[BtS] Merged Mod

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.

Hmm, if you're tinkering with the mod yourself, it becomes tricky to help you... ;)

Do you have BUG installed in the Custom Assets? If you do, that might cause some issues. BUG is completely integrated in my mod, and if you have an extra copy interfering, I'm not sure what could potentially go wrong.
 
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:
[...]

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

thx,
veqryn

Hi veqryn, thanks for trying out my mod! :) Of those you mention, I integrate BUG, BULL and BBAI. BAT is a graphical mod, IIRC, and instead of BAT I use Wolfschanze's graphics. I'm not sure how much difference there is in the graphics, but the main reason why I've chosen Wolf's, is that his mod bridges some unit gaps in the tech tree. Apart from that, my mod is also about providing more options for custom games, as well as adding a little more detail for certain combat aspects.

But AthenaMaria is right - try out different mods to see which one you prefer! ;)
 
Hi Ninja. I have nothing installed in my CustomAssets folders.

In the meantime, I did manage to get Ho Chi Mihn, Hitler, and Meiji working as leaders by downloading different sets of leaderhead files for each. For some reason, the original files would not work. When I tried using the Culturally Linked Starts, I got an error message saying the Python file could not be found, so I downloaded the original, added the additional CIVS into the CvCultureLinkInterface.py and now it works as intended. The only thing that is still not functioning is the Tech Tree. Here is the error message if you may shed some light for me:

"Traceback (most recent call last):

File "CvScreenInterface," line 86, in showTechChooser

File "CvAppInterface," line 75 in PreGameStart

File "CvTechChooser," line 110, in interfaceScreen

File "CvTechChooser," line 209 in ConstructTabs

File "CvTechChooser," line 336 in placeTechs

File "CvTechChooser," line 359 in addiconsToTechPanel

File "CvTechChooser," line 809, in updateTechRecords

Runtime Error: Unidentifiable C++ exception"

I tried to take a screenshot but it shows up blank. If anyone has a functioning CvScreenInterface, CvAppInterface, or CvTechChooser they can send to me, I would greatly appreciate it. Thanks in advance and have an excellent weekend! :)
 
I've zipped and attached my entire Python folder. Hope that straightens things out for you. :)
 

Attachments

hey ninja2,
ive been wanting to say that im impressed with your work here.

excellent mod.


i decided to use most of your sdk, since i like it so much,
i wonder - i see you have no dcm popup in the mod - how come? ive been trying to use the old dcm popup through the eventmanger, but im keep getting an error, do you know why?

thanks in advance and keep up the good job.
 
Thanks for the praise! It's a BUG thing with the missing popup. I'll try and get it back for the next version.
 
Hehe, that IS a funny fact! :)

You mentioned that you use most of my source - which parts don't you use, I'm curious? And how many changes are you going to add in order to make it work with Dune Wars? Of course you can use it, I'm just thinking whether or not I need to ask for credits! :p
 
Hey, I just downloaded this mod yesterday.

I copied and pasted the fpk. file and the movies and sound where they were supposed to be put.

Yet when I try to play a game, my CiV IV game crashes. The only mode where it didn't crash was when I played on one of the 34 or 36 civ maps. I reinstalled the mod several times, but I'm out of ideas.

Any ideas on how to fix this?

One thing I've noticed, is that when the mod (Merged Mod 1.00) loads, it lists the XML as being uncached. I don't know why it would be or how to fix it if that's the problem.

Regards, Thomas
 
hey,

oh of course you will get credits, i know how hard and annoying extracting sdk stuff can be - like dcm that you skimmed down.

well,
acctually i think im using most of the code, i removed silent hunter, and your air combat - though im thinking of using it for my overlord mod, it seems you did some very good job there.

besides that, im adding stuff into it - our dune parts and i added some stuff like battle effects , and im now trying to get the tga indexation from revdcm.

of and i removed the bug sdk along with bug, im trying to simplfy dune wars to basic mod comps.

:)
 
Any idea why the ranged bombardment HUD button would be missing from all the ship units that have ranged bombardment?

Their stats indicated ranged bombardment, the range denoting grey squares show normally however there is no way to issue the command since for some reason the button is missing.

Have checked globaldefinesalt.xml like 30 times to make sure DCM options are enabled... yet no effect for the ships.

Edit: Forgot to say good job on the mod and merging :)
 
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 alot for your answer!!
I will try that and report back to you.
Have a nice day!!

Sun
 
Hey, I just downloaded this mod yesterday.

I copied and pasted the fpk. file and the movies and sound where they were supposed to be put.

Yet when I try to play a game, my CiV IV game crashes. The only mode where it didn't crash was when I played on one of the 34 or 36 civ maps. I reinstalled the mod several times, but I'm out of ideas.

Any ideas on how to fix this?

One thing I've noticed, is that when the mod (Merged Mod 1.00) loads, it lists the XML as being uncached. I don't know why it would be or how to fix it if that's the problem.

Regards, Thomas

Ah, no I'm not sure what this issue could be. XML uncached is certainly not the issue... When does the game crash? I mean, how far can you get in the game before a crash? I assume you have patched CIV to 3.19?
 
Any idea why the ranged bombardment HUD button would be missing from all the ship units that have ranged bombardment?

Their stats indicated ranged bombardment, the range denoting grey squares show normally however there is no way to issue the command since for some reason the button is missing.

Have checked globaldefinesalt.xml like 30 times to make sure DCM options are enabled... yet no effect for the ships.

Edit: Forgot to say good job on the mod and merging :)

I'll have to check this out. This is the first time anyone has reported this. Can you range bombard using the keyboard? I think the hotkey is 'b'...
 
Ok will try with the hotkey (not at my gaming pc atm) and get back to you.

Edit: Tried the hotkey to no effect. You think the presence of other Modpacks containing DCM might be affecting this? Gonna try a clean 3.19 BTS install with Merged Mod installed as the only mod to see if it sorts it out.
 
No, I think you should try and add this to the GlobalAltDefines.xml file:

Code:
	<Define>
		<DefineName>DCM_NAVAL_BOMBARD</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

It seems I have missed to include this in the file. Please try it out and see what happens. :)

I am actually almost ready to release a new version, so it's great that you chime in with these things before release! I need to double-check a number of things, but I should be able to release the next version within a week.
 
I inserted that part of the code last night to no avail :(...

I checked my Road To War mod with naval bombard enabled and it worked fine. HephMod Naval Bombard doesn't work ... but i think the problem with Heph's lies with the unit stats.

The stats on naval units in Merged are all fine, for those that have ranged bombardment from what i saw...

DCM features like Archer Bombard, Ranged Bombard for Siege, Air Combat, Stack Combat all work normally. Everything except Naval_Bombard ... odd.
 
Wait... I think I know now. Ranged bombardment was changed by the RevDCM team (they fixed/balanced some issues with various DCM components), so ranged bombardment deals collateral damage. Presumably, this also means that the naval unit can only deal damage up to the limit, iCollateralDamageLimit. E.g., a Protected Cruiser has no collateral damage ability at all, and will thus not be able to issue damage at range. This would explain why you have no button. A Dreadnought has a iCollateralDamageLimit of 50, and so it should be able to damage a unit at range to 50% of the target's health. If the unit is at or below 50%, the button should be there (but it might not :lol:), but you'll be unable to attack. You could try and temporarily change the iCollateralDamageLimit of the unit in question to 100, and see if that doesn't do the trick. I'll then need to look at balancing these units once more, probably.
 
I see, not sure you've nailed it but you 're probably on the right track :P

I'll try this and also compare unit stats with stats from working DCM mods and see what i can find.

Thx for all the help and good luck with your next release :)
 
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