K-Mod: Far Beyond the Sword

@karadoc
You got a point, My suggestion supposed that you may consider to add the rising seas feature back as an option, not a default game feature; as you said, it is potentially umbalancing becauses introduce a strong luck factor, but some people may like it in the late games, since games tend to become very boring on the late part ;).

About show hidden-attitude, you are also right and i agree completely, i would also be quite happy to see the other 3 mods in K-Mod ;)

Thanks mate and good luck with your awesome modding!
 
To me that looks like there has been a python error while the mod was loading. If your original python files from Civ4 and from K-Mod have not been tampered with, then I don't know why that would happen. If you think it's a bug in K-Mod, then I'd like you to do the following:
  • After running K-Mod (and seeing the empty interface), close the game and look for the Beyond the Sword python log file (Beyond the Sword\_Civ4Logs\PythonErr.log).
  • If that file isn't there; edit the beyond the sword config file to turn on 'logging' (Beyond the Sword\_Civ4Config. "LoggingEnabled = 1"), and then run the game and look for the log again.
  • If you get the log file. Post it here as an attachment or something. If you don't get the log file. Weep in despair, because I don't have any other ideas at the moment.

Thanks karadoc,

I've enabled logging, and uploaded the Python logs for you at: https://gist.github.com/1709494

I had a quick look through the logs but I am not 100% sure what I am looking for. I can see a few references to BUG, which came with Rise of Mankind - A New Dawn (this is the only other mod I have installed).

Thanks for the help!
 
The problem is that the BUG part of K-Mod has failed to find the Beyond the Sword config file, and so it doesn't know where to put the BUG settings.

I'm going to try to come up with a solution so that it correctly locates the file in the next version, and I'll also try to make it fail more gracefully when it can't find it.

In the mean time, here's a workaround for you to try:
Create a new file called CvAltRoot.py containing the following text:
Spoiler :

rootDir = "D:/Users/Oliver/Documents/My Games/beyond the sword/"

Put that file into the K-Mod/Assets/Python/ folder. The game should then run correctly.

As I said, I'll try to work out a better solution for the next version.
 
@Makaru
I think I may have fixed the problem properly, but it's hard for me to tell on my computer because it was working correctly already.

So rather than trying the workaround that I posted already, I'd like for you to try replacing K-Mod\Assets\Python\BUG\BUGPath.py with the new version that I've attached to this post. (If you already made the CvAltRoot.py file, please delete it for the purpose of this test.)

The story as I understand it is this:
You originally had your user documents folder on your C drive, but at some time in the past you moved it to the D drive. The Windows registry has two entries that are meant to record the location of the documents folder; and although the BUG mod checks both, there was a bug in the BUG mod which prevented it from expanding environment variables in the path specified by the registry. (This is why the log says that it tried the path "USERPROFILE\Documents\My Games".)

Apparently, the game itself is able to find the correct documents folder on the D:. If I could, I'd like to just ask the game itself where the files should be stored - but unfortunately that stuff is hidden somewhere in the non-moddable part of the game. In any case, they must have gotten the location on the D: from somewhere, and I'm hoping that the somewhere is actually the just the second registry entry that BUG was failing to expand.

So anyway, the new version of BUGPath.py that I've attached can now expand USERPROFILE to say what it is actually meant to say. So hopefully that will fix the problem.


By the way, if you ever play multiplayer games, you might want to turn off the logging feature again. Because otherwise whenever you join a multiplayer game, the other players will get a warning saying something like "this player has logging enabled, please make sure they are a trusted player". It says this because logging can potentially be used to cheat, if you read the log while playing the game. If you don't play multiplayer games, or if you don't care if people see such a warning, then it doesn't matter.
 

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Hi karadoc,

So rather than trying the workaround that I posted already, I'd like for you to try replacing K-Mod\Assets\Python\BUG\BUGPath.py with the new version that I've attached to this post. (If you already made the CvAltRoot.py file, please delete it for the purpose of this test.)

I tested the fixed BUGPath.py and everything seems to be working great. Thanks for the quick fix and thanks for all the effort you've put into this mod! :goodjob:

Cheers,

~Makaru
 
I took just one worker from the Byzantines and boom they sent a 6 archer stack and terrified my country side for like 40 turns...they are so evily intelligent and LUCKY. But after that they are out of the game completely (dead last points wise). They still wont make peace unless I give them a city.

Eventually I connected copper and sent 3 or 4 axemen after that stack and now I can rebuild and have plenty of land to expand into (that wouldve been the byzantines land). But Im crazy behind in technology and have 0 wonders.

So hard but so fun. And my power level is so low, Im getting walls in every border city asap. I will win one of these emperor games! (playing on balanced map, which seems alot like pangea)

Attachment shows my personal choices in city expanding in a failed game (but I got to map where I wouldve expanded). Discussion/Feedback?
 

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Hi, i really love this mod and can't play without it anymore, really amazing work! After several games i was wondering if it is possible to expand the max player slots in a game and play with this mod. I found a modified CvGameCoreDLL to set maxplayers up to 50, but have no idea how to combine it with this mod. can anyone help?

Thanks in advance!
 
@Charles555nc

I looked at your save and have three comments/piece of advice.

(1) East of Nottingham, I would prioritize getting a settler over to settle a city one tile northwest of the copper, in order to secure those two strategic military resources (the copper and horse) and keep them out of rival hands. That city site being right on the border with Julius Caesar would also make it an ideal spot for an early military unit pump and general border-defense-readiness town. True, it would cost in maintenance, but the early Gold gives you wiggle room on that.

(2) South of London, I would make a city one tile west of the horse there for a similar reason (it would also make a good backup Copper+Horse spot if you didn't get the one near Julius) and swap the Rice back and forth between it and London for growth purposes. Financial Coast isn't such a bad tile to work, and with those two production resources, getting a lighthouse out would not be hard. From there you could use the city as another unit/worker/settler pump or start specializing it for some other purpose.

(3) I would probably build the pig city one tile west for the fresh water bonus (I like preparing for the inevitable lategame hugeness of cities early if I can do it without it causing problems) and then just made a fast camp on the ivory (quick Happy hookup) and churned out a Monument and then just built military units with that city until the border pop for food hookup was available. I can however also understand the desire for immediate access to food there.
 
1.16 thoughts...

Did the ai get additional bonuses (compared to previous k mod patches)? on wonders? on technology?

Im playing on huge maps (emperor) more and its like I have 0 chance to grab any early wonder/religion (but i dont play spiritual leaders). I used to get the oracle pretty reliablely. But I play on epic speed and like the pyramids are getting built about 60-70 turns in. 10 turns after that, the Great lighthouse gets built. Its insane! A single tech can take like 15 turns from the start on epic speed, at least for the human.

Even if I built on stone, and was industrious. I still could never u even come close to doing the pyramids that early, and even if I just barely finished it before someone else- I would be at least 2 or 3 expansion cities behind.
 
Im playing casually on noble tbh, and havent tried 1.16 yet, but as far as i know AI gets production/tech bonuses above noble, or was it above prince. When i was playing on higher difficulties i used to do military and expansion as much as i can and totally neglect wonders/religions. Was fine that way. I was never able to rly make wonders. Again i say im a casual player, not a top tier one.
 
Hi Karadoc,

could you upload a 48 civ version of 1.16?

I have a week with more more spare time now and like to test a big game with giant earth map ;)
 
Hi Karadoc,

I started a Noble level, standard lenght, standart settings, hemispheres, 7 players game as Rome. (Kmod 116)

In my continent the only AI is Gandhi.

I noticed some strange behaviour (see zip attachment):

Civ4ScreenShot0707.JPG -> undefended city:eek:! Ok that Gandhi and I are in peace but even one defender....

Civ4ScreenShot0709.JPG -> I'm at war since six turns and Calcutta has only 1 archer in defense... (and Gandhi has chariots and horse archers for quick reinforce threathened cities)

Civ4ScreenShot0711.JPG -> I raze Calcutta, two workers in adjacent tile doesn't escape....:eek:

Civ4ScreenShot0712.JPG -> I capture the two workers...

I don't have an explaination for this behaviour... Kmod usually is more challenging...

In my previous games with Kmod noble level was more difficult respect vanilla BtS and even compared to BBAI
 

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@Charles555nc, I have not increased any of the AI bonuses. They are the same as they are in standard BtS (and the same as previous K-Mod versions.)

@TheOnlyDJCat, I'll upload a 48 civ version of 1.17 when it's done - which will be soon. (It's not going to be a huge update. Unless I can get my new slavery AI working well in the near future, v1.17 will only have a few bug-fixes and minor improvements.)

@Axios, Thanks for the saves / screenshots. Apparently Gandhi was in some financial trouble. He was running 80% or 90% gold just to break even. The reason those cities were not defended properly was that he deleted their defenders...

So I suppose the main problem was that he choose poorly when deciding what to delete - at least, he should have let his new city keep its one-and-only defender...

@Cruel, I'll check it out.
 
I'm thinking of making a small balance change to gems and silver, and I was wondering if anyone here had an opinion. The change I have in mind is to reduce the commerce by gem mines by 1, and to increase the commerce of silver mines by 1.

With the current rules, a gold mine gives +6 :commerce:, a gem mine gives +5 :commerce: and a silver mine gives +4 :commerce:.

I think gold is fair enough, but I think the balance of the other two might be better if they were switched. My main reason is that gem appear on grassland and silver appears on tundra - grassland is a lot better than tundra. Grassland gem mines are really powerful, particularly in the early-game. -- With 1 less commerce, they would still be very powerful... but it might be slightly more balanced. What do you think?

Also, while I'm posting - if a city is set on auto-production, do you think the city governor should automatically slave-whip things to completion when it things it is appropriate to do so?
 
You think fixing the flaws in the game-mechanics by adding Ranged Bombardment&Archery Bombardment By: Dale and Water Animals Mod By: TheLopez is in line with your way of thinking. So far as a personal mod I have added these mods to yours.

Ranged Bombardment&Archery Bombardment By: Dale
Water Animals Mod By: TheLopez
Events With Images By: EmperorFool and updated to 3.19 By Asioasioasio

The AI as used Ranged Bombardment&Archery Bombardment in auto play against me very well. I added Water Animals Mod because I like animals spawns in the sea and ocean. Events With Images because I like eye candy.

I'am Making a new Beginning mod with yours as the core Thankyou for such a great mod.
 
Well, im no expert on jewelry but im willing to participate. While gold is a "natural" wealth comparator and should have good bonuses, gems are (should be at least) rarer and more valuable. While silver is of less value and gets a bit nasty side effects on "bad" terrains, im not sure if it would be wise to boost it. It would make "lucky" coastal cities there rly powerful late game (in comparison to now). With Mills or Sushi, they would be able to grow a lot and yield a lot of income (if there is fish and/or deer nearby). Also could be nasty with natural park.

I dont use governors, so im not eligible to say anything there.
 
hey ya karadoc,

ive been trying to merge advanced diplomacy 2 mod into kmod,

and i hit a road block,

im having trouble with one function
Code:
vTeamAI::AI_LimitedBordersTrade' : cannot access protected member declared in class 'CvTeamAI'

all the codes are merged but im getting this error, not sure why it cant read this declaration.

im not sure why the error occurs, ive tried everything i can, maybe u can help?

probably you wont, cause you have enough work with ur mod...but hey.. i tried :)

thanks in any case for this great mod.
 
I agree about the gem and silver change, but I dont like the auto slave production idea. Just my opinion.

I would be more worried about it slaving at bad times then benefiting from it.
 
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