[Warlords] CivFusion

OK, I think some of the problems people are having might have to do with the Move Highlighter. It is not working correctly and I forgot to disable it completely before releasing. I have attached a file to this post. (http://forums.civfanatics.com/uploads/86358/CvCustomEventManager.zip)

Please extract it to your Mods/CivFusion/Python directory, overwriting the current file and report back to see if it fixed the issue.

Thanks,
ripple01
 
Hmmmm...least on my 'puter, it's still doing the same thing, I appreciate the time and effort that modders put in, I had this same problem with Ket's Composite XL mod, I was gonna do a quick search back and see what fixed it in his mod, not saying it's the same thing, just figured it's worth a shot.
 
On page 11 of the Cpmposite XL thread is the problem and solution that Ket came up with. I'm not a modder at all, so I don't have any idea that it might help, but I figured it couldn't hurt to mention the problem that happened there, 'cause it was no interface too, and only affected some users. I really am looking forward to this mod, and thank ya for the effort you've already put into it, and are putting into finding a solution to this.
 
Mine i think doesn't also have anything to do with the highlighted function.I know that because i had the same problem with Amra's modpack (gyathaar solved asking me to change windows registry) that I did, it works fine after that.Also Esnaz's Wales mod (I forgot the name of the guy who made it, sorry) still has the same problem.
All the mods that are here to Warlords I downloaded. So why only those three had this problem, I don't know. Any help I do appreciate it.
Sorry if I have so many problems in my computer.
I try very hard not bothering you, 'cause I know here only have really busy guys.
I do apologise for that.Thanks very much.
 
dl'ed the event manager patch and it seems to have solved the movement problem I reported. Next... you can't see all the civic options either in civics screen (because when you move your cursor down to scroll all the info the civic description disappears) or in the pop-up when the tech is discovered becasue the description is too vague.
 
PLEASE, PLEASE, PLEASE, post some kind of map (World, Europe, Mesopotamia) for your mod to add some historical context to all the excellent civ's you've hard soo hard to add.
 
@NikNaks93 and ripple01:
I know by the forum's rules that I can't post the same message in two different threads so, when you have time, please (if you want) go to:
Amra's modpack v2 page 33 post #644 and see my message:
I find out what's the problem in my pc, now all the mods works perfectly!

PS:the webpage is http://forums.civfanatics.com/showt...=33&highlight=Civ4-Warlords+new+civilizations post #644
Thanks for all your help, I do appreciate it.
 
No problem, rebakan, glad to hear it's working for you now!

davbenbak, I never play with custom maps so it's not something I've really considered and to tell you the truth I haven't really wrapped my head around how custom maps work. However, I see how it could be something critical for many players so I will try to implement some sort of custom map for the BtS version.

Anyone have any feedback, positive or negative, on the tech tree? It's the aspect I put the most time into so I'm interested to hear other people's take on it...

Thanks,
ripple01
 
Maybe it's just me but with the added resources of the mod, critical land resources such as horses, iron and coal seem much scarcer on the random maps. Also posted premade maps can not be adapted to the mod through editing the word pad part of the wbs (where you designate starting locations)due to the new resources.

Tech tree seems fine so far with the exception of not being able to build road in forests with the wheel. I like the added wonders as well as the seafaring trait. Getting pink screens when building shines seems weird concidering the graphics already exist as part of the game.
 
Maybe it's just me but with the added resources of the mod, critical land resources such as horses, iron and coal seem much scarcer on the random maps. Also posted premade maps can not be adapted to the mod through editing the word pad part of the wbs (where you designate starting locations)due to the new resources.

I'll take a look at tweaking this.

Tech tree seems fine so far with the exception of not being able to build road in forests with the wheel. I like the added wonders as well as the seafaring trait. Getting pink screens when building shines seems weird concidering the graphics already exist as part of the game.

I changed road building in forests to Bronze Working a la Hephmod.

I'm assuming you meant shrines when discussing the pink screens? I did not know this was a problem, I'll investigate and post a patch if necessary.

Thanks,
ripple01
 
@brun58: maybe your problem is not the same as mine, but who knows, maybe what I did can also help you.I just find out that my civ4-Wlds japanese version set to English language, installs warlords in two different folders into the same HKEY_MACHINE_SOFTWARE registry key on Windows.
And the first folder keeps the original language (in my case Japanese)as the default one.The mods first check this first before loading.
What I did was erased this folder, keeping the other with English as default lang, in the Firaxis Games Directory.
Check out your registry key, and see if this is what happened to you.
Of course that every single person has a different reason for not showing interface, mine was that one.
Now all the mods works much better than ever before.
@ripple_01: I want to thank you for this wonderful mod, I love to see what the jaguar does, while waiting for one order, it's very cute! it's a very good, excellent mod, I enjoy playing it very much! Thanks a lot!sorry my English syntax errs.
 
OOPS, yes I meant shrines. Also noticed the changed to Bronze Working for chopping forests. Maybe chopping jungles could be moved up to iron working. I understand the logic behind needing Biology to combat jungle disease and all but it sure is a long time to wait especially when the resource in the jungle is stone or something needed earlier in the game.

I like the mod so please don't feel that I'm complaining. Just...um... rigorous play testing.

@rebakan Your English is fine and judging from my typo's just as good as mine.
 
@ripple_01: I want to thank you for this wonderful mod, I love to see what the jaguar does, while waiting for one order, it's very cute! it's a very good, excellent mod, I enjoy playing it very much! Thanks a lot!sorry my English syntax errs.

Your english is fine, rebakan, much better than my japanese. I can read katakana and some basic hiragana and kanji but that's about it. :) I am very happy to see you are enjoying the mod.

OOPS, yes I meant shrines. Also noticed the changed to Bronze Working for chopping forests. Maybe chopping jungles could be moved up to iron working. I understand the logic behind needing Biology to combat jungle disease and all but it sure is a long time to wait especially when the resource in the jungle is stone or something needed earlier in the game.

I like the mod so please don't feel that I'm complaining. Just...um... rigorous play testing.

I like the feedback and criticism, please keep it coming! I don't feel like you are complaining. I thought the same thing as you regarding jungles and biology, I was interested to see if anyone else would bring it up. If you have a start surrounded by jungles, you are screwed. I think I will move it to Iron Working as you suggest.


Thanks,
ripple01
 
Another thought would be to not have horses as a required resource for building chariots. The logic behind this is the fact that chariots were devloped because in ancient times horses were just too small to be riden effectively in battle. The ancient Americans in fact hunted them to extinction for their meat.

It would also extend their use in the game which would reflect their historical importance. Up until the developement of the chariot, warfare consisted of two groups of warriors who would line up facing each other at about 60-80 meters taunting at each other. Some would sling stones, fire arrows or throw spears at tartgets of opportunity while others would challange oppontents to single combat in the no man's land. Eventually one side would waver and break. Homer's IIliad gives an excellent account. With the chariot, riders could exploit this linear tactic by flanking from the sides and rear effectively herding thier oppentents like sheep or force the opponent to stretch their line so thin to be useful as shock troops in a frontal attach.

The wild tribes of the stepps eventually breed their small shaggy ponies to a large enough size to ride in battle and spread havoc on the "civilized" mesopotamians. The Persians used not only cavalry but the force of combined arms by organizing the army into similary armed units, including the chariot, to rule the entire Middle East. The death knell of the chariot was not only the introduction of mounted warriors but the developement of the Greek phalanx. Alexander was able to cover his flanks with cavalry and his tightly packed ranks of spearmen were immune to a frontal attack negating their effectiveness all together. Darius learned this lesson too late as he counted heavily on his war chariots to carry the day against the out numbered Greeks.

Sorry for the history lecture but I have never really liked the way Civ2, Civ3, or Civ4 has handled the chariot.
 
As a fan of Rise and Rule awaiting an adaptation for Civ IV for a long time, i'm glad to see a mod with such features.

Just a problem though ... I followed your link on Filefront and ... No way to find any file related to your mod :cry:
 
As a fan of Rise and Rule awaiting an adaptation for Civ IV for a long time, i'm glad to see a mod with such features.

Just a problem though ... I followed your link on Filefront and ... No way to find any file related to your mod :cry:

I'm at work right now and can't test the link. Is it not available for download? That's no good...

I also want to provide an update on what's going on with this mod. I will be releasing a small patch to fix a few small bugs in the current version but that will be the last update for Warlords.

I am currently working on the BtS version and things have been progressing very well. I was able to procure a copy early so I have made considerable progress already and I want to get something out ASAP.

Here are some of the changes so far:

Removed HRE and Native American empires
Moved Charlemagne to 3rd leader for Germany
Moved Sitting Bull as leader of Sioux

I will be adding 10 or 12 new civilizations, aiming to have a nice selection from around the globe. The 9 I have added so far:

Sioux
Iroquois
Brazil
Austria
Poland
Hitttites
Siam
Polynesia
Israel

I am also adding many 2nd leaders for civs, trying to pick the best fan-made LH's and trying to avoid duplicate LH's based on the same model.

I have rebuilt the tech tree from scratch with the aim of making it look less visually crammed. The new tree is more functional and easier on the eyes. It is totally rebuilt through the 1930's/1940's so not too much more to go.

I have removed a couple of wonders/buildings from the Warlords version as I felt they were overkill. I will reevaluate when the BtS version is closer to completion.

I am adding a few new religions to spice things up. I have already added (borrowed graciously from Amra's mod) Amun-Ra (Egyptian pantheon) and Hellenism (Greek pantheon) as well as apprpriate founding techs. The appropriate leaders have these added as their favorite religion. I'm looking at adding Shinto and Zoroastrianism for a total of 11 religions.

I have also added in RabbitWhite's Ethnically Diverse Units for BtS and am working on getting GeoModders Ethnically Diverse Cities in as well.

I'll update with some screenshots shortly.

Cheers,
ripple01
 
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