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#221 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,981
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#222 | |
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No more ghostbusting!!
Join Date: May 2008
Location: The Netherlands
Posts: 2,082
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Quote:
![]() You know, sometimes when I merge something and Pythons are involved the whole interface disappeared and this had to do with wrong indentations. It's sooooo annoying as the code looks fine but some hidden space/tab screws it all up
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#223 | |
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Chief Time Waster
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My mods: 20+ mod comps for BTS |
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#224 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,981
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Question
What do you think of the new combined version?
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#225 |
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Chief Time Waster
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i havent been able to play the latest-latest version. In the previous version (code provided by you) I did notice the AIs did not wait too long to start religions like before (so that is fixed)...Since this is not the latest version, i did notice that late religions, like Islam never get founded. I'm assuming your full mod fixed this.
When I get some time I'll review the latest-latest version for you
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My mods: 20+ mod comps for BTS |
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#226 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,981
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Quote:
If you choose limited religions and have less than 7 players, then it is true, you will not found all late game religions, as each civ is limited to found only one Holy City/new religion. If you have 3 players, then the maximum religions that will be founded will be 3. There is one exception: If a civ gets attacked and looses the Holy City in combat to another civ, then that Civ will be able to found a new holy City. That is because the game will detect that Civ no longer has a holy city and the 4th religion will become available to that civ on the next religious tech to be discovered. If you choose the option to play without limited religions, then all religions will be founded during the course of the game, as they normally would. V/R, Orion Veteran |
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#227 |
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godless Heathen
Join Date: Jan 2001
Location: Washington, DC
Posts: 8,957
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I didn't combine anything. When you gave me the one WITHOUT limited religions I got a screen with no interface on it at all. Just the map and untis. So I was afraid to combine it. Here I'll put in a picutre.
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Religion flies men into buildings, science flies men to the moon... Check out my stuff!!! UNITS | LEADERHEADS | DIPLOMACY II |
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#228 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,981
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Capo,
Have you edited any of the default files that belong to CIV4 BTS (i.e. files that are not found in the mod)? If so, PM me with an email address and I will send you the original file. |
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#229 |
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godless Heathen
Join Date: Jan 2001
Location: Washington, DC
Posts: 8,957
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No none, all I did was download the mod you told me to download (the one without the limited religions) and ran it by itself, and this was the result. All other mods work, and the normal game works. I haven't edited or changed anything yet.
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Religion flies men into buildings, science flies men to the moon... Check out my stuff!!! UNITS | LEADERHEADS | DIPLOMACY II |
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#230 |
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Emperor
Join Date: Dec 2000
Location: Washington, DC USA
Posts: 1,481
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Capo, hit either ctrl + i, ctrl + o, alt + i, or alt + o (i forget which it is) that should fix the interface issue.
__________________
Captain of Team Apolyton - ISDG 2012 Lower the Drinking Age, Lower the Voting Age, Repeal Curfews and Fight Ageism My Blog: One And Four The Diplogame FAQ and Reference Manual What if the United States was a little less...united? - |
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#231 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,981
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Time to troubleshoot
Quote:
Try the latest version that combines the two versions and provides an option to select or deselect limited religions. If you still have a problem with version 101, then I would suggest the following. 1. Make sure your PC performance is tuned up - defrag your hard drive 2. Make sure you have enough physical RAM - Fill up those empty slots on the mother board. 3. Turn on debugging and let the game identify where the problem is. 4. You may need to re-install the BTS 3.17 patch. 5. I have two other major mods installed: ...a. Smartmap ...b. The Blue Marble graphics pack. 6. If all else fails, a fresh installation of CIV4 might fix the problem. Bottom line: Something is wrong, as other people are clearly able to run this mod without having the same problem. Sincerely, Orion Veteran
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#232 |
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godless Heathen
Join Date: Jan 2001
Location: Washington, DC
Posts: 8,957
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Alright, I downloaded the 101 version and it worked perfectly. So I have no idea what went wrong in the last one. I don't know how to use WinMerge, so if I just want to add this unit (and its abilities and prereqs obviously) how do I go about doing that?
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Religion flies men into buildings, science flies men to the moon... Check out my stuff!!! UNITS | LEADERHEADS | DIPLOMACY II |
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#233 |
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Composite Of A Composite
Join Date: Jul 2006
Location: Austin, TX
Posts: 899
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Orion,
I am very confused as to what the mod actually does in terms of religious victory and 1 religious shrine per civ, can you possibly explain the mod a bit more clear... as i want to use a inquisitor system in my mod but I am unsure of all that yours does. Thanks Mate |
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#234 |
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Emperor
Join Date: Dec 2000
Location: Washington, DC USA
Posts: 1,481
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Did you do what I suggested?
__________________
Captain of Team Apolyton - ISDG 2012 Lower the Drinking Age, Lower the Voting Age, Repeal Curfews and Fight Ageism My Blog: One And Four The Diplogame FAQ and Reference Manual What if the United States was a little less...united? - |
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#235 |
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godless Heathen
Join Date: Jan 2001
Location: Washington, DC
Posts: 8,957
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Yeah I tried it but it didn't work, ctrl/alt+o actually gives an overhead view. But it isn't set at our exact specifications, I posted in the thread over at Apolyton about it. I still have some work to do to get it at the proper settings, and I still have to write all of the diplomacy texts for all of the new leaders, whichs is going to be tedious. I just need to finish that, and then figure out how to use WinMerge, get the unit into the mod and then tweak its prerequisites and everything. I think MMC has given up on the voting thing, he was saying something about voting at a website instead.
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Religion flies men into buildings, science flies men to the moon... Check out my stuff!!! UNITS | LEADERHEADS | DIPLOMACY II |
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#236 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,981
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Quote:
1. A player must have an official State Religion 2. A player must have the Holy City for the official State Religion 3. All of a player's cities must have the official state religion established. 4. All of a player's cities must not have any non-state religions established. 5. Religious influence must be at least 80% 6. A player must have built the official State Religion Shrine. The limited religions option, which set in the GlobalDefinesAlt.xml file, prevents the founding of more than one Holy City per civ. You can found one religion and that is it. If you do not want to limit religions in the game, then set the option to 0, otherwise put a 1. Inquisitors will remove all non-state religions and their related non-state religious buldings, if successful. To conduct an inquisition, the City must already have the state religion established. V/R, Orion Veteran
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#237 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,981
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Read Quick Start
Quote:
http://winmerge.org/2.8/manual/index.html V/R, Orion Veteran
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#238 |
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Deity
Join Date: Jul 2003
Location: Adelaide, South Australia
Posts: 6,547
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Hey OrionVeteran. Had a very intriguing idea, have to consider how possible it would be to implement it.
Imagine the Scenario: You have 2 civs running Hinduism as their State Religion. However, one civ is running Pacifism and the other is running Organized Religion. Civ A builds a missionary and sends it to one of CivB cities-here it conducts a "Generate Schism" mission. What this does is to convert that city from Organized Hinduism to Pacifist Hinduism. This city-after 1 turn of anarchy-now gains a -1 Happiness and loses access to any Hindu Buildings as long as the Religious Civics differ. Also, the civ which has the Hindu Shrine loses the gold it normally gets from that city. Additionally, Civ A "implants" +2 CivA Culture/turn into that city and gets +1 gold per turn from that city-as LONG as it runs Pacifism as its Religious Civic. So what do you think? Could make religion even *more* interesting-especially with an expanded Dogma mechanism for Religions.
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Don't like how religions are currently founded in Civ4? Feel like religion is nothing but an early tech race, with no other strategy involved? Then try my True Prophets Mod v0.7 for BtS. If you want to discuss this mod, then please check out This Link Also, feel free to try my CivicInfosPlus mod component for BtS & keep an eye out for fully re-worked Civics based on this Mod Component! |
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#239 | |
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Composite Of A Composite
Join Date: Jul 2006
Location: Austin, TX
Posts: 899
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Quote:
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#240 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,981
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