View Full Version : OS79 Modmods


os79
Aug 27, 2009, 06:43 PM
Nothing to see here.

The attached file is for Afforess only.

os79
Aug 28, 2009, 12:05 PM
Added new DLL with CAR merged in. See the first post.

scribbler
Aug 28, 2009, 01:55 PM
Howdy. I'm kinda new to the whole modmod thing (did play RoM before when it was at 2.1 or something). Now, while I don't have any such trouble with any other modmod, I was really having trouble with this one (both for this and the original, separate unofficial 2.8).

Here are the errors (text boxes on application initialization):
XML Load Error - "Failed Loading XML file modules\Os79\Unofficial 2.8 Changes\OS79_GlobalDefines.xml"
XML Load Error - LoadXML call failed for modules\Os79\Unofficial 2.8 Changes\OS79_GlobalDefines.xml / Current XML file is: modules\Jooyo\Enslavement\Enslavement_GlobalDefine s.xml" (this changes depending on the previously loaded module)

XML Load Error - "Failed Loading XML file modules\Os79\Unofficial 2.8 Changes\OS79_CIV4BuildingInfos.xml"
XML Load Error - LoadXML call failed for modules\Os79\Unofficial 2.8 Changes\OS79_CIV4BuildingInfos.xml"

XML Load Error - "Failed Loading XML file modules\Os79\Unofficial 2.8 Changes\OS79_CIV4CivicInfos.xml"
XML Load Error - LoadXML call failed for modules\Os79\Unofficial 2.8 Changes\OS79_CIV4CivicInfos.xml"

I started looking into the files in your mod and realized that the schema files, which are included in every other mod, aren't included here. So I copied the schema files from the main mod, renamed them OS79_*, and changed the pointer in the xml file to the new schema. No more errors. Now I just have to test how it works.

Well, that no one else seems to have this problem bothers me a bit. Did I miss something? Is it possibly because I'm running Win7 and WoC has to be stricter on this platform than on earlier Windows versions?

Anyway, so far so good. I really like the work done in this forum and I'm sure I'll be playing Civ4 well into the future because of this mod.

os79
Aug 28, 2009, 03:03 PM
I was really having trouble with this one (both for this and the original, separate unofficial 2.8).

I'm working on it. The fix should hopefully be out later today.

os79
Aug 28, 2009, 03:35 PM
I'm working on it. The fix should hopefully be out later today.

Fixed! :D Please go to the first post and download the attachment. Thank you for alerting me to these error messages.

os79
Aug 28, 2009, 08:00 PM
Tomorrow I will be packing and cleaning up.
Sunday, I fly out to my university.
Monday is the first day of classes.

Therefore, if you need help, be patient or be receptive of help from other modmodders as they are excellent at helping with the majority of potential problems.

Stay safe and see you sometime next week or so.

vincentz
Sep 03, 2009, 10:33 PM
Good luck with your new studies ;)

Cltwski
Sep 04, 2009, 03:57 AM
I came over to this thread from your unofficial 2.8 one like you said...

good luck with your studies btw :)

anyways:
i put the assets where you said, got it to overwrite some stuff, and removed the seperate unofficial 2.8, but when I load up the game I get these errors:

Tag: IMPROVEMENT_MODERN_MINE in Info class was incorrect
Current XML file is: modules\os79\unofficial 2.8 changes\os79_civ4civicinfos.xml

Tag: UNITCOMBAT_SETTLER in Info class was incorrect
Current XML file is: xml\Units/CIV4UnitInfos.xml
i get that one three times, then it says the same but with worker instead of settler

Tag: BUILD_MODERN_MINE in Info class was incorrect
Current XML file is: xml\Units/CIV4UnitInfos.xml

Tag: UNITCOMBAT_MISSILE in Info class was incorrect
Current XML file os: xml\Units/CIV4UnitInfos.xml

Tag: UNITCOMBAT_DOOM in Info class was incorrect
Current XML file os: xml\Units/CIV4UnitInfos.xml

I still seem to be able to play the game, cos once i've clicked past these errors it loads fine and I can start a new game, but I'm assuming its not loading something from your modmod quite right :S

Also one final question in the MLF files, I assume you disable a modmod if you make it: <bLoad>0</bLoad>

Sorry to keep pestering you over this lol

Afforess
Sep 04, 2009, 08:03 AM
Also one final question in the MLF files, I assume you disable a modmod if you make it: <bLoad>0</bLoad>


I'm not sure why you get those errors. Perhaps you're running RoM 2.7 instead of 2.71?

About your question with MLF files, setting them to zero in theory makes the game not load them, but in practice, it's broken. The 3.19 patch a few months ago broke that functionality, so modules always load, no matter the 0 or 1. You need to move the folder somewhere else, like to "Unloaded Modules" for it not to load.

os79
Sep 04, 2009, 10:15 AM
I'm not sure why you get those errors. Perhaps you're running RoM 2.7 instead of 2.71?

About your question with MLF files, setting them to zero in theory makes the game not load them, but in practice, it's broken. The 3.19 patch a few months ago broke that functionality, so modules always load, no matter the 0 or 1. You need to move the folder somewhere else, like to "Unloaded Modules" for it not to load.

Concur with Afforess, check if you are playing with version 2.71.

@Vincentz, thanks :).

os79
Sep 04, 2009, 11:35 AM
Hello,

I removed Unofficial 2.8 and Unitsinfos XML file from the modmod package. It is because Zappara now has 2.8beta out.

Cltwski
Sep 04, 2009, 12:59 PM
Concur with Afforess, check if you are playing with version 2.71.

@Vincentz, thanks :).

Oh I'm probably not playing with 2.71 :S
I think I assumed that the download mirror in this thread: http://forums.civfanatics.com/downloads.php?do=file&id=9301 was 2.71, my mistake.

I'll try out this 2.8beta, and move the modmods rather than changing the value to 0.

Thanks for the help :)

os79
Nov 12, 2009, 06:59 PM
Hello,

Updated to 2.8 version:
1. Added clones to Chop With Purpose
2. Added No Storms that should effectively remove storms from the game modularly.
:cool:

os79
Nov 20, 2009, 08:12 PM
Update time again.

Added a new module called Fit All Sizes Research.
See the first post :D.

Afforess
Nov 20, 2009, 08:45 PM
Update time again.

Added a new module called Fit All Sizes Research.
See the first post :D.

I'm not sure I agree with the same research rate for all world sizes. I would scale it, but not as much as RoM does. Perhaps 25% more research length for each map larger than standard, 15% less for each smaller one?

os79
Nov 20, 2009, 09:10 PM
I'm not sure I agree with the same research rate for all world sizes. I would scale it, but not as much as RoM does. Perhaps 25% more research length for each map larger than standard, 15% less for each smaller one?

Reasoning behind it?

And what about Giant and Gigantic? They leap in size department.

Afforess
Nov 20, 2009, 09:17 PM
Reasoning behind it?

And what about Giant and Gigantic? They leap in size department.

I'm not sure. I think we need to do a comparison of extra useful tiles in each map. Not just of tiles, but tiles that will be used (so no ocean tiles...etc...). Then scale it that way.

os79
Nov 20, 2009, 09:20 PM
I'm not sure. I think we need to do a comparison of extra useful tiles in each map. Not just of tiles, but tiles that will be used (so no ocean tiles...etc...). Then scale it that way.

Ok, I will tweak it the way you recommend, then let players playtest it along with me.

os79
Nov 20, 2009, 09:27 PM
Tweaked Research Percent as per Afforess' recommendation.
In about three or so days, I will tweak it more to fit better what feedbacks from either you or me give after playtesting.

Afforess
Nov 20, 2009, 09:28 PM
Tweaked Research Percent as per Afforess' recommendation.
In about three or so days, I will tweak it more to fit better what feedbacks from either you or me give after playtesting.

Thanks. Otherwise large maps would be in the modern era at about 1000ad, while tiny maps would take till year 2250ad. I think with a bit of balancing, we can get the to the modern era at the same time. ;)

civ_king
Nov 20, 2009, 09:56 PM
I don't have a lot modmods (yet).

But I'm going to include all of them here. Just download the attached file and use Universal MLF Loading file.


IdleCities: Similar to Wealth, Research, and Culture but it doesn't give you anything. Good for Snail or Marathon when you have nothing to do with a city at particular time.

Chop With Purpose: Turn off chop the forest and chop the jungle functions so that AI don't chop forests/jungles unless they are going to build an improvement. That goes for you, player, as well.

No Storm: Thanks to Zappara, I made a module that should hopefully be just modular. It effectively cut all storms from the game.

Fit All Sizes Research: All Worldsizes now have research at 100. That means that sizes don't change your research time.

Download & Installation Instructions:
1. Be sure you are using the latest Universal MLF file here (http://forums.civfanatics.com/showthread.php?t=330806)!
2. Download the attached file.
3. Extract to Rise of Mankind/Assets/Modules

and enjoy!

_____

Afforess
Nov 20, 2009, 09:59 PM
But they do, indirectly. Larger maps can have more cities. More cities means more :science:. More :science: means faster research.

QED.

os79
Nov 20, 2009, 10:35 PM
Minor update to the first post to reflect the ongoing discussion about research time for worldsizes.

dudeSDCA
Nov 21, 2009, 01:10 PM
OS79 -- love your no storms!! Is it compatible with Afforess 1.5beta2?

Afforess
Nov 21, 2009, 01:15 PM
OS79 -- love your no storms!! Is it compatible with Afforess 1.5beta2?

Better yet, It comes included in the installer. ;)

dudeSDCA
Nov 21, 2009, 01:52 PM
Better yet, It comes included in the installer. ;)

AWESOME!! :goodjob:

os79
Dec 05, 2009, 07:04 PM
Updated the first post to include new Revised GameSpeeds that end at 2500 CE with the new download :D.

Afforess
Dec 05, 2009, 07:08 PM
I'll be updating A New Dawn 1.6 for the revised game speeds, thanks Os79!

os79
Dec 05, 2009, 07:12 PM
I'll be updating A New Dawn 1.6 for the revised game speeds, thanks Os79!

Cheers :beer: :D.

Afforess
Dec 07, 2009, 06:53 AM
Os79, I just "finished" a game with the revised game speeds. There's a few problems with them. Yes, they do end at 2500CE, but they add so many turns that I had already got Future Tech by 2087 CE. And I was only 57% of the way to the end of the turns. I think that you need to tack on less turns at the end, since they go slower, and add more turns to the beginning. It's going to need quite a bit of balancing still. Hopefully you're up for the challenge.

szemek77
Dec 07, 2009, 07:21 AM
But they do, indirectly. Larger maps can have more cities. More cities means more :science:. More :science: means faster research.

QED.

It's generally true, but more cities = more cost (distance to capital), so you need to
lower the science rate.

os79
Dec 07, 2009, 09:04 AM
Os79, I just "finished" a game with the revised game speeds. There's a few problems with them. Yes, they do end at 2500CE, but they add so many turns that I had already got Future Tech by 2087 CE. And I was only 57% of the way to the end of the turns. I think that you need to tack on less turns at the end, since they go slower, and add more turns to the beginning. It's going to need quite a bit of balancing still. Hopefully you're up for the challenge.

Wed., after 8am class, sure!

To clarify:
You want more turns to the "Ancient" era, and you want lesser turns in the eras nearing the end?

Also, 2200 was where I end my teching in turn increments. 2500 is where I add on more turns that have no purpose other than conquest, if you can do it before 2500 CE. So I can try to decrease some turns in the end but I want the future to have enough turns for me to conquer the entire world if at all possible...

So clarify a bit please. No rush, though. I have to prepare for THREE! speeches (two tomorrow and one on Wed. :)).

os79
Dec 07, 2009, 09:08 AM
It's generally true, but more cities = more cost (distance to capital), so you need to
lower the science rate.

Recommend you look in to the Strategy and Tips forum, and find my thread "Gold Usage". I found that I can stockpile gold up to certain amount, then tech 100 percent till gold falls below my decided minimum limit, then push down research slider till I get back to my decided max gold. So the cycle repeats. It works great for me at Noble difficulty level :D. India in the west is so far advanced in scoreboard but terrible in its military might because I'm technologically advanced, and I'm slowly and systematically absorbing its cities as we are speaking now, :evil:

Afforess
Dec 07, 2009, 12:20 PM
Wed., after 8am class, sure!

To clarify:
You want more turns to the "Ancient" era, and you want lesser turns in the eras nearing the end?

Also, 2200 was where I end my teching in turn increments. 2500 is where I add on more turns that have no purpose other than conquest, if you can do it before 2500 CE. So I can try to decrease some turns in the end but I want the future to have enough turns for me to conquer the entire world if at all possible...

So clarify a bit please. No rush, though. I have to prepare for THREE! speeches (two tomorrow and one on Wed. :)).

Okay, let's clarify. To finish a Normal Speed game and get all the techs, you need approx 1000 turns. As it stands now, you added too many. So, we need to tweak it so both of these parameters are the same:


End Date: 2500CE
Total Turns: 1000 (Normal Speed)

You can standardize it out from their, methinks. This will probably require an entire rewrite of the game speeds. But if you can get it right for normal, it should be easy and good enough just to extrapolate the other game speeds from it, as long as you keep the end date the same, and have the total turns variable on the speed (faster games, less turns, slower, more...etc.)

Hopefully that makes things clearer.

os79
Dec 07, 2009, 05:47 PM
Okay, let's clarify. To finish a Normal Speed game and get all the techs, you need approx 1000 turns. As it stands now, you added too many. So, we need to tweak it so both of these parameters are the same:


End Date: 2500CE
Total Turns: 1000 (Normal Speed)

You can standardize it out from their, methinks. This will probably require an entire rewrite of the game speeds. But if you can get it right for normal, it should be easy and good enough just to extrapolate the other game speeds from it, as long as you keep the end date the same, and have the total turns variable on the speed (faster games, less turns, slower, more...etc.)

Hopefully that makes things clearer.

Ok, I can copy what I did for 2200 CE (sort of). The months will be different. Turns works better than before slightly.

However, I think I mis-explained my purpose for 2500 CE somewhere. If so, my apologies. My purpose with 250 CE is NOT to end the Future Tech at 2500. It is for conquest purpose but still running under Mastery victory.

So I might tweak my 2500 ending gamespeeds to half out turns between start of modern era and 2500 turns but it will still have many Future Tech turns because its only purpose after you tech all the way is for conquest.

Therefore, if you want to test out Mastery Victory that have more time and reasonable scoring chances without a lot of Future Techs, go to the other Revised Gamespeeds I set for 2200 CE. It should have a lot fewer Future Techs. That one, I will receive in-depth and precise criticisms on how to rebalance. It will eventually go into this 2500 ending Revised Gamespeeds as a backbone, thereto i will add more turns for conquest purpose.

Side note: I will update the first post to reflect what I mean precisely.

os79
Dec 19, 2009, 03:00 AM
Update: See the first post.

I tweaked my gamespeeds a bit. Based on my gameplay, I changed the Snail turn increments a bit to hopefully match my experiences playing recently..

Also, I removed "Chop with Purpose" as I don't see a real need for it now.

os79
Dec 30, 2009, 06:41 PM
Small update in the first post.

Just small corrections of Gamespeeds Snail and marathon increments.

os79
Jan 09, 2010, 07:30 PM
Small update...

I updated new OS79 modmodpack. Just updated the gamespeed increments for marathon speed. It was Renaissance and Industrial eras that need to be fixed. I'm confident Renaissance is finally fixed but will need ot gametest the changes for Industrial era.

os79
Jan 12, 2010, 07:53 AM
UPDATE:

My Revised Gamespeeds remain the same except that it is now 2200 ending one. Afforess, please change your AND to reflect that folder structure (under OS79 now, not under the main Modules).

My Research Fit All is changed: Giant now have researchpercent at 160 and Gigantic at 175.

Download from the first post...

Enjoy.

os79
Jan 28, 2010, 07:34 PM
UPDATE:

Just in time for tomorrow possible release of next beta of AND...

Just improved somewhat Marathon and Snail Turn Increments. Yeah, it takes time to make turn increments just right. Hopefully, now that I gambled and changed the XML in between save games and succeeded in continuing the game (whew!), the next test/releases of Revised GameSpeeds will be two or three away from Final Release status :).

Seriously, I hate Epic and faster GameSpeeds for RoM so I am really requesting that someone takes time and play faster GameSpeeds (Epic and faster) and tell me the exact turn number that they hit Classical and other eras. I can't trust Autoplay on this one. That was what messed my first release because AI was god-awful at researching. The new updates since were based on my personal playtesting.

os79
Feb 03, 2010, 07:21 PM
Minor update:

Fixed the Marathon speed to be 1500 turns again. It is a default number of turns before all this happened. Working on other gamespeeds' turns in next few months.

It will take time because:

1. I'm a student at an university now.

2. I HATE speeds faster than Marathon.

Civ Fuehrer
Feb 04, 2010, 03:10 PM
@os79
The tech tree from ATOM is nearing completion which will result in the first alpha release later this month. If you're willing to test out the game speeds and whip up a patch for it that I can add to the modmod's folders that would be wonderful.

os79
Feb 04, 2010, 06:00 PM
Well, let us see the tech tree first, then we will see, OK?

Yes, if it is small changes/additions. Later, during the summer or so, if it is larger changes/additions.

os79
Feb 12, 2010, 02:52 PM
Second to final version of Revised Gamespeed Released!

Basically, I tossed out all my hard work because it is annoying to be overly concerned about dates in this game. What is new is that I just add turns in order to make it end at 2200CE. It is just to give you more time to complete tech tree since Afforess has few modmods that add more techs to the tree.
The added turns are:
Snail=100 turns
Marathon=50 turns
Epic=25 turns
Normal=10 turns
Quick=5 turns
Blitz=1 turns

Only one more version left to go before Revised GameSpeeds modmod is a final version.

civ_king
Feb 12, 2010, 03:44 PM
Second to final version of Revised Gamespeed Released!

Basically, I tossed out all my hard work because it is annoying to be overly concerned about dates in this game. What is new is that I just add turns in order to make it end at 2200CE. It is just to give you more time to complete tech tree since Afforess has few modmods that add more techs to the tree.
The added turns are:
Snail=100 turns
Marathon=50 turns
Epic=25 turns
Normal=10 turns
Quick=5 turns
Blitz=1 turns

Only one more version left to go before Revised GameSpeeds modmod is a final version.

you forgot Eternal :D

os79
Feb 12, 2010, 04:44 PM
you forgot Eternal :D

Afforess already have it in his pack :). It is 4500 turns long game. I doubt that you can't finish all tech tree before the turns are up.

Afforess
Feb 16, 2010, 06:32 PM
How close are you to releasing a final version for AND?

os79
Feb 17, 2010, 09:22 PM
How close are you to releasing a final version for AND?

For GameSpeeds? it is effectively a final version. I just said one more version as a cautious alert in case people think it is a little too much. Personally, I hadn't made it to Transhuman in my old computer. Now I'm playing with 3 ghz, 4 gb ram, (32-bit sadly) machine. Now I'm much more confident I will end transhuman. I will hopefully see if I needed these extra turns.

Short answer: go ahead and put it the latest GameSpeeds.

IdleCities: Final version because it was done by brilliant modder, you :D.

Size Fit All Research= Tossed out in my next version since I no longer concern myself with dates :).

So basically just incorporate IdleCities and Revised GameSpeeds and I will be happy :).

PS: I know, I love to ramble :shrug:. What can I do :D? Don't answer that! :lol:

EDIT: Forgot to add this: No Storms is final version as well. You refined it in your version :).

Afforess
Feb 17, 2010, 09:33 PM
PS: I know, I love to ramble :shrug:. What can I do :D? Don't answer that! :lol:
.

My fault really, I encourage it. :lol:

os79
Feb 20, 2010, 01:53 AM
UPDATE:

Removed Size Fit All Research. Since I tossed out the relevance of dates to my games, that modmod is no longer needed. Revised GameSpeeds is at 1.0. When ATOM becomes closer to early playable version, I will analyze how many more turns are needed for each GameSpeeds and make a separate Revised Gamespeeds modmod for that. Of course, I may just go ahead and write out the tutorial on editing turn increments if I don't feel like doing ATOM, what with Civ V out this fall. We will see.

Afforess, consider taking everything here into AND. At worst, you can toss out IdleCities if you want to :shrug:. I noticed that with GS's cool Civic Buildings modmods that I don't ever use Idle Cities modmod anymore. But you never know what players choose to play with :lol:.

Next project:

After Davane is done with his daily mods, I will figure out how to incorporate them into RoM. Consider it my version of mini-Better RoM.

ATOM turn increments if I feel like it.

After Afforess get around to doing it, add in unit moves scaled to GameSpeeds :lol:

My revised map-scenarios to somewhat match real history. I will only concentrate on Earth maps.


That's all I can think of right now. They are not fast forthcoming plans however :).

Dancing Hoskuld
Feb 20, 2010, 08:39 AM
...
Next project:

After Davane is done with his daily mods, I will figure out how to incorporate them into RoM. Consider it my version of mini-Better RoM.
s.


That's all I can think of right now. They are not fast forthcoming plans however :).

Davane's idea on having a maintenance cost on wonders looks like it may be a better solution than having a fixed limit on their numbers.

NBAfan
Feb 20, 2010, 02:15 PM
Davane's idea on having a maintenance cost on wonders looks like it may be a better solution than having a fixed limit on their numbers.That does sound like a better idea.