[BTS Total Mod] Thomas' War

i've seen there are several religions that are founded when u discover Faith and Naturalism? don't remember... these religions appears in the pedia but u can't acces to them while researching.. any recomendation? thx
 
Anyone else have problems with the game turn not ending in the 1800's? This is two people at the moment. I've played and passed the 1800's so it's not a universal thing.

I'm going to compare the two saves see if I can find anything. If anyone else experienced this a save will help (even better a save the turn before it happened then the earliest auto before that).

Thanks, hopefully this will be fixed for my patch

I also have a game stall in this timeframe as well. I have the save back home (am out of town at present) and will send to you later in the week (unless you already patched and it fixes the problem)

I was too tired to try to find out why it stalled when playing.

The only adders I included from the base 3.1 version was the Better AI DLL, added the wide citybar, and changed the theme to have the font in Futura instead of Syfalen(?). -- None of those should have caused the stall.

I'll post the save likely on Friday when I am back.
 
i've seen there are several religions that are founded when u discover Faith and Naturalism? don't remember... these religions appears in the pedia but u can't acces to them while researching.. any recomendation? thx

Those are techs you can't research and only purpose is to store those religions.

You can only play with those religions under the 'Choose Religions' game option. That way you can have different religious flavor without unbalancing the game which I feel having 16 religions in play would.

If you want to add them though to the regular game go into the ReligionInfoss XML file and assign them to standard techs.
 
This seems like a good mod , but it's too big 700+ MB

I know, the size bothers me. It's mostly sound and movie files that take this up. I'll probably be removing a bunch of them next version just to get the size better.
 
Your Mod is great one of if not the best created for CIV4, but... two things. First why Polish civ has change emblem? Our national emblem is WHITE Eagle on RED field and in yours is Gold Eagle on Violet field WHY? And Why units speaks GERMAN (Scouts on begining of game)???? What happen with Jan III Sobieski ? Polish civ mod avaiable in net has correct settings why you change it?

Second I have problem with game I am in year 1896 (Epic, Holy Empire) and I am "waiting for other civilizations" a little too long (half hour)

Thanks for answer

Sebastian

This is really odd. If I go into the world builder the turn before it gets stuck (which is the next turn in the save) and erase the Privateer that the Aztecs just built the game doesn't stall!? But... there are other Privateers in play and I didn't edit the Privateer or add anything to the unit. So I don't know why this one newly built unit is causing the stall.
 
I also suffered the 'waiting for other players' lockup in the 1800s (1804); unfortunately, I don't have a save anywhere near that time. Sorry. :(

The turn it happened, I got a "you have made peace with the barbarian state" message, which - is that supposed to be possible? I was under attack from pirates due to an event at the time. However, IIRC they were using 'fast galleons' rather than privateers.
 
I also suffered the 'waiting for other players' lockup in the 1800s (1804); unfortunately, I don't have a save anywhere near that time. Sorry. :(

The turn it happened, I got a "you have made peace with the barbarian state" message, which - is that supposed to be possible? I was under attack from pirates due to an event at the time. However, IIRC they were using 'fast galleons' rather than privateers.

"you have made peace with the barbarian state" is possible with a certain wonder. that's interesting though and i haven' thought about how that would affect hidden nationality. i'll look into it.
 
"you have made peace with the barbarian state" is possible with a certain wonder. that's interesting though and i haven' thought about how that would affect hidden nationality. i'll look into it.

The ray? Yeah, I had just built that; didn't realize it would work on barbarians, though.
 
I know, the size bothers me. It's mostly sound and movie files that take this up. I'll probably be removing a bunch of them next version just to get the size better.
You could always go a similar route as the FfH II-team and split up the non-essential sounds and videos into a media pack. Has the advantage that if you decide to release a new version, people could keep the media pack.

Cheers, LT.
 
You could always go a similar route as the FfH II-team and split up the non-essential sounds and videos into a media pack. Has the advantage that if you decide to release a new version, people could keep the media pack.

Cheers, LT.

That's a good idea, and easy to do for the movie files. I don't know how it'll affect multi player. I know have different XML and Python (even if the file itself is exactly the same but the last date modified is different) causes tons of OOS. I know it checks for certain art files as well but not all.

I could always have a disclaimer (which I actually currently do) saying everyone needs the same files, but I guarantee you I'll still get a ton of PMs asking me what's wrong.
 
Okay, it could maybe be Tesla's Ray. The problem is there is no way for me to check this as I can't retroactively remove it's effect from the game. If someone has a save and then an auto before it was built or something like that. If it is that I can simply prevent it in future versions with an additional line in the python (I'll include the fix in the next patch just in case, but I can't be sure)

The patch is of course delayed a bit more till I can find something more definite. Also, unfortunately, the patch, although small and easily downloadable, won't be save game compatible as it won't be able to retroactively remove some errors.
 
OK i got this???

EDIT: Did want to make another post so here. It worked. (for good i am hoping) Had different lines but changed the one.
Thx to Capo for the solution below and thx to EmperorFool for answering.
 
OK i got this???

I didn't write the Inquisitor AI python, bmarnz did and almost everyone uses the same python. I'll ask over in the inquisitor mod thread if they know anything. I'm guessing it's a bit of old python that never got converted to 3.13
 
When I was making my mod (look in my sig) we had that same problem. I forgot exactly what I did, but if you download the mod you can look at all of the python from it. I wouldn't use the python though because I have different religions (and I have an inquisitor for each religion), I have also added other python related material.

But I had that exact same error when I was testing it, and I fixed it. So its out there somewhere. Although there's gotta be a thread where I ask for help somewhere, I just didn't appear to bookmark it...

Good luck.
 
No problem, happy to help. Your first mod got me started on modding anyway (because I changed some of your LH graphics and then I couldn't stop), so I'm happy to help.
 
Thomas War' does pak all the assets.

However, sound and movie files can't be paked.

Additionally, I purposefully left the terrain textures unpaked so people can replace them more easily if they don't like seZereth's terrain graphics.

Besides that, everything is paked. Otherwise it would take a bajillion years to load. Even if I took out all the sound and movie files it would still be a huge mod from the new leaderhead and new building and art graphics alone. (Having 68 new 3D leaderheads and graphics for a UU and UB for 31 new civs will do that, not to mention the other stuff I added to the mod)
 
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