Beta Testers Needed!

Afforess, I have to start over with the leaderheads now. I'll have it for you for sure today. I had a bit of a power issue due to the freezing cold, lack of insulation, and windy conditions. I also noticed that there are some RD entries missing so GeneralStaff's Megaciv pack will not be 100% compatible with your modmod due to a few missing leaderhead entries. I will be uploading both separately with the audio fixes for Zappara's and GeneralStaff's megaciv packs. If you see empty text files that for example say "[insertleadernamehere]_CIV4LeaderHeadInfos.xml.txt" those are the ones missing in both your realistic diplomacy and advanced diplomacy folders. That is purely for your fixes Afforess to make them their respected diplomacy files. Those text files are only the ones missing in GeneralStaff's pack, not Zappara's.
 
Afforess, I have to start over with the leaderheads now. I'll have it for you for sure today. I had a bit of a power issue due to the freezing cold, lack of insulation, and windy conditions. I also noticed that there are some RD entries missing so GeneralStaff's Megaciv pack will not be 100% compatible with your modmod due to a few missing leaderhead entries. I will be uploading both separately with the audio fixes for Zappara's and GeneralStaff's megaciv packs. If you see empty text files that for example say "[insertleadernamehere]_CIV4LeaderHeadInfos.xml.txt" those are the ones missing in both your realistic diplomacy and advanced diplomacy folders. That is purely for your fixes Afforess to make them their respected diplomacy files. Those text files are only the ones missing in GeneralStaff's pack, not Zappara's.

Thanks. I really appreciate all the work you've done, as I've basically taken a few days off modding.
 
Thanks. I really appreciate all the work you've done, as I've basically taken a few days off modding.
If you consider repetition to be work then alrighty-then :goodjob:
Here is the GeneralStaff Megaciv Audio Fix. There are two entries (4 total )that need to be made for both the realistic diplomacy and advanced diplomacy folders. They will be text files.

Edit: Zappara Megaciv Audio Fix in an hour or so if I work straight through.
 

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Finally the moment you've all been waiting for, the audiofix for Zappara's leaderhead pack. Afforess, You should have all of them here. After all that work, it feels like i was doing something naughty. I need a smoke now ;)
 

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Finally the moment you've all been waiting for, the audiofix for Zappara's leaderhead pack. Afforess, You should have all of them here. After all that work, it feels like i was doing something naughty. I need a smoke now ;)

Awesome. I can't tell you how much I appreciate that. I hate, hate, hate messing with tons of XML.

(BTW, you just earned yourself a spot on the credits. ;))
 
I did not see this python error listed in the op:

Traceback (most recent call last):
File "BugEventManager", line 357, in _handleDefaultEvent
File "RoMEventManager", line 108, in onModNetMessage
File "RoMEventManager", line 148, in addCityBuildings
AttributeError: 'NoneType' object has no attribute 'getCivilizationType'

Spoiler :
attachment.php

I tried reloading the autosave, trying to follow the same steps that I did before, but I couldn't reproduce it, so didn't bother including my save. standard install + os79mods.
 

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  • Civ4ScreenShot0004.JPG
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It's a bug with RoM, not AND. Zappara needs to fix it. Don't worry though, Mod Net Messaging is only used for MP games, so it doesn't affect SP games.
 
for the 101st time! Read the op!

I apologize, when I turned my computer back on it didn't have that update because I set it to sleep and forgot to exit out of the browser, I thought I had :cry:
 
It's a bug with RoM, not AND. Zappara needs to fix it. Don't worry though, Mod Net Messaging is only used for MP games, so it doesn't affect SP games.
Afforess, what part of AND is not multiplayer capable? If possible can you give me a list of what should be disabled in AND and RoM in general? I just want to know because I got my bf hooked on your modmods as well and the OOS errors get kinda annoying.
 
Afforess, what part of AND is not multiplayer capable? If possible can you give me a list of what should be disabled in AND and RoM in general? I just want to know because I got my bf hooked on your modmods as well and the OOS errors get kinda annoying.

RevDCM 2.61 is not MP compatible. It has nothing to do with my changes, but RevDCM 2.61.

However, the next version of RevDCM is going to be MP compatible. Jdog is working on it as we speak. ;)
 
Sorry Afforess, I don't have time to read the OP, but in the latest game I have been running with the latest beta, I have had no problems, haven't seen any small errors yet(but I don't read everything), only one small thing I have noticed(not an error or problem per se), I have had a few end turns that would last much too long. I'm talking RoM 1.8 with out the better Better AI in the early game. It is very intermittent, one turn will take a good 60 sec. or more then the next is back to a good speed. Other than that, I think it's great(not such a big fan of the red, but thats personal preference) and hope you had a good holiday.
 
It's a bug with RoM, not AND. Zappara needs to fix it. Don't worry though, Mod Net Messaging is only used for MP games, so it doesn't affect SP games.

Didn't remember seeing it in any of the other threads. Is there a post with any unfixed bugs in base rom posted? the first post on the '2.8 feedback and bugs' only seems to have the fixed bugs.
 
Didn't remember seeing it in any of the other threads. Is there a post with any unfixed bugs in base rom posted? the first post on the '2.8 feedback and bugs' only seems to have the fixed bugs.

That bug showed up many many times in the RoM Bug Reports thread. I can dredge up posts if you want.
 
RevDCM 2.61 is not MP compatible. It has nothing to do with my changes, but RevDCM 2.61.

However, the next version of RevDCM is going to be MP compatible. Jdog is working on it as we speak. ;)
So if we want to play a MP game, just have revolutions unchecked then?
 
No... Go read up on the Multiplayer forum. Basically RevDCM 2.61 completely broke MP. Even MP without Revolutions.
Meh, hopefully it will be fixed before I play a MP game again. I like all the modmods you put in RoM Afforess. It brought back me playing the game for hours on end again :goodjob:
 
No... You did read the OP, right? Revolutions scales with difficulty now. Noble difficulty is standard revolutions, easier than that is less revolutions, harder than noble is harder. You can find the changes in Afforess/Required/CIV4HandicapInfo

It's supposed to make the game easier for newbies and harder for us veterans. I am coping fine though on Monarch difficulty ATM, but I was forced to use the pacifism civic (:crazyeye:) to keep my cities in line.
The Original Post states that
  • Buildings can influence the chance of Revolutions
  • Your difficulty level can affect the likelihood of revolutions (helpful for beginners, more challenging for deity-players)
So, in theory it's there, but what does it really mean? Your Handicapinfo file uses iRevolutionIndexPercent to set the handicap, starting at 70 for Settler and going up in increments of 10 per level. That makes it 110 on Prince. Is 110 a lot? Where do I find a description of what iRevolutionIndexPercent does? And what's that about Buildings and Revolutions? Do I need to build some specific buildings to "unrevolt" the populace? Where can I find some more detailed info on this?

Besides, you should know by now that nobody reads a manual these days if they can avoid it.

And I got the distinct impression from my games that the AI was affected by iRevolutionIndexPercent as well.
 
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