[MOD] Nexus Combined Mod

:woohoo: I was bugging Sevo about including the Mercenary Mod, and I see you've done it! Thank you! :goodjob:

Just one question: I see you've already fixed some bugs. Any idea when you'll be posting the new version? I'd like to start with the new version, if it's not too far away. Thanx..
 
I lowered the mercenary cost to 0.5/0.5 and raised the max xp cap to 15/200, and made the barbarians twize as many :). Still miss the extra resources that is in fair-start and greenmod.
 
@zuul: I might add those later. I'm waiting for a few updates to other mods to come out. Since a few have posted that this and that of thiers will be fixed/changed in the near future, I was just going to incoporate those changes. Also, Sevo has a big update coming up and I wanted to include that as well.

Looks like tonight or tomorrow I will get the new version posted. Not sure if there will be a patch file as lots and lots of files have changed. Once Sevo and others get updates out I'll then do another release with those updates.
 
I can't download from this site. Snnnnnnnnail pace then bang! finished. WinRAR says 'Unexpected end of archive'. Help.
 
Wait.
Just tried again. Worked fine this time. Download speed 200 + instead of 10 - 15. Must have been host problem. MASSIVE mod ! Installed fine and just started playing. Let's see if Nexus is worthy to sit at Sevo's table ;)
 
Jeeez. Those volcanoes at the start scared the HELL out of me !!:cry: :eek:
 
Hey. I love the double SpockTalk. You should keep it as an option when you figure out what's happening.....
 
Nexus,

Does the naming have any real consequence in the game. It's neat BTW !
 
How to bring up unit statistics? No ctrl gave any, espeically not 'u'. How to call back mercanaries?
 
Ok, I think I got stuff figured out. Minus good upload sites, but hey still working that.

The double everything was due to merging so many mods together. I overlooked one file that was calling "Self.parent" when it shouldn't have been. I removed those and sure enough the double went away.


How to bring up unit statistics? No ctrl gave any, espeically not 'u'. How to call back mercanaries?

Click on a unit of yours. Press 'u'. It will bring up the stats on that unit.
As for Mercs. I rarely use them, but enjoy watching the AI use them. Not sure about all the features on them but I'd recommend reading the merc mod thread by TheLopez since it is his mod.



I think I will wait until Tomorrow to upload the next version. I say a small bug last night with a unit and I want to work it out first before I release a new version. Also I want to clean up a couple files.


Does the naming have any real consequence in the game. It's neat BTW !
 
I so need more sites to host this on.


The 3D Downloads that is suggested by Thuderfall will always have a 5-7 day delay. Thier virus scanner flags my mod as a virus because thier virus scanner looks at the .zip file size and if greater than a set limit auto flags it as infected with the tag Oversized Zip. Or so that is what the guy from 3D Downloads told me via e-mail:(
 
wolfie said:
still working on this mod?

Yes, my apoligies on taking so long to post an updated version.

1) The weather here as been very nice and warm and thus the wife has insisted on doing yard work. Let me rephrase, MUCH needed yard work that if it gets done now means less to do later and ALSO, makes wife happy which means I live a happy life... which means I live.

2) I was on the verge of uploading a new version Friday night when TWO big bugs appeared in the late game I was playing to test things out.


One bug was with my custom naming. Another bug was with the Mercs.

I also found a few minor bugs that I fixed, and as luck would have it a couple updates came out by modders of stuff I have included in this mod.


Thus, Saturday night and Last night I was working on updating my mod with these updates and fixing these bugs. Bad news (for those that like it) is that mercs will be removed until I can figure out why the error I am getting is occuring. It is either a bug due to my combined mod or a bug with Merc Mod that is very rare to occur. Either way I had to remove it as when this bug does occur it causes a CTD with error in cvgamecoredll.dll. THAT is not good.


Will most likely be busy all week, however it did appear as of last night that I had the issues work out. There are a few issues with Sid Tip's not showing, or maybe a few other text issues with unit/building descriptions, but I consider that minor over game playability. Speaking of which, if anyone sees a tip missing or text wrong/missing for anything, let me know I'll work on it.


In conclusion, I believe I have tested the new version enough to make a good release. Finding more sites to host my files is another thing, but I should have 2 sites by end of week.
 
I was not able to download it, just blank side.

I use FileFront: http://www.filefront.com/

give it a try

EDIT:

Now it functioned. Looks nice.
You don't like the Greenmod-Resources? Or to much work to fit it in?

EDIT2:

I played now for a while and had some problems:
- the foreign overview in the right bottom corner of the main screen disappeared
- after a while the mercanery get out of control: their was a hired unit i didnt hired, i didnt saw all the units i contracted out (only 2), and the buttons for fire and getting my units back didnt function
- the exotic foreign advisor has no glance and info side

EDIT3:

- The city naming popup appears twice - not only the first city, every city i build
- the super specialists are not shown correctly. For example i had three priest added to a city and only one appears (overlapping icons?)

if you want the greenmod resources in your mod, i have a little expierence to fit in ;-)

EDIT4:

Alive?

The Problems with the Mercenary stuff seems not to be a thing of your combined mod. I test mercenary mod for its own and had the same things going on. I already discuss that with TheLopez.

Solong
 
Nexushyper - I am putting together a SG complient mod pack and would like to lift your code on the unit naming front. Is that ok?
 
I love the variety and complexity of this Mod. I've been playing SEVO and it's great. However, I d/l this one and have not been able to get it to start without all the text missing on the menu screen and in-game. I've tried launching several times (to clear cache) and even replacing some of the files with those in SEVO -- all to no avail. The error message that I get on launch is: "TECH_UTOPIA in Info class was incorrect. Current XML file is : GameInfo/Civ4CivicInfos.xml"

Should attempt to d/l and install again?
 
The error message that I get on launch is: "TECH_UTOPIA in Info class was incorrect. Current XML file is : GameInfo/Civ4CivicInfos.xml"

Sounds like the mod is not compatible with v 1.61. And looking at Nexushyper's activity, I don't think he is very likely to update it.
 
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