[ModPack] Total Experience

@Armandeus: Thanx, I'm going to add that to the next version! :)

@Helphaistion: I'm sorry I have actually no idea how to help you since I have never messed with the icon files to avoid any issue related to that. but IIRC some icons in this mod are misplaced. ( I think I've seen the hemp icon instead of the tuna one, this is because I used the .dds file of greenmod which has no icons for books and tuna) . so, if you could fix them, I'd be very grateful!
btw, the industrial era tech tree has been reworked by GraveEatr, so you should thank him, not me. I've included the readme from his mod in the package, so you should be able to tell at a glance . He has done a great work starting from Galindus' Mega Mod, and I owe him much ;)
 
hi geko

i checked your mod - isaw some monor gliches in the tech tree -
some iconss are not properly set in the tech tree, or maybe theres just too much things in a few techs.

anyway here is a few improvments suggestions for this mod - id like to recommend you to add the fx bigger and longer mod - i think its great to have extra map size .
plus maybe adding exavier smaller units - this can influence alot.

another suggestion - maybe you can add the next level mod of civs - if you wish i can combine it for you to spare your work time :)

this mod have a great pottential to be perfect :) = just need to know that it runs well on mp games :)
 
yeah, I know some icons are misplaced, I'm gonna look into it for the next version.
the FexEX mod is definitely on my book, I was just waiting since the creator mentioned some issues about the late game.
I may ask Exavier how to make units smaller, but as of now it's not a priority since there is already a mod ( scaling tool, you'll find it on the same site as the bluemarble mod) out there which can do that.
Additional Civilizations are somewhat cool, and in the future I'd like to have that merged with more traits ;)

thanks for your compliments, I'd be very grateful if you would test the current version (you'll notice I've updated it to version 1.0) on mp and tell me if it runs fine :D
 
hi geko :)

mmm... issues with late game? i didnt had any - yet... and i use it on regular basis.

i know the scalong tool - but i didnt had to use it since i play mostly with exavier mod

id be happy to test it - its on my book also :) = i currently started i game in exaveirs mod after patching it up a little - so i hope when i get to finnish it ill give yours a test.

and i dl you new version right after you up loaded it... :)
 
this looks like an awesome collection :)
forgive me though for asking this question - the install file says to unzip it in the mydocuments/mygames/civ4 directory - now when i start the game is it automatically applied or do i try to go under "load a mod" ? i don't see it under "load a mod"?
thanks :)
 
dunno about the install file, but you should unzip this in your (main civ4 installation folder)\Mods folder. this should be C:\Program Files\Fireaxis Games\Sid Meier's Civilization 4\Mods.

then you'll be able to load it as any other mod. ;)
 
I'm in the middle of my second game using your mod and I love it. However, during my first game, there was one time that I attacked a city and the game crashed. It just locked up and I had to hard boot my machine and replay from my last save which was just before my attack on the city. When I got to that attack and took the city everything worked okay and I was able to continue and finish the game. Now in my second game, it is 1844 and I am attacking a city with cannon and US Cavalry. I wore the city down to its last defender, a cannon, which I killed. I got the sounds that occur when a city has been captured but just like in the first game, everything locked up. This time I was able to Ctrl_Alt_Del to close the program. I then restarted at my last save and replayed that turn up to the point where I captured the same city but, once again, the game locked up. This time I had to do a reboot so I could reload a quick save I made right before the last combat. And once again the game locked up.

I have now reloaded several times and the same thing happens every time I attack that city. I even tried holding off a turn before making the capturing attack, but it still happened. I just thought you should know as this is the only mod that I have ever seen this happen in. I did see your comments about the CTD you fixed and I made sure I used the mod version that you fixed. I am going to try bypassing that city and trying to capture another to see what happens and if that works will go back and try to capture that city again. If you are interested I will let you know what happens. Also, if you would like I will send you a save game file if you want to see if the same thing happens to you.
 
Just to let you know, I went ahead and captured another city and every thing worked fine. I then went back to the problem city and once again the game crashed after the capturing attack. One difference I noted between the two cities was that the problem city had naval units in it - a Privateer and 3 Galleons. I thought maybe that is causing the problem since they would still be there after the city is captured and should switch allegiance to my civ. What do you think?
 
whoa. I really have no idea what's wrong there, as I haven't changed anything which could cause problems related to city conquering. I don't think this is a bug related to the mod... maybe you're right and it's related to naval units being in the city, but then again naval units haven't gone through any major change. :confused:
If you wanna send me the save game I'll try it out and see if I can come up with something :)
 
Hey Gekko,

I figured out my problem, though I am unable to solve it for the time being. I wasn't using the Total Experience GameFont.tga files, which contain the bonus resource icons for the city screen. Unfortunately, that file also contains the icons for religions on the city display on the strategic map, so now Zoroastrians use Confucian icons.

I have a crappy graphics editor (photo filtre, or I just don't know how to use it properly!) that crashes the game when I use modified tga files created with it. For the time being, I'm just on the lookout for anyone who's created a gamefonts.tga fileset that has both bonus resource icons AND Zoroastrian icons.

Still don't know why the black circles with exclamation points appear instead of Zoroastrian buildings on the city bar.
 
I hope you can figure out what is going on. I'll look forward to hearing.
 
@Hephaistion: yeah, I'm really looking forward to someone making a new gamefont file that includes both the zoroastrianism icon and the new resources. guess we'll have to wait a little while :(

@lchall: I just tried your savegame, and it works fine for me, no crashes whatsoever. my first suggestion would be to wait for a couple minutes after you capture the city: maybe it's not crashing, it's just lagging a lot... if this doesn't work (and it will probably not work I guess :( ) try a fresh reinstall and see if it fixes the problem...
 
[to xp]Gekko: Thanks for your reply. I guess the problem is somehow unique to my setup. I loaded the savegame file a couple of times again to see what would happen and immediately had my cavalry on the left side of Djenne attack. After winning the battle and hearing the victory sounds the game consistently crashed everytime. I did try wating a few minutes but it didn't do any good. I read in the forums that some mods aren't working well with Blue Marble so I unistalled it but that didn't make any difference either.

At this point I'm not ready to do a full reinstall as the problem isn't serious enough to be worth the hassle of reinstalling Civ, the patches and all of the mods I like. I was able to get around the problem at Djenne by waiting until all naval units left before capturing it. When I did that, everyting worked and I have continued with the game. I'm now in 1921 and am close to a Domination victory.

Thanks for trying to help.
 
sorry for not being able to give you further help, this game can be a b*tch sometimes. btw, I am running blue marble too, so that's not the problem either. I hope to hear from you soon, have fun! :)
 
Some new mods have caught my attention and I'm soon beginning work to implement them in this mod: these are Master Lexx's Second Unique Unit, TheLopez's Great Specialists and Hastur's Caravans, Entertainers and Supply Trains. Stay tuned! :D
 
Hey Gekko, great mod!

Couple of glitches that I found.

A: hemp on hills cannot be farmed
B: Starting civs dont have the same techs from vanilla and monty specifically only starts with hunting. Could you please post any changes you did to starting units, also asoka starts with scout instead of warrior now. Also, please fix monty.

Great mod It definately has awesome flavour (I love the jewish temples with unkosher seafood and pigs cancelling the health benefit!)

Edibi
 
thanx, I'll fix hemp appearing on hills, I didn't think of that! too bad there is no way to let you build farms on hills... well I'll double check.
btw, I didn't change any starting tech, maybe GraveEatr did, I'm going to check out if there's something wrong here. thanks for the feedback! :goodjob:
 
Hello Gekko.

Thank you for pulling this mod together for us...

Could you please add the ShowTurns and perhaps the Atlas (or at least the gametweaker part) mods?

If not, is there an easy way to add their mods to your mod?

Thank you for your time!

John
 
could you provide me with a link to those two mods? :)

edit: btw, I just fixed the problems mentioned in the above posts. somehow some starting techs go messed up, but I've fixed everything. also, it is now possible to build farms on hills, so you will finally be able to get irrigation to that spot you previously couldn't due to stupid hills blocking the way :D
 
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