ExtraModMod continued

No idea what's happening there.
Okay, I guess I figured the problem out. Seems like if I use the old unsupported Civ branch, all the shortcuts starting Civ4BeyondSword.exe directly don't work anymore. Even double-clicking Civ4BeyondSword.exe to start Civ4 will trigger this error.
Instead the mods have to be set up via the launch option in Steam and then use the regular Civ 4 Steam shortcut to start it.

Didn't try the regular Civ 4 BTS branch anymore, since DarkLunaPhantom mentioned that it might not be compatible anymore, so I guess that's why it threw all the weird XML errors.

Btw, the UI is REALLY small on an ultra-wide QHD monitor, but the overall graphics still look pretty decent for their age, especially with highres terrain enabled. Wonder how many years ago I last played it...

Edit: Maybe the installation instructions could get a few additional notes about how to setup the mod in Steam.
 
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Excellent mod!
Just one thing: The path finding can be a little bit buggy from time to time, especially for ships or elephants (hurts somewhat, when the enemy has bolt shooters in masses and your elephants can’t make it through). That should be fixed/improved. Perhaps one can keep the buggy path finding as a feature for ships with a lot of units on board (there should be an effect, if 50 elephants are on a wooden ship. (In any case, I find it hardly realistic that 50 elephants can actually board such a ship)).
 
Looks like the latest released version (0.6.0-beta6) does not yet include this tooltip. So, are you playing a self-compiled version or something?
@lfgr Aha! So sorry to waste your time! The bars work when EMM is installed correctly.

So, for a while, we apparently have not been in the habit of reading the current, simple and well-stated mod installation instructions you have been providing for ExtraModMod. We have instead been habitually installing FFH2 0.41 to patch "o," then installing the latest MNAI (now MNAI-u) and then overwriting a copy of that install (and not a copy of the FFH2 0.41 patch "o" install) with ExtraModMod!

I have no idea how we arrived at the procedure that overwriting MNAI instead of base FFH2 was the correct installation process for EMM, unless we had just started doing that at some point to fix some not-yet-fixed or not-yet-implemented bug or something from EMM and thus had been inadvertently playing with my friends a hybrid MNAI-EMM as we all use the same copy of the final end product folder to play on (i.e.: the FFH2 0.41 patch "o" + MNAI 2.9u + EMM 0.6.0-beta6" gets zipped into a 7z and distributed on the network for everyone to play on their respective computers). I am honestly shocked we have not had OOS or other errors playing with this hybrid combination that is clearly not an intended install, but can only conclude somehow we came to the belief EMM was a mod of MNAI which was a mod of FFH2 rather than EMM was a direct mod of FFH2.

In base Fall From heaven 0.41o, the Khazad vault status will be displayed on the top left after the gold amount. In MNAI-u 2.9u, this shows as just the gold amount and then there is the tooltip instead such that when you hover over the gold amount, (i.e.: it says "50[gold icon]/city[LB]Needs 100[gold icon]/city for Dwarven Vault[LB]Dwarven Vault (Low) +1[unhappy face]"). So, what I was seeing was actually from MNAI-u 2.9u and somehow wasn't being overwritten by the EMM python files that were copied over.
 
Just to confirm, is this what you did? I can't test this stuff myself, since I don't have the steam version.
Yes, exactly! Just for Civilization IV: Beyond the Sword instead of Warlords like in the linked page.
Then adding "mod=\ExtraModMod" to the Launch Options in the "General" tab and it should work correctly.

It might also be worth mentioning that Civilization IV: Beyond the Sword has to be installed explicitly since it's not a DLC.
In my first attempt I just installed Civ 4 vanilla, expecting that all expansions are also installed like usual with DLC's on Steam, but this won't work here.
Instead just Civilization IV: Beyond the Sword has to be installed and nothing else.
 
@lfgr, I've just seen that you updated the "Download archive" option with the Steam instructions. However, the installer works perfectly fine if the old unsupported BTS branch is used. I only had problems with the installer when using the normal BTS branch.
 
@lfgr, I've just seen that you updated the "Download archive" option with the Steam instructions. However, the installer works perfectly fine if the old unsupported BTS branch is used. I only had problems with the installer when using the normal BTS branch.
Thanks, I added that information to the installer instructions.
 
I got a new, never before seen assert failed:

Assert Failed
File: CvPlayer.cpp
Line: 24173
Expression: GC.getEventInfo(eEvent).isQuest() || GC.getGameINLINE().getGameTurn() - kTriggeredData.m_iTurn <= 4
Message:
----------------------------------------------------------

I've attached the before and after saves
__________________________________________

Also this is very much a "would be nice" but it would be really cool if capturing a privateer gave you a small chance of learning its true loyalty (and getting your privateers captured gave the AI a small chance to learn its true loyalty and take a relation penalty with you). Certainly not a required feature but if your up for it
 

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Hey, I love this mod but I can I request the installation is simplified?

The installation is horrible for Steam users and downgrading BTS in not an option because of other mods. Please could we have one self-contained version of extramodmod that can be unzipped to mods folder without prior ffh installation.

Thanks.
 
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The installation is horrible for Steam users and downgrading BTS in not an option because of other mods.
Are there really mods that require the "new" Steam version? I only ever read it the other way around.

Please could we have one self-contained version of extramodmod that can be unzipped to mods folder without prior ffh installation.
That would increase file size by a factor of 20-25 (depending on whether I include the media pack). I don't want that, and there is also probably some kind of limit on how much I could upload here on this site.
I also don't quite see how the current archive installation (extract, copy, extract, done) is that much harder than what you propose (extract, done).
Obviously, an installer that works on all platforms would be best. But this would require investing some time in learning e.g. NSIS, and it would be impossible for me to test without purchasing and installing additional versions of the game.
 
Are there really mods that require the "new" Steam version? I only ever read it the other way around.

Not the "new" steam version - steam has the most up to date version by default. I haven't tested this but I was referring to the previous discussion (forgive me - I can't remember who said it) where he could only get the mod to work by installing an older build of bts from the BETA tab of steam (you can find older or legacy builds - it helped people to get past the civ v launcher for example). This doesn't seem reasonable to me - there is no reason why this should be the case.

EDIT: I checked the installation and it works fine with default steam build.
 
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Is it possible that the cobra/snake beast has the attack sound of an... elephant?! Was attacked by it in the desert and and the attack sound was pretty weird. Nothing big, just wanted to mention it.
 
Not the "new" steam version - steam has the most up to date version by default. I haven't tested this but I was referring to the previous discussion (forgive me - I can't remember who said it) where he could only get the mod to work by installing an older build of bts from the BETA tab of steam (you can find older or legacy builds - it helped people to get past the civ v launcher for example). This doesn't seem reasonable to me - there is no reason why this should be the case.
I think you misunderstood what "downgrading" means here. That "beta" build is what everybody else has (other than Steam users). Steam changed some stuff regarding multiplayer. So it's not like MNAI requires an older version with less features or more bugs to work.

EDIT: I checked the installation and it works fine with default steam build.
Well then, great! Maybe ArkhanTheBlack's problem had to do with the non-standard steam directory after all.

Is it possible that the cobra/snake beast has the attack sound of an... elephant?! Was attacked by it in the desert and and the attack sound was pretty weird. Nothing big, just wanted to mention it.
Yes. I tried to replays this with hissing at some point but ran into problems (I don't remember the details).
 
Well then, great! Maybe ArkhanTheBlack's problem had to do with the non-standard steam directory after all.
That's probably it. I somehow seem to have run into every special case that makes problems. lol

Yes. I tried to replays this with hissing at some point but ran into problems (I don't remember the details).
Odd, I would have thought that the sound files would be one of the easier things to handle in Civ 4 modding. :dunno:
Still, I think a little less off-putting sound would have been better in that case, like the lizardmen attack maybe? Or just leave it out if it's not working corrrectly.
 
I got this bug when going to the civilopedia entity for Recruit from the entity for the Recruiter promotion. I was still able to read the entity about the promotion. The reason I was going to the recruiter promotion entry was to figure out if it can be cast in cities that aren't my own and I didn't find that info. I did find through trial and error that the answer is yes, at least for my vassals cities, but that should be included in the pedia description
 

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  • Recruiter.png
    Recruiter.png
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I think you misunderstood what "downgrading" means here. That "beta" build is what everybody else has (other than Steam users). Steam changed some stuff regarding multiplayer. So it's not like MNAI requires an older version with less features or more bugs to work.

.

Thanks for the information. I looked into it further, and the only steam update was to remove (the obsolete) gamespy and add steamworks as a multiplayer option. there was no changes made to the game itself.
 
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there was no changes made to the game itself.

This is not exactly true.
Since changes were made to the game's exe (for the multiplayer stuff) and we don't have source code(s) for the exe, we cannot directly check what those changes were, but some of those changes seem to have had (probably unintended?) side-effects that affect some mods. I cannot give you a direct example, but various reports on that can be found on these forums (about some mods not working properly with the new steam multiplayer version, but working properly with the old gamespy multiplayer version).
Since mods can use dll and python to call exe's functions, an unknown change in their functionality implemented in the steam update could have easily changed "the game itself" and ruined compatibility for some mods. Due to the structure of civ's code, even innocuous-looking change like changing the number or order of virtual functions in a class could lead to bugs that are very hard to detect and understand. Without access to sources codes for both the old and the new exe, it is probably near impossible to precisely ascertain what is different and what is going on there.
 
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