AND Mega Civ Pack

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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:

I hate to spoil the success moment, but I know some of the civs do have the CIVIC_NOTHING line, such as Argentina. Now if the XML of the civ that arose via the Barbarian Civ module was missing the CIVIC_NOTHING, then it is a success moment.
 
I hate to spoil the success moment, but I know some of the civs do have the CIVIC_NOTHING line, such as Argentina. Now if the XML of the civ that arose via the Barbarian Civ module was missing the CIVIC_NOTHING, then it is a success moment.

Oh, it's a success. I edited the xml files so it had the 1.75c civics as the initial civics and didn't blow up when one of the Mega Civ Pack civs became a full civ.

I was half afraid something else was causing the crashes, but this seems to have confirmed that it was the CIVIC_NOTHING part or similar.
 
Seems to work - that deleting CIVIC_NOTHING line. I had removed some other civs as well, as i didn't need them and as there were too many of them, they were causing some other problems.

The question I've got now is - are those old civilizations known from Civilization IV vanilla, Beyond the Sword and even from Rise of Mankind - A New Dawn, able to emerge later in the game or is this ModPack replacing the old ones completely?
I know I can start a game (especially when customizing) with any civilizations I want (Netherlands, Roman, Spain or Vikings) but if I fon't choose them as starting civilization, is it possible they would emerge while playing a game or not? Or is it just those from this huge Pack able to do so only?

I haven't encounter any of "old" civilizations turning up in the game so far, that's why I'm asking (though I did only 220 turns so far).
To explain it a bit further - I had started the game with 21 civs, all known from A New Dawn mod, and some new ones have emerged since then (doesn't matter if by breaking of another civilization or transforming from a barbarian camp, all of them were those installed from this modpack only).
 
Seems to work - that deleting CIVIC_NOTHING line. I had removed some other civs as well, as i didn't need them and as there were too many of them, they were causing some other problems.

The question I've got now is - are those old civilizations known from Civilization IV vanilla, Beyond the Sword and even from Rise of Mankind - A New Dawn, able to emerge later in the game or is this ModPack replacing the old ones completely?
I know I can start a game (especially when customizing) with any civilizations I want (Netherlands, Roman, Spain or Vikings) but if I fon't choose them as starting civilization, is it possible they would emerge while playing a game or not? Or is it just those from this huge Pack able to do so only?

I haven't encounter any of "old" civilizations turning up in the game so far, that's why I'm asking (though I did only 220 turns so far).
To explain it a bit further - I had started the game with 21 civs, all known from A New Dawn mod, and some new ones have emerged since then (doesn't matter if by breaking of another civilization or transforming from a barbarian camp, all of them were those installed from this modpack only).

They are added to the game and will emerge if you have the Barbarian Civ option active.

Though if you have a New World continent that is empty, and the Rampaging Barbarians option, the New World will be littered with the broken corpses of many newly emerged civs that were crushed by the barbarian hordes. On my current game I checked the area via Worldbuilder and noticed a few civ players that weren't on the map anymore. The I noticed some of the barbarian cities had names of regular civs, meaning they'd emerged as minor civs, then got crushed.

:eek:
 
They are added to the game and will emerge if you have the Barbarian Civ option active.

Though if you have a New World continent that is empty, and the Rampaging Barbarians option, the New World will be littered with the broken corpses of many newly emerged civs that were crushed by the barbarian hordes. On my current game I checked the area via Worldbuilder and noticed a few civ players that weren't on the map anymore. The I noticed some of the barbarian cities had names of regular civs, meaning they'd emerged as minor civs, then got crushed.

:eek:

Sounds good to me :) Thanks.

I haven't got a seperate land mass and I've got Barbarian Civ option on. Should be fun then :)
 
Each of the leaderheads has their own separate modular loading number. Some of them were probably turned to 0. If that's not it, it might just be a pathing issue.
 
He maybe have good modern fast computer.

Anyway, yes it is normal. But when loading for a new game. If you are loading savegame, it will not be that long.
 
Excuse me, can I apply this pack to the latest RAND 2.0?

I haven't played too much but a lot of it works well, some leaderheads give you a problem because their favourite civic has been replaced (which is an easy fix, just open up the leaderhead info xml and change their favourite civic to 'none') but besides that everything seems to be going smoothly
 
hi!
i've installed this mega civ pack but i can't see the new civilization's names and descriptions.. i don't know why :(
is it for my game language? (italian)
 
Could someone post a sort of instruction to make this completely work.
Because I read the entire thread and there are at least 4 people with minor changes.
What works and what doesn't ? What has to be changed to make if fully work ? I have 1.75c btw.
 
Hi, I notice when I installed the custom civilizations, it did not have a orginal folder to place them in (ROM AND 1.76). I created a folder ( named Custom Civilizations) myself, but the new civs do not show up as chioces. What needs to be done? And what is the proper folder path?
 
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