[MOD] Modified Special Domestic Advisor

Whenever I try to use this mod, I get the 'failed to initialize renderer' error - otherwise it runs fine as long as the mod isn't there. I tried setting a custom resolution in civilizationiv.ini, to an impossible value in which case Civ starts up - stuck at the wrong resolution (1024 x 768), but it starts. Anyone have any idea what's causing this, and how to fix it? I normally run at 1600 x 1200, and all my drivers are up to date.
 
Is there any modding 'superpower' to convert this mod for Warlords?
 
Can this be used with Warlords??

Thanks, Jeff
 
Can this be used with Warlords??

Thanks, Jeff

I tweaked it to (at least mostly) work in Warlords 2.08. I incorporated it into a new modpack that I just released for Warlords 2.08:

[MODPACK][Warlords] jrayUGH Unaltered Gameplay Hodgepodge - Development Thread

If you just want the Domestic Advisor part from my mod, I also offer a download of just the individual components.

It's also been incorporated into at least a couple other modpacks for Warlords 2.08 too, namely HOF and Ruff's Cobbled SG Modpack.

The National Wonders and World Wonders pages don't seem right, but that's the only problem I've noticed. They seem to be missing several wonders and have extra oddball ones thrown in (such as shrines for religions you don't even have).

EDIT: One other bug I remembered: The Free XP military column always says 0 in my games.
 
I tweaked it to (at least mostly) work in Warlords 2.08. I incorporated it into a new modpack that I just released for Warlords 2.08:

[MODPACK][Warlords] jrayUGH Unaltered Gameplay Hodgepodge - Development Thread

If you just want the Domestic Advisor part from my mod, I also offer a download of just the individual components.

It's also been incorporated into at least a couple other modpacks for Warlords 2.08 too, namely HOF and Ruff's Cobbled SG Modpack.

The National Wonders and World Wonders pages don't seem right, but that's the only problem I've noticed. They seem to be missing several wonders and have extra oddball ones thrown in (such as shrines for religions you don't even have).

EDIT: One other bug I remembered: The Free XP military column always says 0 in my games.

Too late now I suppose, but I would have just used the HOF/Ruff Domestic Advisor.
 
Did those guys fix the Wonders and FreeXP problems? I guess I'll take a look and see how it differs from my version...

I think they did (there are no issues that I see), but it is pretty hard to tear apart from the rest of the modpack as it refers to the HOF/Ruff parser, some XML files, their customization file (a piece of the Customizeable Domestic Advisor) and also remove spoiler information (anything the game would not tell you through other screens, rollovers, etc.).

It might actually be easier to start with Ruff's mod, make it work outside CustomAssets, and then start integerating other components one by one. :( At least that's what I did.
 
I think they did (there are no issues that I see), but it is pretty hard to tear apart from the rest of the modpack as it refers to the HOF/Ruff parser, some XML files, their customization file (a piece of the Customizeable Domestic Advisor) and also remove spoiler information (anything the game would not tell you through other screens, rollovers, etc.).

It might actually be easier to start with Ruff's mod, make it work outside CustomAssets, and then start integerating other components one by one. :(

There's spoiler information in MSDA?? Do you know specifically which stuff?
 
There's spoiler information in MSDA?? Do you know specifically which stuff?

I don't remember exactly offhand. But I found this in a search:

Being a recent enthusiast of GOTM, and trying to help evaluate HOF Mod for GOTM use, I downloaded it and gave it a quick try while testing for GOTM8.

I am not sure about the definition of a spoiler, but found an interesting feature on the modified domestic advisor, namely in the world wonders tab: a table of your cities with the wonders that: are already built in it, can be built in it and can be built but are already being built by other civs, among other possible situations. At least it is what mouse over help says, not sure if it really works that way. But if it does, wouldn't it be a spoiler?

p.s. apart from this, I am really enjoying HOF mod, and if there is a GOTM save for it, I will surely use it.

p.s. Already posted at http://forums.civfanatics.com/showthread.php?p=4224159#post4224159 but I was advised to post here as well.
Yeah, the original Mod (Modified Special Domestic Advisor) had a spoiler off/on option. Needless to say, we turned it off permanently when we incorporated it into the HOF Mod. It wasn't worth redoing the screens, though. ;)
 
I don't remember exactly offhand. But I found this in a search:

Thanks Gaurav. Since the Wonder stuff needs to be investigated anyway, I'll have a look.

I wonder if there's a post somewhere listing all the stuff that Firaxis surfaces in Python that's not surfaced in the game itself. I'd suppose not, since there are so many places to look. For example, the ShowInfo mod uses Python to figure out when other civs are researching the same tech you are. I had to disable that part when I absorbed it.

I guess I'm starting to realize how hard it is to make sure you preserve unalteredness :eek:.
 
As far as I tested, MSDomestic Advisor in HOF Mod for Warlords has at least one major bug - incorrect info about building\wonders that could be constructed. Start a new game, and while the only available building for your civ is Barracks, Buildings Screen shows just Castle. I suppose, the problem is in unique buildings addition. In vanilla BuildingInfos and BuildingClassInfos had the same entries, now they have not.

I wonder, did someone manage to fix this issue in Warlords?
 
As far as I tested, MSDomestic Advisor in HOF Mod for Warlords has at least one major bug - incorrect info about building\wonders that could be constructed. Start a new game, and while the only available building for your civ is Barracks, Buildings Screen shows just Castle. I suppose, the problem is in unique buildings addition. In vanilla BuildingInfos and BuildingClassInfos had the same entries, now they have not.

I wonder, did someone manage to fix this issue in Warlords?

Was this reported in the HOF Mod forum?
 
Was this reported in the HOF Mod forum?

It is now... I just tested it and added a bug report over in the HOF Mod Support thread. The exact same problems are happening to me with v1.8e that I use in my modpack too. (They are also in Ruff's mod).

As I mention over in the HOF forum, I'm guessing that MSDA simply needs to be updated for Warlords compatibility, with all the new buildings and wonders. I'm curious, is anyone researching this already?
 
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