[BtS] Merged Mod

Please try the link again, I just tried it and it worked. :)
 
Is it possible to bring back the ability to rebase aircraft into any city that you own, no matter the distance?
 
Hm, I did not consciously include, or design, unlimited rebasing. Thus, I also did not consciously remove it. :) Are you confident that this was changed between 1.10 and 1.11?
 
It may have been done in a patch then, it has been a while since i have played, but im pretty sure i remember being able to rebase anywhere i chose to.
 
Please try the link again, I just tried it and it worked. :)

Hallo Ninja 2, thanks for your message.

I have seen, that some gamer downloaded this file.
I disable Adblock, No script, and also my firewall, (not XP firewall)
but still it didn"t work at filefront.

That make me boiling.

Do you or gamer have some ideas, what is wrong.

or may be there is another link or possibility to download.

Thank gamer community.
 
I just managed to get this downloaded thanks to some help from Ninja, started my first game and boom! I get a CTD. I've tried three games now and they all crash at about the same time, very early on in the game (~15-30 turns). No idea what is happening. It crashes the instant I hit enter at the end of my turn.

Attached is one of the autosaves from right before the crash. I found a log file in the CivBTS root directory called ThemeParseLog.txt that contains the following:

[Mar 03, 2010 - 16:39:55] Messages while processing 'Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

I'm thinking this has something to do with the problem because a new one is generated every time the game is started (based on the timestamp). I haven't tried loading a game without the mod to see if this is still generated then.

If it matters, this is using the LandMasses map script and Merged Mod 1.11 and nothing else.

[EDIT] Just tried loading the game without the mod and the same error log is still generated there, so I guess it's not related to the problem.
 

Attachments

I think I might have fixed the problem. I deleted the mod and reinstalled it and now it does seem to be working. I haven't given it a long term test yet, but I managed to get 40 turns into a test game with no crash. Before, the longest I managed to get was 20.

I believe there were two ini files in my original installation. No idea why that would be, since I just downloaded the mod a couple days ago.

[EDIT]
Well, I hoped the problem was fixed but it's not. I started a game to actually play and once again, it crashed at about turn 22. This is agrivating. I used to play this mod all the time, now I can't get it to work.
 
This is a problem I've noticed too - in Windows 7. I have played the 1.11 mod on my XP machine with no CTD's, but on my Windows 7 machine the game behaves exactly like you describe it. The 1.10 version, no differences, but this problem has come up with the new version. I've tried to fix it, but I'm not sure what's causing it yet. :confused::dunno: What OS do you have?
 
This is a problem I've noticed too - in Windows 7. I have played the 1.11 mod on my XP machine with no CTD's, but on my Windows 7 machine the game behaves exactly like you describe it. The 1.10 version, no differences, but this problem has come up with the new version. I've tried to fix it, but I'm not sure what's causing it yet. :confused::dunno: What OS do you have?

Was going to mention that, but didn't figure it would matter. I am indeed running Win 7 on my new laptop. Have you tried running the game in XP compatibility mode to see if it helps?

You say the 1.1 version works but not 1.11? Did you make a DLL change with 1.11?
 
I've figured it out...! Here's how to fix it, I'll get up a proper new file tomorrow:

1. Open up CIV\Beyond the Sword\Mods\Merged Mod 1.11\Assets\XML\Units\CIV4UnitClassInfos.xml
2. Go down to line 856, and either delete the Early Flyer entry, or wrap it in <!-- entry here -->. The section should then look like this:
Code:
<!--<UnitClassInfo>
		<Type>UNITCLASS_EARLY_FLYER</Type>
		<Description>Early Fighter</Description>
		<iMaxGlobalInstances>-1</iMaxGlobalInstances>
		<iMaxTeamInstances>-1</iMaxTeamInstances>
		<iMaxPlayerInstances>-1</iMaxPlayerInstances>
		<iInstanceCostModifier>0</iInstanceCostModifier>
		<DefaultUnit>UNIT_EARLY_FLYER</DefaultUnit>
	</UnitClassInfo>-->

I've taken out the Early Flyer, and this little snippet was apparently enough to bring down the whole mod (under Windows 7 only), in less than 25 turns. Remarkable, really. And extremely time consuming to nail down.
 
That may have worked. I also had to remove an entry from the Technologies\Civ4TechInfos.xml to eliminate an error message. Flight tech still had an entry granting an Early Flyer to the first civ to discover it.
 
I appologize if this has already been mentioned, but us there any way to make the aircraft lethal to ships while still maintaining their combat limit against land targets? I understand the idea behind preventing aircraft from killing units as they can be overwhelmingly powerful. Then again, overwhelming air power can easily decide a battle in reality, so I don't find this much of a problem.

However, aircraft should almost always be able to sink ships. The navy's biggest enemy is airpower, and without the ability to kill a ship, naval aviation is almost completely useless. I'll probably end up modding it some to allow aircraft complete kills and play around with bonuses to make them more effective against ships than land targets.
 
That may have worked. I also had to remove an entry from the Technologies\Civ4TechInfos.xml to eliminate an error message. Flight tech still had an entry granting an Early Flyer to the first civ to discover it.

I know about that one. It doesn't cause a CTD, which is why I didn't think it was necessary to include in the workaround. I will of course include it in the fixed 1.11.

I appologize if this has already been mentioned, but us there any way to make the aircraft lethal to ships while still maintaining their combat limit against land targets?

Yes there is. If you look in XML\GlobalDefinesAlt.xml, at line 197 there is a value of 30. This is the additional MaxDamage done to naval units by aircraft. So, if the base iAirCombatLimit of the unit in question (check XML\Units\CIV4UnitInfos.xml) is set to 70, the additional 30 from this variable makes the Limit 100, which means the unit can kill naval units. If the base iAirCombatLimit is below 70 (say 50), the damage done to naval units will still be greater (limit is now 80) than the damage that can be done to land units, but not quite enough to kill it off. I believe the iAirCombatLimit works as a percentage, so a value of 100 = 100% of the enemys health that can be taken away. The iAirCombarLimit has no effect on air vs. air combat.
 
Yes there is. If you look in XML\GlobalDefinesAlt.xml, at line 197 there is a value of 30. This is the additional MaxDamage done to naval units by aircraft. So, if the base iAirCombatLimit of the unit in question (check XML\Units\CIV4UnitInfos.xml) is set to 70, the additional 30 from this variable makes the Limit 100, which means the unit can kill naval units. If the base iAirCombatLimit is below 70 (say 50), the damage done to naval units will still be greater (limit is now 80) than the damage that can be done to land units, but not quite enough to kill it off. I believe the iAirCombatLimit works as a percentage, so a value of 100 = 100% of the enemys health that can be taken away. The iAirCombarLimit has no effect on air vs. air combat.

Ah, okay. That makes it a bit better.

[EDIT]
I just did a little test in World Builder. Placed an enemy CV, CA, and DD in a landlocked water tile, then placed about a dozen fighters within range to attack. After a couple of turns, the fighters whittle the ships down to a strength of ~6-7. At that point, the fighters can no longer attack. I was thinking the 70% rule was still applying, but if that were the case, I would have thought it would have stopped much higher, since the CA has a substantially higher strength than a CV. Kinda strange that it stopped when all the ships reached about 30% of the CV's strength. It still says I can attack the ships (the targeting reticle turns green over them), but when I make the order, nothing happens. It won't actually attack.

For those that don't know US naval classifications, CV is carrier, CA is heavy cruiser, and DD is destroyer.

[EDIT2] Forgot to mention I have modded my fighters to do 70% max damage. I also tried this with light bombers (which I haven't modded) and get the same result.
 
1.11 has been patched! Please go ahead and download the mod from the link in the first post.

@n003lb: Did you adjust the EXTRA_MAX_DAMAGE value in the xml file?
 
@n003lb: Did you adjust the EXTRA_MAX_DAMAGE value in the xml file?

Actually, I have now reverted to a totally stock version of the mod. I deleted it and started over fresh and I still have the same result. Light Bombers do a max of 70%, which should kill ships with EXTRA_MAX_DAMAGE setting of 30. However, if the ship gets below 70% damage, my planes will not attack it again. If I mass attack the ship with several planes, I can sink it. However, if the mass does not sink it, I must wait for it to heal back up above the normal threshold before I can order another attack.
 
Okay, I'll look into it. :)
 
It seems that a great man buttons are missing:

attachment.php
 

Attachments

  • Civ4ScreenShot0538.JPG
    Civ4ScreenShot0538.JPG
    165.1 KB · Views: 346
Farsight, I think you must have put the Wolfschanze.fpk file in the wrong place (you did download it, right?). It's supposed to be in Mods\Merged Mod 1.11\Assets.
 
Could also be a corrupted fpk file. That looks like the same thing that happened to mine when I was unable to download the file. I got some of the file downloaded, but not all and as a result some graphics displayed while others didn't.
 
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