DoubleRD77
Warlord
Is there new music for all of the technology eras? This is more important than anything else. Without new entertaining music for the eras, the game will fall apart. This should be priority one over anything else.
In each ZIP is another zip for LH and FPK each needs to be in the correct location.
I had this problem on the forums when I started about here too... we've all been there at some point.I'm sorry, but throughout this discussion you seem to assume that all of us who want to play what seems to be a marvelous Mod are experienced mod makers our selves. Well, I am not and the cryptic answer above is somewhat less than helpful.
For example; (1) does the unzipped folder "Leader Heads FPK" require placement in the "... Beyond The Sword/Assets" folder or the "... Caveman2Cosmos/Assets" folder?
(2) Should there now be a resulting new folder entitled "Leader Heads FPK" in the correct "Assets" folder or should there instead be (in the Assets folder) just the three files contained in the "Leader Heads FPK"?
(3) What should the correct path be to the "Custom Leaderheads" folder? Something like "... Caveman2Cosmos/Assets/Modules/Custom Leaderheads" or something else?
Your time and effort in clarifying these issues for those of us less experienced would be greatly appreciated.
Is there new music for all of the technology eras? This is more important than anything else. Without new entertaining music for the eras, the game will fall apart. This should be priority one over anything else.
Is there new music for all of the technology eras? This is more important than anything else. Without new entertaining music for the eras, the game will fall apart. This should be priority one over anything else.
Incidentally, having playtested the latest version, I'm wondering: Does map size effect technological development, am I playing on too low a speed (Snail, which I've heard is the "intended") or is the starting date a bit too late for many of the technologies (Petroglyphs have been around since 12-10,000 BC, while Burial Rites predate modern man). Given that I've just reached the classical era in 323 BC (and consistently rank in the top 3 for advanced, size, power and culture) and discovered writing about half a century back, I think something, either cost wise or date wise, is a bit off.
Of course, different civilizations progress at different rates, and for about a third of my thus-far around 800 turn game I've been using only one city (a mistake that's cost me dearly in SMAC), and I know this mod isn't trying to do something like Rhye's, but might be something worth discussing. I understand the esteemed Hydromancerx proposed, presumably with inspiration from Empire Earth, pushing back the start date to 500,000 BC. I wouldn't go that far (given both the Toba disaster and that the "Wise wise man" dates his evolution to 200,000 BC), but I can see good arguments for an earlier startdate (with a corresponding increase in the amount of months per turn in the prehistoric, era, of course. Maybe 12 years per turn on Snail, if you picked 10,000 B.C.? That allows around 500 turns, or a sixth of a Snail game, for the prehistoric era, going by what happened in my game at least)
I'm sorry, but throughout this discussion you seem to assume that all of us who want to play what seems to be a marvelous Mod are experienced mod makers our selves. Well, I am not and the cryptic answer above is somewhat less than helpful.
For example; (1) does the unzipped folder "Leader Heads FPK" require placement in the "... Beyond The Sword/Assets" folder or the "... Caveman2Cosmos/Assets" folder?
(2) Should there now be a resulting new folder entitled "Leader Heads FPK" in the correct "Assets" folder or should there instead be (in the Assets folder) just the three files contained in the "Leader Heads FPK"?
(3) What should the correct path be to the "Custom Leaderheads" folder? Something like "... Caveman2Cosmos/Assets/Modules/Custom Leaderheads" or something else?
Your time and effort in clarifying these issues for those of us less experienced would be greatly appreciated.
I had this problem on the forums when I started about here too... we've all been there at some point.
1)FPKs should go in the assets folder in the MOD folder, not just BtS.
2) No. FPKs should just go into the assets folder without being inside a subfolder. They are the graphics files condensed and readable from that location.
3) You have the correct path for the Custom Leaderheads folder listed there. Yes, inside the Modules folder. A Custom Civilizations folder would be in there as well. If there is already some data there just merge the two and overwright with any newer files.
Anybody have any experience getting rid of blacked-out terrain? There is a note in another mod that says to alt-tab, then back to fix it, but that doesn't work. I'm only having this problem with CtoC.
No, I'm not talking about fog-of-war; the game loads up and only trees show up for terrain, everything else is black.
I would really like to say THANK YOU to the modders currently helping out, this last change has made a huge difference (not out yet, Beta1), i really like the Myth stuff and quite a few of the buildings (trainers/poison stuff etc) and now even the dll has it were the Barbarians start again invading from water vehicles and making more regular towns. Thew NEW tech tree colors.
This is turning out to be a FABULOUS project; So again in my personal opinion and respect to them, THANK YOU.
I agree... I still think we need a full on forum for our mod... would really help. We should all pm the moderators with that request! Has this not become one of the most active mods on the site in C4? Too bad they don't wanna let us!
Hmm... animals aren't being used to build the buildings by the ai? I would have thought they were. I'll look deeper to see if we I can try advancing the routine a bit. (you may wish to attempt to give subdued animals the animal ai now based on the current dll... it may work.)
I feel we're definately making AND all it ever could be here. And there's still so much to do! It is coming together quite nicely however.
Am I just an imbecile, or does Advanced Diplomacy not work? I have it enabled in a game as Spain, as well as the "Start as minor civ" option, and while I've been able to make peace with the Chinese and even trade techs, it's not mentioning anything about embassies nor any of the other possible agreements (Even if China didn't want any of these agreements, wouldn't they still be there, just red-texted out like the other no-gos?)
Also, is the option that changes civ names based on civics gone? I could have sworn I remember seeing it in an earlier version, and I thought it was a wonderful example of how little things can add so much atmosphere.
Am I just an imbecile, or does Advanced Diplomacy not work? I have it enabled in a game as Spain, as well as the "Start as minor civ" option, and while I've been able to make peace with the Chinese and even trade techs, it's not mentioning anything about embassies nor any of the other possible agreements (Even if China didn't want any of these agreements, wouldn't they still be there, just red-texted out like the other no-gos?)
Also, is the option that changes civ names based on civics gone? I could have sworn I remember seeing it in an earlier version, and I thought it was a wonderful example of how little things can add so much atmosphere.
You need to turn Advance Diplomacy options on in the BUG options as well. Silly I know they should turn on if you choose AD but don't. (AND tag)
Similarly you need to turn on the naming option in the RevDCM tag of the BUG options.
I am currently writing what the AI should do with all (non-barbarian) animal units. As expected it is not simple. When I have it clearly written out I will post it on the discussion thread for comment, since it will be biased to what I think should be done with them.