[BtS]40 civs-allows colonies AND 34 civs

I have had the same problem and basically given up on it until now. I was able to compile a dll that loaded fine, but when I made the change from 18 to 40, it had no effect. I'm not sure if this has anything to do with it, but when I changed the value in the file and attempted to recompile, the build log didn't show any change, and my computer showed the last modification of the file at the time it was first compiled.
 
I have had the same problem and basically given up on it until now. I was able to compile a dll that loaded fine, but when I made the change from 18 to 40, it had no effect. I'm not sure if this has anything to do with it, but when I changed the value in the file and attempted to recompile, the build log didn't show any change, and my computer showed the last modification of the file at the time it was first compiled.
I used and modifyed a Earth 34 Civs maps, causethe Giant map doesn't work (I hope that when i will pass to Vista 64 bit -also to avoid the MAF error- it will do)
I already used Lt. Bob dll before in Regiment and Ethnic Diversity a mod that I've incresead for myself since was never updated anymore, and was able to play with 37 civs. My Sweden civ (viking) is 38 and never appeared in game, nor in the begin option player choice. Neither when i've rebuilt this dll, modifing in the source code the max_player to 60 :confused: Anyway It happened once that appeared a colony and once two. more :confused:
 
mmm... the problems seems to be with the viking, cause I've changed them with Canada, a custom civilizations, and it appears even in the beginning when You choise a civilization to play... So I have to change the civilization for my Sweden??? :confused:
This afternoon I've wrote this, now I know the reason: a type mismatch of the name of the leader of Sweden :rolleyes:
 
Just wondering, but was that my earth map you used?

Also, for me whenever I tried to make the change I could never load a game with more than 18 civs. I'm not sure if we have the same problem as I never had any success with C++ modding...
 
Just wondering, but was that my earth map you used?

Also, for me whenever I tried to make the change I could never load a game with more than 18 civs. I'm not sure if we have the same problem as I never had any success with C++ modding...
Yesss!!! but not the Bruic one. I tried to play with Giant map but the game crashes before load it. Your map is the only pleasant map that I can load. Anyway sometimes the game crashes very soon - I think for a bug in any civilization or unit that still i'm not able to find - sometimes for pure fortune i find that a unit, a building has a bug and by correcting it i can go on. Till i will not pass to Vista 64 I'll have that suspended Damocle's sword of the MAF error.
BTW now, after some failed attempts, i was able to compile the new dll and now the game loads with 42 civs!!!
I followed the steps but use the vb 2008 express cause 2005 is not more available. I saw here http://forums.civfanatics.com/showthread.php?t=196283 that You have to use the makefile for bts and had to re-download the microsoft platform sdk.

The reason why my Sweden civilization didn't appeared in the game is: I gave to it a custom leaderhead named Erick... in the map i typed LeaderType=LEADER_Erik <-- forgetting the "c"!!! :blush: :rolleyes:
 
Just wondering, but was that my earth map you used?

Also, for me whenever I tried to make the change I could never load a game with more than 18 civs. I'm not sure if we have the same problem as I never had any success with C++ modding...
It happens a strange thing... when I begin with Cuba, allocated in the island indeed, the game crashes, and this not happens when I start with another civ, and Cuba goes on in his island :confused:it depends cause the island is too small to contain the units???
 
Hello,

I really want to download this mod, however the RapidShare site is odd; it requires a user to enter the CAPTCHA characters to proceed, which would be fine except the form field only allows for four characters--and there are anywhere from 5-7 characters in the randomly-generated code!

It's a small file though, it appears. Would anyone be willing to email me a copy of the version 4.0 file? frank (at) frankhurt (dot) com

Also, has anyone successfully used this for a multiplayer pitboss game?

Anyone who might be able to help, thanks!
 
I don't have the latest version, but the rapidshare link works fine. You don't have to enter all the displayed characters, only those with a cat in the background. The other characters have a dog in the background.

I think next time when they change their system we will have to send a portion of our DNA to prove that we are not a computer program... ;)
 
oh, sheesh! I thought they were all cats! >.<

I read the bold "only characters with cats" and thought, "Well that's stupid, ALL of them have cats!"

Apparently I cannot tell a cat from a dog.

Thanks Alex. And I do think that giving them a DNA sample would be easier!
 
I agree must have the fix......and if not can anyone tell me what needs to be done to make it work with 3.17?
 
Okay, since Lt.Bob doesn't seem to be around at the moment, and I had a bit of time on my hands, I installed the SDK, ran a few tests, had a look at the source of the 40Civs mod, and compiled it with compatibility to patch 3.17. While I was at it, I also merged it with v0.19 of Solver's unofficial patch.

Note that this is really just a quick hack; I didn't even intend to release it because I didn't actually expect it to work in the first place. After all, I've never used an IDE before and I never programmed anything in C or C++ at all, so consider this dll as an experiment and don't blame me if it turns your PC into a giant glob of slime that begins to consume your leg while you're sleeping.

That said, I have tested the DLL and it seems to work as intended: I had 40 slots for Civs, and when I made a game with 34 civs, I was able to release a maximum of 5 colonies, which were given leaders that weren't already in the game.

Note that I did not carry over Lt.Bob's changes to global warming. Patch 3.17 made some changes to global warming itself, and ...
a) I have no idea what Lt.Bob would like to do with these changes
b) the new algorithm has some downsides which might be addressed by the unofficial patch (depending on how Solver sees it, which I don't know)
c) I'd need to understand the code before adapting it.

So, as I said, this is just a quick fix for people who want to play with all official Civs and still have the chance to see or create colonies. The download has no readme and no source code, I assume that you know the mod already. Currently I intend to take it down once Lt.Bob makes his own update. This may change when there's a strong demand to include other features (like the global warming part) and Lt.Bob doesn't show up, but I really don't think that far into the future right now. Right now, I just want to start a massive 3.17 game with 34 civs. :)

Needless to say, all credits go to Lt.Bob, especially for releasing and clearly commenting his source code. Special thanks go to Kael for his excellent guide on setting up the SDK; without this guide I wouldn't have had any chance to do this, also to Solver for the unofficial patch, to Firaxis for the *official* patch, and to Bhruic for the unoffical 3.13 patch which laid the groundwork for the recent official patch.

Edit: For clarification, this download only has the DLL included. Solver's unofficial patch also has some XML files - if you want these fixes too, download the unofficial patch from this thread, and then replace the DLL included there with the one attached to this post.

Edit2: Download removed (as planned) now that Lt.Bob has offcicially updated his mod, thanks Lt.Bob! :)
 
Don't forget to thank the Academy! :D

Meanwhile, I'm going to thank YOU, Psyringe, for taking the initiative and getting this mod updated. I'm hoping it will work for multiplayer pitboss games as well, as that's what I plan on using it for. :)
 
I'm hoping it will work for multiplayer pitboss games as well, as that's what I plan on using it for. :)
It should work as well with multiplayer as the official (or unofficial) patches do, because the changes I did were fairly minor und unrelated to multiplayer.

Btw, I'll add a short notice about the XML parts of the unofficial patch to my post above, it occurred to me that people who don't know the unofficial patch might miss those.
 
Actually, Solver put-out a 50-civ version of his own 3.17 patch (which is available for download). IIRC, Lt.Bob's patch was unique for having the Global Warming changes, 40-civs and/or Bhruic's fixes. Bhruic's fixes are basically included in v3.17 and Solver's patch, and Solver did do a 50-civ version... so by not including the Global Warming changes, the only thing that made Lt.Bob's DLL unique (global warming changes) is not included in this v3.17 update.

Not to rain on anything, but Solver does have a 50-civ version of his patch done... so this has essentially turned-into a 40-civ version of Solvers patch in a very round-about way?!?!
 
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