Really Advanced Setup

General Tso, you did something amazing.
I already tried your mod before but now it's really become an absolute must-have.

I always thought I wanted more diversity in the map, I wanted to eliminate happiness from natural wonders, change their names and turn them in a sort of "special tiles", just to have a more realistic, live, map.
And now I can! Thank you very much, great idea, well done.

I'm building an huge overhaul mod of civ V and I will be very careful to ensure maximum compatibility with your mod.

If I may, I would like to make a question: I don't know if I'm the only one who thought about that and maybe you or other users/modders don't find this idea worth the effort, but do you think will ever be possible to set latitude limits for civilization starting points (forcing a civ to born not beyond a certain min/max latitude)?
or it is far beyond the realm of possible?
 
Thank you for the feedback everybody.

@isnorden:
The scroll wheel on your mouse now fine tunes the value of all sliders. Move the slider to you get it near the value you want then use the scroll wheel to get the exact value that you want. Don't forget - the hover help is your friend. It tells you about these things. ;)

Thanks for the heads up about 1024x768. I've always tried to make sure that this mod works at the lowest resolution. That one must have gotten past me some how. I'll look into fixing it for the next version.

@Ulixes:
Thank you for the kind words. I like the latitude idea. As a matter of fact I'd like to come up with a bunch of different options for player starting location. Unfortunately to the best of my knowledge the code required to do that would cause my mod to be incompatible with many different maps. I'll write myself a note to look into it but it's probably not possible.
 
I just uploaded version 13. If fixes the problem when using the Player Starting Bonus panel with your screen set to a low resolution.
 
@Zyxpsilon: What you're asking for is fairly simple. Since, as General Tso mentioned, you've disabled PMs, start a new thread in the main C&C subforum if the following doesn't get you started:
It sure is (and would be) helpful - somehow. :)

I'll give this stuff a formal try while also starting a new thread as recommended. You won't mind if i reuse these instructions as an intro comment to it, do you? Giving you credits for the hints, of course.

LUA boggles my mind sooooo much. Must be my age (58 and counting!) or somethi'. :crazyeye:
 
I'm still a youngster. I'm only 56. ;)
 
First, great mod I am a huge fan of it even though I haven't gotten it to work properly yet.
Second, I registered just to post in this thread though, because I am having an issue and I have found no resolution so I apologize in advance for any errors in my post and please be kind to my maiden post.

So I cannot select a map type or size in the game setup or RAS. (See screenshots)
Game Setup:
Spoiler :
jMjkIGC.png


RAS Setup:
Spoiler :
ZX14kIb.png


I am on the latest version of the mod (13) and game (3.18) and have cleared the cache to no avail.

I did some snooping in your code and think I might have found a workaround. In GTAS_MapManager.lua there is some code for the default map created:

Spoiler :
defaultMapValues = {
isRandomMapScript = true,
mapScript = "",
isRandomWorldSize = true,
worldSize = -1, -- -1 means no value set.
numMinorCivs = -1, -- -1 means no value set.
loadWBScenario = false,
startingVisibility = 2, -- -1 means whole map.


I'm wondering if I can edit these values to fix my issue and make a selection, or least set a default value and always play the same map (e.g. Huge/Continents Plus). Playing Huge maps, for me, is the only way to play Civ V.

Edit 1: I forgot to include that I'm on Windows 8, and everything else is working fine.

Edit 2: Per your request that we log errors and show them here, this is what I got
Spoiler :
[273779.875] Runtime Error: My Games\Sid Meier's Civilization 5\MODS\Really Advanced Setup (v 13)\Lua\GTAS_Utilities.lua:212: attempt to call field 'Maps' (a nil value)
[273799.875] Runtime Error: My Games\Sid Meier's Civilization 5\MODS\Really Advanced Setup (v 13)\Lua\GTAS_Utilities.lua:212: attempt to call field 'Maps' (a nil value)


Edit 3: I'm also playing BNW with no other mods. This was to be my first :badcomp:
 
@trucdouf: It appears as though your install is missing GameInfo.Maps. Since my mod (and the standard game code) doesn't do any error checking for it's existence it is a required part of the game. Try verifying your install by right clicking on Civ 5 within Steam and selecting properties. Then click on the Local Files tab. Then click Verify Integrity Of Game Cache.
 
I'm having the same issues as trucdouf but it doesnt affect version 6 of advance mod like it has when i tried version 9 and up
 
No version of this mod (or the Advanced Setup screen from the game) can work if GameInfo.Maps doesn't exist. You may have a different problem.
 
Hey ser General Tso, just wanted to say a couple of things. First, amazing job! I've been using this setup lately and it seriously helps a lot in setting up the game I want, truly great!

I've been wondering though if you could make an option for this. JFD has some fancy mods that usually overlap one with each other (2 Frances, 3 Englands and so forth) which although its fine, it can also feel a bit bad when making games with few players and having both Frances with only 6 players. Right now I can use your setup to exclude certain civss, but that means I have to choose which France I don't want in, reducing some of the randomness.

So I've been wondering if its somehow possible to add a "Disable Overlapping Civilizations" option that disables, say, Napoleon's France if Louis' France appeared on the game...

If necessary it could check a custom table on the custom civs to know which Civilization group X civs are part of, something like:

Code:
<CivilizationGroups>
       <Row>
              <CivilizationType>CIVILIZATION_FRANCE</CivilizationType>
              <CivilizationGroup>FRANCE</CivilizationGroup>
       </Row>
       <Row>
              <CivilizationType>CIVILIZATION_JFD_FRANCE</CivilizationType>
              <CivilizationGroup>FRANCE</CivilizationGroup>
       </Row>
</CivilizationGroups>


So... is this possible? Or I'm just being wishful?

Anyway, great job on the setup, its very amazing. :goodjob:
 
Hey ser General Tso, just wanted to say a couple of things. First, amazing job! I've been using this setup lately and it seriously helps a lot in setting up the game I want, truly great!

I've been wondering though if you could make an option for this. JFD has some fancy mods that usually overlap one with each other (2 Frances, 3 Englands and so forth) which although its fine, it can also feel a bit bad when making games with few players and having both Frances with only 6 players. Right now I can use your setup to exclude certain civss, but that means I have to choose which France I don't want in, reducing some of the randomness.

So I've been wondering if its somehow possible to add a "Disable Overlapping Civilizations" option that disables, say, Napoleon's France if Louis' France appeared on the game...

If necessary it could check a custom table on the custom civs to know which Civilization group X civs are part of, something like:

Code:
<CivilizationGroups>
       <Row>
              <CivilizationType>CIVILIZATION_FRANCE</CivilizationType>
              <CivilizationGroup>FRANCE</CivilizationGroup>
       </Row>
       <Row>
              <CivilizationType>CIVILIZATION_JFD_FRANCE</CivilizationType>
              <CivilizationGroup>FRANCE</CivilizationGroup>
       </Row>
</CivilizationGroups>


So... is this possible? Or I'm just being wishful?

Anyway, great job on the setup, its very amazing. :goodjob:

I second that request, Leugi! Having Catherine and Yaroslav, Charlemagne and Napoleon, or similar pairs of leaders in the same game is fine for players who value fun over historical flavor. I'm probably not the only one, though, who likes true-to-era match-ups best: the RAS map options help me select only the civilizations which fit one theme (Dark Ages, Biblical times, and so on). A UI option to prevent overlaps could make themed map choices even simpler: if your idea is workable, Leugi, then RAS should include it. *looks hopefully at General Tso*
 
@Leugi and isnorden: Thanks for the kind words. I'm not sure if that would be possible without limiting it to Civs that are specifically enabled for my mod which is something I try not to do. But I look into it. Also since Alpha Centauri is coming out soon I'm not sure if I'm going to add any more major features to this mod.

With all of that said. I did like your idea and I added your suggestion to my notes. If I can find a way to do it and I decide to spend the time to add new features I'll add it. Thanks for suggesting it.
 
Unfortunately no. This mod sets up the map after the game is loaded. This event occurs in the same manner whether a new game is starting or a game is being loaded from a save game. If I didn't save something to the save game file that indicates that things where already loaded. The player would end up getting the bonuses every time they reloaded a game.
 
Unfortunately no. This mod sets up the map after the game is loaded. This event occurs in the same manner whether a new game is starting or a game is being loaded from a save game. If I didn't save something to the save game file that indicates that things where already loaded. The player would end up getting the bonuses every time they reloaded a game.

Ah, thanks. It would be good to have a feature/version that didn't require the save game file to be modded if the user wasn't using any of the advanced features. Thanks for the reply!
 
Just had this little weird adventure with repetitive crashes while the "Loading" screen transits to the opening menu.

-- Cleared the cache. Same effect.
-- Checked Files Integrity via Steam. Same flaw.
-- Re-balanced Mods activation sequence one-by-one until i could (probably) determine what was causing continual faults right before the initial MenuPopup would need to show up.

I can only conclude that IF "ReallyAdvancedSetup" isn't ***always*** Activated between every games started - something goes terribly wrong in the DB caching process. I suspect it could be UserHistory and the "TurnTimerEnabled" field that went beserk between two official patches not so long ago.

That's a clear speculative conclusion, nevertheless on my part. Can you confirm if there could be such an issue with your mod or otherwise with unknown factors that would include some other elusive MOD conflicts (although - doubtful), GenTso?
 
Can't say that I ever noticed that happening.
 
Really weird... it could be the "LoadScreen" process being handled simultaneously by both your Mod and another (namely, EUI) -- also maybe.
Heck, even Steam has a knack for strange Updating "flaws" at any given moment.

Everything seems to be fine now, let's hope it sticks for the long run cuz i'll be very busy with development of Z-TenetsInColors and other projects. Until Beyond Earth is released, that is. :)
 
Greetings General Tso, and thanks for the hard work. I just discovered your mod and it seems awesome, although it seems I have the same issue as Trucdouf about the part where he can't select a map...

Anything can be done to help, please?
 
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