7-19-17 Innovative Tamaranian Modpack

That didn't help.

Everything works in the game. Choose research, move units, just the production in the first city can not be chosen. the city has also no name. It looks like the city "constructor in C++" didnt finish completely.

I'm not seeing this issue as a single player. Based on your description above about 2 of you not having a problem but the third player is, I don't think it is an issue with the mod.
 
When he starts the game in single player with the mod, the same happens. Without the folder (vanilla game) everything works.
 
Something that I have tried and fixed my issue, was to just run the single player game and use the mods instead of including the modpack. If the game works with just the base mods, then you could incorporate one at a time the extra mods that this modpack uses:

upload_2017-7-25_7-58-53.png


Your friend should then be able to recreate this issue with not selecting a production item on turn 0, and know which mod is causing his problem.
 
That didn't help.
How can we disable just one mod? We would like to disabel each mode separately to find out which mod causes the error.

Everything works in the game. Choose research, move units, just the production in the first city can not be chosen. the city has also no name. It looks like the city "constructor in C++" didnt finish completely.
Just create your own modpacks to test. It's honestly really easy, and then you'll be able to choose exactly what you want in your modpack.

That said let me know if you figure out what's causing it.

Also don't rule out that he's making a mistake on installation or something. I can't tell you how many smart people I've seen to really dumb things that I would never have thought of if I didn't see it in person.
 
I had some trouble deleting the old version from my DLC folder, but this is most certainly related to my problems uninstalling Gazebo's version of the mod (a particular folder keeps asking for permission).

I installed Unlocker and deleted it that way. If anyone else has problems, this was a lifesaver.

Quick question, if there is a mod I don't want to play with, is it as simple as deleting its folder from ...\VP-7-20-17-Innovative-Tamaranian-b/Mods ? Or is there more to it?
 
Quick question, if there is a mod I don't want to play with, is it as simple as deleting its folder from ...\VP-7-20-17-Innovative-Tamaranian-b/Mods ? Or is there more to it?
I've never tried doing that. I've always been worried that it wouldn't work, and thus remake the modpack. Let me know how it works if you try.
 
I'm experiencing some buggy behavior from the city governor AI. I want to ask if any of you have noticed it too, in case it's related to Improved City View, before posting a report on Github, for an old version, with several extra mods. The big G makes no promises for compatibility, so...

For cities that have extra population after all their workable tiles are being worked, the extra population sometimes gets stuck as laborers, even though perfectly good specialist slots are available. The "reset tiles" button appears, even though no tiles are locked; clicking it changes nothing. Sometimes I can jiggle it out by switching the focus (GPP focus), but returning to the default focus brings it back. Turning on manual specialist selection does not reliably help.

Anyone else?
 
I'm experiencing some buggy behavior from the city governor AI. I want to ask if any of you have noticed it too, in case it's related to Improved City View, before posting a report on Github, for an old version, with several extra mods. The big G makes no promises for compatibility, so...

For cities that have extra population after all their workable tiles are being worked, the extra population sometimes gets stuck as laborers, even though perfectly good specialist slots are available. The "reset tiles" button appears, even though no tiles are locked; clicking it changes nothing. Sometimes I can jiggle it out by switching the focus (GPP focus), but returning to the default focus brings it back. Turning on manual specialist selection does not reliably help.

Anyone else?
Specialists cost more and more food by era (4 in medevial, 8 in industrial) in addition to the normal food a pop costs. It might be a bug, but there's a good chance the governor is more concerned about food.
 
Any chance to update this modpack with the 27-07 release?
Ps. Impossible to play using this modpack, game always crash at loading screen. Work just fine using the community patch but can't make the modpack work, even tried to completely uninstall and reinstall the game just to try the modpack to be able to play with a friend, also tried with both versions dx9 and dx11.
 
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Any chance to update this modpack with the 27-07 release?
Ps. Impossible to play using this modpack, game always crash at loading screen. Work just fine using the community patch but can't make the modpack work, even tried to completely uninstall and reinstall the game just to try the modpack to be able to play with a friend, also tried with both versions dx9 and dx11.
We'll see. I've been no-lifeing Albion online whenever I'm free, so idk.
 
I just tried a MP game with a friend, first time, and we both crashed after 'End Turn' on the first turn. Before I dig into specifics, are there any common mistakes that I should watch for?
 
I just tried a MP game with a friend, first time, and we both crashed after 'End Turn' on the first turn. Before I dig into specifics, are there any common mistakes that I should watch for?
More than I could possibly list lol. Try making your own, if just to learn how they work and provide your own tech support. It'll get you playing faster.
 
Moving the DLL out didn't have any effect. But I went ahead and just tried running the command in Firetuner, and it generated everything fine. :)
 
Moving the DLL out didn't have any effect. But I went ahead and just tried running the command in Firetuner, and it generated everything fine. :)
You need to move it out when making it, then copy it into the mod's folder in the modpack.

Protip that will save you 3 seconds every time: rename it from "Whatever.dll" to "Whatever.dllnot" instead of removing it. Then when the modpack is made simply find the file in the modpack and rename it to "Whatever.dll" because it will be copied correctly.
 
You need to move it out when making it, then copy it into the mod's folder in the modpack.
I mean I tried moving the DLL out and copying it back, and it worked, but it also still worked even when I forgot to do that.
 
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