AND Mega Civ Pack

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Tell me please, why any harbors and lighthouses doesnt displayed? Is it some bug or what? Maybe i should switch it on somewhere in settings? In original game all displayed correct...
 
It's not a bug. It's a graphics setting to reduce the overall memory load of the mod by only displaying Wonders (National or World) and city defenses (any building with +building defense).

You can change the setting to display all buildings. Open the file Assets\XML\A_New_Dawn_GlobalDefines.xml with any text editor. At lines 448-449, you will find:
Code:
        <DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
        <iDefineIntVal>3</iDefineIntVal>

Change the 3 to 131 and save, then all buildings will be shown. (The number is converted to binary and used as a series of flags. The flag for the 1's place is Wonders, the flag for the 2's place is city defenses, and the flag for the 128's place is everything else. 1+2+128 = 131.)
 
So here is the Hotfix for rev.1046.

It fixes the Knight replacements deleted tech requirement.
Just extract to your AND folder and overwrite all 6 files.
 

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Hi! I have big problem :/ When I trying to choose one from modded civs the game crasches without error. Please, I want to play this mod with all civs..
 
And nothing... I must doing something wrong. But i have idea. Just tell me where and what should I put. I have Custom_Civilizations_MCP folder, a XML folder, and MCP0.FPK file
 
Are you seeing the modded civs when you are choosing civilizations to start the game? If Aboriginal Empire is the first civilization in the list, then the Custom_Civilizations_MCP folder is probably in the right place. It should be in Assets\Modules, next to the folders for Formations and Interface.

MCP0.FPK needs to be in the main Assets folder. If you see AND_Graphics.FPK, AND_Leaderheads.FPK, and AND_Units.FPK, then that is where MCP0.FPK needs to go.
 
Nevermind, Ive done like you said and merged these two XML folders, but game still crashes without error when i click on modded civ :/
 
Okey, and I should merge XML folder with XML folder that is next to FPK files, yes?

No, the entire Custom_Civilizations_MCP folder goes in the Modules folder. The XML folder is the core files for the mod, so merging the Megapack files in wouldn't work.

See the attached screenshot. It should show you what your folders should look like in Assets\Modules. I have both Custom_Civilizations and Custom_Leaderheads installed. You don't need to have both.
 

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So where should I put XML folder from mod?

If you're getting it from the installer, and the XML folder just has a Text subfolder, then that can be merged, but make sure all those files go into the Text subfolder. That's not part of the original version of the pack; it looks to me like dbkblk merged all the text files together. It probably speeds loading.

I just tried loading up the megapack from the installer and it worked for me, except for all the minor XML errors from things that have been removed. But it didn't crash for me when I started a game as the Aborigines.
 
Damn, it still crashes for me... I will try to download it again and install this somewhere, and manually put this again
 
Damn, it still crashes for me... I will try to download it again and install this somewhere, and manually put this again

Post exactly what you're doing and maybe that will help. What file are you downloading, and where you are copying the files to.
 
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