[BtS] Diversica

I wasn't trying to tell you that you must use Lt.Bob's DLL... I was just saying if it's part of your "vision" of how the game and/or your mod should be played, you shouldn't be averse to putting-in a DLL to implement the feature rather then expecting the majority of your mod fan-base to do so. I have found most mod users tend to not alter a mod they have or use... sure... the vocal ones may make changes... for every post of guy-X saying "I'm using your mod and I'm changing this or that", there's probably five guys who downloaded it, will never make a comment to you, and never change a thing (but play-it "as-is").

Just sayin'
 
I wasn't trying to tell you that you must use Lt.Bob's DLL... I was just saying if it's part of your "vision" of how the game and/or your mod should be played, you shouldn't be averse to putting-in a DLL to implement the feature rather then expecting the majority of your mod fan-base to do so.

I didn't interpret it this way (of you telling me to include it). If I want to go down that route I might inclue a dll, but in general I prefer to not use a dll (I gave the reasons for this a while ago, basically I would be dependent on someone elses work and he might just disappear and I won't be compatible with future patches until he releases an update).

If there is enough in a dll to make me want to include it I will, chances are this will be the WoC one, but Lt. Bob and Dale's Combat Mod all are options I follow. (And I very much hope that WoC will include all those changes eventually)
 
hey mamba i switched over from the .60 version to the .70 with .70c and it all looks really good but the flags dont show up in the civlopedia. not sure why the files are there and the path looks good but only the barbarian, minor civs and arabia show. they are all there in the game itself just not in the pedia. any ideas on that?
 
hey mamba i switched over from the .60 version to the .70 with .70c and it all looks really good but the flags dont show up in the civlopedia. not sure why the files are there and the path looks good but only the barbarian, minor civs and arabia show. they are all there in the game itself just not in the pedia. any ideas on that?
Yeah Mamba... the buttons you posted earlier in the "German flag issue" thread didn't work either. For me to use one of your buttons I had to take a screen shot of the thread make it a pic and convert it to DDS format myself. What I find odd is that every 6kb button shows in "thumbnail" mode in Explorer except for the ones in your pack.

Weird.
 
ok mamba since i couldnt find a reason for the civs flag buttons not to work i imported the flags from .60 to replace the ones in .70 and now they all work fine.
I think some/most are corrupted... possibly during the compression process?!?!?
 
Just noticed this last weekend and have created new buttons, here they are ;)
Thanks... I'm going to "borrow" some of those if you don't mind... ;)
 
Version 0.80 :
  • added Bakuel's Inca units
  • added Bakuel's Mali units
  • added some civilization specific units for early bombers, early fighters and early jetfighters
    [*] included Wolfshanze's naval categories and promotions
  • major xml rework in anticipation of World of Civilization
I'm confused... does this mean you added new naval units like Ironclad Battleships and Pre-Dreadnoughts? Or do you just have the Frigate to WWII Destroyer jump?!?! :crazyeye:
 
I have had several ships in between Frigate and Destroyer for quite some time now (version 0.55, after we had the discussion about them in here), just not as many different types as you do.

I have Ironclad Warship (age of steam), Pre-Dreadnought and Dreadnought ships. So these ages come with one ship each (except for age of steam which also contains the regular Ironclad) instead of the 2 to 4 units they have in your mod.

I now introduced the Early Carrier in 0.70 since there currently are some WW1/WW2 units around (japanese carrier, german carrier, default WW1 carrier) and few newer ones. As in your mod, carriers belong to the Naval category.
 
Yes, move the Assets\Modules\Custom Civilizations\NativeAmerica\Sioux_CIV4GameText_Objects.xml file to Assets\XML\Text to fix it.

Blame that on the modular format not being truly modular, it has some quirks which require some stuff to go together or at least be in the same dir for no apparent reason (I had some real issues with that with promotions which caused completely odd behaviour...).

I figured this isn't really much of a problem and was content that I finally had traced the promotion bugs down after two days of searching for it. I'll use that as a test to see how good WoC really is (as in theory it should work the way it is now, that it doesn't is a Firaxis bug) ;)
 
I have had several ships in between Frigate and Destroyer for quite some time now (version 0.55, after we had the discussion about them in here), just not as many different types as you do.

I have Ironclad Warship (age of steam), Pre-Dreadnought and Dreadnought ships. So these ages come with one ship each (except for age of steam which also contains the regular Ironclad) instead of the 2 to 4 units they have in your mod.

I now introduced the Early Carrier in 0.70 since there currently are some WW1/WW2 units around (japanese carrier, german carrier, default WW1 carrier) and few newer ones. As in your mod, carriers belong to the Naval category.
Ah... that's cool... I'm not exactly up-to-date on everyone else's mods... I looked at a lot of mods to get ideas and what-not when I first jumped back into Civ4 modding, but I haven't looked at other mods lately.
 
Thankyou for your help Mamba. This really is an amazing mod you have here. You really should split off the mod from a simply graphical mod and a personal, gameplay changing mod, that way you could have simple diversica with just the diverse units, and then you could have a mod with next war(and maybe more than just a simple next war added on as we have talked earlier), more civs, more unit classes, and so much more.
 
Ah... that's cool... I'm not exactly up-to-date on everyone else's mods... I looked at a lot of mods to get ideas and what-not when I first jumped back into Civ4 modding, but I haven't looked at other mods lately.

That's ok, I skim through the introduction by the authors to see if I find it interesting and that is it too, but that is a far way from knowing what truly is in the mod (even the description will actually tell more than I know of them).

I haven't had much time to play my mod, let alone others so far, but with the WoC conversion done (I just wait for the next WoC release to verify it) I now should find some time to take a look at other mods and actually manage to finish a game or two with my mod before the savefiles get broken again ;)

Yours also is on my list of things to give a try, I usually avoid archipelago maps, but your mod just screams for them, so it will be a nice change from my usual maps ;)
 
Thankyou for your help Mamba. This really is an amazing mod you have here. You really should split off the mod from a simply graphical mod and a personal, gameplay changing mod, that way you could have simple diversica with just the diverse units, and then you could have a mod with next war(and maybe more than just a simple next war added on as we have talked earlier), more civs, more unit classes, and so much more.

That is something I am thinking of for the WoC version as it then will be easier to do so. Right now I would need two versions for some files, the non-expanded one and the expanded one, with WoC I will only need additional files, so no work needs to be duplicated.
 
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