[BtS] CivFusion

Where did the artwork for the potato resource come from? the art define for it references I file I can't for the life of me find

I think I took it from Amra's Warlords mod, though I could be wrong about that.

Hello everyone.

I play with "choose religion" option marks, and the game crashed at first for me too when any civ got Evangelism. I went into the XML to check what was happening, and I managed to follow my game up just deleting the free cristian missionaries from Evangelism. I think the same could happen everytime a tech gives you a free missionary (Islam, maybe).

I tried to play with "choose religion" option with free cristian misionaries on Evangelism, got this tech, choose Cristianism, and everything was ok.

Now, I play with "choose religion" option, deleting free missionaries from techs, and there is no problem at all. I think this could be meanwhile anyone finds a better solution.

Regards

Good find! I'll take a look at this when I get home, though it's strange that it works fine with choose religions disabled and chokes with choose religions enabled. I'm sure it's a simple issue, but I can't wrap my head around it at the moment...

Cheers,
ripple01
 
Looked at the XML for the religions last night, I think I've identified the problem. Tonight I will post a fixed Civ4ReligionInfo.xml file and ask that the people who have been experiencing the "Choose Religions" crash with Evangelism to test with the new file. I'm pretty confident this will fix the issue and I'll roll this fix into the forthcoming (soon, I hope!) patch.

Cheers,
ripple01
 
Fixed the choose religions issue. Just ran a test game where all 11 religions were founded.

Patch 0.61 will be released this weekend with this fix as well as fixes for all other issues reported, along with the working Inquisitor as mentioned earlier. :)

Cheers,
ripple01
 
Well, wait no longer! Patch 0.61 is posted!

Here's the changelist:

0.61

Added Super Spies 1.23 by Trojan Sheep
Added scoreboard fix to accomodate Revolution minor civs (Thanks, Kalimhakus)
Added Akbar as 3rd leader for India (Ekmek, Amra)
Added religion-specific Inquisitor units (AmraMod)
Added new SDK tags for modifying traits (Trait overhaul should appear in the next patch)
Fixed missing Hittite flag
Fixed CTD when using "Choose Religions" option
Fixed pink heads on Siamese Longbowman, Battle Elephant, and Horse Archer
Readded Inquistor code via SDK; Inquisitor is now working (was disabled previously)
Replaced Marius Aurelius LH (Ekmek, others)
Updated BUG mod to v2.22
Updated Dale's Combat Mod to v1.5

Cheers,
ripple01
 
Ya, my fiancee likes to sleep in on the weekends, so Sunday morning is one of my prime modding times. Woke up this morning and Dale had released the update, so it worked out perfectly. She's gone all of next weekend so I'm hoping to put together another patch then and then probably take a small break for a while if the mod seems to be running stable for everyone. She's been patient with this flurry of modding activity lately, so I owe her some "us" time. :)

Cheers,
ripple01
 
Well, wait no longer! Patch 0.61 is posted!

Here's the changelist:

0.61

Added Super Spies 1.23 by Trojan Sheep
Added scoreboard fix to accomodate Revolution minor civs (Thanks, Kalimhakus)
Added Akbar as 3rd leader for India (Ekmek, Amra)
Added religion-specific Inquisitor units (AmraMod)
Added new SDK tags for modifying traits (Trait overhaul should appear in the next patch)
Fixed missing Hittite flag
Fixed CTD when using "Choose Religions" option
Fixed pink heads on Siamese Longbowman, Battle Elephant, and Horse Archer
Readded Inquistor code via SDK; Inquisitor is now working (was disabled previously)
Replaced Marius Aurelius LH (Ekmek, others)
Updated BUG mod to v2.22
Updated Dale's Combat Mod to v1.5

Cheers,
ripple01

You are a sexy, sexy man.
 
You are a sexy, sexy man.

Not quite sure how to respond to that, but glad you are pleased. :)

awesome!!!!!!!!!!!!!!!!!!!


say,
the inquisitor,
is it unlimited religions?

Yes, there is no religion limiter currently included. At some point, I'd like to add some code that lets the smaller religions fade out. There's a Disappearing Religions modcomp but I'd like to see it get developed a little more before I add it in.

Cheers,
ripple01
 
ripple hi,

yeah i saw the disapearing religion,
but i myself less prefer it,

the python code by marnz , offeres two options, limited religions, meaning one civ one religion.
and the unlimied one.

couldnt you implement that code?

well though i prefer limited religions,

ill have no choise to add more religions, so evryplayer will get an option to found atleast one....but that means i gotta start study how to mod the fonts...lazy me.



is it ok for me to use your code for my overlord2?
 
Can I ask - I have CivIV BtS and the BUG mod. I don't want to install this before I get enough info on whether it will survive, but can you tell me - whether it will work with BUG already installed and working smoothly?
 
I assume by being able to load BUG (i.e. having the right version - I had some problems with that mod but by downloading the patch it worked OK) I am able to load this.

I'll give it a shot. Looks great.
 
I have a problem - no interface panels... And no "dawn of man" starting popup window.
I experience the same problem with the latest RevolutionsDCM mod too (it merges Revolutions 1.4 and DCM 1.5). The older versions (with rev 1.32 and dcm 1.3 was ok).
What can cause this kind of bug?

[EDIT] I can't see any of the menus too (from esc-menu-options for example, it does nothing for me...).
 
I have some weird python exceptions after I enabled the python exceptions showing in the ini.
This is the first picture I get (and have much more wihdows behind those as you can see):
Spoiler :
civ4screenshot0000qi5.jpg


Also what's with that VERY strange path?!
 
Sorry for double post!
OMG! I see it!
That weird \xe4\xe... sh*+ is there because I have a russian windows and it has "My documents" in russian. The base game understands the path but your merged mod don't.
The funniest thing that this thing is in the Revolutions 1.4 (it was ok before 1.4). jDog5000 someway ruined the pathfinding of the game... I think I should ask HIM about it.. Errh, such a good mod can't be played =(.
 
Sorry for double post!
OMG! I see it!
That weird \xe4\xe... sh*+ is there because I have a russian windows and it has "My documents" in russian. The base game understands the path but your merged mod don't.
The funniest thing that this thing is in the Revolutions 1.4 (it was ok before 1.4). jDog5000 someway ruined the pathfinding of the game... I think I should ask HIM about it.. Errh, such a good mod can't be played =(.

You can try going into the file and putting the path in russian. It is unicode aware so it should work. If this works you would provide a fix for all other players who have Russian windows. Otherwise, you can use the windows environment variable pointing to "My Documents" folder. This should always work no matter what language is used.
 
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