Afforess's Modmods

as far as i can tell yes......i mean its been awhile since i installed them before, but everything looks right...i'm just lost..gonna start and install it first and see if i can figure it out then install the other 2or maybe install other 2 first then install it lol idk what to do
 
Tell me how it goes. I'll see if I can help. (Remember, I have gotten them all to work at one point, with A.N.D; I got so many XML errors in the beginning setting that up.......)
 
lol it doesn't look good..i unistalled rom entire and reinstalled just the religions and still get the xml errors.........i know everything is in right spots tho, i checked...kinna at a loss unless i got a bad version so currently rereading aaranda's forum....wish me luck.....gotta get it working so i can make his voodoo religion all about necromancy...again...lol i even had shadowknights and zombies and all...before my drive quit on me
 
ok i just finished surfing aaranda's forum and i think i found my problem......several instances in it people mentioned that jooyos dll ver 1.18 is not compatible and by downgrading they fixed the problem i'm having....booooooo
 
OMG
i havint started it yet but i figured it out for real

its a new install of everything so gotta open rom config and set moduler loading to 1

duh....lol its been a long time since needed to go there


edit..many hours later........i was right my only problem was i didn't set the modular loading to 1...like i said its been well how long has 2.7 been out anyways ya know

anyways ty for the help


spent most of this time gettin the voodoo religion set up with my necro additions i just wish i could share but because his mod is split between a module and the rom files its too scattered to be uploaded
 
Completed over 400 turns in my current game and no problems noticed. (Thought something was wrong with events, but then I got a quest. Also noticed one civ's archers all had Combat I so that probably means they got the Bowyers event.)

I'm really liking the Multiple Production mod.
 
its a new install of everything so gotta open rom config and set moduler loading to 1

I wouldn't advise that. WoC modular loading doesn't need that to be set.

Completed over 400 turns in my current game and no problems noticed. (Thought something was wrong with events, but then I got a quest. Also noticed one civ's archers all had Combat I so that probably means they got the Bowyers event.)

I'm really liking the Multiple Production mod.

Glad to hear it.
 
Just one question/thought -

Would there by any way you would perhaps reconsider using so many "+x% maintenance increase" negatives in your mods? The combined effect of castles, beautification, weather stations, fire stations and so forth seems to me a little heavy handed and at the same time - it's not as interesting, since it's ultimately a negative you cannot balance. It disappears into the global economic forecast and isn't something you really can "redress".

My opinion would be - in ROM and CIV, buildings, on the whole should not be so powered that they require a maintenance side-effect for balance purposes. The cost of building them in the first place is the negative effect, except in extraordinary circumstances where the building is more powered than it should be.

Your thoughts?
 
Interesting perspective. Mainly, I did that because I try to avoid making my additions too powerful and game breaking, but your right, I think many of those can be lowered or removed. I'll see what I can do, and release those changes in beta5.

To expound upon that:
Some of the costs are to reflect that the city government will have to continue running and supporting that structure, like the City Parks, or Firestation. However, some of the maintenance on castle improvements, are, granted, silly.
 
The Multiple Production mod is great Afforess! Please take out the three tile modmod.
 
Afforess, these mods are very nice, I've started a snail speed game (I finally found time to play!) and when i see the tech screen, this very oddly placed line runs through most of the screen, behind most of the tech boxes. My advice would to get rid of the OR PREREQ TECH techs that make these lines across the screen and just make them into additional AND PREREQ TECH techs. So i had to turn off Firestorm for now or until i feel like changing it myself.
 
Afforess, these mods are very nice, I've started a snail speed game (I finally found time to play!) and when i see the tech screen, this very oddly placed line runs through most of the screen, behind most of the tech boxes. My advice would to get rid of the OR PREREQ TECH techs that make these lines across the screen and just make them into additional AND PREREQ TECH techs. So i had to turn off Firestorm for now or until i feel like changing it myself.

Okay, I can do that. The tech tree is very annoying at times...
 
I've been playing on 2.8 beta with everything from your modmod pack installed, and everything was running perfectly until the game just crashes consistently the next turn in this save.

Any ideas why?

Edit: I guess it's the division by 0 when AI picks tech to research?

Edit2: Giving everybody Astronomy worked!
 

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I've been playing on 2.8 beta with everything from your modmod pack installed, and everything was running perfectly until the game just crashes consistently the next turn in this save.

Any ideas why?

Edit: I guess it's the division by 0 when AI picks tech to research?

Edit2: Giving everybody Astronomy worked!

This bug has already been fixed in my beta's. It is a divide by 0 error.
 
Originally Posted by dexter_inside
I've been playing on 2.8 beta with everything from your modmod pack installed, and everything was running perfectly until the game just crashes consistently the next turn in this save.

Any ideas why?

Edit: I guess it's the division by 0 when AI picks tech to research?

Edit2: Giving everybody Astronomy worked!

This bug has already been fixed in my beta's. It is a divide by 0 error.
Would it be possible to this fix for the 2.71 version? It is most annoying.
 
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