[submod] Cross' Overhaul (South China, Bulgaria, Muslim-Egypt, Macedon, Iroquois, Armenia, Parthia, Minoans)

the path is C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization Cross Overhaul. That's 152 characters with spaces

and I am pretty sure I have the latest version (the long is f92697f6cb597dba6d5b04bfa21b1faa36c47861 which is matching your short).

Perhaps my BTS does not load the mod correctly because the full name does not fit in the mod selection window? I am not suggesting you to rename it, simply trying to think how did it work before but not now...
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I made a branch that uses a shortened name for the mod, you may want to try it to see if it fixes the issue.
It uses the name DoC-Cross-Overhaul
https://github.com/crossCiv4/DoC-Cross-Overhaul/tree/shortName

I validated it by loading the mod in that path, from that branch, and starting a test game as Yellow River China, autoplaying to their start date of 2070 BC.
 
I went over to the shortname version and it still crashes after you start a game and are loading in when initializing

i could possibly be doing something wrong but im not sure what
 
Is the folder of the mod renamed to DoC-Cross-Overhaul for that branch?
Crashes the same way as before, same way as with the previous poster and yes, name is correct. Let's wait for more people to run it. At this point I don't think it's a name. There has to be a way to find crash report, right?
 
Crashes the same way as before, same way as with the previous poster and yes, name is correct. Let's wait for more people to run it. At this point I don't think it's a name. There has to be a way to find crash report, right?
Okay, thanks for testing it out. I will keep the name on the develop branch for now. Any updates will be done to develop; the shortName branch will become dormant.

You can find logs here:
C:\Users\YOUR_USER_HERE\Documents\My Games\beyond the sword\Logs

I pushed a commit that rebuilds the DLL, although I doubt it will fix the problem.

I cleaned & reset my own environment to validate if I had any ignored files that were allowing my version to function while the repository's files would crash, but I did not have any crashes on start or autoplay for the Hittites, normal speed, to 1800 BC.

Edit:
Out of an abundance of caution, I deleted the entire mod folder locally and re-cloned develop, and I still cannot reproduce the crash, either playing as Egyptians or an autoplay civ like Hittites.
Have you tried deleting everything and cloning anew?

I can't think of any other reason my version would work, whereas yours would crash. I am compiling the game core DLL the same way as the method described by Leoreth, using MS Visual C++ 2010 Express, same project etc.

Without anything more to go on, I don't think I can offer any solutions.
 
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Thank you for trying so hard. Like I said, lets wait for more players, it can be my local issue. Logs simply say [2122734.562] DBG: FILE Cat Init. I have the latest HEAD.

As a side question, do you enable Polynesia by default? Also, given that you are working on the fork from Leoreth's mod -- does anything from my cloned folder of your mod depend on anything on my version of Leoreth's mod? "My version" is only different in terms of BUG options and enabled Polynesians for 3000 BC start, but just wanted to make sure.

By the way, latest DoC git works like a charm.
 
Thank you for trying so hard. Like I said, lets wait for more players, it can be my local issue. Logs simply say [2122734.562] DBG: FILE Cat Init. I have the latest HEAD.

As a side question, do you enable Polynesia by default? Also, given that you are working on the fork from Leoreth's mod -- does anything from my cloned folder of your mod depend on anything on my version of Leoreth's mod? "My version" is only different in terms of BUG options and enabled Polynesians for 3000 BC start, but just wanted to make sure.

By the way, latest DoC git works like a charm.

Nothing depends on Leoreth's mod. It should be installed separately and not over top of it for example.

Also, I'm using the default settings i.e Polynesia disabled (I didn't even know it was an option?) and no changes to BUG options.
 
Okay, thanks for testing it out. I will keep the name on the develop branch for now. Any updates will be done to develop; the shortName branch will become dormant.

You can find logs here:
C:\Users\YOUR_USER_HERE\Documents\My Games\beyond the sword\Logs

I pushed a commit that rebuilds the DLL, although I doubt it will fix the problem.

I cleaned & reset my own environment to validate if I had any ignored files that were allowing my version to function while the repository's files would crash, but I did not have any crashes on start or autoplay for the Hittites, normal speed, to 1800 BC.

Edit:
Out of an abundance of caution, I deleted the entire mod folder locally and re-cloned develop, and I still cannot reproduce the crash, either playing as Egyptians or an autoplay civ like Hittites.
Have you tried deleting everything and cloning anew?

I can't think of any other reason my version would work, whereas yours would crash. I am compiling the game core DLL the same way as the method described by Leoreth, using MS Visual C++ 2010 Express, same project etc.

Without anything more to go on, I don't think I can offer any solutions.

idk if this gives you more to go off of but this is what was in the log
1728169150678.png
1728169169197.png
 
Thank you for trying so hard. Like I said, lets wait for more players, it can be my local issue. Logs simply say [2122734.562] DBG: FILE Cat Init. I have the latest HEAD.

As a side question, do you enable Polynesia by default? Also, given that you are working on the fork from Leoreth's mod -- does anything from my cloned folder of your mod depend on anything on my version of Leoreth's mod? "My version" is only different in terms of BUG options and enabled Polynesians for 3000 BC start, but just wanted to make sure.

By the way, latest DoC git works like a charm.
For debugging / crashes you may need to enable the following in the ini file typically located at C:\Users\MY_USER_HERE\Documents\My Games\beyond the sword\CivilizationIV.ini

Set the following settings to "1" (true):
GenerateCrashDumps
LoggingEnabled
SynchLog
RandLog
MessageLog

I added a texture file from Warlords out of caution. It's possible that this file is missing from some installs, and could potentially be the source of a crash. (Although I highly doubt it, as it was being referenced in plenty of places before my changes)
 
Ok, finally I got some exception messages before the crash: is this helpful?

Untitled.png
 
Okay, what happened is that I did not increment the NUM_CIVS constant in CvRhyes.h. I have no clue how I don't crash, because really, I should be crashing all things considered.

However, rather than increment the number of civs, I was able to keep it at 64 by removing the unused Sumeria and Native America civs, to compensate for the newly added Bulgaria and Misr (Egypt) civs.
 
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All is working now!

Poor Byzantine now got sandwiched between 2 mean foes, in addition to the barbarian activity. It is possible to take Constantinople with the initial Konniks during the turn one on 600 AD start... I know it's very early for Varangian guards (if we even have that unit) but I feel like with this additional pressure Byzantines could get some defensive boost. Perhaps some zero movement points/upkeep free guards in the capital, or something like that...

I was also hoping that the work on city names will soon arrive to Balkans. Really looking forward to see second largest city of the empire to be named Thessaloniki again, instead of Amphipolis...
 
All is working now!

Poor Byzantine now got sandwiched between 2 mean foes, in addition to the barbarian activity. It is possible to take Constantinople with the initial Konniks during the turn one on 600 AD start... I know it's very early for Varangian guards (if we even have that unit) but I feel like with this additional pressure Byzantines could get some defensive boost. Perhaps some zero movement points/upkeep free guards in the capital, or something like that...

I was also hoping that the work on city names will soon arrive to Balkans. Really looking forward to see second largest city of the empire to be named Thessaloniki again, instead of Amphipolis...

Regarding Thessalonica, that's already been done for 3000 BC. I moved the settler maps 1 tile west, to Pella, which becomes Thessalonica in the name lists of Romans, Byzantines, Turks etc (localized in their tongue).

Regarding the 600AD start, I have been balancing for the 3000 BC start at the moment. Byzantium ends up with many more units in the 3000 BC start than the 600 AD one. I also need to move Amphipolis 1W in 600 AD so it can be Thessalonica.

In general, I do all my work in 3000 BC. Part of my work is to validate the state of the world and history by starting with 3000 BC. I will update 600 AD at some point, for example by adding more defenders to Constantinople and moving cities, but it's not super high on my priority list.

Edit: It was a small edit in the 600 AD start so I corrected the location of Thessalonica and added 2 more units to Constantinople. I didn't playtest the change though. Proper balancing will come later.

Edit2:
Regarding Varangians, I recall a Tagmata UU with 0 movement in Constantinople in a mod. Was it RFCE? It's been years. I wouldn't be opposed to such a UU. Probably a heavy spearman UU, that is in the XML but not assigned to Byzantium itself, which it receives 1 or 2 of on spawn in Constantinople.
 
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Yes, I can see that 3000 BC games result in more powerful Byzantium. Do the Arabs start in war with them, like Bulgarians do? I think they should. This was the first time I saw Basra on the big map! Really happy to see all that activity around the map. There were even some Normans in London by 680 AD.

I think I have discovered a bug, though. There is no Oasis around Artashat, so AI should not have been able to build Al Khazneh wonder...


20241006110727_1.jpg



I also run into the following 2 errors while loading America from 3000 BC start:
20241006120614_1.jpg
 
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Re: Arab & Byzantines
I'll have to look into it but my understanding is when territory is flipped there is a chance the AI declares war. The Bulgarians need to start at war with Byzantium because their birth (flip) area doesn't flip any Byzantine cities, so there would never be a chance of war unless it was forced on birth.

Re: Al Khazneh
I'll check the map tiles for if any are flagged as Oasis or something. Or, maybe the wonders/buildings indexes got scrambled by the addition of a building. I'll check.

Re: America pythong bug
I'll also check that out, thanks for the report.

I'm currently adding Macedon as a civ (to separate the Greek colonizer civ from the Persian Empire conquest civ). If the gameplay and overall effect is good, I'll push the change. I might be able to leverage the "expansion civ" mechanic to avoid having to create as many "Conquest" events, which feel a bit artificial.

That should be the last civ for a little bit as I work on more balancing changes, crusades events, possibly some events for Rome, if I can find a way to alter their conquest events into something less forced.
 
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I understand your reasons for separating Greeks and Macedonians, but perhaps there are more elegant solutions to it, instead of adding one more "Greek" civ? Remember this is a global mod covering 5k years of history on planet Earth. We are already hitting the civ cap, and there are areas of map that could badly use a civ, Australia, for example.
 
I understand your reasons for separating Greeks and Macedonians, but perhaps there are more elegant solutions to it, instead of adding one more "Greek" civ? Remember this is a global mod covering 5k years of history on planet Earth. We are already hitting the civ cap, and there are areas of map that could badly use a civ, Australia, for example.
The civ cap relates to the number of simultaneous civs playing at the same time. Prior to the rise of all those European and Asian civs after 500, we are actually well under the cap. It would only be a problem if pre-Medieval civs have a Renaissance or Modern respawn date, because that could hit the cap. Especially after all those North and South American civs spawn.
 
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