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Sevorak
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The mod with no name Alpha:
Firstly: the list of changes (nonamechanges.txt) isn't very accurate. I suggest you play the game to discover the changes. I tried to fix it up best I could, but there are bound to be inaccuracies.
Secondly: Please post all bug reports here on Apolyton, not on the Portal forums. Don't PM me. With the scale of the changes, I may have made some pretty serious errors (example: I just caught the fact that I hadn't changed Amp War's prereq about a minute ago), so report as soon as possible.
Thirdly: Read the entire readme, or, if you know how to install it, at least the five important points at the end.
Here goes.
-Sev
EDIT: Crash located and fixed. Redownload noname1a.zip.
Attachment: noname1a.zip
This has been downloaded 199 time(s).
Last edited by Sevorak on 17-01-2002 at 08:38
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David Weldon
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Laguna Hills, CA
Nov 2001 time: 21:17
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I'm unable to download the .zip file successfully. Actually I had the same problem trying to get Aussie_Lurker's file as well. The problem is that the downloaded file isn't as big as the file is supposed to be. I only get 478K of 479K. Then I can't open the archive because it doesn't recognize the file type. With Aussie's stuff I only got about 200K of 400K, so I know it's not just a rounding error.
Anyone have any ideas what's going wrong?
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Sevorak
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Just fixed the civilopedia icon error.
It'll be posted in a few hours after I pick up a few more bug reports.
For now, add the lines
#ICON_PRTO_Interceptor_Fighter
art\civilopedia\icons\units\44JetFighterlarge.pcx
art\civilopedia\icons\units\44JetFightersmall.pcx
to the end of the units entry in PediaIcons.txt.
As for the crash, do you have any idea how that occurred? What time was it around (i.e., approximately what kinds of units would be built?) I'm fairly positive that only viewing Warrior Code in the Civilopedia will crash the game, but if there's another problem it has to be the units.
I will be watching this thread the whole day, so feel free to post often.
-Sev
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Sevorak
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This possible crash is driving me crazy. I've been in and out of the files all day and I still can't figure out what's going wrong, if anything. If anyone experiences a crash, I want details!
Let me say, though, that 90% of crashes will definitely be people making spelling errors in renaming their copied folders (i.e. Guerrilla - two r's and two l's, NOT any other spelling) or not renaming the .INI files inside the copied folders. THESE MUST BE DONE or you'll crash into the wall harder than a frenzied yak. Remember - properly spelled renamed folders, properly spelled renamed INI files.
-Sev
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ChrisShaffer
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Iowa City, Iowa, United States of America
Aug 1999 time: 23:17
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What changes were made in your fix? Could you perhaps number the versions of the mod - i.e. the first one was 1.0, the second is 1.1 (or 1.01), etc?
Instructions on installing just the fixed files would help. It took me 20 minutes to install the mod in the first place, I don't think I want to reinstall the whole thing if you just changed one or two files.
And, btw, I would much prefer a huge download with all the new unit folders and such in the future. It might take longer to download, but it's worth it as I can do other things during the download. Perhaps you could provide two versions, small and large?
Last edited by ChrisShaffer on 17-01-2002 at 17:52
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ChrisShaffer
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Iowa City, Iowa, United States of America
Aug 1999 time: 23:17
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quote: Originally posted by RPMisCOOL
You should not start with a coracle unit (like the scout), but you should have the ability to build one immediately if you are on the coast. |
According to nonamechanges.txt, Expansionists: Get the Coracle at game start, cos we'll set it to have a pre-req of Pottery. 0/0/2 Carries 1 unit, coastal ship only.
Perhaps I misread this, or misread the previous discussions about the Coracle, but I was pretty sure that Expansionist civs were supposed to start with a Coracle unit, just like the Scout.
I've gone into the editor and discovered that you can't give civs extra starting units. Sigh.
I also learned that the Coracle can only be built by the five expansionist civilization, which is nice. It will surely give them a boost in early exploration and contact. I would argue in favor of the Coracle having "sink in sea" unchecked and only "sink in ocean" checked - to give it a slightly greater range.
Last edited by ChrisShaffer on 17-01-2002 at 21:56
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Sevorak
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hetairoi,
Good to see it all worked out. Check out BlueO's thread on the Files forum for more of his work. I agree, he did a great job on the Attack Chopper.
RPM,
In fact, the graphics are spelled "saltpetrelarge" and "saltpetresmall". British spelling.
Some of the names are less intuitive than you might expect: "shermantank" for the Tank unit and "galley(trireme)" for the Galley.
-Sev
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Sevorak
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quote: Originally posted by ChrisShaffer
Instructions on installing just the fixed files would help. It took me 20 minutes to install the mod in the first place, I don't think I want to reinstall the whole thing if you just changed one or two files.
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The only altered files were civ3mod.bic and PediaIcons.txt. Replace those and nothing else is needed. I'll clarify in the future what I've changed.
quote:
And, btw, I would much prefer a huge download with all the new unit folders and such in the future. It might take longer to download, but it's worth it as I can do other things during the download. Perhaps you could provide two versions, small and large? |
If there's enough demand for it.
-Sev
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Sevorak
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Actually, the Coracle is only available to Expansionists, to prevent people from undoing the Expansionist advantage just by tapping a hut for Pottery.
Post bug reports immediately - I don't believe I could have only made two mistakes, so I'm still watching this thread closely.
-Sev
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Sevorak
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Thanks, Chris. Got 'em. Download and replace these two files to fix it.
-Sev
Attachment: noname1b.zip
This has been downloaded 93 time(s).
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