C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

That's NOTHING compared to the damn MEGA PACK that I'm also planning on fixing... eventually.
It's super easy to do... per file.
And then there's 150+ FILES...
I'm angrrry!
Better use shell(bash/zsh/powershell etc) for this. Will be a lot quicker and less typos.
 
Reuploaded scenario/map now, is fixed.
Egypt, beast, predator, prey, insectoid, neanderthal and barbarian did not fixed. And yes, npc civ-s better fix too. I think because of that automate hunt order mostly don't work for now. Fix please when you have some time. Idk if you need this, but civilizations stored in Caveman2Cosmos\Assets\XML\Civilizations\CIV4CivilizationInfos.xml
 
Egypt, beast, predator, prey, insectoid, neanderthal and barbarian did not fixed. And yes, npc civ-s better fix too. I think because of that automate hunt order mostly don't work for now. Fix please when you have some time. Idk if you need this, but civilizations stored in Caveman2Cosmos\Assets\XML\Civilizations\CIV4CivilizationInfos.xml
Looks fine to me (in the file, haven't tested the scenario in-game). Be more specific - what errors do you get?
 
Looks fine to me (in the file, haven't tested the scenario in-game). Be more specific - what errors do you get?
TXT_KEY_CIV_EGYPT_SHORT_DESC but must be TXT_KEY_CIVILIZATION_EGYPT_SHORT
TXT_KEY_CIV_EGYPT_ADJECTIVE but must be TXT_KEY_CIVILIZATION_EGYPT_ADJECTIVE

beast must be:
TXT_KEY_CIVILIZATION_NPC_BEAST
TXT_KEY_CIVILIZATION_NPC_BEAST_SHORT
TXT_KEY_CIVILIZATION_NPC_BEAST_ADJECTIVE

predator must be:
TXT_KEY_CIVILIZATION_NPC_PREDATOR
TXT_KEY_CIVILIZATION_NPC_PREDATOR_SHORT
TXT_KEY_CIVILIZATION_NPC_PREDATOR_ADJECTIVE

prey must be:
TXT_KEY_CIVILIZATION_NPC_PREY
TXT_KEY_CIVILIZATION_NPC_PREY_SHORT
TXT_KEY_CIVILIZATION_NPC_PREY_ADJECTIVE

insectoid must be:
TXT_KEY_CIVILIZATION_NPC_INSECTOID
TXT_KEY_CIVILIZATION_NPC_INSECTOID_SHORT
TXT_KEY_CIVILIZATION_NPC_INSECTOID_ADJECTIVE

neanderthal must be:
TXT_KEY_CIVILIZATION_NEANDERTHAL
TXT_KEY_CIVILIZATION_NEANDERTHAL_SHORT
TXT_KEY_CIVILIZATION_NEANDERTHAL_ADJECTIVE

barbarian must be:
TXT_KEY_CIVILIZATION_NPC_BARBARIAN
TXT_KEY_CIVILIZATION_NPC_BARBARIAN_SHORT
TXT_KEY_CIVILIZATION_NPC_BARBARIAN_ADJECTIVE

This is not about errors. This about logic. If you have TXT_KEY_CIV_NPC_NEANDERTHAL_DESC but must be TXT_KEY_CIVILIZATION_NEANDERTHAL there is something will be wrong.
 
Indeed.
Well, shows how well @Pit2015 is with tags and attention, loool.
NOT.

*FIXED EVERYTHING TO FOLLOW A UNIFIED TAGGING STANDARDIZATION* (hopefully didn't make typos, lol)
 

Attachments

  • C2C-UEM-ByPit2015-V5.7.CivBeyondSwordWBSave
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TXT_KEY_CIV_EGYPT_SHORT_DESC but must be TXT_KEY_CIVILIZATION_EGYPT_SHORT
TXT_KEY_CIV_EGYPT_ADJECTIVE but must be TXT_KEY_CIVILIZATION_EGYPT_ADJECTIVE

beast must be:
TXT_KEY_CIVILIZATION_NPC_BEAST
TXT_KEY_CIVILIZATION_NPC_BEAST_SHORT
TXT_KEY_CIVILIZATION_NPC_BEAST_ADJECTIVE

predator must be:
TXT_KEY_CIVILIZATION_NPC_PREDATOR
TXT_KEY_CIVILIZATION_NPC_PREDATOR_SHORT
TXT_KEY_CIVILIZATION_NPC_PREDATOR_ADJECTIVE

prey must be:
TXT_KEY_CIVILIZATION_NPC_PREY
TXT_KEY_CIVILIZATION_NPC_PREY_SHORT
TXT_KEY_CIVILIZATION_NPC_PREY_ADJECTIVE

insectoid must be:
TXT_KEY_CIVILIZATION_NPC_INSECTOID
TXT_KEY_CIVILIZATION_NPC_INSECTOID_SHORT
TXT_KEY_CIVILIZATION_NPC_INSECTOID_ADJECTIVE

neanderthal must be:
TXT_KEY_CIVILIZATION_NEANDERTHAL
TXT_KEY_CIVILIZATION_NEANDERTHAL_SHORT
TXT_KEY_CIVILIZATION_NEANDERTHAL_ADJECTIVE

barbarian must be:
TXT_KEY_CIVILIZATION_NPC_BARBARIAN
TXT_KEY_CIVILIZATION_NPC_BARBARIAN_SHORT
TXT_KEY_CIVILIZATION_NPC_BARBARIAN_ADJECTIVE

This is not about errors. This about logic. If you have TXT_KEY_CIV_NPC_NEANDERTHAL_DESC but must be TXT_KEY_CIVILIZATION_NEANDERTHAL there is something will be wrong.

Looks to work without these changes, can be done in the next update normal update i think. Or any problems are showing up?
 
Looks to work without these changes, can be done in the next update normal update i think. Or any problems are showing up?
1.jpg

But as i say. If there must be one thing, but has another, there will be something wrong.
 
Its only the civ description text and stuff like that. Should be not affect the game.

@fLaMaster Are that all changes you found that you listed or is there more for other civs that changed now?
 
I fixed all of this by myself for my game before post here. But either you nor i created this map, so Pit better fix this in his map. : /


Other civs seems fine. Thanks.
Washington was also misnamed, lol.
And I really had to fix NPCs, though not sure how important that was - I mean, if those were just DECSs, well, no big deal there.
 
Washington was also misnamed, lol.
And I really had to fix NPCs, though not sure how important that was - I mean, if those were just DECSs, well, no big deal there.
Where Washington was misnamed? Ah... found it, and fixed some more small bugs.

Ok fixed that small stuff and some more small stuff and reuploaded UEM 5.7 now.
 
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Well, I tried playing the full map on Ultrafast... and started repeatedly getting MAFs way before turn 100.
Sad.
 
Eternity Hunting Supplies for da WIN!
 

Attachments

  • ISRAEL.CivBeyondSwordSave
    9.1 MB · Views: 15
  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    314.7 KB · Views: 55
  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    162 KB · Views: 57
  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    198.9 KB · Views: 57
Hey there!

First, I want to thank you for adding more diversity at the South America. The caatinga part is great and the pantanal I think it was the best that could be done.

Yet in time I hope to point something else for the next update, I think we need a bit of savanna at South America too, even if only a little to block some african spawns. Ground Sloths requires savanna to spawn too (From SVN Rescaled Latitude Limits CIV4SpawnInfos.xml):
...
<SpawnInfo>
<Type>SPAWN_GROUNDSLOTH_NATIVE</Type>
<UnitType>UNIT_GROUNDSLOTH</UnitType>
<PlayerType>PREY_PLAYER</PlayerType>
<bNeutralOnly>0</bNeutralOnly>
<iTurns>200</iTurns>
<iMinAreaPlotsPerPlayerUnit>10</iMinAreaPlotsPerPlayerUnit>
<iMinAreaPlotsPerUnitType>20</iMinAreaPlotsPerUnitType>
<iMaxLocalDensity>4</iMaxLocalDensity>
<ObsoleteTech>TECH_CLASSICAL_LIFESTYLE</ObsoleteTech>
<rateOverrideDefineName>ANIMAL_SPAWN_MODIFIER</rateOverrideDefineName>
<iMaxLatitude>12</iMaxLatitude>
<iMaxLongitude>-60</iMaxLongitude>
<FeatureTypes>
<FeatureType>FEATURE_SAVANNA</FeatureType>
</FeatureTypes>
<FeatureTerrainTypes>
<TerrainType>TERRAIN_PLAINS</TerrainType>
</FeatureTerrainTypes>
</SpawnInfo>
...

I have no idea how much savanna would be needed though.
Without Ground Sloths we lose the entire Mapiguari unit line.
Another nice addition would be lobster at the eastern South America coast, as our french friends should know very well... (Lobster War).
 
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Hey there!

First, I want to thank you for adding more diversity at the South America. The caatinga part is great and the pantanal I think it was the best that could be done.

Yet in time I hope to point something else for the next update, I think we need a bit of savanna at South America too, even if only a little to block some african spawns. Ground Sloths requires savanna to spawn too (From SVN Rescaled Latitude Limits CIV4SpawnInfos.xml):


I have no idea how much savanna would be needed though.
Without Ground Sloths we lose the entire Mapiguari unit line.
Another nice addition would be lobster at the eastern South America coast, as our french friends should know very well... (Lobster War).

@raxo2222 Raxo has to look into it.
 
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Damn @Thunderbrd in your backyard it rocks again as it looks like...



Last thing we need now it the start of an invasion as more new salami slices appear...


David Grusch:

 
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@Pit2015 , you should also be aware that in the recent savebreaking SVN there have been 2 name changes for space resources:

BONUS_HELIUM3 has been changed to BONUS_HELIUM_3

and

BONUS_QUANTONIUM_CRYSTAL has been changed to BONUS_QUANTONIUM_CRYSTALS

I guess you cannot use these resources in the late games if you don't change the code.
 
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