Afforess's Modmods

Updated! My modmodpack now includes the CAR mod which decrease turn times by ~15%. (less in early games, more in the late game.) This will definitely improve late game play times. Many thanks to Os79, who did that work for me. Also, now, If players uncheck the option for the Mountains Mod, the game plays correctly. (Thanks to Sarkyn, who complained until I added support.) If you want more gory details, please ask.

This update is not compatible with previous saves.

@riddleofsteel,
PerfectWorld just takes a lot longer to load. This is normal, but once the map is set up, turn times should be the same as, or faster. However, I doubt you happened to use the right DLL, which could lead to other issues. I recommend you just update to the newest version of my modmodpack, which now includes CAR too.
 
Hey, I just removed the previous version and installed from your newest installer. Muuuuuch better with the post-turn delay. Thanks again.
 
Okay, I just looked at your sources, and compiled my own version, to make sure everything was there. It compiled okay, but I got a lot of warnings about unreferenced local variables. Is this normal?

I got these warnings too. But it compiled successfully without any errors so I went ahead and playtested it till mid-Classical Age and preparatory to conquer Mongolia north of China in 18 civs map scenario. I have a huge army ready to conquer.

To summarize the above, no crashes so far. Nothing happened to worry me about the warnings.

Edit: Sorry for late response. It is because of electrical outage last night.
 
Bonjour Afforess,

Will this new release work with Standard Mountains (modmod-mod) that you made especially for me ? Or should I stick to the DLL release in that thread until you tell me otherwise? :)

Cheers!
 
Bonjour Afforess,

Will this new release work with Standard Mountains (modmod-mod) that you made especially for me ? Or should I stick to the DLL release in that thread until you tell me otherwise? :)

Cheers!

Added new dependencies in case players wish to play w/o Mountains Mod.

As long as you don't have any saves you don't mind losing. But make sure you delete the Standard Mountains folder first, as it is no longer necessary. Then, when you install my modmod's, uncheck "Mountain Mods" if you don't want it. If it is unchecked, It installs a different CvGameCore.dll, and different files, but under the regular Mountain Mod folder in Afforess, instead of Standard Mountains folder. (to keep consistency.)
 
A new one already! My head is spinning! ;)

Guess I need to re D/L then huh. :rolleyes:

:D

JosEPh

Edit: real dumb question: if my main HD is my E: drive will your installer know to install there? Or do I need to place your installer in the RoM Mod and then install?
 
Edit: real dumb question: if my main HD is my E: drive will your installer know to install there? Or do I need to place your installer in the RoM Mod and then install?

You can use the installer anywhere, but you will have to change the directory it installs in to E:/WhereverCivilizationBeyondtheSwordis/Mods/Rise of Mankind
 
As long as you don't have any saves you don't mind losing. But make sure you delete the Standard Mountains folder first, as it is no longer necessary. Then, when you install my modmod's, uncheck "Mountain Mods" if you don't want it. If it is unchecked, It installs a different CvGameCore.dll, and different files, but under the regular Mountain Mod folder in Afforess, instead of Standard Mountains folder. (to keep consistency.)

Your efficiency knows no bounds. :)
 
Thanks. I just got the Multiple Production Modcomp merged and tested it, and it works, so I may update again soon...

Description?

Or do I have to wait for your next brilliant modmod? :D

EDIT: Forget it, found the modcomp. Interesting...
 
Updated! Now includes the Multiple Production Modcomp and War Prizes Modcomp. (Don't worry Sarkyn, I kept the non-Mountain Mod DLL up-to-date as well.)
 
Hey,

War Prizes looked interesting but when I checked the modcomp, it said it was python based. Any idea if it is possible to convert it to SDK because I don't like python codes because they slow down the game.
 
I think you are getting python and python callbacks confused. Python code slows down the game like ~0.1% (Minuscule), but python callbacks, which are checked EVERY turn slow the game down tons. War Prizes has no python callbacks, and the code itself is rarely run, (only during naval combat), so I think your fears are unfounded.

Of course, that's just me. But if you want to avoid python, by all means, don't play with it. It's only a minor feature.
 
I think you are getting python and python callbacks confused. Python code slows down the game like ~0.1% (Minuscule), but python callbacks, which are checked EVERY turn slow the game down tons. War Prizes has no python callbacks, and the code itself is rarely run, (only during naval combat), so I think your fears are unfounded.

Of course, that's just me. But if you want to avoid python, by all means, don't play with it. It's only a minor feature.

Thanks for clarifying. Okay, I will play with it :).

Don't worry overmuch, I like you r modmods. They show your brilliance :D.
 
Would you be so kind to post your latest sources in first post.

I am working on merging in one more feature for Limiting Civs to Certain Eras by Tholish. I want to test it in RoM with BarbCivs on. If it works, I will post that new modmod in this thread.

Thanks!
 
Would you be so kind to post your latest sources in first post.

I am working on merging in one more feature for Limiting Civs to Certain Eras by Tholish. I want to test it in RoM with BarbCivs on. If it works, I will post that new modmod in this thread.

Thanks!

Absolutely.
 
Go here for improved sources of RevDCM and CAR. This time, finally, no warnings like before where it was 24 or so warnings. You can use it to merge in your sources for "better" dll. I doubt we will even see any change but at least we can have better nerve comfort instead of nervous waiting for report on CTD because of one of these warnings!
 
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