Afforess's Modmods

Are you sure? I just tested the download link in the database, and it works fine.

If you have a general problem with torrents, the FAQ on the OP has a much slower Atomic Gamer link.
 
I can't get the file from the database, even I can't access it.
It's very weird because I can download other files in the database..
I'm not sure what is a problem.
 
The download worked fine for me (and thanks because I don't know the first thing about torrents).

I was just wondering why the World's Fair was tied to a year rather than a tech. I almost always blow through the tech tree faster than the passage of time, so it seems to me like it would get out of synch being the only thing tied to a year.
 
I was just wondering why the World's Fair was tied to a year rather than a tech. I almost always blow through the tech tree faster than the passage of time, so it seems to me like it would get out of synch being the only thing tied to a year.

Can't believe no one has noticed yet, the world fair's not in 1.4 at all... Open up the installer and check the component screen... ;)
(The OP doesn't have it listed either.)

I removed it because it had so many bugs, and that I hated it starting with a specific year... A specific tech isn't that much better because if there was a big tech leader, you could have the world fair with the rest of the world in the dark ages...

If/when I get it fixed, I will re-include it.
 
ABSOLUTELY LOVE THIS!!!!

I play RoM with your modmods, minus Ideology and Sea Monsters, and Generalstaff modmods, Vincentz (minus Guilds and Corporations) and ANM. I am loving my game!

Now compliments are out of the way :lol:, I want to report some things for future reference.
I notice that turns themselves are just awesome in speed department. But when it comes to the beginning of my turns, there is a noticeable drag before I can do anything. You may want to look into that for future versions. It is not that bad but is a bit irritating at times, especially when I'm excited about certain happenings in the game and can't wait to see what happens next...

Other than that, WONDERFUL VERSION!
 
I play RoM with your modmods, minus Ideology and Sea Monsters, and Generalstaff modmods, Vincentz (minus Guilds and Corporations) and ANM. I am loving my game!
How do you combine them? There must be files that are changed by more than one mod. Do you edit these files yourself?
 
How do you combine them? There must be files that are changed by more than one mod. Do you edit these files yourself?

*cough* They are all modular. Only problematic ones were Generalstaff modmods that I had to change one line in MLF file. Also, be sure ot install ANM before Afforess modmods so that you are sure not to get errors that are reported in ANM thread.

But, don't worry overmuch. I know Afforess will combine these modmods into one installer download (A New Dawn) later so you can easily choose what you want and install just them.
 
*cough* They are all modular.
I would assume that at least an event handler would have to be updated to refer to all of the relevant mods
Only problematic ones were Generalstaff modmods that I had to change one line in MLF file. Also, be sure ot install ANM before Afforess modmods so that you are sure not to get errors that are reported in ANM thread.
I have some programming experience, but I'd rather play than code. And that's the kind of knowledge that can cost you hours if you don't have it.
But, don't worry overmuch. I know Afforess will combine these modmods into one installer download (A New Dawn) later so you can easily choose what you want and install just them.
I'll do that.
 
ABSOLUTELY LOVE THIS!!!!

I play RoM with your modmods, minus Ideology and Sea Monsters, and Generalstaff modmods, Vincentz (minus Guilds and Corporations) and ANM. I am loving my game!

Now compliments are out of the way :lol:, I want to report some things for future reference.
I notice that turns themselves are just awesome in speed department. But when it comes to the beginning of my turns, there is a noticeable drag before I can do anything. You may want to look into that for future versions. It is not that bad but is a bit irritating at times, especially when I'm excited about certain happenings in the game and can't wait to see what happens next...

Other than that, WONDERFUL VERSION!

Thanks. Could you be more specific about the speed problems? You're not the only one to complain...

How do you combine them? There must be files that are changed by more than one mod. Do you edit these files yourself?

My mods mostly use something called "Modular Loading." It means that I just add the files that changed into a folder in Rise of Mankind called "modules." I guess I should make a FAQ on what modules are sometime.

*cough* They are all modular. Only problematic ones were Generalstaff modmods that I had to change one line in MLF file. Also, be sure ot install ANM before Afforess modmods so that you are sure not to get errors that are reported in ANM thread.

But, don't worry overmuch. I know Afforess will combine these modmods into one installer download (A New Dawn) later so you can easily choose what you want and install just them.

I would assume that at least an event handler would have to be updated to refer to all of the relevant mods

I have some programming experience, but I'd rather play than code. And that's the kind of knowledge that can cost you hours if you don't have it.

I'll do that.

There is a kind of event handler, called the MLF. (Module Loading controls File.) However, it doesn't give errors of any kind when there are unused entries in it, so I made a universal one a while back that will load everyone's modules without the average user having to edit it.

I wish these excellent modmods worked with every major mod, even the vanilla game, so handy are they.

Thanks.


I guess the moral of this story is that installers get me more users, but less people really understand what's going on. I really need to write a basic article on modules in here, and get it stickied...
 
It was invalid as a torrent, but thanks go to AG, well done.
 
Thanks. Could you be more specific about the speed problems? You're not the only one to complain...

I spoke a bit too early. But the situation still applies. However, the turns itself are too slow for Classical Age. But the turns are so bad.

When I spoke earlier of "beginning of my turn", I meant when the red button turned into green (whatever bright color it is). There are periods of short delay before I can do anything. Usually, it is not so bad (1/5-1) secomd) but with this game I am playing, the beginning of turn "pause" takes about 3 seconds. Sometimes, even worse.

Long story short: I don't mind that much the "between turns" running times since I'm playing with 12 AIs on Huge map. However, I'm a little puzzled by too long "pause" in the beginning of my turns.
 
I think that's just updating all the variables put into it i.e. this many turns less for a stable or initializing the pick a new thing to build or just loading a newly built unit into the gameplay. Afterall this game does add quite a few new things that such a large amount (directly affected by how many cities there are) which gets worse on map sizes huge and up.
 
I think that's just updating all the variables put into it i.e. this many turns less for a stable or initializing the pick a new thing to build or just loading a newly built unit into the gameplay. Afterall this game does add quite a few new things that such a large amount (directly affected by how many cities there are) which gets worse on map sizes huge and up.

Yes, and I'm basically requesting for future version that Afforess sit down and carefully and systematically go through all his modmods to see if there is anything at all he can modify/eliminate to slightly improve running time. Of course, if in the end, he can't see anything, and announce it, I will just cheer him on and play his modmods still :).
 
Yes, and I'm basically requesting for future version that Afforess sit down and carefully and systematically go through all his modmods to see if there is anything at all he can modify/eliminate to slightly improve running time.

I think I just improved it a bit, I looked over some code for the ApplyFreePromotionOnMove code, and move it into it's own function DoPromotion(), and cut out some of the repeated garbage. Also, I added a check to see if the city is in disorder, and if it is, to skip the function entirely. That might speed it up, maybe 0.5%. :lol:

The problem is ultimately, that I am expanding the codebase. Some of my new XML features, especially Unit Class Production Modifiers and Apply Free Promotion on move really can have a moderate slowdown effect. They each force the game to loop through every unit or building, and check... Oh, and don't forget the TAB modcomp or vicinity bonus. They do even more calculations than those... RoM is already a slow game as is... I guess its the price you pay for innovative features.

I guess that's why the Firaxis Dev's didn't add very many XML tags that they knew they weren't going to use. In fact, the only BTS standard tag I can think of that they didn't use was feature damage...

However, if you ever personally catch or find any code optimizations in my SDK sources, please share them.
 
I think I just improved it a bit, I looked over some code for the ApplyFreePromotionOnMove code, and move it into it's own function DoPromotion(), and cut out some of the repeated garbage. Also, I added a check to see if the city is in disorder, and if it is, to skip the function entirely. That might speed it up, maybe 0.5%. :lol:

The problem is ultimately, that I am expanding the codebase. Some of my new XML features, especially Unit Class Production Modifiers and Apply Free Promotion on move really can have a moderate slowdown effect. They each force the game to loop through every unit or building, and check... Oh, and don't forget the TAB modcomp or vicinity bonus. They do even more calculations than those... RoM is already a slow game as is... I guess its the price you pay for innovative features.

I guess that's why the Firaxis Dev's didn't add very many XML tags that they knew they weren't going to use. In fact, the only BTS standard tag I can think of that they didn't use was feature damage...

However, if you ever personally catch or find any code optimizations in my SDK sources, please share them.

...and gladly pay the price! :D
RoM and few of your gameplay changes (Lead from Behind, Vicinity mod, and few others of similar type) are must-have so I
cheer
you on!
 
Afforess, I didn't mean to pour salt in an old wound about the World's Fair, yours is the first modmod I've tried and that jumped out of the civilopedia.

I thought I saw, running your installer, a reference to a Revolutions 'cheat,' but I don't see it listed in your first post on this thread. There is now a unrest number when I rollover city bars, which I guess is what that did. And the civics screen now tells me what numerical effects they're having. What I'd like if possible is the turn to turn change in unrest on that rollover, like the option for the BUG scoreboard.

Better yet, the bribe city button on the city screen still gives the generic color coded word description of the factors affecting unrest. If you could change that to give numbers and details, I think it would be more helpful.

Thanks!
 
I am running RoM 2.8 and installed Afforesses Addons 1.4 and now generalstaff Building Pack 1.1

However, it is asking me to overwrite some files (MLF_CIV4ModularLoadingControls; zCivics).

Should I overwrite these or will this break something in Afforess or RoM?

My Install order was RoM 2.8, then Afforess, then generalstaff building pack.

Please help and clarify.

Thank You!
 
I spoke a bit too early. But the situation still applies. However, the turns itself are too slow for Classical Age. But the turns are so bad.

When I spoke earlier of "beginning of my turn", I meant when the red button turned into green (whatever bright color it is). There are periods of short delay before I can do anything. Usually, it is not so bad (1/5-1) secomd) but with this game I am playing, the beginning of turn "pause" takes about 3 seconds. Sometimes, even worse.

Long story short: I don't mind that much the "between turns" running times since I'm playing with 12 AIs on Huge map. However, I'm a little puzzled by too long "pause" in the beginning of my turns.

I wish I could play on a huge map. I get what you are describing a lot on a small map with only 5 AIs. You should feel lucky you can play such a big game without crashing.
 
Back
Top Bottom