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Thread: *Whole World Mod*

  1. #3161
    Second Lieutenant OpAphid's Avatar
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    Quote Originally Posted by TheFlameKnight View Post
    I can't download the IN version. It just says "file not found" when I arrive at Game Front.
    Quote Originally Posted by drumheller View Post
    I tried downloading the IN version as well and had the same problem.
    Guys, Gamefront removes it's files that are old to make room for the new. I suggest asking Haf himself for the files like me, or simply waiting for the DW version.

  2. #3162
    Magrathean Engineer Haftetavenscrap's Avatar
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    Quote Originally Posted by OpAphid View Post
    Guys, Gamefront removes it's files that are old to make room for the new. I suggest asking Haf himself for the files like me, or simply waiting for the DW version.
    If I can find the old versions, I can re-upload them, but I would recommend playing the newer versions, because they are better.
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  3. #3163
    I would like to formally ask permission to use the technology and unit files in my own mod.

  4. #3164
    Magrathean Engineer Haftetavenscrap's Avatar
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    Quote Originally Posted by ssfsx17 View Post
    I would like to formally ask permission to use the technology and unit files in my own mod.
    What mod is that?
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  5. #3165
    Quote Originally Posted by Haftetavenscrap View Post
    What mod is that?
    That would be the "Alien Space Bats" mod linked in my signature.

  6. #3166
    Magrathean Engineer Haftetavenscrap's Avatar
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    Quote Originally Posted by ssfsx17 View Post
    That would be the "Alien Space Bats" mod linked in my signature.
    Which files were you looking at specifically? A lot of the new units are for new tech groups and dates that don't exist in your mod.
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  7. #3167
    Quote Originally Posted by Haftetavenscrap View Post
    Which files were you looking at specifically? A lot of the new units are for new tech groups and dates that don't exist in your mod.
    I know they don't exist in my mod (which currently changes nothing about the map or the timeline yet), nevertheless it will be that much less work later on.

    I might as well state now that if the next version of WWM is stable, then ASB will be made a sub-mod of it

  8. #3168
    Magrathean Engineer Haftetavenscrap's Avatar
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    Quote Originally Posted by ssfsx17 View Post
    I know they don't exist in my mod (which currently changes nothing about the map or the timeline yet), nevertheless it will be that much less work later on.

    I might as well state now that if the next version of WWM is stable, then ASB will be made a sub-mod of it
    Alright, I have no problem with you using those files (so long as WWM is mentioned )
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  9. #3169
    Captain Azog's Avatar
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    Are you keeping your new buildings, factory and railroad in? And if so are you making them their own line of buildings? If you are I would suggest as the 3 and 4 builds use telephone system, to represent the changes in communication, and electrical lines, to represent the spread of electrification towards the ending years of the mod. Maybe as the 5 and 6 use airfield to represent the changes the early airplanes brought and assembly line to show the further changes in manufacturing. That way can have a whole modern line of buildings to add some to the end game of the mod.

  10. #3170
    Magrathean Engineer Haftetavenscrap's Avatar
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    Quote Originally Posted by Azog View Post
    Are you keeping your new buildings, factory and railroad in? And if so are you making them their own line of buildings? If you are I would suggest as the 3 and 4 builds use telephone system, to represent the changes in communication, and electrical lines, to represent the spread of electrification towards the ending years of the mod. Maybe as the 5 and 6 use airfield to represent the changes the early airplanes brought and assembly line to show the further changes in manufacturing. That way can have a whole modern line of buildings to add some to the end game of the mod.
    It's difficult to add new building types due to the design of the interface. Right now, Factory is level 6 production and Rail Depot is level 6 trade. There are a few changes to the other buildings as well.

    On the other hand, if there is a good way to add a new building type, I like this idea as well.
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  11. #3171
    I think that if your gonna add a new building type, you'll have to add a new tech type also, since they seem to be tied to those.

  12. #3172
    Magrathean Engineer Haftetavenscrap's Avatar
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    Quote Originally Posted by Deathshome View Post
    I think that if your gonna add a new building type, you'll have to add a new tech type also, since they seem to be tied to those.
    That shouldn't be necessary (look at the unique buildings and manufactories that appear everywhere). The issue if fitting another row of icons into the interface, and possibly altering the ledger interface as well.
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  13. #3173
    Quote Originally Posted by Haftetavenscrap View Post
    That shouldn't be necessary (look at the unique buildings and manufactories that appear everywhere). The issue if fitting another row of icons into the interface, and possibly altering the ledger interface as well.
    try making the icons a little smaller?

  14. #3174
    Magrathean Engineer Haftetavenscrap's Avatar
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    That won't do the job by itself. They still have to be arranged nicely just by looking at some numbers in n interface file. And those same interface files often cause the game to crash when Paradox updates the same interfaces that you modded. That's not to say I'm not going to try though
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  15. #3175
    Any chance anyone still has the Mac OS version of this mod? The links on the main page are broken.

  16. #3176
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    Have you figured out what causes the crash to CTD???
    Robert Glaub
    rwglaub@yahoo.com

  17. #3177
    Magrathean Engineer Haftetavenscrap's Avatar
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    Quote Originally Posted by rwglaub View Post
    Have you figured out what causes the crash to CTD???
    I have some theories, but it takes a long time to test, and I have little time to do so. I'm still working on it though.
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  18. #3178
    Hi,
    Is this mod built for DW 5.1b or 5.1? I looked at the date and wasn't really sure if it was before or after the patch. Thanks.

  19. #3179
    Magrathean Engineer Haftetavenscrap's Avatar
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    Quote Originally Posted by Ready_Set_Go View Post
    Hi,
    Is this mod built for DW 5.1b or 5.1? I looked at the date and wasn't really sure if it was before or after the patch. Thanks.
    As far as I can remember, it should work for both.
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  20. #3180
    Sergeant tanadiel's Avatar
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    I found two bugs in countries.txt: Bar's tag is listed as BAR, which barbados' tag as well. Changed to BAA to match bar province. Also Berry's tag was BER in countries.txt. Changed to BRY to match province. This will fix bug of these countries not appearing on map in French/Burgundian area on map.
    Attached Files

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