[BtS-WoC] World of Civilization - Modding Standard

Updated 1st National Wonder, was not supposed to give 3 experience points to land and air units, good catch Antarious. Also added release date and updated dates to released modules. In post 3.
 
Well, found another little one. In the corporations module 1.

Fashion house executives limit is set to 3, while every other original corporation has a limit of 5 executives. I don't know if this is how it's meant to be, but I guess the limits should be equal to every corporation.
 
And now that you mentioned the national wonders, I found something strange. Are the small and big shipyards supposed to give experience bonuses to land units? Because they do... both land, water and air units get the bonuses from shipyards.
 
Ok, will wait for the fix.

2 questions:

1 - The installer for the shipyards is the national wonders update?

2 - Can I overwrite modules? (Like reinstalling the national wonders, or do I need to uninstall and reinstall?)

2nd question is because a problem I found (don't know if it's only here, but...). When I install a module, it overwrites the previous uninstall.exe file at the Mods directory... It then loses track of installed files, making it impossible to uninstall mods individually. Am I doing something wrong here?

Anyway, thanks for the help...
 
I really like the idea of this!

However, I also enjoy using Sto's 'Full of Resources' map script. And sadly, they don't like to play nicely togetgher.

I get the following problems:

When I try to load it, I get an error message that pops up in the background:

Assert failed
File f:\games\civ4\_new\woc\724\sdk\woc.724\CvPlayerAI. h
Line: 25
Expression: ePlayer!=NO_PLAYER
Message: Player is not assigned a valid value

This comes with the options to Ignore Once, Ignore Always, Abort or Debug

If I ignore once, I get one more similar message:

Assert Failed
File .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "None")==0 || strcmp(szType, "")==0
Message: info type SPECIALUNIT_SPELL not found, Current XML file is: xml\GameInfo/CIV4ForceControllnfos.xml

Any ideas?
 
Guys, after getting to the end game (future tech level 8, currently), I started getting this:


Assert Failed

File: .\CvUnitAI.cpp
Line: 17738
Expression: canAirDefend()
Message:

----------------------------------------------------------

I just ignore it, and then the game goes on...
 
Ok, will wait for the fix.

2 questions:

1 - The installer for the shipyards is the national wonders update?

2 - Can I overwrite modules? (Like reinstalling the national wonders, or do I need to uninstall and reinstall?)

2nd question is because a problem I found (don't know if it's only here, but...). When I install a module, it overwrites the previous uninstall.exe file at the Mods directory... It then loses track of installed files, making it impossible to uninstall mods individually. Am I doing something wrong here?

Anyway, thanks for the help...

The Shipyards are in 2 locations, National Wonders as the National Shipyard is dependent of the 2, and in the 2nd Buildings Module. Ah crap I missed making the changes in the 2nd Buildings Module also. Thanks, Yes you can overwrite Modules
 
2nd question is because a problem I found (don't know if it's only here, but...). When I install a module, it overwrites the previous uninstall.exe file at the Mods directory... It then loses track of installed files, making it impossible to uninstall mods individually. Am I doing something wrong here?

No it only keeps the last one. Perhaps keep them in a seperate folder, the uninstallers.
 
I thought so... Well, no problem, will keep each uninstall.exe in a separate folder then.

Just wondered... you guys ever played the "genetic era" mod for warlords? There were some very interesting things there that could be added here.

Thanks for the update...
 
Assert Failed

File: .\CvPlayer.cpp
Line: 1962
Expression: false
Message: python findStartingPlot() returned an invalid plot index!
 
I thought so... Well, no problem, will keep each uninstall.exe in a separate folder then.

Just wondered... you guys ever played the "genetic era" mod for warlords? There were some very interesting things there that could be added here.

Thanks for the update...

yup thats on the list, we have the Sea Cities almost ready.
 
And another sugestion. National wonders limit per city should be raised, by 1 or 2... Not too much to keep it balanced though.

And I have a opinion here. The flamethrowing paratrooper should require oil (it actually needs it, to fuel his flamethrower)... or any other thing to make it harder to get. It unbalances the game, infantry becomes useless when we have acces to them. And it can be done right after having access to infantry...

OH, and another one... is there a way to alter existing corporations? To include new resources on them, like tin on mining inc, or shrimp on sid's sushi co. Would make them more useful...

Yesterday I had other things in mind, but forgot now... :)
Will keep playing to see if I can recall them!
 
Assert Failed

File: .\CvUnit.cpp
Line: 12642
Expression: getCargo() == aUnits.size()
Message:
 
And another one...

I installed the ranged bombard module. It works fine, except for 1 thing. I can't bombard enemy units when they are inside an ally's cultural border. I have a vassal and can't soften his attackers with my trebuchets inside his own cultural borders. I don't know if this is supposed to work this way, but in my opinion it should be possible to do so...
 
Oh, another note from me, I installed all the modules, but I noticed that the special person counter is no longer in the city information when you scroll over the city. I can't find the great person points and points needed for the next great person anywhere.
 
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