[BTS Total Mod] Thomas' War

Tsentom, are you aware that there's a Franco with salt and peppered hair by NikNaks?
 
I'm having that problem where the interface doesn't show up when I start a game. I downloaded Thomas' War from www.strategyinformer.com a few days ago, I don't know which version it is though. I've tried most if not all of the solutions listed on this and other forums, but i can't get it to work.

I've got Civ4 Complete on Windows Vista (Home Premium), can anyone help?

The most common time this happens is when you haven't patched civization itself to it's latest version.

Otherwise you need to enable python exceptions (in your _Civ4Config changes:

; Set to 1 for no python exception popups
HidePythonExceptions = 1

to

; Set to 1 for no python exception popups
HidePythonExceptions = 0

This enables error checking. So once it's done, load up the game and post the error that comes up so I can help you more.

On another note, I don't host the mod at strategyinformer, unless they were redirecting from filefront or modddb. Regardless, as long as it is the newest iteration (3, title screen has a space-ship, bulgarian choir music) you can bring it up to the newest version by using the patch (link in my signature). If it isn't 3, I suggest you download it from this site as 3 corrected many past problems.
 
Tsentom, are you aware that there's a Franco with salt and peppered hair by NikNaks?

Actually I wasn't as Last time I checked it wasn't in his leaderhead gallery. I'll have to look into this, thanks for pointing it out.
 
I can't get the screenshot to do what it's meant to for some reason, but the two messages i get are:

Traceback (most recent call last):

File "CvAppInterface", Line 70, in preGameStart

AttributeError: 'module' object has no attribute 'showTechChooser'


Traceback (most recent call last):

File "CvAppInterface", Line 47, In onSave

AttributeError: 'module' object has no attribute 'onEvent'
 
I can't get the screenshot to do what it's meant to for some reason, but the two messages i get are:

Traceback (most recent call last):

File "CvAppInterface", Line 70, in preGameStart

AttributeError: 'module' object has no attribute 'showTechChooser'


Traceback (most recent call last):

File "CvAppInterface", Line 47, In onSave

AttributeError: 'module' object has no attribute 'onEvent'

Are you playing with beyond the sword and the latest patch?
 
I'm thinking in the near future I'm going to update the core download and have the static leaderheads and wonder movies the default. This should drastically reduce the size and in someway MAFs (cause even if you switch to the static leaderheads in my sig, which does reduce MAFs, the art files are still to an extant there and loaded with the game).

Then, of course I'll have the 3D animated leaderheads and wonder movies downloadable on this site like I currently do for the static.
 
I can't get the screenshot to do what it's meant to for some reason, but the two messages i get are:

Traceback (most recent call last):

File "CvAppInterface", Line 70, in preGameStart

AttributeError: 'module' object has no attribute 'showTechChooser'


Traceback (most recent call last):

File "CvAppInterface", Line 47, In onSave

AttributeError: 'module' object has no attribute 'onEvent'

Splatacus; are you choosing the same civ each time this happens? If so I might be able to help you with this.
 
I've tried 4 or 5 different civs, same every time

Just noticed tsentom1's post: yeah, i use BTS and downloaded the latest patch in-game last week
 
I've tried 4 or 5 different civs, same every time

Just noticed tsentom1's post: yeah, i use BTS and downloaded the latest patch in-game last week

Two more questions:

Do you have the mod installed in the MODS directory or the my games directory. It should be placed in something akin to:

program files/firaxis games/sid civilization iv/beyond the sword/mods

Second, are you using the BUG, BAT, or any other mods in addition to Thomas' War?
 
You might want to try and reinstall it cleanly. The only reason I say this is because I have experience with people saying my mod didn't work, when it actually did and they just put it in wrong or didn't have the right settings. And I know for a fact his mod works because I've played it. So you should do that, and I think what he meant about the folders was that it SHOULD NOT be in the

...users/yourname/documents/mygames/beyondthesword/.... directory.

it should be in the....

c:/program files/firaxis games/Civilization 4/Beyondthesword/mods....

directory. That is what he is saying. Again, I am not trying to blame you or anything, but you have to understand that since he made the mod obviously he isn't going to get the problem you are getting (otherwise he wouldn't have released it) so its hard to trouble-shoot something he can't see himself. So double-checking, and even reinstalling, is very helpful. Even if you are quite sure you have everything set up correctly.
 
Sorry, i didn't make it clear, it is saved in the
C:/program files/firaxis games/Civilization 4/Beyondthesword/mods....
directory. I understand that the mod works fine or there wouldn't be so many people downloading it and using it, i must be doing something wrong and i'm just seeking help to find out what. I'll try downloading it again and re-installing it, see if it helps
 
Hmm, and this happens when you start the game up? Like after you select all of your settings and such, and hit "go" these pop-ups come up and the interface is missing? That happened to me when one of the unitartstyles xmls was off.
 
Sorry, i didn't make it clear, it is saved in the
C:/program files/firaxis games/Civilization 4/Beyondthesword/mods....
directory. I understand that the mod works fine or there wouldn't be so many people downloading it and using it, i must be doing something wrong and i'm just seeking help to find out what. I'll try downloading it again and re-installing it, see if it helps

I'm trying to figure it out as well.

The thing is, the file causing the problem (based on the error posts you gave) is CvAppInterface is a file not in my mod, which means I never edited it and the game just uses the default one from BTS. It's found in Beyond the Sword/Assets/Python/Entry Points.

This means you have a different version of this file. Since it's a BTS file and not a Thomas' War file this can only happen in a few instances, namely you're not patched to BTS 3.13 or 3.17, or you're not playing Beyond the Sword. However, you said you're doing both of those things so it's really has me stumped.

The only thing I could think of that possibly cause you to have a different base file is if you're using Civ Complete or you've edited your BTS files in the past.
 
ok, i'll re-download the mod and the patch and install them both again.
Thank you for helping, hopefully i'll be able to play your mod now, i haven't read a bad review about it yet
 
Okay, my plans for the civ/leader pack have grown a little as - after many requests - I've decided to split up Native America to its proper nations of Sioux, Apache, and Iroquois (based on my leaderheads) and Polynesia into Tonga, Moari, and Hawaii. So it's release may take a little later than mid-January,

Also how do people feel about,I don't want to call them fake civs, but stuff like the Papal States I currently have. They aren't truly civilizations in their own right though they are independent entities. I ask as I was thinking about possibly adding Ordensstaat and/or the Hanseatic League

I just downloaded the mod, coming back to Civ IV after burning myself out a little on Civ4Col. Let me say, this is a fantastic piece of work.

Personally, if you can flesh them out to be unique Civs, go for it.

Then again, I don't try for realism in my games, as long as they're based enough in 'history'. One mod I saw has the Republic of Texas....as a Texan, I think it's great and would love to see it in yours.

Why limit yourself to just historical Civs? I have no problems with the Papal States....why not at Atlantean or Lemurian or other mythical earth civs! No one can tell you if you do them wrong! :goodjob:
 
is there any possibility to turn off or any cheat to increase turns in a normal game? (not custom) im playing and enjoying this game but id like to get all the technologies, is there any possibility of increase via "cheat" the game turns? ths a lot friends
 
Have you any idea how to modify a biological warfare missile to spread disease when explode and put an area efect like nukes?
 
what do you mean by normal game? total amount of turns is determined by gamespeed and is the same in a custom, multi-player or just a standard game.

If you are playing a scenario however, or scenario map, then the turn limit is determined by the scenario creator and since I didn't make any of those I can't really help you there.

I've increased the amount of turns for all game-speeds and currently it has slightly more than Next War (which in turn has more than BTS), but this is something I need feedback on and rarely do as few people actually finish. Do you feel it needs more turns overall and how many?

As for your question I'm not aware of any way of extending the turns or turning off the turns once a game has started. Sorry.
 
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