View Full Version : [BtS] Expansion Pack


Berenthor
Aug 11, 2007, 06:40 AM
Expansion Pack Mod
for BtS (original version)
NEW version 0.9
Supports only English language

NEW Download version 0.9:
Mirror 1: http://www.sendspace.com/file/yf6t8x
Mirror 2: http://www.snapdrive.net/qs/fe2f47b978b3

I always greatly missed a diversity in aircraft and ships, especially in the later part of the game. Therefore I started adding units in the warlords version of civilization. That one was based of the Visa mod, this time I used Chiyu's Extra mod (http://forums.civfanatics.com/showthread.php?t=234906) as a starting point. I liked that mod since it already included the Next War stuff and already added a lot of flavour units and some units from the scenario's to the game. Balance should be reasonable since I tested much of the same settings in Warlords. Any issues or balancing problems or other comments, please tell them to me.

new version 0.9:
New Buildings:
- Military Fortress

New Wonders:
- Biodome Montreal
- Ishtar Gate
- Trafalgar Square

New Tech:
- Improved Formations

New Improvements:
- Olive Press

Flavour Units:
- Egypt, Rome, Carthage, France, Greece, Persia, Arabia, Babylon, Russia, China, Japan, Ottoman have flavour units, most also for industrial units and higher. Still a work in progress

version 0.7:
New Units:
- Armor (5 artstyles)
- Advanced Gunship (2 artstyles)
- Religion specific units (1 per religion)
- Seaplane and later ASW plane or helicopter for stationing on cruisers and missile cruisers
- Seaplane (can be stationed on cruisers, dreadnoughts and battleships)
- ASW helicopter (can see submarines, can be stationed on cruisers, dreadnoughts and battleships)

New Buildings:
- Military Encampment
- Shipyard (ancient drydock)

New Wonders:
- Theatre of Dionysus
- Flavian Amphitheatre
- Circus Maximus
- Burj al-Arab

General Changes:
- Overhauled the civics system so there is more variety per civic category
- Israel as civ (David as leader, special forces and multirole fighter as UU's)
- Hitler as leader
- Restatted and renamed all next war units (except dreadnought) to make them more compatible with normal civ game
- Removed assault mech and automatons
- Restatted and renamed cloning factory and mind control center to make them less futuristic

version 0.6:
New Units:
- Special Forces (Navy Seal skin, America has different UU, upgrades from Marine, can be carried by sub and attack sub)
- Mechanized Infantry (original MI is now Infantry Fighting Vehicle, MI is now mostly city defense)
- Modern Infantry (to bridge the gap from Infantry to Infantry Fighting Vehicle) (6 artstyles)
- Modern Armor (4 artstyles)
- Tank (6 artstyles)

- Biplane (2 artstyles)
- Fighter Bomber (5 artstyles)
- Strike Fighter (2 artstyles)
- Close Air Support (4 artstyles)
- Early Jet Fighter (4 artstyles)
- Jet Fighter (original Jet Fighter is now Multirole fighter) (3 artstyles)
- Air Supperiority Fighter (3 artstyles)
- Advanced Fighter (3 artstyles)
- Multirole fighter (3 artstyles)

- Bomber (5 artstyles)
- Jet Bomber (4 artstyles)
- Strategic Bomber (2 artstyles)

- Early Destroyer
- Early Cruiser
- Dreadnought
- Carrier Submarine (carries 1 fighter)
- Ballistic Submarine (carries missiles and can bombard) (2 artstyles)
- Carrier (original carrier is now supercarrier UU for America that replaces Nuclear Carrier)
- Nuclear Carrier (2 artstyles)
- Attack Submarine (2 artstyles)

General Changes:
- 4 new technologies to make the modern era less cluttered and fast with the new units
- All new aircraft have 2 or 3 different skins depending on the civ you play (mostly East/Russia and West/American)
- Aircraft and Ships upgrade tree has been changed to fit the new planes and ships in
- Actual Quotes mod by Willowmound added (http://forums.civfanatics.com/showthread.php?t=234288)
- Added Hirohito as second Japanese leader
- 2nd UU for all civs that fit the civ both in graphic as name
- Flavour units for tanks, modern armor, all aircraft, submarines
- Adding Sevopedia

Future Possible Additions:
- Adding African flavour units
- Adding flavour units for later gameplay (gunpowder and renaissance)
- Adding Early Tank

Credits:
None of the models are made by me. They are from other mods and from the forums and file database. I tried to sum up all modelers that I used models from. If I forgot someone, please mail me and I will add his/her name.
- Snafusmith (modern warfare units)
- GeneralMath (ships like kuznetsov, kirov etc)
- baal (modern infantry)
- Asioasioasio (modern warfare units & early jet fighter units)
- C.Roland (units, like khyber rifles)
- Chugginator (war elephants)
- Bakuel (andean knight)
- nautil (aircraft like JSF and MI24)
- Esnazs (Israel)
- Chiyu (Extra mod)
- Gir (Circus Maximus and Flavian Amphitheatre)
- HROCHland (Burj al-Arab)
- Refar (akula)

Berenthor
Aug 11, 2007, 07:27 AM
Here is a first screenshot of the New Units. This is with the Dutch civilization, so you only get a glimpse of their graphics pack, the european.

Berenthor
Aug 11, 2007, 07:28 AM
Older Versions:

v0.7:
Mirror 1: http://www.snapdrive.net/qs/472979c61af3
Mirror 2: http://www.sendspace.com/file/beoqxv

v0.6:
Mirror 1: http://www.snapdrive.net/qs/61f73c0d4c12
Mirror 2: http://www.sendspace.com/file/4lg980

v0.5:
Mirror 1: http://www.sendspace.com/file/mnlfkg
Mirror 2: http://www.snapdrive.net/qs/fa6129097ae6

bmarnz
Aug 11, 2007, 10:58 AM
Looks interesting. I'll give it a try.

bjohnson7mdm
Aug 11, 2007, 04:49 PM
Hello.

I tried this mod, and I had a few problems.

All the additional jet fighters (i.e. air superiority fighter, advanced fighter, etc.) appeared as the default jet fighter, the jet bomber appeared as the stealth bomber, and the additional naval units appeared as default naval units.

Also, the dreadnought appeared as the Next War dreadnought rather than an early battleship.

How do I fix these issues?

Also, a version of this without the next war units, (assault mech, clones, etc.) would be great for those of us who do not want to play a fanatsy game.

Berenthor
Aug 11, 2007, 07:05 PM
@bmarnz: thnx and let me know what you think

@bjohnson7mdm: I'll look into that. Here it doesn't do that. The problem with the dreadnought could be due to the name, although it shows up here correct. Are you using the default version of BtS or the 3.02 version? As for a no next war version, I may do that. I liked the dreadnought and shield in the next war version, so I may make a version without the clones and mechs. But that will probably after I have a fully working version that is satisfactory to me :)
Okay I checked the version that I uploaded and it works fine here. Make sure you have the original version of BtS and just place it in you BtS/Mods folder and it should work.

Almost all 2nd UU's are now in the game. I also added the Sevopedia mod so the unitupgrade tree and promotion upgrade tree can be viewed. When all UU's are in, I'll upload the next version. It also has some scale fixes for the new units.

bjohnson7mdm
Aug 12, 2007, 05:33 AM
Well, I am happy to announce that by raising the qualityof the textures, the problem ceased to be an issue.

Also, I have a few more suggestions. It would be great if you could add the B-52 as the US Jet Bomber, and the B-17 and/or B-29 in place of the default bomber for the USA. The TU-95 would also be great as the Russian Jet Bomber, even though it is not technically a jet. The B-57 Canberra would be great as the Jet Bomber for England as well. Even a P-51 for the US Fighter or F4F/Corsair as the Fighter-Bomber would be fantastic.

All in all, this is a great mod and I feel out of place making suggestions.

I can't wait to see the next version. ;)

Berenthor
Aug 16, 2007, 05:06 AM
Sorry for the lack of updates. I have the next version almost ready and I hope to upload it today. The 2nd UU's for all civs proofed to be a little more difficult than I thought. I'm currently adding flavour units for the biplane, fighter, bomber, jet bomber, early jet fighter, tank, modern armor and gunship. When those are done, I'll upload the next version.

@bjohnson7mdm: I always appreciate suggestions, so please keep them coming. Especially since you're the only one currently playing it besides me ;)
To comment on your suggestion: It was on my list and I'm currently implementing these flavour units. I first wanted to see which ones I would need for a possible UU.

Thinker19930602
Aug 17, 2007, 12:16 AM
Can you post this mod as a non-.rar file???

P.S.
Did you take any Ideas from Snafusmith's Modern Warfare Mod???

Berenthor
Aug 17, 2007, 04:55 AM
@Thinker19930602: I will post the new version in zip-format, hopefully that helps. I mostly used the MW units as flavour units for the different civs. So for example the Russians have a different tank, modern armor, early jet fighter, fighter, fighter-bomber, bomber, strike fighter, close air support fighter, multirole fighter, air sup. fighter, advanced fighter, nuclear aircraft carrier, attack sub. Furthermore, the American, English, French, Japanese, Chinese also have a lot of different units, but they are not UU's, just the skin is different.

FK2006
Aug 17, 2007, 10:34 AM
hello
non playable in french german spanish or italian

Berenthor
Aug 17, 2007, 11:15 AM
@FK2006: I haven't included other languages than the english. Does the game not play at all or just with english text?

Saltiana
Aug 17, 2007, 01:45 PM
When playing in French, there is no text anywhere.

Here's a screen shot :

http://img406.imageshack.us/img406/9800/emptycivgn6.th.jpg (http://img406.imageshack.us/my.php?image=emptycivgn6.jpg)

Hope this help.

Berenthor
Aug 17, 2007, 05:50 PM
That's really strange. In English it works here. If you put the language to english, does it work then or does it still not work? I will try to change the language in my own game to see what happens. It is strange that it happens with the Zulu's since there should nothing be changed there.

Berenthor
Aug 17, 2007, 06:07 PM
You're right, I have the same problem. But I even have that problem in the original game without the mod :confused: very strange. For the moment I don't have an immediate solution. It should work with the english language at least

Saltiana
Aug 18, 2007, 08:46 AM
Yes, it works fine in English btw.

Well, I don't mind playing in English anyway.

PS : you should name the .rar/.zip with the version number, else it's a pain to track versions.

Berenthor
Aug 18, 2007, 10:50 AM
Yes I will do that in the upcoming version. I'm glad it works fine with the english version. I still can't figure out the UU's for three civs. Really anoying. Hopefully I will have it done tonight

Saltiana
Aug 22, 2007, 11:22 AM
Ok, I've tested it in a full game.

It's cool, but there is -for me- too much unit in the modern area, especially air units, I didn't feel the need to use so much diversity.

Also I miss a big future tree (not only the next war one) with much more diversity (maybe you should move those countless air unit here ?) and please put the space part higher in the tech tree, else it's nearly impossible to use everything in the modern area (let alone the future tech) before a space win.

Berenthor
Aug 25, 2007, 10:14 AM
@Saltiana: It was actually my idea that you have only 2 or 3 airplanes at a given time. You have an advanced fighter for example, a stealth attack fighter (vs armored units) and a stealth bomber. As for the space race parts, I actually never play with this option enabled so I haven't seen this problem. I will move some of the parts to later techs.
The reason for this mod actually was to not add an expansive future tech. Maybe there should be some more modern techs, but I actually want to stop with the advanced fighters (fighters currently being developed) and maybe even remove the clone part of the game, since that's not very realistic.

arstal
Aug 25, 2007, 10:22 AM
I'd like to see your mod combined with Wolfshanze's- he's got a few more industrial boats, and did a good fix to grens/cannons. He's going to work on tanks next.

Also, are there any new air promotions?

Berenthor
Aug 25, 2007, 10:31 AM
@arstal: I'll have a look at what he has made and see if there are things that will fit in especially since there are still some things that I want to do. I just completed the new version which actually adds a 2nd UU for all civs and flavour units for almost all new units. I'm uploading it right now. There are in this version no new air promotions. I am planning to add these, but first want this version to complete and out.

Berenthor
Aug 26, 2007, 03:54 PM
New version is up now!!!!!!

Version 0.6 of the Expansion Pack is here. It has a second UU for all civs and it has flavour units for a lot of modern units (see first post for details). Modern Armor and the tank have different looks depending on the civilization you play. The same holds for all new aircraft that are added and also for the aircraft that were already in it.

The next step in the expansion pack will be to include the advanced gunship and early tank including flavour units and to overhaul the civic system to add more variety. Furthermore I want to add religion specific units and a seaplane/ASW helicopter that can be stationed on battleships and cruisers.

TAfirehawk
Aug 27, 2007, 07:48 PM
Interesting.....this just looks like a Graphics Modpack right now.....

As you know using 'Expansion Pack' has a lot to live up to ;)

Berenthor
Aug 28, 2007, 05:21 AM
@TAfirehawk: :) Thanks for playing the mod. I'm working hard at the next version now. It already contains new shipclasses and new aircraft to spice things up a bit. The flavour units are mostly in it because it is very easy in BtS and it is fun to play with the same units but have them look different for civs.

For now I'm first working on the overhaul of the civics to make them more different from each other and after that I will add a seaplane and later ages an ASW helicopter to place on cruisers and battleships and the advanced gunship and early tank. Hopefully it will than start to look like an actual expansion pack ;)

Berenthor
Sep 01, 2007, 11:37 AM
New version is out!!!!!

Version 0.7 has some more tweaks to the existing units I added and also contains a UU for every religion.

Furthermore, I added an advanced gunship and armor unit to make the modern era progress a little better. Moved the adv. gunship and the modern armor to the next war techs. These are now renamed to fit more a modern era instead of some futuristic thing. It has new names, but the buildings are the same, for example the mind-control-center is now regional command center and gives happiness and military production. The automatons are removed, but the cyborg and clones are restatted and given different names and functions.

There are four new wonders in this version: the theatre of dionysus, the flavian amphitheatre, circus maximus and the Burj al-Arab. I also added a few new buildings like the military encampment of the charlemagne mod.

The last change in the new version is the addition of Israel as a civ and Hitler as a leader for germany.

CivGeneral
Sep 02, 2007, 06:52 PM
Just a few suggestions.
You may want to make the Dreadnought, Early Destroyer, and Early Cruser to accept eather Coal or Oil since I see them as a representation of the old steam ships during the span between the Spanish-American War and World War I.

Edit - Didint see that Showa (Hirohito) was already added :o

You may want to upload your Mod into CFC's Download's database (http://forums.civfanatics.com/downloads.php) for better speeds in downloading. (No offense, its taking about an half an hour to download a 120MB from the file server that you linked where as it takes only minutes to download the file of the same size)

I could upload this mod and update it if nessicary if you want.

Berenthor
Sep 03, 2007, 06:01 PM
@CivGeneral: that was actually the idea I had, but I hadn't even noticed that I put that down wrong. The same should hold for the carrier actually. I will make those changes when I have the time. About the upload, I actually don't know how to upload the files to the CFC database. I know you can add small files under 10Mb, but large files I don't know how to do, but that would indeed be better than this. I'll also try to put up a second mirror which is faster hopefully.

Kyrion
Sep 04, 2007, 12:28 AM
hey, it seems there's something wrong with the download link - when it's a few percent finished it stops without any reason and reports download complete even when it's not!

Nicky21
Sep 04, 2007, 12:52 PM
Awesome mod, i play it all the time.

I have a small request though:

can you make some of the models smaller? the b52 or some destroyers/cruisers are just too big, they ruin the game.

if you have for instance a fleet parked in your city you can no longer click on the city bar, not to mention that it looks acward.....

Anyway, great mod!

smeagolheart
Sep 04, 2007, 12:56 PM
Hey found a bug, Washington was showing up for the Korean civilization.

Also, is it possible to make the Aposilistic palace into a thing that only gets obsolete earlier in the tech tree? I can justify having the Church play a big role in international affairs throughout the middle ages but to me it would kind of lose it's power long before the UN comes into effect. Like maybe late midevil or very early industrial age

Berenthor
Sep 04, 2007, 12:58 PM
@kyrion: I have the same problem now, but I don't have the mod here now. If someone already downloaded it, would you please contact me or upload it and post the link? Otherwise I will re-upload it this weekend when I have the mod myself

@Nicky21: thnx for playing the mod, I'm happy to see some people actually play it :) I also wasn't really happy with some of the modelsizes and I thought I had most of them correct, but this weekend I will have a look and see if I can tweak it a little.

smeagolheart
Sep 04, 2007, 01:10 PM
Hey found a bug, Washington was showing up for the Korean civilization.

Also, is it possible to make the Aposilistic palace into a thing that only gets obsolete earlier in the tech tree? I can justify having the Church play a big role in international affairs throughout the middle ages but to me it would kind of lose it's power long before the UN comes into effect. Like maybe late midevil or very early industrial age

I am enjoying your mod, I like the changes you've made. Seems to be a solid add-on with nothing too new or outrageous that would shift the game away from the core, but adds enough to keep everything a bit better and fresher

Berenthor
Sep 07, 2007, 06:01 PM
I updated the second mirror, so it should now be downloadable again. The first mirror works on and off, sometimes it stops after only a few mb's.

@smeagolheart: I'm glad you enjoy the mod. As for the korean bug, I haven't seen that one here. It is possible that the americans are used as the colonial splitt-off of the koreans, because they only have one leader, but I have to check that to see if that is the case. As for the apostolic palace, it is probably easily changed, just change the obsolete tag in the xml, but I think it unbalances it way to much. If you want, you can make the modifications by yourself. If you don't know how, just send me a message and I'll help you

Zakrul
Sep 11, 2007, 10:36 AM
So far I love this mod, only thing I have run into is the arcology, is the graphic for it supposed to cover almost an entire continent?

smeagolheart
Sep 12, 2007, 03:16 PM
I updated the second mirror, so it should now be downloadable again. The first mirror works on and off, sometimes it stops after only a few mb's.

@smeagolheart: I'm glad you enjoy the mod. As for the korean bug, I haven't seen that one here. It is possible that the americans are used as the colonial splitt-off of the koreans, because they only have one leader, but I have to check that to see if that is the case. As for the apostolic palace, it is probably easily changed, just change the obsolete tag in the xml, but I think it unbalances it way to much. If you want, you can make the modifications by yourself. If you don't know how, just send me a message and I'll help you

I found the source of the "Korean bug" I was describing (and fixed it for my copy of the mod). It's in the CIV4CivilizationInfos.xml file. The <Type>CIVILIZATION_AMERICA</Type> tag has information on Korea. So all American leaders were showing up with Korean colors and city names. I replaced the American tag with the stuff from the default files and it fixed it for me.

<!-- Civilization Infos -->
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
<CivilizationInfos>
<CivilizationInfo>
<Type>CIVILIZATION_AMERICA</Type>
<Description>TXT_KEY_CIV_AMERICA_DESC</Description>
<ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>
<bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>
<Cities>

Berenthor
Sep 15, 2007, 10:57 AM
Hey all, thanks for playing the mod. I have just finished changing some more things and I will upload this new version somewhere today. It isn't much different: it has a few new wonders (some from the extra mod and some from this site), it adds the olive press improvement, changes some stats of the flavian amphitheatre, circus maximus and the theatre of dionysus and it added one new tech and now the military encampment and military fortress are in there instead of only military encampment. Most of this update is from the latest version (2.9) of the Extra mod by Chiyu. Last change is that early cruiser and destroyer and the dreadnougth and carrier can now be build with coal or oil. uranium is not needed yet for these.

For the next mod I plan to do some rescaling of models as I find them (already in this version) and I plan to make some more diverse units, maybe with danrell's models.

@smeagolheart: I checked my CIV4CivilizationInfos.xml and it is correct. I also don't have that problem with american leaders. So hopefully in this new version you will also not experience it.

@zakrul: It isn't supposed to do that, but I know it has happened to people with the extra mod as well. I havent actually touched any of that code, so I will have to look into that. I haven't seen it myself, but I haven't build them as often during testing.

smeagolheart
Sep 16, 2007, 04:13 AM
I also noticed that one of the requirements for Riot Police unit is "Stele", so I've never been able to make those units.

smeagolheart
Sep 16, 2007, 04:24 AM
@smeagolheart: I checked my CIV4CivilizationInfos.xml and it is correct. I also don't have that problem with american leaders. So hopefully in this new version you will also not experience it.


I kept a copy of the original file, notice all the references to Korea for some reason. I first noticed there was a problem when I tried to start a custom game and selected Lincoln and it automatically set it to Korea (I don't use unrestricted leaders).

<Type>CIVILIZATION_AMERICA</Type>
<Description>TXT_KEY_CIV_KOREA_DESC</Description>
<ShortDescription>TXT_KEY_CIV_KOREA_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_KOREA_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_KOREA_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_DARK_CYAN</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_KOREA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_ASIAN</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_AMERICAN</UnitArtStyleType>
<bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>

Berenthor
Nov 04, 2007, 05:47 AM
Sorry for the lack of updates, I've been very busy. I'm still working on the flavour units, but I already wanted to upload a version that contains the work up until now. I hope to make specific units for most civilizations and I'm now going through the database and the various EDU-mods to find suitable units. This version is still not updated for 3.13 since I myself am still playing in the original BtS version and I haven't had the time to update it. I will finish it first, then update it and place the art files into an fpk to increase the loading of the mod.

Zuul
Jan 15, 2008, 05:08 AM
Modpack stoped?

Berenthor
Jan 16, 2008, 02:19 AM
Modpack stoped?

I'm still using it myself and tweaking it a little, but I haven't had the time to update it to BtS 3.13 and it seemed nobody was actually playing it so I just didn't post any new things. The problem is also that I don't know yet how to incorporate multiple dll's into one (SDK modding). I still have to look into how I should do that because a lot of SDK mods that are pretty cool aren't in it yet. I will try to get a new version out as soon as some of the very good new models of smitty and GM are incorporated. Nice to know somebody actually checks this mod :)