CrazierCaptDice
Chieftain
- Joined
- Jul 21, 2014
- Messages
- 10
Thanks for the advice.
Also what does "punt" mean?
Or does it mean what it is one letter shy of?
Also what does "punt" mean?
Or does it mean what it is one letter shy of?
Oh that's clever.requires a low amount of effort or thought.
'Punt' is an american football term, for a long kick at goal, usually attempted as a last ditch attempt to get a field goal on a 4th down.
It is a phrase used to describe a long shot or an action that is low in probability of success, but requires a low amount of effort or thought.
I don't know why it's doing it either, would it be because my Colonization was from a jewel case?
I suspect this to be the problem as well.Is Colonization patched to the latest version?
It works fine in windows 7 and I have been told it works in 8 too.That shouldn't matter because the game works fine when I don't try to load this mod.
Is it Windows 7?
outdated
First hit when search on google. Looks like it is worth trying. I wonder what would happen if I set the game to realtime. If I read it correctly, the game will actually gain a physical CPU core it will not have to share with any other processes. That could be interesting, but as it says: don't do that unless you have multiple cores.Also in task manager the process is stuck at below normal, I can raise it to normal when I alt tab but the moment I go back to playing it goes back to below normal. Any kind of launch option I can use to fix this?
edit :
Help fixing this new problem would be nice, the game takes almost a minute to load a turn now.
I went ahead an converted a General Grievous Model to a leaderhead. Just in case you guys are in need of star wars things
http://forums.civfanatics.com/downloads.php?do=file&id=23064
Cool! Thanks.
Scifi NIF Graphics Importing and Testing
Lastly I have also uploaded recently for PatriotNorwood a megapack of scifi nif graphics for Units, Buildings, Improvements, etc I've collected over the years.
https://drive.google.com/folderview?id=0BwrARpL9eZDGQVc0UmpDNHRiYzQ&usp=sharing
This contains lots of NIF graphics which hopefully should be fairly easy for even novice XML modders to start getting into the game and testing out. You can browse through some of these using Nifskope; let me know how you like them, there's so many they won't all get used in the mod but there is some great stuff in there including lots that can be reused for a Star Wars modcomp once they're in the game.
As far as buttons, I recently cranked out a huge set of scifi buttons & uploaded them to the link in my sig. Since there are over 2000 buttons with a lot of diversity I'm hoping this will provide quite a big resource for SF modders to work with.
Since lots of graphical content has already been gathered, a lot of the critical work needed to start getting these into the game is going to be stuff that an XML modder could handle (especially if you have even beginning graphical experience), like:
1) Browsing through the collected graphics to identify what you think is the most appropriate graphic to fit each unit/building etc.
2) Adjusting folder names for those graphics to match what the Artdef XML looks for.
3) Test them out in game to verify that new graphics are loading appropriately without crashes/glitches.
4) If you notice problems, you can use some minor graphical and XML troubleshooting to work out any kinks in how the graphics are loading/appearing in-game. For example, if graphics appear at the wrong scale they can be resized by adjusting the scale in the XML Artdefs file.
Usually when importing nif graphics (either leaderheads or units/buildings/etc) into Civ4Col it's usually gone relatively smoothly. Some things to keep aware of are:
* With Deliverator's tutorial you can often use nifskope to easily resolve many glitches in imported units.
* I've been told that in many cases if there are issues loading graphics in game, sometimes simply importing into Blender and re-exporting can easily resolve this, though I've as yet had a hard time getting it to do this correctly on my pc. If you're able to install Blender this may help greatly in getting scifi graphics working in-game.
* Lastly, when importing graphics from other mods or Civ4Bts, remember they're often looking to load DDS textures from that mod's /Art/Shared directory; so the number one easy solution for many problems can be to make sure shared art isn't missing. For 2071 and other scifi mods, perhaps the best thing is to make an /Art/Shared directory that contains everything from the /Art/Shared folders of scifi mods like Final Frontier and Dune Wars, this will minimize these kinds of problems.
If anyone is able to help out with graphical and XML stuff like that it would be awesome, and hopefully should make fairly quick progress in getting good scifi graphics into the game, which can then be easily used in any scifi themed mod.
Happy modding to everyone.. may the force be with you, live long and prosper and the truth is out there!
For now I recommend using the master branches of source and python. The reason is that master is always set to the newest release of M:C. This mean it is supposed to be fairly stable, which is just what we want for a mod without programmers.Stability Testing / Debugging / DLL Compatibility
Yeah I'm currently working on GameFont (well I haven't really been doing that the last few days ).Scifi Gamefonts
clanky4, the mod is being totally redeveloped separately from the old (still downloadable) version to enable all-new graphics, new unit/building/tech content, and an improved DLL codebase that avoids previous bugs and slow turntimes. It is in a pre-alpha stage available here; Nightingale made a tutorial on how to download this new version from sourceforge if you are interested. The new version currently uses generic placeholder graphics; I've collected a wide assortment of scifi NIF graphics and buttons at the links in my last post, in addition to your updated graphics above; so the next stage would be to start selecting graphics to use for the units/buildings etc and getting these into the game.I'm terrible at reskinning.
But I would be willing to give it a try. No promises though. I can maybe convert a Wookiee from the same source I got general grievous from. His fingers probably won't move but neither do any of the leaderheads I convert
So basically take a look around the mod and replace any weird/out of place unit/building/improvement graphics with more appropriate ones? Any specific units/buildings/improvements in mind? I haven't actually played the mod in nearly a year.
Edit:
I just downloaded the mod and it doesn't have any of the unit graphic swaps: