Dom Pedro II's Civilization 4: Test of Time

Strange - I finally get around to DL'ing this mod, but something can't be right.

Following the DL-link in the first post, I get to Filefront, where I am prompted to DL a file: Test_of_Time_v0.1.7z
The file DLs in about 1 second flat and it turns out it's only 288k small. Needless to say, executing it does exactly nothing.

Wrong file? Link broken?
 
The idea can still be used. Just have to work out how to implement the concept in Civ4.

If it is "just for the art of it" (which is what I thought that Civ3 dl was for) it is really simple in UnitInfos.xml toward the bottom of the bomber entry you'll find this:

Spoiler :
Code:
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOMBER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>

change it to this (I've bolded the changes despite the fact they should be obvious):

Spoiler :
Code:
			<UnitMeshGroups>
				[B]<iGroupSize>3</iGroupSize>[/B]
				<fMaxSpeed>0.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				[B]<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>[/B]
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOMBER</EarlyArtDefineTag>
				</UnitMeshGroup>
        [B]<UnitMeshGroup>
          <iRequired>2</iRequired>
          <EarlyArtDefineTag>ART_DEF_UNIT_FIGHTER</EarlyArtDefineTag>
        </UnitMeshGroup>[/B]
			</UnitMeshGroups>

There, you now have a bomber that is escort by two fighters.
 
Strange - I finally get around to DL'ing this mod, but something can't be right.

Following the DL-link in the first post, I get to Filefront, where I am prompted to DL a file: Test_of_Time_v0.1.7z
The file DLs in about 1 second flat and it turns out it's only 288k small. Needless to say, executing it does exactly nothing.

Wrong file? Link broken?

Hmmm... it worked just fine for me...


Hammurabi II said:
- 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.
I'll look into that.

- 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.
No, I haven't added the code in yet to get the AI to use equipment. And yes, I want to have an easier way to bring up the screen. Unfortunately, I didn't design it myself, so trying to get it to work has involved me trying to make changes to something I didn't make. Since I'm not really familiar with python, it might take some time to get some kind of a shortcut working, but it is a priority for me.
 
I've tried again several times to DL the file - it either breaks off halfway through or gives me a file of size 57 MB... when I try to open it with 7z, I get an error message, something about it's not being supported. According to Filefront, it's supposed to be 84.5 MB.

Is there anyplace else than Filefront where I can get the file?
 
Dom Pedro, I love the mod idea and I think it's great that you've spent so much time committing yourself to such a brilliant project. :)

Just as soon as some of the important things get ironed out (game crashed after the first turn :P gonna try again!) this mod is going to definitely be one of the greatest available.

I can't wait to get a game running!
 
Dom Pedro, I love the mod idea and I think it's great that you've spent so much time committing yourself to such a brilliant project. :)

Just as soon as some of the important things get ironed out (game crashed after the first turn :P gonna try again!) this mod is going to definitely be one of the greatest available.

I can't wait to get a game running!

I have the same thing happen to me if I choose custom game, sometimes I can get it to go for about 50 turns or so and than it crashes. If I choose 'play now' it is relatively stable but I don't like several of the default options such as tech diffusion. I agree this looks like a really good mod once you forget out the crashes.
 
I noticed the issue arose for me when I tried to load a game with both the Minor Civ and Unification addons enabled. It would crash after the first turn.

I played a bunch since then, but I ran into another issue: gifting units to another Civ results in a CTD.
 
I noticed the issue arose for me when I tried to load a game with both the Minor Civ and Unification addons enabled. It would crash after the first turn.

I played a bunch since then, but I ran into another issue: gifting units to another Civ results in a CTD.

Thanks that worked for me as well, I turned off minor civs :goodjob:
 
Hi Dom Pedro II


It is a nice mod pack you've made. I've tried many of them and I like yours very much. It's not ready yet so I gathered a list of bugs and other minor things I've noticed while playing. Regard it as my homage to your work since if I hadn't liked it so much I wouldn't have bothered to come here, register, and make the list. ;)


1. The civilopedia mentions light calvary unit, the cavalry archers but they can't be produced. Are they removed?

2. As playing Carthago I coulnd't make my special unit but only standard Horsemen. Bug?

3. There are a lot of buildings that say they add a possibility of specialist to the city they are built in but in effect they don't do it. They usually also have TEXT_STRINGs attached to their help texts.

4. Some nations, atleast the japanese, have TEXT_STRINGs attached to their name.

5. This one I think was mentioned here earlier. There are notifications of civs destroyed without any name.

6. Everytime I exit Civ IV after playing this mod I get an error. Seems like it gets shutdown before ending itself.

7. Finally the only one that really bothered me: When I conquered enemy city I got CTD. This one was a game stopper.



By the way, were you making the Test of Time mod for Call to Power II also?
 
Hi Dom Pedro II


It is a nice mod pack you've made. I've tried many of them and I like yours very much. It's not ready yet so I gathered a list of bugs and other minor things I've noticed while playing. Regard it as my homage to your work since if I hadn't liked it so much I wouldn't have bothered to come here, register, and make the list. ;)


1. The civilopedia mentions light calvary unit, the cavalry archers but they can't be produced. Are they removed?

2. As playing Carthago I coulnd't make my special unit but only standard Horsemen. Bug?

3. There are a lot of buildings that say they add a possibility of specialist to the city they are built in but in effect they don't do it. They usually also have TEXT_STRINGs attached to their help texts.

4. Some nations, atleast the japanese, have TEXT_STRINGs attached to their name.

5. This one I think was mentioned here earlier. There are notifications of civs destroyed without any name.

6. Everytime I exit Civ IV after playing this mod I get an error. Seems like it gets shutdown before ending itself.

7. Finally the only one that really bothered me: When I conquered enemy city I got CTD. This one was a game stopper.
Thanks for the info. I'll look into these issues right away.

I sometimes get the error message on exiting the game too. I thought maybe it was something peculiar to my system since nobody else seemed to mention it. Thanks again.

By the way, were you making the Test of Time mod for Call to Power II also?
Nope. Wasn't me.


To all: Bit of an update. I've been really busy the last few days because of midterm exams, but I've been taking time here and there to address some of the issues people have been having. I should have a new version in the next week or so.
 
I'm still playing your first version of the mod, so I don't know if you already have fixed these, but here are some bugs I found:

  • You are missing strategy text for your new techs
  • Whenever a minor civ turns into a full civ, it says "You have made peace with !"
  • In unification, your cities often turn into other nationality minor civs, making it nearly impossible to unify, as the minor civs get free units.
  • Advanced Combat Odds are completely broken.

Some wish lists:

  • Put in some form of Mountains Back to Service modcomp. I can't stand mountains that are useless anymore, ever since I started playing* with it.
  • Unit Formations. Your units still get in ugly 3 groups that BTS comes with. It is way cooler to have rifles line up in two lines of 8 or 9, and makes combat much more interesting.
  • Civics: Slavery is useless. Make it worth something, please. Whipping citizens is almost always worse than not whipping.

Some things I really liked:
  • The earth spinny globe was new, and I liked it.
  • The concepts of trading units and equipment.
  • I'm glad embassies are back.
  • You built this off of Revolutions DCM, good choice.

Personally, it almost hurts me to play with such a small tech tree and so few options. It just reminds me how much I like RoM, but not everyone agrees with that sentiment, I know.

Really innovative mod, Dom Pedro II. If only I could merge this with RoM. Then, nothing could stop you...



*Playing has a double meaning, I played with the SDK for mountains back to service, and literally play with the modcomp.
 
Some things I like in this mod:

1. Infantry units ability to control enemy terrain. That is the most innovative new military thing I've seen in all the mods I've played. IMO it makes the fighting more dynamic and different in a good way.

2. Building units with food. Makes units more plentiful early on. Makes real early wars possible. Not just 2 units attacking against 1 warrior defending.

3. Trade caravans that can move food from a city to another city. Lack of this ability has been my problem with Civ-series since the first one.

4. Improving old units with new techs. Too bad I got CTD before I could use this feature.

Some good things have been introduced in other mods this mod doesn't have. But bringing in new techs and units are always hard decisions as they must be balanced with the existing ones.
 
If you need any help getting ACO to work let me know. It is indeed broken at the moment as Afforess said (or at least it looks like there's a broken loop at the top of the display).

I'd hate to see it being used in a broken state by a lot of people. :(
 
DOM,
i must say the mod looks great, are you planning another release soon...i read their are still a few sizeable bugs in the current version and i wold rather try your mod in a more stable version so as to not ruin my first taste of what could be an epic project.
 
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