CIV Gold!

Impaler[WrG] said:
I seem to be missing a large number of the alternative skins for the new leaders, many have their original skins even though they all have new backgrounds and animations. Either one of my XML documents was corrupted or someone forgot to apply the new Skins.

The affected leaders are...

Arpad (has regular Peter Skin)
Cuza (has regular Napoleon Skin)
Hammurabi (has regular Cyrus Skin)
Jayavarman VII (apears to hve completly fallen over with this arm flailing at the bottom of the screen (see screen shot))
Johan De Witt (has the skin/animation that was Solomon in CivGold1.0)
Karl XII (has regular Washington Skin)
Maria Therisa (has regular Victoria Skin)
Mary Stuart (has regular Catherine Skin)
Menzies (has regular Rosevelt Skin)
Mongkut (has regular Tokagowa Skin)
Musharaff (has regular Washinton Skin)
Napoina (has a modified Julius Skin but it dose not match button or pre-view screenshots)
Salamasina (has regular Haspheptus Skin, also new animation makes her upper lip look odd)
Songesto Gambo (has regular Mao Skin)
Taharqua (has the Aynwacha Skin)
Tashunke (has the Pascal II Skin)
Tatanka (has the Skin/Animation which was Solomon in CivGold1.0)
Tomislav (has regular Cyrus Skin)
William Van Oranje (has regular Fredrick Skin)
YaYah (has regular Kublican Skin)

Are you combining this with anything? Some of the ones you mention are from re. 1.0 and haven't been touched in this release.

The "falling down" issue is a result of using an improper animation. That isn't the animation currently associated with Jayavarman. I just went back and looked at the version I uploaded and all seems well.

If you didn't combine this with anything, I would suggest trying the Autoload method (in the config file) and see if you get the same problem.

ETA: What resolution are you using? It looks like the LHs are not using a _128 skin.

ETA - again....

In talking to Amra, it would seem that your video card is displaying only the nonshader version of the models, rather than the shader ones. This is why you are getting the older leaderheads - the nonshader versions have not been edited.
 
Wyz_Sub10 said:
In talking to Amra, it would seem that your video card is displaying only the nonshader version of the models, rather than the shader ones. This is why you are getting the older leaderheads - the nonshader versions have not been edited.

I have the same problem with this release and my graphics card, a Radeon. When I first looked at CivGold I wondered what was going on--many of leaderheads were wrong and/or unchaged and it certainly looked nothing like the promo leaderheads pictured. What follows is an explanation and two approaches to fixes:


It took me forever to figure out why some people were complaining when I first started skinning: the problem is that many people are seeing only the NONSHADER versions of leaders, but with my card I was only seeing the shader versions at first so I never realized it. Something Firaxis changed in one of their patches changed the behavior so that now my card used the NONSHADER nifs/skins and all of a sudden everything looked funny to me and I understood what was going on.

So the problem is that there are, in actuality, two versions (NIF & skin graphic) of every leaderhead in the game, but any user will see only one set. That means most modders only see one set and assume the other set isn't really doing anything, so they don't change it. Then when it gets released half the group sees the "changed" set and half the group sees the "unchanged" or semi-changed set which ends up looking wrong.

Ultimately I had to go back and redo ALL of my leaderheads in my mod for the non-shader versions because so many people were getting this and it was the only way to be comprehensive. I'm now in the habit of doing both shaders and nonshaders for new leaderheads, but it's a pain in the butt to do it all twice and the non-shaders just don't look as good.

BUT, there is an alternative and I use this in my mod by default. The shader versions are generally a much better quality graphic than the non-shaders. You can force the shader versions and the radeon cards, in fact most cards by report, will do just fine. For some reason the Radeons in particular seem to default to the non-shader versions.

Anyway, if you open the leaderheads art xml file and copy the <NIF></NIF> lines into the <NONSHADER></NONSHADER> lines for each leaderhead, you effectively "force" the nicer shader version, and in this case the modded version. This works for probably 95% of people who are seeing the un-modded older leaderheads. A few unlucky folks will get ghosts (floating eyeballs) and will need to change back.

In my mod I default to the "forced" shader leaderheads, but I include an XML backup of the default leaderhead file that people can use if they get ghosts.

My recommendation, Wyz, would be to do the forced version for CivGold since Amra's nonshader versions haven't been skinned; a few people with older graphics cards will have problems but that will be a smaller group than all the people who will see the non-shader versions without forcing.

I wrote a PERL script to quickly do the "shader force" changes to the XML file; if you want me to Wyz I can send you a copy but you'll need a copy of the perl compiler to run it, and not everyone has perl just sitting around. It's not hard to do by hand, either, I just got sick of doing it over and over when I added new leaderheads.
 
Sevo said:
My recommendation, Wyz, would be to do the forced version for CivGold since Amra's nonshader versions haven't been skinned; a few people with older graphics cards will have problems but that will be a smaller group than all the people who will see the non-shader versions without forcing.

That seems like a good solution. I'll produce a leaderhead XML file that forces this change, and see if it meets most users' needs.
 
Yes this must be the problem, when I played Sevo's Mod I had to use the alternative files he provided or else I got "Chesher Cats" as them are more commonly refred to as. I ofcorse have a Radeon.

I had just made the connection with Amra's heads myself when browsing his thread and noticed that most of the affected leaders were by him.
 
Impaler[WrG] said:
Yes this must be the problem, when I played Sevo's Mod I had to use the alternative files he provided or else I got "Chesher Cats" as them are more commonly refred to as. I ofcorse have a Radeon.

I had just made the connection with Amra's heads myself when browsing his thread and noticed that most of the affected leaders were by him.


Unfortunately, Impaler, if you get Cheshire Cats it means you won't be able to see Amra's leaderheads when forced. I'm going to include a grouping of them in Sevomod and I'll have to do the NonShaders, so I'll share them back with CivGold when I do.
 
zulu9812 said:
Just to let people know, WinRAR will not open this file. Only 7zip will.
That's odd, Zulu - I don't have 7zip, I have winrar - and I was able to open the file with it :confused: .
 
Well, I downloaded it 3 times with 3 different browsers and each time I tried to open it with WinRAR (3.6b7) I got an error that the file was either corrupt or in an incompatible format. 7zip opened it fine.
 
I use "extract here" rather than "open" - surely that can't be why we're getting different results. However, now you have it, what do you think?
 
Like I said before what about changing Ireland's flag to this, Saint Patrick's Cross?

715px-St_Patrick%27s_saltire.svg.png


This flag has been used by Ireland for the longest time. I just thought that since you put Scotland's flag as Saint Andrew's Cross (which is the correct flag btw) and England already has Saint George's Cross, it would make sense to have Ireland have its Saint Patrick's cross flag. You might notice that if you combine the English, Scottish, and Irish flags you get the flag of the United Kingdom.
 
All right, so far I have drafted specs for about 20 of the 43 new civs' Unique Buildings.

Currently, I am using existing templates (i.e. effects) to ensure game balance. This can be tweaked for originality as we go, but in the short term I'd rather be repetition but "safe".

Here are a few examples:

Civ -- Building -- Replaces

Aborigines - Bora Ring - Monument
Babylon - Diorite Stela - Courthouse
Brazil - Estadio de Futbol - Colosseum
Maasai - Group Ranch - Granery
Mayans - Sun Temple - Observatory
Yemen - Qay Fields - Market

This are just a few examples. All input is welcomed.
 
pokeravi said:
This flag has been used by Ireland for the longest time. I just thought that since you put Scotland's flag as Saint Andrew's Cross (which is the correct flag btw) and England already has Saint George's Cross, it would make sense to have Ireland have its Saint Patrick's cross flag. You might notice that if you combine the English, Scottish, and Irish flags you get the flag of the United Kingdom.

Hi pokeravi,

I don't think I'll make this change for a couple of reasons: 1) symbols are much nicer. Wherever possible, cultural symbols are preferred over "stars and bars" symbols. Still, I wouldn't mind except, 2) flags only work if colours match up. Ireland cannot be assigned red and white because too many are already. That's why I chose a green shade because there were far fewer countries using green.
 
Wyz_sub10 said:
All right, so far I have drafted specs for about 20 of the 43 new civs' Unique Buildings.

Currently, I am using existing templates (i.e. effects) to ensure game balance. This can be tweaked for originality as we go, but in the short term I'd rather be repetition but "safe".

Here are a few examples:

Civ -- Building -- Replaces

Aborigines - Bora Ring - Monument
Babylon - Diorite Stela - Courthouse
Brazil - Estadio de Futbol - Colosseum
Maasai - Group Ranch - Granery
Mayans - Sun Temple - Observatory
Yemen - Qay Fields - Market

This are just a few examples. All input is welcomed.

Netherlands - perhaps some sort of dijk/canal system. Gives a food as well as +25% gold bonus replacement for Grocer? Represents reclaiming land and growth?

Babylon - Ziggurat? Upgraded palace?

Poland - cheaper Nuclear plant?

Austria - perhaps some form of cultural institute to replace the Theatre? Possibly even something to reflect the sciences - I suppose the French have the Salon already.

Finland - Ancient fur trading camp? Modern manufacturing?

Togo - well unfortunately their pre-history was known as being a big slave port aided by locals. I'm not sure what else to suggest.

Apologies to any Civ-Fanatics for any unintended stepping upon their culture there. Just a few suggestions.


Australia - Hmmm not easy. Mining for gold, other natural resources - replacement for the Forge? Like Brazil - another sporting stadia to replace the Colosseum? Possibly the best one would be a 'shearing shed' replacement for the market? They say Australia used to ride upon the back of the sheep (no sniggering...)

Anything but a 'pub.' I love my pubs - but that's a little insulting if its all we are known for.

Aboriginies - Bora Ring is okay, another option perhaps some sort of replacement for Granaries that reflects their control over land renewal by slash and burn? I'm not sure how it could be considered beneficial over a Granary - because they did it/do it to make the best of poor agricultural conditions.
 
Aboriginies - Bora Ring is okay, another option perhaps some sort of replacement for Granaries that reflects their control over land renewal by slash and burn? I'm not sure how it could be considered beneficial over a Granary - because they did it/do it to make the best of poor agricultural conditions.

What about a lumbermill that can produce food?
 
Thank You Civ Gold Team for including CROATIA into your mod.

THE BEST PART IS THAT YOU HAVE LEFT THIS VERY "SID FRIENDLY"- so that us less "simpletons" can do all the minor personal-preferred tweaks on our own. FOR THIS YOUR TEAM REALLY NEEDS TO BE COMMENDED....I MEAN REALLY COMMENDED :goodjob:

If people want to play with the extravagant changes, then they can go to those mods that address their liking.

BUT THIS MOD and its platform HOPEFULLY will not be discontinued ...:( Pretty PLEASE make this WARLORDS compatible soon... I know that you will need unique buildings- so this will take time...As for Croatia, I have put da plug and asked the community what they might think of as a unique building... but whatever is decided by your team, should be translated- based on your past care and quality work here: A COMPLETE SUCCESS !!! :goodjob: :goodjob: :goodjob:

CAN'T WAIT TIL THIS IS WARLORDS COMPATIBLE- Generals and Vassal States Rule !!!!!!! :king: :king:

ABSOLUTELY GREAT JOB HERE !!!!!!!!!!! :goodjob: :goodjob: :goodjob:
 
Wyz_sub10 said:
I'm a big fan of readme files as well, so I'll try to put something together. Time-wise, though, I'm swamped - I'll try to get to it as soon as I can.

Great Mod. Excellent Work. Is there a readme or table that shows the civs, traits, uu's, etc.? It would be really handy to pick and choose favorite trait combinations and uu eras. If not, I'll continue to browse through the civilopedia. Once again, great mod, this should hold me over until I can afford to buy Warlords.
 
The Gooch said:
Great Mod. Excellent Work. Is there a readme or table that shows the civs, traits, uu's, etc.? It would be really handy to pick and choose favorite trait combinations and uu eras. If not, I'll continue to browse through the civilopedia. Once again, great mod, this should hold me over until I can afford to buy Warlords.

Thanks! :)

Actually, I'm working on a manual right now that will have this info, but it's a bit down the priority chain due to other updates and Warlords conversions.

But it'll get done eventually.
 
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