View Full Version : Orion's Challenge Mod Comp for BTS


OrionVeteran
Dec 29, 2007, 10:07 AM
Orion’s Challenge Mod Comp 1.06H for BTS 3.17

Download here: http://forums.civfanatics.com/./downloads.php?do=file&id=7913

Known Issues: If anyone can help resolve this issue please feel free to recommend any known fix you may have.
1. Button to create forest remains on, even though the current plot already has a forest.

Change History:

Version 1.06H Changes: 31 Oct 2008

1. Added new religion: Shinto, which is discoverd with existing tech Priesthood and is a fully capable religion. Game now has 8 religions to choose from.

Version 1.06G Changes: 21 Oct 2008

1. Fixed the bug that allowed AI civ to found more than one Holy city when playing limited religions. This was a very difficult bug to fix, but it is finally done. Rebuilt 2 functions in the CvGameUtils.py file and created a new function to do a centralized Holy City check.

2. Added an option to bypass the religious tech first to discover rule. In limited religions: If a player does not own a Holy City and the religion for the religious tech has not been founded yet, then the player can found the religion. Make sure the Choose religions game option is unchecked at the start of the game. Special thanks to Modifieda4 for the idea.

To play with bypass option: Set value to 1
To play without bypass option: Set value to 0

Version 1.06F Changes: 27 Sep 2008

1. Foreign Inquisitions! They have three prerequisites:

• There must be an open borders agreement with your civilization.
• The state religion of the civilization must match yours.
• Your state religion must be established in the city.

2. Created an option for foreign inquisitions in the GlobalDefinesAlt.xml file.

• To play with limited religions: Set value to 1
• To play without limited religions: Set value to 0

3. Fixed limited Religions bug that allowed the AI to found more than one Holy City. It was only a one line fix in the CvGameUtils.py file.


Version 1.06E Changes: 12 Sep 2008

Added a new building called the "Holy Office" as a prerequisite for producing Inquisitors. Holy Office building attributes:

Cost 240 hammers
+2 Gold (Simulates the confiscation of victom's personal property)
+1 happiness (City benefit for maintaining Religious Unity)
+1 Unhealthy (Simulates loss of population due to Inquisition)
Can turn one citizen into Priest
State Religion must be present in a city to build the Holy Office
Holy Office is now required to produce an Inquisitor

CivPedia comments: The principle of political, cultural and religious unity became the standard for many European governments in the Middle ages. The inquisition was imposed to preserve the purity of the faith and the unquestioned authority of religious and state leaders. Heresy was a belief in something that conflicted with the official state religious doctrine. The Tribunal of the Holy Office of the Inquisition operated with the full authority of the state to enforce church doctrine by cracking down and rooting out heresy. The words Holy Office meant Holy Office Building or Branch Office Building of the Holy Inquisition. The right of inquisition was the right to inquire on matters of faith and morals. Inquisitors representing the Holy Office were greatly feared.

Version 1.06D Changes: 31 Aug 2008
1. Police Unit now has it's own combat group called "LAW ENFORCEMENT UNITS"
2. Police Unit now has 5 exclusive promotions that no other unit has: Riot Control! Each promotion adds a 10% less chance of a city revolt if the police unit is garrisioned in that city.
3. Limited Religions: Only one Holy City is allowed to be founded per Civ. The option is set in the GlobalDefinesAlt.xml file.

To play with limited religions: Set value to 1
To play without limited religions: Set value to 0

4. AI now founds a religion right on time.
5. Tech Theology ignores the limitation where only the "first civ to discover the tech founds a religion". Theology now allows a player to found one of the remaining religions if the player does not already own a holy city; even if the player is not the first to discover Theology.
6. Eliminated the religious tech exploit and guarantees a level playing field for all Civs.
7. Fixed minor python bug for limited religions.

Version 1.06B Changes: 04 Aug 2008
1. Converted mod to be compatible with BTS 3.17 patch
2. Updated to DCM v1.6
3. See DCM for a number of bug fixes.

Version 1.05A Changes: 2 July 2008
1. Added new Prerequisite (Number 6) for Religious Victory: You must have built the official State Religion Shrine.
2. Fixed goody hut bug by removing Archery Barrage (See item 4).
3. Removed Ranged bombardment Mod (See item 4).
4. Added Dale's Combat Mod (DCM), which includes Archery bombardment, Ranged bombardment and other cool options.
5. Fixed Multiple minor bugs (Priest, terraform, forest creation, and AI choose production bugs)
6. Fixed XML Text file (Text_Key_is_DCM_Bombard) for CIVPEDIA.
7. To avoid a conflict, the Abandon City/Building popup execution command is now "Ctrl-A"

Version 1.04D Changes: 18 June 2008
Religious Unity at long last!
There are now 5 prerequisites for achieving a religious victory
1. A player must have an official State Religion
2. A player must have the Holy City for the official State Religion
3. All of a player's cities must have the official state religion established.
4. All of a player's cities must not have any non-state religions established.
5. Religious influence must be at least 80%

Version 1.04C Changes: 18 June 2008
1. Fixed bug that had the Corn Field" button come back on after irrigating a plot to create a Farm.
2. Fixed bug message that says “Will destroy farm" which came on after the farm was built.
3. The farm is now considered an upgrade for Corn, Rice and Wheat, but the upgrade is not automatic - You still have to use workers.
4. Once the farm is built, the crop buttons for Corn, Rice and Wheat now disappear.
5. You must plant Corn, Rice or Wheat before building a farm.
6. You must have fresh water on flatland to plant Corn, Rice or Wheat; until Civil Service tech.
7. Fixed the art and data entries in the Civilopedia for 104C changes.

Version 1.04B Changes: 20 April 2008
1. Fixed minor typo that prevented terraforming of a plot.
2. Can now Terraform Tundra into Plains (skips desert thanks to Eisklinge)
3. Fixed bug that had AI workboats traveling through ICE before prerequisit tech.
4. Created separate unit called the "Ice breaker" and increased the cost.
5. Eliminated the upgrade of the Workboat to Ice Breaker. Both are separate units.
6. Eliminated Build farm execution button bug that states, "Will Destroy Corn".

Version 1.04 Changes: 27 Feb 2008
1. Added capability to plant Corn, Rice and Wheat with tech Agriculture
2. Added capability to terraform plots with tech Biology
....Flat land --- ice > Tundra > Desert > Plains > Grass
....Build or Remove Hills
3. Added capability to plant a Forest with tech Guilds

Version 1.03 Changes: 2 Feb 2008
1. Added the Police Mod
2. Added the Ice Breaker Mod

Version 1.02 Changes: 18 Jan 2008
1. Updated Dales Ranged Bombardment Mod to the official version - Replaced by DCM
2. Added Main Screen Mod by NeverMind

Version 1.01 Changes: 5 Jan 2008
1. Added Archery Barrage - Replaced by DCM
2. Added Abandon/Raze City and Buildings

Version 1.0: 29 Dec 2007
Combined Dales Ranged Bombardment Mod with the Inquisition Mod.

This mod merged the following mod components into a Mod composition called Orions Challenge. Whew! Lots of work! Special thanks and all rights reserved to all of the following authors:

Sto: For the Religious Unity code.
http://forums.civfanatics.com/showthread.php?t=277582

Dale: Dales Combat Mod (DCM)
http://forums.civfanatics.com/showthread.php?t=257210

BMARNTZ: Inquisition Mod
http://forums.civfanatics.com/showthread.php?t=249392

DUAL: The Shinto Religion Mod
http://forums.civfanatics.com/showthread.php?t=152421

Nemo: Abandon/Raze City and Buildings
http://forums.civfanatics.com/showthread.php?t=252243

NeverMind: Main Screen Mod
http://forums.civfanatics.com/showthread.php?t=235834

Orion Veteran: Police Mod
http://forums.civfanatics.com/showthread.php?t=259954

Orion Veteran: Ice Breaker Mod
http://forums.civfanatics.com/showthread.php?p=6442175 See post 40.

Sto: Religious Unity Python code (Special Thanks) :goodjob:

Instructions: Download Zip file and extract all files into the folder: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

Special notes: These are my favorite mods put into one single mod. Each mod adds what I believe to be essential upgrades to Civ4 BTS. There are other worthy mods I would like to add. ...Someday. (This was not easy)

Religious victory is set at 80% religious influence.

Other mod recommendations for BTS 3.17:

Download the Blue Marble mod: Install HighRes version
http://forums.civfanatics.com/showthread.php?t=232604

Download Smartmap:
http://forums.civfanatics.com/showthread.php?t=154989


Enjoy!

Orion Veteran

keldath
Dec 29, 2007, 10:26 AM
very nice and usefull pack.

you should add the bombing missions by dale asswell,

another thing,

if you can aswer,

what exactly the barage does?
and does abandon city works?

thanks alot - very good job of you.

OrionVeteran
Dec 29, 2007, 10:42 AM
You should add the bombing missions by dale as well.

I agree, as it looks awesome. ...Haven't had time to play test it yet.


what exactly the barage does?


Archers, Long Bowmen and Cross Bowmen can attack a city or enemy units from one square away. Picture the movie Brave Heart when the archers let loose a multitude of arrows at the enemy. Archery barrage is really a cool feature that brings a whole new dimension to early combat. You have to be at war for the barrage button to work.


and does abandon city work?


Yes it does! Open any city and press the keys: "Control X". You can now choose to delete unwanted buildings or abandon the entire city.

Orion Veteran :cool:

ruffriders23
Dec 29, 2007, 11:52 AM
Downloading now to try out. Thanks.

mamba
Dec 29, 2007, 04:18 PM
If you would merge a 34 civ dll that would be great, e.g. http://forums.civfanatics.com/showthread.php?t=234779 :)

OrionVeteran
Dec 29, 2007, 09:46 PM
If you would merge a 34 civ dll that would be great, e.g. http://forums.civfanatics.com/showthread.php?t=234779 :)

It would be! :) However, I only have the capability to merge Python and XML files not DLLs. :sad: I have to depend on the more advanced/experienced developers to compile DLL files. :bowdown:

Very Respectfully,

Orion Veteran :cool:

Dale
Dec 31, 2007, 04:54 PM
Changing number of civs allowed is easy.

CvDefines.h: Change one value (see bold line)

#pragma once

#ifndef CVDEFINES_H
#define CVDEFINES_H

// defines.h

// The following #defines should not be moddable...

#define MOVE_IGNORE_DANGER (0x00000001)
#define MOVE_SAFE_TERRITORY (0x00000002)
#define MOVE_NO_ENEMY_TERRITORY (0x00000004)
#define MOVE_DECLARE_WAR (0x00000008)
#define MOVE_DIRECT_ATTACK (0x00000010)
#define MOVE_THROUGH_ENEMY (0x00000020)

#define RANDPLOT_LAND (0x00000001)
#define RANDPLOT_UNOWNED (0x00000002)
#define RANDPLOT_ADJACENT_UNOWNED (0x00000004)
#define RANDPLOT_ADJACENT_LAND (0x00000008)
#define RANDPLOT_PASSIBLE (0x00000010)
#define RANDPLOT_NOT_VISIBLE_TO_CIV (0x00000020)
#define RANDPLOT_NOT_CITY (0x00000040)

#ifdef _USRDLL
#define MAX_CIV_PLAYERS (18)
#else
#define MAX_CIV_PLAYERS (CvGlobals::getInstance().getMaxCivPlayers())
#endif

#define MAX_CIV_TEAMS (MAX_CIV_PLAYERS)
#define MAX_PLAYERS (MAX_CIV_PLAYERS + 1)
#define MAX_TEAMS (MAX_PLAYERS)
#define BARBARIAN_PLAYER ((PlayerTypes)MAX_CIV_PLAYERS)
#define BARBARIAN_TEAM ((TeamTypes)MAX_CIV_TEAMS)


Then just change the XML to allow more players in the world size XML file. :)

OrionVeteran
Dec 31, 2007, 08:53 PM
Changing number of civs allowed is easy.
CvDefines.h: Change one value


After making the easy change to the CvDefines.h file and also to the XML, then the DLL must be recompiled, which is not so easy when I don't have a tool available to compile DLLs.

Very Respectfully,

Orion Veteran :cool:

Dale
Dec 31, 2007, 09:40 PM
Ahhh..... Okay, didn't realise that. :)

Roamty
Jan 05, 2008, 04:19 AM
clean this up

mamba
Jan 05, 2008, 04:27 AM
Roamty, I don't get it, what is in your package that is not in Orions package already ? some updated versions of components ?

Roamty
Jan 05, 2008, 04:53 AM
Roamty, I don't get it, what is in your package that is not in Orions package already ? some updated versions of components ?


updated components Dale's BtS 3.13 Official Ranged Bombard

OrionVeteran
Jan 05, 2008, 07:54 AM
OrionVeteran this is for you


RangedBombardArchery Barrage
----------------------------
I give you RangedBombard for BTS 3.13 with Bhuric's unofficial patch 1.11 and
Supplementarypatch 1.02 also with Archery Barrage pull from FfH Age of Ice.
The Source files:RangedBombard BTS 3.13 Source CvGameCoreDLLpatch-v1.11 Source
Supplementarypatch-v1.02
CvMainInterface.py fix This modification of CvMainInterface.py cleans up the button
"overload" in the main interface screen. by Fierabras
MAX CIV PLAYERS 34 Yes up to 34 Civs.
This is my update to [B]Dale's BtS 3.13 Official Ranged Bombard
by Roamty
The BtS 3.13 Official Ranged Bombard has been released! By Dale he gets the credit

http://files.filefront.com/RangedBombardArchery+Barrezip/;9382447;/fileinfo.html


Roamty,

So kind of you... :thanx:

Orion Veteran :cool:

mice
Jan 17, 2008, 03:13 AM
OrionVeteran, just to be a pain, because what would the mod forum be without posters asking for more... could Dale's Full DCM be interrgrated into this mod comp ?

Right now Orion's Challenge Mod Comp for BTS 3.13 looks very good and I only didnt play it because Dale's DCM updated came out. I want to try inqusition and /religious victory. Question : can I destroy religions in other civ's cities?

Another idea, Dom Pedro's pillage mod.

All of them together :drool: ,civ 5

OrionVeteran
Jan 19, 2008, 06:27 PM
OrionVeteran, just to be a pain, because what would the mod forum be without posters asking for more... could Dale's Full DCM be interrgrated into this mod comp ?

I have plans to include Dale's Full DCM once all the bugs have been fixed. For now I just turned out an update: Orions Challenge 102. See first post.

Right now Orion's Challenge Mod Comp for BTS 3.13 looks very good and I only didnt play it because Dale's DCM updated came out. I want to try inqusition and /religious victory. Question : can I destroy religions in other civ's cities?

Currently, the inquisition mod does not have the capability to remove religions in other civ's cities, only non-state religions in your own cities.

Another idea, Dom Pedro's pillage mod. All of them together :drool: ,civ 5

I have not play tested Dom Pedro's pillage mod. I may have to check it out.

Very Respectfully,

Orion Veteran :cool:

Zuul
Jan 19, 2008, 07:33 PM
Nice :). Wow only 2mb :p.

keldath
Jan 20, 2008, 07:43 AM
nice jod orion, keep buildng this mod, its good starting point fr modders :)

Rhuarc
Jan 25, 2008, 12:37 PM
Very nice! This may have to become my default way of playing civ in single player! Qestion though, does the AI use your new features at all?

OrionVeteran
Jan 26, 2008, 08:04 AM
Very nice! This may have to become my default way of playing civ in single player!

Thank you for the compliment. If you check out the Police Mod, you will see what I plan to put in the next version of this mod: Modest changes that work.


Question though, does the AI use your new features at all?

Yup! It sure does.

V/R,

Orion Veteran :cool:

OrionVeteran
Feb 02, 2008, 01:12 PM
Orion's Challenge version 1.03 has just been released. See first post.

The next addition to the mod will be to include Dales Combat Mod. :king:

Enjoy!

Orion Veteran :cool:

OrionVeteran
Feb 26, 2008, 11:20 PM
Orion's Challenge version 1.04 has just been released. See first post.

Still waiting on Dales Combat Mod to get bug fixes completed before I add it to this mod.

Enjoy!

Orion Veteran :cool:

JEELEN
Feb 27, 2008, 12:45 AM
1. Button to create forest remains on, even though the current plot already has a forest.
2. After irrigating a plot to create a Farm, the "Plant a Corn Field" button comes back on.
3. The Execution button for the Farm states, "Will Destroy Corn", but it won’t. The Farm does what it was supposed to do.
4. After a Farm is created, the "Plant Corn Field" button will reappear again and will say. “Will destroy farm"

At first I thought (1.) is just "replant forest" (as you can chop wood & replant a new forest), but seeing (2.-4.) I'd say it's a definitions issue (like "Plant a Corn Field" somehow is the same/is defined the same as "Build Mine"). Just a thought...

Version 1.03 Changes:
1. Added the Police Mod
2. Added the Ice Breaker Mod

Nice additions!;)

tomas1931
Feb 28, 2008, 07:30 AM
Excellent mod but there is no user interface I dont know the keyboard hot keys cant upgrade unit but there is no interface cant use the workers because again no user interface Is there some way of making the various pieces of information that are usually present

OrionVeteran
Feb 29, 2008, 04:47 AM
Excellent mod but there is no user interface I dont know the keyboard hot keys cant upgrade unit but there is no interface cant use the workers because again no user interface Is there some way of making the various pieces of information that are usually present

Two questions: Please Explain.

You say you "cant upgrade unit." What unit are you trying to upgrade?

You talk about "no user interface" What are you trying to do with your workers?

V/R,

Orion Veteran :cool:

tomas1931
Feb 29, 2008, 10:45 AM
Civ IV usually has an interface which allows you determine wnat you want the worker to do and if a unit is to be upgraded it show the various upgrades On the side is the list of countrys and there rank In the normal game that is contolled with either Alt-I or Ctrl-I

OrionVeteran
Feb 29, 2008, 10:38 PM
At first I thought (1.) is just "replant forest" (as you can chop wood & replant a new forest), but seeing (2.-4.) I'd say it's a definitions issue (like "Plant a Corn Field" somehow is the same/is defined the same as "Build Mine"). Just a thought...

I experimented with a simple/short definition, like "Build Corn" and I got the same result. I believe I am going to have to specify visibility of the action button through python code. Without a little help, it may take me a while to figure it out.

V/R,

Orion Veteran :cool:

micmc
Apr 13, 2008, 10:39 AM
hopefully this thread is still being watched...

just spent all night playing the mod, very very great!

one ?, is there a way for me to add in terraform -> coast in the loop? I looked at the python but before I started guessing and messing things up I thought I would ask (cuz if it can't be it's not worth me trying to futz with it) and if so, can you give me a clue as to where to change what?

OrionVeteran
Apr 13, 2008, 07:10 PM
hopefully this thread is still being watched... just spent all night playing the mod, very very great!

Yes it can be fun. :)

one ?, is there a way for me to add in terraform -> coast in the loop?

Do you want to change water into land, land into water or both? :hmm:

if so, can you give me a clue as to where to change what?

All the code changes would be included in the CvEventManager.py file. ;)

OrionVeteran
Apr 19, 2008, 12:56 AM
Orion's Challenge version 1.04B has just been released. See first post.

Still waiting on Dales Combat Mod to get bug fixes completed before I add it to this mod.

Enjoy!

Orion Veteran :cool:

Deon
Apr 19, 2008, 02:42 AM
Civ IV usually has an interface which allows you determine wnat you want the worker to do and if a unit is to be upgraded it show the various upgrades On the side is the list of countrys and there rank In the normal game that is contolled with either Alt-I or Ctrl-I

It's a problem with CvPath.py I guess. Make sure you have the right INSTALLDIR in your
HKEY_LOCAL_MACHINE\Software\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword\
I hope you know how to use regedit.exe.

OrionVeteran
Apr 20, 2008, 10:48 AM
As of today, Orion's Challenge version 1.04B has two additional bug fixes:

1. Eliminated the upgrade of the Workboat to Ice Breaker. Both are separate units.
2. Eliminated Build farm execution button bug that states, "Will Destroy Corn".

Please download ver 1.04B 20 April 2008 to insure you get these two changes.

Orion Veteran :cool:

micmc
Apr 20, 2008, 08:21 PM
Thank you Orion.

You (and all the other long-term mod, modders) who really keep a finger on their creation --for free, really need to be thanked from those of us who lack the know-how (and talent) to keep fixing the little bugs and keep expanding the horizons.

so thank you!

cavvy
Apr 20, 2008, 09:38 PM
Thank you Orion.

You (and all the other long-term mod, modders) who really keep a finger on their creation --for free, really need to be thanked from those of us who lack the know-how (and talent) to keep fixing the little bugs and keep expanding the horizons.

so thank you!

Yeah I second that you guys are truly gifted. thanks for suppling us with more hours of entertainment.

mice
May 03, 2008, 05:27 PM
Orion, I'm having a good game as Justinian, but getting a CTD in 1853. Here's the save. It would be nice to figure out what's wrong because I'm enjoying this one.

BTW the planting of food is very nice. I'm using a specialist econ as you might expect and loving it. Nice , different game.

OrionVeteran
May 04, 2008, 08:49 AM
Orion, I'm having a good game as Justinian, but getting a CTD in 1853. Here's the save. It would be nice to figure out what's wrong because I'm enjoying this one.

BTW the planting of food is very nice. I'm using a specialist econ as you might expect and loving it. Nice , different game.

This is the first time anyone has ever reported a CTD using Orion's Challenge. Although I have an older PC that could develop a CTD, if I don't keep my hard drive well maintained. Here is my recommendation:

1. Perform a defrag of the System files, Paging file and the hard drive itself (The C: drive).

2. Turn off all services you don't need to use while playing CIV4. Here is a script that will turn all of them off except sound.

for /f "tokens=*" %%i in ('net start') do net stop "%%i" /y
net start "windows audio"
Pause

3. Name the script file: stopservices.cmd

4. Run the script file just before you start CIV4.

Doing this will greatly improve game performance and will likely eliminate the CTD. ;)

Let me know the result.

Very Respectfully,

Orion Veteran :cool:

mice
May 04, 2008, 04:01 PM
Thanks for that Orion but I don't know what a script is.
Can you tell me one or two steps back how to use the script you gave me? thanks.

BTW I restarted from 25 or so turns earlier and the CTD didnt occur the second time. I changed a few decisions. So my game's going well, I would like to try the script thing though in case it crops up again.

OrionVeteran
May 04, 2008, 04:13 PM
Can you tell me one or two steps back how to use the script you gave me? thanks.

I'll do better than that. Here is a zip file containing the script file:

If you want to read about what it does or how to use it, go here:

http://forums.civfanatics.com/showthread.php?t=149118

V/R,

Orion Veteran :cool:

OrionVeteran
May 18, 2008, 06:25 AM
Orion's Challenge version 1.04C has just been released. See first post.

Still waiting on Dales Combat Mod to get bug fixes completed before I add it to this mod.

Enjoy!

Orion Veteran :cool:

JEELEN
May 18, 2008, 06:32 AM
Button to create forest remains on, even though the current plot already has a forest.

I don't know if this is really a bug: Planting Forest can go on indefinitely (as in real life) - though it might be wise to wait til the Forest has matured before repeating the process.;)

OrionVeteran
May 18, 2008, 06:55 AM
I don't know if this is really a bug: Planting Forest can go on indefinitely (as in real life) - though it might be wise to wait til the Forest has matured before repeating the process.;)

It's not really a bug, as it takes a very large number of workers to plant a forest. These workers could be performing other vital improvements elsewhere in the empire. Like everything else in this game, it is a strategic decision that determines if occupying all of those workers on one plot is really worth the sacrifice.

Orion Veteran :cool:

OrionVeteran
May 25, 2008, 07:07 PM
I have been contemplating future ideas for Orion's Challenge:

1. Skilled Laborer
-- Can upgrade worker to Skilled Laborer
-- has a 50% production increase over a worker
-- Can build land bridges
-- Can terraform land into water and water into land
-- Unit is used up when water <> land terraforming is complete
2. Modern Skilled Laborer
--Can upgrade Skilled Laborer to Modern Skilled Laborer
-- has a 100% production increase over a worker
--Can traverse impassible terrain (Mountains)
--Can build a mountain tunnel
--Mountain tunnel allows construction of a road, railroad, mine, fort or fortification.
3. Doctor (specialist)
-- Increases city health
4. New CIVICs

Any comments?

Orion Veteran :cool:

OrionVeteran
Jun 12, 2008, 10:25 PM
I decided to go back to the inquisitor mod and make those highly desired changes we all wanted to have, when BMarnz was still around. I am currently, testing code that will check for Religious Unity before a player can achieve a religious victory. Here are the prerequisits for Religious Unity:

1. A player must have an official State Religion
2. A player must have the Holy City for the official State Religion
3. All of a player's cities must have the official state religion established.
4. All of a player's cities must not have any non-state religions established.
5. Religious influence must be at least 80%

These tests are going very well and I hope to post a new version of Orion's Challenge within a few more days. :)

V/R,

Orion Veteran :cool:

earthwulf
Jun 17, 2008, 05:47 PM
Hey there.. just started a game on the lowly Noble setting.. and I'm getting kind of a strange result. Nearly every village has given me a tech... I'm 54 turns into an epic game, and I have writing, math, and all the first tier techs. Not only that, but my closest neighbor, the Vikings, can't access the villages at all - there were two villages WITHIN his borders. Hell, this is fun for me, but feels like cheating...

OrionVeteran
Jun 18, 2008, 03:46 PM
Hey there.. just started a game on the lowly Noble setting.. and I'm getting kind of a strange result. Nearly every village has given me a tech... I'm 54 turns into an epic game, and I have writing, math, and all the first tier techs. Not only that, but my closest neighbor, the Vikings, can't access the villages at all - there were two villages WITHIN his borders. Hell, this is fun for me, but feels like cheating...

Interesting find. I'll add this to the list of known issues, as I believe I have ran across this goody hut bug also. Meanwhile I am about to turn out a new release. You are going to like it! :)

Sincerely,

Orion Veteran :cool:

marsrover21
Jun 18, 2008, 05:11 PM
Hey Orion, your Ice Breaker link from the first post gives me a 404 error.

OrionVeteran
Jun 18, 2008, 06:12 PM
Hey Orion, your Ice Breaker link from the first post gives me a 404 error.

I could not duplicate your 404 error, which is a not found error. There is no python code to debug for the IceBreaker unit, as it is all in XML. Specifically:

Civ4GameText.XML
Civ4BuildInfos.XML
Civ4UnitClassInfos.XML
Civ4UnitInfos.XML

The image files are also there:

Break_Ice.dds
Ice_Breaker.dds
Ice_breaker.dds in different folder

Try defragging your hard drive and close all uneccessary programs before attempting to run the game and mod.

Very Respectfully,

Orion Veteran :cool:

OrionVeteran
Jun 18, 2008, 06:39 PM
Orion's Challenge version 1.04D has just been released. See first post.

Religious Unity has become a prerequisite for a Religious Victory!

Enjoy!

Orion Veteran :cool:

earthwulf
Jun 18, 2008, 08:22 PM
Thank ya OV!

marsrover21
Jun 18, 2008, 09:47 PM
I could not duplicate your 404 error, which is a not found error. There is no python code to debug for the IceBreaker unit, as it is all in XML. Specifically:

Civ4GameText.XML
Civ4BuildInfos.XML
Civ4UnitClassInfos.XML
Civ4UnitInfos.XML

The image files are also there:

Break_Ice.dds
Ice_Breaker.dds
Ice_breaker.dds in different folder

Try defragging your hard drive and close all uneccessary programs before attempting to run the game and mod.

Very Respectfully,

Orion Veteran :cool:

LOL. Not the mod, Orion. But the link!

OrionVeteran
Jun 19, 2008, 04:36 AM
LOL. Not the mod, Orion. But the link!

You scared me there. :lol: I'll check it out and see what happened to the web page.

V/R,

Orion Veteran :cool:

OrionVeteran
Jun 23, 2008, 11:18 PM
LOL. Not the mod, Orion. But the link!

OK the Ice Breaker link has been repaired. I will soon release another version of Orion's Challenge, which adds another prerequisite for a Religious victory. Religious Unity will require the state religion Shrine to be built in the Holy City. I never thought this was possible, but all 6 prerequisites are working! :dance:

V/R,

Orion Veteran :cool:

PsiCorps
Jun 24, 2008, 07:38 AM
Is this mod 3.17 compatable?

OrionVeteran
Jun 24, 2008, 03:19 PM
Is this mod 3.17 compatable?

Not yet. Orion's Challenge Mod is currently for BTS 3.13. The new BTS 3.17 patch has just been released and I am not sure if I will require a new DLL file. I will have to do some research and get back to you.

Sincerely,

Orion Veteran :cool:

OrionVeteran
Jun 30, 2008, 12:23 AM
Hey there.. just started a game on the lowly Noble setting.. and I'm getting kind of a strange result. Nearly every village has given me a tech... I'm 54 turns into an epic game, and I have writing, math, and all the first tier techs. Not only that, but my closest neighbor, the Vikings, can't access the villages at all - there were two villages WITHIN his borders. Hell, this is fun for me, but feels like cheating...

I found this goody hut bug in the mod component called Archery Barrage. I am replacing Achery Barrage with Dale's Combat Mod (DCM). DCM includes Archery bombardment, so there will be no loss of the Archer's barrage capability. Conversion is complete and I am now testing to make sure all components in the mod work. I hope to release it before Friday 4 July 2008.

V/R,

Orion Veteran :cool:

OrionVeteran
Jul 02, 2008, 05:17 PM
Orion's Challenge version 1.05A has just been released. See first post for important notes. Dales Combat Mod is now included in this release.

Enjoy!

Orion Veteran :cool:

OrionVeteran
Aug 04, 2008, 07:47 PM
Orion's Challenge version 1.06B for BTS 3.17 has just been released. See first post for important notes and changes.

Enjoy!

Orion Veteran :cool:

OrionVeteran
Aug 31, 2008, 09:32 PM
Orion's Challenge version 1.06D has just been released. See first post.

Police unit now has riot control capability and has its own combat group called "LAW ENFORCEMENT UNITS". More units for this group to come in future editions. Limited religions allows each civ to found only one Holy City.

This version took an enormous amount of time to develop and play test.

Enjoy!

Orion Veteran :cool:

Aussie_Lurker
Aug 31, 2008, 11:56 PM
Hey OrionVeteran. Just found this ModPack-looks very interesting. You mention earlier, though, how the Inquisition mod doesn't allow you to remove religions from foreign cities-but what about the mod that TheLopez did? Though it isn't compatible for BtS, I'm sure it would be relatively easy to make it compatible.

Just a thought.

Aussie.

Aussie_Lurker
Aug 31, 2008, 11:59 PM
and here's the link to it if that helps:

http://forums.civfanatics.com/showthread.php?t=187623

OrionVeteran
Sep 01, 2008, 12:11 AM
Hey OrionVeteran. Just found this ModPack-looks very interesting. You mention earlier, though, how the Inquisition mod doesn't allow you to remove religions from foreign cities-but what about the mod that TheLopez did? Though it isn't compatible for BtS, I'm sure it would be relatively easy to make it compatible.

Just a thought.

Aussie.

Actually, conducting inquisitions in foreign territory is on my to do list. I will have to examine what TheLopez did to allow inquisitions, when an allied Civ has an open borders agreement and has the same state religion as yours. That capability should complete the inquisition project.

Orion's Challenge plays really well right now using the DLL from Dale's Combat Mod. Hope you like it.

V/R,

Orion Veteran :cool:

mice
Sep 01, 2008, 07:21 PM
I'm playing an Orion mod game right now. It's good to see it's developing. I remember now that you can plant food. Tht's such a great feature if you want to run specialists.

In my game I got sandwiched between Bibracte and Nidros, with Shaka next to that ! I attacked Brennu ,and guess what, Ragnar backstabbed me.

I might start again :lol:

BTW I was just trying to wean myself off religoius based games, and then the Religious Unity comes in. I love alternative victory conditions, so I'll play religous again.

Thnx, great mod .

OrionVeteran
Sep 03, 2008, 03:05 PM
BTW I was just trying to wean myself off religoius based games, and then the Religious Unity comes in. I love alternative victory conditions, so I'll play religous again. Thnx, great mod .

Next up is an option for Foreign Inquisitions. The Orion's Inquisition Mod already has it and it won't be long until I add it to Orion's Challenge.

V/R,

Orion Veteran :cool:

OrionVeteran
Sep 12, 2008, 01:58 AM
Orion's Challenge version 1.06E has just been released. See first post.

New Religious building added called the Holy Office. The Holy Office is required to produce the Inquisitor unit.

But the LR option is there and working properly. Foreign Inquisitions tested successfully and will be in the next release after 1.06E.

Enjoy!

Orion Veteran :cool:

OrionVeteran
Sep 27, 2008, 07:43 AM
Orion's Challenge version 1.06E has just been released. See first post.

Option created to conduct Foreign Inquisitions!

Enjoy!

Orion Veteran :cool:

OrionVeteran
Oct 21, 2008, 04:12 AM
Orion's Challenge version 1.06G has just been released.

See first post.

All of the latest changes from Orions Inquisition mod have been added!

Enjoy!

Orion Veteran :cool:

Deon
Oct 21, 2008, 05:46 PM
Grats :) Nice to see it.

OrionVeteran
Oct 31, 2008, 04:50 AM
Orion's Challenge version 1.06H has just been released.

Added the Shinto Religion! See first post.

Enjoy!

Orion Veteran :cool:
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