C2C civilizations megapack

The folder to copy it to is the base Caveman2Cosmos folder if you are using the download from the first page. The compressed file contains an Assets folder which only contains the Modules folder which only contains the Custom_Civilizations folder which contains the civilizations. They contain XML that links to the Custom_Civilization folder so that is why everything is missing.

If you are using a different download point me at it and I will have a look. It looks like there may be a minor inefficiency in the XML that should be fixed.

edit I found the copy from post #114 so I will look at that.

edit 2 same place to install and the problem I saw is fixed. which is good to know;)
 
I have the same problem when using the second download. I got Coasta Rica to work mostly. The european or north american culture did not intialize.
many civs missing including Wakanda

Used the first download aswell and wakanda is now present. I guess its fixed I will run the game and see what happens

bug001.jpg
bug002.jpg

Ah still seem to have the same problems, I can play as Wakanda now though
 
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So this is all fixed by switching from culture human to culture native?
I seemed to have fixed it but that is alot of civs to fix

I was so excited that Costa Rica has an Industrious Seafaring Excessive to compliment my playstyle then after playing all day I find out i was misinformed and costa rica is scientific and not seafaring.

Is Industrial seafaring leaders just too meta and thats why they dont exist?

My play style is Industrious Seafaring Excessive and prefer to play something along the lines of a legit civ with a legit leader. I saw Atlantis and thought that would be good idea to add additional mythic civilizations. I will perhaps add Lemuria and Oz maybe more . I think i will add two more leaders for Atlantis because aggressive trait is a bad trait to view Atlantis as a whole
 
Wait, so Mind Flower, how did you fix it in the end? Just change BUILDINGCLASS_CULTURE_HUMAN to BUILDINGCLASS_CULTURE_NATIVE for every *_CIV4CIVILIZATIONINFOS, I guess?
 
Something like that if i remember correct, also if I remember correct there was someone who already posted a fix on page 5 or 6. I did all the work and then noticed someone else did it first )=
 
Screw it, I added her in myself. Though it's bit of a work in progress, as I've not yet familiarized with all of the XML, but it should be completely functional
 

Attachments

So, the latest SVN update (10236) breaks this modmod, apparently.

Initialize Renderer failed. Check DirectX Installation, Latest
Graphics Drivers and Graphics Settings
Parameters:
- width = 1280
- height = 720
- flags = 0xc
- hwnd = 0x70052e
- adaptrid = 0
- deviceid = 3​
Error:Creation failed: Invalid 3D device type

My graphics drivers are up to date, so I have no idea what's going on.
 
So, the latest SVN update (10236) breaks this modmod, apparently.



My graphics drivers are up to date, so I have no idea what's going on.
I changed building in last SVN.

I guess it was fluke.
 
Delete cache, its here: C:\Users\<USERNAME>\AppData\Local\My Games\Beyond the Sword

Reinstall modmod too.

Did that, and problem persists. Could it be due to the fact I've edited the ModularLoadingControls so that certain civs don't show up?
 
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Did that, and problem persists. Could it be due to the fact I've edited the LoadingSchema so that certain civs don't show up?
No idea.
Uninstall this modmod completely- it would be XML error.
 
There are a number of tools we can use to trace the problem. I'll have a go at seeing if I can find the problem. No idea when I will get to it though. Real Life is all over the place at the moment

edit BtW I am assuming the first download from the first post is the correct one

One error found before I do anything real
  1. the default MLF in the base C2C is wrong. It does not match.
  2. this pack turns on some of the ones mentioned in the base which aren't there or at least it looks like it does.
Second error the mod pack turns on Civ Tillikum but its folder does not exist.

The XML Validator indicates a lot of XML errors most appear to be path errors to the schemas.
  • Armenia and others were missing other schema files
Argh! So many errors and I am not sure I am fixing the correct one.

This is why we used to use SVN branches for this sort of mega modmod.
 
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Guess no Armenia for me then :(
 
So, how dead is this ModMod at this point in time, and if so what's needed to Undead it?
 
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