[MOD] CivMore

I got a problem fitchn. I begin loading the game and i get xml errors that pop up. i click ok to ignore them. the menu screen and music appears, so up to this point it seems everything is ok. But when i loaded a scenario (Earth) the playing started. The terrain,units,resources were present But THERE WAS NO INTERFACE. does it have anything to do with the xml errors or maybe do i need to install a patch that is higher than 1.52? Please help cuz i really want to try out your mod!
 
jukuja said:
I got a problem fitchn. I begin loading the game and i get xml errors that pop up. i click ok to ignore them. the menu screen and music appears, so up to this point it seems everything is ok.

If the errors are great general and great agriculturist related...its ok


read the previous posts for the more info

jukuja said:
But when i loaded a scenario (Earth) the playing started. The terrain,units,resources were present But THERE WAS NO INTERFACE. does it have anything to do with the xml errors or maybe do i need to install a patch that is higher than 1.52? Please help cuz i really want to try out your mod!


dont know what's causing that.... but the this mod is not made for the 1.61 patch

(again read previous posts)

Fitchn said he had to update his mod to 1.61 (not yet released at this time)

so I doubt the patch will help...

jukuja said:
But THERE WAS NO INTERFACE.


there is a hot key that clears the interface from the screen

the same hot key should bring it back...

(that's what it sounds like to me)


did you try any other maps?

same thing?

it may be you accidently hit a hot key

Ive been playing this mod for a while (AGAIN see previous posts) and it works fine for me (even in MP)


other than that.... Im unsure what else could solve your problem
 
The problem I am having is when I pull the civics screen the civics do not fit the screen how do I fix this thanks
 
Donkey Puncher said:
The problem I am having is when I pull the civics screen the civics do not fit the screen how do I fix this thanks

here's fitchn's answer (in previous posts)

fitchn said:
I originally sized the civics screen to my 1280x1024 resolution; changing this to auto-size based on the resolution is one of the (many) things that I have yet to do with it. In the mean time, all of my changes were made using variables set at the beginning of the files; you can change the self.W_SCREEN and self.H_SCREEN variables in CvCivicsScreen.py to better suit your resolution..

or you can use this mini-patch here


http://forums.civfanatics.com/showthread.php?t=163596&page=2

go to Post #35 for down load


now here is the most commonly asked question/answer:

fitchn said:
As far as the XML errors are concerned, the gameplay is not affected at all. The two new great people (Great General and Great Agriculturalist) have Unit AI tags that aren't in the game, but that cannot be added until the SDK is available. The game treats these units as though NONE had been specified (don't worry; they still know how to use at least some of their functions properly).

I changed the tag line to scientist so I wont get the errors upon load up...

but the errors dont affect gameplay

with the new SDK... it may be possible to fix it...





I say again: Please review prior posts.... the answers are likely to be there! :mischief:
 
*BUMP* ;)

Since there is no activity here but I want to keep this thread alive...

So I'll fill you in on what Ive been doing...

I finished making 5 "Static" Movies for my unique WW

"Static" because I did not have the patience/skills/endurance/knowledge to actually make movies... :rolleyes:

so I just made pics for each WW

(Instead of seeing a blue screen and just a title :mischief: )


They all work ...and preliminary results say they work in MP too

other than that... just made some minor changes for better gameplay on the custom stuff I previously added...

Just waiting for the next CivMore release!


.... I think I might try my hand on making a custom/unique/re-skinned civilization for my next project...... :crazyeye:
 
OK, I´ve been busy ´cos I still have some own life (though, I know some guys who don´t thanks to CIV :p) I´ve been testing this and got to late eras. Everything is going fine and the mod works. My only problem was that destroying the aztecs didn´t succeed due to the warweariness. (I´m making an army of 50 units to raid through Montezuma´s lands) I haven´t found any other problems, so I think the warweariness should be fixed for the version 0.3
 
moonrunner said:
no post from fitchn in like 2 weeks is this mod dead now?

I appologize to all... modding hasn't gone much in my favor this past week or two... my internet has been problematic, Gimp stopped working (and it's hard to re-download it when your internet connection is on the fritz), and I spent the better half of this week trying to recover parts of the interface that I lost when I made the upgrade to 1.62! Not to mention life taking a fair amount of time--lawn needs to be mowed, spring cleaning, wedding in the family, not to mention my job, wife, and kid (Yeah, I know, where are my priorities)! But enough excuses...

Rest assured: CivMore is alive and well (and looking better than ever)! I'm putting the last touches on the next release release, which should be ready sometime tomorrow... :undecide:

Thanks all for your patience... and keep the suggestions and feedback coming!
 
CivMore v0.30 Alpha is now complete!

The file is currently updating to FileFront. I will add the link to the first post when the upload is complete...

Once the file is uploaded, I will begin to respond to many of your posts, and update the first several posts to reflect the changes.

Thanks for your patience.

EDIT: CivMore v0.30 Alpha is now available for Download! Check the first post for details...
 
The first post has now been updated to include the overview of the new features and the updated credits & Acknowledgements. Be sure to check it out; there are around 100 or so additions and changes in this version alone!

New pics and the secondary posts (detailed feature list, changelog, etc.) will be updated sometime tomorrow...
 
Halleluia! It's back! I had pretty much given up. Thank you Fitchn for reworking the mod.:king:
 
Great work..the time you invest in it is very appreciated..:)
......Before I download almost 150 meg tho.... is this version compatable with patch 1.62 ??
thanks..
 
ACEofHeart said:
Great work..the time you invest in it is very appreciated..:)
......Before I download almost 150 meg tho.... is this version compatable with patch 1.62 ??
thanks..

Yes, the mod is compatible with the 1.61 patch.

In the event that the file size is scaring you away, I am also uploading the mod in .7z format; this file is only 93.1 MB!

Edit: the file is now available in .7z format!
 
The screenshots in the first post have been updated.
 
The Change Log in the third post has been updated.
 
CivMore v0.30 Alpha is now available in a much smaller .7z file format! See the first post for details...
 
The second post has been updated with the full feature list for v. 0.30...
 
The forth post now contains a list of known bugs and a (brief) list of planned additions.

The first post has also been updated with a screen shot of four of the new resources.

At this point, the first posts are now completely up-to-date to the latest mod. I will now go back and reply to your many posts (where applicable).
 
Tycoon101 said:
...
I've played 'round three more Civmore games and enjoyed every single one!.
Thanks for everyone's feedback too.

No errors from my games.

1.Played a normal one of my games and did quite well actually.

2.I played a war-mongerer next and did well!:goodjob: Thise military bonuses that you have put into Civmore really get the war machine going!:D
Glad they seem to fit into the mix well!

3. I played an isolationist/Great person man and did fairly well, until that jerk Napolean decided to annex my Civ:sad: That didn't end well. I got a size 24 city with the temple of Artemis, and no I didn't think that it was unbalanced due to the major health and unhappiness problems I faced. The hero general units are really good too- They're supposed to take on your entire army and trump them, right?:mischief: Happily, the Great Generals and Agriculturalists worked fine, so there isn't a problem there at all.
The Great Generals are intended to turn the tide in the owning Civ's favor, but not to the point where they become a one-unit army. Ideally, assuming everything else is equal, a General should be able to easily stand it's ground to 1-2 units per turn, struggle with a third unit, and rarely survive a fourth unit without healing.
But the key thing is that I had fun, and THAT is what makes a mod very good.
THAT is the ultimate goal of the mod (or any mod, for that matter)!
If you want me to look up some general's names for you, and find some food-producers for the specialists- Aunt Jemima comes to mind:blush: , I will. I definitely would love to aid you Fitchn.
That would be quite helpful, actually! For the Great Agriculturalists, I was thinking more along the lines of George Washington Carver, and the likes (I'm not even sure if Aunt Jemima was a real person...). When it comes down to it, I'm also going to need a lot of help with icons and Civilopedia entries! Any help that I can get would be much appreciated!
Keep up the hard work my ally!:salute:
Thanks, I plan on it! Thanks again for your feedback and support!
 
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