Reuploaded Civ MegaPack V2 Updated for SVN 11168

I don't see what is fishy about this...
JoiJ21 had the correct/expected colours with this modmod installed on the UEM map, then he purposefully edited a file to try to get a different color on the israeli flag/border, so nothing is fishy about that.
If I delete all the python files I wouldn't call it fishy that the game was acting weird afterwards...
That it chose yellow is a coincidence, the code did not check what the name of the capital was (Alexandria) to decide what colour to use.
Cities are pre-placed on this map through scenario initialization, so it'd be an Israeli Alexandria, and that wouldn't change anything.
The thing is that he thought that I failed to do some very basic stuff like adjusting the modular civs loading list, even though I explicitly said myself that I know such stuff.
And also the civs on the map should NOT be affected by me merely adding new civs to the folder of the game - unless they ARE affected (which IS my question now).
Anything else is IRRELEVANT until the latter question is answered decisively one way or another.
 
JoiJ21 couldn't reproduce the error you are reporting... He had to purposefully change the modular list to get the error you are reporting.
Cities are pre-placed on this map through scenario initialization, so it'd be an Israeli Alexandria, and that wouldn't change anything.
You're the one who indicated that it held a significance, I tried to tell you it's irrelevant, glad you finally agree. ^^
The thing is that he thought that I failed to do some very basic stuff like adjusting the modular civs loading list, even though I explicitly said myself that I know such stuff.
He said you failed to NOT change the modular loading list; you are not supposed to change anything inside any files, just install the modmod overwrite files, and play the game. You are supposed to have red markers on some files and folders after installing this modmod into your SVN folder.
And also the civs on the map should NOT be affected by me merely adding new civs to the folder of the game - unless they ARE affected (which IS my question now).
What other civs did you add to the game other than this megaPack? I assume you did as JoiJ21 is not getting the problem you get with this megaPack.
 
JoiJ21 couldn't reproduce the error you are reporting... He had to purposefully change the modular list to get the error you are reporting.
You're the one who indicated that it held a significance, I tried to tell you it's irrelevant, glad you finally agree. ^^
He said you failed to NOT change the modular loading list; you are not supposed to change anything inside any files, just install the modmod overwrite files, and play the game. You are supposed to have red markers on some files and folders after installing this modmod into your SVN folder.

What other civs did you add to the game other than this megaPack? I assume you did as JoiJ21 is not getting the problem you get with this megaPack.
And I assume that in the end I will simply have to find the solution myself.
So much banter, half of which revolves around stuff I explicitly said is proved to NOT be the cause, and no help whatsoever.
Well, whatever, really.
 
Yeah I'll check it out. I've noticed the names for Cameroonian cities have question marks at the end. I'll have to see what the proper naming conventions are now because some civs I know before worked fine with the whole "TEXT_ " naming convention. At least the way the XML worked before is it would ignore that part and somehow only show LOUBOMO and then it would automatically know how to make every letter after L lowercase so it would end up being Loubomo.

Thank you for your efforts.
 
So is this modmod working on the latest versio of C2C, and is it possible to install only one civilization from the pack?
 
So is this modmod working on the latest versio of C2C, and is it possible to install only one civilization from the pack?

It still works so long as your using the SVN version. There are a few bugs like missing and or misspelled text, and colors of civs randomly changing.

As far as adding a single civ, you have to navigate to Assets>Modules>Custom_Civilizations within the zip file and find the folder with the name of the civ you want.

Next you cut/copy the file and paste it into Assets>Modules>Custom_Civilizations within your C2C mod file.

Now that it is in the file you'll have to insure it loads on startup, scroll down to the bottom of the Custom_Civilizations folder with the C2C mod file. You'll find an XML document labelled MLF_CIV4ModularLoadingControls.xml. Open it with a normal text editor, inside you will see that it contains the folder names of each custom civilization along with a 1 or 0 to determine whether the mod shall load it or not. 1=load, 0=do not load. You'll have to add another line of XML code with the folder name of the custom civ you just added and insure it has a value of 1.

The line of code should be as follows:

<Module>
<Directory>CustomCivFolderName</Directory>
<bLoad>1</bLoad>
</Module>

Once inserted the entire file should appear as follows:

<?xml version="1.0" encoding="iso-8859-1"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- Re-Modified by StrategyOnly -->
<!-- -->
<Civ4ModularLoadControls xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="..\..\Xml\Schema\Caveman2Cosmos.xsd">
<DefaultConfiguration>Modules_Civs</DefaultConfiguration>
<ConfigurationInfos>
<ConfigurationInfo>
<Type>Modules_Civs</Type>
<Description>Initialize ALL Modules by using the MLF file structure</Description>
<Modules>
<Module>
<Directory>Aborigines</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>Brazil</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>Confederacy</Directory>
<bLoad>0</bLoad>
</Module>
<Module>
<Directory>Cultures</Directory>
<bLoad>0</bLoad>
</Module>
<Module>
<Directory>Israel</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>Jivaro</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>Maori</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>Neanderthal</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>Tupi</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>CustomCivFolderName</Directory>
<bLoad>1</bLoad>
</Module>

</Modules>
</ConfigurationInfo>
</ConfigurationInfos>
</Civ4ModularLoadControls>




Save then start the mod up. You should find the civ is loaded in the Civlopedia and should be able to select it for a new game.

P.S. Remember the file structure is different then the examples above due to limits on how spacing and tabs are done in the text format of this forum. You'll have to make sure that the spacing and use of tabs is exactly as how it appears in the actual file when you open it and not exactly like on this page.

P.P.S. Also everything is case sensitive in XML. Proper punctuation as well as proper use for capitals and lower case is necessary. All formatting should be exact as to the form and appearance as it is in the actual file. This is code and to a machine every coma, semicolon, plus or minus sign, and upper or lower case letter means something on a technical level, so if anything is slightly different it could lead to drastically different results, BE CAREFUL! MAKE SURE TO BACKUP YOUR FILES JUST IN CASE!!!
 
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Hm, with the mod installed none of the civs are showing up in game. I even made sure that the MLF file has all of the civs enabled.
 
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