[BTS Total Mod] Thomas' War

Problem resolved. I just had to update my ATI drivers. Maybe it is because you used some colonization assets (I thought Colonization was only for PS, Wiis and co not for PCs, am I wrong?). It now works perfectly, and I'd like to congratulate you by the way, your mod is awsome. Just one question: about the new traits, some are not clear enough ie no clear measure, and some just seem not to work (mercantile for example: where do I see the additional 20% from trade)

Mercantile works, the wording is confusing but I actually didn't really add anything to that trait as its actually programmed into standard BTS already (all I did was format it). What it means is that 20% (of a 100) of a trade route will also be added as production or food. So if you have a trade route making 5 Commerce it will give you +1 Food +1 Production +5 Commerce. A trade route making 10 commerce will give +2 Food +2 Production +10 Commerce. This works for each trade route in the city. I used to have it at 25% (So Every 4) but this seemed too powerful later on. It's a trait thats weak early game but gets really strong late game and the bonus stacks with the bonus I have for the new Barter Economy Civic. It kinds requires you to use a lot of coastal cities that get the bonus from Harbors and Customs Houses.

The no clear measure is for two reasons. For Agricultural. The extra food is not really determined by a percent or a strict number but by that cities individual growth rate so there's really no clear way to define it. For Str. the extra gold on game start is currently 250 (i used to have this at a random number which is why the phrasing is vague)

Civ Revolution is only for the Wii, PS, X-Box. Civ Colonization was on the PC
 
Another thing I noticed, when trying to attack Germany's privateer, it would not let me without declaring war against them. Thats how I knew it was Germany's privateer. Might be something there.

I think there is some wierd coding for the Hidden Nationality in BTS in general. For example. Sometimes if you're far away (this is in unmodded BTS) and you tell a privateer to go into rival territory it'll ask you to declare war, but if you move the privateer right next to the tile then ask to do it it works fine and as intended. I think I just aggravated this system with things I added.
 
Greetings, Tsentom1. Firstly, I'd like to compliment you on your modpack. Frankly as far as quality goes, it's the best out of the lot. Tons of stuff, yet in managable portions - a balance many mods, and games in general, do not achieve.

Secondly, I'm pondering if I could have your help in merging this mod with RevolutionDCM. The gameplay enhancements, from Dale's Combat Mod to Revolution, to the enhanced data digging of BUG makes it a compliment to virtually any mod. The lack of SDK changes also made me think it would be relatively easy to merge all the files...XML is fairly easy to copy and paste around.

However, the Python stopped me dead, utterly at that. As you might imagine, I'm far from a programmer and Python is the most confusing mess I've ever encountered. While I'm reckoning I merged the XML to a decent degree (Not that I could entirely test it out...), being unable to figure out what needs to be changed in the Python for the two mods to work as one has created a strange mess of a game where buttons disappear and encounters with other civilizations causes the game to crash.

I'm not begging for you to do all the work, though perhaps what I am asking is the hardest bit of it. The jist here is that I'm wondering if you'd be willing to merge the python files. If so, I could send you the work I've already done, that is, the merged XML files, to hasten the process.

I won't be much chargrined if you turn me down, though. After all, you're busy improving the modpack and fixing bugs. No time to be mucking about with python nightmares...regardless. If you can offer your assistance, I do believe the modpack will be better for it (Of course, with RevolutionDCM as an addon only).

Thank you for the consideration in any case, good sir, and have a good evening/day, whichever applies most.

I'll need to look into more detail all the aspects of RevolutionDCM to see what exactly is in it and then get back to you.
 
Okay, let's call this the beta version of the patch.

You need Thomas War version 3. It will change any version of 3 to the latest version so

3.0 -> 3.1a
3.0a -> 3.1a
3.1 -> 3.1a

If you have Thomas War version 2 you'll need to download 3 before adding the patch.

SEE NEXT POST

Simply extract the patch into your Thomas War folder

Default should be something like

Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods/Thomas' War

Or open the compressed folder and move the Assets folder inside to the Thomas' War directory which also contains an Assets folder.

In Both cases select Yes to overwrite files.

I'll post this officially and update the main download - as well as write a changelist - after a few people tell me if it crashes or stalls or not. I tried to fix the problems. I noticed however that the checks I added to the code did seem to make the turn wait a second or two longer mid game. This is something I'll need to work on but for the time being slightly longer is better than stalling and ruining the game.

This is NOT save game compatible.

I left a random event in which although not the original cause may still cause it. I can easily remove / edit this event but I didn't think it was causing the problem. If it stalls pay attention if there was one of those sea pirate based events right before.

Ignore the file attached to this post. Someone said it wasn't working. See Next Post
 

Attachments

"I'll need to look into more detail all the aspects of RevolutionDCM to see what exactly is in it and then get back to you."

Well, that's about the best response I could hope for. In the meantime, I'll play the current version. It's too good to abandon for lack of a mod, you see.

Edit: Having played with the new patch to the future era, I must say something is off. There are constant crashes, all claiming Memory Allocation Errors or saying I've run out of video memory (Obviously an error within an error; I have almost a gig of it on my 8800). I did however get to see The Apocalypse in action, which made me smile.

By the way, I've been unable to build the Hoover Dam despite having a city on a river. Is there another 'hidden' requirement?
 
Mercantile works, the wording is confusing but I actually didn't really add anything to that trait as its actually programmed into standard BTS already (all I did was format it). What it means is that 20% (of a 100) of a trade route will also be added as production or food. So if you have a trade route making 5 Commerce it will give you +1 Food +1 Production +5 Commerce. A trade route making 10 commerce will give +2 Food +2 Production +10 Commerce. This works for each trade route in the city. I used to have it at 25% (So Every 4) but this seemed too powerful later on. It's a trait thats weak early game but gets really strong late game and the bonus stacks with the bonus I have for the new Barter Economy Civic. It kinds requires you to use a lot of coastal cities that get the bonus from Harbors and Customs Houses.

Ah OK. Got it. I just did not see it because no decimals are used: when the trade commerce is below 5, no additional food or shields are added. OK nice, got it.

The no clear measure is for two reasons. For Agricultural. The extra food is not really determined by a percent or a strict number but by that cities individual growth rate so there's really no clear way to define it. For Str. the extra gold on game start is currently 250 (i used to have this at a random number which is why the phrasing is vague)

Civ Revolution is only for the Wii, PS, X-Box. Civ Colonization was on the PC

Cool thanks. What is the new patch about? fixing things or additional things or both?
 
Ah OK. Got it. I just did not see it because no decimals are used: when the trade commerce is below 5, no additional food or shields are added. OK nice, got it.

Cool thanks. What is the new patch about? fixing things or additional things or both?

Yeah I didn't write the text of the Mercantile Trait that was preprogrammed into the game. I should porbably find where and write a more clear description.

The patch is mostly to fix the bugs pointed out to me in this thread. It does add a wonder or two mainly because I had already programed them in but hadn't activated them yet.
 
"I'll need to look into more detail all the aspects of RevolutionDCM to see what exactly is in it and then get back to you."

Well, that's about the best response I could hope for. In the meantime, I'll play the current version. It's too good to abandon for lack of a mod, you see.

Edit: Having played with the new patch to the future era, I must say something is off. There are constant crashes, all claiming Memory Allocation Errors or saying I've run out of video memory (Obviously an error within an error; I have almost a gig of it on my 8800). I did however get to see The Apocalypse in action, which made me smile.

By the way, I've been unable to build the Hoover Dam despite having a city on a river. Is there another 'hidden' requirement?


Well that's why it's the beta version of the patch.

First, the fact that you can make it to the future era is promising. Obviously people were stalling before and probably didn't get to test that era much.

Second, can you give me more details as to the map size and number of players, if it was a scenario, etc (you may think this is all based on your own specs but there are actually somethings in the python that look at that and could act differently). There was a thread somewhere on how to fix MAFs in most mods. It was editing something in your computer. Let me find out how to do that, as it'll help isolate things. The future is a pain for MAFs as there's no way to limit the graphics of Airplanes rotating cities plus clones show up as 5-8 units.

Did the MAFs only start happening once you got to the future?

Coincidentally, people are sending me PMs asking me where the patch is I promised on Monday so I'm just going to officially post it on the downloads page once I get home later today. That way more people can test it and I can always update it later. Just call it a beta patch.
 
No, the MAFs started during the Modern Era. What frightens me most is that this was a simple test game to try out everything and I cheated like a dog - 4 settlers and 4 Clonejacks are surprisingly helpful.

I was in the modern era while the other five civilizations on the small map were still totting around spearmen, tectonics map. Roughly 30 cities on the map. I did not yet send any planes into the air.

The crashes started when trying to load wonder movies, claiming memory allocation failures. A few techs down the tree later, the game began crashing when other civilizations contacted me, claiming lack of video memory. Near the end of the tech tree, the game is crashing at almost any point it's 'strained', such as when trying to open the Civilopedia or even once trying to open the save screen.

And, yes, I suspect something in the python is causing the errors - the fact my computer is far above the requirements of this game simply removes a flaw with my own machine as a possible culprit. By extension, I can safely say the crashes are not related to the number of units/objects on the map.
 
Another thing, some of the Mapscripts don't work. Either they don't generate Marsh or they only generate Grasslands.

I didn't write the update for the mapscripts, I took them from the marsh mod that was released (after checking they don't work in there either).

I'm wondering if certain mapscripts can be causing problems.

Secondly it could also be a specific graphic. A weird model that's causing problems (there are a few floating around this forum. there used to be one that erased your interface while it was in play).

Can you send me a save or an autosave from that game?
 
Thanks, I'll look at it when I get home.

I'm thinking its a specific model that causing it. Which depending on a bunch of things could easily never show up.
 
Oh also,

I know some people were working on a translation.

The patch does not change any of the existing Text files. It adds a small new one so it won't erase any translation work.
 
No, the MAFs started during the Modern Era. What frightens me most is that this was a simple test game to try out everything and I cheated like a dog - 4 settlers and 4 Clonejacks are surprisingly helpful.

I was in the modern era while the other five civilizations on the small map were still totting around spearmen, tectonics map. Roughly 30 cities on the map. I did not yet send any planes into the air.

The crashes started when trying to load wonder movies, claiming memory allocation failures. A few techs down the tree later, the game began crashing when other civilizations contacted me, claiming lack of video memory. Near the end of the tech tree, the game is crashing at almost any point it's 'strained', such as when trying to open the Civilopedia or even once trying to open the save screen.

And, yes, I suspect something in the python is causing the errors - the fact my computer is far above the requirements of this game simply removes a flaw with my own machine as a possible culprit. By extension, I can safely say the crashes are not related to the number of units/objects on the map.

Okay, after playing another test game and playing a ton of turns with your save I'm not experiencing these crashes.

Another thing I thought off, Thomas War since version 3 uses a lot of Colonization art assets. Now Col assets don't have nonshader versions of their models. If your graphics can't view the shaders maybe that's causing the problem.

For everyone else, The patch is still officially a beta patch. I'll probably update it to a final patch next week. When I do I strongly recommend everyone upgrade as it seems to fix the major bugs plaguing the mod and discussed in this thread.
 
How odd. Perhaps the error lies not with your end, but with mine...

<Scratches head>

I'll reinstall the game, top to bottom, and see if I screwed up my installation somehow, then try another test game.
 
There's still a large chance it's a bug as maybe my mod is calling to files i have on my computer but not actually in the folder as i make so make mini mods and stuff im not even sure what is in my mod directory anymroe
 
Having reinstalled the game, I find I still receive MAFs. Installing the program on my other, freshly installed OS, there are crashes as well.

So...I don't know what to tell you. Perhaps it's the fault of my video card drivers, perhaps some obscure incompatibility with my very specific hardware and a particular call the game makes...

I do know for certain that certain mods have caused problems on Vista because of the way they do things, but I couldn't even begin to speak of details on the matter.

Regardless, your mod is the only one that crashes for me. None of the others crash (Rise of Mankind, Overlord, the stock BTS mods), so I suppose I'll take to them until a future version of yours, by sheer chance, elliminates whatever is causing the crash (Such as I had to do with Overlord when Mylon's Expanded City Sizes, an intergrated mod, caused a Vista-specific crash)...

Oh, by the way, my video card is capable of Shader 3.0 (Or whatever it's called...), so modern shaders should not be an issue.
 
Hmm, I'm determined to fix this bug.

If anyone else is experiencing this it'll help a lot as then I'd have something to compare your save to so I guess I'll just have to wait till someone else posts.
 
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