Just because everyone keeps telling me it can't be done and because saibotlieh just published the graphics attached are two new resources rabbits and sea lions. they are not game ready and I have not done anything to allow workers to build the improvements but none of the problems that occur when you go over the limit are happening! I have even included a picture.
Not game ready just a teaser.
Nice. I will have to adjust my "Seal Hunter's Camp" and "Rabbit Traps" buildings when you get these working. In addition i was thinking of putting in a "Walrus Hunter's Camp" which should fit in nicely for this.
Can't play the mod. After it loads I get the inicial menu but there is no text! I don't know what to do, help!
Nice. I will have to adjust my "Seal Hunter's Camp" and "Rabbit Traps" buildings when you get these working. In addition i was thinking of putting in a "Walrus Hunter's Camp" which should fit in nicely for this.
I probably wont put in rabbits, vermin that they are, mostly because they are almost everywhere.
What I was thinking of doing with the Sea Lion resource was
- Not place it in the same way as other resources but have a post map script which placed it on coastal plots only and on some of the single plot islands.
- Have it represent seal, sea lion and walrus colonies.
- have vicinity buildings that require this resource and provide fur and/or ivory.
All this assumes that I can figure out which bits of land are next to the sea. Merging it with the goody island code might be the way to go. Especially if I can figure out how to make the islands themselves optional, as has been requested by some people.
On Subdue Animals - I am making some big changes. The hunting lodge has gone (actually it has just been renamed) and different animals can build its replacement. There are more sea creature based buildings and I think I have the cow unit working. Unfortunately expanding it to include a butcher option or a place resource option will require python call backs and may be too slow. Currently what I am doing is conflicting both with the Great farmer mod and the Immigration mod.
On the Great Farmer mod we, NotSoGood and I, may have a way of speeding it up further and making it not conflict with Subdue Animals resource placement.
Edit: SaibotLieh has just published a walrus resource so I don't need to use the one resource for all three animals.
Do you have a version of Rise of Mankind Or A New Dawn in your BtS/Mod folder?
Did you place the C2C Mod in the Program Files....../BtS/Mod Path?
What Language are you playing CIV IV with? English?
If you have RoM or AND versions in the Mod folder Remove them to a folder Outside of the Firaxis game path/directory. As they will interfere with C2C, since it is based off of these 2 mods.
JosEPh
Well it appears that the 32-bits was the cause for my problems, I installed 64-bits of Win 7, and well everything is nice again, works fine nowNope, not a laptop. I'll look into the card, thing, and yes it's installed in the correct spot. Generally I'm gtg with installs and such, this has just got me stumped. Thanks for the reply.
see attached
Great news then on the SA and AP, darn good work and sticking to something that are great modcomps, i thank you.
Traceback (most recent call last):
File "CvCultureLinkInterface", line 262, in assignCulturallyLinkedStarts
File "CvCultureLinkInterface", line 277, in __init__
File "CvCultureLinkInterface", line 291, in __initRWCoordinatesList
KeyError: 0
ERR: Python function assignCulturallyLinkedStarts failed, module CvCultureLinkInterface
I get the following error sometimes when I play with the Culturally Linked start option
Code:Traceback (most recent call last): File "CvCultureLinkInterface", line 262, in assignCulturallyLinkedStarts File "CvCultureLinkInterface", line 277, in __init__ File "CvCultureLinkInterface", line 291, in __initRWCoordinatesList KeyError: 0 ERR: Python function assignCulturallyLinkedStarts failed, module CvCultureLinkInterface
At a guess i would say that a civ has not been defined in the list in CvCultureLinkInterface.py in python/entrypoints.
Edit: Oh and attached is the new GoodyIsland code slightly faster and now if the "No Tribal village" option is selected you don't get goody islands either.
Just the python code included. Goes in Assets/python/StrategyOnly. Not a good idea to put it there while civ is running.
@StrategyOnly, Hydromancerx, et al at one time in RoM a CTD would sometimes occur if a non-siege unit did collateral damage. Do you know if this was fixed? in RevDCM or by Afforess? I only ask because we have a number of non-siege units that cause collateral damage and so may be causeing some of the CTDs.
@StrategyOnly, Hydromancerx, et al at one time in RoM a CTD would sometimes occur if a non-siege unit did collateral damage. Do you know if this was fixed? in RevDCM or by Afforess? I only ask because we have a number of non-siege units that cause collateral damage and so may be causeing some of the CTDs.
The help text error is not happening for improvements "Stone tools workshop" I & II or "scavenging camp". It is happening for "Seed camp" and "Wood gatherer". Weird.
As you probably are aware if a building gives a bonus that is used by a Corporation or Guild then one of three things happen
- an infinite loop
- f the building is built first then the Corporation(s) that use the resource can't be founded by your nation.
- If the corporation is founded first then the building wont produce that resource.
This was causing a problem with Subdue Animals but was fixed way back. It is also the cause of the Aluminum building not producing aluminum.
I have taken the code from SA and am testing a new mod which just fixes this problem. It should be ready in the next day or two as should be the mod to add Sea Lion and Walrus colonies to the map in a more realistic way than the map generators do.
I think I have a fix for the Immigration mod not working but I need someone else to test it.
@Hydro, let me know when you have some time, i got, i think all the Galactic Techs in and they are REALLY messed up badly. All over the place, so i need to know when to send you the XML/Python/Config folder for the Galactic Era changes.
Made perfect sense to me.
I also have a similar (annoying) restriction to city placement, swamp/marsh, especially marsh. I'd also like to see alligator resource for swamps like Vincentz has done in VIP.
JosEPh
This mod, stone age wise is awesome. One quick question. It appears the poison building is broken. After i built it, not one of the units I built there had the promotion. Just to let you know...