1.61 vs 1.52 what's changed

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Rabbit, White

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This is a thread to collect all the little discrepancies between the 1.52 and the 1.61 patches. The little changes that don't seem like much but pretty much kill all the mods :)

The things I encountered so far (upon loading my 1.52 customassets folder):
- New TECH_UTOPIA entry in Civ4CivicInfos.xml file
- LEADER_MAO_ZEDONG in CivilizationInfos was changed to LEADER_CHINESE_LEADER - what's that all about :confused:

Oh yeah, no more menu items! :wallbash:
 
The interceptor animation is restarted after game load now in 1.61. This makes my mod/fix obsolete. They really managed to fix it.

Not a bad news, but a change at least :)
 
TECH_UTOPIA replaces communism btw.. that and mao change is most likely due to chinese laws so they can sell civ4 in china :)
 
Rabbit said:
Oh yeah, no more menu items! :wallbash:
As I've posted somewhere else - I had this problem with 1.52.

Check GlobalDefines.xml - you'll need to update the first 3 entries.

The patch version, save version, and I think also the max languages.

I hope this fixes it.
 
12monkeys said:
The interceptor animation is restarted after game load now in 1.61. This makes my mod/fix obsolete. They really managed to fix it.
Nice, nice...

Gyathaar said:
TECH_UTOPIA replaces communism btw.. that and mao change is most likely due to chinese laws so they can sell civ4 in china

That makes sense...

Edit: nevermined I'm stupid... I fixed the menu items not showing problem, thanks TGA
 
Rabbit said:
Nice, nice...
That makes sense...
Edit: nevermined I'm stupid... I fixed the menu items not showing problem, thanks TGA

Many thanks to all thus far--worked for me, too! The patch has been out for less than 24 hours and the forums are already on the case with mod fixes, new python API stuff...I love this place.
 
Okay...nutz. All of my newly skinned leaderheads are crapping the bed. they show the right core model, but it looks like the diff.dds is being ignored in favor of the original. Oddly, the nonshader.dds seems to be honored for the skin.

I think what's happening is that the .nif files are being cached only once, and when the program comes across another one by the same name it just keeps all the existing data. So any new .dds isn't loaded since the .nif contents are the same. I have one or two ideas about how to fix this, but I was going to see if anyone was having problems like this with units, etc.

Any ideas?
 
Ok, if I understand you right then I'm not having this problem. I just created a new unit that uses an existing nif with a new texture, so I am indeed loading two "same" nifs with different texture and it seems to be working fine.

Have you considered, and I really hate to suggest this but, that after the patch the game no longer displays the shaded version of the leaderheads (as if your card no longer supports it)? You can do a quick test, take the diff and the nonshaded textures and modify them in a different way (like slap a circle on diff and a square on nonshaded) put these in customassets and see which one is used.
 
Rabbit said:
Have you considered, and I really hate to suggest this but, that after the patch the game no longer displays the shaded version of the leaderheads (as if your card no longer supports it)? You can do a quick test, take the diff and the nonshaded textures and modify them in a different way (like slap a circle on diff and a square on nonshaded) put these in customassets and see which one is used.

Bingo. I figured this out and came back to report it here, but you beat me to the punch. Looks like Firaxis pulled the "shader" leaderheads completely as a performance enhancer. It also seems that they've pulled the shader textures themselves; at least the SceneViewer complains that it can't find them anymore.

I found that simply replacing the <NoShaderNif> field with the original <NIF> field completely fixes the problem, but I don't know what effect that's going to have on other people. Guess we'll find out, 'cause I'm not going back and re-editing 35 freaking leaderhead nif files for the nonshader version!
 
Hmmm. I just double checked, my shader leaderheads are working fine. :confused:
 
Rabbit said:
Hmmm. I just double checked, my shader leaderheads are working fine. :confused:

:confused: indeed. I wonder if the upgrade has decided MY graphics card shouldn't be using the shader nifs? I've got a Radeon 9000 series card...and they do comment that they made some changes to that particular series...

:cry:

Probably just me. What are you gonna do. Anyway, it seems to work now on both my desktop and laptop, so I'll just stick with what I've done.
 
As for GlobalDefines.xml:

CIV4_VERSION 152 - 161
SAVE_VERSION 102 - 103
NUM_LANGUAGES = 8 changed to MAX_NUM_LANGUAGES = 100

BASE_CIVIC_ANARCHY_LENGTH 0 - 1

BASE_UNIT_UPGRADE_COST 25 - 20

and 3 new defines added after PERCENT_ANGER_DIVISOR:

BASE_FEATURE_PRODUCTION_PERCENT 67
FEATURE_PRODUCTION_PERCENT_MULTIPLIER 0
DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT 67

And that's all.
 
By the way, a mod should never ever touch GlobalDefines.xml.
 
Because there's a seperate XML file for overwriting stuff in GlobalDefines.xml. Never, ever change GlobalDefines.xml - change GlobalDefinesAlt.xml. Anything added into Alt will overwrite the same data from the original file but leave everything that isn't overwritten (or added) intact.
 
I just noticed Forbidden Place is now Great Palace and Three Gorges Dam is Great Dam. You need to fix this in the building info and building class files, as well as the building's artdefine file.

As to why they do this, but still have it called the old name in the game is kinda weaid to me, but I guess I can live with it, I call my dam Hoover Dam anyway ;P
 
AnarchyCivics tag has been completely removed from CIV4CivilizationInfos.xml.
 
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