Original Thread Discussion (Continued)

Actually understand the unemployed thing, was laid-off in the economic downturn and am still looking, so I'm truly sympathethic. Beiseds the content of your mod, which I'm a big fan of, something else I look forward too in your mod is that it seems a lot less 'puter intensive to run, your coding skill shining through I guess. My regular 'puter went boom, and athough I have this one borrowed, it's not as good as mine, and I can play all the way through your mod without it bogging it down. As always, thanks for your work on this and rubbing my hands in anticipation...lol
 
Okay... soooo... umm... yeah. Basically I was expecting my updates to the PM3/PW2 mapscripts to take between 30 minutes and, at most, 6 hours. Instead it took 17 hours of non-stop work yesterday, plus 12 hours of non-stop work today. But hey, I got a lot more done on it than I was expecting, and Flood Plains on Plains are in the mod now, so it was worth it. :)

Still have some final SDK programming things to do before I can post the update. Will be up, for sure this time, either much later tonight or tomorrow morning or early afternoon.
 
Except I got held up playing Starcraft 2 all last night, heh. Also there was a lot more Better BUG AI merging work left to do than I thought, and as usual I keep thinking up new stuff to add right at the last minute...

Anyway, the update is finally done. I'm also rather exhausted. :p I should probably make one more pass on the iFlavor values actually, and I'll need a little time to write up the changelog as patch notes. I doubt there's much demand for mods at 5am though so I may relax for a bit first, kinda zoned out atm.

Sorry for all the delays, but I've been working as hard as I can and it pretty much just took as long as it took. It will have been worth the wait. Didn't quite make it for Christmas but it's still plenty soon enough to be a New Year's present. :)

Historical Document items: idea to put the Civ4, Warlords and BTS title screen music tracks in as standard era music since the mod's custom title music prevents any of them from ever being heard otherwise. Additionally, I am laying claim to the following unit nicknames, as mentioned in the mod's new Pedia entries: Paladino (Paladin), Champinion (Knight Champion), and Buttering Ram (Battering Ram).
 
The time you put into your mod, and your work on it are much appreciated, for real, it's one of my favorite mod's on here, and i play a decent amount of them 'cause it's always been a way to really extend a game for free. It takes talented mod makers like you to make that happen, so I wanna say thanks man, and whenever it's done, I'll be looking forward to it.
 
Yeah, you already put a lot of work to this mod LM!
I'm also curious about the new version
 
Initial rough draft of the Version Summary document, and the full 3.6 Change Log, have been posted in the sticky thread; feel free to read them over if you like. Everything after Dec 12 in the log text is new.

I am currently writing the patch notes, then I have to zip it and upload it. The file will be posted in the next couple hours.
 
Knock yourselves out, everyone. Yeah I know, I said a couple hours. You've heard of being tone-deaf, right? I think I must be time-deaf. I did have a chiropracter appointment this afternoon though.

I am going to go die of exhaustion now. My cult of Llama Mages has been instructed to perform the resurrection ceremony in 2 months so I can work on another version.
 
Woot..it's out...lol. Again, thanks for your work on this mod......off to download and play
 
Well...actually...I was playing a little of the TAM mod to pass the time till you released, and had just checked the download section and had started the download right before you posted it was up...lol.....actually have been really looking forward to it cause it one of my favorites.
 
Oops, I forgot to give any of the new units Aggresive/Tenacious/Seafaring bonuses... And it looks like the iAIWeight values I used to reinforce the techs with primary city defenders, which I got from how Sedentary had been set (probably originally in the Stone Age Mod), are off by a factor of 10 for my purposes. Oh well, couldn't really be helped given how burnt out I was. They'll be fixed in the next version, and I need to add the FLAVOR_ESPIONAGE type anyway, which is present in vanilla but not used.

Soooo... anyone have any comments/impressions/wombats they're just dying to set free?
 
The mod doesn't actually launch. :confused: I see the python loading and the XML but when the game starts there is no title screen - just vanilla type start up. However, now, instead of load a mod, the option is unload a mod. The file size is correct..over 800 MB after unzipping. No custom asset folder and a clean install of BTS and patch 3.19 just to make sure. Other mods work fine though (Dune Wars, FfH 2, etc.) so I don't think it is my Civ installation. What else can I try? Thanks LM for any help you can give...can't wait to try out the new stuff.
 
Stll early into the new version, enjoying it alot, not really far enough in to comment very much....playing on eternal...lol
 
What else can I try? Thanks LM for any help you can give...can't wait to try out the new stuff.

Uhh... Delete your CivilizationIV.ini file in MyDocs/MyGames/BTS/ is only thing I can think of. Seems to be working for Brun and I know it works for me, all I did was zip up my active mod folder. I'm kinda at a loss on that one Jester.

And umm be sure you deleted the old MM folder and put the new one in the right place, not in Civ4/Mods/ or Civ4/BTS/Mods/MongooseMod/MongooseMod/ or something.
 
Ok. I found out the problem once I actually looked inside the folder. The zip file wasn't set up for a direct copy-paste. It did have the MongooseMod folder inside of the zip folder. All I did was rename the zip folder and drop it in without checking - shame on me. :lol: Thanks LM.
 
The zip file wasn't set up for a direct copy-paste.

I'm not sure what you mean by that... As far as I know you always have to extract the contents of a zip somehow before you can use em.

Anywho, I know I could prevent these kinds of problems by having an installer program but I'm just not going to do that, I hate them, always prefer to install files manually when I can. (AND I hate not being able to access the files in a downloaded archive without running a program first, nevermind having registry entries for mods seems ridiculous, it's bad enough I have to have them for full programs...)
 
I'm not sure what you mean by that... As far as I know you always have to extract the contents of a zip somehow before you can use em.
The zip file is "LM_MongooseMod_3.6". Unzipped, you have a folder named the same. I thought I could drop that folder into the directory (as I said I didn't check). The actual folder "MongooseMod" is inside the zip folder so thus the silly mistake. Some zipped files don't use the double folder method (e.g. you can just unzip and then just drop the unzipped folder into place). <humor alert> Windows has unzip capabilities you know. :p
 
Very interesting mod. Although I have not played it extensively, there does appear to be a lot of work put into it.

I did notice that the map creation process took an exceedingly long time. I let it go for several minutes then thought perhaps it had crashed but it did eventually finish and I started to play.

I also had some graphic issues with early on technologies where the quote did not come up correctly. I noticed it for example on the Pigments and the Fire technology and I am unsure if it was a font issue or simply nothing was placed in the field.

Overall a very exciting mod with a ton of playability ahead. I do wonder why you think your mod is any more realistic than most others -- I noticed all sorts of imaginary animals in the civilopedia and as I have always said how authentic can it be to have Lincoln start at -4000 BC or have Hammurabi flying around in jet planes (it is just the nature of the game).

I look forward to testing the multiplayer possibilities here very soon.

Cheers!
 
Very interesting mod. Although I have not played it extensively, there does appear to be a lot of work put into it.

My friend, you have no idea. ;)

I did notice that the map creation process took an exceedingly long time. I let it go for several minutes then thought perhaps it had crashed but it did eventually finish and I started to play.

If you used PerfectMongoose 3.1 or PerfectWorld 2.0.8, these are far superior generators that take much longer than the standard ones b/c they are so complicated. You can read up on them in the Map Scripts forum if you like; they're quite well-known. Additionally, my world sizes are a little larger than in vanilla, and if you tried Planetary, well, that can take 8-30 minutes depending on your computer lol.

I also had some graphic issues with early on technologies where the quote did not come up correctly. I noticed it for example on the Pigments and the Fire technology and I am unsure if it was a font issue or simply nothing was placed in the field.

That's not a graphic issue... not all the custom content has text yet, including tech quotes. I did at least get the missing unit, resource and leader text entries filled in in 3.6. It's a low-priority issue b/c it doesn't affect gameplay, and I've been kept busy working on stuff that does. :)

Overall a very exciting mod with a ton of playability ahead. I do wonder why you think your mod is any more realistic than most others -- I noticed all sorts of imaginary animals in the civilopedia and as I have always said how authentic can it be to have Lincoln start at -4000 BC or have Hammurabi flying around in jet planes (it is just the nature of the game).

The tech tree, the positions of certain vanilla units in the tech tree, and some of the unit stats are more realistic than vanilla. I do not claim it is the most realistic mod however, so please don't misunderstand me. I specifically do go for a bit of fantasy and scifi flair to add to the fun. I do claim it's the best mod, and that parts of it are more realistic... that's all. :p

Thanks for your interest, always happy to have fresh souls sucked into the Soul Vacuum 3000(tm), loyal to me for life. Mwa ha ha...
 
I have been working on my mod since last August and it still amazes me what I have gotten accomplished. So if you have been spending years on yours, I can only imagine all the trials and victories you have gone through.

I am nearing my third major installment and at a certain point I will need to start over from scratch to truly organize and streamline my mod.

I like many aspects of your mod and will need to tear yours apart (lol) to figure out how you have done some things. I don't mess around with python or DLLs, but do all of my magic from the XML. Too many people underestimate what you can do within those files.

Again, good job and keep at it.
 
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