Afforess
Jul 18, 2009, 12:31 AM
This thread has been depreciated. Please go to my new forum. (http://forums.civfanatics.com/forumdisplay.php?f=369)
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View Full Version : Afforess's Modmods Afforess Jul 18, 2009, 12:31 AM This thread has been depreciated. Please go to my new forum. (http://forums.civfanatics.com/forumdisplay.php?f=369) Afforess Jul 24, 2009, 04:39 PM Rise of Mankind: A New Dawn Welcome to Rise of Mankind: A New Dawn! Table of Contents About This Mod Screenshots Full Features List Installation & Setup Frequently Asked Questions Bug Reports, Feedback, & More Credits & Thanks Afforess Jul 24, 2009, 10:04 PM (return to Table of Contents) About Rise of Mankind: A New Dawn Rise of Mankind: A New Dawn is an expansion of the existing, and incredibly popular Civilization 4: Beyond the Sword Mod, Rise of Mankind (http://forums.civfanatics.com/showthread.php?t=273373), by Zappara (http://forums.civfanatics.com/member.php?u=39704). Rise of Mankind attempts to simulate history, but was not intended to be a perfect historical simulator, like Rhye's and Fall of Civilization (http://rhye.civfanatics.net//showthread.php?t=315263) is; instead it follows mostly historical lines, but allows for those "What-If" scenarios to occur. Rise of Mankind serves as an expansion from Beyond the Sword, adding a huge new technology tree (http://dl.dropbox.com/u/49805/A%20New%20Dawn%201.74%20Tech%20Tree.png), putting great importance on buildings and creating infrastructure, along with incorporating other successful mods, Like Revolutions (http://forums.civfanatics.com/showthread.php?t=262937), Influence Driven War (http://forums.civfanatics.com/showthread.php?t=188007&highlight=Influence+Driven+War), Next War, and much more. The Goal of A New Dawn is to provide the player with the same enthralling experience that Rise of Mankind gave, without forcing any unwanted features or constraints onto them. This goal has been the central piece in all of A New Dawn development. Put simply, this means that every single feature included in A New Dawn is completely optional and totally and easily customizable. Other key changes to A New Dawn are improving the AI, exposing more information from the interface to the player, and improving turn times. Afforess Jul 25, 2009, 07:10 PM (return to Table of Contents) Screenshots Advanced Diplomacy Civilopedia Article: http://dl.dropbox.com/u/49805/AND/Advanced%20Diplomacy.png Guilds Civilopedia: http://dl.dropbox.com/u/49805/AND/Guilds.png Mastery Victory Screen: http://dl.dropbox.com/u/49805/AND/Victory%20Screen.png City Screen: http://dl.dropbox.com/u/49805/New%20Resource%20Bar3.png Defense Hover: http://dl.dropbox.com/u/49805/Defense%20Hover.png RoM Settings Page http://dl.dropbox.com/u/49805/Rom%20Settings.png Diplomacy Settings Page http://dl.dropbox.com/u/49805/Diplomacy%20Tab.png Effects of Castle Gatehouse http://dl.dropbox.com/u/49805/Civ4ScreenShot0190.JPG Building Upgrade Chains http://dl.dropbox.com/u/49805/Building%20Upgrade%20Chains.png Formations http://dl.dropbox.com/u/49805/AND/Formations.png Castle Improvements http://dl.dropbox.com/u/49805/Castle%20Improvements.png Personalized Map http://dl.dropbox.com/u/49805/Civ4ScreenShot0193.JPG New Random Events http://dl.dropbox.com/u/49805/Geothermal%20Power.png http://dl.dropbox.com/u/49805/Tyranny.png http://dl.dropbox.com/u/49805/Worker%20Strike.png Tech Tree (warning: large image): http://dl.dropbox.com/u/49805/A%20New%20Dawn%201.74%20Tech%20Tree.png Afforess Jul 27, 2009, 08:38 PM (return to Table of Contents) Full Features List Advanced Diplomacy Advanced Diplomacy adds depth and realism, making diplomacy dangerous and important for any player that wants to succeed. The AI is fully aware of all the new diplomacy options, and will trade for them, or in return for them. Embassies Embassies are a vital agreement that must be made before Open Borders or any form of alliance can be made with any other civilizations. Right of Passage Rights of Passage are a limited form of Open Borders. They only allow non-combatants and trade through the borders. Contact Players can sell contact with other civilizations, if they have not met the third party. Trading Workers Players can buy and sell workers on the market. Trading Military Units Heavy Military units, like Aircraft, ships, and siege machinery can be bought and sold to other players. Trading Corporation HQ's Players can sell and buy the headquarter of corporations. New AI Memories The AI will know when you start lots of wars between others, or when you backstab a good friend. Don't expect them to forgive you for being manipulative. However, deciding NOT to declare war when asked may grant you better relations with the targeted nation. Ruthless AI The Ruthless AI Gameoption will make the AI much more manipulative and harder to beat than normal or Aggressive AI. The AI will use techs and gold to hire war allies, often sparking small border disputes into raging world wars that ultimately will work to their advantage. Expect to be sneak attacked, or worse, blitzed, as the AI siezes poorly defended border cities, and gobbles up smaller city-states. The AI will remember your breaches of trust more keenly; it may be wiser to die an honorable death then become the next Benedict Arnold. Lastly; suspect every AI request; an ordinary map request may actually be a search for future attack sites, so be prepared for pre-emptive strikes. http://dl.dropbox.com/u/49805/AND/TotalWar.jpg Expanded Cities, Multiple Production & Multiple Research With the Larger Cities, your cities will expand to a third level of workable tiles at "Influential" culture. Your cities will be able to work 37 tiles, and become large powerhouses. Just be warned, unhappiness and unhealthiness will plague the cities, as their size spirals out of control. These expanded cities will likely take advantage of Multiple Production, which allows them, if they have enough overflow production, to build multiple units or buildings in one turn. Likewise, if your research becomes high enough, you could research more than one tech in a turn. Usable Mountains With Usable Mountains, every peak will give 3 :hammers:, and will become passable after the research of "Mountaineering". Mountains give +75%, the largest in the game, and become strategically important to research, especially if others already have the ability to cross them. A special promotion is available to Great Generals that allows them to cross peaks before researching Mountaineering, so that your armies can elude more backwards defenders and raid and pillage enemy land with easy. Defender Retreat With Defender Retreat, defending units that have a withdraw chance, and are not in a city have a chance, if possible, to retreat backwards towards a safe tile. (A safe tile is one where there are no enemy units around it in any direction). Dynamic and Fractional Experience Gain Unit XP is now saved in fractional values, and units gain experience dynamically, depending on their battle success and the odds. The less likely a unit will win a battle, the more XP it will receive, to a maximum of 6XP attacking or 3XP defending. Units will always receive a minimum of 0.25XP. In battle, the less health the units lose, the more XP the units can earn, so that players are forced to make more strategic attacks, and that players can no longer gain significant amounts of XP by attacking very weak units. Great Commanders Great Commanders replaces the ability for Great Generals to join with a unit, and instead, they lead units into battle by being near battles. If a great general is near or on the site of a battle they will earn 1XP each time your forces win (up to 5XP a turn), and can earn special Commander-Only promotions that apply to your entire nearby army. Great Commanders can help your units withdraw from one-sided battles, or give your forces the edge they need to destroy the enemy. Use their promotions to turn the tide, and the odds in your favor. Just don't be surprised when the AI uses them against you too! Fixed and Realistic Borders Fixed Borders stops enemy culture from shifting your borders, but only with certain civics. Yours, and enemy units can claim tiles and shift their allegiance to you, even without any culture. Forts now give off 1 culture per turn, and can be used to claim frontier land, before someone else does. Forts that have defending units in them also give off a Zone of Control, one tile around them. Enemy units that enter this zone of control will be forced to confront and attack the fort, or retreat out of the area. By strategically building forts, one could create a nearly impenetrable wall of forts, where all the choke-points where heavily defended forts. Realistic Borders causes culture to spread based on the terrain and features on the land, more quickly on grassland and plains, but slower over peaks and densely vegetated areas. Realistic Corporations Corporations are no longer state-controlled entities. While the State may own the city a corporation operates in, or the headquarters for the corporation, they can not control it's spread, except in extreme circumstances. No Executives or units that can spread corporations can be trained, except when using a civic that blocks foreign corporations. Corporations are no longer founded by units, buildings, or otherwise. Instead they are founded by a little bit of luck, and some strategy. Each turn, the game will check and try to found corporations if the conditions are right. It will favor cities that offer the best situation for the corporation, so having cities with most, or all, of the resources a corporation needs will prove beneficial. Being more technologically advanced helps to a small degree. Further, having civics that boost corporations that are beneficial will help too, but more on that later. The game will roll dice each turn to try to found the Headquarters, and if the roll beats the odds, one will be formed. Also happening each turn, every city checks for nearby corporations, (almost exactly the same religion spread works now) and will try to spread a corporation to your city. If your cities are more beneficial to the corporation, the faster they will expand. Having large road networks will help you expand corporations more quickly. Now that Corporation Spread is out of your control, there is one new factor in the player's control. Instead of paying "Maintenance" to corporations, you can decide to tax, or subsidize corporations. Subsidizing them will cost you money, but will cause corporations to favor your cities and spread more quickly to your cities. Taxing corporations will generate revenue for your nation but will slow corporation spread. If you tax corporations too much (compared to other nations), corporations may decide to close their businesses in your cities, and will not return until conditions improve. Corporations are now essentially state-less entities that will spread in your cities if you are receptive to their needs. You can use them to boost culture, production, or fulfill other needs, and generate an income too; all while reducing micromanagement for the player. United Nations Ever wanted to play with the UN, but hated when the AI used it to win the game? Use the United Nations gameoption, and the UN will still be active without Diplomatic Victory, and no one will be able to use it to win, but you can still have all the other normal votes. No Future Era Some players simply dislike the late game. It's understandable, because Rise of Mankind lasts about 100 years longer than Beyond the Sword does. The No Future Era option fixes that. The tech tree will hide all the tech's past the modern era (except for the Future Tech), and blocks players from getting futuristic technology. Afforess Jul 28, 2009, 01:36 AM (return to Table of Contents) Installation & Setup Download A New Dawn 1.74 (http://forums.civfanatics.com/downloads.php?do=file&id=12838) If you are using Vista or Windows 7, Either turn off your UAC (http://www.howtogeek.com/howto/windows-vista/disable-user-account-control-uac-the-easy-way-on-windows-vista/) or Right-Click on your Civilization 4 Beyond the Sword shortcut, enter the properties menu, and under the "Compatibility" tab, select "Run As Administrator". Download Rise of Mankind 2.92 (http://forums.civfanatics.com/showthread.php?t=243164) and un-archive it. Copy or Move the Rise of Mankind folder to your Mods folder. (Either located in Program Files, or Documents/My Games/BeyondTheSword/MODS) Run the A New Dawn Installer.exe (http://forums.civfanatics.com/downloads.php?do=file&id=12838) that you downloaded, it should ask for a destination, and the default one is wrong if you own Civilization Complete or the Steam Edition, make sure you set the destination as the the Rise of Mankind folder you just moved. You will recieve a "Wrong Folder" warning screen if the installer thinks you did not select the correct folder. Go back, and double check, and select the correct folder, and the error will go away. Install AND with the components you want. Launch BTS, load Rise of Mankind, and play! Afforess Aug 03, 2009, 09:24 PM (return to Table of Contents) Frequently Asked Questions I started up my game, but nothing appears different! Check your Civilopedia for a new section at the end labeled "A New Dawn Concepts". If it is there, everything installed correctly. If not, be sure you installed everything correctly. I installed A New Dawn correctly, but in game, the terrain flickers and is black! Although the cause is not known (I suspect users are running out of VRAM), the solution is either to remove some of the new civilizations from the Mega Pack out of the Rise of Mankind/Assets/Modules/Custom Civilizations folder OR only use FULL or LITE RoM. When I start the game up, the interface is all gone! I can't select anything! This occurs with bad installs. Go back to the Directions and try again. When I tried to install A New Dawn, I got an error message that said "bad end of central directory record" This occurs when the download is interrupted, which can happen for a variety of reasons. Redownload the mod and try again. What is a A New Dawn (AND)? A New Dawn is an expansion mod of Rise of Mankind There are features that I want/don't want. How do I turn them on/off? There are three ways to choose features in this modpack: The first one is through installation process. You will first choose from Lite, Recommended, Full or Custom. If you choose from Custom, there are list of features that you can choose from to be installed. Second, when you load the mod, you should go to Custom Game and go to the options below the default options there. There will be more features for you to choose from. Third, you will be able to use BUG Options Screen's tab named "A New Dawn". There will be even more features in there. Also, don't forget to check out other choices in other tabs as well. What if I don't like some of your features, can I play without them? Absolutely! I will never force users to play with a specific features. Every feature can be turned off or disabled. RoM plays slow on my computer, won't all this new content slow the game down even more? No! I've fixed most of the things that cause Rise of Mankind to play slower. Even if you install all the extra components, you should still experience a 10-20% speed boost from standard Rise of Mankind. I think I found a bug in A New Dawn, what do I do? Report it! A screenshot and/or a save, along with your A New Dawn.log (located in your base Rise of Mankind folder) would also be helpful. Will you add feature X to your Mod? I do take feature requests, as long as they are feasible. What features will be in your next version? I list all the new features in my beta's, check out that thread. (http://forums.civfanatics.com/showthread.php?t=344528) I'm still using Rise of Mankind 2.91 or older, will your modmod's work? No. A New Dawn is designed for Rise of Mankind 2.92 Is A New Dawn available in any other languages than English? Yes. Most of the text has been translated into German and French. Iff you can translate the text for me, I will gladly add it in the next version. How do I get A New Dawn to work on a Mac? Step 1: Throw your Mac out the nearest window Step 2: Buy a PC If I want to send you a donation, where do I send it? I can not take donations, but if you feel obligated to pay for this mod, send a donation to Amnesty International (http://www.amnesty.org/). Afforess Aug 04, 2009, 02:30 PM (return to Table of Contents) Bug Reporting, Feedback, & Forums Bug Reporting Report any bugs in my dedicated bug reports thread. (http://forums.civfanatics.com/showthread.php?t=344523) Include your "A New Dawn.log" file (located in your Rise of Mankind folder) Include a save, or screenshots, if applicable. FeedBack I always appreciate feedback on my work. You can post in this thread, or start a thread in my forum (http://forums.civfanatics.com/forumdisplay.php?f=369) for more detailed discussion. Forum Civfanatic's hosts a mod forum for Rise of Mankind: A New Dawn, open to all users to discuss my mod. (http://forums.civfanatics.com/forumdisplay.php?f=369) A New Dawn Custom Content There are a group of dedicated and talented modders creating new buildings, units, civics, and civilizations for A New Dawn. You can find most of them by searching in my forum, but here is a brief list of what is available: Moor's Civilization (http://forums.civfanatics.com/showthread.php?t=370911) HydromancerX's AND Modifications (http://forums.civfanatics.com/showthread.php?t=363058) Vincentz Infinite Projects (http://forums.civfanatics.com/showthread.php?t=359224) The United Modding Project (http://forums.civfanatics.com/showthread.php?t=363690) Generalstaff's Projects (http://forums.civfanatics.com/showthread.php?t=343985) StrategyOnly's Productions (http://forums.civfanatics.com/showthread.php?t=346030) Afforess Aug 05, 2009, 03:17 PM (return to Table of Contents) Credits & Thanks Mods & Modcomps: Rise of Mankind: Zappara RevDCM: Jdog5000 glider1 Phungus420 Better AI: Jdog5000 Fuyu Unofficial patch: Jdog5000 BUG & BULL: EmperorFool Ruffhi Vicinity Resource Code: Shqype Civic Flavor Code: Grave Mountains back to Service: NeverMind Larger Cities Jooyo Sea Tunnels: Jooyo CAR Speed Improvements: Stmartin Multiple Production: Denev Event Image Code: EmperorFool Promotion enter City code: Kael Avoid Unhealthiness & unhappiness: Jean Eclard Defender withdraw concept: Killmeplease Battlefield promotions concept: Killmeplease Great Commanders concept: Killmeplease Advanced Nukes Mod: Civ Fuehrer Early Buildings: GeneralStaff Civic Buildings: Generalstaff Fixed Borders: Dexy Improved Cultural Border Spread: Phunny Pharmer Original Civic Screen Code: StrategyOnly Mapscript Tools: Temudjin Building Upgrade Chains: KillTech Artwork: mechaerik hrochland Kathy jojoweb nitram15 Walter Hawkwood Arian Civ Fuehrer Dancing Hoskuld Darkstyx TechXltd General Coding Assistance: EmperorFool DavidAllen XienWolf God-Emperor Kael Sephi Alpha Testors: Os79 lichen8566 If you think I used your work, and didn't properly credit you, PM me. Taa Aug 12, 2009, 04:14 PM Good evening In your modpack I need to overwrite CvGameCoreDLL.dll and GlobalTypes.xml. Is that dependent on which of your mods Im using? Tore gregac Aug 12, 2009, 04:44 PM His mods are all compatible with each other, the overwrite files in each mod file set are exactly the same. It's also includes jooyos core dll information for compatibility with his mods Taa Aug 12, 2009, 04:50 PM ok...thanks you for the answer. The reason I ask is that I only gona use Castle Improvement Mod and Ice Breaker Mod. So do I need to install the CvGameCoreDLL.dll and GlobalTypes.xml if I only use this mods? Tore Xionn Aug 12, 2009, 05:00 PM ok...thanks you for the answer. The reason I ask is that I only gona use Castle Improvement Mod and Ice Breaker Mod. So do I need to install the CvGameCoreDLL.dll and GlobalTypes.xml if I only use this mods? Tore Nope. You can delete everything except for the two folders that you want. Just make sure to back up your own CvGameCore.DLL, because my installer forces you to install it. (Not that they change anything without the proper module folders, so It's really a wash.) Taa Aug 12, 2009, 05:25 PM Thanks for your help...I just dont want to make to many modifications to original files in ROM, because I have heard all kind og strange things happinig to peoples games after a while when they do. I also are running some other mods to ROM so I try to be carefull. Tore newzarb Aug 19, 2009, 09:43 AM Hey Afforess! I don't know if this has already been reported to you, but I'm getting the famous "waiting for other civilizations" loop each time I load a game (and apparently, only when I load a game, not when I play from a fresh start), even at turn 1. I tried uninstalling your modmods, and didn't have the problem anymore. After that, I reinstalled Realistic diplomacy and the problem was back. I did the same with Beautification project and result was the same so I guess it's a problem in the common files of your modmods. Any idea what could be the cause? Thanks in advance. Afforess Aug 19, 2009, 04:30 PM Hey Afforess! I don't know if this has already been reported to you, but I'm getting the famous "waiting for other civilizations" loop each time I load a game (and apparently, only when I load a game, not when I play from a fresh start), even at turn 1. I tried uninstalling your modmods, and didn't have the problem anymore. After that, I reinstalled Realistic diplomacy and the problem was back. I did the same with Beautification project and result was the same so I guess it's a problem in the common files of your modmods. Any idea what could be the cause? Thanks in advance. Interesting. So it doesn't matter which of my modmods, just any one of them in general cause it? That would lead me to suspect that it is a problem with the only file they have in common, the CvGameCore.dll. But could you be more specific about your circumstances, like how you uninstalled them. And also, can anyone else confirm this? However, I doubt that my modmods are the real cause of the problem, they may just be masking the real cause, as users from other mods like Quot Capita have the waiting bug and they don't use my modmods at all. They however, have the same base as RoM. newzarb Aug 19, 2009, 06:20 PM Well here's what I did: - Fresh RoM install - Installed Realistic diplomacy using your intaller - Started a new game - Saved the game before even moving a unit - Closed Civ 4 and reloaded it - Loaded that new game > infinite loop - Closed Civ 4 - Fresh install of RoM - Started a new game - Saved the game before even moving a unit - Closed Civ 4 and reloaded it - Loaded that new game > no infinite loop - Closed Civ 4 Then I did same as first step with Beatification project edit: another detail:the infinite loop occurs right when the game is loaded, not when I press enter to end turn. Afforess Aug 19, 2009, 07:23 PM Well here's what I did: - Fresh RoM install - Installed Realistic diplomacy using your intaller - Started a new game - Saved the game before even moving a unit - Closed Civ 4 and reloaded it - Loaded that new game > infinite loop - Closed Civ 4 - Fresh install of RoM - Started a new game - Saved the game before even moving a unit - Closed Civ 4 and reloaded it - Loaded that new game > no infinite loop - Closed Civ 4 Then I did same as first step with Beatification project edit: another detail:the infinite loop occurs right when the game is loaded, not when I press enter to end turn. Okay, thanks for that. Want to upload the bugged savegame along with a list of any other modmod's you're using? That wold be very helpful. Then I can run a debug on it. Afforess Aug 19, 2009, 07:28 PM Also, I would like you all (by you all I mean everyone who uses RoM modmod's) that I am not resting on my laurels and am actually working on another modmod. It is just lots bigger than any of my previous ones. If you do some digging on other forums, you might be able to figure it out... os79 Aug 19, 2009, 07:53 PM Separate topic: I'm merging CAR and RevDCM now. After I compile the new DLL and test it (hope it works!), I will attempt to merge your dll to CAR. But be warned, it is gruesome task to merge in one certain file called CvTeam.cpp because Revolutions make use of barbarians code and CAR modify about the same area of Revolutions, so it is hard... I'm slowly making progresss on that. If you, however, want to merge and compile on your own, just use Find and search for "Sanguo". It is his entries that are CAR's foundation. newzarb Aug 19, 2009, 08:22 PM Ok here's a save: Save (http://www.ff-heroes.com/images/bordel/civ4_bug.CivBeyondSwordSave) I'm not using any other modmod, just the basic RoM 2.71. Also I forgot to mention it, but when the game loads with one of your modmods installed, I get this: http://www.ff-heroes.com/images/bordel/civ4_bug.jpg If I click 'ok', the game keeps loading and I can play normally. Yesterday I played almost 100 turns in a row with your modmods loaded without a problem, but whenever I quit the game and reload, I get the infinite loop. I hope this helps. Right now I'm dead tired so if you need any more infos, you'll get them after I slept :p Afforess Aug 19, 2009, 10:46 PM Separate topic: I'm merging CAR and RevDCM now. After I compile the new DLL and test it (hope it works!), I will attempt to merge your dll to CAR. But be warned, it is gruesome task to merge in one certain file called CvTeam.cpp because Revolutions make use of barbarians code and CAR modify about the same area of Revolutions, so it is hard... I'm slowly making progresss on that. If you, however, want to merge and compile on your own, just use Find and search for "Sanguo". It is his entries that are CAR's foundation. Uh, okay. I looked at Cars DLL, but it seemed like too much work for me atm. I would be happy to help merge it with my DLL. However, the sources I posted on Jooyo's page are woefully out of date. Anyways, I was planning on getting Jdog5000 to merge it into RevDCM for us, since he's way better with SDK. Good luck though. @newzarb It looks like you're playing Civ4 in another language, non-english. At least, that's what it looks like. If this is true, that might be the problem, as my mods are only in English atm. (I'm monolingual; most Americans are.) Anyways, other than that, I'm not quite sure why you are having difficulties. newzarb Aug 20, 2009, 04:43 AM My game was indeed installed in french but to play RoM I had to switch to english. There's this line in _Civ4Config saying my game is currently in english: ; English(0),French(1),German(2),Italian(3),Spanish( 4) - Defaults to user-installed language Language = 0 But there's probably another place where the game remembers that the default language is french. riddleofsteel Aug 20, 2009, 11:26 AM Afforess, are your modmods compatible or in conflict with VincentZ's mods? Thank you. Afforess Aug 20, 2009, 11:40 AM My modmods are compatible with Vincentz mods. I play with them. @Newzarb, Have you tried uninstalling Civ4 and reinstalling in English? (Either that, or translating all of my text files to french.) riddleofsteel Aug 20, 2009, 11:44 AM Thanks for your fast reply, I just installed them, about to fire up the game and test. EDIT: I didn't want to bump the thread with a new reply, but I have a quick error to report. When I install your mods, Afforess, I receive a single xml error when loading plain old vanilla BTS 3.19. It says "N+ader Barbarian in Info Class was incorrect". This isn't the message verbatim, but its all I can easily remember. I can attach a screenshot if you'd like. Thanks. newzarb Aug 20, 2009, 12:42 PM Have you tried uninstalling Civ4 and reinstalling in English? (Either that, or translating all of my text files to french.) I'll try to reinstall all when I find some time and report to you. Afforess Aug 20, 2009, 01:18 PM Thanks for your fast reply, I just installed them, about to fire up the game and test. EDIT: I didn't want to bump the thread with a new reply, but I have a quick error to report. When I install your mods, Afforess, I receive a single xml error when loading plain old vanilla BTS 3.19. It says "N+ader Barbarian in Info Class was incorrect". This isn't the message verbatim, but its all I can easily remember. I can attach a screenshot if you'd like. Thanks. Strange, I've never seen that before (but then, I never load vanilla, I set BTS to load RoM by default. When I went and reset my Civ4.ini to load vanilla plain, I didn't get your error, so it must be for some other reason. (I use my own installer as well, so it can't be that.) Unless you installed the files in the wrong spot (It defaults to the right spot if you installed Civ4 the default way.) I can't imagine why else it would give you that error. riddleofsteel Aug 20, 2009, 01:29 PM Well, the installer wanted to go to C:\Program Files\... and I have the game installed as J:\Civ4\Beyond the Sword\Mods... I'll try again. Thanks. Afforess Aug 20, 2009, 02:01 PM Well, the installer wanted to go to C:\Program Files\... and I have the game installed as J:\Civ4\Beyond the Sword\Mods... I'll try again. Thanks. Okay, the installer looks for the default path, and if it isn't there, you have to manually adjust to so it knows where the Rise of Mankind mod is. riddleofsteel Aug 20, 2009, 04:22 PM Yes, that's exactly what I did and I got the error I mentioned. newzarb Aug 20, 2009, 07:49 PM So after reinstalling in english, both my infinite loop and my xml error are still there. I guess I'll just give up :( riddleofsteel Aug 20, 2009, 08:02 PM Hey, wait. I get the exact same error as newzarb except the tag in mine is different. The game goes on after I click OK, but in mine I get no looping. Afforess Aug 20, 2009, 09:19 PM Okay, I suppose there could be a problem with the installer, as I just switched to using a different program. Try the drag and drog method (http://dl.getdropbox.com/u/49805/Afforess%27s%20Addons.zip) on a fresh copy of RoM and tell me if you get the same errors, if not, then it is the installer. riddleofsteel Aug 20, 2009, 09:52 PM Drag and Drop method? Just did it, the exact same problem remains. Back to square one, I guess. My game is installed in english, so I'm not sure why the other fellow and I have almost the same problem. Afforess Aug 20, 2009, 10:27 PM Okay, I am pretty sure I know what the problem is. I am working on fixing it ATM, but for now, a simple hack to get it to work is to go into the RoM Assets folder and delete the CvGameCore.dll, and then go into the modules folder, delete the MLF_CIV4ModularLoadingControls.xml file, along with the Afforess folder. Then, reinstall using my installer. The problem is (and I will tell you when I have it fixed) that the new software's installer won't overwrite old files, and I changed all those files. My installer will replace the deleted files with newer versions. Afforess Aug 20, 2009, 10:44 PM Okay, I think I fixed my installer. Please redownload it and try it again. riddleofsteel Aug 20, 2009, 10:45 PM Well, damn. Thank you for putting effort towards this error, but I just followed your new instructions and then ran RoM. The error is still there when I get to InitXML. I tried clearing cache but that didn't help. Sorry if this is my fault. You don't have to rush for a fix on my account, I need to take a tiny break from Civ 4 anyway, methinks. Thanks again for your help. EDIT: Double damn, you responded like greased lightning. Trying again. Afforess Aug 20, 2009, 10:48 PM Sorry if this is my fault. Impossible. It has to be on my end. You don't have to rush for a fix on my account. Nonsense. I had a fatal error, and I'm glad you reported it. I just can't believe that it took 3 days from my switch to the faulty installer for someone to catch that. riddleofsteel Aug 20, 2009, 11:00 PM I wish I could give you good news. Uninstalled the modmod, ran the new installer and then went from vanilla BTS to loading RoM. The dreaded error is still present. I'm too tired to keep trying at this tonight, but I'll return fresh tomorrow. In the meantime, here is a quick snap I took of the error in all its glory. http://i28.tinypic.com/69ktq1.jpg Afforess Aug 20, 2009, 11:05 PM Okay, please go into your Rise of Mankind Assets directory and look at the date modified for the CvGameCore.dll. It should be 8/16/2009 at 11:53 PM. (I'm assuming that computers won't change the time stamp for different time zones and countries, but I could be wrong.) Also, if you haven't already, go to your civilization.ini and enable logging. (See Zappara's post on the main 2.X bug reports page for more indepth how to if you don't understand.), then try again and post your log files. (They should be somewhere in USERNAME\Documents\My Games\Beyond the Sword\Logs) That will help me a lot. riddleofsteel Aug 20, 2009, 11:15 PM Okay, I have a whole clutch of log files now. The log that contains the error I see is the file xml.log Should I just paste them here with a code tag? Otherwise they'd be huge. EDIT: In case I don't get back in touch with you tonight, errrr... today (its 12.18 am) I just attached a zip of my logs. EDIT2: I forgot to answer your first question. The CVGameCore.dll file I have is indeed dated 8/16/2009 @ 11:53PM Xionn Aug 20, 2009, 11:42 PM Afforess, when I downloaded you whole addon pack, something in it made it so that when you try to reload a save, Civilization crashes. I didn't have this problem until I downloaded and installed Afforess Addon Pack. I don't know what would cause this though, I've never seen this happen before. newzarb Aug 21, 2009, 05:23 AM XML error is gone for me! However I still get infinite loop. Heres the logs I had if it can help you: Logs (http://www.ff-heroes.com/images/bordel/Logs.7z) Afforess Aug 21, 2009, 11:00 AM Okay, I got a clean copy of RoM and loaded only my mods onto it, and can confirm both the XML glitch and the Save bug. I have fixed the XML glitch, as it was caused by me, I forgot to include two files. I have updated my installer to include these files. However, I have not yet fixed the Save Game bug, but am looking into it. Xionn Aug 21, 2009, 12:57 PM Afforess I figured out that the save bug is caused by your mountians mod. When I took the mountians mod folder out of my game files civilization didn't crash when I reloaded my save. Afforess Aug 21, 2009, 02:09 PM Okay, Thank you all for your patience, I believe I have solved all of the bugs. Please re-download my installer and reinstall. Tell me if any other problems occur. os79 Aug 21, 2009, 05:00 PM Can I have the sources of Jooyo and your mods? Since you modded on top of Jooyo's sources, I'm asking you :D. Btw, good news! I merged CAR into RevDCM dll. It is up at RevDCM's thread in Modpack forum. Now I want to merge your and Jooyo's sources in what I have here and then give it to you :D. Afforess Aug 21, 2009, 07:56 PM Can I have the sources of Jooyo and your mods? Since you modded on top of Jooyo's sources, I'm asking you :D. Btw, good news! I merged CAR into RevDCM dll. It is up at RevDCM's thread in Modpack forum. Now I want to merge your and Jooyo's sources in what I have here and then give it to you :D. Yeah, no problem. I attached my latest stable version, so a few things have been excluded (namely, food threshold modifier, and complex vassals, as the vassals don't seem to work, and Food Threshold modifier is not released to public atm.) I would love to see the sources on your finished product. And don't worry, I'm pretty good at commenting everything. I just hope you forgive my folder naming, as I have to keep all my different versions separate. 225288 Tell me if you have any problems. os79 Aug 22, 2009, 06:09 AM Yeah, no problem. I attached my latest stable version, so a few things have been excluded (namely, food threshold modifier, and complex vassals, as the vassals don't seem to work, and Food Threshold modifier is not released to public atm.) I would love to see the sources on your finished product. And don't worry, I'm pretty good at commenting everything. I just hope you forgive my folder naming, as I have to keep all my different versions separate. 225288 Tell me if you have any problems. Thanks. I will include my finished merge sources with the DLL when I upload here :). (Just look at .bak files in finished product and find the matching files and copy over to "upload" source folder, is that what you want, right? Yes, I use WinMerge. It is easy but as I learned, I had to be very very careful to read what are compared and look above and below the comparations to be SURE I have codes I want to merge. That was how I finally merged CAR in with Revolution and BBAI codes standing in the way. Yeah, I can had used Notepad++, downloaded it even, but I found that WinMerge is easier as I'm not coding anything (yet!) Anyway, off to work on two projects :D! os79 Aug 22, 2009, 08:33 AM Here is the dll with CAR merged in! :D Also, I realized that I merged your sources in so that mean I don't think back up files matchup I described above is practical. So I include in the upload the folder including all sources minus two folders. In other words, all .h and .cpp files plus the dll outside of the folder. Enjoy! :D Schwarzbart Aug 22, 2009, 10:24 AM Have a problem Loading the Castles Part of your mod :( something about iDCMAirbombMission is used in Castles_CIV4BuildingInfos.xml but not decleared in DTD. Line 201,24 (Hopfull I translated the Error Message correct from German to english) Afforess Aug 22, 2009, 11:19 AM Have a problem Loading the Castles Part of your mod :( something about iDCMAirbombMission is used in Castles_CIV4BuildingInfos.xml but not decleared in DTD. Line 201,24 (Hopfull I translated the Error Message correct from German to english) That's strange, that line shouldn't give any issues. However, until my next patch/release, if you want to play with the castles, just open "Castles_CIV4BuildingInfos.xml" in notepad or wordpad, or any word editing software, go to line 201 (the line that says "<iDCMAirbombMission>2</iDCMAirbombMission>") and delete that line. It won't hurt anything. If you screw it up, just reinstall and try again. However, this line shouldn't be giving errors, so I wonder if you installed my modmods to the right folder. riddleofsteel Aug 22, 2009, 11:20 AM I emerge from my exhaustion induced coma to bring you glad tidings from the battlefield. Apparently, Afforess, your newest installer fixes my problems. I want to thank you for the time you took to help me and others who might have had this same problem. I raise a cold beverage in your name. os79 Aug 22, 2009, 01:37 PM It works great and it even makes 18 civs map scenario tolerable FINALLY! Now I'm in mid-Classical Age and it is going ahead at good pace :D. riddleofsteel Aug 22, 2009, 04:11 PM Hey OS79, how does your merged dll/sources download work? Do I have to copy over the dll on top of the default RoM one? Afforess Aug 22, 2009, 07:13 PM Hey OS79, how does your merged dll/sources download work? Do I have to copy over the dll on top of the default RoM one? Correct. My installer will just write over the existing one, as it only adds to the existing one. os79 Aug 22, 2009, 07:35 PM Hey OS79, how does your merged dll/sources download work? Do I have to copy over the dll on top of the default RoM one? My DLL that has CAR merged can overwrite the original RoM dll OR Afforess' dll unless he assimilated my dll in his installer. If so, it doesn't matter which one you use :). Afforess Aug 22, 2009, 07:36 PM Here is the dll with CAR merged in! :D Also, I realized that I merged your sources in so that mean I don't think back up files matchup I described above is practical. So I include in the upload the folder including all sources minus two folders. In other words, all .h and .cpp files plus the dll outside of the folder. Enjoy! :D Okay, I just looked at your sources, and compiled my own version, to make sure everything was there. It compiled okay, but I got a lot of warnings about unreferenced local variables. Is this normal? EDIT: and OX79, way to steal my thunder on the above post, I was just seconds behind. :) riddleofsteel Aug 22, 2009, 09:48 PM I copied the DLL file in the merged download over the default dll that comes with RoM. I noticed that when I click 'End Turn' there's a longer delay before my next turn starts, at least it's longer seemingly than it was before I copied in the CAR merged version. What could cause this? I am thinking it's because I am using the PerfectWorld map script. I was having a perceived problem with PerfectWorld, but I just thought something was wrong because the map took about 4 minutes to load, when I thought it used to load in seconds in my old install of BTS. Any thoughts? As a side note, is there anyone making/or plans to make an ethnic texture pack for cities and units to be used with RoM? Afforess Aug 22, 2009, 10:38 PM Updated! My modmodpack now includes the CAR mod which decrease turn times by ~15%. (less in early games, more in the late game.) This will definitely improve late game play times. Many thanks to Os79, who did that work for me. Also, now, If players uncheck the option for the Mountains Mod, the game plays correctly. (Thanks to Sarkyn, who complained until I added support.) If you want more gory details, please ask. This update is not compatible with previous saves. @riddleofsteel, PerfectWorld just takes a lot longer to load. This is normal, but once the map is set up, turn times should be the same as, or faster. However, I doubt you happened to use the right DLL, which could lead to other issues. I recommend you just update to the newest version of my modmodpack, which now includes CAR too. riddleofsteel Aug 22, 2009, 11:06 PM Hey, I just removed the previous version and installed from your newest installer. Muuuuuch better with the post-turn delay. Thanks again. os79 Aug 23, 2009, 05:25 AM Okay, I just looked at your sources, and compiled my own version, to make sure everything was there. It compiled okay, but I got a lot of warnings about unreferenced local variables. Is this normal? I got these warnings too. But it compiled successfully without any errors so I went ahead and playtested it till mid-Classical Age and preparatory to conquer Mongolia north of China in 18 civs map scenario. I have a huge army ready to conquer. To summarize the above, no crashes so far. Nothing happened to worry me about the warnings. Edit: Sorry for late response. It is because of electrical outage last night. os79 Aug 23, 2009, 05:30 AM Many thanks to Os79, who did that work for me. No prob :D. And many thanks to CAR modder himself too (http://forums.civfanatics.com/showthread.php?t=332196)! Schwarzbart Aug 23, 2009, 06:17 AM Thanks Afforess, your new Version works now without geting the error I described bevore. Sarkyn Aug 23, 2009, 07:48 AM Bonjour Afforess, Will this new release work with Standard Mountains (modmod-mod) that you made especially for me ? Or should I stick to the DLL release in that thread until you tell me otherwise? :) Cheers! Afforess Aug 23, 2009, 08:46 AM Bonjour Afforess, Will this new release work with Standard Mountains (modmod-mod) that you made especially for me ? Or should I stick to the DLL release in that thread until you tell me otherwise? :) Cheers! Added new dependencies in case players wish to play w/o Mountains Mod. As long as you don't have any saves you don't mind losing. But make sure you delete the Standard Mountains folder first, as it is no longer necessary. Then, when you install my modmod's, uncheck "Mountain Mods" if you don't want it. If it is unchecked, It installs a different CvGameCore.dll, and different files, but under the regular Mountain Mod folder in Afforess, instead of Standard Mountains folder. (to keep consistency.) JosEPh_II Aug 23, 2009, 09:03 AM A new one already! My head is spinning! ;) Guess I need to re D/L then huh. :rolleyes: :D JosEPh Edit: real dumb question: if my main HD is my E: drive will your installer know to install there? Or do I need to place your installer in the RoM Mod and then install? Afforess Aug 23, 2009, 09:22 AM Edit: real dumb question: if my main HD is my E: drive will your installer know to install there? Or do I need to place your installer in the RoM Mod and then install? You can use the installer anywhere, but you will have to change the directory it installs in to E:/WhereverCivilizationBeyondtheSwordis/Mods/Rise of Mankind Sarkyn Aug 23, 2009, 10:15 AM As long as you don't have any saves you don't mind losing. But make sure you delete the Standard Mountains folder first, as it is no longer necessary. Then, when you install my modmod's, uncheck "Mountain Mods" if you don't want it. If it is unchecked, It installs a different CvGameCore.dll, and different files, but under the regular Mountain Mod folder in Afforess, instead of Standard Mountains folder. (to keep consistency.) Your efficiency knows no bounds. :) Afforess Aug 23, 2009, 10:27 AM Your efficiency knows no bounds. :) Thanks. I just got the Multiple Production Modcomp merged and tested it, and it works, so I may update again soon... os79 Aug 23, 2009, 11:01 AM Thanks. I just got the Multiple Production Modcomp merged and tested it, and it works, so I may update again soon... Description? Or do I have to wait for your next brilliant modmod? :D EDIT: Forget it, found the modcomp. Interesting... Afforess Aug 23, 2009, 07:49 PM Updated! Now includes the Multiple Production Modcomp and War Prizes Modcomp. (Don't worry Sarkyn, I kept the non-Mountain Mod DLL up-to-date as well.) os79 Aug 24, 2009, 07:01 AM Hey, War Prizes looked interesting but when I checked the modcomp, it said it was python based. Any idea if it is possible to convert it to SDK because I don't like python codes because they slow down the game. Afforess Aug 24, 2009, 01:27 PM I think you are getting python and python callbacks confused. Python code slows down the game like ~0.1% (Minuscule), but python callbacks, which are checked EVERY turn slow the game down tons. War Prizes has no python callbacks, and the code itself is rarely run, (only during naval combat), so I think your fears are unfounded. Of course, that's just me. But if you want to avoid python, by all means, don't play with it. It's only a minor feature. os79 Aug 24, 2009, 06:11 PM I think you are getting python and python callbacks confused. Python code slows down the game like ~0.1% (Minuscule), but python callbacks, which are checked EVERY turn slow the game down tons. War Prizes has no python callbacks, and the code itself is rarely run, (only during naval combat), so I think your fears are unfounded. Of course, that's just me. But if you want to avoid python, by all means, don't play with it. It's only a minor feature. Thanks for clarifying. Okay, I will play with it :). Don't worry overmuch, I like you r modmods. They show your brilliance :D. os79 Aug 26, 2009, 07:12 AM Would you be so kind to post your latest sources in first post. I am working on merging in one more feature for Limiting Civs to Certain Eras by Tholish. I want to test it in RoM with BarbCivs on. If it works, I will post that new modmod in this thread. Thanks! Afforess Aug 26, 2009, 02:02 PM Would you be so kind to post your latest sources in first post. I am working on merging in one more feature for Limiting Civs to Certain Eras by Tholish. I want to test it in RoM with BarbCivs on. If it works, I will post that new modmod in this thread. Thanks! Absolutely. os79 Aug 26, 2009, 06:40 PM Absolutely. Thanks! :D os79 Aug 26, 2009, 08:15 PM Go here (http://forums.civfanatics.com/showpost.php?p=8400372&postcount=1739) for improved sources of RevDCM and CAR. This time, finally, no warnings like before where it was 24 or so warnings. You can use it to merge in your sources for "better" dll. I doubt we will even see any change but at least we can have better nerve comfort instead of nervous waiting for report on CTD because of one of these warnings! Afforess Aug 26, 2009, 08:19 PM Thanks. I wondered about those errors... Bezhukov Aug 28, 2009, 04:56 PM What's up with the 100% maintenance penalty for the default Ideology civic? On top of the 100% penalty from the default government civic, this makes Deity unplayable. Pls add an early option or two or adopt the Future Civic default (i.e. nothing). Afforess Aug 28, 2009, 05:34 PM What's up with the 100% maintenance penalty for the default Ideology civic? On top of the 100% penalty from the default government civic, this makes Deity unplayable. Pls add an early option or two or adopt the Future Civic default (i.e. nothing). There is no maintenance penalty for the first ideology civics, because when you start the game, you don't start with an ideology. You adopt one as the game progresses. And if I remember correctly, the highest maintenance ideology is Socialism, and it adds only 30%. Hydromancerx Aug 28, 2009, 08:08 PM I noticed in the normal no modmod version that things like an axeman or bazaar require that you have the resources before they allow you to make the unit or building. But with this combo pack it "nerfs" this. I really enjoyed that and I have been trying to figure out which mod in the pack is responsible for it. I thought it was the "Resource Refinement" one but it still did it. Please tell me which mod I should not include so they will require resources for specific buildings and units. Bezhukov Aug 28, 2009, 08:20 PM The civic screen for ideology shows +100% number of cities and +50% distance I believe. I was down to 30% science at two cities and 4 units. I'm also getting regular crashes. The attached game has ideology civics disabled. Afforess Aug 28, 2009, 08:48 PM I noticed in the normal no modmod version that things like an axeman or bazaar require that you have the resources before they allow you to make the unit or building. But with this combo pack it "nerfs" this. I really enjoyed that and I have been trying to figure out which mod in the pack is responsible for it. I thought it was the "Resource Refinement" one but it still did it. Please tell me which mod I should not include so they will require resources for specific buildings and units. That's a bug, not a feature. I just checked, and strangely enough, it has to do with my (or Jooyo's, possibily) SDK changes... I'm working on it. I'll tell you when its worked out. The civic screen for ideology shows +100% number of cities and +50% distance I believe. I was down to 30% science at two cities and 4 units. I'm also getting regular crashes. The attached game has ideology civics disabled. Um, that doesn't make sense. How can Ideology even show up if you have ideology disabled? Hydromancerx Aug 28, 2009, 08:57 PM Thanks for the quick response. I am glad i could accidentally find a bug for you. Bezhukov Aug 28, 2009, 10:01 PM That's a bug, not a feature. I just checked, and strangely enough, it has to do with my (or Jooyo's, possibily) SDK changes... I'm working on it. I'll tell you when its worked out. Um, that doesn't make sense. How can Ideology even show up if you have ideology disabled? I played a game where my sci was at 25% with two cities and four units (I checked the civics screen, and under ideology it listed the maintenance penalties), so I moved the Ideology folder to Unloaded Mods. I created a new game, and started getting repeated crashes, so attached that game. The only mods it has are the Vincentz mods in addition to your own (sans ideology). Afforess Aug 28, 2009, 10:43 PM I played a game where my sci was at 25% with two cities and four units (I checked the civics screen, and under ideology it listed the maintenance penalties), so I moved the Ideology folder to Unloaded Mods. I created a new game, and started getting repeated crashes, so attached that game. The only mods it has are the Vincentz mods in addition to your own (sans ideology). I don't know what to tell you about your save. I ran it for 110 more turns, no CTD's, nothing. I can upload a later save if you want, to prove it. A screenshot for the Ideology bug would be helpful. And if your CTD's give any kind of a warning or error message, that would be useful in tracking down elusive bugs. Bezhukov Aug 29, 2009, 10:15 AM I don't know what to tell you about your save. I ran it for 110 more turns, no CTD's, nothing. I can upload a later save if you want, to prove it. A screenshot for the Ideology bug would be helpful. And if your CTD's give any kind of a warning or error message, that would be useful in tracking down elusive bugs. Thx for checking it out. I'll get a screenie for you. As for error messages, how do I record those? Afforess Aug 29, 2009, 10:18 AM Thx for checking it out. I'll get a screenie for you. As for error messages, how do I record those? Screenshot for errors, or just plain memory, if they are easy to remember. Bezhukov Aug 29, 2009, 10:57 AM I created a new game with the full Afforess mod installed. The default ideology civic is evidentally Despotism (or whatever the default gov civic is called now days). That's what comes up on the civic screen (without the name), and my capital is getting +20% food, which is what one would expect if Despotism were doubled. I reloaded the autosave (without the Ideology civic mod), and got a crash in three turns. It happens during AI turns, and gives no error message except asking whether I'd like to notify Microsoft. I'm playing with Vincentz mod pack, and no Revolutions. Latest RoM. Base RoM never crashes for me any more. Afforess Aug 29, 2009, 12:35 PM I've found and fixed the ideology bug. The fix will be in the next version. Sadly, it looks like the next version will be all bug fixes and no new features... BobTheBull Aug 30, 2009, 08:30 AM I have been working on my own modmod of RoM2, including things such as Terraforming, Mountains, Multiple Production, etc. I have found that between your addon and Jooyo's addon pretty much everything I want to add is there, although there are some things in each I do not want to use. No problem, as both addons allow you to pick and choose; kudos to you and Jooyo both for excellent work. But, both of you use a custom SDK, if I am not mistaken. How can I use both addons at the same time, besides merging the SDK's that is? Oops! Should have read the the whole post, it answered that question. Question now is what happens if I use v.1.22 with the latest Jooyo mod, which I think is still 1.18? Afforess Aug 30, 2009, 01:14 PM Oops! Should have read the the whole post, it answered that question. Question now is what happens if I use v.1.22 with the latest Jooyo mod, which I think is still 1.18? Version numbers are the biggest joke in computing ever. How do we figure them out? I just make them up as I go along. Jooyo's last version was 1.18. All of his changes are in mine. Our version numbers are not the same, mine started at 1.00, but still included Jooyo's 1.18 changes. They are different. Short version: All of Jooyo's DLL is included in mine. You don't need his. JosEPh_II Aug 30, 2009, 01:39 PM @Afforess I want to use your add-ons for my next 2.71 game. That being said if I don't use the REV option in 2.71 will it affect any or all of your add-ons? I havn't read the whole thread to find out, that's why I'm asking. JosEPh Afforess Aug 30, 2009, 02:07 PM @Afforess I want to use your add-ons for my next 2.71 game. That being said if I don't use the REV option in 2.71 will it affect any or all of your add-ons? I havn't read the whole thread to find out, that's why I'm asking. JosEPh Most of the thread is just bug reports, and me replying to them... Only the OP is worth reading. Not using Rev doesn't hurt any of them. (Why should it?) JosEPh_II Aug 30, 2009, 02:21 PM Just trying to make sure I have all bases covered before diving in is all. JosEPh :) Talin2009 Sep 01, 2009, 09:35 PM Afforess could you take a look at this save please? It is RoM 2.71+your pack (all options included except war prizes)+2.8 unofficial mod+Quibing's addon, Giant earth map scenario from RoM pack, eternal, godsmaker. Having constant CTD on this turn, no messages, nothing :(. I had several CTDs during gameplay, sometimes more, sometimes less, but was able to continue with reloads. If it doesnt CTD for you, maybe you could save next turn and put file here please? Tried reloading 10 turns back but it didnt help - CTD on same turn... Basically this game is won, just wanted to play till cosmos with all those mods and this difficulty and speed, researching astronomy now. aender Sep 03, 2009, 02:02 PM you know i just have a really quick, and stupid, question everytime a new version of your modmod comes out i delete the old and install new. question is is this necessary will it overwrite successfully? Afforess Sep 03, 2009, 03:52 PM you know i just have a really quick, and stupid, question everytime a new version of your modmod comes out i delete the old and install new. question is is this necessary will it overwrite successfully? No it isn't a stupid question. Yes, it overwrites all the old files by default. Supercheese Sep 04, 2009, 12:40 AM I noticed something very strange when using your latest .dll: Resource requirements seem to be AWOL. Whether it's for buildings or units, many resource requirements are missing. From what I can tell, any resources listed in the <BonusType> tags are properly displayed, but bonuses within <PrereqBonuses> tags are missing. I have verified the problem is with your .dll -- attached are screenshots taken using the default RoM .dll, the ____normal.jpg files. I then exited the game and overwrote the CvGameCoreDLL.dll with your .dll, started the game again, and took the next series of screenshots, the ____missing.jpg files, which have the resources missing. I wish I had some idea of which of your changes might be causing this, but unfortunately I don't... Maybe something's just wonky with my computer; does anyone else have this problem besides me? Afforess Sep 04, 2009, 08:07 AM I noticed something very strange when using your latest .dll: Resource requirements seem to be AWOL. Whether it's for buildings or units, many resource requirements are missing. From what I can tell, any resources listed in the <BonusType> tags are properly displayed, but bonuses within <PrereqBonuses> tags are missing. I have verified the problem is with your .dll -- attached are screenshots taken using the default RoM .dll, the ____normal.jpg files. I then exited the game and overwrote the CvGameCoreDLL.dll with your .dll, started the game again, and took the next series of screenshots, the ____missing.jpg files, which have the resources missing. I wish I had some idea of which of your changes might be causing this, but unfortunately I don't... Maybe something's just wonky with my computer; does anyone else have this problem besides me? Known Bugs: Many buildings and units do not require the correct resources. It is a SDK issue, and I am working on it. I know about it, and am working on fixing it, ASAP. os79 Sep 04, 2009, 10:18 AM So to clarify, for my own compiling the dll to my own modifications: 1. Resource Refining (whatever it is spelled) 2. Mountain Back to Service are currently bugged, correct? 1. Civic Flavors 2. Production Queue 3. And what else is in your custom dll? are without bugs as far as you know? Afforess Sep 04, 2009, 10:34 AM So to clarify, for my own compiling the dll to my own modifications: 1. Resource Refining (whatever it is spelled) 2. Mountain Back to Service are currently bugged, correct? 1. Civic Flavors 2. Production Queue 3. And what else is in your custom dll? are without bugs as far as you know? Yeah, those two are the culprits. I believe the problem resides in CvPlot.cpp, with some function accidentally calling false, instead of true, and I will spend my weekend scouring the code to fix it. Here is everything in my custom DLL Jooyo's Changes Mountains Back to Service Route Restrictor Realistic Diplomacy CAR Multiple Production Mod Event Images Flavored Civics (I don't remember if you got the Food Threshold Modifiers, but that might be in too.) os79 Sep 04, 2009, 10:41 AM Yeah, those two are the culprits. I believe the problem resides in CvPlot.cpp, with some function accidentally calling false, instead of true, and I will spend my weekend scouring the code to fix it. Here is everything in my custom DLL Jooyo's Changes Mountains Back to Service Route Restrictor Realistic Diplomacy CAR Multiple Production Mod Event Images Flavored Civics (I don't remember if you got the Food Threshold Modifiers, but that might be in too.) :lol: You must had been busy! OK, I guess since you had been the maestro who helped me in past that I will just install your stuff with your installer. Simple thing to do if I install to Desktop and modify ot my satisfication before moving over ot RoM. Next step: download 2.8beta, then update my modmods to remove the unofficial 2.8. rtt4a Sep 04, 2009, 10:51 AM Hi again Affores couple of days ago I asked about your modmods + ANM + os79 patch working together. First all looks going well but then I noticed this strange problem; all units requires only one resource. For Example all stealth units only needs diesel and none aluminum. I tested my installation and ANM + os79 patch works fine but your DLL seems to causing this required resource- oddnes.. tried also clean instal rom 2.71 but same error occurs evyry time when I install your modmod. Has anyone reported something like this or is it just me? serb_pagan Sep 04, 2009, 12:21 PM aforess modpack is full of bugs, they can not install...about thousands of errors...i try it vith ROM 2.71, i install it in BTS/mod/ROM and still install cracks.."error","error"... errors comes in begining of install, when install come to world wonders, about in 2% of install..then crack... Afforess Sep 04, 2009, 12:23 PM Hi again Affores couple of days ago I asked about your modmods + ANM + os79 patch working together. First all looks going well but then I noticed this strange problem; all units requires only one resource. For Example all stealth units only needs diesel and none aluminum. I tested my installation and ANM + os79 patch works fine but your DLL seems to causing this required resource- oddnes.. tried also clean instal rom 2.71 but same error occurs evyry time when I install your modmod. Has anyone reported something like this or is it just me? Please scroll up and look at post 111 on this thread. Please don't ask duplicate questions. Thank you. rtt4a Sep 04, 2009, 12:40 PM Please scroll up and look at post 111 on this thread. Please don't ask duplicate questions. Thank you. Sorry, my bad riddleofsteel Sep 04, 2009, 01:17 PM aforess modpack is full of bugs, they can not install...about thousands of errors...i try it vith ROM 2.71, i install it in BTS/mod/ROM and still install cracks.."error","error"... errors comes in begining of install, when install come to world wonders, about in 2% of install..then crack... Perhaps it's because your game isn't the English version? Something is definitely wrong, because when I installed Aforess's mods things only got better for me. Afforess Sep 04, 2009, 05:01 PM aforess modpack is full of bugs, they can not install...about thousands of errors...i try it vith ROM 2.71, i install it in BTS/mod/ROM and still install cracks.."error","error"... errors comes in begining of install, when install come to world wonders, about in 2% of install..then crack... That's strange. Can you post a screenshot? Sarkyn Sep 04, 2009, 06:06 PM Don't despair Afforess, no souffle was made without breaking stones. Or um, eggs. Or something. One quick question, and if you don't know, don't waste a moment of your time checking. If I use your DLL but turn Resource Refinement off by removing the Module, does this resolve the resource requirement bug temporarily? Afforess Sep 04, 2009, 06:11 PM Don't despair Afforess, no souffle was made without breaking stones. Or um, eggs. Or something. One quick question, and if you don't know, don't waste a moment of your time checking. If I use your DLL but turn Resource Refinement off by removing the Module, does this resolve the resource requirement bug temporarily? Nope. SDK issues can only be solved by changing the SDK.... aender Sep 04, 2009, 06:12 PM dont worry about it...i mean look at microsoft they havint gotten a thing right yet....and everyone uses their softwares Afforess Sep 04, 2009, 08:16 PM dont worry about it...i mean look at microsoft they havint gotten a thing right yet....and everyone uses their softwares ... Not really true. But I don't want to start a flame war, so lets not make unfair comparisons. aender Sep 04, 2009, 08:19 PM ya i guess its not fair...i just dont like ms...lol but i even have a windows based cell cheesemijit Sep 05, 2009, 06:30 AM will you update these to RoM 2.8 Beta or will you wait untill the proper 2.8 comes out to update the modmod? Afforess Sep 05, 2009, 09:47 AM will you update these to RoM 2.8 Beta or will you wait untill the proper 2.8 comes out to update the modmod? I'll update, but 2.8beta isn't even out yet... aender Sep 05, 2009, 10:10 AM I'll update, but 2.8beta isn't even out yet... well it is and it isn't, zapp has tried a few times to upload....i havint tried to dl yet tho still stuck on 2.71 and i think i'll wait this time for beta2 or even full release JosEPh_II Sep 05, 2009, 12:22 PM 2.8beta has a problem with RoMPak2.FPK on the installation. Kills the install. So looks like next weekend for 2.8beta. Zap can't get to it till then. JosEPh Ps had my 1st CTD yesterday. Gonna see today if I can play past it. cheesemijit Sep 05, 2009, 12:33 PM I didn't realise that untill i installed, should have read through comments, and whats more annoying is i deleted the RoM folder and i can't get it from recyle bin as i made it delete straight away so i have to redownload and istall 2.71 and its modmods *sigh*. Sinapus Sep 06, 2009, 12:20 AM Has there ever been an instance of barbarian units not appearing with any of these modules? I have Seafaring, Beautification, War Prizes, Multiple Production plus all the default files. Playing on a custom map with raging barbarians set. Animals appeared in heavy numbers, but when the barbarian units were supposed to appear they weren't. The only change I've had since this began was from loading this modmod so I'm suspecting something in this might have done it. I do use many XML tweaks, but I haven't noticed any change in barbarian spawn rate when using them before. I did go into Worldbuilder around 20 turns after units were supposed to appear and threw in some cities at various points around the map (I use the BarbCiv setting) so new civs will pop up a bit sooner. Wondering if there is something in the SDK that alters the code wrt spawning new units. Oddly enough, when I finally went back into Worldbuilder to look, I noticed at least one city had appeared on the New World section so cities are spawning normally. Anyone encounter something like this? (Clearing cache and trying to see what happens next.) Sinapus Sep 06, 2009, 12:22 AM Otherwise, I very much enjoy the multiple production part of the modmod. Ended up with five Galleys produced in one turn after some well-timed chopping. :goodjob: (Haven't gotten too far elsewhere. Just noticed a lack of barbarian hordes coming after me.) civ_king Sep 06, 2009, 12:25 AM maybe you accidentally checked No Barbarians? ;) Sinapus Sep 06, 2009, 12:47 AM maybe you accidentally checked No Barbarians? ;) Nope. Checked the game settings. "Raging Barbarians" and there were certainly plenty of animals. :mischief: Loaded a savegame from the turn I made the worldbuilder changes and the map is nearly devoid of barbarian units. Maybe two or three warriors out in the lonely spaces where no civ can see and what's left of the animals. Hoping the cache clearing fixes it. aender Sep 06, 2009, 10:27 AM ya know come to think of it i had no barbs in my game as well....playing with smaller continents and didn't really notice at the time but now i have the world discovered and going byy city names looks like only 3 barb cities formed on 7 continents...i do know using the earlier version of your modmod i had swarming barbs even w/o raging set...and your modmod is only diference i made cheesemijit Sep 06, 2009, 01:56 PM I think War Prizes is the only thing that messes with barbarians (makes it so they can't capture) so that would be a likely suspect. Sinapus Sep 06, 2009, 10:13 PM I think War Prizes is the only thing that messes with barbarians (makes it so they can't capture) so that would be a likely suspect. Hm. I can probably play without that so next time I go through I'll just reinstall it without War Prizes in it and see what happens. Sinapus Sep 06, 2009, 11:16 PM ya know come to think of it i had no barbs in my game as well....playing with smaller continents and didn't really notice at the time but now i have the world discovered and going byy city names looks like only 3 barb cities formed on 7 continents...i do know using the earlier version of your modmod i had swarming barbs even w/o raging set...and your modmod is only diference i made I noticed the game seemed to be running smoother, but I thought it was the CAR component. :lol: Sarkyn Sep 07, 2009, 03:33 AM I am able to confirm my last game was "Barbarian Light (tm)" even though the settings indicated Raging Barbarians were invited to the party. Wasn't sure it wasn't just random luck until I read these posts. Good luck! Sinapus Sep 07, 2009, 08:52 AM Hm. Reinstalled without the War Prizes component. Set the barbarian spawn rate turn to 2 and started a game. Hit "end turn" for twenty turns and went into worldbuilder. Nothing but animal units. Cleared all the animal units from the map. Played ten more turns. Went back into worldbuilder. Still nothing but animal units. Going to have to wait until the weekend to run a full test. cheesemijit Sep 07, 2009, 11:41 AM barbarian non-animals dont appear for quite a few turns, what speed are you on? NBAfan Sep 07, 2009, 06:22 PM Afforess if I don't select the War Prizes and Resource Refinement mods when installing will it still have problems? Afforess Sep 07, 2009, 06:27 PM Afforess if I don't select the War Prizes and Resource Refinement mods when installing will it still have problems? Define "problems" If you mean the resource bug where many units and buildings aren't requiring the right resources, then yes. But otherwise, no... cheesemijit Sep 07, 2009, 08:09 PM No, people are reporting problems of a severe lack of barbarians even on raging barbs. i assumed it was War prizes as thats the only one that does something with Barbs, but you will know better. Afforess Sep 07, 2009, 09:02 PM No, people are reporting problems of a severe lack of barbarians even on raging barbs. i assumed it was War prizes as thats the only one that does something with Barbs, but you will know better. Yeah. I noticed... I am also noticing the barbarian problem, but I think it is a SDK problem. Basically, I have to go through the code, slowly turn off every SDK change and figure out what exactly is causing the problem. The problem is that I'm back at school, so I have limited time. Sinapus Sep 07, 2009, 09:40 PM barbarian non-animals dont appear for quite a few turns, what speed are you on? Snail. Didn't have time to play very many turns so I'll have to wait for the weekend to try again and see what happens. I tried adjusting the CIV4Handicap.xml file so that the delay was set to two turns, which is about 14 turns for snail, but as you said there may be other factors that keeps regular barbarian units from appearing. Sinapus Sep 08, 2009, 03:17 AM Yeah. I noticed... I am also noticing the barbarian problem, but I think it is a SDK problem. Basically, I have to go through the code, slowly turn off every SDK change and figure out what exactly is causing the problem. The problem is that I'm back at school, so I have limited time. I'm doing a fresh uninstall and reinstall and this weekend I'll play out a regular snail-speed game and see what happens. darkedone02 Sep 08, 2009, 03:49 AM also on the castle improvement, when they are obsolute, they still greyed out in my build menu, after castle improvements are obsulete, should you removed them so they don't clog up my build menu? It will also be nice if the resource thingy that you added into the mod should be invisable to those who don't got that resource around them, it make things alot better. strategyonly Sep 08, 2009, 04:50 AM Can you put next to the name or something that say , this requires a dll or not? Also, your first post should have the credits for the people that did stuff or made them, or helped you. Afforess Sep 08, 2009, 01:41 PM Can you put next to the name or something that say , this requires a dll or not? Yeah, sure. No problem. Also, your first post should have the credits for the people that did stuff or made them, or helped you. Reread the OP, then talk to me. strategyonly Sep 08, 2009, 01:59 PM Yeah, sure. No problem. Thx, that will be a big help. Reread the OP, then talk to me. I did, but this is what i am referring to, i used to catch all kinds of "H E (double hockey sticks") for not putting names there. "and anyone else who I stole work from..." thats all, if nobody else is bothering you, i guess this is mute then, sorry. Afforess Sep 08, 2009, 02:11 PM I did, but this is what i am referring to, i used to catch all kinds of "H E (double hockey sticks") for not putting names there. "and anyone else who I stole work from..." thats all, if nobody else is bothering you, i guess this is mute then, sorry. That is everyone I used work from. Everything else I coded by myself. :) strategyonly Sep 08, 2009, 02:22 PM That is everyone I used work from. Everything else I coded by myself. :) Sorry about that, i just need more things to write to get more numbers, :blush::p btw i really like alot of your stuff, all the ones withOUT dll/sdk that is.;) NBAfan Sep 08, 2009, 04:04 PM Define "problems" If you mean the resource bug where many units and buildings aren't requiring the right resources, then yes. But otherwise, no... Sorry for not being clear. So if I don't install the Resource Refinement mod, I won't get the bug?:confused: Thanks for merging your dll with the CAR mod.:D aender Sep 08, 2009, 09:32 PM hmmm more on the missing barbs... ...i uninstalled the modmod then reinstalled and starteda new game on snail i'm currently 169 turns in, just finished building my third settler and sent him and a warrior on thier way......they took a cpl steps and i saw a barb city so entered wb and found 4 barb cities in the world on turn 169...so maybe no error at all except for a problem with overwriting the files nm i take it bk...played another 20 turns and went bk into wb and did a thorough sweep of the world and only saw 1 barb unit outside of those 4 cities....well 3 cities now one of the ai took one out.....so disregard this post i guess.....sorry tried to help Hydromancerx Sep 08, 2009, 09:55 PM Priorities: * Fix Resource Refinement Bug * Add tech limit for to pass through mountains * Work on some modmod suggestions * Add images for all random events * Finish my random events Yay!! :D :D Afforess Sep 09, 2009, 08:29 AM After checking the code, I'm begginning to think that some of my problems are due to me using Jooyo's code, and building off of it. I might have to cut some of it, and remove some support, because the way he coded some things has less than desirable effects. Anyways, I'm going to try to keep as many features as I can, but we'll see. I can't do much about it this week anyways, way too busy. Sarkyn Sep 09, 2009, 03:50 PM Best of luck with your bug-hunt, and our sincere thanks for your efforts, Afforess. :) seamus75 Sep 11, 2009, 07:49 PM First, I'd like to say that I have the utmost repect for the time and energy that you and all of those that mod CIV do - I've tried, I can't, so I humble look to you for my entertainment. That said... I've played RoM2 with your add-ons before - I especially adore your weather add-on, military & idealogy civics, and the beautification modmod. Earlier this afternoon I downloaded and installed the latest "all-in-one" of your modmod and have come to realize that I must unistall it. I have started over several times, even deleted & reinstalled RoM2 itself, and cannot get past the same point in any of the games I've tried. I've opened worldbuilder to see if there is a consistant building causing the problem but have yet to uncover a common element. I'm playing with only your modmods & my own varient of Deiter's Europe map. There are some "customized" civs in here, but all the "customization" is cosmetic - so there should be no problem opening and playing. Can anyone help me figure this out? For now I'm going to just delete the modmod & start over - but would love to eventually play RoM2 with all of your added "toys". Thanks Afforess Sep 11, 2009, 10:31 PM First, I'd like to say that I have the utmost repect for the time and energy that you and all of those that mod CIV do - I've tried, I can't, so I humble look to you for my entertainment. That said... I've played RoM2 with your add-ons before - I especially adore your weather add-on, military & idealogy civics, and the beautification modmod. Earlier this afternoon I downloaded and installed the latest "all-in-one" of your modmod and have come to realize that I must unistall it. I have started over several times, even deleted & reinstalled RoM2 itself, and cannot get past the same point in any of the games I've tried. I've opened worldbuilder to see if there is a consistant building causing the problem but have yet to uncover a common element. I'm playing with only your modmods & my own varient of Deiter's Europe map. There are some "customized" civs in here, but all the "customization" is cosmetic - so there should be no problem opening and playing. Can anyone help me figure this out? For now I'm going to just delete the modmod & start over - but would love to eventually play RoM2 with all of your added "toys". Thanks RoM itself has a major bug, so it may actually be that, and not something I have done, but I don't know until I've checked the save file. To load it, I need to know what modmod's you installed, and what version of RoM you were using. Now, for the good news. I have identified the Resource bug, and fixed it, but that means I'll have to remove resource refinement, as it seems something to do with that code is broken. I hope one day it is fixed, but for know, it's finito. Now, I'm checking the barbarian bug that's been reported. I should have a new version soon-ish. Afforess Sep 11, 2009, 11:15 PM I've fixed the barbarians problem now too. It was because of the CAR mod. I didn't have to completely remove it, just a small portion of it. (You might lose 2-3% speed because of it, until they fix it. I reported the bug. OS79, the affect files was CvGame.cpp. Remove the code added from the CAR mod in just that file, and the barbarians should spawn again.) Afforess Sep 11, 2009, 11:46 PM New Update! Lots of bug fixes and a minor feature added for War Prizes and the Mountains Mod is now a game option. Enjoy! Sinapus Sep 12, 2009, 01:46 AM New Update! Lots of bug fixes and a minor feature added for War Prizes and the Mountains Mod is now a game option. Enjoy! THANK YOU! :bowdown::worship::woohoo: os79 Sep 12, 2009, 04:28 AM OS79, the affect files was CvGame.cpp. Remove the code added from the CAR mod in just that file, and the barbarians should spawn again.) Thanks :). EDIT: There are three Sanguo code blocks in that file. Which one or all? Afforess Sep 12, 2009, 08:32 AM EDIT: There are three Sanguo code blocks in that file. Which one or all? I removed all three, but later today, I'm going to add each one back, one by one, to see exactly which is the problem. os79 Sep 12, 2009, 10:03 AM I removed all three, but later today, I'm going to add each one back, one by one, to see exactly which is the problem. Cool. Looking forward to the results. seamus75 Sep 12, 2009, 11:26 AM In case you're still interested in opening the save file: I installed all of your modmods included in version 1.22 (and only yours - no others). My RoM2 version is 2.71 full (without the extra civ pack). Thanks for looking into it. NBAfan Sep 17, 2009, 12:28 PM Afforess, can you tell me what dll features of Realistic Diplomacy are? Thanks Afforess Sep 17, 2009, 02:05 PM Afforess, can you tell me what dll features of Realistic Diplomacy are? Thanks Realistic Diplomacy works w/out the DLL, but in the DLL I added new XML fields for forgetting Wars, Nukes, any Player Initiated Actions against the AI. So those will not work without the dll. All the AI initiated against the player actions still work fine. Afforess Sep 17, 2009, 02:13 PM Update! Includes two new modmods, from the suggestions thread. Made compatible with 2.8beta of RoM. Hydromancerx Sep 17, 2009, 03:04 PM Update! Includes two new modmods, from the suggestions thread. Made compatible with 2.8beta of RoM. Awesomeness!!! :) Thank you for making the Zoological Buildings! :goodjob: EDIT: Oh and firestorm is awesome! :D Sinapus Sep 18, 2009, 10:50 AM Is anyone having problems upgrading units? ETA: By this I mean the button to upgrade to another unit doesn't appear, even when you have the tech and/or resource to build that unit. NBAfan Sep 18, 2009, 08:10 PM Update! Includes two new modmods, from the suggestions thread. Made compatible with 2.8beta of RoM.The new buildings are very nice.:) @Hydromancerx keep coming up with ideas.;) Afforess Sep 18, 2009, 10:25 PM Is anyone having problems upgrading units? ETA: By this I mean the button to upgrade to another unit doesn't appear, even when you have the tech and/or resource to build that unit. Yes, I can confirm this. I am looking into it. Sinapus Sep 19, 2009, 01:59 AM Yes, I can confirm this. I am looking into it. Thank you. :) os79 Sep 19, 2009, 02:14 AM Yes, I can confirm this. I am looking into it. Risking being too obvious... If units are outside of home territory, they can not upgrade. I upgrade just fine in my game and I'm using your modmods (some of them). Hydromancerx Sep 19, 2009, 03:03 AM @Hydromancerx keep coming up with ideas.;) Thanks! And I have and plan to come up with more in the future. I have been following RoM for a very long time and suggested things like merging it with Ryes and Fall of Civilization to give it the "revolutions" mod as well as suggesting the shrimp resource. Zap has done a great job after all this time. I would have stopped playing Civ 4 a long time ago if not for his mod. And now with modmods it makes RoM even better!! :D Sinapus Sep 19, 2009, 03:30 AM Risking being too obvious... If units are outside of home territory, they can not upgrade. I upgrade just fine in my game and I'm using your modmods (some of them). I was in my capital city when I tried. Connected to required resources and/or the appropriate tech. Nada. I'm using the default mods, Seafaring, Beautification, Realistic Diplomacy and War Prizes.... hmm, maybe I should remove War Prizes and see what happens. (I'm getting the feeling that everytime I run into a bug with this mod we'll end up doing the same thing they do on that House TV series, except instead of "it's not lupus" we'll be saying "It's not War Prizes!") ;) Update: it's not War Prizes. Or lupus, for that matter... Sarkyn Sep 19, 2009, 04:45 AM Update! Includes two new modmods, from the suggestions thread. Made compatible with 2.8beta of RoM. Sounds interesting! Looking forward to having some free time to try it. Can you maybe point me to a link to tell me what those two new mods do? tetris Sep 19, 2009, 08:34 AM A problem maybe. I installed 1.32, in the pedia, some Robot Category unit's name became " Text_key_etc"...I can confirm it is "siege robot" before installing 1.32.... Why did this happen? Afforess Sep 19, 2009, 10:16 AM A problem maybe. I installed 1.32, in the pedia, some Robot Category unit's name became " Text_key_etc"...I can confirm it is "siege robot" before installing 1.32.... Why did this happen? Indeed, I seem to have added two new bugs in my last update. This is confirmed. HOWEVER, I have a NEW UPDATE this very minute that fixes the upgrade button bug and this bug too, and adds the feature you all been waiting for! You now need a tech (Mountaineering) to cross over mountains, but can still receive yields without the tech. The Civilopedia shows this on Mountaineering, The AI will try to beeline to it, once they are fairly close to it. If you play without the Mountains Mod gameoption, the game still plays like normal (except that the tech mountaineering is still there, but does nothing. I can not fix this, it's a limitation of the game.) os79 Sep 19, 2009, 02:46 PM Hello, Good work on fixing Mountains, Back to Service! I plan on using your newest version on my next game. I'm now playing a fascinating game so it will be a while before I move on ot new game. BTW, can I safely assume that Resource Refinement codes are completely deleted from the sources for now? Plus, how is the work on converting POW capturing turning into slaves to python progressing? As I said, :goodjob:!!! Afforess Sep 19, 2009, 03:05 PM Good work on fixing Mountains, Back to Service! What do you meaning fixing? It was never broke. I merely added new features to it. BTW, can I safely assume that Resource Refinement codes are completely deleted from the sources for now? No, they are still there, but they are all commented out, so I could put them back into effect easier. Plus, how is the work on converting POW capturing turning into slaves to python progressing? Slow, since I found a new critical bug in my mod. Saves will not reload, you just get a waiting for civs error, so I'm working on fixing that. Also, much of my personal time recently was either dedicated to school or gettin the Mountains Mod to work the way I wanted it to. os79 Sep 19, 2009, 03:46 PM What do you meaning fixing? It was never broke. I merely added new features to it. My apologies for incorrect term :). Good job, all the same! No, they are still there, but they are all commented out, so I could put them back into effect easier. Oh, then can I look forward to someday in future seeing it finally working, if it is all possible? Because I do like that concept! Slow, since I found a new critical bug in my mod. Saves will not reload, you just get a waiting for civs error, so I'm working on fixing that. Also, much of my personal time recently was either dedicated to school or gettin the Mountains Mod to work the way I wanted it to. Completely understandable. Keep up the great job and I'm definitely looking forward to you implementing Lead from Behind and Dynamic Cities mods too! duraknots Sep 19, 2009, 04:41 PM ONLY ROM 2.8beta (DL'd on Sep. 14th) and Afforess's (DL'd Sept. 19th, the one for 2.8beta) addons are active. I deleted the Rise of Mankind Folder and reinstalled ROM2.8beta before installing Afforess' addon package. Game is played on default install settings with 2.8beta. (i.e i didnt' touch RevDCM) All of Afforess' addons are active as well. The following occurs several turns into the game: After quick loading, the game freezes and a window comes up titled: Python exception Traceback (most recent call last): File "CvEventInterface", line 30, in on Event File "BugEventManager", line 330, in handleEvent File "BugEventManager", line 335, in _dispatchEvent File "BugEventManager", line 347, in _handleDefaultEvent File "RevEvents", line 200, in onSetPlayerAlive RuntimeError: unidentifiable C++ exception There is a button saying OK at the bottom of the windo but the button does not work. When I restart ROM and try to load the quicksave, the game just freezes saying on the bottom "Waiting for other Civilizations...", also no window this time. This has occured in 5 games I've been attempting to play back to back. Hope this helps debugging. mechaerik Sep 19, 2009, 05:08 PM I was in my capital city when I tried. Connected to required resources and/or the appropriate tech. Nada. I'm using the default mods, Seafaring, Beautification, Realistic Diplomacy and War Prizes.... hmm, maybe I should remove War Prizes and see what happens. (I'm getting the feeling that everytime I run into a bug with this mod we'll end up doing the same thing they do on that House TV series, except instead of "it's not lupus" we'll be saying "It's not War Prizes!") ;) Update: it's not War Prizes. Or lupus, for that matter... War Prizes barely affects anything. All it does is give a random chance to capture a ship instead of destroying it. I should know. Afforess Sep 19, 2009, 05:31 PM ONLY ROM 2.8beta (DL'd on Sep. 14th) and Afforess's (DL'd Sept. 19th, the one for 2.8beta) addons are active. I deleted the Rise of Mankind Folder and reinstalled ROM2.8beta before installing Afforess' addon package. Game is played on default install settings with 2.8beta. (i.e i didnt' touch RevDCM) All of Afforess' addons are active as well. The following occurs several turns into the game: After quick loading, the game freezes and a window comes up titled: Python exception Traceback (most recent call last): File "CvEventInterface", line 30, in on Event File "BugEventManager", line 330, in handleEvent File "BugEventManager", line 335, in _dispatchEvent File "BugEventManager", line 347, in _handleDefaultEvent File "RevEvents", line 200, in onSetPlayerAlive RuntimeError: unidentifiable C++ exception There is a button saying OK at the bottom of the windo but the button does not work. When I restart ROM and try to load the quicksave, the game just freezes saying on the bottom "Waiting for other Civilizations...", also no window this time. This has occured in 5 games I've been attempting to play back to back. Hope this helps debugging. Slow, since I found a new critical bug in my mod. Saves will not reload, you just get a waiting for civs error, so I'm working on fixing that. I already know about this, and am working on it as we speak. War Prizes barely affects anything. All it does is give a random chance to capture a ship instead of destroying it. I should know. Yeah I know. It's okay, I already fixed that bug. (And a new one cropped up in its place.) Sinapus Sep 19, 2009, 06:32 PM For some reason, when playing on a Giant map the cost of a Settler is very high. 383326 hammers. Tried w/a standard-sized map and it was 672 hammers. Both games were Snail-speed. Also, the bug where you can construct a building w/o a required resource is back. ETA: I am playing 2.71 and not 2.8 beta. Not sure if that affects anything but I do remember you saying the latest modmod was compatible with the beta. Afforess Sep 19, 2009, 06:44 PM For some reason, when playing on a Giant map the cost of a Settler is very high. 383326 hammers. Tried w/a standard-sized map and it was 672 hammers. Both games were Snail-speed. Also, the bug where you can construct a building w/o a required resource is back. ETA: I am playing 2.71 and not 2.8 beta. Not sure if that affects anything but I do remember you saying the latest modmod was compatible with the beta. Try my new version 1.351. I think I stomped out all the bugs. Let me know if any are still there. Sinapus Sep 19, 2009, 08:38 PM Settlers back to normal, buildings that require resources need that resource and the save games are loading normally. Excellent. Afforess Sep 19, 2009, 08:57 PM Settlers back to normal, buildings that require resources need that resource and the save games are loading normally. Excellent. Glad to hear it. Tell me if you find any other bugs. Hydromancerx Sep 20, 2009, 04:50 AM Indeed, I seem to have added two new bugs in my last update. This is confirmed. HOWEVER, I have a NEW UPDATE this very minute that fixes the upgrade button bug and this bug too, and adds the feature you all been waiting for! You now need a tech (Mountaineering) to cross over mountains, but can still receive yields without the tech. The Civilopedia shows this on Mountaineering, The AI will try to beeline to it, once they are fairly close to it. If you play without the Mountains Mod gameoption, the game still plays like normal (except that the tech mountaineering is still there, but does nothing. I can not fix this, it's a limitation of the game.) So how did you figure it out? I know you were working very hard on solving this. Afforess Sep 20, 2009, 09:21 AM So how did you figure it out? I know you were working very hard on solving this. Lots of SDK changes. I added a new XML tag to TechInfos which reads "bCanPassPeaks", and if you set it to "1" that tech allows units to pass through peaks. But if you understand code well, and want the gritty details, the SDK forum has a thread there by my, and you can read it. tetris Sep 20, 2009, 10:30 PM Sorry for disturbing... But there might be another issue: the modules in the buidings directory, for example, the industry, were not loaded into the game. I can't find them in the pedia after installing 1.351 with pure reinstalled 2.8beta... Afforess Sep 20, 2009, 10:47 PM Sorry for disturbing... But there might be another issue: the modules in the buidings directory, for example, the industry, were not loaded into the game. I can't find them in the pedia after installing 1.351 with pure reinstalled 2.8beta... Thats A MLF error, on my part. See the sticky on this forum on how to add another MLF entry. It should fix the problem. I'll update it in my next version. Hyronymus Sep 21, 2009, 01:31 AM Ran into the unable to upgrade bug too, I hope it's something that can be fixed without loosing compatibility with my savegames. It would suck to have to acquire a whole new armee without all the promotions. Also noticed a bug in the ranged bombarding on a single unit. Even though the game tells me the range bombarding was succesful the targeted single unit doesn't receice damage. Now I'm not 100% certain it's a bug caused by this modmod, so I'm justing mentioning it here. EDIT: after installing this modmod, how can I tell what version I have on my HDD? Lamb Chop Sep 21, 2009, 04:36 AM Another bug: when you select a settler it will highlight current city Zone of controls. With your mod pack installed, they keep growing with cultural borders. City is not actually using or can use those tiles just visual and very confusing if trying to decide where to build after a war and some city razing. 1.351 and 2.8 Beta Same problem existed in 2.7 and your previous versions also. pa2k Sep 21, 2009, 04:40 AM Hi, I've been playing a game on v2.71 + 1.35 modmod all weekend, and also cannot upgrade my units. I tried installing the new 1.351, but cannot load my game, getting a "failure to uncompress data" message (or something like it) - even after clearing cache. Please tell me whether I now must choose between abandoning my game or play without upgrading units, or if there is some other way of rescuing this game? Thank you Afforess Sep 21, 2009, 06:35 AM Ran into the unable to upgrade bug too, I hope it's something that can be fixed without loosing compatibility with my savegames. It would suck to have to acquire a whole new armee without all the promotions. Also noticed a bug in the ranged bombarding on a single unit. Even though the game tells me the range bombarding was succesful the targeted single unit doesn't receice damage. Now I'm not 100% certain it's a bug caused by this modmod, so I'm justing mentioning it here. EDIT: after installing this modmod, how can I tell what version I have on my HDD? Go to your Rise of Mankind folder, and run Uninstall.exe. The pop will say, "This will completely remove Afforess's Addons 1.3XX." XX Depending on your version, XX will be different numbers. Then, cancel out of the uninstaller. (Don't actually uninstall.) I'll make a better way next update. I'll check into the ranged bombard bug. Another bug: when you select a settler it will highlight current city Zone of controls. With your mod pack installed, they keep growing with cultural borders. City is not actually using or can use those tiles just visual and very confusing if trying to decide where to build after a war and some city razing. 1.351 and 2.8 Beta Same problem existed in 2.7 and your previous versions also. Okay, thanks for the report. I'll look into it. Update: I just tested, and can confirm this bug. I'm working on fixing it. Hi, I've been playing a game on v2.71 + 1.35 modmod all weekend, and also cannot upgrade my units. I tried installing the new 1.351, but cannot load my game, getting a "failure to uncompress data" message (or something like it) - even after clearing cache. Please tell me whether I now must choose between abandoning my game or play without upgrading units, or if there is some other way of rescuing this game? Thank you Unfortunately, you're going to have to abandon that game. I'm working harder now to avoid bugs with my releases, so I've begun beta testing first. I'm sorry about this. Deon Sep 21, 2009, 06:37 AM I was able to build jungle camp NOT on jungles. is it ok? Also what about flooded plains? Is it the main mod issue? Currently floodplain plains give EXTREME nets, especially with +1 food on rivers building and +1 hammer on rivers (levee) it's 5/2/1 from an UNUPGRADED tile... Imagine a town citting atop of it, and your whole city could eat/build/get commerce from 2-3 tiles. Afforess Sep 21, 2009, 06:43 AM I was able to build jungle camp NOT on jungles. is it ok? Also what about flooded plains? Is it the main mod issue? Currently floodplain plains give EXTREME nets, especially with +1 food on rivers building and +1 hammer on rivers (levee) it's 5/2/1 from an UNUPGRADED tile... Imagine a town citting atop of it, and your whole city could eat/build/get commerce from 2-3 tiles. I'm pretty sure both of these are bugs with RoM, not me. However, I could be wrong. I think I remember seeing the jungle camp bug on the 2.8 thread somewhere... os79 Sep 21, 2009, 06:47 AM I'm pretty sure both of these are bugs with RoM, not me. However, I could be wrong. I think I remember seeing the jungle camp bug on the 2.8 thread somewhere... Yes, it was reported in 2.8beta thread. Zappara said something about Vincentz having to look into it but he said he is too busy with his bar. So I guess all three of you, especially you and Zappara should look into it and inform Vincentz of solution when you get it. aender Sep 21, 2009, 09:31 AM wow its looking like your modmod is gonna need a seperate bug forum......mite be a good idea to have a beta forum too so we can help test Afforess Sep 21, 2009, 10:27 AM wow its looking like your modmod is gonna need a seperate bug forum......mite be a good idea to have a beta forum too so we can help test Well, that's why I split it up. I am getting sick of releasing an update, only to discover it breaks saves, or causing some other obscure bug. So, I'm going to beta test each new build before releasing. This thread is for discussing releases of Afforess's Addons. If you find a bug in the release version, this is the thread to report it. Likewise, my Beta thread is for beta builds, and beta bugs. Afforess Sep 21, 2009, 01:09 PM Also noticed a bug in the ranged bombarding on a single unit. Even though the game tells me the range bombarding was succesful the targeted single unit doesn't receice damage. I believe the way ranged bombard works is that is will only cause damage if there is more than 1 unit in the stack. So the single unit won't receive any damage. So, I'm fairly sure this is not a bug. Hyronymus Sep 21, 2009, 01:48 PM Hi Afforess, So it's RevDCM related? I cannot recall it always worked like that though, so that's why it "struck me". Afforess Sep 21, 2009, 01:59 PM Hi Afforess, So it's RevDCM related? I cannot recall it always worked like that though, so that's why it "struck me". Here's the text from one of the hints that can play when loading. I believe it answers your question. "*DCM Hint*: Range bombard now only issues standard BTS collateral damage upon stacks. It is completely useless against single units and seige as well as the head defender of the enemy stack." Afforess Sep 21, 2009, 02:02 PM Another bug: when you select a settler it will highlight current city Zone of controls. With your mod pack installed, they keep growing with cultural borders. Upon a second examination: I'm fairly sure this is normal behavior. It may be a feature of RevDCM. Deon Sep 21, 2009, 03:20 PM I get a weird error with your mod every time I start a new map, something like "cannot find enum ALBANIA_***_ELOGOR" for different buildings. The game still plays further. P.S. Can't find type enum for type tag BUILDING_ALBANIA_ILLOGOR Can't find type enum for type tag BUILDING_SERBIAN_HAMBAR Can't find type enum for type tag BUILDING_POLISH_FOLWARK Can't find type enum for type tag BUILDING_NUBIAN_VAULTED_GRANARY Can't find type enum for type tag BUILDING_KLEROI Can't find type enum for type tag BUILDING_PHOENICIA_DYE_FACILITY Can't find type enum for type tag BUILDING_BOULEVARD_CIRCLE Can't find type enum for type tag BUILDING_ISRAELI_KOTEL Can't find type enum for type tag BUILDING_BUILDING_CROATIA_KINGSTOWER It's weird, since I don't have those civs at all. Afforess Sep 21, 2009, 05:02 PM I get a weird error with your mod every time I start a new map, something like "cannot find enum ALBANIA_***_ELOGOR" for different buildings. The game still plays further. P.S. Can't find type enum for type tag BUILDING_ALBANIA_ILLOGOR Can't find type enum for type tag BUILDING_SERBIAN_HAMBAR Can't find type enum for type tag BUILDING_POLISH_FOLWARK Can't find type enum for type tag BUILDING_NUBIAN_VAULTED_GRANARY Can't find type enum for type tag BUILDING_KLEROI Can't find type enum for type tag BUILDING_PHOENICIA_DYE_FACILITY Can't find type enum for type tag BUILDING_BOULEVARD_CIRCLE Can't find type enum for type tag BUILDING_ISRAELI_KOTEL Can't find type enum for type tag BUILDING_BUILDING_CROATIA_KINGSTOWER It's weird, since I don't have those civs at all. Turn off python exceptions in the Civ Ini. I added those because they are needed if you play with the extra civ pack, so you don't overwrite my CvEventManager. Not having those buildings doesn't affect the game one bit. aender Sep 21, 2009, 05:08 PM how about a patch to overwrite that file with those buildings only if you need, cause turning off python exceptions can be a bad thing Afforess Sep 21, 2009, 05:21 PM how about a patch to overwrite that file with those buildings only if you need, cause turning off python exceptions can be a bad thing It isn't even a python exception, it's just reporting that there is no building named XYZ. The average user, with unedited Civ4.ini will never notice, and it saves me the hassle when someone comes complaining to me about broken modmods. If you really care, go ahead and remove those buildings from the file. It doesn't alter gameplay. Sinapus Sep 21, 2009, 11:23 PM Actually, that error will come up without Afforess's modmod. If you remove the civ in question you'll get an error saying it can't find that building. So either edit the python file that has it, keep all the civs mentioned, or ask zappara to make the fix, not Afforess. Deon Sep 22, 2009, 02:50 AM This is not base 2.8 beta issue, but Afforess'es only, that's why I reported it here. It's good to know that it's not broken though :). Also for some reason I get CTD 80-90% of times when I try to load a save. I had a similar issue with FFPlus earlier. Hyronymus Sep 22, 2009, 04:52 AM I believe I get a higher than usual rate of load MAF with your mod, Affores. Usually pre-1600 savegames were a cookie for my machine. But now even savegames from just after AD made my memory failed to allocate. Afforess Sep 22, 2009, 06:26 AM Actually, that error will come up without Afforess's modmod. If you remove the civ in question you'll get an error saying it can't find that building. So either edit the python file that has it, keep all the civs mentioned, or ask zappara to make the fix, not Afforess. This is not base 2.8 beta issue, but Afforess'es only, that's why I reported it here. It's good to know that it's not broken though :). Also for some reason I get CTD 80-90% of times when I try to load a save. I had a similar issue with FFPlus earlier. Hmm. No one else seems to be experiancing this (that big of a bug would have users complaining like crazy) , so I'm guessing it's a problem on your end. Did you ever find a solution to your problem with FFplus? I believe I get a higher than usual rate of load MAF with your mod, Affores. Usually pre-1600 savegames were a cookie for my machine. But now even savegames from just after AD made my memory failed to allocate. This may be due in part because of the CAR mod actually, but I don't want to cast blame quite yet. I'll do some checking. Update: I contacted the HoTK team, and they assured me that CAR was not the cause. Have your read this thread on avoid MAFs? (http://forums.civfanatics.com/showthread.php?t=306422) Also, how much RAM does your computer have? I'm not sure why my modmod's would cause MAF's more frequently, as MAF's are generally due to larger maps and lots of graphics. pa2k Sep 22, 2009, 10:56 AM Unfortunately, you're going to have to abandon that game. I'm working harder now to avoid bugs with my releases, so I've begun beta testing first. I'm sorry about this. While this was very disappointing to hear, I'm still very thankful for the great work you and other modders do to improve our gaming experiences :) Also a good thing that you will run a more thorough beta scheme from now on. As I couldn't just abandon a game I had already put so much planning and pleasure into, I've found two ways to work around the upgrade problem. First off, I do the occasional "upgrade" through the worldbuilder by adding new units w same stats and then removing the old units & a suitable amount of gold from my treasury. This is a very tedious task however, so as the game grows even further I'll only do this for the most important units (led by warlords plus plus). Secondly, I try to consider it just a new challenge to this game, that my Greek troops somehow cannot adapt to new technologies and become obsolete. As I found this game quite a lot easier than most others I've played (usually playing emperor/immortal) , and have been in charge almost the whole of history on immortal anyway, this may actually work out alright :) Just a last point I want to mention, inspired by the above post of CTDs: I'm actually getting quite a lot of these myself, although not while loading games, just spontaneously during play. Started occurring about 80 turns in I'm guessing, and now might happen 3 times in 10 minutes, or just once in 4 hours. No history of CTDs on "vanilla" RoM v2.51 (which is the last one I played) or other mods. Deon Sep 22, 2009, 02:33 PM Did you ever find a solution to your problem with FFplus? Yes, there was some problem with memory allocation in python or C which created a memory leak and crashed saves loaded directly from the game. They've fixed it as some point. I think mostly these errors appear because of 1 Gb RAM I have: the more modmods I have, the more game writes to the momory, and if there's some memory leak, I am almost 100% f*(%ed :). NBAfan Sep 22, 2009, 03:00 PM Will 1.351 still work with 2.71? Thanks Afforess Sep 22, 2009, 03:59 PM Will 1.351 still work with 2.71? Thanks It should. If it doesn't, tell me, and I'll make a work around. Afforess Sep 22, 2009, 09:53 PM Make sure you always check the first post of this thread. I have lots of new features coming in 1.4! </ShamelessSelfPromotion> Hydromancerx Sep 23, 2009, 06:09 AM Hey Afforess are you going to try to make the landfill (http://forums.civfanatics.com/showpost.php?p=8471970&postcount=32)or toxic waste (http://forums.civfanatics.com/showpost.php?p=8468508&postcount=23) buildings that I suggested in the modmod request thread? I think they are both possible and needed to help with balance. Afforess Sep 23, 2009, 06:32 AM Hey Afforess are you going to try to make the landfill (http://forums.civfanatics.com/showpost.php?p=8471970&postcount=32)or toxic waste (http://forums.civfanatics.com/showpost.php?p=8468508&postcount=23) buildings that I suggested in the modmod request thread? I think they are both possible and needed to help with balance. Yes. I will add them, but I'm trying to stamp out the current bugs in my beta. Hyronymus Sep 23, 2009, 01:06 PM I have a very modern PC system with 4GB of memory and an AMD dualcore CPU, Affores. The strange thing is that now, later in the game I can easily load saved games before Civ crashes (something I got used to after loading games). It almost looks like the Classical Era is more heavy to load :). Afforess Sep 23, 2009, 01:17 PM I have a very modern PC system with 4GB of memory and an AMD dualcore CPU, Affores. The strange thing is that now, later in the game I can easily load saved games before Civ crashes (something I got used to after loading games). It almost looks like the Classical Era is more heavy to load :). That is very strange. Sarkyn Sep 23, 2009, 01:26 PM If this is the thread for suggestions, may I humbly suggest a re-look at the "Route Required" mod that you merged? What it currently does: - makes some units require (configurable) routes for ALL Terrain What it would make more sense doing: - make some units require (configurable) routes for (configurable) Terrain/Feature combinations. That way I can set it so that Tanks and Horses can gallop across deserts and plains, but require a cart or road to enter a jungle tile. Whereas at the moment, if I make a Tank require route, it requires route even for deserts, which is just silly nonsense. Let me know if you require any clearer definition! :) Afforess Sep 23, 2009, 01:42 PM If this is the thread for suggestions, may I humbly suggest a re-look at the "Route Required" mod that you merged? What it currently does: - makes some units require (configurable) routes for ALL Terrain What it would make more sense doing: - make some units require (configurable) routes for (configurable) Terrain/Feature combinations. That way I can set it so that Tanks and Horses can gallop across deserts and plains, but require a cart or road to enter a jungle tile. Whereas at the moment, if I make a Tank require route, it requires route even for deserts, which is just silly nonsense. Let me know if you require any clearer definition! :) No, I understand. It's rather low on my priorities, but I'll make sure I look at it. Hyronymus Sep 24, 2009, 12:35 PM Not sure if you can easier incorporate it then Zappara, but how about the Allegiance Mod? EDIT: nevermind NBAfan Sep 24, 2009, 12:52 PM Afforess, I tried out v1.351 and seems to working allright for 2.71. os79 Sep 25, 2009, 01:48 PM Hello, I have two things to report about Ice-breaking Modmod. #1. You need to update Icebreaking for modern workboat and construct ship. I already added entries for them in your ice Breaking folder in the unitinfos.xml file. So I'm fine, but you may want to update it for next release. #2. You need to look into the civilopedia entry of workboat because there is an text error in there for traverse whatever, in relation to ice. :goodjob: Afforess Sep 25, 2009, 02:51 PM Hello, I have two things to report about Ice-breaking Modmod. #1. You need to update Icebreaking for modern workboat and construct ship. I already added entries for them in your ice Breaking folder in the unitinfos.xml file. So I'm fine, but you may want to update it for next release. #2. You need to look into the civilopedia entry of workboat because there is an text error in there for traverse whatever, in relation to ice. :goodjob: Thanks. Will do. MrAdam Sep 26, 2009, 12:42 PM Hey man do your mods change anything outside the RoM folder? I installed a couple of them and whenever I load a game I crash so I uninstalled the modmods using the uninstaller and it didn't fix the problem so then I deleted the RoM folder and redownloaded it but it still crashes when loading. I'm thinking now I have to do a complete re-install Afforess Sep 26, 2009, 12:50 PM Hey man do your mods change anything outside the RoM folder? I installed a couple of them and whenever I load a game I crash so I uninstalled the modmods using the uninstaller and it didn't fix the problem so then I deleted the RoM folder and redownloaded it but it still crashes when loading. I'm thinking now I have to do a complete re-install My modmods do not alter anything outside of the Rise of Mankind folder. The uninstaller that comes with my modmods doesn't work, unless your using my newest Beta, which that one does work. You should be able to fix any problems my deleting the Rise of Mankind folder and Reinstalling it, then reinstalling my modmods. Just make sure that the installer looks for the right place. MrAdam Sep 26, 2009, 12:54 PM Weird. Thanks. Deleting and installing rom didn't fix it. Going to to try re-installing BTS Afforess Sep 26, 2009, 01:03 PM Weird. Thanks. Deleting and installing rom didn't fix it. Going to to try re-installing BTS Tell me if that works. MrAdam Sep 26, 2009, 02:04 PM Didn't work. Damn it. Gonna try starting a new game, saving and reloading to see if that works it. If it doesn't then I guess my saves got corrupted (which sucks, I had the perfect beginning. Kinda like a mini-continent glued on the major continent with a choke-point 3 tiles wide :() If not, guess I'll do a clean install Crap, new game saves + reloads fine. I really hope I didn't lose my game. Also it doesn't have your civics so I guess it uninstalled fine. Weird stuff Ok, it would appear all my 'old' save games stopped working. Wtf :/ Complete uninstall/reinstall didn't work. Ffffuuu MrAdam Sep 26, 2009, 03:39 PM Ok - I have another question I want to change one of Elizabeth's traits from financial to agricultural, so I edit the civ4leaderheadinfos.xml and change it but now ingame she has 3 traits listed when I replaced financial with agricultural so I'm guessing your mod has something to do with this. How can I change her from financial to agricultural? Thanks Afforess Sep 26, 2009, 09:30 PM Ok - I have another question I want to change one of Elizabeth's traits from financial to agricultural, so I edit the civ4leaderheadinfos.xml and change it but now ingame she has 3 traits listed when I replaced financial with agricultural so I'm guessing your mod has something to do with this. How can I change her from financial to agricultural? Thanks Civic Flavor's overwrite the leaderhead infos too, so you need to open that up and change it too. I never made that WoC format because it's 10000's of line of code, and I'm lazy. If you want to do it for me, be my guest, and I'll use it. Otherwise, just edit her in their and you should be good to go. MrAdam Sep 26, 2009, 10:05 PM Hmm, if it overwrites it then why'd Elizabeth get 3 traits? Interesting stuff Anyways, thanks Afforess Sep 26, 2009, 10:14 PM Hmm, if it overwrites it then why'd Elizabeth get 3 traits? Interesting stuff Anyways, thanks It doesn't LITERALLY overwrite. With the World of Civilization modular system, any value that isn't the same in two or more XML files for the same item are added. So she had 1 trait that was the same in both files, so that trait was ignored in my modular file. But she had one different trait, so it was added to her existing traits. cheesemijit Sep 27, 2009, 04:08 PM sorry if this is an obvious question but can i use ANM with Affores modpack? Afforess Sep 27, 2009, 04:26 PM sorry if this is an obvious question but can i use ANM with Affores modpack? Yes, if you are using a beta version. No for 1.351. os79 Sep 27, 2009, 07:55 PM Yes, if you are using a beta version. No for 1.351. Wait a min! I just installed 1.351 plus ANM 2.1 today, and no errors showed up. So what will I be missing during gameplay according to your above statement? Afforess Sep 27, 2009, 08:01 PM Wait a min! I just installed 1.351 plus ANM 2.1 today, and no errors showed up. So what will I be missing during gameplay according to your above statement? No obvious errors. 1.351 still uses the CvEventManager. I've moved my python modmod's out of the eventmanager in my latest beta's. The ANM will render War prizes useless. os79 Sep 27, 2009, 08:04 PM No obvious errors. 1.351 still uses the CvEventManager. I've moved my python modmod's out of the eventmanager my latest beta's. The ANM will render War prizes useless. Oh, I see. I don't use War Prizes, so no wonder. :D Afforess Sep 27, 2009, 08:10 PM Oh, I see. I don't use War Prizes, so no wonder. :D Even if you had used it, you wouldn't have noticed it. It would have failed silently. aender Sep 27, 2009, 08:39 PM afforess i'm having a problem here..i recently had to do a system restore because my dvd drive quite working...needless to say i had no way of backing up....now i'm trying to get my game back to playable.....i only use your's, aaranda's religions and vincents modmods......got them installed and as far as i can tell everything is right....but when i start i get xml errors about every building in the religion modmod......i cant figure it out....reason why this is to you is...is there any reason why the latest version of your modmod wouldn't be compatible with the religions modmod......version 1.351...in the meantime imma do a complete uninstall and start over Afforess Sep 27, 2009, 08:53 PM afforess i'm having a problem here..i recently had to do a system restore because my dvd drive quite working...needless to say i had no way of backing up....now i'm trying to get my game back to playable.....i only use your's, aaranda's religions and vincents modmods......got them installed and as far as i can tell everything is right....but when i start i get xml errors about every building in the religion modmod......i cant figure it out....reason why this is to you is...is there any reason why the latest version of your modmod wouldn't be compatible with the religions modmod......version 1.351...in the meantime imma do a complete uninstall and start over Ouch. I hate system restores. I don't see how any of our modmod's would conflict. In fact, I'm fairly sure all modmod's work with mine. Are you sure that Aaranda's modmod's are being put in the correct spot? aender Sep 27, 2009, 09:08 PM as far as i can tell yes......i mean its been awhile since i installed them before, but everything looks right...i'm just lost..gonna start and install it first and see if i can figure it out then install the other 2or maybe install other 2 first then install it lol idk what to do Afforess Sep 27, 2009, 09:29 PM Tell me how it goes. I'll see if I can help. (Remember, I have gotten them all to work at one point, with A.N.D; I got so many XML errors in the beginning setting that up.......) aender Sep 27, 2009, 09:34 PM lol it doesn't look good..i unistalled rom entire and reinstalled just the religions and still get the xml errors.........i know everything is in right spots tho, i checked...kinna at a loss unless i got a bad version so currently rereading aaranda's forum....wish me luck.....gotta get it working so i can make his voodoo religion all about necromancy...again...lol i even had shadowknights and zombies and all...before my drive quit on me aender Sep 27, 2009, 09:53 PM ok i just finished surfing aaranda's forum and i think i found my problem......several instances in it people mentioned that jooyos dll ver 1.18 is not compatible and by downgrading they fixed the problem i'm having....booooooo aender Sep 27, 2009, 11:35 PM OMG i havint started it yet but i figured it out for real its a new install of everything so gotta open rom config and set moduler loading to 1 duh....lol its been a long time since needed to go there edit..many hours later........i was right my only problem was i didn't set the modular loading to 1...like i said its been well how long has 2.7 been out anyways ya know anyways ty for the help spent most of this time gettin the voodoo religion set up with my necro additions i just wish i could share but because his mod is split between a module and the rom files its too scattered to be uploaded Sinapus Sep 28, 2009, 02:55 AM Completed over 400 turns in my current game and no problems noticed. (Thought something was wrong with events, but then I got a quest. Also noticed one civ's archers all had Combat I so that probably means they got the Bowyers event.) I'm really liking the Multiple Production mod. Afforess Sep 28, 2009, 06:38 AM its a new install of everything so gotta open rom config and set moduler loading to 1 I wouldn't advise that. WoC modular loading doesn't need that to be set. Completed over 400 turns in my current game and no problems noticed. (Thought something was wrong with events, but then I got a quest. Also noticed one civ's archers all had Combat I so that probably means they got the Bowyers event.) I'm really liking the Multiple Production mod. Glad to hear it. os79 Sep 28, 2009, 08:54 AM I'm really liking the Multiple Production mod. Definitely agree! Twice, I got TWO!!! units in one turn :D. Afforess Sep 28, 2009, 10:20 AM Definitely agree! Twice, I got TWO!!! units in one turn :D. It's really fun late game, when you have an uber-production city that can pump out 3 infantry per turn. Sarkyn Sep 28, 2009, 01:51 PM Just one question/thought - Would there by any way you would perhaps reconsider using so many "+x% maintenance increase" negatives in your mods? The combined effect of castles, beautification, weather stations, fire stations and so forth seems to me a little heavy handed and at the same time - it's not as interesting, since it's ultimately a negative you cannot balance. It disappears into the global economic forecast and isn't something you really can "redress". My opinion would be - in ROM and CIV, buildings, on the whole should not be so powered that they require a maintenance side-effect for balance purposes. The cost of building them in the first place is the negative effect, except in extraordinary circumstances where the building is more powered than it should be. Your thoughts? |
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