CIV Gold BTS - Technical Support

The Khmer scout is not appearing--only the flag displays. I am assuming--since everything else appears--this is a general issue, and not just linked to the odd graphic stuff I've been experiencing.

I can't confirm this: my 4.0 scenario updates showed no scout flukes - so I'm guessing it's a graphic thing.
 
So with regards to what Wyz_sub10 and Fierabras are saying, we can remove civs from the mod to make it load quicker or to use those civs in our own mods. What's the best way of doing that? Is it as simple as turning the civ off like Fierabras did with the Native American civ or do you physically have to move the files out of the mod?

Another somewhat unrelated question: did you have to use a separate program to create the unique units and buildings for the civs or was everything you need to do that available in the game itself?
 
No, this was the first response to your question about Paking. It's on the previous page:

Mknn is exactly right.

...and, in addition, the team doesn't have time to do it, either. Sorry, but there are only 2 of us and we both have careers, families and other things to tend to. Maintaining this mod will be more than enough work, and we are going to introduce new things. But the time can only be sliced so thin, and there is no "slice" for PAK files right now, especially since - as Mknn correctly noted - we are preserving the modular nature of the mod, something I have been explicit with in all the documentataion.
 
Thank you very much. :)

I'm assuming changing, <bLeaderAvailability>1 to <bLeaderAvailability>0 will do the same for custom leaderheads in the original Civs?

Yes. You can do that per civ or per leader, for AI or for human players.
 
So with regards to what Wyz_sub10 and Fierabras are saying, we can remove civs from the mod to make it load quicker or to use those civs in our own mods.

Absolutely. Removing the art files, especially, will make a big difference in loading.

What's the best way of doing that? Is it as simple as turning the civ off like Fierabras did with the Native American civ or do you physically have to move the files out of the mod?

Physically remove. Turning things "on" or "off" simply governs their accessibility in-game. To after load time, you have to physically remove them so that they are not loaded with the mod.

If you want to delete a civ (let's say 'Indonesia'), you must delete (or move) the 'Indonesia' folder. There are two other things to do:

1 - edit the DiplomacyInfos file to remove the Suharto references

2 - edit the CivilizationInfos file to remove 'Indonesia' from the Netherlands derivative civ entry

The above applies to any civ you remove.

To remove a custom leader, you will also have to remove the leader from the CivilzationInfos file (i.e. Henry VIII from England)

Another somewhat unrelated question: did you have to use a separate program to create the unique units and buildings for the civs or was everything you need to do that available in the game itself?

We used material from the community - some of which was created from scratch, some of which was heavily modified.

All of my contributions were modifed from existing content. There are 4-5 different programs I use for this.
 
I have found the source of the error with the missing colors for Toltec. This civ was the only one which was using <fAlpha>0.00</fAlpha> (should be 1.00), so that must be the culprit.

This means that all the reported (and some unreported) bugs are solved and the patch will be released soon.
 
Curious. I've used the Toltec in one of my CIV Gold scenarios, but I don't remember seeing this problem.
 
I didn't have any problems either, but I believe it is a hardware-related issue. Some graphic cards just can't handle alpha channels.
 
With the Mongol Camp now available as a Mod Comp (:goodjob: BTW!), any word on the awaited patch and/or add-on?:confused:
 
The patch will be released at the end of this week. After that we hope to release add-ons, but we haven't set any dates for that, mainly because we still have to collect new artwork.
 
More stuff ... I am in the industrial age of a huge game with 18 civs. Graphics issues are cropping up with the Gold civs only (Mutapa's hat disappears, Marti is reduced to a floating set of dentures, Tymonshenko appears on a shocking bright pink background, Deganiwida disappears, replaced by a floating sword). None of the orig civs suffer the graphic degradation.

So, my real question is, what can I do to help troubleshoot/fix these? Is there an easy way to go back through the LH's, and check them to make sure they are as efficiently constructed as possible?
 
More stuff ... I am in the industrial age of a huge game with 18 civs. Graphics issues are cropping up with the Gold civs only (Mutapa's hat disappears, Marti is reduced to a floating set of dentures, Tymonshenko appears on a shocking bright pink background, Deganiwida disappears, replaced by a floating sword). None of the orig civs suffer the graphic degradation.

So, my real question is, what can I do to help troubleshoot/fix these? Is there an easy way to go back through the LH's, and check them to make sure they are as efficiently constructed as possible?

Very weird...although - and few people know this - by the end of his career, Marti was in fact reduced to a floating set of dentures. His poetry didn't suffer, but speaking engagements became rather awkward.

The shocking pink BG occurs when the image is missing (or the link is misdirected). It would seem all of your glitches are similar.

I'm wondering if there is a "memory leak" occurring as the game goes on. What are your comp specs?
 
The shocking pink BG occurs when the image is missing (or the link is misdirected). It would seem all of your glitches are similar.

I'm wondering if there is a "memory leak" occurring as the game goes on. What are your comp specs?
Yeah, my sense is that either it is an issue with video memory management and/or a case where some of the art/extras included with Gold are created "sub optimally" in a way that only crops up when graphic resources start to become source. The game currently takes up about 1.5 GB of RAM according to the Task Manager, so that's pretty frigging huge.

I play on a dual core HP Pavilion laptop with 4 GB of RAM running Vista 64, but the built in video card is pretty crap--128 MB of dedicated video memory. I discovered a new driver for the video card last night, or, more accurately, a driver supported by Microsoft that supercedes the one supported by HP. It seems to be doing much better since then--I will continue testing and post the results.

Even if the problem goes away, though, I'd be happy to take some time to see if i can optimize the LH packages--I just need some guidance on how all that fits together.
 
Hey there, I seem to be experiencing a problem, I'm not sure if this has been covered before but I have searched through the forums and can't find anything of the like. Upon launching CIV Gold 4.0 for BTS, I find I cannot advance to play a game. Initiaially, the impressive amount of new civilizations are not present for me to choose from and upon selecting a BTS Civ (For example England/Victoria), I get some strange errors. AN XML error Tag screen pops up to notify me that, for example;

"Leader_Franz in Info Class was incorrect
Current XML file is: xml\GameInfo/Civ4DiplomacyInfos.xml"

These XML error screens ar relentless and there seems to be an indefinite amount, making the game unplayable Furthermore, the opening screen is met with "you have been defeated!" tag as well. I'm not sure what the cause of the problem is, I have tried re-installing, restarting. I am currently using the updated version of BtS with the previous installations of Civ4 Warlords and Civ4. Help would be kindly appreciated.

Thanks 4 your time!
Thom.
 
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