Do you want me to link this in the OP?
Regarding files with the same name, if a mod contains a file with the same name as a file in the base game, this is almost certainly deliberate, to override a file in the base game (not always though). Multiple mods with the same file are a bit trickier: if they all override a base game file, then it may pose a problem, though many of the most popular mods have already hashed that out between themselves (because this is a problem even when playing with normal mods). If they all jsut happen to have a file of the same name, though, it doesn't matter if it's .xml, but it does matter if it's .lua.
Just to make myself more precise - the first method works (putting code in the middle of the file), not the second one (putting the code at the end of the file)!
thanks for the explanation![]()
I guess this modpack does not work correctly, because at least the Feature mod is not compatible to EUI =/ (I decided to not use the City State mod in my modpack project).
I tried to solve the incompatibility here:
http://forums.civfanatics.com/showthread.php?p=13773999#post13773999
maybe you know what I did wrong? I just tried to have just one .lua file that overwrites the base game files, instead of two.
ThanksHave you looked at this post: http://forums.civfanatics.com/showpost.php?p=13720043&postcount=352 ? I know it's not necessarily satisfying, but whoward almost always knows what he's talking about - it's time to comb your other mods.
Yeah, I caught that earlier when you mentioned it. Thanks. I've decided not to put a custom fix for those two mods into the base code - I don't want to create too many special cases. But I did link the post in the OP.
And just to be a party pooper - this method works for everything apart from Wonders Overlay (http://www.picknmixmods.com/mods/e915c6ee-16bc-44cf-9a2f-15746f414c63/mod.html). I was trying to add this one to the mix, strictly followed your instructions, and what it does is that the whole minimap disappears. I've been comparing all the files from this mod with other overlays and I have found nothing suspicious that would make this overlay different to others.
That's what happened according to lua log:
[18300.695] MiniMapPanel: This is the modded MiniMapPanel from 'UI - Overlay Antiquities'
[18300.695] OverlayLuxuries_MiniMapOverlayHook: Adding Luxuries to group luxuries
[18300.695] OverlayAntiquities_MiniMapOverlayHook: Adding Antiquities to group other
[18300.711] OverlayWonders_MiniMapOverlayHook: Adding Wonders to group terrain
[18300.711] OverlayResources_MiniMapOverlayHook: Replacing Resources in group resources
[18300.711] OverlayRoadAndRail_MiniMapOverlayHook: Adding Roads and Rails to group routes
[18300.711] Runtime Error: Assets\DLC\MP_MODSPACK\UI\InGame\MiniMapPanel.lua:116: attempt to index field 'Minimap' (a nil value)
[18300.711] Runtime Error: Error loading Assets\DLC\MP_MODSPACK\UI\InGame\MiniMapPanel.lua.
and a moment later:
[18302.848] Runtime Error: Assets\DLC\MP_MODSPACK\UI\InGame\MiniMapPanel.lua:105: attempt to index field 'Minimap' (a nil value)
[18302.848] Runtime Error: Assets\DLC\MP_MODSPACK\UI\InGame\MiniMapPanel.lua:105: attempt to index field 'Minimap' (a nil value)
I will try to ask WHoward in his thread about possible reasons, but for the time being I think you have to mention in the OP that this method doesn't work on Wonders Overlay...
Some questions about MPMPM:
1) Does the MPMPM not support more languages than english? I translated half of the mods and some other mods had additional german textchanges. But neither my translation nor the german textchanges seems to work in the modpack (I will try tomorrow if one of the mods causes this, but it's quiet sure that MPMPM is causing it)
edit: yes MPMPM is causing it =/ this is not good, since textchanges does not appaer in game... I would have to set the whole game to english, to play.
2) after creating the modpack, are changes in the mods xml files still possible? or do I have to create a new modpack after it?
3) Why is it not possible to select modpack like DLC?
function CopyTextDatabase()
print2 ("Copying: Language_en_US")
CleanWrite( textFileName, "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<!-- generated by MP Modpacks Maker (Gedemon) -->\n<GameData>\n <Language_en_US>", true ) -- Create file
local sDatabase = ""
local query = "SELECT * FROM Language_en_US;" -- to do: select by user language...
for result in DB.Query(query) do
if not (string.find(tostring(result.Tag), "TURN_REMINDER_EMAIL")) then -- to do : encode the HTML tags in those strings...
sDatabase = " <Replace Tag=\"".. tostring(result.Tag) .."\"> \n"
sDatabase = sDatabase .. " <Text>\n ".. tostring(result.Text) .."\n </Text>\n"
if result.Gender then
sDatabase = sDatabase .. " <Gender>\n ".. tostring(result.Gender) .."\n </Gender>\n"
end
if result.Plurality then
sDatabase = sDatabase .. " <Plurality>\n ".. tostring(result.Plurality) .."\n </Plurality>\n"
end
sDatabase = sDatabase .. " </Replace>"
CleanWrite( textFileName, sDatabase, false)
end
end
CleanWrite( textFileName, " </Language_en_US> \n</GameData>", false)
end
print2 ("Getting Texts...")
CopyTextDatabase()
Great, thanks!And just add your copy below that. In fact, it'd be easy for me to add support for all languages with a for loop. Perhaps I'll do that later...
Good to know2) Changes to your mods xml files will have literally no effect. You have to make your changes to the xml files in the Override folder.
Yes, that was my question, since we build the mods "like DLC" why they do not act like DLC ^^ But okay, thanks for the answer3) If you're asking why there's no way to turn the whole pack off/on, I don't know, and I don't think Gedemon knew either. It's something about how offical dlc's are made that was never figured out.
I'm probably just blind, but after downloading this mod again from the file here, I no longer get the mpmapmaker thing to show up in the firetuner dropdown.
did you do all steps? unpacked the Multiplayer Mods Workaround file, copied it into your mods folder and activated it in the mods menu? And then the MPMP is on the top of the dropdown menu starts with name/documents...?
Here it does work, so I guess it is a problem on your side, if it does not show up.
I'm probably just blind, but after downloading this mod again from the file here, I no longer get the mpmapmaker thing to show up in the firetuner dropdown.
Well, maybe the obvious solution will help. Are you sure you have checked at the beginning of the lua list? In my case the mpmp_maker is hidden, but it's the fourth from the top:
6. Once game is loaded, switch to fire tuner. The active tab should be "Lua Console". Below the tab name, there is a dropdown menu. Select the MPMP_Maker from that list (should be one of the first, the name may be truncated but will start with "\Users\[yourName]\Documents").
Whoever suggested console 'print' statements may be at fault for sluggish gameplay with a lot of mods, as well as resyncs, thank you; I used Notepad++ to comment them all out and the game is running much more smoothly now.
Hi Serp and congratulations on finishing your massive modpack before me
Have you tested it in actual multiplayer games, or only as a modpack in single?
The reason I am asking is that some mods are working in single player Mpmpm game, but brake the multi.
In my recent multiplayer tests "Units - Multiple upgrades" was breaking the game causing resync and crash to desktop every turn after my opponent used this function (unfortunately already late in the game, so it's difficult to catch in the test not playing longer). Removing it from the pack fixed the problem. The lua log was showing crash due to reference to non existing unit. It may not be the case with your pack, maybe I had a conflict with some mods I've used, but it's worth checking.
Also I would reconsider using AI Smart - this mod is old, not properly tested and updated, and written without looking at the bigger picture. In my case it didn't make the AI smarter, on contrary - the Barbarians started behaving like idiots, leaving empty camps, and not being able to manage captured civilians, some civs forgot to expand focusing on other goals and ended up as miserable early losers on Deity. The only good thing from this mod is the "shoot after move" option. Which actually doesn't work anyway with the Gatling Guns
I also have a question - did you encounter in the multi tests that in many turns the AI turn takes longer than it should? I didn't have it in single, but in multi quite often AI was making a 8 seconds warm up before even starting to play as a 1st civ.
Since my second laptop is really slow, I guess I won't notice this.I also have a question - did you encounter in the multi tests that in many turns the AI turn takes longer than it should? I didn't have it in single, but in multi quite often AI was making a 8 seconds warm up before even starting to play as a 1st civ.