View Full Version : [BtS] NextWar: Revolutions
jkp1187 Feb 25, 2008, 08:22 PM NOTE: This mod was built using patch v.3.13. As a result, it will crash if the new v.3.17 patch is installed. I will update this as soon as I can, but things are very busy in real life for me at the moment. (If all goes well, when the update is done, it will also incorporate the most recent changes that jdog5000 put in his core "Revolution" mod.) Thanks for your patience! --jkp1187
NextWar: Revolutions
DOWNLOAD v. 1.39 here:
http://forums.civfanatics.com/downloads.php?do=file&id=8535
Summary:
This is a merge between jdog5000's Revolution mod and jkp1187's Not Just Another NextWar Mod.
Not Just Another NextWar Mod (http://forums.civfanatics.com/showthread.php?t=249891) is intended to be a corrective for the Next War epic mod provided with Beyond the Sword. It attempts to correct some deficiencies in game play (the Space Race is now a viable victory condition,) add a few features to enhance game play (resource depletion is now an option; new voice-overs are provided for the NextWar techs, new Random Events (http://forums.civfanatics.com/showthread.php?t=251885) have been added,) without significantly altering the game. No new units have been added, and only one new technology (Astrogation, as part of the reworked Space Race.) The Next War scenario is not included. This mod was created by jkp1187.
Revolution (http://forums.civfanatics.com/showthread.php?t=226034) adds a new series of rules to the game that permits new empires to rise and existing empires to break-up due to internal factors. Barbarian tribes may settle down and form new full-fledged civilizations, overseas colonies may attempt to secede from an oppressive motherland, and discontented citizens of cities at home may revolt. Revolution was created by jdog5000, and is included in this mod with his permission. (This does not yet include the new features jdog added in Revolution 1.35. A merge with that mod is coming soon.)
For the convenience of the players, the readme files for both mods are included in the Civilopedia under "Beyond the Sword Concepts". Please refer to these entries for more details.
jkp1187 Feb 25, 2008, 08:23 PM Reserved for future use, if necessary.
LeEmmerdeur Feb 25, 2008, 10:50 PM hey JKP, this may be dumb question being as I'm fairly sure the answer is yes but:
does this mod use the latest versions of both sub-mods? ie the partisan fix?
I'm gonna DL it now and play anyway cuz Im sure it rocks.
I shudder at the thought of you developing some sort of hobby outside of BTS cuz then we wouldn't keep getting all these great mods for free!
Thanks again and let me repeat that I hope you win the lotto or something,
LeEmmerdeur
Edit: thanks by the way for getting a new host, they are much better
JEELEN Feb 25, 2008, 11:06 PM jkp1187: :cooool: and a big THX to jdog5000 too!:goodjob:
jkp1187 Feb 26, 2008, 12:16 AM hey JKP, this may be dumb question being as I'm fairly sure the answer is yes but:
does this mod use the latest versions of both sub-mods? ie the partisan fix?
I'm gonna DL it now and play anyway cuz Im sure it rocks.
I shudder at the thought of you developing some sort of hobby outside of BTS cuz then we wouldn't keep getting all these great mods for free!
Thanks again and let me repeat that I hope you win the lotto or something,
LeEmmerdeur
Yes it does.
And you don't have to worry about me getting another hobby -- you need to worry about me getting a more interesting job! Or worry about me and Mrs. JKP1187 buying a new house.... :-)
Roamty Feb 28, 2008, 03:48 PM Got this phyton exception
jkp1187 Feb 28, 2008, 04:44 PM An easy one. I will post an update when I get a free moment. If you feel like doing some editing, Line 4053 is supposed to read:
if not gc.getTeam(otherPlayer.getTeam()).canChangeWarPeac e(pPlayer.getTeam()):
return False
"player" is a typo, it should be "pPlayer".
Sinapus Feb 28, 2008, 06:46 PM Question: Is this the standard 18-civ dll or the 40-civ one?
jkp1187 Feb 28, 2008, 06:52 PM Revolutions removes the 18 civ ceiling, so there is no "18" civ DLL for this. I believe that it's adjustable in the ini, but it defaults to a much higher number regardless -- check the Revolution discussion thread and/or readme files for details.
Sinapus Feb 28, 2008, 07:50 PM Ah, okay. How does this work with pre-made maps (as in WorldBuilderSaves) from the core game, like the Earth map? When I started using the VISA mod, I had to modify the custom maps I had to match the settings the VISA mod used, else the game would crash as soon as I loaded the WorldBuilderSave containing the map.
jkp1187 Feb 28, 2008, 08:39 PM See this thread on maps/scenarios in Revolution:
http://forums.civfanatics.com/showthread.php?t=259824
Sinapus Feb 29, 2008, 10:37 AM Okay, it looks similar to what I had to do to make maps work with ViSa.
Admittedly, I'm being a bit lazy since all I have to do is load the mod, create a game, save the map and then quit and go look at how the wbs is setup, but I usually don't have time to do that until the weekend and wanted to see what I could find out before I started experimenting. (I can used the saved time to play, after all.) ;)
jkp1187 Feb 29, 2008, 01:24 PM I haven't played anywhere near as much as I did before I started modding....and the times I *DO* play, I'm also play-testing, so I do things that I wouldn't necessarily have tried otherwise...or I'll play at a lower level than I could otherwise do, so that I can be sure of getting to the end game without hassles.
Scrooge Mar 04, 2008, 09:23 AM If this mod could be combined with [ranged bombardment or Dale's] and [3 radius cities] it would be the stuff of my dreams...
jkp1187 Mar 04, 2008, 10:09 AM DCM is definitely on the list. Last I checked, there were still a few bugs to be worked out of DCM, so I'm sort of waiting for a clean version before investing the time to do it. (There's also a slew of XML changes that will need to be made with DCM, new values that need to be assigned to various units, so it's not a simple plug-and-play mod.)
I don't know about that other mod. What does it do?
Scrooge Mar 04, 2008, 10:42 AM The 3-squre radius cities is a mod that frees you from the 2-square radius cities, :), may also be called "Large City" mod, I found it somewhere here and think it's ok.
I'm pants with python but quite comfortable with xml so I'm searching for a sort of "python code base" to further xml edit the mod to my taste.
JKP - I truly love your futuristic mod, have been playing nothing but it since I got BtS on pre-order. Adding Revolutions seems very exciting and I'm looking forward to testing it asap. However the ranged bombardment (and some other comps from Dale's) add a significant strategy layer to the game. The 3-square city radius may allow me to use the benefits of some far-away resources inside the city screen. The remaining tweaks for units, civics, specialists, terrain and resources I can do in xml once I have the python mechanics.
BTW - I just found V.D.R.N mod, which says it's combining most of what I'd want. I'm downloading it right now, however it does seem a bit... opulent? Not that I'd complain, ever...
Oh, and there's Quot Capita Mod - similar but without Revolutions - sob...
My other dream is to have espionage mechanics slightly reworked, but that may be a bit too much to ask at present.
Ayetach Mar 16, 2008, 02:23 PM Would it be possible to integrate the scenario that was first provided with the 'Next War' mod into this one for playability? I think it would definitely add a level of interest to the game. I don't mind if random civs pop up everywhere (regardless of their historical background) but the idea of revolution or civil war makes the scenario all the more interesting.
(P.S. Besides, I would prefer some of the functions like losing resources and chemical weapons reducing cities to be included.)
jkp1187 Mar 17, 2008, 09:41 PM That's a good question. I don't know for sure. I'm not an expert on scenario mods, but Revolution incorporates a lot of SDK changes, and some of those may not be compatible with the world builder file that the scenario starts with.
Ayetach Mar 17, 2008, 11:24 PM Hmm... perhaps internal changes to the document itself may help. I normally hard code anything directly by opening up the scenario file through notepad or Dreamweaver.
jkp1187 Mar 18, 2008, 05:26 AM Oh, and incidentally, resource depletion is included in this mod (though you must select it from the Custom Game screen.) Biological Warfare Missiles did not work correctly in the original mod (by removing a population point in cities), so they don't do that here, either.
Ayetach Mar 18, 2008, 07:59 PM Does the resource depletion occur in your fix or the original mod? I haven't played the original enough to know.
Tilarium Mar 21, 2008, 02:35 AM Crashing... when initializing the map. After I load the mod from the main game the background is all garbled out. That isn't a problem but when I go and do a custom game and hit play it starts to initialize and then just drops to the desktop.
Kyle
jkp1187 Mar 21, 2008, 06:51 AM Are you using the 3.13 patch? If not, install it.
If you are already using 3.13, delete NextWar: Revolutions, then try re-installing it.
Sonereal Mar 31, 2008, 07:26 PM I'm having the same problem, it gets to the main menu all right but once I do the custom game and stuff, it just goes to desktop
jkp1187 Apr 01, 2008, 08:26 AM I suggest re-installing the mod if you haven't already done so, and again, making sure that you are using version 3.13 of BtS. If that still doesn't work, let me know. I will take a look at this when I get some time, but unfortunately, RL hasn't been that kind to me lately. :(
PreLynMax Apr 08, 2008, 07:34 PM This mod is a stroke of perfection, if only the other modmakers can learn from you.
The only downside is that god-awful splash screen-- I wish I can change it back to normal.
Thank you both for this excellent mod.
Kaenash Apr 11, 2008, 10:00 AM I am getting CTD while the mod loads. I am using Windows Vista. Is there something I need to do to clean out my cache or something when loading different mods?
I was having this really strange unbalanced gameplay so I reinstalled all the Civ games and yours is the second mod I've tried since then, so it was not present before.
jkp1187 Apr 11, 2008, 12:32 PM Is there anyone who is able to get the mod to load?
I still have not had time to look at the mod for problems, unfortunately.
Deon Apr 12, 2008, 04:48 PM If you merge with revolutions 1.4, fix the CvPath.py, the revolution's (1.4) doesn't allow to play with the game in a custom directory (not default).
jkp1187 Apr 16, 2008, 09:18 AM Is there anyone who is able to get the mod to load?
I still have not had time to look at the mod for problems, unfortunately.
I tried it out again on my machine, and am unable to recreate this problem at all.
redazncommieDXP May 04, 2008, 02:49 PM My game CTDs on turn 474. Do you hav any experience with these problems or know what the cause could be? I can upload a savegame if necessary, but I don't know how to do so.
edit: never mind, I've solved the problem. It had something to do with my own custom modifications, after I swapped my modded files out with the originals the problem was solved. I then swapped my own files back in and the game worked just fine.
Popcornlord May 05, 2008, 10:33 AM The mod works perfectly for me. I run on vista and normally play a non-custom game single player. Excellent mod, btw.
jkp1187 May 05, 2008, 11:31 AM The mod works perfectly for me. I run on vista and normally play a non-custom game single player. Excellent mod, btw.
Thanks. It'll be updated as soon as I get some free time (which may a while, since we're thinking of buying a house now....) But don't worry, I will return to this in the future.
ScottyB May 22, 2008, 11:28 AM I have a question about this mod. Do you ever get the Next War original units, like the Battle Mech walker thing or the dome over your cities? I played this mod this past weekend and after I researched Genetics all I could get after that was Future Techs. Any help would be great!
Scott
ScottyB May 22, 2008, 11:31 AM PS I also never got the Matrix style opening page.
Scott
jkp1187 May 22, 2008, 12:10 PM Did you load the mod via the opening menu? :)
ScottyB May 22, 2008, 02:11 PM Yes I go to advanced, load a Mod, and then start a game as normal. I haven't gotten the Matrix style start up screen. Thanks.
Scott
jkp1187 May 23, 2008, 08:25 AM Try unzipping the mod into your mods folder again. It sounds like NextWar just isn't loading for some reason.
ScottyB May 23, 2008, 12:52 PM Try unzipping the mod into your mods folder again. It sounds like NextWar just isn't loading for some reason.
Wow, a civil answer! Thanks for your help! I deleted everything last night and downloaded all of the mods I was interested in again. Since every one other than Wolfshanze's first one didn't work I thought there might be a problem in the way I downloaded and extracted them. I posted on the Modpack forum that I was having problems and mostly got flame sprayed for not going to every Mod thread and saying "Hey, I can't get your mod to work. What gives?" After spending time on several automobile forum (LS1.com, LS2GTO.com, and 757GTO.org) I was surprised at the amount of outright hostility for mis posting. At least on the car sites you got a "you posted in the wrong thread but to answer your question......" Anyway would it help to go into the original NextWar and then try to load the mod? Thank you!
Scott
jkp1187 May 23, 2008, 02:25 PM No -- this mod does not replace or interact with the pre-existing "Next War" mod. Check in the file path: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods and make sure that the NextWar: Revolutions folder is there. Check to make sure that this folder actually has the mod's files.
ScottyB May 23, 2008, 03:15 PM I just checked the folders like you asked and they all have something in them other than the one marked Private Maps which was empty. I will probably try to play tonight and will post my results ASAP. Thanks for your help!
Scott
jkp1187 May 24, 2008, 04:56 PM By the way, if you re-installed the game, did you re-install the official Firaxis 3.13 patch? Better make sure you've done that....that may be why you can't get other mods to load.
ScottyB May 24, 2008, 08:43 PM By the way, if you re-installed the game, did you re-install the official Firaxis 3.13 patch? Better make sure you've done that....that may be why you can't get other mods to load.
I didn't re-install the game, just the Mods. I did do the patch again tonight but none of the mods work still. I just got done deleting all of them out of the Mod folder save Wolfshanze. That is the only one that I have down- loaded that works. Frankly I am tired of downloading, extracting the files, deleting them, posting and trying to get help. Very, very frustrating,
jkp1187 May 25, 2008, 07:49 AM I honestly don't know what to tell you, and I'm pretty much just guessing here. Re-installing the game would be the next thing -- it's very odd that you can load that one mod, but no others. You ARE using Beyond the Sword, not Civ IV or Warlords, right? Do you have an INI file in the Mod's root directory? It should be the same title as the mod itself.
jkp1187 May 25, 2008, 07:52 AM Another thing you might try is to set up a shortcut so that the mod is loaded from the start instead of via the startup screen -- create a shortcut keyed to the Beyond the Sword's EXE file (wherever you have that located), and add this to the target line: mod=/JKP-NextWar Revolutions
ScottyB May 25, 2008, 11:58 AM I honestly don't know what to tell you, and I'm pretty much just guessing here. Re-installing the game would be the next thing -- it's very odd that you can load that one mod, but no others. You ARE using Beyond the Sword, not Civ IV or Warlords, right? Do you have an INI file in the Mod's root directory? It should be the same title as the mod itself.
I have an INI.BAK file in the Nextwar Revolutions folder.
jkp1187 May 26, 2008, 08:10 AM I have an INI.BAK file in the Nextwar Revolutions folder.
Make sure you have "JKP-NextWar Revolutions.ini" as well.
Green Arcangel May 30, 2008, 10:52 AM I just download your mod, i was gona triying when i notice that the background image of the main title is missing.
Its a little detail, just to let you know.
BTW i love your mods.:)
Osaka jin Jun 18, 2008, 12:13 AM Impossible to download the mod ! What can I do ? I really want to try it !!!
PreLynMax Jun 19, 2008, 02:10 AM Hey JKP--
This mod is crashing with the Fraxis 3.17 patch!
It crashes when it loads or starts a new game.
Osaka jin Jun 19, 2008, 05:57 AM How can I get the mod ?? Somebody can put it on emule for example ?
jkp1187 Jun 19, 2008, 09:20 AM Just an FYI -- because this mod was built using 3.13, it will crash when using 3.17. I will update this as soon as I can, but things are very busy in RL for me at the moment.
Thanks for your patience!
OverloadUT Jun 30, 2008, 10:29 PM I am very much looking forward to the 3.17 compatible update!
[to_xp]Gekko Jul 01, 2008, 06:13 AM yeah, definitely looks awesome. keep uo the great work!
stmartin Jul 04, 2008, 11:41 PM Hey, I'm having big trouble downloading this mod from filefront. Or the random event mod. Don't tell me that it's because I'm in China or something...
jkp1187 Jul 06, 2008, 01:28 PM Hey, I'm having big trouble downloading this mod from filefront. Or the random event mod. Don't tell me that it's because I'm in China or something...
I was able to download both while at work, so I'm afraid it must be the Chi-Com censors. Sorry.
(Yes, I'm at work on Sunday afternoon. Yes, my life sucks. :( )
stmartin Jul 06, 2008, 07:22 PM I was able to download both while at work, so I'm afraid it must be the Chi-Com censors. Sorry.
(Yes, I'm at work on Sunday afternoon. Yes, my life sucks. :( )
Don't take it too hard friend, as long as there is extra money in your pocket:lol:
jkp1187 Jul 07, 2008, 02:16 PM True enough!
For the rest, thanks for your patience. In whatever free time I have, I am trying to integrate the changes made for the 3.17 patch with proper translations for the text files as well as the changes jdog5000 made for Revolution...it's taking a while, but I am making progress.
OverloadUT Jul 07, 2008, 08:52 PM True enough!
For the rest, thanks for your patience. In whatever free time I have, I am trying to integrate the changes made for the 3.17 patch with proper translations for the text files as well as the changes jdog5000 made for Revolution...it's taking a while, but I am making progress.
Good to hear! I've been checking the thread every day :D
QwertyKey Jul 11, 2008, 11:42 AM True enough!
For the rest, thanks for your patience. In whatever free time I have, I am trying to integrate the changes made for the 3.17 patch with proper translations for the text files as well as the changes jdog5000 made for Revolution...it's taking a while, but I am making progress.
You're awesome man!
BTW, this is definitely my favorite modpack!
I don't know if you're looking at adding other stuff as time goes on, but if you are, personally a 3 tile city radius mod is what I think would go perfect with this.
Cygnus X-1 Jul 19, 2008, 04:37 PM how close are you to finishing the next update
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