Do we need to delete the entire folder? I've got a game in progress...
@Hydro: Trapper's camp is gone from the asset pack C2C sent round a week ago (since v12). Has it been removed deliberately?
@StrategyOnly with the alpha you just sent us modders it is no longer reading the neanderthal Spawn ini file. Also there is some game text missing.
how do I turn off the annoying terrain feature labels but still get the event signs?
When updating to the newer python stuff you forgot the C2C specific stuff in autologEventManager.py in the Contrib folder. the goody hut stuff like gatherers.
The INI file is in a slightly different format with the new Python. Delete the "Neanderthal Spawn.INI" file from the usersetings folder. It will recreate the ini in the correct format. I had just gone in and changed it to off but since the format is different it did not read it.
Edit: The "barbarian generals" option also seems not to be working but it is way past my bed time to make sure.
@strategyonly
So I went though all my buildings and all the core buildings and gave them city size limits. I did not touch any other people's mods such as the Custom Wonders. Note that I set it to only 4 city sizes based on the administration buildings.
Pop 1 (Village) - As the default for basic buildings like farms, mines, hunting camps and general prehistoric buildings.
Pop 6 (Town) - This has mostly guilds, shops, factories, power plants and other small town buildings.
Pop 13 (City) - This has the more city themed stuff such as corporations, skyscraper, university, labs, zoo, and mostly modern stuff.
Pop 25 (Metropolitan) - This has most of the space or high tech stuff like the arcology, shielding and spaceway.
Overall I tried to use my best judgement based on both the time the building was in but what level of city you would need to support a building. I am sure we will need to tweak and adjust things in the future. But at least I have something working to test with now. This should also help fix the problem of too many buildings at once to choose from when founding a city. Your city will now have to grow and mature if you want the more advanced buildings.
Please give feedback C2C team when testing. Also whomever controls the additional mod buildings may want to go in ad add the building requirement code to any building they have.
Note that the CitySizeLimit.rar has the file to replace the core buildings. and the HydroC2C17e.rar is just like my normal updates.
Dont know why the spawning isnt working, i have it set at full on? Here's a new text for everyone, thx.
You forgot my changes to init.xml in the latest alpha. Or did you decide you didn't want the new religion functions and a wonder that supports your vassals.![]()
[*]Added optional new save format which should enable saves in one release to be opened in later releases in most cases, thus allowing games to continue unless changes are so radical that you don't wish to
[/LIST]
Because of the AND beta 4 change that removed the fixed borders game option (the functionality is all still there and working it's just not a game option any more) it is also CRITICAL that you take the modified Civ4GameOptionInfos.xml also included in the RAR (things will not work correctly unless this file and the DLL are kept in step). Also I haved included a new XML file to go in assets/xml/text - this provides the text for the new UI elements associated with the save format.
Please note that due to the AND beta 4 changes this is NOT save game compatible with what went before (but because of the new save format that won't be a problem going forward all being well)
I hope you did not put minimums on wonders or national wonders. Some of the former were built where there was no settlement and some of the latter were designed to stimulate growth in a small town. Some were built in small towns to stimulate tourism, yes even in the ancient era.
Yes some are (mostly req pop 6). You will have to look through them and let me know if i should change any. Note that I did not touch religious buildings (at least I don't think I did) such as temples, monasteries cathedrals, etc.
OK i tried that Maximum Compatibility out, and the saved game i saved it to had a CTD, so i went to the last savedgame, and it worked
Putting Fixed border back as an option is no biggy, as far as i an tell, if anyone was wondering. (As long as all the stuff remains)
CTD on save, or CTD on reload? If the former lest me have a BTS format save game so I can try the same save. If the latter just let me have the new format save that CTDs on load please.
It was a crash on re-load, dont know if you will have samesaved game, i have changed ALOT of stuff already.
<ScanTemplate sourceTag="BuildingInfos/BuildingInfo">
<SimpleMapping sourceTag="BuildingClass" outColumn="Class"/>
<SimpleMapping sourceTag="Type" outColumn="Type"/>
<SimpleMapping sourceTag="iCost" outColumn="Cost"/>
<ComplexMapping sourceTag="PrereqBonuses" outColumn="Bonus Pre-reqs">
<dataElement sourceTag="Bonus"/>
</ComplexMapping>
</ScanTemplate>
Just let me have the (new format that crashes on load) save game for now. If it doesn't crash when I load it then I may need your full asset-set to debug it, but most likely the save game alone will be enough.
[Edit] - couple of other specific questions:
1) Were there any asset changes between when you saved and when you loaded and got the crash. If so can you rememebr what roughly?
2) Did it CTD silently or did you get any error messages first?