This will be done for phase 2 of the mod. So after FFH 1.0 ships we will have a much better overview.maleen said:This Thread is HUGE. Can't the mods consider this mod as a separate game and create a special forum for it, where there can be subforums and threads?
PapaMonkey said:Thanks again for your assistance with this. As I said, I don't get this in vanilla Civ4 (but I no longer want to play that!). I have reduced my video settings to medium without effect.
The error message that is as follows:
Your system has run out of video memmory. Please try reducing
your video settings.
File:\main\civilization4.bak\SDKs\Gamebyro2_0\CoreLibs\NiDX9Renderer\NiDX9VBManager.cpp,Line:1018
The save file follows...
Not sure that uploaded. I can't see a verification here. If not, I'll try again...
Mr. Bojangles said:awsome mod![]()
the only problem i found is that near the end of the game there are just too many techs that u can reaserch at once, and i found it hard to decide what improvement to build in my cities, since there were soo many, but anyway sweet mod
can't wait for phase 2![]()
Ploeperpengel said:Greetings!
I know this maybe isn't the right thread to post such request as mine. But since there are so many modding experts here who like fantasy I need to take my chances cause the Wheel of Time thread in the mapsection of this forum is now so much read that you can wait for a lifetime to get response.
I made a couple of Civs for the upcoming WOT-Mod but I can't make the flags showing up in the game. I followed all the tutorials about Civadding and the refering threads but still don't get a clue. As I am a newbie in xml that's no miracle.
Can anyone please have a look at this and tell me what I mist? It's only one placeholder flag for the ANDOR Civ in this file now. I'd have more and better ones but it's no use including them if it doesn't work.
PLEASE have a look someone! It slowly drives me mad!![]()
http://www.civfanatics.net/uploads11/WOT-Pre-Alpha.zip
p.s.: Could be the boolean is zero in the Artdef, don't remember now, but if I put it to 1 the flags still only black.
Just install as usual the Maps starts the Mod automatically if you wanna see the civs. Play ANDOR Civ to see what I mean.
Lunargent said:I was getting the exact same error (except it was line 720 IIRC). You didn't try playing around with the unPAK utility Firaxis released by any chance, did you? Even though I unpacked the files to a different folder, I suspect this is what gave me the problem. If you weren't then it was a co-incidence.
In any event, re-installing the game and the mod fixed the problem for me. A pain, but it's all I've got.
PapaMonkey said:I have not played with the unPAK utility, so it is likely a coincidence, but thanks for the heads up. I will probably have to do a reinstall, which I was hoping to avoid. Thanks again!
Yakk said:Another interesting note. The power/cost ratio of units seems relatively constant.
Warrior: 2 power
Axeman: 4 power, costs about twice as much as Warriors.
Maceman: 7 power, costs about twice as much as Axemen.
Ie, you could pump out 4 warriors for every Maceman. I wonder if this would allow a low-tech empire to warrior-pump and kill a relatively high-tech empire?
...
In my opinion that's one of the great advantages of the mod: You have lots of (useful and really different!) possibilities, so the game is more complex and strategic than normal Civ. When I play Vanilla Civ, all units are similar except in strength, but in FFH, they all have some special use. The same is true for techs and buildings - all of them are useful in some situation, and it's your job to find out which one is at the moment best for your particular strategy.the only problem i found is that near the end of the game there are just too many techs that u can reaserch at once, and i found it hard to decide what improvement to build in my cities, since there were soo many
Caleb_kreegan said:Hi Kael.
When we will be able to enjoy 1.0? an approach plz. I'm impatient![]()
Kougar said:First I want to say thanks for all the great work, I really enjoy the mod and hope some of the issues discussed in this thread can be worked to make it even better.
On to the reason why I am posting. I think I have found another potential bug. I did not see it identified in another post, but there are alot on this thread and I skimmed a few of them.
What happened:
I was playing multiplayer with a couple friends in cooperative team (three of us) against 3 teams of 2 computer opponents on highlands small map.
The problem seems to come from the conjurer unit. I am not sure what you call it but when you summon the elemental the "focus" changes to have you targetting the elemental. Now this focus change I understand except that it changes the focus for EVERYONE on the team. It changes my targeted unit when my friend summons his elemental.
Now the problem arrises trying to select another unit. (getting focus back to one of your units). It caused many CTD's (crash to desktop) for a couple of us that we identified was when we tried to select one of our own units again.
This was intermittent or we could not identify a consistent "do this then this" but it always happened shortly after one of these conjures. We were able to identify at least that since we are on a teamspeak setup and could discuss it.
Anyway thanks again, and I hope you can figure out my ramblings and if it is truly an issue.
Zuul said:Have you some new list on what will be in/changes/fixed in version 1.0?
Change List for 1.00
Fixes:
*1. Fixed Errors when selecting a tech on the tech screen.
*2. Fixed Errors when attempting to change your state religion on the religious screen.
*3. Size 0 cities are no longer produced when you are using the Conquest civic.
*4. Fixed CTD caused by taking a city with the conquest civic.
*5. Fixed CTD caused by the Order spreading to a city and attempting to create a Disciple of the Order (which no longer exists).
*6. Fixed CTD caused by building a new building in a city that contains a Temple of the Veil (if the temple is displayed at 90 degrees).
*7. fixed CTD caused by a barbarian unit with the Immortal promotion dying (he has no capital to return to).
*8. Buildings now give negative commerce values.
*9. Rangers, Druids and Beastmasters can board ships. (reported by Furin, I had to take away their ability to cross peaks to fix this)
Additions:
*1. Added the Arcane Barge (ship that can fireball and carry 1 land unit)
Balance Changes:
*1. The Drown can travel through Coast tiles.
*2. Fireballs and Meteors can now travel on Land and Sea.
*3. Animals aren't deleted when barbarians appear.
*4. Crusaders aren't generated when a city is lost to unrest.
*5. Spell combat ends instantly.
*6. Humanism civic reduced from High to Medium Upkeep.
*7. Great Lighthouse increased from 200 to 600 cost. (recommended by The Bramble)
*8. Apocalypse increased from 500 to 5000 cost. (recommended by Lunargent)
*9. Ancient Temple no longer gives a negative food amount.
*10. The Drown cost raised from 60 to 90.
*11. All Domain Sea units were made immune to disease. (since right now you can't cast cure disease on them)
*12. Captured Lion, Wolf, Tiger and Panther need a Carnival before they can build pens in a city. (reported by Webrider)
*13. Gate to the Abyss removed.
*14. Conjurers and Mages reduced from 4 to 3 strength.
*15. Archmages and Demon Summoners reduced from 7 to 4 strength.
*16. Only living units will recieve the Immortal promotion from Blood of the Phoenix.
*17. The AI will no longer use Mages and Adepts as collateral damage units.
*18. Galleon cargo increased from 3 to 4. (recommended by miracle)
*19. Galleon speed decreased from 4 to 3. (recommended by miracle)
*20. Galleon cost increased from 80 to 110. (recommended by miracle)
*21. Privateer speed increased from 3 to 4. (recommended by miracle)
*22. Privateer given a 25% withdrawal rate. (recommended by miracle)
*23. Queen of the Line cargo decreased from 7 to 6. (recommended by miracle)
*24. Lumbermill changed from +1 Gold to +2 Gold when beside a river. (recommended by Loki)
*25. The Great Commanders recruit ability now grants 4-6 recruits.
*26. Ravenous Werewolf strength lowered from 5 to 4 and given the Enraged promotion. (recommended by Aljayboy)
*27. Coloseum gets +1 Happy with Tiger Pen, Wolf Cage, Lion Pen or Panther Pen. (recommended by Lunargent)
*28. Fireballs and Meteors are now Amphibious. (recommended by Belizan)
*29. Haste doesn't work on spells. (recommended by Belizan)
*30. Rosier the Fallen made immune to disease.
*31. Great Person Threshold Increase changed from 50 to 100.
Cosmetic:
*1. Horseman picture in the build bar is no longer an Immortal. (reported by AljayBoy)
*2. Cleaned up some tech quotes (recommended by erikg88)
*3. New Beast of Agares button icon.
*4. New building model for the Carnival. (created by C.Roland)
*5. New art for the Avatar of Wrath. (created by C.Roland)
*6. New building skin for Tower of Eyes and Archery Range. (created by C.Roland)
*7. Added the list of the allowed and disallowed objects for each religion on the religion pedia entry.
*8. Spell descriptions added for a lot of the promotions. (ability to put descriptions on promotions added by Talchas)
*9. T4 units now have the city name added to their name when built "Paladin of Thariss". (recommended by Chalid)
*10. New models for the Dwarven Soldier, Stygian Guard, Ravenous Werewolf, Blooded Werewolf and Greater Werewolf. (created by Rabbit, White)
*11. Spells are no longer selected automatically after they were cast, it was causing problems in multiplayer games.
*12. Seafaring tech is given as a free tech instead of as part of the Seafaring trait. (allowed me to simplify some code)
Kael said:Thats a neat flag. The problem is that it doesn't have an alpha channel. You will typically find that all DDS files need an alpha channel when they are used with CIV4. You will probably want a completly black alpha layer (since you don't want the civ color to come through).
Ploeperpengel said:Thanks for Responding,
I think I've tried applying that alpha a thousand times now but I'll try the other forum section you mentioned.
Btw I discovered a minor bug with your mod. Don't know if that was mentioned before. After reloading a saved game build Lighttower's graphics don't show up on the map anymore, however they still give the benefits they're supposed to. Any idea why this happens?