Maniac
Apolyton Sage
For those who can't wait on an official update, I've readded missionaries in the attached file btw. Unzip it in TAM/Assets/XML/Units.
CIVILIZATION4 caused an invalid page fault in
module MSVCR71.DLL at 017f:7c3428fa.
Registers:
EAX=012bf369 CS=017f EIP=7c3428fa EFLGS=00010206
EBX=83234000 SS=0187 ESP=012bf2d0 EBP=00cb4ecc
ECX=00bea380 DS=0187 ESI=8323a000 FS=10d7
EDX=81e62d78 ES=0187 EDI=83234000 GS=0000
Bytes at CS:EIP:
8a 06 83 c6 01 3a c2 74 0a 84 c0 75 f3 5e 5b 5f
Stack dump:
012bf304 83234000 00000000 006a62cb 83234000 00bea380 05e0f010 067f00c0 00cb4ecc 00bbe934 819bfd3c 067f51e0 7c34214f 0109d384 00000000 7c3479ad
Craterus22 said:The above error seems to occur during the xml part of the mod load process...
I have never played this mod before, but other mods have worked ok for me... I have tried installing this in both the my games folder path and actual game install path.
any ideas?
Also, how large is the map?
I prefer to have it the old way as well, and will gladly change it. Just convice Thamis to give the okay,Mesix said:I noticed that in the latest version you made the Kambsor upgradeable to the heavy spearman. While it is nice to be able to upgrade the UU, it creates another problem. Once you have the required tech for heavy spearman (bronze working I think) you are no longer able to build the Kambsor unit. This is really too bad, because the Kambsor and the heavy spearman complement each other nicely. They do not serve the same purpose and I usually had (at least) one city pumping out each of them. I liked it better the old way. If you want to make UU upgradeable, perhaps you could just have an upgraded version of the UU that becomes available later on. This could be done for all of the civs.
Mesix said:I noticed that in the latest version you made the Kambsor upgradeable to the heavy spearman. While it is nice to be able to upgrade the UU, it creates another problem. Once you have the required tech for heavy spearman (bronze working I think) you are no longer able to build the Kambsor unit. This is really too bad, because the Kambsor and the heavy spearman complement each other nicely. They do not serve the same purpose and I usually had (at least) one city pumping out each of them. I liked it better the old way. If you want to make UU upgradeable, perhaps you could just have an upgraded version of the UU that becomes available later on. This could be done for all of the civs.
M@ni@c said:I read in the "Sir Not Appearing In This Mod" civilopedia entry in Fall from Heaven that if there is a unit B to which unit A can upgrade, but that unit B can't be built yet, then unit A will stay buildable. So if you want to be able to upgrade the Kambsor to Armored Spearmen yet at the same time also keep the Kambsor buildable, what you could do is make the Kambsor upgradeable to both the Armored Spearman and a much more advanced unit in the late game that overclasses the Kambsor in every aspect (or like FfH create an unbuildable dummy unit to which the unit can upgrade).
How's that for a compromise?![]()
M@ni@c said:Then civs who trade for their metals won't be able to build a smith and thus won't get the weapon promotions.
M@ni@c said:For those who can't wait on an official update, I've readded missionaries in the attached file btw. Unzip it in TAM/Assets/XML/Units.
thamis said:Hey that sounds really good, M@ni@c! I like the idea.
onedreamer said:not true... you would only need one of the metals to build the smithy. Once built, if you trade for the other metals you will get the promotions. I find it hard to believe that a civ can have access to no metal whatsoever, unless it lost the majority of its territory, in which case it's rightful that it stays with an inferior army.
onedreamer said:Actually I found the elimination of missionaries one of the best improvements in the unbalanced religion system of TAM. Re-adding them would not be a good idea IMO. What should have been looked upon instead would have been allowing religions to spread into cities that already have one.
M@ni@c said:Currently ships defending in coast get a 10% defense bonus. I don't really see the logic behind this, especially as enemy ships also get this bonus in your OWN territory. How would you feel about removing this bonus? I've attached my modified file in case you're interested.
thamis said:Whn you have the game open, shift-over the resources that you find are too much or the terrain types that need to be changed and post removal and change suggestions. This applies to ALL civs.
With the new resources we have to edit the map by hand in the text editor, so it's easy to lose overview what resources are where.
This applies to all civs! Call to action everyone!
Example post:
15,35: Remove timber.
18,60: Add sheep.
Ingvina Freyr said:Will do!
Question: Is it possible to script so that a city founded within certain coordinates automatically get a certain name regardless of what civ is founding the city?
thamis said:Theoretically yes.
BUT: It's a helluva lot of work. We would need to have a python script that basically lists every single plot of land on the map and the associated city name...
thamis said:Theoretically yes.
BUT: It's a helluva lot of work. We would need to have a python script that basically lists every single plot of land on the map and the associated city name...