View Full Version : WoC Lite Rapture


johny smith
May 19, 2009, 04:25 PM
I am going through the process of making the dll smaller for Rapture. I will bring in some more changes when I get the chance. Real Life always seems to stick it to you at the worst possible times. So anyway if there is any interest from anyone to work on this I always need XML help and Art for sure. Python and SDK even could help if interested.

Here is the link for the WoC Lite Rapture download.
http://wocrapture.svn.sourceforge.net/viewvc/wocrapture/WoC%20Lite%20Rapture.tar.gz?view=tar

I will be updating this again. I had plan quite a few tech changes to the base of the mod. This first file is just a stripped down version of the WoC stuff without a remake of the base of the mod just religions functioning.

Well if any suggestions or comments just let me know.

johny smith
May 21, 2009, 02:35 PM
I began adding some generic cult shrines for the moment. I will work on the finishing the rest as generic first. Then of course will need to change the art out. I got in the shrine alphabetical to the Egyptians in this. So anyway 18 or so cult shrines with generic art at moment.

johny smith
May 21, 2009, 06:10 PM
http://forums.civfanatics.com/attachment.php?attachmentid=214981&d=1242947254

This file is to replace the religion screen. Civ does not like showing that many religions on the screen. This one only shows the ones that you can choose.

johny smith
May 22, 2009, 10:57 AM
Another update. Changed some schism times and updated the schism mission text. New religion screen included.

johny smith
May 22, 2009, 02:03 PM
Another update. Added a lot more shrines.

hrochland
May 24, 2009, 09:14 AM
Hi
I downloaded it - I hope I can use somethink and I can made somethink buildings for you more ;)

johny smith
May 24, 2009, 09:18 AM
Cool thanks.:)

I just made a lot of buildings with the same NIF to be changed in the future.

Thanks a lot. I know you can really make some really damn unique good art.

This is exactly what is needed. Now we can get some very unique stuff.:)

If I get some time away from the SDK I can work on units more. And will add temples.

johny smith
May 31, 2009, 04:42 AM
I have a confirmed bug now in the file for Vista users. When building your first city you will get a CTD because of the religion founding. I finally got 2 vista users to try this and verify it. Hopefully it will be fixed soon.

johny smith
Jun 01, 2009, 07:15 PM
Beginning CTD is fixed now. The link is for the SVN above.

johny smith
Jun 08, 2009, 09:41 PM
Well some text has been updated now. And now added 12 new shamans all made by me not from somewhere else.

johny smith
Jun 10, 2009, 10:53 AM
More stuff now as well. Does not seem anyone cares either way. 6 more shamans anyway.

The_J
Jun 11, 2009, 04:24 PM
Does not seem anyone cares either way.

You're wrong :).

johny smith
Jun 12, 2009, 12:26 PM
Good that someone is looking. Just updated the SVN to 3.19. You can redownload on the link above and will work. I also included the SDK and dll for 3.17. So either will work.

Added some andean shamans. more text, and some fixes on corrupt dds files for some reason for some buildings.

johny smith
Jun 12, 2009, 04:06 PM
Another small update on the dll. Found the bug 120 turns or so in game that caused a CTD. Some more text fixes of things that were not displaying. I am going to try now and complete the shamans.

johny smith
Jun 14, 2009, 02:30 PM
There has been a lot of text updates. Finally got text for a lot of other languages, shrines will see a lot work shortly as well.

johny smith
Jun 26, 2009, 01:24 PM
3.19 dll updated. I had commented out some code needed for inquisitions and manual schisms. Anyway it is in the main file now as well. If you already downloaded the mod you can use this dll instead.

The_J
Jun 27, 2009, 06:46 PM
I've downloaded the version today, but it seems, that something's corrupted (or just not done).

Shall there be that much pink buttons?
Some of the source-buttons don't have the .dds ending, instead just .dd, so i don't know, if that shows, that's still a WIP, or that maybe the archive was corrupted.

johny smith
Jun 27, 2009, 07:20 PM
It must of got corrupted. Don't know how for sure.

It is a SVN you are downloading so if you have a SVN client you can use the address to download it through a SVN client as well.

I might need to make an archive of the file or an installer. Just constantly adding things at the same time. So sorry about the errors.

Here is the sourceforge page.

http://wocrapture.svn.sourceforge.net/viewvc/wocrapture/WoC%20Lite%20Rapture/

The link at the bottom of the list. "Download GNU tarball" is what I have at the top for the download link. Sorry again.

The_J
Jun 27, 2009, 07:32 PM
No problem, i just wanted to let you know.

I don't have tortoise or something similar installed, i'll try it again without it.
There's also maybe a chance, that my HDD has a error, i have some problems with it, and that's no problem with the files itself.

The_J
Jun 27, 2009, 08:15 PM
Double post, but so you'll better see it.

I can't load it atm, but the archive seems to be okay now, every file has the right extension, everything's where it has to be.

I wonder, if WinRar (this time) or Winzip (last time) can lead to a different result.

johny smith
Jun 27, 2009, 10:39 PM
I used winrar on the file once in a test download. Never tried winzip on it though. When I unzipped it I have an archive inside of an archive for whatever reason.

The_J
Jun 28, 2009, 03:33 PM
Now i've looked at it, hell, what work :goodjob:.

Several things:
Hoever does the text: Please don't use google translations :religion:. If you can't translate it, then just don't do it, let the english text there.
The google translation in every other language then english is ridiculous.
For example, the german "protestant inquisitor" is a "protesting investigation officer".


Second thing: Would you mind, if i use some things for my mod :mischief:?
The movies look very good, and i haven't looked at the buildings yet.

Third: Is it possible, to merge this mod with anoter mod, but without WoC and DLL-changes?
I could have a use for it in my mod, but i don't want to change it to WoC, and i want it to be compatible for Mac.


And a gameplay question: Do civs with different denominations of the same religion hate each other because of the different religion?

johny smith
Jun 28, 2009, 05:30 PM
I was worried about the translations but never know how bad for sure. I don't look at it really in other languages, but know only a little German really. I am an American and in Germany for a little while.

Anyway code wise is has to with the WoC. Only way to load all of the gamefonts for example. The art or whatever do what you want to with it. Just at least mention I slaved hours over it :lol:.

All the religions act the same way as default now at the moment. So each denom treats another denom just like another religion.

I am still adding more art now as I type. I don't know if you downloaded it before or after all the techs, but I began bringing the WoC Full Rapture version techs back in with the neolithic era. They are not finished but needed to give some space in between the pagan and normal religions.

The_J
Jun 29, 2009, 02:32 PM
I was worried about the translations but never know how bad for sure. I don't look at it really in other languages, but know only a little German really. I am an American and in Germany for a little while.


-> Good time to learn a bit german :D.


Anyway code wise is has to with the WoC. Only way to load all of the gamefonts for example. The art or whatever do what you want to with it. Just at least mention I slaved hours over it :lol:.

That's not a problem, i wouldn't need so much religions.


All the religions act the same way as default now at the moment. So each denom treats another denom just like another religion.

Ah, okay.
Do you plan to restructure the religions in this point?


I am still adding more art now as I type. I don't know if you downloaded it before or after all the techs, but I began bringing the WoC Full Rapture version techs back in with the neolithic era. They are not finished but needed to give some space in between the pagan and normal religions.

I've downloaded it before, i'll maybe have a look at the new version the next weekend.

johny smith
Jun 29, 2009, 07:10 PM
Ich verstehe ein Bisschen, aber normalerweise frage ich nicht Leute.... Was ist ein "Inquisitor" auf Deutsch?

Well the WoC Lite stuff is not the Full version as well. It just adds the WoC modular loading, the large gamefonts, and the scrolling civics screen.

As for diplomacy I have ideas, but just really ideas maybe of doing something in the future. It can work how it is for now.

The techs are meant to be something if other features get finished as well. I don't know if they will stay or not. 2 things being worked on in the WoC Full is neolithic stuff, and quantified resources. If it will get finished that is another question. If not I will have to make something to fill the techs in the future.

Lord Tirian
Jun 30, 2009, 04:47 AM
Ich verstehe ein Bisschen, aber normalerweise frage ich nicht Leute.... Was ist ein "Inquisitor" auf Deutsch?Inquisitor. Same word, since it's actually a Latin word.

But asking would help quickly, at least around the forums here, I've seen a couple of pretty active Germans around.

Cheers, LT.

johny smith
Jun 30, 2009, 05:41 AM
Well I did not even do the text myself. I have a hundred things to do besides that. If someone wants to help the text files are there to be translated.

I can spend a lot of time asking around for a translation of the entire text not just the description, or I could create buildings, promotions, or new neolithic tech related things I mean. I only have 40 or so more buildings to do:crazyeye:, and neolithic tech stuff oh man I do not want to start counting.

rwglaub
Jul 04, 2009, 08:59 AM
Where can I download the mods that you used in WoC Lite for ROM? I really liked those.

johny smith
Jul 04, 2009, 09:06 AM
The religions I have in this mod could be adapted to work by xml in some cases. The schema would need be changed. I killed the links because of 3.19. The other mods I did not update to 3.19 because you are the first person really to tell me they were wanted.

If you want more of them in glider, jdog, and zappara have to agree on something. I know all of them are trying to still work on bugs. I am wrapped up now in finishing more in Rapture. Maybe in the future somethings could be merged, but I need to hear that people really want it. I would like to have a much larger pack available then when they are ready that features can be turned on and off in.

johny smith
Jul 04, 2009, 04:37 PM
D'oh moved to screenshots.

johny smith
Jul 06, 2009, 12:55 PM
Well just to let people know a lot more tech work done. I am completely overhauling tech tree. I am nowhere near done, but it planned to be way different.

johny smith
Jul 17, 2009, 10:25 AM
I did a lot of tech work now. I mean a lot.:crazyeye:

Redid the slavic sounds and buttons, and added a beard to them.

So anyway maybe the tree begins to make more sense. Faichela has a beginning moving like city about ready. It is camp from the genghis khan mod for art now. Will add to the mod when it is ready so there is a true neolithic like era.

Camp screenshot notice bottom left corner. That is the camp gathering yields and it can produce units.
http://forums.civfanatics.com/attachment.php?attachmentid=221251&stc=1&d=1247844398

Anyway still need to do some promotions. Just a big list of things to do.

The_J
Jul 17, 2009, 03:36 PM
I did a lot of tech work now. I mean a lot.:crazyeye:


You've chosen your work yourself ;).

johny smith
Jul 19, 2009, 05:14 AM
Yes a lot of work, but not much point of playing the same game to me really. Quantified resources are planned for those techs as well. Plus a lot of civics since it scrolls not a problem.

The_J
Jul 19, 2009, 07:51 AM
What do you mean with quantified resources? Like corporations?

johny smith
Jul 19, 2009, 08:10 AM
No.

I mean as in 50 Iron and 50 Coal turns to 50 Steel with a Steel Mill. 25 Steel is needed to build a unit as well. Nothing to do with the corporations. Corporations will probably need some work afterwards to adjust as well.

Faichele is looking at the Colonization code and is converted it from using yields to actual resources. Putting in trade routes and maintenance for a city. Like so much of an amount of a resource is needed to keep your city happy. Global market as well.

Farsight
Aug 29, 2009, 06:02 PM
Can there be a .RAR or .ZIP file for this mod?

The_J
Aug 29, 2009, 09:16 PM
WinRar can unpack the tar.gz ;).

Farsight
Aug 30, 2009, 08:24 AM
I'm not willing to buy WinRAR. Can 7-zip unpack them?

The_J
Aug 30, 2009, 06:16 PM
You don't need to buy it ;).
If the 30 days trial exceeds, you'll just get an annoying message when you start it, not more.

SHS`
Sep 06, 2009, 03:37 AM
I'm not willing to buy WinRAR. Can 7-zip unpack them?

Yes and some: http://en.wikipedia.org/wiki/7zip#Other_supported_formats :king:

LGPL FTW.

The Capo
Nov 20, 2009, 05:45 PM
I hear this mod is dead, but I have a question about it to anybody who has played it. I am using a missionary from this mod in my mod (the Nordic Shaman) and when I spread the the religion the logo doesn't appear above the missionary at all. Here is a screenshot of my missionary successfully spreading his religion into an Incan city, the symbol appears over the city-bar and yet no symbol appears above the missionary. I already know how to set the code (in both the nif and in XML) to get it to work as I have done it for three other missionaries and have altered symbols for other ones so I know I did everything right (or at least think I have). So my basic question is whether or not this missionary/unit ever had this effect to begin with.

And if you think you can help me that would be appreciated too.

johny smith
Dec 04, 2009, 04:08 AM
The mod is not dead. But the mod will not be a small project of just adding religions so will not be quick if ever done. I am in transition at the moment. I can not even play Civ at the moment.

The files are there. The art is in WoC Modular format. So each religion has it own folder. The effects were working. You can test it in Rapture by just running Rapture.

I don't understand the confusion with it. Run the mod and you should see it. All of the work is in the "modules" folder . Sorry I will probably return to modding in a few months.

concordiasalus
Jan 06, 2010, 05:28 PM
Hi I'm wondering if it's possible to merge rapture into a bigger (for example Rise of Mankind) mod, and how that would be done

johny smith
Jan 07, 2010, 05:30 PM
I am looking at merging there source code from RevDCM with Rapture now. ROM is using RevDCM. The xml would take some work to figure how ROM stuff would want to be changed.

johny smith
Jan 13, 2010, 02:25 PM
I hear this mod is dead, but I have a question about it to anybody who has played it. I am using a missionary from this mod in my mod (the Nordic Shaman) and when I spread the the religion the logo doesn't appear above the missionary at all. Here is a screenshot of my missionary successfully spreading his religion into an Incan city, the symbol appears over the city-bar and yet no symbol appears above the missionary. I already know how to set the code (in both the nif and in XML) to get it to work as I have done it for three other missionaries and have altered symbols for other ones so I know I did everything right (or at least think I have). So my basic question is whether or not this missionary/unit ever had this effect to begin with.

And if you think you can help me that would be appreciated too.

Hi you were right. Although why is because someone packed the effects into the Rapture1.fpk file. Anyway sorry about that. Here is the art files if you want them still and it was missing the zoro founding movie. The file is less than a megabyte.

http://forums.civfanatics.com/attachment.php?attachmentid=240056&d=1263414117

Dancing Hoskuld
Jan 16, 2010, 05:39 AM
I have tried playing this but I spend most of my time trying to stop my state religion dieing out. I was trying an Epic game starting pre-Ancient. I had two cities due to goody hut and had not yet got the tech to build settlers. Also, when I tried the game on noble level I found that all the other civs were at least one era ahead of me by the time I got the tech (City) for building settlers. By that time they all had 5-6 cities.

Has the game been ballanced for Epic games starting in the pre-ancient era - or am I just doing stuff wrong. I seem to be spending a great deal of time building and deleting warriors for example because I have nothing else to build and cant afford the maintenance.

I also got a few XML errors on start and there are text missing. Do you want me to report them?

johny smith
Jan 16, 2010, 05:50 AM
There is no balance whatsoever. The empty beginning Neolithic era was for the planning stages as a moving camp city not a city. So as for difficulty you might as well give up. The game is not really meant to be played at this stage. I posted this to place the art up here if people want to help or use it.

I know the tech xml errors need to fix them. Text missing I know about as well. The waiting has been on someone who says they are finishing SDK changes. I have about given up on these now. So I thinking about overhauling the mod expecting not to have these changes. Sorry for the confusion. I did really mean Alpha.

As for me asking about religions...I was wondering did you want to add things to religions I have present to get an expanded set for any mod if in the future? I mean with the new xml tags for religions to begin by other ways versus just a tech.

johny smith
Jan 16, 2010, 04:23 PM
I can not find the shaman effects. Only the normal missionaries effects are there. I will have to do them again. Sorry to everyone.

Dancing Hoskuld
Jan 16, 2010, 04:36 PM
..I did really mean Alpha.

As for me asking about religions...I was wondering did you want to add things to religions I have present to get an expanded set for any mod if in the future? I mean with the new xml tags for religions to begin by other ways versus just a tech.

OK. I have not thought much about religions as a concept. I just got involved because I Felt RoM should not loose AAranda's work.

johny smith
Jan 17, 2010, 06:23 AM
Well ya apparently I did not have effects with the shaman units. I looked around more. I thought I had done them before, but I see after trying to add them (like they are added to the missionaries) they do not seem to work. There may be another way, but I have not figured it out yet. Sorry again.

Grayuriel
Jan 31, 2010, 12:04 PM
First off, I really like what you're doing with the mod. Second, I've been trying to add other unit classes to the mod but whenever I do the game crashes while loading. I can add new units to existing classes, new civs, buildings, ect, ect. But I can't seem to figure out what the conflict is with new unit classes like early fighters. Can anyone shed a little light on the problem?

johny smith
Jan 31, 2010, 12:23 PM
I really can not tell you for sure why it would be a conflict. I have done nothing special (that I can think of at the moment)that it should effect it. I need more input to help I mean.

I am sorry when I get some time I can help. If you can not figure out what is wrong before I get around to it. Did you add the the class and a unit for the class or just the class?

Grayuriel
Jan 31, 2010, 01:48 PM
Sorry to be so impresise. I put in a new unit class entry and the corresponding unit info entry. The unit art is in there too.

I'll keep tinkering with the issue and if I figure it out I'll let you know.