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Repost from the main thread...

The new models are pretty cool. There are a few issues with the Terran models, though:
The Warp 5 and 7 ships don't have the yellow stuff.
The Exploration V is a Nebula instead of a Nova.
(This one may be intentional) The letters on the Constellaton, Sovereign and Prometheus classes are red instead of black.
But regardless of that, great update!

EDIT: Weird, the Warp 5 ship has yellow stuff now.

Yeah I was afraid of that. Civ 4 seems to have great issue with model textures that use the same file name, and in the case of NX-01, Galaxy, Sovereign, & Fed Starbase I didn't do, I only changed them to the Terran colours to but had to leave the file names the same. If the game you load uses both the UFP and the Terran Empire, Civ4 gets confused and doesn't know what texture to use.

I'm gonna have to remodel those 4 units and give the textures different names. It may not happen until the next patch as it will involve everyone downloading a new FPK file. For now you'll have to use your imagination.
 
I've released the 2.37 patch; download on first post; fixes the following issues:
-Eugenics Wars: Added Gomez (Peru), Amin (Somolia), and Tiejun (Amazon) as playable nations
-Eugenics Wars: Removed some cultural buildings (and Christianity and the Pavillion) from Calcutta
-Eugenics Wars: AI random wars won't occur until after the 20th turn (for real this time)
-Terran empire uses NX class for Warp 7 Ship
-Eugenics War scenario stores description direcly in scenario file (so it displays properly in regular BtS)
-Eugenics Wars: AI random war declaration chance cut in half
-Eugenics Wars: Transporter Suppression: added help text, raised AI weight to 10
-Eugenics Wars: When an AI random war declaration is against the human player, the player gets 10 mechanized infantry
-Gomtuu: strength 10, uses explorer AI
-Text fixes
-Fixed bug in CvAI.py on line 168 (counted food instead of production)
-Eugenics Wars: renamed Klaus Kinkel to Jaques Delors
-Eugenics Wars: converted many starting units to city defense AI
-Fixed bug in CvAI.py on line 431 (counted production of current build, always 0 when counted, for military weight instead of total production capability of the city)
-Deep Space Nine: season 7 data stored should now store across game sessions
-Chance to force AI to build construction ship removed in scenarios with pre-built improvements; otherwise reduced to 5% (from 15%)

Unless other bugs/issues pop up, this will be the last patch for 2.0. Look forward to 3.0 in the coming months.
 
I've played several games now and never ceased to be amazed. I couldn't help myself and I gave every Civ (that I play with/against) unique units for every unit based on research online and the shows, but the heart of the mod remains and it is well balanced. All I need to do now is get a couple of my friends interested in a multiplayer set-up. Thank you for all your hard work Deane.
 
I've run into a frustrating error: every time I reach turn 345, the game crashes. I load a game on turn 344, and then it crashes. I load a game at 336, and once it reaches 345, it crashes again. I would load the save game, but I've modified it extensively so I would need to load other files. I've attached a screenshot of the error. I don't think the changes are causing the problem as I've played past 345 using the same setup before with no problems at all.

Any help at all greatly appreciated.
 

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The last few assert failures are as follows:

FIle: CvCity.cpp
Line: 789
Expression: getBaseYieldRate(YIELD_FOOD)==0
Message: getBaseYieldRate(YIELD_FOOD) is expected to be 0

File: CvPlayer.cpp
Line: 2127
Expression: eUnit !=NO_UNIT
Message: Unit is not assigned a valid value

File: CvUnit.cpp
Line: 91
Expression: NO_UNIT !=eUnit
Message:

There were other errors when it was looking for Gomtuu in Unitinfos and Chang in espionagemissioninfos.
 
Yeah, I now have a Vista laptop with no hope of running XP. Can I just run in compatibility mode and fix the problem?
What do you mean by "make one unitclass have no dafault unit"? I have given unique units to many of the civs for each unit type, but each unit type has a default unit (I only modded 7 of the species).
 
All default unis are assigned a value. Compatability mode does not work though. I will keep tryin new things...
 
GFC error is the one where the mod is not installed to the right directory, according to Kael from the FFH 2 Bug Thread:

1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.
 
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