View Full Version : HELP - Map Player Limitations
Thorburne Jul 20, 2009, 07:11 PM OK! I am completely frustrated at this point. I have downloaded a couple different mods and I am trying to combine certain aspects and not having any luck. The first mod that I downloaded was the Giant Earth Mod (from Genghis Kai). I like the map, but not so much the civs available (though there are a lot and a few of them are interesting). I have also downloaded Esnaz's mod V.2 with a lot of new Civs. The problem that I am having is that I am trying to use the map from GEM with Esnaz's civs, but I keep running into problems. After much struggle, I was finally able to get the map to play with Esnaz's mod, but I can not seem to get more than 18 civs. I even tried saving two different maps with all of the civs that I want split between them, then combining the civs by editing the map files in text. Before anybody asks, I did renumber the second half after I pasted them into the first file. Still, however, when I try to run the map, I can only get the first 18 civs. What do I have to do to make the additional civs available? Is there a line somewhere that I need to edit? I can't find anything specifically. I even copied the WorldInfo.xml file from GEM to Esnaz's (well, I copied the part for the Giant world and pasted it in the xml file for Esnaz's). I am at a complete loss at this point! Can anybody help me?
Mallin Jul 21, 2009, 04:39 AM I found a page that tells how to increase the number of civs.
Go to the new Modiki site. Under the civ4 section click on Modding Tutorials. A long list will come up and at the bottom of it is a page listed "How to change the maximum number of Players"!
The_J Jul 21, 2009, 01:35 PM but I can not seem to get more than 18 civs.
Does one of the mods have a custom dll, which allows more than 18 civs?
If no: Look here (http://forums.civfanatics.com/showthread.php?t=234779).
If yes: You can change the default number of players in XML\GameInfo\WorldInfo.xml
Thorburne Jul 22, 2009, 04:47 AM The GEM has a dll file, but the Eznas's doesn't. I tried copying the dll file from GEM, but it causes the game to not respond when attempting to load. I'll check out the one from the forum you mentioned.... though I don't see where the download is.
The_J Jul 22, 2009, 03:00 PM The download is here (http://www.megaupload.com/?d=8ZOVBA6F).
Thorburne Jul 22, 2009, 09:04 PM Unfortunately, this doesn't appear to work! When I tried loading it with the mod, the game froze. My only other alternative (as none of the home brewed map editors appear to work with mods) is for me to make a copy of the map, tile by tile (I am using Excel to layout the map), and then create a new map (interestingly, when I added XXL components to Esnaz's mod, that would work with new maps, but not with the map I am trying to use), then change it and copy the map back into world builder (or another map making tool if I can get it to work... though if I can, I doubt I will be able to add in the civs... I'll have to load them in the map and move them around when I start the game).
The things that I have to go to in order to enjoy a simple game of Civ!
Vrenir Jul 23, 2009, 10:39 AM I've also fiddled around with this and am somewhat confused.
Say that I have a 40 civ DLL and a pre-existing (XML only) mod with map/scenarios built for only 18 civs at a time.
If I paste the DLL into the mod folder then go into the map/scenario XML file and add additional players, should this work in-game? If not, what more do I need to do?
The_J Jul 23, 2009, 02:20 PM Say that I have a 40 civ DLL and a pre-existing (XML only) mod with map/scenarios built for only 18 civs at a time.
If I paste the DLL into the mod folder then go into the map/scenario XML file and add additional players, should this work in-game? If not, what more do I need to do?
Yes, there's something more to do (maybe also the solution for thorburne):
The premade maps have the absolute available number of civs stored in them. If you open a worldbuilderfile with a text editor, you can see, that there are civs/teams named from 0-17.
If you have a 40 civs dll, you'll have to add the missing entries until 39.
Thorburne Jul 23, 2009, 07:33 PM OK, I tried what you said and discovered one mistake that I overlooked. When adding up the Civs to 40 (0 - 39), I discovered that in the Team section, the very last entry was missing the "end team" function. I added this along with the additional entries (btw, how do you know how many civs your dll is for?) and I got further than ever.
I was able to get into the game and choose the map. It took me to the civ selection screen where all civs that I placed in the mod were available. However, after I went through the initial selections and pressed continue to load the game, I get the following error:
Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 3.1.7.0
Fault Module Timestamp: 4a58cc0d
Exception Code: c0000005
Exception Offset: 0017dfe0
OS Version: 6.0.6002.2.2.0.768.3
Locale ID: 1033
Additional Information 1: 3164
Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e
Additional Information 3: 011d
Additional Information 4: 01351879a445e41ad4df3ba5eb395c4d
I tried removing the dll (the original mod did not have any dll) and not only did the game not have the full selection of civs, but also crashed at the same spot (when beginning to load the map). I did not see any difference between the two error details for each attempt. What I did notice is that it points to the dll as the source of the crash (if I am reading this correctly) and the version for the dll reads 3.1.7. Should the dll be 3.1.9 to match the app version? Also, why would it crash when their is no dll and read the same dll version? Isn't it using the default dll file in that case?
At this point, I'm confused!
The_J Jul 24, 2009, 02:40 PM btw, how do you know how many civs your dll is for?
From the modder. There's no other way, besides looking in the source code.
I get the following error:
Strange :confused:.
I guess, GEM has some dll modifications, which are needed to run it.
If yes, you have to ask the modder, if he can compile a dll with more civs.
Thorburne Aug 01, 2009, 12:29 AM OK...
After getting frustrated with this, I decided to look for other options. I downloaded the newest version of "Rise of Mankind" (2.71) and installed that. There, I found the Giant Earth Map included, modified to work for this mod. But it didn't have as many civs. So I looked further and found the Civpack for RoM which included many of the civs and leaderheads from Esnaz's mod, plus more. Great!!!
So, I edited the GEM to have no preset civs and attempted to load with the civs that I wanted (with the idea in mind to move them around appropriately once I got into the map). The good news, it allows for more than 19 civs to be selected. The bad news, whenever I attempt to launch the game after selecting the civs and the options that I want, I get an error saying: CvLSystemLoadError: LSystem XML subsystem failed to load. This is probably due to a schema error. When I press OK, the whole game closes. I am at a loss! The only other modification I have done was I added the RoM Religion add-on. I will try removing that, but if that doesn't work, does anybody have any other ideas?
for the record, I will probably post this in the RoM thread as well... I just wanted to do it here since this thread has the source of my issues.
Thorburne Aug 01, 2009, 07:33 PM You know, it is really ridiculous when you practically need a degree in order to play a game. If there is one thing that is wrong with Civ IV, it is the modding system. And it just got worse when they introduced the modular system. I am so frustrated right now; this is wasting my entire weekend just trying to figure this out. And on top of that, I am getting little help from anybody.
All I have got to say is that they really have to make Civ 5 more user friendly for those of us that don't have a Masters in Programming, especially when the most common response when somebody says that they don't like the way something work in the core game is to "mod it".
The_J Aug 02, 2009, 07:49 AM You don't see it, but the system is very modding friendly, because it gives you nearly all values, which you want, in an open file format.
Your problem is more, that you have already modified files, which conflict somewhere.
Nobody besides the 2 modcreaters could know, what's going wrong.
And the conflict itself is in a region, where not many people are skilled in (in the sdk).
Thorburne Aug 02, 2009, 02:34 PM Perhaps my greater issue in this case is the fact that the civpack was created for RoM and yet it still doesn't appear to work... at least for me. And again, this is even with just installing the civpack to the mod and trying to generate a map and leaving the third variable (GEM) out of it. Yet, I am not seeing the problem with anybody else. They are both suppose to work with 3.19 (which I have) and I can't think of anything else that might be causing the issue. My entire weekend was ruined (as far as playing Civ goes) because of this.
(Yes, I realized I could have settled with less and either not used the additional material or such, but I am stubborn and I feel why should I have to settle for less?)
The_J Aug 02, 2009, 03:03 PM Perhaps my greater issue in this case is the fact that the civpack was created for RoM and yet it still doesn't appear to work... at least for me. And again, this is even with just installing the civpack to the mod and trying to generate a map and leaving the third variable (GEM) out of it. Yet, I am not seeing the problem with anybody else. They are both suppose to work with 3.19 (which I have) and I can't think of anything else that might be causing the issue. My entire weekend was ruined (as far as playing Civ goes) because of this.
(Yes, I realized I could have settled with less and either not used the additional material or such, but I am stubborn and I feel why should I have to settle for less?)
I can see a source of the problem: RoM. RoM has sure it's own dll, so it can't simply be replaced with an vanilla-more-civs-dll.
Why did you take a RoM-modmod? There are several other civs out there, or you could play civgold, which has an incredible number of civs.
Thorburne Aug 02, 2009, 03:33 PM I like all of the elements included in RoM. The pack I am trying to load is supposed to be for RoM. I have yet to confirm that anybody else is having any problems with it. I just don't know what could be causing it at this point. And if I am having this much problems with the submod that is supposed to work for RoM, I dread even trying to merge any of the other Civ packs with it.
The_J Aug 02, 2009, 03:38 PM I'm getting a bit confused.
Could you summarize, what you've done?
It sounds, that you've tried to play a Rom modmod without RoM, and also you didn't mention RoM at the beginning.
Thorburne Aug 02, 2009, 07:17 PM Sorry for the confusion. At the beginning of the thread I was trying to use GEM with Esnaz's Civ mod. I was having troubles with getting the GEM to work. After days of struggling with it and making this post, I started searching around. I found the RoM mod and discovered that it had the GEM map in it modified for itself. After trying it out, I found that it used the civs that the default GEM mod uses for the map which are nothing more then default civs slightly modified (or, in some cases, just renamed). So, I looked around and found the Civpack for RoM (version 1.6 for RoM 2.7). I followed the instructions to install it and also cleared the civs from the GEM so that I could put in the ones that I wanted. I started RoM and picked the civs to play. Then when I tried to generate the map, the game crashed out with the XML error that I mentioned earlier. CvLSystemLoadError: LSystem XML subsystem failed to load. This is probably due to a schema error.
I have since tried generating the map without the expansion and was able to load the map (just not with all of the civs that I wanted). And then I tried generating a map with the expansion installed and got the same error. This is about where I am at... frustrated!
I hope that this clears it up.
The_J Aug 03, 2009, 05:03 AM I followed the instructions to install it and also cleared the civs from the GEM so that I could put in the ones that I wanted.
And why did you not replace it with the civs you wanted?
Thorburne Aug 04, 2009, 05:22 AM And why did you not replace it with the civs you wanted?
In order to make sure that they are placed in correctly (as far as the script of the map goes), I let the system handle the placement. I then use WB to move them around to their correct locations. I used the GEM with the basic RoM (sans the extra civs) and this method worked fine. I am fairly positive that the error that I am getting has to do with the expansion.
The_J Aug 04, 2009, 09:35 AM I guess, the GEM mapscript in GEM and in RoM has a special modifications, to place the civs in the right place.
The needed civs are sure somewhere in the mapscript named with vague starting positions, so that you can't just add new civs to that.
Please take a look at the GEM mapscript.
Edit: I've seen in another thread, that GEM has a very widely modified dll.
Maybe the civs are coded there, which would mean, that it's just not compatible with other civs.
Thorburne Aug 04, 2009, 06:55 PM I guess, the GEM mapscript in GEM and in RoM has a special modifications, to place the civs in the right place.
The needed civs are sure somewhere in the mapscript named with vague starting positions, so that you can't just add new civs to that.
Please take a look at the GEM mapscript.
I am not sure what else I can edit in the mapscript. To clear it, I opened a blank map (one with no preset civs) and copied the entries for the teams and players, then put them in place of the civs that were set in GEM. I did make sure to copy and paste for each entry so that the max number of civs (I did not fill them up) remained the same. This worked in letting me place the base civs in RoM (including a couple of civs that are not in the base BTS... Assyria and Hittites). However, with the civ pack addon, it does not do it...
Edit: I've seen in another thread, that GEM has a very widely modified dll.
Maybe the civs are coded there, which would mean, that it's just not compatible with other civs.
...In response to your edit, as well as adding on to my reply above, while what you say makes sense, I do think that there is more to it as even when I tried generating a map with the addon installed, the game crashed out. So I think the problem has to lie in the add-on (though I don't see anybody else stating that they have had problems with it). Still, I will have to try and contact the creator of GEM to see if they have any ideas.
Thanks for your help (of course, I am still open to more if you have any to offer :D)
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