Chronicles of Mankind

Will update first post later...

Done.
Testing the patch now. Some quick notes.

1. It seems Storage Pit should use the same fix as Poultry. Maybe the tech could be Biology? It enables Modern Granary / Grain Silo.
2. Did you remove M.A.D stance / tech altogether? While I was playing and tried to touch this problem, giving the Technology some prerequisites, like Aviation or Fission, was sufficient to AI resume their researching. Some Civs refused to build the prerequisite building, some lacked cities to devote the production, and then got stuck.

Anyways, nice work. :)
 
1.0.2.3b (Hotfix)

fixing MAD - this time really :)
MAD (tech) requires [Rocketry AND Nuclear Pover] OR [First Nuclear Test]
 

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This is the closest solution to my original idea, namely civs without nukes should not be able to choose MAD civic.
Seems fair. For the sake of knowledge, AI begins wanting MAD Civic when they change stance to Aggressive; or no other way to win against the player except war?
 
Seems fair. For the sake of knowledge, AI begins wanting MAD Civic when they change stance to Aggressive; or no other way to win against the player except war?
Sorry, but I don't understand what you mean :/
 
Is this pretty stable now? I'm really interested in the changes you made!
 
Is this pretty stable now? I'm really interested in the changes you made!
Yes, I think it is. Reported bugs are fixed/handled.

In my game I'm over 600 turns on a giant map and had no problems so far. I play with revolutions and barbarian civs ON, so there are circa 30+ civs in my game.
So I'm quite happy with stability :)
 
Hmmm...I'm consistently getting a python bug, where the bottom menus don't display with the log message of BugInit: cannot find xml file for mod init.

It appears this is related to BUG, but I'm having trouble finding a fix. Just to make sure: this is completely independent of needing AND, right? I'm playing this on a clean installation.
 
Hmmm...I'm consistently getting a python bug, where the bottom menus don't display with the log message of BugInit: cannot find xml file for mod init.

It appears this is related to BUG, but I'm having trouble finding a fix. Just to make sure: this is completely independent of needing AND, right? I'm playing this on a clean installation.
Yes, it is stand alone.
Can you post a screen shot?
 
Sure. The log message is at the top, and you can see there's no bottom pane that opens up when the unit is selected.

Edit: This happens each time no matter if I select a "Play Now" game or custom start, and map selection doesn't seem to matter either.
 

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Sure. The log message is at the top, and you can see there's no bottom pane that opens up when the unit is selected.

Edit: This happens each time no matter if I select a "Play Now" game or custom start, and map selection doesn't seem to matter either.
If I recall correctly, this is an issue reported earlier on this thread. Try to apply this fix https://forums.civfanatics.com/threads/chronicles-of-mankind.643052/page-7#post-15470511

I don't remember if this was merged into one of the hot fixes by @Zeta Nexus.
 
Is this a completely independent mod or does it get installed on top of AND? I ask because I am getting the following errors and bugs

1) Culturally Linked Start is getting an index error. This usually means that one of the Civs is not defined correctly in the Python
2) turning off tick marks doesn't
3) turning of Field of View doesn't
4) limit on movement option doesn't seem to work, or maybe the distance is much further than I expect. (like 10 times more)​

An irritant is that as per usual my Egyptians start in the tundra :lol:
 
Sure. The log message is at the top, and you can see there's no bottom pane that opens up when the unit is selected.

Edit: This happens each time no matter if I select a "Play Now" game or custom start, and map selection doesn't seem to matter either.
My only guess is that it's a bad install. Have you tried re-installing the mod?
But first you should try clearing the cache.

If I recall correctly, this is an issue reported earlier on this thread. Try to apply this fix https://forums.civfanatics.com/threads/chronicles-of-mankind.643052/page-7#post-15470511

I don't remember if this was merged into one of the hot fixes by @Zeta Nexus.
IIRC it wasn't but I'll double check.

Is this a completely independent mod or does it get installed on top of AND?
As explained in first page 6th post :)p) it is stand-alone.
1) Culturally Linked Start is getting an index error. This usually means that one of the Civs is not defined correctly in the Python
Oh! Great thanks for spotting it! I will check it.
2) turning off tick marks doesn't
3) turning of Field of View doesn't
I don't understand what you mean :confused:
4) limit on movement option doesn't seem to work, or maybe the distance is much further than I expect. (like 10 times more)
It's buggy and reported. It's a feature in the dll introduced by 45. It does work but not always. The workaround is to save the game, exit and reload it. Sometimes more then once. But according to my experience, this bug disappears completely by the middle ancient era.
(EDIT: FAQ updated accordingly. THX for reminding :goodjob:)
An irritant is that as per usual my Egyptians start in the tundra :lol:
It's still not Civ5 :lol: though I'd like such an option.
 
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OK, reinstalling etc. fixed the problems, including turning off the progress bar tick marks. Now if only I could figure out how to get away from the Patriarchy civic and build settlers ;)
 
Err... research? :mischief:
Early ancient era is meant to be a slow starter: It's more hunting&gathering, than expansion.
I have the required tech but it still wont let me change:confused:. Also, I have not tried it but does selecting "yes" when asked to change to a new Civic pops up actually change you to that Civic. If you say "let's look at the options" it wont let you change to the civic, you have to select some other civics first, change to them and then after the anarchy change to the new civic with more anarchy. This is for the first civic I research.

By the way, why do I have to declare war on the barbarians to attack an animal but they can attack me without declaring war?
 
I have the required tech but it still wont let me change:confused:. Also, I have not tried it but does selecting "yes" when asked to change to a new Civic pops up actually change you to that Civic. If you say "let's look at the options" it wont let you change to the civic, you have to select some other civics first, change to them and then after the anarchy change to the new civic with more anarchy. This is for the first civic I research.
Yes, you have to switch out of Anarchy civic first. But isn't it in the description?
By the way, why do I have to declare war on the barbarians to attack an animal but they can attack me without declaring war?
What? :confused:
What option are you playing with?
 
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