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[MODPACK][Warlords] jrayUGH Unaltered Gameplay Hodgepodge

Discussion in 'Civ4 - Modpacks' started by jray, Jan 30, 2007.

  1. jray

    jray Chieftain

    Joined:
    Jan 31, 2006
    Messages:
    923
    Location:
    North Carolina (USA)
    jrayUGH - jray's Unaltered Gameplay Hodgepodge v208b (final) (for Warlords 2.13 or 2.08)

    (Fully compatible with SDK mods such as Blake/Iustus' Better AI and Blacksun/NeverMind's More Civs DLL (24->50))

    First order of business: screenshots!

    ------

    ----------------------------------------
    [2007-Oct-08] NOTE: For those of you interested in a similar modpack for BtS, I encourage you to check out the excellent Beyond the Sword Unaltered Gameplay Project. I *think* this modpack is also compatible with Warlords v2.13, and I will update this thread as soon as I am able to verify that. Please feel free to use any or all of the code as a basis for future mods or modpacks. Cheers!
    ----------------------------------------
    Downloads

    (current version = v208b, first production release, 2007-Jan-30)


    Main modpack:
    jrayUGH-v208b-main-modpack.zip (998kb, at CivFanatics Downloads Database)

    (Optional) Great People art add-on:
    jrayUGH-v208b-addon-great-people-art.7z (9.58mb, at CivFanatics Downloads Database, for those with 7-Zip or similar)
    jrayUGH-v208b-addon-great-people-art.zip (38mb, at 3D Downloads, same content but .zip instead of .7z)

    (Optional) Diplomatic victory movie add-on:
    jrayUGH-v208b-addon-diplomatic-victory-movie.zip (20mb, at 3D Downloads)
    ----------------------------------------

    This is for YOU in Carthage moaning with despair at finally finding your heroic level 8 maceman on a lonely hillside... in 1957.

    ... and YOU in Rome who had to chop 4 forests just to obtain enough paper to print out the information you couldn't find in the Civilopedia.

    ... and YOU in Persia banging your head against your Apothecary window upon realizing that your War Machine city has been filling up with lazy one-coin fishermen while you were attending to important matters in Science Capital.

    ... and YOU in Arabia having nightmares of leaderheads from talking to everyone so many times to figure out who-likes-who and who-hates-who.

    ... and YOU in Greece still trying to break out of self-hypnosis induced by counting dozens of hammers to figure out which city is best for Ironworks.

    ... and YOU in America who faithfully asked your Foreign Advisor every single freakin' turn in the 19th century whether Asoka was finally willing to trade his cows or knowledge of Communism... only to lose your focus for one measely year and miss your short window in 1901.

    ... and YOU in Spain going buggy-eyed and brain-dead from all the mouse-over tooltips and arithmetic needed to keep up with world events.

    ... and YOU in China who bravely clicked the right-arrow for your stack of doom 42 times only to discover that your medic was relaxing nearby in the woods.

    ... and YOU in Egypt almost having a heart attack about an ancient frigate flattening your destroyer.

    ... and YOU in Mongolia whose Annoyed girlfriend became Furious about your claims that the game is "educational" after seeing Julius Caesar make that joke about salad.

    For all of you who say "UGH :yuck:!"... I give you... "jrayUGH :cool:!"

    It's all about two things:

    1. Easier access to game info & mechanics: 2. More historical content:Oh, and I also threw in my favorite map scripts to boot:...all without changing the rules!

    There are a lot of awesome modpacks out there with streamlined gameplay and loads of historical content. BUT most of them change the gameplay rules.

    I like to stick with the original ruleset. It makes it easier to compare strategies and measure your progress as a world leader in training. You can use it for Succession Games (SG's) and HoF and GOTM games. Plus you don't have to learn modified rules all over again! And ya know, the AI doesn't always respond so well to gameplay alterations.

    So if you agree, then maybe jrayUGH is for you. And if not, and you already have a favorite mod with altered gameplay, maybe you can try merging this modpack with it.

    By the way, there are also a handful of awesome unaltered-gameplay modpacks out there already, such as:But some of these have not yet updated to Warlords 2.08 compatibility, and they didn't have all the mods I was dreaming about. So, even though this is (to borrow Gaurav's term) "yet another unaltered gameplay modpack," I'll be happy if there's at least one Civ Fanatic out there for whom it hits the spot!

    Usage notes
    Spoiler :
    • Use <Shift>-I to show updated trade opportunities at any time.
      • This is especially cool because automatic trade alerts often run 1 turn behind (a bug I hope to fix in a later release). So, to stay totally current, press <Shift>-I after the start of each turn.
    • Use <Alt>-R to schedule a reminder.
    • The new row of tiny icons near the bottom of the screen controls the plot list display. I like to press the fourth button from the left to see units stacked by type, and the third from the right (square-triangle) to view units on transports. Please see the Plot List Enhancement thread for further usage tips.
    • To tweak configurable settings, edit the .ini files in the jrayUGH directory after installing the mod. For example, you can:
      • Control which alerts you see in the log (jrayCiv4lerts.ini, jrayShowInfo.ini)
      • Tweak the unit display ("plot list") settings (jrayPlotListEnhancements.ini)
        • You will probably want to change "Move Highlighter Enabled" to false, since the Move Highlighter is broken anyway! I'll disable it by default in the next release.
      • Tweak the display of the game clock and scores (jrayClockNScore.ini)
      • Switch between the standard and Enhanced military advisors (jrayMilitaryAdvisor.ini)
      • Tweak the specialist stacking (jraySpecialistStacker.ini)
    • To change the columns you see in the domestic advisor, edit jrayUGH\Assets\Python\Screens\CvModSpecialDomesticAdvisor.py.
    • See the /doc subdirectories for original authors' documentation.

    Installation instructions
    Spoiler :

    (note: These instructions apply to usage as a standalone mod. If you want instead to merge it with another mod or existing CustomAssets content, I suggest that you use the free WinMerge program and consult the CivFanatics forums for assistance)

    Main modpack
    • Extract jrayUGH-v208b-main-modpack.zip
    • Copy the jrayUGH folder to your Warlords MODS folder (usually My Documents\My Games\Warlords\MODS).
    • Copy the contents of the PublicMaps folder to your Warlords public maps folder (usually My Documents\My Games\Warlords\PublicMaps).
    • Modify your CivilizationIV.ini file (usually in My Documents\My Games\Warlords) to use the jrayUGH mod:
      ; Specify a Mod folder (Mods\Mesopotamia), '0' for none
      Mod = Mods\jrayUGH
    • Empty out your My Documents\My Games\Warlords\CustomAssets directory to make sure no other components are being used.
    • If you want to use a modified CvGameCoreDLL.dll from elsewhere, it's best to put it in jrayUGH\Assets.
    (Optional Add-On) Great People art
    • Extract jrayUGH-v208b-addon-great-people-art.zip
    • Copy the contents to the location of your jrayUGH main modpack (usually My Documents\My Games\Warlords\MODS\jrayUGH).
    (Optional Add-On) Diplomatic victory movie
    • Extract jrayUGH-v208b-addon-diplomatic-victory-movie.zip
    • Copy the contents to the location of your jrayUGH main modpack (usually My Documents\My Games\Warlords\MODS\jrayUGH).
    NOTE: If you re-name or integrate the mod (to, say, MyOtherMod), then you need to edit Assets\Python\INIParser\CvModName.py to have modName = "MyOtherMod". Otherwise the INI files and Great People art will not be found by Warlords.

    Compatibility notes
    Spoiler :
    • Compatible with Warlords v2.13 or v2.08 for PC (untested with previous or Mac versions)
    • The CvGameCoreDLL.dll file is NOT modified in this mod.
    • The .CivWarlordsSave file structure is NOT modified in this mod.
      • So, you will have saved game compatibility with plain Warlords or with any other mod that does not alter the CivWarlordsSave structure.
    • Only tested in single-player mode

    Known issues
    Spoiler :
    • There is a bug in ActualQuotes that prevents AI civilizations from explicitly asking to become your vassal. When they try, you will just see a generic greeting like "What can we do for you today?" When you see this, be aware that it's likely an attempt to ask to be your vassal. Go to the trade screen to check. To fix this issue, download Patch 3.51b of Diplomacy text: ActualQuotes for Warlords and simply overwrite jrayUHG's CIV4DiplomacyInfos.xml with the new one from that patch.
    • If you don't install the Great People art add-on, you will see blank Great People screens. (This is intentional, a result of efforts to streamline the add-on process).
    • Runtime errors occasionally happen (usually unknown C++ exceptions in the Plot List Enhancement code) when you load games while already playing. For best results, exit and re-start before loading a game.
    • The move highlighter is not working. Only a small subset of the potential moves are displayed.
    • ShowInfo alert for Peace doesn't work (always shows up during wartime, even when enemy "Refuses to Talk")
    • Civ4lerts gold trade data and ShowInfo tech trade data shown automatically at the beginning of the turn are one turn behind. You can refresh the ShowInfo data manually with <Shift>-I
    • Display of food portion (orange) when making a settler or worker isn't correct (might just be a Firaxis bug though).
    • The Buildings screen of the domestic advisor sometimes shows the wrong buildings (but seems to show correct info on the buildings it does show).
    • Sometimes in the Technologies page of the foreign advisor, technologies will end up in the Can Research column instead of the Wants column when you already have them. (This recently happened to me with Nationalism).
    • If you load a game when a civ is contacting you, you sometimes get a "comment args tuple size mismatch" Python exception (but it doesn't list the location, and it doesn't seem to detrimentally affect anything).
    • Free XP column in domestic advisor is broken (always says 0).

    Future plans
    Spoiler :
    • Port all configuration options to a within-game options screen (like in Ruff's SG Cobbled Modpack and the HOF mod)
    • Integrate some other nifty features found in Ruff's mod and the HOF mod
    • Address user requests-- bring 'em on!

    Change Log
    Spoiler :

    jrayUGH-v208b (from jrayUGH-v208a):
    • updated jrayGreatPerson-v208a to jrayGreatPerson-v208b
    • updated jrayForeignAdvisor-v208a to jrayForeignAdvisor-v208b
    • updated jrayCiv4lerts-v208a to jrayCiv4lerts-v208b
      • reverted two defaults back to originals
        • "Gold Trade Threshold" back to 50
        • "Gold Per Turn Trade Threshold" back to 5
    • fixed CvMainInterface.py to reflect changes to defaults, in case INI files are not found
      • updated jrayShowInfo-v208a to jrayShowInfo-v208b
      • updated jrayClockNScore-v208a to jrayClockNScore-v208b
      • updated jraySpecialistStacker-v208a to jraySpecialistStacker-v208b
      • updated jrayCiv4lerts-v208a to jrayCiv4lerts-v208b
    • updated jrayINIParser-v208a to jrayINIParser-v208b

    Credits and notes to modders
    Spoiler :

    All the hard work has already been done by the authors of all the awesome embedded mod components. I simply tweaked them to my liking, updated a few to be compatible with Warlords v2.08, and merged them all together.

    I documented all of my changes (in addition to many of the original authors' changes too) in the files themselves, marked by "beg jray" and "end jray". Hopefully that will make it easier for those of you who wish to mix-and-match components.

    Details of embedded mod components (including my changes to originals)
    Spoiler :

    (note: I don't intend to steal credit from anyone here, and I've tried to be thorough in referencing all original sources. I just re-named all the mods I used to "jray*" for my own documenting purposes. Even though I changed some of them substantially and could possibly be justified adding my user name on there, it's not meant to be a measure of that.)
    • jrayForeignAdvisor-v208b (replacement for foreign advisor)
    • jrayDomesticAdvisor-v208a (replacement for domestic advisor)
      • updated to be Warlords v2.08 compatible
      • tweaked columns (most notably, added column for base production)
    • jrayMilitaryAdvisor-v208a (military advisor)
      • added configuration option to choose between regular and enhanced military advisors, since only the regular one shows other civs and barbarians
      • regular military advisor is the default
    • jrayCiv4lerts-v208b (growth/gold-trade/angry/unhealthy alerts)
    • jrayShowInfo-v208a (tech-trade/resource-trade/open-borders/peace/etc alerts)
      • tweaked default settings to display only buyable techs and resources, open borders, and peace (in particular, disabled notification about enemies researching the same tech you are, since I'm nervous this might be an alteration to gameplay... can we normally find out if an opponent is researching the same thing, without using a spy??)
      • added new options for toggling display of available/unavailable/sellable/unsellable techs and resources (previously it was all-or-none)
      • streamlined display to take up less space
    • jrayReminder-v208a (simple reminders to chat log)
      • updated to be Warlords v2.08 compatible
    • jrayClockNScore-v208b (turns/eras/attitudes/GG/culture/GP displays)
    • jraySpecialistStacker-v208b (stack specialists)
      • based on Specialist Stacker(TheLopez)-v0.81w
      • note that highlighting of forced specialists and angry citizen stacking are currently broken
      • changed default for "Stack Super Specialists" to true
      • changed default for "Display Unique Super Specialists Only" to false
    • jrayRawCommerce-v208a (show raw commerce in city screen)
      • no changes to Sevo's code
    • jrayPlotListEnhancement-v208a (plot list enhancement with move highlighter)
      • moved configuration from Move Highlighter's AStarTools.ini over to jrayPlotListEnhancements.ini
      • note that the move highlighting is currently buggy (showing only a subset of possible moves)
    • jrayDawnOfMan-v208a (enhanced Dawn Of Man screen)
      • no changes to TheLopez's code
    • jrayTechWindow-v208a (enhanced tech splash screen)
      • no changes to Roamty's code
    • jrayActualQuotes-v208a (diplomacy text with actual quotes from leaders)
      • no changes to Willowmound's code
    • jrayRealUNResolutions-v208a (real names for UN resolutions)
      • updated to be compatible with Warlords 2.08
    • jrayFleets-v208a (better ship scale with fleets)
      • no changes to Elhoim's code
    • jraySevopedia-v208a (new Civilopedia inspired by Sevo)
      • no changes to Gaurav's code
    • jrayHallOfFameWinLoss-v208a (Win/Loss addition to Hall of Fame Screen)
      • updated to be compatible with Warlords v2.08
    • jrayINIParser-v208b (reads INI files from various locations, required by components using their own INI files)
      • based on DrEjlib(Dr Elmer Jiggle)-060811
      • updated to be compatible with Warlords v2.08
      • cleaned up code to something more like in GreatPersonMod(Gaurav,Amra,Patricius,TheLopez)-v101
    • jrayMHEM-v208a (multiple-handler event manager, required by Civ4lerts)
    • jraySmartMap-v208a (surt's SmartMap v9.1 with different Continents choices, for example, "random 1-3" and "random 1,2,3,6")
    • jrayDiplomaticVictoryMovie-v208a (movie for diplomatic victory)
      • no changes to Rufus T. Firefly's code
    • jrayGreatPerson-v208b (pictures, quotes, and extra names for Great People)
      • based on Great Person Mod(Gaurav,Amra,Patricius,TheLopez)-v101
        and GreatPersonMod Fix(LunarMongoose)-070115
      • corrected several .dds images
        • corrected typo in Alexander Fleming ("wehat" -> "what")
        • corrected typo in Aryabhata ("soace" -> "space")
        • re-classified Jeanne D'Arc as Great Prophet
        • added Joan of Arc as Great General
        • corrected Valmiki ("Prophet" -> "Artist")
        • (note: I used GIMP v2.2.13 w/DDS plugin and saved with DXT5 compression to achieve same or smaller file sizes)
        • (note: thanks to LunarMongoose for reporting the problems and supplying some replacement images!)

    Previous versions
    Spoiler :

    jrayUGH-v208a (2007-Jan-11)

    Extra bonus feature: The making of jrayUGH
     
  2. Gaurav

    Gaurav Chieftain

    Joined:
    May 14, 2006
    Messages:
    402
    Version 1.01a of Great Person Mod for Warlords is now nearly identical to the one distributed in this modpack (identical except for filenames/comments). Thanks for your help, jray.
     
  3. Arlborn

    Arlborn Legendary Noob

    Joined:
    Jul 29, 2006
    Messages:
    1,939
    Hi, I saw your reply in Better AI subforum.

    Im really interested. Inst there there is some of the features I miss of Sevomod AND is compatible with Better AI! Looks great!


    EDITED again:


    Where I put the DLL of Better AI?
    Custom Assets or in the mod folder?

    And and I probably cant try today or tomorrow, probably only saturday..
     
  4. jray

    jray Chieftain

    Joined:
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    North Carolina (USA)
    I'd suggest putting the CvGameCoreDLL.dll from BetterAI in the MODS\jrayUGH\Assets folder. It would probably work from CustomAssets too, but I haven't tested it. It's "Better Human Intelligence" to keep CustomAssets empty when you're using mods ;). That way you don't have to worry about multiple copies of the same file and try to remember what the order of precedence is.
     
  5. Toys®Us

    Toys®Us Chieftain

    Joined:
    Feb 27, 2006
    Messages:
    159
    Location:
    Shawinigan
    THANK YOU!
    It will be more easy to play now.
    I'll try it as soon as possible.

    :thumbsup:
     
  6. Jeff1787

    Jeff1787 Sarge

    Joined:
    Jun 4, 2003
    Messages:
    574
    Location:
    The Dog House
    Thank you very much!! This mod is outstanding.

    Is there anyway to incorporate "The Giant Earth Map" mod by Genghis_Kai into this mod??
     
  7. jray

    jray Chieftain

    Joined:
    Jan 31, 2006
    Messages:
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    North Carolina (USA)
    Thanks :). So I'm guessing you're referring to Giant Earth Map (Eurasia Upscaled), 24 civs. Since it does come bundled with its own CvGameCoreDLL.dll, I'm afraid I'll decline to officially bundle it with jrayUGH. Also, I'm seeing altered gameplay (although I'm not sure if it's specific to the added maps)... for example, grassland with floodplains.

    BUT, I checked it out and noticed that there are no overlapping files with my mod. I simply dumped the contents of Assets and PrivateMaps from the Giant Earth Map mod into jrayUGH, and it seemed to work fine!

    So you should be good to go. Take a look at the screenshots and tell me if it looks right... since I'm not familiar with it. Or better yet, try it yourself and report back :).

    Here's the start of the game using the Eurasia24 map:



    And here's a screenshot in the World Builder, so we can see the whole map:

     
  8. Morfydd

    Morfydd Chieftain

    Joined:
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    Messages:
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    Location:
    Indiana, USA
    not sure i understand ..no altered gameplay in flood plain grasslands or plains > or even hills for that matter was added with CIV IV vanilla unmodded to add realism and depth
    <civ III not allowing flood plains on anything but desert was a bug that never really got fixed>

    real world examples ..mississippi river valley ..nile river valley ..euphartes..congo river..amazon river ..all are lined with flood plains the mississippi being the worst originally <it has levis to control the flooding all along it and its tributaries but it still occurs on a semi regular basis>

    the only thign you cant do is put flood plain with forest or jungle .. even thou this occurs i real life a lot ..

    incorpporating ghengis kai's mod with this one is simple.. just move the files from this mod to ghengis kais mod and it runs just fine ..
     
  9. jray

    jray Chieftain

    Joined:
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    North Carolina (USA)
    Now that you mention it, I think the potential for flood plain grasslands is created in the map script. So I'm assuming that if you run regular vanilla maps with the Giant Earth Map files in the mod, you won't see flood plain grasslands when you're not supposed to.

    So I only play Continents, where the only place I have ever seen flood plains is on a flat desert along a river. I'm curious, are there other map scripts bundled with Warlords capable of producing different kinds of flood plains?

    Also, SmartMap (which I bundle with jrayUGH) can generate flood plains on grass or hills too, depending on the options. I'm not bothered by weird stuff in map scripts, since IMHO using a user-created map script already puts you in the realm of altered gameplay. I guess what I mean by "unaltered gameplay" in my modpack title is that nothing outside of map scripts changes the rules.
     
  10. Morfydd

    Morfydd Chieftain

    Joined:
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    ahh okay ..just a note its in the map scripts that were packaged with warlords and vanilla just turned off

    the Dll in genghis kais maps just allows 24 civ's ..<note any number of civs can be set up in a dll thou going past 24 with a "normal " computer is not advised > and i understand not wanting to play hugly altered games as many of them are slanted
     
  11. Morfydd

    Morfydd Chieftain

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  12. Jeff1787

    Jeff1787 Sarge

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    Works perfect.....Thanks....:goodjob:
     
  13. ShallowGrave

    ShallowGrave Chieftain

    Joined:
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    Messages:
    11
    Thanks for your work jray
    I always play civ with your mod.

    Now maybe you could consider adding White Rabbit's Ethnically Diverse Units mod (as an option). Doesn't change the game rules but adds more unique skins to units.

    Anyway thanks for this mod. :thumbsup:
     
  14. Mesousa

    Mesousa -8.38 -6.67

    Joined:
    Apr 19, 2006
    Messages:
    478
    jray, I just started using this modpack, and I like it ;) , but I'm experiencing some problems. I installed the modpack after a fresh install of Civ 4 and Warlords (both of course patched and all).

    First, if I put it in My Documents\My Games\Warlords\MODS, city names are all messed up with resource icons showing up there instead of some of the letters, and at the same time the icons in the terrain mouseover don't show up (blank or square symbol instead). If I put it in the game's Warlords\Mods directory, this problem doesn't appear, everything's fine. (So this doesn't really need fixing from my point of view as I experience no problems with the mod placed there. The following seems independent of it.)

    Second, when I start a game, quit to main menu and start a new game, all the interface buttons are gone. Units move and react to the keyboard fine, but their order buttons and the map buttons (toggle resource pointer etc.) don't show up. I have to quit to desktop and restart Civ to get them back.

    I'm using it with the Better Ai dll, no other strange components beyond that.
     
  15. jray

    jray Chieftain

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    Thanks for the suggestion! I took a quick look and noticed that there are only two files that overlap between our mods (Assets\XML\Art\CIV4ArtDefines_Unit.xml and Assets\XML\Units\CIV4UnitInfos.xml). The "Better Scale Fleets" and "Great Person Mod" components already modify those files, so I'll need to try a merge. I'll put it on my list for the next release :). You're right, it would make an excellent add-on pack.

    I wonder if EDU alters the savegame file structure. Do you happen to know? It's not a big deal, but it's just something I like to keep track of for users who like to swap mods in and out. I guess I'll ask over in the EDU thread.
     
  16. jray

    jray Chieftain

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    Sorry to hear about your trouble, Mesousa. I can't tell from your description what's wrong. If you're interested, here's how I suggest troubleshooting further:

    First double-check the installation instructions in the first post and make sure everything's in order. Let's try keeping the modpack at My Games\Warlords\MODS\jrayUGH, since it really should work fine from there. (Make sure you don't also have a Program Files\...\Mods\jrayUGH, and make sure your My Games\Warlords\CustomAssets directory is empty). Try things first without Better AI, and add it back if you need that to recreate the problems.

    Then try disabling caching by editing your My Games\Warlords\CivilizationIV.ini file to say this:

    Code:
    ; Disable caching of file system (may slow initialization)
    DisableFileCaching = 1
    
    ; Disable caching of xml and file system (may slow initialization)
    DisableCaching = 1
    
    Then try enabling all the logging:

    Code:
    ; Set to 1 for no python exception popups
    HidePythonExceptions = 0
    
    ; Additional debugging option from TGA (http://forums.civfanatics.com/showthread.php?p=3579837#post3579837)
    ShowPythonDebugMsgs = 1
    
    ; Enable the logging system
    LoggingEnabled = 1
    
    ; Enable synchronization logging
    SynchLog = 1
    
    ; Overwrite old network and message logs
    OverwriteLogs = 1
    
    ; Enable rand event logging
    RandLog = 1
    
    ; Enable message logging
    MessageLog = 1
    Launch the game, exit as soon as you see problems, and make a .zip file of your My Games\Warlords\Logs directory and attach it here. I'll take a look and see if I recognize any problems. If you get any error messages along the way (such as Python or runtime exceptions), take screenshots or write what they say.
     
  17. Mesousa

    Mesousa -8.38 -6.67

    Joined:
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    Yep, everything's according to the instructions, Mod's back in My Games\etc, CustomAssets is empty, and I removed the Better AI dll again. Didn't change anything.

    Disabled caching - didn't have the TGA entry in my .ini though :( - and enabled logging, the logs are attached (I took the liberty of replacing my real name in them in the My Documents folder name with ... though :blush:). Also a screenshot that shows both the problems, the messed up icons and city names, and the missing interface (if the map itself looks strange, that's due to my SmartMap preferences ;)).
    I forgot to mention, when the interface is gone after a start/exit to main menu/start new game, the camera moves very slowly too. No error messages at all though.

    The logs are from a game I quitted right after starting it, since the messed up / missing icons problem is there then already, if you need a later one with a city founded or one after a restart where the interface is gone, let me know.

    Sorry for the trouble, thanks for helping. :)
     

    Attached Files:

  18. Gaurav

    Gaurav Chieftain

    Joined:
    May 14, 2006
    Messages:
    402
    No python errors. That rules out an easy fix. :lol:

    The resource number for food is -1 in his PythonDbg.log. I have never seen that before. Is it normal with your mod, jray? I get 8453 with Ruff's mod myself. For the vanilla Warlords 2.08, it is 8483. It seems all of his resource id numbers are abnormally low.
     
  19. Mesousa

    Mesousa -8.38 -6.67

    Joined:
    Apr 19, 2006
    Messages:
    478
    Well, I reinstalled my whole PC today, and in the course of that I changed from Windows 2000 to Windows XP (it was time, Vista is here :D ). Just reinstalled Civ and I can't reproduce the problems now. Everything works fine with the mod in My Games\etc. and starting a new game in the same session doesn't change anything too.
    So I'm good, but if you're still interested in pursuing the problem, it probably had to do with Win2k. Thanks for your effort. :)

    Now back to that great starting position I just got ... :king:
     
  20. jray

    jray Chieftain

    Joined:
    Jan 31, 2006
    Messages:
    923
    Location:
    North Carolina (USA)
    Great! Now I don't feel so bad for taking a while to look at things :). Weird problem... it's like the font indices for the .tga files got off-kilter or something. Now I know to blame Windows for all future problems with this modpack. :satan:
     

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