[BTS Total Mod] Thomas' War

This is the greatest mod I've played, it's just like you say, not too much. I've played 'Next War Advance' and although it is interesting it's just way to much crap. I had a question though, when I try to play the '1066 scenario' for thomas war the game never stops loading after ending the first turn. I updated to your latest patch however the result is still the same. Anyone know why this is happening? The game doesn't freeze it just keeps loading the other civs turns and last hours like that until I finally have to exit the program.
 
This is the greatest mod I've played, it's just like you say, not too much. I've played 'Next War Advance' and although it is interesting it's just way to much crap. I had a question though, when I try to play the '1066 scenario' for thomas war the game never stops loading after ending the first turn. I updated to your latest patch however the result is still the same. Anyone know why this is happening? The game doesn't freeze it just keeps loading the other civs turns and last hours like that until I finally have to exit the program.

The game stalling was a problem for the most part corrected with the last patch for the standard epic/normal game.

However the scenario files probably need to be updated in order to work properly.

Edit: I have updated the patch (link on first page or my sig) which should reduce the time between turns. please test this and leave feedback.
 
Ah! Okay, people let's stop this arguing about the MAFs.

Regardless of what anyone thinks, I am thoroughly looking into the cause and working to correct it (if it's a bug) and lesson the memory usage (if it's an asset thing). In all honesty, it's more than likely a combination of the both which individually wouldn't do too much but together just builds on each other.

~~~

Mr. Giggles, I meant to ask you (maybe I already did and forgot) did you play Thomas War version 3 (before this last patch) and it didn't MAF?

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TuringMachine, I'm glad the mod is working correctly for you however it isn't for everyone and though I appreciate your intentions saying it's their fault doesn't help

~~~

I should have another test version for people MAFing soon
 
Thanks for the advice tom and yes I have installed your latest patch. I am in Windows XP, and I have tried Alt-Tabing with no success. i have already looked at those links to the other threads with directions, but seeing as I'm no computer wiz, I'll probably leave this hanging because i have absolutely no knowledge of how to edit these files, and I have no idea what a python exception is :P
 
I'm really impressed with your work on this, Thomas. Well done.

I have played every version since 2.0, and like everyone else I have to say this version is the slowest. I should point out that that even means the 3000s BC. (and I play on Standard maps with 5 civs, and 2 gigs of Ram...so it shouldn't be THAT slow).

I wonder if one possible solution would be to create a "Thomas War Lite". Something that just includes the things you have created for this mod:

*Wonders
*Unique Great People
*Traits
*Civics
*Perhaps a handful of new leaders and Civs

I can't believe that something much smaller would be too taxing on most players systems, and would incorporate the great things you have created for Civ IV. I know having two versions of the Mod probably isn't a good idea, but I would hate to not be able to use the things you created because the overall Mod is too big or unwieldy.
 
I'm really impressed with your work on this, Thomas. Well done.

I have played every version since 2.0, and like everyone else I have to say this version is the slowest. I should point out that that even means the 3000s BC. (and I play on Standard maps with 5 civs, and 2 gigs of Ram...so it shouldn't be THAT slow).

I wonder if one possible solution would be to create a "Thomas War Lite". Something that just includes the things you have created for this mod:

*Wonders
*Unique Great People
*Traits
*Civics
*Perhaps a handful of new leaders and Civs

I can't believe that something much smaller would be too taxing on most players systems, and would incorporate the great things you have created for Civ IV. I know having two versions of the Mod probably isn't a good idea, but I would hate to not be able to use the things you created because the overall Mod is too big or unwieldy.

There is a slight bug in the code for the latest version that is causing MAFs and slower than normal turn wait (which in turn is causing the scenarios from not working 100%). I am working on it and hopefully will have it fixed soon.

Edit:
I have updated the patch (link on first page or my sig) which should reduce the time between turns. please test this and leave feedback
 
Thanks for the advice tom and yes I have installed your latest patch. I am in Windows XP, and I have tried Alt-Tabing with no success. i have already looked at those links to the other threads with directions, but seeing as I'm no computer wiz, I'll probably leave this hanging because i have absolutely no knowledge of how to edit these files, and I have no idea what a python exception is :P

Python Exception, you need to open the _Civ4Config File (found in Beyond the Sword/Assets. Search for the line:

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

And make it equal to 0.

Then load up the mod, an error should pop up if you're missing the interface. Post that error here.

Also not just my latest mod patch, but you need to have Beyond the Sword patched to version 3.13 or 3.17
 
"Mr. Giggles, I meant to ask you (maybe I already did and forgot) did you play Thomas War version 3 (before this last patch) and it didn't MAF?"

I played your initial release (Didn't get too far), stopped playing Civ IV for a while, and then upgraded to your initial 3.1 release when I came back to it.
 
Okay, I've updated the patch again:

http://forums.civfanatics.com/downloads.php?do=file&id=11231

This theoretically should help (note help, not fix) the time between turns (this should be much shorter now), MAFs, and the scenarios not working.

I of course need people to check to see how it works.

So please post feedback on those three issues. It has some other minor changes but those were changed more as a side-effect in attempt to fixing those problems so I'll get to them later.

This is save game compatible if you are simply moving from the last patch to this patch, it's not if you're upgrading from 3.0 itself.
 
Thanks again for the reply tom. I made the HidePythonExceptions equal to 0. When I started a new game in the mod, I got two sets of errors in two different pop up boxes. This is the text inside both of them:

In the first pop up i got:


Traceback (most recent call last):

File "CvEventInterface", line 23, in onEvent

File "CvCustomEventManager", line 151, in handleEvent

File "CvCustomEventManager", line 162, in _handleDefaultEvent

File "CvEventManager", line 574, in onGameStart

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


In the second pop up i got:


Traceback (most recent call last):

File "CvScreensInterface", line 710, in forceScreenRedraw

File "CvMainInterface", line 891, in redraw

File "CvMainInterface", line 1308, in updatePlotListButtons

AttributeError: 'CyUnit' object has no attribute 'getButton'


I hope this will help you further analyze my problem.
 
Thanks again for the reply tom. I made the HidePythonExceptions equal to 0. When I started a new game in the mod, I got two sets of errors in two different pop up boxes. This is the text inside both of them:

In the first pop up i got:


Traceback (most recent call last):

File "CvEventInterface", line 23, in onEvent

File "CvCustomEventManager", line 151, in handleEvent

File "CvCustomEventManager", line 162, in _handleDefaultEvent

File "CvEventManager", line 574, in onGameStart

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


In the second pop up i got:


Traceback (most recent call last):

File "CvScreensInterface", line 710, in forceScreenRedraw

File "CvMainInterface", line 891, in redraw

File "CvMainInterface", line 1308, in updatePlotListButtons

AttributeError: 'CyUnit' object has no attribute 'getButton'


I hope this will help you further analyze my problem.

Are you sure you upgraded Beyond the Sword to versions 3.13 or 3.17? This isn't my patch but the main game patch which you can find here

http://forums.civfanatics.com/downloads.php?do=file&id=9800

As that's the error that people often get when trying to use the mod with a version before 3.13.

If you have and it still doesn't work. If you send me your Maininterface python file (thomas' war/assets/python/screens) theres a chance i can edit it for you.
 
Well i downloaded the 3.17 patch and I seem to still be having problems. The same error will pop up, but I think it may have something to do with where i extracted the file to. If you could tell me the specific location that i should extract this patch to, maybe that would solve the issue. If not, I'll send you the Maininterface python file to edit.
 
Well i downloaded the 3.17 patch and I seem to still be having problems. The same error will pop up, but I think it may have something to do with where i extracted the file to. If you could tell me the specific location that i should extract this patch to, maybe that would solve the issue. If not, I'll send you the Maininterface python file to edit.

Well 3.17 is the actual game patch not just for my Mod, inside the zip file should be an .exe file for you to double click which would then install it. You can also simply log into BTS multiplayer and it will automatically download and install the 3.17 patch.
 
Well, the good news is that I no longer have MAFs. I now have "Failed to Allocate Video Card Memory" errors, resulting in a crash. Not to say this is much of an improvement, because it still happens when a movie plays, I talk to another leader, or I go into Civilopedia.

(Note, I had these type of errors beforehand, but they were much rarer than the MAFs. They happen slightly less often than the MAFs did with this latest patch.)
 
Well, the good news is that I no longer have MAFs. I now have "Failed to Allocate Video Card Memory" errors, resulting in a crash. Not to say this is much of an improvement, because it still happens when a movie plays, I talk to another leader, or I go into Civilopedia.

(Note, I had these type of errors beforehand, but they were much rarer than the MAFs. They happen slightly less often than the MAFs did with this latest patch.)

Well it is an improvement in the sense that I think there were multiple problems one causing mostly MAFs and one the allocate video memory thing. So the MAF thing seems to have been improved, along with the turn time.

it's getting there.

Also, after reading and trying out the link turingmachine pointed out (though he was wrong on a few points) the information in the link is valid in helping MAFs and video errors by editing things outside of the game, which can help in the interim while I continue to refine and weed out the problems.

http://forums.civfanatics.com/showthread.php?t=224178
 
Thank you tom. The interface problem is now fixed.

Hey, I also suggest you re-download my latest patch (in my sig) as its been updated to make the game run faster.
 
"Also, after reading and trying out the link turingmachine pointed out (though he was wrong on a few points) the information in the link is valid in helping MAFs and video errors by editing things outside of the game, which can help in the interim while I continue to refine and weed out the problems."

I also checked out this link, and came to the determination that it would not work for me for several reasons. 1, I do not have more than two gigs of memory. 2, BTS is already +2 gig ready. 3, Thomas' War isn't using all/most of my available memory.

I do, however, thank you for the suggestion.
 
Okay, after the minor breakthrough I made with the last fix I was able to correct a few more things, thus I have re-uploaded the patch again (twice in one day, I know):

http://forums.civfanatics.com/downloads.php?do=file&id=11231

All together, some tests have turns going 50% faster after these last two fixes so I need people to check it on their computers with turn times, MAFs, and scenarios, etc.

This won't break saves if you already used a previous patch. Only if you're going from the default download. Should have mentioned it.
 
I now have either a direct crash to the desktop (Well, aside from that useless "Want to send Microsoft information?" prompt...), or the video allocate errors. It seems random as to which one happens.

Otherwise, no change (I can't really test out what else you've done due to the crashes, sadly...).
 
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