Warlords

strategyonly

C2C Supreme Commander
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Just bought Warlords (Expansion) and nothing is compatible with CIV IV, all the MOD's, all the scenario's, maps, nothing? So either you have to play Warlords or CIV IV but can't combine them.:mad:

So what are we going to do here, have a completely different forum now for Warlords? :confused: Point vs Counter-Point?
 
sadly I agree, it's a bit dissapointing to have choose between the two, however the old scenarios could probablybe easily transferred.. atleast I hope "easily" is the word:confused:, because the old scenarios have all the XML and map datas, they just need to be bmade compatible
 
Apparently there's a folder in warlords called "transferred maps :D hopefully this will let us.. well.. transfer the maps =P

*edit* this doesn't work
 
strategyonly said:
So what are we going to do here, have a completely different forum now for Warlords? :confused: Point vs Counter-Point?

I think that many of the smaller mods can be easily adjusted to work with Warlords. I'll just publish two versions of my mod from now on, one for 1.61 and one for Warlords.
I just had a look at the Civ III forums and they sometimes name the compatible expansion in the title, sometimes in the first post of the thread. I could imagine that a distinction is useful for modpacks, but units and other small components should work (or else be made to work) with both Vanilla Civ IV and Warlords.
 
Actually...

as far as the xml..its fairly easy..most just add a line in the schema to work with the warlords function.

Im sure the main modders will put out a warlord version
 
It's not the end of the world. I mean... it is if you absolutely must have all your mods for Warlords right this second... it's just a matter of modifying them to work with the new code. People certainly will not have to start "from scratch".
 
Dom Pedro II said:
It's not the end of the world. I mean... it is if you absolutely must have all your mods for Warlords right this second... it's just a matter of modifying them to work with the new code. People certainly will not have to start "from scratch".

If they do start from scratch it would be the end of the world!:cry: :cry:
 
AriochIV said:
I think that many of the old scenarios will work with Warlords, but you have to make a copy and change the file extensions to ".CivWarlordsWBSave" so that the new game will recognize them.


And how do you change the file extensions of a scenario?

EDIT: I want to change all of my scenario's to the Warlords ones, how do i do it?
 
I'm a pretty raw newbie when it comes to all of this for CIV4, so maybe I haven't been around long enough to voice an opinion...but

(com'n you knew there would be a but)


it seems that the higher ups, --the orignal designers really broke thier butts to give the modding community a square deal, just the public usage of the sdk stuff sorta proves that to me....and this extra line here, not working there, is nothing "big" just sorta annoying to fix stuff people have put months into (not me, the last thing I put months into spits up on my shoulder after I twirl her over my head) and just seems like a snotty punk thing to do...sorta beneath what I'd expect out of company hallmarking Pappa Sid.

as said above the fixes won't be that difficult, so the need for the new format must not have been that dramatic, it just seems petty to me, but I'm not a coder working 50 hours a week on deadline and KNOW that no matter what I do somebody will b*tch at me about the choices I made and forget to tell me I did good with everything I got right.

to me, it just seems like widdling in the coffee pot, a piece of spite that leaves a bad taste in your mouth.
 
Another question: Are there changes in the python api, or are the python commands the same as in vanilla?
 
strategyonly said:
Thats exactly what i wanted here, rant, rave, get all off your chests, because in the end it all Works Out.


you know you really can ruin a good hissy fit....

what happened to the days of sit-ins, and protest songs, and and slamming the doors and screaming "I HATE YOU I HATE YOU I HATE YOU" ...oh yeah, we grew up....

but point of reference, where as "kumbyya" sung in front of a nuclear plant was an aphrodisiac on the right night, "it will all work out" ain't ever goin' get nobody out of their britches.
 
Well NO DUUUU!

Every single patch to the game has made previous mods incompatable and this is the Mother of all patches, they added new XML tags to several files and altered the source code. Unless your mod is some realy small XML file that wasn't changed your going to have to update it so stop your belly aching and get typing, I recomend using WinMerge to splice your mod into the latest warlords files.

Also if you make use of ModSwitcher you have a good chance of retaining compatability when these periodic updates occur, ModSwitcher records only the specific changes or additions to XML files so when Firaxis releases a new version you avoid conflicts with their changes. It also compiles all python and non-xml files so the whole mod is compressed into a single file, these files are them merged with the Default Assets to instantly merge any number of mods which would otherwise take hours to combine.

Find it HERE >>> http://forums.civfanatics.com/showthread.php?t=140188
 
By any chance, are there any mods here that are compatable with warlords? or are you people that have it are racing each other to do it?
 
Hadrean said:
By any chance, are there any mods here that are compatable with warlords? or are you people that have it are racing each other to do it?

If you look at my signature and go to that thread you will currently see mod's for and who is going to add them, not all modders have said anything ok, i know that FfH2 is NOT going to be compatible, as per Kael.:blush:
 
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