[BtS] "Extra"

Has anyone had an arcology bubble appear so big that it covers your whole empire? One game it happened to an opponent, another game it happened to one of mine. Really annoying.
I confirm this bug. As arcology radius grows as city population increases, I have a feeling that this bug happens when you build arcology in a city with population so high(or low?) that some kind of overflow happens.
 
@Sword of Geddon:
I'd rather not add any gunpowder flavor units as long as there are not enough available graphics.. For instance, I wouldn't feel comfortable with having an unique knight, an unique cavalry but a standard cuirassier.

@vean:
Adding completely new corporations is not what this mod is about. Instead, I just gave Olives and Salt to existing corporations :).

@Aeven(1):
No I didn't use those icons. Although they suit the WW2 mod, they wouldn't fit in this. Luckily I found buttons for the tanks I used here in the download section. Don't worry ;).

Ignatich/caether/DaNippers:
I'm very reluctant when it comes to adding new units. I'll only add new units when they are in one of the official mods and when I feel they are really original or really contribute to the game.

Kinseek:
Adding new game speeds is possible, but I wouldn't want to replace the current ones. I always play with Quick :).

Killim:
For now... it's as simple as overwriting the .dll file. Updated!

bmarnz/Ignatich:
Yeah, what Kallimakhus says is true. The bug (that happened because of the vile stable) is fixed now.

Aeven(2):
Nice, they would definitely add some more flavour to the game! I think I could add them in a later version. It's really a shame I can't do anything with the Polish units...
 
Chiyu

What I really like to have in this mod is Dale's bombardment modcomp. I think I mentioned this before. Now Dale has released this part separately with source code included it can be merged with solver's patch into the DLL. One problem is that it requires adding extra tags to units entries in Civ4UnitInfos.xml so it will need more work than just merging DLL code.

By the way, what are your plans for the mod? Will you continue adding stuff to it or you will just work on balance issues and consider it complete.
 
It looks really good; you've been a lot more selective with the unit graphics than lots of other people would be, which is fantastic. There's still a few units, jet fighters and bombers, which don't really seem to have parity with others in their class though; different sizes or different eras, but obviously you're limited by what ones are available at a decent quality.
 
And finally, here is version 2.6. From now on I'll focus on balancing and fixing things and maybe adding some more flavour. For the time being, I'll try to refrain from adding new, big features. It's somewhat "complete", yeah.

- Added the Light Tank unit from Road To War (BtS), altered the stats a little.
- Added the Heavy Tank unit from Road To War (BtS), altered the stats a little.
- Gave some of the Light, Normal and Heavy Tanks some ethnic flavour graphics. These skins come from Road To War (BtS) and the download section here.
- Gave some of the Fighters, Jet Fighters and Bombers some ethnic flavour graphics. These skins come from Road To War (BtS) and the download section here.
- Added the Chinese Cannon from Chinese Unification (Warlords) and renamed it to Hand Cannoneer. Since I don't want to have too many choices for units to build and since the unit skin looks too distinctively Asian, I added it in as a special unit that you can only receive when certain conditions are met. In this case, the player who gets to Gunpowder first receives a free Hand Cannoneer.
- Added the Arathnid from Defense, Gods of Old and Age of Ice (BtS). Because it wouldn't fit in very well as a normal, buildable unit, I put it in as a special event. When the event occurs that a giant spider is signaled in a forest near your city, you can either ignore it, kill it or catch and tame it. This is the only possibility to get an Arathnid in the game (they're meant to be unique).
- Added the Raider unit from Crossroads (BtS), but gave it different graphics so it's not a copy of the Carthagian UU.
- Made the Horseman a tad stronger, for balance reasons (7 strength instead of 6).
- Added the Military Encampment from Charlemagne's Wars (BtS). To reduce it in power, they now work as Cathedrals: you need a number of Barracks to build one.
- Added the Archery Range from Age of Ice (BtS), but gave it slightly different graphics and different text to fit better.
- Added the High Walls from Peloponnesian War (Warlords) as a national wonder.
- Added Advanced Sailing from Peloponnesian War (Warlords) as a new technology. It's situated between Sailing and Compass so in order to balance things, I reduced the research costs for these two technologies.
- Barter Economy has been reallocated to Advanced Sailing.
- Added the Ancient Drydock, renamed it to Shipyard and assigned it to Advanced Sailing. Obviously, these become obsolete when you research Steel and you can build the modern Drydocks.
- I noticed that there are quite a few alternative religions in the existing mods (for example Egyptian Mythology, Greek Mythology and Zoroastrianism). Some of these even had their own buildings (the Fire Temple for instance). I decided to implement these religions as local, minor religions (call them folklores if you wish). They're represented as a wonder, a temple that provides several small benefits and it triggers an event where you can choose for a Priest (new unit that uses the skin of the "Generic Missionary" and acts as a healer that can go along with your stacks) or a free specialist in your city.

Issues:
* I'm still trying to figure out how I can prevent players from building more than one of these unique wonders in one city (help please?)... To be honest, I'm not 100% happy with the way these seven "local religions" have been implemented yet so I'm open for suggestions. If I don't figure something out, perhaps I'll just leave them out totally.
* Can anyone find out why the Selection sound for the Arathnid unit isn't working properly? It worked in Warlords..
 
Issues:
* I'm still trying to figure out how I can prevent players from building more than one of these unique wonders in one city (help please?)...

Chiyu: You can use the same technique the Next War mod uses to disable obsolete versions of the Arcology.

(Note: When you build a newer Arcology, say Arcology shielding, it actually deletes the previous version from the city and blocks you from building it again)

Take a look at the 'cannotConstruct' function in the CvGameUtils.py script you imported from Next War. It basically disables certain building types if certain other building types are present.

Ansible
 
Great update Chiyu!, and full of new interesting addition. I can't wait to try it.

I don't know what is wrong with having more than one cult temple in a city. If you made their temples a little too powerful you can nerf them. You may omit the free unit . You may make this unit received when the player build a shrine for one of the main religions instead. Or make the shrine give free medic promotion to units built in the city.

If you still want these temples to be unique for each city the solution Ansible outlined seems to be the only one. It will be a very long if statement!
 
Question:

I was using Extra v2.4 Mod on my current game.
Saw the v2.6 update and installed it.
Will this mean I have to play a new game and it won't play my saved game using v2.4?

I been trying to load my old game and it just keeps crashing me while trying to load it.
 
IMO, adding ethnic diversity to the game is a pretty popular idea right now, and it doesn't make too much sense to me that all the units are ethnically diverse until gunpowder is invented, then everyone turns Caucasian.

Yes, it is a bummer that we can't find cuirassier graphics quite yet, having everything diverse but that is an improvement over little to no diversity.
 
I don't like the idea of having the additional temples as world wonders. They don't serve any unique purpose this way. Why don't they become available in the early game before founding any of the main religions. This idea is implemented in Total Realism and in FfH as well. In TR as long as you adopt Paganism you can build pagan temples and once you adopt a state religion you can no longer build them.
 
@Sword of Geddon:
Alright, you win ;)

@Kilim:
I'm sorry about that.. Mostly, a new version is not compatible with an older version. I'd suggest you to wait patching until you finished your current game. If you want, I can temporarily reupload 2.4 so you can continue?

@QJaxun:
Nice screenshots :). I wonder, won't so many units at the screen decrease performance (when playing at highest settings)?

@Kalimakhus:
Yeah I wasn't really happy with them being wonders myself, but I couldn't think of anything else. I guess I'll stick to your idea, it sounds realistic and it is a good compensation for people who don't have an early religion.
How do I enable certain civs to build a certain pagan temple (for example; the Japanese have Shinto Temple, the Persians have Zoroastrian Temple, the Greeks have Greek Temple, the Vikings have Norse Temple etc.) without adding them as UBs? After all, it wouldn't be very balanced if one civ could build all seven pagan temples.
 
+1 for revolution mod but you should take it cautionly because of possibles crashs...
 
Top Bottom