Afforess's Modmods

2.8beta has a problem with RoMPak2.FPK on the installation. Kills the install.

So looks like next weekend for 2.8beta. Zap can't get to it till then.

JosEPh

Ps had my 1st CTD yesterday. Gonna see today if I can play past it.
 
I didn't realise that untill i installed, should have read through comments, and whats more annoying is i deleted the RoM folder and i can't get it from recyle bin as i made it delete straight away so i have to redownload and istall 2.71 and its modmods *sigh*.
 
Has there ever been an instance of barbarian units not appearing with any of these modules? I have Seafaring, Beautification, War Prizes, Multiple Production plus all the default files. Playing on a custom map with raging barbarians set. Animals appeared in heavy numbers, but when the barbarian units were supposed to appear they weren't. The only change I've had since this began was from loading this modmod so I'm suspecting something in this might have done it. I do use many XML tweaks, but I haven't noticed any change in barbarian spawn rate when using them before.

I did go into Worldbuilder around 20 turns after units were supposed to appear and threw in some cities at various points around the map (I use the BarbCiv setting) so new civs will pop up a bit sooner. Wondering if there is something in the SDK that alters the code wrt spawning new units. Oddly enough, when I finally went back into Worldbuilder to look, I noticed at least one city had appeared on the New World section so cities are spawning normally.

Anyone encounter something like this? (Clearing cache and trying to see what happens next.)
 
Otherwise, I very much enjoy the multiple production part of the modmod. Ended up with five Galleys produced in one turn after some well-timed chopping.

:goodjob:

(Haven't gotten too far elsewhere. Just noticed a lack of barbarian hordes coming after me.)
 
maybe you accidentally checked No Barbarians? ;)
 
maybe you accidentally checked No Barbarians? ;)

Nope. Checked the game settings. "Raging Barbarians" and there were certainly plenty of animals. :mischief:

Loaded a savegame from the turn I made the worldbuilder changes and the map is nearly devoid of barbarian units. Maybe two or three warriors out in the lonely spaces where no civ can see and what's left of the animals.

Hoping the cache clearing fixes it.
 
ya know come to think of it i had no barbs in my game as well....playing with smaller continents and didn't really notice at the time but now i have the world discovered and going byy city names looks like only 3 barb cities formed on 7 continents...i do know using the earlier version of your modmod i had swarming barbs even w/o raging set...and your modmod is only diference i made
 
I think War Prizes is the only thing that messes with barbarians (makes it so they can't capture) so that would be a likely suspect.

Hm. I can probably play without that so next time I go through I'll just reinstall it without War Prizes in it and see what happens.
 
ya know come to think of it i had no barbs in my game as well....playing with smaller continents and didn't really notice at the time but now i have the world discovered and going byy city names looks like only 3 barb cities formed on 7 continents...i do know using the earlier version of your modmod i had swarming barbs even w/o raging set...and your modmod is only diference i made

I noticed the game seemed to be running smoother, but I thought it was the CAR component. :lol:
 
I am able to confirm my last game was "Barbarian Light (tm)" even though the settings indicated Raging Barbarians were invited to the party. Wasn't sure it wasn't just random luck until I read these posts.

Good luck!
 
Hm. Reinstalled without the War Prizes component. Set the barbarian spawn rate turn to 2 and started a game. Hit "end turn" for twenty turns and went into worldbuilder. Nothing but animal units. Cleared all the animal units from the map. Played ten more turns. Went back into worldbuilder. Still nothing but animal units.

Going to have to wait until the weekend to run a full test.
 
Afforess if I don't select the War Prizes and Resource Refinement mods when installing will it still have problems?
 
Afforess if I don't select the War Prizes and Resource Refinement mods when installing will it still have problems?

Define "problems"

If you mean the resource bug where many units and buildings aren't requiring the right resources, then yes. But otherwise, no...
 
No, people are reporting problems of a severe lack of barbarians even on raging barbs. i assumed it was War prizes as thats the only one that does something with Barbs, but you will know better.
 
No, people are reporting problems of a severe lack of barbarians even on raging barbs. i assumed it was War prizes as thats the only one that does something with Barbs, but you will know better.

Yeah. I noticed...

I am also noticing the barbarian problem, but I think it is a SDK problem. Basically, I have to go through the code, slowly turn off every SDK change and figure out what exactly is causing the problem. The problem is that I'm back at school, so I have limited time.
 
barbarian non-animals dont appear for quite a few turns, what speed are you on?

Snail. Didn't have time to play very many turns so I'll have to wait for the weekend to try again and see what happens.

I tried adjusting the CIV4Handicap.xml file so that the delay was set to two turns, which is about 14 turns for snail, but as you said there may be other factors that keeps regular barbarian units from appearing.
 
Yeah. I noticed...

I am also noticing the barbarian problem, but I think it is a SDK problem. Basically, I have to go through the code, slowly turn off every SDK change and figure out what exactly is causing the problem. The problem is that I'm back at school, so I have limited time.

I'm doing a fresh uninstall and reinstall and this weekend I'll play out a regular snail-speed game and see what happens.
 
also on the castle improvement, when they are obsolute, they still greyed out in my build menu, after castle improvements are obsulete, should you removed them so they don't clog up my build menu? It will also be nice if the resource thingy that you added into the mod should be invisable to those who don't got that resource around them, it make things alot better.
 
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