Feature or bug? Invisible buildings

SirKraken

Chieftain
Joined
Sep 10, 2015
Messages
4
Hi guys!!!

First of everything, thanks you very much for your time! Since some years ago I happily played the final version of RoM in middle size maps... I have a lot of troubles to play higher maps or (more) heavy mods due to the capacities of my pc. But... recently I update my computer and I have the opportunity to play this amazing mod. However, I have a problem... :eek:

I cannot see any building!!! One of the features that I love of this game is see every new building of the city and see this one grow slowsly along the time. But now I cannot see any building. For example, in the attached figure I'm playing with spanish. The city is the capitol and have the palace, elder council, standing stone, village hall and wheelwright. But I cannot see anything.

I have windows 8.1. The revision is 985. The languaje is english. And the "Globe View Buildings Disabled" is not selected.

My question is... Is this lack of buildings a bug or a feature? Can I solve this situation? I really hope to enjoy this mod, I wait too many time... :(

Thanks you very much!
 

Attachments

  • city.jpg
    city.jpg
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Feature, it makes possible to play big maps without crashing the game due to heavy graphic workload. It can be changed although I don't remember where the setting is. Default is set to only display wonders and defensive buildings.
 
Oh, great... Thanks for your quick answer!!! :) :goodjob:

I hope that somebody could remember where the settings is. At least for play with buildings in middle maps.
 
The file you want to modify is Assets\XML\A_New_Dawn_GlobalDefines.xml. Close to the end of the file is this:
Code:
	<Define>
		<!-- Use the following to determine what building art
			is displayed on cities.  It is a bitmask of flags which may be
			added together:
			1 = Wonders 
			2 = city defences
			128 = other
			We default to Wonders and city defenses (1+2 = 3) -->
		<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
		[COLOR="Blue"]<iDefineIntVal>3</iDefineIntVal>[/COLOR]
	</Define>

To see all buildings, change the <iDefineIntVal> (marked in blue) to 131. (If you use a text editor with line numbers, it is line 449.)
 
Amazing! Works perfectly! Thanks you very much!!! The best is the possibility of turn on/off the buildings in case of memory crash :D

Mmmm... the MegaCiv pack is compatible with the current version of the mod?
 
It is compatible, but it is not perfectly aligned with the latest version of the mod. UB and UU stats may be based on older versions of the buildings they replace. Just make sure you have the newest version (Cuba's UB is a Casino variant that used to require Legalized Gambling tech; the tech has been removed and older versions will cause error messages on loading).
 
The file you want to modify is Assets\XML\A_New_Dawn_GlobalDefines.xml. Close to the end of the file is this:
Code:
	<Define>
		<!-- Use the following to determine what building art
			is displayed on cities.  It is a bitmask of flags which may be
			added together:
			1 = Wonders 
			2 = city defences
			128 = other
			We default to Wonders and city defenses (1+2 = 3) -->
		<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
		[COLOR="Blue"]<iDefineIntVal>3</iDefineIntVal>[/COLOR]
	</Define>

To see all buildings, change the <iDefineIntVal> (marked in blue) to 131. (If you use a text editor with line numbers, it is line 449.)

Do the bitfields of 4, 8, 16, 32 and 64 have any use?
 
Do the bitfields of 4, 8, 16, 32 and 64 have any use?

I don't see that they are. I read the Sources files and the only defined fields are Wonders (anything with limited numbers) and Defenses (anything with a DefenseModifier above 0). I suppose it is possible to define those flags, but that is far beyond my programming skill.
 
Well... First of everything... Thanks you very much for your help!!! This mod es really amazing, I see a lot of changes since the last version of the old Rise of Mankind... It is really really good! :)

I started playing with the module of music and MegaCivPack. And well, it is a great experience!!!

Only one strange thing happen to me... In middle of a war I lose my access to horses, the IA destroyed mi horse's pasture (good point for the IA). However, despite the lack of horse availabiltity in my resources, I can continue training new horse based units (horse archer, heavy horseman, etc...) It is normal???

The savefile is attached in this post. Thanks again! :crazyeye:

pD. Sorry for my grammar. English is not my native language.
 

Attachments

  • AND2.CivBeyondSwordSave
    1.7 MB · Views: 191
I played one more turn with your save game. Training of horse units was cut off at the beginning of the next turn. Sometimes it takes a turn for conditions and checks to spread properly.

View attachment 398248
 
Because you have assimilation enabled, its causing an error, with the Civ Mega pack you also have enabled.

in some cities you have,
2 horses, in others none.
6 Iron, 4 Iron, with only 3 mines.
4 Marble, 2 Marble, 2 Quarries only.
Stone 5 in Capital, 1 in all others,
Lead, 6 in Capital, exporting 1 have 1
Wine..

many more, its a fault, La Union seems to be the city that providing multiple resources, but some others have multiple as well.

Cntl-Shift-t will recalculate the modifiers and remove all the errors, at least it did for me, but I don't have the Mega civ pack installed.
 
I tried using the Chipotle code to turn Assimilation off and I still got the extra resources. I do agree that Ctrl-Shift-T recalculating causes the extra resources to disappear.
 
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