[Beyond the Sword] Necro Cristi

I love this mod :)

Glad to hear it.

A small update- I tried to run 2.N.4, Civ 4 BTS 3.19, and now Windows refuses to load. Dont know if that's the case, but I'm still working on the mod and hopefully, Afgnwrlrd wont mind if I release 2.N.5 as soon as I get my computer back up and running.

2.N.5 is mostly just minor "thematic" things, art changes, ect. Leaderheads will remain the same, but some unit art will be switched around, as will some city and building art. I may also tone down the unhealthy penalty for Response civics. I've been having trouble on some of the higher difficulties with maintaining cities (This was on 2.N.3, mind you).

However, I cannot give a solid date for release as my computer needs to be fixed, and I have no idea how long that may take. But hopefully, everything will be running smoothly.
 
Hey umm.. I figured out which file causes the XML crash in 2.N.4

CIV4BuildingsSchema

I don't know why, but it does. I checked every single file and they all let the game run except for this one. Hope this helps somehow. :)
 
Hi Korias, I just saw you posting in the LazyNes Namaris thread and I saw your signature...

I had a lot of fun with this mod :)

Hopefully you'll manage to get a 3.19 version out!
 
Sain bain uu!

It's pleasing to see that the mod is still chugging along. I'm still in Mongolia but have managed to acquire a halfway decent laptop so am able to play civ4 again, and of course get reaquainted with the modding scene. I really wanted to sound out the current status of development, especially regarding Afgnwrlrd and Korias, who seem to be driving things forward at present. This is with the possible aim of setting up a more structured modding team, working out responsibilities and visions etc.

This is a genuinely open-ended question. I am happy to either butt out and let those who have been carrying the torch continue their good work, I am also content to pick up where I left off and go back to modding Necro Cristi exclusively. What seems like an interesting third choice though is to combine our efforts and really try to kick this thing on. Obviously this is contingent on who is available to do what, and whether there is enough consensus on which direction to take things.

So, could those who are currently developing the mod, or are interested in doing so, post a message to that effect, perhaps with a little bit of info as to what they are capable of doing?

best,
Colin
 
Glad to hear someone will continue work on this great mod. It really stands to me as having something very creative to it, and the setting is good fun.

I would have loved to help as I had an interest in modding Civ 4 at one stage, but my spare time is taken up making a mod for another game. I'll watch this thread though!

Cheers,
Sword
 
Hey.

Colin, I think it would be great if you remained involved. Your creativity, knack for storytelling, sense of humor and the unique way you weave together the different elements really adds a lot to this mod and makes it what it is.

As for my role in its development as you may have noticed I haven't been working on it for many weeks. I am currently swamped in school work and haven't had time to play Civ let alone mod it. But I'll be back during the breaks or whenever things slow down a bit.

Anyone should feel free to download the mod and see what they can add to it. Thanks for all your support.

-Afgnwrlrd
 
Long time reader,first time poster! Just wanted to say how much I've enoyed this mod.Definitely needs some more work,but it's awesome for an 0.2!
Hope you update soon! If there's any way I could help or contribute to this project,please let me know.
 
Well I think the obvious first priority is getting it working with 3.19! I know from a few posts back that Korias was trying to get a new working version out, but he doesn't seem to have posted for a while. I'll start having a look at possible reasons for the mod not loading with the 3.19 patch this weekend. In the meantime, does anyone know of a 'checklist' of changes between patches that details what mods have to modify to work with the latest version?
 
Colin, I wanted to say thank you for returning and I really hope you pick this back up and work on it.

This was about my favorite mod and was so sad when you had to leave. I was hopeful when others tried to continue it but they seem to have left.

Great news of your return, cant wait to see this updated for 319 and hopefully expanded for the future.

Good luck and thank you for a wonderful mod!

Now get to work modding:lol:

Just kidding, but thanks you sincerely!
 
Well I think the obvious first priority is getting it working with 3.19! I know from a few posts back that Korias was trying to get a new working version out, but he doesn't seem to have posted for a while. I'll start having a look at possible reasons for the mod not loading with the 3.19 patch this weekend. In the meantime, does anyone know of a 'checklist' of changes between patches that details what mods have to modify to work with the latest version?

I have the 3.19,and the mod loads just fine. I only get CTDs after the 50th turn or so.The only weird part when loading is that although the font is different than standard BTS,the main menu picture is the same.
 
I have the 3.19,and the mod loads just fine. I only get CTDs after the 50th turn or so.The only weird part when loading is that although the font is different than standard BTS,the main menu picture is the same.

Yeah, I got that too, both with 3.17 and 3.19, the menu picture always remains the same as BTS, which is a real shame, I realy loved the Necro Cristi one. As for the game, thanks, Colin, your backstory is amazing, I can't wait for the next release, we really need the backstory for each civ sorted out! :)
And I want to ask all of you if you are planning to add more lore, more factions, more units, more religions, more everything! You guys are excellent writers, expand the lore! I think lore-wise I would like to help, but I got no modding experience, but I've read my fair share of literature, post-apocalyptic stuff, and I'm a punk, man! My nick may mislead you, but it has got a few years on others forums. Anyway, I've been a fully fledged punk for quite some time, and I really know all those 70s and 80s punk/metal/goth bands and all their obscure references... :lol: Anyway, I think I can produce some lore if you need it, I'll be happy to help where I can, I really freaking love this mod! :)
 
Well graet mod but almost all civilopedia texts are wrong e.g. for homeland security is the american one for BtS and almost all melee units have the warrior entry and so on.
 
Some people have reported that 2.N.4 will not load on their machine, perhaps with a crash during "Init XML" or a message about "unable to initialize control theme". I am not sure I agree with the way that the 2.N.4 release was created, but there may be a simple thing you can change.

The 2.N.4 zipfile contains a top level directory, "NecroCristi 2.N.4". If you unzip this into "...Beyond The Sword\Mods", it will not work. This is because the theme file refers to "...Beyond The Sword\Mods\NecroCristi", which is a different directory name. This will definitely cause the "control theme" problem.

To solve this, after you unzip the zipfile, rename the top level directory from "NecroCristi 2.N.4" to "NecroCristi". This worked for me; the game would not come up, but after I renamed, it would come up. The load screen is still missing; probably there is something else slightly wrong with the 2.N.4 xml files so this screen got lost.
 
Some other people have reported crashes after you have started playing the game. This is sometimes caused by things which are used in the xml but not defined, for example if a unit refers to a kfm file but that file is missing. Then the game may crash the first time that unit is built. I have written a program called civchecker which checks for a lot of these xml errors. I ran it on 2.N.4 and it found a few things which should be fixed:

MissingArt: Art/Units/Warrior/ZombieA Kopie.kfm
Used: necro art/civ4artdefines_unit.xml at line 6856
MissingArt: Art/Units/Warrior/ZombieB1 Kopie.kfm
Used: necro art/civ4artdefines_unit.xml at line 6879
MissingArt: Art/Units/undead/ZombieC1 Kopie.nif
Used: necro art/civ4artdefines_unit.xml at line 6901
UndefinedSymbol: BUILDING_SUNYA_TEMPLE
Used: necro buildings/civ4buildingclassinfos.xml at line 42
UndefinedSymbol: TECH_AUTO_MEDICINE
Used: necro technologies/civ4techinfos.xml at line 1236
UndefinedSymbol: UNIT_BEAR
Used: necro units/civ4unitclassinfos.xml at line 16
 
Cheers David, I tried this out but still nothing. A 'problem' has caused this program to stop working (thanks to the ever informative windows vista). And as you noted, there are numerous problems with xml files, but I can't even load the mod to tackle them sadly.

I started afresh today using 'stripped mod' as the base (less things so easier to figure out what's going wrong) and have already got a nice mapscript up and running, using the great_wastes map from Fury Road as a base. I think in the long term, porting things over from 2.4 a bit at a time in a more organised fashion will cause less of these 'unidentifiable' problems that have plagued the mod's development to be honest.
 
You tend to get the 'a problem has caused this program to stop working' because you link to an art define which doesn't exist. Glad to see this mod is not dead.
 
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