[UXP] World of Legends: Heroes, Guilds, and More!

Couple of minor issues Cy:
-> The text for Army Organization when you hover over it is "TXT_KEY_TECH_ARMY_ORGANIZATION." As descriptive as that text is (:)), I'm sure you'll want to change it.

-> Ramkhamhaeng's greeting text concludes with "What is this remote and strange land, [CT_NAME_SHORT]"
 
ummm I suggest you should change the name of Thai Empire to Siamese Empire instead because the name Thailand has just been changed from Siam in 1939. So I suggest Siamese should sounds better.

Although Siam would be the more "dignified" name (for lack of better wording), as Xyth said, I think 'Thai' does better, since, if my memory serves me right (but correct me if I'm wrong), the Thai ethnicity or what not has been around longer than Siam. After all, Siam is a relatively modern name (only about 300-400 years old), and when I envision a Thai/Siamese civ, I wanted to include all of Thailand's history - including the kingdoms of modern Thailand, Siam, Ayutthaya, Sukhothai, and so forth.



Couple of minor issues Cy:
-> The text for Army Organization when you hover over it is "TXT_KEY_TECH_ARMY_ORGANIZATION." As descriptive as that text is (:)), I'm sure you'll want to change it.

-> Ramkhamhaeng's greeting text concludes with "What is this remote and strange land, [CT_NAME_SHORT]"

Thanks for noticing more of these things. :goodjob:

--

Alright, since I have a bit of spare time today, I'm going to see if the civ-specific techs can work. If it does work, then that means the hero problem will be solved! :D
 
:confused: I get two errors on startup and then the game crashes. It tells me there is a problem with the control theme startup or something along those lines. I am thinking it is probably the dll file you mentioned in your awsome faq post. I looked and I do not see a dll file. Where exactly should I look and what is it's name?

:) This mod looks so excellent I cannot wait to play it. Your hard work is really shining through these screen shots. Well done!
 
Heya Cy,

Here are a couple of things I noticed.

1) Caravans - I've seen the posts about the red sphere and they not having any functionality. By accident though, i found out that if you have the unit selected, go into the civolopedia very quickly (entry doesnt matter) and come right back out..the caravan unit will still be a red sphere, but the functions return. I then immediately merge them into a city as a great merchant so I dont have to do this every turn. This is a good workaround to keep them played until it's fixed.

2) There is a map option Ive seen in other mods which is called a smart map for custom games. It will allow you to customize your map traits like peak percentage, forest cover etc. I only mention this because I like the option of removing tundra, desert, etc completely especially when I get constant games of starting on "bad" terrain.

3) An idea - Do you have the coding ability to create more land improvements? In alot of mods, this has been lacking and I've always wondered if the great removal of forests contributes to global warming. Would you be willing to try these:

a) Forest Tile - Hunting Lodge +1 Food (Forest is not lost)
b) Desert Tile - Nomadic Camp +2 commerce
c) Desert Tile - Workshop (as the game has it)
d) Desert Tile - Greenhouse +2 food (make it available with Ecology Tech)
e) Tundra Tile - Igloo - +1 food, +1 commerce - good for non-river tundra tiles
f) Hills tile - Terraced Gardens - +2 food (good for cities that are mostly hills

Just some ideas...

Peace
 
Heya Cy,

3) An idea - Do you have the coding ability to create more land improvements? In alot of mods, this has been lacking and I've always wondered if the great removal of forests contributes to global warming. Would you be willing to try these:

a) Forest Tile - Hunting Lodge +1 Food (Forest is not lost)
b) Desert Tile - Nomadic Camp +2 commerce
c) Desert Tile - Workshop (as the game has it)
d) Desert Tile - Greenhouse +2 food (make it available with Ecology Tech)
e) Tundra Tile - Igloo - +1 food, +1 commerce - good for non-river tundra tiles
f) Hills tile - Terraced Gardens - +2 food (good for cities that are mostly hills

This is an idea I have often wondered about. Is it possible, and if so, why isn't it being done.

More options for tiles:

- Desert Tile: Solar Collector +2 commerce
- Desert Tile: Windmill (game standard, only in modern era and beyond)
 
I ran into 1 problem with a civ advancing through the tech tree too fast, playing on prince level, 7 civs, standard map, one of the civs had tanks in the 1300s:lol:

I was crushed of course as my best unit was calv. I play w/ no tech trading so I dont know if they got lucky or what. I do think with the add-ons in this mod you might wont to add shields needed for some of the techs maybe tweak them all a bit.
 
I get two errors on startup and then the game crashes. It tells me there is a problem with the control theme startup or something along those lines. I am thinking it is probably the dll file you mentioned in your awsome faq post. I looked and I do not see a dll file. Where exactly should I look and what is it's name?

This mod looks so excellent I cannot wait to play it. Your hard work is really shining through these screen shots. Well done!

If your computer is running vista, then you will have to remove the dll. Regardless, even if you don't have vista, and you're experiencing problems repeatedly, removing the dll can help, as you can probably guess. The dll is located in Mods/World of Lengeds/Assets, and the name of the file is "CvGameCoreDLL.dll".

Hope that helps.




Heya Cy,

Here are a couple of things I noticed.

1) Caravans - I've seen the posts about the red sphere and they not having any functionality. By accident though, i found out that if you have the unit selected, go into the civolopedia very quickly (entry doesnt matter) and come right back out..the caravan unit will still be a red sphere, but the functions return. I then immediately merge them into a city as a great merchant so I dont have to do this every turn. This is a good workaround to keep them played until it's fixed.

2) There is a map option Ive seen in other mods which is called a smart map for custom games. It will allow you to customize your map traits like peak percentage, forest cover etc. I only mention this because I like the option of removing tundra, desert, etc completely especially when I get constant games of starting on "bad" terrain.

3) An idea - Do you have the coding ability to create more land improvements? In alot of mods, this has been lacking and I've always wondered if the great removal of forests contributes to global warming. Would you be willing to try these:

a) Forest Tile - Hunting Lodge +1 Food (Forest is not lost)
b) Desert Tile - Nomadic Camp +2 commerce
c) Desert Tile - Workshop (as the game has it)
d) Desert Tile - Greenhouse +2 food (make it available with Ecology Tech)
e) Tundra Tile - Igloo - +1 food, +1 commerce - good for non-river tundra tiles
f) Hills tile - Terraced Gardens - +2 food (good for cities that are mostly hills

Just some ideas...

Peace
This is an idea I have often wondered about. Is it possible, and if so, why isn't it being done.

More options for tiles:

- Desert Tile: Solar Collector +2 commerce
- Desert Tile: Windmill (game standard, only in modern era and beyond)

1. The caravans issue will hopefully be fixed by next version. Currently I haven't figured out what's wrong with them, but I'm assuming it's just an art issue.

2. No problem. Adding in a new kind of mapscript shouldn't be too much a hassle.

3. New improvements - now that's something that completely slipped my mind. I'll put that a bit off for now, but certainly I'll come back and see what the possibilities are. :)



I ran into 1 problem with a civ advancing through the tech tree too fast, playing on prince level, 7 civs, standard map, one of the civs had tanks in the 1300s

I was crushed of course as my best unit was calv. I play w/ no tech trading so I dont know if they got lucky or what. I do think with the add-ons in this mod you might wont to add shields needed for some of the techs maybe tweak them all a bit.



Were you by chance playing the Polish? (Just kidding, and that's a sort of partial myth/misconception anyways... )

Personally I don't know exactly what could have led to that. That didn't happen to me in any tests, and, frankly, to be honest, I would like to think that with a number of new techs added, that it'd be even harder to get to that level.

I do remember once I played either Chieftain or Warlord level on a world map for another mod, and I somehow managed to get to the Renaissance in the year 0 AD exactly, and I was having Tanks rolling around by the 1200s (I ate the Aztecs alive).

The only way I would think they could have gotten anywhere that close is if the leader had the agrarian trait. The trait is a bit unbalanced (it'd be made less powerful in the next version), in that it can give a civ massive population growth if the civ develops along flood plains, but even then I wouldn't think that would be enough to get them to Tanks by the 1300s.

I'll just assume that that civ must have been extremely lucky. Of course, if this happens to a number of civs in some more games, then something must be wrong.

---

Thank you all for the feedback, as always. It's really appreciated. Work on fixing the heroes is a bit slow, but as soon as I get something started I'll post a screenshot of my 'progress'.
 
If your computer is running vista, then you will have to remove the dll. Regardless, even if you don't have vista, and you're experiencing problems repeatedly, removing the dll can help, as you can probably guess. The dll is located in Mods/World of Lengeds/Assets, and the name of the file is "CvGameCoreDLL.dll".

Hope that helps.

Thanks so much for your quick response, however, it did not work. I am running Win7 Home Premium 64bit. I have the mod in My Documents/.../By The Sword/Mods. I found the file you mentioned, I renamed it and reran the game. I keep coming up with a Load Error - "GFC Error: failed to initialize the primary control theme." Let me know if any solutions come to mind; I can't wait to dive into this mod.
 
You aren't supposed to rename the CvGame.dll (or whatever it is), but instead you have to delete it.

However, now that I think about it again, that's probably not your issue. Actually I probably should have known previously, but I guess I forgot - basically, as the FAQ says, you have to make sure that the path in your mods folder is like this:

Beyond the Sword/Mods/World of Legends/Assets/etc.etc.etc.

Make sure it's not something like

Beyond the Sword/Mods/WoL/Assets/etc.etc.etc.
or
Beyond the Sword/Mods/World of Legends Mod/Assets/etc.etc.etc.
or
Beyond the Sword/Mods/WorldofLegends/Assets/etc.etc.etc.

The folder has to be exactly spelled "World of Legends". The reason for this is because when the guy who helped me with the interface made it, the way he did it, the mod folder has to be named "World of Legends", because that's how the code reads it. If it can't find World of Legends, then the code doesn't know what to do and the thing crashes.

Hope that helps!
 
Although Siam would be the more "dignified" name (for lack of better wording), as Xyth said, I think 'Thai' does better, since, if my memory serves me right (but correct me if I'm wrong), the Thai ethnicity or what not has been around longer than Siam. After all, Siam is a relatively modern name (only about 300-400 years old), and when I envision a Thai/Siamese civ, I wanted to include all of Thailand's history - including the kingdoms of modern Thailand, Siam, Ayutthaya, Sukhothai, and so forth.


Umm dude no The name thailand has just been used in 1939
and i think what u mentioned is the word "Tai" not Thai

For more info about this
http://en.wikipedia.org/wiki/Thailand#Etymology
http://en.wikipedia.org/wiki/Tai_peoples
 
I have successfully merged in the Civ-specific techs, so that means the heroes will be fixed very soon! :D

Umm dude no The name thailand has just been used in 1939
and i think what u mentioned is the word "Tai" not Thai

For more info about this
http://en.wikipedia.org/wiki/Thailand#Etymology
http://en.wikipedia.org/wiki/Tai_peoples

I have already seen those articles.

Anyhow, I decided to look up the Siam vs. Thailand naming issue on the internet, and although it seems that there are good reasons to use the name "Thailand" as opposed to "Siam", there are also good reasons to use the name "Siam" as opposed to "Thailand", so I understand where you're coming from. Unfortunately, since the few Thai members of CFC that I know of seemed to have left, I will have to make my judgement without consulting them - anyhow, point is, I will certainly consider renaming Thailand to Siam.

Thanks for the input, anyhow!
 
Awesome.

One minor change I think you ought to make: John A. MacDonald's name should probably be made simply "MacDonald" in keeping (generally) with the rest of the Civ IV leaders.

Also, just for the record, which new leaders are the aggressive ones? (i.e., the minute I'm weaker than they are, they'll attack me even if they're Pleased with me).

EDIT: One other minor change: the model for Nalanda University is huge compared to most other buildings of that era. You might want to scale it back a bit.
 
Awesome.

One minor change I think you ought to make: John A. MacDonald's name should probably be made simply "MacDonald" in keeping (generally) with the rest of the Civ IV leaders.

Also, just for the record, which new leaders are the aggressive ones? (i.e., the minute I'm weaker than they are, they'll attack me even if they're Pleased with me).

EDIT: One other minor change: the model for Nalanda University is huge compared to most other buildings of that era. You might want to scale it back a bit.

Simon Bolivar I'll also need to change to "Bolivar" too. :lol: And thanks for noticing the thing about Nalanda university.

As for aggressive leaders, since I haven't tested extensively with each leader, and since I have changed the personalities for the next version, the only leader that I know for certain who is a backstabbing bastard is Pachacuti - apparently he will attack even if pleased and having the same religion. Other possible leaders could be Tamerlane and maybe Harun al-Rashid. I also know that Afonso of the Kongolese (if I am not mistaken) can be a bit similar to Isabella at times.

---

Anyhow, I've got through a few of the heroes fixed. For those of you who don't know how exactly I'm going to fix this, see this screenshot here:

054herofixsn1.jpg



Basically, each hero requires an additional civilization-specific tech. That tech is given to the civilization at the start of the game, so you don't have to worry about researching it.

Note that in the final version these "Being [Civilization]" techs will be invisible (i.e. you can't see them in the civilopedia, for example), so you won't need to look at the ugly-sounding "Being America" each time you play the Americans. :D
 
If for some reason you can't hide them you could always rename them something like "American Heritage" or "American Tradition" which would sound a bit better.
 
If for some reason you can't hide them you could always rename them something like "American Heritage" or "American Tradition" which would sound a bit better.

Well, I'll be using The J's dummy/invisible tech modcomp, which allows you to hide technologies from the civilopedia at least. I'm not sure if it'd allow me to hide the technologies elsewhere, though, so yeah, if they're not fully hidden I'll rename them probably "American Heritage" or "American Culture" or something like that.
 
And one last thing I've noticed: the Galleass has no damage or sinking animation.

Alright, thanks again for noticing all these little things - you really should deserve a section in the Credits for the next version! :D Anyhow, as for the Galleass, yes, I just went in the game to check it out, and it seems so that the animations don't work. I'm not sure whether it is a problem with my own xml, or whether because the original model and animations were inadequate, so I'll take a look at that too.

Wait, why did you suggest that people wth Vista remove the DLL?

The DLL is easily removable, since all it is is a 40-civ dll (so it's more or less optional).

Anyhow, the reason that I suggest people should remove it is because of a problem that seems to have occured with most Vista-users for any mod, really. Basically, it seems that a good number of mods that have DLL/SDK cannot run on Vista computers. What happens is that the loading screen crashes. There is a way to solve it, but since I am no DLL/SDK modder I can't really do it at the moment, anyhow.

That's also a reason why I like to keep my mod as DLL/SDK-free as possible. :)

---

Speaking of which, I have EXCELLENT news concerning the heroes. I'm not done yet, but yesterday I discovered a way to give each civilization unique techs without having to resort to the DLL/SDK! That means that this mod will still be relatively DLL/SDK-hassle-free. :D
 
I have Vista, so I'll try running your mod and let you know what happens, so you know for sure. My computer has been able to run every single mod I've ever tried so if yours doesn't work there must be something wrong with its compatibility with Vista.

I know that a custom DLL/SDK doesn't work with Macs for sure though, so I'm also trying to avoid using it myself, but it looks like I'll have to if I want spy promotions. :(
 
Well, CurryAztec tried it on his Vista computer, and it kept crashing until I suggested he remove the dll. As I said before, I know there are a few threads somewhere on CFC that talk about methods to circumnavigate (whatever the word is) this problem, but it would require some SDK crazy-voodoo and frankly I'm not sure what the problems and issues these methods would bring.
 
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