Afforess's Modmods

What's up with the 100% maintenance penalty for the default Ideology civic? On top of the 100% penalty from the default government civic, this makes Deity unplayable. Pls add an early option or two or adopt the Future Civic default (i.e. nothing).
 
What's up with the 100% maintenance penalty for the default Ideology civic? On top of the 100% penalty from the default government civic, this makes Deity unplayable. Pls add an early option or two or adopt the Future Civic default (i.e. nothing).

There is no maintenance penalty for the first ideology civics, because when you start the game, you don't start with an ideology. You adopt one as the game progresses. And if I remember correctly, the highest maintenance ideology is Socialism, and it adds only 30%.
 
I noticed in the normal no modmod version that things like an axeman or bazaar require that you have the resources before they allow you to make the unit or building. But with this combo pack it "nerfs" this. I really enjoyed that and I have been trying to figure out which mod in the pack is responsible for it. I thought it was the "Resource Refinement" one but it still did it. Please tell me which mod I should not include so they will require resources for specific buildings and units.
 
The civic screen for ideology shows +100% number of cities and +50% distance I believe. I was down to 30% science at two cities and 4 units.

I'm also getting regular crashes. The attached game has ideology civics disabled.
 

Attachments

I noticed in the normal no modmod version that things like an axeman or bazaar require that you have the resources before they allow you to make the unit or building. But with this combo pack it "nerfs" this. I really enjoyed that and I have been trying to figure out which mod in the pack is responsible for it. I thought it was the "Resource Refinement" one but it still did it. Please tell me which mod I should not include so they will require resources for specific buildings and units.

That's a bug, not a feature. I just checked, and strangely enough, it has to do with my (or Jooyo's, possibily) SDK changes... I'm working on it. I'll tell you when its worked out.

The civic screen for ideology shows +100% number of cities and +50% distance I believe. I was down to 30% science at two cities and 4 units.

I'm also getting regular crashes. The attached game has ideology civics disabled.

Um, that doesn't make sense. How can Ideology even show up if you have ideology disabled?
 
That's a bug, not a feature. I just checked, and strangely enough, it has to do with my (or Jooyo's, possibily) SDK changes... I'm working on it. I'll tell you when its worked out.



Um, that doesn't make sense. How can Ideology even show up if you have ideology disabled?

I played a game where my sci was at 25% with two cities and four units (I checked the civics screen, and under ideology it listed the maintenance penalties), so I moved the Ideology folder to Unloaded Mods. I created a new game, and started getting repeated crashes, so attached that game. The only mods it has are the Vincentz mods in addition to your own (sans ideology).
 
I played a game where my sci was at 25% with two cities and four units (I checked the civics screen, and under ideology it listed the maintenance penalties), so I moved the Ideology folder to Unloaded Mods. I created a new game, and started getting repeated crashes, so attached that game. The only mods it has are the Vincentz mods in addition to your own (sans ideology).

I don't know what to tell you about your save. I ran it for 110 more turns, no CTD's, nothing. I can upload a later save if you want, to prove it.

A screenshot for the Ideology bug would be helpful. And if your CTD's give any kind of a warning or error message, that would be useful in tracking down elusive bugs.
 
I don't know what to tell you about your save. I ran it for 110 more turns, no CTD's, nothing. I can upload a later save if you want, to prove it.

A screenshot for the Ideology bug would be helpful. And if your CTD's give any kind of a warning or error message, that would be useful in tracking down elusive bugs.

Thx for checking it out. I'll get a screenie for you. As for error messages, how do I record those?
 
I created a new game with the full Afforess mod installed. The default ideology civic is evidentally Despotism (or whatever the default gov civic is called now days). That's what comes up on the civic screen (without the name), and my capital is getting +20% food, which is what one would expect if Despotism were doubled.

I reloaded the autosave (without the Ideology civic mod), and got a crash in three turns. It happens during AI turns, and gives no error message except asking whether I'd like to notify Microsoft. I'm playing with Vincentz mod pack, and no Revolutions. Latest RoM.

Base RoM never crashes for me any more.
 

Attachments

  • default ideology civic0000.JPG
    default ideology civic0000.JPG
    65.8 KB · Views: 102
I've found and fixed the ideology bug. The fix will be in the next version.

Sadly, it looks like the next version will be all bug fixes and no new features...
 
I have been working on my own modmod of RoM2, including things such as Terraforming, Mountains, Multiple Production, etc. I have found that between your addon and Jooyo's addon pretty much everything I want to add is there, although there are some things in each I do not want to use. No problem, as both addons allow you to pick and choose; kudos to you and Jooyo both for excellent work.

But, both of you use a custom SDK, if I am not mistaken. How can I use both addons at the same time, besides merging the SDK's that is?

Oops! Should have read the the whole post, it answered that question. Question now is what happens if I use v.1.22 with the latest Jooyo mod, which I think is still 1.18?
 
Oops! Should have read the the whole post, it answered that question. Question now is what happens if I use v.1.22 with the latest Jooyo mod, which I think is still 1.18?

Version numbers are the biggest joke in computing ever. How do we figure them out? I just make them up as I go along. Jooyo's last version was 1.18. All of his changes are in mine. Our version numbers are not the same, mine started at 1.00, but still included Jooyo's 1.18 changes. They are different.

Short version: All of Jooyo's DLL is included in mine. You don't need his.
 
@Afforess

I want to use your add-ons for my next 2.71 game. That being said if I don't use the REV option in 2.71 will it affect any or all of your add-ons?

I havn't read the whole thread to find out, that's why I'm asking.

JosEPh
 
@Afforess

I want to use your add-ons for my next 2.71 game. That being said if I don't use the REV option in 2.71 will it affect any or all of your add-ons?

I havn't read the whole thread to find out, that's why I'm asking.

JosEPh

Most of the thread is just bug reports, and me replying to them... Only the OP is worth reading. Not using Rev doesn't hurt any of them. (Why should it?)
 
Just trying to make sure I have all bases covered before diving in is all.

JosEPh :)
 
Afforess could you take a look at this save please? It is RoM 2.71+your pack (all options included except war prizes)+2.8 unofficial mod+Quibing's addon, Giant earth map scenario from RoM pack, eternal, godsmaker. Having constant CTD on this turn, no messages, nothing :(.

I had several CTDs during gameplay, sometimes more, sometimes less, but was able to continue with reloads.

If it doesnt CTD for you, maybe you could save next turn and put file here please? Tried reloading 10 turns back but it didnt help - CTD on same turn...

Basically this game is won, just wanted to play till cosmos with all those mods and this difficulty and speed, researching astronomy now.
 
you know i just have a really quick, and stupid, question

everytime a new version of your modmod comes out i delete the old and install new. question is is this necessary will it overwrite successfully?
 
Back
Top Bottom