Chronicles of Mankind

so I've been clicking in and out of game, alt tabbing repeatedly, even opening lots of new windows and playing around on other programs while playing this mod, even during End Turn waits, and no MAF crashes at all. At turn 1925, so I think unfortunately it was the Megaciv pak causing them ;-;

after this playthrough I will try with a stripped down civ pack of only a few civs on a Giant map



EDIT: I haven't started a new game yet but I put in a smaller Megaciv mod in my current playthrough, about 350 MB each. I got an MAF crash after a few turns, so I cut down on some more until both pack files were under 200 MB, and I'm able to play through without issue (so far)


But I don't know how stable it would be on a Giant map. Is there some size limit on pack files where any pack over 300 mb will cause memory issues?
 
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Got a minor bug to report, I'm getting these python exceptions when I click out of the game window, along with this error in the in-game log
NoSectionError: No section 'Enhanced Tech Conquest'
File "e:/main/civilization4/warlords/assets/python/system\ConfigParser.py"
File "EnhancedTechConquest", line 29, in loadConfigurationData
File "CvEnhancedTechConquestEventManager", line 32, in onWindowActivation
File "BugEventManager", line 363, in _handleDefaultEvent
Traceback (most recent call last):


I've been having the same issue for months, it hasn't caused any problems,
 
I've been having the same issue for months, it hasn't caused any problems,
Yeah, it's just annoying. I didn't have the time to get into it.
 
I'm at turn 2056 now, have had only a few MAF crashes (maybe 5 total in the past 50 turns), but I'm not sure if it's due to the megaciv pak or just normal late game memory thing. I'll try on a bigger map soon.
 
Hey, i love the civics in this mod, but I feel lack of options in the early and middle times in the Foreign Policity civics, I mean, until the renaissance my civ has been Isolationism because it was better that hegemony or appeasement.

I have two ideas for early civics:

Yihad
+3 relationship with civs with the same religion
-3 relationship with civs with other religions

Commercial relations
+1 relationship with civs which you have an exchange.
+2 international routes

For Yihad I have think in medieval Christian and Muslim kingdoms.
For commercial relations, i have think in somerhing like phoenicians in early ages or italian cities like Genoa or Venice in Renaissance.

What do you think?
 
Hey, i love the civics in this mod,
Thank you :hatsoff:
I'm very proud of my civic system because I had a lot of work in it. Basically CoM started with redeveloping a new civic system.

but I feel lack of options in the early and middle times in the Foreign Policity civics, I mean, until the renaissance my civ has been Isolationism because it was better that hegemony or appeasement.
I understand but I feel that's quite realistic.
You don't really want Hegemony, unless you are major power.
And you don't really want Appeasement, unless you are near a major power.


I'm always happy for suggestions:
Yihad
+3 relationship with civs with the same religion
-3 relationship with civs with other religions
1) I totally agree that we could use a civic like that. The only problem is that we don't have an xml tag for that and I'm not skilled enough to code it. At least now...
2) I like the concept but I don't like the name. It's not just too religion specific but also suggest a war civic instead of religious pressure on a foreign government. We need a better name...


Commercial relations
+1 relationship with civs which you have an exchange.
+2 international routes
Now this one feels more like an Economy civic. I see your intention but I'm just not hooked. And again, we don't have an xml tag for "having an exchange" whatever you meant by that.

But please, keep brainstorming 🙂


Actually you gave me an idea:

League
+2 relations with weakest civs
available only for City-state

This is also just a rough idea and I'm not satisfied with it 🤔
 
Great! I am glad you like my suggestions and I like too the League civics idea.
1) I totally agree that we could use a civic like that. The only problem is that we don't have an xml tag for that and I'm not skilled enough to code it. At least now...
I know little about code although I never touch python files of Civ 4. I am going to see if I can find py file that make the attitude changes, any idea where I can start to search?


2) I like the concept but I don't like the name. It's not just too religion specific but also suggest a war civic instead of religious pressure on a foreign government. We need a better name...

Yes, me neither. Some possible names for "Yihad" civic:
Religious supremacy
True faith
Religious/Faith diplomacy
Religious Brotherhood

League
+2 relations with weakest civs
available only for City-state
A good idea! Maybe I should add <iForeignTradeRouteModifier> +100 or +50 to League civic and +2 to other civs with League civic.

Looking in the XML of civics, I see that Slavery improved a lot of improvement tiles. It makes sense for me, and would justify the risk of revolution it provokes. At present, in my opinion, it is not worth it, unless you have a small nation.

 
1733948979616.png

I just want to report a Bug. In the image, the storm is not well represented. The cloud is in the back.
 
I know little about code although I never touch python files of Civ 4. I am going to see if I can find py file that make the attitude changes, any idea where I can start to search?
It's in the dll. C++ code.

Yes, me neither. Some possible names for "Yihad" civic:
Religious supremacy
True faith
Religious/Faith diplomacy
Religious Brotherhood
I also thought about 'Proselytism' and 'Episcopal' but I'm not very fond of them either.

View attachment 711928
I just want to report a Bug. In the image, the storm is not well represented. The cloud is in the back.
That's a known glitch. The engine has its limits.
 
what ever happened to the Fusion Bomb from RoM AND that could wipe out an entire tile and turn it into water? Was it removed in AND at some point or from this mod? Or did I somehow invent it just now (not as likely)?


Also minor thing, I'm at the endgame stage where there's no more techs and no more buildings to build, and in some of my cities suddenly the Graveyard is popping up as buildable, even in cities where it was already built, where it will actually show the build year underneath, but it's still buildable? I actually can't screenshot this now because it's apparently gone away after I built some of them in cities that never had them (due to Pyramids wonder)
 
Looking in the XML of civics, I see that Slavery improved a lot of improvement tiles.
That's only in my modmod, originally it's commented out. I was trying to balance Agrarian, because +1 hammer from farms is huge.
At present, in my opinion, it is not worth it, unless you have a small nation.
Lol, you couldn't be more wrong. Slaves provide 3+1 per population hammer, so after 9 you get extra production for buildings out of thin air even without multipliers. The only thing you need is a source of No Unhappiness and you are set for life.
what ever happened to the Fusion Bomb from RoM AND that could wipe out an entire tile and turn it into water? Was it removed in AND at some point or from this mod?
It was a source of a gamebreaking bug because of messing with pathfinding AI, iirc.
in some of my cities suddenly the Graveyard is popping up as buildable
I guess it's because Nexus didn't list all the replacements for buildings and it's not retroactive.
 
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I guess it's because Nexus didn't list all the replacements for buildings and it's not retroactive.
I'll fix that. Thx.


what ever happened to the Fusion Bomb from RoM AND that could wipe out an entire tile and turn it into water? Was it removed in AND at some point or from this mod? Or did I somehow invent it just now (not as likely)?
It was a source of a gamebreaking bug because of messing with pathfinding AI, iirc.
I remember a little different:
This and YAM and maybe a few more were made inactive because the AI didn't know how to use them.

But you should be able to reactivate them. IIRC the pedia has a guide to it.
 
I remember a little different:
It certainly was the case for C2C and Toffer still worked on AND around 3 years ago, so could be him. Maybe I was wrong about pathfinding and it was about recognizing continents, but something along those lines.
 
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Sorry to keep pestering but at around 2153 turns in, my end turn loading times are varying pretty wildly, sometimes 10 seconds sometimes 2 minutes or more or just crashing. Is that normal?
 
For TT, that's about normal depending on map size and number of AI's. Crashing, not so much, again, depending on map size and and number of AI's. Also game settings, depending on how you set up your game. Are you clearing your cache when you start the Civ application? That will solve some issues if you haven't done it.
 
For TT, that's about normal depending on map size and number of AI's. Crashing, not so much, again, depending on map size and and number of AI's. Also game settings, depending on how you set up your game. Are you clearing your cache when you start the Civ application? That will solve some issues if you haven't done it.


I've only had one real crash with no message, along with a few (single digit) MAF crashes which only started after I added a stripped down version of MegaCiv Pak mid-game. I haven't been clearing any cache, map size has been Large and number of active AIs has been about 12 or so, down from 20 - 25 in the past hundred turns
 
Hi all, I was looking for an naswer on forum but without any luck.
Does anyone had an issue with game crash after conquering the last city of some nation? I'm trying with different units and turns, but when unit is entering a city, game crashes and turning off.
I turned on all logs and on pythondbg there is only: PY:player 4 Civilization Pacifist Empire of Maya Unit Catapult was killed by Player 0
IDK where to look for more logs with game crashes

Maybe it could be because of it's vasal ? When I made a peace and attacked again the city was captured properly
 
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Does anyone had an issue with game crash after conquering the last city of some nation? I'm trying with different units and turns, but when unit is entering a city, game crashes and turning off.
I don't remember ever encountering such a bug but Civ4 and its mods can cause all sorts of surprises 😅
Upload a save file, please.


Maybe it could be because of it's vasal ? When I made a peace and attacked again the city was captured properly
Happy to hear you found a workaround. Hope you enjoy your game 🙂
 
yeah the mod is great, with casual terrain it's even better, as there is every terrain usable, I like the game very much, but as for a first take it went too easy. Next game I will have to start with a little faster gameplay and maybe harder difficulty.
HJere's a screen what city I mentioned and save is in the attachment
scrwwn.jpg
 

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  • Grzes AD-0586-Winter.CivBeyondSwordSave
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yeah the mod is great, with casual terrain it's even better, as there is every terrain usable
First time I hear people appreciate exactly the eponymous feature.
I like the game very much, but as for a first take it went too easy
Civ4 "AI" is flawed on design level and RoM didn't change that much, though my experience may have been ruined by using Aggressive AI and Ruthless AI, which are unfinished. Multiplayer would be the perfect solution, but it's not an option.
 
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