K-Mod: Far Beyond the Sword

K-Mod does have the field of view option. The slider is turned off by default, but it can be turned on in the BUG options menu. Also, K-Mod has the option to keep the custom field of view settings even when the slider is hidden again; and it also uses a dynamic default field of view - ie. the default field of view is bigger for wider monitors.

As for the map script, and you give me a link to (or upload) the particular script that crashes a crash? Does it crash as soon as you start the game? Every time?
Thanks for the heads up on the options menu - I guess I was so used to it being turned on by default I'd never thought to check.

The map script in question is from this thread - the download link is about half-way down the first post: http://forums.civfanatics.com/showthread.php?t=151629

It seems to get most of the way through the map generation routine, then simply crashes to desktop indicating "something went wrong". It happens every time with this script.

thanks for looking into it!
cheers
 
@enkidu

i tried the mapscript with kmod and had no probs. pretty much all default setting. perhaps you could try deleting the "fullofresources" folder in my docs\my games\bts and starting from scratch? failing that, that folder contains a log file that may provide more info into your problem.

@karadoc

just tried 1.31. didnt get a chance to play it properly yet - i sure aim to though :) - i kno it just sends the game oos anyway in mp but could you have a look at disabling ai autoplay and change civ in mp?
 
@enkidu

i tried the mapscript with kmod and had no probs. pretty much all default setting. perhaps you could try deleting the "fullofresources" folder in my docs\my games\bts and starting from scratch? failing that, that folder contains a log file that may provide more info into your problem.

ok, I uninstalled all copies of the map script lying around, including any mod/public map directories. I deleted the folder under my games, and even went so far as to re-download the original from the link.

i started civ IV with k-mod as the default, went to custom game, called up the map script, hit continue (so changed no settings from default), and it still crashed at the same place...

i suppose if no one can duplicate the problem it's going to be very difficult to resolve! thanks for trying though
 
@Charles555nc, the donation info is on the K-Mod download page, and in the readme.
This is what it says:
Spoiler :
== Donations ==
If you like the work that I've done and feel compelled to send money to me, you may do so.
Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=55FEBSZPPXJHQ
Bitcoin: 15kzyE5fvQvicfg2rtXppqKYD63t4rFCSt
Thanks for supporting the cause. :)

@Enkidu I also didn't have problems loading that script. I just put the script into K-Mod\PublicMaps; and then loaded K-Mod and selected Single Player -> Custom Game -> Map = Full of Resources, at which point a screen full of complex options and instructions appeared. I just set a bunch of options arbitrarily, and ran the game, and it seemed to work fine.

There were no reported python errors or C++ errors when I ran it, and the map did appear to have the options that I selected. So I don't know what was causing the problem for you.

@satrapper I'm pretty sure I've already turned off those things in multiplayer. To test it, I just started a multiplayer game, and pressed ctrl+shift+x (which is the hotkey for autoplay) - and it had no effect. I tried a few other related hotkeys and they also did nothing.

How are you activating autoplay in your multiplayer games?
 
@Enkidu I also didn't have problems loading that script. I just put the script into K-Mod\PublicMaps; and then loaded K-Mod and selected Single Player -> Custom Game -> Map = Full of Resources, at which point a screen full of complex options and instructions appeared. I just set a bunch of options arbitrarily, and ran the game, and it seemed to work fine.

There were no reported python errors or C++ errors when I ran it, and the map did appear to have the options that I selected. So I don't know what was causing the problem for you.

Bummer. I've tried removing all custom assets from the my docs directories and reinstalling both k-mod and the map script from scratch. Same problem every time.

The debug text in the my docs directory only has one thing suspicious - it's also the only difference between the successful Better Bat AI map creation and the k-mod failures:

Code:
error during initMOD() : launch recognize mod to initialize vars


_ ERROR ________________________________
Traceback (most recent call last):
  File "Full_of_Resources", line 12264, in initMOD
RuntimeError: unidentifiable C++ exception
________________________________________

I assume this is farily generic and perhaps not very useful - but if anyone does have any suggestions, I'm all ears!

Really appreciate the help, guys
cheers
 
Enkidu_Warrior, from that line number, I think I've worked out what the problem is. I haven't tried to work out what it is the map script is trying to do at the point, but I know why it is crashing.

The technical gist of it is that the script asks for the player colour, and K-Mod says "well, let me just check whether you have permission to know that colour" (because K-Mod hides the color of unmet players) - but at the point of the initialize, the game has not yet determined who the 'active player' is, and so blah blah blah, it crashes.

I'll fix it in the next version of K-Mod. Thanks for reporting it.

In the mean time, you can work around the problem by using the civ4 cheat code. With the cheat code entered, the game will bypass the colour-hiding check, and thus won't crash. (I always play with the cheat code, because it's very helpful for testing things.)
Here's how to enable it:
Spoiler :
Open the Beyond the Sword ini file. (_Civ4Config, in the Beyond the Sword directory.)
Find where it says "CheatCode". The comment above it says "Move along".
Change it from "CheatCode = 0" to "CheatCode = chipotle"


With that code enabled, there will be various cheat features available in-game, with involve pressing certain keys to do certain things. It won't have any effect on the gameplay unless you explicitly make use of some of the cheat commands that become enabled.
 
Enkidu_Warrior, from that line number, I think I've worked out what the problem is.

That's brilliant! Thanks so much for working that out. I didn't imagine that the little debug line would actually provide enough information, but I've tested it and with the fix you recommended, it's now working!

I'll look forward to the next version - thanks for all your work on it!

:goodjob:
 
karadoc

on that issue i have with autoplay/change player in mp:

as far as i can see, if either of those calls are made in single player mode before running multiplayer they stay resident/active and can be accessed in subsequent mp games. also if i run an mp game first just after loading up kmod and even if i dont press the autoplay hotkeys, if i subsequently load up an sp game, autoplay/change player cannot be accessed until i restart the civ.

to better explain: (same settings every time, random civs, not_too_Big_or_Small)

scenario 1: load up civ/kmod, enter multiplayer, map loads, try to run autoplay or change player...works as it should and i'm unable to use them. i back out to main menu, run single player, map loads, try autoplay or change player...they dont work.

exit civ to desktop

scenario 2: load kmod, start single player custom game, map loads, try autoplay...works. back out to main menu, load multiplayer, start game, autoplay and change player works.
 
Got two balance issues regarding turn order. Espionage and Trade Routes. Both result in the player in the first spot in the turn order getting an advantage.

Counter-EP missions expire at the turn flip, instead of at the player turn.

This means that if you are before your opponent in the turn order (sequential games of any sort, - pbem, pit, even hotseat), you can always get a cheap round of EP missions off (every 10t, when his missions expire). Your opponent is always faced with 100% increased costs if you keep running your own CE missions.

Ideally, Counter Espionage should expire on your own portion of the turn so everyone is on equal footing.

Oh, on the subject of Espionage. Is it possible to limit the Civic Swap mission to every 10t?

Also, not sure if you have addressed this already (or if BetterAI or Unofficial Patch has before you). In the base game, the civs at the beginning of the turn order get the best trade routes. I seem to remember some commentary about that somewhere, but I don't know if it ever got fixed.

Plus, a reminder. A couple pages back I asked if you could stop diplo screens from blocking the Pause button (specifically unpause). Any word on that?
 
@satrapper, I just tried scenario 2 of your post, and it seemed to work correctly. ie, I could get autoplay win single player, but not in multiplayer. So maybe the problem is a bit more subtle. Maybe it behaves differently depending on whether the second game is loaded from a save file or started fresh; I'm not sure. I'll test it again a bit later.

@Elkad
I think you're right about the counter-espionage thing. It currently is unfair, and it should be fixed. It might be a little bit tricky, because the counter-espionage counter is associated with 'teams' rather than 'players'; but turn order associated with players rather than teams. -- But I do think it needs to be fixed. I suspect there might be a couple of other things with similar problems.

I just had a look at when the city revolt timer is updated. Apparently it is updated at the start of the city owner's turn - which is good, but it still leads to some subtle & minor imbalances. For example, consider this: when a city is in revolt, the defenses are reduced to zero. So, if I cause a revolt during my turn, an I can attack the city in my turn and the city will have zero defenses. Now, here comes the imbalance: if the city's owner is the next player, then the city will be out of revolt immediately after my turn ends, and so no other players can make use of the reduced defense - but if the city's owner is the player before me, then the city's defense will be zero during the turns of the other players as well. Therefore the city revolt is more powerful when used against players before me compared to when used against players after me.

To make it more fair, I suppose the revolt timer would have to be associated with the espionage player rather than with the city's owner. But that would be a bit of a mess to implement, and it would also make the revolt mission a bit more powerful, because it would mean the city would be effectively out of action for longer - from the point of view of the city's owner.

That would be a tricky problem to fix... I think I'll just leave it alone for the time being, but I'll try to fix the counter-espionage one.

As for trade routes, I haven't changed the code for that and I haven't heard of the unfairness problem you've described. I have looked at the trade code a little bit while working on other stuff, and I vaguely remember that it is completely one-way. ie. The trade routes of each civ are completely independent of the trade routes of every other civ. Just becase city A has a route from city B doesn't mean city B has a route from city A. If I'm right about that, then I'm pretty sure the problem you mentioned doesn't exist. But I'll check it again to make sure, sometime.

I haven't looked into the pause thing yet.

The turn limit for the force civics espionage mission would be possible, but a bit cumbersome to implement... Maybe there's a better way to address the problem. (Presumably, what you're saying is that you think the force civics espionage can be a bit too powerful if used repeatedly. If the target keeps trying to switch back, then it costs them a lot more than it costs the espionage team...)
 
It's also powerful in the sense that if someone switches back, they can't re-switch their Civics again for (X turns defined by the game), but the Civic Swap mission could (I think?) be run again immediately, effectively preventing them from ever being in their preferred Civic (with enough focused attention) even if they're Spiritual.
 
Karadoc, I would like to get back to your post #1088 where you said:

"3) The AI may declare war at Friendly if they are fully focused on a conquest victory. It's not always easy to tell when this is the case, but as a general rule of thumb, if someone has a couple of vassals - watch out!"

Is this something that you changed or are you just describing the vanilla code? The reason I ask is because I think I've been declared war by Asoka who is defined in the CIV4LeaderHeadInfos.xml file with 100% chance at Friendly of <NoWarAttitudeProb>.

If such a behavior is defined in an XML file, it should be observed, no?

Now of course, it might be that the attitude had changed to Cautious (Pleased is also at 100%) in the meantime and that I did not notice it (change of religion or civic).

Thanks.
 
As karadoc said, the AI might ignore these thresholds when it's focused on conquest victory (and I think it makes sense that it pursues its victories ruthlessly). And I don't think that's new compared to BtS vanilla.
 
@satrapper, I just tried scenario 2 of your post, and it seemed to work correctly. ie, I could get autoplay win single player, but not in multiplayer. So maybe the problem is a bit more subtle. Maybe it behaves differently depending on whether the second game is loaded from a save file or started fresh; I'm not sure. I'll test it again a bit later.

hey karadoc sorry for my persistance/annoyance. in my case it matters not whether the multiplayer game is loaded from a save or started fresh. as long as a single player game is started first upon starting civ/kmod (i don't even have to invoke autoplay) then autoplay can be accessed in multiplayer games.

i've wiped all civ stuff (cache, my docs, mods - the lot) and clean-installed civ and just k-mod 1.31. buggered if i kno what else i can possibly have different in my setup.

@anyone
could someone do me a favour and try out the autoplay functionality (ctrl+shift+x, with chipotle enabled) in multiplayer after initially starting a single player game upon first starting civ/kmod? autoplay should not work in multiplayer if all is well.
 
Hey karadoc :)

I'm trying to use K-Mod as a base for a mod merge: http://http://forums.civfanatics.com/showthread.php?t=465442

Running into some CTD problems. It's very likely to be because I'm just learning how to merge and I messed something up. I was wondering if you could release a K-Mod 1.31 Debug DLL. I'm not sure how much work would be involved, so if you are too busy that's OK. Thanks!
 
I wasn't aware of revolts working the same way. I think going with a full turn of revolt (so on the aggressors turn) would be the fairest option.

Civic Swaps. The problem is that you can lock someone out of their chosen civics completely. Forcing their civic sets the 5t timer for them. Then you force a different civic on the last turn and reset their timer. It really gets out of hand if the aggressor has Cristo Redentor, as he only has to adopt Barbarism or whatever for a single turn every 5.

Trade routes. I'm going by hearsay here, but my understanding is a city is limited in the number out outbound trade routes it can have to other civilizations. At the beginning of the turn, Civ0 does the routine to find the best trade routes to the other civs. Then civ1 does the same, and so on. By the time the last civ figures it's trade routes, all the good cities in other civs have given out their routes, and it gets left with small routes, or even internal ones.
 
Hi Karadoc and and fellow civvers.

I've been playing this mod for a while now and I have to say that it is easily the best.

I have been playing a couple of scenarios that I think are brilliant with this mod so I thought I would let you know so you can try them out.

2009: Present Day by daniel_h
http://forums.civfanatics.com/downloads.php?do=file&id=11900
This scenario is set in 2009 on a huge earth map. Had lots of fun playing this without any problems or long waits between turns.

Across the Atlantic 1526 by Morholt
http://forums.civfanatics.com/downloads.php?do=file&id=12759
Another excellent scenario to try. Use the unmodded version.

Cheers
 
Um, Karadoc, could you be so kind to add a link for blue marble for K-Mod in download section? My hard drive on which civ was installed is dead (R.I.P. old fella...) and i cant find the post with the link. It would be helpful for other too ;)
 
One thing I should mention when playing the 2009 scenario is that when the AI decides to use nukes they will literally use all their ICBM's in one turn, even if it means nuking just one city.

The silly thing is the city that they pick on might be completely demolished after about 4 ICBM's but they will continue to nuke it anyway till they run out, leaving themselves at the mercy of any civ that has nukes and now having no way to retaliate.

I just thought I might mention that in case Karadoc may be able to sort that out in any upcoming versions of the mod.

Cheers and thanks for the great Mod
 
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