Keldath addons

keldath said:
TAfirehawk,

great here is my msn:
lordkeldath2@hotmail

city guard = is named stadw..... - somthing - search for key word "stadw" cant remmber the full name

Awwww, that was the one name I couldn't place...I should have dug deeper :) But I did learn a lot more about the organization in the XML...been too many years since my programming days but the XML is quite easy, just BIG ;)
 
For those interested in tweaking away those hammers from the City Guard before keldath...edit the Warlords\Mods\Amras+5uu\Assets\XML\Buildings\CIV4BuildingInfos.xml file to remove the 1.

Starting at line 32711:

<SeaPlotYieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>

Of course, do so at your own risk ;)

EDIT:
This will only fix future City Guards built, existing ones in cities still show hammers...other than that the changing of a 1 to a 0 works.

WOOT, my second XML edit without a crash...other was the tech leak spam messages, but mrgenie gave us that code so it barely counts ;)
 
Hay guys I would just like to say thank you for taking the time and merging mods into one big mod.

I would also like to request an earth map specifically designed as close to historical accuracy Civ placement as possible for this mod if it is possible to do such a thing, that would be cool.

Thanx again.

Ace
 
CrazyAce said:
Hay guys I would just like to say thank you for taking the time and merging mods into one big mod.

I would also like to request an earth map specifically designed as close to historical accuracy Civ placement as possible for this mod if it is possible to do such a thing, that would be cool.

Thanx again.

Ace

AGREED! If possible with 24 CIVS :D
 
Just finished a game with all currently available patches ( and smart map) and other than the movies and some flavor text anomalies it seems to run fine , at for me there were no CTDs up to my Domination victory.

One thing I did notice though is with the Warlord great person special building each time in game I built one of these I got the 6 free units. However they always are the 3 swordsmens and 3 axemen , Is this supposed to happen even when you are able to build infantry and marines? . The other thing I noticed was Kubla Khan getting a tank UU when he had just seemingly developed riflemen.
 
This is really minor, so you must be getting close to fixing all the problems:

In my current game the Thai civilzation (leader... Mengtoo? something
like that). On the list of civilizations in the lower right he appears in a
royal blue color, but on the map his civilization is colored white...

Not sure what more you would need to document, if you want a save
game or screenshot just let me know.

Alondin
 
Latest download count for the vanilla is pretty low lately...the patch is averaging only 1 per day.
 
ok i have a couple minor problems

1. I'm having problems loading the mod like it takes far longer than it should plus it takes a couple of try's

2.For some wierd reason at the year 1420 bc i got a window pop up telling me there is no disk in the drive, why this is happening i have know idea becuase the disk is in the drive and its legit. Last night it did it too me and the game froze and i couldn't minimize so i had to manualy restart only reason i got thourgh it this mornin was i started it in windowed mode so i could find out what it did.
I did get past it though

3. almost forgot my civ flags and most of the other civ flags show up as white

Dont know if it will help but heres the save
View attachment 138648

PS this shouldn't even be considered a mod :) more like a complete rewrite and version :) Great work
 
What happens if you play without the mod? Do you get the same problems? I disable the caching on my system and yes it's a loooong wait to start but i had that with civ1 so it's almost nostalgic ;)
 
without mod it loads pretty fast
with mod it takes like 10 times longer and most of the time i have to try like 2 to 3 times to get it to load all the way up
 
time to load = make a cup of tea time :)

of course things can be speeded up a little by telling warlords to load up the mod first (somewhere in this post I believe it says how to
 
The arquebus is a weird unit as it was around before rifling was invented and so shouldn't be the replacement for the rifleman for germans.. maybe tone down the movement to 1? And make it cost less than a crossbow or longbow? It's a cheap and nasty unit IMO. Like ye old fanatics in the civ2 days, just mass produce and lay them out for the carnage! :ar15:
Spoiler :



"By 1500 infantrymen had three different missile weapons available to them. There was the arquebus, a relatively light firearm manageable by one man, as well as the very common crossbow, and the longbow, which was mostly limited to use by the English. Technically the arquebus was inferior to both the other two weapons in range, accuracy, and rate of fire, while the longbow was generally superior to the crossbow.

The inferiority of the arquebus to the other two weapons was actually even greater than the data suggest. Since it was subject to fouling due to the build up of unburnt powder in the barrel, the effective range of the arquebus tended to decay after a few rounds. So it would certainly be reasonable to conclude that the arquebus was in every way inferior to the two older weapons. Technically, this was precisely the case.

But the arquebus possessed several advantages over its two rivals.

Relatively speaking the arquebus was cheaper than either the longbow, which had to be meticulously handcrafted from yew, and the crossbow, which required equally meticulous workmanship and rather expensive steel as well. The arquebus could be mass-produced by a foundry in fairly cheap cast iron. In addition, while the range, accuracy, and effectiveness of an arquebus round were inferior to those of the other weapons, an arquebusier could carry more ammunition than either of his competitors. Arquebus ammo weighed less than arrows or crossbow bolts, even after adding in the powder charge."
 
Forsaken said:
without mod it loads pretty fast
with mod it takes like 10 times longer and most of the time i have to try like 2 to 3 times to get it to load all the way up

Here's my ini file, it has a few things that i've done that seem to help.

Spoiler :

[CONFIG]

; Enable Trilinear Filtering for the Minimap
MinimapTrilinearFilter = 1

; Enable Tree Region Cutting
CutTrees = 1

; Allow Camera Flying
AllowFlying = 1

; Enable Quick Slide Show Transitions
PopSlides = 0

; Set to 1 to automatically end slide show
EndSlides = 0

; Don't show minimum specification warnings
HideMinSpecWarning = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Email address from which Pitboss reminder emails are sent
PitbossEmail = 0

; SMTP server authentication login for Pitboss reminder emails
PitbossSMTPLogin = 0

; SMTP server for Pitboss reminder emails
PitbossSMTPHost = 0

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

; Bandwidth options are modem or broadband
Bandwidth = broadband

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 1

; Enable/disable background music
PlayMusic = 1

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

; Use managed interface textures (may be safer but shouldn't be needed, uses more memory)
GUIManagedTextures = 0

; file format (TGA,JPG,BMP), Warning: TGA requires a lockable buffer which can lower performance
ScreenShot Format = JPG

; Enable voice over IP capture and playback
EnableVoice = 0

; App Selects Specific IP to use for Multiplayer
SelectIP = 0

; Disable PAK memory mapping (May affect performance)
DisablePAKMemoryMapping = 0

; Don't skip frames if falling behind
BinkNoSkip = 1

; Copy entire image each frame, not just dirty pixels
BinkCopyAll = 1

; Show movies using hi-color, not true-color (may be faster)
Bink16Bit = 0

; Copy ever other scanline during movie playback (faster)
BinkInterlace = 0

; Specify whether to play in fullscreen mode 0/1/ask
FullScreen = 1

; Set max frame rate clamp (0 means none)
SetMaxFrameRate = 0

; Set to 1 to put PitBoss to sleep when no players are connected
PitBossSleep = 1

; Set to 1 to page units out when non-visible
DynamicUnitPaging = 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 1

; Set to 1 for no tech splash screens
NoTechSplash = 0

; Set to 1 for no intro movie
NoIntroMovie = 1

; Set to 1 for no python exception popups
HidePythonExceptions = 1

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 5

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 2

; Enable Audio
AudioEnable = 1

; English(0),French(1),German(2),Italian(3),Spanish(4) - Defaults to user-installed language
Language = 0

; Determines which user profile is loaded on game start
UserProfile = Default Profile

; Sync input to smooth interface (may run slower)
SyncInput = 0

; Force numlock always on while playing
ForceNumlock = 0

; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1


; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Amras+5uu

[GAME]

; Account Username
Nickname = 0

; DirectIP Host Address
DirectIP = 0

; Account Username
Nickname = 0

; DirectIP Host Address
DirectIP = 0

; Map Script file name
Map = SmartMapV91

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Pitboss Turn Time
PitbossTurnTime = 0

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Game Options
GameOptions = 0000000000000000000111

; Victory Conditions
VictoryConditions = 10100000

; Handicap for quick play
QuickHandicap = HANDICAP_WARLORD

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_NORMAL/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_QUICK

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ANCIENT

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_LARGE

; Game Name
GameName = Brett Caton's Game

; Save Path - relative to working (Civ4) folder
FileName = 0

; Account Username
Nickname = 0

; Email Address
Email = Brett Caton

; DirectIP Host Address
DirectIP = 0

; In-game Alias
Alias = Brett Caton

; Main Menu Mods
MainMenuMods = Alexander the Great;Chinese Unification;Genghis Khan;Peloponnesian War;Rise of Rome;Vikings;Omens;Barbarian

; Move along
CheatCode = chipotle

[DEBUG]

; Number of turns to autorun before exit (0 for no limit)
AutorunTurnLimit = 0

; Set App on Auto-Run
Autorun = 0

; Enable D3D9 Queries
D3D9Query = 0

; Custom Screen Height, minimum: 768 - Normal resolutions can be set in-game and will be used when set to 0
ScreenHeight = 0

; Custom Screen Width, minimum: 1024 - Normal resolutions can be set in-game and will be used when set to 0
ScreenWidth = 0

; Establish connection to Python Debugger
HAPDebugger = 0

; NetComm Port
Port = 2056

; Create a dump file if the application crashes
GenerateCrashDumps = 1

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 0

; Overwrite old network and message logs
OverwriteLogs = 0

; Enable rand event logging
RandLog = 0

; Enable message logging
MessageLog = 0

; Break on memory allocation order #
BreakOnAlloc = -1
 
Not sure yet what caused this but something happened and I ended up with something like 19000000 extra gold. I'm wondering if it has anything to do with one of the satelites because it happened right around the time that I built one and they appear to have some screwy numbers as is. Time to bribe everyone into liking me and hold an electionin the UN.
 
Ad Hominem

hi, i am waiting for sevo's new patch+girs update,

then i will release an updated vanilla version, not to worry.


@all

thanks for the new bug reports!
me and mrgenie (who is an amazing modder by the way) are fixing everything,
we acctuaaly have gone up to patch 21 noew - not released cause we wanna test test and test,

right now my main problem is that the mod is going oos in multiplayer game,

have anyone encounter this in version patch 16???
plz this keeps me from moving forward.

mrgenie (did i say he is a genius yet?)
has found a way to shorten the loaing time, the guy fixing the base codes of lopez, sevo, gi and even firaxis.

so hopefully when we will release out new fixed version, the loading time will be much faster.

thank you all fot the reports,
and ill see to that gold amount...

plz use the bug report system on the site :)
 
CrazyAce said:
For me it takes about 5 minuets for the mod to load and I have 2 gigs ram... What you got Forsaken?

i only got 1 gig it dont take 5 min though but alot longer than normal even with any other mod



Keldath- any idea what could possible be causeing it to say theres no disk in the drive??
 
amazinggameguru said:
Not sure yet what caused this but something happened and I ended up with something like 19000000 extra gold. I'm wondering if it has anything to do with one of the satelites because it happened right around the time that I built one and they appear to have some screwy numbers as is. Time to bribe everyone into liking me and hold an electionin the UN.
woo! or hire a gazillion mercenaries!

It's a pity i haven't seen any mercenary ships... I'd love to have hired a caravel for international pirate's day. Aharrrrrr! :D
 
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