[BtS] Diversica

I have a problem with Diversica. Yesterday I played a game of Diversica and was very happy with it. I saved and today I wanted to resume my game, but every time I try to load it, it crashes. I get this crash only with Diversica, I have no problem playing BtS without mods or with other mods. :(

is this the first game of Diversica for you or did it simply work for the previous games ?

Sometimes Civ does corrupt a savegame, mod or no mod, this being the first game would be rare though. Do you always have that problem (i.e. with every savegame of Diversica you try to load) ?

If not I'd ascribe it to Civ still.

Also, it loads very slowly, original BtS takes a few moments to start, while Diversica has to load for 1 or 2 minutes, which is very frustrating combined with fact, that I can't continue my last game.

Can't do anything about that, Diversica is loading a lot more graphics than a regular game is.
 
Tested: new games run almost correctly (note below) - they save and load with no problem. The first save of my first game seems, however, to be corrupted. It's sad, because I had a very good beginning... :)

About almost correctly: whilist I was playing the game, it actually crashed. But when I loaded from autosave it was working fine.

PS: greetings from Bulgaria; I'm new to this forum, but I already found many goodies here, like Diversica. :)
PPS: I really like CarterEarth map (or scenario? not sure whether "map" is correct), I'm very glad you included it.
 
Tested: new games run almost correctly (note below) - they save and load with no problem. The first save of my first game seems, however, to be corrupted. It's sad, because I had a very good beginning... :)

I'd atribute this to CIV, not the mod then. I had a few vanilla corrupted savegames myself. Rare, but it can happen.

About almost correctly: whilist I was playing the game, it actually crashed. But when I loaded from autosave it was working fine.

hm, should not crash, not sure what caused that though, esp. since it is not repeatable. If you ever have a crash which is repeatable, upload a savegame which crashes at the beginning of the next turn.

PS: greetings from Bulgaria; I'm new to this forum, but I already found many goodies here, like Diversica. :)

Greetings, look around, you should find plenty of mods here :D

PPS: I really like CarterEarth map (or scenario? not sure whether "map" is correct), I'm very glad you included it.

I consider it a map as nothing is scripted and no cities etc. have been set up. Glad you like it.
 
Hi, first of all, great mod! I really enjoy it.

I have a couple of questions, when I run the mod, whenever I step on a goodie hut, nothing comes up. no text, no effect, nothing. the hut just disappears. Another question is, the diplomacy music is the same for every nation, how come?

Thanks for the great mod again! :D
 
Hi, first of all, great mod! I really enjoy it.

Glad you enjoy it ;)

I have a couple of questions, when I run the mod, whenever I step on a goodie hut, nothing comes up. no text, no effect, nothing. the hut just disappears.


Just started a game to verify. It did happen a few times to me, but other huts did give me bonuses, so it does not always happen.

I certainly changed no XML that affects this, so my guess would be the RevDCM dll.

Another question is, the diplomacy music is the same for every nation, how come?

Good question actually, I usually play with music off, so I had not even noticed that ;)

Again, the XML looks fine to me on first glance (I did add some music for the new civs, so at least in theory I could have screwed up this one). Will look into this some more.
 
Hi, looking over your mod now and had an idea. I noticed that there have been some futuristic cities that have been created to be used with a civ4 version of Alpha Centauri. I was thinking that the cities could diversify again in the future era instead of every civ having the same future city look.
 
Hi Mamba
Not sure if it matters any more but I found that there is a problem with cities that have both a stable and an arcology in them (try it in worldbuilder). The art definition for a Stable that is inside the Div181_Misc01.FPK causes Arcologies to quadruple their size to swallow surrounding cities. I removed the art for a stable in that pak file and it fixed it for me. Why I do not know. The only difference is that the art work for a stable has a horse in the stable while the default BTS stable has none. Why it does this to arcologies in Nextwar I will never know. Go figure that!:eek:
Cheers
 
Yeah ok will nuckle down then:hammer: You may think me on drugs (kidding) but I think I might know why it happens at least to some degree. The arcology grows huge to not only swallow up the stable but any surrounding horse improvements. So the definition of the horse model in the stable and the model for the improvement seems to be pointing to the same 3D object and so the arcology building wants to surround all of the model....
Cheers
 
The arcology grows with the city, which means that it grows with the buildings in the cities...and that again can be a problem when the buildings are either big or have technically a glitch.
I think the space elevator has that problem to, due to height.
 
Why does the Viking Axeman has the stupid horns, especially considering they do not appear with the other units?
 
Why does the Viking Axeman has the stupid horns, especially considering they do not appear with the other units?

Ask Bakuel, he created the unit. He usually is rather historically accurate with his units. No idea what sources he used though.
 
The reason why the ancient axeman has "horns" is becuase the pack stands for the Vendal culture of Northern Europe. Images of warriors wearing "horned" helms appear multiple times in the art of this culture and related sites (such as the Sutton Hoo site of England), but sometimes they are more like snakes, dragons, or just phallic like objects.
Arguing from practicality, some historians state that such a "unweildy" helmet was probably never worn in *real* warfare, probably only meant for "ritual" use. No one knows for sure as the Northern European cultures during this time period are only known through the archeological evidence.
However, there are some problems with the above argument, the distinction between warfare and ritual is a odd one, it is well known that many cultures throughout Europe, Asia, Africa, and the Americans have exhibited ritualized and extremely unpractical methods of warfare. Ritualized berserker or warriors belonging to some holy pagan warrior brotherhood/guild/order charging into battle in horned helms would not be the most weird thing ever witnessed on earth. After all, many people present the Teutonic Knights as wearing horns, and that's one holy warrior order for you right there.

But opinions are opinions. Like other cultures which are only known through archeology, no one knows for sure.
 
Bakuel cheers to you thanks for sharing your art and knowledge! It is perhaps a juggling act between the perception of aggressiveness both within the attacking ranks and from the viewpoint of the enemy weighed against the actual practicalities of war that decides how extravagant these adornments become. Is a missile defense shield any different? Kidding.

@Mamba
Please drink up and enjoy the new year while you still have time. In a few days I will release RevDCM 2.9 and your work to update this precious mod resumes :)
Cheers
 
Please drink up and enjoy the new year while you still have time. In a few days I will release RevDCM 2.9 and your work to update this precious mod resumes :)
Cheers

Hehe, that and there are quite a few units from Bakuel which I need to add ;)
 
what is with the "red balls"-unit? I mean the swedish SAM inf., this unit didn`t work...:confused:

I fixed it on my end, it will be fixed in the next version, which will be out soon (next weekend ?).

If you need a fix right away, search for Viking_SAMInfantry_CIV4ArtDefines_Unit.xml
and make sure the following lines are exactly like this :

Code:
			<NIF>Art/Custom/Units/Viking/Modern/Land/SAMInfantry/Zerver_v2/sam.nif</NIF>
			<KFM>Art/Units/SAMInfantry/SAMInfantry.kfm</KFM>
			<SHADERNIF>Art/Custom/Units/Viking/Modern/Land/SAMInfantry/Zerver_v2/sam.nif</SHADERNIF>
 
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