View Full Version : UM (United Modders)


Hydromancerx
May 06, 2010, 08:21 PM
UM (United Modders)

UM Proposal
My proposal is to bring the modders of "Rise of Mankind" together so many separate mods fit together like a puzzle to where they are all compatible with each other. This would mean that we would try to avoid content overlaps or conflicts. Basiclly I see it working like this ...

http://farm5.static.flickr.com/4012/4585762540_9d65b70db0_o.jpg

Basiclly all modmods would be based on Rise of Mankind. They would all be compatible with each other however neither would be depend upon each other. A New Dawn would be in the category.

The next level would be the modmodmods. Which I would assume would be mainly dependent upon A New Dawn. HAND for example would be one of those mods. All mods in this category would be compatible with any other AND based mod as well as any other RoM mod. Thus making it so if you download all of the mods they should work together like one huge mod.

The way I see it working is that each modder controls their own content (or content given to them to be the maintainer of). For instance the Domestic Animal mod was made by Afforess but designed by me. Recently Afforess took it out of AND and I put it into my mod HAND. Thus the only mod with the Domestic Animal mod should be HAND. Get it?

This also would work well if each modder only had a single combo mod for people to download. That way we could make a big list and say if you download say all 8 of these mods then there should be no errors of conflicts.

What do you guys think? Do you think it can be done? If so who would be willing to join the UM (United Modders)?


---------------------------------

United Modders For RoM2.91 AND AND1.73 (Compiled by Hashishim)
DOWNLOAD HERE (http://forums.civfanatics.com/downloads.php?do=file&id=14805)

Features
- HAND v1.1 (by Hydromancerx)
- Militia Mod (by DancingHolskud and Strategyonly)
- Subdue Animals (By DancingHolskud and strategyonly)
- Custom Religion (By AAranda and DancingHolskud)
- Custom Wonders (By AAranda and DancingHolskud)

Hashishim
May 06, 2010, 08:44 PM
Yeah this is good, and perhaps make a threaed for the links to the files :>, what is AToM by the way?

Hydromancerx
May 06, 2010, 08:47 PM
Yeah this is good, and perhaps make a threaed for the links to the files :>, what is AToM by the way?

I was planning to use this post if people agreed.

And AtoM is Civ Fuehrer's new mod called Accent of Mankind (http://forums.civfanatics.com/showthread.php?t=345273) which deals with space.

Dancing Hoskuld
May 06, 2010, 09:18 PM
I always try and make sure mine are compatible and point out where there may be difficulties. :)

Don't forget that there is already a thread which lists all the RoM Mods. Rise of Mankind Modmod Index (http://forums.civfanatics.com/showthread.php?t=330506)

Hydromancerx
May 06, 2010, 11:10 PM
I always try and make sure mine are compatible and point out where there may be difficulties. :)

Don't forget that there is already a thread which lists all the RoM Mods. Rise of Mankind Modmod Index (http://forums.civfanatics.com/showthread.php?t=330506)

Yeah I know but it would be nice to have like a seal of approval saying like "An United Modders Compatible Mod".

Dancing Hoskuld
May 06, 2010, 11:54 PM
It would also be nice not to have overlap between the modmods. I get very confused about Vincentz stuff. btw what did you draw the picture in?

Hydromancerx
May 07, 2010, 12:28 AM
It would also be nice not to have overlap between the modmods. I get very confused about Vincentz stuff.

Yes. Having each mod have stuff that's not repeating is the core concept of this project.

btw what did you draw the picture in?

Its a program called VUE and you can download it for free here (http://vue.tufts.edu/). I use it all the time for Taxonomy cladograms but they work well for flow charts or tech trees too.

strategyonly
May 07, 2010, 12:41 AM
It kind of different for me, i guess, cause if you look at NWA, its really a mixture of everything then alot more changes also. (Like i cant stand any fighting unit over a group level of three (3), just seems useless and takes more time to kill). Only thing i wish i could figure out is that darn installer, i just cant figure it out, or that SDK compiling stuff. But anything to get it to work better, i am all for it.

Hydromancerx
May 07, 2010, 01:26 AM
@strategyonly

Could you make a version of NWA that just has all your stuff in it and not stuff fro other peoples mods that is also in a modular form so people can just delete folders of mod features in your mod that they don't like?

For instance I can see things that overlap that you could take out such as the "Zoology Modmod has 2 new buildings: Pet Shop and RePet Shop." are already in my HAND mod. Or alls the stuff that's already included in AND. Just make the mos so it requires AND rather than including AND in your mod.

If you don't want to do that then its ok. But I would like to get as many modders united s possible so the players can have a wide variety of choices while not having to worry about if one mod will break another mod due to the same content being in both mods.

strategyonly
May 07, 2010, 01:33 AM
@strategyonly

Could you make a version of NWA that just has all your stuff in it and not stuff fro other peoples mods that is also in a modular form so people can just delete folders of mod features in your mod that they don't like?

For instance I can see things that overlap that you could take out such as the "Zoology Modmod has 2 new buildings: Pet Shop and RePet Shop." are already in my HAND mod. Or alls the stuff that's already included in AND. Just make the mos so it requires AND rather than including AND in your mod.

If you don't want to do that then its ok. But I would like to get as many modders united s possible so the players can have a wide variety of choices while not having to worry about if one mod will break another mod due to the same content being in both mods.


Sure i could, but once 3.0 comes out, i will be adding a WHOLE lot of content and stuff to RoM, to make it ALOT better than it already is, ie events, mine will have the actual Volcano's erupting rather than just a pic saying it, etc. I have already done this in the past with NWA.;)

Hydromancerx
May 07, 2010, 01:39 AM
Ok so lets get this stuff started. This is the stuff I will control and maintain.

* = Got permission to use

HAND (Hydro's A New Dawn) (http://forums.civfanatics.com/showthread.php?t=363058)
- Craft Mod by Hydro
- Civic Buildings Mod by Afforess*
- Domestic Animal Mod by Hydro
- Education Mod by Afforess*
- Entertainment Mod by Hydro
- Farm Mod by Afforess*
- Firestorm Mod by Afforess*
- Garbage Mod by Hydro
- Health Mod by Hydro
- Military Mod
- NIMBY Mod Afforess*
- Palace Mod by Dancing Hoskuld*
- Science Mod by Hydro
- Spiritual Mod by Hydro
- Tower Mod by Generalstaff*
- Transportation Mod by Hydro
- Vacation Mod by Hydro
- Water Mod by Hydro
- Zoological Buildings Mod by Afforess*

Please post your own single link with listed mods inside. If any mods double then either take them out if they are not yours or ask the original creator if you can represent it in the "United Modders".

Hydromancerx
May 07, 2010, 01:47 AM
Sure i could, but once 3.0 comes out, i will be adding a WHOLE lot of content and stuff to RoM, to make it ALOT better than it already is, ie events, mine will have the actual Volcano's erupting rather than just a pic saying it, etc. I have already done this in the past with NWA.;)

Adding stuff is great! Even improving stuff is good. Repeating stuff is not. We should try to work together whenever possible. Thus any improvements you think of you should ask the original creators if they want to include your improvement. If not then make that a modular feature within your own "combo mod" that represents your stuff within the UM.

I mean this proposal is completely voluntary. And we should try to work around the core mods like RoM and AND so they can do what they have been doing while ours just enhances them while not conflicting with any other mod that is within UM.

I mean if this is done right then everyone will have less work to do since everyone is contributing a little part to the whole. Of course I could be way too optimistic and this could end up like trying to "herd cats". :p

vincentz
May 07, 2010, 02:00 AM
You do know this means that AND & Co would have to make a VIP compatible version ;)
(Or was it the other way around. hehe.)

Hydromancerx
May 07, 2010, 02:11 AM
You do know this means that AND & Co would have to make a VIP compatible version ;)
(Or was it the other way around. hehe.)

Well I think it would have to work like this.

A. Any of your content in AND you want control over you would ask Afforess to take out.

B. If he doesn't want to then you should make a compatible version with AND.

Note choice B is probably how things are going to go since Afforess has a lot of established stuff and its probably easier for the majority of modders to conform to him than having him conform to you. Also I would rather not piss off Afforess. ;)

Dancing Hoskuld
May 07, 2010, 02:50 AM
Sure i could, but once 3.0 comes out, i will be adding a WHOLE lot of content and stuff to RoM, to make it ALOT better than it already is, ie events, mine will have the actual Volcano's erupting rather than just a pic saying it, etc. I have already done this in the past with NWA.;)

AAranda's mods already had volcano and twister - I did not convert it because it makes me ill!

strategyonly
May 07, 2010, 04:44 AM
AAranda's mods already had volcano and twister - I did not convert it because it makes me ill!

ahaahahaaha thx, i needed that:goodjob:

I also am going to add alot of content and add back the normal CvEventManager.py so alot more stuff can be added, than just that RoMevent manager thing i dont like.

os79
May 07, 2010, 04:42 PM
Cold water time :lol:...

The point of modding is to "mod, mod, brother, mod" :). The reason AND is so popular is because Afforess 95% or so of time undrestand what it take to make a quality game. I don't want Afforess to ever join UM because it is how he merged what other modmods together that make his modmod so great. But that is my opnion only.

So don't expect UM to blossom that much because it risks putting stifling pressure when modders work best with any pressure since they are amateurs, not professionals.

Nothing personal :p.

Dancing Hoskuld
May 07, 2010, 05:14 PM
Cold water time :lol:...

The point of modding is to "mod, mod, brother, mod" :). The reason AND is so popular is because Afforess 95% or so of time undrestand what it take to make a quality game. I don't want Afforess to ever join UM because it is how he merged what other modmods together that make his modmod so great. But that is my opnion only.

So don't expect UM to blossom that much because it risks putting stifling pressure when modders work best with any pressure since they are amateurs, not professionals.

Nothing personal :p.

Sorry, I don't understand your comments. Afforess was looking after a merged set of mods including his. Now he has decided to focus on his mods, dropping those mods and parts of mods that he doesn't feel fit his focus. This is fine, more power to him.

The problem is this leaves a vacuum which may need to be filled. It also raises some problems.

The other modders now need to decide if they want there mods in AND or not, especially those who have had only part of there mod left in AND. They need to decide if they are going to maintain the part in AND and the part dropped from AND or if they are just going to maintain their mod and let Afforess keep the bits he has up to date.
Are we going to try for a single one installation package fits all that many on these forums want? Probably not.
Should we, as modders, worry about how our mods fit together, or just leave it to chance? That would just be bad IMHO.


That is what I think this discussion is about.

os79
May 07, 2010, 05:41 PM
I meant that having this UM thing can be stifling because supposing Vincentz really like something from AAranda and want to mod that mod in his pack. It would be Vincentz' mod but with credits to AAranda, y'dig? That was what I was concerned about. It seemed like UM would forbid modder to use another modder's work and thus break compatibility. Of course, I could had misunderstood UM's purpose. If so, oops :).

But the first thing I understand about modding is that you can change/wring/absorb/etc any other modder and the overarching game's mechanics/units/buildings/features/etc. So ultimately it is up to a downloader whether or not to download this or that mod as long as they understand that they are downloading free stuff and liable to be bugged for variable periods of time, depending on the modder's time and willingness to take in feedback/bug reports.

Hydromancerx
May 07, 2010, 05:44 PM
@Dancing Hoskuld

1. Personally anything Afforess wants to keep in AND of mine is fine. Mainly because if I have a problem with his stats I can "force override" in my own mod. Thus if people like the way Afforess has them then they can use just AND or if they like my version they can use HAND. Plain and simple.

2. That would be nice, however I doubt we could ever get everyone to do so. Plus if we did we would need someone responsible for maintaining the potential "UM Combo Mod". Thus I am striving for a more realistic goal of a single post with links to each person's mod within the UM. Note to be less confusing each person should have only one mod (but can have choices inside it to be modular). Thus AND would count as Afforess UM mod, HAND would be my UM mod, etc.

3. I think that was kind of the point. It would go in more or less in levels of "status". Rise of Mankind would have priority where anything within it should not be included in any other mod since all mods work off that. Then A New Dawn would come next to where anything within that should not be included in any other mods. Then you as a modder would have a choice to either make sure your mod don't conflict with AND or use AND as a base for your mod (which is what I am doing).

Hydromancerx
May 07, 2010, 05:53 PM
I meant that having this UM thing can be stifling because supposing Vincentz really like something from AAranda and want to mod that mod in his pack. It would be Vincentz' mod but with credits to AAranda, y'dig? That was what I was concerned about. It seemed like UM would forbid modder to use another modder's work and thus break compatibility. Of course, I could had misunderstood UM's purpose. If so, oops :).

But the first thing I understand about modding is that you can change/wring/absorb/etc any other modder and the overarching game's mechanics/units/buildings/features/etc. So ultimately it is up to a downloader whether or not to download this or that mod as long as they understand that they are downloading free stuff and liable to be bugged for variable periods of time, depending on the modder's time and willingness to take in feedback/bug reports.

1. If Vincentz likes something from AAranda he would ask AAranda if he could control it in the UM. Remember UM mods are made to work together. If you want to keep your other separate mod that's uncompilable with the UM then that's fine. However in doing so it would not be considered a "UM mod". Understand?

2. That's exactly right. The UM was ment to create a series of mods which do fit together so there is the maximum amount of content and variety in which the player can pick and choose without worrying about if X mod is not compatible with Y mod. As it is now there are many mods to choose from but not all of them will work together. In addition some mods double up on content if you use more than one mod. The UM is ment to solve these 2 issues while still giving the user the freedom to choose from any of the mods within the UM.

Hashishim
May 07, 2010, 07:57 PM
BASICALLY all pieces fit into a puzzle:P

Hashishim
May 07, 2010, 07:58 PM
by the way hydro suggestion we should keep the first post for the links:? maybe you can update the first posts with the links (so it easier to find)

Hydromancerx
May 07, 2010, 10:58 PM
by the way hydro suggestion we should keep the first post for the links:? maybe you can update the first posts with the links (so it easier to find)

Then everyone should start posting links to their mods which they wish to represent their stuff in the UM. Please keep it 1 link per modder.

I will put up RoM, AND and my own since those are obvious.

Dancing Hoskuld
May 08, 2010, 02:02 AM
All my links are in the Rise of Mankind Modmod Index ie here (http://forums.civfanatics.com/showpost.php?p=8333629&postcount=9) for actual post.

Hydromancerx
May 08, 2010, 02:08 AM
All my links are in the Rise of Mankind Modmod Index ie here (http://forums.civfanatics.com/showpost.php?p=8333629&postcount=9) for actual post.

Do they conflict, double up or depend upon with RoM, AND or HAND?

Because from what I can see it looks like it doubles up on Orion Veteran's Wonders and Extra movie pack with AND.

Thus to be accepted as a "UM modder" you would have to take those out or ask Afforess to take those out.

Note you are probably better off presenting all of these as a single combo mod from you with all of your mods that don't conflict or double up with AND.

You could call it like "Dancing Hoskuld's UM Mod" or something. However It would be nice to get all the mods in the UM combined into an installation wizard package where you could select what you want to install. Much like how AND is now, but with much more content.

I do not know how to do that. However if anyone could do that then that would be great.

Dancing Hoskuld
May 08, 2010, 02:21 AM
Do they conflict, double up or depend upon with RoM, AND or HAND?

They are all individuals. I haven't put the Subdue Animals one in there yet - can't decide if it is mine or StrategyOnly's. All are for RoM except "Warriors of God" which is for AND only. Which is why I don't think you can have only one link per person ;)

- Rise of Mankind
--- Arranda's Religions and Wonders (supported by Dancing Hoskuld)
--- Dancing Hoskuld mod pack
----- Orion Veteran's Buildings and Wonders (ported by Dancing Hoskuld) in AND?
----- minor mods
----- Subdue Animals (with Strategy Only)
----- Religion Decay (in development) <- could be bundled with AArand's stuff I suppose)
--- A New Dawn
----- Warrior's of God (by The_J ported by Dancing Hoskuld)

I just don't see my stuff as a cohesive pack but a bunch of individual mods. Maybe this is just a throwback to when I did not have broadband :)

strategyonly
May 08, 2010, 03:40 AM
They are all individuals. I haven't put the Subdue Animals one in there yet - can't decide if it is mine or StrategyOnly's. All are for RoM except "Warriors of God" which is for AND only. Which is why I don't think you can have only one link per person ;)

- Rise of Mankind
--- Arranda's Religions and Wonders (supported by Dancing Hoskuld)
--- Dancing Hoskuld mod pack
----- Orion Veteran's Buildings and Wonders (ported by Dancing Hoskuld) in AND?
----- minor mods
----- Subdue Animals (with Strategy Only)
----- Religion Decay (in development) <- could be bundled with AArand's stuff I suppose)
--- A New Dawn
----- Warrior's of God (by The_J ported by Dancing Hoskuld)

I just don't see my stuff as a cohesive pack but a bunch of individual mods. Maybe this is just a throwback to when I did not have broadband :)


It fine, its all yours mate, i dont need anymore stuff to work on for now, so have at it, you did a superb job with SA:goodjob:

Hashishim
May 08, 2010, 03:53 AM
Do they conflict, double up or depend upon with RoM, AND or HAND?

Because from what I can see it looks like it doubles up on Orion Veteran's Wonders and Extra movie pack with AND.

Thus to be accepted as a "UM modder" you would have to take those out or ask Afforess to take those out.

Note you are probably better off presenting all of these as a single combo mod from you with all of your mods that don't conflict or double up with AND.

You could call it like "Dancing Hoskuld's UM Mod" or something. However It would be nice to get all the mods in the UM combined into an installation wizard package where you could select what you want to install. Much like how AND is now, but with much more content.

I do not know how to do that. However if anyone could do that then that would be great.

I managed to work an installer; not 100% right, but after i finish with myupdating and tweaking i'll work on it, and i dont mind doing the installer:P

Civ Fuehrer
May 10, 2010, 04:18 AM
This was actually AND's original function: to act like a one stop shop for all RoM modmods. Unfortunately the download size and constant updating (because modders aren't always in sync when they release things) became too much of a hassle. It just turned out to be easier to be a conglomerate of varied and flavorful new stable and balanced content instead of an all-in-one over sized modmod pack. The stability and balancing issue is the reason why he released the advised installer mode. That plus having to deal with college and other modding (both self-interest and request), there's only so many hours in a day. I think it's a good idea to include all the miscellaneous mods that don't quite fit into the groove of AND's beat. However I predict in a month it will more or less follow the same path as AND.

strategyonly
May 10, 2010, 05:07 AM
I see one MAJOR flaw in this whole thing now, like Afforess said in his Beta Builds, if you add anything to it, I will ignore any bug reports from you. Now if you have RoM, AND, HAND, ATOM, Aaranda's, Dancing H's, Vincent's, General's, Civ F's, ROME, and my stuff, then something goes wrong, and you put what went wrong, WHERE:confused:

So that means if i have RoM and AND, i cant add anything else, because of that statement:confused:

Even though HAND requires AND, so now Afforess can say you added something.

Someone will claim, well its not my stuff, etc. Then your back to square one again.:mad:

Hashishim
May 10, 2010, 05:24 AM
It basic structure; if and when RoM updates; then AND will update; once AND updates(official releases only not betas) then the other modders ie HAND; Civ F; Rome; ATOM; Dancing H's etc updates to the official release version of AND, individually, and they must submit it to the person incharge of UM United Modders to put up the individual link here; it must be updated, and also put up a seperate modmodpack install.exe file which includes all the updated mods

If for example a modder does not update his modcomponent then we exclude that modmod until it gets updated. and we let the user know that we excluded it, obviously we'll give the modders ample time before we release. But if they dont and when they do release it then we just have likea patch/addon.

In terms of errors; well to pin point what component is the problem i guess we have to use an elimination process, if its not one then its the other;

We all got ideas we all want to customize this game according to our tastes; but we can work as a team. and it can work. and once civ5 comes out we can just use the same method for the mods there:P i guess. just an opinion and suggestion.

Hydromancerx
May 10, 2010, 03:46 PM
I see one MAJOR flaw in this whole thing now, like Afforess said in his Beta Builds, if you add anything to it, I will ignore any bug reports from you. Now if you have RoM, AND, HAND, ATOM, Aaranda's, Dancing H's, Vincent's, General's, Civ F's, ROME, and my stuff, then something goes wrong, and you put what went wrong, WHERE:confused:

So that means if i have RoM and AND, i cant add anything else, because of that statement:confused:

Even though HAND requires AND, so now Afforess can say you added something.

Someone will claim, well its not my stuff, etc. Then your back to square one again.:mad:

Well many of the errors should give you a hint on which mod is causing the error. It would be only ambiguous errors that would be a problem. In which case its becomes a UM problem in which we as a group would try to track down why there is a problem and what we need to do to fix it. Since everyone doesn't update at once I suspect we could track down the new error quickly.

It basic structure; if and when RoM updates; then AND will update; once AND updates(official releases only not betas) then the other modders ie HAND; Civ F; Rome; ATOM; Dancing H's etc updates to the official release version of AND, individually, and they must submit it to the person incharge of UM United Modders to put up the individual link here; it must be updated, and also put up a seperate modmodpack install.exe file which includes all the updated mods


Would you like to be this person since you said you could put them all together in an installer program? I personally do not want to be in charge. However I do want to help make this idea successful. Which is why I posted the idea in the first place.

Dancing Hoskuld
May 10, 2010, 05:55 PM
i would like to point out that almost all of my mods are for RoM. I just make sure that they also work with AND, even though I should not need to ;)

Hydromancerx
May 16, 2010, 06:02 AM
@Hashishim

Any luck sticking together them into a combo mod?

strategyonly
May 16, 2010, 07:23 AM
Hydromancerx@

OK on your new Hydro HAND, i get that old Science stuff again errors.

Civ Fuehrer
May 16, 2010, 10:37 AM
That means there's a typo in the tag on that line... I'd imagine it to be save compatible if you go into the modular folder go to hand open up said file and fix said line.

Hydromancerx
May 16, 2010, 03:18 PM
Hmmm very weird. I have not gotten that error.

strategyonly
May 16, 2010, 03:33 PM
Hmmm very weird. I have not gotten that error.

I know, we did this before, but i forgot what i needed to fix it??

Hydromancerx
May 16, 2010, 04:03 PM
If you remember let me know and I will fix it.

Dancing Hoskuld
May 16, 2010, 04:10 PM
There is a new version of AAranda's religions out (for RoM 2.91). Some big changes. Should not affect other mods. Tested with my other mods, StrategyOnly's Slaves and Militia mods, and AND subset I use.

strategyonly
May 16, 2010, 05:55 PM
There is a new version of AAranda's religions out (for RoM 2.91). Some big changes. Should not affect other mods. Tested with my other mods, StrategyOnly's Slaves and Militia mods, and AND subset I use.

Yeah i got it and am testing it also, but i know for sure the Capture Slaves and Militia are working really good, thx to Dancing H, thx so much.;)

Hashishim
May 16, 2010, 06:11 PM
@StrategyOnly, are your mods already on A new dawn or are they seperate, if so can you give me a link to them well the slaves mod and militia mod please:>
Also dancinghoskuld im not to sure about the changes that afforess made, but is your AArandas buildings/wonders and AArandas Unit mod updated to AND 1.73 and RoM 2.91?

Aswell as i have a problem and a little bit confusion, my Sports Extended mod has like a Great Celebrity which will require dancings hoskuld's celebrity unit in his pack, so i currently got the great celebrity unit sorted and updated to 1.73 and and 2.91 RoM but unsure wether the base celebrity unit is okay. and how you think i shoudl sort it out, Dancing Hoskuld must i give you the 2-3files for the great celebrity so if people dont get confuzed and conflicts dont occur. Let me know. This is the last bit i got left before i upload my stuff.

And i just want to go through for my own game, since i want to use strategyonly's sniper units, his slave, and your celebrity unit, and wonders and national wonders and buildings. what will i have to download and if i alreayd downloaded the related links which i found on its relative thread will it work properly without conflictions?

Dancing Hoskuld
May 16, 2010, 06:26 PM
Also dancinghoskuld im not to sure about the changes that afforess made, but is your AArandas buildings/wonders and AArandas Unit mod updated to AND 1.73 and RoM 2.91?

Afforess included the units in AND then dropped them. I am going to produce a units pack which will include my units, some of AAranda's and some of the others that Afforess dropped. I would leave it until I can get it merged. I am working on the Religion Decay mod at the moment. It is also for RoM 2.91 but works OK with AND et al.

All my mods work with RoM 2.91 only a few need AND but all work with it.

The ones that are not already in AND but are ready for an install package are Subdue Animals and AAranda's religions and wonders (note there is a patch for the wonders). Most of the others are in AND or need some modification to make them usable.

Hashishim
May 16, 2010, 06:30 PM
Thanks for that:D

Hashishim
May 16, 2010, 07:54 PM
wonders (note there is a patch for the wonders) <-- can you give me a link for this

---Edit--
*
Found it :D thanks


Oh and btw i figured out how to sort the culturally linked starts issue. Going to change one python file. :) and put the co-ordinates in

DRJ
May 17, 2010, 02:43 AM
I think this is a great effort to make, since I use RoM and AND and still want some new Religions from Dancing/AAranda and also some smaller stuff but always got confused if it was compatible.

To my taste Afforess took too much out of ANDs custom setup, lately (although I understand he wanted to grant absolute balance/stability which, in case, he did!) - so experimenting with various UM setups would be great - gonna beta test it to get it hopefully as stable as AND one day.

I think compatibility is very important. I can't imagine it can work efficiently if the command structure RoM - AND - UM (reads "romandum" and reminded me of a "memorandum"...)
isn't followed.

It would be nice if Zap, in his main download location would write a little hint about the addon packs AND and UM and Afforess at his dl location as well about UM - so the masses know its out there and even provides even larger content. Then, after 3.0 maybe a combined RoMANDUM installer package would be great. But just as a vision (I hate to do three steps to achieve one goal - so all who want to install all content anyway could shorten the current situation or even shorten a bit if it's done like with ANDs custom install now).

Hydromancerx
May 17, 2010, 05:25 AM
It would be nice if Zap, in his main download location would write a little hint about the addon packs AND and UM and Afforess at his dl location as well about UM - so the masses know its out there and even provides even larger content. Then, after 3.0 maybe a combined RoMANDUM installer package would be great. But just as a vision (I hate to do three steps to achieve one goal - so all who want to install all content anyway could shorten the current situation or even shorten a bit if it's done like with ANDs custom install now).

I second this! However I doubt either one would do that. It would probably be up to one of US to make a "RoMANDUM installer package".

Hashishim
May 19, 2010, 02:42 PM
That can be me, the installer package, in the process of uploading my ModMod(4hrs left) using an installer package, and i propose that when afforess's a new dawn gets updated to 1.74 or when it will be required for us to update our mods, that your'l somehow give me the links to the files and i'll put it into the installer. :)

Alternatively i can do it seperately from my mod, since im assuming mind is biggest 1.5gig install. and 700MB compressed in an install package; and just put all you guys different mods under one installer package :) up to your'l

Oh and by the way
There is only one problem that i think can cause a conflict, is if there are any replaces to existing python files within each others mods; for e.g my mod will eventually have few changes within the culturally linked start.py files aswell as i plan to include some form of immigration mod. which will also effect one or 2 python files Aslong as we can avoid those conflictions i guess we'll be okay.

Hydromancerx
May 19, 2010, 03:03 PM
Well HAND is easy to separate into single mods to install, since each folder inside the Hydro folder is basically a modular mod. The only exception is probably my Craft Mod which depends upon Early Buildings mod in AND as well as some random ones in HAND. In short that one is not recomended to be installed unless you use all of the mods in HAND.

Dancing Hoskuld
May 19, 2010, 03:29 PM
Some of my mods are just XML but the ones I am working on now are python. Also one at least will need different stuff for RoM and AND, in particular the bits for the BUG options screen.

Hashishim
May 20, 2010, 12:10 PM
Mod Mod Officially is Released and i request if somebody has the time to if they can upload a mirror for me it'll be appreciated

The Link:
http://forums.civfanatics.com/downloads.php?do=file&id=14801

strategyonly
May 20, 2010, 01:53 PM
Hashishim@

You know your mod points to Program Files(x86)/Hashishim/Hashishim right?

Hashishim
May 20, 2010, 01:58 PM
yUP Thats why i said read the readme file:P its takes an hour for my pc to make an install file again; so just change the directory to rise of mankind etc etc folder as explained in the readme and when you download it.

And it should install correctly; i just did it now:) and i have included a smal patch which is in a zip file on the first post here

http://forums.civfanatics.com/showthread.php?t=359827

Just unzip that into the Rise Of Mankind/Assets/Modules/ Folder

Hashishim
May 20, 2010, 03:09 PM
I am going to create the setup.exe for all your mods managed to get them all; will be done by tomorrow; oh and by the way what do you want to call it? And any updates like strategyonly capture the slave modmod il exclude since it undergoing fixing. :) So for now it'l be:

- HAND1.1
- Militia
- Aarandas Wonders
- Aarandas Religions
- Dancing Holskud Subdue Animals
- Dancing Holskud Sniper (took the liberty of updating it)

strategyonly
May 20, 2010, 03:12 PM
yUP Thats why i said read the readme file:P its takes an hour for my pc to make an install file again; so just change the directory to rise of mankind etc etc folder as explained in the readme and when you download it.

And it should install correctly; i just did it now:) and i have included a smal patch which is in a zip file on the first post here

http://forums.civfanatics.com/showthread.php?t=359827

Just unzip that into the Rise Of Mankind/Assets/Modules/ Folder

Just a thought but wouldn't be better if it read:

Patch to the above d/l:
Attached Files
File Type: rar Hashishim.rar (2.1 KB, 3 views)

instead of this:

WATCH THIS SPACE
Attached Files
File Type: rar Hashishim.rar (2.1 KB, 3 views)

or something in that area?

Hydromancerx
May 20, 2010, 04:05 PM
Hashishim you can always make a new thread if you want for the UM since you have taken responsibility for the installation program.

Hashishim
May 20, 2010, 11:40 PM
@ Strategy chanegd it; thanks:) im going to upload one more patch,

@ Hydromancerx its cool dude; since this place already has a readership well this thread just keep it here. This is your idea im just helping:)

Hashishim
May 21, 2010, 01:50 AM
installation file is complete:) uploading now, this time it points to the right directory:P

And i got options for Hydromancerx's HAND1.1 Mod;

The installation is for:
- HAND 1.1 (by hydromancerx)
- Militia Mod (by DancingHolskud and strategyonly)
- Subdue Animals (By DancingHolskud and strategyonly)
- Custom Religion (By AAranda and DancingHolskud)
- Custom Wonders (By AAranda and DancingHolskud)

Uploading it to Filefront :)

Hashishim
May 21, 2010, 04:00 AM
http://forums.civfanatics.com/downloads.php?do=file&id=14805

The link to the file:D
please can you also put my Clash Of Civilizations on the first postaswell.

Hydromancerx
May 21, 2010, 06:12 AM
Ok I updated the first post tell me what you think.

EDIT: Your installer could become a bit more user friendly. Such as explaining what each mod component is. Also simple check boxes might be nice. Something similar to the set up of AND.

Not not too bad for the first try.

Hashishim
May 21, 2010, 07:10 AM
EDIT: Your installer could become a bit more user friendly. Such as explaining what each mod component is. Also simple check boxes might be nice. Something similar to the set up of AND.

Okay, there was an option to do it, i just never know what each mod was and description of it.

Dancing Hoskuld
May 21, 2010, 03:33 PM
I down loaded the wrong one - now I have reached my limit for the month! Subdue Animals has python code associated with it which means a change to the assets\config\init.xml. Does the download include this?

Hashishim
May 21, 2010, 03:54 PM
does militia mod also require a edit in the init.xml file? And with the other thing i think i did include it i must check up, i know on my installation it is there

Dancing Hoskuld
May 21, 2010, 04:05 PM
does militia mod also require a edit in the init.xml file? And with the other thing i think i did include it i must check up, i know on my installation it is there

Yes, the Militia mod also has python. What did you change with the sniper? Can you point to something that describes how to make an installer? You are making one for AND but most of my mods will work with RoM so I would like to make a RoM installation rather than and AND installation.

btw - Religion Decay is a RoM mod not an AND mod and I have the civic probability changes ready for testing. Now II need to start looking at a BUG screen for the options. :)

Hashishim
May 21, 2010, 04:23 PM
what will i have to change in that init file for the militia mod;

hmmm, well the easiest and simplest to use is InstallShield. thats what im using it has a wizard that does most of it for you and then you can go to advanced in this sense install designer, and edit more complex stuff. Nevr really looked at a tutorial though but did look at its help file for couple days, and making 2-3 small packages figuring what each option does and yeah did it;

ok religion decay can it work for AnD though?

Hashishim
May 21, 2010, 04:26 PM
oh and by the way i can run you through what you have to do to create a setup file. i guess like step by step or try to explain what each step does. i think you can download a trial version of it.

Hashishim
May 21, 2010, 04:37 PM
i didnt include i had a reason why didnt , since if i do it, it can corrupt their other mods they have installed especially if it has pythons because i have things on mine others dont and visa versa so it may not work to well. so rather instead which i forgot to do is in the readme file and instructions to tell people

Hashishim
May 21, 2010, 04:38 PM
For e.g my init file is like this :)

<!-- Rise of Mankind -->
<events module="WarPrizes"> </events>
<events module="CvWaterAnimalsModEventManager"> </events>
<events module="NukeAfterEffects"> </events>
<events module="Militia"> </events>
<events module="SubdueAnimals"> </events>
<events module="CvEnhancedTechConquestEventManager">
</events>
<!-- Rise of Mankind end -->

Dancing Hoskuld
May 21, 2010, 04:41 PM
What is the 4 after the militia mot event? Also have you thought about using the edit button? It should be used when no one has posted a reply to your comment. allowing you to group you comments into one set.

Hashishim
May 21, 2010, 04:49 PM
i do use the edit, in it but i just forget. sometimes find it easier to just go post quick reply. but yeah i will in the future. and the 4; when put the post now made an error on the pasting so yeah went back back and deleted so i just re-edited it and yeah typo.

Hydromancerx
May 21, 2010, 06:06 PM
There are some mods that use to be in AND but were taken out. It would be nice to have them in the UM. But I am unsure who made them. One had like promotions given by the granary. Another had a bandit footpad and a bandit horseman. And other had like a storyteller and some other units. Another had some imperial guards and stuff. Anyone know what these were from?

Hashishim
May 21, 2010, 06:29 PM
story teller i think thats in the entertainment mod i think one of dancing holzkud mods is that one :) granary and horseman im not sure

Hydromancerx
May 21, 2010, 06:31 PM
Afforess PMed back to me and said ...

The promotions from the granary are from Vincentz, the Bandits and Imperial Guards were Generalstaffs, AAranda made the storyteller stuff.

So yeah could those 3 or 4 mods be added then?

Hashishim
May 21, 2010, 06:33 PM
it can be as i said just give me the links to it, and if possible just make sure its updated with current AND 1.73 settings then we good to go.

Hydromancerx
May 21, 2010, 06:34 PM
it can be as i said just give me the links to it, and if possible just make sure its updated with current AND 1.73 settings then we good to go.

Well I think the bandit footpad and stuff are in here However they need to be extracted out.

http://forums.civfanatics.com/showthread.php?t=326394

Hydromancerx
May 21, 2010, 06:52 PM
Going through AND 1.73 beta2 I found DancingHoskuld's Storyteller, Warriors of the Gods Mod, and some other stuff. I am not sure if there is a more up to date version or if some of these are already in the UM. You will have to double check.

*attachment removed*

Hashishim
May 21, 2010, 07:44 PM
in the UM theres none of his units unfortunately. dancing holskuld has told me he hasnt updated it yet that why never include it , not to sure wether it needs updating since dont thinkt here is much change needed , just maybe the schemas. But need to be sure. And i have been using the sniper unit with no problem. so yeah

THe attachment did you find any difference ? i'l use it though:)

Hydromancerx
May 21, 2010, 11:00 PM
I just took it out I have not tested it. If you could test the attachments to see if they work with the UM then that would be great.

Hydromancerx
May 22, 2010, 12:04 AM
I found a bug. When you install the Subdue Animals mod it overrides the "MLF_CIV4ModularLoadingControls" in the DancingHoskuld folder. Afforess already as some DancingHoskuld content so you will need to make sure its AND compatible.

Hydromancerx
May 22, 2010, 12:26 AM
Ok so I think I got most of the files that were once in AND but were later taken out. You will need to add new loading control files. I am not sure if its better if we put them all into a new UM folder or leave them in their original folders.

Anywho here are the files I could find. Note they are not ready to be put in UM yet.

EDIT: Grr now the file is to big to upload. You will have to get the files from where I got them ...

old SVN archives (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Tags/A%20New%20Dawn%201.72/A%20New%20Dawn%20Assets/Modules.tar.gz?view=tar)

Basiclly the file locations were ...

Modules -> Custom_Units -> Fortifications
Modules -> Custom_Units -> Guerrillas
Modules -> Custom_Units -> Imperial Guard
Modules -> Custom_Units -> Modular Civics Units
Modules -> Custom_Units -> Noble
Modules -> Custom_Units -> Promos
Modules -> DancingHoskuld -> WarriorsOfGod
Modules -> Projects -> Vincentz -> Promo

Dancing Hoskuld
May 22, 2010, 07:20 AM
I was going to redo the units, Afforess had a bit of trouble with them at one stage. I have Fortifications working but not uploaded. All of AAranda's units work in RoM and AND.

Hashishim
May 22, 2010, 08:56 AM
hmm i think we should have it all in one folder like a UM folder, so it dont conflict:/ especially the for the mlf config files if it is possible.
and @ Dancing Hoskuld; so will be okay to upload those 4 untis by AARANDA and Yourself and include it into the UM. I have no issues with including it will be easy, just you the only who'll know wether it'll work with the updated version of AND.

Oh and if make it into one folder. Will i have to edit each art file? let me know :)

strategyonly
May 23, 2010, 08:57 AM
Can i get my(The J) Espionage modcomp in the UM pls. Its XMl/python/init change.

Hashishim
May 23, 2010, 11:29 AM
no problem can do it. the init change i think as i told the others we should just tell each user who downloads it to make manually the adjustments for the init file. since it similiar to mlf files and can cause a problem :) Give me the link and i'll put it. can your'l do me a favour,can your'l make it so that for art files especially, i want to make it so that all our stuf that we going to put in gets installed like in the modules folder called UnitedModders or something so that we can avoid conflictions with other mods. let me know


EDIT: and i suggestion to keep in line with a new dawn and RoM; WE ONLY update the unitedmodders install file when their officical version releases are out.

strategyonly
May 23, 2010, 12:24 PM
no problem can do it. the init change i think as i told the others we should just tell each user who downloads it to make manually the adjustments for the init file. since it similiar to mlf files and can cause a problem :) Give me the link and i'll put it. can your'l do me a favour,can your'l make it so that for art files especially, i want to make it so that all our stuf that we going to put in gets installed like in the modules folder called UnitedModders or something so that we can avoid conflictions with other mods. let me know


EDIT: and i suggestion to keep in line with a new dawn and RoM; WE ONLY update the unitedmodders install file when their officical version releases are out.

Here is my whole page: Also in post # three what a init should look like.

http://forums.civfanatics.com/showthread.php?t=346030

Hashishim
May 23, 2010, 12:52 PM
alright got it noted:)

By the way need your guys knowledge of it. the Culturally linked starts i gathered works on the distance between the 2 based on the real co-ordinates, so what if we make the relative Civilizations like Asian Civilizations for e.g one set co-ordinate making the distance 0. thus guarantee'ing they will be close together, can that work? well im going to experiment. Will it be a good idea.


EDIT: Got it working:) it works:D well just have to make slight just a little higher than 0 distance but it works like a bomb and correctly. i got all my middle eastern civilizations together and i got all the oceania civs together in the test run:)

Just need to figure out how im going to sort out that asia must be close to oceania and asia must be close to middle east and middle east close to africa and europe etc. :?

Hydromancerx
May 23, 2010, 05:06 PM
i want to make it so that all our stuf that we going to put in gets installed like in the modules folder called UnitedModders or something so that we can avoid conflictions with other mods. let me know


So in future versions we are going to have like ...

Modules -> UnitedModders -> Hydro

?

If so that is probably best so we don't conflict with the original mod's path. However can see this messing up the path of all the buttons. For instance in my farm mod ...

<Button>Modules/Hydro/Farming/Art/Bureaufarm.dds</Button>

Would have to become ..

<Button>Modules/UnitedModders/Hydro/Farming/Art/Bureaufarm.dds</Button>

This would be come very annoying if you had to fix all the buttons every time a mod updated.

Hashishim
May 23, 2010, 05:36 PM
yeah, but i guess you just set one standard. Since all our mods require RoM.291. AND THEY ALL work with AND, and i think most of us will want our stuff to work with AND, so the only time to update is not really the art files, or artdefines.xml files but rather the unitinfos; buildinginfos. So i guess the artdefines.xml just needs to be changed once which is this time. and our mods will work for RoM.29 and A new dawn. On the installer i will have a description stating wether its compatiiible (the option) with RoM 2.9 and A New Dawn; or just RoM.2.9 on its own. In that way we covering our "bases"

It the same thinking im using for my Civilization/Unit/Buildings/Leaderhead Pack
Art Files and the related xml files never needs to be chnaged if there are updates all mostly will be the info files and schemas which is easy to do :)

basically

This would be come very annoying if you had to fix all the buttons every time a mod updated.
That falls away with the above :)

Hydromancerx
May 23, 2010, 06:38 PM
@Hashishim

Sorry I am just a bit confused and have some questions ...

1. Do I need to do anything diffrent with HAND or not?

2. Are you going to make sure the "Modular Loading Controls" are correct when merging mods done by the same person? Such as with DancingHoskuld's mods in AND but also Subdue Animals by DancingHoskuld and making sure both load rather than one or the other?

3. So next version can have a simple check list for installation like AND has for its installation?

4. Do you need a brief description for each of my mods to help people when installing?

5. Were you able to get the mods out of the AND "old SVN archives" link that I posted?

Afforess
May 23, 2010, 11:16 PM
You can use relative art paths. You only need to reference folders deeper than the XML's location:

<Button>Art/Bureaufarm.dds</Button>

It makes it easy to drag and drop folders without them breaking.

Hashishim
May 24, 2010, 12:21 AM
so it will work, if we put it all in one folder? i mean put each of their modifcation in one whole folder.

and the questions @ hydro:
1. Well what afforess said.
2. 2. Are you going to make sure the "Modular Loading Controls" are correct when merging mods done by the same person? Such as with DancingHoskuld's mods in AND but also Subdue Animals by DancingHoskuld and making sure both load rather than one or the other?
If we make this project have its own folder and then all our mods in there, then it avoids this problem

3. The checklist; well it'll be like how it is already just with added descriptions. and HAND will be split up indivdually in the checklist. (im not to sure how to make a checklist) thats the only way i know how to.

4.Yeah please give me a descrption of them.

5. Yeah i managed to, will i have to update them to afforess's a new dawn 1.73 settings?

Hydromancerx
May 24, 2010, 12:51 AM
You can use relative art paths. You only need to reference folders deeper than the XML's location:

<Button>Art/Bureaufarm.dds</Button>

It makes it easy to drag and drop folders without them breaking.

Well if that's true I will gladly fix all my mods so they are easier to "drag and drop".

so it will work, if we put it all in one folder? i mean put each of their modifcation in one whole folder.

and the questions @ hydro:
1. Well what afforess said.
2.
If we make this project have its own folder and then all our mods in there, then it avoids this problem

3. The checklist; well it'll be like how it is already just with added descriptions. and HAND will be split up indivdually in the checklist. (im not to sure how to make a checklist) thats the only way i know how to.

4.Yeah please give me a descrption of them.

5. Yeah i managed to, will i have to update them to afforess's a new dawn 1.73 settings?

0. I would think so All you would need is to have each in their own folder within the main "UnitedModders" folder.

1. *nods* (See above)

2. Yep. I think so. That is so as long as all the UM mods also do not conflict with each other. Mine are all in my own main "Hydro" folder so no problem with mine. If each contributor had their own folder within the "UnitedModders" folder then we should be good. In fact I am surprised that Afforess never did that with all the AND folders within a main AND folder.

3. Ask Afforess for help. He has a lot of experience with installation programs. I and sure he could give you some advice.

4. Hmm ok here goes ...

Civicbuild - The Civic Building Mod induces civic enabled buildings. Made by GeneralStaff.

Craft - The Craft Mod includes a vast web of resource based building dependencies. It requires AND's Early Building Mod, Tower Mod as well as some other HAND mods. Made by Hydromancerx

Domestic_Animals - The Domestic Animal Mod bring a variety of animal based buildings to the game such a a Dog Breeder, Horse Farm and Elephant Trainer. Made by Hydromancerx and Afforess.

Education - The Education Mod brings som education buildings to the game such as Drama School and Gladiators School. Made by Afforess and Hydromancerx.

Entertainment - The Entertainment Mod bring entertainment based buildings to the game such as a Night Club, Recording Studio and Storyteller's Hut. Made By Hydromancerx and GeneralStaff.

Farming - The Farm Mod bring agricultural based buildings to the game such as a Greenhouse, Florist and Chinampa. Made by Afforess and Hydromancerx.

Firestorm - The Firestorm Mod brings firefighting based buildings and techs to the game such as a Fire Station, Fire Brigade and Fire Docks. Made by Afforess and Hydromancerx.

Garbage - The Garbage Civics Mod brings garbage based civics to the game such as Export Trash, Import Trash and Landfill. Made by Hydromancerx and Affforess.

Health - The Health Mod brings medical based buildings to the game such as Field Hospital, Dentist and Acupuncturist's Shop. Made by Hydromancerx and Afforess.

Military - The Military Mod bring war based buildings to the game such as Fletcher's Hut, Warrior's Hut and Flint Knapper's Hut. Made by Hydromancerx and GeneralStaff.

NIMBY - The NIMBY (Not in my Backyard) Mod bring buildings that you might not want to build in your city such as a Federal Prison, Toxic Waste Dump and Liquor Store. Made By Afforess, GeneralStaff and Hydromancerx.

Palace - The Palace Mod bring palace based buildings to the game such as a Throneroom, Palace Garden and Palace Walls. Made by Hydromancerx and Dancing Hoskuld.

Science - The Science Mod bring research based buildings to the game such as a Chemistry Lab, Physics Lab and Mathematics Academy. Made by Hydromancerx.

Spiritual - The Spiritual Mod bring religious buildings to the game such as Mystics Hut, Church of the State and Church School. Made by GeneralStaff and Hydromancerx.

Tower Mod - The Tower Mod brings towers and barriers to the game such as Barricades, Palisade Walls and Bombard Tower. Made by GeneralStaff and Hydromancerx.

Transportation - The Transportation Mod brings transpiration buildings to the game such as a Steamboat Port, Department of Motor Vehicles and Automobile Factory. Made by Hydromancerx.

Vacation - The Vacation Mod bring vacation based buildings to the game such as a Cruse Ship Port, Ranger Station and Travel Agency. MAde by GeneralStaff and Hydromancerx.

Water Mod - The Water Mod brings water and plumbing based buildings to the game such as a Town Well, Water Tower and Desalination Plant. Made by Hydromancerx.

Zoology - The Zoological Buildings Mod brings animal based buildings to the game such as a Zoo, Aquarium and Pet Shop. Made by Afforess and Hydromancerx.

5. Possibly. You will have to test and see. At the very least their folder locations should be fixed like we talked about above. I do not know enough about them to give them descriptions. I am not even sure who all made what. Only that they were very cool when they were in AND.

6. I have been working on HAND v1.2 and will let you know when it is done. I will fix all the buttons so they will be "drag and drop-able".

Dancing Hoskuld
May 24, 2010, 03:26 PM
You can use relative art paths. You only need to reference folders deeper than the XML's location:

<Button>Art/Bureaufarm.dds</Button>

It makes it easy to drag and drop folders without them breaking.

Unfortunately, this does not work for sounds. I tried it :)

[QUOTE]0. I would think so All you would need is to have each in their own folder within the main "UnitedModders" folder.
[\QUOTE]

I don't understand why we need another level (folder) under Modules. All my stuff is currently in the AAranda or DancingHoskuld folder in Modules. Also in python to match.

Hydromancerx
May 24, 2010, 04:52 PM
I have dissolved the "Civicbuild" (aka Civic Buldings Mod) buildings into other HAND mods. Thus one less mod to choose from. The changes will be in effect when I release HAND v1.2.

EDIT: HAND v1.2 (http://forums.civfanatics.com/showpost.php?p=9144285&postcount=1) is out and the buttons are all "drag and drop" comparable.

McSweeney
Jun 06, 2010, 02:59 AM
After installing the UM mod, subdue animals didn't work. I found out that I had to add it in the Rise of Mankind\Assets\Config\init.xml file - the installer didn't do this automatically. I guess I also have to put the militia entry there - correct?

Now the Rise of Mankind section in my init.xml looks like this:

<!-- Rise of Mankind -->
<events module="WarPrizes"> </events>
<events module="ScreenResolutionSize"> </events>
<events module="CvWaterAnimalsModEventManager"> </events>
<events module="NukeAfterEffects"> </events>
<events module="Militia"> </events>
<events module="SubdueAnimals"> </events>
<events module="CvEnhancedTechConquestEventManager">
</events>
<!-- Rise of Mankind end -->


Is this correct? Does anything else have to be put there? (I'm using RoM 2.91 with AND 1.73, Patch J)

You should probably put this in the installation instructions somewhere, if the installer can't do this automatically. Or is it already mentioned somewhere and I just missed it?

Dancing Hoskuld
Jun 06, 2010, 02:15 PM
Is this correct? Does anything else have to be put there? (I'm using RoM 2.91 with AND 1.73, Patch J)

That is correct.

You should probably put this in the installation instructions somewhere, if the installer can't do this automatically. Or is it already mentioned somewhere and I just missed it?

It is mentioned in the individual mods documentation but needs to be put in here also.

strategyonly
Jun 12, 2010, 10:22 PM
OK just found out that if a person goes into the Control Panel and deletes the United Modders installer and the Hashishim installer, it deletes some files inside the normal Rise of Mankind mod also??

This drastically needs to be changed. I had stuff in there i was testing now i cant remember what i had where?

Hashishim
Jun 12, 2010, 11:00 PM
, the installation and uninstallation only deletes the files installed. but in the United Modders Installer, it will delete the CIV4ModularLoadingControls.xml files found in the Modules Folder. (It does it since its replaced. That is all, and the python files that are effected by the installation. Which as it stands should be none unless edited. But the next version of both. I'l remove the ability to do an uninstall. Instead people should just manually delete.

strategyonly
Jun 12, 2010, 11:15 PM
, the installation and uninstallation only deletes the files installed. but in the United Modders Installer, it will delete the CIV4ModularLoadingControls.xml files found in the Modules Folder. (It does it since its replaced. That is all, and the python files that are effected by the installation. Which as it stands should be none unless edited. But the next version of both. I'l remove the ability to do an uninstall. Instead people should just manually delete.

I hear ya, my MLF was configured alot different and had alot added to it, now i could not remember which order was where, and now the game i had is lost (because you have to have it in the exact same order all the time).

But it also deleted the Militia mod and Subdue animals, plus all of Hydro's stuff etc..

Good on the manual stuff.

chueche
Jun 13, 2010, 12:58 AM
When you guys updating the file with Hand 1.2?

strategyonly
Jun 15, 2010, 09:56 PM
Have a HOVER over pink, for the CIA building? Its in Hashishim buildings area.

strategyonly
Jun 21, 2010, 03:25 PM
Is there anyplace in you'll's stuff that you changed or have <DefineName>GLOBAL_WARMING_TERRAIN</DefineName>
anyplace?


Also i found out there is a bottleneck in HAND. I took out everything except Military/Misc/Science and Tower and the game in Industrial era etc, has a WAAAAY less next turn ratio, from 5-6 minutes each to just around 1 minute???

\I have included Dancing H's stuff/all of mine/added all kinds of extra units/leaderheads etc also.

DRJ
Jun 25, 2010, 08:10 AM
As the new RoM 2.92 and the AND 1.74 beta(s) have been released, is the download from page 1 still compatible?

strategyonly
Jul 15, 2010, 02:11 PM
Hydromancerx@ Need anything doing with the TECH to be in the TXT area thx.:confused:

Hydromancerx
Jul 15, 2010, 04:51 PM
Hydromancerx@ Need anything doing with the TECH to be in the TXT area thx.:confused:

That's odd. I have not encountered that problem. I will have to look into it. Thanks for posting.

mmeyerde
Jul 21, 2010, 04:05 AM
Hello out there,

first of all thank you for all this new stuff, I really love playing with this, although my PC still has many problems with its stability. But that is a problem which I have to solve :(.

Unfortunately I encountered a problem with the inquisition mod. I cannot build the inquisitors although I met the conditions to build them. First I activated the mod in the adjustment screen at the beginning. Ingame I switched the church civic to intolerated and set a state religion. In my case it was Christianity. But unfortunately I was not able to build inquisitors. I am sure that I have not made a mistake. When I played this game without this modmod beforehand I was able to build them. There is one more which puzzled me: If one misses a certain condition, the building screen gives the information in a red line. There is no red line for this unit but still it is not possible to build them.

Maybe I should mention that I deleted the new religions mady by Aaranda since I personally thought that this modmod was quite unfinished. I only left the classic religions in the game.

Well, I hope you understand my report? Otherwise I will provide you with screenshots.

Thank you in advance

Edit:

I just recognized that the problem seems to have nothing to do with this UM mod but with another. I uninstalled the UM and replaced it with HAND. I still have the problem. So maybe one of the moderators could move this post into a new topic? Or should I open a new thread? I am not completely sure wich of the mods are not compatible to each other. I have the following ones installed:

RoM 2.91
AND 1.73 + Patch k
HAND 1.2

Somewhere between these mods seems to be a conflict? Maybe it is interesting to know that I experienced a bug with the dynamic Civ Names Mod, too. Sometimes there occured some errors in the field where all the events are listed (the field in the centre on top of the screen.) I cannot recall what exactly it was.

Regards.

The Exile
Jul 22, 2010, 04:17 AM
I'd like to point out that you spelled Dancing Hoskuld's name wrong under your Features list. >.>

Dancing Hoskuld
Jul 22, 2010, 05:42 AM
I'd like to point out that you spelled Dancing Hoskuld's name wrong under your Features list. >.>

Being dyslexic I had not not noticed ;).

strategyonly
Jul 22, 2010, 10:46 AM
Why have something so early in the game and ends just the same way to early?

generalstaff
Jul 22, 2010, 11:48 AM
Why have something so early in the game and ends just the same way to early?

Snail and Eternity speed games. Many of the buildings which are obsoleted early are cheap and powerful for their cost, and are simply in the game to make the very slow game speeds bearable.

In reference to your screenshot in particular, I added the Firepit, Idol Shrine, Potter's Hut, War Hut, and Pottery resource. The Pottery resource has been removed and the Potter's Hut is obsolete with Metallurgy in the latest Early Buildings. Also, the War Hut has been complete scrapped.

Afforess
Jul 22, 2010, 11:57 AM
An interesting thought would be to add a "PrereqGameSpeed" tag to buildings. Would you use it, Generalstaff?

generalstaff
Jul 22, 2010, 12:06 PM
An interesting thought would be to add a "PrereqGameSpeed" tag to buildings. Would you use it, Generalstaff?

Definitely. Of course I would prefer more of a "MaxGameSpeed" tag so that if a building is designed for Snail game speed, it will be carried over into Eternity, but not be included in Marathon. It would also allow me to edit out many buildings for the the faster than Epic game speeds. Since I have to do some bugfixes with Modular Civics Buildings anyways, going through Early Buildings with new code is no big deal.

That options would allow me to return the Basketweaver's Hut and Storage Pit, and would be included on Beadmaker's and Wheelwright. I also think Hydro would use it a lot too since many of his buildings are Stone Age based and do not have upgrades.

Afforess
Jul 22, 2010, 12:08 PM
I'm thinking for complete control, you could use a PrereqOrGamespeed list, so you can decide whatever you want. Further, if the game is the wrong speed, I'll have the tech tree hide the buildings icons, etc...

generalstaff
Jul 22, 2010, 12:34 PM
I'm thinking for complete control, you could use a PrereqOrGamespeed list, so you can decide whatever you want. Further, if the game is the wrong speed, I'll have the tech tree hide the buildings icons, etc...

That works. I also like the tech tree hiding icons, and of course I am assuming that the game speed prereq is mentioned in the Pedia entry for the building (that should prevent people from saying "Where is Building X? I thought it was in this mod.").

Afforess
Jul 22, 2010, 12:45 PM
Yep, it is. I just finished adding it. I'll make sure to include an example of using it.

generalstaff
Jul 25, 2010, 05:32 PM
Yep, it is. I just finished adding it. I'll make sure to include an example of using it.

I did not see it in the change log for 1.74. Was it added, and if so, could you please give me an example? If it was added, I would like to get started on adding it to Early Buildings as soon as possible.

Afforess
Jul 25, 2010, 05:45 PM
The SVN has an example folder, with up-to-date schemas and example XML files. You can download an archive of it here. (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Trunk/Example/?view=tar)

A changelog is on the OP of the Main Download Info thread.

generalstaff
Jul 25, 2010, 05:48 PM
Thanks, I will look it over and start work tomorrow.

Hydromancerx
Jul 30, 2010, 01:19 PM
Just to let you guys know HAND is being disbanded and used for parts in other mods by generalstaff and killtech. Thus it will not be in the UM anymore. Atleast not in the form of HAND.

Xanthippus
Aug 04, 2010, 09:21 PM
Hey guys, this looks fantastic, thanks for your hard work! Unfortunately I can't seem to get it to work. :( I've got ROM 2.92, AND 1.74 Patch E... I've tried it without any other Modmods/Modmodmods as well but I get a bunch of XML errors when it's loading. I tried ignoring them and the game will load, but when I try to start a new map it just crashes immediately. Here's the first two XML errors I get, but there's probably another 20 or more:

http://img341.imageshack.us/img341/1717/errorsh.jpg

strategyonly
Aug 04, 2010, 11:39 PM
Try NWA its all in there.