[BtS] Diversica

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.

I too am waiting for WoC, it'll make things so much easier to manage! One thing that I'm curious about - What's this savegame corruption? Is it related to WoC or something else?
 
If you are talking about this sentence "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", it has nothing to do with WoC, just with the fact that I frequently break savegame compatibility with the next release and never managed to finish a game before the next release was done.

So far I never tried playing with WoC, I just experimented with what is and is not possible with the new format (due to bugs or my understanding of how things work).
 
If you are talking about this sentence "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", it has nothing to do with WoC, just with the fact that I frequently break savegame compatibility with the next release and never managed to finish a game before the next release was done.

So far I never tried playing with WoC, I just experimented with what is and is not possible with the new format (due to bugs or my understanding of how things work).

Oh, then I misunderstood, sorry.
Anyway, I never even manage to really start a real game, hmm... :sad:
 
hey mamba it seems that one of the graphic files is missing. the mali cuirassier is showing up as red dots. im guessing that the file path Art/Diversica/Units/African/Cuirassier_African/africanearlycavalry.nif
is refering to the FPK files that you use, cause there is no Diversica folder under Art, heck there is no Art folder under assests for that matter ;). but anyway could you maybe put that file up for us? :)

EDIT: ok after some more playing its any civ that uses the african cuirassier, so either need to add the graphics file or change the path. which is what im doing right now. setting it back to default untill i figure out where the missing file is :)
 
I am not sure where you found the "Art/Diversica/Units/African/Cuirassier_African/africanearlycavalry.nif" reference. No xml file of version 0.80 contains it, or are you still on 0.70 ? (there the path would have been Art/Diversica/Units/African/Cuirassier_African/Cuirassier_African.nif though)

Did you install 0.80 on top of an older version ? If so, please delete the Diversica folder and extract 0.80 again, you cannot mix the files from two versions, they always need a clean install (i.e. an empty dir).

In 0.80 the african cuirassier is at "Art/Custom/Units/African/Cuirassier_African_Siam/Cuirassier_African.nif" (and the corresponding _FX), just as it is defined in Assets\Modules\Custom Units\African\African_Cuirassier_CIV4ArtDefines_Unit.xml and it works in game for me.

EDIT: after a little digging around I found your reference "Art/Diversica/Units/African/Cuirassier_African/africanearlycavalry.nif", it is in your own mod version 1.5 and Diversica version 0.60. I always updated the definition with each new release, so the cuirassier has always worked in Diversica. In your mod however you still use the 0.60 definition but the 0.70 FPKs.

So, whenever you update my FPKs in your mod, make sure you also update the xml and when you find glitches in your mod, make sure that they exist in Diversica as well before posting here (which at least in this case they don't).
 
yeah im still using .70, im not ready to do another rewrite yet though i dont know how i got .60 mixed in there since i redid my mod from the ground up when i added your .70. ill go back and redo it again :( bummer. thanks mamaba i probally wouldnt have found it since i dont open up the FPK files.

EDIT: ok i realized now how i ended up messing things up. remember when i couldnt get the flags to work for .70 and i told you had transfered the ones for .60 to fix it before you posted the new flags? well there we go :( well it will all be fixed right the next time i do a full upload. i think ill just stick with .70 for now ;) so i dont mess myself up yet again lol.
 
Bugfix 0.80b released, fixes a graphical issue with the english cavalry and a CTD with the russian tank (my first one which actually was due to the filename, not the xml - CIV continues to surprise me ;) )
 
hi, i really like your mod. i installed both .80 and .80b and the custom resources seem to not be working. they appear on the map but building improvements over them does not gain the resource.. i'd be thankful for any help.
 
Got a minor bug for ya, The Aztec galley(canoe) action buttons aren't there. I tried to put it into another modular and same thing happened to me also, no action buttons see pic.:confused:


EDIT: OK tried a few things, and i got it figured out, you need to put galley/galley in for kfm, thats the only way to get it to work.
 
Thanks for letting me know, fixed in 0.80c ;)

I use the Art/Custom/Units/Viking/Trireme_Drakkar_Viking/galley.kfm as that is binary identical to the canoe one (which differs from the regular galley). No idea why two binary identical files behave differently though (but it is not the first time that they do either).
 
Thanks for letting me know, fixed in 0.80c ;)

I use the Art/Custom/Units/Viking/Trireme_Drakkar_Viking/galley.kfm as that is binary identical to the canoe one (which differs from the regular galley). No idea why two binary identical files behave differently though (but it is not the first time that they do either).

The same canoe is listed here:GALLEY_AZTEC:confused:
 
No, it uses different skins (.dds), but it apparently has the same problem, time to change its .kfm too.
 
The knight works for me in 0.80. Unless someone tells me, it usually won't get corrected as things slipped past my check before releasing a new version and I do not check stuff I have added a second time around after the release.

I usually check in world builder that the unit is displayed correctly, that the buttons are sometimes missing is a new issue, something to check in the future as well it seems - although I have no idea what causes this, neither the xml nor the kfm should cause this, yet it happens.
 
Are you going to incorporate the newest version of Ethnic Artstyles in a future version of this? He's got some good ideas like buildings having a different look in earlier eras. I know this has been implemented before, but he's expanded it to include Scotland yard(so you don't have a skyscraper in an ancient city), and other buildings.).

You also might want to think about including introduction text for the new civs and leaders, ask the guy behind Civ Gold(what is his name?) he has it for every new civ he's included. I'm sure he will share with you.
 
EA 1.09 was a bugfix release (bugs in EDU which I do not have in my mod), so the version in my mod and the current version are identical when it comes to city art.

I might take a look at the Civ Gold texts and civs ;)
 
Can you list whats fixed in c and d so I can add it to the list?

animations for japanese warrion, buttons for aztec and native canoe (galley).

I don't think anyone actually needs / wants to know, as long as the latest patch fixes more than the one before it ;)
 
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