[BtS] Diversica

You are right, it says so, hadn't noticed that before. No, it has not been fixed and also the project definition does not have a prerequisite project, so I have no idea where this comes from. Will have to look into this.
 
Seems to be a problem of modular loading. When I use the same definition in a non-modular way everything works as expected.

Add projects to the growing list of files which do not work correctly when modular (along with technologies and promotions).
 
Alright, cool. Glad to help. But this does put a damper in my plans for a Space Race victory. Blah!
 
Seems to be a problem of modular loading. When I use the same definition in a non-modular way everything works as expected.

Add projects to the growing list of files which do not work correctly when modular (along with technologies and promotions).

This is amazingly frustrating, no? It is at least for me.
Add to these the fact that when you are building a bigger mod you can practically forget modular loading - it just gives different, hard to diagnose problems :(
 
when you are building a bigger mod you can practically forget modular loading
Yep... that's the case with me!
 
Yep, I am not exactly happy over this, Firaxis should fix that stuff so all definitions can be modular, not just a select few (ok, the majority, to be fair).

The mod size does not seem to affect this (i.e. number of changed / added xml definitions for units, civilizations etc.). Some simply do never work modular, you cannot add a single tech in a modular way, you can add 50 civs in a modular way however.

imo the most trouble for bigger mods originates from the custom dll, which isn't something I would blame on Firaxis. Your (avain) experiments with DCM come to mind here, I decided to never try to integrate DCM anywhere when I looked at the sources ;)

Most of the changes Wolfshanze did should work ok in a modular fashion too, he just didn't go that route. I prefer to keep things modular where possible and redo them non-modular when I stumble across problems.

Oh well, here's to hoping WoC will solve that issue once and for all, but progress sure is slower than originally anticipated by the creators (isn't it always ?). I will start pushing its boundaries once things stabilize some more there.
 
Another thing I have noticed: Once Cybernetics (I think; it may be cloning) is researched, you lose access to Mobile SAM and Mobile Artillery, along with fighters and bombers. Is that supposed to happen?
 
Doesn't happen to me, Bombers become obsolete with Robotics (i.e. Stealth Bombers), Fighters with Computers (Stealth Fighters), Mobile SAM and Mobile Artillery never get obsolete.
 
Sorry, I meant stealth bombers and jet fighters are both unavailable once I've researched those Next War technologies. And I certainly have lost access to Mobile SAM and Mobile Arty. Hmm. I'll have to load .8 and see if it happens.
 
Stealth Bombers and Stealth Fighters also are still available to me (not sure when the Jet Fighter vanished, but since the Stealth Fighter is its successor, that probably is ok ;) ).

Are you sure you still have access to all required resources ?
 
well mamba i when i put Diversica in my mod i leave about half of your stuff as modular, the civs themselves, and completely merge the rest. :) i was going to add DCM untill i looked at the type of changes and decided that would be alot of future headaches if i attempted to merge it. after i complete the next version of my mod ill also make it in the WoC format so its ready. then i guess ill go back to helping at WoC to try and get the files changed over. ;)
 
Thanks, I in turn am highly anticipating the 1.0 release of WoC to base this on. So far I have some issues with it, which hopefully are fixed by then.
 
I haven't taken a look in the last week, but before that the problems still remained. I also am looking forward to anything which resembles some documentation as depending on who answered my questions I got different results ;)

Some things I am not at all sure of are :

- can I use FPKs ? some say yes, others no - I know it doesn't really fit the WoC concept, but I want a technical answer on that one
- what does the modular = 1 (or = 0) do in the ini file when using WoC ? I heard I should use = 0 for WoC, but then I crash whereas with = 1 I only get some warnings. So why use = 0 ? what do I miss with = 1 ?

Specific problems I have :

- why doesn't it care for my load order as defined in the MLF files ?
- why do I get 'Failed loading ...' for some files (all 4 promotions, 2 units)

The 'funny' thing is that all of it worked in 0.80 or so and I have not changed anything since (other than add a few new objects of the various types), so I hope this gets sorted out.
 
Speaking of the next version, I am thinking about following Wolfshanze's lead in making planes (light bomber, jet fighter and stealth fighter) lethal, i.e. they can kill units, not just damage them.

As this apparently is a controversial issue on Wolf's thread, what is your take on it (or has everyone interested already contributed their view over there ;) ) ?
 
Well, I wouldn't provide additional AA power / units over what s in civ already. Otoh SAM Infantry is available unchanged whereas in Wolf's Mod it has been pushed back.
 
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