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

Indeed. One example is Civ4UnitInfos.xml, line 31134 - 31167:
Spoiler Terrain modification for the Galleass :

<TerrainImpassableTypes>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
</TerrainImpassableTypes>
<TerrainPassableTechs>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<PassableTech>TECH_ASTRONOMY</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<PassableTech>TECH_ASTRONOMY</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<PassableTech>TECH_ASTRONOMY</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<PassableTech>TECH_ASTRONOMY</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<PassableTech>TECH_ASTRONOMY</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
<PassableTech>TECH_ASTRONOMY</PassableTech>
</TerrainPassableTech>
</TerrainPassableTechs>

Edit: If you want to change all of these tags, grepWin is your friend. Just look for the string "<PassableTech>TECH_ASTRONOMY</PassableTech>", and for your own version replace it with "<PassableTech>TECH_SEAFARING</PassableTech>".

This tag is only in Civ4UnitInfos.xml (25 times), so this should be an easy replacement.
It'd also be in quite a few units in modules. Good to know that's the tag though.
 
Yep, that is what i last changed, was looking for one variable to change, but is not possible as it looks like. I will do this:

For my memory - Early ocean ships:

Change four files, change all sea units to:
(Exclude rafts/canoes/ships you dont want to be able for ocean travel by seafaring)

Change units in Assets\XML\Units\CIV4UnitInfos.xml

Change units in Assets\Modules\My_Mods\New_Cultures\Heroes_CIV4UnitInfos.xml

Change units in Assets\XML\Units\CulturalUnits_CIV4UnitInfos.xml

Change units in Assets\Modules\My_Mods\Neanderthal_Units\Neanderthal_Units_CIV4UnitInfos.xml

Change:
"<PassableTech>TECH_ASTRONOMY</PassableTech>", and replace it with "<PassableTech>TECH_SEAFARING</PassableTech>"

"<PassableTech>TECH_OPTICS</PassableTech>", and replace it with "<PassableTech>TECH_SEAFARING</PassableTech>"

Also change the code of every naval unit that is never cable of ocean travel you want to change to the following missing code, otherwise the unit will not be able to enter ocean plots by seafaring:

<TerrainImpassableTypes>
<TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
<TerrainType>TERRAIN_SEA_POLAR</TerrainType>
<TerrainType>TERRAIN_SEA</TerrainType>
<TerrainType>TERRAIN_SEA_DEEP</TerrainType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
</TerrainImpassableTypes>
<TerrainPassableTechs>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_DEEP</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
</TerrainPassableTechs>
 
Last edited:
Yep, that is what i last changed, was looking for one variable to change, but is not possible as it looks like.

For my memory - Early ocean ships:

Change two files:

Change <PassableTech>TECH_ASTRONOMY</PassableTech> to <PassableTech>TECH_SEAFARING</PassableTech> for units in Civ4UnitInfos.xml
Change <PassableTech>TECH_OPTICS</PassableTech> to <PassableTech>TECH_SEAFARING</PassableTech> for units in Civ4UnitInfos.xml

Change <PassableTech>TECH_ASTRONOMY</PassableTech> to <PassableTech>TECH_SEAFARING</PassableTech> for units in Heroes_CIV4UnitInfos.xml
Change <PassableTech>TECH_OPTICS</PassableTech> to <PassableTech>TECH_SEAFARING</PassableTech> for units in Heroes_CIV4UnitInfos.xml
(Change is in this file only for units wit Domain>DOMAIN_SEA</Domain>)
Those are in 4 files:
Assets\Modules\My_Mods\Neanderthal_Units\Neanderthal_Units_CIV4UnitInfos.xml
Assets\Modules\My_Mods\New_Cultures\Heroes_CIV4UnitInfos.xml
Assets\XML\Units\CIV4UnitInfos.xml
Assets\XML\Units\CulturalUnits_CIV4UnitInfos.xml

Not counting Pepper's module and animal files as former is for space units and latter have it to block certain animals from passing tough certain features.
 
I think Pit suggested that restarting the game every turn might delay the onset of graphics MAFs. I can confirm that in my current (non-scenario, huge) game I started getting non-repeatable CTDs (presumed graphics MAFs) almost every turn in late Modern. So I started restarting the game every turn, and for now I no longer get them.
 
I think Pit suggested that restarting the game every turn might delay the onset of graphics MAFs. I can confirm that in my current (non-scenario, huge) game I started getting non-repeatable CTDs (presumed graphics MAFs) almost every turn in late Modern. So I started restarting the game every turn, and for now I no longer get them.
Are you exiting to desktop each time?
 
I think Pit suggested that restarting the game every turn might delay the onset of graphics MAFs. I can confirm that in my current (non-scenario, huge) game I started getting non-repeatable CTDs (presumed graphics MAFs) almost every turn in late Modern. So I started restarting the game every turn, and for now I no longer get them.

Can you check the RAM usage by "Alt - Tab" to desktop and look into taskmanager how much RAM CIV IV is using now before you end a turn now? Let us know how much RAM is used in modern era now on your game.
 
Last edited:
Updated my game and continuing my game now to build up my superpower. Looks like all still works fine after update.
 
HI, is there a way to play this map without pre-set civs?

I made a version before but it sucks because you will start always in the same location with your civ. But you can go to the worldbuilder and press "Kill" on a civ you want to remove after gamestart, if you like.
 
I made a version before but it sucks because you will start always in the same location with your civ.
This is untrue, for random location starts use that (like in SEM_Plus_no_preset_Civs):
Code:
    Team=0
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
    RandomStartLocation=true
All units and map reveals must be deleted too.
 
This is untrue, for random location starts use that (like in SEM_Plus_no_preset_Civs):
Code:
    Team=0
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
    RandomStartLocation=true
All units and map reveals must be deleted too.

May work, i did not test that, was reported by a user.
 
BUG/PROBLEM:

Bug? Terrain hill + grasland + caves i had a neanderthal warrior there and a neanderthal babarian scout or normal barbarian scout (I dont remember) entered the caves plot and was under my warrior on same plot, other scouts from other civs cant run true my neanderthal warriors on other terrain. Maybe new neanderthal scout unit is missing some restrictions.
 
Last edited:
BUG/PROBEM:

Cant upgrade my unit? Why? I am missing something or bug? Yes i have stone axe man and mace man tech where to the spiked can upgrade to...
 

Attachments

  • Civ4ScreenShot0431.JPG
    Civ4ScreenShot0431.JPG
    839.4 KB · Views: 267
  • Civ4ScreenShot0432.JPG
    Civ4ScreenShot0432.JPG
    276.5 KB · Views: 285
BUG/PROBEM:

Cant upgrade my unit? Why? I am missing something or bug? Yes i have stone axe man and mace man tech where to the spiked can upgrade to...
For some weird reasons sometimes you have to move unit around and or promote it before you can upgrade. Upload save.
 
For some weird reasons sometimes you have to move unit around and or promote it before you can upgrade. Upload save.

I tested that by placing a spiked in yax mutal via WB, was ready to upgrade directly, moved the spiked from mohawk to yax mutal then it was ready to upgrade, moving it back to mohawk then i cant upgrade the spiked again, i think its maybe the neanderthal caves that i builded in mohawk what cause this problem. (Neanderthal culture was first build in washington) Check that, something in mohawk city that prevents upgrade. Savegame attached...
 

Attachments

I tested that by placing a spiked in yax mutal via WB, was ready to upgrade directly, moved the spiked from mohawk to yax mutal then it was ready to upgrade, moving it back to mohawk then i cant upgrade the spiked again, i think its maybe the neanderthal caves that i builded in mohawk what cause this problem. (Neanderthal culture was first build in washington) Check that, something in mohawk city that prevents upgrade. Savegame attached...
Probably.
Yak mutual has no trade connection with capital or other city where you built neanderthal culture.
Spiked clubman can upgrade to stone maceman, stone maceman or neanderthal warrior.
 
Probably.
Yak mutual has no trade connection with capital or other city where you built neanderthal culture.
Spiked clubman can upgrade to stone maceman, stone maceman or neanderthal warrior.

Yes dont works in citys where neanderthal culture is spread, also neanderthal culture is not displayed in these citys after the build message comes up, so theres a bug in neanderthal culture.

Also i turned off the option "assimilation" for this game, you may want to check if it only happens then. Should be fixed in any way.

Edit: In neanderthal culture founding city i can upgrade a spiked to neanderthal warrior but not to axe and mace. So neanderthal culture bugged somehow.
 

Attachments

  • Civ4ScreenShot0434.JPG
    Civ4ScreenShot0434.JPG
    786.2 KB · Views: 280
Last edited:
Yes dont works in citys where neanderthal culture is spread, also neanderthal culture is not displayed in these citys after the build message comes up, so theres a bug in neanderthal culture.

Also i turned off the option "assimilation" for this game, you may want to check if it only happens then. Should be fixed in any way.

Edit: In neanderthal culture founding city i can upgrade a spiked to neanderthal warrior but not to axe and mace. So neanderthal culture bugged somehow.
It seems like somehow Neanderthal unit upgrade patch are bugged.
 
@Thunderbrd @Toffer90 and others...

1. I am thinking about a special realistic expanded modern scenario... "UEM-Modern World" is it possible to expand the civ dll to have more than 40 civs on map by a mod mod?


2. Possible to change and add new modern leaders and nations by a mod mod to C2C?

3. Possible to add alot of modern techs and national units by a mod mod to C2C? Who is actually doing the unit graphics?

4. All possible to keep up with further C2C development?

If i do so i welcome some help. Scenario should be with alot of actual nations and actual national units. Like russia has only russian equipment, iran only equipment available to them, US has actual US equipment and so on... Makeable or you see any problems so far?
 
Last edited:
Back
Top Bottom