[BtS] Destiny Mod

Thanks for pointing out the upgrade path issue, I'll look into it. IIRC, jet fighters don't upgrade to stealth fighters so you can have both at the same time so the 'stealth' version is a different version. So that might explain the stealth / regular destroyers being separate. I'm not looking at their stats and roles at the moment, but Advanced Jets to fighter squadrons might work.

Yeah I'm into immersion, I'd like the experience of playing the mod to not feel so different than the regular game. So that's why I've spent a lot of time on things like trying to make the Art match in spirit the original game art. getting voiceovers for the new techs so they don't stick out as much is part of that too.

I'm still working on a new version of the mod, I've been stuck for a while as I've wanted to get the Great Doctor unit in but there have been issues with getting him in that I've been working on for several days. I'd say the Great Doctor (and his plague ability), a couple more additional higher level promotions and a bit of play testing and I'll be able to release a stable new version of the mod.
 
I don't know whether it's supposed to be like that, but for me, the User Interface doesn't appear when I play a game. Is it made for hardcore players who memorized the hot keys or what? Also, the Civilopedia and Options either don't do anything or are broken. Can you tell me a solution?
 
I'll have to do it later. Your mod is quite a beast to download and install. It look like it runs pretty smoothly on my pathetic 1 GB RAM, so kudos for making a smooth mod.
 
I'm having the same problem as Otaku-sama, and I'm using the 3.30 executable from the link in the first post. Is the link above any different?

EDIT: No change. Still can't see the interface.
 
Whew, I've been working very hard on getting the Great Doctor into the game. It's been tough. Anyway, it's done! The AI will target it's worst enemy to plague them if they get a Great Doctor.

I'm pleased to announce that version 3.31 is available for download. See the link at the first post.

It's been a lot of work, I say I was really slowed down by the doctor despite working on the mod daily it's been about a month since last version. As always size is
issue and the mod clocks in at 1081.4 MB mainly due to art rather than major groundbreaking changes to the awesome gameplay we expect from Civ.

Version 3.31 3 Aug 2010
--------------------
  • Added Star Signs! by Smeagolheart - tiny chance to gain 1 of 12 "bonus" promotions on unit creation. These promotions are unavailable any other way.
  • Added SDK Modcomp Advanced Unit Automations: Version 1.35 by Afforess
  • Added GreatDoctor (incl. Medic, Great Back, Kos Wonder and Plagues)
  • Added Cleopatra Leaderhead by Sabitoleth
  • Added Pinch2, Sentry2, Shock2, Looter 2 and 3, Cold Adaptation, Heroic Strength promotions
  • Updated Graphics for water, interface, loading, main menu
  • Misc Bugfixes
 
There should absolutely not be any interface issues, if you had problems in the past, it is possibly due to one of these factors so check these things first: having BUG related material in your custom assets folder or running an old version of the mod.

I recommend running the included civ4clearcaches.bat to clear your cache before running the game and ensuring you don't have any old versions of the mod in your main BTS mods folder.


Enjoy!
 
Hi. I'm having the interface issue with the mod, the one where it doesn't show up on screen at all. I have installed the 3.31 version, then I deleted it from my computer along with entire Civilization material: files, custom assets, My Games folder, I even violently purged the system registry. And none of that works. I still can't see the interface, can't access civilopedia, and the options menu is off limits to me.

Can it be related to my outdated graphics card drivers? Or the fact that I'm using Windows with non-standard fonts (Polish fonts, to be precise)? Or am I just cursed?
 
@Tevery Best:

I do not know for sure. All I can say at this point is it works fine for some people. Are you using Windows XP or something newer? There are no text entries for Polish in the mod. Can you enable logging and zip and post your debug files after running the mod?

open my games\beyond the sword\civilizationIV.ini and make sure the following settings:

; Set to 1 for no python exception popups
HidePythonExceptions = 0

(...)


; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

then when this occurs - crash the game by trying to save and post all contents of my games\beyond the sword\logs as a zip file here.
 
New Version

Version 3.35 7 Aug 2010
Removed Advanced Tech Conquest by Bhruic
Added ExtraConquest by Don Pedro II (modified by Smeagolheart)
- Capturing cities now grants research based on size
- Espionage Points awarded to Conquestor against Conquestee
Fixed SDK bugs with Pillaging
Added Recon Promotion - Pillage amounts equal to gold awarded in Espionage Points
Added Tatical Analysis - Pillage amounts equal to gold awarded in Research Points
Added Marauder Promtion - Doubles all Pillaging amounts
Misc text fixes
 
Here. Might be worth noting that the game didn't crash (as in "suddenly desktops" crash) during saving, it displayed an error message, but kept running after I saved.
 

Attachments

The PythonErr2.log has some strange things. It looks like it can't see the game is having problems finding your path.

You are using Windows? What version?

Cvpath called " _winreg" to look up your user path becaues it thinks you have a Windows based OS and the program choked with these errors:

pythonerr2.log has this..
Spoiler :

File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 17, in ?
File "<string>", line 52, in load_module
File "BugEventManager", line 102, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 50, in ?
File "<string>", line 52, in load_module
File "CvGreatPersonScreen", line 11, in ?
File "<string>", line 52, in load_module
File "CvGreatPersonModEventManager", line 14, in ?
File "<string>", line 52, in load_module
File "CvConfigParser", line 26, in ?
File "<string>", line 52, in load_module
File "CvPath", line 117, in ?
File "CvPath", line 98, in _getUserDir
File "CvPath", line 105, in _getInstallDir
File "CvPath", line 88, in __getRegValue
WindowsError: [Errno 2] Nie mo¿na odnale&#376;æ okre&#339;lonego pliku
 
hello smeagolheart,

thanks for this great mod. have been playing the extra+lords+nostalgia for 2 years and therefor know most things of this mod as well, as it includes the extra mod.

this is somewhat of a small bug report, or say "missing feature" report.
the agriculture trait usually gives a small city growth bonus. however, the bonus is missing.

i found that in DestinyCvEventManager.py, the eventhandler for the onCityGrowth is missing in the class´ constructor.
simply add
eventManager.addEventHandler("cityGrowth", self.onCityGrowth)
to it and the problem is solved.

i also found a missing xml entry referred to in the sevopedia entry of the unit "Karibna Warrior" (Arawak heavy footman (former maceman)): TEXT_KEY_PROMOTION_MEDIC_HELP in UNIT_CARRIB. it also misses a special ability.

the "Heavy Footman", former maceman, also now has 25% attack on forest, marsh and jungle. but the replacing units do not extend that abilities, but are replacing it. (like the karibna warrior does, he just doesnt have any feature besides the 50% melee the original maceman has.
 
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