2nd UU and 2nd UB for DoC

i guess i did something wrong with the instalation , but can someone walk me with baby steps through it ?

I tried to instal it as it said, every UU and UB shows in the loading screen, but when i start a game the moment it loads it skips to technology advisor ? and then the game ends with a black screen and you have been defeted. :confused:


Edit: Nevermind, i actually made it work somehow , dont really know what i did.
 
Do you think it good for German UB like this:
Technische Hochschule,replace university, providing one extra engineer?
Here are 2 reasons.
First, Germans industrialized rapidly.Before 1870 they have founded a lot of THs.
Second,the free specialist can be helpful with Uhv1 and the three basic hammers can help producing more units for the conquer.
 
i guess i did something wrong with the instalation , but can someone walk me with baby steps through it ?

I tried to instal it as it said, every UU and UB shows in the loading screen, but when i start a game the moment it loads it skips to technology advisor ? and then the game ends with a black screen and you have been defeted. :confused:


Edit: Nevermind, i actually made it work somehow , dont really know what i did.

Having a similar problem. Except when the game plays out there is no UI, so I can't, for example, see the city screens and choose production.

When updating to SVN there where two python folders in conflict
Resources.py

and

RiseAndFall.py

As a result SVN keeps both the 955 version and the current 999 version.

Suggestions?
 
as far as i remember what i did step by step

Copied the whole RFC folder as a back copy in my desktop.

Instaled the mod without returning to revision whatever it was becouse i dont know how, and my SVN didnt have such option.

When i put the mod stuff in Assetes as i remember everything worked ( it replaced the needed assets in the folder without problems) , started game then the whole problem with the black screen occured.

Then i think i just returned the whole folder that i initially copied to my desktop to revert the changes from the 2nd UU UB mod becouse i just had given up on it

And then it worked ? Thats what i remember doing. idk if this was exactly what i did tbh, but the mod works till today even tho i updated the SVN which i tough will erase the mod but it doesnt. I also vaguely remember trying to update SVN or something which the same problem as you happened (coflicts with some files) but even tho the initial desktop folder fixed everything for me....
 
...
Instaled the mod without returning to revision whatever it was becouse i dont know how, and my SVN didnt have such option.

I resolved it! Thank you very much

Install instructions:
1. Download the package.
2. Go to Assets. Right click on the python folder. TortoiseSVN-->Update to revision. Select revision 955.
3. Unzip the package in the RFC Dawn of Civilization mod.
4. Say yes when it asks to replace some files.
5. Update the mod back to the latest revision.
6. Play the mod as usual.
 
It seems the latest SVN updates by Leoreth caused some file to conflict. I'm planning to update the modcomp when v1.13 is released. These problems will be addressed as well.

The solution of Ani Taneen might work. (I didn't check it myself). That does mean however that you play with an old version of that file. So you don't have the latest updates by Leoreth. (Like the updated spawn units of Persia)
 
It seems the latest SVN updates by Leoreth caused some file to conflict. I'm planning to update the modcomp when v1.13 is released. These problems will be addressed as well.

The solution of Ani Taneen might work. (I didn't check it myself). That does mean however that you play with an old version of that file. So you don't have the latest updates by Leoreth. (Like the updated spawn units of Persia)

I did notice that my mongol game started with bombards and not siege engineers.
 
yeah the units that are pre placed for example on start , are not replaced by the second UU for example, but buildings that are converted on city flip are
 
- New American UB: Public University, University with gold bonus

Looking at the Americans, I feel that there is a building that would make more sense for a UB.

Public Transportation

Let's face it, with the exception of the Metropolitan area of New york, American cities did not develop the kind of mass transit that we see in Germany or China. There is an awkward feeling at building public transits all over North America to offset those industrial plants.

Here are two options I Propose:

1) Transcontinental Station
Req: Rail Road
+2:health: from Cattle
+2:gold: From :traderoute: with Capital
+2:hammers: with Capitalism or Industrialization

2) Highway Authority
Req: Combustion and Industrialism
+1:health:
+1:health:, +1:gold: From Oil
Cottages, Hamlets, and Villages with roads or railroads grow in half the speed when worked on by this city.
+2:health:, +2:science: with Public Welfare
 
Probably it was mostly because of Japan's massive modification that this pack is not compatible. Looking forward for both this to be added to the main RFCDOC pack, and the 1.13 patch to be released.

In the meantime, I will have to reluctantly play one UU and one UB like it is traditionally done.
 
Soon after v1.13 is released. The new git allows me to create a fork for this modcomp, which should make it easier to sync this modcomp with the main mod. But I'm still not completely familiar with git.
 
Running git merge every once in a while should keep you up to date.
 
I figured out how I can keep this modcomp in sync with the main mod.

Optional.
You can create a seperate branch which contains the 2nd UU/UB modcomp. This allows you to quickly switch between the regular mod and my modcomp. (I recommend it)
Spoiler :
Step 1. Right click on the mod folder --> Create branch
Step 2. Give it a nice name (like "2nd UU/UB") and click ok.

Now, a new branch is created, but you are still in the main version. You can switch between branches with Right-click --> Switch/checkout. Select the branch you want to be in and click ok. With this command, you can switch between the main branch, which is DoC without the modcomp, and the new branch which does contain this modcomp.

Make sure you are in the right branch before you pull my changes. ;)

Small note: If you update 1 branch, the other one isn't updated automatically. If you switch between your branches, you need to do a pull afterwards to get the latest updates merged into that branch.


Step 1. Right click on the mod folder --> pull
Step 2. Click on "Manage remotes". (Red arrow)
Step 3. Fill in: Remote: xxx (give it a nice name, like "2nd UU/UB"), URL: "http://github.com/MeuhV1/Dawn-of-Civilization", set tag to "reachable".
Step 4. Save the remote and click ok.
Step 5. Set Remote to the remote you created in step 3 and set Remote Branch to "2ndUUB" (It must be this name) and click ok.
Now you will pull my changes to your mod.

To get further updates:
If you want to get new updates by Leoreth, do a pull just like you are used to do. Just make sure you have Remote set to "origin" and branch to "develop". If you want to pull my updates from this modcomp (won't happen very often), do a pull with Remote set to "2ndUUB" (the name you selected in step 3) and Branch to "2ndUUB".

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I finally got around doing something again for this modcomp. However, it will take some time before this modcomp will be available again. DoC has been greatly improved since I last worked on it. It will require some time to catch up.

I decided that recreating this modcomp from scratch is the easiest way to get my work updated. Especially some updates by Sgt. Bears are easier copied than incorporated. The new units/buildings will remain the same, but I have to code them in the "new XML system".

Another thing that changed in the meantime is that DoC moved to Git, so obviously this modcomp will to. I'm fairly sure that keeping this modcomp in sync with regular DoC is a lot easier with the branching system. It also allows me to get rid of some modular things, which should result in a more "smooth" incorporation of this modcomp into the mod. I also think it will be possible to make this modcomp a regular download, so you don't need Git to use this modcomp.
 
YAY!!!

I'm so happy to hear this!

Another thing that changed in the meantime is that DoC moved to Git, so obviously this modcomp will to. I'm fairly sure that keeping this modcomp in sync with regular DoC is a lot easier with the branching system. It also allows me to get rid of some modular things, which should result in a more "smooth" incorporation of this modcomp into the mod. I also think it will be possible to make this modcomp a regular download, so you don't need Git to use this modcomp.

git.png
 
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