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#241 |
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Chieftain
Join Date: Feb 2008
Posts: 2
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Great Job!
Just started playing this mod yesterday and so far it looks amazing. Just the thing I wanted. Thanks to you AND all those you credited for their work.
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#242 |
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Chieftain
Join Date: Oct 2008
Posts: 38
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I downloaded this mod by suggestion, and worked through my initial problem of being unable to see the interface, thanks to your FAQ post. I was able to play for a while with no problems whatsoever, but then I saved my game and exited for a while.
When I returned to my game, I noticed a fairly major issue, one that I've been unable to find the answer to. I can't see my units. Interface shows up just fine, but the units are missing from the map. There are no dots, but when I hover over them, they show up in the tile info popup. Is there any way I can fix this? My apologies if this has been answered in the previous 12 pages.. but tl;dr. If it has been fixed, perhaps an addition to the FAQ is in order? =D Love the mod thus far! Edit: Running Vista, by the way. Edit Edit: Ahaha. Ignore this issue. It appears that I hit the toggle for show/hide units. Now I feel stupid. xD Last edited by DionyKH; Oct 16, 2008 at 09:44 PM. |
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#243 |
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Chieftain
Join Date: Sep 2008
Posts: 15
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I keep having a lot of crashes changing turns that doesn't solve reloading the game. Even if i detect a unit being built that causes the crash, i don't know how to delete that unit while it is in production with the World Builder, and i couldn't find how to do it in any tutorial. The edit city mode doen't have an option to delete the current production
![]() Could you tell me how? thx Last edited by Athelard; Oct 20, 2008 at 02:09 PM. |
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#244 |
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Caveman2Cosmos Modder
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OK just uploaded Version 2, eff: 22 Oct 2:40 pm
Added 6 new religions, 5 new civs, events with some animations, and Chuggi's new improved graphics. And some other stuff.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#245 |
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King
Join Date: May 2008
Posts: 865
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Most of the new religions don't show up correctly on the world map
That city only has the religions. Hellenism shows up as Zorastrianism Zor as Hellenism Shinto as Egyptian Norse as Cereal Co Egyptian as Sushi Co Voodoo as Ethanol Stick Man as Creative Contructions and Face Dude as Mining Inc Most of the corporations don't even show up (I assume because the religions are using their icons). It's really confusing to play like this. Makes new religions and corporations practically useless cause you can't see where to spread them. EDIT: Oh Face dude is Caananism. Why is that founded at feudalism? Caananism is the religion that Judaism developed from. It should be much earlier than almost any religion. maybe at Masonry. Looking up Tengriism in wiki it seems to be a nomadic religion... defiantly doesn't fit at city planning. something like horseback riding would work. Also, when swamp is next to dessert it doesn't display correctly: Last edited by turingmachine; Oct 24, 2008 at 11:26 AM. |
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#246 |
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Caveman2Cosmos Modder
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Dang, i put the wrong res with the wrong mod, my bad. Been working on three things at the same time.
Heres the right res, just place it completely with this one. http://files.filefront.com/resrar/;1.../fileinfo.html And i just noticed that marsh problem also, but i wanted to get a copy of what i had out. Will be fixed in next update or version, i hope. As far as the religions are, i put them in a more separated area, that way the AI would not just go immediately to that religion and you had no chance of getting it. And thx, turingmachine, for pointing this out. EDIT: OK, see attached, religions and missionaries.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Dec 25, 2011 at 04:19 PM. |
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#247 |
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Prince
Join Date: Sep 2005
Location: Texas
Posts: 372
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I downloaded the mod while unziping the mod I getting multiple header corrupt errors is there any other place Ican DL the mod
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In the poker game of life women are the rake- The Worm "Rounders" "When angry,count four; when very angry,swear."- Mark Twain The nine most terrifying words in the English language are, 'I'm from the government and I'm here to help.' Ronald Reagan |
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#248 |
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Chieftain
Join Date: Sep 2008
Posts: 15
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Thanks for answering me dude
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#249 | |
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Warlord
Join Date: Oct 2005
Posts: 267
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Where does the file go??? What directory???
Quote:
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#251 |
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Chieftain
Join Date: Oct 2008
Posts: 9
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First up I love the mod. Since getting version 1 I've almost forgotten what outdoors looks like
![]() I seem to have run across a problem with version 2 though. Every game I start all bases immediately jump to legendary culture status the turn they are founded and as soon as someone gets three bases they win if culture victory is on. Any ideas what the problem is? |
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#252 |
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Chieftain
Join Date: Aug 2008
Posts: 46
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ya there is to much stuff giving culture.
turn of that victory condition. (are marshes suppose to be upgradable? (not the pink looking one but the terrain that says marsh only) Ultimately while i respect what your doing at this point more is just more. |
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#253 | ||
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Caveman2Cosmos Modder
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Well the more is even going to be MORE, cause well you see more, if your from a certain country like Brazil, wont you like to see the best units available for YOUR country. And if you want more try FfH2, that game now confuses the heck out of me. But it has less, but with my more, it shouldnt confuse anyone. Course this is just MY opinion, and you know what they say about that.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#254 |
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Chieftain
Join Date: Aug 2008
Posts: 46
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well i agree that sometimes more is better but ive come across quite a few errors atm, and i dont know how to mod so im pretty much useless in fixing them.
As far as the marshes thing you have the ability to drain the pink looking marsh but the base terrain marsh doesnt allow any mods to it other then road. I would suggest just getting rid of bas marshes and only having the pink marsh thing. That big-ass shield thing towards then end created not only the small shields around the cities but a giant one around the first city to build it. I mean comically large i wish i had a pic of it. Workers act retarded because there are so many modification possible. Pretty much means u cant put them on auto. And even on the higher difficulties it isnt to much of a challenge because the computer seems boggled by all the stuff going on. I dont get the crashes anymore as i only play with a small number of ai's and on small maps. And unfortunelty it isnt even remotly mp capable. But again i know your only one guy, and honestly i do love this mod. Just kinda unplayable atm, so if your gonna add more i would suggest attempting to fix what is already there first. Is no other modder willing to assist you? |
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#255 | ||||
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Caveman2Cosmos Modder
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NO Info: Well the base is RoM and 90% of the stuff here is his, and things keep getting fixed, but he is only one guy, and i fix only XML stuff so i am only one with my mod, and i have asked for TWO years now for help, and i maybe get one person(he was python for a different mod) for a little while then they leave, so in all i might have had some help for a total of one month, in 2 years. He now has taken his mod in a different direction, and i dont like anything with dll, so now i am mainly on my own. Right now i am starting completely over from scratch and only keeping the techs, civics and buildings, then building from there. So any input is much needed. ![]() Now if you want the best available game you got to play on either Epic or Marathon, anything lower just dont work correctly.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Oct 25, 2008 at 04:34 PM. |
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#256 | |
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Chieftain
Join Date: Oct 2008
Posts: 9
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Quote:
Oh and I noticed a small problem with the albanian faction. Every time you try to do anything with them you get an error message saying unable to select order. They still do the things you asked them to, you just get a message saying that they can't. The only other issue I have is with trained dogs. I know it's been mentioned before in this thread but they are seriously overpowered and need nerfing. They totally destroy some of the early biased civs advantages making them pretty much unplayable if you want a balanced game. I'm a big fan of the babylonians and their bowmen have their strengths all but wiped out by the dogs that can be flooded out earlier and faster. I'd suggest dropping their strength to 2, knocking off their bonuses against regular troops and giving them a 200% bonus against animals if that's possible. That way they stay as specialist animal hunters without being able crucify real troops so easily. Either that or give archers a big bonus against recon units so they can't be used en mass as a kind of early cheap siege weapon to knock off bases. Other than that it's pretty sweet as far as I can see, keep up the good work
Last edited by ozwald; Oct 25, 2008 at 09:03 PM. Reason: cabbaged fingers and their typo hell |
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#257 |
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Chieftain
Join Date: May 2006
Location: Haifa, Israel
Posts: 49
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interface of BtS with this mod
I have a simple question.
I played a regular game with BtS and the regular interface with the menu and civpedia buttons were in the upper right corner. I then tried to play a game with this mod and the interface disappeared and I could not open the city menu. How do I start the game game with the regular interface that I'm accustumed to playing with. Thanks MusicalRabbi2k |
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#258 | |
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Caveman2Cosmos Modder
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Quote:
__________________
Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#259 |
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Chieftain
Join Date: May 2006
Location: Haifa, Israel
Posts: 49
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It didn't apply to me, because that "Installdir" which you talked about manually installing, was already in my Beyond the Sword registry file
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