Afforess's Modmods

OK did that and now i get this:

Traceback (most recent call last):

File "CvScreensInterface", line 92, in showCivicsScreen

File "CvCivicsScreen", line 169, in interfaceScreen

File "CvCivicsScreen", line 180, in drawContents

File "CvCivicsScreen", line 383, in drawAllHelpText

File "CvCivicsScreen", line 373, in drawHelpText

RuntimeError: unidentifiable C++ exception
ERR: Python function showCivicsScreen failed, module CvScreensInterface

No idea why you are getting that. If you aren't using my DLL, you should be using the RoM Civics Screen...
should i just add your dll instead of the RoM one?

It's up to you. It adds a lot of functionality and new features (Including new XML tags, see the Modder's guide on the OP), but it means you have to depend on me for future updates.

Is the risk < reward? That's your decision.
 
No idea why you are getting that. If you aren't using my DLL, you should be using the RoM Civics Screen...


It's up to you. It adds a lot of functionality and new features (Including new XML tags, see the Modder's guide on the OP), but it means you have to depend on me for future updates.

Is the risk < reward? That's your decision.


I'd rather depend on YOU, as LONG as your going to be on CFC?? But if your going to leave anytime soon, than i'd rather not?:rolleyes: I am changing my(RoM) mod drastically next time and want to include all your stuff.

Of course that depends on also if you'd like to help me out every now and then also.
 
I'd rather depend on YOU, as LONG as your going to be on CFC?? But if your going to leave anytime soon, than i'd rather not?:rolleyes: I am changing my(RoM) mod drastically next time and want to include all your stuff.

I don't plan on leaving anytime soon, so you shouldn't have to worry about that.
Of course that depends on also if you'd like to help me out every now and then also.

That's no problem.
 
Afforess, is the seperated workers mod going to be released any time soon? (i'm rather excited for it) or are you going to wait for the models & skins?
 
Afforess, is the seperated workers mod going to be released any time soon? (i'm rather excited for it) or are you going to wait for the models & skins?

Everything is done, except making the units look respectable. I will probably throw it in the next beta of mine, this weekend.
 
Dancing Hoskuld does have a point on events that don't give the bonuses they ought to, but I was having that before Afforess' modmods. I notice that in the first post under 'changes from 1.351' there's a comment about images for most random events? I'm not getting images for any random events-are those still supposd to be in here somewhere?
 
Dancing Hoskuld does have a point on events that don't give the bonuses they ought to, but I was having that before Afforess' modmods. I notice that in the first post under 'changes from 1.351' there's a comment about images for most random events? I'm not getting images for any random events-are those still supposd to be in here somewhere?

Yes. I'm going to work on fixing them ASAP. Luckily, it doesn't affect the game at all...
 
About events:
You should be asking Zappara to personally go through events and disabling the broken events like Glider1 ask modders to do until such time as they are fixed. They are broken because of WoC system. But RevDCM team and others are working on it but slowly as they don't have sufficient expertise in that area yet.
 
About events:
You should be asking Zappara to personally go through events and disabling the broken events like Glider1 ask modders to do until such time as they are fixed. They are broken because of WoC system. But RevDCM team and others are working on it but slowly as they don't have sufficient expertise in that area yet.

I thought 2.6 Fixed those events. There were some changes there. I guess I would need to ask Glider1 or Jdog5000 to confirm, but that's my suspicion anyway.
 
I generally manually operate one worker at each city and automate them when all the tiles have something on them to take care of upgrading roads. However later events, like revealing resources, tend to require further direction (I have the don't replace option on because of peculiar beharvior I observed in BTS) and I may want to find an automated worker to order to the task.

I was wondering how hard it would be to add a little text to the rollover info box indicating that a worker was currently automated?
 
I generally manually operate one worker at each city and automate them when all the tiles have something on them to take care of upgrading roads. However later events, like revealing resources, tend to require further direction (I have the don't replace option on because of peculiar beharvior I observed in BTS) and I may want to find an automated worker to order to the task.

I was wondering how hard it would be to add a little text to the rollover info box indicating that a worker was currently automated?

It's already implemented in the BUG mod but instead of a rollover of the unit, it's a little icon on the unit's button when selected
 
A problem with my modmod's name.

Originally, I my modmod's here were all made by me, so the name "Afforess's Modmods" was fitting. Recently, with 1.4, I took control of Jooyo's modmod's too. So it isn't really my work alone. Now, with the inclusion of Dexy's modmod's, it's even less mine. I'm just the caretaker of this compilation, not the real owner...

A know I already have another name, for my larger modmodpack that was around for a brief time, A New Dawn. I'm unsure if I should just switch immediately...

Also, on the subject of A new dawn, I think I went the wrong way about creating it. Just adding tons and tons of modmod's created tons of work for me, and made the file size spike to 1gb. That's outrageous, and would make RoM that much slower. I'm thinking I should start slowly including finished modmod's, like Generalstaff's wonder packs and Civic Buildings, but avoid things like Religions and the Early Buildings modmods, since they are still in active development.

Thoughts?
 
A new name doesn't bother me.
I would rather you didn't make your modmod too big or at least have a Lite version avail. Unfortunately, that would mean more time spent on maintenance.
 
You would need to change the name.
I do not think we need a massive modmod pack as that would make Rom run even slower.
 
A new name doesn't bother me.
I would rather you didn't make your modmod too big or at least have a Lite version avail. Unfortunately, that would mean more time spent on maintenance.

You would need to change the name.
I do not think we need a massive modmod pack as that would make Rom run even slower.

I think you guys are missing the point. If he has each modmod in an installation pack then you can pick and choose which mods you want to install. In short just because people make modmods doesn't mean you have to use them. In addition what would even be in a "lite" version? Each individual mod you could download separately, which would be in a sense a "lite version". Its almost like you guys are saying "don't make anymore modmods because it would make the game slow". Which is silly since unlike the core RoM mod, you do not have to download modmods for RoM to work.
 
What about having two separate packs?

  • One for your modmods only.
  • The other for planned pack of every finished work modmods? And everyone, about the size, the purpose of this pack is giving you options! You can simply NOT check the box of modmod(s) you don't want due to size and so on. This pack will definitely have to go up as torrent.
 
Back
Top Bottom