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[BtS-WoC] World of Civilization - Modding Standard

I am so sorry for asking this noob question (and I can't remember where I think I saw it answered before) but I understand we can just remove the key folder to deactivate any part of a module? For example, if I don't want to play with the civilization Texas, I just move the folder out of that folder?

Sorry for being so dense. I've installed every module along with the core and I want to know if I can remove things. Thanks!
 
no they are the same, they where in previous installers to cover dependency for buildings that were enabled by them. The 3rd resources update was because i had the wrong path for the refinery improvement so its fixed now.

Ok, will give it a try. Rock, I don't want to be annoying, but do you want me to keep a personal log of problems I found? So that things don't get lost in time due to extensive forum threads... So far everything is perfect, but some things may get ignored, eventualy.
 
I am so sorry for asking this noob question (and I can't remember where I think I saw it answered before) but I understand we can just remove the key folder to deactivate any part of a module? For example, if I don't want to play with the civilization Texas, I just move the folder out of that folder?

Sorry for being so dense. I've installed every module along with the core and I want to know if I can remove things. Thanks!

Theres 2 ways to not play a module.

1. Remove the Texas Folders, Ie Civilization,Leaderheads, Unique Units and Unique Buildings.

2. Edit the MLF_CIV4ModularLoadingControls.xml, under civilizations. Find and change this
HTML:
<Module>
					<Directory>Texas</Directory>
					<bLoad>1</bLoad>
				</Module>
to
HTML:
<Module>
					<Directory>Texas</Directory>
					<bLoad>0</bLoad>
				</Module>
changing any module to <bLoad>0</bLoad> will turn it off.
 
changing any module to <bLoad>0</bLoad> will turn it off.

Ding, ding! Got it! It is like the lightbulb finally went off in my head. I get it now.

Am I correct in understanding WoC 2.0 will have some type of GUI interface?

Thank you so much for developing this modding standard. I am so excited to see this coming to fruition. Hopefully I will have some free time in the future and I will be able to lend a hand!
 
Ding, ding! Got it! It is like the lightbulb finally went off in my head. I get it now.

Am I correct in understanding WoC 2.0 will have some type of GUI interface?

Thank you so much for developing this modding standard. I am so excited to see this coming to fruition. Hopefully I will have some free time in the future and I will be able to lend a hand!

That is the plan to simplify loading what players want yes. We call it affectionately itthe front end program " FEP"
 
Just a question. Is the icons problem with 3rd resources solved? I saw it was update 2 days go...

And on resources 4, 2 of them are already in the game - barley and natural gas. Will they conflict with each other?

On the Icons are you running Blue Marble module or dark blue ui module? If so maybe the python screen should be changed. I cant seem to replicate your issue. Do you have a screenie? Go here Mods\WoC\Assets\Python Config\Screens\MainInterface_CIV4PythonModulesInfos im using this <iScreen>3</iScreen>. In the readme it lists some different screen you can use, let me know if that fixes the issue. I just assembled a new 1.1 and am testing it right now. So far so good.
 
Assert Failed

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

----------------------------------------------------------
 
Something else I noticed is that when I capture other civilizations workers, I don't get them, they just get captured and disappear.
 
On the Icons are you running Blue Marble module or dark blue ui module? If so maybe the python screen should be changed. I cant seem to replicate your issue. Do you have a screenie? Go here Mods\WoC\Assets\Python Config\Screens\MainInterface_CIV4PythonModulesInfos im using this <iScreen>3</iScreen>. In the readme it lists some different screen you can use, let me know if that fixes the issue. I just assembled a new 1.1 and am testing it right now. So far so good.


I'm using both. Shouldn't I ? I'll try what you said and post results. If it doesn't work I'll send a screenshot.
 
......

Now I don't get it. I installed 3rd resources again, created a game, and... no problem now! I checked that file you mentioned, the interface thing is set to 7.

Well... better this way. Will create some more games to see if the problem is really gone. Thanks, anyway...
 
maybe (and just maybe, I have no other logical explanation) the refinery fix on resources 4 fixed it.

Rock, I have some balance sugestions... where should I post them? Here?
 
Woc Core 1.1 released,

Bugs fixed,
1. F9 info screen.
2. Updated tga's.
3. Updated mlf's.
4. Set civic screen to scrollable for future expanded civics.
5. City screen specialist count fixed.
 
1st Civs updated 9/21/2008. Fix for Albanian Piker causing a infinite loop.
2nd Civs updated 9/21/2008. Updated Aborigines worker to bts worker kf.s
4th Civs updated 9/21/2008. Fix for Hiawatha first contact diplomacy text.
 
With The Core 1.1, to get the Woc Spinning Globe opening screen do this. The f9 info screen fix changed the loading screen, to change it back go, advance, options,
graphics, and choose opening menu "beyond the sword".
 
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