Orion's Grand Inquisition

Alright, I'm going to go ahead and put this in my mod now. I already have BUG and all that in my mod, so basically all I really need to do is download the stand-alone Inquisition 2.50D right? Or is it better to DL this mod since it is merged with BUG, and then just merge this into my mod?

It really depends upon how much you have included in your mod. If just a few items then yes, I would download Grand Inquisitions and start from there. Otherwise. you decide.

Respectfully,

Orion Veteran :cool:
 
I have tried to merge this into my mod three times and it hasn't worked. So I'm a bit confused, I think part of it is because I have my own custom events manager and gameutils file, and also because I'm not sure what exactly is necessary to merge and what is frivilous or unnecessary. Do you know, offhand which files have the code I need to merge if I want everything except:
  • I don't want the Witch's Hammer wonder.
  • I don't want limited religion, but as far as I know you can turn this off anyway, so it isn't necessary that it is removed.
So, do you think you could help me out with this somehow? I *THINK* I only need the code from Inquisition.py, InquisitionEvents.py, GodsOfOld.py, and InquisitionGameUtils.py right? Or do I need more than that?

(I'm only talking about the python, I can do XML just fine)
 
Why don't you just NOT include the Witches Hammer XML? That way, the thing won't ever get built...
 
If you change your mind, the code for it is already there. :p If you don't, the code doesn't serve any purpose, but I doubt that you would notice any slowdown from it either.
 
Well, I'm not going to change my mind because I am using Tsentom1's Spanish Inquisition Project instead, I think it is better as a Project than a Wonder, so there is no point of having both of them in there.
 
Are you planning to do anything more with this?

It is just the right combination of simple changes from the standard game, and I discovered that you can combine it with the Ethnic Mix More mod
 
Are you planning to do anything more with this?

It is just the right combination of simple changes from the standard game, and I discovered that you can combine it with the Ethnic Mix More mod

I'm play testing Grand Inquisitions every day and I have about 3 major problems that I want to fix before releasing it. One problem is with the BUG mod. You may be aware of the specialist stacker component problem. I'm loosing a lot of time waiting on the BUG fix, but we will get there. Trust me. Grand Inquisitions is worth the wait.
 
I get a CTD when trying to start a new Play Now! game with the newest version.

1. Make sure you have Civ4, Warlords and Beyond the Sword installed with the latest patches.

2. Make sure you have installed the Grand Inquisitions 255D in this folder:

Code:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

3. Change the following value in your "Grand Inquisitions 255D.ini" file and the CivilizationIV.ini file:

Code:
; Modular XML Loading
ModularLoading = 1

4. When you start a new game, make sure you change the map option to:

Code:
OGI_SmartMap

5. Customize the OGI SmartMap options to your preferences.

If you follow all of these steps, OGI will run nicely.
 
Wow, another great mod! I'll try it immediately :D

Thanks! :goodjob:
 
First of all, congratulations for your work, the mod it's very very enjoying and balanced. I'll contine playing it until end, if there's no problems :)

At present the only problem is that I don't know how to form an Army, or it doesn't work. I take the instructor, click on Build army, select the kind of army, then shows the units present in city, click one of them and... :eek: the window dissapear, the army is created with no units (0 strenght) and no more. What happens??? :confused:

Also I see you have added an impressive list of sea and air units, but on the opposite the land units have liitle additions. Perhaps have you intention to add some more like trench infantry, light tanks, ecc, or not? It's a pity that modern land war it's not so enjoying on your mod. Is there any way for adding some other mod (perhaps would you know one?) to add this kind of units meanwhile you work on your own ones??

Thanks for your work ;)
 
First of all, congratulations for your work, the mod it's very very enjoying and balanced. I'll contine playing it until end, if there's no problems :)

Yes. It can be very exciting. I hope to get more converts, as this mod gains more and more poularity.

At present the only problem is that I don't know how to form an Army, or it doesn't work. I take the instructor, click on Build army, select the kind of army, then shows the units present in city, click one of them and... :eek: the window dissapear, the army is created with no units (0 strenght) and no more. What happens??? :confused:

About the Army. When you select the era, always pick the oldest era first. If you get a message that you don't have enough units, then try again and select the next oldest era. When you select the units for the Army, make sure you select the unit at the top of the list each time. There seems to be an issue if you select a unit from the middle of the list. Not sure why yet. These steps should work for now, until I can improve the process.

Also I see you have added an impressive list of sea and air units, but on the opposite the land units have liitle additions. Perhaps have you intention to add some more like trench infantry, light tanks, ecc, or not? It's a pity that modern land war it's not so enjoying on your mod. Is there any way for adding some other mod (perhaps would you know one?) to add this kind of units meanwhile you work on your own ones??

Yes. In the future, there will be more land units that will make the land war rich in variety, just like the air and sea units. More tanks for sure. Just wait until you get to Mine warfare. You will be in for a surprise and a lot of fun!

Please let me know if you experience any other issues.

Thanks.
 
About the Army. When you select the era, always pick the oldest era first. If you get a message that you don't have enough units, then try again and select the next oldest era. When you select the units for the Army, make sure you select the unit at the top of the list each time. There seems to be an issue if you select a unit from the middle of the list. Not sure why yet. These steps should work for now, until I can improve the process.

Ooops! It doesn't work :eek: Sorry, whichever unit I select on the list the result it's the same. Top unit, middle or last... :mad: :cry: I will add show some screenshots tomorrow if you desire, today it's late, I must go to sleep :sleep:

Regards ;)
 
Ooops! It doesn't work :eek: Sorry, whichever unit I select on the list the result it's the same. Top unit, middle or last... :mad: :cry: I will add show some screenshots tomorrow if you desire, today it's late, I must go to sleep :sleep:

Regards ;)


OK. I will run some tests to see what's going on with the Army code.
 
Ooops! It doesn't work :eek:

OK I found the problem in the CvScreensInterface.py file. It's an easy fix.

Go to line 1282, and change this:
Code:
iEra = CombinedForces.getUnitEra(pUnitZType)

to this:

Code:
iEra = StandardFunctions.getUnitEra(pUnitZType)

The function should work now, as my test worked for both human and AI players. Funny how I missed this during my big game tests.
 
OK I found the problem in the CvScreensInterface.py file. It's an easy fix.

Go to line 1282, and change this:
Code:
iEra = CombinedForces.getUnitEra(pUnitZType)

to this:

Code:
iEra = StandardFunctions.getUnitEra(pUnitZType)

The function should work now, as my test worked for both human and AI players. Funny how I missed this during my big game tests.

Yes, it runs perfect! Excellent work :goodjob:

But you must still select only the first unit of the list... Right, that's not a real problem, you can make undesired units leave the city and then select the resting ones, which order it doesn't matter then. :cool:

I've found your Combined forces forum thread, but I'd suggest to leave here a link or paste the explanation about how exactly form an army here in this thread, for this mod is one of the included in OGI255D

Thanks! ;)
 
Some suggestion: I think Tech tree would be revised a bit, some technologies appear too early, too easily without prerequisites. For an example, Mine warfare appears very early, in Rennaisance, though it's an industrial technology doubtless.

Resuming, I have the impression there is access for too many techs simoustaneously, without other than should be necessary. I'll play a bit more, to see if i can be more concrete (Mine warfare it's the most obvious, it's the first that I've encountered, recently started Renaissance era)

Thanks ;)
 
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