View Full Version : Bugs/Error reports


JEELEN
May 18, 2009, 12:06 AM
Please post all bugs/errors in this thread!

First off, on install problems:

Almost ALL interface issues are caused by improper installation in some way or another.

So, if you have an install problem, please check first if MOO2Civ is installed as should be and files are in their correct place.

Also, on missing interface:

I'd likely first check that the cache is cleared (hold down shift during startup) and that the custom assets folder doesn't contain any other files - especially the missing interface is something rather common with weird file interactions between mod folders and custom assets.
If that doesn't solve it a reinstall might be in order, though of course getting game logs would often be preferable in case there is some problem with your mod...

So, if you have a game log, please include it with your report.

Farrapo
May 18, 2009, 04:54 PM
Not sure if this is a bug, but I cannot see how to generate Espionage Points. I see two buildings that produce EP multipliers, but none that produce base points, so EPs stay at zero. The initial Capitol does not produce any either. Maybe there is something I have not gotten to yet?

JEELEN
May 18, 2009, 06:38 PM
Police Agency generates an Espionage %, as does the Intelligence Center, and as soon as you meet another race you can set Espionage rate. (This works basically just as in MOO: with zero intel and no Spies, no effective Espionage is taking place.) You can check your Esp. ratio with any race by holding the cursor over that race on the score listing on-screen.

Ajidica
May 18, 2009, 06:40 PM
When I tried out your mod a while ago, there was an error with the pedia where if I clicked on a certian unit (think it was a battleship) the game would just default to desktop. I don't know if it has been fixed.

JEELEN
May 18, 2009, 06:57 PM
Trajan7 reported something similar. I can't reproduce it on my end and I've asked on the original thread if more people are experiencing this. (As I haven't had any reports of this before.) According to Trajan7 it occurred with Patch4f.

Come to think of it, somebody mentioned that the base speed of Battleship II was lower than the Battleship speed - but I'm not sure how that could result in a Cvipedia bug. Anyway, I'll look into it for the next patch.

Farrapo
May 19, 2009, 10:35 AM
I have built both a Police Academy and Intelligence Center, but they merely increment base EP by 25% and 100%. I have no base EP rate from any system. The Capitol only produces happiness, gold, and culture, not espionage, so there is nothing to apply the multiplier to. Shouldn't it produce 4 EP? I do have contact with other civs, but no EP points to distribute. I am considering reinstalling the Mod again.

JEELEN
May 19, 2009, 11:02 AM
I have built both a Police Academy and Intelligence Center, but they merely increment base EP by 25% and 100%. I have no base EP rate from any system. The Capitol only produces happiness, gold, and culture, not espionage, so there is nothing to apply the multiplier to. Shouldn't it produce 4 EP?

Actually, I considered this, but just as in MOO you won't get any Espionage if your Esp. rate is zero; that's an important difference between how Espionage is generated in Civ and in MOO. You just need to increase the Esp. rate - no need to reinstall.

JEELEN
May 29, 2009, 12:31 PM
Besides a possible problem with the Custom Game options I've noticed the Gnolam flag doesn't show. Not certain how long this has been the case, actually...

The_J
May 29, 2009, 07:41 PM
2 (permanent) python erros:
1) There's a reference to a not existing building in the python files, BUILDING_MANUFACTURING_PLANT, in 1472 CvFinalFrontierEvents.
2) It seems, the trait TRAIT_BARBARIAN is missing.

This creates nearly every round a huge amount of python errors :(.

JEELEN
May 30, 2009, 01:54 AM
2 (permanent) python erros:
1) There's a reference to a not existing building in the python files, BUILDING_MANUFACTURING_PLANT, in 1472 CvFinalFrontierEvents.
2) It seems, the trait TRAIT_BARBARIAN is missing.

Yes, I know. Forgot about these with the latest patch (got sidetracked by Blue Marble and other complications...) - they're still on my To Do list.

This creates nearly every round a huge amount of python errors .

They're python exceptions, which should have no effect with python exceptions turned off. (Nevertheless, it's sloppy, I agree.)

Another thing is that the Gnolam flags don't appear in-game.

I'm currently checking the (Assimilation mod's) custom game options, which appear to have become messed up with Patch4i.

JEELEN
May 30, 2009, 07:28 PM
I'm currently trying to figure out when the Custom Game Options first start to appear screwy; in Patches 4e-f (when they were introduced), they seemed to work OK...

JEELEN
Jun 07, 2009, 02:55 AM
It seems Assimilation Custom Game options weren't functioning as should be already in patch 4f; not yet having succeeded in correcting the issue, here's the rundown:

- High to Low option actually loads Final Five
- Increasing Difficulty loads High to Low option
- Final Five loads Increasing Difficulty

As far as I can tell Flexible Difficulty works OK. As I hardly use these options, I hadn't noticed this until alerted and I'm trying to determine which patch the bug first pops up. Also, I'd welcome any additional user feedback on this issue and on the latest patch in general.

Deon
Jun 07, 2009, 05:16 PM
If they work this way, just rename them :D. Must be some hidden option missing.

JEELEN
Jun 07, 2009, 11:16 PM
Good point. The Barbarian World option was removed as it had no effect; perhaps putting it back might just do the trick. (I tried renaming as a quickfix, but got an instant CTD trying to load the mod.)

Minor Annoyance
Jun 08, 2009, 03:15 PM
Good point. The Barbarian World option was removed as it had no effect; perhaps putting it back might just do the trick. (I tried renaming as a quickfix, but got an instant CTD trying to load the mod.)

I thought of that yesterday, that maybe removing that options messed with they way the game reads the options. Try putting it back in where it was but change the barbarian world bVisible flag to 0.

JEELEN
Jun 09, 2009, 12:33 AM
Thanks for the tip; I must have messed up removing the option...

Cadaveres
Jun 11, 2009, 05:09 PM
I was playing yesterday Patch 4i

It happened to me that the propulsion technologies are giving extra movements to land units. That shouldn't happen, should it?

JEELEN
Jun 11, 2009, 10:50 PM
Actually, that should read space units. (As I learned from deanej, creator of Star Trek mod, all Final Frontier squares are tundra, i.e. land.) There's also a left-over reference to '+1 view across water' somewhere...

Cadaveres
Jun 15, 2009, 05:43 AM
But well, the fact is that land units (armors and such) were actually getting the extra movements... They shouldn't, should they?

JEELEN
Jun 19, 2009, 05:17 AM
Ah yes... this goes back to an earlier discussion/consideration whether planetary defense forces should be immobile or not. For now they are treated as having limited space mobility (they start out with zero movement), and with each +1 space movement tech they gain movement, that is they can move off planet. (Alternatively, they should remain immobile and a Transport unit would need to be implemented, like in the Babylon 5 mod.)

Senshi
Jul 02, 2009, 01:53 PM
I have a pretty basic problem. I downloaded MOO2 4i, installed it correctly and now am missing all text after startup:confused:

No text in main menu and all sub menus displayed, and when I start a game (by click on invisible buttons) still no text. On the civ presentation screen first shown after starting a game all text is missing except the "history" stuff in the bottom box, which is displayed correctly. After that, still all text missing (planets, units, options, buttons...)

Any help appreciated, mod does look quite interesting:scan:

EDIT: I have a german version, but doubt that's the problem, as the text xmls are formated okay for all languages as far as I can see...

The_J
Jul 02, 2009, 03:19 PM
No, you guess it right, the german is the problem.
Change it to english, and you'll get the text.

The problem with the text xmls is, that, if you forget one language tag somewhere in file, it's possible you'll get no text at all.

TC01
Jul 02, 2009, 04:28 PM
Whenever I go into a city-screen I get a python exception:

"Can't find enum for type tag BUILDING_MANUFACTURING_PLANT."

Only, I keep getting it for, oh, forever. After I click on one, another one appears behind it.

Is anyone else getting this? I'm running MOO2Civ Patch 4j- I first installed MOO2Civ Patch 4i a while ago, if that helps.

Senshi
Jul 02, 2009, 04:44 PM
Huh. Interesting.

No way of autofixing? I assume you don't use fancy xlsm like FfH does, thus avoiding the problem of tag-errors altogether?

But I'm fine if there's such an easy fix :) .

Oh, and I get the same error as TC01 gets...:( Worked around it by hiding python exceptions. 2 bugs before I even could start playing, cool :crazyeye: ;)

The_J
Jul 02, 2009, 05:29 PM
You have in FfH2 the german text, because there's a german translation team ;).

Senshi
Jul 02, 2009, 05:58 PM
That's not what I mean. I am aware that there is no german translation of MOO-mod (as stated, I quickly checked the xml ;) )

I mean it should be possible to prevent xml code errors from happening in the first place, shouldn't it? Especially if it's only caused by some unclosed tags ;) .

But doesn't matter really, I just played for the first time (and got bashed by barbarian aliens steamrolling in with super battleships :blush: ), seems I really understimated them...

Really stunning graphics though, a refreshingly different and innovative city management system (impressive what the Civ4 Engine is capable of when handled by original thinking modders).
I think I might travel to space now more often, leaving my beloved Orbis mod for some hours now and then ;) .

EDIT: And of course thanks for the quick and nice answers and support! Where did I leave my manners...:blush:

JEELEN
Jul 02, 2009, 06:34 PM
First off, MOO2Civ only supports English version. Second, most graphics are currently from Final Frontier mod by Jon Shafer. About the python exception(s): I realize there are still several; for now I suggest turning python eceptions off. Also, barbarians will be brutal if you have Agressive Barbarians on, yes. Lastly, welcome senshi and thanks for the feedback.;)

doompigeon
Jul 10, 2009, 06:39 PM
I've been playing this game out a fair while, and suddenly none of my star systems were allowed to build any buildings... I really don't know whether this is a bug or something I just wasn't expecting... does anyone know why this happened? I can keep on playing as usual, but every star system building a building displayed a "such and such cannot keep building such and such" message... I can build all the units I want, just no buildings... any theories?

Dunqan
Jul 10, 2009, 07:28 PM
How do we turn python exceptions off? This looks like an interesting mod (I loved MOO so thanks!!!) but have no idea how to turn off the exceptions and without these turned off the mod unplayable.

And just so it's clear. I simply downloaded the Mod from the link (patch I) then downloaded Patch J and installed both in my Mods directory. I'm playing the Steam version of Civ4 BTS - I've never used any debug mode before (and when I check under game status the use debug checkbox thing is not checked). When I start a new game - if I open the first city it brings up the exception 10-20 times making the mod unplayble.

Dunqan

JEELEN
Jul 10, 2009, 09:17 PM
Check for the Config.ini file in the BtS main directory, look for HidePythonExceptions = [ should be]1.

I've been playing this game out a fair while, and suddenly none of my star systems were allowed to build any buildings... I really don't know whether this is a bug or something I just wasn't expecting... does anyone know why this happened? I can keep on playing as usual, but every star system building a building displayed a "such and such cannot keep building such and such" message... I can build all the units I want, just no buildings... any theories?

That is a bug I thought was well and truly fixed, so I have to ask: what version are you playing?

TC01
Jul 11, 2009, 09:22 PM
I got tired of the bug and decided to try and fix it myself. Below is the code in CvFinalFrontierEvents.py where the Manufacturing Plant problem occurs (in getBuildingCostMod.)The red is what I've changed. In order to illustrate this, I merely commented out the "iBuildingManufacturingPlant" line rather than delete it. A test revealed that no python exceptions occur on selecting a city.

def getBuildingCostMod(self, iPlayer, iCityID, iBuilding):

iCostMod = -1

pPlayer = gc.getPlayer(iPlayer)
pCity = pPlayer.getCity(iCityID)

# Buildings already present in this Star System? If so, cost ramps up for each additional
if (pCity.getNumRealBuilding(iBuilding) > 0):

fCostMod = 2.0

# Special cases for higher cost
iBuildingTrainingCompound = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNu mBuildingInfos(),'BUILDING_TRAINING_COMPOUND')
iBuildingFactory = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNu mBuildingInfos(),'BUILDING_FACTORY')
#iBuildingManufacturingPlant = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNu mBuildingInfos(),'BUILDING_MANUFACTURING_PLANT')
iBuildingStarFortress = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNu mBuildingInfos(),'BUILDING_STAR_FORTRESS')
aiIncreasedCostList = [iBuildingTrainingCompound, iBuildingFactory, iBuildingStarFortress]
if (iBuilding in aiIncreasedCostList):
fCostMod = 3.0

iBuildingCost = gc.getBuildingInfo(iBuilding).getProductionCost()

iExtraCostMod = int(fCostMod * iBuildingCost) - iBuildingCost
iExtraCost = iExtraCostMod * pCity.getNumRealBuilding(iBuilding)

iCostMod = ((iBuildingCost + iExtraCost) * 1.0) / iBuildingCost
iCostMod = int(iCostMod * 100)

#printd("iCostMod")
#printd(iCostMod)

return iCostMod

JEELEN
Jul 11, 2009, 10:47 PM
Obviously, you did right; Manufact. Plant and Training Compound aren't actual buildings in MOO2Civ (they were renamed at some point), resulting in python exceptions if these are turned on. I'll include your fix in the next patch.;)

TC01
Jul 12, 2009, 07:20 AM
Obviously, you did right; Manufact. Plant and Training Compound aren't actual buildings in MOO2Civ (they were renamed at some point), resulting in python exceptions if these are turned on. I'll include your fix in the next patch.;)

Hmm. I don't get an error if I leave the Training Compound code in. Should this be commented out and deleted from aiIncreasedCostList as well?

JEELEN
Jul 12, 2009, 09:16 AM
:confused: That's odd... I'd have to check on my end. But I'd say since Training Compound is not an actual building, go ahead. (I thought you'd already done this before your previous post? That's what I understood anyway.)

Minor Annoyance
Jul 12, 2009, 09:41 AM
:confused: That's odd... I'd have to check on my end. But I'd say since Training Compound is not an actual building, go ahead. (I thought you'd already done this before your previous post? That's what I understood anyway.)

It's the Space Academy. It was renamed in the text displayed to the player but not the tags the game uses. Probably to avoid changing the name in several locations when the player isn't going to know the difference.

TC01
Jul 12, 2009, 09:50 AM
No, if you look at the code you can see that iBuildingTrainingCompound is still there.

Was there a new name for the Manufacturing Plant as well, or was the building just cut?

doompigeon
Jul 12, 2009, 12:50 PM
I downloaded whatever the most recent version was, and was playing it on 3.19 so that sort of implies I also got patch I doesn't it? The game worked fine for at least a couple hundred turns... I don't know if the bug would repeat or not, I might just start a new game and see what happens... should I send my save game or something? I've never done that before, is it as simple as I expect it should be?

Minor Annoyance
Jul 12, 2009, 01:14 PM
No, if you look at the code you can see that iBuildingTrainingCompound is still there.

Was there a new name for the Manufacturing Plant as well, or was the building just cut?

It's that the point I was making? The game still identifies it as BUILDING_TRAINING_COMPOUND. It's just the text displayed to the played that's different.

JEELEN
Jul 12, 2009, 01:33 PM
The changes were made before I started patching, but Manufact. Plant (FF) might just be the same as Automated Factory (MOO2Civ); the building wasn't removed.

I downloaded whatever the most recent version was, and was playing it on 3.19 so that sort of implies I also got patch I doesn't it? The game worked fine for at least a couple hundred turns... I don't know if the bug would repeat or not, I might just start a new game and see what happens... should I send my save game or something? I've never done that before, is it as simple as I expect it should be?

It may just be the buildings python exception being discussed at the moment... try what I suggested in post #30. If that makes no difference a save game posted will be appreciated. (Make a save file of a turn before it happens and post it as an attachment.)

doompigeon
Jul 15, 2009, 12:55 PM
All right. Now I'm confused. I was playing just now and had the same problem with no buildings... if I captured Actacus everything stopped working. It was a reliable fault. Then in the process of getting civfanatics open I quit the game... when I went back to make sure I had the right save file, the bug didn't happen again. I could send the file along anyway, but this seems to be a rather temperamental bug... possibly fixable by restarting the program?

Would you like the save file anyway?

... and just out of curiosity, why do titans have so much strength? It seems like they should be weaker than battleships... battleships are still worth using since they take half as much production, but it seems like a funny way of balancing them. I would have made titans weaker, cost a little less production, and make squadron-carrying their primary (only) function... as it is, battleships are useless if you have infinite or effectively infinite production. That being said, I've never made a mod before, have no idea what I'm doing, and I absolutely defer to the experts here.

JEELEN
Jul 15, 2009, 01:46 PM
Hm. A save file won't do much good if the bug doesn't appear. But perhaps you could post it anyway, so I can at least have a look at it. If quitting and reloading solves the problem I may need to add a note on that for the time being.

As concern the Titan class, it is a different (quite larger) ship than the Battleship and while it may carry squadrons, it can't carry missiles like Cruisers. It was intended that a combination of these three ship classes should provide a powerful fleet. So far however, I haven't gotten any gameplay feedback on this, so I appreciate you bringing it up. If you have any other comments, please feel free to post them! (I was thinking of starting a Gameplay Comments thread, but as said, there have been very few posts on it...)

davane
Jul 19, 2009, 06:15 PM
I installed this mod, but can't seem to get it to work. The frontend loads fine, but the game hangs whenever I try to start a game during the 'initializing' step.

JEELEN
Jul 20, 2009, 12:46 AM
Well, obviously that's not supposed to happen. Could you be more specific? What patch version are you trying to load? Are you sure the mod is installed properly?

davane
Jul 20, 2009, 05:44 AM
Well, obviously that's not supposed to happen. Could you be more specific? What patch version are you trying to load? Are you sure the mod is installed properly?

I am using the MOO2Civ patch 4i full install, patched with MOO2Civ patch 4j. As far as I know it is installed properly - there are no previous versions of the mod installed, and like other mods, it is in the BTS 'Mods' directory. I have installed unofficial patch 3.19, if this makes a difference.

Unfortunately, there is no error message or anything. The game just hangs at the initializing phase whenever I try to start a game.

JEELEN
Jul 20, 2009, 01:10 PM
I cannot confirm that MOO2Civ will work with any unofficial patches; it has not been tested for that. I must assume that as is Patch4i/j aren't compatible with unofficial patch 3.19; that would explain the absence of any error message.

JEELEN
Jul 26, 2009, 04:58 PM
For some reason, when playing on Large or Huge maps, 2 civs get exactly the same colour (orange).:confused: Player colours seem to given randomly to the different races, but for instance yellow isn't used at all. If anyone could tell me how this could be fixed. I'd be very grateful.

TC01
Jul 26, 2009, 09:15 PM
For some reason, when playing on Large or Huge maps, 2 civs get exactly the same colour (orange).:confused: Player colours seem to given randomly to the different races, but for instance yellow isn't used at all. If anyone could tell me how this could be fixed. I'd be very grateful.

There are three XML files that have to do with player colors.

XML\Interface\CIV4ColorVals.xml controls different game colors:

<ColorVal>
<Type>COLOR_BLUE</Type>
<fRed>0.00</fRed>
<fGreen>0.00</fGreen>
<fBlue>1.00</fBlue>
<fAlpha>1.00</fAlpha>
</ColorVal>

XML\Interface\CIV4PlayerColorInfos.xml controls different player colors:

<PlayerColorInfo>
<Type>PLAYERCOLOR_BLUE</Type>
<ColorTypePrimary>COLOR_PLAYER_BLUE</ColorTypePrimary>
<ColorTypeSecondary>COLOR_PLAYER_WHITE</ColorTypeSecondary>
<TextColorType>COLOR_PLAYER_BLUE_TEXT</TextColorType>
</PlayerColorInfo>

XML\Civilizations\CIV4CivilizationInfos.xml controls what player color each civ has (the red line is where it is defined):

<CivilizationInfo>
<Type>CIVILIZATION_AMERICA</Type>
<Description>TXT_KEY_CIV_AMERICA_DESC</Description>
<ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>
<bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>

JEELEN
Jul 27, 2009, 01:50 AM
OK thanks, will check those.;)

clearbeard
Jul 28, 2009, 10:33 PM
When I tried out your mod a while ago, there was an error with the pedia where if I clicked on a certian unit (think it was a battleship) the game would just default to desktop. I don't know if it has been fixed.

Just a quick note, as I'm playing around with your lovely mod for the first time: the 'pedia crash to desktop bug appears to still exist. Specifically, I get the crash when clicking on Battleship II. Battleship and Battleship III appear to work fine.
[edit: I also just crashed out clicking on the Scout entry]

I'm new to the Civ4 modding thing, having only gotten a computer good enough to run Civ4 a month or so ago, so don't yet know how to give you more info on the error if you can't replicate it.

For now I guess I'll just have to stay away from the 'pedia!

JEELEN
Jul 29, 2009, 05:57 AM
Very annoying. The only thing I can think of right now is that something went wrong with renaming those particular units, so that would need some checking for the next patch.

clearbeard
Jul 30, 2009, 08:21 PM
I seem to remember a note that this bug had been fixed, but the missiles my starbases are producing are being generated at the nearest star system, instead of staying on the base. They are merculite missiles, not regular nuclear ones so that may be the problem. I didn't have any starbases before I got the upgraded missiles to know if they work properly.

Also, I notice I can build merculite missiles at my star systems that do not have missile bases. Seems that is counter to the idea behind them. According to the 'pedia, pulson missiles similarly do not have missile base listed as a requirement.

JEELEN
Jul 31, 2009, 12:04 AM
Starbase-produced Missiles indeed autogenerate at the nearest Star System - which may even not by one of your own.

Apart from Missiles being produced without a Missile Base, I've also noticed Armor can be produced without an Armor Barracks (whereas Robo-Warriors require Marine Barracks; I wonder if this was intended originally as merely a boost to system defenses).

BTW, in my current test version I did notice a CTD occurring when using the Scout II and Battleship II Civpedia entries, as has been reported.

EDIT: I've added a note on the CTDs on the main DL download page for now.

JEELEN
Aug 10, 2009, 10:35 AM
Here's a screenshot showing that Anti-Ship Missiles (the 1st generation) can't be built in this system (I have the appropriate advance, but the Missile icon isn't highlighted, because there's no Missile Base -although I'm still not sure why 2nd generation missiles wouldn't require one):

clearbeard
Aug 11, 2009, 03:52 PM
Glancing in the UnitInfos file, it appears that the level 2 and 3 missiles and armor have <PrereqBuilding>NONE</PrereqBuilding>, while the level 1's have the appropriate prereq building listed. Should be an easy fix for those. I have no idea how the star base missile spawning works, to offer suggestions there.

JEELEN
Aug 11, 2009, 04:48 PM
Should be easy to fix indeed, thanks. (I'll include it in the upcoming patch.) Starbases spawn/autoproduce missiles every 15 turns, but apparently there's no check for the ownership of the system they appear in.

JEELEN
Aug 13, 2009, 05:01 PM
Hm. I tried making Armor Barracks a prereq for Armor and Missile Base for Merc. Missiles, but the changes to the UnitInfos.xml don't show up in-game. I must be missing something obvious here, just don't know what...

JEELEN
Aug 27, 2009, 03:56 PM
I'm posting an error reported on Apolyton that I'm currently clueless about; patch4k is installed with patch 3.19 and no unofficial patches installed, but:

I'm wondering if the mod got isntalled wrong, cause when I go into detailed city view I just see ??? for the name of the planet. And I've let the game run some 50 turns and researched a number of techs.....I still can't build anything and there's no pop growth.

I'll try downloading and installing it again.

Well, that's been tried but no go; no error messages pop up, also Star Trek was installed and works OK. Anybody got an idea???

JEELEN
Sep 25, 2009, 11:56 PM
I'm copying the following post from the main thread, because it may be helpful in some cases:

When I installed MOO2Civ patch4k, it created a directory structure in Program Files that was parallel to my Civ4 install. I have installed a Civ4 more than once. My latest install is from the Complete DVD. Maybe the directory path is different in my version of Civ4? Maybe the installer is finding old stuff in the Registry?

It created: /Program Files/Sid Meier's Civilization 4/Beyond the Sword/..
I have: /Program Files/2K Games/Firaxis Games/Sid Meier's Civilization 4 Complete/Beyond the Sword/..

So, I browsed the installer over to the right directory and created a folder to hold the mod.


Miles

BTW, I should note that the auto-installer should install in /Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods.

NBanduch
Sep 26, 2009, 10:42 PM
I did a clean install of both Ci4 BTS and Moo2Civ Patch 4K full install. Other mods work fine. In Moo2Civ I can only do research. Units do not move and my planet will not build. Any suggestions?
Another problem. The Wormhole Spiral Map will not load past the first green bar. I gave up after fixing and eating lunch.
One last thing. I remembered that one needs to copy the Final Frontier folder and run the install over it. The instructions seem to have vanished. I may have forgotten some vital little detail.

JEELEN
Sep 27, 2009, 06:17 AM
To be true - other than the suggestion just posted - I'm now a bit at a loss: obviously I have installed patch4k myself and even MP tested it... My best guess is the auto-installer doesn't install correctly in some cases and (while installing) should be checked. Without further info I'm not sure what else to suggest.

The last 3.17 Full Install also had an auto-installer and didn't nearly receive as many error reports. (Perhaps I should try and reload patch4k without auto-installer?):confused:

As for copying FF files: this was the case with the original MOO2Civ mod by NCCSavage, but with following patches these files have been incorporated into the mod, so that no longer applies.

EDIT: Just wondering - is 4k the first MOO2Civ patch you 've tried installing?

Uncle_Joe
Oct 06, 2009, 11:46 AM
Hi. :)

I'm very interested to try this mod but it seems to be crashing when I go to start a Custom Game. I've installed the latest version (4l?) and it's the only version I've ever tried. The mod loads up OK and I can select the game conditions (and I'm using the ones suggested in the main thread). When I hit 'Play', the game loads for a bit and then crashes with the 'Civ 4 has stopped working' error and I get kicked to desktop.

I do have Vista (Home) but I have UAC off (which I believe can cause other issues). Beyond that my system is pretty vanilla. I have Civ4 patched to latest official patch. I do use a version of a graphics mod for Civ4 standard games, but I unloaded the mod and deleted everything in Custom Assets.

Is anyone else having a similar issue or are there any suggestions I can try to get it to work?

Thanks in advance!

JEELEN
Oct 06, 2009, 12:25 PM
I'm afraid I had a similar report from my regular MP tester. Oddly, patch 4l loads and works OK on my end (otherwise I wouldn't have uploaded it). I'm waiting to see if anyone else reports ths issue... For now I'd suggest trying the previous patch 4k (if you want to see MOO2Civ in action) here: http://forums.civfanatics.com/downloads.php?do=file&id=13037.

stormyorky
Oct 06, 2009, 03:57 PM
I tried playing this mod for the first time. I notice the other civs are very backwards, they dont expand, so I entered worldbuilder and I saw none of the other civs built anything in their systems. Im using the settings recommended by you. 3.17 build of BtS.
Im using 4f patch.

JEELEN
Oct 06, 2009, 09:59 PM
I noticed people are probably still playing patches as early as 4f (although it's not the latest full install for offficial patch 3.17), but you do not mention what level you were playing at; I myself play either Standard or Hard level (which already makes a challenging game IMO), but I'm more of a casual player and you could easily play a harder difficulty level. Also, the Game Options allow for a much more challenging game than the one you're describing; if you want a real challenge you can even turn on Raging Barbarians. In short, I don't consider this to be a bug or error, really. (But I appreciate the feedback, so thanks.);)

JEELEN
Oct 07, 2009, 05:06 PM
As a general note I kind of like this quote:

Almost ALL interface issues are caused by improper installation in some way or another.

Supreme Shogun
Oct 08, 2009, 08:24 PM
I've got the latest file 4l which is a full install and have been trying to play it. Yes, I am fully up to date with BTS as I play other mods.

Every single time, I choose a map whether it's play now! or custom game. So far I've tried 4 different maps, wormhole spiral galaxy, spiral galaxy, final frontier, enclosed space, and thus far I get a CTD every time while the map generator screen is going.

The music sounds awesome. I was able to point to the soundtrack folder and get that working at least.

EDIT: my OS is Vista Ultimate 32 bit if it makes any difference.

JEELEN
Oct 08, 2009, 10:22 PM
Darn. That's the second time I've received feedback on this. I'll check.

EDIT: Seems I repeated the error I made with the previous patch; I'm reloading the file...

JEELEN
Oct 09, 2009, 12:36 AM
I've reloaded both patches 4k and 4l to StrategyInformer following a faulty install.

The links are still the same:

patch 4k http://forums.civfanatics.com/downloads.php?do=file&id=13037
patch 4l http://forums.civfanatics.com/downloads.php?do=file&id=13379

(I've added notes to this effect to all download pages.)

Hope this helps.

The music sounds awesome.

Thanks. I hope to have music properly added in the next patch. ;)

JEELEN
Oct 10, 2009, 04:25 AM
Hm - already my regular MP tester has reported he's still getting an initialization CTD with patch 4l. (I might have expected that, as he has no trouble installing a mod even with a faulty auto-install path.) Frankly I'm a bit puzzled by now; I can't repeat the CTD (patch 4l works OK on my end), so without any further info I don't really know what needs fixing. Which leaves me at present in dubio as to what patch to build 4m on... (I could ofcourse update both patches. We'll see.)

Uncle_Joe
Oct 11, 2009, 04:28 PM
Yep, I re-downloaed 4l again today, removed the old install, and tried the new one - same crash when initializing the game. It gets to 'Setting up players' and then boom!

JEELEN
Oct 12, 2009, 12:13 AM
:( Hm, I was afraid of that... Looks like I'll have to go back to patch 4k for building the next patch. I'm assuming at least patch 4k works OK?

acestealth
Oct 20, 2009, 10:34 PM
just got this mod working today (been trying for a few days now). been a long time moo fan among other turn based classics. anyway, i couldn't get patch l or k to work for me, it was only when going back to I and patching with J that i got it to work. I am ofcourse updated and placing it in the right location (mod folder of bts). I was getting the same problems several of the other posters were. I was loading to the main screen fine, but would freeze or ctd when I tried to setup a custom game in any of several of the FF maps (spiral galaxy, etc). It would happen while the map was loading.

no clue what the problem could be, ive been experienced enough with the civ 4 mods to install and play everything from fall from heaven, fall further and +, dune wars, etc, and now a lower patched version of this mod, but no clue what the problem is with the later patches. XP operating system.

JEELEN
Oct 21, 2009, 01:35 AM
Actually, that's a new one: getting the same CTD with patch 4k as with 4l... Theoretically this would mean I'd have to go back to patch 3i-j to get a CTD-free mod working again; unfortunately I can't confirm any of these CTDs as they don't appear on my end, making it very hard to ascertain what exactly needs fixing...

Off the top of my head: it might be Blue Marble mod-associated, which was first experimented with in patch 4i.

Do any of you guys have a problem with running Blue Marble mod?:confused:

acestealth
Oct 21, 2009, 04:58 PM
i did use blue marble a few times with fall from heaven 2, but that was prior to 3.19 i believe. i had no problems when i did use it, but ended up sticking with the default textures. id test it now but i think ffh removed blue marble terrain from their modpack for some reason.

erkka
Oct 28, 2009, 04:43 AM
Same thing for me. I tried 4l and 4k, which both ended with CTD at the end of initializing a game. Finally I got 4j to function.
I’ve been using Blue Marble without problems and I’m running Vista 32-bit.

JEELEN
Oct 28, 2009, 02:51 PM
Welcome erkka. Well, that still leaves me at a loss. as some people can play patches 4k and 4l, while other can't...

Anyway, I've added links to previous Full Install versions to the patch 4l download page.

Pickly
Dec 08, 2009, 12:09 AM
I've been having similar problems to those described above as well. I finally got the mod to start a game properly after installing patch 4k on top of 4i (Though 4i just crashed the game when I attempted to start the mod for some reason.) I'm running windows XP. (I have gotten Dune wars, Fall from Heaven, and Planetfall to work, and those are the only other mods I've loaded.)



Out of curiosity, is there some sort of introductory description for how the game works, apart from hints? In the game I started, the founded city at the beginning was producing no resources apart from the capital building, and I didn't find a description in the hints or game concepts for how to get it to do so. I'm not sure whether this is a bug or not, or what to do to get the game moving, so Some descriptions of what a properly working start should look like would be useful.

JEELEN
Dec 09, 2009, 01:37 AM
Good to hear you got it to work and also ood question there, Pickly. I may add a tutorial thread to the MOO2Civ forum later. In order to increase production you'll need to build improvements; since your homeworld usually starts at pop 1, initial production will be low (unless you are the Trilarians, who start all colonies at size 2, or the Klackons, who enjoy increased production). Population growth will also increase productivity somewhat. I'm attaching a link to how a new colony should look like below.

http://forums.civfanatics.com/downloads/new_gnolam_colony_0000_Z04.jpg

loak82
Dec 19, 2009, 12:08 PM
Hi, I downloaded version 4l and I keep getting a CTD every time I start a game. So far I've tried all the custom maps and the ones involving wormholes usually stop at "Initializing". The map scripts without wormholes seem to crash at different times during the loading process depending on what settings I use or what map(enclosed/finalfrontier/finalfrontierflat/etc).

Also, when I was looking in the civilopedia I was curious to see the entry for the wormholes "Bajoran Wormhole" and "Jalbrador Wormhole" but never found it; would I need to be playing the game to see the entry? Or was the entry never added? It would be more curiosity than anything else: ).

I wish you the best and hope this mod works out: )! I am looking forward to it!

Cheers.

JEELEN
Dec 19, 2009, 03:23 PM
Welcome, loak82... sorry to hear about your troubles though. Have you tried earlier patches? Is the mod installed correctedly? (Sorry, have to ask, although it appears the mod loads OK, but the CTDs appear after, as you say.)

As for the wormhole Civpedia entries: it seems both TC01 (who created them) and myself overlooked those... (The 'Bajoran' and 'Jadaran' names are basically a remnant of Star Trek mod, for which they were originally created; I had asked TC01 to remove the names, but not actually checked the Civpedia entries after he did so. As you may or may not know, in Master of Orion the different wormholes are nameless.)

TC01
Dec 19, 2009, 04:37 PM
Oops. I created an option for the mapscripts so that the wormholes' names weren't displayed in game via landmark tags (as they are in ST). But I didn't realize the wormholes should just be renamed so the pedia entries don't display the ST names.

The problem, though, is that each wormhole is a different feature type. So the pedia articles can't all be "Wormhole", otherwise there will be three duplicate entries, one for blue, one for red, and one for purple*. You can change the names in the XML, I guess, to "Blue Wormhole", "Red Wormhole", "Purple Wormhole", or just "Wormhole" and have duplicate entries. (The alternative would be to rewrite the Wormholes XML and python to have all three wormholes as just one feature, and use feature varities instead of different feature types, which I could do as well).

*I'm not actually sure what the color of the third wormhole is...

JEELEN
Dec 19, 2009, 05:35 PM
There's a "white" wormhole as well (I added screenshots with the wormhole upload). If you could add in the text files, that would be great, as I currently don't have access to BtS... :(

The_J
Dec 19, 2009, 05:55 PM
(The alternative would be to rewrite the Wormholes XML and python to have all three wormholes as just one feature, and use feature varities instead of different feature types, which I could do as well).

Maybe a bit hardcoding in the civilopedia python files, that only the first wormwhole should appear, is a bit easier, i guess.

TC01
Dec 19, 2009, 09:29 PM
Okay, I've done some work on Wormholes. I added help text to the pedia, changed the names to "Wormhole" (for all three), and did as The_J suggested in the python files. The net result is that now all three wormholes share the name, and also seemingly share a pedia page- only one of the three pedia pages appears.

The zip contains the two XML files I've changed in the Modules\Wormholes folder (they're already in it), and the two python interface files I changed. One, CvPediaFeature.py, is new, and the other, CvPediaMain.py, already exists in MOO2Civ (and all Final Frontier mods). They go in Assets\Python\Screens.

JEELEN
Dec 20, 2009, 01:23 AM
:D Thanks! Alright if I upload it offically? (As said, I can't check if anything works right now...)

TC01
Dec 20, 2009, 08:28 AM
:D Thanks! Alright if I upload it offically? (As said, I can't check if anything works right now...)

Well, you might want to put the files into proper directories under a "MOO2Civ Patch 4l" folder first, but yeah, you can feel free to release it is a little patch for MOO2Civ.

JEELEN
Dec 20, 2009, 09:28 AM
My thoughts exactly. Thanks again; I'll upload it later. ;)

EDIT: The Civpedia files show up as python files, so can I just put them in the Assets\Python folder or is there a subfolder needed?

The_J
Dec 20, 2009, 05:25 PM
They have to go in Assets\Python\Screens

JEELEN
Dec 20, 2009, 05:27 PM
Thank you! ;) My modding's gone a bit rusty lately...

donschmiddy
Dec 24, 2009, 06:55 AM
somehow my computer crashes every time when i want to play the freaking game....
I installed it once into a new folder. -> didn't work, crash while initializing the game wihile loading graphics.
I installed it (after deleding every last file of thie folder) in the ff folder. -> didn't work
I installed it into another new folder after making a complete new game, i did delet everything of the previous files. -> didn't work either
and last but not least i tried to install it into the folder ff of the new game. -> crashed at the same point

The version which is in the game itself works good, but somehow it doesn't work properly when i install the newest version... please help, i have no idea why it doesn't work.. :(

The_J
Dec 24, 2009, 06:02 PM
Did you update your BtS version to 3.19?

TC01
Dec 24, 2009, 08:36 PM
Did you update your BtS version to 3.19?

And, if you did, did you do it by manually downloading 3.19 here (http://forums.civfanatics.com/downloads.php?do=file&id=12576), or by using the in-game updater? The in-game updater doesn't work.

donschmiddy
Dec 26, 2009, 08:59 AM
i used the ingame updater, doens't it function properly? :( and yeah of couse i updated it....

TC01
Dec 26, 2009, 09:31 AM
i used the ingame updater, doens't it function properly? :( and yeah of couse i updated it....

No, the in-game updater does not always work properly. You need to manually apply the patch by downloading it from CFC (the link in my post above goes directly to the download page).

donschmiddy
Dec 26, 2009, 10:59 AM
yeah and another try :)))

JEELEN
Dec 26, 2009, 12:10 PM
somehow my computer crashes every time when i want to play the freaking game....
I installed it once into a new folder. -> didn't work, crash while initializing the game wihile loading graphics.
I installed it (after deleding every last file of thie folder) in the ff folder. -> didn't work
I installed it into another new folder after making a complete new game, i did delet everything of the previous files. -> didn't work either
and last but not least i tried to install it into the folder ff of the new game. -> crashed at the same point

The version which is in the game itself works good, but somehow it doesn't work properly when i install the newest version... please help, i have no idea why it doesn't work.. :(

Also, is this about Final Frontier, MOO2Civ or plain BtS that doesn't work? :confused:

dunzhi
Dec 26, 2009, 01:11 PM
Hi there, please help with this tech. issue below:

I installed patch 4l and the BST was upgraded to 3.19, had no problem running other mods. But an Application Error message pops up when game graphic is initializing, message is:

The instruction at "0x500f800" referenced memory at "0x000001a0" The memory could not be read.

Then the game got terminated.

Does anyone have any idea what it means and how to solve it?

dunzhi
Dec 26, 2009, 01:15 PM
Correction: the message pops up at Player Setup when the game is being initialized.

JEELEN
Dec 26, 2009, 01:59 PM
Ah, OK... so the mod loads fine, but you get this message during set-up? Is it installed correctly? Have you tried earlier versions and did they load OK?

dunzhi
Dec 26, 2009, 02:19 PM
Thanks for the quick reply!

Yup, I tried patch K and it was the same ...

Installation wise, I installed it under the Mod folder of BTS.

The message pops up after all game configurations are done and after the initialize graphics phase. Perhaps there is something wrong with the player set up?

dunzhi
Dec 26, 2009, 02:29 PM
Attached is the print screen of the problem.

dunzhi
Dec 26, 2009, 02:48 PM
Here is what happened to patch 4k, almost identical.

donschmiddy
Dec 26, 2009, 03:22 PM
okay i did everthing by the book now, i completely installed everything new on my computer, windows (xp-home) the updates/patches everything, i downloaded the patch from civfanatics and i did everything right, i made an new folder, installed it and it still crashes while starting the game and "init Graphics" !!!! I am maybe not a genius wth computers but i think something is wrong with the patch.

donschmiddy
Dec 26, 2009, 03:25 PM
@dunzhi YES this is the thing that happend to me on and on, but somehow i didn't get the message


The instruction at "0x500f800" referenced memory at "0x000001a0" The memory could not be read.

dunzhi
Dec 26, 2009, 06:32 PM
I have installed the Dune War 1.7 and it runs just fine, no problem at all.

Have you upgraded the Civ 4 (the original game) to its latest patch?

The_J
Dec 26, 2009, 06:59 PM
0x000001a0: This is maybe a problem with the harddisks, that maybe a sector on the HDD is damaged, and not a problem with MoO2.

You could try this:
Go to the command line (windows key + R, type in "cmd"), and then type there in "chkdsk c:/f" (c: is the letter of the harddisk. If you have installed civ on another one, d: for example, then change it), hit enter, type in Y. Then restart the computer, let the programm run, and try to start MoO2 again. Maybe re-install MoO2 after that.

dunzhi
Dec 26, 2009, 07:18 PM
Thank you for your help! But it didnt work, same problem. I will install the game on another computer and see if it works.

dunzhi
Dec 26, 2009, 08:34 PM
Problem solved by installing Patch 4i + 4j. :)

JEELEN
Dec 27, 2009, 03:12 AM
Well, some good news at least. ;) Guess this means the next patch will have to be built on patch 4i, not 4k or 4l...

donschmiddy
Dec 27, 2009, 07:27 AM
didn't work with me.. :(

JEELEN
Dec 27, 2009, 10:19 AM
Sorry to hear... Have you ever tried earlier versions of MOO2Civ or having similar problems with running other mods?

---

Meanwhile I've been able to reinstall Civ4/Warlords/BtS following guidance by Repair Guy ori (many many thanks). After reacquainting myself with all things BtS I hope to get back in business.

More news later!

Meanwhile to all you Civfans out there:

:newyear:

fulano
Jan 07, 2010, 11:12 PM
Okay, I mentioned this in the other thread but thought it would fit better here.
I played a wormhole map as Mrrshon (sp) for about 250 turns and had three starbases for over 200 of those turns. I only got two missiles out of one of them that was built in space only after I researched pulson missiles. The other two starbases were built on asteroids and they never produced a missile the entire time.

This was the third time I've seen starbases have issued with missile production. I'm using version 4k of the mod and .19 of civ4. Would you like to know anything else to help resolve the issue?

JEELEN
Jan 08, 2010, 01:43 AM
Thanks; as I'm currently working on a stable version, I'll be keeping an eye on Starbase missile production.

Did this issue occur on Wormhole maps only? Do you know if only the Starbases not built on Asteroids produced missiles?

Also, if anybody else has noticed this issue please give a detailed report.

fulano
Jan 09, 2010, 10:06 PM
Did this issue occur on Wormhole maps only? Do you know if only the Starbases not built on Asteroids produced missiles?

I tried a game on the FinalFrontier map and again, no missiles on my starbase or battlestation that was built on asteroids. Unfortunatly I didn't get a chance to build more starbases in space because the map was swarming with Barbarian Battlecruiser IIIs from the beginning of the game and they were keeping me and the AI's from doing more than surviving. I'm not sure why they were so much woose than my first games. It did seem more like the antarians in MoO2 since they were stronger but after about 100 turns the AIs starting loosing a star every ten turns and I had at least three battleship IIIs attacking me each turn.

Minor Annoyance
Jan 10, 2010, 12:40 AM
Regarding the powerful barbarians. I thought of giving the Antarians a free promotion called 'stranded' or something that had -100% healing. That way even if they are too strong any damage done is permanent as long as you have good numbers you'll beat them regardless of their strength. Which is more or less how it is in the original game.

JEELEN
Jan 10, 2010, 03:27 AM
If you could make that work, that'd be perfect! I say: go right ahead.:thumbsup:

As concerns the Starbase disfunction: I'm looking into that; thanks for the update, fulano.

Pickly
Jan 11, 2010, 11:49 AM
Bug with 5.0 beta:

When looking at a unit's civilopedia article, the game CTD's when trying to look at another unit's article.

This screen (http://www.civfanatics.com/gallery/files/1/churchill712.jpg) is where it crashes when I try to go to another article, but only for units, not anything else I've tried so far.

JEELEN
Jan 12, 2010, 02:48 AM
:confused: A bug with Churchill's pedia screenpage... Hm. Perhaps it's about time to simply remove all non-MOO2Civ references altogether...

Thanks for reporting this.

fulano
Jan 12, 2010, 06:50 PM
In the beta 5.0
I played a game about 30 turns then saved and quit, later I came back to play again and in the reloaded game. When I looked in the city screen all of my stars had 12 little brown planets orbiting them with 0 max population each. I could also repeat buildings more than once and it seemed my workers were finding industry somewhere though it wouldn't let me assign anybody to the planets.

I think it was in an enclosed space map too.

JEELEN
Jan 13, 2010, 12:53 AM
Ah yes: the Enclosed and Wormholes mapscripts currently do not work (the maps may be there, but the files to make them work aren't included in 5.0 Beta). I'd better add a note on that on the DL page. Thanks.

Asthix
Jan 13, 2010, 04:11 PM
Playing on an enclosed space map was my problem too, even though you mentioned it.:mischief:
Just started a game using the Final Frontier map and did a cold reload just fine. Thnx for the reminder JEELEN:goodjob:

EDIT: Another thing that happens only with this mod is that when I load a game from the regular BTS screen and accept 'this requires Moo2 mod to be loaded' it leaves up that screen as blank wallpaper and if I don't hit the windows key it'll interfere with the loading of the mod. Weird.

JEELEN
Jan 13, 2010, 05:21 PM
Well, they're in the maps list - just the necessary files aren't currently in the Beta. I'll be adding those back in if no serious issues are being reported with the Beta.

Asthix
Jan 18, 2010, 03:01 PM
Following up on the issue causing an error when loading a save with this mod,

Error Message:
Init. render failed check directX install
Latest graphics drivers and settings
Width = 1024
Height = 768
Flags = 0xc
Hwnd = 0xb02d6
Adaptrid = 0
Devieid = 1

Its strange because it loads just fine if I hit the windows key to get out of the Bts screen.

JEELEN
Jan 18, 2010, 03:23 PM
EDIT: Another thing that happens only with this mod is that when I load a game from the regular BTS screen and accept 'this requires Moo2 mod to be loaded' it leaves up that screen as blank wallpaper and if I don't hit the windows key it'll interfere with the loading of the mod. Weird.

That is strange. I cannot confirm it on my end, but I have gotten the message from your post below on occasion (though not w/MOO2Civ).

fulano
Jan 20, 2010, 03:07 PM
Finally! I've got more news on the no starbase missile production problem that might help actually solve something. (Is nobody else having this problem?)

I'm playing version 5.0 beta as Mrrshan on a Final Frontier map, on turn 125.

I have two starbases built around 80 turns ago, one is on asteroids and one is in space.

No missiles have appeared on the starbases, but there are six missiles on one of my stars and it does not have a missile base.

It was the 3rd or 4th star colonized (called Leviathan), it's far from both starbases, but I think the missiles appearing on that star are from the starbases.

Since only one starbase should produce 5 missiles in 80 turns, I wonder if being built in asteroids is another cause of the problem problem. I've never seen a missile appear on a starbase that is built in asteroids, but I have seen missiles appear on starbases built in space (when they work).

JEELEN
Jan 20, 2010, 04:10 PM
Finally! I've got more news on the no starbase missile production problem that might help actually solve something. (Is nobody else having this problem?)

I'm playing version 5.0 beta as Mrrshan on a Final Frontier map, on turn 125.

I have two starbases built around 80 turns ago, one is on asteroids and one is in space.

No missiles have appeared on the starbases, but there are six missiles on one of my stars and it does not have a missile base.

It was the 3rd or 4th star colonized (called Leviathan), it's far from both starbases, but I think the missiles appearing on that star are from the starbases.

That's the usual procedure: missiles appear free from Starbases, but in a system you need to build them yourself.

Thanks for the reminder, BTW: I tried a MP game last Sunday, but we were so swamped with OOSes that we didn't really get to the point of building Starbases. I'll look into it later this week. (I'm sure the issue appears with other players, but most players don't provide feedback, I'm afraid.)

fulano
Jan 20, 2010, 05:56 PM
I counted how far apart missiles appeared in my stars and I realized what was confusing me. Some starbases create the missile then next turn it is transported to the nearest friendly star. Other starbases's missiles are instantly transported to the nearest star, so you don't see them created.

I don't think I was getting as many missiles as I should have but my record wasn't that accurate. Next game I'm going to keep track and see if all that I saw was just the two different missile creation styles.

I'm currently cleaning up on a conquest victory only map with the barbarians turned off so we all don't get overwhelmed.

JEELEN
Jan 21, 2010, 04:38 AM
I counted how far apart missiles appeared in my stars and I realized what was confusing me. Some starbases create the missile then next turn it is transported to the nearest friendly star. Other starbases's missiles are instantly transported to the nearest star, so you don't see them created.

Yes, you can even get them stationed at another civ's star system if that's nearest.:crazyeye:

BTW, what level are you playing?

fulano
Jan 21, 2010, 10:54 AM
BTW, what level are you playing?
Do you mean map or difficulty level? It's a small final frontier map and it's on normal difficulty.


I found two bugs at the end of the game:

Around turn 260 I couldn't build any buildings on any of my stars, even the stars that were just conquered and had almost no buildings. I could only build projects and units. It was just after I researched Trans Genetics if that is what caused it. It was also just before I conquered the last enemy star. I don't know what else would have caused the bug.

I only had conquest checked in victory conditions and I never won once I beat everybody. It just kept going.

EDIT: Maybe I couldn't build buildings because I passed the time limit? I had the time limit turned off though...

Asthix
Jan 21, 2010, 03:27 PM
I counted how far apart missiles appeared in my stars and I realized what was confusing me. Some starbases create the missile then next turn it is transported to the nearest friendly star. Other starbases's missiles are instantly transported to the nearest star, so you don't see them created.

Isn't this how its been since vanilla Final Frontier? I always assumed that's just how they worked. I can't recall ever seeing starbases work differently than that. It did bug me that some never have a missile on them for a turn yet others do.

JEELEN
Jan 28, 2010, 12:17 AM
I think that's right.

Seems I missed a post:

Do you mean map or difficulty level? It's a small final frontier map and it's on normal difficulty.


I found two bugs at the end of the game:

Around turn 260 I couldn't build any buildings on any of my stars, even the stars that were just conquered and had almost no buildings. I could only build projects and units. It was just after I researched Trans Genetics if that is what caused it. It was also just before I conquered the last enemy star. I don't know what else would have caused the bug.

I only had conquest checked in victory conditions and I never won once I beat everybody. It just kept going.

EDIT: Maybe I couldn't build buildings because I passed the time limit? I had the time limit turned off though...

Darn... never encountered this myself (nor has it been reported before), but then I can't recall ever playing the mod that far. I'll have to check. Also, if anyone else doesn't get a victory please report!

Deuskane
Jan 29, 2010, 06:46 AM
Unit Titan II in Civopedia is broken, can you fix it ?. i have try your mod.

JEELEN
Jan 29, 2010, 03:57 PM
That's odd... Clicking on Scout II and Battleship II in the Civilopedia has been reported to cause a CTD, but I can't confirm this (at least not for 5.0 Beta, which I plan to use for the next update). What version are you playing? (And what precisely do you mean by "broken"?)

Uncle_Joe
Feb 11, 2010, 08:57 PM
I'm still getting the same crash on game creation I was getting with 4.0l. It begins initializing and then I get the 'Beyond the Sword has stopped working' Windows crash, I believe when it gets to creating the map.

Hope it helps. :) I'd love to be able to try this some time.

JEELEN
Feb 12, 2010, 12:20 AM
:eek: CTD on init. Sorry to hear... Thought I had a stable version now... :crazyeye: BTW, have you ever succesfully tried an earlier version of MOO2Civ?

fulano
Feb 17, 2010, 04:30 PM
I found two more bugs that I don't know what to do with:

There are two multiphasic shields promotions in the multiphased physics tech. Any idea why? Should one be deleted?

There is often two players that are orange of different races. It gets confusing when you attack the wrong guy because they are both the same color.

fulano
Feb 17, 2010, 10:59 PM
I see why there are two multiphasic shields promotions. One is for shields I & III and the other is for Shields V & VII. I guess that works

JEELEN
Feb 18, 2010, 12:17 AM
There is often two players that are orange of different races. It gets confusing when you attack the wrong guy because they are both the same color.

Noticed the same thing; using yellow as primary colour would solve this (yellow almost never gets used, I noticed).

Enjoju
Feb 22, 2010, 02:58 PM
Brother, can you spare a star (system)?

Looking forward to this mod, but am having a strange issue, and could use some help

Some basic info first:
-BTS patch 3.19, have installed pathches f, h, i, j, k,l and new beta
-installed in the BTS mods directory
-Somehow earlier only patch i was working, k and l would crash either at startup or when starting a new game. Was able to load the new beta and start new game, but with a big problem: my home star system has disappeared! (same problem in patch i) I was able to play patch i before without this problem.

Whenever I start a new game, I have a robowarrior sitting in space, without any star or system surrounding it (IOW, it has no planets). All the other civs have the same situation (checked through Worldbuilder), although none of the unoccupied stars seem affected. So I would guess it has something to do with the file(s) that generate the homeworlds.

So any thoughts what might be causing this problem? Are there certain files I should try deleting and uninstalling? If I need to uninstall and reinstall all the mods, do I need to uninstall/reinstall each patch, or does the latest patch have all the info from earlier ones? (this is something that really confuses me!) What's the right way to uninstall these mods? Can I just delete the folders for the mods in the BTS directory, or do I have to do this through the uninstaller? BTW, the uninstaller I tried for patch L somehow uninstalled patch i instead-is that messed up?

JEELEN
Feb 22, 2010, 03:07 PM
Assuming you have/had all versions installed correctly, I'm a bit puzzled, to be true, as I haven't had this reported before (nor experienced it myself). I suppose you have no problems when running Final Frontier or, say, Star trek mod?

Enjoju
Feb 22, 2010, 03:36 PM
Just heard back from someone in the FF thread, and they were able to figure it out pretty quick; there was some kind of conflict in Custom Assets between BUG and FF, which could be fixed with a simple change in the FF.ini (Nocustomassets=1 rather than 0)

On an unrelated note:
-Not sure if this has been reported, but in the latest beta, I can't see the tech tree in F6, I just get a blank screen. But in patch i (the 2nd-latest patch that works for me), the tree is there. Not a game breaker, but a little weird :)

JEELEN
Feb 22, 2010, 11:02 PM
Also weird... I think I've looked at the tech tree plenty of times (especially when trying fulanos' minimod).

I gather you have BUG installed; not wanting to put the blame there, but could it be BUG-related? :confused: (Apart from the concept I'm not very familiar with BUG.)

Deon
Mar 07, 2010, 07:06 PM
My star systems (stars and planets, the orbits are in place) turned invisible. I don't get why, maybe it's some weird hotkey... Can you help me please?

JEELEN
Mar 08, 2010, 12:26 AM
Not without a bit more info. How do you mean, they 'turn invisible'? From one turn to the next? :confused: (I've seen this happen when trying to use Worldbuilder/FF Worldbuildersaves with MOO2Civ.) Is it the same issue Enjoju reported 4 posts back, with No CustomAssets = 1 in the ini. file as a possible solution?

Deon
Mar 08, 2010, 05:13 AM
My main system turned into some weird-shaped "dish" model, and other are invisible. When I go to the system screen, the planets have 0/0 population and cannot be selected.

It happened during the game, maybe after I loaded.

JEELEN
Mar 08, 2010, 06:23 AM
:confused: During the game, not after starting up the mod? Never had anything like that reported. You weren't playing Epic speed, were you?

Deon
Mar 08, 2010, 09:02 AM
I was, I cannot play on Normal, it's too fast :).

JEELEN
Mar 08, 2010, 09:12 AM
:hmm: And there's also people wanting to speed up gameplay... I guess it's hard to please everybody. Well, as said, none of the versions have ever been tested on other than Normal speed. Did you check out Enjoju's suggestion?

Deon
Mar 08, 2010, 10:23 AM
They want to speed it up because most of techs give just new promotions. I think the tech tree should be reworked at some point :). Or maybe new build options should be added. You decide.

I tried that suggestion. But it doesn't fix brown planets and disappeared stars. I was on EnclosedSpace/standard if it matters.

JEELEN
Mar 08, 2010, 01:23 PM
I gather then that you haven't tried fulano's minimod? It entails a complete reworking of the tech tree and will be included in v. 5.0 later this week.

Enclosed Space might matter; both that and the Wormholes mapscripts I could not get to work with the latest patches/versions. For 5.0 I still haven't got them in; instead I'll include a number of basic scenarios.

Deon
Mar 08, 2010, 07:08 PM
Yeah, I guess it was the issue. Wormholes hangs on loading, and I tried another script and everything was ok.

JEELEN
Mar 09, 2010, 01:40 AM
Well, OK. (That's a bit of a relief that there's not a new weird bug...)

EDIT: Updated post #1.

Deon
Mar 09, 2010, 10:49 AM
Barbarians spawn marines in space which cannot move.

JEELEN
Mar 09, 2010, 01:12 PM
I know... both fulano and I can't figure out how to get rid of those. :( (Just think of them as target practice.) ;)

Deon
Mar 09, 2010, 03:47 PM
<Units>
<Unit>
<UnitClassType>UNITCLASS_PLANETARY_DEFENSE_I</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PLANETARY_DEFENSE_II</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PLANETARY_DEFENSE_III</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
</Units>


???

JEELEN
Mar 09, 2010, 04:25 PM
I think fulano tried that, but it had no effect...

EDIT: I've looked at the predefined PLAYERCOLORs in theCivilizationInfo xml, and it turned out no less than 7 races had GREEN set as primary colour. I'm actually surprised no more double colours have been reported. Anywho, I've spiced up the colourscheme, so that shouldn't be an issue anymore.

Deon
Mar 09, 2010, 08:05 PM
I think fulano tried that, but it had no effect...
If it really didn't work, then there's a function that spawns them. Probably SDK. Can you confirm that it doesn't work? Because then I will try to dig dll.

JEELEN
Mar 09, 2010, 11:42 PM
Can't confirm right now (I've asked fulano to reply), and don't know if I'll have time to try it on my end before v. 5.0 is due for upload - on the 11th preferably. (There's still a few things to tidy up for that. At the moment I don't consider Marines in space a priority to fix, they're just visually annoying.) But I appreciate the offer. ;)

fulano
Mar 10, 2010, 12:44 AM
Deon, that code you posted is not in the file, but battleships and scouts are on the list and I have still seem them spawn. I will still add planetary defense to the file though and test it. Did it work for you?

Also, I'm pretty sure Final Frontier relies on SDK to spawn barbarians, I've read posts of people talking about code that is for spawning barbarians for the FF mod. Something about it being weird code. I can't remember.

fulano
Mar 10, 2010, 01:04 AM
I have a confirmed actual bug to report here! I've been forgetting to post it for weeks!

In the build screen when you que up enough buildings a scroll bar appears to the right of the building list so you can scroll down and see what you have built, but when you try to scroll down it actually removes buildings from the build que instead of scrolling down. It's almost like the scroll bar is drawn more to the left than it actually is. I have had it happen many times so it is reproducible for me.

JEELEN
Mar 10, 2010, 01:14 AM
OK, thanks. (I would never have noticed that as I don't queue too often.)

Deon
Mar 10, 2010, 03:31 AM
Deon, that code you posted is not in the file, but battleships and scouts are on the list and I have still seem them spawn. I will still add planetary defense to the file though and test it. Did it work for you?

Also, I'm pretty sure Final Frontier relies on SDK to spawn barbarians, I've read posts of people talking about code that is for spawning barbarians for the FF mod. Something about it being weird code. I can't remember.

I just didn't have time to test it, that's why I asked. Family family family lol... You get the idea.

What do you mean by "battleships and scouts are on the list and I have still seem them spawn"?

Oh wait, I looked into Minor, not into Barbarian.
I will look into the SDK code when I have time to fix it.

I see, it's "CvGame::createBarbarianUnits()" in CvGame.cpp. I will try to dig into it, although it has a really weird huge "if/else" tree which is really hard to read. :)

JEELEN
Mar 10, 2010, 03:39 AM
According to this thread: http://forums.civfanatics.com/showthread.php?t=321100 it should be much simpler. I got stuck with the code/white spacing and stuff - haven't tried since, I'm afraid.

Deon
Mar 10, 2010, 05:12 AM
This thread tells how not to allow to TRAIN units. Barbarians simply SPAWN them. If they built them, simple XML change would work (as I suggested).

Deon
Mar 10, 2010, 06:11 AM
Ahha, I've caught it! It's CvFinalFrontierEvents.py

There you see (in def doPirateSpawning(self) ):

iDestroyerI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_DESTROYER_I')
iInvasionShipI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_INVASION_SHIP_I')
iPlanetaryDefenseI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_PLANETARY_DEFENSE_I')
iBattleshipI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_BATTLESHIP_I')

iInvasionShipII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_INVASION_SHIP_II')
iPlanetaryDefenseII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_PLANETARY_DEFENSE_II')
iDestroyerII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_DESTROYER_II')
iBattleshipII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_BATTLESHIP_II')

iInvasionShipIII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_INVASION_SHIP_III')
iPlanetaryDefenseIII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_PLANETARY_DEFENSE_III')
iDestroyerIII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_DESTROYER_III')
iBattleshipIII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_BATTLESHIP_III')

aiUnitList = -1

aiUnitList1 = [iDestroyerI, iInvasionShipI, iInvasionShipI, iPlanetaryDefenseI, iPlanetaryDefenseI] # More Inv & PD ships than Destroyers
aiUnitList2 = [iDestroyerII, iDestroyerII, iInvasionShipII, iPlanetaryDefenseII, iBattleshipI]
aiUnitList3 = [iDestroyerIII, iDestroyerIII, iDestroyerIII, iInvasionShipIII, iPlanetaryDefenseIII, iBattleshipII, iBattleshipII, iBattleshipIII]


All the pretty ships here :P. Change this list to change barbarian types.

JEELEN
Mar 10, 2010, 09:03 AM
Nice find. :) So simply removing the PDF units from there would be enough? (If so, I'll try and do that before uploading v. 5.0.)

Hm, on closer look this worries me a bit:

# More Inv & PD ships than Destroyers

Also, Scout units aren't mentioned and they do appear in-game as well.

Deon
Mar 10, 2010, 05:26 PM
Scout units appear through normal "SDK" spawning script.

TC01
Mar 11, 2010, 06:37 PM
Yes, barbarians still spawn both ways- via Python and via the SDK.

In FF+ I moved everything to the SDK but added tags to the XML to provide more control over barbarian spawns. Short of doing that, there should be a function in CvGameUtils.py, "createBarbarianUnits":

def createBarbarianUnits(self):
return False

Which is the Python override. If you make it return True instead the game won't spawn barbarians via the SDK- but it still will via Python. So only specified units would be created, not all units (like the Marines).

JEELEN
Mar 11, 2010, 11:46 PM
Thanks - that helps a lot. ;)

JEELEN
Mar 12, 2010, 06:05 PM
Checking for unresolved bugs I found these:

Unit Titan II in Civopedia is broken, can you fix it ?. i have try your mod.

I found two bugs at the end of the game:

Around turn 260 I couldn't build any buildings on any of my stars, even the stars that were just conquered and had almost no buildings. I could only build projects and units. It was just after I researched Trans Genetics if that is what caused it. It was also just before I conquered the last enemy star. I don't know what else would have caused the bug.

I only had conquest checked in victory conditions and I never won once I beat everybody. It just kept going.

EDIT: Maybe I couldn't build buildings because I passed the time limit? I had the time limit turned off though...

Please add a Logs.zip with your report if at all possible. (Added a note to this effect to post #1 as well).

Deon
Mar 13, 2010, 01:01 AM
For the "cannot build buildings" do you use final frontier plus as a base? Because it was fixed in patch 1.31

http://forums.civfanatics.com/showpost.php?p=8944072&postcount=125
http://forums.civfanatics.com/showpost.php?p=8952668&postcount=127

JEELEN
Mar 13, 2010, 04:40 AM
No, not yet (I'm not very good at merging anything that's not strictly XML, I'm afraid...) :shifty:

Deon
Mar 13, 2010, 10:58 AM
You have removed basic techs (MILITARY_0 etc) but they are still added via python in CvFinalFrontierEvents.py, which generates python exception.

You removed carrier units (CARRIER_I, CARRIER_II, CARRIER_III) but they are still in Python (I think in CvAI.py) which generates lots of python exceptions.

Aurore
Mar 20, 2010, 06:27 PM
Having a problem here. The mod crashes upon trying to start it. you get the little window with init python, then it tries to draw a fullscreen and crashes as it does.

Im up to date, can play FF anf FF plus and FFH2 np, and am running on win 7.

I have not had previous versions of this mod installed. I have it installed in a non default location as i am using H:\games as my games folder.

JEELEN
Mar 21, 2010, 12:52 AM
Sorry to hear... I'm guessing there's no trouble with installing or an error report. Could you post a Logs.zip of your trying to load the mod, maybe?

Aurore
Mar 21, 2010, 09:46 PM
ok checking which log files have modified last time i ran the mod. These are only ones that are changed.


init

[46664.173] DBG: CIV Init
[46664.189] VERSION: App: H:\Games\Civ 4\Beyond the Sword\Civ4BeyondSword.exe
[46664.189] VERSION: Build: Thu May 14 15:17:10 2009
[46664.189] VERSION: 3.1.9.0 (128100)
[46666.809] VERSION: Mod Loaded: Mods\MOO2Civ 5.0\
[46666.809] DBG: FILE Cat Init

pythonerr2

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

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

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module CvSolarSystem
load_module CvDomesticAdvisor
load_module CvTechChooser
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid
load_module DomPyHelpers
load_module PyHelpers
load_module TechTree
load_module re
load_module CvMilitaryAdvisor
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module string
load_module CvVictoryScreen
load_module CvEspionageAdvisor
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvAI
load_module pickle
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module CvPediaMain
load_module CvPediaScreen
load_module CvScreen
load_module CvPediaTech
load_module CvPediaUnit
load_module CvPediaBuilding
load_module CvPediaPromotion
load_module CvPediaUnitChart
load_module CvPediaBonus
load_module CvPediaTerrain
load_module CvPediaFeature
load_module CvPediaImprovement
load_module CvPediaCivic
load_module CvPediaCivilization
load_module CvPediaLeader
load_module CvPediaSpecialist
load_module CvPediaHistory
load_module CvPediaProject
load_module CvPediaReligion
load_module CvPediaCorporation
load_module CvWorldBuilderScreen
load_module Popup
load_module FeatureRemoval





init-ing CvAI





load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvScreenUtils
load_module CvPlanetInfoScreen
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
load_module CvFinalFrontierEvents





init-ing CvAI





PY:OnInit
load_module CvAppInterface


xml

[46668.120] Loading XML file xml\GameInfo/CIV4PlayerOptionInfos.xml
[46668.260] Load XML file xml\GameInfo/CIV4PlayerOptionInfos.xml SUCCEEDED
[46668.260] SetGlobalClassInfo (Civ4PlayerOptionInfos/PlayerOptionInfos/PlayerOptionInfo)
[46668.385] Loading XML file xml\GameInfo/CIV4GraphicOptionInfos.xml
[46668.385] Load XML file xml\GameInfo/CIV4GraphicOptionInfos.xml SUCCEEDED
[46668.385] SetGlobalClassInfo (Civ4GraphicOptionInfos/GraphicOptionInfos/GraphicOptionInfo)

JEELEN
Mar 22, 2010, 03:17 PM
Hm. That should have been helpful, but all I see is a python error and that was already clear from your previous post... Would you mind trying to load an earlier version to see what happens? (They're linked on the 5.0 download page and posts #1 of the main thread and the Download Latest Version thread here.)

vick_chiklets
Mar 22, 2010, 04:22 PM
Running Vista 32 bit if it matters. Running latest version. Never have gotten any version to load I've tried. Get Load Error: GFC Error: Failed to initialize the primary control theme. Nothing. Hope I posted this correctly...first one so try not to trash me.

VC

JEELEN
Mar 22, 2010, 06:14 PM
Not a very good welcome, I must say... But if you never were able to load any version of MOO2Civ so far (assuming you've checked if it's not an install problem) I'm afraid there isn't much I can suggest or do about it... Sorry. :(

At least you posted it correctly.

EDIT:

GFC Error: Failed to initialize the primary control theme.

Actually, that does sound like an install problem - so you might want to check if the mod is installed as should be.

vick_chiklets
Mar 22, 2010, 07:29 PM
Seems to install correctly. Tried uninstalling all versions and clearing out directory and reinstalling to no avail. The only mention of this error I could find mentioned a HUD file issue (don't know what a HUD file is) to make sure it installed correctly and is configured correctly. Have same issue with 1 other MOD "Final Frontier Plus" but run many others just fine. Big MoO fan and by the way, thanks to you and all the MOD creators...Great stuff overall...if I could just get yours working.
Path is C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\MOO2Civ 5.0\(all files and directories are here)
There is something mentioned on the first post regarding custom assets folder...where would I find it?

VC

JEELEN
Mar 23, 2010, 12:12 AM
Civ4CustomAssets is in the main BtS folder. MOO2Civ is a FF mod, as is Star Trek. Can you run Star Trek or does that give the same load error?

vick_chiklets
Mar 23, 2010, 10:44 AM
I haven't tried the Star Trek mod...downloaded it, but seems a bit of a pain to install. Got me thinking and I realized from your last post about Final Frontier and that FF plus wouldn't work to check my directories...AHA somehow I must have allowed FFP to overwrite or change the name of FF to FFP (or I may have merged them without thinking). Changed directory name to Final Frontier and Voila we are up and running. I don't know if the fact that FF and FFP have merged into 1 folder will cause problems with your mod, but it's running. Thanks for all your help.:goodjob:

JEELEN
Mar 23, 2010, 02:32 PM
Glad to hear it. Star Trek takes some careful installing, yes. There should be no conflict with running any FF based mod (all FF modmods - except FF Plus - have the necessary FF files merged in; they don't use the original FF mod, but run separately). ;)

Minor Annoyance
Mar 24, 2010, 08:41 PM
I just found a bug. I noticed that the Gnolam didn't seem to be getting any :hammers: from :traderoute: so I did some testing. Under TradeYieldModifiers, it's iYield was set at one and in game it says +1, but I saw nothing. So I set it to 99, and it showed up, but not in huge numbers, it was about equal to the :commerce:. After trying out different settings for :hammers: and :commerce: I realised it's not adding the number it's adding the number as a percentage! The game doesn't list it as a percentage but it is. So all this time the Gnolams had almost no bonuses, which is probably why they seemed week and their :commerce: had to get a +50%, because the :traderoute: was actually only a +1% bonus.
So now you could change their CommerceModifiers back to nothing (keeping the +1 :commerce: per worker), and change the TradeYieldModifiers to something better. Setting it to the :hammers: TradeYieldModifiers 100 would make the :hammers: equal to the :commerce: gained from :traderoute:. That might be too high, but keep in mind that it rounds down, so if :hammers: from :traderoute: was 20%, you wouldn't see any at all until you got a :traderoute: with 5 :commerce:, and they don't add together, so having ten :traderoute: with 4 :commerce: each for a total of 40 :commerce: would still gives you 0 :hammers:. So I'd go with at least 35% for :hammers: in TradeYieldModifiers which would make it appear at 3 :commerce:, but going to 50% would probably make sure it's actually a factor in the game early enough to make a difference.

JEELEN
Mar 25, 2010, 12:47 AM
Thanks for looking into that. Actually this got me thinking: I'm not sure if gaining production from trade is true to MoO canon for the Gnolams. Having played the Gnolams after resetting their income from trade gain to 50% (taken from Humans who've been reset to 25%), I don't agree the Gnolams should be weak - they may be as an AI, but I can't confirm that. So I'm more inclined to remove the :hammers: gain mentioned as one of their race bonuses - since as you just pointed out it's now actually close to zero.

Minor Annoyance
Mar 25, 2010, 09:45 AM
It doesn't matter to me what their trade bonus is, but they are 'fantastic traders' so there should be something extra from :traderoute: for them, even if if just more :commerce:.

JEELEN
Mar 25, 2010, 09:49 AM
OK, point taken. Will look into it for v. 5.1 ;)

ichbinsehselber
Apr 02, 2010, 06:19 PM
Hey nice MOD, I like it! Used to play the real MOO2 a lot it is still a great game.

I think I found a bug:
When I capture an invasion ship with my own invasion ship, the captured one has the same promotions like mine but it has 0 or 1 prestige only. Since mine was promoted already maybe 4 times, I essentially get a better version of the invasion ship, since it will upgrade (promote faster)

I also would suggest leaving a bit more intact when you conquer a system. When I conquer a system it may have nothing (no automatic factory no soil enrichment).
If I raze it and build a new colony it is more efficient.

JEELEN
Apr 03, 2010, 03:31 PM
Hey nice MOD, I like it! Used to play the real MOO2 a lot it is still a great game.

Thank you (also on behalf of all the contributors so far), and I feel the same way about MoO/MoO II.

I think I found a bug:
When I capture an invasion ship with my own invasion ship, the captured one has the same promotions like mine but it has 0 or 1 prestige only. Since mine was promoted already maybe 4 times, I essentially get a better version of the invasion ship, since it will upgrade (promote faster)

That might be a bug (if it happens consistently), but you should consider that for instance barb ships get a certain number of free promotions. If you don't specify if it happens all the time and with what type of AI I can't really say.

I also would suggest leaving a bit more intact when you conquer a system. When I conquer a system it may have nothing (no automatic factory no soil enrichment).
If I raze it and build a new colony it is more efficient.

What gets razed on capture is somewhat random, but if it's a small colony captured chances are any Auto Factory will get razed and you'd be better off razing the entire colony and refounding one yourself. That's basically up to you to decide. (For instance, if I lose a colony and recapture it later, production will have plummeted; but as a matter of principle I like recapturing it over razing and refounding it - simply becasue it was my colony in the first place. That's not very rational, I'll admit.)

Minor Annoyance
Apr 03, 2010, 10:42 PM
I think I found a bug:
When I capture an invasion ship with my own invasion ship, the captured one has the same promotions like mine but it has 0 or 1 prestige only. Since mine was promoted already maybe 4 times, I essentially get a better version of the invasion ship, since it will upgrade (promote faster)
That's because those are crew promotions (i.e. promotions representing the skills of the ships crew instead of equipment) and when you take over a ship, you kill the crew and replace it with your own, and lose and crew promotions it originally had. I see this could be over powered when capturing low level ships which could get many free promotions. One fix could be to have the new ship copy the level of the capturing ship, if it would be higher. Then there wouldn't be rapid level ups after capture. On the other hand if a ship with few crew promotion captured one with many from a high level then you'd get a high level ship with very few promotions. That might be the opposite situation that balances it out, but it is less likely a low level ship would capture a highly promoted one.

fulano
Apr 06, 2010, 11:24 AM
I always wondered what exactly the crew promotions meant.

I also would suggest leaving a bit more intact when you conquer a system. When I conquer a system it may have nothing (no automatic factory no soil enrichment).
If I raze it and build a new colony it is more efficient.

I would love to see more stuff stay intact too. Currently all of the buildings are set to be 100% capturable in the buildinginfos. I'm not sure why everything gets destroyed when you capture it. If I remember right only things like marine barracks were destroyed in the origional MoO2, right?

ichbinsehselber
Apr 10, 2010, 09:54 AM
Thanks to Minor Annoyance for the clarification!

Another question: Do doomsday missiles exist? They are mentioned on the Resolutions Screen, but I cannot see the doomsday missile in the Civilopedia Units section. These would probably be equivalent to nukes?

JEELEN
Apr 10, 2010, 12:36 PM
They 'exist', but are currently disabled. That's because they act like nukes on a regular map, which is kind of silly on a galaxy map (nuking someone on the other end of the galaxy). If their range could be limited (like in deanej's Star Trek mod), they could be put back in. But I do not recommend it, since the AI usually target the best planet in a HUMAN system, which can cripple your game pretty fast... :eek: (They could be optional, though.)

ichbinsehselber
Apr 11, 2010, 06:31 AM
You could for instance limit their range similar the tactical nukes carried by subs. In the MOO mod then perhaps only doomstars can carry the missiles?

JEELEN
Apr 11, 2010, 08:14 AM
That's a good idea, thx. ;)

Minor Annoyance
Apr 11, 2010, 09:10 AM
The best thing to do with nukes, or rather the nuke effect, would be to give the long range attack ability to any ship with the stellar converter promotion and have it activate the nuke effect on any city it is used on. I wouldn't know how to do that though, and it might be unbalancing to have an unlimited nuke effect. A way around that might be to require the warlord promotion to get the stellar converter so very few ships could actually get it.

ichbinsehselber
Apr 11, 2010, 10:16 AM
@Minor Annoyance: As far as I know Nukes kill also units in adjacent squares. If I understand you correctly the stellar converter unit would kind of hurts itself during attack.

Minor Annoyance
Apr 11, 2010, 11:23 AM
@Minor Annoyance: As far as I know Nukes kill also units in adjacent squares. If I understand you correctly the stellar converter unit would kind of hurts itself during attack.

Well if we were already changing it to work this way, I don't think changing the blast radius would out of the question.

ichbinsehselber
Apr 12, 2010, 03:33 PM
I have a problem which I am not sure that it is related to this Mod.
After playing MOO I installed another Mod. But the terrain was all black. At first I thought it was due to the other mod (Fall Further) but since now even the basic game is all black I now think it is due to this MOD, which makes all terrain black (SPACE terrain). The terrain is all black also without mods now. Still do not know the cause exactly though.
What happened?
Do I have to reinstall CIV and BTS? Please say no...
Do you have any idea what went wrong?

ichbinsehselber
Apr 12, 2010, 04:34 PM
Very strange: in World builder the terrain gets normal. After exiting it gets darker and darker until there is only black left.

ichbinsehselber
Apr 12, 2010, 05:37 PM
Ok fixed the problem by upgrading the graphic driver. Sorry for the bother

JEELEN
Apr 12, 2010, 05:55 PM
No bother - just glad you got it fixed. ;)

JEELEN
May 13, 2010, 11:30 AM
Copied from the main MOO2Civ thread:

when I try to startup a game i get

GFC error: failed to initialize the primary control theme

MOO2Civ 5.0

I know there's a solution to it, I just can't think of it now... :(

sojourner96
May 16, 2010, 04:19 PM
Not sure if this has been mentioned but I believe the technology "Hyper-advanced Construction" has a tech cost of 10 times what it should be. I am playing on normal speed and it has a cost of 450000 tech points but most of the final techs have a cost of 45000 tech points.

JEELEN
May 17, 2010, 12:00 AM
No, hasn't been mentioned - thx. ;)

Magnifficus
Jun 10, 2010, 06:23 PM
Hi,

I just installed MOO2CIV 5.0 for the first time.
(It's the first time I've tried MOO2CIV anyway)

But right at the start of the game, I am receiving several python errors.
These errors were like this:

"can't find type enum for type tag TECH_MILITARY_0"
"can't find type enum for type tag TECH_MILITARY_1"
"can't find type enum for type tag TECH_INDUSTRY_0"

After entering the cityscreen of my homesystem, I am receiving some different pyhton errors which are repeating in an infinite loop. :(
Therefore it's impossible to continue the game after entering my homesystem.

These error messages are as follows:
Message 1: "can't find type enum for type tag BUILDING_MANUFACTURING_PLANT"
After pressing the "OK" button I'am receiving this message:
Message 2: "cant find type enum for type tag BUILDING_FACTORY"
By pressing the "OK" button once again, it returnes to (Message 1) and so on and
so on and so on.

I've set up the game via "Play Now" and chose the human Civilization.


Are I'am doing anything wrong or is this an error?

Technical information:
MOO2 Version 5.0
CIV Version 3.19
Vista 32 bit

JEELEN
Jun 11, 2010, 12:03 AM
Do you perhaps have python exceptions turned on? If so, turn that off.

Mizral Star
Jun 19, 2010, 01:31 AM
I get an XML error when i start my game is it because i use steam?


Thank you for your time.

Mizral Star
Jun 19, 2010, 07:09 PM
I get an XML error when i start my game is it because i use steam?


Thank you for your time.

Ok i did an integrity check and the game ran, i was able to load the mod. I heard the custom music but once i got in the game it was still like a regular game... :confused:

JEELEN
Jun 19, 2010, 11:54 PM
If by "it" you mean the music, that's because it's optional in 5.0 (it doesn't display automatically). Instructions on how to to display custom music in-game are mentioned on the download page (http://forums.civfanatics.com/downloads.php?do=file&id=14464). I've noticed however that custom music then still only displays after you load a savegame (or the original autosave from turn 1).

Mizral Star
Jun 21, 2010, 01:47 PM
By it i meant the graphics/gameplay. The music was the only thing i was able to get from your Mod.

JEELEN
Jun 21, 2010, 05:08 PM
Ah, that was not clear to me from your posts... Have you tried reinstalling?

Rambo919
Jul 17, 2010, 10:00 AM
Originally Posted by Rambo919 View Post

when I try to startup a game i get

GFC error: failed to initialize the primary control theme

MOO2Civ 5.0



If it matters im running the CIV4 Complete Pack
I did put the needed INSTALLDIR's into the registry though

JEELEN
Jul 17, 2010, 05:13 PM
Running Civ4 Complete shouldn't matter. I'm wondering if you get the same problem with v. 5.1?

http://forums.civfanatics.com/downlo...=file&id=15039 (http://forums.civfanatics.com/downloads.php?do=file&id=15039)

(Which, btw, also fixes the python error messages as mentioned by Magnifficus, thx to TC01.)

Dionysis
Jul 18, 2010, 08:19 AM
I just downloaded and installed 5.1. I first just installed it over top of the 5.0 folder but when I attempted to start the MOD, BTS crashed as it was loading MOO2Civ.
I then deleted the "MOOCiv 5.0" folder and reinstalled 5.1 using the default path that the installer supplied me with i.e. "C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\MOO2Civ 5.1" (I am running Win 7 64-bit).
Once again, when I start the MOD, it crashes as it is loading.
I tried 5.0 again but I get the same crash. Previous versions of your MOD worked, however.
Are there problems if the MOD is run from "Programs (x86) as opposed to "Programs"? I am running the "original" Civ4/BTS i.e. not the 'Complete' version of Civ 4.
Thanks for the great MOD and for you help.

TC01
Jul 18, 2010, 10:44 AM
I just downloaded and installed 5.1. I first just installed it over top of the 5.0 folder but when I attempted to start the MOD, BTS crashed as it was loading MOO2Civ.
I then deleted the "MOOCiv 5.0" folder and reinstalled 5.1 using the default path that the installer supplied me with i.e. "C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\MOO2Civ 5.1" (I am running Win 7 64-bit).
Once again, when I start the MOD, it crashes as it is loading.
I tried 5.0 again but I get the same crash. Previous versions of your MOD worked, however.
Are there problems if the MOD is run from "Programs (x86) as opposed to "Programs"? I am running the "original" Civ4/BTS i.e. not the 'Complete' version of Civ 4.
Thanks for the great MOD and for you help.

The mod needs to be installed to whichever folder you installed Civilization 4 to.

So if you installed to Program Files (x86), which is the default for Civ 4 on 64-bit systems, you need to install the mod to Program Files (x86).

Have you installed the BTS 3.19 patch? If you have, have you installed it from the in-game installer or from CFC? If you installed it from the in-game installer, download it from here (http://forums.civfanatics.com/downloads.php?do=file&id=12576) instead.

Rambo919
Jul 18, 2010, 01:36 PM
Running Civ4 Complete shouldn't matter. I'm wondering if you get the same problem with v. 5.1?


Nope same crash

Dionysis
Jul 18, 2010, 02:22 PM
Yes the installer picked up that Civ 4 was under the "Programs (x86)" folder and that is where I placed the MOD (C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\MOO2Civ 5.1).

And yes, I have patched my Civ right up to 3.19. I also installed it via the "MOO2Civ 5.1.exe" that I downloaded from the link on the first page and not through the in-game installer.

Looking at the directory stucture of the 'MOOCiv 5.1' folder, everything looks OK i.e. there are an Assets, CvGameCoreDLL, Documents, EwI Source Code, PrivateMaps, PublicMaps and Resources subfolders as well as the MOOCiv 5.1.ini file.

Thanks for you help.

The mod needs to be installed to whichever folder you installed Civilization 4 to.

So if you installed to Program Files (x86), which is the default for Civ 4 on 64-bit systems, you need to install the mod to Program Files (x86).

Have you installed the BTS 3.19 patch? If you have, have you installed it from the in-game installer or from CFC? If you installed it from the in-game installer, download it from here (http://forums.civfanatics.com/downloads.php?do=file&id=12576) instead.

TC01
Jul 18, 2010, 02:46 PM
And yes, I have patched my Civ right up to 3.19. I also installed it via the "MOO2Civ 5.1.exe" that I downloaded from the link on the first page and not through the in-game installer.

That's not what I meant- I meant BTS Patch 3.19, not MOO2Civ (you can't install the mod from inside the game...). Did you install the 3.19 patch from CFC's download database or from the in-game updater?

Dionysis
Jul 18, 2010, 03:02 PM
Yup, my BTS is patched to 3.19. ;) I installed the patch when it first came out as an EXE.

That's not what I meant- I meant BTS Patch 3.19, not MOO2Civ (you can't install the mod from inside the game...). Did you install the 3.19 patch from CFC's download database or from the in-game updater?

Alakat
Jul 19, 2010, 12:44 PM
hello everybody,

i have a "stupid" problem, and y search same problem in this thread but i dont fond it.
I load a mod with problem but i dont see any text. Main screen text, game text (city, unit, technologies, etc....), and message box.
i think that font problem but i dont know what fix it.
Thank for all

Apex999
Jul 20, 2010, 02:49 AM
Same Problem here, when I start a new game, there is no text visible in the menus. I've downloaded version 5.1 and my BTS version is 3.19.

Thanks.

TC01
Jul 20, 2010, 08:58 AM
You are probably not playing the English version of the game.

Actually, it's probably my fault, because the Wormholes text file is not formatted correctly with all five languages. Oops.

Try installing the patch below. It contains only one file, but is packaged so that you just need to copy-paste the "MOO2Civ 5.1" directory into Beyond the Sword\Mods.

Apex999
Jul 20, 2010, 01:57 PM
Yes, i'm playing the German version.

I tried your patch but unfortunatly it didn't help, there are still no texts visible. :(
I also tried version 5.0 of moo2civ, but there is the same problem.

And I just wanted that good old moo-feeling back. :sad:

Alakat
Jul 20, 2010, 03:53 PM
hello every body
in first step TC01 thank for your patch, in my pc dont work, but you help me a fixed, is very simple, i change de lenguaje game to english it WORK!!! and i can play a moo2 mods
Thank you very much and i hope help somebody

JEELEN
Jul 26, 2010, 01:53 PM
Yes, i'm playing the German version.

I tried your patch but unfortunatly it didn't help, there are still no texts visible. :(
I also tried version 5.0 of moo2civ, but there is the same problem.

And I just wanted that good old moo-feeling back. :sad:

As indicated, MOO2Civ is made for the English version and may not work with other language versions. (Iīll add a note to that effect with the next version.)

GoodGame
Jul 29, 2010, 11:27 AM
LAGGG!!!

Is it just me or is 5.1 beta many order of magnitudes laggier than 5.0 beta? From the very start of the game it seems

Just as a test, on the same comp, within minutes of each other I ran a huge game using spiralgalaxy (because the wormholes map had even worse lag) in 5.0 compared to a standard sized game in 5.1. The 5.0 ran faster still.

I'm guessing there's a whole bunch more python code in 5.1? Or is it the addition of new GUI features?

JEELEN
Jul 29, 2010, 03:32 PM
Odd... Iīve been playing a Huge Spiral Galaxy Wormhole map (which I usually do), but havenīt noticed this...

Anyone else experiencing more lag?

GoodGame
Aug 01, 2010, 02:19 PM
It may just be your comp is more capable then mine? :) But I'm curious what might be the cause in terms of new code, from 5.0 to 5.1...

JEELEN
Aug 02, 2010, 06:30 PM
Could be... I do have a new pc, coz the old one died on me... As for new code, that should be in TC01īs Wormhole for MOO2Civ. (I did playtest v. 5.1 on my old pc and didnīt notice the kind of lag as youīre describing, so I canīt really say anything about it other than what he mentioned on his thread.)

TC01
Aug 02, 2010, 10:17 PM
I suppose Wormholes could increase the lag a bit.

a. It adds a new Tutorial event. This means a new boolean is added to the game script data, and the more script data the more lag.

b. It adds additional code to be called whenever units move- it checks for wormholes.

I think a is more likely than b, because there is already a lot of onUnitMove code and I can't see Wormholes adding too much to that.

Thize
Oct 07, 2010, 12:58 PM
I have a problem with the latest moo2civ5.1.

I have a windows 7 - 64 bit system and beyond the sword is running normally with patch 3.19 final.
I have auto-installed the mod, an loaded hte mod from the regular beyond the sword game. It is starting, but from the menu only the box is there. I can't see any of the items, even though they are selectable.

The same problem does appear in the other menu...

Is there something missing? an older update or patch?
Loooking forward for help ;)

JEELEN
Oct 08, 2010, 06:43 AM
Sounds like a faulty install. Whereīs your BtS located? (The auto-installer assumes itīs in C:/Program Files/Civ 4; if you have Civ4 installed in another spot, you need to correct the auto-install path to there. You can do this during the install.)