[BtS]40 civs-allows colonies AND 34 civs

Solver's 50-civ-version doesn't have the feature that allows players to make colonies when all installed civs are in use. I.e., if you play a game with 34 civilizations (and don't have additional modded civs installed), then you won't see any colonies with Solver's patch, even though the DLL would have room for them. Changing this was one of the three objectives of Lt.Bob's mod (the other two were to make global warming manageable and to make overseas colonies economically viable).

The objective of Lt.Bob's mod has been reduced over time because Firaxis provided own fixes for the problems it addressed (which, imho, shows that Lt.Bob was right in his assessment that they ought to be changed), but at least the "colonies available even when all civs are in use" feature is still distinguishing it from the unofficial patch. I agree with you that there'd be little point in the dll I uploaded if Solver's patch included this feature too, but currently it doesn't, and I don't think it ever will.
 
Sorry I haven't posted an update guys. I tried to compile my code in VS2008 and it blew up in my face. I'll reinstall the C++ components for VS2005 in a minute here and see if I can put together the files.

update: Doh, didn't realize that it didn't work in VS2005 either, time to compile on my laptop.

Lt. Bob
 
Okay, I got the changes up and running. As always the files are listed below and in the first post. I tested the 34+ civs/colony aspect so I know it works but I don't know about my global warming changes; let me know if there are any problems.
Also I just wanted to say thanks to Psyringe for posting the temporary files to keep the barbarian hoardes at bay :)

Download: http://rapidshare.com/files/127496239/40CivsV50.rar.html
Source: http://rapidshare.com/files/127496331/40CivsV50Source.rar.html

V5.0 07-05-2007
Contains solver changes through 07-05-2007 release (v019)
The big update this time is for the new, relativly I'm a little slow this time, 3.17 patch. They appear to have made a couple changes to the global warming system detailed a little below:
First: Certain features on the planet will decrease the effect of global warming. I didn't get too deep into it but it looks like forests and certain city improvements play big roles.
Second: The system used to remove features on the land and convert them to "eWarmingTerrain" (desert) but now if a feature exists on the tile it will only remove the feature the first time it hits it. Only when a tile has no feature will it convert to desert.
These changes should slow down the impact of global warming but I still prefer my reversible method of global warming. I've combined it with the preventative processes they added so that the only net change of my method is as follows: if the tile was going to get a feature removed, or turned to desert it will instead get coated in fallout. As noted below this is still an entirely optional change which is off by default.
 
Thanks for the clarification guys... I didn't know that 50 civs didn't mean you couldn't have 34 civs plus colonies... now I do... thanks guys... I'll definately use this with my mod.
 
Rapidshare SUCKS. Please, for the love of all that is good and holy, use one of the myriad of sharing sites that doesn't force you to take it up the ass to download from them. I spent about 5 minutes waiting before Rapidshit would even let me sit and watch it's stupid countdown for a file that wasn't even a meg in size! Some examples of sites that don't suck include:
http://www.filefront.com/
http://www.mediafire.com/
http://www.savefile.com/
http://www.4shared.com/



Megaupload is a mixed bag. If you're from a big country like America or the UK, it's fine, but they meter the bandwidth alloted for other countries like Poland (some kind of hidden "dirty Pole" racism going on?).
 
Awesome, thanks for the update Lt. Bob!

If anyone is having trouble with RapidShare, you are welcome to download the file from my site, which I've provided for players of my upcoming Chaos and Civility II Epic RP game.
http://www.chaosciv.com/index.php/topic,251.msg1416.html#msg1416

While you're there, you might consider joining us, as we are in the process of setting up a 28-player game with a focus on RP.

Chaos and Civility I just ended today, after ten solid months. :)
 
Rapidshare SUCKS. Please, for the love of all that is good and holy, use one of the myriad of sharing sites that doesn't force you to take it up the ass to download from them. I spent about 5 minutes waiting before Rapidshit would even let me sit and watch it's stupid countdown for a file that wasn't even a meg in size! Some examples of sites that don't suck include:
http://www.filefront.com/.
Xeno... for the record, I have Lt Bob's latest v3.17 DLL mirrored in my Wolfshanze Mod thread (1st post) and hosted on FileFront.

You can get it there if need be... exact same file... no modifications to it... just a mirror on Filefront.
 
Is there still a flaw in the game that requires shortened names? For me, that was infuriating. The designers of the game should have had the foresight to account for large games. I was praying that 3.17 would have fixed this major problem. Has this not happened?
 
Grumbler made a test about it, you can read it here.

However, Grumbler didn't know about the original bug - he only performed the test because I mentioned this bug to him, and don't know all the details either. So I'm not sure whether I'm correct in assuming that if the bug hadn't been fixed, it would have showed up during the testing procedure he described. Have a look at it, confirmation would be very welcome.
 
thanks to Psyringe for the quick fix and to you Lt. Bob for the final fix. As one of the barbarian horde I so pleased. If I can ever be of assistance to either of you just say the word. Thanks.
 
thanks for the update!

I can't believe it but I am still having trouble with installing the mod (last time I basically overwrote the core game dll with bob's to make it work)

here is a recap -

I have the mod installed here:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\40CivsV50

I load the mod - the mod loads (its name is in upper right corner)
I go to create a custom game with more than 18 civs - it won't let me pick more than 18.

does the path above look correct? this works for everyone but me? Bob gave me a temp fix on page 5 of this thread - but i would love this to load as a mod and not be default all the time.
 
I wanted to play with more than 18 civs so i changed the

#define MAX_CIV_PLAYERS (18) to (40)

that's the ony thing I found in Lt. Bob's Source changed but it didn't work, why?
 
thanks for the update!

I can't believe it but I am still having trouble with installing the mod (last time I basically overwrote the core game dll with bob's to make it work)

here is a recap -

I have the mod installed here:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\40CivsV50

I load the mod - the mod loads (its name is in upper right corner)
I go to create a custom game with more than 18 civs - it won't let me pick more than 18.

does the path above look correct? this works for everyone but me? Bob gave me a temp fix on page 5 of this thread - but i would love this to load as a mod and not be default all the time.

You have to change the Civ4WorldInfo.xml in the XML/GameInfo folder to have maps allow whatever you want... file is self-explanatory.
 
I wanted to play with more than 18 civs so i changed the

#define MAX_CIV_PLAYERS (18) to (40)

that's the ony thing I found in Lt. Bob's Source changed but it didn't work, why?
Did you compile the DLL afterwards? If you don't compile the source code, your changes won't have any effect.
 
I'm trying to figure out what's wrong, and it's not necessarily anything to do with this particular mod, but I thought I'd cover all my bases.

The issue is, I'm trying to join a pitboss game which uses the 40Civs (V5.0) mod, which in turn uses changes from the unofficial 3.17 patch. Under this mod, it appears that I can join active pitboss games with 18 players or less, but I cannot join active pitboss games with more than 18 players. When I try to connect to such games, I simply get an indefinitely long "waiting for civ choices" screen.

Only one other person so far (out of 29 human players) has had this issue with the pitboss game, so clearly the mod seems to work for most people. I can't figure out why it doesn't work for me though. If I start a single player game with 29 civs, it works perfectly fine.

Incidentally, I haven't played many mods in pitboss before, but I do remember trying to play in a 32-player Warlords pitboss (with a different mod which extended the number of players) about a year ago, and encountering the same thing. (Indefinitely long "waiting for civ choices" screen, unable to join the pitboss game and had to abandon it.) Perhaps this signifies something incompatible with my version of the game having more than 18 civs in pitboss? I've only done the basic patch installs though, so what could be going wrong?

Can anyone help? Is there anything at all in the 40Civs mod which could possibly be causing anything like this? I'm sure that there is a really simple solution to my problem, but I can't seem to figure it out even after seemingly trying everything! I'd really appreciate if anyone can throw any light on the situation (perhaps someone has had a similar experience in the past). :)
 
Craterus22 - the folder should be 40Civs (i.e. drag the subfolder within 40Civs50 into the mod directory, NOT 40Civs50 itself).

Lord Parkin -- you've ruled out firewall issues too? Do you have a second computer in which you could set up a pitboss game yourself using this mod, for testing purposes?
 
Lord Parkin -- you've ruled out firewall issues too?
Yes, I believe so. I can connect just fine with 18 civs or less, I only get the problem with 19 civs or more.

Do you have a second computer in which you could set up a pitboss game yourself using this mod, for testing purposes?
No, I don't. But I've tried connecting to a different server which someone set up for testing, and I encountered exactly the same problem (leader screen doesn't appear).

Reading up on the forums, it seems this exact same issue has occured several times before with various mods. I'm still reading up on some of them, haven't encountered any solutions yet. (Example: http://forums.civfanatics.com/showthread.php?t=207867&page=16 and surrounding pages.)
 
compiled 1st time - didn't work
2nd time - didn't work
3rd time - works
no idea why, but works :crazyeye:
 
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