[BtS] Merged Mod

1. Download the Merged Mod from the link at the top of this page.
2. Extract the archive, including subfolders, to your \CIV\Beyond the Sword\Mods folder. IMPORTANT: Directory name must be Merged Mod 1.00!
3. Download Wolfshanze's mod, and copy the wolfshanze.fpk into the Merged Mod\Assets folder. This is essential - that .fpk file holds all the new graphics! Without it, a lot of units will appear as red domes, and choosing the new civ leaders will cause the game to crash.

I have followed these instructions to the letter. BUT, no matter where I copy the file wolfshanze.fpk to, I still get Red Blobs and not the new graphics.

I am running Vista Home Premium x64 and I do run the game as Administrator.

What can I do to correct this?
 
@Xenomorph: Nope, sorry, I have not had time to tinker with the makefile.

@StrikeG: Thanks for downloading. Can you confirm that you have unzipped the Wolfschanze.fpk file? It should be some 630 MB when unzipped. The location should be Mods\Merged Mod 1.00\Assets, right alongside the Art, Config, Python, res and XML folders.
 
I was adding in few minimodmods into C++ (Realistic Diplo, Lead from Behind, and SHAM). It was fairly easy to do. No need for WinMerge.

However, it seems that when it compiled, it shoots me with error about wrong file or something. Very similar to when I used a wrong makefile for compiling another mod that used RevDCM as its base.

So can you upload your makefile for this mod please so I can compile my personal DLL for my game? Appreciate it! :)
 
Here's the makefile I'm using. It has worked for me so far.

Thanks. So I'm assuming this is for the latest sources, right? I'm going to assume, "True," unless you say differently.

Thanks again! :)
 
i posted this over in the thread for the modpack pig, and i wanted to also get the merged mod people's opinion on this too:

i see that you include BUG,
but do you include BAT? (it looks like you have different graphics for the different civs, but is it only for the units you have added or changed?)
last bug update was 4.1 on oct 1st, and bbai is currently 0.81M, and BAT is 2.0 on june26. Do you include the latest of each?


sorry, there are just a lot of mods and modmods and modpacks, and i am getting a little confused
there are:
BUG (bts unaltered gameplay: interface and gui changes)
BBAI (better bts ai: changes to AI plus general bug fixes, and a small change to air combat)

then there are also:
BULL (bug + some more interface changes/features?)
PIG (bug + bbai + more game changing stuff)
BAT (bug + huge additions to art files, making game pretty and making civs diverse looking)
BUFFY (bug + some game changing stuff and more interface update/changes/polishing, made for hall of fame games)
Merged Mod (bug + bbai + new units + new techs + gameplay changes)

as far as I can tell,
PIG includes BUG and BBAI and other stuff, but not BAT or BUFFY
BAT includes BUG and new graphics, but nothing else, though i have merged it with BBAI on my computer
and I am very confused on what BUFFY contains beyond BUG
and I am also very confused on what BULL contains, and on what contains BULL
Merged Mod seems very similar to PIG, but with new units and techs, but not including other things...

I am looking for a mod that includes BUG and BBAI and hopefully BAT, which leaves me with PIG, and MERGED MOD, or others to choose from.
what exactly are the differences between these 3 mods?

can you help a relatively new guy out with picking the right mod for him?

thx,
veqryn
 
My answer can't help you pick one, but I am also new to the mods, and I say... try them all out! :) It's a lot of fun! Just make sure each mod has its own folder, and load them at your pleasure. That's what I've been doing. Its like having several brand new games based on a similar concept.
 
Not sure where else to post this:

I love the merged mod, but there seems to be a problem with Religions in the game? I originally put "choose religion" on for one game, and then turned it off again for the next game (and it is still turned off) but I'm noticing Islam and Christianity being discovered much earlier than they should be and when I discovered Theology, Taoism was founded. Thats not right, obviously.

I suppose it could be an issue with CIV 4 in general but I had never put "choose religion" on before that so I can't be sure.
 
Hi Ninja and thank you and all your fellow modders for bringing this great addition to our Civ community. I am having the same issues as StrikeG. Here is where I have placed my Wolfshanze.fpk file: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Merged Mod 1.00\Assets

Meiji, Hitler, and Ho Chi Minh's letterheads are not showing up along with a handful of unit graphical errors. I tried to run Wolfshanze as a stand-alone mod and CIV crashed while loading it. I also tried to find another source for the Wolfshanze mod, but was unable to locate one. What should I do to remedy the situation? Thanks in advance and have an excellent week.
 
Ok, so I started a game with the civ leaders who were working and I wasn't able to have any form of diplomacy with my rivals or friends. Please see the attached screen. Also my user interface is completely gone. Any idea what part of this mod is doing that? I am thinking it is BUG. Thanks in advance.
 

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I am on my mobile, so this will be short... You need to set the mod to allow modified assets - but I can't recall where that setting is located.
 
Hello Ninja,
thank you very much for all your efforts and your hard work!
I really love your mod, but I would like to play on bigger maps so badly.
I am no expert, so I have tried to change the values in the CIV4WorldInfo.xml. Everytime I changed one single digit, the game crashes with a runtime error.
I think this is due to the CvGameCoreDLL.dll, but I have absolutely no clue how to change it.

Would it be possible for you to merge the XXL World mod http://forums.civfanatics.com/showthread.php?t=183746 into your mod or to show me, what files I have to change to do that?
Is there any other way to play on bigger maps than your gigantic 36x22 ?

Thanks alot for your help!
Sun
 
I tracked the problem of my Diplomacy issues. In my CIV4DiplomacyInfos.xml, I had an extra <Response> tag at the beginning. :blush: As for the UI, I retraced my steps inside this forum and did what nahuiocelotl suggested in post 580. I alt-tabbed out and upon returning to the game, the UI had magically reappeared. It's been 200 turns with the AI in control and things are going smooth. Now I just need to get Meiji, Hitler, and Ho Chi Minh working as leaders and things should be well. Thank you again. :goodjob:

Edit: The tech tree is stuck and will not show me how many turns each tech will take nor allow me to scroll into the future era techs.
 
Hey Ninja, thanks for the hard work and I am very excited about the new release.

Are nukes working properly in this version, i.e., will the AI actually build the Manhattan Project and then build ICBMs and tactical nukes? In prior versions I never saw them building nukes, probably due to some flaw in the way the AI handles the transition of the Manhattan Project from "project" to "building." Even when I went into World Builder and gave the AI the MP in its capital city, then gave it access to all the necessary techs and resources, it never built nukes throughout the course of a very long game. This was annoying, because I really enjoy nuclear standoffs and arms races in my games.
 
Thanks to Xenomorph for the makefile! :goodjob:

To all other (new) posters: Thank you very much for your interest! I am very impressed when first time posters come to my mod, really, I am quite honored! :) I am swamped with work at the moment, but I will try to adress people's requests/comments/questions during the weekend.
 
Hello Ninja,
thank you very much for all your efforts and your hard work!
I really love your mod, but I would like to play on bigger maps so badly.
I am no expert, so I have tried to change the values in the CIV4WorldInfo.xml. Everytime I changed one single digit, the game crashes with a runtime error.
I think this is due to the CvGameCoreDLL.dll, but I have absolutely no clue how to change it.

Would it be possible for you to merge the XXL World mod http://forums.civfanatics.com/showthread.php?t=183746 into your mod or to show me, what files I have to change to do that?
Is there any other way to play on bigger maps than your gigantic 36x22 ?

Thanks alot for your help!
Sun

It is certainly possible to make maps even bigger than the Gigantic I have created. However, before you do, I would advise that you try and play the Gigantic map, just to see how your hardware handles it. Start a game with the Gigantic map, and then CTRL-SHIFT-X for 450 turns. If your computer doesn't crash before the game has played 450 turns, then take control of the game to see how sluggish it is, to see if you find it acceptable. If you DO think it's manageable, I could add an even larger map in the next version. :)
 
Hey Ninja, thanks for the hard work and I am very excited about the new release.

Are nukes working properly in this version, i.e., will the AI actually build the Manhattan Project and then build ICBMs and tactical nukes? In prior versions I never saw them building nukes, probably due to some flaw in the way the AI handles the transition of the Manhattan Project from "project" to "building." Even when I went into World Builder and gave the AI the MP in its capital city, then gave it access to all the necessary techs and resources, it never built nukes throughout the course of a very long game. This was annoying, because I really enjoy nuclear standoffs and arms races in my games.

I've just tested the Manhattan Project, and it does work as intended, and the AI DOES build it. However, there are two reasons why you may not see nukes that often anyways: 1) The United Nations can impose a ban on nukes 2) The Manhattan Project is a National Wonder, and as such it counts against the limit of 2 NW's per city. So, given that this is a late game building, there might not be "room" to build it. I could probably change this last bit... or you can test it out yourself: go into Mods\Merged Mod 1.00\Assets\XML\Buildings\CIV4BuildingClassInfos.xml and find line 1552. Then set bNoLimit to 1 for the Manhattan Project. This should make it so the MP does NOT count against the two NW limit.
 
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