The 3GB switch is no use if you only have 2GB of memory.
And yet it still fixed my mafs on my former computer (it had only 2GB).
So I'd say it's worth trying.
The 3GB switch is no use if you only have 2GB of memory.
Hello, great mod etc, but i've got 2 problems - first where the hell is BarbarianCivs option? For me it's false by default but i dont have this option in game options when i start custom game, so my question is where i can change this? And the second thing is that using immigrant in multi causes OOS.
edit:
i went through many many many pages of this thread and i assume that barb civs are off by default cause they were problematic am I right?
<GameSpeedInfo>
<Type>GAMESPEED_MARATHON</Type>
<Description>TXT_KEY_GAMESPEED_MARATHON</Description>
<Help>TXT_KEY_GAMESPEED_MARATHON_HELP</Help>
<iGrowthPercent>350</iGrowthPercent>
<iTrainPercent>200</iTrainPercent>
<iConstructPercent>300</iConstructPercent>
<iCreatePercent>350</iCreatePercent>
<iResearchPercent>300</iResearchPercent>
<iBuildPercent>250</iBuildPercent>
<iImprovementPercent>400</iImprovementPercent>
<iGreatPeoplePercent>300</iGreatPeoplePercent>
<iCulturePercent>350</iCulturePercent>
<iAnarchyPercent>200</iAnarchyPercent>
<iBarbPercent>400</iBarbPercent>
<iFeatureProductionPercent>300</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>300</iUnitHurryPercent>
<iUnitTradePercent>300</iUnitTradePercent>
<iUnitGreatWorkPercent>300</iUnitGreatWorkPercent>
<iGoldenAgePercent>200</iGoldenAgePercent>
<iHurryPercent>33</iHurryPercent>
<iHurryConscriptAngerPercent>300</iHurryConscriptAngerPercent>
<iInflationPercent>10</iInflationPercent>
<iInflationOffset>-270</iInflationOffset>
<iVictoryDelayPercent>300</iVictoryDelayPercent>
<GameTurnInfos>
<GameTurnInfo>
<iMonthIncrement>168</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>156</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>144</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>120</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>108</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>96</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>84</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>72</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>60</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>48</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>36</iMonthIncrement>
<iTurnsPerIncrement>250</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>12</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>6</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>4</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>3</iMonthIncrement>
<iTurnsPerIncrement>125</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>2</iMonthIncrement>
<iTurnsPerIncrement>250</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
</GameSpeedInfo>
There is a bug regarding Immigrant unit. You are able to build Immigrant in a city of size 1 to reduce it to 0.What is more interesting You can build more reducing to -1 and after another try I was able to do -2 population in the city. Now, you cannot join immigrant unit to the city of 0 or negative population , plus your building abilities are limited. There should be some limitation for Immigrant unit 'city population size' wise.
Hello, great mod etc, but i've got 2 problems - first where the hell is BarbarianCivs option? For me it's false by default but i dont have this option in game options when i start custom game, so my question is where i can change this? And the second thing is that using imigrant in multi causes OOS.
edit:
i went through many many many pages of this thread and i assume that barb civs are off by default cause they were problematic am I right?
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
MasterModList
by Orion Veteran
-->
<mod id="MasterModList"
name="MasterModList"
author="OrionVeteran"
version="1.0"
date="04/14/2010"
url="">
<!--Orion's Mods start -->
<!--gameutils -->
<gameutils module="ImmigrationGameUtils" class="ImmigrationGameUtils"/>
<!--events -->
<events module="GreatPersonEvents"/>
<events module="ImmigrationEvents"/>
</mod>
Antman,
The latest version (9-Feb 2011) timeline starts at 7000BC not 10,000BC anymore.
JosEPh
Oh, ok. If they haven't changed the CIV4GameSpeedInfo file then the game will still end before 0AD.
I don't understand what you mean when you say " i just need the year date to end before the year/months take effect is all?"I tell you what, if you'd like to give a better outlook for the Gamespeed for the Year-Months, go ahead and give me a copy, but the starting year will stay at -7000, ok, if not thats ok also, i just need the year date to end before the year/months take effect is all.
I don't understand what you mean when you say " i just need the year date to end before the year/months take effect is all?"
There is a view that when dates convert to years and months then the graphics fail or a CTD happens. This came about because many people were having a repeatable crash at a specific turn. That turn was the turn that dates changed from years to years and months at the speed they were playing. However not everyone was getting the crash. I did get it once or twice but mostly it was not repeatable, ie if I loaded the save I could play past that point.
Can someone make it so we can sort buildings in the city screen after what stats they give?
Example. If i want to see the buildings that give most hammers first etc.
It is really frustrating to go through all the buildings around medieval era to look for what to build.
Maybe the queue works but I have never got it working.
GREAT idea! But no idea how to implement... I'll take a look around when I catch a moment to see if it can be done.Can someone make it so we can sort buildings in the city screen after what stats they give?
Example. If i want to see the buildings that give most hammers first etc.
It is really frustrating to go through all the buildings around medieval era to look for what to build.
Maybe the queue works but I have never got it working.
As for the queue... what do you mean you don't have it working? That'd be lethal in this mod if you couldn't work the queue. You mean you cant go into the city screen, select something to build, then either hold down SHIFT as you select to set something to build AFTER the current build list or CONTROL to set it to build BEFORE the list?
I can't save a queue and then load it in another city.
It says hold shift (or some other, don't remember) and the # button. Maybe its because I do't have a US keybpard?
On my keyboard, # is on button 3.
@Thunderbrd Afforess changed the order to alphabetic perhaps he commented it. I did ask him if it was possible to have other ordering but did not get a response. For example I would like it from quickest to build to longest to build.
The # is a symbol for "any number" key. So if you want to use the zero key to hold a queue from the current city onen then press Ctrl-zero (Control key and zero key at the same time. Then go to the city you want the queue used in and just press the zero key.
Sounds like I may need to research the city screen a bit... a couple of preference buttons would be really nice to put in place considering how many buildings we have now.
And I can't believe I didn't know I could do that! That's awesome! Control+whatever hotkey you wanna set... fascinating. I often make use of Alt and Control + select to grab all cities or all cities on a continent and then control select when new production buildings come into play from a recent research but there's lots of times the aforementioned processes would work perfectly... does it keep the hotkey queue selections even after a round or two has passed? This would make a really nice tool for staging your initial city builds.
That is Python code isn't it. I am not sure you can do anything about the small icons which move you to the first unit or building or process/wonder. If you could it would mean that we could, for example, split the lists fir units into civilian, land, water and air.
That is exactly what I use it for - across games even versions of a mod. It is stored in your profile.