[BtS] CivFusion

its the classic memory allocation civ error. Im starting to think modded tech trees bring this about faster. Its very odd because i have 4 gigs of ram. This only occurred at the very late stages of the next war advanced scenario on huge maps before. But with fusion it occurs much sooner and map size doent seem to play a role as i got the error on a tiny map ;) .

I'm gonna play around some more and see if i can reduce this error more, maybe i should just start using autosave every turn hehehe.
 
One of my beta testers was experiencing a similar error and we tried to pin down what was causing it. I only have 2 gigs of RAM and have not experienced a similar error. Are you using Vista by any chance?

Please let me know if you find a way around this problem; I'd like to let my tester know.

Cheers,
ripple01
 
@Ripple01:
Fabulous job! I'm loving this one.
 
1) I have used a couple of Civ4Col LH's already (Washington, Hiawatha). I am open for suggestions for other Civ4Col LH's to use.
I just read your comment here and I agree with that. So it would probably be the best idea just to wait and hope somebody will do this somewhen.

2) I try to choose mods to add that offer a new dynamic on existing gameplay while keeping some semblance of balance. I wasn't planning on adding the Assmilation mod, but hadn't really looked at it closely. A couple of the new wonders, Petra and Flavian Amphitheatre, provide some of the effects of Assimilation however. I like the idea of civ's using other civs UB's/UU's but I don't think it should be available to everyone all the time. I like the idea of it being a special bonus.
I thought it might be a good idea replacing the Patra with Assmilation since it doesn't work as intended. I also like the second function, which changes the difficult every 20th turn depending on the player's score.
Well, this was just a recommendation. CivFusion is still fun to play without it.


And a little question:
Is it possible to replace some LHs with others in this mod? And if yes, how do I do so?
 
Financial - +25% Gold
Double Production Speed of Bank

Scientific - +10% Research
Double Production Speed of Library, Laboratory


both, gold and science have the same value (commerce can be splitted in both). why is the gold trait better than the science trait? does not make any sense to me.
 
I thought it might be a good idea replacing the Patra with Assmilation since it doesn't work as intended. I also like the second function, which changes the difficult every 20th turn depending on the player's score.
Well, this was just a recommendation. CivFusion is still fun to play without it.


And a little question:
Is it possible to replace some LHs with others in this mod? And if yes, how do I do so?

Well, tsentom is looking at the code for Petra and hopefully he will be able to fix it, so I can provide that fix in the next patch. I'll look at the other option with the dynamic difficulty, that sounds potentially interesting.

It is possible to replace the LH's with others. Take a look in the tutorial section about adding new LH's.


both, gold and science have the same value (commerce can be splitted in both). why is the gold trait better than the science trait? does not make any sense to me.

I think that research is inherently more important in the game than gold, and also the Scientific trait gets two 1/2 price buildings while Financial only gets one. Admittedly, these two trait effects are probably the ones I am the least wild about and will probably be changed in a future patch. I have some ideas, but not the skills to implement them just yet...

Cheers,
ripple01
 
one thing on salt i think you should make it very valuable in the beginning but then make its gold value go down gradually like it did in real life
 
Hi
I'd love to try your mod, but filefront cannot be accessed from here (Japan). Is there a mirror somewhere ?

I did not realize filefront cannot be accessed from Japan. I used to have the mod for download on AtomicGamer, but they have a 500MB limit for files. I will try to find an alternate mirror to post the file on.


one thing on salt i think you should make it very valuable in the beginning but then make its gold value go down gradually like it did in real life

This is a neat idea, but outside the scope of my programming skills at the moment. If we get a dedicated prograqmmer for this project, we can look at implementing something like this.

Cheers,
ripple01
 
I did not realize filefront cannot be accessed from Japan. I used to have the mod for download on AtomicGamer, but they have a 500MB limit for files. I will try to find an alternate mirror to post the file on.

From what I read here and there, it is not only Japan, but Asian or South-American countries in general it seems :blush: people at filefront just do not like us :rolleyes:

Would be great if you could get another mirror; what about megaupload? I know some people say it is less good, but if it is only for a secondary mirror...
 
i really didn't like this mod. it may be because of the new tech tree I'm not use to but i just didn't like it
 
This is a neat idea, but outside the scope of my programming skills at the moment. If we get a dedicated prograqmmer for this project, we can look at implementing something like this.

Cheers,
ripple01
I'm not a modder but you could just make the techs that put you in a new era make it go down(only one)
 
Awesome mod, for the first time i have such fun playing with AI players. By 1930, the world in my game (large, pangea, 15 civs, prince) is divided in two major powers. Me and Japan and our vassals, only 3 other independent countries. What i like is that full scale world war in going to happen, and the AI is very organized (japan), its a challenge for me. I also like the new units, techs. Again awesome mod Ripple, thanks for making it and i hope you continue to develop it. :)
 
make a tech that advances you into each era make the gold value on salt go down

Erm... you can't do that...

About the closest thing you could do is make it so Salt obsoletes at a certain tech(like Ivory and Whales do), but that wouldn't be the gradual slope. Plus, it has the disadvantage that civs who do not have that tech can still trade you Salt...
 
Ripple,

The download has been taken off Filefront.
 
Thanks, Edward. I'll try and get it reposted in the next day or so.

I am currently working on the next version of the mod which I hope to have out in the not-too-distant future. It will include a 2nd UU for each civ among other things. :) I'll post a more comprehensive preview soon.

Cheers,
ripple01
 
Thanks, Edward. I'll try and get it reposted in the next day or so.

I am currently working on the next version of the mod which I hope to have out in the not-too-distant future. It will include a 2nd UU for each civ among other things. :) I'll post a more comprehensive preview soon.

Cheers,
ripple01

Look forward to it. :)
 
I've thought about this over the last 24 hours, and have decided that instead of reuploading 0.70, I am instead going to upload a public beta of my next release, 0.72. It has been running very stable for me so far, and is mostly complete. All that is missing is the stats for the new unique units, so they are all identical stat-wise to the unit they replace, but the art is there for most of them. The final 0.72 release will include the changed stats.

Also included in the 0.72 beta is my new version of the tech tree with some tweaks and changes. Most noticeably you will notice that many of the AND requirements for many techs have been lessened, giving you much greater flexibility in charting your research path. If you have tried this mod in the past and not liked the tech tree, I encourage you to give it another try.

I hope to have this up by the end of the weekend, but no guarantees. It will definitely be sooner rather than later.

Cheers,
ripple01
 
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