. Unfortunately, we don't have the option of having JUST animals and no barbs and I'm not sure how we can turn OFF the barbs rising to civs (probably not hard to do I'm just not sure how) until we can sort out some fixes there. In taking a look at the source codes for civics and such its quite a complex web so it will take a lot of time and dedication to rooting out some of the problems we're having. I think there's something about them coming in and researching techs they already have as well. I've been finding the declaration of war workaround to be working when reloading just before a crash. Having new random seed on reload set to on seems to help as well if you go back a couple rounds before a ctd (with this on you might be able to play through the ctd without a problem). There are a lot of little bugs in the platform we built this on unfortunately and now we're trying to go back and fix these complex errors built into code we did not design...never an easy task. nichopoleve Feb 15, 2011, 12:07 PM any reccomendations to what map, size and how many civs to play with in this new patch? QuantumProjects Feb 15, 2011, 01:01 PM I really think the main source of crash bugs right now is coming from the way civs are developing from barb cities so I would think you'd have a good shot of going the distance with such settings. Unfortunately, we don't have the option of having JUST animals and no barbs and I'm not sure how we can turn OFF the barbs rising to civs (probably not hard to do I'm just not sure how) until we can sort out some fixes there. In taking a look at the source codes for civics and such its quite a complex web so it will take a lot of time and dedication to rooting out some of the problems we're having. I think there's something about them coming in and researching techs they already have as well. I've been finding the declaration of war workaround to be working when reloading just before a crash. Having new random seed on reload set to on seems to help as well if you go back a couple rounds before a ctd (with this on you might be able to play through the ctd without a problem). There are a lot of little bugs in the platform we built this on unfortunately and now we're trying to go back and fix these complex errors built into code we did not design...never an easy task. I think you should look at the code which defines how barbs evolves into full civs... if evolving means starting a new civ from scratch, then I believe the bug is found... because if a building is enabled when a certain technology is researched, and then the barb civ evolves into a full civ with no technology (which seems to be the case here), I can presume that the game will loop trying to figure out what to do when it tries to enable a building option for a civ with that building already built. Well, I don't know much about programming, so this is just a guess. PS. Once again, excellent work everyone. nichopoleve Feb 16, 2011, 11:40 AM For those having a freeze or a non-repeatable CTD: Try this workaround once: ONE turn before the CTD, go into worldbuilder and save the game in there. Then go into My Documents/My Games/Beyond the Sword/Saves/WorldBuilder/__(what ever you named it ) and then place it in the PrivateMaps (Same area as the Assets folder), then see what happens. What ever happens then is what is causing the error, it might help, maybe not. I tried this when I now got a freeze. When I load it from privatemaps I CTD when I start the game. I have no idea whats causing the crash. I was just about to found Asatu religion (that might be it?), but the last games this was around the same time when Polynesia was formed from barbarians. I have now disabled revolutions. Is this new civ suppose to be formed no matter what? This might be the cause? Thunderbrd Feb 16, 2011, 05:07 PM I tried this when I now got a freeze. When I load it from privatemaps I CTD when I start the game. I have no idea whats causing the crash. I was just about to found Asatu religion (that might be it?), but the last games this was around the same time when Polynesia was formed from barbarians. I have now disabled revolutions. Is this new civ suppose to be formed no matter what? This might be the cause? I'm finding one way to tackle this right now is to have your game options set to new random seed on reload. Then, when you encounter problems like this, you can go back to the most recent autosave before the barb civ emerges and may find it doesn't this time around. Still, they can't all be avoided and a declaration of war on the offending new civ may get you past that round too. If you're working on a single player game, someone a couple pages back layed out the method you can use to directly get around the problem. This mechanism of new civs being generated off barb cities is a python module and will take some tweaking to fix. I think its largely in the way it assigns the starting civics but I'm not sure if it ends there. nichopoleve Feb 16, 2011, 05:41 PM I dont know where to find this new random seed on reload option. I got this message in PythonErr2.log Can this be the reason I freeze? 01:31:15 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface 01:31:15 DEBUG: BugEventManager - adding event 'PreGameStart' 01:31:15 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn' 01:31:15 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer' 01:31:15 DEBUG: BugEventManager - adding event 'LanguageChanged' 01:31:15 DEBUG: BugEventManager - adding event 'ResolutionChanged' 01:31:15 DEBUG: BugEventManager - adding event 'PythonReloaded' 01:31:15 DEBUG: BugEventManager - adding event 'unitUpgraded' 01:31:15 DEBUG: BugEventManager - adding event 'unitCaptured' 01:31:15 DEBUG: BugEventManager - adding event 'combatWithdrawal' 01:31:15 DEBUG: BugEventManager - adding event 'combatRetreat' 01:31:15 DEBUG: BugEventManager - adding event 'combatLogCollateral' 01:31:15 DEBUG: BugEventManager - adding event 'combatLogFlanking' 01:31:15 DEBUG: BugEventManager - adding event 'playerRevolution' 01:31:15 DEBUG: BugEventManager - adding event 'addTeam' 01:31:15 DEBUG: BugInit - game not fully initialized PY:OnInit 1morey Feb 16, 2011, 05:52 PM I downloaded the extra civs pack, but all the leaders, UU, and UB are pink squares. What do I do? Also, I thought the Extra Civs pack updated the Mod to 65 new civs, I have way less than that. nichopoleve Feb 16, 2011, 05:59 PM I downloaded the extra civs pack, but all the leaders, UU, and UB are pink squares. What do I do? Also, I thought the Extra Civs pack updated the Mod to 65 new civs, I have way less than that. I asked about this earlier. They do not work. You can only use the regular civs for now. nichopoleve Feb 16, 2011, 06:04 PM I fixed the freeze. Turns out even if I have disabled revolutions, two new civs were forming on a deserted island. I entered worldbuilder and erased all cities and human barbs. Then a window opened saying you have entered the classical era :) Thunderbrd Feb 16, 2011, 07:10 PM Yes, one of the possible 1 player fixes... doesn't work on hotseat sadly so I have to figure out more ways than that. new random seed on reload is an option you can select at startup on a custom game. Dancing Hoskuld Feb 16, 2011, 07:53 PM There are problems with the Barbarian Civ Mod that comes with RevDCM and C2C. You should not play with this option on. The rest of Revolutions seem to work OK. The reason is simply that we need to write the code for the C2C technologies, buildings and traits for this mod. Hydromancerx Feb 17, 2011, 01:02 AM There are problems with the Barbarian Civ Mod that comes with RevDCM and C2C. You should not play with this option on. The rest of Revolutions seem to work OK. The reason is simply that we need to write the code for the C2C technologies, buildings and traits for this mod. I noticed it was missing from the custom game screen options. Is there a way to check if its on or not? I looks like mine still may be on. What file do i need to manually change to mark it off? nichopoleve Feb 17, 2011, 02:21 AM I just noticed that no civ wants to have a religion even if they have founded one. One of the civs has even the prophet civic active but still dont convert to their founding religion. Dancing Hoskuld Feb 17, 2011, 04:01 AM I noticed it was missing from the custom game screen options. Is there a way to check if its on or not? I looks like mine still may be on. What file do i need to manually change to mark it off? Good question, I have been trying to find it also. I think all the revolutions mods are now grouped together but I have not found where we can turn off just the one. If I do I will post something for the update so that BarbCiv is off by default. At least until we can get it working with the prehistoric era. Crash757 Feb 17, 2011, 04:49 AM How do i install the additional leaderhead pack and civilization pack ? Simply extracting them in C2C folder doesn't seem to work... strategyonly Feb 17, 2011, 11:43 AM OK a new updated Leaderhead and Civ pack are now available: http://forums.civfanatics.com/showthread.php?t=288570 WimpyTheWarrior Feb 17, 2011, 11:59 AM I just noticed that no civ wants to have a religion even if they have founded one. One of the civs has even the prophet civic active but still dont convert to their founding religion. I have 1 AI civ that adopted a state religion out of 3 that have founded religions. For the other 2 AI civs, both have discovered the necessary Civics but neither has chosen to adopt any new civics for any category. Dancing Hoskuld Feb 17, 2011, 12:47 PM To turn off BarbarianCiv edit CIV4GameOptionInfos.xml in Asseta/XML/GameInfo find GAMEOPTION_NO_BARBARIAN_CIV and change the bDefault value to 1. I.E. change <GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>0</bDefault> <bVisible>0</bVisible> </GameOptionInfo> to <GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>1</bDefault> <bVisible>0</bVisible> </GameOptionInfo> Thunderbrd Feb 17, 2011, 03:54 PM Ah... I did see a number of coding notes regarding NO_BARBARIAN_CIV... strange for an option to be rigged to be on by default and off if set to on... nevertheless, I didn't think that was the full option because the coding didn't seem to include setting up all the variables for a new civ. I'll check again and see if it can be solved in the source files. nichopoleve Feb 17, 2011, 04:02 PM I saw that the community civ 5 mod has this as a selectable option when you start a new custom game, if that helps out. Has anyone have any idea about the no religion thingy or am I the only one experiencing it? Dancing Hoskuld Feb 17, 2011, 04:14 PM Ah... I did see a number of coding notes regarding NO_BARBARIAN_CIV... strange for an option to be rigged to be on by default and off if set to on... nevertheless, I didn't think that was the full option because the coding didn't seem to include setting up all the variables for a new civ. I'll check again and see if it can be solved in the source files. Actually BarbarianCiv is defined as on by default but the option is NobarbarianCiv and that is off by default and not displayed either. RoM added a lot of code to the BarbarianCiv code to make it work with the new RoM buildings and Techs. C2C add, yet more buildings and techs as well as an Era. The new BarbarianCiv adds in support for extra NewWorld options including bonuses that only occur in the new world. How to define the latter is stopping me figuring out what that bit actually does. Thunderbrd Feb 17, 2011, 06:58 PM I saw that the community civ 5 mod has this as a selectable option when you start a new custom game, if that helps out. Has anyone have any idea about the no religion thingy or am I the only one experiencing it? The civs that aren't immediately adopting religions are probably doing so to maintain diplomatic neutrality. They may be holding off for a variety of reasons. I don't think this suggests a flaw. That said, they are usually quick to adopt a state religion if its that leader's favorite religion and the Divine Prophets mod gets them to initiate their favorite first if its up for grabs. Divine Prophets made no adjustments to how the AI interprets the decision to adopt a state religion or not, only which religions they would initiate and where. They could also be inhibited by simply not recognizing the value of adopting a civic that will allow them to adopt a religion. This would be a matter of the leader's particular personality. Eventually, I think any leader would see value in a more advanced religious civic, but its possible the ones in your game aren't persuaded enough to adopt Prophets or Divine Cult. This could be a simple XML fix giving them a bit more cause to do so in the flavors of those civics. @DH: is there a python module that supports the no barbarian civs option? I'm wondering how much definition is coming from there. I'll have to look at the codes around no barb civs in the source again but it didn't appear comprehensive enough to be the full solution when I looked at it last. Hydromancerx Feb 17, 2011, 07:37 PM To turn off BarbarianCiv edit CIV4GameOptionInfos.xml in Asseta/XML/GameInfo find GAMEOPTION_NO_BARBARIAN_CIV and change the bDefault value to 1. I.E. change <GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>0</bDefault> <bVisible>0</bVisible> </GameOptionInfo> to <GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>1</bDefault> <bVisible>0</bVisible> </GameOptionInfo> Thanks. Yeah next update should have it set to 1 as default. I am going to try a game with the setting like that to see if it helps. strategyonly Feb 18, 2011, 12:23 AM To turn off BarbarianCiv edit CIV4GameOptionInfos.xml in Asseta/XML/GameInfo find GAMEOPTION_NO_BARBARIAN_CIV and change the bDefault value to 1. I.E. change <GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>0</bDefault> <bVisible>0</bVisible> </GameOptionInfo> to <GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>1</bDefault> <bVisible>0</bVisible> </GameOptionInfo> Your right, that was AGAIN one of Afforess' stuff he changed, my bad. I wrote jdog5000 and asked about the barb civ stuff also. Also with DP Choose Rel should be a chose not a default: <GameOptionInfo> <Type>GAMEOPTION_PICK_RELIGION</Type> <Description>TXT_KEY_GAME_OPTION_PICK_RELIGION</Description> <Help>TXT_KEY_GAME_OPTION_PICK_RELIGION_HELP</Help> <bDefault>0</bDefault> <bVisible>1</bVisible> </GameOptionInfo> Also: <GameOptionInfo> <Type>GAMEOPTION_UNLIMITED_WONDERS</Type> <Description>TXT_KEY_GAMEOPTION_UNLIMITED_WONDERS</Description> <Help>TXT_KEY_GAMEOPTION_UNLIMITED_WONDERS_HELP</Help> <bDefault>0</bDefault> <bVisible>1</bVisible> </GameOptionInfo> cakedaemon Feb 18, 2011, 04:45 AM Just wondering, is the tomahawk thrower meant to take no resources to train? As I kind of made him require obsidian to balance the game more, AI would not stop building tomahawk throwers... nichopoleve Feb 18, 2011, 05:36 AM Just wondering, is the tomahawk thrower meant to take no resources to train? As I kind of made him require obsidian to balance the game more, AI would not stop building tomahawk throwers... I like this idea. How did u make him require obsidian? vincentz Feb 18, 2011, 07:13 AM Hey guys. Try this out and let me know if it works : http://forums.civfanatics.com/showthread.php?t=412396 cakedaemon Feb 18, 2011, 09:58 AM I like this idea. How did u make him require obsidian? Go to your Mods\Caveman2Cosmos\Assets\XML\Units directory, and open the Civ4UnitInfos in notepad and find the tomahawk thrower by using find. Go to the line underneath it somewhere called <Bonustype>NONE<Bonustype> Replace None with BONUS_OBSIDIAN then save it. It should work, it works for me. nichopoleve Feb 18, 2011, 03:04 PM I have been looking at the wonder mammoth trainer. Don't you guys think its a little strict to have it require ivory in city vicinity? I have not yet seen a elephant resource close to a tundra tile. Its ok with tundra in city vicinity requirement, but if you make a elephant herd in the city (with a subdued elephant) should this not be sufficient? Maybe its possible to make a subdued mammoth make a special mammoth herd to fill the requirements? What do you guys think? Dancing Hoskuld Feb 18, 2011, 03:33 PM I have been looking at the wonder mammoth trainer. Don't you guys think its a little strict to have it require ivory in city vicinity? I have not yet seen a elephant resource close to a tundra tile. Its ok with tundra in city vicinity requirement, but if you make a elephant herd in the city (with a subdued elephant) should this not be sufficient? Maybe its possible to make a subdued mammoth make a special mammoth herd to fill the requirements? What do you guys think? I was thinking along those lines also but it is across mods and modders too, which makes organising it difficult.:mischief: nichopoleve Feb 18, 2011, 03:39 PM Is there any way I can edit that wonder myself? Just remove some text? Where are the file(s) for the wonders btw? Hydromancerx Feb 18, 2011, 05:02 PM I have been looking at the wonder mammoth trainer. Don't you guys think its a little strict to have it require ivory in city vicinity? I have not yet seen a elephant resource close to a tundra tile. Its ok with tundra in city vicinity requirement, but if you make a elephant herd in the city (with a subdued elephant) should this not be sufficient? Maybe its possible to make a subdued mammoth make a special mammoth herd to fill the requirements? What do you guys think? 1. Just so you know I have been able to build this wonder in my games. Its not often but it never was suppose to be. 2. Sadly the elephant herd doesn't spawn a resource on the map, it only gives you the resource. But Dancing Hoskuld's herds are not compatible with the city vicinity code. Personally i wish subdued animals allowed you to place resources on the map rather than the "herd" building. This way it would be compatible with both mods. You can at least upgradeable your Subdued Mammoth into a Mammoth Rider if you have the wonder. nichopoleve Feb 18, 2011, 05:14 PM Thanks for the answer :) While I was looking into the files here I noticed dog kennels give +2 experience points to animal units. When I look in civopedia the only animal unit you can make is the "hell's mouth dog" and that is if you also have voodoo religion. Is this actually meant to be mounted units? If not, is there alot of work to change this? ( I tried changing the string: <UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType> into: <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> in the "Subdue_Animals_CIV4BuildingInfos.xml" file but this only make the text say it gives +2 experience ponts to melee units while not actually giving it ) Dancing Hoskuld Feb 18, 2011, 05:48 PM Thanks for the answer :) While I was looking into the files here I noticed dog kennels give +2 experience points to animal units. When I look in civopedia the only animal unit you can make is the "hell's mouth dog" and that is if you also have voodoo religion. Is this actually meant to be mounted units? If not, is there alot of work to change this? ( I tried changing the string: <UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType> into: <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> in the "Subdue_Animals_CIV4BuildingInfos.xml" file but this only make the text say it gives +2 experience ponts to melee units while not actually giving it ) The mod SubdueAnimals was originally written for had lots of UNITCOMBAT_ANIMAL units as did an earlier version of RoM. There are none in C2C so the building is not needed. Doing that change should have worked. nichopoleve Feb 18, 2011, 06:09 PM I was thinking of making the trained dog into a animal unit instead of melee just to get some fun out of the dog kennels, but I cant find the file for the trained dogs. Do you know where it is? Will it be easy to change it from a melee unit to animal? dommain Feb 18, 2011, 06:19 PM slaves can consume more food as you get bonuses to food production. Hydromancerx Feb 18, 2011, 10:13 PM Thanks for the answer :) While I was looking into the files here I noticed dog kennels give +2 experience points to animal units. When I look in civopedia the only animal unit you can make is the "hell's mouth dog" and that is if you also have voodoo religion. Is this actually meant to be mounted units? If not, is there alot of work to change this? ( I tried changing the string: <UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType> into: <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> in the "Subdue_Animals_CIV4BuildingInfos.xml" file but this only make the text say it gives +2 experience ponts to melee units while not actually giving it ) Oh i thought they were. Yeah the canine units should be under "Animal" category I think. Though i seem to recall that there was a "Canine" category back in RoM at some point. Enur Feb 19, 2011, 05:44 AM Hi, thanks for a great mod. I am not gonna read through all the replies, so sorry if already mentioned, but, when I attempt to place a barbarian crossbowman on the map the game crashes. I can add crossbowmen to myself without a problem, but barbarians make it crash strategyonly Feb 19, 2011, 05:51 AM Hi, thanks for a great mod. I am not gonna read through all the replies, so sorry if already mentioned, but, when I attempt to place a barbarian crossbowman on the map the game crashes. I can add crossbowmen to myself without a problem, but barbarians make it crash Try this out and then let me know if it helps? It is NOT savegame compatible. http://forums.civfanatics.com/showpost.php?p=10227043&postcount=1364 nichopoleve Feb 19, 2011, 06:06 AM what file contains the new units? (all units) what file contains wonders? Specially looking for trireme, trained animal (dog unit), longboat. Want to make the more advanced boats require shipbuilding building to be able to build :) Nwm: I figured it out :) Enur Feb 20, 2011, 05:20 AM Try this out and then let me know if it helps? It is NOT savegame compatible. http://forums.civfanatics.com/showpost.php?p=10227043&postcount=1364 the game still crashes when I try and place a barbarian crossbowman strategyonly Feb 20, 2011, 06:56 AM the game still crashes when I try and place a barbarian crossbowman Actually i found six barbarian units that were messed up, Good catch:) nichopoleve Feb 20, 2011, 06:59 AM Noticed you added "dark ages" (opposite of golden age) Does this work? strategyonly Feb 20, 2011, 07:02 AM Noticed you added "dark ages" (opposite of golden age) Does this work? It should not be an option, where did you see it? nichopoleve Feb 20, 2011, 07:11 AM CIV4GameOptionInfos.xml in the assets/xml/gameinfo folder changed almost all of the <bVisible>0</bVisible> into <bVisible>1</bVisible> now I can choose everything in the game :) Enur Feb 20, 2011, 09:45 AM Actually i found six barbarian units that were messed up, Good catch:) Cool, Any chance of you uploading them seperatly so my game doens't crash suddenly? :D nichopoleve Feb 20, 2011, 10:48 AM <BuildingInfo> <BuildingClass>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClass> <Type>BUILDING_MAMMOTH_TRAINER</Type> <SpecialBuildingType>NONE</SpecialBuildingType> <Description>TXT_KEY_BUILDING_MAMMOTH_TRAINER</Description> <Civilopedia>TXT_KEY_BUILDING_MAMMOTH_TRAINER_PEDIA</Civilopedia> <Strategy>TXT_KEY_BUILDING_MAMMOTH_TRAINER_STRATEGY</Strategy> <Advisor>ADVISOR_MILITARY</Advisor> <ArtDefineTag>ART_DEF_BUILDING_MAMMOTH_TRAINER</ArtDefineTag> <ObsoleteTech>TECH_CLONING</ObsoleteTech> <PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech> <TechTypes/> <Bonus>BONUS_IVORY</Bonus> <PrereqAndTerrain> <PrereqTerrain> <TerrainType>TERRAIN_TUNDRA</TerrainType> <bPrereqTerrain>1</bPrereqTerrain> </PrereqTerrain> </PrereqAndTerrain> <ProductionTraits> </ProductionTraits> <NoBonus>NONE</NoBonus> <PowerBonus>NONE</PowerBonus> <FreeBonus>NONE</FreeBonus> <iNumFreeBonuses>0</iNumFreeBonuses> <FreeBuilding>NONE</FreeBuilding> <FreePromotion>NONE</FreePromotion> <bWater>0</bWater> <bRiver>0</bRiver> <iAIWeight>0</iAIWeight> <iCost>200</iCost> <iConquestProb>0</iConquestProb> <iMinLatitude>0</iMinLatitude> <iMaxLatitude>90</iMaxLatitude> <iMaintenanceModifier>0</iMaintenanceModifier> <iHealth>-1</iHealth> <iAreaHealth>0</iAreaHealth> <iGlobalHealth>0</iGlobalHealth> <iHappiness>1</iHappiness> <iAreaHappiness>0</iAreaHappiness> <iGlobalHappiness>0</iGlobalHappiness> <iStateReligionHappiness>0</iStateReligionHappiness> <iWorkerSpeedModifier>0</iWorkerSpeedModifier> <iSpaceProductionModifier>0</iSpaceProductionModifier> <iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier> <iTradeRoutes>0</iTradeRoutes> <iCoastalTradeRoutes>0</iCoastalTradeRoutes> <iGlobalTradeRoutes>0</iGlobalTradeRoutes> <iTradeRouteModifier>0</iTradeRouteModifier> <iAsset>4</iAsset> <iPower>2</iPower> <fVisibilityPriority>0.0</fVisibilityPriority> <YieldChanges> <iYield>0</iYield> <iYield>1</iYield> <iYield>0</iYield> </YieldChanges> <CommerceChanges> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> </CommerceChanges> <CommerceModifiers> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> </CommerceModifiers> <TechHappinessChanges> <TechHappinessChange> <PrereqTech>TECH_BIOLOGY</PrereqTech> <iHappiness>1</iHappiness> </TechHappinessChange> </TechHappinessChanges> <TechYieldModifiers> <TechYieldModifier> <PrereqTech>TECH_ELEPHANT_RIDING</PrereqTech> <TechYield> <iYield>0</iYield> <iYield>1</iYield> <iYield>0</iYield> </TechYield> </TechYieldModifier> <TechYieldModifier> <PrereqTech>TECH_CONSTRUCTION</PrereqTech> <TechYield> <iYield>0</iYield> <iYield>5</iYield> <iYield>0</iYield> </TechYield> </TechYieldModifier> </TechYieldModifiers> <TechCommerceChanges> <TechCommerceChange> <PrereqTech>TECH_MOTION_PICTURES</PrereqTech> <TechCommerce> <iCommerce>1</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> </TechCommerce> </TechCommerceChange> <TechCommerceChange> <PrereqTech>TECH_TOURISM</PrereqTech> <TechCommerce> <iCommerce>1</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> </TechCommerce> </TechCommerceChange> </TechCommerceChanges> <ConstructSound>AS2D_BUILD_GRANARY</ConstructSound> <PrereqBuildingClasses/> <BuildingClassNeededs> <BuildingClassNeeded> <BuildingClassType>BUILDINGCLASS_ELEPHANT_HERD</BuildingClassType> <bNeededInCity>1</bNeededInCity> </BuildingClassNeeded> </BuildingClassNeededs> <Flavors> <Flavor> <FlavorType>FLAVOR_PRODUCTION</FlavorType> <iFlavor>7</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_MILITARY</FlavorType> <iFlavor>5</iFlavor> </Flavor> </Flavors> I made the mammoth trainer require elephant herd in the city and only tundra in city vicinity. After I continued my game it took 40 sec between turns. Can this be because of the change or something else? strategyonly Feb 20, 2011, 01:39 PM Cool, Any chance of you uploading them separately so my game doens't crash suddenly? :D OK here is the NEW VD_Barbarian_CIV4UnitArtStyleTypeInfos the way it should look: <?xml version="1.0"?> <!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) --> <!-- Sid Meier's Civilization 4 --> <!-- Copyright Firaxis Games 2005 --> <!-- --> <!-- Civilization Infos --> <Civ4UnitArtStyleTypeInfos xmlns="x-schema:CIV4CivilizationsSchema.xml"> <UnitArtStyleTypeInfos> <!--__________________________________________________ __________________________________________________ ____________________________________________--> <!-- --> <!-- VD mod BEGIN Barbarian ArtStyle --> <!--__________________________________________________ __________________________________________________ ____________________________________________--> <UnitArtStyleTypeInfo> <Type>UNIT_ARTSTYLE_BARBARIAN</Type> <StyleUnits> <StyleUnit> <UnitType>UNIT_WARRIOR</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_SPEARMAN</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_ARCHER</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_SWORDSMAN</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_AXEMAN</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_KNIGHT</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_AT_INFANTRY</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_MARINE</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_AK47_PUNK</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_AK47_PUNK</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_AK47_PUNK</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_ARTILLERY</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> <StyleUnit> <UnitType>UNIT_FRIGATE</UnitType> <UnitMeshGroup> <EarlyArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</MiddleArtDefineTag> </UnitMeshGroup> </StyleUnit> </StyleUnits> </UnitArtStyleTypeInfo> <!--__________________________________________________ __________________________________________________ ____________________________________________--> <!-- --> <!-- VD mod END Barbarian ArtStyle --> <!--__________________________________________________ __________________________________________________ ____________________________________________--> </UnitArtStyleTypeInfos> </Civ4UnitArtStyleTypeInfos> <BuildingInfo> <BuildingClass>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClass> <Type>BUILDING_MAMMOTH_TRAINER</Type> <SpecialBuildingType>NONE</SpecialBuildingType> <Description>TXT_KEY_BUILDING_MAMMOTH_TRAINER</Description> <Civilopedia>TXT_KEY_BUILDING_MAMMOTH_TRAINER_PEDIA</Civilopedia> <Strategy>TXT_KEY_BUILDING_MAMMOTH_TRAINER_STRATEGY</Strategy> <Advisor>ADVISOR_MILITARY</Advisor> <ArtDefineTag>ART_DEF_BUILDING_MAMMOTH_TRAINER</ArtDefineTag> <ObsoleteTech>TECH_CLONING</ObsoleteTech> <PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech> <TechTypes/> <Bonus>BONUS_IVORY</Bonus> <PrereqAndTerrain> <PrereqTerrain> <TerrainType>TERRAIN_TUNDRA</TerrainType> <bPrereqTerrain>1</bPrereqTerrain> </PrereqTerrain> </PrereqAndTerrain> <ProductionTraits> </ProductionTraits> <NoBonus>NONE</NoBonus> <PowerBonus>NONE</PowerBonus> 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<PrereqTech>TECH_MOTION_PICTURES</PrereqTech> <TechCommerce> <iCommerce>1</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> </TechCommerce> </TechCommerceChange> <TechCommerceChange> <PrereqTech>TECH_TOURISM</PrereqTech> <TechCommerce> <iCommerce>1</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> </TechCommerce> </TechCommerceChange> </TechCommerceChanges> <ConstructSound>AS2D_BUILD_GRANARY</ConstructSound> <PrereqBuildingClasses/> <BuildingClassNeededs> <BuildingClassNeeded> <BuildingClassType>BUILDINGCLASS_ELEPHANT_HERD</BuildingClassType> <bNeededInCity>1</bNeededInCity> </BuildingClassNeeded> </BuildingClassNeededs> <Flavors> <Flavor> <FlavorType>FLAVOR_PRODUCTION</FlavorType> <iFlavor>7</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_MILITARY</FlavorType> <iFlavor>5</iFlavor> </Flavor> </Flavors> I made the mammoth trainer require elephant herd in the city and only tundra in city vicinity. After I continued my game it took 40 sec between turns. Can this be because of the change or something else? Dont quite understand what your trying to say here, is the chance adding turn times or subtracting turn times?:crazyeye: Noticed you added "dark ages" (opposite of golden age) Does this work? No, i dont believe so, thats why Afforess has it set that way, so no one can play with it.:confused: You'd have to ask in the AND forum Feedback area. Dumanios Feb 20, 2011, 02:21 PM Downloading. 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After I continued my game it took 40 sec between turns. Can this be because of the change or something else? Just so you know i am not changing it to this since having an "elephant" herd makes so sense when your training "mammoths". Mammoths are suppose to be super rare which is why i made it both tundra + elephants in city vicinity. cakedaemon Feb 20, 2011, 04:11 PM I think I may have either found a bug with Civ4, or with the mod. http://img145.imageshack.us/img145/307/swordsmandoingarunner.png There is a battle going on in the centre of the screen, notice the swordsman running off in the bottom right. I knew my men was athletic, but that's just insane :lol: . dommain Feb 20, 2011, 06:17 PM I have a worker and a gather switching a lemon bonus back and forth between a orchard and a plantations, I could not recreate this a second time. Dancing Hoskuld Feb 20, 2011, 09:11 PM I have a worker and a gather switching a lemon bonus back and forth between a orchard and a plantations, I could not recreate this a second time. That has been fixed, in the next release. When I moved it (lemons) to orchard I forgot to remove it from plantation. Enur Feb 21, 2011, 12:59 PM I think I have found another bug. I all of the sudden got a crash to desktop, which could not be attributed to barbarians. I figured it might be because of a building, so I systematically removed the cities that were about to produce and after an hour of loading the mod after each crash I found something. when I deleted a german city about to build a dance hall the crashes stopped, however, I wanted to be sure about this so I tried to recreate the incident. this time I placed a spy near by, deleted the city, and got a crash. long story short I finally found the what might be the problem the polynesian empire under salamasina had 4 units nearby, an axeman, a trained dog, a hunter and a hunter with a general attatched. I'm pretty sure it's the hunter with general attatched that's causing the problem. The general attatched is Dancing Hoskuld strategyonly Feb 21, 2011, 01:06 PM I think I have found another bug. I all of the sudden got a crash to desktop, which could not be attributed to barbarians. I figured it might be because of a building, so I systematically removed the cities that were about to produce and after an hour of loading the mod after each crash I found something. when I deleted a German city about to build a dance hall the crashes stopped, however, I wanted to be sure about this so I tried to recreate the incident. this time I placed a spy near by, deleted the city, and got a crash. long story short I finally found the what might be the problem the Polynesian empire under salamasina had 4 units nearby, an axeman, a trained dog, a hunter and a hunter with a general attached. I'm pretty sure it's the hunter with general attached that's causing the problem. The general attached is Dancing Hoskuld Are you sure it was a General or a Warlord? If its a Warlord, then we need to contact Vincent. Blue or Red? Enur Feb 22, 2011, 12:33 AM well it's a tiny red icon? but here's a picture of the guy I believe to be responsible. it seems to happen when he moves strategyonly Feb 22, 2011, 02:21 AM well it's a tiny red icon? but here's a picture of the guy I believe to be responsible. it seems to happen when he moves OK that looks like a Warlord that is attached to a Hunter as a Leader? But i dont see the Warlord in the pic of units you have:crazyeye: You also mentioned that its the Polynesian civ but i dont see them listed either? Plus it looks like your in Windows mode? Enur Feb 22, 2011, 09:53 AM I saw the warlord move with the hunter so it's there, but it is under the axeman, dog and my spy. I haven't discovered them yet, but as you can see from the names it is the polynesians, they have a city not far from there. And yes, I play in windowed mode, makes for easy tabing away during the long turn times ;) nichopoleve Feb 22, 2011, 01:09 PM Can someone pls have a look at religion. Ive just played my 10.th game and still theres a lack of religion. I've only had Solomon convert to a religion by himself in one game. The rest of the time I've had to force civs to change to prophets civic, then they would get a religion. Maybe its because they dont see any benefit because you only get bonuses based on stonehenge and oracle? Maybe if its possible to give a bonus of something else then they would value the civic more? Enur's screenshot ( previous post) also has only him with a religion and thats turn 700 something... JosEPh_II Feb 22, 2011, 04:45 PM Enur's Screenie also shows that only a few of the Very early Religions are possible as it's only 2992BC. He hasn't even reached the bulk of the Main Religions. Also we don't know if the other civs have any prophets available to them. And he's almost 200+ points ahead of the nearest AI India. Looks like he's play on Snail. When he gets to 1000BC I bet there will be more Religions founded. But I also know from playing this version that not Every AI will found a Religion. In my current game I have enough Prophets sleeping to found 4 more religions and get their Holy Temple too. I already have 3 founded each with their own Holy City and Main Temple Bldg (Judaism, Buddhism, and Christianity). I passed up all of the early, early religions to get those 3 1st, in that order. Of course I lead in my game too. And I'm playing on Marathon, Noble level. Turn 450+ of 1600. JosEPh. :) strategyonly Feb 22, 2011, 05:04 PM Enur's Screenie also shows that only a few of the Very early Religions are possible as it's only 2992BC. He hasn't even reached the bulk of the Main Religions. Also we don't know if the other civs have any prophets available to them. And he's almost 200+ points ahead of the nearest AI India. Looks like he's play on Snail. When he gets to 1000BC I bet there will be more Religions founded. But I also know from playing this version that not Every AI will found a Religion. In my current game I have enough Prophets sleeping to found 4 more religions and get their Holy Temple too. I already have 3 founded each with their own Holy City and Main Temple Bldg (Judaism, Buddhism, and Christianity). I passed up all of the early, early religions to get those 3 1st, in that order. Of course I lead in my game too. And I'm playing on Marathon, Noble level. Turn 450+ of 1600. JosEPh. :) Yeah i dont like the religion stuff the way it is right now, one civ getting 4-8 holy cities just isn't right. Need to get Limited Religions back ingame that works correctly. I HATE Choose Religions also. Your not on Epic, :rolleyes:, taking a leap huh? @Enur: Can you delete that image, its to big and width wise, thx. nichopoleve Feb 22, 2011, 05:07 PM Is it easy to change limited religions to only 2 or 3 holy shrines max? strategyonly Feb 22, 2011, 05:08 PM Is it easy to change limited religions to only 2 or 3 holy shrines max? No, LR doesnt work at all , but they say it is fixed in the new RevDCM, but that takes a sdk/dll person to do that stuff. Everyone needs to start bugging Afforess to get his 1.76 modcomp out, then maybe things will run better, so start BUGGING him.:trouble: Dancing Hoskuld Feb 22, 2011, 06:01 PM No, LR doesnt work at all , but they say it is fixed in the new RevDCM, but that takes a sdk/dll person to do that stuff. Everyone needs to start bugging Afforess to get his 1.76 modcomp out, then maybe things will run better, so start BUGGING him.:trouble: Orion Veteran has a current python Limited Religions. I thought it was the basis for the one in RevDCM but maybe not. Thunderbrd Feb 22, 2011, 07:32 PM It is but he did his in python and they converted it to dll which he doesn't work with. I asked for some assistance but he honestly can't offer much given that its hardcoded as it is. Alright then, I'll get working on fixing up limited religions... I'm not a fan of it so I haven't felt pressed there but I do care about y'all so I'll work on getting it sorted out. I'd think something in between might be good too but I'll have to give some thought to that. I may have a bit more time for programming emerging here so that's a good thing :) By the way, has anyone tried a Limited Religions without Divine Prophets or Choose Religions game? It may well be working right now. strategyonly Feb 23, 2011, 11:05 AM New UPDATE: 23 Feb 7:30 am CTS Feb 23, 2011, 12:00 PM I was very pleased to read that: There should NOT be any crashes (besides MAFs) You have done a great job combining all the sweet cream Civ4 modding has to offer, and i really enjoyed all the new features. But the unavoidable crashing in the ancient-medieval era, in 3 games on slowest speed - was highly dis-encouraging... I cant wait to test the new version! Hope to get to the nukes this time, and re-send everyone back to the stone-age, hehe. EDIT: 94% at 200 kb/s, around 5 min left :) QuantumProjects Feb 23, 2011, 01:35 PM New UPDATE: 23 Feb 7:30 am Guys, I'm impressed by how fast you can release new versions. This surely is the most active mod hereby. I must say, I haven't even tried V.8 yet (lack of time for gaming), and obviously I won't anymore, better get the V.9 already. I haven't seen any Changelog for the mod, though. Is there any? JosEPh_II Feb 23, 2011, 05:36 PM 3 hours and 29 minutes to go! Just hope that end of turn times after 2500BC are faster. I usually never use Limited religions or Choose religions. Let the religions fall were they may is my battle cry. And I Try very hard to get the Most every game. One little subject I woeld like to bring up. Great Artists, you get 12,000 culture points for a great work of art. Seems tremendous at 1st glance. The old GA used to only get 6000 points. But here's the kicker, those 6000 point for the Old GA was WAY better than the 12,000 for the New GA. I used a GA on a border setting and got 1 that's right 1 Tile to flip. And the tile was 6 tiles from the opposing AI's city no less! I literally *issed that GA away! Culture still is extremely weak with RoM/AND as the basis. I miss the early RoM days when you could culture bomb an enemy AI's border and sometimes get a city to culture flip. But that was killed off many RoM versions ago by REVDCM and has Never been recovered. Maybe someone should consider "fixing" culture so it works more like Vanilla BtS? Cultural Victories are non existent any more. JosEPh Edit: My Sat. DSL just dropped to 40kb/sec so now I have to wait 3 hours and 43 minutes to get the new version. :p May have to leave the computer on all night now. Leifmk Feb 24, 2011, 07:08 AM Ha, look at that update timing, I just dowloaded and started playing around with the previous version two or three days ago. Rather interesting mod, I must say! Is this new version savegame compatible with the previous version? JosEPh_II Feb 24, 2011, 11:44 AM Sorry no. JosEPh Leifmk Feb 24, 2011, 12:32 PM Ah well. At the rate I'm going I might as well finish the game I started, by the time I'm done there might well be another version out. jimmygeo Feb 24, 2011, 11:47 PM It's still a problem! As I experienced in v. 7 and v. 8, in v. 9 I still don't have any dialog on the diplomacy screen. This makes diplomacy and trade impossible. I tried a similar mod (Quot Capita) that incorporates many of the things C2C does and the diplomacy screen works just fine. So what's the problem?? I would very much like to play this mod, but can't with this serious problem. jimmygeo Dancing Hoskuld Feb 25, 2011, 01:54 AM It's still a problem! As I experienced in v. 7 and v. 8, in v. 9 I still don't have any dialog on the diplomacy screen. This makes diplomacy and trade impossible. I tried a similar mod (Quot Capita) that incorporates many of the things C2C does and the diplomacy screen works just fine. So what's the problem?? I would very much like to play this mod, but can't with this serious problem. jimmygeo Have you checked the FAQ (http://forums.civfanatics.com/showpost.php?p=7175021&postcount=8)? If I remember correctly it is usually caused when something went wrong with the install. Did you remove the older version of Cavemen2Cosmos before installing then new? Thunderbrd Feb 25, 2011, 08:54 AM It's still a problem! As I experienced in v. 7 and v. 8, in v. 9 I still don't have any dialog on the diplomacy screen. This makes diplomacy and trade impossible. I tried a similar mod (Quot Capita) that incorporates many of the things C2C does and the diplomacy screen works just fine. So what's the problem?? I would very much like to play this mod, but can't with this serious problem. jimmygeo Yeah, I've never had that problem myself. Then again, I wouldn't be worried about it myself if I did because I always turn OFF tech trading to make it a fair game and very rarely ever give any civ open borders. I could do without the trade system entirely in most games. strategyonly Feb 25, 2011, 09:12 AM It's still a problem! As I experienced in v. 7 and v. 8, in v. 9 I still don't have any dialog on the diplomacy screen. This makes diplomacy and trade impossible. I tried a similar mod (Quot Capita) that incorporates many of the things C2C does and the diplomacy screen works just fine. So what's the problem?? I would very much like to play this mod, but can't with this serious problem. jimmygeo A screenie would be nice, and are you talking about regular diplo or advanced? jimmygeo Feb 25, 2011, 12:18 PM Have you checked the FAQ (http://forums.civfanatics.com/showpost.php?p=7175021&postcount=8)? If I remember correctly it is usually caused when something went wrong with the install. Did you remove the older version of Cavemen2Cosmos before installing then new? Yes, I have read thru the FAQ twice and found no reference to my problem. As far as installing goes, I have had this problem after installing three different versions of the mod. And I always hold down the shift key when loading in order to empty the cache. jimmygeo Dancing Hoskuld Feb 25, 2011, 01:35 PM Yes, I have read thru the FAQ twice and found no reference to my problem. As far as installing goes, I have had this problem after installing three different versions of the mod. And I always hold down the shift key when loading in order to empty the cache. jimmygeo I meant, did you delete the Caveman2Cosmos folder before installing a new version? Other than that the only thing I can think of is maybe your Custom Assets are interfering. However that is defined in a file in the download and is correct. So I am stumped. Actuarian Feb 25, 2011, 01:59 PM I had a very similar, impossible to fix problem with several consescutive versions of RAND. The only way I could get it to work was to completely uninstal and reinstall the game and the mods. I think that the problem was caused by my error - an incorrect install of RAND. Once I screwed things up, then just deleting and reinstalling the mod wouldn't make it work. JosEPh_II Feb 25, 2011, 04:21 PM Yes, I have read thru the FAQ twice and found no reference to my problem. As far as installing goes, I have had this problem after installing three different versions of the mod. And I always hold down the shift key when loading in order to empty the cache. jimmygeo Do you have a copy of RoM or AND installed in your X: Program Files/.../Bts/Mods folder? If you have installed the Mod in the My Documents Path that could also be your problem. If you have an x64 OS then the Program Files Path would actually be Program Files (x86). Since you have experienced this with 3 versions I would venture that you still have a copy of AND or RoM in your Mod folder. Cut/Paste them into a folder outside of the game path for playing them later. JosEPh :) krushyn Feb 25, 2011, 10:15 PM There is a bug regarding Immigrant unit. You are able to build Immigrant in a city of size 1 to reduce it to 0.What is more interesting You can build more reducing to -1 and after another try I was able to do -2 population in the city. Now, you cannot join immigrant unit to the city of 0 or negative population , plus your building abilities are limited. There should be some limitation for Immigrant unit 'city population size' wise. Vaya Feb 26, 2011, 04:23 PM I think I will give up on this mod it's very cool but also way too bugged. I played like 5 games, at first had problems with MAFs, so I started to play smaller maps with less civs, but there is always something that will pi*s my game. Once textures won't load, another time MAFs start even before middle ages, another time AIs are too weak and almost don't found new cities, this time It freezes when I try to end turn. Tried to load several autosaves but it always freezes at the end of the same turn. I'm sick of starting all over again, what's the point of playing this if I can't get any single proper game? I tried to look at logs but there are a lot of them, lot of data and errors.. This could be really great mod if it is playable... Thunderbrd Feb 27, 2011, 01:13 PM I think I will give up on this mod it's very cool but also way too bugged. I played like 5 games, at first had problems with MAFs, so I started to play smaller maps with less civs, but there is always something that will pi*s my game. Once textures won't load, another time MAFs start even before middle ages, another time AIs are too weak and almost don't found new cities, this time It freezes when I try to end turn. Tried to load several autosaves but it always freezes at the end of the same turn. I'm sick of starting all over again, what's the point of playing this if I can't get any single proper game? I tried to look at logs but there are a lot of them, lot of data and errors.. This could be really great mod if it is playable... You can often get past those freezes with a couple of different fix methods. The first involves using the worldbuilder to eliminate any new barb civs that have emerged... they are buggy and in the other thread for this Dancing Hoskuld posted a patch to disable them completely for now. I usually find a declaration of war on the offending civilization (one is freezing in an infinite loop usually...) can often get past such end of turn freezes... not the most elegant solution but if often works. If you are finding errors in the logs, post them. We all want to make this a more solid platform. V9 in fact has primarily been an effort in debugging more than anything else. And more work on this is to come. The problems we are having largely stem from the base mods we built this on and some of those issues are very difficult to uproot. But we're getting there. Having the textures not load is often a good sign that its either time for a computer restart or you can sometimes just restart the game clearing the cache (hold shift as you load the game). This is not uncommon for me either and represents clogged memory. I also find that this mod often should be played at a difficulty level or two higher than you may normally play because the AI still needs some work to get it to keep up... right now that makes them extra challenging in the very early stage but they will likely lag later on... another effort in progress is to help the ai understand what they need to build and the order in which they need to build it to keep up with a human player. Oh, and with immigrants... I had that issue myself but don't see it as a bug, per se... just something to be aware of when you are building them... don't let your city go beneath 1! Vaya Feb 28, 2011, 10:34 AM Thank you for your reply, I tried to erase almost every civ including all barbarian cities in world builder and it worked. Now I just have to find out which one is causing troubles. It's not very elegant sollution cause I had to see the entire map but I guess it's still better than starting over. Regarding that texture issue, strange thing was that if I rebooted system multiple times they did load eventually. But sometimes I had to do it more than 10 times. I mostly use W7 64bit. When I loaded the same game in Win XP 32bit there was no problem. Also I'm not sure whether it was not connected to system updates because I didn't have this problem before, It's also not happening now and I installed several updates to the system at that time. Then I reinstalled them all, ran a new game and suddenly I have not had this problem since. Strange.. Vaya Feb 28, 2011, 01:00 PM Btw when I build research/culture/wealth/espionage in cities, 100% of their production is converted to r/c/w/e. I think it's way too much. In early game(and later probably too) if I have cities with good production I can very easily multiply my research and gain significant advantage over AI. As far as I remember in vanilla civ4 this was set to 10-25% and it worked just fine.. Dancing Hoskuld Feb 28, 2011, 08:45 PM There is a bug regarding Immigrant unit. You are able to build Immigrant in a city of size 1 to reduce it to 0.What is more interesting You can build more reducing to -1 and after another try I was able to do -2 population in the city. Now, you cannot join immigrant unit to the city of 0 or negative population , plus your building abilities are limited. There should be some limitation for Immigrant unit 'city population size' wise. It appears that "we" may have missed something when converting the Immigrant mod to BUG form and this is the consequence. In theory you should not be able to produce an immigrant in cities with less than population size 9! All the code is there, I think we have just forgotten to tell BUG about it so it is not being "linked" in. Edit: The Callback definitions are not set on. However callbacks slow down game turns. This means that the Immigration mod will be removed. szyszon Mar 04, 2011, 07:33 AM Hi everyone...love the mod, made me come back to civ4, great job. I got an issue with establishing embassies thou, some people seem to have same problem but i haven't found a solution so correct me if i'm wrong but u only need writing tech to be able to do that or some other are needed? I just discovered alphabet and switched to open borders civic but still no option in diplo. auto trade routes working fine, got road connections.... i'm running v9. plz help nichopoleve Mar 04, 2011, 07:45 AM You have to enable those options in diplomacy tab in the bug options menu. Its the red bug in the top left corner. Elana Mar 04, 2011, 07:50 AM Question about minimum system requirements for 'caveman to cosmos.' I run Xp on PC: AMD Athlon 64x2, dual core proc 5200+, 2 GB ram, I b video ram (nvidia). Will I be able to run Caveman to cosmos on a small or regular map? I play ROM-AND fine, with no problems. szyszon Mar 04, 2011, 02:45 PM You have to enable those options in diplomacy tab in the bug options menu. Its the red bug in the top left corner. Thanks, I totally forgot about those. I run Xp on PC: AMD Athlon 64x2, dual core proc 5200+, 2 GB ram, I b video ram (nvidia). Will I be able to run Caveman to cosmos on a small or regular map? I play ROM-AND fine, with no problems. Ram might be a problem, even on smaller maps You may have MAFs later in a game.This mod is huge...but only way to find out is to try it ;) . If AND works fine this one should too strategyonly Mar 04, 2011, 02:48 PM Question about minimum system requirements for 'caveman to cosmos.' I run Xp on PC: AMD Athlon 64x2, dual core proc 5200+, 2 GB ram, I b video ram (nvidia). Will I be able to run Caveman to cosmos on a small or regular map? I play ROM-AND fine, with no problems. Have a look at this near the bottom of the thread: http://forums.civfanatics.com/showpost.php?p=7175018&postcount=7 Make sure you do the 3GB switch. Elana Mar 04, 2011, 03:27 PM Thanks, I'm downloading caveman... cosmos modmod now. I looked for the 3GB switch info but can't find it. Would you please post a link to it... looking forward to the cavemen..... Dancing Hoskuld Mar 04, 2011, 03:27 PM Have a look at this near the bottom of the thread: http://forums.civfanatics.com/showpost.php?p=7175018&postcount=7 Make sure you do the 3GB switch. The 3GB switch is no use if you only have 2GB of memory.:lol: Thanks, I'm downloading caveman... cosmos modmod now. I looked for the 3GB switch info but can't find it. Would you please post a link to it... looking forward to the cavemen..... It is always near the top of the Rise of Mankind forums see thread (http://forums.civfanatics.com/showthread.php?t=362969) TheDisco Mar 04, 2011, 09:16 PM The 3GB switch is no use if you only have 2GB of memory.:lol: Actually technically, the 3GB switch has absolutely nothing to do with physical memory. In fact, it would have meaning if you even had 512M of physical memory. The 3GB switch is all about virtual memory and dividing up the 4GB virtual memory space that all XP machines utilize, regardless of physical memory. Just sayin... NotSoGood Mar 05, 2011, 01:07 AM The 3GB switch is no use if you only have 2GB of memory.:lol: And yet it still fixed my mafs on my former computer (it had only 2GB). :D So I'd say it's worth trying. Kavroz Mar 05, 2011, 03:07 AM Hello, great mod etc, but i've got 2 problems - first where the hell is BarbarianCivs option? For me it's false by default but i dont have this option in game options when i start custom game, so my question is where i can change this? And the second thing is that using imigrant in multi causes OOS. edit: i went through many many many pages of this thread and i assume that barb civs are off by default cause they were problematic;) am I right? strategyonly Mar 05, 2011, 05:32 AM Hello, great mod etc, but i've got 2 problems - first where the hell is BarbarianCivs option? For me it's false by default but i dont have this option in game options when i start custom game, so my question is where i can change this? And the second thing is that using immigrant in multi causes OOS. edit: i went through many many many pages of this thread and i assume that barb civs are off by default cause they were problematic;) am I right? YES the Barbarian Civ causes all kinds of errors and also, i took OUT the immigrant modcomp(both out in next version), cause right now, "I" forgot that it needed to be changed to the BUG format, which DancingHoskuld has fixed(i have no copy), but i am still not putting it back in so fast because of the PythonCallBacks. So in actuality both of your issues have been addressed, and if your looking for more ideas/suggestions/comments also go through the OTHER thread in my signature listed there, thx. btw Welcome to CFC and thx for trying this GREAT mod.:) Antmanbrooks Mar 05, 2011, 08:00 AM Hey guys, I'm not sure if it's intentional but on Marathon game speed it appears your game would end after 1625 turns, which would make the final end year 1870 BCE The game turn increments go down something like this from what I can tell; 10,000 BCE 8125 BCE 6375 BCE 4750 BCE 3375 BCE 2625 BCE 2250 BCE 2125 BCE 2031 BCE 1968 BCE 1931 BCE 1900 BCE 1880 BCE 1870 BCE 13 time increments of 125 turns each. This was from a version I downloaded in November 2010 though? Has it been changed since then? If not, I haven't playtested it much yet, but I do have an alternative I could offer? <GameSpeedInfo> <Type>GAMESPEED_MARATHON</Type> <Description>TXT_KEY_GAMESPEED_MARATHON</Description> <Help>TXT_KEY_GAMESPEED_MARATHON_HELP</Help> <iGrowthPercent>350</iGrowthPercent> <iTrainPercent>200</iTrainPercent> <iConstructPercent>300</iConstructPercent> <iCreatePercent>350</iCreatePercent> <iResearchPercent>300</iResearchPercent> <iBuildPercent>250</iBuildPercent> <iImprovementPercent>400</iImprovementPercent> <iGreatPeoplePercent>300</iGreatPeoplePercent> <iCulturePercent>350</iCulturePercent> <iAnarchyPercent>200</iAnarchyPercent> <iBarbPercent>400</iBarbPercent> <iFeatureProductionPercent>300</iFeatureProductionPercent> <iUnitDiscoverPercent>300</iUnitDiscoverPercent> <iUnitHurryPercent>300</iUnitHurryPercent> <iUnitTradePercent>300</iUnitTradePercent> <iUnitGreatWorkPercent>300</iUnitGreatWorkPercent> <iGoldenAgePercent>200</iGoldenAgePercent> <iHurryPercent>33</iHurryPercent> <iHurryConscriptAngerPercent>300</iHurryConscriptAngerPercent> <iInflationPercent>10</iInflationPercent> <iInflationOffset>-270</iInflationOffset> <iVictoryDelayPercent>300</iVictoryDelayPercent> <GameTurnInfos> <GameTurnInfo> <iMonthIncrement>168</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>156</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>144</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>120</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>108</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>96</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>84</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>72</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>60</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>48</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>36</iMonthIncrement> <iTurnsPerIncrement>250</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>12</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>6</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>4</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>3</iMonthIncrement> <iTurnsPerIncrement>125</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>2</iMonthIncrement> <iTurnsPerIncrement>250</iTurnsPerIncrement> </GameTurnInfo> </GameTurnInfos> </GameSpeedInfo> Using this version of Marathon the game lasts 2250 turns and the increments go something like this; 10000 BCE 8250 BCE 6625 BCE 5125 BCE 3875 BCE 2750 BCE 1750 BCE 875 BCE 125 BCE 500 CE 1000 CE 1375 CE 1750 CE 1875 CE 1937 CE 1978 CE 2010 CE 2030 CE 2050 CE Dancing Hoskuld Mar 05, 2011, 10:58 AM There is a bug regarding Immigrant unit. You are able to build Immigrant in a city of size 1 to reduce it to 0.What is more interesting You can build more reducing to -1 and after another try I was able to do -2 population in the city. Now, you cannot join immigrant unit to the city of 0 or negative population , plus your building abilities are limited. There should be some limitation for Immigrant unit 'city population size' wise. Hello, great mod etc, but i've got 2 problems - first where the hell is BarbarianCivs option? For me it's false by default but i dont have this option in game options when i start custom game, so my question is where i can change this? And the second thing is that using imigrant in multi causes OOS. edit: i went through many many many pages of this thread and i assume that barb civs are off by default cause they were problematic;) am I right? I have a fix for the Immigration mod but I need someone to test it because I am getting strange things happening with buttons. This could just be because I am adding buttons to the Subdue Animals mod but it may also be a problem in the Immigration mod because it adds buttons in the same way I am and it may not be right for BUG. To get the Immigration mod working. Edit the MasterModList.xml file in the Assets/Config folder. OK to use notepad or equivalent. The file should look like:- <?xml version="1.0" encoding="ISO-8859-1" ?> <!-- MasterModList by Orion Veteran --> <mod id="MasterModList" name="MasterModList" author="OrionVeteran" version="1.0" date="04/14/2010" url=""> <!--Orion's Mods start --> <!--gameutils --> <gameutils module="ImmigrationGameUtils" class="ImmigrationGameUtils"/> <!--events --> <events module="GreatPersonEvents"/> <events module="ImmigrationEvents"/> </mod> It is the gamesutils line that is new. Save the change and load your game. To test that it is working check the following Do all unit buttons behave themselves? Eg can you give the heal order to a unit? Can you only build immigrants in cities with population 9 or more? JosEPh_II Mar 05, 2011, 11:48 AM Antman, The latest version (9-Feb 2011) timeline starts at 7000BC not 10,000BC anymore. JosEPh Antmanbrooks Mar 05, 2011, 12:36 PM Antman, The latest version (9-Feb 2011) timeline starts at 7000BC not 10,000BC anymore. JosEPh Oh, ok. If they haven't changed the CIV4GameSpeedInfo file then the game will still end before 0AD. strategyonly Mar 05, 2011, 02:30 PM Oh, ok. If they haven't changed the CIV4GameSpeedInfo file then the game will still end before 0AD. I tell you what, if you'd like to give a better outlook for the Gamespeed for the Year-Months, go ahead and give me a copy, but the starting year will stay at -7000, ok, if not thats ok also, i just need the year date to end before the year/months take effect is all. Antmanbrooks Mar 05, 2011, 03:55 PM I tell you what, if you'd like to give a better outlook for the Gamespeed for the Year-Months, go ahead and give me a copy, but the starting year will stay at -7000, ok, if not thats ok also, i just need the year date to end before the year/months take effect is all. I don't understand what you mean when you say " i just need the year date to end before the year/months take effect is all?" Also it'll need quite some play testing, but I presume you are gearing the game for very big maps and Marathon speed? If it's designed for any other speed it'll need someone to playtest it on other speeds too. Dancing Hoskuld Mar 05, 2011, 04:50 PM I don't understand what you mean when you say " i just need the year date to end before the year/months take effect is all?" There is a view that when dates convert to years and months then the graphics fail or a CTD happens. This came about because many people were having a repeatable crash at a specific turn. That turn was the turn that dates changed from years to years and months at the speed they were playing. However not everyone was getting the crash. I did get it once or twice but mostly it was not repeatable, ie if I loaded the save I could play past that point. Antmanbrooks Mar 05, 2011, 05:33 PM There is a view that when dates convert to years and months then the graphics fail or a CTD happens. This came about because many people were having a repeatable crash at a specific turn. That turn was the turn that dates changed from years to years and months at the speed they were playing. However not everyone was getting the crash. I did get it once or twice but mostly it was not repeatable, ie if I loaded the save I could play past that point. So for example if the turns where set to go from 2 years (24 months) to 1 year and 6 months (18 months)? If that's the case, I have set my years to decline from 3 per turn, to 1 per turn, to 6 months per turn. None of my turns have years and months. nichopoleve Mar 06, 2011, 02:47 AM Can someone make it so we can sort buildings in the city screen after what stats they give? Example. If i want to see the buildings that give most hammers first etc. It is really frustrating to go through all the buildings around medieval era to look for what to build. Maybe the queue works but I have never got it working. Thunderbrd Mar 06, 2011, 11:59 AM Can someone make it so we can sort buildings in the city screen after what stats they give? Example. If i want to see the buildings that give most hammers first etc. It is really frustrating to go through all the buildings around medieval era to look for what to build. Maybe the queue works but I have never got it working. GREAT idea! But no idea how to implement... I'll take a look around when I catch a moment to see if it can be done. As for the queue... what do you mean you don't have it working? That'd be lethal in this mod if you couldn't work the queue. You mean you cant go into the city screen, select something to build, then either hold down SHIFT as you select to set something to build AFTER the current build list or CONTROL to set it to build BEFORE the list? nichopoleve Mar 06, 2011, 02:43 PM I can't save a queue and then load it in another city. It says hold shift (or some other, don't remember) and the # button. Maybe its because I do't have a US keybpard? On my keyboard, # is on button 3. Dancing Hoskuld Mar 06, 2011, 03:00 PM Can someone make it so we can sort buildings in the city screen after what stats they give? Example. If i want to see the buildings that give most hammers first etc. It is really frustrating to go through all the buildings around medieval era to look for what to build. Maybe the queue works but I have never got it working.GREAT idea! But no idea how to implement... I'll take a look around when I catch a moment to see if it can be done. As for the queue... what do you mean you don't have it working? That'd be lethal in this mod if you couldn't work the queue. You mean you cant go into the city screen, select something to build, then either hold down SHIFT as you select to set something to build AFTER the current build list or CONTROL to set it to build BEFORE the list? @Thunderbrd Afforess changed the order to alphabetic perhaps he commented it. I did ask him if it was possible to have other ordering but did not get a response. For example I would like it from quickest to build to longest to build. I can't save a queue and then load it in another city. It says hold shift (or some other, don't remember) and the # button. Maybe its because I do't have a US keybpard? On my keyboard, # is on button 3. The # is a symbol for "any number" key. So if you want to use the zero key to hold a queue from the current city onen then press Ctrl-zero (Control key and zero key at the same time. Then go to the city you want the queue used in and just press the zero key. Thunderbrd Mar 06, 2011, 03:27 PM @Thunderbrd Afforess changed the order to alphabetic perhaps he commented it. I did ask him if it was possible to have other ordering but did not get a response. For example I would like it from quickest to build to longest to build. The # is a symbol for "any number" key. So if you want to use the zero key to hold a queue from the current city onen then press Ctrl-zero (Control key and zero key at the same time. Then go to the city you want the queue used in and just press the zero key. Sounds like I may need to research the city screen a bit... a couple of preference buttons would be really nice to put in place considering how many buildings we have now. And I can't believe I didn't know I could do that! That's awesome! Control+whatever hotkey you wanna set... fascinating. I often make use of Alt and Control + select to grab all cities or all cities on a continent and then control select when new production buildings come into play from a recent research but there's lots of times the aforementioned processes would work perfectly... does it keep the hotkey queue selections even after a round or two has passed? This would make a really nice tool for staging your initial city builds. Dancing Hoskuld Mar 06, 2011, 05:34 PM Sounds like I may need to research the city screen a bit... a couple of preference buttons would be really nice to put in place considering how many buildings we have now. That is Python code isn't it. I am not sure you can do anything about the small icons which move you to the first unit or building or process/wonder. If you could it would mean that we could, for example, split the lists fir units into civilian, land, water and air. And I can't believe I didn't know I could do that! That's awesome! Control+whatever hotkey you wanna set... fascinating. I often make use of Alt and Control + select to grab all cities or all cities on a continent and then control select when new production buildings come into play from a recent research but there's lots of times the aforementioned processes would work perfectly... does it keep the hotkey queue selections even after a round or two has passed? This would make a really nice tool for staging your initial city builds. That is exactly what I use it for - across games even versions of a mod. ;) It is stored in your profile. Thunderbrd Mar 06, 2011, 08:37 PM That is Python code isn't it. I am not sure you can do anything about the small icons which move you to the first unit or building or process/wonder. If you could it would mean that we could, for example, split the lists fir units into civilian, land, water and air. That is exactly what I use it for - across games even versions of a mod. ;) It is stored in your profile. I don't recall if it's python or not... may be. Yeah, units should be splittable too. Those buttons came from BUG I think... I don't think they were initially in the base BtS. (I could be wrong) but either way, it should be something we could manipulate - adding our own buttons that provide us with a variety of sorting methods. I've been working on the Limited religions issue today... found some issues in the code but nothing seems to fix it... I think the RevDCM team may have solved the problem but from what I could see they still may have a couple issues and the way they solved the problem is many layered... not sure how it all fits together yet (and not sure I'm good enough to figure it out to be honest). You wouldn't know where they discussed this matter would you? Bunter Mar 07, 2011, 08:24 AM Thanks everybody for the great mod and modmods. I really have to try installing a 64bit system to be able to play late games (MAF all the time) ;-) But this is not the reason I post here. I have a problem with the current religion system. Like already someone said here was it a wrong step with the free prophets and to have a choice where to build the holy city. I don’t now with mod or who changed the way like founding religions worked in ROM or AND. This was fine but like it is now it is overpowered. I play on a hard level (3th hardest; don’t know the levelname now) and never had to change my 100% research rate. I just found 5 holy cities in my first city and it is making around year 1 Ad 600 Gold. Enough to pay nearly my whole empire and a research rate of 100%. I even have like 6 prophets in sleep because I don’t need them. The Ai has not really a chance against my gold and research. This has to be changed. The number of holy cities have to be limited per city. Or the religious wonders have to be limited per city. But honestly the whole free prophet thing has to be cutted out again. In the game I was the first ( 10 AIs) who researched the first religion and I didn’t even did this on purpose. But as I found out that I get a free prophets for every first researched religion I went for it. With the first prophet I didn’t found the religion. I placed him as a specialist. And I think this single very early specialist changed the whole game. From this point I was leading and got all other free prophets and religions I wanted. The very early prophets are way to powerfull. I think the system before worked well ( no prophet; random holy city). Why has that changed? The new system is not balanced in my eyes. The first, who reaches first religion, will win the game. Cr0wz Mar 07, 2011, 10:23 AM This mod is good, but I like the ability for prophets to found a religion. I find it dumb that religious holy cities never spawn in capitals. nichopoleve Mar 07, 2011, 10:36 AM You can edit all religion related options either by going into the .xml files or start a custom game and choose no divine prophets. What is happening with the seafood bonuses? fish, shrimp, pearls. They all have <iPlacementOrder>6. Doesn't that mean they are more rare than ex. salt with a <iPlacementOrder>2 ??? Scoottr Mar 07, 2011, 10:42 AM Is it intentional that you can't build horse units in any city that doesn't have the resource in its city radius. I show horses in all my cities as a resource, but can only build the unit in the city that has it in the BFC. strategyonly Mar 07, 2011, 11:47 AM Is it intentional that you can't build horse units in any city that doesn't have the resource in its city radius. I show horses in all my cities as a resource, but can only build the unit in the city that has it in the BFC. Yes all MOUNTED units have been changed to have to build a Horse Farm from a resource (horse) that has to be in the vicinity of that city. Thats just like you cant build mounted units in a desert if you go to Africa, right? So why should you be able to build them if there are none in the vicinity? To me, it just makes sense. NotSoGood is working on a NEW Animal/Resource building modcomp that you can build an animal/certain resources within your city vicinity but only after a certain tech and a Great Farmer, along with Dancing Hoskuld helping out. You can edit all religion related options either by going into the .xml files or start a custom game and choose no divine prophets. What is happening with the seafood bonuses? fish, shrimp, pearls. They all have <iPlacementOrder>6. Doesn't that mean they are more rare than ex. salt with a <iPlacementOrder>2 ??? That is correct, i haven't seen any mod yet to change that Placement order? nichopoleve Mar 07, 2011, 12:09 PM I just edited the file myself, so all seafood now has a placement order of 5. In my maps it is a real lack of seafood with placement of 6. Do you think you should make the tomahawk thrower require obsidian? It makes sense to me that the unit obtained with obsidian weapons tech should require the resource. Even more so when it is such a powerful unit. Dancing Hoskuld Mar 07, 2011, 12:58 PM Thanks everybody for the great mod and modmods. I really have to try installing a 64bit system to be able to play late games (MAF all the time) ;-) But this is not the reason I post here. I have a problem with the current religion system. Like already someone said here was it a wrong step with the free prophets and to have a choice where to build the holy city. I don’t now with mod or who changed the way like founding religions worked in ROM or AND. This was fine but like it is now it is overpowered. I play on a hard level (3th hardest; don’t know the levelname now) and never had to change my 100% research rate. I just found 5 holy cities in my first city and it is making around year 1 Ad 600 Gold. Enough to pay nearly my whole empire and a research rate of 100%. I even have like 6 prophets in sleep because I don’t need them. The Ai has not really a chance against my gold and research. This has to be changed. The number of holy cities have to be limited per city. Or the religious wonders have to be limited per city. But honestly the whole free prophet thing has to be cutted out again. In the game I was the first ( 10 AIs) who researched the first religion and I didn’t even did this on purpose. But as I found out that I get a free prophets for every first researched religion I went for it. With the first prophet I didn’t found the religion. I placed him as a specialist. And I think this single very early specialist changed the whole game. From this point I was leading and got all other free prophets and religions I wanted. The very early prophets are way to powerfull. I think the system before worked well ( no prophet; random holy city). Why has that changed? The new system is not balanced in my eyes. The first, who reaches first religion, will win the game. Turn off the "Divine Prophet" game option. I think you need to start a custom game to do so. I just edited the file myself, so all seafood now has a placement order of 5. In my maps it is a real lack of seafood with placement of 6. Do you think you should make the tomahawk thrower require obsidian? It makes sense to me that the unit obtained with obsidian weapons tech should require the resource. Even more so when it is such a powerful unit. The whole lack of seafood is due to AND and C2C inherited it. The abundance of seafood in the past has been contested because it is rarer now. Or at least I think that was the argument. It is all about keeping the city population small. Unendingfear Mar 07, 2011, 02:15 PM How would one go about setting it so Realistic Corporations are in Play Now or Play a Scenario mode? Dancing Hoskuld Mar 07, 2011, 02:29 PM How would one go about setting it so Realistic Corporations are in Play Now or Play a Scenario mode? I think you can change the defines to do it. The file CIV4GameOptionInfos.xml in assets/xml/gameinfo. However I think this information is also stored in your civilisation.ini file as a series of ones and zeros. Which can only be changed by playing, or at least starting, a custom game. After you have set the options this way they should hold for "Play Now" not sure about the scenario mode as I would have thought the options would be set by the scenario. Unendingfear Mar 07, 2011, 02:39 PM I think you can change the defines to do it. The file CIV4GameOptionInfos.xml in assets/xml/gameinfo. However I think this information is also stored in your civilisation.ini file as a series of ones and zeros. Which can only be changed by playing, or at least starting, a custom game. After you have set the options this way they should hold for "Play Now" not sure about the scenario mode as I would have thought the options would be set by the scenario. Oh... I need an XML editor for that... >.< Uh, what's one I could use? Dancing Hoskuld Mar 07, 2011, 02:45 PM Oh... I need an XML editor for that... >.< Uh, what's one I could use? Use Notepad or something similar, but make a backup copy before you make changes. I use NoteTab and others use Notepad++. I lie, I just got XML Marker (http://symbolclick.com/index.htm) which is free if a bit of over kill for BtS xml modding.;) Unendingfear Mar 07, 2011, 02:58 PM Use Notepad or something similar, but make a backup copy before you make changes. I use NoteTab and others use Notepad++. I lie, I just got XML Marker (http://symbolclick.com/index.htm) which is free if a bit of over kill for BtS xml modding.;) Oooh, thanks. All fixed up now. Thunderbrd Mar 07, 2011, 09:48 PM @Bunter: I'm finding the game is a little too easy as well, but I don't blame the prophet mechanism (entirely - I must admit it seems a little too much to give one out for every religion checkpoint). There are a lot of ways to pull ahead on prophet birthing. But rather, I feel the ai is getting a bit befuddled by all the buildings and is overbuilding troops. When you look at their cities via overwhelming espionage you will see that they are maintaining way too much military and overgrowing which is cutting off their gold horribly... plus they care enough to devote % to espionage which doesn't help. I realize that if they got themselves a religion they should be able to maintain their empire, but imo, having a religion should not be a prerequisite for a successful empire... especially owning a holy city. This could take some thought as to other ways to balance this matter out. For now, if you don't like DP, I don't fault you for it... I knew not everyone would, thus I made it an option. Considering the advanced scope of this game, I don't think anyone should use the play now option... there's too many custom options that everyone feels differently about so each should go through them thoroughly to determine which options they want in their game. strategyonly Mar 07, 2011, 10:19 PM I feel the ai is getting a bit befuddled by all the buildings and is overbuilding troops. When you look at their cities via overwhelming espionage you will see that they are maintaining way too much military and overgrowing which is cutting off their gold horribly... plus they care enough to devote % to espionage which doesn't help. I realize that if they got themselves a religion they should be able to maintain their empire, but imo, having a religion should not be a prerequisite for a successful empire... especially owning a holy city. This could take some thought as to other ways to balance this matter out. For now, if you don't like DP, I don't fault you for it... I knew not everyone would, thus I made it an option. Considering the advanced scope of this game, I don't think anyone should use the play now option... there's too many custom options that everyone feels differently about so each should go through them thoroughly to determine which options they want in their game. I am pretty sure the reason the ai do this is because the way Afforess made the ai/barbarians behave, tending to the city more than advancing just incase of a raid. Its in the SDK i am almost certain someplace? Thunderbrd Mar 08, 2011, 02:17 AM Thats a very complex segment of the SDK... I can take a look but I'm not promising I'll understand enough to tamper... but it IS worth looking into. Serthorn Mar 08, 2011, 09:53 AM First and foremost - C2C is a great mod, thank you very much for all the work. I run in some problems while installing the extra content thou, so I have a question: do the extra leaderheads and extra civs work with current version? If yes, could someone describe how to install them properly? Thx in advance for any help. Edit: Problem solved I had to manually add entry <Module> <Directory>Custom Leaderheads</Directory> <bLoad>1</bLoad> </Module> to the MLF_CIV4ModularLoadingControls.xml Also there are links on this forum to different versions of Leaderheads and only one works. nichopoleve Mar 09, 2011, 07:43 AM About building horses. If horses can only be built if there is a horse in the city vicinity, why can you then build stables in your other cities? What about not only having horse in city vicinity but if you have built a horse herd then it would be able to produce horse units? Same with elephant herd...? strategyonly Mar 09, 2011, 09:08 AM About building horses. If horses can only be built if there is a horse in the city vicinity, why can you then build stables in your other cities? What about not only having horse in city vicinity but if you have built a horse herd then it would be able to produce horse units? Same with elephant herd...? Look at post 1463, 2nd statement. Ghundio Mar 09, 2011, 10:50 AM First off, great mod. I've just been playing a game and I have some things that seem like bugs: The irrigation tech costs 10 times the beakers it should The bamboo armorer doesn't give any units the promotion bamboo armor The poison hut and the bamboo armorer both say the give the promotion to Blank units Was just wondering what I had to change to fix these things? Dancing Hoskuld Mar 09, 2011, 11:39 AM About building horses. If horses can only be built if there is a horse in the city vicinity, why can you then build stables in your other cities? What about not only having horse in city vicinity but if you have built a horse herd then it would be able to produce horse units? Same with elephant herd...? We are working on a better way of doing this see thread (http://forums.civfanatics.com/showpost.php?p=10265244&postcount=1333). The current problem is that the vicinity code (SDK) does not take into consideration resources provided by buildings. Which means that the herd buildings are ignored when testing to see if a building that requires a resource has access to said resource. As to the stables building, I think it now represents a place to house your horses while you don't need them rather than a breading place for horses. First off, great mod. I've just been playing a game and I have some things that seem like bugs: The irrigation tech costs 10 times the beakers it should The bamboo armorer doesn't give any units the promotion bamboo armor The poison hut and the bamboo armorer both say the give the promotion to Blank units Was just wondering what I had to change to fix these things? Yes, these promotions have been missed and are on our t fix list. I am not sure what needs to be done as I have not looked at them. Hydro should answer the irrigation tech question. As far as I know thee old canal systems tech has been split into two techs that belong to the same era and so have the same cost. The fact that you can get to it earlier, just gives you a reason for building the Oracle.:crazyeye: Hydromancerx Mar 09, 2011, 04:26 PM About building horses. If horses can only be built if there is a horse in the city vicinity, why can you then build stables in your other cities? What about not only having horse in city vicinity but if you have built a horse herd then it would be able to produce horse units? Same with elephant herd...? Dancing Hoskuld an I are working on a solution to merge both city vicinity buildings with subdued animal buildings, plus adding new "wonder Resources". You can see a horse example here ... Horse Flow Chart http://forums.civfanatics.com/attachment.php?attachmentid=284345&d=1299035355 First off, great mod. I've just been playing a game and I have some things that seem like bugs: The irrigation tech costs 10 times the beakers it should The bamboo armorer doesn't give any units the promotion bamboo armor The poison hut and the bamboo armorer both say the give the promotion to Blank units Was just wondering what I had to change to fix these things? 1. I don't see why this cannot be adjusted. How much should it cost? 2. You sure? It should give Recon, Archer, Mounted and Melee units the promotion. 3. This is being redone. nichopoleve Mar 10, 2011, 03:35 AM Dancing Hoskuld I have a fix for the Immigration mod but I need someone to test it because I am getting strange things happening with buttons. This could just be because I am adding buttons to the Subdue Animals mod but it may also be a problem in the Immigration mod because it adds buttons in the same way I am and it may not be right for BUG. Immigration unit works fine with OR without the code. Immigration unit started automatically and went to the smallest city. It could join a city up to size 7. I can build immigration unit in a city of any size. Even size 1. No weird things happened with my units with the code. I could heal etc. NB! Just noticed that irrigation tech requires 3500 beakers and all other techs require 350 tops. I play on marathon. Is it really suppose to be 10 times as expensive to research? Thunderbrd Mar 10, 2011, 10:11 AM Last I checked, I think Insurance was the same way, 10 times more expensive than I believe it was meant to be. This is absolutely critical to fix because they come up right when you could be getting a free tech. So what right? When you get these for free, and then the ai hits them and has to take over 100 rounds to research them (and that'd be on a fairly decent research rate), you'll be up to the end of the tech tree before they are even past these two techs! nichopoleve Mar 10, 2011, 10:59 AM Which file do you have to edit to change beakers for a tech? Edit: Never mind I figured it out. In CIV4TechInfos file they both have a 0 too much in the icost modifier it seems. Hydromancerx Mar 10, 2011, 12:03 PM Just noticed that irrigation tech requires 3500 beakers and all other techs require 350 tops. I play on marathon. Is it really suppose to be 10 times as expensive to research? This sounds more like a code error where one too many zeros were put after the number. This should be fixed I think. strategyonly Mar 10, 2011, 01:37 PM Which file do you have to edit to change beakers for a tech? Edit: Never mind I figured it out. In CIV4TechInfos file they both have a 0 too much in the icost modifier it seems. What are you talking about which tech? nichopoleve Mar 10, 2011, 01:44 PM Irrigation and Insurance strategyonly Mar 10, 2011, 02:22 PM Irrigation and Insurance OK now i see what your talking about, i changed the following now: Irrigation - 100 Insurance - 500 Waterworks - 500 Sanitation - 550 That should help.;) Dancing Hoskuld Mar 10, 2011, 02:29 PM Dancing Hoskuld Immigration unit works fine with OR without the code. Immigration unit started automatically and went to the smallest city. It could join a city up to size 7. I can build immigration unit in a city of any size. Even size 1. No weird things happened with my units with the code. I could heal etc. NB! Just noticed that irrigation tech requires 3500 beakers and all other techs require 350 tops. I play on marathon. Is it really suppose to be 10 times as expensive to research? If you are building them in size one cities then it is not working. They should require size 9 cities. This means that the canTrain function is not working. :( Which is what my fix was supposed to fix but doesn't. SO to get immigration working for get my change to the immigration.xml or was it the mainmods.xml of OV? Just turn on the two python call back options. I will look at it further. I must have done something wrong with the button I am adding to Subdue Animals. strategyonly Mar 10, 2011, 03:36 PM If you are building them in size one cities then it is not working. They should require size 9 cities. This means that the canTrain function is not working. :( Which is what my fix was supposed to fix but doesn't. SO to get immigration working for get my change to the immigration.xml or was it the mainmods.xml of OV? Just turn on the two python call back options. I will look at it further. I must have done something wrong with the button I am adding to Subdue Animals. Send me a copy again, ok, i must have removed it, because of my postings i had that i removed it, sorry. Dancing Hoskuld Mar 10, 2011, 03:57 PM Send me a copy again, ok, i must have removed it, because of my postings i had that i removed it, sorry. I am in the process of getting all my changes ready for you. only display the best process (Culture, Science, Tax etc.). expansion to the trade caravan unit line. fix Goody Islands so they are not present if the no goody hut option is set. minor changes to Subdue Animals - no buttons unitl I get the immigration stuff fixed. minor changes to the health care mod to fit better with C2C time line minor change to Ngai religion a version of Culturaly Linked Start code that will (sometimes) tell you which civ was not defined to the mod. Process Upgrades mod With _Nevets additions to the processes available, ie lesser versions of the Culture, Science and Wealth processes the city screen where these are chosen had become cluttered and disorganised. This mod fixes that problem. It should also give someone without an aversion to C++ enough information to "fix" the city canMaintain function so it will be fixed in the building list box too.:mischief: Trade Caravans Adds an Early Merchant at Barter and a Supply Train at Engineering to flesh out the Trade Caravan and Freight units. Culturally Linked Starts mod Currently if you are unlucky enough to get a civ not defined properly you just get a PythonErr.log message with Key Error:0. Now you still get that but there is also a message in the PythonDbg.log telling you which one is missing. taco_man1 Mar 13, 2011, 12:40 AM so, just curious, it looks like there are a couple additional changes. When will the newest patch be available? strategyonly Mar 13, 2011, 01:36 AM so, just curious, it looks like there are a couple additional changes. When will the newest patch be available? Dont do patches, because the extent of what is being changed is so drastic from time to time that patches are just useless, sorry everyone, way to many things going on, and "we" now just added a new Era "Galactic" to the mix, so this time it might not be until April sometime before next release. But you never know.:) Thx for asking and trying this great mod, btw Welcome to CFC. taco_man1 Mar 13, 2011, 07:52 PM Dont do patches, because the extent of what is being changed is so drastic from time to time that patches are just useless, sorry everyone, way to many things going on, and "we" now just added a new Era "Galactic" to the mix, so this time it might not be until April sometime before next release. But you never know.:) Thx for asking and trying this great mod, btw Welcome to CFC. ty ^_^ One other question... Is this mod stable enough for multiplayer? or will there be Out Of Sync errors every 3 turns once Civ V Civ battles start. nichopoleve Mar 16, 2011, 03:53 PM Some thoughts: 1) The event where fishermen have built a fishboat does not give you a fishboat. 2) Why do a well give you unhealthy? is fresh water source that powerful? 3) Poacher's camp is way to early obtained. You get it with Monarchy but get no benefits until rifling is researched. 4) What about a diplomat unit that makes it possible to change other civs impression of you? Say you can promise not to use spies, not pillage or not to negotiate with their enemies for a certain amount of turns and that can make you +1 point in friendship? The more you promise can make you more points or something. If not permanent, atleast for a certain amount of turns. Hydromancerx Mar 16, 2011, 06:27 PM Sicne these 2 questions are within my mod, so i will answer them ... Some thoughts: 2) Why do a well give you unhealthy? is fresh water source that powerful? When creating this, Afforess explained that water such as wells and cisterns are a breeding ground for waterborne diseases. That is why wells give unhealthy but do give a source of water. If your city is close to a river, lake or rainforest then you will not need a well. However if you have no source of water then a well will give you it but at the price of unhealthiness. Some thoughts: 3) Poacher's camp is way to early obtained. You get it with Monarchy but get no benefits until rifling is researched. Yeah it has been adjusted a bunch of times. It still needs tweaking. I may take it out if i cannot find a good solution for it. LordPeter Mar 17, 2011, 10:40 AM Hi guys, first of all: this is the greatest mod for Civ4 that I know (except maybe for FfH2, but thats somewhat different), and I never play without it :D However, I have found something that bugs me: i cannot find the button to enable barbarian civs in a custom game, and at game start it tells me that it is disabled. Is there any way to toggle this on? because without it's just half the fun :( btw I'm looking forward to this whole galactic stuff :borg: :eek: great idea :thumbsup: strategyonly Mar 17, 2011, 11:14 AM Hi guys, first of all: this is the greatest mod for Civ4 that I know (except maybe for FfH2, but thats somewhat different), and I never play without it :D However, I have found something that bugs me: i cannot find the button to enable barbarian civs in a custom game, and at game start it tells me that it is disabled. Is there any way to toggle this on? because without it's just half the fun :( btw I'm looking forward to this whole galactic stuff :borg: :eek: great idea :thumbsup: From what "we" are finding out about errors and turn times being so long, is that Barbarian World and Barbarian Civs cause too many problems. Especially barbarian World. And from doing some testing lately, i just found out that also when Rev is ON, it causes turn times, alot more also( almost 1 1/2 times more), it adds in fact alot of waiting more turn times than playing without these three on. They might be nice to play with but turn times will be sooo drastic in late games it just won't be fun. At least this is what i am finding out, and i only play on Epic. But if you want to play with Barbarian Civ, V9 will be the last one that will have it in game. I took it out completely. Just go to GameOptionsInfo file and change this around: <GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIANS</Type> <Description>TXT_KEY_GAME_OPTION_NO_BARBARIANS</Description> <Help>TXT_KEY_GAME_OPTION_NO_BARBARIANS_HELP</Help> <bDefault>0</bDefault> <bVisible>1</bVisible> </GameOptionInfo> Thats why if i want more Barbarians in game i use Raging Barbs or Start as Minors, for alot more fighting, and when the game starts go into the "Lady BUG" and set some of the options there, one of the better ones is Flexible Difficultly. If you want to get rid of all the buildings that you cant build (but are there grayed out), just click on the HIDE checkbox and that helps out also. Tons of OPTIONS in that BUG. btw Thx for playing this great mod, and Welcome to CFC. QuantumProjects Mar 17, 2011, 05:53 PM Peharps you should take Rev, BarbarianCiv and BarbarianWorld out completely, and then write your own code to enable revolutions and such. In my researches to learn modding and C++ programming, I found out that merging complex pieces of alien codes together always leave some leftover, which may cause increased processing cicles, minor bugs or even CTDs. Even a single line in RevDCM code may be causing unending processing loops, until the game core engine ends the loop by hard-code handlers. Hydromancerx Mar 17, 2011, 06:56 PM I hope rev doesn't get taken out since I really like that feature. I can live without BarbarianCiv and BarbarianWorld but Rev is too incorporated into the mod I think. Thunderbrd Mar 17, 2011, 09:04 PM The problem there is that we're built on top of A New Dawn, a truly awesome mod, the most recent version of which was built into a RevDCM version that was seriously flawed. A lot of the problems there have been fixed by a more recent version of RevDCM, but Afforess, creator of A New Dawn, hasn't updated AND to that platform. When you look at the source codes here you'll see its next to impossible to cleanly merge them with the new RevDCM because Afforess already instigated many of the fixes and its really tough to tell what SHOULD be updated and what should be left alone so it can work as it should with the rest of AND adjustments. This leaves us in a bit of a bind where repairs to the source codes are concerned. I don't have enough of an intimate understanding of the RevDCM fixes in their newest versions, nor enough understanding of what Afforess wrote into the source for AND to tell the difference in many cases. So we're left having to patch things up from the outside looking in where many cases are concerned. I'm having similar trouble trying to fix the Limited Religions codes. At the moment, I'm thinking we should take it fully out of accessing the codes there in the SDK and if we want to use it, include the python module version that's intended for mods that don't contain any hard coding for it. (but that wouldn't help it work with Divine Prophets too well... ugh...) I could work Limited Religions as an option into Divine Prophets, but doing so would leave using Limited Religions alone as an option that remains and it is horribly flawed right now and I haven't been able to figure out where the problems are in the code. Not yet anyhow... even a compare to the newer RevDCM files hasn't been of much assistance in that department but I'm still working on it so I may have a breakthrough there eventually. Dancing Hoskuld Mar 18, 2011, 12:10 AM The Barbarian Civ problem is because C2C adds a new era and no one can (or maybe has time to) figure out what needs to change in the python code to support the new era. It may be possible to get a clue as to what it is doing by comparing the base RevDCM one with the RoM:AND one. The documentation that I found tells you how to use it but does not explain what it does. |
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