(December 26th, 2012, 16:31)sunrise089 Wrote: I can make a test game, but would connecting to the existing demogame work?
He can do that just fine, but he can't connect to the game with the mod. I'd be curious to see if he can get into a pitboss game that runs a different mod to see if we can narrow down what's causing the problem... So that'll have to be someone else probably since you can't host multiple mod games at once.
I think I tried running it as an administer a while ago, but I can't remember for sure. I did not try it in comparability mode. I will try those.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Is this Win7 or Vista machine? In case problem is caused by UAC (mod is installed on virtual store) you could try this:
* Start explorer as Administrator (Accesories - right click above Explorer and choose "Run as administrator") then copy the mod files again to right place.
Windows 7. I'm not sure what you mean by virtual store, actually.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(December 26th, 2012, 16:31)sunrise089 Wrote: I can make a test game, but would connecting to the existing demogame work?
He can do that just fine, but he can't connect to the game with the mod. I'd be curious to see if he can get into a pitboss game that runs a different mod to see if we can narrow down what's causing the problem... So that'll have to be someone else probably since you can't host multiple mod games at once.
Gotcha. Another option would be to take the game down for a bit to try a test. Probably at an off-peak playing time, and of course with notice. I'd be able to do that if we planned it a day or so in advance.
I agree with trying to use the Run As Administrator option (just for testing). Something else you could try is giving your Windows user accout full permission to the mod directory if you're getting an access denied error. Also, there may be some file protection feature being enabled by Windows if it recognizes that the mod zip file was downloaded from the Internet. That would be under properties (when you right-click on the RBMod zip file), IIRC. I'm not at a PC now, I could be off on that one.
Is your Civ installation run via Steam or directly installed?
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
It's directly installed off a CD. Trying run as an administrator now. Will try in XP compatibility mode, then reinstalling the mod with UAC disabled.
Update: Running as an administrator did not solve the problem, and I could not get the program to open in compatibility mode (more accurately, I tried three different methods of finding combatibility mode, including registry editing, and came to a point where the directions I found told me to click on something I don't have).
Also, just in case this got lost somewhere: I am able to play single player RB Mod games.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.