View Full Version : Beta V0.05 - Download, Issues, Discussion


Ekmek
Jun 02, 2009, 12:38 PM
Download BETA 5!!!!!!! (http://www.weplayciv.com/forums/downloads.php?do=file&id=127)



In Beta 5
fixed spearman bug with pressman
fixed legion icon
fixed entertainer to use the spy model instead of the warrior
added a horse to the horsetrainer
added a dog for the shepard
removed expert salt miner (not needed)

added new buttons for LHs
added new buttons for technologies
add tech buttons to replace founding fathers
Add new interface buttons for advisor screens and builds (you'll see an ancient city for build settlement)

Added new resources: dye, spices, gems, incense they add 1 gold for trade
Added gold to the map as a tradeable item
Added two professions to harvest gold - merchant and gold digger

Added Goths as a barbarian tribe
Added Egyptian colonies

Add new map - Hellespont based off faireweatherr but is more Arid

Terrain changed to not naturally produce olives, sheep, and grapes. Now you have to build with an expert worker a vinyard, grove, or pasture and after a few turns it *may* create the bonus that will yield 1 grape, olive, or sheep depending on the tileimp and the terrain. differnt terrains allow either the pasture, grove, or vinyard. PLEASE PROVIDE FEEDBACK ON THIS

More music and interface from Koma

Changes in Beta v0.04 DL448
- added technology pictures (founding fathers)
- updated icons
- fixed techs
- new inland sea map
- fixed stockade and fort graphics
- fixed worked tiles and farms
- updated text

Changes in V.03 DL 135 3 Apr 09
Added new maps (koma and blue moustache)
Added Unit buttons (Flintlock1415)
Added Promotion buttons and renamed some
Added Profession buttons
Added Building graphics and buttons
Added Diplomacy text
Added zenspider's awesome Legion unit for the Romans
Fixed Resource icons
Fixed olives
Fixed grapes
Changed Master Potter animation
Added new start screen

VERSION 0.02 (22-MAR-2009) - 124 DLs
Compatible with latest Colonization patch 1.01
New Sountrack (Koma13)
Roman Civs (veBear)
All custom unit models and city icons (ekmek)

VERSION 0.01 (24-FEB-2009)

New City screen (thanks to koma13!)
Unique yield graphics added - olive oil, pottery, etc
most unit and profession graphics - mainly greek spearmen
some building graphics - retextures to be more med didnt add other buildings yet
only med city graphics and ancient euro city graphics are in - need to add african etc
leaders are all in - graphics will be updated in future

http://forums.civfanatics.com/downloads/03_mn_intro_OAl.jpg

Ekmek
Jun 02, 2009, 12:51 PM
As you can see there have been a lot of changes. I think graphically its done. Text needs some work but I still think thats a low priority. please play and report bugs!

koma13
Jun 02, 2009, 05:11 PM
Great work, Ekmek!

It doesn't crash when i go to main menu. But you have to rename that map scripts. I got some python errors for black sea and western med because of white space in name. Changing it to black_sea.py and western_med.py fixed it.
New yield icons in city screen are much better. And good work with new technology graphics, they fit perfect. :)
What's next?

Ekmek
Jun 02, 2009, 05:35 PM
Great work, Ekmek!

It doesn't crash when i go to main menu. But you have to rename that map scripts. I got some python errors for black sea and western med because of white space in name. Changing it to black_sea.py and western_med.py fixed it.
New yield icons in city screen are much better. And good work with new technology graphics, they fit perfect. :)
What's next?

I guess fixing the map names is next. I thinking fixing any bugs next is my priority. honestly, I'm kind of getting burned out on working on this (probably evident in how long it took for me to release BETA 5). It is essentially a release except that I'm not sure if any bugs will pop-up. If no bugs do show, I'd consider this the release version.

I think I'll be taking a break for awhile. Anyone else that wants to add or upgrade this is more than welcome to take over for awhile.

Kanzera
Jun 02, 2009, 08:55 PM
Wow, I totally love this idea! I should get CivCol so I can play this...

koma13
Jun 03, 2009, 01:19 AM
I guess fixing the map names is next. I thinking fixing any bugs next is my priority. honestly, I'm kind of getting burned out on working on this (probably evident in how long it took for me to release BETA 5). It is essentially a release except that I'm not sure if any bugs will pop-up. If no bugs do show, I'd consider this the release version.

I think I'll be taking a break for awhile. Anyone else that wants to add or upgrade this is more than welcome to take over for awhile.

No problem, Ekmek. You already did an amazing job with MN.
I still plan to replace advisors with more ancient looking screens. And I want to make a version that you can play together with AOD2. But will need some time. ;)

i_diavolorosso
Jun 03, 2009, 04:20 AM
:goodjob:Good job ekmek.
But is it possible for you to split this version into maybe 3 part, then upload it too mediafire.:)
Mediafire is very good.Evidence, i got 30-40kbps download speed while in the same time i could only get <10 kb from yourshare.:eek:

After all thanks for your effort:goodjob:

Ekmek
Jun 03, 2009, 10:08 AM
:goodjob:Good job ekmek.
But is it possible for you to split this version into maybe 3 part, then upload it too mediafire.:)
Mediafire is very good.Evidence, i got 30-40kbps download speed while in the same time i could only get <10 kb from yourshare.:eek:

After all thanks for your effort:goodjob:

I understand your pain, but some people really hate multiple downloads too (including me)

woodelf
Jun 03, 2009, 06:24 PM
Great. Can't wait to test it out.

vsipinen
Jun 04, 2009, 10:10 AM
The file seems to be in some strange format (as indicated by the extension .rar). How can I unpack it ? At least WinZip cannot do that.

... Ah, never mind ... I found another program (IZarc) which could unpack the file.

onedreamer
Jun 05, 2009, 03:11 PM
Terrain changed to not naturally produce olives, sheep, and grapes. Now you have to build with an expert worker a vinyard, grove, or pasture and after a few turns it *may* create the bonus that will yield 1 grape, olive, or sheep depending on the tileimp and the terrain. differnt terrains allow either the pasture, grove, or vinyard. PLEASE PROVIDE FEEDBACK ON THIS


Hellespont and Mediterranean maps that I tried still have olives, sheep and grapes from the beginning. Is this intended ?
I have often crashes when loading and unloading stuff or people from coracles.

Ekmek
Jun 05, 2009, 03:44 PM
Hellespont and Mediterranean maps that I tried still have olives, sheep and grapes from the beginning. Is this intended ?


the bonuses should be there but the tiles themselves shouldn't have them as a yield


I have often crashes when loading and unloading stuff or people from coracles.

Please post a saved game so we can debug it!

thx for playing!

onedreamer
Jun 05, 2009, 04:33 PM
they do provide bonus yelds (+4 on flatlands, +1 on hills - double with an expert) without any improvement.
Also, there is no real improvement for clay. The lodge says it provides +1 clay but it's not buildable on unforested plains, so it won't provide any clay bonus ever.
Dyes appear on water (intended ?).

pleasure is mine for playing of course :D

Ekmek
Jun 05, 2009, 04:47 PM
I just started a new game on hellspont but saw none of them as yields. please post a screenshot or a save game.

thx!

onedreamer
Jun 05, 2009, 05:23 PM
Please post a saved game so we can debug it!


they aren't reproducable crashes, luckily just one-time crashes "fixed" by a reload.

About resource appearance, I only tried with grapes so far: built 2 vineyards (btw it's spelled wrong ingame), worked them and the bonus appeared the turn after in both cases.

screenshot of olive yelds attached

Ekmek
Jun 05, 2009, 05:39 PM
actually that all sounds right.

the olive yields are from bonuses and your vineyards (luckily) produced grapes the next turn (I've had it take 10 turns once)

onedreamer
Jun 06, 2009, 03:04 AM
ok, I missunderstood then, cos you said "the bonuses should be there but the tiles themselves shouldn't have them as a yield"

PS: from the scores in the s.s. you can see that the AI isn't coping very well with the mod currently.

Stacmon
Jun 06, 2009, 06:09 AM
Looks great, I'm glad that work is continuing on this :D!

Ekmek
Jun 06, 2009, 11:01 AM
ok, I missunderstood then, cos you said "the bonuses should be there but the tiles themselves shouldn't have them as a yield"




yeah the bonuses hsould have the yield but the usual game has grapes(sugar_ etc on every tile regardless of bonus. you just get more with bonus. this mod has only through bonuses. either naturally found or you make a TI that has a chance of finding the bonus.



PS: from the scores in the s.s. you can see that the AI isn't coping very well with the mod currently.

not sure what change they arent handling the mechanics are mostly the same. the special TIs are just farms. but then again the AI never coped well in the vanilla either.

onedreamer
Jun 07, 2009, 07:07 AM
I think it was mostly the map. I am playing Mediterranean now and they are doing regularly.

- Pastures should be buildable on hills, since sheeps can appear on hills.
- The spawned boni only provide +1 yeld (regular boni provide +4). That's too few to be worth it, with an expert it becomes +2 but that's just too few IMHO. If it provided +2 yeld which means +4 with an expert it would be balanced. Consider that given the ardiness of the maps, there won't be many tiles where you can produce trade resources. Also these resources all have -3 yeld on hills but I think it makes no sense since grapes and sheeps especially are found mainly on hills and olives shouldn't make difference as long as it's plains terrain.

Ekmek
Jun 07, 2009, 01:05 PM
thx. i'll work on fixing that. thx for teh play test report

GarretSidzaka
Jun 07, 2009, 06:14 PM
sorry[offtopic]

hey ekmek you are way overdue for coming onto modcast, my good associate Wouter "Locutus" tells me. would you do me the favor of one hour of your time on sunday the 14th??

please let me know what you think, and PM me

thanks
http://civcomm.weplayciv.com/polycast/images/modcast_logo.jpg

TC01
Jun 29, 2009, 08:24 AM
I was looking forward to playing Beta 5 (I already downloaded Beta 4), but after I click on the "Download File" button on the download page, I get a Google toolbar "Oops, this link appears to be broken" error message, with "DNS Error, Cannot find server" in the upper right corner.

Is the host site down right now, or is this something wrong on my end?

koma13
Jun 29, 2009, 04:49 PM
For me it is still working. But it's very slow. Needed 30 seconds to open up the page and another minute to start the download. Maybe try it again at some unholy time. If that problem continue to exist I can upload it to another host (any suggestions?).

TC01
Jun 29, 2009, 06:21 PM
For me it is still working. But it's very slow. Needed 30 seconds to open up the page and another minute to start the download. Maybe try it again at some unholy time. If that problem continue to exist I can upload it to another host (any suggestions?).

I'll do something like that, thanks.

Maybe Filefront or the sites referenced in the File Upload Guide? I know some sites that I see other mods use have a size limit...

Ekmek
Jun 29, 2009, 06:47 PM
we had it a filefront but they delete it afterawhile

TC01
Jul 12, 2009, 07:36 AM
we had it a filefront but they delete it afterawhile

Can you put it back on Filefront, then? Because the current download still isn't working for me.

Or a place like AtomicGamer (which even though it has an annoying wait time does actually load and download eventually)?

koma13
Jul 12, 2009, 04:28 PM
Mare Nostrum Beta 0.05 on filefront:

http://www.filefront.com/14027375/MareNostrum_BETA_5.rar

Ekmek
Jul 12, 2009, 04:33 PM
thx Koma. I'm actually looking at getting it hosted at WePlayCiv so I won't have these issues in the future.

koma13
Jul 12, 2009, 04:35 PM
This would be even better.

Ekmek
Jul 12, 2009, 09:27 PM
ok, its been approved so its ready for DLs at weplayciv!

on a side note i've been looking into trying to reconcile that issue i have with the unique olive, sheep, and grape farms. i cant isolate them to a specific terrain so i'm thinking of making grapes just a random resource but olives and sheep ones you build (seems more realistic)

i_diavolorosso
Jul 12, 2009, 09:29 PM
thx Koma. I'm actually looking at getting it hosted at WePlayCiv so I won't have these issues in the future.
Yeah do it please, would you??
If you'll uploaded in WPC, i would wait(but if you wouldn't, it;s ok)

Ekmek
Jul 12, 2009, 09:54 PM
its available now. i edited the link in CFC downloads to take you to weplayciv. but if thats too much clicking here is the weplayciv dl site

http://www.weplayciv.com/forums/downloads.php?do=file&id=127

TC01
Jul 13, 2009, 04:33 PM
Thanks, Ekmek!

Incidentally, what is the "Black Sea" mapscript for? I can start it in Custom Game but not in Play Now, and when I do start it it appears as a massive mapscript where everything is grassland with an occasional "lake" where my starting unit (and my only Europe point) is...

Ekmek
Jul 13, 2009, 04:44 PM
thats weird. i took the mapscript from civ4 i though when i last looked at it it created a great lake in the middle. i'll look at it. I usually play hellspont

i_diavolorosso
Jul 13, 2009, 08:42 PM
its available now. i edited the link in CFC downloads to take you to weplayciv. but if thats too much clicking here is the weplayciv dl site

http://www.weplayciv.com/forums/downloads.php?do=file&id=127

Thanks
Downloading right now:goodjob:

i_diavolorosso
Jul 14, 2009, 12:40 AM
Just want to inform you that ancient3mp3 file(i f i remember it correctly) is corrupt.I downloaded it from filefront link

Ekmek
Jul 14, 2009, 12:58 AM
thats a sound file? you dl'd it separately?

i_diavolorosso
Jul 15, 2009, 12:17 AM
thats a sound file? you dl'd it separately?
Yeah.A sound file.I downloaded it from filefront's link that koma provided.But it's ok, 'cause look like the game is still playable

vasut
Jul 17, 2009, 08:47 PM
I must not be too smart. The downloaded file extention is .rar. What am I supposed to do with that? I double-clicked and it says Windows (Vista) cannot open the file.

Ekmek
Jul 17, 2009, 09:38 PM
you need winrar - google it and you should get a freedownload.

vasut
Jul 18, 2009, 01:19 AM
Thanks. I dowloaded WinRAR, but now where do I extract the files to? I assume somewhere in my Civ4Col sub-folders, but I'm confused about these mods. For example, I also downloaded AODII by Dale, and those instructions say to extract to C4C\Mods, but I don't have a C4C\Mods.

Sorry for the basic questions...

Charlie

i_diavolorosso
Jul 18, 2009, 01:27 AM
Thanks. I dowloaded WinRAR, but now where do I extract the files to? I assume somewhere in my Civ4Col sub-folders, but I'm confused about these mods. For example, I also downloaded AODII by Dale, and those instructions say to extract to C4C\Mods, but I don't have a C4C\Mods.

Sorry for the basic questions...

Charlie
Just make "Mods" folder inside C4C and extract it there

vasut
Jul 18, 2009, 02:47 AM
Thank you, but I'm still having trouble.

While I was able to simply create C4C\Mods in the root of my Civ4Col folder (C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization) and then successfully unzip Dale's AODII mod/extention, when extracting MareNostrum to this same folder using WinRAR, I get a series of errors, saying that the specified path could not be found.

koma13
Jul 18, 2009, 03:49 AM
Just try to unrar the mare nostrum archive in the same folder you downloaded the file. Then move the extracted 'MareNostrum' folder to 'Sid Meier's Civilization IV Colonization\mods'.

kaibayashi
Jul 18, 2009, 04:39 AM
Thank you, but I'm still having trouble.

While I was able to simply create C4C\Mods in the root of my Civ4Col folder (C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization) and then successfully unzip Dale's AODII mod/extention, when extracting MareNostrum to this same folder using WinRAR, I get a series of errors, saying that the specified path could not be found.

Just checking because if they way you phrased your post, so might be wrong here,but your path should be: C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods(\Mare Nostrum), not C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\C4C\Mods(\Mare Nostrum) or anything like that.

And try what Koma said! :)

vasut
Jul 18, 2009, 08:03 AM
Just try to unrar the mare nostrum archive in the same folder you downloaded the file. Then move the extracted 'MareNostrum' folder to 'Sid Meier's Civilization IV Colonization\mods'.

Thanks, I did as you suggested. It looked like it worked, but now I'm not so sure. When I load C4C, and then select Load a Mod, I select Mare Nostrum, C4C "re-loads" and it comes up with the Mare Nostrum mod indicator, but all of the game setup seems to be the same. Same four colonies (E,D,F, and S), same maps, etc. Shouldn't I be seeing something different?

koma13
Jul 18, 2009, 11:28 AM
Shouldn't I be seeing something different?

Of course you should be seeing something different. :)
Your folder structure is wrong. Here is the correct one:

http://img14.imageshack.us/img14/73/folderxzt.jpg

vasut
Jul 18, 2009, 05:32 PM
Of course you should be seeing something different. :)
Your folder structure is wrong. Here is the correct one:

http://img14.imageshack.us/img14/73/folderxzt.jpg

Hey, that was it Koma. Thanks a lot.

Ekmek
Jul 21, 2009, 11:25 AM
I'm still working on updating 6 and now that dale says AoD2 is complete with 1.11b I'm looking to integrate it as well.

One question - lumber being used for hammers. works fine in colonization but it feels off for mare Nostrum.

i'm thinking of making lumber a prereq resource along with tools for building stuff but for hammers I'm thinking of changing salt to slaves. and make the slave pit work like a stable. consumes food to produce slaves and then your slavedriver (instead of scraftsman) adds hammers. thoughts?

Martock
Jul 23, 2009, 06:02 PM
I don't see lumber being used for hammers as an issue. Wood was THE primary working material for most projects. Even if it wasn't made of wood, wood was mostly likely used to make it. Stone temples you say? Wooden scaffolding and wheel barrows I reply. Wood should remain as it is. I'll be DL'ing this tonight to give it a whirl.

Ekmek
Jul 23, 2009, 06:07 PM
good point. that would save me some modding. maybe i'll keep a basic craftshop but have more advance hammer buildings be slve driven.

given the mod as is a playthrough and please recommend fixes, changes, etc. have fun!

Martock
Jul 24, 2009, 05:55 PM
Ok...my first visions of this mod. I played about 200 or so turns last night and here are my thoughts.

1) It is quite difficult to tell workers apart from other workers based upon how they look. It took me quite some time to visually tell the difference between a citizen and an expert worker. I don't know who created the units, but they need more color to them. It would be darn helpful if the 'expert worker' had a shovel or axe, something in his hands to differentiate him from other units. Unless I zoom in real close, all of the workers look alike. For the most part, they're all wearing white togas. Not very helpful.

2) Where are the archers?! I accept that Col2 had only Muskets, Cavalry, and Cannon, but in this era, there archers were a main part of any decent army. It's not like we have a shortage of ancient era units. I'm not saying that every single type of ancient era unit needs to be brought in, but we should at least have archers.

3) The AI...Woof. I played on a HUGE, Faire Weather (I think that was the map), map at Patriot level with all the AI's - I was that scorpion africa guy. By turn 200, every AI colony had at least 2 colonies, with a 2 having 3. I was at 3 myself but there was a huge difference. I had about as much population as all of the AI colonies combined. The tribes were not much better. Starting out on the map, I opened WB and saw that the tribes had 2, max 3 cities and that was it. Colony defense doesn't appear to be an AI concern as I took out the Egyptians with little difficulty.

4) The map was big but largely unpopulated. It made for training new citizens a nightmare. I gave myself some scouts and visited each tribe city to get an idea of how various skills were spread out. This is a part I'll never get with Col2...I found cities inland with no lakes yet they could train my people as expert fishermen. What is the mechanism that determines what a tribal city can teach? The lack of AI tribal cities is a real setback but at least buying the peeps on the docks remained dirt cheap for all 200 or so turns.

5) Some terrain features only allow for 1 kind of resource to be worked. I had a hill that had a forest with a river tile next to it. I expected I'd be able to at least pull lumber, ore, and food, maybe even furs (if furs exist in this mod...I'm not sure if they do or don't). I found I could only work lumber on that tile. I went so far as to 'personalize' the map and found a city. Same thing. It seems that forests block other resources. When I get home, I'll try and grab a screen capture of this.

6) Why are dyes located in the sea? I was under the impression that dyes were largely crushed vegetable matter or the like? This leads me to another issue, which isn't just related to this mod, but to all of Col2 in general. Why are resources tied to terrain? Last I checked, corn could be grown just about anywhere and cows aren't very particular about the location so long as they have food and water. Why is silver only to be found on tundra hills? For that matter, why are deer and furs also only to be found in the tundra? New Jersey and New York, my childhood playgrounds have plenty of deer and fur bearing critters, yet they are definitely not a part of the tundra?! So, back to my original question, why are dyes located in the sea? Can we remove this knot that binds resources to specific terrain? Incidentially, I like that you've added the feature of 'discovering' a resource when a terrain is improved a certain way. I've done that to every mod I play in CIV4...I really ought to do that with Col2 too.

7) The mod lacks a certain, je ne sais quoi about it. The lack of interaction between tribes and colonies was only interrupted by that senator every once in a while. Granted this is a BETA and not a full release so it's expected but I can't help thinking this is a piece of coal waiting to be turned into a diamond. Still, I don't find myself fully immersed into it the way I do with AODII. I figured that under the 2nd most difficult level, I'd at least be given a moment or 2 to compose myself before the barbarian poker was inserted but that never happened.

8) Events...are events even possible in Col2? They would REALLY spice up the game. We need plagues, city fires, barbarian hordes, earthquakes, volcanoes, etc. We need to see the gods being angered in this mod.

So there you have it...my thoughts thus far.

Just an update - started a new game. Got a CTD when right clicking on a treasure unit to move to my only city. I've encountered this type of CTD twice so far.

Also there is a problem with the naming of some of the tribal cities. I've encountered 5 cities now that display the following text: TXT_KEY_CITY_NAME_NURI, _PHILAE, _KHARTOUM, _NAQA, _DABOD - all from the Numidian tribe.

Dale
Jul 25, 2009, 01:03 AM
I don't find myself fully immersed into it the way I do with AODII.

I'm working with E to integrate a modified AoD2 into MN specific for this mod. This should help overcome this feeling. :)

Ekmek
Jul 25, 2009, 06:09 PM
I'm working with E to integrate a modified AoD2 into MN specific for this mod. This should help overcome this feeling. :)

yep and its appreciated! I noticed MN was suffering by being based off of the weaker civ4col, but AoD2 will make it the way it should be.

riddleofsteel
Aug 14, 2009, 02:37 PM
Any new developments? Just downloaded beta 5 today and so far I really like it.

Ekmek
Aug 14, 2009, 05:46 PM
Dale is updating AoD2 and I'm integrating it with that

Dale
Aug 20, 2009, 06:52 AM
I've just uploaded the changes needed to integrate 1.12 AoD2. :)

Kailric
Aug 22, 2009, 10:26 AM
Does anyone have a copy of the Mare Nostrum 003 I could use for testing the home cities on the map mod? I am attempting to help add this to the Wild West mod and could use a working version? Or, is there any attempt to update the HomeCities mod for 005?

thadian
Jun 29, 2011, 01:55 AM
in the menu, Egyptian is spelled "Aegyptian" i dont know if it was intended.

Ekmek
Jun 29, 2011, 10:09 AM
in the menu, Egyptian is spelled "Aegyptian" i dont know if it was intended.

Egypt was known as Aegyptus back in the Roman era

thadian
Jul 28, 2011, 03:12 PM
I was unaware.

This is a great mod, easily one of my favorites. seriously, its professional and beautiful, good enough to have been released as an expansion though they never went with the x-pac route for Col.

Ekmek
Jul 28, 2011, 04:16 PM
I was unaware.

This is a great mod, easily one of my favorites. seriously, its professional and beautiful, good enough to have been released as an expansion though they never went with the x-pac route for Col.

Thank you.

Unfortunately I never got the time to dedicate other stuff I wanted to do with it -

I wanted a more elaborate resource system
Added slaves as a resource and needed for production
and fully integrate it with AoD2

thadian
Dec 25, 2011, 02:43 PM
How do i make my cities grow normal? i dont remember where but i saw the fix somewhere, my cities start swallowing up nearby tiles and i cant tell what im nearby.

Ekmek
Dec 27, 2011, 05:17 PM
How do i make my cities grow normal? i dont remember where but i saw the fix somewhere, my cities start swallowing up nearby tiles and i cant tell what im nearby.

i havent played this in a long time but this is the first I heard of this issue. can you post a screenshot?

Androrc the Orc
Dec 27, 2011, 05:21 PM
i havent played this in a long time but this is the first I heard of this issue. can you post a screenshot?

I believe he is referring to an issue also present in vanilla Civ4Col; as cities grow, their graphics start to encompass those of nearby tiles as well.

Ekmek
Dec 27, 2011, 07:26 PM
I believe he is referring to an issue also present in vanilla Civ4Col; as cities grow, their graphics start to encompass those of nearby tiles as well.

oh, ok. i actually liked that. but didn know it covered the whole tile. i think it can be fixed by adjusting the city scale in the xml file

KJ Jansson
Dec 28, 2011, 01:11 AM
How do i make my cities grow normal? i dont remember where but i saw the fix somewhere, my cities start swallowing up nearby tiles and i cant tell what im nearby.

Please, make such simple modification:

1. Open GlobalArtDefines.xml (...\Assets\XML\Art)

2. Find these lines:
<Define>
<DefineName>GAME_CITY_SIZE_EXP_MODIFIER</DefineName>
<fDefineFloatVal>1.05</fDefineFloatVal>
</Define>

3. Exchange 1.05 on 0.5 (for instance).

4. Save changes and compare a new view of your city with old one.

Tigranes
Jan 31, 2012, 06:58 PM
Dear Ekmek,

Can you please somehow update your "real" Mediterranean map to beta 5? It is missing many resources and even yields now...

Ekmek
Feb 01, 2012, 10:14 AM
Dear Ekmek,

Can you please somehow update your "real" Mediterranean map to beta 5? It is missing many resources and even yields now...

:eek:
I'll take a look to see whats wrong.