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

Thanks, I was able to run UEM map 5.1 scenario with (11280) SVN version C2C and play it without crashes associated with memory (after recommended options ON) :goodjob:
But now I have problem with launching Rescaled mod fix :(
Do you have any advice how to properly integrate this modmod fix to play on your map?
 
Thanks, I was able to run UEM map 5.1 scenario with (11280) SVN version C2C and play it without crashes associated with memory (after recommended options ON) :goodjob:
But now I have problem with launching Rescaled mod fix :(
Do you have any advice how to properly integrate this modmod fix to play on your map?
My modmod is only for V41.2 or latest SVN

Update to last SVN, no idea why he keeps recommending old SVN.
 
My modmod is only for V41.2 or latest SVN

Update to last SVN, no idea why he keeps recommending old SVN.
but the game crashes on any version of the mod, if you replace "Assets" files
I just do not understand how, what and where correctly needs to be replaced in order for it to just start
 
but the game crashes on any version of the mod, if you replace "Assets" files
I just do not understand how, what and where correctly needs to be replaced in order for it to just start
Those are full files! They reference all other stuff, its not just latitude/longitude changes.

This means you are breaking entire game when you replace files in wrong SVN version.

If you play on V41.2, then use ones for V41.2
If you play on LATEST SVN, then use SVN files.
They are incompatible with earlier SVN.

SVN 11280 isn't compatible with my modmod.
V41.2 is equivalent of SVN 11304.
So my modmod WONT WORK for you unless you use 11304 and files for V41.2
It won't work unless you use latest svn and files for svn.

By the way Russian translation is broken in recent SVN due to refactoring.
So remove Russian translation (do cleanup) if you want to play on latest SVN.
 
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Those are full files! They reference all other stuff, its not just latitude/longitude changes.

This means you are breaking entire game when you replace files in wrong SVN version.

If you play on V41.2, then use ones for V41.2
If you play on LATEST SVN, then use SVN files.
They are incompatible with earlier SVN.

SVN 11280 isn't compatible with my modmod.
V41.2 is equivalent of SVN 11304.
So my modmod WONT WORK for you unless you use 11304 and files for V41.2
It won't work unless you use latest svn and files for svn.

By the way Russian translation is broken in recent SVN due to refactoring.
So remove Russian translation (do cleanup) if you want to play on latest SVN.

I m using ENG versions for any mods and any Games bruH

There are some python errors on the latest version of SVN and AI problems, there is no such error on the version recommended by the author UEM 5.1, however you offer a version stable 41.2 or the latest SVN, no alternatives
 
I m using ENG versions for any mods and any Games bruH

There are some python errors on the latest version of SVN and AI problems, there is no such error on the version recommended by the author UEM 5.1, however you offer a version stable 41.2 or the latest SVN, no alternatives
AI is better on latest version (Pit is lying, saves were broken), as for python errors they shouldn't happen.
So map or some game settings are broken then. Or someone was using Russian translation
Python error didn't happen for me - you used 4.1 map, OR you overrode old version of mod with new one.

NEVER EVER overwrite mod! Delete it and install it again.
 
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AI is better on latest version (Pit is lying, saves were broken), as for python errors they shouldn't happen.
So map or some game settings are broken then. Or someone was using Russian translation
Python error didn't happen for me - you used 4.1 map, OR you overrode old version of mod with new one.

NEVER EVER overwrite mod! Delete it and install it again.

Many python errors, BUGs, UI errors at initialization
City Screen Bugged
there is nothing even close on 11280, I don’t know, the same save test on different versions works absolutely differently
Recalculation just remove python ini errors but city screen bugged anyway

Other scenarios and map generators work fine, but I'm not personally interested on them

***
Why do you think everyone around you is fools?
Before asking for help
I have tried clean versions of different versions and use the completely English version ORIGINAL RELEASE in Steam Beta
 

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Many python errors, BUGs, UI errors at initialization
City Screen Bugged
there is nothing even close on 11280, I don’t know, the same save test on different versions works absolutely differently
Recalculation just remove python ini errors but city screen bugged anyway

Other scenarios and map generators work fine, but I'm not personally interested on them

***
Why do you think everyone around you is fools?
Before asking for help
I have tried clean versions of different versions and use the completely English version ORIGINAL RELEASE in Steam Beta
Your mod folder isn't named Caveman2Cosmos, which causes tons of bugs.
Spoiler :

Civ4BeyondSword 2021-06-04 11-11-02-91.png


It MUST be named Caveman2Cosmos and nothing else!
Why do you think everyone around you is fools?
Before asking for help
Ironic. You used my modmod for unsupported SVN, and you didn't name folder Caveman2Cosmos
 
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Your mod folder isn't named Caveman2Cosmos, which causes tons of bugs.

It MUST be named Caveman2Cosmos and nothing else!

Okay I realized my mistake
I tested it, everything working fine :mischief:
I just did not face such a problem before and any SVN mods were launched directly from the SVN folder and everything started a little longer, but it worked
 
Okay I realized my mistake
I tested it, everything working fine :mischief:
I just did not face such a problem before and any SVN mods were launched directly from the SVN folder and everything started a little longer, but it worked
It should.
I keep launching new starts based on the same latest Pit's Map file over and over, and that means me using the latest up-to-date SVN, and I get *zero* crashes from it.
 
It should.
I keep launching new starts based on the same latest Pit's Map file over and over, and that means me using the latest up-to-date SVN, and I get *zero* crashes from it.
Yeah, something was changed, that mod folder really should be named Caveman2Cosmos
Maybe there is way in code to enforce that, so game shows error immediately if mod folder isn't named Caveman2Cosmos
 
Yeah, something was changed, that mod folder really should be named Caveman2Cosmos
Maybe there is way in code to enforce that, so game shows error immediately if mod folder isn't named Caveman2Cosmos
The two are separate issues.
Mod folder name is one thing - and it triggers at the start of the program (or should do so).
Mod internal files jumble, though, only triggers when a relevant file is missing or different, so it's much less obvious.
Also gives very different errors, lol.
 
The two are separate issues.
Mod folder name is one thing - and it triggers at the start of the program (or should do so).
Mod internal files jumble, though, only triggers when a relevant file is missing or different, so it's much less obvious.
Also gives very different errors, lol.
All python files are interconnected, error in one can cause cascade of errors.
Same with XML files.
Also XML files are connected to python - there is stuff referencing things in XML
 
AI is better on latest version (Pit is lying, saves were broken), as for python errors they shouldn't happen.
So map or some game settings are broken then. Or someone was using Russian translation
Python error didn't happen for me - you used 4.1 map, OR you overrode old version of mod with new one.

NEVER EVER overwrite mod! Delete it and install it again.

I am lying? :goodjob::goodjob::goodjob: Damn you drunk too much again. :thumbsup: I said SVN 11238 not 11280 is good for a long game and AI games good, thats not a lie, its simply true and is more stable and new bug free then later SVN versions but that may change or maybe has changed. :thumbsup: SVN 11238 gooes good so far and stable as it looks like for a long game.

Btw here is the longitude mod for SVN 11238:
 

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I am lying? :goodjob::goodjob::goodjob: Damn you drunk too much again. :thumbsup: I said SVN 11238 not 12280 is good for a long game and AI games good, thats not a lie, its simply true and is more stable and new bug free then later SVN versions but that may change or maybe has changed. :thumbsup: SVN 11238 gooes good so far and stable as it looks like for a long game.

Btw here is the longitude mod for SVN 11238:
Newest SVN is good for AI and stable, try it before drinking :cheers::thumbsup:
 
As said i go with this game on SVN 11238 as long as it goes, then you still have some time to fix more and develop more, later i update for a new game. :)

Let me know guys if UEM needs a update to latest SVN.
 
Cool map very playable but I do not agree with the addition of Portugal and made absurd large Maldivian islands, it is better to remove Portugal completely, leaving only Spain as representatives of all Iberian tribes and replace the 40th civilization with another, for example, between the germans and the russians add poles or hungarians
Ottomans can also be transfer to the Central Asian steppes where they historically turks began their journey and leave more space of Asia Minor for competition between greeks, peoples of mesopotamia and the Egyptians. Also sumerians can be replaced by another civilization.
Added your work to the recommendations to all my friends and to my channel. :goodjob:
 
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Cool map very playable but I do not agree with the addition of Portugal and made absurd large Maldivian islands, it is better to remove Portugal completely, leaving only Spain as representatives of all Iberian tribes and replace the 40th civilization with another, for example, between the germans and the russians add poles or hungarians
Ottomans can also be transfer to the Central Asian steppes where they historically turks began their journey and leave more space of Asia Minor for competition between greeks, peoples of mesopotamia and the Egyptians. Also sumerians can be replaced by another civilization.
Added your work to the recommendations to all my friends and to my channel. :goodjob:

Portugal is cool and it has been moved a bit to the canarians with main landmass connection, they had it historicaly but most on gameplay balance issues, yep some map landmass updates will come later. There are no polish or hungarian civ in mod when i last looked. :thumbsup: I will look on civ placement in the next updates, but some placements are done for gameplay, you will see it if you go some thousand turns on eternity game speed.

As said on first mainpage:


"Some continents like europe and some islands have been scaled up or down a bit for better gameplay and make it more fair for other civs and to give a good starting location for some civs. Some islands added that dont exist, so you may find atlantis or other islands that dont got sunk into the ocean, also for gameplay issues.

Portugal and some other civilizations shifted and moved out via migration of the peoples a bit, so Portugal was moved to the canarian islands/marokko (They had these regions historicaly and some other civilizations moved also a bit to prevent overcrowded regions."
 
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NEWS:


NEWS 08.JUNE.2021:



German:


As i said they also most likely dont know not who or what is behind this, well whatever, it or they is hiding good and will not give there technology out easy. Or something will be included in the report that they dont tell now, still thrilling. :thumbsup:

If it is china then its a good provocation for war. :crazyeye: But also china is spending cash on lame space rockets and other stuff, there is no need for that if you have anti gravity tech.
 
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