Did you consider DropBox or other similar cloud storage? Not sure if there is a limit on file size/bandwidth but a free DB account can hold 2GB.Believe me... I've looked at a lot of sites to find one that will work (and is free). Mediafire has a 200 Mb file size limit on their free account (so I'd have to break it into 5 parts), and even their pay accounts have download traffic limits that could be a problem (if the mod gets popular).
If that doesn't work, then you will have to download in 3 parts:Just wanted to let you know that that worked. Downloaded and loaded. For those using Firefox, go to Options. Advanced. Network tab. Check the box for Override automatic cache thingy. And type in like 950mb or some such. Not sure if doing the same in IE will work or how to do it, but I'm sure its there.
I don't understand the bug yet. I think it is likely to be the mod's fault, but I don't know what's doing it. Keep in mind that you can use Advanced Setup. You just need to delete that part of config.ini before you restart Civ5 again to play the mod (and only if you are starting a new game I think). The Crash To Desktop only happens while reloading a game. Try reloading on turn 3 or so...if it works then you should be good to go from then on. I can't tell from your post if that's what finished your game or not.I just want to say that I downloaded your mod last night, and so far its great! I managed to play 100 turns as Man then the game crashed while processing the turn for a Sidth civ. I guess its because I used the Advance Setup without deleting the "User Settings" in the Config.ini file.
One question regarding this last detail. Is the mod (or any mods for that matter) able the handle Advanced Setup without breaking/corrupting a save? I like playing a standard size map with above average number of civs and city-states.
I've gotten to play the first 40 turns many times during development. So the pacing for that is about what I want. After that, I haven't done any balancing or pacing yet, and in fact I don't really know what happens at all because I've never played it past about turn 60. I'll get to that when all phase 2 features are added and working.Regarding the mod itself:
I love what you have done with the dynamic civs, and the start speed; it reminds me of Caveman2Cosmos. Sure the start is slow but it gives you the feeling of a fledgeling civ in a hard fantasy world.
Not from the mod, but my intention is something like this (taken from the Rhye's and Fall thread):You talk in your maual and thread that city placement is different from Civ4 "no overlaping cities phylosophy". Could you show us an example (with a screenshot) of city placement in your mod to get a feel of the possibilities?
I'm taking a FFH-inspired approach to balancing, which is that it is balanced when everyone is equally overpowered in a different way. OK, but seriously, the idea is to balance a civ (or a race) as a whole, rather than balancing every civ's UB against every other civ's UB, and every civ's trait against every other civ's trait, and so on. Of course, it's much harder to balance this way and probably not even possible to do it with much precision, but I'll take the danger of imbalance over blandness any day.The only concern I have is regarding the immortal Sidth, as their GP don't die of old age. Wouldn't they have a clear advantage over the mortal races of hoarding GP and getting them to very advanced levels? As a player I could take the odds against a Sidth AI but I'm worried about other mortal AI getting stomped.
It really is amazing what is possible for Civ5 modding (without even getting into the DLL yet). It's just taken me 2 yrs to understand it at this level.Overall: keep the good work! I think this is an amazing mod that tries to deliver very different mechanics, which I thought could not be done in Civ V.
function AIPickPolicy(iPlayer) --called from EaPolicies.lua
print("Running AIpickPolicy", iPlayer)
DebugPrintAICivInfo(iPlayer)
local player = Players[iPlayer]
local eaPlayer = gPlayers[iPlayer]
if not eaPlayer.EaTraitIDsByTier[1] then
ResetTargetName(iPlayer, true) --probably we can get a name now, so reassess
end
local civPlans = eaPlayer.aiCivPlans
local numPlans = #civPlans
local planNumber = 1
player:ChangeNumFreePolicies(1) --makes player:Can functions work????????????????????????????????????????????????????
while true do
if numPlans < planNumber then
AddFocusPlan(iPlayer)
end
local planID = civPlans[planNumber]
local policies = policiesByPlan[planID]
if policies then
for i = 1, #policies do
local policyID = policies[i]
if not player:HasPolicy(policyID) then
--try this policy and all its prereqs before we move on to next policy in plan
local j = 0
while policyID do
if not player:HasPolicy(policyID) then
local branchIDForOpener = openerPolicyBranch[policyID] --nil if not an opener
if branchIDForOpener then
if player:CanUnlockPolicyBranch(branchIDForOpener) then
print("Opening policy branch ", GameInfo.PolicyBranchTypes[branchIDForOpener].Type)
player:ChangeNumFreePolicies(-1)
player:SetPolicyBranchUnlocked(branchIDForOpener, true)
player:SetHasPolicy(policyID, true)
OnPlayerAdoptPolicyBranch(iPlayer, branchIDForOpener)
return
end
else
if player:CanAdoptPolicy(policyID) then
print("Adopting policy ", GameInfo.Policies[policyID].Type)
player:ChangeNumFreePolicies(-1)
player:SetHasPolicy(policyID, true)
OnPlayerAdoptPolicy(iPlayer, policyID)
return
end
end
end
j = j + 1
policyID = policyPrereqs[j]
end
end
end
end
--VNZ out of loop : begin :
if numPlans < planNumber then --VNZ
print("!!!! VNZ out of AIPickPolicy loop") --VNZ
print("!!!! iPlayer , planNumber" , iPlayer , planNumber) --VNZ
return --VNZ
end --VNZ
--VNZ out of loop : end :
planNumber = planNumber + 1
end
end
Thanks for the report. You pretty much found the problem. There are two things that are supposed to make this not happen:Thanks for this mod.
Its still in alpha phase but nonetheless very promising : you've got long term plans, and what's already in works rather well. I believe it's going to be a mod with its own flavour.
However I've noticed a problem :
The game goes into an infinite loop ...
All of the above of course. General statements of appreciation are very welcome too. It helps with motivation on long projects like this...Also, what kind of feedback do you expect from us now?
none?
anything that seems different from the manual?
some generic pacing or balance ideas?
How many turns should we play?
etc.
Incomplete features. Addressing these is my top priority for the next few weeks.I noticed some bugs during a few games. I haven't got any saves at hand, but i can try to reproduce if needed.
[*]couldn't choose a movement upgrade for rangers (only the combat IV)
[*]policies aren't locked if the technology isn't researched (ie: can open the commerce policy branch without the currency tech)
I think it's currently 1f1p for the policy branch and 1f1p for the religion (Weave of Éa or any of its cults), although the manual seems to be wrong on the 2nd point. The Weave of Éa arises spontaneously in cities of Pantheistic civs, but it is still possible to have cities that don't follow it (yet) or were converted to a theistic religion by pressure or active proselytizing.[*]pantheism benefits don't match the manual. Seems to be 2f2p for any ressource (checked for wheat and jade) when opening the branch (manual predicts 1f1p). Not sure about other policies downwards the tree.
bug. I'll try to find and fix it.[*]food production not calculated properly in some specific case: wheat near river, with farm, granary, agrarianism policy opener and irrigation tech gives 5f (expected 3+3+2+1+1=10f) Another wheat ressource on the same city, but without access to water (so the irrigation tech doesn't apply here) displays correctly 9f
It's been discussed but I haven't gotten it into the game yet.[*]No slash and burn for jungle (I cannot find the reference in the manual, but I think it should unlock with bronze w.)
The elephant situation is intended though perhaps confusing. The idea is you can capture them to eat with Hunting or you can capture them to train into military units (for trade) with Hunting and Mounted Elephants. Wine should be improvable by the Winery (or maybe its called the Vineyard) improvement which should not require calendar. I believe the help text still has the wrong info (requires calendar) but it's supposed to be improvable and tradeable with Zymurgy only.Also from my notes, but probably working as intended:
[*]elephant resource need a camp (hunting tech) for the food/production benefit, and then the mounted elephant tech to provide the specific ressource (same for wines with calendar and zymurgy).
Was originally Fermentation, but Zymurgy is actually more precisely what I mean. It implies the whole craft of beer and wine making. That, and I like words with Z's and and excess of Y's.[*]"zymurgy" sounds very technical to me. What about renaming as "(alcoholic) fermentation" ?
It's needed for the infantry line and for the very high tier "mechanical" techs (Machinery and Steam Power) and certainly makes forest removal more productive (though you can slash-and-burn without it). But you don't need it even for a big builder push. You can get all the way to Architecture without it, using horses, elephants, archers and/or siege for defense/deterrence. Also, I intentionally made Workshop (available with the 2nd tier Mathematics) a possible substitute for the Forge, since it gives you that critical Smith slot too (Forge boosts melee production only; Workshop boosts Siege and buildings). Really, the "builder focus" follows from Masonry and Mathematics without need for the metal techs. The industrial/machinery direction you mention follows from the metal line combined with Mathematics/Physics. Industry is really inextricably tied up with warfare though. Your very best city conquest combo is infantry plus siege... but that is as intended.[*]Bronze working is providing a lot (fight against wildlands + fight against other civ + entry gate towards the 'industrial revolution' technologies): it opens the metal weapons tech line, allows to chop down forest (access to timber) and burn down jungle, prerequisite for some high level tech (ie machinery), also needed for production buidings (forge). What about moving some of these benefits to another tech ?
It's a tough slog but I wonder if anyone has really pushed an Ag focus yet? I'm not sure how hard it is, but my "math" says that they should be able to grow enormous cities relatively quickly (not sure how it is working in practice though). The idea is that this just simply isn't possible for Pantheistic civs. So, when all is working as intended, they should be VERY "dangerous for a pantheistic civ". The danger is that the Pantheistic civs will just be overwhelmed by the shear size (with all the production, gold and quick science advancement that follows) of nearby Ag civs.[*]forest/jungle in combination with barbarians are quite strong against non-pantheistic civ in early game (while pantheistic won't suffer much if they ignore them for a while). The early civ needs a few workers, and a few warriors to protect the workers. Suggestion: add the slash and burn ability to the warrior (only, not to the full line), or add a new cheap and expendable worker-like unit with only slash and burn; or alternatively find a way to make them more dangerous for a pantheistic civ.
Im having trouble downloading the Ea Media Pack v2 from ge.tt . I've started it several times but the download eventually stalls out about a quarter of the way through![]()
Militarism is spelled thusly.
[17763.880] EaMain: !!!! Warning Found no plans for civ name, using generic nil
[17763.880] EaMain: AddFocusPlan 4