MOO2Civ

Actually, I have no idea what the problem is. (This afternoon I downloaded one of my own scenarios, but when I tried to play it, it looked quite different from what I uploaded. And that worked fine as well previously.)
 
MOO2Civ (Patch4f) FULL INSTALL is now past 4,200 downloads.:)

Unfortunately, I haven't been able to do anything modwise lately...:(
 
Hey JEELEN, just downloaded Patchf and I like the way this mod is going. :goodjob:

I did find a few small issues.

1: There is one python exception left at the start of the game. In CvFinalFrontierEvents.py lines 94 and 101 need to be commented out or removed. Line 94 calls TECH_HAPPY_0 which isn't a valid TechType and line 101 then calls the variable that is set on line 94. No where else in the file uses those two lines so there should be no problems with removing them and my tests have confirmed that so far.

2: There is an extra "Assets" directory under the real "MOO2Civ (Patch4f)\Assets" directory.

3: There are redundant CIV4UnitClassInfos.xml and CIV4UnitInfos.xml files in the "MOO2Civ (Patch4f)\Assets" directory.

4: The mods opening page uses the default Final Frontier image, have you thought about using a MOO2Civ main menu image?
 
That's odd... I thought I had gotten rid of all startup errors by now. Unfortunately I can't check up on this: since I have a new comp I can't seem to load MOO2Civ at all.

As for a start screen: I got one promised, but not delivered.:(
 
Well, fortunately the solution given will work perfectly. The problem is that the game is trying to assign a tech to the barbarian player that doesn't exist anymore. For Star Trek I made different techs assigned but the code can be safely removed without issue (I did this for some of the scenarios).
 
Some people may have noticed my production has been slow to emerge lately... The reason for this, apart from the disappearance from the modding community of such esteemed members such as Amra and Lokolus, is a distinct lack of motivation on my part, perhaps following certain changes of interest in my personal life. So, in short, I'm afraid, although posts may appear from time to time on these forums, I must announce the cessation of further modding on my part. It was fun doing what I did and I can only hope new flagbearers will continue modding (I've noticed a number of new faces already...)!:hatsoff:

PS I've announced in the beginning of this thread that it might take a long time to finish this mod. Luckily there's been plenty of help along the way and, although in its present state it's far from finished, a lot has been done already. Once again I'd like to thank all those who've helped with the patches from the original MOO2Civ. I'm only sorry I cannot work on it myself anymore...
 
Seem like something I could do assuming no one else wanted to. I found if surprisingly easy to mod what I've already tried so I could probably do it. I do however have other things to do. I should really play that mod I made sometime, and also I'd like to see the how the Better AI mod plays once. Also I'd like to play the new FfH and update the maps I've made to use new FfH stuff. First I'd have to finish that game of X-Com: Apocalypse I'm playing. So it would probably take me months to finish all that. If after that someone else hadn't restarted the project I'd probably first try to get the unit capturing code from FhH into MoO2civ. I had a lot of ideas about units and promotions, but if someone else took over the project that's the kind of thing they might want to do completely different so any work I did might be for nothing. However, unit capturing is something no one would argue with. That's assuming it's something I could figure out well enough to integrate the code into another mod, and I get around to doing it at all, and no one else takes over first.
 
You're more than welcome to try!

Also, I promised myself to post another Status Report some time this week, to indicate where the mod is at now.
 
One of those newcomers here that pushed it over. Yay! Liking it a lot so far, what with the spies and the probes and how the game settings give a good feel for MOO. (At least IMO)

I am experiencing 20 to 30 second wait times between turns that started on the second 'end of turn' action. Only about 50 turns in so far. Could someone let me know if this is within norms for the mod?

JEELEN: Sorry I got to the party late. Thanks for contributing to something so fun & interesting. CCSavage too (but if he ever responds I'll eat my hat) Also, in life remember that when you run into problems, you have the skills to mod them into something better.
 
Thanks for the praise.:) I do have to say that most of the MOO feel is due to my predecessor NCCSavage. (Personally I added the City Lists, Titans and Spies. With the planned Patchg it would be even more MOO, as woodelf's MOO ships were on the list to be included; unfortunately however, I can no longer load MOO2Civ or even access previous versions...)

I'm sorry to hear about the waiting time between turns; I've never experienced that or heard about it before...

Quite true about real life: I do still like to mod there!;)
 
I decided to give this a shot, sadly it crashes to desktop every time just before entering a newly generated map (using the FinalFrontierFlat map script).

The crash looks a lot like those that come from missing unit gfx XML references, but I haven't been able to spot any.
 
I'm unfamiliar with this kind of crash; some time ago I got a new computer (as the old one broke down), which got Vista on it, and I haven't been able to even install the mod since. As far as I know no such loading errors as you mention were left when I last was able to play it.
 
Well I unpacked the mod(PatchH), modified nothing and it does looks fine all the way up until it is about to start the game (just before popping the Dawn of Man screen) - then crash.

To be sure I tried running Final Frontier mod on it's own also, but that runs just fine.
 
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