View Full Version : Vincentz Mods [Modular] 2.7


vincentz
Jul 02, 2009, 05:38 AM
Updated to version 1.5 (16/3-10)

Removed Seaharvest and Guilds
Added Trade improvements
Added Strategic Combat addons

This modpack is for Rise of Mankind 2.9 (http://forums.civfanatics.com/forumdisplay.php?f=269) (BtS 3.19).

Download here (http://forums.civfanatics.com/downloads.php?do=file&id=12751)

Installation : put PROJECTS folder from RAR into
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules

Uninstallation : remove one or more folders from
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Projects\Vincentz


The Mods included are :


http://forums.civfanatics.com/attachment.php?attachmentid=218773&d=1245828188
Adds 5 new minor Great Generals in two versions.
Army (built) or single (captured) Thread here (http://forums.civfanatics.com/showthread.php?t=325400)


http://forums.civfanatics.com/attachment.php?attachmentid=220369&d=1247041641
Adds 15 medieval corporations
Based on the London Guilds Thread here (http://forums.civfanatics.com/showthread.php?t=326966)


http://forums.civfanatics.com/attachment.php?attachmentid=222461&stc=1&d=1248757824
Adds 6 new corporations.
Emperors Clothing, Moonbean Coffeeshop, Big McDowells, Mall Wart,
Mile High Tours & East Western Trade Company Thread here (http://forums.civfanatics.com/showthread.php?t=326643)


http://forums.civfanatics.com/attachment.php?attachmentid=218902&d=1245902394
Adds 3 new espionage units.
Agent, Special Agent & 007 in separate folders Thread here (http://forums.civfanatics.com/showthread.php?t=324133)


http://forums.civfanatics.com/attachment.php?attachmentid=218903&d=1245902420
Adds <attack cargoships first> to subs and
<defend first against subs> to destroyers
+Hidden Bonus. Hint : Not Blue September Thread here (http://forums.civfanatics.com/showthread.php?t=325182)


http://forums.civfanatics.com/attachment.php?attachmentid=219506&d=1246325621
Adds 2 new satellite units.
Spy Satellite & Thor's Hammer in separate folders Thread here (http://forums.civfanatics.com/showthread.php?t=325909)


http://forums.civfanatics.com/attachment.php?attachmentid=218900&d=1245902394
Adds a new upgradeable improvement.
Pollution requires Jooyo's Coredll 1.10 or higher (http://forums.civfanatics.com/showthread.php?t=314346) Thread here (http://forums.civfanatics.com/showthread.php?t=324146)


http://forums.civfanatics.com/attachment.php?attachmentid=219162&d=1246103145
Adds 2 new water improvements and 1 new water route.
Fish Farm, Offshore Wind Farm & Charted Sealanes Thread here (http://forums.civfanatics.com/showthread.php?t=325820)


http://forums.civfanatics.com/attachment.php?attachmentid=218901&d=1245902394
Adds a new early improvement.
Thread here (http://forums.civfanatics.com/showthread.php?t=323958)

strategyonly
Jul 02, 2009, 07:03 AM
Good i got the First to d/l again, Great Stuff keep up the good work!!:goodjob:


And thx for NOT adding any sdk/dll stuff.

vincentz
Jul 02, 2009, 07:09 AM
And the last ;) (I put file in the Download Database.) If you like it give it a rating :D

Endwar 005
Jul 02, 2009, 09:01 AM
Great job on the mods, good luck diving. I particularily love the satellite mod, always wanted to rail my enemies from space...

strategyonly
Jul 02, 2009, 10:21 AM
And the last ;) (I put file in the Download Database.) If you like it give it a rating :D

I will later, i need to RE-mod all your stuff first (for my mod) then try it out, i havent tried it all out yet, but as far as the Warlords/vJungle and Secret Agent ones for sure 5 stars.:trophy:

vincentz
Jul 02, 2009, 08:38 PM
good luck diving.

Thanks. Think I'm gonna need it. They spotted a Tiger Shark not that long ago on one of the dive sites. Though to be honest I dont know which I should be most scared of, the Tiger Shark or the Swine Flu. More than 1500 are sick here in Thailand and 5 already died and while the resort clean regulators (the thing you are breathing from) between use, they don't disinfect them.

Endwar 005
Jul 03, 2009, 10:26 PM
Huh well worst case scenario, you get swine flu whilst meeting a Tiger shark underwater. >.> let's hope not...

On a more related topic, am I the only one finding happiness harder and harder to manage, what with all the improvements out nowadays that increase unhappiness?

cr0ws
Jul 04, 2009, 12:44 AM
Thanks. Think I'm gonna need it. They spotted a Tiger Shark not that long ago on one of the dive sites. Though to be honest I dont know which I should be most scared of, the Tiger Shark or the Swine Flu. More than 1500 are sick here in Thailand and 5 already died and while the resort clean regulators (the thing you are breathing from) between use, they don't disinfect them.

Just don't go kissing any swine and you should be fine. As for the tiger shark, he'll make the dive just a bit more exciting, good adrenaline rush.

BTW, does your modpack contain warlords 2 mod or warlords 1?

vincentz
Jul 04, 2009, 02:19 AM
Just don't go kissing any swine and you should be fine.
Shouldnt be that difficult. I have a VERY jealous girlfriend ;)

As for the tiger shark, he'll make the dive just a bit more exciting, good adrenaline rush.
Hell yeah. I been diving alot with bull sharks, black tips and grey reef sharks. But those are nice and sweet sharks compared to the unpredictable tiger.

BTW, does your modpack contain warlords 2 mod or warlords 1?

Its Warlords 2. I changed it a bit. If you want the old style <Join unit as Warlord>, look in one of the last threads of Warlords II.

cr0ws
Jul 04, 2009, 04:56 AM
Okay thank you! I'll run it and if I find something I don't like I'll brb in drama mode.

vincentz
Jul 16, 2009, 04:49 AM
500+ downloads in 2 weeks! :cheers:

Time for an update. Will be uploaded after 2.71 (just to check compability)

vincentz
Jul 18, 2009, 08:10 AM
Uploaded a Vincentz Mods 1.1 update (For RoM 2.71) with some fixes and MLF loading files.

List of fixes :
Advanced start/Charted sealane fix (Thanks Afforess)
Warlords II : multiple fixes

strategyonly
Jul 18, 2009, 12:15 PM
Just found an error in the AEGIS you left out two tags:

<UnitClassTargets/>
<UnitCombatTargets/>

MightyDragon
Jul 18, 2009, 12:23 PM
hi vincentz, cool, that you updated to vs 2.17... I like your mods thx :thumbsup:

vincentz
Jul 18, 2009, 12:47 PM
Just found an error in the AEGIS you left out two tags:

<UnitClassTargets/>
<UnitCombatTargets/>

It doesnt matter (see below)

I just spend 15 min. to super optimize my mods, so I'll upload a new version soon. Because of the WoC standard the future Silent Hunter entries/defines will look like this :


<UnitInfo>
<Class>UNITCLASS_AEGIS</Class>
<Type>UNIT_AEGIS</Type>
<UnitClassDefenders>
<UnitClassDefender>
<UnitClassDefenderType>UNITCLASS_SUBMARINE</UnitClassDefenderType>
<bUnitClassDefender>1</bUnitClassDefender>
</UnitClassDefender>
<UnitClassDefender>
<UnitClassDefenderType>UNITCLASS_ATTACK_SUBMARINE</UnitClassDefenderType>
<bUnitClassDefender>1</bUnitClassDefender>
</UnitClassDefender>
<UnitClassDefender>
<UnitClassDefenderType>UNITCLASS_NUCLEAR_SUBMARINE</UnitClassDefenderType>
<bUnitClassDefender>1</bUnitClassDefender>
</UnitClassDefender>
</UnitClassDefenders>
</UnitInfo>


leaving out everything except the changes and the name/classname. Though it will only cut around 10kb off the total Vincentz Mods size (I mostly add things, only silent hunter changes existing units), but if Zappara (or another modmodder) makes changes to the units then my mod doesnt need updates ;)

strategyonly
Jul 18, 2009, 01:29 PM
Dang i keep forgetting about that darn MLF stuff.:blush::blush::rolleyes:

cr0ws
Jul 20, 2009, 10:06 AM
Hi Vintentz!

I just throw your mod pack into ROM and I'm not finding any new units, anyone else having this problem?

vincentz
Jul 20, 2009, 07:19 PM
Hi Vintentz!

I just throw your mod pack into ROM and I'm not finding any new units, anyone else having this problem?

Most likely because of the new modular loading files (MLF) Get the latest download here (http://forums.civfanatics.com/downloads.php?do=file&id=12751). That should fix it.

Sarkyn
Jul 21, 2009, 04:50 AM
Could you perhaps add a "This Pack last updated on XX/Month/YY"

So I can stop coming back here to check if I need to redownload? :p

vincentz
Jul 21, 2009, 07:07 AM
Will do ;)

NBAfan
Jul 21, 2009, 03:56 PM
Could you also add a change list? :D

Zimbaa
Jul 23, 2009, 09:45 AM
If I can't see any of your icons for either unit or other. What have I made for misstake?

vincentz
Jul 23, 2009, 10:49 AM
Did you get the 2.71 version (1.1)? The mods should be in Modules/Projects/Vincentz after install. If you have any of my previous mods, please uninstall those. They are in custom units or balance.

Zimbaa
Jul 23, 2009, 11:36 AM
Did you get the 2.71 version (1.1)? The mods should be in Modules/Projects/Vincentz after install. If you have any of my previous mods, please uninstall those. They are in custom units or balance.

Yeah, I had put in Modules/Vincentz and now moved them to Modules/Projects/Vincentz and now it works.

Thanks =)

Dancing Hoskuld
Jul 23, 2009, 06:21 PM
I have been testing the Guilds mod and enjoying it. However something has gone wrong with the warlords. When I can build a newer type I upgrade my existing then I notice I can still build the older ones. Is this a feature?

vincentz
Jul 23, 2009, 08:47 PM
When I can build a newer type I upgrade my existing then I notice I can still build the older ones. Is this a feature?

Until that BUG is fixed its a feature ;)
I need to make the old unit obsolete when the new type is researched. Just dont know how :confused:

I usually build one or two of the old ones, so when a new warlord dies, I have a backup that can be upgraded quickly and be ready for battle soon after. So it can be used as a feature, though I would rather see it fixed. Another BUG/feature is the single Warlord Chief (s), which are being born instead of a Great General, though this seems very rare (in a recent game I got 12 GG and only 1 of them was a Warlord Chief (s)).

JEELEN
Jul 23, 2009, 09:57 PM
Check for the line

UnitClassUpgradeType>UNITCLASS_[unitname]</UnitClassUpgradeType>

in the UnitInfos.xml in Assets\XML\Units. (It defines to what unit a unit upgrades.)

vincentz
Jul 23, 2009, 11:32 PM
Check for the line

UnitClassUpgradeType>UNITCLASS_[unitname]</UnitClassUpgradeType>

in the UnitInfos.xml in Assets\XML\Units. (It defines to what unit a unit upgrades.)

Check the mod ;)

The problem is it is a national unit that already upgrades, but when the national limit runs out it will show the previously unit. A little bit like when you need a resource you dont have to build a unit then the previously unit (which upgrades to the first) will be buildable. If you get the resource then the second will "disappear", but if you loose that resource then the second will reappear.
What I need is a way to completely obsolete a unit, not just upgrade it to another one.

vincentz
Jul 28, 2009, 01:02 AM
updated to version 1.2

Added guilds and corporations
fixed sealanes
made industry upgrade longer

Sarkyn
Jul 28, 2009, 04:56 AM
I'm about 30% through a crackingly good Emperor game, and have actually just built my first guild master thingy - will this break my Save, Vincentz?

vincentz
Jul 28, 2009, 05:05 AM
yes, unfortunately it breaks savegames. It adds 6 new corporations (Corporations folder) that is not defined yet in the savegame, and also the Annual Fair resource for the Artist Guild (Guilds folder). So just dont copy those to the modules/projects/vincentz folder.
Other than that, it should be compatible with older saves.

JEELEN
Jul 28, 2009, 10:00 AM
Check the mod ;)

Will do. :thumbsup:

vincentz
Aug 02, 2009, 04:28 AM
Vincentz Mods almost have 1000 downloads in 1 month :D

So its time for another update. The following has already been incorporated (but not uploaded yet):

Changes 1.3

Junglecamp
Androids can build
Chance of finding resource like farm

Industry
Androids can build

Silent Hunter
Subs get flanking on transport types (50% of cavalry vs cannon)

Warlords II
Warlords with Army no longer "Special People"
Changed Warlords (Army) icons to blue background
Changed Warlords (Single) icons to green background
Made Warlords (Single) buildable (only 1 type per civ until joined)

Seaharvest
Added new workboat

If anyone can find/come up with further fixes/ideas I'll be happy to hear about it ;)

Sarkyn
Aug 02, 2009, 04:38 AM
Awesome. :-)

Downloads = Downloads +1.

One thought that did occur to me, if you're Fishing for ideas, is that the making of sea lanes seemed to take ages, and didn't speed up even into the modern era. Maybe it's time the Humble Workboat got a modern era replacement?

Especially with Jooyo's tunnels, we've got so many improvements for the sea now, that an identical worker unit but with more movement points and a faster work rate would be handy.

Earlier the better, for me, but even if it only appears at Androids level, that'd be good.

vincentz
Aug 02, 2009, 05:21 AM
good idea. I'll go fishing for boat graphics in the download section ;)

vincentz
Aug 02, 2009, 07:09 AM
Found this little ship :
http://forums.civfanatics.com/attachment.php?attachmentid=223171&stc=1&d=1249213938

Workboat : Req Combustion +steel and oil products. cost 5x old workboat, works 3x faster, 5 move (instead of 2) and 20 str. Cannot attack. Can be captured.

still to do list :

get boye graphics to work as modern sea lanes
get guilds' carpentry to give production bonus to catapult/trebuchet/wooden ships
try out industry give small chance of discovering manufactured resources
add the last 4 corporations + unique buildings (maybe in 1.4)

Sarkyn
Aug 02, 2009, 10:37 AM
I'm about to start a long game - is there any chance of a download of 1.3 (I'm happy to take the risk that it's not perfect :)

os79
Aug 02, 2009, 11:03 AM
I'm about to start a long game - is there any chance of a download of 1.3 (I'm happy to take the risk that it's not perfect :)

No! Please don't!

What about playing another mod for short while, then when Vincentz is ready, download it then? That is what I am doing now... playing Quot Capita. It is nice mod to play while waiting for good modmods to be updated.

Of course, if you, Vincentz, decide ot grant Sarkyn this favor, I will understand :D. :lol:
Politics is everywhere, including here :lol:.

NBAfan
Aug 02, 2009, 05:33 PM
I like the ship graphics. Please don't rush 1.3.;)

fearthereaper
Aug 04, 2009, 10:04 PM
I put the project file into the correct directory but nothing has changed in game.

vincentz
Aug 05, 2009, 09:08 AM
I put the project file into the correct directory but nothing has changed in game.

I assume your directory structure looks like this ?

....Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Projects\Vincentz

and you have updated to Bts 3.19 RoM 2.71?

Are there any other folders in the projects folder than Vincentz?

Which other mods did you install?

quibing
Aug 05, 2009, 09:15 AM
vincentz Any folder in a folder, Modules, may contain a module that will be loaded?
Folders custom units, civilization etc created just for organizing?
And yet, very good modmod. I like =)

vincentz
Aug 05, 2009, 09:50 AM
vincentz Any folder in a folder, Modules, may contain a module that will be loaded?
Yes, the importent thing is that it is a folder already in the Main MLF. With another MLF inside that folder you'll be able to make multible mods like f.ex. my vincentz folder containing multible mods.


Folders custom units, civilization etc created just for organizing?
Yes, the problem is that the MLF cannot be modulized meaning if one modmodder puts a mod into custom units and edits the custom units MLF and another modmodder do the same, then the mod that was last put in will overwrite the MLF making only the last mod installed.

quibing
Aug 05, 2009, 10:13 AM
vincentz
Thank you for the hint =)

fearthereaper
Aug 05, 2009, 11:46 AM
I assume your directory structure looks like this ?

....Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Projects\Vincentz

and you have updated to Bts 3.19 RoM 2.71?

Are there any other folders in the projects folder than Vincentz?

Which other mods did you install?

My folder structure is correct. I have both 2.71 and 3.19. There is no other folder in Projects. And i installed Jooyos mods to but those didn't work either.

vincentz
Aug 06, 2009, 05:35 AM
mmm. then I have no idea.

Maybe try reinstalling RoM 2.71 and my mods.

fearthereaper
Aug 06, 2009, 12:26 PM
i reinstalled and RoM and your mods but they didn't work again. Wish i knew what the problem is.

Sarkyn
Aug 06, 2009, 12:37 PM
You need to check your MLF files.

It is a change introduced in 2.71 by ROM itself. Sorry for the brevity of the answer, there's a thread in the stickies...

vincentz
Aug 06, 2009, 02:11 PM
You need to check your MLF files.

It is a change introduced in 2.71 by ROM itself. Sorry for the brevity of the answer, there's a thread in the stickies...

But it shouldnt matter with Vincentz Mods. I put it into a folder (Projects) that was already part of the vanilla MLF. Inside the Projects folder I have another MLF leading to vincentz, and if there is no other mod thats inside the Projects folder, then this file wouldnt be overwritten. Inside the vincentz folder I have yet another MLF that have all my mods included.

vincentz
Aug 07, 2009, 04:21 AM
i reinstalled and RoM and your mods but they didn't work again. Wish i knew what the problem is.

I can only think of two things. It could be either some old cache somehow not being renewed, or it could be a setting in the CivilizationIV.ini

Try deleting the content of C:\Users\your profile\Desktop\Documents\My Games\Beyond the Sword\

The game will recreate it, so dont worry, though it will delete any savegames you have.

To prevent that you could always just move the content elsewhere instead of deleting. If it doesnt solve your problem, then you can always just move it back.

zingleplatz
Aug 11, 2009, 10:26 AM
I'm having a problem. The artwork for the modpack isn't appearing for my game....any sugestions on how to fix it?

vincentz
Aug 11, 2009, 08:03 PM
I'm having a problem. The artwork for the modpack isn't appearing for my game....any sugestions on how to fix it?

Yes :) It is because of the location (almost 100% sure)

the file structure of the mods should look like this :

...Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Projects\Vincentz\MOD FOLDERS HERE

Sarkyn
Aug 13, 2009, 08:14 AM
An upload of 1.3 would be greatly appreciated.

By the way, I'm almost tempted to backtrack on my comments about making the 5xp warlords buildable. I'm playing an Epic game, and I have 6-7 Warlord-led units already, just from ones I've captured. Particular AI seem to use them quite heavily (are they supposed to be capturable, when the AI are clearly building them?)

vincentz
Aug 13, 2009, 09:26 PM
I'll upload it later today. Been kind of busy lately, and the main generator on the island broke down (again) so there is practically no electricity here. It will take at least a month to fix the generator (its Thailand ;)) so the planned changes will have to wait for 1.4.
I tried to play with the Warlords (single) being buildable, and I think its ok. The price is the same as Warlord (army) so its not a cheap/quick way of gaining that leader/xp.
I love the fact that AI build them and use them wisely. I saw one AI Warlord Captain with 60+ xp. Luckely it was my ally ;) They also dont dispand them when captured (like the workers) but ship them back to the main cities where they eventually join them with a unit. So I wont take that part out.

os79
Aug 15, 2009, 11:44 AM
1. How do I remove these (S) units because I'm not interested in them. I just love Melee Warlords. They are cool enough :D.

2. Is it your intention that after I finally get Warlord Captain, that I still can train Warlord Chief?

NBAfan
Aug 15, 2009, 01:43 PM
Vincentz, I am using 1.2 and I can't upgrade my Warlord chief to Warlord captain. I can build the Warlord captain. I love Melee Warlords to.:D

os79
Aug 15, 2009, 02:02 PM
Vincentz, I am using 1.2 and I can't upgrade my Warlord chief to Warlord captain. I can build the Warlord captain. I love Melee Warlords to.:D

There are limits, if you have 3 Warlord Captains, you can't upgrade Warlord Chief anymore till you either get Warlord Captain killed or disband him. Then you can upgrade the survivng Chief. Remember there is a national limit on each of Warlord unit.

zappara
Aug 16, 2009, 08:22 AM
I haven't kept up with your and AAranda's modmod changes so I got to ask if I need to add some new gamefonts for RoM v2.8? In case there's some icons still missing if both of your guilds/corporations and AAranda's corporations have been installed at the same time?

vincentz
Aug 16, 2009, 07:40 PM
I made these gamefonts (http://forums.civfanatics.com/attachment.php?attachmentid=221684&d=1248144612) that works with my guilds/corporations or my guilds+Aarandas corporations. It wouldnt be recommended to use them with both my corporations+aarandas corporations as aaranda is using a couple of my corporations in his pack.
I'm not sure if Aaranda actually use these gamefonts in his corps or if he still uses his old gamefonts, but I think he'll change them if they became part of "vanilla" RoM 2.8 ;)

NBAfan
Aug 16, 2009, 08:13 PM
There are limits, if you have 3 Warlord Captains, you can't upgrade Warlord Chief anymore till you either get Warlord Captain killed or disband him. Then you can upgrade the survivng Chief. Remember there is a national limit on each of Warlord unit. I forgot that. :p:blush:

vincentz
Aug 17, 2009, 07:52 AM
Well, sorry for the delay with uploading the 1.3 version, but I been kind of busy lately with diving with whalesharks and the purchase of a bar, so time has been scarcely. This means that I only tested the mod until 1800AD (Which in my case was just getting to submarine warfare.)
The next couple of weeks will be quite busy too, so I'll might as well upload 1.3 now, as I dont think I can find the time to do any playing nor modding.

Download Vincentz Mods 1.3 here. (http://forums.civfanatics.com/downloads.php?do=file&id=12751)

vincentz
Sep 07, 2009, 06:11 AM
http://forums.civfanatics.com/attachment.php?attachmentid=227186&stc=1&d=1252321832

JosEPh_II
Sep 26, 2009, 07:30 PM
Well a month has come and gone.

I have a simple question: How do I add your Jungle Camp to RoM 1.0?

I believe I would need to add the Load Module line to the RoM Config file. Then place your Jungle file in the Module folder?

This would be my 1st attempt at Modding RoM/BtS.

JosEPh :noob:

Afforess
Sep 26, 2009, 09:15 PM
Well a month has come and gone.

I have a simple question: How do I add your Jungle Camp to RoM 1.0?

I believe I would need to add the Load Module line to the RoM Config file. Then place your Jungle file in the Module folder?

This would be my 1st attempt at Modding RoM/BtS.

JosEPh :noob:

You would need to basically remake it. Vincentz's modmods are in WoC format, which means all the extra, unnecessary XML lines have been removed. You need to add them, since 1.0 didn't have WoC.

Hydromancerx
Sep 27, 2009, 10:05 PM
How much of these mods got into the new RoM 2.8 beta?

JosEPh_II
Sep 28, 2009, 01:56 PM
You would need to basically remake it. Vincentz's modmods are in WoC format, which means all the extra, unnecessary XML lines have been removed. You need to add them, since 1.0 didn't have WoC.


This applies even to Vincentz' 1st versions as well?

Afforess
Sep 28, 2009, 02:00 PM
This applies even to Vincentz' 1st versions as well?

IDK. I don't have copies of those. It shouldn't be hard to add the missing XML tags. Also, remember to use the standard BTS Schema's, not the ones that are in RoM now.

JosEPh_II
Sep 28, 2009, 02:12 PM
I can only try.

If it crashes......well at least I tried.

Edit: It might be moot now anyway as I seem to have deleted Vincentz earliest versions from my Library. :/

os79
Oct 17, 2009, 07:17 PM
I'm assuming you already know this but waiting on official 2.8 release.

So this is just a reminder, just in case:

JungleCamps need to be updated to include Clones

Industry, the same as above

Seaheavest, Zappara incorporated Modern Workboat (the same as yours?) and added Construct Ship, so it need to be updated.


Don't worry, I updated the modmods on my own, but it is just for other less knowledgeable users :D.

vincentz
Oct 18, 2009, 08:00 AM
yeah, I'm fine tuning the mods and those are on the list. I finally got a little time/energy to play a bit of RoM :)
Any other bugs/suggestions?

I will update it after I dl 2.8 (just filled my cell with 100 hours gprs today, so I'm ready when 2.8 is ;))

JosEPh_II
Oct 18, 2009, 02:05 PM
I'm trying to add your Jungle Camp to an Early Version of RoM (1.03). It's not modular.

Any help on how to add it would be greatly appreciated. I can't open the XML files cause when I do I get an Error msg that the files can't be read as XLS. Whatever that means.

Do I need to enable Custom Buildings under Assets\XML to house your files?

What about the terrain files? Should they be placed in the XML\Terrains folder?

What about the Schema files? Where should they go?

ArtDefines in the Art folder?

I really don't know what I'm doing. But I'm willing to try.

JosEPh :)

vincentz
Oct 18, 2009, 11:56 PM
Im very not sure, as I didnt get on the RoM train until 2.5, but I dont think it can be made modular, which means you'd have to copy the infos and place them in the original files. However there might have been changes/added to the tags, so you have to look it over to see if the xml infos are somehow simular to the original schemas. I can try look it over when I dont have hangovers, but I cant promise it will work, as I dont have RoM 1.03

strategyonly
Oct 19, 2009, 12:30 AM
I just noticed this thread about Jungle Camps, if you want them in plain format look at Next Advanced War, i have it included as a regular module.

os79
Oct 19, 2009, 05:47 AM
One more thing:

What will be your plans if you ever update your modmods that Zappara already incorporated? Will you warn us to remove "outdated" (if they ever get outdated, that is) modmod from their folder and install new updated modmod into Projects/Vincentz?

JosEPh_II
Oct 20, 2009, 06:28 PM
I just noticed this thread about Jungle Camps, if you want them in plain format look at Next Advanced War, i have it included as a regular module.

RoM1.03 doesn't use modules. I need a working Jungle camp and Tannery for RoM1.03, the Non Modular easy to use version. The original RoM "Lite".

RoM1.03 also does not have cart paths or Paved roads. They were introduced much later.

Looks like since RoM1.03 is Non Modular I don't have much chance of getting any of these improvements. You ModModders are all Modular oriented and I can't mod XML. Heck I can't even open any of the XML files. Get an error msg about XSL need updated to XML or vice versa, something like that anyway.

So until I have an epiphany or learn XML quess I'm sol, unless someone takes pity on a 57 yr old RoM'er. :sad:

JosEPh

Afforess
Oct 20, 2009, 06:32 PM
RoM1.03 doesn't use modules. I need a working Jungle camp and Tannery for RoM1.03, the Non Modular easy to use version. The original RoM "Lite".

Modular XML has been in Civ4 since BTS. You just need to turn on modular loading, and create a modules folder in the Rise of Mankind.ini.

RoM1.03 also does not have cart paths or Paved roads. They were introduced much later.

Looks like since RoM1.03 is Non Modular I don't have much chance of getting any of these improvements. You ModModders are all Modular oriented and I can't mod XML. Heck I can't even open any of the XML files. Get an error msg about XSL need updated to XML or vice versa, something like that anyway.

No, BTS has MODULAR loading.

Take a look at strategyonly's modules, or use mine. But modules DO work.

JosEPh_II
Oct 20, 2009, 06:35 PM
I tried it with the files you made me but it didn't work.

I'm grateful for those files, thank you so much. But I still havn't figured out the .ini and config file formats for it to work.

JosEPh_II
Oct 20, 2009, 06:45 PM
This is the RoM1.03 Config file:


[CONFIG]

; Modular XML Loading
ModularLoading = 0

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Rise of Mankind1.03

; Description of Mod
Description = Generic Mod


But it doesn't have an .ini file in the mod. Is this .ini created the 1st time I play it?

; Modular XML Loading
ModularLoading = 0
I understand that if I change the 0 to a 1 that Modular loading is enabled for this line.

I also understand that if I make a folder named Modules and place it in Assets, that is where I should place the files you made for me.

I guess it's finding the .ini file that is messing me up.

JosEPh

Afforess
Oct 20, 2009, 06:55 PM
This is the RoM1.03 Config file:


[CONFIG]

; Modular XML Loading
ModularLoading = 0

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Rise of Mankind1.03

; Description of Mod
Description = Generic Mod
But it doesn't have an .ini file in the mod. Is this .ini created the 1st time I play it?

; Modular XML Loading
ModularLoading = 0
I understand that if I change the 0 to a 1 that Modular loading is enabled for this line.

I also understand that if I make a folder named Modules and place it in Assets, that is where I should place the files you made for me.

I guess it's finding the .ini file that is messing me up.

JosEPh

Sorry yes, it's the config file you need to edit. Turn on Modular loading, create a modules folder, and try the modules I gave you.

JosEPh_II
Oct 20, 2009, 07:16 PM
I'll give it whirl this evening then.

Thanks. :)

JosEPh

JosEPh_II
Oct 20, 2009, 09:42 PM
Up to 600AD and neither Jungle camp nor Tannery ever showed up. Not even in world builder.

Some thing else is missing, or Assets\Modules is not the right path. :/

JosEPh

strategyonly
Oct 21, 2009, 12:38 AM
Up to 600AD and neither Jungle camp nor Tannery ever showed up. Not even in world builder.

Some thing else is missing, or Assets\Modules is not the right path. :/

JosEPh

Put a copy of YOUR modules with Jungle Camp in it here, so then maybe someone might take a look at it.

JosEPh_II
Oct 21, 2009, 05:50 PM
This the only Modules folder I have in RoM1.03.

And this is the Config file:



[CONFIG]

; Modular XML Loading
ModularLoading = 1

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Rise of Mankind1.03

; Description of Mod
Description = Generic Mod



I just noticed that after playing last night I now have 2 config files; 1 labeled Rise of Mankind (above posted config) and a 2nd labeled Rise of Mankind1.03

Rise of Mankind1.03 has this:



[CONFIG]

; Modular XML Loading
ModularLoading = 0

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Read Game options from XML, not .ini
ForceGameOptions = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Rise of Mankind1.03

; Description of Mod



There is now a Rise of Mankind .ini file too.

I uploaded it too.

Thanks for any help given.

Edit; I can't get it to upload though. :/
Edit2: Opened it with notepad. This is what it contains:


[CONFIG]

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Read Game options from XML, not .ini
ForceGameOptions = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Rise of Mankind1.03

; Description of Mod
Description = Generic Mod


JosEPh

Afforess
Oct 21, 2009, 05:52 PM
I would need to see the RoM 1.03 folder and the modules folder, then I can get it working.

JosEPh_II
Oct 21, 2009, 06:07 PM
RoM1.03 unzipped is 108Mb.

RoM1.0 zipped is 38,961KB

RoM1.03 Patch/update is 1.916KB

I don't think I can upload that much. Maybe I'm not understanding what you will need?

The XML folder is 13MB and the Python Folder is 687KB. The Art folder is 86MB. res and Sounds make up the last 2 folders.

There was still a site that zappara used that still hosts RoM1.0. I'll search for it. The RoM1.03 patch might be small enough to upload.

JosEPh

DRJ
Oct 21, 2009, 06:22 PM
we should have all earlier RoM versions in a torrent-base... (ok,ok I'll stop tormenting torrenting y'all)

JosEPh_II
Oct 21, 2009, 06:23 PM
Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Modpacks
Reload this Page [BtS] Rise of Mankind

The Alternate D/L site is Rapidshare it still has RoM1.0 hosted.

JosEPh

JosEPh_II
Oct 21, 2009, 06:25 PM
we should have all earlier RoM versions in a torrent-base... (ok,ok I'll stop tormenting torrenting y'all)

I agree.

I had almost all versions at one time. But in March when I built this new computer I purged a lot of the "betas" and accidentally some of the pre-1.0 versions.

:sad:

JosEPh

os79
Oct 21, 2009, 06:28 PM
RoM1.03 unzipped is 108Mb.

RoM1.0 zipped is 38,961KB

RoM1.03 Patch/update is 1.916KB

I don't think I can upload that much. Maybe I'm not understanding what you will need?

The XML folder is 13MB and the Python Folder is 687KB. The Art folder is 86MB. res and Sounds make up the last 2 folders.

There was still a site that zappara used that still hosts RoM1.0. I'll search for it. The RoM1.03 patch might be small enough to upload.

JosEPh

What about making the copy of RoM folder in Desktop, then going in it and deleting everything except for ini files and Assets folder.
Then going into Assets folder and delete everything except for Modules and XML folders?

That may help a bit.

os79
Oct 21, 2009, 06:31 PM
Forgot to add next steps:

Then zip that new RoM folder and upload it here.

JosEPh_II
Oct 21, 2009, 06:35 PM
Maybe it's the art folder that houses the problem?

In WB I looked for JC and Tannery in the Buildings list and they were not there. So if there's no art there may be no display?

@os79
Wouldn't it be easier just to D/L RoM1.0 from Rapidshare? And I can uplink the RoM1.03 Patch, I think.

JosEPh

JosEPh_II
Oct 21, 2009, 06:39 PM
I hope this works.

JosEPh

Afforess
Oct 21, 2009, 06:43 PM
Rapidshare link please? Then I'll use the patch, and see if I can't get it to work.

JosEPh_II
Oct 21, 2009, 06:47 PM
Okay here is what os79 suggested.

http://rapidshare.com/files/69931955/RiseOfMankind1.0.zip.html

Link to Rapidshare ^

JosEPh_II
Oct 21, 2009, 06:54 PM
I don't type as fast as most of you all. And I have Satellite DSL so uploads are slow.

Plus the uploads list at the bottom of my posts instead of the top. ;p

Remember I'm "Old and slow.......watch out!" :D

If you all can make this work (and I have supreme confidence in your abilities) it's gonna be Sweet!

Afforess
Oct 21, 2009, 08:21 PM
I downloaded RoM 1.0, but it seems to have bugs, because the clean RoM 1.0 Civilopedia won't even open for me, it gives python exceptions.

JosEPh_II
Oct 21, 2009, 08:30 PM
There were a total of 3 patches for 1.0 that zap put out. 1.03 being the culmination of the previous 2.

I didn't even look at the civilopedia. And I would have to go back to page 1 of RoM download thread to see what zap fixed/added back then.

The RoM1.03 patch zipped was 1900+KB when I uploaded it it was 1.87MB so hopefully it was all there. But I'm no expert by any means.

Afforess
Oct 21, 2009, 08:35 PM
I just tried RoM 1.0, before any modules or Patches, and the Civilopedia was broken.

JosEPh_II
Oct 21, 2009, 09:15 PM
I removed the Rise of Mankind config file leaving just the Rise of mankind1.03 config with Modular changed from 0 to 1. I tried to load the Mod. I got several XML error msgs about Paved Roads, Highways, electric rr etc and then it crashed with CIV BtS failed ...etc ...Send report to Microsoft? popup.

SO apparently last night I was playing 1.03 WithOut modules turned on. With Modules turned on now it's unplayable. (I removed the RoM config leaving just the RoM1.03 config file.) < sigh>

Is it a lost cause?

Civ Fuehrer
Oct 21, 2009, 09:19 PM
Do not lose hope JosEPH II, it's a fairly easy fix, but will need some time, patience and all the files needed to get regular RoM 1.03 working.

JosEPh_II
Oct 22, 2009, 05:15 PM
Jklmn

vincentz
Oct 22, 2009, 11:02 PM
2000+ downloads :woohoo:

If I had a dollar for each dl I would have.... mmm.... 764....no wait.... wait wait I got it.... 1.... 2... 3... 4... 5711.... no no thats not right...... mmmm...


I would be rich ;)

Afforess
Oct 22, 2009, 11:13 PM
If I had a dollar for each dl

...you could afford to have a T1 cable laid to your home? ;)

NBAfan
Oct 22, 2009, 11:21 PM
...you could afford to have a T1 cable laid to your home? :lol:
Congrats:clap::hatsoff:. Your modmod and Afforess' are essential.:king:

Munger
Oct 24, 2009, 09:30 AM
Vincentz, may I ask if you will be updating your mod to work with RoM 2.8 now that the full version is out? I know that some of the modules are included as standard but several aren't, such as Silent Hunter, Corps and of course the great Guilds mod. If so, any ETA?

Cheers. :)

vincentz
Oct 24, 2009, 11:47 PM
First I have to find out how to use torrents......

I noticed in Sid's post, that most people didnt use facebook, and in the RoM forum that most people would prefer torrents. Well. I have a facebook, and have no idea how to download a torrent. ;)

I have however been balancing my mods over the last couple of days, and as soon I check whether it works in 2.8 I will upload a V1.4. ETA 1 week.

Biggest issue in updating is the Guilds, as they require a lot of balancing. On Large or Huge maps they seem ok now, but as their output scale depending the mapsize I would love some feedback on them on giant or gigantic or medium and small.

I also keep running into the Warlord Chief (S) BUG where he will be born even in late games whenever enough combat experience is gathered. I really need to remove that Bug/feature as it is the acilles heal in my mods. There are a couple of other minor issues that needs to be fixed.

Civ Fuehrer
Oct 25, 2009, 12:19 AM
First I have to find out how to use torrents......


Just download the torrent file from the thread (http://forums.civfanatics.com/showthread.php?t=339734) then download this (http://www.utorrent.com/) and open the torrent file. Viola you have a downloading torrent.

cr0ws
Oct 25, 2009, 03:18 AM
First I have to find out how to use torrents......

I noticed in Sid's post, that most people didnt use facebook, and in the RoM forum that most people would prefer torrents. Well. I have a facebook, and have no idea how to download a torrent. ;)

I have however been balancing my mods over the last couple of days, and as soon I check whether it works in 2.8 I will upload a V1.4. ETA 1 week.

Biggest issue in updating is the Guilds, as they require a lot of balancing. On Large or Huge maps they seem ok now, but as their output scale depending the mapsize I would love some feedback on them on giant or gigantic or medium and small.

I also keep running into the Warlord Chief (S) BUG where he will be born even in late games whenever enough combat experience is gathered. I really need to remove that Bug/feature as it is the acilles heal in my mods. There are a couple of other minor issues that needs to be fixed.

I don't think it's necessary to use torrents for such small files, it'll just complicate the process, torrents is reliable for large files like 500 MB +.

Munger
Oct 25, 2009, 06:26 AM
I don't think it's necessary to use torrents for such small files, it'll just complicate the process, torrents is reliable for large files like 500 MB +.

Yep, agreed. A regular server download would be better in this case.

vincentz
Oct 25, 2009, 08:45 AM
For sure. It was the RoM 2.8, that I needed to figure out. It turned out to be a lot faster/easier than I thought. I will still use the CFC download database for my mods.

Munger
Nov 01, 2009, 07:00 AM
Any news on release for 2.8 Vincentz?

vincentz
Nov 01, 2009, 11:30 AM
Ran into crashes, gamefont problems, compability issues, the hole lot.
The future looks bleak, but as soon as I get rid of the Halloween hangovers then I'll start look it over.

Civ Fuehrer
Nov 04, 2009, 05:05 AM
Fun party?

vincentz
Nov 04, 2009, 06:46 AM
Hell yeah ;)

My girlfriend dressed up as a ghost, and myself as a zombie. We went to a great local place at first where everyone was dressed up, but my girls (I have a small bar with 5 bargirls) didnt like it, so we moved to a bigger place (with more tourists), where my GF and me where the only ones in costume :( But still a lot of fun, though I got toooooo drunk, which resulted in dancing (not a pretty sight) and a broken non-smoking promise.

The picture is from the first place, where they really worked on the atmosphere with crusifixes, old trees and pitholes with fire.

Civ Fuehrer
Nov 04, 2009, 03:11 PM
Nice.

But still a lot of fun, though I got toooooo drunk, which resulted in dancing (not a pretty sight) and a broken non-smoking promise.


Ehh, once you've seen Elaine dance (http://video.google.com/videosearch?hl=en&safe=off&client=firefox-a&rls=org.mozilla:en-US:official&hs=Van&resnum=0&q=Seinfeld%20Elaine%20dance&um=1&ie=UTF-8&sa=N&tab=wv#) from the Seinfeld show, it makes most all other 'bad dances' look good.:lmao:

Elucidus
Nov 04, 2009, 06:05 PM
Most... ;)

vincentz
Nov 15, 2009, 03:47 AM
Open sourced....

Dont have the time and energy for modding at the moment.
It is supposed to be raining season here, but it only rained two days, which means a lot of diving, drinking and working on my behalf.

So if anyone wants to mess with my mods, I hereby give permission.

If you should have any questions, I still do visit this forum, and will answer them at the best of my abillity.

Dancing Hoskuld
Nov 15, 2009, 03:54 AM
I noticed a mod which made corporations go obsolete yesterday but can't find it again. Might be useful for the Guilds.

os79
Nov 15, 2009, 07:39 AM
Open sourced....

Dont have the time and energy for modding at the moment.
It is supposed to be raining season here, but it only rained two days, which means a lot of diving, drinking and working on my behalf.

So if anyone wants to mess with my mods, I hereby give permission.

Could your modmods be ported into Afforesss' pack, like Jooyo modmods are now? That way, we have a qualified modmodder working on it, plus he could have a solution using SDK sources instead of just XML/python.

Munger
Nov 15, 2009, 10:55 AM
Could your modmods be ported into Afforesss' pack, like Jooyo modmods are now? That way, we have a qualified modmodder working on it, plus he could have a solution using SDK sources instead of just XML/python.

Yep, handing over to the omnipresent Afforess would be the logical option, assuming Afforess would be happy/have the time to take them over. Really Vincentz mods' are the only major ones still missing from Afforess' pack - it's already got everything else!

Afforess
Nov 15, 2009, 10:57 AM
Yep, handing over to the omnipresent Afforess...

http://ericatwitts.files.wordpress.com/2009/08/big-brother-is-watching-you1.jpeg

I plan on adding them to the next release, along with GeneralStaff's Civic Buildings.

Munger
Nov 15, 2009, 11:06 AM
LOL

I can't believe it took you just TWO minutes to read my post, find a suitable picture and post it. Omnipresent indeed!

Excellent news re adding the mod.

Dancing Hoskuld
Nov 15, 2009, 12:28 PM
The obsolete corporations mod is from The_J in his Simple Python Things thread in modcomps.

Afforess
Nov 15, 2009, 01:33 PM
The obsolete corporations mod is from The_J in his Simple Python Things thread in modcomps.

Eh, It's done in python, and I hate python. It's much more "unwieldy" than using the SDK IMO. I could probably whip up a new XML tag for obsolescence.

Just a question, why do we need corporations to go obsolete?

Elucidus
Nov 15, 2009, 01:47 PM
I think for the medieval guilds that act as corporations.

Afforess
Nov 15, 2009, 02:02 PM
I think for the medieval guilds that act as corporations.

Oh that makes sense.

Dancing Hoskuld
Nov 15, 2009, 02:24 PM
Yea, sorry. Vintcentz mentioned once that he thought that perhaps the Guilds should go obsolete but did not know how. When I saw this mod I thought of him.

IMHO Python is just as unwieldy as C but more modular (sort of) and both can be written in the most inefficient way.

Afforess
Nov 15, 2009, 02:32 PM
IMHO Python is just as unwieldy as C but more modular (sort of) and both can be written in the most inefficient way.

Sure, but python has a couple strikes against it...

1.) Python is slower than C
2.) The game engine is in C, Python can't add new XML, or read from it...
3.) I hate Python. ;)

Dancing Hoskuld
Nov 15, 2009, 02:45 PM
1. is false, if you are referring to computer run speed. The only time it is slower is when people code it badly.

2. Python can read interact with XML the builders of Civ just did not allow it to in Civ!

3. should be I hate C :).

Afforess
Nov 15, 2009, 02:54 PM
1. is false, if you are referring to computer run speed. The only time it is slower is when people code it badly.
True, I suppose I should be comparing code that is written as well as possible. Anyone can write code badly...

Empirically speaking though, C++ runs faster than python.

2. Python can read interact with XML the builders of Civ just did not allow it to in Civ!


I know. The J tried to get it to read some XML, I don't remember if he was successful or not.

3. should be I hate C :).

...

Maybe I'm just very strange, but C++/Java makes much more sense to me than python...

PsiCorps
Nov 27, 2009, 02:11 PM
Wasn't quite sure which thread to post this in so i'll post it here as this was the original modmod that brought in the issue.
Has the issue of Warlords being born instead of Great Generals been resolved yet?

NBAfan
Nov 27, 2009, 02:14 PM
Wasn't quite sure which thread to post this in so i'll post it here as this was the original modmod that brought in the issue.
Has the issue of Warlords being born instead of Great Generals been resolved yet?No, it has not.:(

iyyillius
Nov 27, 2009, 07:09 PM
when are we gonna see the corporations mod for 2.8?

os79
Nov 27, 2009, 07:37 PM
when are we gonna see the corporations mod for 2.8?

When Afforess figure out how to incorporate smoothly Vincentz' modmods to Afforess' AND :).

vincentz
Nov 28, 2009, 03:11 AM
when are we gonna see the corporations mod for 2.8?

You can use the corporation part from 2.71 (Vincentz mod)
Just make sure you delete some of the other folders, as they are either already in 2.8 (warlords, spies, junglecamp and industry) or are non compatible (guilds and sea harvest). The rest of the mods works fine.

winthrowe
Nov 28, 2009, 01:24 PM
You can use the corporation part from 2.71 (Vincentz mod)
Just make sure you delete some of the other folders, as they are either already in 2.8 (warlords, spies, junglecamp and industry) or are non compatible (guilds and sea harvest). The rest of the mods works fine.

But guilds is the one I'm wanting to be updated :)

vincentz
Nov 28, 2009, 10:32 PM
The problem with the guilds is with the icon swapping (gamefont.tga) and since my computer did an auto update my (not so legal) photoshop ceased to function. So until I do a reinstall, I cant look at the gamefonts :(

winthrowe
Nov 28, 2009, 10:44 PM
The problem with the guilds is with the icon swapping (gamefont.tga) and since my computer did an auto update my (not so legal) photoshop ceased to function. So until I do a reinstall, I cant look at the gamefonts :(

Well, Good luck with that, I await the update. I don't know how involved the work is, and how attached you are to photoshop, but have you heard of the gimp (http://www.gimp.org)? it doesn't have quite the same interface as photoshop, but I find it meets my limited image editing needs.

vincentz
Dec 02, 2009, 01:33 AM
A minor breakthrough with the GG bastard birth!!!!!!!

I cloned the vanilla GG into the warlords info files, and during testing where 109 GG was born only 1 was a Warlord Chief S.

I also removed the abillity to build Warlord S as they could be exploited to easely and the AI didnt want to build them.

(testing consisted of AI play overloading a medium continents map with 20 civs and lowering the threshold of GG to 1/10, which resulted in one of the AI's having 15 !!! military instructers in his capital ;))

However..... the placement of the mod is placed at the old location in Vincentz folder so the Warlords that came with 2.8 should be deleted and old savegames are not compatible....

os79
Dec 02, 2009, 02:15 AM
A minor breakthrough with the GG bastard birth!!!!!!!

I cloned the vanilla GG into the warlords info files, and during testing where 109 GG was born only 1 was a Warlord Chief S.

I also removed the abillity to build Warlord S as they could be exploited to easely and the AI didnt want to build them.

(testing consisted of AI play overloading a medium continents map with 20 civs and lowering the threshold of GG to 1/10, which resulted in one of the AI's having 15 !!! military instructers in his capital ;))

However..... the placement of the mod is placed at the old location in Vincentz folder so the Warlords that came with 2.8 should be deleted and old savegames are not compatible....

Thanks, will test it the next opportunity I get to play :D!

JosEPh_II
Dec 23, 2009, 02:21 PM
Abcde

JosEPh_II
Dec 24, 2009, 11:33 AM
Efghi

zappara
Dec 30, 2009, 06:12 AM
A minor breakthrough with the GG bastard birth!!!!!!!

I cloned the vanilla GG into the warlords info files, and during testing where 109 GG was born only 1 was a Warlord Chief S.

I also removed the abillity to build Warlord S as they could be exploited to easely and the AI didnt want to build them.

(testing consisted of AI play overloading a medium continents map with 20 civs and lowering the threshold of GG to 1/10, which resulted in one of the AI's having 15 !!! military instructers in his capital ;))

However..... the placement of the mod is placed at the old location in Vincentz folder so the Warlords that came with 2.8 should be deleted and old savegames are not compatible....I'll add your fixes to the next RoM version as well. :)

os79
Dec 30, 2009, 09:30 AM
I'll add your fixes to the next RoM version as well. :)

THANK YOU!

I'm playing with it personally, ad it is just awesome! Only bastard birth is a Noble by Generalstaff (but Afforess said he will hopefully fix it in his next upload), and I'm deep into Industrial Era Marathon sped.

Afforess
Dec 30, 2009, 11:32 AM
THANK YOU!

I'm playing with it personally, ad it is just awesome! Only bastard birth is a Noble by Generalstaff (but Afforess said he will hopefully fix it in his next upload), and I'm deep into Industrial Era Marathon sped.

Yeah, I fixed it by changing the requirements to spawn a GG. Before, it randomly searched the units to find a unit with leaderXP > 0. That was the cause of issues, since warlords give leaderXP. I added a new tag called bGreatGeneral and set it true for GG's and made it so it will only spawn units marked as a GG. :) It seems to work fine, GG's are still spawned and I have not seen a any mistakes.

46852
Jan 15, 2010, 05:46 AM
Is anyone planning to port Vincentz's Guilds module to 2.81 (or New Dawn)? It looks like a really nice and polished mod and I would definitely use it and even try to convert it to 2.81 if I had the time myself :(

Afforess
Jan 15, 2010, 07:58 AM
Is anyone planning to port Vincentz's Guilds module to 2.81 (or New Dawn)? It looks like a really nice and polished mod and I would definitely use it and even try to convert it to 2.81 if I had the time myself :(

The problem with the Guilds modmod is that they are really just corporations, and so far, there is no way to make corporations go obsolete. That said, I'm doing some testing on some changes that should allow me to force corporations to go obsolete with a tech, if it works, then I will include Guilds in AND. :p

Afforess
Jan 15, 2010, 01:58 PM
Vincentz, I do know how much you are on these days, but good news!

I finally added a ObsoleteTech tag for corporations, and it works perfectly!

So, I would like to add your Guilds to AND, if you don't mind. Also, when would you set the Obsolete Tech for all the guilds?

Hydromancerx
Jan 16, 2010, 12:25 AM
Vincentz, I do know how much you are on these days, but good news!

I finally added a ObsoleteTech tag for corporations, and it works perfectly!

So, I would like to add your Guilds to AND, if you don't mind. Also, when would you set the Obsolete Tech for all the guilds?

Well the Guild Hall is obsolete with Industrialism so perhaps these should go obsolete then too.

46852
Jan 16, 2010, 11:46 AM
Well the Guild Hall is obsolete with Industrialism so perhaps these should go obsolete then too.

Would be cool if the different guilds went obsolete at different appropriate techs. Might take time to balance them out though.

vincentz
Jan 17, 2010, 04:26 AM
@ afforess
You are more than welcome to put everything (not just the guilds) into AND.
There was however an unsolved Guilds issue with the gamefonts when 2.8 came out, and I havent really had time to fix it. I think when I made my mods that the structure of the files and folders could easely be picked up by another modder, but if you have any questions I'll try to visit CFC more often. Right now I'm just too busy running my bar to even start a Civ game, but hopefully I'll be able to mod again some day.

Afforess
Jan 17, 2010, 03:18 PM
@ afforess
You are more than welcome to put everything (not just the guilds) into AND.
There was however an unsolved Guilds issue with the gamefonts when 2.8 came out, and I havent really had time to fix it. I think when I made my mods that the structure of the files and folders could easely be picked up by another modder, but if you have any questions I'll try to visit CFC more often. Right now I'm just too busy running my bar to even start a Civ game, but hopefully I'll be able to mod again some day.

I will include Guilds in Beta4 then.

As for the bug with the Gamefonts, it wasn't your fault. It was a bug in WoC's SDK, which I have now corrected. Your guilds, and any extra resources no longer destroy the icons. :p

zappara
Jan 18, 2010, 08:41 AM
@ afforess
You are more than welcome to put everything (not just the guilds) into AND.
There was however an unsolved Guilds issue with the gamefonts when 2.8 came out, and I havent really had time to fix it. I think when I made my mods that the structure of the files and folders could easely be picked up by another modder, but if you have any questions I'll try to visit CFC more often. Right now I'm just too busy running my bar to even start a Civ game, but hopefully I'll be able to mod again some day.
RoM gamefonts are still missing some BUG icons (new project icons)... I think RevDCM is missing them still too (LoR probably too). There just haven't been anyone up to the tedious task of editing those font files (I'll probably have to edit them but I admit I don't like that task at all :lol:). I also would like to know more about the guilds issue - I can't remember reading about such thing.

PS. What vile stuff do you serve in your bar...? In case I need a drink after RoM is finished and if I'm wondering around that part of the world :D

vincentz
Jan 22, 2010, 05:55 AM
I'm planning a MojiThai where instead of Light Rum (Barcadi) and Cane sugar, it will be SangSome (a thai rum that taste really nice) and palm sugar (plus ofcourse mint and soda). Its a little bit sweeter but really nice in the heat. Another SangSome hit is with sprite, lime and redbull. Those can keep you going allllllll night ;) The thai beers taste like a mix of pilsner and coronas. Singha (Lion) and Chang (Elephant) taste as the first and Tiger and San Miguel as the later.
Across the street they serve Magic Mushroom shakes if you are into that kind, and I recently built a fence around our garden, so it is now possible to enjoy a spliff in a relaxed atmosphere.
And then I didnt even mentioned the ladies which for the sake of minors (as I recall it Afforess is only 18 ;)) would be better left out.
Oooh I tell ya: If Adam and Eve could have choosen between the Apple in the Garden of Eden or a night out at the Funky Monkey Bar, Koh Tao, we would all still be walking around naked ;)

edit. I almost forgot the less important stuff you can do on Koh Tao, like diving with Bull Sharks, turtles, whale sharks, blacktip and whitetip sharks and a bunch of other nice fishes plus lying on coconut shadowed sandy beaches and taking a swim in 30+ degree warm water. But all that is ofcourse only to fill in time between the visits to the Funky Monkey ;)

zappara
Jan 22, 2010, 08:17 AM
@vincentz

Sounds fabulous ;) Just even thinking about warms up me a bit - it's been really cold here whole week, today was -24 Celsius (-11F) when I went to work.

konradcabral
Jan 22, 2010, 08:54 AM
Zap, here in Rio we are having a regular summer week, 40º Celsius. Consider it when you're planning your vacation too (sorry vincentz :p).

vincentz
Jan 22, 2010, 09:15 AM
@vincentz

Sounds fabulous ;) Just even thinking about warms up me a bit - it's been really cold here whole week, today was -24 Celsius (-11F) when I went to work.

And I'm sitting here at 10pm in 35 celsius sweating, thinking about climbing into our beer fridge, closing my eyes and imagining that I'm in deep snow in Finland ;)

The thing I miss the most after 3 years in the tropics is to freeze a little bit once in a while.... I almost forgot how snow feels like, and my girlfriend has never seen snow in her entire life. Though -24 sounds maybe a little bit to cold ;)

civ_king
Jan 22, 2010, 09:49 AM
I'm planning a MojiThai where instead of Light Rum (Barcadi) and Cane sugar, it will be SangSome (a thai rum that taste really nice) and palm sugar (plus ofcourse mint and soda). Its a little bit sweeter but really nice in the heat. Another SangSome hit is with sprite, lime and redbull. Those can keep you going allllllll night ;) The thai beers taste like a mix of pilsner and coronas. Singha (Lion) and Chang (Elephant) taste as the first and Tiger and San Miguel as the later.
Across the street they serve Magic Mushroom shakes if you are into that kind, and I recently built a fence around our garden, so it is now possible to enjoy a spliff in a relaxed atmosphere.
And then I didnt even mentioned the ladies which for the sake of minors (as I recall it Afforess is only 18 ;)) would be better left out.
Oooh I tell ya: If Adam and Eve could have choosen between the Apple in the Garden of Eden or a night out at the Funky Monkey Bar, Koh Tao, we would all still be walking around naked ;)

edit. I almost forgot the less important stuff you can do on Koh Tao, like diving with Bull Sharks, turtles, whale sharks, blacktip and whitetip sharks and a bunch of other nice fishes plus lying on coconut shadowed sandy beaches and taking a swim in 30+ degree warm water. But all that is ofcourse only to fill in time between the visits to the Funky Monkey ;)
damn... spending your days drinking+snorkeling/SCUBA diving sounds like a whole lot of fun, what's the drinking age in Thailand?
@vincentz

Sounds fabulous ;) Just even thinking about warms up me a bit - it's been really cold here whole week, today was -24 Celsius (-11F) when I went to work.
Parts of the US are cold (not even counting Alaska) with lovely -35 Celsius (-50F) temperatures
Zap, here in Rio we are having a regular summer week, 40º Celsius. Consider it when you're planning your vacation too (sorry vincentz :p).
lol
And I'm sitting here at 10pm in 35 celsius sweating, thinking about climbing into our beer fridge, closing my eyes and imagining that I'm in deep snow in Finland ;)

The thing I miss the most after 3 years in the tropics is to freeze a little bit once in a while.... I almost forgot how snow feels like, and my girlfriend has never seen snow in her entire life. Though -24 sounds maybe a little bit to cold ;)

ROFLOL, Vincent, Come to California we have nice weather, The snow is only a 3 hour drive (Lake Tahoe) and it is like 20F there, nice and fun and if that is too cold you can go to SoCal and enjoy 70+ weather, where I am it is lovely 50F

Afforess
Jan 22, 2010, 11:27 AM
(as I recall it Afforess is only 18 ;))

Hey, 18 means I'm a legal adult! :p

vincentz
Jan 22, 2010, 09:58 PM
Zap, here in Rio we are having a regular summer week, 40º Celsius. Consider it when you're planning your vacation too (sorry vincentz :p).
I have an idea. Zappara goes to Thailand, I go to Rio (always wanted to see the carnival) and you go to Finland ;)

what's the drinking age in Thailand?
ehh.. 6... maybe less.... officially I think its 20, but hey, its Thailand.

ROFLOL, Vincent, Come to California we have nice weather, The snow is only a 3 hour drive (Lake Tahoe) and it is like 20F there, nice and fun and if that is too cold you can go to SoCal and enjoy 70+ weather, where I am it is lovely 50F

I love California. My sister used to live there for 6 years. I went there a couple of times (Incl lake Tahoe). It is propably 3rd on the list of places I could settle down.

Hey, 18 means I'm a legal adult! :p
Just illustrating that there might be minors on the forum, where xxx language would be highly improper ;)

Afforess
Jan 22, 2010, 10:09 PM
And I'm sitting here at 10pm in 35 celsius sweating, thinking about climbing into our beer fridge, closing my eyes and imagining that I'm in deep snow in Finland ;)

The thing I miss the most after 3 years in the tropics is to freeze a little bit once in a while.... I almost forgot how snow feels like, and my girlfriend has never seen snow in her entire life. Though -24 sounds maybe a little bit to cold ;)

Well, the one nice thing about Michigan is that you get to experience all 4 seasons, but not to hot, not to cold.:)

CivTbone
Jan 23, 2010, 08:27 AM
Hey Vincentz, Love your mods.

I've converted AAranda's Corporations into a modular format, and was doing the same for yours, so both can work side by side, and then people can add more corporations.

However, I ran into a minor snag. Some of the dds files have file path names hard coded in, which I need to strip out somehow. How did you do it, if you don't mind me asking? Reason I ask, is that if the files are in any other directory than projects/Vincentz/Corporations/Corps, they won't work.

vincentz
Jan 23, 2010, 09:11 PM
I think the its in the artdefine xml files.
If you could give an example I could pinpoint it.

CivTbone
Jan 23, 2010, 09:35 PM
I think the its in the artdefine xml files.
If you could give an example I could pinpoint it.

Well this is from the artdefines in the modular, but that's not the problem.

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_CORPORATION_MCDOWELLS_HQ</Type>
<LSystem>LSYSTEM_2x2</LSystem>
<bAnimated>0</bAnimated>
<fScale>0.25</fScale>
<fInterfaceScale>0.45</fInterfaceScale>
<NIF>Modules/Custom_Corporations/McDowells/Buildings/CorporationHQ_BM.nif</NIF>
<KFM/>
<Button>Modules/Custom_Corporations/McDowells/Button/BMHQ.dds</Button>
</BuildingArtInfo>

If I use Modules/Projects/Vincentz/Corporations/Corp in place of the path listed above, and the files are there, then they show up, no problem. Any other path where they may be, then pink squares. That's why I think it's the dds files themselves seem to be hardcoded in to Modules/Projects/Vincentz/Corporations/Corp path, and if it doesn't see itself there, then nothing.

civ_king
Jan 24, 2010, 03:16 AM
Well, the one nice thing about Michigan is that you get to experience all 4 seasons, but not to hot, not to cold.:)

you get all four seasons here too plus you can garden all year (I like to garden),

CivTbone
Jan 24, 2010, 04:17 PM
Hey Vincentz,

Ya don't have to figure it out anymore, I have resolved the problem. I have uploaded the Modular Custom Corporations v2 Final to my thread, which consists of your corporations and AAranda's, so they're all playing nicely with each other.

Thanks again for your mod!

vincentz
Jan 25, 2010, 02:11 AM
Hey Vincentz,

Ya don't have to figure it out anymore, I have resolved the problem. I have uploaded the Modular Custom Corporations v2 Final to my thread, which consists of your corporations and AAranda's, so they're all playing nicely with each other.

Thanks again for your mod!

And thank you for modulizing the corps. I think both Aaranda and myself could see the benefits of seperating them, but its a lot of hard work, and we were both to lazy to do so...

CivTbone
Jan 25, 2010, 06:43 AM
And thank you for modulizing the corps. I think both Aaranda and myself could see the benefits of seperating them, but its a lot of hard work, and we were both to lazy to do so...

You are quite welcome. I know about the hard work/laziness part, I'm like that too, heh. Apparently, I'll have to convert your guilds too, due to load order issues. Hope that bar of yours is going good.

Afforess
Jan 25, 2010, 02:21 PM
You are quite welcome. I know about the hard work/laziness part, I'm like that too, heh. Apparently, I'll have to convert your guilds too, due to load order issues. Hope that bar of yours is going good.
You might want to take at the look at the Guilds I included in AND. I added Text Key's for everything, so they are in a bit better shape then Vincentz... It will save you some time...:p

CivTbone
Jan 25, 2010, 07:15 PM
You might want to take at the look at the Guilds I included in AND. I added Text Key's for everything, so they are in a bit better shape then Vincentz... It will save you some time...:p

Yep, saves plenty of time. It's a good starting point.

vincentz
Jan 25, 2010, 10:56 PM
You might want to take at the look at the Guilds I included in AND. I added Text Key's for everything, so they are in a bit better shape then Vincentz... It will save you some time...:p

Nice. Did you put any text into them or just the key?

Afforess
Jan 25, 2010, 11:00 PM
Nice. Did you put any text into them or just the key?

Only English, but yes, they all have the proper text keys. It was no small feat, you had nearly 100 entries.... ;)

Zanatos
Jan 26, 2010, 07:15 PM
Does industry work in 2.8?

Afforess
Jan 26, 2010, 07:34 PM
Does industry work in 2.8?

Yes, but It's already included in 2.8 RoM by default.

vincentz
Mar 15, 2010, 08:06 AM
Only English, but yes, they all have the proper text keys. It was no small feat, you had nearly 100 entries.... ;)

Damn. Forgot about that. I just did it myself and that was quite a lot of work.

Is updating all Vincentz Mods to 2.9 plus adding a couple of extra mods and repairing those not working so well.

Updated All Schema files.

Added TEXT_KEYs for all units, build orders, buildings and promotions

Jungle Camp, where it was possible to built it on resources that didnt have jungle on.
Added chance of finding gems in jungle with jungle camp.
Added clones ability to build.

Industry. Added clones ability to build.

Changed name for the Warlord Privateer to Warlord Swashbuckler to avoid confusion with the Privateer ship.
Raised STR for Chief to 7 (6) and Captain to 14 (12)
Changed TechReq for Captain to Heraldry instead of Guilds.

Changed name for 007 to Top Secret Agent as 007 is a fictional character.

Added new improvements : Trade Post, Trade Market and Trade Center as an alternative to Cottages (less food, more trade). Can be build by workers and Trade Caravans (Hopefully this will spit out some AI caravans).

Added new Strategic Combat Gameplay :
New Promotion : Supplies. +1 Movement. Available with pottery. Granted with Granary.
Tactics Promotion : Granted with Barracks/Garrison
Added longer DCM Bombard Range for Sieges and Ships starting with Cannon and Early Destroyer
Added new Pathfinder promotion to scouts/explorers/adventurers giving them the ability to join armies giving them +1 Movediscount and +1 Visibility Range.

So the Vincentz Mods will now contain :

Secret Agents (Top Secret Agent (007), Special Agent and Agent)
Industry
Jungle Camp
Trade Improvements (Trade Post, Trade Market, Trade Center)
New Corporations (Will be expanded shortly)
Silent Hunter (Subs attacks transports first, destroyers defend against subs first)
Spy Sat & Project Thor (2 Satellites)
Warlords (5x2 new units)
Strategic Combat Gameplay

which means that if you install this pack you have to delete the 007, Agent, Special Agent, Industry, Jungle Camp & Warlord folder in the Modules directory.

I'm currently working on the Guilds making them diverse and adding Guild Halls for all the different guilds, starting with those that were too weak before. Only problem is the lack of free spaces for resources in RoM which I will upload a minor fix* for soon. The Guilds will be a separate download untill there is a permanent fix for the resources.

* The minor fix is simply deleting the 3 least relevant and least used resources in RoM which all come in late game : Smart Medicine, Fertilisers and Biofuel.

Afforess
Mar 15, 2010, 11:06 AM
I'm currently working on the Guilds making them diverse and adding Guild Halls for all the different guilds, starting with those that were too weak before. Only problem is the lack of free spaces for resources in RoM which I will upload a minor fix* for soon. The Guilds will be a separate download untill there is a permanent fix for the resources.


I got guilds to work with AND by creating a bunch of new XML tags that did the old job of the resources. I recommend you look into that instead.

vincentz
Mar 15, 2010, 11:57 AM
I might. I just kind a like to have it all XML'ed
Makes it more compatible and independent ;)

CivTbone
Mar 16, 2010, 09:46 AM
Looking good, Vincentz! Are you using the modular corporations/guilds I converted?

vincentz
Mar 16, 2010, 12:01 PM
Looking good, Vincentz! Are you using the modular corporations/guilds I converted?

The Guilds I think should be there as a whole package, I didnt see that you have made them modular.

The Corporations is a completely different story. I Haven't looked at mine yet, only replacing schema files, and making sure they were compatible with 2.9.

I have a couple of more ideas for corporations, and will definately have a look at the modular before continuing, but right now I'm replacing TXT_KEYS in the guilds which is 100+ and takes forever....

CivTbone
Mar 16, 2010, 10:18 PM
The Guilds I think should be there as a whole package, I didnt see that you have made them modular.

The Corporations is a completely different story. I Haven't looked at mine yet, only replacing schema files, and making sure they were compatible with 2.9.

I have a couple of more ideas for corporations, and will definately have a look at the modular before continuing, but right now I'm replacing TXT_KEYS in the guilds which is 100+ and takes forever....

Well, I couldn't get your corporations to work with AAranda's Corporations, so I made them both modular and bundled them together. That's the version in AND and in the OP of my Corporations thread.

Also, your guilds was also made modular ala corporations, to allow further additions in guilds, or corporations, or companies, or conglomerates, etc etc. I kept it pretty much the same otherwise. That version is in the OP of the Corporations thread of mine.

Afforess replaced your original Guilds included in AND with the modular version, and he made some changes to it, XML tags replacing resources, and I believe those changes works, although I've not had the chance to try it out.

So... the TXT_KEYS are already done in the modular guilds, heh. Just snag that, and call it a day. :D

gudal
Apr 16, 2010, 09:05 PM
Hey

Thank you for your great Warlords mod. However, I have a question. I have always gotten Warlords as part of RoM. Until 2.8, I could build Warlod (S) units in cities. In 2.9, however, I cannot. Is this intentional? I guess it is because the iCost is set to -1?

vincentz
Apr 16, 2010, 11:23 PM
In my latest update the warlords are set to Always Hostile, Hidden Nationality. Trust me, you don't want to build them anymore ;) However, be sure to lure them into your territory, cos it can be a hassle to get a newly caught warlord home to safety.