Tweak Mod for Xtended

I see. Hm, I do indeed have crashes sometimes. But very rarely and I haven't noticed anything out of the ordinary...(my civ4 crashes sometimes when I alt+tab too much)
I'd say on average I can get a crash every 300 or so turns with MoM

So, the only way to fix this is by playing the recommended amount of civs? Or is there a limit higher than recommended?
 
Some mapscripts do not spawn the two mushroom terrains and mushroom forest, others put the terrain without the mushroom forest. Can this be fixed? For example, theres this mapscript i like (ErebusContinent), and theres no Dark Moors or Sortid Fields.
 
I see. Hm, I do indeed have crashes sometimes. But very rarely and I haven't noticed anything out of the ordinary...(my civ4 crashes sometimes when I alt+tab too much)
I'd say on average I can get a crash every 300 or so turns with MoM

So, the only way to fix this is by playing the recommended amount of civs? Or is there a limit higher than recommended?
How many civs you can use you will only find out with trial and error. It might also depend on which civs you pick, like how many graphic assets they have. Since the bug happens when you load the savegame you could check for it whenever you load a savegame and reload again if it occured. So load savegame, hit end turn and if no AI income jumped like crazy you might be fine (well, some tigers might have weird unitcombat mods).
Some mapscripts do not spawn the two mushroom terrains and mushroom forest, others put the terrain without the mushroom forest. Can this be fixed? For example, theres this mapscript i like (ErebusContinent), and theres no Dark Moors or Sortid Fields.
Yes, some people only wanted the traditional terrain so it depends on the mapscript if the mushroom terrains are created. And then some mapscripts are easier to modfiy than others.

Mapscripts are just python files in the privatemaps folder. You can add some code there to add mushroom terrains. But Erebuscontinents has close to 7k lines of code with a lot of complex logic.
 
I've encountered this bug again, on a smaller map (Human - 15 players)

You can see instant legendary culture for 3 cities and crazy spike in income, as well as some random Elephant with OP modifier.
However, when I launched a previous turn savegame nothing happened...
So I have no idea what might be the cause
Perhaps this save can be of any use?
Spoiler image :
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Spoiler image :
1678316025738.png
 

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The savefile you uploaded is from your last game. So it seems size of the map does not cause this problem. Maybe try and not use the "memory optiomization option for large maps" option. Maybe that causes issues. I don't remember how it works.
 
Sorry, this one should be the relevant one.
 

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Every time the game saves I get a message that says "Failed to compress game data". I just tried loading one of those saves and the game crashed. Did I install something wrong?

Update: I started up the game again and it seems to be working ok. *shrug*
 
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On the topic of this pesky BUG with income:
- encountered it AGAIN, but this time it's only one specific CITY with 1 pop
- when deleting it, the rest of the civ seems unaffected by the BUG
- parameters are the same: 15 civs human sized
- the culprit is the first Hippus 1 pop city straight East from my empire ( Helvagica)
- Previously it was a Barbarian settlement, later probably captured

Don't have a previous turn savefile as usual (was playing for a while without any issues so didn't check the stats too often)
But hopefully, this save can be useful to identify the causes. If you still have not given up on this anomaly, haha :lol:
 

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Pretty sure that BUG is caused by the general memory management of the game and the only way to "fix" it is to remove content from the mod.In the one savegame from one turn before the issues there was like a 50% chance for a bug to occur and then it was completly random stuff like one city having -2000 specialists or the yields from a specialist type broken.

Try without the "memory optimzation" gameoption, it might help. You could also try shorter game sessions, like save every 100 turns and then restart civ4. While civ4 is running, it's memory will become fragmented and in 32 bit that can become a real problem.
 
Just won a game without any noticeable bugs and without CTDs on turn 460~, Deity difficult. The save is attached here, i dont know, could be useful. Im just here to say thanks to sephi for patching some things up in this already awesome modmod.
 

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I see, what a nasty flying bug...
Thank you for taking a look!

Will try without memory optimization and hope for the best :lol:
I'm having so much fun with my latest game that I've decided to proceed even with 196k income Elves being a thing, haha.(again, missed the turn where they got the bug and now don't have autosave to reload)
 
The bug is affecting my current game (turn 370). It looks like it is only impacting two Civs, but they are swinging wildly up and down. Also, it seems to be impacting their food and production as well.




To a much lesser extent culture too (though maybe other things are going on there, I dunno):
 

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Yeah, in my game all Elven cities went above 50+ pop and have no sign of stopping. Their capital is currently at 109 pops... Safe to assume their food is unlimited :)
 
And a weird thing happened just now in my game. I loaded up some ships with settlers and archers to go colonize some island. The flotilla was attacked by a dragon. One ship was destroyed, but all the units who were on the other ships have just disappeared. No message saying they were killed. They're just gone.

Edit: So I went to find that dragon again and... eek:
 
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Another question, where do I find out how many turns are remaining on my golden age?

Oh, and it appears you need Engineering to chop down ancient forest, but you can build another improvement over ancient forest and chop it down that way. Is that intentional?

Finally, if you are looking for feedback on the mod, I think the combat strength bonus from tech is too powerful. Especially with the unit cap (which I like). Typically the trade off is one of quality vs. quantity. Which is why military civs/civics give bonuses to military production and penalties to science research. But all the cool special units and abilities that various civs have is dwarfed by the amount of strength a more economy/science focused civ can have just by ticking off those +2 strength bonuses. Maybe reduce it to +1 STR each?
 
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A Lost Temple should provide 5 faith per turn each. But, in the attached savefile, the main screen indicates that 6 faith will be added to the city with 2 lost temples around. However you can see 11 faith were actually added after ending this turn...
 

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Another issue I noticed, some spells are supposed to give a discount if you have multiple mana of that type. It doesn't seem to be working. I have two nature mana, but the create stone spell still costs 300 mana. Also, the Arcane Lore tech says it doubles mana from nodes and shrines, but that isn't working either.
 
Uploaded v.108 with the following changes

- building improvements over ancient forests now requires engineering tech similar to chopping
- UI: fixed display of faith income when no sacred knowledge is available
- displayed faith and mana income is more accurate now (before it display in UI was often updated only after pressing next turn)
 
Another question, where do I find out how many turns are remaining on my golden age?

Oh, and it appears you need Engineering to chop down ancient forest, but you can build another improvement over ancient forest and chop it down that way. Is that intentional?

Finally, if you are looking for feedback on the mod, I think the combat strength bonus from tech is too powerful. Especially with the unit cap (which I like). Typically the trade off is one of quality vs. quantity. Which is why military civs/civics give bonuses to military production and penalties to science research. But all the cool special units and abilities that various civs have is dwarfed by the amount of strength a more economy/science focused civ can have just by ticking off those +2 strength bonuses. Maybe reduce it to +1 STR each?
The idea of the combat strength system was to bring back tech as an alternative snowball mechanic to warfare. Kinda like it was in civ4 or most other 4x games. It's also a system that the AI can understand and use. So you have the choice to either put your resources into military and conquer your neighbour to get more cities and higher promoted units or instead you invest in technology and have less units of higher power level.
 
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