[BtS] "Extra"

Chiyu,

Nice job putting this together!!

I have one question...What did you do to fix the bug with the three arcology shields appearing on top of each other?
 
With each update ... does that mean I have to start a new game?
Or any workaround?

Started using this mod with v2.4 I think and loved it.
Currently playing a new game since v2.6 came live and actually doing fien for once lol.
I play Gigantic Tectonic Map with 18civs on Marathon so it takes me a while to finish up.

Only thing I wish now is to have more than 18 civ in this mod and a possibly larger map option :D
 
Chiyu,

Very nice job putting this mod together!! Civ4 + Next War and some extra content on top of that?!! Awesome!! :goodjob:

I do have one tiny little, hardly-noticable request. I would REALLY like to combine Extra with another mod: CivCustomiser. :mischief: CivCustomiser allows a player to modify the leader's traits, choose a different leaderhead regardless of civ, choose starting techs, unique buildings, and unique units at the start of the game.

http://forums.civfanatics.com/showthread.php?t=237182

Maybe this could be an Extra_Special mod if you didn't want that to be a standard feature? :lol:

I tried combining them myself, but without success. I have no idea what I'm doing. :crazyeye:

Anyway, thanks for the mod you've been working on. I look forward to future installments. :D
 
New idea . . .

I was thinking about the great stuff in Extra especially with the extended tech tree and had two thoughts:

1) Another mod, I think called Total Realism, came up with the idea of including "Doctrines". It would allow a Warloard to "build" a "doctrine" such as "Fierce Warriors" or "Holy War" or "Coastal Raiding" to a civilization. The game effect would be to increase one promotion to new units created. For example, "Fierce Warriors" might give melee foot soldiers (whether Axemen, Spearmen, Swordsman, and so forth) +1 Unit Strenth of 10% when created. I'm not sure of how it was worked out, but I loved the concept and thought that would be another way to "increase" the tech (only for 'veteranizing' units).

2) The idea of adding Next War and extending the technological development is great. Firaxis came out with a game called Alpha Centauri that was based on terraforming a planet and building a futuristic civilization. The concepts were roughly the same and it had a great deal of "futuristic tech" that could be incorporated (with a whole lot of new unit and building creation). Anyway, its probably too much work, but I mention it in case it might be a source for other additions worth trying out.
 
quick question, the beta for revolutions for bts is out, will you be incorporating Extra with it?

it would be awesome to expand on the civs ability to split off and form new civs, especially since you have given us so much more!
 
I wouldn't mind merging this with other mods as soon as it's finished.. But first things first ^^.


I have just played a large test round with version 2.7 of the mod and to my greatest dismay, the shields have been giving problems again!

When I build the Arcology, and then build the Arcology Shielding, the old Arcology pops up in the list again! And when I rebuild the Arcology, I can build the Arcology Shielding again.. etc. etc.
Could anyone help please? I believe it's python related but I'm not sure.

Here's a screenshot of the issue:
http://www.craccoclan.com/divisions/strategy/screenshots/Civ4ScreenShot0181.jpg
 
Thanks for the hard work--adding the future techs in particular have made my game.

However, I notice a bug hitherto unreported in this thread. I am unable to build executives; they simply do not appear in the build list even after I have founded a corp.

The only other modification I am using is Lt. Bob's 40 Civ/ Solver patch combo .dll, and I didn't have this problem with it while playing other mods. Perhaps a prerequisite has been added in Extra that isn't appearing in the civilopedia? And that I maybe didn't notice in your release notes?
 
Oh, and before I forget--I think Assassins are a great idea, and they can be employed somewhat like spies. That is, they use espionage points and have to park for multiple turns to increase the chance of a mission success. Thus, they can be discovered and thwarted like spies.

What would make Assassins different, and thus worthwhile, is one special ability. One in particular--they should be able to assasinate one Great Person located in a city. This includes GPs simply sleeping in the city, fortified Great Generals, and Super Specialists, perhaps in that order of priority. Or only one of those three catagories if necessary to keep things simple.

In any event, the ability to destroy Great People in one fell blow, coupled with the Spy parameters for mission accomplishment, is really the only justification I can see for an Assassin. Plenty of units can pillage, and the Spy performs city sabotage, so something different must be done.

Another Assassin mission: a change to destroy one population point automatically, as opposed to the slower methods used by the spy. This might seem a bit much, but it sounds consistent to me with the type of abilities affoarded by other special units.

What would be really cool, however, is if the Assassin could destroy Leaders! The way this would work: it would require a high difficulty level, but if it succeeds, it would through the civ into anarchy for several turns. The diplomancy screen would be disable for that civ during this anarchy. Then a new Leader would come to power--either the same one if the Civ is limited to one Leaderhead, or an alternate.

This would have the added benefit of shaking up the game by contending all players against a new personality. Which reminds me, I should mention a Leader Death/ Ascension random event to Solver.

Obviously, the Assassin should be a National Unit, limited to three in play like anything else. Also, because of these murder powers, it should not be able to perform any other kind of missions, like poisoning or building sabotage, for balance reasons.
 
However, I notice a bug hitherto unreported in this thread. I am unable to build executives; they simply do not appear in the build list even after I have founded a corp.

Me llamo El Dumbarse. I forgot that State Property disables domestic corps as well as foreign. [Annoyed Grunt].
 
@Aeven

If you don't like to have Hitler and still want to keep Hirohito get the release the has them both then just make Hitler unavailable.

Go to Extra/assets/XML/Civilizations open the file "Civ4CivilizationInfos.xml" Scroll down to the section of Germany then find the Leaders section and find:
<Leader>
<LeaderName>LEADER_HITLER</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>

Change 1 to 0. There won't be a Hitler for Germany.
 
Hey there and grats on making a great mod/mod compilation :)

Anyway I have a question, did you include Solvers latest update that includes the fix to colonies going independent after ~10 turns? Its really bugging me in my current game (havent installed 2.7a yet, just found out it was updated). (Basically in my current MP game with a friend, we have 4 new independent civs in the game that were colonies for the AIs for ~10 turns before they broke away and I think we both have plans on making colonies of our own :).

If you havent, I assume that it would screw things up if I replace your core dll with solvers?
If solvers is placed in the default BTS assets directory, does the "Extra" core.dll ignore it or does it load after or such.

Also... which changes from 2.7a will not carry over to an ongoing game? And as for the colonies breaking free... do you guys figure that needs a new game and me and my mate are screwed in our current one or...

Regards,
Vanch
 
If you havent, I assume that it would screw things up if I replace your core dll with solvers?
If solvers is placed in the default BTS assets directory, does the "Extra" core.dll ignore it or does it load after or such.

Also... which changes from 2.7a will not carry over to an ongoing game? And as for the colonies breaking free... do you guys figure that needs a new game and me and my mate are screwed in our current one or...

Regards,
Vanch

As far as I know, "Extra" uses Solver's .dll file. So just replace it with the latest version. All of Chiyu's changes are restricted to Python and XML that I am aware of. In fact, if you already have Solver's latest version running in your core BTS Assests, just delete the .dll in the Mod altogether.

Because anything in a Mod folder will override a like file in the regular Assests, as long as that Mod is running. So yes, the core .dll will be ignored by "Extra's" dll. I confirmed this when using hacked .dlls. Fortunately, I just posted the solution: dump Solver's latest in the Mod, or dump Solver's latest in your core files and erase the Mod dll--either method will work.

Just as a point of intrest: I also learned about the Mod file priority when I loaded up "Extra" and discovered that my custom, era-sensitive soundtracks weren't playing. In the case of my music, an equally easy, if time-consuming fix got it right as rain: I simply edited the "Extra" audio XML files to recognize my Kig Azz Toons (For the Future Era, I use a lot of Sci-Fi movie instrumentals and Nine Inch Nails). Civ 4 is definetly not for noob modders--for example, there's no centralized "editor" interface which lets you handle almost everything. But with a little bit of social life and finals studying traded away for a few hours checking out the fora and the game files, I have to admit that this title is very mod-friendly.
 
D'oh! Should've thought of that ;)

Also, when I clicked Beserker in the Pedia, while viewing macemen, I got a CTD.

If you are running BTS version 3.03, that is a Firaxis-confirmed bug. "Extra" has nothing to do with it. I haven't determined a pattern myself--the CTD so far seems random.
 
Hey

This mod you made is amazing, IMO. I've been using it as the base for my personal compilation mod. That version has the Revolution, Shinto, and Hylianism mods along with XXL world, Solver's events, the Air Force mod, and the BTS Unaltered Gameplay mod. Like I said, it's for personal use only, but this little deal you gave us is amazing.

I can't say I've seen any bugs with it that can't be explained through my copypastaing, so keep up the good work!
 
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