All Civilization World

Zlatko

CIW
Joined
Apr 1, 2010
Messages
713
Location
Solar System
Welcome to RECONSTRUCTION or ACW (All Civilization World) mod​

RECONSTRUCTION mod CIV6 Thread

Lead your civilization from Ancient times 4000 B.C. to exciting, long and dangerous Far away Future 2362 A.D.

- 390 units
- 312 buildings (with wonders)
- 101 civilizations (with Separatist civilizations), separatist are no playable
- 172 leaders
- 17 traits
- 44 units art style (ethnic)
- 23 cities style
- Game options from LoR (Legends of Revolution)
- New game options (Mod Units, Bombard Experience, Puppet States, Destabilization, Regicide, Morale, Lifepreserves, Mini Formation..)
- 27 scenarios
- Total new map scripts, you can choose different planets, lets fight on Earth, Chiron, Barsoom, Kepler, Arrakis, Titania, Gaia and Gliese.
- 184 techs (92 BTS techs and 92 future techs)
- 10 Eras
- 53 projects
- If you are veteran BTS player, you will be veteran and in this mod, because
this mod have BTS techs, units, ... same as in (Ancient , Classical, ... and Modern Era)
- Terraform is now balanced, changes snow, tundra and desert to plains or grass! AI use this almost always !
- Advanced Nukes, make entire world to dust, raze enemies cities with this powerful nukes !
- All things in mod are well balanced, and AI use all of them !
- *Only for programmers!!! If you want to search for bugs or errors in this mod, go to Mods\RECONSTRUCTION\Assets and unpack "DEBUG_CvGameCoreDLL.rar" there, if you after that again want normal Release dll, just unpack "RELEASE_CvGameCoreDLL.rar" there again.
- Choose your affinity! Harmony, Purity and Supremacy.
- Became a member of GDI or NOD.
- Alien Invasion! Yes we are not alone in the universe!
- This mod is based on LoR dll, which i am edit and add several new mod components in my mod.
- Report bugs, gives suggestions !

- Credit:
LoR Credit List, i must give them credit because i used lots of their stuffs.
I really don't know names of forum members, which made lots of this stuff, but credits for all of stuffs in my mod, goes to all members of this forum which stuff i used in my mod. Thank you very much for all stuffs which you made, that make modding more interesting and gives better mods ! Thank you again !

If you see your stuff in my mod, contact me, i will you in my credit list.

You can see FUTURE PLANS for this mod.

DOWNLOAD HERE

Known Errors, mistakes which will fix in next version:

- Nothing for now in this new version.


Mod members:
- Zlatko (me)
- Bryce3


First post:
Idea about this thread/mod is to make all "TODAY" civilizations/nations in world. I will make from this (WIKIPEDIA LIST OF SOVEREIGN STATES). This mod will use static leaderheades, and it will use gamecore from Creatures in War. Help which need for this are info about leaders (name, some information about them for civilopedia, traits, favorite civic, favorite religion, their picture minimum 512x512), Unique Unit, Unique Building, city names, units/buildings art will be last.
 
Tech tree:









----------- GAME -----------














----------- MINI FORMATION -----------





















----------- AND TWO WORLD TOGETHER (SPACE IS BETWEEN) -----------



----------- HARMONY, PURITY, SUPREMACY -----------



----------- GAME OPTIONS -----------



----------- ETHNIC -----------

 
PROBLEM:

Code:
Assert Failed

File:  CvXMLLoadUtilityGet.cpp
Line:  656
Expression:  false
Message:  Error in GetChildXmlVal function, unable to find a child node

----------------------------------------------------------
Assert Failed

File:  CvUnit.cpp
Line:  10881
Expression:  !at(iX, iY)
Message:  

----------------------------------------------------------
Assert Failed

File:  CvUnit.cpp
Line:  11273
Expression:  pOldPlot != pNewPlot
Message:  

----------------------------------------------------------

Assert Failed

File:  CvPlayer.cpp
Line:  7319
Expression:  GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(eBuildingClass) == eBuilding
Message:  

----------------------------------------------------------

Assert Failed

File:  CvGlobals.cpp
Line:  4227
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type ATTACHABLE_CHIMNEYSMOKE not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------

Assert Failed

File:  CvArtFileMgr.cpp
Line:  182
Expression:  false
Message:  get##name##ArtInfo: ART_DEF_MOVIE_HUBBLE was not found

----------------------------------------------------------

Assert Failed

File:  CvArtFileMgr.cpp
Line:  182
Expression:  false
Message:  get##name##ArtInfo: ERROR was not found

----------------------------------------------------------

Assert Failed

File:  CvArtFileMgr.cpp
Line:  182
Expression:  false
Message:  get##name##ArtInfo:  was not found

----------------------------------------------------------

Assert Failed

File:  CyGlobalContext.cpp
Line:  70
Expression:  idx>=0
Message:  

----------------------------------------------------------

Assert Failed

File:  CvPlayer.cpp
Line:  4210
Expression:  iTotalWorkersHave <= (iNumWorkerAIUnits + iTotalWorkersFinishedSoon)
Message:  Player has less workers than he thinks he has

----------------------------------------------------------

Assert Failed

File:  CvPlayer.cpp
Line:  7319
Expression:  GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(eBuildingClass) == eBuilding
Message:  

----------------------------------------------------------

Assert Failed

File:  CvPlayer.cpp
Line:  7319
Expression:  GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(eBuildingClass) == eBuilding
Message:  

----------------------------------------------------------

Assert Failed

File:  CvGlobals.cpp
Line:  4227
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type BUILDING_BIOLOGICAL_WARFARE_LAB not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------

Assert Failed

File:  CvGlobals.cpp
Line:  4227
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type BUILDING_EMP not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------

Assert Failed

File:  CyGlobalContext.cpp
Line:  70
Expression:  idx>=0
Message:  

----------------------------------------------------------

Assert Failed

File:  CvGame.cpp
Line:  5367
Expression:  getBuildingClassCreatedCount(eIndex) <= GC.getBuildingClassInfo(eIndex).getMaxGlobalInstances()
Message:  Index is expected to be within maximum bounds (invalid Index)

----------------------------------------------------------
Assert Failed

File:  CvGame.cpp
Line:  5367
Expression:  getBuildingClassCreatedCount(eIndex) <= GC.getBuildingClassInfo(eIndex).getMaxGlobalInstances()
Message:  Index is expected to be within maximum bounds (invalid Index)

----------------------------------------------------------

Assert Failed

File:  CvPlayerAI.cpp
Line:  12890
Expression:  kCivic.getTradeRoutes() == 0
Message:  kCivic.getTradeRoutes() is supposed to be 0 if kPlayer.isNoForeignTrade() is true

----------------------------------------------------------

Assert Failed

File:  CvGlobals.cpp
Line:  4227
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type BUILDING_BIOLOGICAL_WARFARE_LAB not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------

Assert Failed

File:  CvGlobals.cpp
Line:  4227
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type EFFECT_BLOOD_SLASH not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------

Assert Failed

File:  CvGameTextMgr.cpp
Line:  2303
Expression:  (iAttackerStrength + iDefenderStrength)*(iAttackerFirepower + iDefenderFirepower) > 0
Message:  

----------------------------------------------------------

[B]Assert Failed (Barbarian Lion which have 4 Combat, defeated my Myrmidon Tank which have more that 200 Combat, HOW ????!!!)
Lion or another barbarian animal attack my overpowered unit and defeat them, only when animal attack my unit, if
animal is damaged i WIN ! HOW ??? WHY ???[/B]

File:  CvUnit.cpp
Line:  10485
Expression:  eUnitCombat >= 0
Message:  eUnitCombat is expected to be non-negative (invalid Index)

----------------------------------------------------------

[B]Assert Failed (Barbarian Lion which have 4 Combat, defeated my Myrmidon Tank which have more that 200 Combat, HOW ????!!!)
Lion or another barbarian animal attack my overpowered unit and defeat them, only when animal attack my unit, if
animal is damaged i WIN ! HOW ??? WHY ???[/B]

File:  CvInfos.cpp
Line:  5084
Expression:  i > -1
Message:  Index out of bounds

----------------------------------------------------------

_____________________________________________________________________________________________________________


Assert Failed

File:  CvPlayerAI.cpp
Line:  12921
Expression:  kCivic.getTradeRoutes() == 0
Message:  kCivic.getTradeRoutes() is supposed to be 0 if kPlayer.isNoForeignTrade() is true


Assert Failed

File:  CvUnit.cpp
Line:  10933
Expression:  !at(iX, iY)
Message:  

----------------------------------------------------------

Assert Failed

File:  CvUnit.cpp
Line:  11325
Expression:  pOldPlot != pNewPlot
Message:  

----------------------------------------------------------
 
I can see where you're getting some whacked out numbers which would probably have to do with a number being so small its basically rounding down to zero in the code. The combat system uses a ration comparison basis and some of those calculations may not work if one of the numbers involved come up as zero due to being so small its dissolved to nothing. To see exactly where this is taking place you'll have to do a very time consuming evaluation process for the combat.
 
I can see where you're getting some whacked out numbers which would probably have to do with a number being so small its basically rounding down to zero in the code. The combat system uses a ration comparison basis and some of those calculations may not work if one of the numbers involved come up as zero due to being so small its dissolved to nothing. To see exactly where this is taking place you'll have to do a very time consuming evaluation process for the combat.

EDIT, ADD/REMOVE, FIXED:
I am fixed problem with Animals and Tanks, i am merge some bad mod component which don't work correctly and that make me problem, i am remove that component in source code (.h .cpp) and work fine.

And do you have some comments for other Asserts, how to fix them all ?
I am pretty sure that i merge source code(.cpp and .h) correctly, but i don't know, why i get this Assert Failed ?
And i am add new Assert Failed in previous post, all new are below this long line _____
 
What insights I have regarding the rest of them would be wide ranging possibilities. The only thing I can really suggest is to attach the debugger while running the debug dll and debug when those things come up and really look at what's gone wrong to cause the assert to fire. I remember the one about the workers may have something to do with units that work but also have strength values and it was resolved somehow in C2C but I wasn't the one that did it and wasn't here paying close attention when it was addressed.
 
Thanks for information, one good thing that I on my PC only have new version of RECONSTRUCTION (unfinished version) which i moding now and have Creatures in War 2.
 
Uuuf :-\ i now write my final work (diploma work) for University, this is literal translation from my language to English, because i don't know how you say it on English. I must do several changes in mod, but i am now so busy, my friend Bryce3 helps me, but he is busy too, maybe at the end of September i will re-upload with new version, if i do that earlier i will post here information, sorry.
I will see what parallel map do, and if is interesting or if players want that in mod i will include it :)
 
It's no problem for me if the mod is unbalanced. I don't really want to play it (sorry, but I'm busy too ;) ). I'm rather gathering ideas from other mods, for my RAND modmod I'm working on. I am curious how you merged BTS with Planetfall :)

Parallel Maps briefly: Your game can have 2 (or more) maps simultaneously, like separate planets. At least in theory, but I don't know of any mod using this mechanic. However, it sounds very exciting :)

Good luck for your diploma work! :goodjob:
 
How i merged it ?! No one want to do that and i am always want to play some mode like that, one planet earth, one planet alien world, or two planets different alien worlds, in future if i will have time i will merge more worlds, maybe will try to merge several worlds on one map, i have idea for that. I will see what is parallel maps. Thank you :goodjob:
 
So...
As long as I have no chance to download&try, I ask:

How do you get from the old planet to the new one? Are there "travel restrictions"? I mean: A helicopter or para-suit jumping from one planet to the other seems odd. Same problem with Airports having the Airlift ability.

Your sample picture shows the two worlds horizontally divided. How about doing it vertically? That would mean a cold pole (south and north pole) and a hot pole (equator) on both planets. The more important thing is, that it would allow circumnavigation of the planet.

Do you have aliens on he new world?
 
New version updated 4th November 2015. Enjoy.

About this version:
- Make very good balance of everything (building, units, techs)
- fixed some errors
- added new scenario World war 2 world map (made by me)
- added lots of new projects and promotions
- added lots of new religions
- added new resource
etc.
 
New version updated 4th November 2015. Enjoy.

About this version:
- Make very good balance of everything (building, units, techs)
- fixed some errors
- added new scenario World war 2 world map (made by me)
- added lots of new projects and promotions
- added lots of new religions
- added new resource
etc.

Has the puppet states mod been added?

Thanks for your efforts!
 
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