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#1 |
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Chieftain
Join Date: Aug 2003
Posts: 44
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How to continue a save game since the 28Apr 2K patch?
Sorry, I searched for previous patch release threads and found only the one about clearing the caches that will likely break an older save.
So, when Steam auto applies a 2K patch, does that mean they have overridden the balance and UOP files? Do I need to pull out them out and reapply them over top? Will that break the save as well? Or is the mod reapplied over any new 2K patch every time I setup a new game or load a previous save? And just wait for the 2K patch to be reviewed and incorporated into an update? Basically, is my last save from yesterday actually playing the same rules anymore or is it totally unknown now that Thal's Combined is balancing/fixing against new data. |
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#2 |
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Deity
Join Date: Aug 2010
Posts: 2,097
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It depends: sometimes patches break mods, sometimes they don't - you'll just have to fire it up and see. I'm sure Thal will have a functional version up soon if the patch broke the mod (which seems likely as there are a few things fixed that are in the Unofficial Patch).
Sorry I can't be of more help to ya!
__________________
Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. |
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#3 |
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Chieftain
Join Date: Aug 2003
Posts: 44
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Thanks,
It's not a game breaker, I'm still just learning CIV5 from IV. More I was wondering how the process works and what the procedure should be going forward as 2K updates the game. I've never had a purely steam game before with mods, I'm used to having control over when I apply game updates along with my mods. So basically is Thal's only overwriting the base files at each instance of a new game, and only when enabled and applied at setup, or is it making permanent changes to the base files for all future games including vanilla? |
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#4 |
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King
Join Date: Dec 2005
Posts: 950
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I continued my saved game from the 28 beta, and its still working. The game has gotten very slow though, I don't know if that is a mod conflict or the new patch has turned the game into glue again.
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#5 | |
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Deity
Join Date: Aug 2010
Posts: 2,097
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Quote:
![]() It's probably a good idea to delete the cache and ModUserData files, but that may break your save. Look at the Bug Reporting thread in the Beta and Bugs subforum for info on how to do this if you don't know how.
__________________
Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. |
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#6 |
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Chieftain
Join Date: Aug 2006
Location: Chapel Hill, NC, US
Posts: 81
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I'm seeing the same thing. I also noticed that the Ship of the Line (English UU, correct?) shows up as an option in the city build queue; this playing as the Incas. Did the patch change some units around? I didn't see anything about that in the patch notes.
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![]() Civ V: the first Civ game which is more fun to think about than to play. |
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#7 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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I've updated TBC to be compatible with the patch (download here), and to my surprise I found we can in fact continue existing savegames. I was able to load up my current game without problems (after clearing the cache as usual).
This was going from 7.0b23 before patch to 7.0b24 after patch. It probably wouldn't work if you were going from v6.9 to 7.0.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#8 | |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,558
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Quote:
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#9 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Any sort of artistic project like this is never complete, there's always more to do. That's why I release versions so often.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#10 |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,558
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#11 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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They changed how denouncements work, it has a confirmation box now.
![]() The majority of incompatibilities will be UI stuff like that which just silently fails when used with the old files, that's where the b24 updates are.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Apr 29, 2011 at 08:00 PM. |
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#12 |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,558
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#13 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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The diplomacy screen's actions are contained within DiscussionDialog.lua, with an xml file for layout. Combined, these handle the buttons and what they do.
In the patch the effect of the "denounce" button changed to include confirmation. Part of that was in the layout file (setting up the new confirmation box), and the layout file is not included in this mod, so it automatically updated with the patch. The other part is in the lua file, which is included in this mod and I updated manually in b24. Without that lua update, the two parts don't match. Basically, until updated it's formatted to have the box but not told how to use it. There's dozens of similar things I updated when merging the patch changes into the mod this morning, and since save files appear to be compatible, I'd recommend testing out b24 to see if it works with your save.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Apr 29, 2011 at 10:00 PM. |
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#14 | |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,558
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Quote:
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#15 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Lua files are typically what stick around in the cache, my guess is they're compiled and then stored. XML doesn't seem to have that issue since it's translated to database operations which are probably executed only on-demand.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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