Doto [AdvCiv ModMod]

weird, this mod is rather stable and not too large as opposite to other mods,

i work with 2gb xp. i ran under aiautoplay over 1500 turns.

try to play this setting:
not more then 18-20 civs
large or huge map,

the more tuff you put, the morelikely youll have a crash, civ4 always had problems with memory.

anyway, v 1.3 , contains superspies 1.11, that has a bug in it that causes a crash,
my next 1.4 version,

wont contain super spies 1.22, cause there still a problem in it,
but i might release two version - one with super spies one without.
 
Hey Keldath,

I built my first MI26 unit over the weekend but was unable to load any troops on it. How do you load troops/footsoldiers onto the MI26 helicopter?

Thanks,
Biggie
 
Keldath,

seems to be a good mod from what responses I read here. Yet, as I do have Vista SP1, it crashes when loading. Seems that this is a general problem with your mod and Vista.

This is really unfortunate for me, but may I propose that you add a remark to the first page so that others do not run in the same problems as I and others have experienced?
 
Commander Bello,
your right, i was lazy and left it to v1.4

im very puzzled by this vista crash,

all of my modcomponants are rather common in other mods,

if i had vista, i would have taken apart the mod and see what causes the game not to load,
my mod isnt very hard to reverse engineer :)

this upsets me.
 
Hey Keldath,

I built my first MI26 unit over the weekend but was unable to load any troops on it. How do you load troops/footsoldiers onto the MI26 helicopter?

Thanks,
Biggie

What units did you try to load? I checked the xml and it has the correct cargo type (footsoldiers and domain_land) so it oughta work...
You should be able to load footsoldiers/infantry onto it, but not spies/great people and so on.

I tried it quickly ingame now, I was able to load/unload gunpowder infantry just fine. Automatons and Cyborgs wont load however as they are classed as Clones. To load em, both the helicopter and infantry need to be in a city, then just select the infantry unit and click Load. Should work :)
 
hey,

u should go over the combat info a bit,

cause for instance : theres 3 types for air crafts: air, jet fighter, aiplane

i think ill change it to - bomber - fighter - early aircrafts

as for land - people - foot - mechenaized.

as for v 1.4,
i did alot of tests, its working great so far, tryied over 1000 turns,

i have one problem though,
i cant get the speeds, buildings and unit cost quite like i would like them to be,
i do not understand the speed mechanized...so im on trial and error...... so far so good , i think.

so its final,
ill release two versions,
1. with superspies 1.22
2. without it.

eta will be in a week or so at the current rate of my work.
 
What units did you try to load? I checked the xml and it has the correct cargo type (footsoldiers and domain_land) so it oughta work...
You should be able to load footsoldiers/infantry onto it, but not spies/great people and so on.

I tried it quickly ingame now, I was able to load/unload gunpowder infantry just fine. Automatons and Cyborgs wont load however as they are classed as Clones. To load em, both the helicopter and infantry need to be in a city, then just select the infantry unit and click Load. Should work :)

Hey Vanchelon,

I tried it with several different infantry types, including axemen and riflemen. I did it the way you described, but when I select the soldier (and the chopper is in the city), no load button appears? Could I be missing an xml file?

Thanks,
Biggie
 
Im having some trouble starting up the mod, i choose my settings and all that, casual speed. And when i start, I have no interface whatsoever i just have a settler and a warrior.

If you have Civilization Gold or Complete then this will fix that.

http://civ4.houmie.com/forum/viewtopic.php?f=5&t=95

It's at the bottom of the thread, 2nd to last post. Who knew Total Realism would be useful in some way to BTS:lol:
 
ok people,
ive looked at bug mod, i think ill succeed in merging it, its not to hard.

i also updated the mylon city size moment to a better version.


after that, ill release v1.4.

i belive by friday ill have it ready,
also i cross my fingers it will work on vista!!!
 
MattFDR
thats interesting solution,

can you upload here the cvpath.py?

though pieman is the only one to report this.

Here's the cvpath. Unzip it into
Beyond the Sword\Mods\OverLord2-1.3\assets\python\INIParser

I originally had this problem with overlord2 when I downloaded it but this file fixed it, even on a nonstandard mapscript (PerfectWorld)
 

Attachments

ok people,
ive looked at bug mod, i think ill succeed in merging it, its not to hard.

i also updated the mylon city size moment to a better version.


after that, ill release v1.4.

i belive by friday ill have it ready,
also i cross my fingers it will work on vista!!!

:eek: Ooooo , Keldath Almighty.Shall all grass bend toward you and all birds sing a song of thee :bowdown: I will clean your shoes for implementing a BUG Mod and Mylons's into overlords...well, maybe not ;)
... but still , Greta job! Can I have 1.4 now, I mean right now? Please? Oh , well, I will wait ;) :cry:
In Keldath we trust:please::worship:
 
MattFDR
thanks alot,
maybe it will fix vista crash also , thanks!

krushyn ,
hehe.....thanks man....mylons already in v.13 by the way,

you cracked me up with in keldath we trust....

you want v.14? well i can give it to you now, but it will be without bug,
if you wait a day or two...everyone can have it :)
 
MattFDR
thanks alot,
maybe it will fix vista crash also , thanks!

It might. Not sure. Even for the no interface problem, until someone else uses it and it works I'm just warning this is a fix that worked for me, until someone else gets success I wouldn't say this is THE fix because to be honest I don't even know what that file does, I was just experimenting. :D
 
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