Reuploaded Civ MegaPack V2 Updated for SVN 11168

When you use the civ pack, on Pitt's map is there another civ that is white that isn't Isreal?
Dunno, need to use World Builder to check it now, just started a new game.
I'm currently busy conquering the OTHER world map with my Custom Israeli Super King, lol, so I won't be playing Civ today or maybe tomorrow.

But the point is anyways, that I've tried reverting all OLD (that is, used by Pit) civs to their SVN files (that don't clash with Israel) - and that didn't help.
So the problem is still that a random civ from the modpack (and this means a civ that is NOT in the actual ongoing game) is somehow affecting it.
Makes NO SENSE, seriously.
 
So Congo always had TXT_KEY_CITY_NAME_LOUBOMO in the file civ4civilizationInfos in Assets->Modules->Custom_Civilizations->Congo. I changed this to <City>Loubomo</City> in that file and saved it. In game in the city list for Congo it now shows how it its suppose to just Loubomo instead of TXT_KEY_CITY etc etc. Am wondering if the other cities in other Civilizations in this Mod Mod can be also be fixed as such. Just a suggestion for the other Civs in here.
 
and this means a civ that is NOT in the actual ongoing game

That's why I said you should check Pitt's map to see if another civ is using white. Because if so than it would mean it actually is a civ in the game causing it.

But the point is anyways, that I've tried reverting all OLD (that is, used by Pit) civs to their SVN files (that don't clash with Israel) - and that didn't help.

What do you mean old civs used by Pitt? Pitt's map doesn't use any of the civs in this modmod. Rather it just takes any civ and randomly places them on the map (Pitt's map is not civ specific like a scenario as it does not have chosen starting locations for anyone).

Also the civs in this pack don't have SVN files, only the vanilla C2C ones are updated by the SVN. And SVN aren't files but rather a system that allows you to auto update C2C via an internet connection to the dev's database in order to get the latest dev version of the mod. So that means you were tampering with something else, which I would probably assume was the XML entries for the civs. What exactly did you change?
 
So Congo always had TXT_KEY_CITY_NAME_LOUBOMO in the file civ4civilizationInfos in Assets->Modules->Custom_Civilizations->Congo. I changed this to <City>Loubomo</City> in that file and saved it. In game in the city list for Congo it now shows how it its suppose to just Loubomo instead of TXT_KEY_CITY etc etc. Am wondering if the other cities in other Civilizations in this Mod Mod can be also be fixed as such. Just a suggestion for the other Civs in here.

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.
 
That's why I said you should check Pitt's map to see if another civ is using white. Because if so than it would mean it actually is a civ in the game causing it.



What do you mean old civs used by Pitt? Pitt's map doesn't use any of the civs in this modmod. Rather it just takes any civ and randomly places them on the map (Pitt's map is not civ specific like a scenario as it does not have chosen starting locations for anyone).

Also the civs in this pack don't have SVN files, only the vanilla C2C ones are updated by the SVN. And SVN aren't files but rather a system that allows you to auto update C2C via an internet connection to the dev's database in order to get the latest dev version of the mod. So that means you were tampering with something else, which I would probably assume was the XML entries for the civs. What exactly did you change?
https://forums.civfanatics.com/thre...-and-svn-update-compatible-by-pit2015.552901/
It's a preset map with 40 civs, in which I always switch out Egypt for Israel (because the Egyptian starting city prevents the building of a "Suez Canal" city, unless you demolish it).
When I play the game without the modmod, Israel has a WHITE flag and a BLUE territory.
When I modify the game folder by adding the modmod (which DOES NOT change anything on the scenario map, since most of those civs are pre-modmod; and those that aren't I also switched back to their old SVN files), Israel has a BLUE flag and is a WHITE territory.
Meaning, there are NO changes in the files of the civs that are actually present ON THE MAP.
Yet the map somehow reacts to the mere existence of the modmod's civs IN THE GAME FOLDER for no logical reason whatsoever.
What the heck?
 
and those that aren't I also switched back to their old SVN files

These civs never were on the SVN as they were never part of the main mod. So I don't know what you reverted them to. Perhaps this is the cause of the glitch your talking about.

Also you should never revert any of the vanilla civ files to previous SVN versions otherwise they might not work with the latest SVN.
 
These civs never were on the SVN as they were never part of the main mod. So I don't know what you reverted them to. Perhaps this is the cause of the glitch your talking about.

Also you should never revert any of the vanilla civ files to previous SVN versions otherwise they might not work with the latest SVN.
I literally run two parallel folders - one for the newest SVN (updated more or less daily), another one for the actual mod that is basically exported from the former.
So when I overwrote the LATTER with the modmod, some civs got REPLACED - thus I went to the FORMER and copy-pasted that folder back into the LATTER.
This way, ANY civs that were present in the SVN would NOT be changed by the modmod files whatsoever.
And this factually includes ALL the civs on the Pit's map in question.
Yet, when I actually checked the difference via the World Builder between WITH and WITHOUT the modmod - I do think that some civs on the map CHANGED COLOR.
The ones with UNCHANGED game files (and in the SAME save simply loaded twice in order to compare the colors), lol.
How come???
 
I literally run two parallel folders - one for the newest SVN (updated more or less daily), another one for the actual mod that is basically exported from the former.
So when I overwrote the LATTER with the modmod, some civs got REPLACED - thus I went to the FORMER and copy-pasted that folder back into the LATTER.
This way, ANY civs that were present in the SVN would NOT be changed by the modmod files whatsoever.
And this factually includes ALL the civs on the Pit's map in question.
Yet, when I actually checked the difference via the World Builder between WITH and WITHOUT the modmod - I do think that some civs on the map CHANGED COLOR.
The ones with UNCHANGED game files (and in the SAME save simply loaded twice in order to compare the colors), lol.
How come???

Umm this mod shouldn't be replacing any of the SVN civs like at all.

The modmod is supposed to be extracted into the Assets/Modules/Custom_Civilizations directory within the Caveman2Cosmos mod folder.

The SVN civs are found in Assets/XML/Art and Civilizations folder directories respectively. Don't extract here.

Only if you downloaded the cultural edits the Civilizations folder is edited, however it does not replace the civs but rather changes their starting culture.
 
So when I overwrote
Don't overwrite. Keep two separate folders, both named something other than Caveman2Cosmos, and whenever you want to play the version you want, delete the current Caveman2Cosmos, then copy & rename the version to Caveman2Cosmos. Inefficient, but if you're not using git, that's the safest way, though you'll want to empty your recycle bin regularly and check you disk defragging.

Overwriting can cause issues where there's a file difference between versions; if ver A has a file that ver B doesn't, if you overwrite A with B, the file will still exist and potentially get loaded and do odd things, among other issues.
 
Don't overwrite. Keep two separate folders, both named something other than Caveman2Cosmos, and whenever you want to play the version you want, delete the current Caveman2Cosmos, then copy & rename the version to Caveman2Cosmos. Inefficient, but if you're not using git, that's the safest way, though you'll want to empty your recycle bin regularly and check you disk defragging.

Overwriting can cause issues where there's a file difference between versions; if ver A has a file that ver B doesn't, if you overwrite A with B, the file will still exist and potentially get loaded and do odd things, among other issues.
You didn't read the full context.
I only overwrote (twice, both ways) the Custom_Civilizations folder.
And the end result was:
-UNCHANGED files from the SVN.
-ADDED files from the modmod.
Which means that ONE part shouldn't be affecting the OTHER one, yet it somehow does.

The modmod is supposed to be extracted into the Assets/Modules/Custom_Civilizations directory within the Caveman2Cosmos mod folder.
See above.
Unless I somehow managed to "add" Israel to SVN, it's on it now (and shows a GREEN TICK to show these are the correct SVN files).
 
You didn't read the full context.
I only overwrote (twice, both ways) the Custom_Civilizations folder.
And the end result was:
-UNCHANGED files from the SVN.
-ADDED files from the modmod.
Which means that ONE part shouldn't be affecting the OTHER one, yet it somehow does.


See above.
Unless I somehow managed to "add" Israel to SVN, it's on it now (and shows a GREEN TICK to show these are the correct SVN files).

The Confederacy is the only civ in the modules folder that is changed. Only the starting culture was changed (from N. American to just European).

Other than that no other civ has been altered, and Isreal is not from this pack as it comes already from the SVN. So most likely there is a civ on Pitt's map that is already white. Scenario makers can also pre-select their own starting colors for scenarios.
 
The Confederacy is the only civ in the modules folder that is changed. Only the starting culture was changed (from N. American to just European).

Other than that no other civ has been altered, and Isreal is not from this pack as it comes already from the SVN. So most likely there is a civ on Pitt's map that is already white. Scenario makers can also pre-select their own starting colors for scenarios.
OK, for the last time, and then I'll just stop:
No.
Not a single civ that is already present in the current game save is being changed by adding the modpack to the Custom_Civilizations folder.
Not one, none, nada, nope.
And still, when I reload the same save with and without the modpack, 2 or 3 civs change their colors to white, and then back to not-white.
I don't understand why, it makes zero sense, but I think I'm tired of arguing about WHETHER it happens as opposed to finding out WHY it does so.
The end.
 
OK, for the last time, and then I'll just stop:
No.
Not a single civ that is already present in the current game save is being changed by adding the modpack to the Custom_Civilizations folder.
Not one, none, nada, nope.
And still, when I reload the same save with and without the modpack, 2 or 3 civs change their colors to white, and then back to not-white.
I don't understand why, it makes zero sense, but I think I'm tired of arguing about WHETHER it happens as opposed to finding out WHY it does so.
The end.
There is some dll programming that takes the colors of the players in the game and checks the defaults and applies them BUT if it finds there's another of the same default in use, it will change it to the next open color slot. I'm not sure - maybe it has something to do with this.
 
There is some dll programming that takes the colors of the players in the game and checks the defaults and applies them BUT if it finds there's another of the same default in use, it will change it to the next open color slot. I'm not sure - maybe it has something to do with this.
In the game or in the Pedia?
The civs in the GAME ended up with exactly the same FILES after my manipulations, so NOTHING should've changed in the GAME whatsoever.
Unless, again, it does read the entire PEDIA, and THEN distributes the colors around.
Also, when I opened my save WITH the modpack added (again, only affects the PEDIA), there were several (3) civs that looked WHITE at the same time.
I'd say this is NOT how "same colors on the map" are supposed to be treated, right?
But I suggest stopping this, period.
If I ever care enough to actually use the modpack (which is NOT needed for the map that I'm playing anyways),I'll just manually hunt down all "Whites" and change them to something else.
/color topic, really.
 
In the game or in the Pedia?
Does the Pedia say anything about the colors the nation has in use? I mean in the game but if the Pedia says anything about this, then that coding could create a difference between what the pedia says (from the xml) and what is actually happening in the game. The coding I'm talking about reads the colors in use on the nations in play and may auto adjust to make sure no two are the using the same - in play.

So later you're saying something about it saying that there are nations using the color white and its saying that in the pedia. So what I'm saying is that it may change that for the players in the game despite what the pedia is saying is the default, if there are any other players using the same color that have entered play.
 
Also, when I opened my save WITH the modpack added (again, only affects the PEDIA), there were several (3) civs that looked WHITE at the same time.
If you installed the modpack on a game in progress then it could possibly change some in-game player colors, bypassing the in-game check I was talking about that may change the color of the civ in the game because I THINK IIRC that check only takes place when the player initiates into the game. It's possible then changing the xml color on a civ later might reset that color in play and allow for such duplicates to exist in play.
 
All I know is Israel currently has a color called COLOR_ISRAEL which I would assume to be blue. The secondary color that it is preset to is COLOR_WHITE.

So someone must have a color like or similar to COLOR_ISREAL that must be causing it to switch to it's secondary color. The only civ present in Pitt's map I can think of that is blue is America. The only white civ is England. So that means at least Israel's secondary color is used up.
 
If you installed the modpack on a game in progress then it could possibly change some in-game player colors, bypassing the in-game check I was talking about that may change the color of the civ in the game because I THINK IIRC that check only takes place when the player initiates into the game. It's possible then changing the xml color on a civ later might reset that color in play and allow for such duplicates to exist in play.
The biggest WTH comes from the fact that I tried doing a double overwrite (ONLY applying to Custom_Civilizations and NO OTHER FOLDER):
1. Installing the modpack, which overwrites some of the SVN modular civs, including Israel.
2. Copy-DELETE-paste-overwriting the same civs from SVN folder, 100% UNDOING EVERYTHING that Step 1 did to the OLD civs files.
Which means that from the point of view of the OLD civs (and the map in question only uses them, obviously), NOTHING HAPPENED.
Like, literally nothing - the OLD civs files weren't CHANGED at all (the double overwrite restores them to their pre-modpack state 100%).
The ONLY difference is that now there are more civs folders in the Custom_Civilizations folder, and those are added to appear in the game itself (but NOT the map).
Which should NOT affect the MAP whatsoever, since I see zero reason for it to even READ the newer civs files to begin with, cause those AREN'T used by the map.
(This is what I meant by the Pedia - civs getting loaded into the GAME, but not used by the MAP whatsoever. I obviously can't see colors in the actual Pedia.)
This is utterly confusing, but the reason why I don't want to simply just drop it, is that it might be some weird programming issue all along, so I want to rectify THAT.
But, ugh, this is hideously disturbing, indeed.
 
I don't know when the game decides it's going to check for duplicate colors and reset colors in-game so I couldn't tell you how all of that would affect a game in progress. The Pedia also often looks at the game in progress or even the game last in progress, to give you info based on that last setup rather than necessarily core information.

There's a lot of ways things could be happening here but... is any of this actually important to really clear up for any reason?
 
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