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#1101 |
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Chieftain
Join Date: Nov 2009
Location: Canadian Empire
Posts: 1
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can someone please help me... i'm having trouble adding a dll for more than 18 civs. i've got it to work with other mods, just not this one... i put it in the assets folder like i'm supposed to then when i go to load the mod thomas war doesn't even start up it just tells me a problem occured and leaves it at that :s if i then delete the dll the mod works as normal again... this has really got me stuck
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#1102 |
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Chieftain
Join Date: Oct 2007
Posts: 89
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@ Dr.Love:
Using VC++2008 I've installed the SDK like Refar described in his much needed CIV4 SDK Instructions.pdf , but found that the original project has three more preprocessor definitions than the IDE indicates. Those should propably added manually: _USRDLL, _WINDOWS and CVGAMECOREDLL_EXPORTS. To adjust this you: 1. Open the Properties of your project 2. Select Configuration Properties -> NMake 3. Select Final_Release from the "Configuration:" drop-down-box 4. Select the line Intellisense -> Preprocessor Definitions 5. Add the following: ";_USRDLL;_WINDOWS;CVGAMECOREDLL_EXPORTS" without quotes 6. Save by pressing OK 7. Repeat the process with Debug from the "Configuration:" drop-down-box I'm not quite sure what exactly those definitions are doing with the code, but without _USRDLL you have to change the MAX_CIV_PLAYERS constant in CvDefines.h in a different way than usual. The makefile actually has those definitions included, so command-line compiling should be fine, they just didn't make it into the IDE for some reason. (Actually I used glider1's makefile) Hope this helps.
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UI-Patch: Maps: Ringworld3 1.02 (29.Jul.11), FracturedWorld 1.02 (29.Jul.11), Ringworld2 1.14 Mod-Patch: Thomas' War with BBAI for BtS 3.19 Patch X05 (31.Jan.10) ReferenceCard: The Map Building Process according to Temudjin Tool: MapScriptTools 1.02 (29.Jul.11) Module: CrystallMana Last edited by Temudjin; Nov 04, 2009 at 10:10 AM. Reason: Insert link to glider1's makefile |
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#1103 | |
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Sheepishly Statist
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Quote:
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Patron of fine and wholesome iced-cream manufactories. |
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#1104 |
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Say No 2 Net Validations
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Exactly
.The reason is, that it tries to load the changed interface from a folder, which has to be mentioned relativly seen from the bts.exe, and when you put it in My Games, it can't find the interface. |
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#1105 |
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Chieftain
Join Date: Oct 2007
Posts: 89
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Thomas' War with BBAI for BtS 3.19
This patch incorporates the "Unofficial Patch 1.40", "Better BtS AI 0.82" and allows for 40 Civilizations.
Since patch X04 a few new mod components were incorporated and as such the game now deviates slightly from the original gameplay. I hope you don't mind. Download: Thomas War 3.5a_Patch_X05.7z Installation: 1. Install Thomas' War 3.5a 2. Unpack the folders/files of the patch into "..\Beyond the Sword\Mods\Thomas' War", overwriting the old ones Changelog: X05 Included Module "MapZoom" (Temudjin: "MapZoom" ) - take a look at the map from way above, without all those clouds) Included Module "ExoticAnimals" (Extract from Roamty: "Modular ExoticAnimals") - add Cheetah, Hawk and Penguin units New: Old 18 civ scenarios can now be played (Temudjin: "Making Scenarios Independent of Mod's Maximum Civs") Fixed 'Giant Map' Help Text Fixed 'Standard' Handicap for AI to Prince/Warlord - got that wrong in X04, I thought I was setting player handicap (Thanks fulano) Updated to "Unofficial Patch 1.40" X04 Fixed bug in CvVictoryScreen.py: Best rival religion now shown correctly Fixed scoreboard in CvMainInterface.py: Now capable to display up to 40 players Improved scoreboard: - Vassals grouped with masters (BULLET) - Teams shown (SILVER_STAR) and grouped together, - Left aligned scores Included "Real Allways War" (The_J: "Simple Python Things") Included "Real One City Challenge" (The_J: "Simple Python Things") Included "Influence Driven War" (moctezuma: "Influence Driven War") - Tuned it down a bit though Included "Speed Tweaks" (Sephi: "Faster BTS 3.19") - (except in CvUnitAI::AI_protect(), where BBAI does some heavy lifting) Allowed for 'Giant' maps - if you have a script that can handle these Adjusted BTS/SAVE versions to 319/302 in "GlobalDefines.xml", also changed there: - 'Standard' Handicap is now Warlord - 3 National Wonders per City (8 for OCC) - Max XP: vs Animals 9, vs Barbarians 24, after Upgrade 25 - Golden Age Length: 10 X03 Fixed Python Bug in CvVictoryScreen.py: Dependency on only 18 players X02 Updated to "Unofficial Patch 1.30" Updated to "Better BtS AI 0.82" Allowed for 40 Civs Fixed Python Bug in CvEventManager.py: AI:Great Doctor/Great Statesman sometimes failed to trigger Plague/Blight event and die properly Fixed Strange Python Bug in CvMainInterface.py: Class CvMainInterface once failed to recognize its own var X01 Updated to "Unofficial Patch 1.20" Updated to "Better BtS AI 0.81m" Included new graphics: "Modern Roads" from BUG 4.1 It's a great mod tsentom1 - Thank you
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UI-Patch: Maps: Ringworld3 1.02 (29.Jul.11), FracturedWorld 1.02 (29.Jul.11), Ringworld2 1.14 Mod-Patch: Thomas' War with BBAI for BtS 3.19 Patch X05 (31.Jan.10) ReferenceCard: The Map Building Process according to Temudjin Tool: MapScriptTools 1.02 (29.Jul.11) Module: CrystallMana Last edited by Temudjin; Feb 04, 2010 at 05:40 AM. |
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#1106 | |
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Sheepishly Statist
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Quote:
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Patron of fine and wholesome iced-cream manufactories. |
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#1107 |
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Chieftain
Join Date: Oct 2007
Posts: 89
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Here's is a new patch X04 see also: http://forums.civfanatics.com/showth...28#post8611928
Download: Thomas War 3.5a_Patch_X04.7z Changelog: X04 Fixed bug in CvVictoryScreen.py: Best rival religion now shown correctly Fixed scoreboard in CvMainInterface.py: Now capable to display up to 40 players Improved scoreboard: - Vassals grouped with masters (BULLET) - Teams shown (SILVER_STAR) and grouped together, - Left aligned scores Included "Real Allways War" (The_J: "Simple Python Things") Included "Real One City Challenge" (The_J: "Simple Python Things") Included "Influence Driven War" (moctezuma: "Influence Driven War") - Tuned it down a bit though Included "Speed Tweaks" (Sephi: "Faster BTS 3.19") - (except in CvUnitAI::AI_protect(), where BBAI does some heavy lifting) Allowed for 'Giant' maps - if you have a script that can handle these Adjusted BTS/SAVE versions to 319/302 in "GlobalDefines.xml", also changed there: - 'Standard' Handicap is now Warlord - 3 National Wonders per City (8 for OCC) - Max XP: vs Animals 9, vs Barbarians 24, after Upgrade 25 - Golden Age Length: 10
__________________
UI-Patch: Maps: Ringworld3 1.02 (29.Jul.11), FracturedWorld 1.02 (29.Jul.11), Ringworld2 1.14 Mod-Patch: Thomas' War with BBAI for BtS 3.19 Patch X05 (31.Jan.10) ReferenceCard: The Map Building Process according to Temudjin Tool: MapScriptTools 1.02 (29.Jul.11) Module: CrystallMana |
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#1108 |
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Chieftain
Join Date: Nov 2009
Posts: 2
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Heeeelp!
Hi all :P
So at first: The 'Thomas War Mod' is absolutely great. Have never seen such professional Modding Well, eventhough i really like this MOD, i have a problem:When i try to load a savegame one of the following three things happens :1: Spoiler:
2: Spoiler:
3: Spoiler:
During all of this processes there is neither a great system load, nor the RAM is full. ![]() ![]() ![]() Savegame Details: Spoiler:
Game runs in compatibility mode and with ADMIN-Rights.[/SPOILER] I never had problems running CIV4 on maximun settings, with huger maps and many civs The usual framerate is about 30 - 40 (on maximun graphics settings). ![]() My System: Spoiler:
Guys i really need help. I want to play this great mod and eventhough i was reading several threads for hours i didn't find anything helpfull. Has anyone here had the same problems? I read that the is unstable at very big games but is this the typicall? Shouldnt my system be capable of handling this? I don't have any experience with 'Thomas War'. ![]() Greets the dude ![]() PS: Sry for bad Englisch, i'm german :P |
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#1109 |
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Prince
Join Date: Sep 2007
Location: Zagreb,CROATIA
Posts: 365
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What I know is that a lot of people have graphic problems with Ati Radeoh graphic card when they play Civ...
I dont know what is cousing this problem but here is link about that graphic card... Iplay this mod on xp and vista without any bug so its not mod... Maybe try to reduce graphic setings but that will change playing this mod alot.... ![]() Pozdrav! http://forums.civfanatics.com/showth...63#post4778063
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NATIONS IN WAR (Modern War with largest number of unitclasses in mods) http://forums.civfanatics.com/showthread.php?t=318357 |
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#1110 | |
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Warlord
Join Date: May 2005
Posts: 107
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Quote:
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#1111 | |
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Prince
Join Date: Sep 2007
Location: Zagreb,CROATIA
Posts: 365
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Quote:
I never mention that Radeon graph card is bad...I didnt say that.. ![]() All I know that is I never have this kind of problems and I just try to help the guy who wants to play this mod... The similar thing hapend to some guy who was try to play my mod a couple mounth ago...He have Ati Radeon graph card also and have the similar problems like this with graphic... That is why I gave that link...maybe he will find it helpful...?!
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NATIONS IN WAR (Modern War with largest number of unitclasses in mods) http://forums.civfanatics.com/showthread.php?t=318357 |
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#1112 | |
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Chieftain
Join Date: Nov 2009
Posts: 2
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Quote:
unfortunately it didn't work. tried everyrhing mentioned there, no success. =( Well thank you anyway :P Think im gonna try another map and hope its just a problem with this single game...
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#1113 |
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Warlord
Join Date: Sep 2009
Location: North North America
Posts: 156
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I once had some graph problems with my radeon card (related to civ if I recall) and had to get a driver update to resolve the problem.
__________________
For having, in the natural history of this earth, seen a succession of worlds, we may conclude that there is a system in nature; in like manner as, from seeing revolutions of the planets, it is concluded, that there is a system by which they are intended to continue those revolutions. But if the succession of worlds is established in the system of nature, it is in vain to look for anything higher in the origin of the earth. The result, therefore, of this physical inquiry is, that we find no vestige of a beginning and no prospect of an end. -James Hutton Economic Left/Right: -9.38 Social Libertarian/Authoritarian: -7.03 |
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#1114 |
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Warlord
Join Date: Dec 2009
Location: Western USA
Posts: 211
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Great mod, it's about the only one I play! I love all the new things it adds.
I just have one question. Would it not help the mod run better to either provide an option to disable all those beautiful unique unit models for each civilization or include them in a separate file like the dynamic leader heads? I'd also love to be able to play a larger map size without having it crash all the time. |
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#1115 |
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Warlord
Join Date: Dec 2009
Location: Western USA
Posts: 211
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I just wanted to say I'm not a fan of this patch. The gameplay tweaks looked cool to me but this new AI is makes my game run much slower (it takes twice as long between turns as before) and the AI is dishonest to boot! My first game the only three nations that were friendly to me declared war on me at once mid game and promptly wiped me out. I thought I was just lacking military so I started a second game and built more defenses and my friendly neighbor with a defensive pact declared war on me out of nowhere and took a good chunk of my cities because I didn't expect an attack from that side. What's the point in diplomacy if the AI ignores it? Now I have to go reinstall the mod to get rid of this patch.
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#1116 |
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Chieftain
Join Date: Oct 2007
Posts: 89
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Meddling with the game graphics is somewhat outside the scope of my patches. I just tried to keep this beautiful mod up to date.
I can't argue much about the new AI in BBAI 0.82. It's much! stronger (hence the new 'Standard' handicap became 'Warlord'), but takes more time. I tried to compensate for this a bit by including Sephi's "Speed Tweaks". My impression is, that the mobbing by formerly friendly neighbors happens when a stronger opponent attacks. It seems that at this point all neighbors have to make a 'Saving Throw' against also attacking (probably depending on strength and attitude), but I'm no expert in the AI. This looks like a classic problem of realism vs. gameplay as the idea of fighting over the scraps of a wounded enemy, or conspiracies by so called friends seem reasonable enough, but it's indeed a game stopper if it happens to you. Perhaps a future version of BBAI makes this optional.
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UI-Patch: Maps: Ringworld3 1.02 (29.Jul.11), FracturedWorld 1.02 (29.Jul.11), Ringworld2 1.14 Mod-Patch: Thomas' War with BBAI for BtS 3.19 Patch X05 (31.Jan.10) ReferenceCard: The Map Building Process according to Temudjin Tool: MapScriptTools 1.02 (29.Jul.11) Module: CrystallMana |
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#1117 | |
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Warlord
Join Date: Dec 2009
Location: Western USA
Posts: 211
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Quote:
My next question is about the standard handicap becoming Warlord. I usually played on Warlord but I've been playing on Noble for the last month and was doing okay. When I tried this patch on Noble I very quickly dropped to the bottom of the score list (I even tried giving myself a few free workers to try to keep up). I don't know how to test it but it seems to me the AI is set to Warlord difficulty and receives the handicap bonuses too, which would make the game even harder. |
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#1118 |
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Chieftain
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I finally got the mod to install last week and it's pretty awesome btw, but then last night i was playing it and i got a ctd, (I used to get ctds when i am in the Middle Ages for some wierd reason and when i scroll across an ai's territory it would go into a "blank map" thing just terrain and nothing else, then it would freeze then crash.) But then i got this laptop i am writing on (Windows Vista Basic), i had no problems. And now last night i got a ctd and now when i load a save game on the Thomas War mod, i get a c++ runtime error. What can i do to fix this. I have yet to see whether it's just the mod or the whole thing. I have the CIV IV Complete Edition with Colonization. And i have about 20 gb of memory left if that helps....
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#1120 |
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Chieftain
Join Date: Oct 2007
Posts: 89
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@fulano: Playing with Warlord difficulty is much easier than with Noble. Also playing Noble while disabling Aggressive AI helps too.
@1morey: Was there an error message? Which one? Also I compiled the X04-Patch under Windows XP. There shouldn't be a problem with Vista, but then again there shouldn't be any problems with Vista. Not using Vista I wouldn't know. Lastly Thomas' War seems to be a pretty resource intensive mod and on huge maps or even late-game on large maps it could possibly outgrow your system. Depends on the system if and when that happens.
__________________
UI-Patch: Maps: Ringworld3 1.02 (29.Jul.11), FracturedWorld 1.02 (29.Jul.11), Ringworld2 1.14 Mod-Patch: Thomas' War with BBAI for BtS 3.19 Patch X05 (31.Jan.10) ReferenceCard: The Map Building Process according to Temudjin Tool: MapScriptTools 1.02 (29.Jul.11) Module: CrystallMana Last edited by Temudjin; Jan 01, 2010 at 05:02 AM. |
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