AMEN friend!ow we only need to rebase it on top of Advanced Civ (and rework the combat system ofc, but that will come later...)
All mods should use, there should law ))
AMEN friend!ow we only need to rebase it on top of Advanced Civ (and rework the combat system ofc, but that will come later...)
Yes, I live in Hungary. Austria-Hungary would be fine in a RFC scenario in a particular time period but not in a general mod.After your comment I read on this a bit and you seem to know much better than I do,it's no so straightforward to me at the least.
That's better. But if I may add a little more to this:It iself re-uses (and I did myself as I made modification / shuffled things around) Austria (https://forums.civfanatics.com/threads/austria-by-dumanios.447556/#post-14743530) and Hungary (https://forums.civfanatics.com/threads/hungary-by-dumanios.448001/) assets
New screens no game change just to show more information. You can just copy and paste or use WinMerge to see what I change.
On a general note, am quite happy were things stand as a whole, and initially I though 6 extra Civ to round up to 40 of them sounded quite nice, and would cover all traits combos -I also though 2.10 sounded like enough version to get things right... guess they'll be some more-That's better. But if I may add a little more to this:
Started reading the topic on Advanced Civ more,Now we only need to rebase it on top of Advanced Civ (and rework the combat system ofc, but that will come later...)
advciv,AI gameplay (only)
adv has it, perfected for mp play.BUG MOD,
thats a good number,up to 40
that modder did some wonderful stuff.platyping
thats one of the better mod ideas that was made,
keep at it. until there will be a true successor to civ4, if ever, it will take...long.I'm glad enough people show interest and download the MOD... let along they produce code for it !
i actually think this is a cool feature and unique in the mod scene.rather than a full-fledge game installation.
Troubleshooting - Make sure of this before your first MP game
Some people are facing an issue with XML file loading, provoking issues when doing their first MP game.
Rest assured it's easily resolved :
Spoiler Change your settings to allow clean XML loading :
This is what doing "Shift" when launching the game does...
But it's much cleaner (and much recommanded) to change these entries in CivilizationIV.ini with "1's" to activate :
; Disable caching of file system (may slow initialization)
DisableFileCaching = 1
; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1
Verify it's worked :
Spoiler Before launching a game verify in Solo mode :
[...] But it's much cleaner (and much recommanded) to change these entries in CivilizationIV.ini with "1's" to activate :
; Disable caching of file system (may slow initialization)
DisableFileCaching = 1
; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1
This post by @Nightinggale describes how to disable the XML cache through the DLL. As far as I can tell, the XML cache isn't used for (BtS) mods anyway, but, since you deploy your mod standalone, I guess it isn't loaded as a mod. So this might actually solve your problem.[...] We don't know of any way to "force" the value to be 1 at all times do we... ? Am thinking either of those:
- Force "1" at creation of files (would work since in next version they'll be a dedicated ini file
- C++ doesn't read the value and always assume it's 1 (I'd be super happy to force the "long" load on people
- Change in the .ini the value afterwards.
gDLL->ChangeINIKeyValue("CONFIG", "HidePythonExceptions", "0");
gDLL->ChangeINIKeyValue("CONFIG", "DisableFileCaching", "1");
gDLL->ChangeINIKeyValue("CONFIG", "DisableCaching", "1");
I'm clearly not the most knowledgeable on the cache but I can only agree and don't see why Firaxis built it like this. Even at the time it must have saved 3 seconds to load max.I highly recommend not using the xml cache for any mod meaning disabling it for all mods is a bonus, not an issue.
Sounds good on paper, but my guess is that the time saved on the computers we use today is less than a second.
A few years ago, I've tested that (through a single game on AI Auto Play) for 16/18 vs. 48 civs, and found that the higher limit added about 50% to AI turn times: link to postWhat kind of impact using a DLL which allow say 41 civs will have on games with 6 or 8 Civilizations