gay_Aleks
from the river to the sea, Palestine will be free!
Are you running Coinage? It consumes all Gold/Silver resources you have.
Are you running Coinage? It consumes all Gold/Silver resources you have.
Please post a saveThis mod is superb, but could you please fix bug (you cant promote a RAM units), and when I try to auto promote RAM units the game crashes, please help
Hi out there!
I am a big Civilization Fan and after Years of Battles in Team Battleground against as many Civilizations as possible I tried your mod with some of my friends.
First: The mod is simply insane!!! Theanks for all the days/weeks spend in coding it.
Second: The only Problem we have, is that after about 50-60 Rounds it goes out of Sync, in war even more often. Because we only play for a win by War, it is a Little bit pitty, that the game crashes all 10 Rounds in war...
Is there any fix out there? I read that some got help by disabling the Barbarians. Is it still helping?
With best Regards
Topf it
Hi Guys,
playing your mod for many years now and I just want to tell you, that I love it! Its the reason to come back to CIV4 every few months. Thank you again for all your hard work!!!
I have a big and enjoyable game going on for over 2000 rounds now and unfortunately I have experienced my first CTD after ending the current turn. I get the occassional memory overflow CTD every 10-20 turns, but thats not it. The end turn CTD after the year 1821 is repeatable and will appear, even if I clear all building lists and load back a few turns and change some things (I have random seed turned on). I already tried with lowest graphic settings. You can hear the drum sound of the next round starting and then the crash occurs without any further error messages.
I play on a giant map, snail speed, without Revolutions and from my experience it seems, that there are no bigger memory problems yet. Have the autoupdater enabled, Mod rev. 1007 and playing with MegaCivPack 1.5.
Is there anything I can do to recover this save game? Its annoying, because I put so much time into it...![]()
What is causing this CTD?
btw: It seems, that the technologies from the Industrial area on have much smaller research times than all the other areas before them. For example: At the current speed I always had research times of appr. 13 rounds and beginning with Industrial area all technologies only require around 7 rounds... I fear, you wont really enjoy all the new techs with that kind a fast research...
Thank you!
I'm running into a problem where, if I end my turn, the game becomes non-responsive and just spins its wheels forever. I'm on revision 1007 and I attached my save game.
Thank you very much for the mod!
I have a request to make regarding the code in CvGameTextMgr.cpp. When a tech allows an improvement upgrade, the text is only showing in the Civilopedia if the improvement is reduced rather than destroyed by pillaging (that is, the improvement has a specified <ImprovementPillage>). I do not think this is right. There are improvements where I think pillaging should destroy the improvement completely (Hybrid Forest) and this is causing the improvement upgrade text to not appear.
This is the relevant part of the CvGameTextMgr code, lines 10637-10644:
Code:for (iI = 0; iI < GC.getNumImprovementInfos(); ++iI) { if (GC.getImprovementInfo((ImprovementTypes)iI).getPrereqTech() == eTech [COLOR="Orange"]&& GC.getImprovementInfo((ImprovementTypes)iI).getImprovementPillage() != NO_IMPROVEMENT[/COLOR]) { szBuffer.append(NEWLINE); szBuffer.append(gDLL->getText("TXT_KEY_TECH_ALLOWS_IMPROVEMENT_UPGRADE", GC.getImprovementInfo((ImprovementTypes)GC.getImprovementInfo((ImprovementTypes)iI).getImprovementPillage()).getTextKeyWide(), GC.getImprovementInfo((ImprovementTypes)iI).getTextKeyWide())); } }
Do you think you could delete the text I marked in orange? I think all tech-allowed improvement upgrades should show up in the Civilopedia.
45°38'N-13°47'E;14178735 said:I've been able to play one more turn without problems, you can download your next turn here and play on.
<PrereqVicinityBonuses> buildings don't seem to be working properly at the moment. I did some testing with Stoneworker's Hut and Fish Traps/Fisherman's Hut.
Stoneworker's Hut would only appear on a city's build list with a Stone resource that was improved with Quarry and a route; this makes the Stone Tools requirement for Stoneworker's Hut meaningless as you couldn't build a Hut until Masonry.
Fish Traps would only appear with Sailing which enables Trade on Coast; again, the Fish Traps is supposed to be available with Fishing tech.
On top of that, Fish resources that have a Fishing Boats improvement built on them don't appear on the resource list until Sailing is discovered (presumably because it enables Trade on Coasts). This is not normal BTS behavior. In regular BTS, all you need to have Fish appear in the building list is Fishing tech, a Fish resource, and a Fishing Boats built on top of it.
It seems to me that the vicinity check is testing for connectedness as well, which it shouldn't be. I looked through some of the source files and I think the problem is CvPlot.cpp, lines 5410-5437 (Afforess' vicinity check code), but I do not know enough to be certain of what else might happen if you change it.
I just got the full installer. I installed it fine but when i try to find the executable file, the beyond the sword .exe does not show up on the beyond the sword folder page. I have included an image to show exactly what im seeing. http://i1077.photobucket.com/albums/w477/Alex_Corthell/civ 4_zpsyvn8wjbj.jpg I have the steam version so that might have something to do with it.
SVN revison : 1007
Brand new game, 26 civ gigantic earth map.
Around late classical some civs starting having $5,000 + then around mid ages I hit the bug and end up making $4,000 a turn. It is now late mid ages and 5 - 6 civs have millions and other civs have normal amount.
Saved game attached. Rename from .zip to the save game ext.
45°38'N-13°47'E;14181871 said:Do you have a save before the bug hit you? Before you started earning a lot of gold? Thanks.