View Full Version : Advanced Nukes Mod
Civ Fuehrer Apr 17, 2009, 11:17 PM ANM will expand upon the nuclear arsenal of this game with MRBMs, IRBMs, Hydrogen bombs, and more including a super nuke i named the Peace Maker. This part was in the older NAM (nuclear arsenal mod) that i converted to RoM 2.0 from Pegasos' modmod which also contains Missile Defense Projects. What's new however, is that i integrated The J's Planetbuster mod and plan on using that for an all-new fusion nuke line. These new bombs are neat and clean, no fussing about with all that radiation fallout.:crazyeye: Instead, it just annihilates the target into nothing, with nothing but water left.:lol: The newest bombs that have been released are just the opposite. Powerful chemical bombs that make a bigger mess than a regular nuke, producing anywhere from twice to five times the mess. These special chemical bombs not only spread plagues to your enemies, but it makes ocean almost impossible to benefit from with toxic sludge. So, after bombing, imploding, and plaguing, what's left? Control. Contol that only the most advanced can achieve. Control that is beyond a belief, an oath or a gun. A tactic so powerful that it's victims are helpless to resist in the name of your cause. Turn the enemy's people against him however the same may be used against you.
This mod is in the mod A New Dawn and Caveman 2 Cosmos and is not to be downloaded by itself.
Downloads: A New Dawn (http://forums.civfanatics.com/showthread.php?t=344525)
Previous Versions Downloads:Advanced Nukes Mod 1.0 (BTS v.3.17) (http://forums.civfanatics.com/downloads.php?do=file&id=12207), Advanced Nukes Mod 1.6 (http://forums.civfanatics.com/downloads.php?do=file&id=12799), Advanced Nukes Mod 1.7 (http://forums.civfanatics.com/downloads.php?do=file&id=12817), ANM 1.8 (http://forums.civfanatics.com/downloads.php?do=file&id=12909), ANM 2.0 (http://forums.civfanatics.com/downloads.php?do=file&id=13110), ANM 2.1 (http://forums.civfanatics.com/downloads.php?do=file&id=13344), ANM 2.18 (http://forums.civfanatics.com/downloads.php?do=file&id=13584)
Compatibility Patches: 1.7 for AAranda's modmods (http://forums.civfanatics.com/downloads.php?do=file&id=12818), 1.8 for AAranda's (patched) modmods (http://forums.civfanatics.com/downloads.php?do=file&id=12910), 2.0 for AAranda's modmods (http://forums.civfanatics.com/downloads.php?do=file&id=13111)
I have tested this mod a few times now, what i have noticed is that the fusion nukes are fine destroying hills, forests, jungles, mountains, snow, cities, units, and most resources, but since Oil is on both land and water, it gives out a CTD if the perfect conditions are met which only happens about 1/50 times. Since I am not the original maker of the Planetbuster mod, it will take some time to see how to fix it. Also, i noticed that in certain situations that the fusion bombs may cause seem tears, the terrain doesn't match up so you see a hole this also happens rarely like 1/20 times. The only way to fix it is either try again or bomb all adjacent squares to level the field. The first five pics are the before, during and after effects of the Tactical Fusi and BBM, the last two pics is the YAM.
Version 2.3 - TBA
Changing: New explosion graphics for fusion, bio, YAM nukes
Fixing: specialized missiles will no longer be considered nukes by AI!
Fixing: no more time delay to read python after special nuke usage since nuke feature will be softcoded.
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Version 2.2
Fixing: Bio/Plague clouds movement fixed
Adding: iSpread XML feature tag
Changed: Projects are no longer modular to fix encyclopedia bug found in AND
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Version 2.18
RoM 2.8 compatible
Fixed: Later era workboats may now sanitize
Now using an installer.
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Version 2.15, 2.16 - broken
PULLED FROM DOWNLOADS
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Version 2.1
Fixed: Nuke UU's apply appropriately to the correct civs
Fixed: New button for Laser Auto-Defenses / AA Missile Defenses
Added: Anti-Missile Railgun
Added: 2.8 beta compatibility
Changed: Missile Auto-Defenses renamed to Laser Auto-Defenses
Changed: Turned off Biogas and Plague Gas chance to despawn to counter immobility
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Version 2.0
Added: Universal MLF file
Added: YAM
Added: Unit Combat Type: Control
Changed: Some nuke maintenance costs to respectively reflect it's power
Fixed: Clones and Androids may Sanitize
Fixed: Better buttons/skins for:
SS-20
SS-18
CSS-3
Minuteman III
IRBM
MRBM
Pershing
Hydrogen
PB
BBM
Sanitize
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Version 1.8
Now Rom 2.71 Compatible!
Fixed: Tactical Nuke reqs Nuclear Lab
Fixed: ICBM reqs Nuclear Silo
Changed: All ANM nukes with the exceptions of BBM and PB now have Doom unit combat type
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Version 1.7
Now Modular!
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Version 1.6
Nuclear Bombs:
Changed: MRBM now has a maintenance cost
Changed: IRBM now has a maintenance cost
Changed: Pershing now has a maintenance cost
Changed: CSS-3 now has a maintenance cost
Changed: SS-20 now has a maintenance cost
Changed: SS-18 now has a maintenance cost
Changed: Hydrogen Bomb now has a maintenance cost
Changed: Minuteman III now has a maintenance cost
Changed: Peace Maker now has a maintenance cost
Fusion Bombs:
Changed: Tactical Fusi now has a maintenance cost
Changed: Fusion Nova now has a maintenance cost, Now requires a later tech
Added: Sevopedia entry for Tactical Fusi
Added: Sevopedia entry for Fusion Nova
Bio Bombs:
Added: BBM (Bio Ballistic Missile)
Added: Plague Bringer
Worker / Workboat Actions:
Added: Sanitize: Clears the plot of any infections or plagues
Added: Sanitize Water: Clears the water plot of toxic sludge and infections / plagues
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Version 1.0
Nuclear Bombs:
MRBM
IRBM
Pershing
CSS-3
SS-20
SS-18
Hydrogen Bomb
Minuteman III
Peace Maker
Fusion Bombs:
Tactical Fusi (short for Fusion)
Fusion Nova a.k.a. The Island Sinker
Buildings:
Nuclear Lab
Nuclear Silo
AA Missile Defenses - 10% Nuke interception
Missile Auto-Defense - 15% Nuke interception
Changing: Manhattan Project(wonder) new building visual
Changing: SDI - 50% interception chance down to 25%
zappara Apr 19, 2009, 10:07 AM Yesterday I tried adding Fusion Bomb (found graphics from my hd) but for some reason I didn't get that unit to work - the nuke button just didn't work on it :D I was also going to add Planetbuster nuke to new future techs but it might be slightly modified as I don't think it's realistic to change the terrain to water with nuke unless that area is connected to ocean or is flood plains - basically I was thinking bit more complex python code for it ;)
chairface Apr 19, 2009, 12:48 PM Yesterday I tried adding Fusion Bomb (found graphics from my hd) but for some reason I didn't get that unit to work - the nuke button just didn't work on it :D I was also going to add Planetbuster nuke to new future techs but it might be slightly modified as I don't think it's realistic to change the terrain to water with nuke unless that area is connected to ocean or is flood plains - basically I was thinking bit more complex python code for it ;)
If the crater's big enough to have knocked underlying terrain below the water table, it's realistic enough.
Civ Fuehrer Apr 19, 2009, 02:21 PM If the crater's big enough to have knocked underlying terrain below the water table, it's realistic enough.
It's a fusion bomb, meaning it turned everything - including cities, land, etc. - into a lump of mush. Unfortunately there aren't any implosion graphics, just mushroom clouds, the terrain instability from the large crater would make the underlying ground just collapse resulting in water from beneath filling it up, also sinking the lump of mush.
Well, with my next release, i was going to fix a few things that i forgot to do(i.e. make the Fusion Nova req more techs than the tactical fusi) along with adding a viral nuke that turns ocean into slime and makes a viral cloud much like a nuke's fallout. However, i have the code to make ocean into slime, but not make a viral cloud.
zup Apr 21, 2009, 09:07 PM Sweet. Can't wait to unleash the Armageddon.
Civ Fuehrer May 04, 2009, 12:37 AM Now updated for RoM 2.63
wowa30 May 11, 2009, 12:54 PM Is available Advanced Nukes Mod for RoM WoC Lite 2.63?
Civ Fuehrer May 11, 2009, 05:26 PM just regular 2.63, sorry.
Civ Fuehrer May 24, 2009, 04:53 PM Currently, I have everything made, but for some reason the CvEventManager.py doesn't like it when i try to spawn features on land and ocean. It's fine when i have the bio nukes spawn a slimy ocean and viral cloud on impact on water, but it refuses to spawn the viral cloud feature on land simultaneously. The closest that i have gotten is getting 1 square spawned in the lower left corner of the blast radius when on land, and when i make it land on a coast or beach, only the left column will spawn slimy ocean. However, if i make it land on a beach or coast, and if there's a resource there too, then nothing will spawn unless there's land in the lower left corner of the blast radius which only the 1 viral cloud will spawn. So I'm in need of some help, here's the code.
if (pNukeUnit is not None and pNukeUnit.getUnitType() == gc.getInfoTypeForString('UNIT_POISON_NUKE')):
iX = pPlot.getX()
iY = pPlot.getY()
for iXLoop in range(iX - 1, iX + 2, 1):
for iYLoop in range(iY - 1, iY + 2, 1):
pPlot = CyMap().plot(iXLoop, iYLoop)
pPlot.setFeatureType(gc.getInfoTypeForString( "FEATURE_BIOGAS" ), 1)
if (( pPlot.isWater()==true ) or (pPlot.isCoastalWater()==true)):
pPlot.setTerrainType(gc.getInfoTypeForString( "TERRAIN_SLIMY_COAST" ), 1, 1)
rtt4a Jun 24, 2009, 04:56 PM Hi Fuehrer
2.7 version coming soon?
Civ Fuehrer Jul 11, 2009, 04:42 AM I suddenly had a craving for civ modding. I am currently asking for help on the main forum since the virus isn't executing like it should which is the reason why this mod hasn't been released a while ago. It's been updated to 2.7 and once I get this working I will attempt to add MAD nukes mod to it.
Civ Fuehrer Jul 11, 2009, 05:27 PM Now working, first post updated :D
EDIT: It might take some time trying to implement MAD nukes mod since the last uploaded version was for BTS 3.15
EDIT: Since MAD Nukes changes the DLL and a lot of python files I'm not too sure I can even update it for BTS 3.19 so that idea will be scrapped unless someone could upgrade those files.
i_diavolorosso Jul 12, 2009, 04:35 AM Unfortunately, it seems that this modmod doesn't compatible with Aaranda's religion modmod, can you have a talk with him please?Because both of this mod are impressive, and i can't just let one of it out from my game:(
Civ Fuehrer Jul 13, 2009, 03:11 PM i can make a compatibility patch. Now accepting compatibility patch requests too. :)
i_diavolorosso Jul 13, 2009, 08:13 PM i can make a compatibility patch. Now accepting compatibility patch requests too. :)
Thank's
Your patch work
And because i use all of available modmod here, and i saw no more error, it look like your modmod is compatible with the rest of modmod here now :goodjob:
os79 Jul 13, 2009, 10:34 PM Hello,
Your modmod looks cool.
Do you have any plans to modularize your modmod so only thing I need to merge are python files? Because what you have now replace a bit too much of original files.
Thanks!
Civ Fuehrer Jul 13, 2009, 11:04 PM i could definitely look into it:cool:
Civ Fuehrer Jul 26, 2009, 07:43 PM V1.8 released, also V 2.0 teaser first post... Don't worry, it won't win the game with one click of the button:lol::crazyeye::mischief:
cr0ws Jul 29, 2009, 03:52 PM Hello Civ Feuhrer!
I just installed your mod but I've noticed that after I've done so city icons representing defense have turned to (of all things) BREAD!
Like so....
http://img81.imageshack.us/img81/8025/civ4screenshot0000z.jpg
Anyone else getting this or did I install the mod wrong?
Civ Fuehrer Jul 29, 2009, 04:30 PM This mod doesn't touch the game fonts at all, so it must be another mod or a glitch somewhere else. However, I do have the same problem in my games and it still occurs without this mod and i also reported this type of problem in the main RoM bug thread a while ago. Also, if you have AAranda's mods they touch the game fonts too.
cha dawn Aug 03, 2009, 08:10 AM CIVF.
what is the result of the peacemaker. The destruction of a whole continent?
In that case your own civ. could be destroyed en you have lost the game.
Otherwise nice mod ,I will try it.
Civ Fuehrer Aug 03, 2009, 11:06 PM The peace maker is a regular warhead that covers roughly the size of a continent, you are protected from your own nukes by default. However since the fusion/poison nukes don't have the regular hit detection (fallout) you can nuke your own lands with those.
Afforess Aug 04, 2009, 11:47 PM Have you ever thought of adding this (http://forums.civfanatics.com/showthread.php?t=239634) to your mod? M.A.D Could be entertaining.
Civ Fuehrer Aug 05, 2009, 01:26 AM EDIT: It might take some time trying to implement MAD nukes mod since the last uploaded version was for BTS 3.15
EDIT: Since MAD Nukes changes the DLL and a lot of python files I'm not too sure I can even update it for BTS 3.19 so that idea will be scrapped unless someone could upgrade those files.
I would be delighted to implement it if it was updated :lol:
Ahwazian2 Aug 06, 2009, 03:55 PM Hello, sorry for this, but its my first time using mods.
My current situation is...
I have installed ROM newest version 2.71 and it is working fine.
Ok, so now i tried to get the advanced nukes addon working, however i unzipped the anm_1_8 file into the same place i unzipped the ROM addon.
However i cannot find any extra nukes when i enter the world builder, or when i use the civpedia thing.
Any help on how to get this awsome modmod working would be appreciated, if any more info is required from me, please ask.
thanks.
Nightguard Aug 06, 2009, 10:04 PM Hello, sorry for this, but its my first time using mods.
My current situation is...
I have installed ROM newest version 2.71 and it is working fine.
Ok, so now i tried to get the advanced nukes addon working, however i unzipped the anm_1_8 file into the same place i unzipped the ROM addon.
However i cannot find any extra nukes when i enter the world builder, or when i use the civpedia thing.
Any help on how to get this awsome modmod working would be appreciated, if any more info is required from me, please ask.
thanks.
The issue is probably that you need to add an MFL entry for the mod. There are descriptions on how to do this in the stickied post in this forum. Also, Afforess is working on a universal MFL file that could initialize everyone's mods in your Mods subfolder.
Civ Fuehrer Aug 07, 2009, 12:37 AM my addon comes w/ its own MLF file... with a few other modder entries. I'll check out the folders.
EDIT: well either you installed it incorrectly or installed another mod after mine.
Taa Aug 16, 2009, 03:26 PM Hi
Thanks for a very good mod.
I see that AAranda have released a new CvEventManager.py modified 30.07.2009 because of a big delay between turns. Your latest compatibility Patche for AAranda's mods is modified 26.07.2009. So I wonder if your mod still is compatible with AArand's mod, and which of the two files I should use?
Thanks for any help.
Tore
Civ Fuehrer Aug 17, 2009, 02:51 AM Thanks for the heads-up, file updated and uploaded:)
Taa Aug 17, 2009, 04:04 AM Thanks for the heads-up, file updated and uploaded:)
wow..that was fast :bowdown:. Thank you.
Tore
tyredstar Aug 20, 2009, 02:31 PM i have the same problem awahzian2 had but i have the mlf file and i downloaded it and then extracted it to C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Rise of Mankind and i go to the game/worldbuilder and i dont see the new nukes
Civ Fuehrer Aug 22, 2009, 05:52 AM @tyredstar
this mod is suppose to be extracted to BTS/Mods folder, it will automatically set all the folders in the RoM file if you accept the replacement/combining question your computer will ask you, otherwise you would just be setting an incomplete RoM file inside the main RoM file.
Civ Fuehrer Aug 28, 2009, 01:18 AM 2.0 released! Any feedback would be appreciated, I'm just about done adding new types of nukes for now, it's just debugging (if there are any bugs) until I know fusion, poison and control nukes work perfectly with all the other mods that might impact it (such as Unofficial 2.8). I also still have my hopes up that someone might update the MAD files... I just can't do dll and C++ too well.
cha dawn Aug 28, 2009, 08:48 AM Some questions before starting a new game :
A UN anti-nuke resolution is only anti-nuke or also against the fusion bombs and the biological weapons ?
Some test simulations with the plague bomb, the infected clouds stay a the same plot. Do you think this infected clouds will move ?
Thanks for this add on
Civ Fuehrer Aug 28, 2009, 06:41 PM @cha dawn
to answer your question the UN resolution does affect the fusion, plague and mind nukes since they are still considered 'nukes' in the XML. Also, the plague clouds were meant to grow and despawn at a very accelerated rate, kind of like the storms except the grow rate is higher. However the rate of spawning/despawning changes with the PB or BBM, with the PB, it grows faster than it despawns to simulate a powerful synthetic virus. Which I might raise the chances in 2.1 if the clouds don't move enough
rtt4a Sep 01, 2009, 07:44 AM Hi Fuehrer, thanks for updating and great modmod!
I have a problem and I thought if you could help with that..
I would like to use ANM +Affores mods+ unofficial 2.8 patch compination but all of those modmods includes modified DLL-files... How can we use these kind of modmods together?
Is it possible to make compatility patch that would let us to use DLL-modified modmods together?
Civ Fuehrer Sep 02, 2009, 01:09 AM @ rtt4a
ANM is automatically compatible with all other modmods except AAranda's which is why there is a patch. You would have to ask Afforess to make an unofficial 2.8 DLL file compatible with his and Jooyo's mods if they aren't already.
Afforess Sep 02, 2009, 07:18 AM @ rtt4a
ANM is automatically compatible with all other modmods except AAranda's which is why there is a patch. You would have to ask Afforess to make an unofficial 2.8 DLL file compatible with his and Jooyo's mods if they aren't already.
My dll is based off of Jooyos, so his work fine.
rtt4a Sep 02, 2009, 07:29 AM My dll is based off of Jooyos, so his work fine.
Sorry guys, I was little bit lazy and did not check those modmods carefully enough.. Did instal all of them and all works fine together.
Thanks for great work for you all
Afforess Sep 17, 2009, 10:20 PM Civ Fuehrer,
Could you please update this for 2.8beta of RoM? It uses BUG 4.0 which drastically changed the way python works.
Civ Fuehrer Sep 22, 2009, 12:35 AM will do, I'm downloading 2.8 beta now.
General Kodiak Sep 22, 2009, 01:09 PM Hi there. Love the advanced nukes! Im a sucker for nuclear warfare.
I read a couple places that the MAD nuke mod is basically dead. because of on reason or another,
and since i cannot mod myself....wish i could....really badly ;) or else i would attempt this myself.
is there any chance, you could add a 'launch on launch detection' feature? as soon as you are hit by a nuke, all your ICBM or similar bombs are launched? my luck, thats probably the feature that has been giving everyone a hard time ;) Like i said, no experience modding....
And my luck is, i JUST found this site with all these mods
AFTER the 3.19 update or whatever for BtS. and ive been playing the vanilla game forever now.
just found this site with all these kick ass mods. sadly, i missed the MAD nuke mod and now its not playable :( i just want a 'realistic' Full blown nuclear war with that jackass 'second place' Civ, is that so wrong? wishing the complete annihilation of a civ with nuclear fire? :D
Civ Fuehrer Sep 22, 2009, 02:04 PM @Genral Kodiak
Welcome to CFC and thanks for the support. I've been looking into MAD nukes mod for some time now. Since the last update was for BTS 3.15 I'll have to update it since everyone previously working on it has left CFC. Unfortunately updating MAD will require edits to the files which I'm just not that efficient at yet. Also updating MAD would be much easier than creating my own nuke launch detection. However since I'm taking C++ classes now I will also be learning how to edit the Python, DLL and C++ files needed for advanced modding. Not to give you any false hope on anything within the month I'm going to put ANM to the side (I'll still give it the necessary updates to keep up with RoM) and look into the Power mod suggested in the main RoM forum.
General Kodiak Sep 22, 2009, 02:25 PM @Genral Kodiak
Welcome to CFC and thanks for the support. I've been looking into MAD nukes mod for some time now. Since the last update was for BTS 3.15 I'll have to update it since everyone previously working on it has left CFC. Unfortunately updating MAD will require edits to the files which I'm just not that efficient at yet. Also updating MAD would be much easier than creating my own nuke launch detection. However since I'm taking C++ classes now I will also be learning how to edit the Python, DLL and C++ files needed for advanced modding. Not to give you any false hope on anything within the month I'm going to put ANM to the side (I'll still give it the necessary updates to keep up with RoM) and look into the Power mod suggested in the main RoM forum.
Thanks for the fast reply :D
I Wish you luck with your classes and hope everything works out smooth and easy :)
And false hope is better than no hope ;)
For now i will enjoy the advanced nukes and i guess i can be you know...not lazy and actually click the buttons to launch the nukes ;)
for now I have my own 'LoLD' system, they hit me, i send everything i have ;)
Civ Fuehrer Sep 26, 2009, 03:28 PM As of this moment, ANM 2.1 is nearly finished. I'm just testing the growth / despawn rates of the poison clouds to make sure they grow at the accelerated rate that was originally intended.
Civ Fuehrer Sep 26, 2009, 08:19 PM ANM 2.1 released! The movement bug on the clouds is a little bigger than i expected so despawning has been disabled until i can have the clouds move properly. Apparently the <iGrowth> tag in the features XML is for Forests and Jungles only, making Storms only 'move' because of the <iAppearance> tag that lets it have a chance to spawn anywhere on the map per turn which I don't want happening for the noxious clouds. So until I can get the toxic clouds moving properly, they won't despawn anymore.
EDIT: Version 2.1 AAranda compatibility patch will be uploaded soon.
EDIT: On second thought, I'll wait until AAranda can update his mods to do this since they're not 2.8 beta compatible yet
Afforess Sep 26, 2009, 08:33 PM Excellent work. More Nukes are always a good thing.
Supercheese Sep 26, 2009, 08:44 PM Excellent work. More Nukes are always a good thing.
Indeed. I am reminded of the quote, "There are few problems in life that cannot be solved with sufficient application of high explosives." And what could be a higher explosive than a thermonuclear warhead?
Afforess Sep 26, 2009, 08:49 PM Oh, and I'm going to add production boosts for my Military Civic Building, The Missile Lab, for your extra nukes too.
Civ Fuehrer Sep 27, 2009, 12:21 AM Please re-download all those who did during 9/26/09 I accidentally forgot to change a variable for debugging reasons that ends up giving errors.
Civ Fuehrer Oct 11, 2009, 03:41 AM I added a new temporary version number (2.15) for RoM 2.8 official release (when it is released) since I will be revamping the entire view on nukes, unfortunately adding a DLL to the file and definitely getting into the MAD mod. The problems I'm currently hammering out will fix the bio cloud movement and the fallout movement mentioned in this (http://forums.civfanatics.com/showthread.php?t=338202) thread as well as adding new default (unasignable) promotions to identify each type of nuke to the AI to allow new explosion graphics and different diplo relation outcomes. The feature movement will require a new XML tag so it won't be limited by improvements or other features which is why I will look deeper into the SDK and ultimately add MAD after all else is settled.
os79 Oct 17, 2009, 05:55 PM I recall reading somewhere that you are not supposed to touch CvEventManager.py. I'll Afforess clarify a bit more. Something to do with new BUG operation...
So are you going to release 2.2 where you make your own python to integrate with RoM? See Afforess' python folder.
Civ Fuehrer Oct 17, 2009, 05:59 PM version 2.15 will have the modular python file, which is why I added that version to the list in the first place since official 2.8 RoM will have all the BUG and RevDCM fixes and updates as opposed to the 2.8 beta that only has a few fixes.
Afforess Oct 17, 2009, 05:59 PM I recall reading somewhere that you are not supposed to touch CvEventManager.py. I'll Afforess clarify a bit more. Something to do with new BUG operation...
So are you going to release 2.2 where you make your own python to integrate with RoM? See Afforess' python folder.
Well, EmperorFool, the main coder behind BUG, "Strongly, Strongly, Strongly" recommended that you don't alter it. I began coding it so that it loaded via the init.xml in the Config folder. It works exactly the same was as the CustomEventManager. Check out my python folder if you need examples.
Edit: We posted at the same time.
Modular Python is good.
os79 Oct 17, 2009, 06:03 PM Edit: We posted at the same time.
Yeah, that is very uncanny coincidence :lol:
Thanks, guys, for clarifying the difference between 2.8beta and 2.8 python fixes.
Civ Fuehrer Oct 17, 2009, 06:14 PM Only problem with starting python with the init.xml is that the two mods would be incompatible unless given a patch, otherwise I would assume it would give errors for not having python folders that are stated in the XML.
Afforess Oct 17, 2009, 06:25 PM Only problem with starting python with the init.xml is that the two mods would be incompatible unless given a patch, otherwise I would assume it would give errors for not having python folders that are stated in the XML.
Yes. That's why I figured out a hack-y way around it. No matter the settings, all my python gets installed, but first it install dummy copies, where all the odds for the events, and stuff are 0, so they will never actually work.
Civ Fuehrer Oct 17, 2009, 06:31 PM Yes. That's why I figured out a hack-y way around it. No matter the settings, all my python gets installed, but first it install dummy copies, where all the odds for the events, and stuff are 0, so they will never actually work.
What I meant was that if i used the same way to put in my python, one mod would overwrite the other, making them incompatible unless given a patch, which would decrease user-friendliness. The other option would automatically include the other mod's entries in the init.xml, but as I said it would give errors unless you include my dummy folder and I include your dummy folder, therefore increasing the work for the modders.:blush:
Afforess Oct 17, 2009, 06:35 PM What I meant was that if i used the same way to put in my python, one mod would overwrite the other, making them incompatible unless given a patch, which would decrease user-friendliness. The other option would automatically include the other mod's entries in the init.xml, but as I said it would give errors unless you include my dummy folder and I include your dummy folder, therefore increasing the work for the modders.:blush:
I already ranted to EmperorFool, and he said that better modular python is on his todo list for BUG.
Anyways, I think the method that is less obtrusive to end-users is always the best, so I will ask for your dummy files and give you mine, when you need them.
Interoperability is my motto.
Civ Fuehrer Oct 18, 2009, 01:00 AM well here's my dummy python folder. Not sure if that's how it works but all i did was delete the extra lines and left what is already in the CvEventsManager.py
Afforess Oct 18, 2009, 08:43 AM well here's my dummy python folder. Not sure if that's how it works but all i did was delete the extra lines and left what is already in the CvEventsManager.py
Dummy files are just supposed to give no errors and no effects when you load it. I haven't tested yours, but as long as it does both, it will work.
Civ Fuehrer Oct 18, 2009, 01:41 PM Well if you could upload your dummy files that would be great.
Afforess Oct 18, 2009, 01:47 PM Well if you could upload your dummy files that would be great.
No Problem.
231558
Civ Fuehrer Oct 18, 2009, 02:07 PM I just thought... this still won't work... cuz even though we have the dummy folders, they will overwrite the actual files when installing one after the other. Putting the dummy files in a seperate folder won't work either since there will be two files with the exact name, possibly confusing the init.xml.
Afforess Oct 18, 2009, 02:23 PM I just thought... this still won't work... cuz even though we have the dummy folders, they will overwrite the actual files when installing one after the other. Putting the dummy files in a seperate folder won't work either since there will be two files with the exact name, possibly confusing the init.xml.
I can set my installer not to overwrite that existing file, if there is one.
Edit:
Why don't more people use installers? Not very hard to learn, tons of functionality, everyone's happy. (did I mention they are free)
Edit2:
Even if you don't set up an installer, I can have mine check to see if your files are there, and perform different actions.
Civ Fuehrer Oct 18, 2009, 02:33 PM I can set my installer not to overwrite that existing file, if there is one.
Edit:
Why don't more people use installers? Not very hard to learn, tons of functionality, everyone's happy. (did I mention they are free)
Aight... I'll start using one...
Afforess Oct 18, 2009, 02:38 PM Aight... I'll start using one...
FYI, I use InstallJammer (http://www.installjammer.com/).
Watch out. It takes a few hours to get the hang of, but once you learn, it's fairly easy/
Afforess Oct 18, 2009, 02:40 PM FYI, I use InstallJammer (http://www.installjammer.com/).
Watch out. It takes a few hours to get the hang of, but once you learn, it's fairly easy/
On that note, maybe I should write a basic tutorial for other modmoder's too.
Civ Fuehrer Oct 18, 2009, 02:49 PM [offtopic]not in this thread...:lol: I'm a fast learner, I'll be fine without one
Afforess Oct 18, 2009, 02:51 PM [offtopic]not in this thread...:lol: I'm a fast learner, I'll be fine without one
Okay. That saves me time. If you have any specific questions, PM me.
Civ Fuehrer Oct 19, 2009, 02:00 AM On second thought you wouldn't mind making one after all though, right? I have more going on this week than I planned (studying for midterms mostly) and after that I won't feel like figuring anything else out on my own.:sad:
Afforess Oct 19, 2009, 05:19 AM On second thought you wouldn't mind making one after all though, right? I have more going on this week than I planned (studying for midterms mostly) and after that I won't feel like figuring anything else out on my own.:sad:
Sure, I'll write one up this evening.
Afforess Oct 19, 2009, 02:40 PM Update:
I started a basic Tutorial (http://forums.civfanatics.com/showthread.php?p=8563431). I will add more if people are interested.
Civ Fuehrer Oct 19, 2009, 04:34 PM wonderful :thanx:
Healz Oct 21, 2009, 05:45 AM Sounds very worthwhile. Tell me, does this mean the Soviets, Russia gets missiles such as Satan, and Topol? This would be really cool if for those countries with some named nukes that we can get those with this mod. Just an idea...
Civ Fuehrer Oct 21, 2009, 01:12 PM Yes you do, but "Satan" is just the nickname for the SS-18 (replaces Hydrogen), Russia also gets their SS-20, replacing the IRBM. Except for making the nukes properly replace units for each of the nations, I haven't really added any new UU's from Pegasos's Nuclear Arsenal Mod which the basic nukes in this mod are based on. I might want to take a look at the different nation's nukes and add more nuke UU's in future versions for more nuclear diversity.
Healz Oct 21, 2009, 02:13 PM Okay, just asking, sounds great. I will download it when 2.8 of ROM comes out. Couldn't be bothered doing it now with a reinstall coming up so soon...
Civ Fuehrer Oct 21, 2009, 02:23 PM I still have to give version 2.15 a test run before I can release it for official RoM 2.8
Civ Fuehrer Oct 22, 2009, 03:25 AM I have finished merging MAD sdk files with RevDCM sdk files... all I need now is a compiler that will work with Vista 64 (Bloodshed compiler isn't compatible and VS 2008 won't work with files this large) and I also need to know which file ties all the SDK files together so I can compile the final DLL to start debugging. (I'm hoping I can use something different than CodeBlocks)
Afforess Oct 22, 2009, 05:16 AM VS 2008 won't work with files this large
Really? My sources are fairly bloated, but I've never had issues with VS 2008.
Healz Oct 22, 2009, 07:12 PM Okay, someone mentioned about launching all nukes at once. This is fine, but what about making it a dialog book where you have the option to launch a pecentage of your nukes as well. Then you set the slider and click okay and it fires off 5% to 95% of your nukes once you hit the button if you don't select all. Just a thought, Healz.
Civ Fuehrer Oct 22, 2009, 11:10 PM Okay, someone mentioned about launching all nukes at once. This is fine, but what about making it a dialog book where you have the option to launch a pecentage of your nukes as well. Then you set the slider and click okay and it fires off 5% to 95% of your nukes once you hit the button if you don't select all. Just a thought, Healz.
What you described is the Mutually Assured Destruction nukes mod (MAD). I currently do not have this mod incorporated with ANM at the moment, so all nuke launching is manual right now. The latest updated version is for BTS 3.15 however I am currently working to update it to BTS 3.19 with RevDCM as a base. I personally have not played with this mod but what I have read is that you have the option to send all your nukes but you don't have to. You can assign each nuke to target any particular city you want so when that city launches a nuke, any of your nukes targeting that city will launch automatically. What makes this mod particularly devastating with ANM is that with all the different types of nukes, anything is possible. You can turn an entire country into a nuclear wasteland, a large freshwater lake, a condemned bio hazard, or just turn it into your own population.
Healz Oct 22, 2009, 11:57 PM Ok, yes I knew about MAD but was hoping it could be expanded on. Same thing potentially with air-defence and armed forces. A threat thing listing levels in the military advisor that go from Defcon 5 to Defcon 1 would be cool.
Civ Fuehrer Oct 23, 2009, 12:44 AM Ok, yes I knew about MAD but was hoping it could be expanded on. Same thing potentially with air-defence and armed forces. A threat thing listing levels in the military advisor that go from Defcon 5 to Defcon 1 would be cool.
One step at a time. Currently I'm trying to update MAD and since it is a very complex mod it will take a while to understand it to even begin to expand upon it. Besides, it's not necessarily a threat thing to begin with, it's just a mod that will launch nukes if launched upon. My current goals are:
1. finish iSpread tag to features XML
2. finish updating/merging MAD
3. fix any minor bugs in ANM
4. start on RoMiS mod
Healz Oct 23, 2009, 03:50 PM Okay, okay, I do tend to get ahead of things a bit. So the intention is to release a version of Advanced Nukes Mod 2.1 that incorporates MAD mod, correct?
Civ Fuehrer Oct 23, 2009, 03:50 PM ANM 2.15 released for official RoM 2.8, now on an installer!
Civ Fuehrer Oct 23, 2009, 03:55 PM Okay, okay, I do tend to get ahead of things a bit. So the intention is to release a version of Advanced Nukes Mod 2.1 that incorporates MAD mod, correct?
Well the MAD incorporation will be version 2.2 and so will the new XML tag iSpread, but my guess is that this version won't come out for a while since I'm still debugging the new DLL for MAD since the last updated version was for BTS 3.15.
EDIT: I put this in RoM in Space thread too:
I am very sad to say that MAD may be in worse shape than I had imagined to be even updated to BTS 3.19 and as some of you may know MAD is one of my goals and is a little higher in my priorities than RoMiS. As a result of this, I am going to delay MAD work indefinitely until I know exactly what I am doing. This means that it is now last on my priorities and RoMiS is one step closer to being started on. So work will begin on this modmod right after I finish adding the iSpread XML tag for ANM.
cha dawn Oct 25, 2009, 12:56 PM last version of A.N.M. is conflicting with ROM 2.8 full.
the religion screen does not show on the right way.
Some other conflicts are mentioned at the start of a game.
draz Oct 25, 2009, 01:12 PM @cha dawn:
ANM 2.15? Because I just installed it with 2.8 Full and I got no such error messages.
Kudos to Civ Fuehrer btw., really digging this - only thing that's better than destruction is mass destruction!
Afforess Oct 25, 2009, 01:20 PM only thing that's better than destruction is mass destruction!
Har, har. That's should be ANM's motto. ;) I love it too.
Civ Fuehrer Oct 25, 2009, 04:11 PM only thing that's better than destruction is mass destruction!
I like it.:goodjob:
cha dawn Oct 26, 2009, 04:06 AM version 2.15 did not work on my pc
i installed it on prgfiles/civ4/bts/mods/Rise of Mankind
In modules it created a directory.
Civ Fuehrer Oct 26, 2009, 09:58 AM @ cha dawn
Sorry man, no idea why it won't load if you installed it to the RoM folder
Civ Fuehrer Oct 28, 2009, 03:25 AM ANM Multiplayer Edition will be released soon!
Just as clerification: ALL ANM VERSIONS ARE MP COMPATIBLE
However, the Rise of Mankind 2.8 core (RevDCM 2.6) is not multiplayer compatible therefore making the ANM attached to that version invalid for multiplayer games. ANM: ME is a temporary version that is compatible with the last MP stable version of RoM, which would be RoM 2.71 but it has all the fixes and additions of later ANM versions.
Dancing Hoskuld Oct 28, 2009, 04:33 PM I tried to install your mod but nothing happened. Any chance of a non-installer version? Not a real problem as I rarely get to build nukes and I should be working on some mods anyway ;)
Civ Fuehrer Oct 28, 2009, 04:37 PM Sure, but you'll have to sort through all the python files to see which ones should or shouldn't be installed so it's compatible with Afforess's since that's what the installer does automatically. What do you mean nothing happened? The installer didn't launch? the files didn't install? might want to try to re-download if that's the case.
Dancing Hoskuld Oct 28, 2009, 05:35 PM Sure, but you'll have to sort through all the python files to see which ones should or shouldn't be installed so it's compatible with Afforess's since that's what the installer does automatically. What do you mean nothing happened? The installer didn't launch? the files didn't install? might want to try to re-download if that's the case.
I installed a clean RoM 2.8, then Afforess' 1.4beta8, then ran your installer. It ran asking for directories etc. The bar filled with green and finished normally. However there is no stuff in the directories. Then I had to copy all my stuff over including the python I am working on ;). Don't worry I try again once I get the ShintoAndShamanism mod working.
Civ Fuehrer Oct 28, 2009, 06:05 PM Oh, I think I see the problem. You might have accidentally installed the modmod in the mods folder instead of in the RoM folder. I find it rather confusing myself but look in the BTS/Mods folder itself for an extra Assets and ANM readme.txt.
Darken24 Oct 29, 2009, 01:27 PM i just installed this mod on rom2.8 and i get no religion screen. had no problems with the religion screen before installing this mod
i also get this when starting my game
232695
Civ Fuehrer Oct 29, 2009, 03:36 PM I'll check that file and see what's going on.
EDIT: speaking of which, what modmods did you have installed before mine?
Darken24 Oct 29, 2009, 03:47 PM i only had rom 2.8 nothing else
Dancing Hoskuld Oct 29, 2009, 04:13 PM Oh, I think I see the problem. You might have accidentally installed the modmod in the mods folder instead of in the RoM folder. I find it rather confusing myself but look in the BTS/Mods folder itself for an extra Assets and ANM readme.txt.
No that wasn't it, I must have dome something on the folder selection screen as it ended up in my temp directory:confused:. This is OK because I now have my own non-installer version that I can merge with all the modmods I use ;)
Civ Fuehrer Oct 29, 2009, 04:39 PM No that wasn't it, I must have dome something on the folder selection screen as it ended up in my temp directory:confused:. This is OK because I now have my own non-installer version that I can merge with all the modmods I use ;)
Okay, but as I said you have to sort all the python files so it doesn't produce an error when trying to run it with afforess's modmods.
Afforess Oct 29, 2009, 04:41 PM Okay, but as I said you have to sort all the python files so it doesn't produce an error when trying to run it with afforess's modmods.
Beta9 checks to see if your mod is their, and doesn't install over it, if it is...
Dancing Hoskuld Oct 29, 2009, 05:54 PM Okay, but as I said you have to sort all the python files so it doesn't produce an error when trying to run it with afforess's modmods.
Since I have to do this for my half finished python mods anyway it is not a problem.
Civ Fuehrer Oct 29, 2009, 08:37 PM Beta9 checks to see if your mod is their, and doesn't install over it, if it is...
Yes, but if people install my mod after yours in an un-orderly fashion then it's all bad.
Afforess Oct 29, 2009, 08:42 PM Yes, but if people install my mod after yours in an un-orderly fashion then it's all bad.
Yes, the fix is slightly annoying, but I can show you how to check if a file is there, back it up, and then revert to the old file. It's just a bunch of stupid condition tricks in the install window...
Darken24 Oct 29, 2009, 09:06 PM i tried uninstalling and reinstalling this mod and still had the exact same problems
i do however have all the nukes
Dancing Hoskuld Oct 29, 2009, 09:40 PM Now I am getting the same problem as cha_dawn. The religion screen is not working!
RoM 2.8 Full, Afforess 1.4beta9, ANM 2.15, my changes to XML to chop trees back to Bronze Working and my preferred max number of wonders per city. I had not yet gotten to generalstaffs' stuff or my mods!
I will see if I can narrow it down to exactly when it goes awry.
Afforess Oct 29, 2009, 09:43 PM Religion screen works fine on Rom 2.8 and Beta9. Not my fault.
*ducks*
Dancing Hoskuld Oct 29, 2009, 09:50 PM Religion screen works fine on Rom 2.8 and Beta9. Not my fault.
*ducks*
There is also some "strange" initilisation messages. So here are a couple of screen shots.
Afforess Oct 29, 2009, 09:53 PM Those are the lines that ANM added, so I'm guessing ANM's python is not sound...
Dancing Hoskuld Oct 29, 2009, 10:08 PM Yes, first off the error was occurring at
<!-- Rise of Mankind -->
<events module="SettlersEventManager">
</events>
<events module="WarPrizes"> </events>
<events module="WorldFair"> </events>
<events module="NukeAfterEffects"> </events>
<events module="CvEnhancedTechConquestEventManager">
</events>
<!-- Rise of Mankind end -->
So I removed those two lines and now the error is pointing to NukeAfterEffects. About to remove that to see...
Edit: commented out the NukeAfterEffects line but still the Religion screen is not working. Now to go back one more step to just RoM 2.8Full and Afforess 1.4beta9.
Edit: The religion screen works fine with RoM 2.8Full and Afforess' 1.4beta10. Rats, I installed the wrong one of Afforess' this means that I will need to install ANM again to see if I am still getting the wrong religion screen!
AAAAAAARGH! It works fine! - no it didn't - it ANM did not install again! - I am going to have a nice cup of tea and read a book for awhile.
Dancing Hoskuld Oct 29, 2009, 11:02 PM Bad religion screen seems to be directly related to ANM.
I installed RoM 2.8Full, applied the HotFix, installed Afforess' 1.4beta10. No problem with the Religion screen.
I re down loaded ANM 2.15 and installed it not changing anything. It installed an assets directory in my mods file not the mods\Rise of Mankind folder. So I moved that directory into Rise of Mankind replacing all. The religion screen is wrong and I get the error messages at start up as per attached diagram.
Lines 119 to 127 of init.xml are
<!-- Rise of Mankind -->
<events module="SettlersEventManager">
</events>
<events module="WarPrizes"> </events>
<events module="WorldFair"> </events>
<events module="NukeAfterEffects"> </events>
<events module="CvEnhancedTechConquestEventManager">
</events>
<!-- Rise of Mankind end -->
Civ Fuehrer Oct 29, 2009, 11:06 PM I suppose the most immediate fix is to install ANM before afforess's modmods but I'll look into it more tonight.
Civ Fuehrer Oct 29, 2009, 11:17 PM So I moved that directory into Rise of Mankind replacing all.
That's the thing you shouldn't do. Since Afforess's stuff isn't in the mods folder like what you installed it to, Afforess's dummy files are installed so when you replaced all, it replaced Afforess's real files.
Afforess Oct 30, 2009, 06:16 AM Hehe, I know what the problem is. Civ Fuehrer, you never updated your config file to 2.8, did you? Zappara changed some stuff. I updated mine anyway, so just steal mine, since it has your entry now too.
zappara Oct 30, 2009, 10:55 AM Yes, first off the error was occurring at
<!-- Rise of Mankind -->
<events module="SettlersEventManager">
</events>
<events module="WarPrizes"> </events>
<events module="WorldFair"> </events>
<events module="NukeAfterEffects"> </events>
<events module="CvEnhancedTechConquestEventManager">
</events>
<!-- Rise of Mankind end -->
RoM 2.8 no longer has SettlersEventManager. I merged it to RoMEventmanager. So remove line: <events module="SettlersEventManager"></events> from init.xml
Darken24 Oct 30, 2009, 12:20 PM There is also some "strange" initilisation messages. So here are a couple of screen shots.
these were the same errors i was getting with the religion screen
Civ Fuehrer Oct 30, 2009, 04:48 PM The only thing I hate about coding: long hours trying to figure out a bug only turning out it's something quite simple and your eye keeps slipping over it. Otherwise I love it.
Anyway, I changed the line and am fiddling with the installer some more to try and get it to work better.
Civ Fuehrer Oct 31, 2009, 03:52 PM Uploaded the new ANM 2.15 with the fixed init.xml
Darken24 Oct 31, 2009, 08:30 PM tried your new version and still have no religion screen and i now get a new error
Civ Fuehrer Oct 31, 2009, 08:58 PM tried your new version and still have no religion screen and i now get a new error
ARRGG![pissed]
Okay I'm reinstalling RoM 2.8 full to personally debug this thing.
EDIT: Well this blows... looks like something in RevDCM 2.6 broke ANM's python
Civ Fuehrer Nov 02, 2009, 12:30 PM ANM is now up and running as intended, fully compatible with RoM, able to be a standalone modmod for RoM and fully compatible with most if not all other modmods. My work can now continue more or less on schedule.
cr0ws Nov 02, 2009, 01:43 PM Yes but now your sig download link is broken. If it ain't 1 thing it's another! lol
Civ Fuehrer Nov 02, 2009, 01:46 PM people actually use my sig? :lol: well it's fixed now.
cr0ws Nov 02, 2009, 01:48 PM Well it is rather more convenient than going to the first page of the thread. ;)
Darken24 Nov 02, 2009, 02:28 PM YAY IT WORKS!!!
Thanks so much for taking the time to make this actually work
Civ Fuehrer Nov 02, 2009, 05:51 PM Found a bug :cringe:
EDIT: big bug, it won't change gameplay, but it isn't acting like it should.
EDIT2: and it will be all savegame compatible!
os79 Nov 02, 2009, 08:04 PM Found a bug :cringe:
EDIT: big bug, it won't change gameplay, but it isn't acting like it should.
EDIT2: and it will be all savegame compatible!
You mean a fix is coming up soon?
And save compatible?
Civ Fuehrer Nov 02, 2009, 10:44 PM You mean a fix is coming up soon?
And save compatible?
Oh no no no no, I'm tired of modding ANM right now, after slaving over this on the weekend I need a break from ANM. I was just stating that 2.17 will be savegame compatible since the files aren't anything that would affect it to change. Naw I'm gunna ignore the bug for now since it doesn't do anything but put up an error message in the game text box. Has to do with the improvementsBuilt code block but it doesn't harm the game one bit. I'm gunna try for the RoMiS screen now.
os79 Nov 02, 2009, 10:52 PM Oh no no no no, I'm tired of modding ANM right now, after slaving over this on the weekend I need a break from ANM. I was just stating that 2.17 will be savegame compatible since the files aren't anything that would affect it to change. Naw I'm gunna ignore the bug for now since it doesn't do anything but put up an error message in the game text box. Has to do with the improvementsBuilt code block but it doesn't harm the game one bit. I'm gunna try for the RoMiS screen now.
Cool. Good luck on RoMiS :D. Seems a complicated project but an exciting one if it succeeds :D!
Civ Fuehrer Nov 02, 2009, 10:58 PM Cool. Good luck on RoMiS :D. Seems a complicated project but an exciting one if it succeeds :D!
Thanks, but it's really not that complicated to me anyway. The hardest part is setting up the screen with the tabs that work. I would know how to do it if it were say in html, but this is python. Everything has to be done perfectly, painstakingly and sometimes gives errors that will take very long to figure out just to make one screen work perfectly. But after that's done, It's all downhill from there... just a of equations to portray as movement/growth in distant worlds.
Dancing Hoskuld Nov 03, 2009, 12:09 PM I am getting the following error message almost every turn and I am still in the ancient era.
Civ Fuehrer Nov 03, 2009, 02:30 PM Yea that's the bug I was talking about. I've tested it out and it actually doesn't do anything. But it is rather bothersome to get errors every turn. I'll have another look at it later today.
Dancing Hoskuld Nov 03, 2009, 04:16 PM Yea that's the bug I was talking about. I've tested it out and it actually doesn't do anything. But it is rather bothersome to get errors every turn. I'll have another look at it later today.
It would be nice, and maybe reduce turn delays, if you get out of your code asap if there are no nukes (as defined by your mod) possible in the game. That would get rid of the error messages in the ancient era also:mischief:
Civ Fuehrer Nov 03, 2009, 08:04 PM Well I fixed the ImprovementBuilt bug but found another one when I tested it... But the knowledge that all this will definitely be worth while sometime in the untold future when I actually get to play is enough to keep me going. This other bug also doesn't affect gameplay in any way but the error it gives is only once when u start up the game... And scratch the savegame compatible, I changed a little something in the XML that I thought I had fixed a while ago but apparently the saves went wrong somehow.
Afforess Nov 03, 2009, 08:10 PM Well I fixed the ImprovementBuilt bug but found another one when I tested it... But the knowledge that all this will definitely be worth while sometime in the untold future when I actually get to play is enough to keep me going.
Now you know how I feel when I add a new feature to the SDK...
I know tons more about C++ know than I did before though. But I still have so far to go.
os79 Nov 03, 2009, 09:38 PM I know tons more about C++ know than I did before though. But I still have so far to go.
Y'know this famous quote?
The more you know, the more you don't know.
This may apply to this as well :D. And this is good because it is an impetus to continue learning and growing :D.
Civ Fuehrer Nov 03, 2009, 11:10 PM FINALLY! A bugless version is now being built in my installer to be uploaded soon. I will pull V2.16 from downloads too since it was also buggy and v2.18 will be up shortly. Turns out Afforess's water animals dummy python file was causing an error so I had to redo it with less info in the file than what he had.
os79 Nov 03, 2009, 11:11 PM Either give me a replacement python of fixed ANM so I can discard these irritating messages or just tell me how to turn off the logging of these specific messages off my screen please!
:kneeling on my knees: :please: :D
Civ Fuehrer Nov 03, 2009, 11:50 PM As I said on last post of page 7. FIXED! check first post or my sig for fully tested and bugless version!
os79 Nov 04, 2009, 03:51 AM Thanks. Seem my post was too fast :lol:.
Will test it out soon. Only one hour before breakfast (yeah stayed up all night :lol:)
Talin2009 Nov 05, 2009, 04:34 PM Tactical Fusi and Fusion Nova don't make craters anymore :-/ They act like regular nukes. I even tried to nuke my own square but again no lake, just fallout.
I have installed 2.8 ROM with both hotfixes, Afforess pack and latest ANM.
Want me to upload savegame?
Civ Fuehrer Nov 05, 2009, 05:40 PM Tactical Fusi and Fusion Nova don't make craters anymore :-/ They act like regular nukes. I even tried to nuke my own square but again no lake, just fallout.
I have installed 2.8 ROM with both hotfixes, Afforess pack and latest ANM.
Want me to upload savegame?
No that's okay... damnit :cringe: I tested the bio nuke and that worked fine, so I assumed the others worked too.
EDIT: I just tested all my special nukes and they all seem to be working perfectly, you must have an older, broken version. go to the download page through my sig and install that one.
Talin2009 Nov 06, 2009, 05:03 AM No that's okay... damnit :cringe: I tested the bio nuke and that worked fine, so I assumed the others worked too.
EDIT: I just tested all my special nukes and they all seem to be working perfectly, you must have an older, broken version. go to the download page through my sig and install that one.
May i ask you when/if you fix it would savegames be compatible? spent week on my last game, basicaly it's won, just wanted to test my idea of eliminating 2nd competing nation in single turn :), so i wanted to know if there's point in waiting some for fix or i'd just start new one?
Dancing Hoskuld Nov 06, 2009, 12:02 PM I have just installed ANM 2.18 over RoM 2.8 fill, hot fix 3 and Afforess's 1.5beta1. Should the ANM python file look like a dummy file?
Edit: I have two NukeAfterAffects.py one in ANM and another in Civ_Fuehrer
Civ Fuehrer Nov 06, 2009, 03:33 PM I have just installed ANM 2.18 over RoM 2.8 fill, hot fix 3 and Afforess's 1.5beta1. Should the ANM python file look like a dummy file?
Edit: I have two NukeAfterAffects.py one in ANM and another in Civ_Fuehrer
go ahead and delete the ANM folder but I've tested it out and it shouldn't make a difference. The ANM folder is Afforess's dummy folder for my game but since Civ_Fuehrer is later in the alphabet, it's the one to be loaded over the ANM dummy folder anyway. But I agree two folders isn't always a good thing.
Afforess Nov 06, 2009, 03:36 PM go ahead and delete the ANM folder but I've tested it out and it shouldn't make a difference. The ANM folder is Afforess's dummy folder for my game but since Civ_Fuehrer is later in the alphabet, it's the one to be loaded over the ANM dummy folder anyway. But I agree two folders isn't always a good thing.
I'll fix that, I didn't realize that you changed the folder to Civ Fuehrer.
AncientSion Nov 30, 2009, 02:02 PM How can i use this mod in conjuction with afforess modmod (dawn) project ?
Civ Fuehrer Nov 30, 2009, 02:09 PM The two are compatible so just install one then the other. However I believe Afforess should include this in the AND project.
Afforess Nov 30, 2009, 02:57 PM The two are compatible so just install one then the other. However I believe Afforess should include this in the AND project.
If you want to include your own modmod's in my installer, send me a PM. I will certainly do so, and credit you on the component screen, as well on my credits list below.
Amazing what you can find out by reading these days. ;)
Civ Fuehrer Nov 30, 2009, 04:08 PM Well it isn't exactly a necessity to include ANM in it since it's compatible but it's fine by me if you include it. Plus I thought I read on one of your earlier threads for AND that you were going to include it anyway.
zulu9812 Dec 09, 2009, 08:10 AM Does this work with the Rise of Mankind 2.81 patch?
Civ Fuehrer Dec 09, 2009, 11:44 AM Yes it does.
Civ Fuehrer Feb 01, 2010, 03:30 AM ANM v2.2 has been released finally! Due to the high popularity of the AND modmod, this mod will be dependent on it and will not be compatible without it. Whether ANM is installed with AND or after AND doesn't matter, so long as AND has been installed it will work more or less as originally intended.
NBAfan Feb 01, 2010, 11:05 AM ANM v2.2 has been released finally! Due to the high popularity of the AND modmod, this mod will be dependent on it and will not be compatible without it. Whether ANM is installed with AND or after AND doesn't matter, so long as AND has been installed it will work more or less as originally intended. That is alright, no one in their right mind would play RoM with out AND.;)
draz Apr 11, 2010, 01:54 PM Regarding the biological weapons - how fast does the plague spread/eventually disperse? What sort of area does the BBM cover 'maxed out'? I'm guessing the Plague Bringer lasts longer and spreads faster along with the larger initial area-effect.
I LOVE the BBMs (way more fun than ordinary boring nukes), can't wait until I can build a Plague Bringer or two!
Civ Fuehrer Apr 11, 2010, 02:56 PM Regarding the biological weapons - how fast does the plague spread/eventually disperse? What sort of area does the BBM cover 'maxed out'? I'm guessing the Plague Bringer lasts longer and spreads faster along with the larger initial area-effect.
I LOVE the BBMs (way more fun than ordinary boring nukes), can't wait until I can build a Plague Bringer or two!
There really is no 'maxed out' limit except when it covers the entire planet, and you guessed correctly with the plague bringer, though the initial impact size is big enough to cover an entire civilization already, you must really have a death wish to destroy the entire planet in plague unless you release 20 workboats and 50 workers to the area immediately to contain it. After playing tell me if you think the initial impact size is too big and i'll scale it down.
draz Apr 11, 2010, 03:37 PM you must really have a death wish to destroy the entire planet in plague
Yeah well for the first time ever I'm aiming for the space race victory, but since I'm basically a warmonger at heart I thought that might've been a bit anticlimactic. So as a final dick move before ascending to the stars I'll give the rest of the civs a big middle finger in the form of a pandemic plague. Serves them right for hogging those apples and lemons :lol:
code99 Apr 30, 2010, 03:53 AM Hi, was wondering if this mod is compatible with ROM 2.91 ... so is it ?
thanks
os79 Apr 30, 2010, 05:17 AM Hi, was wondering if this mod is compatible with ROM 2.91 ... so is it ?
thanks
Already incorporated into AND. You can just go to Custom Setup and just unclick everything except for ANM and bingo you will have a modmod that have this mod here plus speed optimizations as provided by Afforess :D. Can't beat this "best of both worlds" :lol:.
Civ Fuehrer May 02, 2010, 05:03 PM The last release is really compatible with RoM 2.81 and later so it would technically be compatible with RoM 3.0 when it comes out. It's in AND because it's a finished product and won't need major updates anytime soon. However I was thinking of a time-freezing nuke once The Ascent of Mankind: Temporal Tampering mini mod is released which will be a while.
Sonereal May 06, 2010, 02:48 PM The last release is really compatible with RoM 2.81 and later so it would technically be compatible with RoM 3.0 when it comes out. It's in AND because it's a finished product and won't need major updates anytime soon. However I was thinking of a time-freezing nuke once The Ascent of Mankind: Temporal Tampering mini mod is released which will be a while.
Time-freezing nuke? I would love to see that.
Then again, I would love to see a nuke that throws everything in it's Area of Effect back a 1000 years or turns. :D
Civ Fuehrer May 10, 2010, 04:30 AM Through Python it would be easy enough to give all units a promo to not be able to attack or carry out ANY moves, all cities caught in the radius would have their assets frozen (food, hammers, science, culture, etc) for X amount of turns however thinking back I can imagine a few loop holes such as opportunity fire (if enabled it's carried out by other python codes autonomously)
Sonereal May 10, 2010, 04:09 PM Through Python it would be easy enough to give all units a promo to not be able to attack or carry out ANY moves, all cities caught in the radius would have their assets frozen (food, hammers, science, culture, etc) for X amount of turns however thinking back I can imagine a few loop holes such as opportunity fire (if enabled it's carried out by other python codes autonomously)
Also, do these units still defend or can they capture the useless city undefended, capture the defenders before they unfreeze, and so on. If they can still defend, they're not really "frozen" and etc.
Civ Fuehrer May 14, 2010, 02:12 PM The frozen units would be given -100% attack and defense so it's a sure k.o. but I can't really have them captured, there's a lot of loopholes about the whole idea I know, but I'm pretty sure when the time comes (if Civ5 hasn't been released by then) I'll find a way through python to make it more 'realistic' (even though freezing time isn't really realistic to begin with :lol:)
Sonereal May 14, 2010, 03:54 PM The frozen units would be given -100% attack and defense so it's a sure k.o. but I can't really have them captured, there's a lot of loopholes about the whole idea I know, but I'm pretty sure when the time comes (if Civ5 hasn't been released by then) I'll find a way through python to make it more 'realistic' (even though freezing time isn't really realistic to begin with :lol:)
Would it be possible to make a "Stasis" Bomb that put the city into revolt (or something similar to freeze production), makes it so the surrounding tiles are covered with a temperoary feature that makes them impassable for a certain time, and weaken units inside the field?
Civ Fuehrer May 15, 2010, 03:52 AM Would it be possible to make a "Stasis" Bomb that put the city into revolt (or something similar to freeze production), makes it so the surrounding tiles are covered with a temperoary feature that makes them impassable for a certain time, and weaken units inside the field?
For city asset freezing a temporary building that sucks up everything would be more fitting than a revolt since a revolt would result in unwanted rebellions. It would be possible for the nuke to put out a feature that would make the square impassible but no way of affecting the units standing on them unless they're locked in(i.e. a unit on the edge of the AoE could easily walk out) unless the feature gives those units a promotion as well to not move and have 0 attack/defense. Again the idea is riddled with holes, any inbound bombardment and/or outbound opportunity fire would be able to pass the restrictions.
Civ Fuehrer Sep 27, 2010, 02:35 AM Unbelievable as it may be, I've made and uploaded Advanced Nukes Mod's younger brother mod: Advanced Missiles Mod before the modding tools have been released.
Advanced Missiles Mod is for Civ V as what ANM was for Civ IV and RoM/AND. Since the modding tools have not been released yet, AMM v1.0 will be the only mod from me until then. As AMM v1.0 is only the ICBM at an astronomical price of 1800 base cost (actual in game cost will vary on game speed.) I say astronomical as the most pricey thing in the original Civ V game in the way of units is the GDR at 1000 and the Nuclear Missile at 1200. Such a unit would not only take up space in your cities for great people/workers (since they're not considered as regular movable units, they're classified with the GP and workers) but clutter your cities until you release them. So it's wise to build them when you know your targets. Also, since adding more units may require adding more technologies and ultimately the modding tools, the ICBM shares the same tech as the Nuclear Missile and oddly enough doesn't require Satellites as well. As of yet no units or buildings require two technologies in Civ V and in that respect I am rather annoyed and must wait for the modding tools to perfect it and add other units.
One large reason it's named AMM instead of ANM v3 or something similar is because I will be dealing with more than just nukes this time. Hopefully I'll get around to the industrial era with such artillery as the Chlorine shells, chemical bombs, etc. On top of that I'd thought it to be appropriate if it had a similar name but not the exact same one.
For the AMM thread and download, see my sig.
phill4848 Mar 28, 2011, 10:04 PM hey on my game when i go to use the nukes its all screwed up i cant load tactical nukes onto boats or move them from city to city and both fusions work only as a icbm would. peacemaker is sweet. the bio nukes act as though they are icbms also. the nukes that arent tactical but still short range, their range is screwed up in some spots its like 30 tiles in others only 2 away sounds great but can you plz fix these things
Civ Fuehrer Mar 28, 2011, 11:02 PM hey on my game when i go to use the nukes its all screwed up i cant load tactical nukes onto boats or move them from city to city and both fusions work only as a icbm would. peacemaker is sweet. the bio nukes act as though they are icbms also. the nukes that arent tactical but still short range, their range is screwed up in some spots its like 30 tiles in others only 2 away sounds great but can you plz fix these things
This mod is not to be downloaded actually, it comes automatically in both AND and C2C and is not a standalone. If you were to download it separately and try to install it that way it will fail to do some things. You can activate it by selecting custom game then scroll down and check Advanced Nukes in the options list. If you have downloaded it separately, I would advise a clean re-install of AND or C2C (Which ever you are using) and not bother installing this separately since it will be automatically installed with the larger packs. The last version I had released was perfectly stable and working smoothly. If you had not installed this separately then I would ask about it on the host mod's thread.
phill4848 Mar 29, 2011, 04:03 PM i installed this separately should i have put it in the modules folder or merged the whole thing with ROM
Dancing Hoskuld Mar 29, 2011, 04:08 PM i installed this separately should i have put it in the modules folder or merged the whole thing with ROM
It should already be in RoM. However you need to run a Custom Game to activate it for any "Play Now" games. Select "Custom Game", scroll down the options in the lower panel and check the "Advanced Nukes" option to turn it on.
phill4848 Mar 29, 2011, 05:26 PM im not seeing any option like that does this work with the mega version 2.8???
Civ Fuehrer Mar 29, 2011, 06:52 PM Erm, It's not in RoM actually. ANM was made incompatible with RoM when its dependence on AND was declared. This mod is already in AND and incompatible with RoM, so I suggest you get the AND lite or full to play with these nukes.
phill4848 Mar 29, 2011, 07:38 PM oh k thanks why is there a ROM link on the page and why is this forum in ROM modmod section
thats why i thought it was ROM
thanks ill try AND
phill4848 Mar 29, 2011, 10:33 PM ok now its working thx this is awesome
jedi93 Aug 18, 2012, 08:22 AM hey guys,
is there a way to get ANM to work without "A New Dawn" / C2C ?
Maybe extract out of "A New Dawn" and then remove AND?
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