SCENARIO: Age of Imperialism II- 1923-1953

Hi, great news.
Although there seems to be some minor issues. Downloading as I'm typing this message. :goodjob:

edit:
Hi, found some problems which I fixed for the S biq.

First. Missing "x_germanHMG victory.flc"
Copy from AoI the folder "Maxim GB" and put it the units folder of AoII.

Second. Missing "WorkerModernDefault.flc"
Create in the units folder a new folder "Worker Modern".
Take from the folder "Z078 CGarrison" all files starting with "WorkerModern" and paste them into your newly created folder.

I also want to mention the S biq gives the openig info from AoI.

2nd edit
Furthermore.
With the large biq. I get some strange civilopedea info.
As Germany I can build Oil Dwelling Company, stated as a French Wonder.
I can build Hydroplant. Stated as the Union Defence Force only to be built by the British.
Iron mine, calling it a Coaling Station.
And in Berlin I can built the Alket, which requers the Cold War and which info states it is pre-placed.
I'm a bit lost.
 
The civpedia was not remade. The guy who wanted to do so disappeared and I decided to launch it without civpedia. However, if someone is able to this task I would really appreciate that.

Adler
 
Sweeeetttttt, I've been waiting for AoI II for ages now! Tommorow I'll swing back in, to make sure things are fixed up(directed at the errors), and download it! Thanks Adler.

I have a question about the noraze .exe, are the AI more likely to raze cities in this, then they are AoI 1? Are there not many "anti-raze" wonders this time around? I'm hesitant to replace the exe, cause wouldn't that effect other mods and scenarios?

Do as Ares suggests.

Just rename the exe that comes with the mod (for example, NORAZE.exe) and put it into the same folder as the conquests.exe. You will be able to start your game with this exe, I've been using two different exe files for literally years now.

I've been doing the same and had no problems. In fact, you can switch between the two even after you've started a scenario. IE you start a scenario playing with the regular Conquests.exe and decide you don't want the AI razing cities, you simply save, exit and start up the noraze.exe which is the exact same thing except the AI obviously don't raze cities. Which brings up another point.

are the AI more likely to raze cities in this, then they are AoI 1? Are there not many "anti-raze" wonders this time around?

They won't raze cities with this .exe in either scenario. Thus there is no need for the "anti-raze" wonders so long as you use the noraze.exe
 
Hi,
The civpedia was not remade.
That's a pity.

The S biq is in debug mode.
If people do not want to see the rest of the world move their forces, open the biq in the biq editor, go to scenario options and deselect debug mode next to the "no barbarians" info.

Btw For my own personel taste I also changed the map-look back to that of AoI wich I think is a bit more clear to look at.

edit:
Hi, one year in. Germany. One of the lower settings.
Brits -Americans just started a war.
Brits asked me some money which I gave.
Building up econ and defence.
Money + 600/turn, science 20%, 6turns/invention.
Looks good.
 
To the errors:

I am very sorry. The beta testers had some errors way beforeI have little time right now. I am in my legal clerkship and have little time left. That's why I it will last a few time. Can someone help me, please? I am very upset, that there are so many bugs. And I really thought I eliminated them! Especially as I didn't change much in the units. Totally strange for me.

Adler
 
Well I haven't even had a chance to download it yet but here's a small contribution.

AoI II S 1.0 with DEBUG off.

[edit] removed, now there's a patch.
 
The civpedia was not remade. The guy who wanted to do so disappeared and I decided to launch it without civpedia. However, if someone is able to this task I would really appreciate that.

Adler

Was it the same person that made it for AoI 1? 7ronin? I would volunteer to work on the CivP, but being a student I know exactly what you're going through (work overload-wise).

Programming Logic burns up a lot of my time, then there's IT Security II, Race/Ethnic and Diversity, Intro to Business, Access 2007. Then I get to go to work. Fun, fun.

I'm sure if you asked some of the other modders, they'd be willing to help. I would say El Justo, but he isn't around much anymore. Not to volunteer anyone, but perhaps Plotinus, embryodead, or Yoda Power may be able to help. Graphics questions I'd probably hit up Vuldacon or BadKharma.

I know there are many others that are excellent choices, but these are the ones that come to mind right now.

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Do you know if the scenario will work if you don't use the No Raze patch?
 
No civilopedia? Does it atleast tell you the game info on units, buildings, etc.?

"Second. Missing "WorkerModernDefault.flc"
Create in the units folder a new folder "Worker Modern".
Take from the folder "Z078 CGarrison" all files starting with "WorkerModern" and paste them into your newly created folder."

Umm, the files in that folder are all "Gurka" files.
 
"Second. Missing "WorkerModernDefault.flc"
Create in the units folder a new folder "Worker Modern".
Take from the folder "Z078 CGarrison" all files starting with "WorkerModern" and paste them into your newly created folder."

Umm, the files in that folder are all "Gurka" files.

Go to folder "X001 worker", there you'll find the WorkerModern files.



To prevent "File not found" errors for missing pedia icons go to folder art\civilopedia\icons\units\
and rename:

I-15_SM.pcx to I15_SM.pcx
I-15_LG.pcx to I15_LG.pcx
Type 91 10cm_SM.pcx to Type91 10cm_SM.pcx
Type 91 10cm_LG.pcx to Type91 10cm_LG.pcx
Type 96 150mm_SM.pcx to Type96 150mm_SM.pcx
Type 96 150mm_LG.pcx to Type96 150mm_LG.pcx

(delete the - between I and 15 and the space between Type and 91, respectively 96)

Edit: Do NOT do this if you applied the patch!
 
Okay, I made patch 1 to eliminate the errors occuring here. I hope, all of them are now deleted. I am very sorry about that. But it is still very curious for me to see these mistakes.

Patch 1 is to be installed this way:

1. Extract it
2. then move the two text files into AoI II/text and overwrite the original files
3. Finally move the unit two folders of the patch to AoI II/Art/Units

I hope that is every bug. I am sorry.

Adler
 

Attachments

Sweeeetttttt, I've been waiting for AoI II for ages now! Tommorow I'll swing back in, to make sure things are fixed up(directed at the errors), and download it! Thanks Adler.

I have a question about the noraze .exe, are the AI more likely to raze cities in this, then they are AoI 1? Are there not many "anti-raze" wonders this time around? I'm hesitant to replace the exe, cause wouldn't that effect other mods and scenarios?

AoI II has, in contrast to AoI, not many flavour wonders any more. Thus razing by AI would be a hell without using this noraze exe. You can, like Ares said, just rename this exe noraze.exe and then use it. It doesn't hurt you. I really recommend using this exe.

Adler
 
Was it the same person that made it for AoI 1? 7ronin? I would volunteer to work on the CivP, but being a student I know exactly what you're going through (work overload-wise).

Programming Logic burns up a lot of my time, then there's IT Security II, Race/Ethnic and Diversity, Intro to Business, Access 2007. Then I get to go to work. Fun, fun.

I'm sure if you asked some of the other modders, they'd be willing to help. I would say El Justo, but he isn't around much anymore. Not to volunteer anyone, but perhaps Plotinus, embryodead, or Yoda Power may be able to help. Graphics questions I'd probably hit up Vuldacon or BadKharma.

I know there are many others that are excellent choices, but these are the ones that come to mind right now.

-------------------------------------------------------

Do you know if the scenario will work if you don't use the No Raze patch?

Well, I also have a dissertation to write, too. And other RL stuff. Yesterday I had my first trials, in which I was used as public attourney. That was very interesting, too.

Any help with the Civilopedia would be appreciated. But I know, that some of the guys you mentioned have also much to do. That's why I am a bit hesitating to ask them directly. It has to be done by someone with a lot of time. There are over 1.000 units, 256 buildings and a number of recources and other things to be made. It is a hell. So the person has to volunteer for that.

Of course it works with the Noraze patch. But then many cities will be razed by AI! And the fun is killed. It is only a recommendation though to use the patched exe.

Adler
 
Seems to be problem with the Huge biq.

B119 Mk8\..\ParatrooperAttackGun.wav is missing.
I copied one of the other folders paratrooperattackgun.wav and just renamed it and put it in the folder.
Then I tried playing again and I got hit with a second one, this time it was G144\ParatrooperAttackGun.wav.

Anyone with similar problems or is it just me?
 
oh, i'm still around :)

this looks fantastic, Adler. i look forward to trying it out once time permits; it's been a real rough stretch for me over the last few months although there's light at the end of the proverbial tunnell as they say :) nonetheless, this project by Adler looks outstanding :thumbsup:
 
In the words of Hubert Farnsworth: "Good News Everyone!" Everything is working now.

If it wasn't for Thanksgiving, and the 7 days of 10 hour shifts, I could actually play it :cry: Curse the horrible timing of this holiday!
 
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