Bug Report (English)

Thomas SG

CCV-designer
Joined
Aug 10, 2007
Messages
1,164
Location
Germany
Please report all bugs and questionable behavior here.


Note:
You may have noticed that there are two "Bug Report" threads existing. This is unavoidable because the CCV project has got its origin in Germany. And while bug fixing is very important it's absolutly necessary that all German players and my German team can report bugs without language barrier.

But of course I will ask them to report as many bugs as possible in English. Especially if they touch gameplay and are not only German language bugs.
 
Well, 't was a short game... ;)

Started with a random civ/Big_Small map with some options enabled (none of the last 4 addons in the options part), Isabella popped up as leader of my spanish civ with the following warning in front of her:

I've put the initial save in the attachment too. Game didn't react anymore and didn't respond anymore (didn't CTD) after I tabbed to desktop and my task manager to check if it was still working.
 
What's the difference between the "Civilization Complete in version 3.17" download and the "Civilization IV with addon Beyond the Sword (BTS)"?

The latter tries to install in a custom folder.
 
Okay, we have got a problem here.

I've downloaded the version I gave you from the internet and installed it on my PC. After that I downloaded your saves and loaded them. But on my PC everything is okay. No crashs!

Please tell me the exact path of your installation. I guess you choosed a wrong installation path. CCV can only work right if it is installed in ...\Beyond the Sword\Mods\Community Civ V and the .ini must be called Community Civ V.ini. Nothing else is possible. But it's just a guess.

And that's the reason why there are two download versions. If I've done no mistakes the installers should detect the right path with the help of the registry. But the key in the registry is different for Complete and single components.

€: What resolution are you using?
 
Okay, we have got a problem here.

I've downloaded the version I gave you from the internet and installed it on my PC. After that I downloaded your saves and loaded them. But on my PC everything is okay. No crashs!

Please tell me the exact path of your installation. I guess you choosed a wrong installation path. CCV can only work right if it is installed in ...\Beyond the Sword\Mods\Community Civ V and the .ini must be called Community Civ V.ini. Nothing else is possible. But it's just a guess.

And that's the reason why there are two download versions. If I've done no mistakes the installers should detect the right path with the help of the registry. But the key in the registry is different for Complete and single components.

€: What resolution are you using?

Well, that's the exact path it's installed in.
I did had an earlier version on my computer which I desintalled (as asked) using the Windows program remover.
Btw, there's no .ini yet, only a config file after installation. AFAIK the .ini is created the first time a mod loads (successfully) up.

Who do you refer to with that Euro symbol?
 
I tried a complete desinstall, registry cleaning, reboot of my computer, reinstall of the mod, and allowed access to the internet during installation this time.

Result is the same, I have this popup when my leader screen shows. :(
O yes, my screen resolution is 1280x1024. A normal 4x3 size reference thus.
 
There is no Community Civ V.ini? :eek: If that's true the mod can't work. The game has to call a lot of information from the ini.

This is how the ini must look like for alpha 1

Spoiler :
## BUG Mod settings
## NOTE: Comments begin with "#".
##########################################################################
[CONFIG]

# ; Modular XML Loading
ModularLoading = 1

# ; Read Game options from XML, not .ini
ForceGameOptions = 0

# Skip Main menu
SkipMainMenu = 0

# Custom Art from user folder is not loaded
NoCustomArt = 0

# Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

# No Custom Scenario option in main menu
NoCustomScenario = 0

# No team play allowed
NoTeams = 0

# Always start in the standard era
ForceStandardEra = 0

# Scenario file (Single player)
ForceScenario = 0

# This mod should work multiplayer
SinglePlayerOnly = 0

# Allow public maps to be used with this mod
AllowPublicMaps = 1

# Mod Image file
ImageFile = 0

# Name of Mod
Name = Community Civ V

# Description of Mod
Description = Gameplay Mod for BTS designed by Thomas SG

###########################################################################
[RevConfig]

# Display popup on initialization indicating what components are active
ActivePopup = False

# Don't change this
FoundConfig = True

DebugMode = False

###########################################################################
[BarbarianCiv]

# Turn on Debug output
DebugMode = False

# ------------- Change main features -------------

# Enable popup when Barbarian cities settle down
AnnounceBarbSettle = True
UsePopup = True
OnlyNotifyNearbyPlayers = True

# New world policy controls handling of barbcivs starting away from the original civs in the game:
# 0: New World treated basically like old world, New World will be basically full of full civs by the time explorers arrive
# 1: Reduce settling, bonuses of New World barb civs but can form both minors and full. Will probably be a mixture of states, with some free space when explorers arrive
# 2: Like 1 but capped at minor civs in New World until the civs start to make contact with the old world. Odds of settling into full increase with number of contacts. Will be all minors when the first caravels pass by, full civs emerge as time goes on. (default)
# 3: Like 2 this is capped at minor civs in the New World but the chance of settling into a full civ doesn't start until an old world civ lands units in the New World.
# 4: No barb civs of any kind settle on empty island/continent until another civ lands an explorer
# 5: No barb civs of any kind until another civ founds a city on island/continent
NewWorldPolicy = 2

# Average number of turns a new world minor civ remains a minor after the conditions under NewWorldPolicies 2 and higher are satisfied
MinorHalfLife = 10

# New World militaristic barbcivs will attack colonists preferentially and in addition to wars against other new world civs. More declarations of war against colonizing civs.
FierceNatives = True

# Offer player control of new barb civilizations
OfferControl = False
CancelAutoForOffer = True

# If a city has culture, spawn a new civ with same art style as highest culture player
BarbCivsByStyle = True

# Block barb settle popup while AIAutoPlay is on (will show up as messages)
BlockPopupInAuto = True

# ------------- Technical settings -------------

# Max civs - This component won't add new civs with this number already in game (-1 for DLL limit)
MaxCivs = -1

# Change odds of barb city turning into a minor civ
FormMinorModifier = 1.00

# Minimum population needed for a barb city to settle
MinPopulation = 2

# Minimum number of contacts (with any and full civs) to settle
MinContacts = 2
MinFullContacts = 2

# Base odds of Military style buildup
BaseMilitaryOdds = 0.50

# Former barbarians get all techs known by this fraction of players
BarbTechFrac = 0.60

# Reduce tech given to former barbarians alone on a continent (larger means they're more behind)
# Does not apply when NewWorldPolicy is 0
NewWorldReduction = 0.15
NewWorldErasBehind = 1

# Number of bonus techs that builder type barbs get
BuilderBonusTechs = 3

# A militaristic barb civ will declare war on the first civ it meets within this window of turns
MilitaryWindow = 35

# Max Dist between capitals for barb civ to consider immeadiate declaration of war (must also be on same continent)
WarCloseDist = 21

# Affects number of (non-defense) military units given to barbs
MilitaryStrength = 1.0

###########################################################################
[Revolution]

# Turn on Debug output
DebugMode = False
ShowDebugMessages = False

# Shows each city's revolution index info in the revolution popup
# This is considered debug info, but it is potentially useful for understanding the mechanics of the mod
ShowRevIndexInPopup = False

# Center popups
CenterPopups = False

# Place the Rev Watch fist button at the far left of the line of advisor buttons
WatchButtonInLine = False

# ; ------------- Enable various mod features -------------

# Stop AIAutoPlay automation if your civ undergoes a revolt
StopAutoForRevolt = False
# If you're civ is automating because you ceded power, return power to you in the event of a future uprising
ReinstateOnRevolt = True

# Offer chance to lead violent rebel armies against your former empire
OfferDefectToRevs = True

# Enable rebel civ types selected based on homeland civ type (turn both off for random)
RebelTypes = True
ArtStyleTypes = True

# Allow tiny civs to join another civ
AllowAssimilation = True

# Allow single city, small violent revs to spawn as barbarians
AllowSmallBarbRevs = True

# Allow breaking of vassal vows over cultural rebellion disagreements
AllowBreakVassal = True

# -------------Enable different special types of revolutions -------------

# Cities attempt to join dominant culture
CulturalRevolution = True

# Cities ask for religious changes
ReligiousRevolution = True

# Cities may ask for (non-religion related) civic changes
CivicRevolution = True

# Cities may ask for a new leader or election (human player's civ is automated for a set number of turns)
LeaderRevolution = True
HumanLeaderRevolution = True

# ------------- Thresholds and other controls -------------

# Cities with this percent or higher of your culture won't start cultural revolutions
MaxNationality = 45

# Radius considered close to other cities
CloseRadius = 8

# Unhappy cities with your state religion plus another religion can join a religious revolution
AllowStateReligionToJoin = True

# Adjust rate of rev index accumulation, additional options for human (offset adds that value to each city per turn, keep it small)
IndexModifier = 1.0
IndexOffset = 0
HumanIndexModifier = 1.0
HumanIndexOffset = 0

# Adjust chance of revolution, strength of violent rev, strength of rebel reinforcements
ChanceModifier = 1.0
StrengthModifier = 1.0
ReinforcementModifier = 1.0

# Adjust influence of various factors in inciting a revolution
HappinessModifier = 1.0
ColonyModifier = 1.0
DistanceToCaptialModifier = 1.0
CultureRateModifier = 1.0
NationalityModifier = 1.0
GarrisonModifier = 1.0
ReligionModifier = 1.0
CivSizeModifier = 1.1
CityLostModifier = 1.4
CityAcquiredModifier = 1.2

# Adjust odds civs accept rebel offers, in integer percentage points
CivicsOdds = 0
ReligionOdds = 0
LeaderOdds = 0
CrusadeOdds = 0
IndependenceOdds = 0

# ------------- Advanced city revolution index settings -------------

# Fraction of instigator threshold at which to popup warning for human player
HumanWarnFrac = .9

# Turns between warnings for a particular city
WarnTurns = 15

# Control how much relief cities get if unhappiness is a result of war weariness (higher = more relief)
WarWearinessMod = 1.0

# ------------- Other technical settings -------------

# Max civs - This component won't add new civs with this number already in game (-1 for DLL limit)
MaxCivs = -1

# Number of turns of no revs after different events
TurnsBetweenRevs = 8
DeniedRevs = 5
AcceptedTurns = 10
AcquiredTurns = 10
BuyoffTurns = 10

# Reinforcement timing controls
BaseReinforcementTurns = 3
MinReinforcementTurns = 1

# Controls how much culture rebels get when capturing a city
RevCultureModifier = 1.0

###########################################################################
[AIAutoPlay]
Enable = True

# Turn on Debug output
DebugMode = False

# Block city naming and list of Most ____ civs popups while in automation
BlockPopups = True

# Even when not in automation, give option to control a different civ if yours dies
SaveAllDeaths = True

# Show second popup declaring new leader for user initiated automation
ShowNewLeaderPopup = False

# Fortify all units that were fortified by AI when automation ends
Refortify = True

###########################################################################
[ChangePlayer]
Enable = False

# Turn on Debug output
DebugMode = False

###########################################################################
[TechDiffusion]

# Turn on Debug output
DebugMode = False

# Number of techs behind to begin effects, reach full effect, and start extra bonuses
MinTechsBehind = 5
FullEffectTechsBehind = 8
BonusTechsBehind = 12

# Adjust the strength of diffusion
DiffusionMod = 1.0

###########################################################################
[DynamicCivNames]

# Turn on Debug output
DebugMode = False

# Rename players on the same team to "___-___ Alliance", applies to team games and permanent alliances
TeamNaming = True

# Don't change human players name. When false, human player's choices for their custom adjective and short will be used in creating names
LeaveHumanPlayerName = False

###########################################################################
[DEBUG]

# show debug messages (1 = yes, 0 = no)
ShowMessages = 0


###########################################################################
# Not Just Another Game Clock Mod
[NJAGCM]

# Enables use of the NJAGCM of the mod. 0 = Disabled, 1 = Enabled.
Enabled = 1

# Set this to true if you want to show the current era
# Default value is true
Show Era = 1

# Set this to true if you want to reflect the current era by changing the
# game turn to a set color
# Default value is true
Show Reflect Era In Turn Color = 1

# The following are the color mappings for the different eras
ERA_ANCIENT = COLOR_RED
ERA_CLASSICAL = COLOR_GREEN
ERA_MEDIEVAL = COLOR_BLUE
ERA_RENAISSANCE = COLOR_CYAN
ERA_INDUSTRIAL = COLOR_YELLOW
ERA_MODERN = COLOR_MAGENTA
ERA_FUTURE = COLOR_WHITE


# Change this if you want to display the alternating time text information.
# Default value is true
Alternate Views = 1

# Change this to alternate the amount of time between the two sets of text
# displayed. This will only be used if Alternating Time is set to true.
# Default value is 15
Alternating Time = 5

# Set this to true if you want to show the game turns
# Default value is true
Show Turns = 1

# Set this to true if you want to show the game clock turns
# Default value is true
Show Game Clock = 1

# Set this to true if you want to show the game completed as a percent.
# This should be set false if Show Game Completed Turns, Show Turns and
# Show Game Clock are set to true since it will cause the text to run
# through the image border.
# Default value is true
Show Game Completed Percent = 0

# Set this to true if you want to show the game completed as a fraction
# This should be set false if Show Game Completed Percent, Show Turns and
# Show Game Clock are set to true since it will cause the text to run
# through the image border.
# Default value is false
Show Game Completed Turns = 1

# Set this to true if you want to show the total game turns.
# Default value is false
Show Game Total Turns = 1

# Set this to true if you want to show the game turns in the alternate text.
# This value will only be used Alternate Time Text is set to true.
# Default value is true
Alternate Show Turns = 1

# Set this to true if you want to show the game clock turns in the alternate
# text. This value will only be used Alternate Time Text is set to true.
# Default value is true
Alternate Show Game Clock = 1

# Set this to true if you want to show the game completed as a percent in
# the alternate text. This should be set false if Alternate Show Game
# Completed Turns, Show Turns and Show Game Clock are set to true since it
# will cause the text to run through the image border. This value will only
# be used Alternate Time Text is set to true.
# Default value is false
Alternate Show Game Completed Percent = 1

# Set this to true if you want to show the game completed as a fraction in
# the alternate text. This should be set false if Alternate Show Game
# Completed Percent, Alternate Show Turns and Alternate Show Game Clock are
# set to true since it will cause the text to run through the image border.
# This value will only be used Alternate Time Text is set to true.
# Default value is true
Alternate Show Game Completed Turns = 0

# Set this to true if you want to show the total game turns in the alternate text.
# Default value is false
Alternate Show Game Total Turns = 0


###########################################################################
[Scoreboard]


# Maximum number of lines to draw in score board, -1 for default of 10.
MaxScoreLines = 20

# Options for the Scoreboard name are:
# 0 = Shows the Leader's Name (standard)
# 1 = Show the Civilization's Name
# 2 = Show Both Names
Display Name = 0

# Whether or not to display Attitude Icons for all AI civs
Attitude Icons = 1


# Whether or not to vertically align the various icons using blank space
Align Icons = True

# When Align Icons is enabled, this determines the order in which the score items appear
Display Order = SZC?WHAPREBDNTU*LO

# Whether to left-align the civ/leader name instead of right-align
Left-Align Name = 1

# Whether or not to display icons instead of descriptions for AIs whose research you can see
Research Icons = 1


# Whether or not to display Power Ratio (foreign civ to player)
Power = 1

# Color used by default for ratios
Power Color = COLOR_CYAN

# Value below which ratio is displayed using the good color
Power Good = 1.0

# Color used for ratios below the good ratio
Power Good Color = COLOR_GREEN

# Value above which ratio is displayed using the bad color
Power Bad = 1.5

# Color used for ratios below the bad ratio
Power Bad Color = COLOR_YELLOW


# Change this to false if the dead civilizations should be displayed in the
# game scoreboard.
Show Dead Civilizations = False

# Change this to show the dead civilization score instead of the dead tag.
Show Dead Tag = True

# Change this to false if the civilization names should be displayed in their
# colors instead of being greyed out.
Grey Out Dead Civilizations = True


###########################################################################
[City Screen]

# Whether or not to display Raw Yields
Raw Yields = 1

# Whether or not to display the anger counter
Anger Counter = 1

# Whether or not to display turns until culture expansion
Culture Turns = 1

# Whether or not to display turns until great person birth
Great Person Turns = 1

# Whether or not to show the great person percentages in the bar
Great Person Info = 1

# Method of showing city specialists
# 0 = standard, 1 = Specialist Stacker, 2 = Chevrons
City Specialists = 0


###########################################################################
[Screens]

# Whether or not to display a reminder message about Alt + Ctrl + O
Options Shortcut Reminder = False

# Whether or not to display the progress and city of the next Great Person
GP Progress Bar = 1

# Determines how many GP types to display in the GP Progress Bar
# 0 = None, 1 = One, 2 = Max that will fit
GP Progress Bar Types = 2

# Whether or not to display arrows to cycle through cities
City Cycle Arrows = 1

# Whether or not to use the Customizable Domestic Advisor
CustDomAdv = 1

# Whether or not to show the Glance tab on the Foreign Advisor
EFA Glance = 1

# Whether or not to show the smilies on the Glance tab
EFA Glance Smilies = 1

# Whether or not to display GP tech prefs on the Technology Advisor
GP Tech Prefs = 1

# Whether or not to replace the Civilopedia with Sevopedia
Sevopedia = 1

# Whether or not to sort the lists in Sevopedia
Sevopedia Sort = 1


###########################################################################
[Better Espionage]

# Whether or not to use the Better Espionage Screen
Enabled = 1


# Default color to use for ratios (mission cost percent)
Default Ratio Color = COLOR_CYAN

# Cutoff value for a ratio to be considered good (ratios <= this value)
Good Ratio Cutoff = 90.0

# Color to use for good ratios
Good Ratio Color = COLOR_GREEN

# Cutoff value for a ratio to be considered bad (ratios >= this value)
Bad Ratio Cutoff = 105.0

# Color to use for bad ratios
Bad Ratio Color = COLOR_YELLOW


# Color to use for missions that are possible now
Possible Mission Color = COLOR_GREEN

# How close your EPs have to be to a mission's cost to be considered "close" to possible
Close Mission Percent = 5.0

# Color to use for missions that are close to possible (within percent above)
Close Mission Color = COLOR_CYAN


###########################################################################
[CIV4LERTS]

# Enables use of the reminders (Alt-M). 0 = Disabled, 1 = Enabled.
Reminders = 1

# How to display reminders: 0 = Message Log, 1 = Popup, 2 = Both
Reminder Display Method = 2

# Whether or not to log reminders using Autolog
Log Reminders = 1


# Enables use of the CIV4LERTS part of the mod. 0 = Disabled, 1 = Enabled.
Enabled = 1


# City Pending Growth Event
City Pending Growth = 1

# City Pending Healthiness Event
City Pending Healthiness = 1

# City Pending Happiness Event
City Pending Happiness = 1

# City Pending Border Expansion Event
City Pending Border Expansion = 1


# City Growth Event
City Growth = 1

# City Healthiness Event
City Healthiness = 1

# City Happiness Event
City Happiness = 1

# City Can Hurry w. Whip Event
City Can Hurry Pop = 1

# City Can Hurry w. Gold Event
City Can Hurry Gold = 1


# Rival will sign Open Borders
Open Borders Trades = 1

# Rival will sign Defensive Pact
Defensive Pact Trades = 1

# Rival will sign Permanent Alliance
Permanent Alliance Trades = 1


# New Tech Trade Event
CheckForNewTrades = 1

# Gold Trade Event
Gold Trade = 1
Gold Trade Threshold = 50

# Gold Per Turn Trade Event
Gold Per Turn Trade = 1
Gold Per Turn Threshold = 3


# Warn of Population close or exceed victory limit
CheckForDomPopVictory = 1

# Threshold for population being close to limit (Percent)
PopThreshold = 1.0

# Warn of Land close or exceed victory limit
CheckForDomLandVictory = 1

# Threshold for Land being close to limit (Percent)
LandThreshold = 1.0


###########################################################################
[Autolog]

# Enables use of the autolog part of the mod. 0 = Disabled, 1 = Enabled.
Enabled = True

# Automatically starts the logger in silent mode
# Forces use of default log file name
Silent = 0

# Use default name for log file (1 for yes, 0 for no) - default is 'PlayerName.txt'
Default File Name = 1

# Autolog directory where log file resides - Default or use fully qualified path (i.e. C:\Folder\subfolder etc.)
File Path = Default

# name of log file -- if there is no file of this name in the directory above, one will be created
File Name = default.txt


## Display Options ##

# 4000BC is turn ? (0 for turn 0, 1 for turn 1)
4000BC = 0

# basic pre-formatting: 0 = no formatting, 1 = HTML tags, 2 = forum tags
Format Style = 2

# comments are color-coded for forum posts: 0 = color-coding off, 1 = color-coding on
Color Coding = 1

# log "IBT:" at the end of human turn and prior to computer turns (1=yes, 0=no)
Show IBT = 1

# prefix before custom user entries in the text log
# if you don't want any prefix, set it to ""
Prefix = ""


## Research and Builds ##

# will log techs acquired and research started
Tech = 1

# will log when a city starts a build
Build Started = 1

# will log when a city completes a build
Build Completed = 1

# will log completion of projects (certain wonders are technically projects -- other wonders are treated like normal buildings)
Project Completed = 1

# will log when you build or remove an improvement
Improvements = 1


## Cities ##

# will log when you found a city
City Founded = 1

# will log when one of your cities grows in population
City Growth = 1

# will log when one of your cities' borders expand
City Borders = 1

# will log when you acquire or lose a city through conquest or trade
City Ownership = 1

# will log when you raze another civ's city or one of your cities is razed
City Razed = 1


## Events ##

# will log results from popping tribal villages
Goodies = 1

# will log: 1.when you found a religion, 2. spread of any religion to your cities, and 3. spread of religions whose Holy city you control to foreign cities
Religion = 1

# will log the birth of great people (in your cities)
Great People = 1

# will log begin and end of your Golden Age
Golden Age = 1

# will log events and quests
Events = 1


## Diplomacy ##

# will log first contact with other civs
Contact = 1

# will log any change in attitude between civs known to you
Attitude = 1

# will log start and end of wars between civs known to you
War = 1

# will log vassal state status between civs known to you
Vassals = 1

# will log any change in civics of civs known to you
Civics = 1


## Combat ##

# will log combat results involving your units
Combat = 1

# will log when one of your units is promoted
Promotions = 1

# will log when you pillage or one of your improvements is pillaged
Pillage = 1


###########################################################################
[UnitName]

Enabled = False
UseAdvanced = 0
Default = ^ut^ ^cntu[n]^ of ^ct^
CombatAIR = DEFAULT
CombatARCHER = DEFAULT
CombatARMOR = DEFAULT
CombatGUN = DEFAULT
CombatHELICOPTER = DEFAULT
CombatMELEE = DEFAULT
CombatMOUNTED = DEFAULT
CombatNAVAL = DEFAULT
CombatNone = DEFAULT
CombatRECON = DEFAULT
CombatSIEGE = DEFAULT

# Advanced optional naming conventions based on ERA and UNIT CLASS
# see other ini file (Adv Unit Naming.ini)

###########################################################################
[PlotList]

# For colors, you can use any of the color constants from the BtS file "CIV4ColorVals.xml"

# enables PLE entirely
Enabled = true

# shows or hides the view/group/filter buttons
Show Buttons = true

# default view mode when civ is started up
# 0 = single row, 1 = multiple rows, 2 = stack vertically, 3 = stack horizontally
Default View Mode = 1

# default grouping mode when civ is started up
# 0 = unit type, 1 = selection group
Default Grouping Mode = 0

# filter behavior
# 0 = PLE, 1 = BUG
Filter Behavior = 1


# enables/disables the health bar
Health Bar = true

# enables/disables the health bar while fighting
Hide Health Bar While Fighting = true

# color for health
# default = COLOR_GREEN
Healthy Color = COLOR_GREEN

# color for wounded
# default = COLOR_RED
Wounded Color = COLOR_RED


# enables/disables the move bar
Move Bar = true

# color for remaining movement
# default = COLOR_BLUE
Full Movement Color = COLOR_BLUE

# color for spent movement
# default = COLOR_YELLOW
Has Moved Color = COLOR_YELLOW

# color for no movement
# default = COLOR_BLACK
No Movement Color = COLOR_BLACK


# enables/disables the wounded indicator (wounded units get a darker colored button in the upper left corner of the unit icon)
Wounded Indicator = true

# enables/disables the wounded indicator (wounded units get a darker colored button in the upper left corner of the unit icon)
Great General Indicator = true

# enables/disables the promotion indicator (light blue frame around the unit button)
Promotion Indicator = true

# enables/disables the upgrade indicator (little up-arrow in the unit button)
Upgrade Indicator = true

# enables/disables the mission info of the plot list buttons (little text in the lower right corner of the unit button)
Mission Info = true


# horizontal interval in pixels of the plot list buttons
# default = 34
Horizontal Item Spacing = 34

# vertical interval in pixels of the plot list buttons
# default = 42
Vertical Item Spacing = 42


# The Info Pane is the area which contains all the mouse over information of the plot list elements

# enables the PLE info pane to replace Civ's
Unit Info Hover = true

# defines the Info Panes X position in pixels
# default = 5
Info Pane X Position = 5

# defines the Info Panes Y position in pixels from the lower screen border
# default = 160
Info Pane Y Position = 160

# defines the Info Panes X size in pixels (pane width)
# default = 290
Info Pane X Size = 290

# defines the height in pixels of a standard text line. If you have problems that a info pane contains a scrollbar, you may adjust this value.
# don't touch it unless you're sure what you're doing!!!
# default = 24
Pixel Per Line Type 1 = 24

# defines the height in pixels of a text line with a "bullet" in front. Those text lines are, for some reason, smaller than a standard text line.
# If you have problems that a info pane contains a scrollbar, you may adjust this value.
# don't touch it unless you're sure what you're doing!!!
# default = 19
Pixel Per Line Type 2 = 19

# color of the unit name/type
# default = COLOR_YELLOW
Unit Name Color = COLOR_YELLOW

# color for the upgrade priece if you have enough money
# default = COLOR_GREEN
Upgrade Possible Color = COLOR_GREEN

# color for the upgrade priece if you have not enough money
# default = COLOR_RED
Upgrade Not Possible Color = COLOR_RED

# color for the specialites of a unit which are unit type dependant
# default = COLOR_WHITE
Unit Type Specialties Color = COLOR_WHITE

# color for the specialites of a unit which are caused by a promotion
# default = COLOR_LIGHT_GREY
Promotion Specialties Color = COLOR_LIGHT_GREY


# enables the move highlighter
Move Highlighter = true

# Use COLOR_CLEAR to indicate no highlighting.

# color of impassable terrain, like mountains for land units.
# default color is : COLOR_CLEAR
Color Impassable Terrain = COLOR_CLEAR

# color of normal passable terrain, with no unit on it, except the playes own units.
# default color is : COLOR_WHITE
Color Passable Terrain = COLOR_WHITE

# color of normal passable terrain, which is a neutral civs territory and no units on it
# default color is : COLOR_PLAYER_DARK_YELLOW
Color Passable Neutral Territory = COLOR_PLAYER_DARK_YELLOW

# color of normal passable terrain, which is enemies territory and no units on it
# default color is : COLOR_PLAYER_DARK_RED
Color Passable Enemy Territory = COLOR_PLAYER_DARK_RED

# color of normal passable terrain, which is barbarian territory (usually only goody huts) and no units on it
# default color is : COLOR_PLAYER_DARK_CYAN
Color Passable Barbarian Territory = COLOR_PLAYER_DARK_CYAN

# color of normal passable terrain, with an unit of a neutral civ on it
# default color is : COLOR_YELLOW
Color Neutral Unit = COLOR_YELLOW

# color of normal passable terrain, whith an unit of an enemy civ on it
# default color is : COLOR_RED
Color Enemy Unit = COLOR_RED

# color of normal passable terrain, whith a barbarian unit on it
# default color is : COLOR_CYAN
Color Barbarian Unit = COLOR_CYAN

###########################################################################
[End of File]
End of File = 1


€ is used in the German forum for edit. It's just an additional comment.

And I've been very productive today. I've improved a lot of translations, created new buttons, repaired the pedia, did some updates (Rev. 1.63 and Moving Ice Mod 2.1) and bugfixes in my components and in the Revolution mod and I've also done something that you maybe also like to have for your mod. I've made a new texture for the modern workshop. Screen attached below.
 

Attachments

  • factory.7z
    9.3 KB · Views: 211
Hi Thomas, i followed you from the german forum ;-) to see how the devellopment of your mod is going on. I have downloaded the mod and installed it yesterday. Playing it is a lot of fun. But i have a little problem with it. I can't build any roads though i have explored the wheel ??? Is it a bug or do i have to have certain resources ???

Thx in advance

Campai

Shisei
 
I don't know why but this also happend sometimes in my tests. You can solve the problem by deleting the Civ Cache.
 
Thanx for the information. How do i delete the CIV Cache ? Do i need a special program or can i do it manualy ? Is it posible to start a saved game after clearing the cache or do i have to begin with a new one ???
 
My error. I thought a .ini file and a .config file were different things. It's in the main mod folder.
 
I might have found a solution.

In the python/screens folder, there's a CVMainInterface (python file) and a CVMainInterface.py (BAK file). When I put the first one on my desktop (thus remove it from the mod), the game enters the main screen and I can play after startup.
There's a 1 kb size difference between those two files.
 
And now I have a CTD after 3400BC...
Autosave in attachment.

What I did prior to ending the turn was moving the warrior in my territorium, settle a fishing boat on the seafood resource, and switch my citizen to the seafood resource. Oh, and starting a worker production.
 
I tried a complete desinstall, registry cleaning, reboot of my computer, reinstall of the mod, and allowed access to the internet during installation this time.

Result is the same, I have this popup when my leader screen shows. :(
O yes, my screen resolution is 1280x1024. A normal 4x3 size reference thus.


Bug found and fixed
 
Hi Thomas, i followed you from the german forum ;-) to see how the devellopment of your mod is going on. I have downloaded the mod and installed it yesterday. Playing it is a lot of fun. But i have a little problem with it. I can't build any roads though i have explored the wheel ??? Is it a bug or do i have to have certain resources ???

Thx in advance

Campai

Shisei

Bug found and fixed

Thanx for the information. How do i delete the CIV Cache ? Do i need a special program or can i do it manualy ? Is it posible to start a saved game after clearing the cache or do i have to begin with a new one ???

The Civ Cache can be deleted manualy. But I don't know if it's the same procedure for all OS. If I want to delete the Civ Cache (Win XP, German) I go C:\Dokumente und Einstellungen\*Benutzer*\Eigene Dateien\My Games. And there is a folder called Beyond the Sword. And this folder is the Civ Cache. This folder must be deleted.

And it's no problem to delete the cache if the game isn't running at the moment. Just the next start of BTS/BTS Mods will slow down because the game has to create a new cache. And of course you can play your old save games. The cache is just there for better performance.
 
Super....

I will immediately download the new Version..

:) Thanx :)


Werde die neue Version gleich downloaden...
 
I might have found a solution.

In the python/screens folder, there's a CVMainInterface (python file) and a CVMainInterface.py (BAK file). When I put the first one on my desktop (thus remove it from the mod), the game enters the main screen and I can play after startup.
There's a 1 kb size difference between those two files.

*.bak files are a result of my work with winmerge. Those files do nothing. They are just a backup copy of an older version of the file. And the 1 kb difference is caused by the changes I made in that file.
 
Super....

I will immediately download the new Version..

:) Thanx :)


Werde die neue Version gleich downloaden...

The new version isn't online yet!!! Alpha 2 will be released tomorrow (if I can't find the bug in the afternoon). I'm still searching for the lategame bug. But I improved a lot of details in alpha 2 and fixed about 20 bugs.

&#8364;: And I finished my Green Planet project! Yes it's really done. The CCV world stayes now green until the end. Maybe sometimes not green enough to avoid global warming but that's a good thing. :D No more maps without trees. :banana: All the components I desingned for my idea of the Green Planet project in the past and the new and last component Green Rebalance Mod are working much better together than I could ever expect. It's fantastic. Perhaps I've got to do some small balance changes again to force the humans too to keep the world green but all needed tools are existing. :)
 
And now I have a CTD after 3400BC...
Autosave in attachment.

What I did prior to ending the turn was moving the warrior in my territorium, settle a fishing boat on the seafood resource, and switch my citizen to the seafood resource. Oh, and starting a worker production.

Sorry but nothing happens on my PC. Everthing is okay. If there is a bug I can't find it. Please try to delete the Civ Cache too before playing Alpha 1.

But Alpha 2 should be much better. ;)
 
Top Bottom