Discworld Mod

Cheers. I'm probably going to use the map that the originater of this thread created as thats a big part done already lol.

I'm reckoning for civilisations:
The Sto Plains (with Anhk-Morpork as capital)
Uberwald (which will include little places like Borogravia & Zlobidinia)
Klatch
Brindisi & Kythia (with Genua as capital)
Omnia
Agatean Empire
XXXX
Ramtops (to include Copperhead Dwarves, Lancre, Llamedos & fighting monks from up near the hub)
Muntab & the Tezuman Empire

That should leave them all with a decent area of control while being spread out all over the map. I might add a few 'barbarian' cities in places where cities should be but no one civ actually has claim to, like Howandaland & Djelibebe, so they can be conquered
 
someone started a newer mod based on the beggining i had, not sure what happened to that, i don't have any of my old files on this computer as my old computer is in Spain
 
Damn! I was going to email you this morning to ask if you still had the files for this that you created too :(
 
Ah well, I'm about a third there now anyway, I ended up using the other map as it's larger & has more scope.

Civs I've gone for:
Sto Plains (inc Ankh-Morpork, Sto-Lat, Quirm, ect + the Octarine Grass Plains as they provide a large chunk of food for the main cities)
Ramtops (inc Lancre, Llamedos, Copperhead & the Hub)
Klatch (taken the Klatch continent as one civ)
Omnia
Tezumen Empire
Uberwald
Borogravia
Zlobenia
Brindisi & Kythia (the regions either side of Genua, both being loosly based on Italy, have been lumped together)
Genua
Muntab
No-Thingfjord (because every good scenario needs Norse types)
Agetean Empire
XXXX
Krull
Barbarrian Hordes (not barbarrians as in annoying goddy hut types, but a race of barbarrians who come from a region of 'mountainous wasteland & plains' between No-Thingfjord & Brindisi)

I've placed all the cities on the map now and the civs I've chosen mean that the land masses are pretty much populated all over whilst still being true to actual(lol) Discworld populations.

Units next, then tech (I'm thinking of doing something a bit differently here as the scenario timeline will only stretch over 50 years), civopedia & a bucket load of testing and I should be there!
 
OK, I've run into my first major problem. I've added Militaristic Monarchy as a government and advance, and of course added TECH_Militaristic_Monarchy & TECH_Militaristic_Monarchy_LARGE to the PediaIcons.txt using the standard monarchy image + the #ICON_GOVT_MILITARISTIC_MONARCHY entry.

That was my final addition to be able to test the game (or so I thought). 61% in to loading up I get told that the PediaIcons entry for TECH_Militaristic_Monarchy is missing and the game shuts down.

I've spent the last 6 hours going over it, going though tutorials, moving it to a dif spot on the list incase things need to be the same order as in the editor

I'm going mental here, can anyone help at all?
 
OK, I've run into my first major problem. I've added Militaristic Monarchy as a government and advance, and of course added TECH_Militaristic_Monarchy & TECH_Militaristic_Monarchy_LARGE to the PediaIcons.txt using the standard monarchy image + the #ICON_GOVT_MILITARISTIC_MONARCHY entry.

That was my final addition to be able to test the game (or so I thought). 61% in to loading up I get told that the PediaIcons entry for TECH_Militaristic_Monarchy is missing and the game shuts down.

I've spent the last 6 hours going over it, going though tutorials, moving it to a dif spot on the list incase things need to be the same order as in the editor

I'm going mental here, can anyone help at all?

MJStark:
Can you zip up the pediaicons & biq file and post them here, I'll take
a look at it.
 
I didn't see anything obvious so I tried making your changes
in my YRS scenario and it was fine as you can see from the picture.

You want to verify that the target files:
Art\tech chooser\Icons\46-Monarchy-large.pcx
art\tech chooser\Icons\46-Monarchy-small.pcx
are in the right folder and have not been renamed and that
the pediaicons is in the correct folder as well.

Also I noticed that this section is for NON-TECH govs, that
may cause some problems but it is not the cause of your immediate
problem:
#START CIVILOPEDIA ART
#Non-Tech Govts
#ICON_GOVT_ANARCHY
art\civilopedia\icons\anarchy large.pcx
art\civilopedia\icons\anarchy small.pcx
#ICON_GOVT_DESPOTISM
art\civilopedia\icons\despotism large.pcx
art\civilopedia\icons\despotism small.pcx
#ICON_GOVT_MILITARISTIC_MONARCHY
art\tech chooser\icons\46-Monarchy-large.pcx
art\tech chooser\icons\46-Monarchy-small.pcx
#End non-tech Gov'ts

If you want to zip up the whole folder for the scenario I can try running
it and see what happens.
 

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Yup, all are in the right place and correct. This is getting to be a pain, I'd leave it out but it is integeral to several of the races.

On a side note, how do i make um tech dependant govs?

What should I zip up for you? I havent started work on adding units yet so should I just send you the lot without a units folder (as it'll save on space)?

EDIT: Of course, even without those its over 350mb so er.......
 
Yup, all are in the right place and correct. This is getting to be a pain, I'd leave it out but it is integeral to several of the races.

On a side note, how do i make um tech dependant govs?

What should I zip up for you? I havent started work on adding units yet so should I just send you the lot without a units folder (as it'll save on space)?

EDIT: Of course, even without those its over 350mb so er.......

OOps, I didn't realize it was so large. You won't be allowed to post
anything that big here. I saw there was only about 6 units so I can easily
work around those. Let me play around with the biq file, and see what I really
need.
 
I got it to work. I had to strip out a lot of stuff.
Try my version on your system, if it does not work
you must have some problem with the pcx files.
If my version does work, then I think you should check
with some experts on game limits, I think you may have exceeded
some hard coded limit in the program.
 

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:cry: Well I tried it and it still says I'm missing the entry. I've copied the pcx files it looks at and renamed them to see if that helps (it didnt). I cut out some of the unneeded tech incase there were too many, that didnt help. I've quadrupal checked the pathways, they're all ok. :confused:

Its so frustrating to be told that the entry isnt there when as soon as the game shuts down it shows me pediaicons.txt in notepad with it blatently sat there :cry:
 
You could try changing these lines to point to some
other .pcx files. That would tell you if it was just these particular
files or any .pcx files.

Art\tech chooser\Icons\46-Monarchy-large.pcx
art\tech chooser\Icons\46-Monarchy-small.pcx

Maybe try the ones for despotism, they are in a different folder.
 
Yeah, I've got Civ 3 Complete. This is really gutting! So much I want to do with this mod & I cant even add a damn tech without it ballsing up for an unfathomable reason!! :cry:
 
Yup, just tried it and its all groovy unless that tech is in there. Which is odd.

EDIT: OK, so I was wrong, turned out the other techs I added were all looking at the TECH_Despotism entry so they worked. As soon as I updated them I had the same problem with each of them, so I've removed them all from the editor and it works fine now.

The only thing I can think is that the biq file isnt finding the pediaicons file, but it all seems to match up and it finds the gov types fine, so I'm stumped ???
 
So I'm reckoning that I must have got the pathway in the editor wrong. the folder with the mod in is at conquests\scenarios\mymod. would that be the right address for it in the editor?

EDIT: I re-read the tutorial posted on the last page, set up the pathway it sugested and now it's crashing earlier telling me I'm missing a cursor animation!!! I wish I could work out what I'm doing wrong
 
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