Alerum's Unaltered Game Play

alerum68 said:
I'm going to Holland followed by Cairo in March, so got stuff to get done with that.
Cairo! That's like almost right near here! Impressive city! If you have the chance to pop over to Jerusalem be sure to let me know. :p
 
I love this collection, Alerum! So convenient; I had to install it in my CustomAssets immediately.

However, since I'm such a n00b (I haven't managed to win a game yet, and I play on the pathetic level =) I have no idea what a succession game is, or why I'd need my autolog. I've never actually looked at it, so the popup at game start irritated me immediately.

I deleted autolog.py as you mentioned in the readme, and fired up the game again. Startup reported an error loading CivEventInterface, but entered the main screen anyway. Game hung when I started it, of course.

Some research (and a good bit of pruning using Notepad) helped me delete all references to the autolog mod in CvEventManager.py and now my game starts up fine. I didn't see anyone else report it, so maybe I actually did as you meant when I edited out all the autolog references in the python files, but from the readme it looks like it should run just by deleting the autolog.py and not touching anything else, which didn't work for me.

Just FYI :D
 
Blasphemous said:
Cairo! That's like almost right near here! Impressive city! If you have the chance to pop over to Jerusalem be sure to let me know. :p

hehehe... Is probably easier for you to cross over the Sinai then it will be for me.;) If you can get into Egypt, that would be awesome to met up somewhere like Sharm, or if you can make it to Cairo I'll be in Giza.;)

mremre said:
I love this collection, Alerum! So convenient; I had to install it in my CustomAssets immediately.

However, since I'm such a n00b (I haven't managed to win a game yet, and I play on the pathetic level =) I have no idea what a succession game is, or why I'd need my autolog. I've never actually looked at it, so the popup at game start irritated me immediately.

I deleted autolog.py as you mentioned in the readme, and fired up the game again. Startup reported an error loading CivEventInterface, but entered the main screen anyway. Game hung when I started it, of course.

Some research (and a good bit of pruning using Notepad) helped me delete all references to the autolog mod in CvEventManager.py and now my game starts up fine. I didn't see anyone else report it, so maybe I actually did as you meant when I edited out all the autolog references in the python files, but from the readme it looks like it should run just by deleting the autolog.py and not touching anything else, which didn't work for me.

Just FYI :D

you should try playing a SG... is where I learned to go from the lower levels to DemiGod in Civ3.

Sorry about that. The original version I had of Autolog was able to be removed directly. I need to update the ReadMe in the next version to inform everyone how to just make it so it automatically logs without the pop-up.
 
Giza's pretty awesome. We were there last April... Sadly I don't really have the independance (or frankly the nerve) to go to Egypt alone. Unfortunately, being an Israeli in an Arab country is frightening, no matter what. When the family was in Cairo we had were supposedly Palestinian-Americans (my father speaks [Palestinian] Arabic fluently and my mother is American.) It was an adventure, for sure, but I don't know how soon I'd repeat it. Sinai is very different of course but it's still quite an operation for a teenager to go there. ^^
Anyhoo, have a nice trip. :D
 
Well, I spent all day trying to get the Updated Great Person MOD to merge into mine without much luck. Rob, if you do take a look at the MOD, would it be possible to add the needed code directly into this MOD so we can see if that helps. I've tried everything I could think of, and still no go.

Ruff_Hi, I have your updated log colors added, but waiting til we can figure out this Updated Great Person MOD problem.
 
Alerum, this works for me as a mod witn an empty CustomAssets folder. I expect it would also work in the CustomAssets folder. It is your v1.06 with GreatPeople v1.5, combined with a few of my edits to merge them (not much). I have removed the GreatPeople graphics files, the rest should be complete except perhaps for some readme files. Check it anyway.

And you will need to edit the path of autolog.txt in autolog.py

I can't get GreatPerson v1.5 to work with as a separate mod what looks like the same code. It's frustrating. I hope to have time to look at it tomorrow or perhaps wednesday.
 

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Thanks Rob, but I'm getting the same results as before... no popup at all. Checked to make sure all popups were enabled, as well as all ingame movies but I'm still getting just the standard message. NOticed 1 other person already downloaded... care to share if it worked for you?
 
Weird. I use patch: v152PATCHREL.exe and have an empty CustomAssets folder. I load the mod included above (installed in ...My Games\Sid Meier's Civilization 4\MODS\Alerum) using the Advanced menu, restart, then use this recipe.

I don't remember having done anything to the install directory: C:\Spil\Sid Meier's Civilization 4\Assets. The only other difference is that I use a small convenience add-on, which you can get into trouble for mentioning here. But it also works if I revert to the usual back-bending routine :sad: so it can't be that.

Perhaps you're installing it in the install dir instead of MyGames?

This is really :confused:
 
I just loaded up a game I had been playing earlier, and I noticed that all of my units only show up as one "character" model on the screen! Anything that might have to do with the mod, and if so, how do I fix it?
 
RameNoodle said:
I just loaded up a game I had been playing earlier, and I noticed that all of my units only show up as one "character" model on the screen! Anything that might have to do with the mod, and if so, how do I fix it?

I don't think it's the MOD. Check your Options and there is one in there that shows units as a single unit... make sure that's not checks.
 
Totally awesome mod pack!!! Thank you for your hard work.

There's only one component that I chose to remove, namely the Enhanced Military Advisor. With all due respect to SupremeOverlord, it just doesn't suit my playstyle. I can see how it would be great for alleviating the micromanagement of huge armies, but I really missed the ability to get quick checks on where all my workers/settlers/transports/etc. are, and often more importantly, where the enemy units are. It's possible to see locations, for example, of all your own workers in the Enhanced version, but it requires clicking separately on the icons of all the workers, and the selection state is not saved like it is with the built-in one. Enemy units are not included in the Enhanced version at all (although SupremeOverlord says that is planned for a future release).

Anyway, I just thought I'd mention this since, as far as I know, the Enhanced Military Advisor is the only component in your mod pack that REMOVES existing functionality.

I wonder if it might be possible to merge the Enhanced Military Advisor with the existing one, so that we can have access to both within a game. Now THAT would be awesome!!
 
I really like Dr. Elmer Jiggle's [PYTHONCOMP] Civ4lerts: Alert messages about in game events mod, which notifies you whenever a city increases in population (among other handy notifications, but that's my favorite!). I'm working with him on getting it to merge with your mod pack, since on my first try it didn't work.

Another great mod is 12monkeys' Moderator Action: Modified Special Domestic Advisor
Please read the forum rules:
http://forums.civfanatics.com/showthread.php?t=422889Moderator Action: . It's not customizable, but I think it has great structure. I wonder if there's any way to have this mod and the existing one by Taelis both available.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Hey Jray,
Yes, That one will be added, I've just been short on time lately, and haven't had time to put it in. There is about 5 MODs I want to add to the next version, and am just waiting for one of them to finish working all the kinks out before I put it on.

I tried 12Monkey's original version but I really prefer for the screens to be more configurable, which is why I'm going to stick with the current one. I do agree that 12Monkey's looks a bit cleaner, but I prefer function over form.;)
 
I look forward to the new version - alerts for pop growth will be most welcome!

Is there a way to make this mod work for hotseat games?
 
alerum68 said:
Hey Jray,
Yes, That one will be added, I've just been short on time lately, and haven't had time to put it in. There is about 5 MODs I want to add to the next version, and am just waiting for one of them to finish working all the kinks out before I put it on.

I tried 12Monkey's original version but I really prefer for the screens to be more configurable, which is why I'm going to stick with the current one. I do agree that 12Monkey's looks a bit cleaner, but I prefer function over form.;)

Sounds great! Dr Elmer Jiggle has released v1.2 of Civ4lerts, and at least for him and me it merges correctly with your v1.06 now. He also fixed his custom config parser so that it correctly processes individual mods' config files that are placed in the parent of CustomAssets. Very cool! I also merged in another great one that you probably know about, TheLopez's Specialist Stacker. That mod uses Dr Elmer Jiggle's config parser, and I verified that the INI file works even when everything is installed in CustomAssets instead of as mods.

I'm curious which are the ones you're thinking about adding. I'd be happy to send you my merged files if you want them as a sort of benchmark, although I don't know Python and have been sorta doing this by the seat of my pants :).
 
Sure Jray, thanks.:) I already have the Speicalist Stacker installed, but could use your merger if you want to post... as for the other mods, we'll just keep the quiet until I put it up so if I decide to take something out there aren't any hurt feelings.;)

This sunday I'm planning on doing some more work on it. If you're around I'll send you a message and we'll see if maybe a few people together can help get a few kinks worked out. One thing I want to do is change the current mods in there so they will use the INI Parser correctly, but I think that's beyond my skill... Dr. Elmer, you wanna help too?:)
 
Cool, I'd be glad to help out if/when I can, although as I think I said I don't know Python... just work mostly by educated guessing and trial and error :).

I tried merging a couple more mods in, and both seem to work just fine so far: Reamty's TechWindow and [MODCOMP] Sevo -- Raw Commerce City Display

I don't mean to add more to your to-do list, and of course it's up to you whether you find the mods fit well with your collection. But I thought at least it'd be nice to know that they've worked in one test case!

Oh, and I agree with your function-over-form philosophy too. I suppose it's kind of like expanding your empire and courthouses... once I have my mental "forbidden palace" built I might be up for trying my hand at customizing the domestic advisor :lol:.
 
FYI, in case any of you are experiencing a crash-to-desktop with this:

Runtime Error R6025: Pure virtual function call

It's because of a bug in Firaxis's code triggered by Taelis's customizable domestic advisor when you control 21 or more cities. Suggested workarounds until Firaxis fixes the bug:

1. Play an informal "20 City Challenge" :cool:.

2. Revert to the default domestic advisor.

3. Switch to an excellent alternative,Moderator Action: Modified Special Domestic Advisor
Please read the forum rules:
http://forums.civfanatics.com/showthread.php?t=422889Moderator Action: . It's not customizable, but its screens are quite elegant and comprehensive, including information on all buildings and wonders. It has extensive mouseover functionality (for example, if you hover the cursor over a column for Buddhist Monastery, you will see the Civ4 tooltip describing the Buddhist Monastery) and graphical icons (matching the game icons) rather than truncated text for most column headers.

I'll try to remember to post details later on how to accomplish #2 and #3, but I'm at work right now and actually shouldn't even be on the forums :mischief:. It's quite easy though, just a matter of adding a couple files to the assets folder and commenting/uncommenting a few lines in a few files.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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