Dom Pedro II's Civilization 4: Test of Time

Yes... but I'm no modder (well, only to some extent I am), how will I go about doing this?
edit: I went searching through my Test of TIme folder and I can't find the Varientas Delectat file to replace :confused:, where is it?


Joecoolyo, you have to take it out of another MOD called Quod Capita. :rolleyes:
If you do not have that one yet, it is high time you get it, for it is one of the best.

Dom Pedro II, yours is a great mod, I've played it and it has very interesting ideas, but that purple colour drives me :crazyeye::mad: so just let us know when you have uploaded your new version. I think I'm not the only one waiting for it..... :)

Best Greetings,
Viator
 
DPII I just looked at your ToT PDF document and I must say I am MOST impressed; this has got to be one of the most ambitious mods Ive ever seen; I hope you can fix the bugs and re-release this mod so I can try it.

BTW a suggestion; maybe remove BAT to lighten the size and instead make it where VD 7.5 with MEE can be smoothly integrated into your mod if the user desires....

One of the nice things I like about this mod is the possibilities created by your new XML tags....Building Extensions for example hints at all kinds of ideas.....

And that equipment screen? :w00t: Talk about possibilities for modders....this alone makes ToT BtS a stellar mod.
 
So explain "Domination Limit" to me, please. Where can I find this number in the Advisor screens?

Despite some of the "to be expected" bugs, this mod is amazing and a lot of fun to play. Thanks for all the work you put into it.
 
This looks great! But what a dirty trick: get me slavering with the pdf-file, and then I can't download it! :D
Looking forward to trying this once you've got it repaired!
 
Joecoolyo, you have to take it out of another MOD called Quod Capita. :rolleyes:
If you do not have that one yet, it is high time you get it, for it is one of the best.

I know, I have that mod (its a great mod), but what I really meant was where is the broken Varietas Delectat file located? I need to know so I can delete it and replace it with the one from Quote Capita.
 
I know, I have that mod (its a great mod), but what I really meant was where is the broken Varietas Delectat file located? I need to know so I can delete it and replace it with the one from Quote Capita.

You download Test_of_Timev0.1b.zip
Unzip it. (See below at ***)
It makes a folder called "Test of Time".
In that folder is a sub-folder called "Assets"
You will find 13 items in it (7 folders and 6 files).
One of the files is VarietasDelectat_v4.0.FPK

Otherwise you have to try to download it again.
I know it is hell, I needed three downloads to get it
Each download is 1,5 hour.
So besides all this misery I am wondering if the problem is really inside Dom Pedro's great MOD ???

"** Depending on the kind of software you use, when you unzip it, your unzip-software will say there is a CRC error and in that a message it also says file VarietasDelectat_v4.o.FPK is corrupted.
(if you use 7-zip on your pc you can rightclick on the Test_of_Timev0.1b.zip you downloaded and then choose "7 zip" and then "Test Archive" and you also get it).

Does this help?

Greetings,
Viator
 
You download Test_of_Timev0.1b.zip
Unzip it. (See below at ***)
It makes a folder called "Test of Time".
In that folder is a sub-folder called "Assets"
You will find 13 items in it (7 folders and 6 files).
One of the files is VarietasDelectat_v4.0.FPK

Otherwise you have to try to download it again.
I know it is hell, I needed three downloads to get it
Each download is 1,5 hour.
So besides all this misery I am wondering if the problem is really inside Dom Pedro's great MOD ???

"** Depending on the kind of software you use, when you unzip it, your unzip-software will say there is a CRC error and in that a message it also says file VarietasDelectat_v4.o.FPK is corrupted.
(if you use 7-zip on your pc you can rightclick on the Test_of_Timev0.1b.zip you downloaded and then choose "7 zip" and then "Test Archive" and you also get it).

Does this help?

Greetings,
Viator

Thanks dude, now I know why I couldn't find it, the file for some reason isn't there (I have 7 folders and 5 files). I'll just either move the one from Quote Capita or just wait for the re-release :D
 
The link's back up! I've removed all the flavor graphics and saved it as a .7z file, so it's now a sleek 84.5 MB instead of the hulking 333 MB.

I'm going to work on making the flavor graphics a separate download, and then I'll post that when it's ready.

I've also corrected the crash caused when people were trying to select cities.

I also added a new ability for Galleys, Galleons and Transports so that they will heal adjacent Land Units 10% per turn. This is to beef up navies, which I consider to be very underpowered in Civ, by representing their importance for logistics.
 
OK d/led and got this error message?

Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "BugEventManager", line 318, in handleEvent

File "BugEventManager", line 323, in _dispatchEvent

File "BugEventManager", line 335, in _handleDefaultEvent

File "BarbarianCiv", line 140, in onBeginGameTurn

File "BarbarianCiv", line 908, in checkBarbCities

File "BarbarianCiv", line 1007, in createMinorCiv

File "BarbarianCiv", line 803, in setupFormerBarbCity

File "PyHelpers", line 290, in initUnit

ArgumentError: Python argument types in
CyPlayer.initUnit(CyPlayer, int, int, int, CvPythonExtensions.UnitAITypes, CvPythonExtensions.DirectionTypes)
did not match C++ signature:
initUnit(class CyPlayer {lvalue}, int, int, int, enum UnitAITypes, enum DirectionTypes, enum UnitArtStyleTypes, class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >, int)
ERR: Python function onEvent failed, module CvEventInterface
 
This should fix the problem. I had forgotten that I changed the initUnit function. It's a small modification, but it's handy since it will let python modders with this one function set the unit art style, name, and base strength of a unit. It's going to be very important for phase 2 when I introduce the political component.
 

Attachments

  • Test_of_Time_Python_Fix.7z
    530.8 KB · Views: 625
Let me get this straight: I have to DL the main file AND the Python bug fix? Executing the bug fix after I've installed the Mod?

Looking forward to trying this Mod!
 
Let me get this straight: I have to DL the main file AND the Python bug fix? Executing the bug fix after I've installed the Mod?

Looking forward to trying this Mod!


Correct, Off-subject: I used to live in Stuttgart, are you in the military there? Patch Barracks, I was in the Adjutant Generals Corps(PM back)


EDIT:


ok now i get this error? I d/led the fix and overwrote the others.

Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "BugEventManager", line 318, in handleEvent

File "BugEventManager", line 323, in _dispatchEvent

File "BugEventManager", line 335, in _handleDefaultEvent

File "BarbarianCiv", line 140, in onBeginGameTurn

File "BarbarianCiv", line 908, in checkBarbCities

File "BarbarianCiv", line 1007, in createMinorCiv

File "BarbarianCiv", line 803, in setupFormerBarbCity

File "PyHelpers", line 290, in initUnit

ArgumentError: Python argument types in
CyPlayer.initUnit(CyPlayer, int, int, int, CvPythonExtensions.UnitAITypes, CvPythonExtensions.DirectionTypes, int, str, int)
did not match C++ signature:
initUnit(class CyPlayer {lvalue}, int, int, int, enum UnitAITypes, enum DirectionTypes, enum UnitArtStyleTypes, class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >, int)
ERR: Python function onEvent failed, module CvEventInterface

I think its the same one?
 
I removed the old ToT-folder from the MOD-folder and unpacked the new file.
I did not even use the fix and it works fine until now....
Just wanted to feedback this to you.

Do you think I have to use the fix anyway?

Greetings,
Viator
 
Glad to see the mod is back up.:goodjob: BTW I assume sine ToT incorporates RevDCM that it can use WoC modules? Stupid question possibly but just wanted to be sure.
 
I removed the old ToT-folder from the MOD-folder and unpacked the new file.
I did not even use the fix and it works fine until now....
Just wanted to feedback this to you.

Do you think I have to use the fix anyway?
I would recommend it. You won't see any errors, but it'll probably cause some problems with the spawning of rebel armies if you don't use the fix.

Glad to see the mod is back up.:goodjob: BTW I assume sine ToT incorporates RevDCM that it can use WoC modules? Stupid question possibly but just wanted to be sure.
It sure can.
 
I like to say that your mod is amazing, i've played a bit of it and it reminds me of the total war mod project for civ 4, however lesser because I don't see alot of diplomatic options and extra resources in this mod like that mod has. There is some things that I wish to suggest in this game:

-Could you implement CAR's Mod into your mod? We need the extra 15% boost of performance for this mod.

-Add in more resources and improvements for this mod. It will be nice to see some upgradeable improvements then just the cottages, something like that City Development mod has.

-It will be nice if there was different types of roads to travel on and be able to gain faster speed and other things... Do like what the other mods out there did to their roads, like go from path, to road, to paved road, to railroad, etc etc.

-The music for civilization 4 vanilla is not very good, it will be nice if you could implement some new music into your mod, like at least 5-7 songs per era.
 
I finally got the time to sit down and play this, I started as the British (Churchill, Start as Minors, Everything that was toggled on to start with except No Unification Start (which I assumed meant that my people would be unified from the start and I wanted to have to pull them together), Large, Custom Continents as well as almost all of the RevDCM options) and I got about two hundred and some turns in and got a CTD when I tried to take Thebes. The save is attached, I was able to repeat it several times, just send the spearmen at thebes, once the last defender goes down, so does the game.

EDIT: All in all though, I must say bravo, it is a great mod from what I've seen of it.
 

Attachments

  • TLO BC-0500.CivBeyondSwordSave
    226.3 KB · Views: 80
I reckon you should include ACO. It would probably be a pretty straight forward merge. Unless you disagree with adding more to the interface.
 
Hey been playing this the past few days, looks good! I realize this is an early build, so thought I'd throw out a few thoughts on it. :)
- Not sure if the ability to trade contact with other civs is working right? I can trade for contact, and see the other civ in the lower right corner info, but am unable to conduct diplomacy with them.
- A shortcut or easier method for accessing the unit equipment would be really handy. I haven't even gotten to use any equipment yet as the process seems rather confusing, and I don't know if any of the AI is using it or not either.
- A few missing text entries with items such as the baths and what not but that's not a major problem

Overall I am really interested in this mod, it looks very well thought out. I also like how the improvements to various terrain improvements have provided alot more options than the standard cottage spam. I've seen the AI with everything from farming practically their whole land and (I am assuming) going specialist heavy, to mixes of cottages and farms and everything in between. :D Really enjoying it so far! :goodjob:
 
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