Ruff's Cobbled SG Modpack

There are two links to the CFC file database just below the 'current version' heading on the first post of this thread.

I understand that part, but again NO normal assets, art files, leadersheads etc??:confused:

Or am i just missing something?
 
I understand that part, but again NO normal assets, art files, leadersheads etc??:confused:

Or am i just missing something?
Ahh sorry. Nope, none of that. This mod pack isn't designed to add anything like that to the game. It has a few modifications (change to some advisors, additions to city screen, etc). Its primary aim is to have zero rule play impact on the game ... perfect for succession and HOF type games.
 
Why dont add even a better military advisor ? Custom advisor is very poor.
Do you have a preferred military advisor? I had a look around and the ones that I saw actually resulted in the loss of some information and / or took ages to collect all of the required info.
 
Excellent job Ruff. :goodjob:

Your link to the Sevopedia points to the UN Realres.
Thx for the heads up ... I left out one little " and it went all wacky
 
ruff,

Thanks for pulling these mods together. These are the interface adjustments that make it just a little more playable!

much appreciated.

Ken
 
Awesome looking Ruff_hi. Nice work.

I just have a problem with it taking (and using) my changes. It currently runs nicely with your default settings, but I'd like to play with the options you provide. No matter what I change (either by modifying the ini file or through the in-game interface) it sticks to your defaults.

I renamed the default customassests and and am using your customassets directory. Do I need to do anything else?
 
Awesome looking Ruff_hi. Nice work.

I just have a problem with it taking (and using) my changes. It currently runs nicely with your default settings, but I'd like to play with the options you provide. No matter what I change (either by modifying the ini file or through the in-game interface) it sticks to your defaults.

I renamed the default customassests and and am using your customassets directory. Do I need to do anything else?
No, I don't think so you need to change anything else. What are you trying to change?
 
Trying to adjust the naming of the units, notices about city growth and other alerts.

Alt-J brings up the menu, I check the boxes, and click Exit. Nothing changes in the current game or when I reload the game. I've edited the ini file to reflect the same changes and they still don't show.

Still a great utility!
 
Just a guess ... but I'd say the .ini file is in the wrong directory. You renamed your CustomAssets folder rather than installing this into a mod directory, right? Try moving the .ini file to your ...\My Games\Civilization4 directory and see if that helps.
 
Trying to adjust the naming of the units, notices about city growth and other alerts.

Alt-J brings up the menu, I check the boxes, and click Exit. Nothing changes in the current game or when I reload the game. I've edited the ini file to reflect the same changes and they still don't show.

Still a great utility!
Hmmn - I'm assuming that you have the RuffMod v2.ini file in the 'my docs' civ4 root directory ...

ini file location for Civ4 said:
C:\Documents and Settings\user\My Documents\My Games\Sid Meier's Civilization 4\

ini file location for Warlords said:
C:\Documents and Settings\user\My Documents\My Games\Warlords\
When you click exit - the game should update the ini file - you can alt-tab to check the date/time stamp on the file. I've tried as much as possible to make the changes happen immediately ... no need to reload to get the changes to work. Try changing the clock or one of the advisors - I know they work immediately.

Is there anything non-standard about the location of your civ4 install? Is your 'my docs' mapped to a network drive or a different drive - there have been reports of issues in that situation.
 
When I copy the ruffmod_2w.ini into the Warlords directory and start the game, I lose all the information on the screen and only see the playing field. Alt-J and Alt-L don't work. None of the F keys work either. Seems like there was a mention of this situation in one of the earlier posts. I'll see if I can find it.

Should the ruff ini file replace my Civ ini file?
 
When I copy the ruffmod_2w.ini into the Warlords directory and start the game, I lose all the information on the screen and only see the playing field. Alt-J and Alt-L don't work. None of the F keys work either. Seems like there was a mention of this situation in one of the earlier posts. I'll see if I can find it.

Should the ruff ini file replace my Civ ini file?
That sounds serious ... the cvmaininterface.py file isn't loading correctly. And you say that is caused by moving the ini file ... hmmn. Did you copy the domadvisor.txt (not actual name - it is something like that) file too?

Don't mix up warlords and vanilla - keep them totally separate.

re Should the ruff ini file replace my Civ ini file? - NONONONONO, don't do that.
 
thx - I've updated the install instructions on the first post.
 
ruff - great work on getting this updated to warlords and I really like the improvements to the battle reporting, but I am having a bit of a problem with the logger.

To wit

a screenshot of the options as selected using Alt - J

Civ4ScreenShot0020.JPG


And a sample of the output

Spoiler :
Logging by Ruff's Cobbled Mod Pack v2.0 (Warlords v2.08) - New Log Entries
Logging by Ruff's Cobbled Mod Pack v2.0 (Warlords v2.08) - New Log Entries
Tech learned: Mysticism
Sparta finishes: Hammam

IBT:
Konya finishes: Worker
Spearman promoted: Combat I
Konya begins: Worker (7 turns)
While defending in Ottoman territory at Ankara, Axeman defeats (5.00/5): Celtic Chariot (Prob Victory: 29.7%)
While defending in Ottoman territory at New Edirne, 1st Spearman of Konya (Spearman) defeats (2.56/4): Celtic War Elephant (Prob Victory: 28.3%)
Tech learned: Meditation
Istanbul finishes: Catapult
Gaul begins: Janissary (7 turns)
Gaul finishes: Janissary
Sparta grows: 4
While defending in Celtic territory near Ankara, Worker loses to: Celtic Horse Archer (6.00/6) (Prob Victory: 71.7%)
While defending in Ottoman territory at New Edirne, 1st Spearman of Konya (Spearman) defeats (0.52/4): Celtic Horse Archer (Prob Victory: 35.5%)
Istanbul begins: Swordsman (4 turns)
Tech learned: Priesthood
Istanbul grows: 7
While defending in Ottoman territory at New Edirne, 2nd Archer of Gaul (Archer) defeats (0.15/3): Celtic Catapult (Prob Victory: 71.2%)
While defending in Ottoman territory at New Edirne, Axeman defeats (0.40/5): Celtic Horse Archer (Prob Victory: 11.1%)
While defending in Ottoman territory at New Edirne, 1st Axeman of Gaul (Axeman) loses to: Celtic War Elephant (3.92/8) (Prob Victory: 10.9%)
While defending in Ottoman territory at New Edirne, Axeman loses to: Celtic War Elephant (5.76/8) (Prob Victory: 1.0%)
While defending in Ottoman territory at New Edirne, 2nd Axeman of Istanbul (Axeman) loses to: Celtic War Elephant (2.88/8) (Prob Victory: 4.6%)
While defending in Ottoman territory at New Edirne, 1st Spearman of Konya (Spearman) loses to: Celtic Gallic Warrior (6.00/6) (Prob Victory: 0.0%)
While defending in Ottoman territory at Ankara, 3rd Spearman of Gaul (Spearman) loses to: Celtic Horse Archer (2.04/6) (Prob Victory: 22.1%)
While defending in Ottoman territory at Ankara, 1st Axeman of Ankara (Axeman) defeats (5.00/5): Celtic Horse Archer (Prob Victory: 0.4%)
Research begun: Monarchy (6 Turns)
Logging by Ruff's Cobbled Mod Pack v2.0 (Warlords v2.08) - New Log Entries
Logging by Ruff's Cobbled Mod Pack v2.0 (Warlords v2.08) - New Log Entries
Ankara begins: Spearman (11 turns)
Tech learned: Mysticism
Sparta finishes: Hammam

IBT:
Spearman promoted: Combat I
Konya finishes: Worker
While defending in Ottoman territory near Apache, Axeman defeats (2.30/5): Celtic Chariot (Prob Victory: 29.7%)
Konya begins: Spearman (6 turns)
Tech learned: Meditation
Istanbul finishes: Catapult
Gaul begins: Janissary (7 turns)
Gaul finishes: Janissary
Sparta grows: 4
While defending in Ottoman territory at New Edirne, 1st Spearman of Konya (Spearman) defeats (1.72/4): Celtic War Elephant (Prob Victory: 65.9%)
Axeman promoted: Combat II
Catapult promoted: City Raider I
Catapult promoted: City Raider I
Catapult promoted: City Raider I
Catapult promoted: City Raider I
Istanbul begins: Spearman (4 turns)
Tech learned: Priesthood
Istanbul grows: 7
Ankara finishes: Spearman
While defending in Ottoman territory at New Edirne, 2nd Archer of Gaul (Archer) loses to: Celtic War Elephant (5.76/8) (Prob Victory: 1.2%)
Spearman promoted: Combat I
Research begun: Monarchy (6 Turns)


There are at least two turns in there and no turn number indications and at least one of the battle reports make no sense as it reports a unit as defending when it was attacking. Everything else appears correctly.

The install appears to be correct as all the other functions appear to work (Clock, Advisors, Unit Actions, etc). Is there an a link to some other part of the mod that means a function has to be activated before the logger picks up the turn numbers, or something like that that I may have missed?

Thanks for the help.
 
@Bede - hmmn. This is confusing. The turn heading is actually put in as the very last thing perform on the prior round (due to the funny way that the programming events happen in Civ). It appears that event is not executing (it also sets the attacking / defending flag as well as the IBT flag. Did you restart the game because I don't see how you would have go the "Logging by" message - and twice(!) at that.

One question - is this standard warlords or are you playing a mod / scenario of some type?
 
@ruff - standard warlords and I dumped the Custom Assets before copying in yours.

What really has me baffled is pholk is playing and reporting the same game just fine.
 
@bede - pls post a save and zip your customassets + ruffmod v2w.ini + domadvisor.txt files.
 
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