Reuploaded Civ MegaPack V2 Updated for SVN 11168

Here are a few cities for Cameroon:

<Cities>
<City>Yaoundé</City>
<City>Douala</City>
<City>Bamenda</City>
<City>Bafoussam</City>
<City>Garoua</City>
<City>Maroua</City>
<City>Ngaoundéré</City>
<City>Kumba</City>
<City>Buéa</City>
<City>Nkongsamba</City>
<City>Kousséri</City>
</Cities>
 
Here are a few cities for Cameroon:

<Cities>
<City>Yaoundé</City>
<City>Douala</City>
<City>Bamenda</City>
<City>Bafoussam</City>
<City>Garoua</City>
<City>Maroua</City>
<City>Ngaoundéré</City>
<City>Kumba</City>
<City>Buéa</City>
<City>Nkongsamba</City>
<City>Kousséri</City>
</Cities>

Thanks! I posted a new version now at the top for Cameroon using your name list.
 
I have some proble to run the game after installed Civ MegaPack.
 

Attachments

  • Mega Pack.png
    Mega Pack.png
    15.5 KB · Views: 194
Hey, thanks for this modpack, which adds a lot of fun to a game. However, after I downloaded v. 40.1 and installed the newest version of this modpack (I deleted the older one I had), the civs fail to show up in my game. I do not use SVN, is that the problem or might it be something else? I installed the mod in my Caveman2Cosmos folder where it shows up as a separate folder inside it, if that adds any useful information. Thanks in advance!
 
Hey, thanks for this modpack, which adds a lot of fun to a game. However, after I downloaded v. 40.1 and installed the newest version of this modpack (I deleted the older one I had), the civs fail to show up in my game. I do not use SVN, is that the problem or might it be something else? I installed the mod in my Caveman2Cosmos folder where it shows up as a separate folder inside it, if that adds any useful information. Thanks in advance!
Its not compatible with V40.1
 
I thought SVN 11168 was off of 40.1? I'm running 11199 and I'm getting all the civs showing up.

If it is broken, what can I do to fix it?
Start a new game.
 
Any chance this will ever get fixed again?
And what is needed for that (is it so hard to do, maybe I could do it myself, or FOR myself)?
 
Any chance this will ever get fixed again?
And what is needed for that (is it so hard to do, maybe I could do it myself, or FOR myself)?
Any chance WHAT will ever get fixed? I thought the only problem now was that the modmod wasn't compat with an older version.

If it's not working with v41 then I wouldn't be able to guess why until I made it a personal project to fix it so couldn't say how easily it could be updated but I figure it should be FAIRLY easy comparitively.
 
Any chance WHAT will ever get fixed? I thought the only problem now was that the modmod wasn't compat with an older version.

If it's not working with v41 then I wouldn't be able to guess why until I made it a personal project to fix it so couldn't say how easily it could be updated but I figure it should be FAIRLY easy comparitively.
Wait, with the OLDER versions?
Oh, COOL.
I didn't check, and the comments made it sound as if it needs UPDATING, not BACKTRACKING.
Gonna test it, but based on YOUR reaction, I was simply mistaken based on the comments.
GOOD.

Tested.
WORKS.
Comments are sometimes very misleading, lol.
GOOD.

One question, though, and it makes no sense, since I compared ALL the files (and they matched):
Why the hack does the civmodpack version of Israel prefer a different flag than the previous version?
The FILES are exactly the same (or I have no clue what ELSE to check).
This had happened before (or maybe it's the same thing) - and I'm utterly mystified how the SAME files can produce DIFFERENT flags, lol.
I checked this on a SAVE, but that's not the point.
WEIRD.
Not too bad, but I'm utterly confused by this.
Any ideas?
...
Oh, I got one (but won't test now, for reasons).
It's probably one of the OTHER civs that got its colors switched to White, and now Israel defaulted to Blue because White was already taken.
Most probably THIS.
I should test this in a one-civ game - if the reason is ANOTHER civ, it wouldn't trigger.
I'll tell you later, unless you think it's something else.
 
Last edited:
A graphic file in an FPK will be overridden by a graphic file that's located in the xml called for file structure if one exists there outside the compressed FPK (which also compresses with an understanding of that file location as an 'address' of sorts.) If you want the original, you'll probably still get it by deleting the new 'outside the FPK' file that is overriding the compressed one that exists in the FPK.
 
A graphic file in an FPK will be overridden by a graphic file that's located in the xml called for file structure if one exists there outside the compressed FPK (which also compresses with an understanding of that file location as an 'address' of sorts.) If you want the original, you'll probably still get it by deleting the new 'outside the FPK' file that is overriding the compressed one that exists in the FPK.
I know this, except the files LOOK IDENTICAL between the SVN version and the modpack version.
Or I can't find out WHAT causes the flag choice in the first place.
I'll really test it now on a one-civ map.
Should NOT be affected, if the reason is "being snatched by another civ".
Will tell you SOON.
...
YUP.
A single-civ Israel uses a White flag.
So I simply need to track the White snatcher (I'm playing Pit with edited-in Israel all the time) and switch it to something else.
Good to know it was EASY to find out.
 
I know this, except the files LOOK IDENTICAL between the SVN version and the modpack version.
Or I can't find out WHAT causes the flag choice in the first place.
I'll really test it now on a one-civ map.
Should NOT be affected, if the reason is "being snatched by another civ".
Will tell you SOON.
...
YUP.
A single-civ Israel uses a White flag.
So I simply need to track the White snatcher (I'm playing Pit with edited-in Israel all the time) and switch it to something else.
Good to know it was EASY to find out.

That's probably because I had to change some of the civ colors last time I updated the pack.

You see back in the day when Sparth originally made the pack there used to be more available colors in the mod's code or at least they were named differently. One of the last major updates to C2C changed the color names (or removed some possibly) and without a refference to what changed I had to settle for different colors that had names that were still the same and known by myself to still work. Otherwise reverting to the old color names causes xml errors and possibly crashes if you try to use a civ with an invalid color.
 
That's probably because I had to change some of the civ colors last time I updated the pack.

You see back in the day when Sparth originally made the pack there used to be more available colors in the mod's code or at least they were named differently. One of the last major updates to C2C changed the color names (or removed some possibly) and without a refference to what changed I had to settle for different colors that had names that were still the same and known by myself to still work. Otherwise reverting to the old color names causes xml errors and possibly crashes if you try to use a civ with an invalid color.
This doesn't explain the following:
I'm now running another instance of Pit's map with Egypt being replaced by Israel, which means I'm not using any new modmod civs on that map.
Yet Israel still went from White to Blue after I loaded a save.
I then replaced all the Custom_Civilizations with the SVN files and reloaded to check - nothing changed, still Blue.
So how do the in-Pedia civs affect my in-scenario civs color-wise, huh?
Because that's the only possible explanation so far.
Oh, and another question:
Is this strictly based on color NAMES, not NUMBERS?
Because maybe some DIFFERENTLY NAMED colors are simply too close to each other and THAT causes a glitch?
Though still doesn't explain why it affects OLD civs, yeah.
Note: I switched back to only-SVN civs - and Israel is White again.
What the frig?
Can you advise me how to hunt down the culprit, huh?
It's really annoying, and changing it wouldn't affect anything significant.
/rant
 
Last edited:
This doesn't explain the following:
I'm now running another instance of Pit's map with Egypt being replaced by Israel, which means I'm not using any new modmod civs on that map.
Yet Israel still went from White to Blue after I loaded a save.
I then replaced all the Custom_Civilizations with the SVN files and reloaded to check - nothing changed, still Blue.
So how do the in-Pedia civs affect my in-scenario civs color-wise, huh?
Because that's the only possible explanation so far.
Oh, and another question:
Is this strictly based on color NAMES, not NUMBERS?
Because maybe some DIFFERENTLY NAMED colors are simply too close to each other and THAT causes a glitch?
Though still doesn't explain why it affects OLD civs, yeah.
Note: I switched back to only-SVN civs - and Israel is White again.
What the frig?
Can you advise me how to hunt down the culprit, huh?
It's really annoying, and changing it wouldn't affect anything significant.
/rant

That's probably because the base Israel is white but another civ in the civ pack is already using white. If you have two civs in the same game that have the exact same color the game auto-choses one of them to a random newly assigned color. The new color is drawn from the list of all currently available colors and may borrow one from another civ assuming that it is not in play.

As far as crashing is concerned it's more related to the names. The color hex number is deeper down in the code, the name is given to the hex number in order to be called from the XML. The hex I'm assuming is down in either the DLL or Python which neither I know how to edit. Therefore I only edit using the XML which means it is only the names.
 
That's probably because the base Israel is white but another civ in the civ pack is already using white. If you have two civs in the same game that have the exact same color the game auto-choses one of them to a random newly assigned color. The new color is drawn from the list of all currently available colors and may borrow one from another civ assuming that it is not in play.

Again, the IN-PLAY (that is, active as actual players on the map) civs are all the old ones, and that included swapping all of their files back to SVN as well.
The only "same color, needs replacing" civs thus would be those simply sitting in the FILES and PEDIA, but not on the MAP.
So it means that the NON-ACTIVE civs actually somehow affect the ACTIVE civs - and that's weird to say the least.

I meant "numbers of color stats": red/blue/green.
Sorry, didn't make it clear enough.
Also, I said nothing about crashes.

Anyways, only the above point matters:
Do the (not currently used on the map whatsoever) civs in-Pedia have a say about the colors of the (actually active on the map) civs in-game, and why?
Weird, really.
 
Back
Top Bottom