Quot Capita

Hi, again.

Just a short question on the danger of being a little bit pesky:

Is it now possible to remove the Next War module?

Also: In the previous version I notices, that Railway Guns have Factories as a prerequisite.
The game wont accept Assembly Plants instead. So no "Dicke Berta" for Germany :-(
 
The start-up of the mod would be significantly slower (well, depending on how many LHs you choose)
Also, having it in a rar would invalidate the cool installer, which is a nice feature I think.;)

Your installer is indeed very cool ;)
But if you planned all along to use the LHs this way, why was it so important to have them in modular format? :crazyeye: :mischief:
 
Hi, again.

Just a short question on the danger of being a little bit pesky:

Is it now possible to remove the Next War module?

Also: In the previous version I notices, that Railway Guns have Factories as a prerequisite.
The game wont accept Assembly Plants instead. So no "Dicke Berta" for Germany :-(

I haven't forgotten this request -> I'm planning to work on it for a next release/patch

Good catch on the Railway Guns, I'll check it.
 
Your installer is indeed very cool ;)
But if you planned all along to use the LHs this way, why was it so important to have them in modular format? :crazyeye: :mischief:

Gives flexibility, and also in case of diplomacy texts -> it was a big mess inserting new entries to that file before.
 
I really haven't forgotten this issue.
It is a very understandable and basic need to be able to play the mod without Sci-fi :scan: :run:, and I do intend to serve this request.
Here's how I plan to proceed: I'll try to assemble a patch version that has No Sci-fi. I'll ask you guys to try it out and report. It'd be like a beta test.
If it works, then I'll have a No Sci-fi option for the next version's installer, too.
 
Gives flexibility, and also in case of diplomacy texts -> it was a big mess inserting new entries to that file before.

Yeah, actually I'm glad you made me switch to a totally modular format. It was and will be easier for me this way ;)
I'm just saying that you don't really use this flexibility, and if I finish my huge DiplomacyInfos.xml for VD the way I started, then there would be no difference for you at all...
 
I really haven't forgotten this issue.
It is a very understandable and basic need to be able to play the mod without Sci-fi :scan: :run:, and I do intend to serve this request.
Here's how I plan to proceed: I'll try to assemble a patch version that has No Sci-fi. I'll ask you guys to try it out and report. It'd be like a beta test.
If it works, then I'll have a No Sci-fi option for the next version's installer, too.

Much obliged! (-always wanted to say that!)
 
Is it possible to add a unit to this mod? I am getting python errors when I try, and I cannot figure out what is wrong.

Thanks for any help.
 
Is it possible to add a unit to this mod? I am getting python errors when I try, and I cannot figure out what is wrong.

Thanks for any help.

It is certainly possible.
Exactly what errors do you get?
 
It is certainly possible.
Exactly what errors do you get?

Thanks for the reply. I went in and experimented a bit, and found that I cannot have the default unit in the unitclassinfos as "NONE" like you can in non-modded BTS. Not a problem for what I wanted to do. I was getting python errors from the unitutil and bugutil, IIRC.

I wanted some unique units on the map at the beginning of the scenario I was making, and those units would be unbuildable in the game. Of course the rational solution is to make the cost of the units -1.

Again, thanks for responding.
 
Thanks for the reply. I went in and experimented a bit, and found that I cannot have the default unit in the unitclassinfos as "NONE" like you can in non-modded BTS. Not a problem for what I wanted to do. I was getting python errors from the unitutil and bugutil, IIRC.

I wanted some unique units on the map at the beginning of the scenario I was making, and those units would be unbuildable in the game. Of course the rational solution is to make the cost of the units -1.

Again, thanks for responding.

Glad you sorted it out, and please do share the scenario once finished! ;)
 
Avain, I am using the newest version of QC and bombard is not working properly. You have the option, but when you click to bombard a city or army nothing happens, you can still damage a cities defenses, but the bombard does not work to damage units.

I tried your suggestion above to eliminate Memory Allocation Errors, and it works great so far, I think I will add your extra civilizations and Leader heads and see if it still works. I had to remove them before because of constant crashes, I will let you know if I can run it with all those options now without crashes.
 
patch v7.01
-------------
date: 2010.07.08

Savegame compatibility: Unfortunately patch v7.01 BREAKS savegames

Fixes:

  • ranged bombard fix (CvSelectionGroup.cpp) (thx AvatarLDI)
  • updated to Better AI 1.02a revision 595
  • included missing text for NextWar events (thx The Almighty dF)
  • corrected Railway Gun to have Factory buildingclass as prereq (instead of Factory building) (thx Cambion)
  • added flanking ability to cuirassiers class, cavalry class, helicopter class and gunship class against Bombards (thx vivictius)
  • added missing flanking to helicopter class against older siege units

Installation instructions:

Unzip (with http://www.7-zip.org/) in BtS mod directory and overwrite the files


Enjoy!
 

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One little request, can you note when a small patch will kill save games please?

Also, what are the two other game speeds?
 
One little request, can you note when a small patch will kill save games please?

Also, what are the two other game speeds?

Fair enough. I just checked and had hopes it won't, but unfortunately this patch breaks savegames. (patch notes updated)
 
Avain, I am using the newest version of QC and bombard is not working properly. You have the option, but when you click to bombard a city or army nothing happens, you can still damage a cities defenses, but the bombard does not work to damage units.

I tried your suggestion above to eliminate Memory Allocation Errors, and it works great so far, I think I will add your extra civilizations and Leader heads and see if it still works. I had to remove them before because of constant crashes, I will let you know if I can run it with all those options now without crashes.

Thanks for the report, also glad that the MAF fix works for you, too!
 
I'm in a bit of a hurry, but I wanted to give you this quickly:
Please try it out!
 

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