[MOD] RLD now stands for 'Ridiculously Long Development time'

I'd look at placing some blame on the attempt to reduce Warrior combat bonuses from 25% to 10% - you're replacing an existing bonus not adding a new one, so you'll need a bForceOverwrite check along with the whole unit's code, not just the bonus.
 
Hmm. I won't say it's modular XML not liking Win7- I and two of my testing buddies have win7 and we use more of my modular mods than could possibly be considered healthy.

EDIT: Hey max, I followed your install instructions (and I'm obviously no stranger to where things go!) and when I got the game installed the Units and Heroes sections of the civilopedia are dead blank.
Something's wrong in Kansas.

EDIT2: K, I checked, it isn't anything in the Python.

Huh. Is there anyone out there that the modular version is actually ~working~ for? XD I can reupload, but as far as I know the uploaded version should work fine out of the box... apparently as long as you aren't using Win7...

Looks like I should check my XML for duplicate entries.

Elohim Palace and Palisades provide lots of food with settled great people/specialists. Probably not intended :crazyeye:

Gah, I had that issue with Monuments earlier. No idea what causes it; ended up having to ForceOverwrite just to get it to go away. Looks like I'll probably have to do the same thing again. Modular XML is becoming almost more of a pain than it is worth...

I'd look at placing some blame on the attempt to reduce Warrior combat bonuses from 25% to 10% - you're replacing an existing bonus not adding a new one, so you'll need a bForceOverwrite check along with the whole unit's code, not just the bonus.

Isn't replacement possible modularly as long as you aren't trying to return to the default value? My understanding is that forceoverwrite is only needed if you are trying to ~remove~ something, not change something. For example, changing combat strength modularly without using forceoverwrite work fine.
 
Hmmm. Not sure what the official "way its supposed to work" wording is, but I've bForceOverwrite everything that doesn't just add NEW data and my modules have yet to break the civilopedia. The way I understood it, it's easier to ADD than CHANGE data. Meebe ask Xien.
 
Regarding the weird 5788882 food/beakers/whatever issue ...

Gah, I had that issue with Monuments earlier. No idea what causes it; ended up having to ForceOverwrite just to get it to go away. Looks like I'll probably have to do the same thing again. Modular XML is becoming almost more of a pain than it is worth...

far wanderer posted a workaround for this in the mod-modders guide: just adding an empty folder in Assets\Modules\NormalModules made it vanish, this is also working for me.
 
tokala: Ah, thanks, that's a weird but simple fix.

Iceciro: I try to use forceoverwrite as little as possible to preserve some modicum of mod compatibility (not that there is much in any case). If I forceoverwrite everything there is little point in it being a module rather than a straight mod. :)

...The strange thing is, most of these issues that are cropping up, I'm not experiencing myself, which makes it dang annoying to try and bugfix them.

In any case, I am 90% sure from my previous talks with Xien that forceoverwrite should not need to be used for changing things, just for removing things. As long as its showing up in game as a 10% bonus (which it is, for me at least), I'm going to assume it's working. As far as the broken pedia issue... that's a toughie. Only thing I can think of, and this is a silly question but just me trying to cover all the bases, is did you make sure modular loading is turned OFF in your ini?

Other then that, I really don't know. Later today (when I'm a bit more awake) I'm gonna check all my work for duplicate entries to see if that could be the issue. If that doesn't turn anything up, I'm really gonna be at the end of my rope...
 
Just started a game with the new version. Im getting bugged graphics (pink blob) around the 2 new unique features and the amurites are getting Fort Commanders instead of Field Mages.
 
Kinda Whack-a-mole: next dungeon was affected, after adding another directory it was chislev medicine hut , another folder added --> nothing popped up yet
 
I hear mention of broken pedia issues.

If you're getting problems where only an icon shows in the pedia (no 3D window, no text, etc) then it's often caued by kfms. Make sure the kfm of the unit in question has a nif of the same name, in the same folder.
 
Just started a game with the new version. Im getting bugged graphics (pink blob) around the 2 new unique features and the amurites are getting Fort Commanders instead of Field Mages.

The bugged graphics are a known bug; I discovered it shortly after uploading. Accidentally left some art files out of the download.

The Amurites getting regular fort commanders is definitely a new one on me, although I just discovered the Demons are not properly getting their UU so perhaps that is related. I'll look into it.

EDIT: Fount it. Stupid typos... Will be fixed in the next version. If you want to fix it yourself, it should be pretty simple: In the Assets/Modules/NormalModules/Rld folder, find the file RLD_CIV4CivilizationInfos.xml and edit it with notepad or any XML editor (I use Notepad++). Do a search for "CVILIZATION_AMURITE" without the quotes and add an "S" to the end (so, "CIVILIZATION_AMURITES").

...Like I said, stupid typos. XD
 
So...maybe it's a good thing I haven't downloaded the modular yet...I'm gonna wait til you come out with a patch to fix all this. :D
 
Yeah... as you can see from the slowly growing list of fixes in the changelog for next version (second post), I am testing and finding bugs right now.

That said, I am at this point very tempted to switch back to non-modular; it seems to have caused as many problems as it has fixed... >.<

Still undecided on the issue.
 
My two cents on modular/non-modular, max?
As long as your injecting your own python and telling us to make a new folder you're not really going that modular anyways.
 
Yeah sorry wasnt very informative, but its exactly as tokala said. I'm not using Win7 though but Vista Ultimate 64x.
 
Yeah sorry wasnt very informative, but its exactly as tokala said. I'm not using Win7 though but Vista Ultimate 64x.
Same basic Kernel, same problems. Pretty much. Windows 7 is actually Windows 6.1(check the internal numbering, I'm not kidding.) and Vista is 6.0, its rather funny actually. Of course. Windows 7 is VASTLY superior. I liken it to the reverse of 98 and ME chronologically. ^.^ Which were also the same kernel, although in their case the working version came first rather than second.
But anyway.

^.^ You should see some of the odd debugging we've done. Points toward extreme strangeness. So ya...
 
My two cents on modular/non-modular, max?
As long as your injecting your own python and telling us to make a new folder you're not really going that modular anyways.

Ironically enough the decision to go modular XML was mostly for my benefit; it means MUCH less work to update when a new Fall Further patch comes out.

So yes, if it's going to cause problems and not be of any real benefit to the end user, I will probably switch back to non-modular.
 
Bannor Garrison Captains can not lead any units. Mousing over one will say it can lead three units but units never get the option to be under him. Also, shouldnt they be able to get the Command Range promotions (at least I & II) as they should be able to command units at least as far as they can influence the culture.
 
Bannor Garrison Captains can not lead any units. Mousing over one will say it can lead three units but units never get the option to be under him. Also, shouldnt they be able to get the Command Range promotions (at least I & II) as they should be able to command units at least as far as they can influence the culture.

D'oh. I'm a moron. Forgot to update the spells to allow the units to actually join. XD And yeah, they will probably be allowed to take the command range promotions next version, that makes sense.
 
Ironically enough the decision to go modular XML was mostly for my benefit; it means MUCH less work to update when a new Fall Further patch comes out.

So yes, if it's going to cause problems and not be of any real benefit to the end user, I will probably switch back to non-modular.

Modular Python!
 
Considering how much trouble modular XML has been putting me through, modular python is a hornet's nest I don't want anything to do with right now. :p
 
Considering how much trouble modular XML has been putting me through, modular python is a hornet's nest I don't want anything to do with right now. :p

According to Xienwolf, Modular Python is a myth. :crazyeye:
 
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