View Full Version : Testing Version 1 Released!


Flying Pig
Feb 27, 2010, 11:46 AM
Patched 1 9/3

Here's the first testable version of the mod for public download. The only strings attached are that if you download it, please feed back.

Download ONCE MORE RE-DONE, 20/2

We're especially keen for feedback on the following:



When playing Argentina, do the British always land in the right place (should be around San Carlos Bay give or take about ten tiles)



How should the tech tree work?



Any comments on civics?



British players - can you make any headway? Argentine players - how do you fight back?

When playing, try to safeguard aircraft carriers and cruisers purely because they will be victory units later on - any strategy that risks them will therefore become invalid. We don't want to be told:



There's no events! - Events have been removed for now
The graphics are ugly! - most of these are still in development stage
I can't win! - there's only conquest and domination set on. Good luck with that!

Patch 1 [9/3] does the following:



Bug fixes - aircraft now load onto British carriers, ancient age units are disabled.
Game music!
Marsh terrain unhealthiness removed.

Panopticon
Feb 27, 2010, 04:36 PM
It's not reading XML entries for custom civs, and the scenario itself isn't working for me. I just get the map and civs in the Ancient Era.

Koba the Dread
Feb 27, 2010, 09:25 PM
I believe I'm having the same problem. I can load the map, but nothing else is available (i.e. custom civs or scenario).

Flying Pig
Feb 28, 2010, 12:17 PM
Go to play a scenario/the falklands and it should work.

Koba the Dread
Feb 28, 2010, 01:09 PM
Sadly, that's not it (at least not for me). The same outcome: map size huge, the choose your civ from the vanilla list of civs, and then begins in the stone age.

You're close! Keep it up, I can't wait to play. Best of luck.

JEELEN
Feb 28, 2010, 01:15 PM
Here's the first testable version of the mod for public download. The only strings attached are that if you download it, please feed back.

Download here!

We're especially keen for feedback on the following:



When playing Argentina, do the British always land in the right place (should be around San Carlos Bay give or take about ten tiles)



How should the tech tree work?

Good show! :goodjob:

IMO the tech tree should not work (i.e. there should be no techs to develop with the short space of the actual Falklands War). Can't promise any factual feedback, as I don't know if I'll have time to playtest... Downloading anyway - and sorry about the starting hiccups. ;)

Flying Pig
Feb 28, 2010, 01:43 PM
The plan for it was that research represents developments in methods more than techs - so may unlock things like processes and promotions rather than buildings and units.

Sadly, that's not it (at least not for me). The same outcome: map size huge, the choose your civ from the vanilla list of civs, and then begins in the stone age.

Sounds like there's been a screw-up during the upload. Download suspended while I sort it out.

Koba the Dread
Feb 28, 2010, 01:48 PM
I have faith you'll sort it out.

Panopticon
Feb 28, 2010, 02:00 PM
Edit the CivBeyondSwordWBSave file to include the mod path: Mods\Falklands.

Koba the Dread
Feb 28, 2010, 02:28 PM
I'm not sure I follow you. Could you be more specific please.

Flying Pig
Feb 28, 2010, 02:54 PM
There's a line in the save file called Mod Path. It'll be fixed when we re-upload as standard anyway.

The_J
Feb 28, 2010, 04:12 PM
Just load the mod first, then load the map. Not difficult ;).

Koba the Dread
Feb 28, 2010, 05:26 PM
Now we're talking! It's loads, it starts, and I'm very impressed. One big issue out the gate: the Sea Harriers don't stay loaded (or load) on the carriers. Other than, that I'm fooling with it still. The SBS unit knocked out an Argentine plane, British subs have damaged the Belgrano and Argentine corvettes approach the north coast of E. Falkland.

I love it!

Koba the Dread
Mar 05, 2010, 04:57 PM
FYI - the default carrier and jet fighters are behaving normally. I'm still looking at the XML unitinfos (but I don't know what, if anything is missing).

Flying Pig
Mar 06, 2010, 11:31 AM
I found the solution. In Civ4UnitInfos.xml, go to the entry for UNIT_BRITCARRIER and change SPECIALUNIT_FIGHTER into SPECIALUNIT_CARRIER. It's fixed for the next version.

Koba the Dread
Mar 06, 2010, 04:26 PM
Thanks, that fixed it! This is impossible though . . . not enough units to beat them. The Argentine's are building cities on E. Falkland (I took Buenos Aries).

My fleet is tough, lost the Cardiff though - the Argentine fleet has either retired to port or has been sunk.

Strange, no SAS unit, but 2 SBS units. No Air Corps but thankfully no Argentine Air Force or Exocet attacks.

All in all, very few flaws so far . . . Tech tree isn't working, the Engineer can't build improvements.

Fantastic map detail and I think the unit graphics are just fine.

I'm a big fan and I had fun for awhile - I'm sure the next release will be evn more fun.

Koba the Dread
Mar 06, 2010, 08:48 PM
Argentine's are about to re-take Teal. That's where those elements of the 6th Motorized Infantry Regiment went and the supporting Anti-Aircraft Battery; there's no way the Fleet can get there in time.

Flying Pig
Mar 07, 2010, 08:28 AM
Thanks, that fixed it! This is impossible though . . . not enough units to beat them. The Argentine's are building cities on E. Falkland (I took Buenos Aries).

My fleet is tough, lost the Cardiff though - the Argentine fleet has either retired to port or has been sunk.

Strange, no SAS unit, but 2 SBS units. No Air Corps but thankfully no Argentine Air Force or Exocet attacks.

All in all, very few flaws so far . . . Tech tree isn't working, the Engineer can't build improvements.

Fantastic map detail and I think the unit graphics are just fine.

I'm a big fan and I had fun for awhile - I'm sure the next release will be evn more fun.

The SAS at the time of the start of the game were freezing themselves on South Georgia. Once we get the python working, they'll drop in as re-enforcements; one to Pebble Island, one to recon Mount Kent (near Stanley) and move to Port Howard. The AAC will be part of a similar event which lands an infantry brigade at Fitzroy when you capture it. The tech tree has been disabled until we can cobble something together

Also, the argies shouldn't be building cities. That's a major error in our code - stand by for a fix. Basically it came from using an old version of a file; the same thing that triggered the carriers problem - I should have noticed that then.

Koba the Dread
Mar 08, 2010, 01:55 PM
Okay, I've tried a couple of starts in order to gauge the accuracy of the British landings. I'm pleased to report that they went 5-5 with landing in or around San Carlos Bay.

I'm not entirely sure how the Tech Tree should play out. In my humble opinion, I belive the Tech Tree may not be needed at all or could be used for something like collecting $200 for passing Go (do you follow me?) or a surge in spreading British Ideology, or even some kind of espionage boost/success.

I just don't know, the promotion system is fine, not sure what else a Tech Tree could offer . . . again, an example could be French assistance with countering Exocet, the establishment of an "exclusion zone" which could increase the Fleet's viewing distance.

Nonetheless, thanks for making CIV IV fun again.

Flying Pig
Mar 08, 2010, 03:28 PM
I'm currently debating whether to post the fixes to this as a patch, or wait a bit to do some harder work the release another version. Thoughts?

Koba the Dread
Mar 10, 2010, 02:54 PM
My apology for the delayed reply; I was out of town for a conference and although I had internet the entire time, I didn't have the time for the forum.

I see you released a patch and I'm about to 'give it a go'. Thanks again for the MOD, it's a lot of fun.

Koba the Dread
Mar 11, 2010, 11:08 AM
Update - I can still build warriors (ancient era units).

Flying Pig
Mar 11, 2010, 11:41 AM
I can't on my version that I have. Are you sure you downloaded the new one and replaced the old one?

Koba the Dread
Mar 11, 2010, 06:01 PM
I'll download and give it another go. I'll update tonight.

Koba the Dread
Mar 12, 2010, 06:45 PM
Again, sorry for the late update - removed, downloaded, installed, played, and built a warrior in the ancient era.

Koba the Dread
Mar 12, 2010, 06:48 PM
By the way, I keep playing, and I use the "editor" to attach cruise missles, add units to Argentine areas, give myself some units and I make the most of it.

Great work so far, this is really good stuff.

DisAstro
Mar 23, 2010, 10:09 AM
Nice scenario :)

Keep up the good work

Flying Pig
Mar 23, 2010, 02:02 PM
DisAstro, can you build warriors? I take it you downloaded it very recently.

Voyhkah
Jan 05, 2011, 05:15 PM
The Download is broken. :( I was really looking forward to playing this mod!

Flying Pig
Jan 06, 2011, 11:08 AM
The Download is broken. :( I was really looking forward to playing this mod!

I'll try and put it back up. Unfortunately, as you may know, I had to take an extended break not too long ago from the forum, modding and normal life in general and work on the mod stopped, but I might be able to resume doing it whne I'm less busy

EDIT 7/1: HERE (http://www.mediafire.com/?u7od73p4f0ad1ll)

nevorian
Feb 20, 2011, 12:46 PM
is there anywhere I can download this from? I clicked the link and it took me to Gamefront, but it says the file is unavailable. this has happened several times. I REALLY want to play it!

Flying Pig
Feb 20, 2011, 12:48 PM
is there anywhere I can download this from? I clicked the link and it took me to Gamefront, but it says the file is unavailable. this has happened several times. I REALLY want to play it!

See my above post - it links to 'mediafire' or something. The thing works, but as I can't do Python the victory conditions are as normal Civ IV (ie: difficult!) and there are no events. Does anyone have the skill and/or time and inclination to sort this out?

nevorian
Feb 20, 2011, 01:08 PM
See my above post - it links to 'mediafire' or something. The thing works, but as I can't do Python the victory conditions are as normal Civ IV (ie: difficult!) and there are no events. Does anyone have the skill and/or time and inclination to sort this out?

thank you! I downloaded your UK civ for BTS by the way - really good :D! it's always p'd me off how Firaxis always did it as England - so much of our culture is about the Welsh, Scots and Northern Irish

nevorian
Feb 20, 2011, 01:25 PM
IT'S NOT WORKING!!! I try to load it up, but the game becomes unresponsive - "Civilization IV BTS has stopped workinh" etc! is there something wrong?

Flying Pig
Feb 20, 2011, 02:32 PM
No idea. I'll try and fix it tomorrow, if I remember.

angelitocarc
Mar 27, 2011, 10:40 PM
if you want you can make a diplomatic vote of the onu with the reason of the recuperation of the ISLAS MALVINAS from part of argentina :rolleyes: the falkland islands(islas malvinas) are in the martim plataform of argenina. sorry for my bad inglish im argentinian

Flying Pig
Mar 28, 2011, 09:56 AM
if you want you can make a diplomatic vote of the onu with the reason of the recuperation of the ISLAS MALVINAS from part of argentina :rolleyes: the falkland islands(islas malvinas) are in the martim plataform of argenina. sorry for my bad inglish im argentinian

That would be fantastic as an idea except that with only two factions it would require a complete re-working of the UN (the English spelling of ONU) system and I can't see under what grounds - that the player could influence - the vote would be given either way besides.

In my no doubt worse Spanish:

Sería una idea fantástica, pero, porque hay sólo dos facciones, eso requeriría una completa reelaboración del sistema de la ONU y no puedo ver por qué motivos - que el jugador podría influir - la votación se verían influidas, además.

I think from a trouble-shooting point of view it's going to need a complete re-working from scratch; I have no idea what the problem is but it seems to be nasty. Could take some time.

mechaerik
Apr 01, 2011, 07:07 PM
The thing works, but as I can't do Python the victory conditions are as normal Civ IV (ie: difficult!) and there are no events. Does anyone have the skill and/or time and inclination to sort this out?

I have time, and i probably have the skill (my python skillz have dramatically increased since the last update of this), but unfortunately I can't do it - my laptop's video card (and by extension, the whole motherboard) burned out and i haven't been able to replace it.

Flying Pig
Apr 02, 2011, 05:47 AM
I have time, and i probably have the skill (my python skillz have dramatically increased since the last update of this), but unfortunately I can't do it - my laptop's video card (and by extension, the whole motherboard) burned out and i haven't been able to replace it.

Sounds like fun - if you get it fixed let me know and I'll send the stuff over

angelitocarc
Apr 04, 2011, 12:16 PM
That would be fantastic as an idea except that with only two factions it would require a complete re-working of the UN (the English spelling of ONU) system and I can't see under what grounds - that the player could influence - the vote would be given either way besides.

In my no doubt worse Spanish:

Sería una idea fantástica, pero, porque hay sólo dos facciones, eso requeriría una completa reelaboración del sistema de la ONU y no puedo ver por qué motivos - que el jugador podría influir - la votación se verían influidas, además.

I think from a trouble-shooting point of view it's going to need a complete re-working from scratch; I have no idea what the problem is but it seems to be nasty. Could take some time.

thanks for the answer im downloading the mod, shure its a grat mod keep it up:goodjob:

MavRlck
Apr 04, 2011, 07:02 PM
I have d/l and played the mod. Played both Argentina and GB. Both end in about 5 weeks (very short) with the Brits winning. Game runs fine and looks super and realistic. Weak on play time with no reason for ending, can't even continue to play out the scenario. BTW - love the added music, especially "Cry for Me Argentina" Need vid of Madonna singing? lol
The Harriers worked with the carriers, but there are couple of argentina jets suspended in the ocean north east of the islands that I could not control.

Cheers!

SeekTruthFromFacts
Jul 21, 2011, 12:11 PM
What version of Civ is this for?

mechaerik
Jul 21, 2011, 04:15 PM
3.19 BtS.

amrod
Aug 25, 2011, 06:13 AM
Hi, I tried it with the following experiences:

- SBS unit can't conquer a city
- MP and Artillery can't attack anything
- SeaKing can't enter land
- Exocet missile: can't be loaded on the missile carrying ships, just stays in the ocean
- in civics: censorship says "+1241352 happiness per religion"
- also censorships' +3 happy per religion etc do not work
- on radar units: they can only detect subs when they emerge on surface; also they would need to be placed on higher terrain to see further than a few km. There should be a sonar building instead in port cities.
- UK landed in Port Howard in my game
- for both sides I played once; for both, after a while (in Argentina, week 4 June) it suddenly said Argentina won a Military victory victory (sic). There's no such thing in the pedia or victory advisor; also, don't know why it happened. (When playing UK, I was about to land, only lost very few ships; when Argentina, UK captured Port Howard and lost some ships) Second time it froze after writing out the message
- How are artilleries supposed to be good for anything with an attack of 18? Or is it because argentinian soldiers have so much lower strength than british ones?

In overall, these resulted in the mod unplayable and unenjoyable for me; even though I like the idea. But I think it might better be suited for a panzer general like game (yes, could quite well imagine PG2 scenario for this). The map is very large, while units (esp land) move very slowly.

Raptor341
May 13, 2012, 05:30 PM
Flying Pig: Any chance of you still having this mod and being able to repost it for download or send it to me? Thanks,

Raptor341



"Per Adura Ad Astra"

Peisistratos
Mar 19, 2013, 01:41 PM
Where can one download this mod?