Afforess's Modmods

Afforess, can you tell me what dll features of Realistic Diplomacy are?

Thanks

Realistic Diplomacy works w/out the DLL, but in the DLL I added new XML fields for forgetting Wars, Nukes, any Player Initiated Actions against the AI. So those will not work without the dll. All the AI initiated against the player actions still work fine.
 
Update! Includes two new modmods, from the suggestions thread. Made compatible with 2.8beta of RoM.
 
Is anyone having problems upgrading units?

ETA: By this I mean the button to upgrade to another unit doesn't appear, even when you have the tech and/or resource to build that unit.
 
Update! Includes two new modmods, from the suggestions thread. Made compatible with 2.8beta of RoM.
The new buildings are very nice.:)

@Hydromancerx keep coming up with ideas.;)
 
Is anyone having problems upgrading units?

ETA: By this I mean the button to upgrade to another unit doesn't appear, even when you have the tech and/or resource to build that unit.

Yes, I can confirm this. I am looking into it.
 
Yes, I can confirm this. I am looking into it.

Risking being too obvious...
If units are outside of home territory, they can not upgrade. I upgrade just fine in my game and I'm using your modmods (some of them).
 
@Hydromancerx keep coming up with ideas.;)

Thanks! And I have and plan to come up with more in the future. I have been following RoM for a very long time and suggested things like merging it with Ryes and Fall of Civilization to give it the "revolutions" mod as well as suggesting the shrimp resource. Zap has done a great job after all this time. I would have stopped playing Civ 4 a long time ago if not for his mod. And now with modmods it makes RoM even better!! :D
 
Risking being too obvious...
If units are outside of home territory, they can not upgrade. I upgrade just fine in my game and I'm using your modmods (some of them).

I was in my capital city when I tried. Connected to required resources and/or the appropriate tech. Nada.

I'm using the default mods, Seafaring, Beautification, Realistic Diplomacy and War Prizes.... hmm, maybe I should remove War Prizes and see what happens.

(I'm getting the feeling that everytime I run into a bug with this mod we'll end up doing the same thing they do on that House TV series, except instead of "it's not lupus" we'll be saying "It's not War Prizes!") ;)

Update: it's not War Prizes. Or lupus, for that matter...
 
A problem maybe.

I installed 1.32, in the pedia, some Robot Category unit's name became " Text_key_etc"...I can confirm it is "siege robot" before installing 1.32....

Why did this happen?
 
A problem maybe.

I installed 1.32, in the pedia, some Robot Category unit's name became " Text_key_etc"...I can confirm it is "siege robot" before installing 1.32....

Why did this happen?

Indeed, I seem to have added two new bugs in my last update.

This is confirmed.

HOWEVER,

I have a NEW UPDATE this very minute that fixes the upgrade button bug and this bug too, and adds the feature you all been waiting for! You now need a tech (Mountaineering) to cross over mountains, but can still receive yields without the tech. The Civilopedia shows this on Mountaineering, The AI will try to beeline to it, once they are fairly close to it. If you play without the Mountains Mod gameoption, the game still plays like normal (except that the tech mountaineering is still there, but does nothing. I can not fix this, it's a limitation of the game.)
 
Hello,

Good work on fixing Mountains, Back to Service! I plan on using your newest version on my next game. I'm now playing a fascinating game so it will be a while before I move on ot new game.

BTW, can I safely assume that Resource Refinement codes are completely deleted from the sources for now? Plus, how is the work on converting POW capturing turning into slaves to python progressing?

As I said, :goodjob:!!!
 
Good work on fixing Mountains, Back to Service!

What do you meaning fixing? It was never broke. I merely added new features to it.

BTW, can I safely assume that Resource Refinement codes are completely deleted from the sources for now?

No, they are still there, but they are all commented out, so I could put them back into effect easier.

Plus, how is the work on converting POW capturing turning into slaves to python progressing?

Slow, since I found a new critical bug in my mod. Saves will not reload, you just get a waiting for civs error, so I'm working on fixing that.

Also, much of my personal time recently was either dedicated to school or gettin the Mountains Mod to work the way I wanted it to.
 
What do you meaning fixing? It was never broke. I merely added new features to it.

My apologies for incorrect term :). Good job, all the same!

No, they are still there, but they are all commented out, so I could put them back into effect easier.

Oh, then can I look forward to someday in future seeing it finally working, if it is all possible? Because I do like that concept!

Slow, since I found a new critical bug in my mod. Saves will not reload, you just get a waiting for civs error, so I'm working on fixing that.

Also, much of my personal time recently was either dedicated to school or gettin the Mountains Mod to work the way I wanted it to.

Completely understandable.

Keep up the great job and I'm definitely looking forward to you implementing Lead from Behind and Dynamic Cities mods too!
 
ONLY ROM 2.8beta (DL'd on Sep. 14th) and Afforess's (DL'd Sept. 19th, the one for 2.8beta) addons are active.

I deleted the Rise of Mankind Folder and reinstalled ROM2.8beta before installing Afforess' addon package.

Game is played on default install settings with 2.8beta. (i.e i didnt' touch RevDCM)
All of Afforess' addons are active as well.

The following occurs several turns into the game:

After quick loading, the game freezes and a window comes up titled:

Python exception

Traceback (most recent call last):

File "CvEventInterface", line 30, in on Event

File "BugEventManager", line 330, in handleEvent

File "BugEventManager", line 335, in _dispatchEvent

File "BugEventManager", line 347, in _handleDefaultEvent

File "RevEvents", line 200, in onSetPlayerAlive

RuntimeError: unidentifiable C++ exception

There is a button saying OK at the bottom of the windo but the button does not work.

When I restart ROM and try to load the quicksave, the game just freezes saying on the bottom "Waiting for other Civilizations...", also no window this time.

This has occured in 5 games I've been attempting to play back to back.

Hope this helps debugging.
 
I was in my capital city when I tried. Connected to required resources and/or the appropriate tech. Nada.

I'm using the default mods, Seafaring, Beautification, Realistic Diplomacy and War Prizes.... hmm, maybe I should remove War Prizes and see what happens.

(I'm getting the feeling that everytime I run into a bug with this mod we'll end up doing the same thing they do on that House TV series, except instead of "it's not lupus" we'll be saying "It's not War Prizes!") ;)

Update: it's not War Prizes. Or lupus, for that matter...

War Prizes barely affects anything. All it does is give a random chance to capture a ship instead of destroying it. I should know.
 
ONLY ROM 2.8beta (DL'd on Sep. 14th) and Afforess's (DL'd Sept. 19th, the one for 2.8beta) addons are active.

I deleted the Rise of Mankind Folder and reinstalled ROM2.8beta before installing Afforess' addon package.

Game is played on default install settings with 2.8beta. (i.e i didnt' touch RevDCM)
All of Afforess' addons are active as well.

The following occurs several turns into the game:

After quick loading, the game freezes and a window comes up titled:

Python exception

Traceback (most recent call last):

File "CvEventInterface", line 30, in on Event

File "BugEventManager", line 330, in handleEvent

File "BugEventManager", line 335, in _dispatchEvent

File "BugEventManager", line 347, in _handleDefaultEvent

File "RevEvents", line 200, in onSetPlayerAlive

RuntimeError: unidentifiable C++ exception

There is a button saying OK at the bottom of the windo but the button does not work.

When I restart ROM and try to load the quicksave, the game just freezes saying on the bottom "Waiting for other Civilizations...", also no window this time.

This has occured in 5 games I've been attempting to play back to back.

Hope this helps debugging.


Slow, since I found a new critical bug in my mod. Saves will not reload, you just get a waiting for civs error, so I'm working on fixing that.

I already know about this, and am working on it as we speak.

War Prizes barely affects anything. All it does is give a random chance to capture a ship instead of destroying it. I should know.

Yeah I know. It's okay, I already fixed that bug. (And a new one cropped up in its place.)
 
For some reason, when playing on a Giant map the cost of a Settler is very high. 383326 hammers. Tried w/a standard-sized map and it was 672 hammers. Both games were Snail-speed.

Also, the bug where you can construct a building w/o a required resource is back.

ETA: I am playing 2.71 and not 2.8 beta. Not sure if that affects anything but I do remember you saying the latest modmod was compatible with the beta.
 
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