Dutch republic-mod does not have a settler at the start

hanterp

Chieftain
Joined
Jul 9, 2004
Messages
81
Location
Holland
Using browsing mods I installed the Dutch Republic.
From within mods-> setup game I indeed can start a game, but I only start with a warrior unit and NOT a settler! How can I build a city? :confused:

BTW I cannot use this Dutch republic - mod from the normal game-setup, is that normal?
 
Sofar 53 people did read my post: No answer.
Are my questions so stupid or are the answers so difficult? :eek:
 
Are my questions so stupid or are the answers so difficult? :eek:

Yes!

No, really, there are a few basic issues here.
First, when you're asking about a specific mod, it's better to ask in the thread for that mod. Typically, the person who should be responding to a question is the mod's creator. No one else will be that familiar with the mod in question; most of us don't even have that mod, so can't really answer your issues.
The fact that you downloaded the mod from the in-game mod browser makes it even worse, because many of the mods in there were made by people who have no connection to this board. If there isn't a thread on this board for the mod in question, then there's really no hope of getting a good, detailed answer; we can guess about general issues, but that's about it. If there IS a thread on this board but no one has posted in it for a couple months, that should tell you something as well.

Secondly, many people (myself included) simply don't use the in-game mod browser. The devs have changed the game in fundamental ways several times; at least twice since the game was released, patches have caused previously-made mods to stop working. So if you go on the Mod Browser and download a mod that was last updated in, say, February, it just won't work. If someone says "I just downloaded X in-game and it didn't work", the answer is almost always that the mod is outdated and there's nothing we can do to help you. (This is why my own mod is not on the Mod Browser; you have to go to its thread on this board, but you'll KNOW whether it's up-to-date then.)

Finally, most of the people on this board are Americans, and your first post was at 3 AM to 6 AM, depending on which part of the U.S. people are in. On a weekday. Not exactly the ideal time to get responses; the weekends are much more active, and the time of day obviously helps as well.

Also:
BTW I cannot use this Dutch republic - mod from the normal game-setup, is that normal?

No mods of any kind can ever be used from the main menu, you ALWAYS have to go through the Mods menu with its disclaimer screen absolving the companies from whatever the mods might do to your game.
 
Thanks for the info; I did not know that. In fact, I do not know anything about mods; I was only looking for a Dutch civilization to play with... Bad luck :dunno:
 
Thanks for the info; I did not know that. In fact, I do not know anything about mods; I was only looking for a Dutch civilization to play with... Bad luck :dunno:

It's unfortunate; the modding environment should be structured to make things easier for someone like you, someone who only wants a single small mod and little else. This SHOULD be the ideal gameplay; play mostly the vanilla game, but download a few mods through the in-game browser as needed. (The fact that the vanilla game isn't balanced very well and balance mods often become necessary for good gameplay is a different debate.)

But the devs have created an environment that's almost the reverse: because the patches break mods, only people who play/make mods constantly will pay close enough attention to ensure they're using only up-to-date content. For instance, I only ever play using my own large-scale content mod, which I KNOW will break in every patch, so the moment the game patches I'll spend however long is necessary to update my work to the new systems. And the in-game browser becomes almost useless when most of the mods it contains are incompatible with the current game.

It's something we've complained about. At some point, hopefully, the devs will lock down the various mechanisms so that these incompatibility issues will go away. But until then, it's something to watch out for.
 
For instance, I only ever play using my own large-scale content mod, which I KNOW will break in every patch, so the moment the game patches I'll spend however long is necessary to update my work to the new systems.
That means you must have a good knowledge about mods to update that everytime, right? That is not something for the general player of Civ. Indeed, that should be more user-friendly.

In the meantime I followed the link of Mouseypounds to another Dutch Civilization mod and that one works well :)
That is, until the next patch, if I understand you well ;)
 
That means you must have a good knowledge about mods to update that everytime, right? That is not something for the general player of Civ. Indeed, that should be more user-friendly.

I wouldn't say that you need good knowledge about mods; a simple file-comparison tool like WinMerge, and the modification dates on the files, tell you all you need to know about what's changed. It's just very time-consuming.
And the fact that it's my mod makes all the difference. Not that I know its files better than anyone, but that I can rebuild the mod files immediately. Everyone who plays my mod has to wait a couple days for me to release a post-patch version; until then, it's often completely unusable.

And yes, it's a major flaw in how the game's modding environment was constructed.
 
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