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.
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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'.