AND Mega Civ Pack

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There seems to be some xml-tags that are not functioning properly, at least the Iranian city name Qom in the Civilizationinfos file, and the Ashanti civilization name in it's Civilizationinfos respectively...

Thank you for finding these errors. The issue is technically both with CivilizationInfos and GameText XML files (missing and mislabeled entries in the GameText).
 
Download links is dead?!?!?!?! :eek::confused::sad:

That is bad, very bad, but not disastrous since I have I still have the files on my computer and they are also backed up on an external hard drive. It seems that when Filefront changed to Gamefront, they changed a few things.

From their file hosting FAQ
Q: After I upload a file to GameFront, when will it be deleted by your system?
A: If you are a registered user, your file will be deleted after 180 days of consecutive inactivity.

Anonymously uploaded files will be deleted after 7 days of consecutive inactivity.

Q: What does it mean if a file is “inactive?”
A: It means that file was not downloaded at least once in a 24 hour period. Your files only need to have one single download per day in order to stay “active.” If they’re downloaded once per day for all eternity, they’ll stay alive forever.

I was unaware of these changes. I also did not log in for a long time since I had no new files to manage, and it is likely that the files became inactive due to a combination of them no being easily compatible with the Beta, CiV, most people interested already downloaded long ago etc. Now, in theory (barring another policy change or non-approval), there should be no reason for future doom.

Also from the FAQ
Q: What is submitting a file, and why should I do it?
A:If you’re hosting files that you think should be part of our massive file database, we encourage you to submit them to us. Doing so is simple. Just visit your user dashboard and click the button above the file list that says “Submit a file to FileFront.” Once that’s done, select a file, give it a proper title and description, select the proper file type and associated game, then submit it! Our file team will review it to make sure that it meets our guidelines, and if so, it will be added to our permanent database. Submitted files, once approved, are immune to the deletion queue mentioned above. If you’re hosting mod files or awesome videos you don’t want to lose, this is the answer you’re looking for.

What is really funny is that my Leaderhead Pack 2 for RoM 2.somethingorother is still up. Also, I can also try to also use AtomicGamer, as I did in the past for large files. What stopped me from doing that this time was that my computer was having issues with their site at the time of me uploading the Mega Civ Pack.

All of this puts me in a very awkward situation since the new version of AND is probably right around the corner (OK, when Afforess returns) and uploading such large files is a real hassle for me (I have to upload them at a friend's house since my regular internet connection has been mediocre and somewhat unreliable). My current plan is to upload to files to AtomicGamer (hopefully my computer will get along with their site this time) over the next few weeks, and use that as the primary DL link.
 
Good news everyone! I uploaded the files to AtomicGamer and they should be back online. The upload process went so much better than expected. And yes, these are just the old files, not very compatible with the Beta.

Next time upload on megaupload.com. It's the best host I know for large files.
 
Good news everyone! I uploaded the files to AtomicGamer and they should be back online. The upload process went so much better than expected. And yes, these are just the old files, not very compatible with the Beta.

Hi,
Have you got any updated links? 'Cos those from the first page don't work - files are not found.
Or is it me not working properly?

And if I start a new game in A New Dawn mod, then will install your mod with new civilizations, would that add those new civs into the game already started (say, after I restart the game) or it doesn't work this way and I would have to start a new game to play with those new civs?
 
Hi,
Have you got any updated links? 'Cos those from the first page don't work - files are not found.
Or is it me not working properly?

Made a typo with the links, fixed now. Sloppy Copy+Pasting, what can I say.

And if I start a new game in A New Dawn mod, then will install your mod with new civilizations, would that add those new civs into the game already started (say, after I restart the game) or it doesn't work this way and I would have to start a new game to play with those new civs?

I would say, start a new game if you want to play with the civs, especially since assuming that adding them during an active game has little point beyond an extra Barb Civs and Revolutions.
 
Oh yeah, i play a game with Revolution option on, so that's what I thought about - if one of those new appearing civilizations would one of those from your pack :)
I'll try it then in the midgame :)
 
Just be sure to have Max Comp save on otherwise the regular savegame will break.
 
i can not play this mod.

can you help me?

after download and attch this AND Mega Civ Pack

i can not load AND mod.

there is problem.

i downloaded 1.75 AND mod.
 
i can not play this mod.

can you help me?

after download and attch this AND Mega Civ Pack

i can not load AND mod.

there is problem.

i downloaded 1.75 AND mod.

Just judging by this, I can only give the usual advice. Make sure 1.75 is patched. Make sure it is installed correctly. Try playing with just the LHs and/or one added civ and see if it loads (if it loads after this, just play with your preferred content.).
 
Hi,

Great work with civs... Though I didn't have much opportunity to try yet as for now. As soon as I downloaded your mod and installed it in BTS/Mods (in A New Dawn) I got such a picture when starting a new game:

civ mega pack problem.jpg

I must have overwritten too much while installing your Mega Pack. Any ideas what to fix?
Is it just win7 system doing such work, or just my computer? ;-)
I can carry on with playing it - I just don't know what I am stepping at (can't see any terrain, just its features such as forests, good huts, fish).

Oh... to precise it - I play AND 1.75 (ver C). And BTS 3.17.

*Update*
Though loading A New Dawn mod takes time now... it should be worth of it.
It's just that after all those 4 minutes of loading the game, you may find out you need to load it again:
civ mega pack problem 02.jpg
Can anyone advise what is there to change?
 
I think I found a problem in xml for the Civname_CIV4CivilizationInfos.xml file. This is with 1.75c.

It doesn't seem to cause any problems if the extra civ starts the game at the beginning. It pops up if you have Barbarian Civs active. I mentioned this on another thread, but I've been checking the files for the civs and they all seem to have this.

Here is an xml tag for InitialCivics from the main file:
Spoiler :
Code:
<InitialCivics>
				<CivicType>CIVIC_CHIEFDOM</CivicType>
				<CivicType>CIVIC_OLIGARCHY</CivicType>
				<CivicType>CIVIC_TRIBAL</CivicType>
				<CivicType>CIVIC_BARTER</CivicType>
				<CivicType>CIVIC_FOLKLORE</CivicType>
				<CivicType>CIVIC_SURVIVAL</CivicType>
				
			</InitialCivics>

Here is what I've been finding in the extra civs' files:
Spoiler :
Code:
<InitialCivics>
				<CivicType>CIVIC_CHIEFDOM</CivicType>
				<CivicType>CIVIC_OLIGARCHY</CivicType>
				<CivicType>CIVIC_TRIBAL</CivicType>
				<CivicType>CIVIC_BARTER</CivicType>
				<CivicType>CIVIC_FOLKLORE</CivicType>
				<CivicType>CIVIC_SURVIVAL</CivicType>
				<CivicType>CIVIC_NOTHING</CivicType>
			</InitialCivics>

Again: It doesn't seem to cause any problems if you don't use Barbarian Civs. If you do, and one of these additional civs becomes a full-fledged civilization, the game will crash. Possibly with first contact, possibly not. I didn't get far enough into the game to see what happened if a civ on the New World became one w/o any outside contact.

I changed the 9 I'm currently using to be the same as the main file, but that setting is causing an oddity in any civ: the new civ's civic choices are messed up. If they start the game, they start with normal civics, but the new ones don't have banditry as a basic civ for some reason. Going to try adding that in right after barter, since that's how it seems to show up in my worldbuilder saves for starting civs.
 
It may be the problem, 'cos deleting civilizations doesn't help much.
And though may game is still in ancient times, I can't get through one point, each time i start the game from the save file, it crashes just there.
 
I think I found a problem in xml for the Civname_CIV4CivilizationInfos.xml file. This is with 1.75c.

It doesn't seem to cause any problems if the extra civ starts the game at the beginning. It pops up if you have Barbarian Civs active. I mentioned this on another thread, but I've been checking the files for the civs and they all seem to have this.

Here is an xml tag for InitialCivics from the main file:
Spoiler :
Code:
<InitialCivics>
				<CivicType>CIVIC_CHIEFDOM</CivicType>
				<CivicType>CIVIC_OLIGARCHY</CivicType>
				<CivicType>CIVIC_TRIBAL</CivicType>
				<CivicType>CIVIC_BARTER</CivicType>
				<CivicType>CIVIC_FOLKLORE</CivicType>
				<CivicType>CIVIC_SURVIVAL</CivicType>
				
			</InitialCivics>

Here is what I've been finding in the extra civs' files:
Spoiler :
Code:
<InitialCivics>
				<CivicType>CIVIC_CHIEFDOM</CivicType>
				<CivicType>CIVIC_OLIGARCHY</CivicType>
				<CivicType>CIVIC_TRIBAL</CivicType>
				<CivicType>CIVIC_BARTER</CivicType>
				<CivicType>CIVIC_FOLKLORE</CivicType>
				<CivicType>CIVIC_SURVIVAL</CivicType>
				<CivicType>CIVIC_NOTHING</CivicType>
			</InitialCivics>

Again: It doesn't seem to cause any problems if you don't use Barbarian Civs. If you do, and one of these additional civs becomes a full-fledged civilization, the game will crash. Possibly with first contact, possibly not. I didn't get far enough into the game to see what happened if a civ on the New World became one w/o any outside contact.

I changed the 9 I'm currently using to be the same as the main file, but that setting is causing an oddity in any civ: the new civ's civic choices are messed up. If they start the game, they start with normal civics, but the new ones don't have banditry as a basic civ for some reason. Going to try adding that in right after barter, since that's how it seems to show up in my worldbuilder saves for starting civs.

I've noticed this as well (made a thread about it because i didn't see your post). In 1.76 the files are actually empty. I haven't looked at the 1.75c files yet, but I'll take your word for it. Have you been able to learn anything else about this? I have a sneaking suspicion the lack of data here in the 1.76beta5 files is causing the custom leaders not to adopt any new civics among other things.
 
I've stopped using 1.76 beta, cos it wasn't that great as 1.75, and besides it was incompatible... for some reason.
If there are more people using just 175 instead 176, maybe that would be a good idea to prepare these files for both versions... unless it doesn't matter what version i have and i can use your megapack on both - 175 and 176 version.

Anyway, it's just an idea
 
Thanks Sinapus for finding that issue, although I wish it was found sooner. Looking through some random civilizations, some do include the <CivicType>CIVIC_NOTHING</CivicType> while others do not. As for a beta release, I have to ask: Is the current version pretty much the final version? IIRC the main thing preventing the full 1.76 is Afforess stamp of approval.
 
Thanks Sinapus for finding that issue, although I wish it was found sooner. Looking through some random civilizations, some do include the <CivicType>CIVIC_NOTHING</CivicType> while others do not.

As I mentioned, it didn't seem to cause a problem unless one of them activates as a full-fledged civ via Barbarian Civs. Starting a game with one of them seems to have no issues.

I also haven't been able to test the change to see if it works.

As for a beta release, I have to ask: Is the current version pretty much the final version? IIRC the main thing preventing the full 1.76 is Afforess stamp of approval.

Dunno. I'm sticking with 1.75c for now.

EDIT: SUCCESS!!! Planted a barb city near one of my units. Made it population 4 and kept reloading until one of the mega pack civs became a minor civ. Kept ending the turn and they turned into a regular civ and the game didn't crash. Also, the civics were not messed up! :woohoo:[party]:banana:
 
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