[SDK/MOD] Throughout the Ages v1.0

rockinroger said:
maybe since i havent had this mod before i dont need version 1.07 put should only install version 1.16? AARgh i dont know im confusing myself i think. I burned my brain out this weekend 40 hours of play this weekend. Yes i have no life!!!


Ok I will assume you have downloaded version 1.07 from 3d downloads. Nex you need the python patch. It is located at the bottom of the first post. Then get the 1.16 patch. It should work properly. You have placed it in the right place.

@StrategyOnly: I just thought of a possible reason you are encountering this problem...

Do you have anything in your custom assets folder? Cause if so it might be conflicting with this mod. If not, also try clearing out your cache. That folder is also where the custom assets is. In /my documents/my games/sid meier's civilization 4/... etc.

I have the cache turned off completely so that I don't run into those kinds of problems while modding.

Oh and Roger, same thing goes for you. If you are still not getting the techs showing up after following what I suggested above, try cleaing out your cache and custom assets. If for any reason you want to keep your custom assets, just copy them into a seperate folder somewhere else so that it isn't being loaded on startup. ;)

I hope this helps.
 
Agent 009, yes i have version1.07, the python patch and the 1.16 patch. I guess im not sure where the last 2 go. Im assumming they go into their same folders in your mod. Also ive never figured out where that cache thing is, maybe ill check the forums to figure that out, thanks for your help so early in the morning
 
Hi, i got a bit of a problem , when i start the game it lets me play arount 10 turns and then it says you have been defeted. any idea whats the problem might be ?.

Thank you
 
one has to assume, realistically, that these ancient civs got around on water and that, being in touch, the basic techs were basically shared. there are documented instances of a civ keeping a tech secret, but only in refinement... the basic knowledge is given, understood, or there wouldn't be a civ at all, just a collection of villages... a nice game, but too subtle for this game engine.

so... the barbarians might not have cow raising, but every major civ must have animal husbandry. farming is either scraping the ground with sticks or organized crop production. one thinks of this organization is being the root of civ, in fact, since it allows religion as the bureaucratic power behind the despot and his army... settled nomads.

probably not "dawn of civilization" but dawn of those we know anyway... one imagines the locals in their huts actually being survivors of crashed civs... imagine the average joe, after the collapse of now, trying to survive. what would he do with his lap-top? and what of the joe's who don't even have electric drills? how would they live, and how would their life look to us 300 hundred years after the collapse of their civ? primitive, yes? even if the survivors forfathers were all "einsteins"...

mike
 
mikemike said:
one has to assume, realistically, that these ancient civs got around on water and that, being in touch, the basic techs were basically shared. there are documented instances of a civ keeping a tech secret, but only in refinement... the basic knowledge is given, understood, or there wouldn't be a civ at all, just a collection of villages... a nice game, but too subtle for this game engine.

so... the barbarians might not have cow raising, but every major civ must have animal husbandry. farming is either scraping the ground with sticks or organized crop production. one thinks of this organization is being the root of civ, in fact, since it allows religion as the bureaucratic power behind the despot and his army... settled nomads.

probably not "dawn of civilization" but dawn of those we know anyway... one imagines the locals in their huts actually being survivors of crashed civs... imagine the average joe, after the collapse of now, trying to survive. what would he do with his lap-top? and what of the joe's who don't even have electric drills? how would they live, and how would their life look to us 300 hundred years after the collapse of their civ? primitive, yes? even if the survivors forfathers were all "einsteins"...

mike

That's some pretty deep thinking you've done there, but its also very interesting to read as well. :)
 
rockinroger said:
Agent 009, yes i have version1.07, the python patch and the 1.16 patch. I guess im not sure where the last 2 go. Im assumming they go into their same folders in your mod. Also ive never figured out where that cache thing is, maybe ill check the forums to figure that out, thanks for your help so early in the morning


The cache is located here: C:\Documents and Settings\USERNAME\My Documents\My Games\Sid Meier's Civilization 4\Cache

The part above that says USERNAME, is dependant on your PC's user account. For me it is my Real name for others it could be a family name if it is a shared PC. In either case that is where the cache is and it will place all the python and XML files I think. It does place the XML at least and sometimes if you are editing yours from a mod, and then load that mod with the changes made, they don't get loaded cause it was in the old cache. That's why modders like me normally disable the cache altogether so that that problem doesn't occur.

You can disable the cache by editing the config file with the filename: CivilizationIV.ini

You'll need to scroll down a bit in order to find the entry to disable the cache. Once it is done however, you will still need to delete the cache folder. A new one will no longer be created and hopefully this will solve you problem as well. ;)
 
strategyonly said:
I wanted to be the first one on here today (my Birthday), and say this is a great Mod, keep up the good work.

Happy Birthday. :bday:

Jnkz said:
Hi, i got a bit of a problem , when i start the game it lets me play arount 10 turns and then it says you have been defeted. any idea whats the problem might be ?.

Thank you

hmmm... you might be having a similar problem with the cache or custom assets. This shouldn't be happening. I would assume you have the most recent game patch 1.61. None of my patches would do this so I would have to imagine that this problem is being caused by conflicting python or XML files inside the cache or custom assets.

Check there first and if you are using custom assets, remove them and try again. Clear the cache as well. ;)

Hope this helps. :D
 
Agent 009 thanks for the help.It was none of the above. Its the way i installed the mod. After I download a mod I always save to desktop and unzip it to desk top. That way i can check it out look at the read me etc. Well I didnt realize the actual mod was inside that folder and i just had to take it out of the folder and put it into the civ4 mods folder. I also had done this with civmore and couldnt figure out why that didnt work either. Now i know why, and it is working just fine. Im at year 480bc have11 cities, captured 2 cities from the incas. But still am researching my first tech. i have about 280 turns till first tech is done. Am enjoying the mod thanks again for your hard work!!!!
 
rockinroger said:
Agent 009 thanks for the help.It was none of the above. Its the way i installed the mod. After I download a mod I always save to desktop and unzip it to desk top. That way i can check it out look at the read me etc. Well I didnt realize the actual mod was inside that folder and i just had to take it out of the folder and put it into the civ4 mods folder. I also had done this with civmore and couldnt figure out why that didnt work either. Now i know why, and it is working just fine. Im at year 480bc have11 cities, captured 2 cities from the incas. But still am researching my first tech. i have about 280 turns till first tech is done. Am enjoying the mod thanks again for your hard work!!!!

Np. I am glad you're enjoying it. :D
 
Woot! The topic now has a rating. :D

Almost 4 starts. I am happy with this, that's for sure.

I won't have much time for updates for the next while as I am helping out Ploep and seZ on their WarHammer Fantasy Battles mod. (I am doing the Unit XML and Art XML) So, until I am done with that I will have to put further updates on hold.

Hopefully, it won't take me too long and then I'll play through another round of TTA and see what else needs to be fixed.

I am also open to some suggestions for those who have some ideas that they'd like to see added to the mod. Let me know and I'll see if I can get it done. ;)
 
dimaliok said:
Agent how do i put the patch in


Inside the zip is the assets folder. Extract the entire archive, and then copy the assets folder and paste it in the Throughout the Ages mod to copy over the assets folder in there. You'll be prompted to copy over existing files so just click yes and it will patch it up. ;)
 
dimaliok said:
:mad: I keep getting XML errors and the game crashes

Hmmm... Is anyone else getting this problem?

It is working perfectly over here. Dimaliok, do you have your cache enabled? And/Or have anything in your custom assets folder? Cause if you can answer yes to any or both of those questions that might be what is causing your problem. Clear out the cache and disable it with the config file and remove any custom assets as this mod doesn't like them. (Don't delete them just move them elsewhere.)

If this isn't the case I don't know what else to say. I will look into it when I have some time but it will have to wait untill Monday. I am helping out Ploeperpengle and seZereth with the WarHammer Fantasy Battles mod and I won't be done with that untill after tomorrow.

Once I am done I'll look into this problem you are having and run a little test of my own to see if I can duplicate it. If there is something wrong with the patch I will certainly fix it. ;)
 
Ok Dimaliok. Here's a new patch for you.

http://www.civfanatics.net/uploads12/TTA_Patch_v1.16b.zip

If anyone else is having this problem, feel free to download as well. This is an XML patch that will fix the XML errors. Just copyt he contents over the XML folder inside the TTA mod's assets folder. ;)
 
Ok then it must be something you are doing wrong. That zip file is the XML folder and files from the main mod that I have on my PC. It works fine over here so you must have installed it wrong... :confused:
 
Back
Top Bottom