View Full Version : [BTS] Expanded Epic Game (fixed Next War)


Chiyu
Jul 19, 2007, 06:45 PM
This is the normal Beyond the Sword game with the features from Next War included. I guess it will be fixed in a next patch anyway, but I don't think anyone wants to wait that long. Version 1.7 is compatible with BtS 3.13.

What I did:
- edited CIV4MainMenus.xml to get the four 'standard' main menus back.
- edited CIV4EraInfos.xml to get the default music back in the ancient, classical, medieval, renaissance, industrial and modern eras (http://forums.civfanatics.com/showthread.php?t=231911 for more info about this "bug").
- removed Mr. Big, The Lady, The Glorious Leader and His Excellency from CIV4LeaderHeadInfos.xml.
- removed their diplomacy strings from CIV4DiplomacyInfos.xml.
- removed America Inc., The Southern Empire, Asia and Europa from CIV4CivilizationInfos.
- certain bugs regarding the buildings (that were only in Next War) fixed.
- removed unnecessary sound files to reduce the file size to almost nothing.
- Implemented Solver's unofficial patch fix.

Download the "Expanded mod" version 1.7 here. (http://files.filefront.com/Expanded17zip/;9093647;/fileinfo.html)


Note: just put this in Beyond the Sword\Mods\, like any other mod and NOT in Beyond the Sword\Mods\Next War\ or something!

Kinseek
Jul 20, 2007, 01:15 AM
Awesome, thanks!

Willowmound
Jul 20, 2007, 03:44 AM
Any chance you can get BtS's regular ethnically diverse units in there? Apparently all units look the same in Next War -- just like in Warlords and vanilla.

Chiyu
Jul 21, 2007, 05:01 PM
Hmm? They look ethnically diverse for me, with or without the Next War/Expanded mod..

For proof: www.craccoclan.com/divisions/strategy/screenshots/Civ4ScreenShot0000.jpg

Willowmound
Jul 21, 2007, 06:59 PM
Good stuff. I was merely responding to rumour.

My next game will be with with your mod. Thanks!

Chiyu
Jul 22, 2007, 06:08 PM
Important notice:
I re-uploaded a better version of the mod. I came to notice that Next War also renamed the United Nations to League of Nations, removed the Apostolic Palace and removed the ability to regenerate maps in (single player) custom games.
This is all fixed now. The Expanded mod component has all the features from the Civ4 BtS core game plus all the technologies, units and buildings from Next War.

If you download this mod on the 20th, 21th or 22th of July, please re-download and replace it asap!
Thanks :)

EdCase
Jul 23, 2007, 08:19 PM
Does it still have the Great Wall requiring 6 cities to have walls first ? [Epic game standard does not]
(I like building the GW , what can I tell ya :) )

Quetz
Jul 23, 2007, 10:54 PM
where do you extract this mod? Overwrite the default Nextwar, right?

If so please remove the "expanded" directory from the zip structure so it can be easily done.

Willowmound
Jul 24, 2007, 03:21 AM
Never overwrite anything.

I put the files in their own folder under "Beyond the Sword\Mods"

Then just load as would any other mod.

Lap
Jul 24, 2007, 11:26 AM
Bug with Portuguese. It says their special building replaces the market instead of customs house. Both the market and their special building have the same effects.

Madd_Mugsy
Jul 24, 2007, 01:57 PM
There are more than a few weird things in the Next War XML files. Comparing the Next War & Expanded mod files to the XML files in BTS\Assets\XML, I noticed that quite a few things need to be adjusted. For instance: Great Wall req's walls, apostolic palace missing, portuguese UB is Market, advanced start costs are all off, tech pre-reqs are different in some cases (eg: SDI w/Satellites instead of laser), some of the unit promotion info was overwritten w/the new next war units, etc. Also some of the python files are missing features like Partisans too.

I think Next War was based on an earlier build of BTS, and so is missing a bunch of the later features and tweaks.

(Woohoo! 1st post after lurking for 5 years :p)

Chiyu
Jul 24, 2007, 08:14 PM
Oh, most of those things can easily be fixed with XML. Damn, I never expected Next War to be that buggy. I'll definitely have a look at it and re-upload when I get home again (on Thursday).

As for the missing Python features... I'm quite sure I didn't include any python files in the mod so I'm not sure what I can do to fix that. Any ideas what could be wrong, Madd Mugsy?

frenchman
Jul 24, 2007, 08:27 PM
:thanx: this is very helpful ...

Madd_Mugsy
Jul 25, 2007, 01:01 PM
@Chiyu:

There are only 2 python files in Next War, so it's not that serious. I made all my changes directly to my Next War directory (yes, bad, I know, but I was feeling lazy) so I'll need to reinstall to check the differences :p IIRC, it was just the partisans, and some wonder events. You should be able to diff the NW python files w/the BTS files just like XML though, so it should be pretty easy to fix.

Niteshade
Jul 25, 2007, 02:01 PM
Chiyu, I want to mention first that I was rather annoyed to find some of the inconsistencies in the Next War epic mod and your mod has been wonderful.

I noticed what seems to be a problem in Next War, however, and wonder if you'd have some insight on how to fix it. The arcology and arcology shielding structures seem to be duplicated, such that when you build them you end up with 3 bubbles over your cities. Huge bubbles. Now, maybe that's what they intended, but I think what they meant to do is replace the old arcology model with a new one (with shield effects). I looked in the XML and could find no way to replace a building after a new one had been built, however.

frenchman
Jul 26, 2007, 02:00 AM
Hello,
Some problems with my last download of this mod. You could perhaps rename the file (and/or the link) in order we now which version we have in the hands.
Whatever : :thanx:

Dennis_Moore
Jul 26, 2007, 06:46 AM
I have an idea, how about making a next war/gods of old hybrid mod, (basically gods of old with an extended tech-tree).

LordGek
Jul 26, 2007, 08:26 AM
I have an idea, how about making a next war/gods of old hybrid mod, (basically gods of old with an extended tech-tree).

Here here! Not being a modder I'm not sure if there is some overlap that would require more than just slapping these two mods together in one mod. Like would some of the future tech units need modifications to utilize the God's unique promotions? Would the AI's need modification to recognize how to integrate the new units into their wars for religious domination?

Most importantly, what would this be called? Here's my vote:

Sumerian Tech Wars! :cool:

Dennis_Moore
Jul 26, 2007, 09:02 AM
HMost importantly, what would this be called? Here's my vote:

Sumerian Tech Wars! :cool:


How about Mechs O' Potamia?

LordGek
Jul 26, 2007, 10:03 AM
Oh, touche, I withdraw my bid, "Mechs O' Potamia" is so god awfuly groanworthy that I love it!

Chiyu
Jul 26, 2007, 11:10 AM
@niteshade:
Thanks! I took a look in the original Next War, and in there they appear as three big bubbles too, instead of replacing the old shield. So I guess it was intended this way.

@frenchman:
Yeah, I will. Last version is 1.1, the new version is 1.2.

@dennis:
Hmm, I have not yet given Gods of Old a try, I might do it when I'm bored of the epic game.

Dennis_Moore
Jul 26, 2007, 01:08 PM
Oh, touche, I withdraw my bid, "Mechs O' Potamia" is so god awfuly groanworthy that I love it!

Thank you. It does however raise the question - Where is Potamia?

LordGek
Jul 26, 2007, 01:35 PM
Thank you. It does however raise the question - Where is Potamia?

Somehwere in Greece, I guess:
http://en.wikipedia.org/wiki/Potamia,_Arcadia

sm60ma
Jul 26, 2007, 01:54 PM
Wee bit off-topic, but is it possible to load a regular BtS save into Epic Next War?

LordGek
Jul 26, 2007, 02:18 PM
Wee bit off-topic, but is it possible to load a regular BtS save into Epic Next War?

I doubt it. Maybe a good modder/hacker could alter a given save so it then could work with the Mod later but I think, for the most part, a save is pretty darned linked to the mode it was made in.

Sword_Of_Geddon
Jul 26, 2007, 03:04 PM
Is it possible for someone to turn this into a module?

Niteshade
Jul 26, 2007, 06:55 PM
@niteshade:
Thanks! I took a look in the original Next War, and in there they appear as three big bubbles too, instead of replacing the old shield. So I guess it was intended this way.


Thanks for the reply Chiyu!

If you were to look into possibly overwriting previous versions of the arcology, how would you go about it? I'm interested in making the change, but I'm not sure if there's a "remove building" tag or some sort of "hide building" tag. Thanks!

Ashbery76
Jul 27, 2007, 12:28 AM
There is no way to make colonies independant in this mod, the fist icon on the dom screen is not there..What happend?

Chiyu
Jul 27, 2007, 07:54 AM
@Niteshade:
I'm not an expert on modding but perhaps a tag like <ObsoleteBuilding>...</ObsoleteBuilding> could be added? Or through Python maybe? I really wouldn't know how... Sorry.

@Ashbery76:
It works (just tested it myself), you probably just didn't meet the prerequisites.

Willowmound
Jul 27, 2007, 01:42 PM
So, Chiyu, does version 1.3 fix all the issues people have addressed so far in this thread?

It looks like it! Good job :)

strategyonly
Jul 27, 2007, 07:49 PM
When you get things going here, pls let me know, i am going to start a regular MOD from this that extends this to make it a Fantasy MOD. I just need to figure out where to put them in which country (ie America, Orcs/Undead, Germany, elves/dark elves, etc?? what?) Does this sound ok?? Ideas pls!!!

Also where you changed the AmericaInc and three others, it is in the description now in capitals letters, ie: TXT_KEY etc.
See attached pics:

And can get get rid of that stupid BLUE STAR flag, pls, use R/W/B, thx: http://forums.civfanatics.com/uploads/86969/america.zip

Chiyu
Jul 28, 2007, 08:02 AM
I never get got that error, and I'm completely sure that Mr. Big and his friends are completely removed. In fact, the XML\Civilizations\ folder is totally missing from version 1.1 and on so there's no way you can ever see them!

Are you sure you downloaded the most recent version and removed the old version before unzipping it? (If you don't remove the old version first, then it will just add the new files to the Expanded mod and overwrite the changed files, while keeping the unedited files)

strategyonly
Jul 28, 2007, 08:24 AM
I never get got that error, and I'm completely sure that Mr. Big and his friends are completely removed. In fact, the XML\Civilizations\ folder is totally missing from version 1.1 and on so there's no way you can ever see them!

Are you sure you downloaded the most recent version and removed the old version before unzipping it? (If you don't remove the old version first, then it will just add the new files to the Expanded mod and overwrite the changed files, while keeping the unedited files)

OK i deleted all XML files there and replaced them with yours, and deleted the ArtDefinesCiv also, and now when i go into the WB it hard crashes to the desktop??:blush:

EDIT: I put back the ArtDefinesCiv and it worked again!!!

Am i also to delete the PythonCallbackDefines and GlobalDefinesAlt, files also??

Chiyu
Jul 28, 2007, 12:11 PM
Err.. I don't see where all these crashes are coming from, you are definitely doing something wrong. Please keep in mind that "Expanded" is a stand alone mod, when I said "and removed the old version" I meant that you had to remove the older versions of Expanded (if there were any). Do not delete any of BtS' or Next War's own files!

strategyonly
Jul 28, 2007, 01:10 PM
Err.. I don't see where all these crashes are coming from, you are definitely doing something wrong. Please keep in mind that "Expanded" is a stand alone mod, when I said "and removed the old version" I meant that you had to remove the older versions of Expanded (if there were any). Do not delete any of BtS' or Next War's own files!


Didnt have any other EXpanded version, and if you dont edit the CivInfo you are going to have Mr Big etc, as far as i know??:rolleyes:

Chiyu
Jul 28, 2007, 01:56 PM
No, if there's no CivInfo file included in the mod, then Civ4 will just use the respective default BtS files..

Willowmound
Jul 28, 2007, 02:09 PM
It certainly works for me, no problems.

strategyonly
Jul 28, 2007, 02:26 PM
No, if there's no CivInfo file included in the mod, then Civ4 will just use the respective default BtS files..

well mine crashes right away to the desktop if i take out the civinfo file.
well thats ok i will do it my way anyways, but thx. Anybody have any ideas yet on the Fantasy units where to put them???

Michael17J
Jul 28, 2007, 02:37 PM
I downloaded your version 1.2, but there was still no Apostolic Palace or SDI Defence.

Willowmound
Jul 28, 2007, 02:45 PM
Why don't you try 1.3, linked to in post #1 ?

Michael17J
Jul 28, 2007, 03:06 PM
It did absolutely nothing - Apostolic Palace and SDI are still not there.

The only change it made was that, instead of just one visible shield after you've built all three, all three showed.

Niteshade
Jul 28, 2007, 05:27 PM
The Apostolic Palace IS there. So is the SDI. I just double-checked the mod and my friends in MP built it numerous times to great effect.

And all three shields were ALWAYS shown. Unfortunately. Check the first page.

Michael17J
Jul 28, 2007, 05:44 PM
I can SS my current Next War game where only the biggest shield is shown.

I've re-checked about five times, two with the new 1.3 version, no A.P and no SDI. It's like that time the mod deleted the NExt War units on my computer.

Niteshade
Jul 28, 2007, 05:55 PM
Hmmm.

Are you using the 3.02 patch? And did you overwrite the original last war mod? I'd very much like to get to the bottom of this.

Michael17J
Jul 28, 2007, 06:15 PM
I downloaded the patch in his first post - 1.3. The first patch, for me, actually deleted the Next War units in both the city build and Worldbuilder.

I definitely have replaced the last Expanded file.

It looks to me, as I went in and played around with the World Builder and city for a while, that the SDI is no longer considered a wonder but a Spaceship thing. It's definitely there, though not in World Builder (Manhatten Project's not there, either), but you need Space Victory on and I don't use that victory. Apostolic Palace wasn't on the World Builder, in the city building mode, or in the Civpedia.

By the way, I think someone said there would be more powerful ships in Next War, but I haven just got 40 strength Missile Cruisers and Battleships, etc, still.

I'm playing the mod on earth, Warlords or original map, 18 civs.

Niteshade
Jul 28, 2007, 06:17 PM
No, I meant which version of Civ IV BTS are you running? 3.0.0.1 or 3.02?

As for ships, I know for a fact there's no improved ships in Next War.

Michael17J
Jul 28, 2007, 06:19 PM
I downloaded the patch that came with the European release, and I've checked for updates and there are none.

Chiyu
Jul 29, 2007, 08:28 AM
I really don't understand why some people are having trouble with the mod, for me it works great and has ALL the units/buildings/etc...

LordGek
Jul 29, 2007, 09:42 AM
I really don't understand why some people are having trouble with the mod, for me it works great and has ALL the units/buildings/etc...

I'm willing to bet 99% of the problems are people not getting how to install this mod. I figured it out but have to admit when I heard this FIXES Next War I had just assumed these were updated files to dump into the Next War directory and was very confused that you gave it a different name. Just add a quick little text file to remind people that, although this fixes Next War, it gets its own separate directory within your Mods directory.

Michael17J
Jul 29, 2007, 04:21 PM
I put the Expanded folder in the Next War mod folder, nothing else. Should I put it somewhere else?

Willowmound
Jul 29, 2007, 04:33 PM
Okay...

Put it here: ...Beyond the Sword\Mods\Expanded

:mad: Do not put here: ...Beyond the Sword\Mods\Next War\Expanded :mad:


Is that clear enough? ;)

Michael17J
Jul 29, 2007, 05:08 PM
It works - I replaced Next War's Assests folder with Expanded's assests.

Battleships, Apostolic Palace and SDI have definitely been put back in the game.

However,

All three shields show up now - they didn't if you didn't use Worldbuilder to make them with patch 1.2.
The SDI does not have a movie or picture, and it is not in Worldbuilder. It also does not show up in the list of city improvements.
The SDI doesn't block over 1/2 of the attacks and seems weak, from what I've witnessed.
The opening menu is the same as BTS's; it is not Next War's opening screen.

Also, is the most powerful ship the Missile Cruiser? It seems a shame there aren't any strength sixty or so ships around.

Niteshade
Jul 29, 2007, 06:28 PM
Only thing I can think of is that they changed the Next War assets in the 3.02 patch.

LordGek
Jul 29, 2007, 07:05 PM
It works - I replaced Next War's Assests folder with Expanded's assests.

Battleships, Apostolic Palace and SDI have definitely been put back in the game.

However,

All three shields show up now - they didn't if you didn't use Worldbuilder to make them with patch 1.2.
The SDI does not have a movie or picture, and it is not in Worldbuilder. It also does not show up in the list of city improvements.
The SDI doesn't block over 1/2 of the attacks and seems weak, from what I've witnessed.
The opening menu is the same as BTS's; it is not Next War's opening screen.

Also, is the most powerful ship the Missile Cruiser? It seems a shame there aren't any strength sixty or so ships around.

Chiyu didn't WRITE/DESIGN Next War, he merely made it run as a fully functional Mod to the standard game (as it was supposed to out of the box but clearly wasn't). If you have any issues with the actual Scenario/Mod's design (units, graphics, etc.) I suggest you take it up with Firaxis.

Also, you STILL ARE'NT INSTALLING IT RIGHT! Leave the Next War Mod UNTOUCHED and then plop the Expanded directory in the BtS\Mods directory. I think you're remaining issues will probably still be there even if installed right and, I do agree, this is counter intuitive as it just seems to weird to me as well that a Mod made to repair another Mod needs to do so from a totally different directory.

Willowmound
Jul 30, 2007, 07:38 AM
I guess even colour coding was too complicated.

LordGek
Jul 30, 2007, 01:11 PM
I guess even colour coding was too complicated.

I don't need your paltry assistance! I've already installed the mod (WRONG) and its not working!! I demand a refund! :lol:

Willowmound
Jul 30, 2007, 01:33 PM
Haha!

.....

Chiyu
Jul 30, 2007, 06:11 PM
I have nothing more to add to what LordGek and Willowmound said (thanks guys, by the way). It has to work if you install it right..
(I updated the first post to clarify this)

LordGek
Jul 30, 2007, 08:04 PM
I have nothing more to add to what LordGek and Willowmound said (thanks guys, by the way). It has to work if you install it right..
(I updated the first post to clarify this)

I think this warrants a mention in the main BtS thread as I'm sure most players don't even know about it yet!

Chiyu
Jul 30, 2007, 08:59 PM
You have a point there. So in what thread should I mention it? The "Civ IV: Beyond the Sword Info Center" one?

LordGek
Jul 30, 2007, 09:32 PM
You have a point there. So in what thread should I mention it? The "Civ IV: Beyond the Sword Info Center" one?

I just made a new thread in the BtS section...which now I can't find...wtf?

Maybe you'll have better luck posting somewhere here:
http://forums.civfanatics.com/forumdisplay.php?f=259

smog
Aug 01, 2007, 06:24 AM
if you use to much nukes, is the earth breaking in this mod like in next war or can you nuke as much as you want?

EmperorFool
Aug 02, 2007, 05:54 AM
How about Mechs O' Potamia?

Jon Stewart would be proud. :lol: :goodjob:

Chiyu
Aug 02, 2007, 01:04 PM
if you use to much nukes, is the earth breaking in this mod like in next war or can you nuke as much as you want?

I don't think so, as I've only copied over the techs, buildings and units, not any game mechanics. But I haven't tested it so I'm not 100% sure.

Danielos
Aug 02, 2007, 06:41 PM
I hate to nitpick on such a great project, but the Civilopedia entries for the Next War techs, units, buildings and wonders seems to be missing. :(

Niteshade
Aug 02, 2007, 07:00 PM
They're most definitively in my copy of the mod.

LordGek
Aug 02, 2007, 08:30 PM
I hate to nitpick on such a great project, but the Civilopedia entries for the Next War techs, units, buildings and wonders seems to be missing. :(

I think you've installed the mod incorrectly. HOPEFULLY not in the "Next War" directory.

Danielos
Aug 03, 2007, 03:57 AM
I think you've installed the mod incorrectly. HOPEFULLY not in the "Next War" directory.

I put it in Mods. Then loaded it as a Mod from the Main Menu. It said "Expanded 1.3" on right top on Main Menu after that. So what did I do wrong?? :confused: :(

LordGek
Aug 03, 2007, 05:17 AM
I put it in Mods. Then loaded it as a Mod from the Main Menu. It said "Expanded 1.3" on right top on Main Menu after that. So what did I do wrong?? :confused: :(

Hmm, that sounds good. Maybe the game HAS to be in a dir called "Expanded" (so minus the "1.3") as its the only obvious difference I can see between how you and I have it installed.

Niteshade
Aug 03, 2007, 07:01 PM
Hey Chiyu, I did some research on the Arcologies and how they overlap and I made an interesting discovery:

In the original Next War mod, if you use the World Builder to add the different arcology types, it results in 3 domes around your city. Now, that, at first, appears to be their intent, but if you actually play through and build the buildings during normal gameplay they do in fact remove their prior forms, resulting in a single dome (with shield graphics). So their original intent was always to simply apply shielding graphics to the pre-existing Arcology.

Looking further, I inspected each city after each building had been built. It appears that when you build the shielding the entry for "Arcology" in the building list disappears and is replaced by the Arcology Shielding or Advanced Shielding entry. I'm certain there's something in the Python that causes this behavior.

Also, there's some strange quirkiness with the bonuses that the Arcologies give you. The first Arcology grants +3 Health. The second grants +1 Happiness (no health) and -25% Gunpowder and Nuke damage, as well as +1 trade route. The third grants +1 Happiness and +1 Health and -30% Gunpowder and Nuke damage, and +1 trade routes. It seems to me that they intended the older buildings benefits to be carried over to the new building and improved, so the 25% becomes 30% and so on, but this isn't carried from the original Arcology's +3 health to the ultimate +1 health - which seems odd to me. It appears that the real benefit Advanced Shielding should grant is -30% Gunpowder and Nuke damage, +1 or +2 trade routes, and either +5 Health and +2 Happiness or +3 Health and +1 Happiness. Currently the advancement to shielding makes you lose health! I don't think that was their intent.

Anyway, I just wanted to share my small research and opinion on the matter in hopes you'll include this function in your mod. Thank you, and again, great work.

LordGek
Aug 03, 2007, 07:41 PM
Hey Chiyu, I did some research on the Arcologies and how they overlap and I made an interesting discovery:

In the original Next War mod, if you use the World Builder to add the different arcology types, it results in 3 domes around your city. Now, that, at first, appears to be their intent, but if you actually play through and build the buildings during normal gameplay they do in fact remove their prior forms, resulting in a single dome (with shield graphics). So their original intent was always to simply apply shielding graphics to the pre-existing Arcology.

Looking further, I inspected each city after each building had been built. It appears that when you build the shielding the entry for "Arcology" in the building list disappears and is replaced by the Arcology Shielding or Advanced Shielding entry. I'm certain there's something in the Python that causes this behavior.

Also, there's some strange quirkiness with the bonuses that the Arcologies give you. The first Arcology grants +3 Health. The second grants +1 Happiness (no health) and -25% Gunpowder and Nuke damage, as well as +1 trade route. The third grants +1 Happiness and +1 Health and -30% Gunpowder and Nuke damage, and +1 trade routes. It seems to me that they intended the older buildings benefits to be carried over to the new building and improved, so the 25% becomes 30% and so on, but this isn't carried from the original Arcology's +3 health to the ultimate +1 health - which seems odd to me. It appears that the real benefit Advanced Shielding should grant is -30% Gunpowder and Nuke damage, +1 or +2 trade routes, and either +5 Health and +2 Happiness or +3 Health and +1 Happiness. Currently the advancement to shielding makes you lose health! I don't think that was their intent.

Anyway, I just wanted to share my small research and opinion on the matter in hopes you'll include this function in your mod. Thank you, and again, great work.

While the graphics of the previous shields/domes being left behind seems a little suspect...I'm not entirely sure the health benefits were meant to be carried over. As I see it an Arcology Dome and the Shielding, while based on much of the same advanced Sci-Fi science, may in fact be at pretty different purposes. Once this thing changes from some sort of Bio-Dome to a Force Field I could see the health benefits being lost.

Niteshade
Aug 03, 2007, 07:55 PM
Hmm, yeah, I suppose that could be the case. Either way, at present you're getting all of the benefits of the all of the Arcologies, including both damage-reduction effects, massive health boosts, and 2 trade routes in every 3-domed-city. In my opinion, for visual as well as balance purposes, the arcologies should probably overwrite each other.

Chiyu
Aug 03, 2007, 08:22 PM
@Niteshade:
Thanks for your research!
Were you able to find out what Python file entry causes (or rather: fixes) this? If not, I'll just do a quick search myself.
Also, I don't think they necessarily intended the benefits of the old buildings to carry over to the new buildings.. +5 health, +2 happiness, +2 trade routes and -30% gunpowder/nuke damage from one building (basically) is a little overpowered in my opinion. It would be nice if someone from Firaxis could give closure on this matter.

Niteshade
Aug 03, 2007, 08:34 PM
Well, I just did a little bit more research and found some issues. I'll look into the Python next, but I dropped the Python folder from Next War into your Expanded mod to see what would happen and got some interesting results...

Advanced Starts are missing options. I selected an advanced start Modern era to test some things and adding the Python to the mod got rid of the auto-improvement button in Advanced Starts that lets the game pick your stuff for you. Weird, didn't expect that. I expect there are other "quirks" in the Next War python files judging from how the XML was setup. So I'd be careful what aspects of the Python from Next War you use in the Expanded mod. Who knows whatever features are missing or bugged.

Anyway, when I built the Arcologies in the Expanded mod with Next War python strange things happened. Once I built the 1st shielding, I was then given the ability to rebuild the old Arcology. This didn't happen in my original testing using the Next War scenario or epic mod. I can only assume either a bug from such a cursory trial or something in the Arcology XML was changed that the Python code used as a flag?

I'm going to check out the Python files next, but I don't know Python so hopefully it'll be readable enough to see what they were doing.

EDIT: As for Firaxis closure, isn't Solver somehow involved with Firaxis? Perhaps we could ask him if he knows anything about the matter. I'm not too sure on this though.

Kalimakhus
Aug 03, 2007, 10:06 PM
I have a little suggestion for the different Arcology types. Just get the Python CvEventManager.py from BTS. Find the function onBuildingBuilt and add a check for the building type if it is an upgrade of the existing building, remove the older one. (I haven't checked this but there should be a function that removes a building from the city 99% sure).

If after that it didn't work make sure that the python function is enabled. In bts many python callbacks are switched off by default. This is done in some XML file. (Check Kael's BTS modder's guide for this).

Hopefully this can help.

By the way I actually downloaded your Extra MOD and I am going to try it later tonight. Is everything in this modcopm available in Extra?

Edit: If you don't like messing with python I would gladly do it once I got a free time slot.

Niteshade
Aug 03, 2007, 10:58 PM
I'm pretty sure everything from Expanded is in Extra.

And I wonder what other things, if any, are included in the Next War python files...

EDIT: Ah, I should've guessed... Much of it is determining the scenario parameters.

EDIT: Just found the Arcology obsolescence codeblock line 528:

if iBuildingType == CvUtil.findInfoTypeNum(gc.getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_ARCOLOGY_SHIELDING"): pCity.setNumRealBuilding(CvUtil.findInfoTypeNum(gc .getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_ARCOLOGY"), False)
elif iBuildingType == CvUtil.findInfoTypeNum(gc.getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_ADVANCED_SHIELDING"):
pCity.setNumRealBuilding(CvUtil.findInfoTypeNum(gc .getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_ARCOLOGY_SHIELDING"), False)

There's also stuff in CivGameUtils.py line 181, some sort of "Cannot construct" instruction.

def cannotConstruct(self,argsList):
pCity = argsList[0]
eBuilding = argsList[1]
bContinue = argsList[2]
bTestVisible = argsList[3]
bIgnoreCost = argsList[4]

# player can't build an arcology if they have shielding or advanced shielding
if eBuilding == gc.getInfoTypeForString("BUILDING_ARCOLOGY"):
if pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_ARCOLOGY_SHIELDING")) or pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_ADVANCED_SHIELDING")):
return True

# player can't build shielding if they have advanced
if eBuilding == gc.getInfoTypeForString("BUILDING_ARCOLOGY_SHIELDING"):
if pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_ADVANCED_SHIELDING")):
return True

return False


My question is why didn't this work when I copied the Python folder from Next War into the Expanded mod and yet the code for replacing the old arcology DID work.

Is there a way to implement only the code relating to the Arcology? I'd be worried otherwise of potential bugs in the other Next War python code (we know how the XML was >.>)

Kalimakhus
Aug 03, 2007, 11:09 PM
I'm pretty sure everything from Expanded is in Extra.

And I wonder what other things, if any, are included in the Next War python files...

EDIT: Ah, I should've remembered... Much of it is determining the scenario parameters.

Well, for this mod comp whatever NW specific (especially for the scenario), is not actually needed. So it would be enough to fix the odd behavior of the Arcology buildings. In case other issues arise it can be fixed as well.

I have checked CvEventManager.py for Next War and as I expected the following lines are in the onBuildingBuilt function:

if iBuildingType == CvUtil.findInfoTypeNum(gc.getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_ARCOLOGY_SHIELDING"):
pCity.setNumRealBuilding(CvUtil.findInfoTypeNum(gc .getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_ARCOLOGY"), False)
elif iBuildingType == CvUtil.findInfoTypeNum(gc.getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_ADVANCED_SHIELDING"):
pCity.setNumRealBuilding(CvUtil.findInfoTypeNum(gc .getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_ARCOLOGY_SHIELDING"), False)


Pasting these lines (or actually replacing the whole function with the version in this file) shoud do the trick.

Edit: You man edit your posts so quickly. Anyway you got it all figured out I think. Placing a BTS file with these modifications would be fine I think.

Edit: for your last question I think the cannot construct is one of the python functions that is shut down by default. Find the XML file responsible and just enable the function.

Niteshade
Aug 03, 2007, 11:12 PM
I also found the function that stops Arcologies from being rebuilt once they're obsoleted, but I'm still puzzled as to why dropping the Python folder from Next War into Expanded allowed replacement to occur but didn't seem to execute the code disallowing more arcologies from being built in the same city.

EDIT: Ahhhh! So many edits. Yeah, sorry. I keep finding new stuff and have to go edit my posts.

So, Kalimakhus, in looking at the rest of the Python code...is there anything in there out of the ordinary from normal Civ? Any "features" of Next War hidden inside that could be included in the Expanded mod? (if Chiyu wanted to, of course).

Kalimakhus
Aug 03, 2007, 11:17 PM
OK here its

In the file XML\PythonCallbackDefines.xml

<Define>
<DefineName>USE_CANNOT_CONSTRUCT_CALLBACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>

This how it should be.

Kalimakhus
Aug 03, 2007, 11:21 PM
I haven't gone through the whole files (CvEventManager.py) is huge. It is actually better to modify a BTS file copy and see if anything still behave oddly. This way we can know where to look.

To conclude, for fixing the arcology thing. Copy both python files from BTS. Add modified parts from Next War. Copy the PythonCallbackDefines from BTS and modify the tag to enable the cannot construct function. It should work.

Edit: If you still like to go through the whole two files here is a tip. The default files will have actually nothing besides logging the event. Any additional code will be added by the modder. This additional code is what NW people have added.

Kalimakhus
Aug 04, 2007, 01:09 AM
I did exactly the steps I outlined in my previous post. I tested and the buildings are replaced with their upgrades as expected. Also older buildings can no longer be built after newer ones replace them.

The attached file should be extracted inside ..\Beyond The Sword\Mods\Extra it adds the required files and it doesn't overwrite any existing files.

http://forums.civfanatics.com/uploads/115758/Assets.zip

Edit: I worked on the Extra mod though the same can be applied to the fixed Next War mod in the same manned just extract the file into the Mod's folder.

Niteshade
Aug 04, 2007, 01:31 AM
Hooray! This is awesome! I tried your files Kalimakhus and it's wonderful! Something about the three domes just annoyed the heck out of me. :lol:

I'm pretty sure the rest of the events.py is just stuff determining whether or not the scenario is being run and to change settings based on that since both the Next War scenario and epic mods use the same assets. I'm sure somewhere tucked away in there is also the event that makes the world fracture if you use too many nukes but... I dunno if I'd call that a "feature".

Thanks Kalimakhus!

Chiyu
Aug 04, 2007, 07:42 AM
(Good afternoon all)
Thanks for uploading an easy patch like this, Kalimakhus, I'll put it in Expanded and Extra right away!
And I don't really want to port over the event that makes the world fracture if you use too many nukes, it's an awful way to lose (especially if your opponents use nukes against each other or against you, and you haven't used a single one :p).

Oh and, Kalimakhus, if you want to try the Extra mod, I suggest you wait a few more hours.. I'll release a nifty update today with some of Charlemagne's units put in :).

Martox
Aug 04, 2007, 07:53 AM
Hi everyone! This is most definitively a must-have mod for me, i simply love it's features. Many thanks to Chiyu: your polishing work has been nicely done!;)
Unfortunatly i think i've found a little problem with the mod and i'm not sure if it's just for me or if everyone is experiencing it. So i would like to report this problem so that someone may look into it.
In Vanilla BtS razing a city will most likely cause some kind of partisan reaction, sometimes new enemy units might sorround the city, sometimes they might flee to their capital. With the mod this feature seems to have been totally suppressed! I never had a chance to observe it in all the games i've played so far (and i usually raze lot of cities in my games) and i'm afraid the mod just disabled it.
I Loved that feature too... It added the right thrill to a Conquest Game...
Can you look into it, and confirm the mod is the cause of the problem?

Thank you for your time and sorry for my poor english, i'm afraid i'm a little out of practice with it...:sad:

Kalimakhus
Aug 04, 2007, 01:09 PM
@Martox

Partisans spawning when a city is razed is an event AFAIK. This mod doesn't change any events form the original BTS. The question is do you still have other events?

Martox
Aug 04, 2007, 01:54 PM
Partisans spawning when a city is razed is an event AFAIK. This mod doesn't change any events form the original BTS. The question is do you still have other events?
Yes other events are still there as usual. But other events are random, while partisans spawning always follow the razing of a city, so i thought it is something different.
Do you have normal Partisans spawning with Expanded Epic Game or Next War? I tried Next War scenario and there are no partisans there... But if you experienced Partisans spawning in the Expanded mod then i'll just try to reinstall the game...

Kalimakhus
Aug 04, 2007, 02:47 PM
I haven't gone that much into a game with this mod. I actually don't like razing cities anyway.

Events are not that random. They have triggers. And the events for partisans are in the events XML files for sure.

Niteshade
Aug 04, 2007, 03:31 PM
Madd Muggsy said something about partisans on the first page. Not sure what it means.

Malv Roeller
Aug 04, 2007, 03:47 PM
I want to play this mod, but there's no such thing as "Expanded" in my scenario menu.
I play the german version of the game, can this be the reason for it?

LordGek
Aug 04, 2007, 03:47 PM
Madd Muggsy said something about partisans on the first page. Not sure what it means.

Its the event that either always occurs or at least can when you raze a city. Since events are DEFINITELY working in this mod (unlike Gods of Old) I'd assume this event still occurs in this mod.

Niteshade
Aug 04, 2007, 04:33 PM
I think the issue was in Next War's python, which isn't being used...so partisans should work fine.

Kalimakhus
Aug 04, 2007, 04:46 PM
Whether the event gets triggered or not depends first on some conditions one of them may actually be the size of the razed city. Small cities won't have enough population to turn into partisans.

After checking for conditions there is still a chance that the event may or may not get triggered this is the random part of the process.

There are actually zellions of code lines in the SDK governing the logic of getting events to work that is to say that it is rather a complicated process.

Chiyu
Aug 04, 2007, 07:19 PM
Uploaded "Expanded" 1.4. The only actual change is that the thing with the shields is fixed (using the files that Kalimakhus uploaded).

Kalimakhus
Aug 04, 2007, 07:41 PM
Chiyu ..

Does this mean that the new Extra mod version is also on its way?

Edit: Sorry I checked and found it already there good work.

Hephaistion
Aug 04, 2007, 11:58 PM
Madd Muggsy said something about partisans on the first page. Not sure what it means.

I've been trying to do what Chiyu has done for vanilla BtS (incorporate NextWar) for my own mod, HephMod. When I imported all the Next War stuff, I got a fatal CTD between turn 30 and 60 again and again. In trying to track the bug down, I've spent a lot of time staring at Python files, so I know the answer to your question!

The Partisan event trigger is actually in CvEventManager.py under 'onCityRazed':

def onCityRazed(self, argsList):
'City Razed'
city, iPlayer = argsList
iOwner = city.findHighestCulture()

# Partisans!
if city.getPopulation > 1 and iOwner != -1 and iPlayer != -1:
owner = gc.getPlayer(iOwner)
if not owner.isBarbarian() and owner.getNumCities() > 0:
if gc.getTeam(owner.getTeam()).isAtWar(gc.getPlayer(i Player).getTeam()):
if gc.getNumEventTriggerInfos() > 0: # prevents mods that don't have events from getting an error
iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(),'EVENTTRIGGER_PARTISA NS')
if iEvent != -1 and gc.getGame().isEventActive(iEvent) and owner.getEventTriggerWeight(iEvent) >= 0:
triggerData = owner.initTriggeredData(iEvent, true, -1, city.getX(), city.getY(), iPlayer, city.getID(), -1, -1, -1, -1)

CvUtil.pyPrint("City Razed Event: %s" %(city.getName(),))

This code is NOT in the NextWar CvEventManager.py, for whatever reason. You'll have to paste it back in.

@Chiyu: Thanks for doing this conversion ... I'm trying to use your mod to figure out how I broke mine! :(

Lt. Bob
Aug 05, 2007, 12:43 PM
I played an entire game through with this expanded mod (not the latest version) and I had partisans spawn when I was razing cities.

Malv Roeller
Aug 05, 2007, 03:50 PM
I want to play this mod, but there's no such thing as "Expanded" in my scenario menu.
I play the german version of the game, can this be the reason for it?

*being ignored*

Kalimakhus
Aug 05, 2007, 04:01 PM
@Malv

This mod is for random map games. It fixes the Next War Epic game mod not the scinario. To play the mod you need to select advanced from the main menu then select load a MOD from the next menu. There will be the list of mods installed and one of them should be this one select it and allow the game to load then you can play as usual.

This of course will work if you installed the mod in the right place (i.e. inside mods folder and not inside the Next War folder).

By the way you may check the Extra mod in the modpacks forum. It is based on this mod and adds a lot of units, buildings, civics. It also includes ethnic units and cities styles.

CivDude86
Aug 05, 2007, 04:47 PM
Found another one, gunpowder units can't get drill.

Chiyu
Aug 05, 2007, 09:18 PM
@Malv:
What Kalimakhus says is right. In fact, the language doesn't matter at all. I made sure that all the things I added were properly translated into German (and the other languages), and if not, I did it myself.

@CivDude:
Omg, you're right! I had no idea that Next War also messed with the promotions that units could get :S.. I'll fix it immediately! Any other similar bugs?

mcguffin
Aug 06, 2007, 09:22 AM
i dont know if its a mod related bug or not, but it seems that, when a mod is played, the game doesnt remember custom games options (the one where we say if babarian are there or not, if the game should keep the random seed, etc...).

Hephaistion
Aug 06, 2007, 09:35 AM
i dont know if its a mod related bug or not, but it seems that, when a mod is played, the game doesnt remember custom games options (the one where we say if babarian are there or not, if the game should keep the random seed, etc...).

Put a copy of CivGameOptionInfos.xml in Assets/XML/GameInfo of the mod you're running. In that file you can turn on and off all the options available in the Custom Game setup window.

Krikkitone
Aug 06, 2007, 11:00 AM
Some Ideas for making the mod civs distinct in the epic game version

America Inc:
UU-Strike Troops: (Mech Infantry) Amphibious, and Paradrop r 7 (require Flight)
UB-International Airport: (Airport) +10% Commerce

Europa:
UU-Assault Gunship: (Gunship) Start with Combat 1, Do collateral Damage (50% strength max 20%)
UB-Mass Transit: (Public Transportation) +2 Gold per Specialist

Asia:
UU-Rocket Artillery: (Mobile Artillery) Ranged Attack capacity (Range 1)
UB-State Academy: (Security Center) +25% Military Production

South:
UU-Revolutionary: (Spy) has full 'Stationary bonus' instantly, increased chance of catching enemy spies
UB-Medical Complex: (Hospital) +10% Food


That should fit with their chosen Civics/mod era situations... I guess the Traits are good (as there aren't 4 Trait combos left... and the ones they have fit fairly well.. just change the Pictures slightly...maybe even just alter the backgrounds)

vean
Aug 06, 2007, 06:57 PM
I find a difference: In Next War they give AGG/PRO trait enable to Clone units, but in expanded they still are same as in BTS...

Chiyu
Aug 06, 2007, 07:39 PM
The bug with the Drill promotion (Hephaistion), as well as the bug with the traits (Vean) have been fixed. I also implemented Solver's unofficial BtS patch to fix certain other bugs. Naturally, these three 'fixes' have also been implemented in my "Extra" mod.

Check the main post for the new download.

Chiyu
Aug 07, 2007, 04:02 AM
I did exactly the steps I outlined in my previous post. I tested and the buildings are replaced with their upgrades as expected. Also older buildings can no longer be built after newer ones replace them.

The attached file should be extracted inside ..\Beyond The Sword\Mods\Extra it adds the required files and it doesn't overwrite any existing files.

http://forums.civfanatics.com/uploads/115758/Assets.zip

Edit: I worked on the Extra mod though the same can be applied to the fixed Next War mod in the same manned just extract the file into the Mod's folder.

Hey, about your fix... I no longer get three shields, but.. a new issue has appeared :/. Some shields are waaay too large! And this never happened before I applied this fix. Here's a screenshot:

http://www.craccoclan.com/divisions/strategy/screenshots/Civ4ScreenShot0095.jpg

Any idea?

Kalimakhus
Aug 07, 2007, 04:16 AM
My fix has nothing to do with building scale on the map. Have you looked in Civ4ArtDefines_Building.xml to see if anything is not normal?

Chiyu
Aug 07, 2007, 04:32 AM
Nope, all the arcology data looks fine, exactly the same way as in the NextWar Civ4ArtDefines_Building.xml.


Edit:
I did a little experimenting in the WorldBuilder. Apparantly it's something with the stable. Once I remove the stables from the cities with the huuuge arcologies, the shields go back to normal size (and when I readd the stable, they become uber again). What should I try now?

LordGek
Aug 07, 2007, 07:30 AM
Nope, all the arcology data looks fine, exactly the same way as in the NextWar Civ4ArtDefines_Building.xml.


Edit:
I did a little experimenting in the WorldBuilder. Apparantly it's something with the stable. Once I remove the stables from the cities with the huuuge arcologies, the shields go back to normal size (and when I readd the stable, they become uber again). What should I try now?

Hey Chiyu,
How easy would it be to make a quick little interim patch back to the "3 domes" until this is sorted out? It may be ugly but this is REALLY messed up if 100% reproducible.

Could it have anything to do with <fVisibilityPriority>? The Domes all are at 100.0 (which is significantly less than the Palace and Aqueduct, but other than the pyramid that is also 100, almost all buildings are 1).

Kalimakhus
Aug 07, 2007, 11:42 AM
@LordGek

Once again, I am pretty sure that any Python code I cut and Pasted from Next War can never affect how the building looks on the map.

I hadn't the time yet to look into this issue but the only thing I can think of is as follows:

Arcology buildings work in way similar to walls. i.e. they grow with the city to keep surrounding it. There might be something wrong with the formula governing the ratio between the building size and city size.

About the experiment Chiyu did, was it only stables that make this happen? Also when first building the Arcology does it start with this abnormal size or it happens later?

Chiyu
Aug 07, 2007, 12:14 PM
It starts with the abnormal size.. And yeah, it doesn't happen if there's no stable in the city.

Ansible
Aug 07, 2007, 12:17 PM
Guys,

I made my own corrected version of Next War that you all might find useful. I originally made it for personal use, but it doesn't seem to have any of the problems you've been having, so I thought I'd share it.

I used a different approach in creating this fixed version: Instead of trying to fix all the bugs and discrepencies in the original Next War files, I started with the vanilla BTS files and merged each new feature from Next War one at time.

I reviewed each change line by line, so I'm fairly confident this contain *only* the new features without any changes to original units, buildings, etc.

Zip attached.

Enjoy,

Ansible

LordGek
Aug 07, 2007, 01:19 PM
Guys,

I made my own corrected version of Next War that you all might find useful. I originally made it for personal use, but it doesn't seem to have any of the problems you've been having, so I thought I'd share it.

I used a different approach in creating this fixed version: Instead of trying to fix all the bugs and discrepencies in the original Next War files, I started with the vanilla BTS files and merged each new feature from Next War one at time.

I reviewed each change line by line, so I'm fairly confident this contain *only* the new features without any changes to original units, buildings, etc.

Zip attached.

Enjoy,

Ansible

Perhaps its a subjective call but should the Aggressive Trait offer its Combat I to any of the new unit types?

LordGek
Aug 07, 2007, 01:23 PM
It starts with the abnormal size.. And yeah, it doesn't happen if there's no stable in the city.

Probably a lot more to this bug but I was not able to reproduce it even if I added Stables to the cities (tried a Modern Start added various Arco Domes and then Stables). So not a true test by any means but at least proof there is probably more to it than simply if a city has the Stables in it or not.

Chiyu
Aug 07, 2007, 01:36 PM
True, it didn't appear in ALL my cities with stables, only a select few. I guess there's some hidden formula, like "stable + X = bug".. But we have to figure out what that X-element is first =P.

LordGek
Aug 07, 2007, 01:41 PM
True, it didn't appear in ALL my cities with stables, only a select few. I guess there's some hidden formula, like "stable + X = bug".. But we have to figure out what that X-element is first =P.

How about a city with some of the bigger wonders? I suggest, if possible, you setup a mega city with lots wonder "sprawl" and see what happens.

Kalimakhus
Aug 07, 2007, 02:13 PM
I made so many trials with different buildings and up till now only stables cause the arcology to get huge. Exactly rather than surrounding the physical city size it surrounds the whole cultural area of the city.

My quick fix for this now is to remove the stable when building the Arcology. Stables are already obsolete by that time. If you like to apply this fix for the time being here is a CvEventManager

http://forums.civfanatics.com/uploads/115758/CvEventManager.rar

To test this please don't add the Arcology in World Builder. When you add buildings there the python event is not called.

I tested this by adding a stable to one city in WB then I built Arcology. It worked.

I would like someone to report if the same problem exists in Next War the epic game.

Kalimakhus
Aug 07, 2007, 02:52 PM
I have tested it in Next War and it doesn't have the same problem. I can't however find out why?

The only thing in CvEventManager.py of Next War that we don't have is code that just make cities ruins different if a city had arcology before being razed. It should be included for esoteric purposes. But this has nothing to do with the problem here.

Chiyu
Aug 07, 2007, 02:55 PM
I solved the mystery! Apparantly, the Ethnic Artstyles graphics modcomp added a new graphic for the Stable. For some reason, this version of the Stable causes conflicts with the arcology shielding. Simply delete the "Stable" folder from \Assets\Art\Structures\Buildings\ and it will be fixed.
That's the reason why this bug doesn't appear in Expanded (come to think of it, I should have posted this in the Extra topic) or Next War, only in Extra (in which I implemented that modcomp).
Thanks for your help anyway, LordGek and Kalimakhus.
Pwew.
Should we inform GeoModder about this?

Kalimakhus
Aug 07, 2007, 03:23 PM
@Chiyu

Man!! I just thought of this and I only didn't mention it because I thought it is in expanded as well. I tested on Extra as well (I didn't actually have expanded).

Anyway, I am glad that you found out the bottom of it. For now I will just use my own fix and keep the styled stable for earlier eras. IMO it would be a good work around if Geomodder can't find what is wrong with his stable.

Niteshade
Aug 07, 2007, 04:00 PM
On a much smaller scale, hehe... some of the shields do appear to be a little larger in cities that would ordinary warrant smaller shields. I've had my capital super-metropolis have a normal-sized dome and a relatively new city have a dome maybe 150% times as large.

What controls their size?

Chiyu
Aug 07, 2007, 04:22 PM
I wish I knew... I once made a topic about that when I just got BtS. It's weird :p.

LordGek
Aug 10, 2007, 09:23 AM
So what is meant by the range of 2 by the Assault Mech? Is this a 2 space Paratroop like thing? If so that might be cool but if its just some sort of ranged combat I think that seems weak since not even the Dreanoughts have that power.

Ansible
Aug 10, 2007, 03:01 PM
So what is meant by the range of 2 by the Assault Mech? Is this a 2 space Paratroop like thing? If so that might be cool but if its just some sort of ranged combat I think that seems weak since not even the Dreanoughts have that power.

The Assault Mechs are capable of bombard attacks to a range of 2 (unit damage only, it can't destroy improvements or reduce city defences).

I think the big advantage to the Drednaughts (besides the extra strength) is they ignore terrain movement costs..

LordGek
Aug 11, 2007, 10:40 AM
The Assault Mechs are capable of bombard attacks to a range of 2 (unit damage only, it can't destroy improvements or reduce city defences).

I think the big advantage to the Drednaughts (besides the extra strength) is they ignore terrain movement costs..

Enh, this still seems a little hinky to me. Can anybody name any other ground or even sea based unit with an <AirRange> greater than 0? I've changed this myself but will gladly change it back if ANYBODY has seen the AI using this unique feature competently.

Ansible
Aug 11, 2007, 11:36 AM
Enh, this still seems a little hinky to me. Can anybody name any other ground or even sea based unit with an <AirRange> greater than 0? I've changed this myself but will gladly change it back if ANYBODY has seen the AI using this unique feature competently.

The Cyborg has a range of 1, but probably not the answer you were looking for :P

LordGek
Aug 11, 2007, 02:05 PM
The Cyborg has a range of 1, but probably not the answer you were looking for :P

I have to admit I'm clueless in the way of Civ Modding and even the significance of many of these variables but now since I see SAMs have a 1 here as well, is this related to the range of their air interception abilities?

Ansible
Aug 11, 2007, 07:03 PM
I have to admit I'm clueless in the way of Civ Modding and even the significance of many of these variables but now since I see SAMs have a 1 here as well, is this related to the range of their air interception abilities?

It looks like the <iAirRange> variable sets the range for all air missions (including interception). The Assault Mech's ranged combat looks like it's also a form of air mission (enabled by <iAirCombat>30</iAirCombat>).

From what I can see, the Assault Mech is unique in 3 ways:
1. only land unit with air range of 2
2. only land unit with air combat value > 0
3. only air combat unit with a damage limit of 0

The last one is pretty weird, clearly its ranged (air) attack can do damage. From testing it looks like its ranged attack can only damage a unit at full health, but can kill an already damaged unit... might be a special meaning for a limit of 0?

LordGek
Aug 11, 2007, 07:12 PM
Having talked to Solver I was lead to believe the <AirRange> is just something for interception, check out the Mobile SAM as a comparison point. I still found it over the top and moved Assault Mech and Cyborg down to 1.

Ansible
Aug 11, 2007, 07:34 PM
Having talked to Solver I was lead to believe the <AirRange> is just something for interception,.

That's true for every land unit except the Assault Mech, because every other land unit can only do intercept missions. However, it looks like the Assault Mech can perform an additional type of air mission (its ranged attack), which is also controlled by <AirRange>.


check out the Mobile SAM as a comparison point.

Ya, I noticed that both SAM units have an AirRange of 1, which I presume means they can intercept missions to a 3x3 square.

(Note that the Mechanized Infantry has an AirRange of 0, but can still do intercepts... probably only on its own square though.)


I still found it over the top and moved Assault Mech and Cyborg down to 1

(The Cyborg was always at 1, no?)

I think you mean the extra ranged attack mode is over powered, in which case your change hasn't disabled it, rather it just limited it to adjacent tiles (as in, even with AirRange=1, the Assault Mech still has an extra attack mode that allows it to damage and kill other units without risking taking damage itself)

If you want to disable the second attack mode, set AirCombat to 0. (with or without the change to AirRange)

Ansible
Aug 11, 2007, 07:43 PM
Enh, this still seems a little hinky to me. Can anybody name any other ground or even sea based unit with an <AirRange> greater than 0? I've changed this myself but will gladly change it back if ANYBODY has seen the AI using this unique feature competently.

FYI: I ran a little experiment with world builder:

I put a barbarian Assault mech on a island and some of my units 2 tiles away over ocean. The barb AM attacked my units over the water, so it looks like the AI can use this feature.

LordGek
Aug 11, 2007, 08:45 PM
FYI: I ran a little experiment with world builder:

I put a barbarian Assault mech on a island and some of my units 2 tiles away over ocean. The barb AM attacked my units over the water, so it looks like the AI can use this feature.

Okay, well then maybe this isn't so bad then.

CB Droege
Aug 12, 2007, 10:11 AM
Would it not be easier to add the new NextWar stuff onto a copy of the Normal BTS files, rather than the other way around?

Malv Roeller
Aug 12, 2007, 02:14 PM
@Malv

This mod is for random map games. It fixes the Next War Epic game mod not the scinario. To play the mod you need to select advanced from the main menu then select load a MOD from the next menu. There will be the list of mods installed and one of them should be this one select it and allow the game to load then you can play as usual.

This of course will work if you installed the mod in the right place (i.e. inside mods folder and not inside the Next War folder).

By the way you may check the Extra mod in the modpacks forum. It is based on this mod and adds a lot of units, buildings, civics. It also includes ethnic units and cities styles.

I looked into every single menu, but it wasn't there. So I decided to put the files into the Custom Assets and just play a normal game with this mod. Everything was fine until Mechs came up. Then it happened that every unit I moved around had the graphic model of the mech laid over it. Different sizes, different positions. Here are some examples, and btw, I still would like to play this mod apart from the normal game. Perhaps it works with the new version.

Kalimakhus
Aug 12, 2007, 03:17 PM
@Malv

Maybe I wasn't clear enough.
First of all to install the mod correctly put the folder that is in the zip file into "../Beyond The Sword/Mods/" folder.

To load the mod:
1 - start the game.
2 - In the first menu select "Advanced"
3 - In the next menu select "Load Mod"
4 - This will give you a list with all the mods that are installed for BTS.
5 - One item will be "Expanded" select it and press ok, and the press OK again in the dialog box that will pop-up.

Another method for starting BTS with the mod loaded already:
1 - On your desktop there is a shortcut for BTS (find it)
2 - Right-Click the shortcut and select "copy".
3 - Right-Click in some empty area on the desktop and select "Paste"
4 - This will create a new shortcut named "copy of ..." (... = the name of the original shortcut).
5 - Now Right-Click the new shortcut and select "Properties"
6 - In the dialog box that will pop-up in the upper part there is a text box named "Target". It has the full path of the BTS exe file like this "D:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe".
7 - Add mod=\Expanded to the end of the text (After the quotation mark).
8 - Click to activate the tab named general.
9 - In the upper text box replace the text there with Expanded.
10 - Click ok to close the dialog box.

Now when you click this shortcut BTS will start and the Expanded mod will already be loaded. Proceed with the game as usual.

Malv Roeller
Aug 12, 2007, 04:44 PM
You're right, Kalimakhus, it's there! :)

I'm always confused by the game's menu. I looked into singleplayer before, and there are three different directions for mods, in which is more or less the same content. None of them included "Expanded", and I wasn't near thinking that there could be *another* mod menu. :crazyeye:

So thank you.

jkp1187
Aug 13, 2007, 02:52 PM
This was brought up in another thread, but I thought I'd post it in this thread as well, since a lot of 'heavy-hitters' seem to be posting here...


Does anyone know if the Space Race victory condition was tweaked at all for the Next War mod? That is, have the space ship parts been linked to some of the new techs, forcing you to 'run the table' on the tech tree before you can win? Seems to me that if this hasn't been done yet, it probably should, otherwise it might be too easy to launch and arrive at Alpha Centauri before you have a chance to take advantage of the future technologies.

I don't have much programming experience, but I'd be willing to take a look and see what could be done about this....

LordGek
Aug 13, 2007, 02:56 PM
This was brought up in another thread, but I thought I'd post it in this thread as well, since a lot of 'heavy-hitters' seem to be posting here...


Does anyone know if the Space Race victory condition was tweaked at all for the Next War mod? That is, have the space ship parts been linked to some of the new techs, forcing you to 'run the table' on the tech tree before you can win? Seems to me that if this hasn't been done yet, it probably should, otherwise it might be too easy to launch and arrive at Alpha Centauri before you have a chance to take advantage of the future technologies.

I don't have much programming experience, but I'd be willing to take a look and see what could be done about this....

I'm under the impression it runs fine with Space Race disabled, but I can't say I know for sure if any of the techs are screwed w/o the Space stuff.

arstal
Aug 13, 2007, 03:27 PM
Noticed a crash bug- when Fredrick forms as a colony (won't see in the patch I think) - the game crashes.

Wondering if anyone has a workaround/solution?

jkp1187
Aug 14, 2007, 08:45 AM
Noticed a crash bug- when Fredrick forms as a colony (won't see in the patch I think) - the game crashes.

Wondering if anyone has a workaround/solution?

That sounds similar to the problem identified earlier -- where if the AI creates a colony, it is supposed to automatically gets all of the mother country's techs and drafts two of the best defenders. But there's a way to get into a 'tech hole' where you can't build any draftable units (like if you get Rocketry before Assembly Line, where the SAM Infantry are not draftable, but they obsolete riflemen,) and the game crashes. (I think this also occurs when the AI tries to draft units, or if it gets the "militia take to the hills to repel the evil invaders" event when an attacker burns down a city.)

Solver's patch fixes this bug. Are his latest patches incorporated into this mod? (Do they need to be?)

LordGek
Aug 14, 2007, 08:50 AM
That sounds similar to the problem identified earlier -- where if the AI creates a colony, it is supposed to automatically gets all of the mother country's techs and drafts two of the best defenders. But there's a way to get into a 'tech hole' where you can't build any draftable units (like if you get Rocketry before Assembly Line, where the SAM Infantry are not draftable, but they obsolete riflemen,) and the game crashes. (I think this also occurs when the AI tries to draft units, or if it gets the "militia take to the hills to repel the evil invaders" event when an attacker burns down a city.)

Solver's patch fixes this bug. Are his latest patches incorporated into this mod? (Do they need to be?)

Since this mod doesn't have its own "CivGameCore.DLL", I think if you have Solver's latest fix it will filter down its effects to this mod.

Kalimakhus
Aug 14, 2007, 09:38 AM
This is actually a modcomp. There is a modpack "Extra" built by Chiyu on this modcomp and its last release does include solver's patch. I think you would better get Extra.

Chiyu
Aug 14, 2007, 12:38 PM
Actually, Expanded version 1.5 which was uploaded one week ago DOES include Solver's Patch.

Anyway, since Solver's fix has been updated, this modcomp has been updated with the new fixes as well. You can download version 1.6 from the first page :).

LordGek
Aug 14, 2007, 01:03 PM
Actually, Expanded version 1.5 which was uploaded one week ago DOES include Solver's Patch.

Anyway, since Solver's fix has been updated, this modcomp has been updated with the new fixes as well. You can download version 1.6 from the first page :).

I hope it's incorporating more than just Solver's new fixes as he is still posting nearly daily updates!

Alkyon
Aug 14, 2007, 04:26 PM
Hey, just finished a game with this mod, and I must say you did a great job Chiyu. The Next War mod was a great idea, but there were so many small details that weren't right (the Portuguese UB, the music, the Apostolistic Palace, probably a lot more that I didn't notice). There are a couple of small details that I would like to see changed (maybe make the SS casings unavailable until shielding is researched to delay the space race a slight bit now that there are more technologies), but this is still far superior to the original Next War mod.

jkp1187
Aug 14, 2007, 05:58 PM
Hey, just finished a game with this mod, and I must say you did a great job Chiyu. The Next War mod was a great idea, but there were so many small details that weren't right (the Portuguese UB, the music, the Apostolistic Palace, probably a lot more that I didn't notice). There are a couple of small details that I would like to see changed (maybe make the SS casings unavailable until shielding is researched to delay the space race a slight bit now that there are more technologies), but this is still far superior to the original Next War mod.

This is a priority of mine. I have not played the mod to completion just yet, but I think all of the SS parts need to be 'moved back' to an appropriate tech so that you have to run the tech tree in this mod, just as in the regular game, to build and launch the spaceship.

How about the following:

SS Engine = Cold Fusion (formerly Fusion)
SS Cockpit = Cybernetics (formerly Fiber Optics)
SS Life Support = Hydroponics (formerly Ecology)
SS Stasis Chamber = Cloning (formerly Genetics)
SS Docking Bay = Shielding (formerly Satellites)
SS Thrusters = Superconductor (unchanged)
SS Casing = Composites (unchanged)

What do you guys think? I tried to pick techs on the far side of the chart, so to speak, but at the same time link the parts to techs that made sense. I didn't see any reason to change Thrusters or Casing -- those were 'simple' enough parts to warrant relatively early techs. The only one I was a little unsure of was moving Docking Bay to Shielding, just because I wanted to give people a reason to go up that particular branch of the tech tree. (The tech itself doesn't quite match, although I'm sure someone can retcon a good reason as to why shielding is necessary to construct the docking bay...maybe to make sure the tachyon particles don't deflect course of the ships?)

As an aside, it would also be really, really cool if someone could provide a replacement Icon for the "Center for Disease Control" so it doesn't re-use the UN icon...

Alkyon
Aug 14, 2007, 06:48 PM
Actually jkp1187, thats a pretty good spread. I was originally thinking Shielding for the casings because which would you prefer to be behind, advanced composites or advanced composites backed up by shield technology? However, I like your idea of the Docking Bay requiring Shielding. A good retcon would be saying that the shielding technology is required as a safeguard against failure around the door seals (remember, the trip does take several years, plenty of time for the seals to deteriorate, especially if constantly exposed to the hard vacuum and radiation of space) as well as to protect the docking bay (if not the entire ship) from space debris.

Also, if anyone plans to combine the Gods of Old and Next War mods, I think this mod would probably be a good starting point due to all the fixes included here.

Kalimakhus
Aug 14, 2007, 07:14 PM
I didn't know that Solver's patch is included here simply because I use Extra not Expanded.

Anyway it is a general rule. Modcomps are there so that they can be combined into mod packs. They should be kept small and independent so they don't have to be updated simply because another modcomp got updated.

I am not interfering in how Chiyu manages his modcomp. I just think that he should keep Expanded independent so he doesn't need to update it too often. Once Expanded fulfills its basic purpose (i.e. Fixing Next War) it can be frozen so that he can have more time to work on Extra or any other projects.

jkp1187
Aug 15, 2007, 06:39 AM
Actually jkp1187, thats a pretty good spread. I was originally thinking Shielding for the casings because which would you prefer to be behind, advanced composites or advanced composites backed up by shield technology? However, I like your idea of the Docking Bay requiring Shielding. A good retcon would be saying that the shielding technology is required as a safeguard against failure around the door seals (remember, the trip does take several years, plenty of time for the seals to deteriorate, especially if constantly exposed to the hard vacuum and radiation of space) as well as to protect the docking bay (if not the entire ship) from space debris.

Also, if anyone plans to combine the Gods of Old and Next War mods, I think this mod would probably be a good starting point due to all the fixes included here.

Re: the Composites for SS Casing, I figured it would be nice to begin to build the spaceship soon after Apollo Program was completed. Kind of a psychological thing for the players -- if they build Apollo then have to wait to get a lot of techs before they can even BEGIN building the spaceship, well, it may be a little discouraging, and people might end up heading for other routes to victory, you know?

You have convinced me that shielding for SS Docking Bay is a good idea though!

Technical question: if the enabling technologies for certain SS parts are moved up, is this fact automatically updated in the Civilopedia, or do you have to manually update that in the XML files?

Kalimakhus
Aug 15, 2007, 07:17 AM
In Civilopedia relations are updated automatically. i.e. I you moved a part from tech A to tech B it will no longer appear in the Allows section of Tech A and will show up in the corresponding section of tech B. However if the descriptive text of tech A refers to the part this has to be changed manually.

Pushing SS parts up the tech tree is a must for this mod. But allowing some parts to be built early is also possible. The SS project as a whole symbolizes man conquest of the space which has actually began in the 20th century about 45 years ago. We still far away from building a space ship that can carry men to another solar system. So the SS project can span a very long time. Some parts of the SS can be allowed by the Apollo program project then other parts can spread up to the end of the tech tree. Some side effect is that there will be a better chance for players to deal with a rival who started building the SS. This can add more excitement to the last part of the game with many options are available and viable. One can launch a preemptive attack on this rival or hamper his economy with excessive espionage activity or whatever.

jkp1187
Aug 15, 2007, 08:30 AM
In Civilopedia relations are updated automatically. i.e. I you moved a part from tech A to tech B it will no longer appear in the Allows section of Tech A and will show up in the corresponding section of tech B. However if the descriptive text of tech A refers to the part this has to be changed manually.

Pushing SS parts up the tech tree is a must for this mod. But allowing some parts to be built early is also possible. The SS project as a whole symbolizes man conquest of the space which has actually began in the 20th century about 45 years ago. We still far away from building a space ship that can carry men to another solar system. So the SS project can span a very long time. Some parts of the SS can be allowed by the Apollo program project then other parts can spread up to the end of the tech tree. Some side effect is that there will be a better chance for players to deal with a rival who started building the SS. This can add more excitement to the last part of the game with many options are available and viable. One can launch a preemptive attack on this rival or hamper his economy with excessive espionage activity or whatever.

Yes, and it probably increases the importance of the Space Elevator. Perhaps that should be moved up the tech tree a little, too?

Alkyon
Aug 15, 2007, 11:28 AM
In Civilopedia relations are updated automatically. i.e. I you moved a part from tech A to tech B it will no longer appear in the Allows section of Tech A and will show up in the corresponding section of tech B. However if the descriptive text of tech A refers to the part this has to be changed manually.

Pushing SS parts up the tech tree is a must for this mod. But allowing some parts to be built early is also possible. The SS project as a whole symbolizes man conquest of the space which has actually began in the 20th century about 45 years ago. We still far away from building a space ship that can carry men to another solar system. So the SS project can span a very long time. Some parts of the SS can be allowed by the Apollo program project then other parts can spread up to the end of the tech tree. Some side effect is that there will be a better chance for players to deal with a rival who started building the SS. This can add more excitement to the last part of the game with many options are available and viable. One can launch a preemptive attack on this rival or hamper his economy with excessive espionage activity or whatever.

Yes, I've been looking at XML files lately to figure out how to start combining this mod and the Gods of Old, and changing tech prerequisites does seem fairly easy and simple, at least it will be once I can find where the data for SS parts is held (probably somewhere in the main game files). I originally was thinking of just tossing the casings back as a quick fix, but jkp1187 put a lot of thought into this problem and he came up with a very good spread that not only puts the SS launch back, but all the new prerequisite techs make sense.

I really like the idea of a longer, more drawn out space race. It would really raise the stakes of the victory, now the AI has more time to stop you by force, or the other way around.

jkp1187
Aug 15, 2007, 01:51 PM
Re: Space Elevator -- Right now, you need to have both Satellites and Robotics. What about adding Fusion as another required tech to build the Elevator? That way, construction of the Elevator will be delayed a little bit, keeping with the rest of the delayed spaceship parts. At the same time, it won't be delayed too long, and will be useful to build the big-ticket items (and, no doubt, will be the casus belli for not a few desperation wars....)

Fusion is on a different tech path from Satellites and Robotics, so you can't just grab it on the way if you're trying to beeline.

You can make up your own reason why Fusion is needed for the Elevator (need a nuclear charge to generate the 1.21 gigawatts of electricity to power the flux capacitor--whatever.)

I was originally thinking of delaying Space Elevator until Bionics, but that seems like it might be too late. I also thought of Fission, but that, by itself, might make it available too early.

Thoughts?

Alkyon
Aug 15, 2007, 02:45 PM
You can make up your own reason why Fusion is needed for the Elevator (need a nuclear charge to generate the 1.21 gigawatts of electricity to power the flux capacitor--whatever.)

Thoughts?

I think the correct amount of power that a flux capacitor needs is measured in Jiggawats, because a Gigawatt is an actual unit of measurement.

Anyways, that sounds good, it would take a large amount of power to lift the elevator "car" up to the orbital station. It would also take a long playlist for the elevator music, unless you're just shipping materials such as bulkheads and casings that can survive a 20 G launch.

Ansible
Aug 15, 2007, 03:22 PM
Chiyu: It looks like the Woods III promotion is missing its first strike chances... (it gets +2 chances in stock BTS)

Ansible
Aug 15, 2007, 04:58 PM
This is a priority of mine. I have not played the mod to completion just yet, but I think all of the SS parts need to be 'moved back' to an appropriate tech so that you have to run the tech tree in this mod, just as in the regular game, to build and launch the spaceship.

How about the following:

SS Engine = Cold Fusion (formerly Fusion)
SS Cockpit = Cybernetics (formerly Fiber Optics)
SS Life Support = Hydroponics (formerly Ecology)
SS Stasis Chamber = Cloning (formerly Genetics)
SS Docking Bay = Shielding (formerly Satellites)
SS Thrusters = Superconductor (unchanged)
SS Casing = Composites (unchanged)

I made a mod with your proposed tech changes, posted here: http://forums.civfanatics.com/showthread.php?t=238442

jkp1187
Aug 15, 2007, 07:14 PM
I made a mod with your proposed tech changes, posted here: http://forums.civfanatics.com/showthread.php?t=238442

Awesome!

By the way, I took the work Ansible did and made the change I proposed above, where the Space Elevator requires Robotics + Satellites + Fusion as prerequisites (as opposed to merely Robotics + Satellites in the "vanilla" BtS.)

I have not playtested this at all, so would appreciate hearing about any issues with how the game flows. Download is linked here:

http://forums.civfanatics.com/showpost.php?p=5826247&postcount=2

Cheers!

Alkyon
Aug 16, 2007, 12:33 PM
testing it now jkp, so far everything seems good (though I'm only to the medieval age so far :D). All the changes you did so far show up right in the Civilopedia, so I'm not that worried.

All that I think it needs to be perfect would be the Gods of Old religions and such added, but that's just me :D.

LordGek
Aug 16, 2007, 12:39 PM
testing it now jkp, so far everything seems good (though I'm only to the medieval age so far :D). All the changes you did so far show up right in the Civilopedia, so I'm not that worried.

All that I think it needs to be perfect would be the Gods of Old religions and such added, but that's just me :D.

Not at all, there is a lot of us who'd love to see that ALTHOUGH it might mean having to lose normal random events since GoO requires its own specialized event system (Gods granting little bonuses via the random star alignments).

jkp1187
Aug 16, 2007, 12:43 PM
testing it now jkp, so far everything seems good (though I'm only to the medieval age so far :D). All the changes you did so far show up right in the Civilopedia, so I'm not that worried.

All that I think it needs to be perfect would be the Gods of Old religions and such added, but that's just me :D.

Heh. I'm testing it right now as the Japanese...unfortunately, I'm losing right now, and it's the middle ages. I should've just gone for an advanced start, I fear....

LordGek
Aug 17, 2007, 11:09 AM
I made a mod with your proposed tech changes, posted here: http://forums.civfanatics.com/showthread.php?t=238442

@Ansible
Is that just the latest Solver CivGameCore.DLL you threw in there or was it actually something special for your version of the Next War mod? I ask since I think Solver let out a minor update since then and am wondering if slapping that over the one your provided will work fine or cause problems? I've actually already done so and it appears to be running fine but having not gotten anywhere near the future techs yet I have no idea if I'll see problems later.

Elros
Aug 27, 2007, 04:56 AM
I am in love with this mod. I use it as my standard game now.

I was wondering if ir would be possible to combine it with the 3 tiles city radius mod? (http://forums.civfanatics.com/showthread.php?t=169847) I have no idea about how the modding works myself, but it strikes me that combining the two would allow for some colossal cities.

jkp1187
Aug 27, 2007, 11:13 AM
@Ansible
Is that just the latest Solver CivGameCore.DLL you threw in there or was it actually something special for your version of the Next War mod? I ask since I think Solver let out a minor update since then and am wondering if slapping that over the one your provided will work fine or cause problems? I've actually already done so and it appears to be running fine but having not gotten anywhere near the future techs yet I have no idea if I'll see problems later.

Actually, I just removed it from the Next War directory since it seemed a little tedious to go on updating the DLL file in multiple locations....

Krikkitone
Sep 19, 2007, 05:16 PM
Re: the Composites for SS Casing, I figured it would be nice to begin to build the spaceship soon after Apollo Program was completed. Kind of a psychological thing for the players -- if they build Apollo then have to wait to get a lot of techs before they can even BEGIN building the spaceship,

Why not move the Apollo Program itself to Satellites?

Chiyu
Sep 19, 2007, 07:20 PM
@Elros:
Yes it's possible. If you are really interested in that, then I could make you an 'alternative' version with 3 tiles city radius cities. Let me know :).

Elros
Sep 20, 2007, 02:49 AM
Thanks Chiyu, but I've managed to combine them myself.

I appreciate you offering though :)

agentsmith952
Oct 08, 2007, 10:57 AM
Just out of curiosity, is there any changes from v3.13 that need to be implemented in the Expanded Mod, or are all of the changes in 3.13 going to be automatically present in Expanded because it didn't deal with any of the patched files?

Willowmound
Oct 08, 2007, 12:55 PM
The better question is: did 3.13 completely fix Next War so that the Expanded mod isn't needed any more?

agentsmith952
Oct 08, 2007, 12:59 PM
The better question is: did 3.13 completely fix Next War so that the Expanded mod isn't needed any more?

Touche. Maybe I should've checked that first. Expanded has jsut turned into my default game since I bought BtS and realized that NONE of the futuristic content was included in the normal game.

Nothing like placing a big mech on the front cover and making you play a broken mod to use it.

Willowmound
Oct 08, 2007, 02:24 PM
Too right.

ezwip
Oct 09, 2007, 05:29 AM
Touche. Maybe I should've checked that first. Expanded has jsut turned into my default game since I bought BtS and realized that NONE of the futuristic content was included in the normal game.

Nothing like placing a big mech on the front cover and making you play a broken mod to use it.

I've been thinking the same thing.

Willowmound
Oct 09, 2007, 01:52 PM
No one's answered the question though... Does the patch fix all that which the Expanded mod was created to fix?

agentsmith952
Oct 09, 2007, 03:04 PM
No one's answered the question though... Does the patch fix all that which the Expanded mod was created to fix?

I just checked the change list, and unless you think these were the only problems:

NEXT WAR

Transport carry 4, mind control center reduces production by 15%
Portuguese Feitoria now replaces customs house (rather than market)
American civ uses European-style units
Fix Great Wall inconsistency with main game.
Eras play the appropriate soundtrack music and city soundscapes.
Added Apostolic Palace to Next War Epic
Fixed ocean plots being adjacent to land at world edges
Drill promotion line available to gunpowder units, as for epic game
Fixed bug with Advanced Start buildings placement
Fixed Advanced Start buildings placement

Then I think the answer is no. Which is a shame. At least if I remember correctly there were a lot of other issues and annoyances (like running into "His Excellency" during a game). I suppose I'll just keep using Expanded.

Alkyon
Oct 09, 2007, 03:06 PM
Do the random events added in version 313 carry through? Or do we have to update the events file ourselves?

agentsmith952
Oct 09, 2007, 05:21 PM
Do the random events added in version 313 carry through? Or do we have to update the events file ourselves?

I'm pretty sure I've seen some of the new ones in Expanded. I think Expanded uses core BtS files for that aspect.

jamiltonio
Oct 22, 2007, 09:01 AM
it seems like i shouldn't be having this problem, but the expanded 1.6 that i download on the first page of this thread doesn't work for me. it crashes while loading; same with extra. i have 3.13 and placed both into the BtS/mods folder. i noticed that expanded is only about a megabyte and a half -- does this matter? am i doing something wrong?

Silence101
Oct 29, 2007, 02:57 PM
I looked into every single menu, but it wasn't there. So I decided to put the files into the Custom Assets and just play a normal game with this mod. Everything was fine until Mechs came up. Then it happened that every unit I moved around had the graphic model of the mech laid over it. Different sizes, different positions. Here are some examples, and btw, I still would like to play this mod apart from the normal game. Perhaps it works with the new version.

I haven't downloaded the mod - I've made a ton of my own modifications to BTS which included adding the NEXT WAR techs / buildings/ units. As it turns out, I'm having this same graphical issues that Malv was having.

Without downloading a mod and overwriting everything I've done, could anyone please tell me how you would fix this issue? I really appriciate any help!

idkmybffjill
Oct 29, 2007, 11:07 PM
Whenever I try to load this mod, it starts to load, and then it crashes to the desktop. I'm using BTS 3.13, and I've tried both using and not using Bhuric's 3.13 fix http://forums.ci
vfanatics.com/showthread.php?t=246057 (http://forums.civfanatics.com/showthread.php?t=246057)
and it doesn't work either way. I have no other BTS mods beside that.

Any ideas?

Thanks in advance.:)

low
Oct 30, 2007, 12:56 AM
This mod won't work correctly with BTS v3.13. It hasn't been updated since 3.13 was released. Maybe Chiyu will make a new version of it when he gets a chance.

jkp1187
Nov 04, 2007, 02:13 PM
I'm not sure if Chiyu is still updating this mod, but I created a relatively clean NextWar mod (with a few minor tweaks) that is compatible with 3.13. You can download it here:

http://forums.civfanatics.com/showthread.php?t=249891

idkmybffjill
Nov 04, 2007, 05:48 PM
sweet, thanks.

Chiyu
Nov 21, 2007, 10:26 AM
Expanded 1.7 (compatible with BtS 3.13) has been uploaded. Check the first post for more details.

low
Nov 22, 2007, 09:32 PM
Cool. Thanks Chiyu.

DrJambo
Nov 23, 2007, 04:24 AM
Did 3.13 fix a lot of the issues with the Next War mod? In otherwords, is this mod still needed?

Chiyu
Nov 26, 2007, 08:24 AM
You don't really need this mod anymore for bug fixes, but you can use it to play Next War without Mr. Big, America Inc. etc.

Recdeau
Dec 10, 2007, 12:15 PM
Hey Chiyu,

I think there's a bug in your new Expanded 1.7 that makes it impossible to build the UN. While the Civilopedia lists it as a buildable wonder and the Mass Media entry in the Civilopedia says it can be built, the in-game tech tree does not list the UN as buildable when you research Mass Media. After you research this tech none of my cities nor any of the computers could build the UN. This is odd because your previous expanded versions allowed the UN to be built just fine. Is there any way you can fix this, or is it something that's happening on my end because I'm using Bruyic's 3.13 patch and your expanded 1.7 at the same time? If I load up just Bruyic's patch it lists the UN as buildable under Mass Media in the in-game tech tree.

Psyonif
Jan 04, 2008, 08:35 AM
I don't know if anyone else has mentioned this, but I think there's a problem with Aquaculture & Hydroponics (in the 1.7 version); they don't give you the extra food on improvements (ie.e +2 on fishing boats and +1 on farms respectively).

It's easily soluble, though; just copy Beyond the Sword/Mods/Next War/Assets/XML/Terrain/Civ4improvementinfos.xml into folders of exactly the same name in this mod.

That said, otherwise this thing is muy bien. Many thanks! :goodjob:

mourndraken
Jan 24, 2008, 02:24 PM
this mod works with jdog5000's Revolution. No common files.

Willowmound
Jan 26, 2008, 09:37 AM
Has anyone successfully combined this mod with GeoModder's Ethnic Artstyles (http://forums.civfanatics.com/showthread.php?t=234268) mod?

EDIT: Never mind! Just found your "Extra" mod. That one took me long enough to discover... ;)

vivictius
Feb 02, 2008, 05:32 PM
Has anyone combined a mod like this (any of the Next War ones) and the 34 (or 40) civ mod?

77alex77
Feb 03, 2008, 05:20 AM
Has anyone combined a mod like this (any of the Next War ones) and the 34 (or 40) civ mod?
As this mod (and other Next War Mods I know) does not contain a CvGameCoreDLL.dll, it should be possible to use this mod and a 34 civ dll simultaneously. But I never tried it.

roidesfoux
Feb 03, 2008, 10:12 AM
I still can't regenerate the map. Is anyone else having this problem?

Another thing I noticed about the Next War mod is that when starting a new game, all it doesn't use your last game's options as the default. Is this fixable?

-RdF

Willowmound
Feb 04, 2008, 06:19 AM
There is a problem with fishing boats. They don't show properly. Hardly a game-breaker, but a bit annoying.

Opferlamm
Feb 04, 2008, 10:54 AM
Hey Chiyu,

I think there's a bug in your new Expanded 1.7 that makes it impossible to build the UN. While the Civilopedia lists it as a buildable wonder and the Mass Media entry in the Civilopedia says it can be built, the in-game tech tree does not list the UN as buildable when you research Mass Media. After you research this tech none of my cities nor any of the computers could build the UN. This is odd because your previous expanded versions allowed the UN to be built just fine. Is there any way you can fix this, or is it something that's happening on my end because I'm using Bruyic's 3.13 patch and your expanded 1.7 at the same time? If I load up just Bruyic's patch it lists the UN as buildable under Mass Media in the in-game tech tree.

I´m having the same problem.
The other is that Scotland Yard counts as National Wonder which it doesn´t in the Vanilla version.

thejester
Feb 13, 2008, 03:18 PM
hey all, i've encountered what i think might be a problem in the epic next war mod - i've been playing a game and attacking an enemy city using swordsmen, some vanilla ones, some with city raider I and some with city raider II. all of them simply get a strength of 6 listed in the odds panel, but it seems to me that they should all have more (given that swordsmen get +10% city attack anyway). has anybody else seen this or am i misunderstanding the stats?

i confess i haven't tried the expanded mod, it'll be my next game, but thought it worth posting seeing as this issue hasn't been mentioned in this thread

ta!

surdanis
Feb 21, 2008, 06:19 PM
this mod doesn't seem to have the expanded tech tree or units anymore. am i missing something?

obscurereferenc
Mar 16, 2008, 06:46 AM
I've played my first game witht this mod, it seemed fine, except that in 1920 I started to get the '100 turns left' warnings. is the game supposed to still finish in 2020, or am I doing something wrong? is there a way to turn this off?
thanks!

Opferlamm
Mar 16, 2008, 02:20 PM
I recommend you use jkp1187´s next war mod (click me) (http://forums.civfanatics.com/showthread.php?t=249891). It is far better and has some bug-fixes that are not included in this mod.

agentsmith952
Mar 16, 2008, 08:18 PM
Hey Chiyu,

I think there's a bug in your new Expanded 1.7 that makes it impossible to build the UN. While the Civilopedia lists it as a buildable wonder and the Mass Media entry in the Civilopedia says it can be built, the in-game tech tree does not list the UN as buildable when you research Mass Media. After you research this tech none of my cities nor any of the computers could build the UN. This is odd because your previous expanded versions allowed the UN to be built just fine. Is there any way you can fix this, or is it something that's happening on my end because I'm using Bruyic's 3.13 patch and your expanded 1.7 at the same time? If I load up just Bruyic's patch it lists the UN as buildable under Mass Media in the in-game tech tree.

I think I may have found the problem with that, although I haven't tested it yet.

In CIV4BuildingClassInfos.xml in the United Nations entry, there are two different entires where it refers to BUILDING_LEAGUE_OF_NATIONS. I think, based upon going back to unmodded files, that they should read BUILDING_UNITED_NATIONS. If it works for me I'll let you know.

modifieda4
Dec 31, 2008, 05:04 PM
Chiyu, i want to thank you for your great mod. I went and built a mod comp off it to add some other features. I called it the Expanded Plus Mod (http://forums.civfanatics.com/showthread.php?t=286739)

thanks again!:goodjob: