[BTS Total Mod] Thomas' War

I had this problem with (if I recall correctly) Warhammer fantasy beta or Second Revolution (I may be wrong, it was long time ago) and I remember I fixed something in CvPath.py to make it work...
I run your mod only.

P.S. I've checked and the problem is NOT in cvPath.

Here are exceptions I get on start, obviously your method of python-finding-something cannot read russian language :). Other mod doesn't try to do it.
Spoiler :


P.P.S. Wtf!!!! I just switched the python exceptions on and it gave me the interface back!!! 8|

[EDIT] I've got it. Alt-tab gives me interface back. There was such problem in Fall Further modmod with new interface, ask creator of religious interfaces for Fall Further modmod for Fall from Heaven (I think it was Xienwolf) how did he fix it for the solution.
 
First of all: Very interesting mod. Some things do bug me, but I mod them out on my own, so it's a great mod, my favourite alternate Civ-take so far.

But little question: Will the next version change the text-xmls a lot? I'm translating it into German... and if a lot changes, I'll hold off the translation for a while.

Cheers, LT.
 
Deon, I'm glad it finally worked. Weird sometimes things get tangled up. I have a lot of old python from my first version of this mod still lingering around and I'm sure that that causes it's fair share of problems. I'm in the process of cleaning it up though.

~~~

the next version does add a bunch of text since i'm adding new leaders and civs and I'm also combining a bunch of the xml files just so there wont be so many of them. As for the the actual text, since the civlopedia now works I will be updating all the civlopedia entries for the units and buildings. I'm also adding tags for the other languages, just so you don't get stuck in a no interface start menu and cant unload, but dont have the time or ability to translate myself.

Non unit or building stuff probably won't be touched. I know my XML files are a mess and really poorly organized. I'm working on cleaning them up. It might be best to wait however.

Also what are the things you don't like? I'm always trimming and editing and I like to hear what people think works or doesn't.
 
With python exception showing on it started to give me multiple errors about some "ai choose production" python function. About 6/7 errors/turn. I guess some script telling AI what to build is not functioning properly.
 
Yeah, that AI production code is from a mod I didn't write but combined into my mod. I have to see how i can clean it up as the original python seems messy.

edit: That is being caused because whoever wrote the original code never defined pPlayer. it's fixed for the next version.
 
Also what are the things you don't like? I'm always trimming and editing and I like to hear what people think works or doesn't.
Mainly end game stuff. The eschatology tech and the apocalypse project are just sort of strange, mainly because it's a requirement for dreadnoughts and the andromeda weapon - while the project itself is cool (and the unlocking of the scavenger fits very well), the other two are a bit strange, at least conceptually.

Also the "fix" for the space race (warp drive) to delay it is sort of wonky, because it often works like that: Everybody builds all the parts... and then waits for the right tech (and due to the internet, that tech spreads really fast). Additionally, you can build some parts pretty early - in normal Civ, that's required, but since your mod incorporates Next War and goes a bit further, I reckon delaying some parts a bit would fit.

So yeah, my main beef is that Next War is in PLUS a heap of stuff, cluttering the endgame a bit, I think it could be stretched out a bit (by adding some extra steps to the techs, but also by making the future techs slightly more expensive), this would also give one a bit more playtime in the modern epoch, which is sort of short, right now (because the beakers really crank up in that period - which is fine for normal Civ, again, because it's the endgame, but here, it's a bit later).

Lastly, two cosmetic things I sort of dislike (but cosmetic things aren't that important): Integration of alternate terrain - don't get me wrong, I like BlueMarble, but... it should be a choice, especially as Chuggi has released some improved graphics... and it's sort of hard to really use that with your mod because of that. AND a new BlueMarble version was released.

Second cosmetic problem: The future cities... they're really, really dark, as it black... they don't look that well, I fear, they're a bit bland, compared to the modern style.

EDIT: Also, seeing the andromeda unit, it really brought these memories of Call to Power back, where ecoterrorists had that terrain cleaning, city destroying nanite thing. I think it would fit really well - and would be a nice counterpoint to the apocalypse/andromeda, as it makes the planet better again... while it kills units and improvements.

Cheers, LT.
 
Well you should be more satisfied with the next version then, as I already addressed your first 3 points in my edit. Dreadnought no longer needs the apocalypse project (the pre-req itself was left over from a previous build), and the space ship parts have been moved around a bit. I didn't like the official next war fix for that where all the parts were moved till the future era, so they are spread around a bit. warp drive is out. of course i encourage people to place them wherever they like. also all the research costs for the future techs have been increased. currently though, the research speeds for industrial, modern, and future era are actually slower than in standard BTS to take into account that the game lasts longer.

i don't 100% agree with your cluttering comment, though i see where you're coming from. most of the stuff i added to the next war are in new techs that i added, the reason being to give people alternate tech paths they could research in that era. Additionally, two of my future techs are actually after next war as you can't research them till after the next war techs. i saw the next war future as sort of empty especially right after coming from the really cluttered modern era. again, though the research speed does kinda defeat this. slower research probably is the way to go.

i don't actually use bluemarble, it's a different terrain graphic set. chuggi just recently released his graphic set while my last version update was close to 2 months ago. i probably won't be changing it, though (i kinda find chuggi's terrain set too dark toned and both blue marble and chuggi's terrain are larger file size and thus harder to process and big mods already have enough trouble with MAFs late game without adding to it). the problem with giving a choice is that it removes multilayer compatibility as then you wont have the same files as everyone else. it's really not that hard to alter the XML to have it look at a different set, though, for your personal use. just go into the terrain artdefines XML and change the directory for it to look at.

as for the future cities... they're the only future city set available and to me it looked odd to keep the modern city graphics into the future era. i would like to change them, or have alternate future city styles but no one has made more future city sets yet.

next version does add more city sets for nomadic civs though, but that mainly affects early game.

thanks for the input
 
I'm going to leave the terrain files unpacked next version so people that want different terrain graphics can easily overwrite them.

I figure that'll be the easiest solution.
 
So the new version is basically done. i've added everything that i'm going to add. im just now working to get rid of some of those python exceptions (though none of them are noticeable or break the game) and play testing.

probably by the end of this week it'll be out.
 
Is ModDb a good place to host the new version? Last time I had it on both ModDb and Filefront, but the Filefront got erased automatically since nobody downloaded from there for a week or so.

Does anyone know of a better place or if there's problems with ModDb (as I know some people can't download from filefront)?
 
For MOO2Civ I use Rapidshare since the last patches; you go straight to the DL page and there have been no complaints.;)
 
it's really not that hard to alter the XML to have it look at a different set, though, for your personal use. just go into the terrain artdefines XML and change the directory for it to look at.

just out of interest, how do you do that ? could you tell me in a few simple steps , ? thanks .
 
The Artdefines_Terrain XML file...
(thomas' war/assets/xml/art/)

This is a sample of its xml

Code:
		<TerrainArtInfo>
			<Type>ART_DEF_TERRAIN_GRASS</Type>
			<Path>Art/Terrain/Textures/GrassBlend.dds</Path>
			<Grid>Art/Terrain/Textures/GrassGrids.dds</Grid>
			<Detail>Art/Terrain/Textures/GrassDETAIL.dds</Detail>
			<Button>,Art/Interface/Buttons/BaseTerrain/Grassland.dds,Art/Interface/Buttons/BaseTerrain_TerrainFeatures_Atlas.dds,3,1</Button>
			<LayerOrder>5</LayerOrder>
			<AlphaShader>0</AlphaShader>
			<TextureBlend01>8,0</TextureBlend01>
			<TextureBlend02>1,0</TextureBlend02>
			<TextureBlend04>6,0</TextureBlend04>
			<TextureBlend08>5,0</TextureBlend08>
			<TextureBlend03>2,0</TextureBlend03>
			<TextureBlend06>10,0</TextureBlend06>
			<TextureBlend12>12,0</TextureBlend12>
			<TextureBlend09>9,0</TextureBlend09>
			<TextureBlend07>3,0</TextureBlend07>
			<TextureBlend14>14,0</TextureBlend14>
			<TextureBlend13>11,0</TextureBlend13>
			<TextureBlend11>4,0</TextureBlend11>
			<TextureBlend10>7,0</TextureBlend10>
			<TextureBlend05>13,0</TextureBlend05>
			<TextureBlend15>15,0 16,0 18,0 19,0 20,0 21,0 22,0 23,0 24,0 25,0 26,0 27,0 28,0 29,0 30,0 31,0 32,0</TextureBlend15>
		</TerrainArtInfo>

I always use the default names but if you want for it to look at different folders or names, say I put all my new textures (still using the default names) in the folder Art/Terrain/Textures2

Code:
		<TerrainArtInfo>
			<Type>ART_DEF_TERRAIN_GRASS</Type>
			<Path>Art/Terrain/Textures2/GrassBlend.dds</Path>
			<Grid>Art/Terrain/Textures2/GrassGrids.dds</Grid>
			<Detail>Art/Terrain/Textures2/GrassDETAIL.dds</Detail>
			<Button>,Art/Interface/Buttons/BaseTerrain/Grassland.dds,Art/Interface/Buttons/BaseTerrain_TerrainFeatures_Atlas.dds,3,1</Button>
			<LayerOrder>5</LayerOrder>
			<AlphaShader>0</AlphaShader>
			<TextureBlend01>8,0</TextureBlend01>
			<TextureBlend02>1,0</TextureBlend02>
			<TextureBlend04>6,0</TextureBlend04>
			<TextureBlend08>5,0</TextureBlend08>
			<TextureBlend03>2,0</TextureBlend03>
			<TextureBlend06>10,0</TextureBlend06>
			<TextureBlend12>12,0</TextureBlend12>
			<TextureBlend09>9,0</TextureBlend09>
			<TextureBlend07>3,0</TextureBlend07>
			<TextureBlend14>14,0</TextureBlend14>
			<TextureBlend13>11,0</TextureBlend13>
			<TextureBlend11>4,0</TextureBlend11>
			<TextureBlend10>7,0</TextureBlend10>
			<TextureBlend05>13,0</TextureBlend05>
			<TextureBlend15>15,0 16,0 18,0 19,0 20,0 21,0 22,0 23,0 24,0 25,0 26,0 27,0 28,0 29,0 30,0 31,0 32,0</TextureBlend15>
		</TerrainArtInfo>

Thats all it takes
 
Thats all it takes
Alternatively, you could also unpack the pak file, drop the new textures in and put it together again - I did that, because I a) prefer the loading speed of the pak-files, and b) forgot about the artdefine for that moment. :blush:

Cheers, LT.
 
Haha true, but some people don't know how to unpak/pak files plus the few textures won't slow down loading speed that much.

Next version I'm going to leave the textures unpaked so people can change this easier.
 
Just found out the file is too big for rapidshare :mischief: ModDb it is.

The new version is going to be uploaded Saturday morning (November 1). I'm also uploading two wonders and an updated great diplomat mod that same day.

Here's a rough change list for v3.0

Civlopedia

The dreaded civlopedia bug plaguing past versions has been completely fixed, click away!

With the civlopedia now working everything has been given complete and accurate civlopedia entries

Thomas&#8217; War Concept section added to the civlopedia to help people identify additions to the game

Enhanced unit/building background graphics thanks to Chuggi

2 New Traits


Agricultural

New cities start with 2 population
Extra food on city growth

Nationalistic

-25% War Weariness
No upkeep costs for government
Double production speed of jail

New Base Terrain

Wetlands

+1 Food, +1 Commerce
2 Movement
Improvements take +25% time to build
Defending units get +10%
Cities require coast or fresh water

In order to build improvements on wetland tiles you need to have researched the Civil Service tech. You can&#8217;t build improvements on wetlands when under Environmentalism

Snow and Desert tiles now also require coast or fresh water in order to found a city

Python Map Script Code by Johnny Smith

10 New Civs

People have asked why my civs aren&#8217;t modular. The reason being is that for many of them I use python to give their units/buildings unique abilities. Also, while I think many modular civs are well done I more or less make mine from scratch (occasionally borrowing ideas or Civlopedia XML) to make sure they fit my mod and the abilities I&#8217;ve given my other civs.

Akkad
Matnu (Archer); +10% City Defense, Immune to Collateral from Siege
Mishikhtu (Market); Decreases Worker Build Time
(Models adapted from BTS assets)

Austria
Jager (Rifleman); Immune to First Strikes, Increased Defense vs. Grenadiers
Opera House (Observatory); Culture Bonus when Hurrying Production with Gold
(Jager model by seZereth, Opera House model by Refar)

Canada
Mountie (Cavalry); +50% Forest Attack, +50% Hills Attack
Microwave Station (Broadcast Tower); +1% Research +1% Espionage in ALL cities
(Mountie model by Jecrell, Microwave Station model by AsioAsioasio)

Gran Colombia
Libertadores (Cuirassier); +10% City Attack, Garrisoned Cities Significantly Less Likely to Revolt
Cucuta Congress (Jail); Decreases Civic Change and Anarchy Time
(Libertadores model by C.Roland, Cucuta model by Refar)

The Kingdom of Kongo
Congo-Bowman (Longbowman); +50% vs. Archery Units, Ignores Building Defense
Slave Market (Customs House); Gold Bonus When Sacrificing Population
(Congo-Bowman adapted from Varietas Delectat, Slave Marker model adapted from Colonization assets)

Ancient Libya / Berber Nomads
Plumbed Nomad (Scout); Flat Movement, Can Explore Rival Territory
Foggaras (Aqueduct); Turns the City Plot into a Source of Fresh Water
(Nomad model adapted from CivGold, Foggaras model adapted from Colonization)

Poland
Heavy Hussar (Cuirassier); +10% Withdrawal Chance, Doesn&#8217;t Require Gunpowder
Fabryka (Factory); +3 Culture, +1 Free Citizen
(Hussar model by Danrell, Factory model by AsioAsioAsio)

Sweden
Livgarde (Rifleman); Built with +3 Experience
Riksbank (Bank); Increases Gold Reserves by 10%
(Models adapted from Colonization)

Tupi
Yurupari (Scout); Can Attack, Provides Military Support
Cannibalistic Altar (Granary); Food Bonus When Sacrificing Population
(Models adapted from Fall from Heaven)

Vietnam
Viet Cong (Infantry); Can Move over Impassable Terrain, +50% Jungle Defense
Floating Market (Levee); +1 Commerce on River Tiles
(Viet Cong model adapted from CivGold, Market model by C.Roland)

29 New Leaders

Since I like to follow the rule in BTS where no two leaders have the same leader combos, when I add more leaders I add additional traits (which is why so-and-so isn&#8217;t Aggressive). All the trait combos are used.

Adriaen von der Donck; Org / Dip (Colonization)
Afonso I; Dip / Agr (Adapted from CivGold)
Aho&#8217;eitu; Pro / Str (Colonization)
Amenhotep III; Agr / Cre (NikNaks)
Casimir; Phi / Ind (CivGold Team)
Charles V; Nat / Spi (Colonization)
Cochise; Nat / Str (Colonization)
Cortes; Cha / Str (Colonization)
Cunhambebe; Pro / Org (Colonization)
David; Cre / Nat (Ekmek)
Franz II; Ind / Nat (Ekmek, Wolfshanze)
Gustavus Adolphus; Phi / Str (Colonization)
Henry de Aviz; Exp / Nat (Ekmek)
Ibn Saud; Agg / Mer (Ekmek)
Johan de Witt; Mer / Nat (Colonization)
Lenin; Phi / Nat (Refar, Dutchking)
Logan; Pro / Agr (Colonization)
MacDonald; Dip / Nat (Colonization)
Makeda; Fin / Mer (Ekmek)
Maria Theresia; Nat / Fin (CivGold Team)
Meiji; Agr / Ind (Ekmek)
Meshken; Cha / Agr (esnaz)
Pol Pot; Agr / Nat (Refar)
Samuel de Champlain; Fin / Agr (Colonization)
Sargon; Agr / Mer (Ekmek)
Selassie; Cha / Nat (bernie14)
Simon Bolivar; Pro / Nat (Colonization)
Taizong; Imp / Agr (Firaxis)
Vercingetorix; Str / Agr (Aranor)

Additionally, Ho Chi Minh; Phi / Agr (Refar, Ekmek, Kao&#8217;chai) has been re-added to the game. Patton and Ptolemy have been removed. Leader traits of previous leaders slightly moved around.

Str = Strategic
Dip = Diplomatic
Mer = Mercantile
Agr = Agricultural
Nat = Nationalistic

Colonization Assets

Leaderheads, City Sets, Units, Marsh Terrain, Buildings, Sounds and a bunch of other assets from Colonization have been added to Thomas&#8217; War. Since other people have done the same to their mods it is assumed to be allowable, but no one has done it as extensively as I have so if I&#8217;m told to take it done I will and replace the assets. Honestly though, if you don't have Colonization it would be worth downloading the mod just to get the assets.

New Events

Added Headlock&#8217;s BTS events

Made and added:
Ecoterrorists Event; (Chance to lose an improvement built on wetlands if you are running Environmentalism.)

The Way of the Dodo Event; (Scientists discover the Dodo has gone extinct. Temporary unhappiness in all cities. Can only happen once, small chance of occurring.)

Fixed Temple Prostitution Quest python trigger data.

New Promotions

Swamp Fox 1,2,3
Wetlands &#8216;Woodsman&#8217;-type Promotions

Winter Warfare 1,2,3
Snow/Tundra &#8216;Woodsman&#8217;-type Promotions

Nomad 1,2,3
Desert &#8216;Woodsman&#8217;-type Promotions

Lookout
+25% vs. Recon Units

MANPADS
+25% vs. Helicopter Units

Misc


Added Nomad-esque early city set for Libu, Mongols, Timurids, Huns, Tupi, etc
Added colonial city set for Colonial Empires
Added Middle East Future city set by AsioAsioAsio
Changed the Native city sets to those used in Colonization
Added a base colonial unit set
Split/Added a Native North American unit set
Added Chuggi&#8217;s Diplomat and Geisha model (as well as a few others)
Spaceship Parts Reorganized
Changed the Interface
Via Appia now lets workers build Roman Roads in addition to providing them
Crusaders now need a state religion to be built
Missionaries now disabled under Atheism; now No Upkeep
Lawyers now disabled under Socialism
Future Era Research Costs Increased
Dreadnought and Andromeda no longer require the Apocalypse
Improvement Construction on wetlands disabled under Environmentalism
Added more accurate buttons and python descriptions
Made Civ 4 style buttons for Colonization assets and new civs
Adapted the Continents and Islands script to spawn Marsh/Wetlands
Idle Cities by OnmyojiOmn
Movement in cities more efficient
Egyptian Religious Shrine changed to the Temple at Karnak
Voodoo Religious Shrine change to the Tomb of Marie Leveau
Strategic back to giving its promotion discount ability
Mapster changed back to this v1.1 form
All monastery buildings renamed monastery for game play reasons. Temples still can have unique names.
New Title Screen
Cleaned up a lot of the code
A bunch of balance changes
 
Impressive update list there! ;) (And sorry about the rapidshare suggestion - din't know they have an MB limit...):blush:
 
The download is down while I prepare to upload the new version. It'll be up by tomorrow morning.

~Thomas

EDIT

It is awaiting authorization... grah however long that takes
 
Version 3.0 is up!!!!

Download

I edited the first three posts with up to date info so please go back to the first page for a change list and troubleshooting.

Currently it is only hosted at filefront. It is submitted to ModDB and awaiting approval there, so an alternate download will be available shortly.

I have to say, I'm quite proud of this version. You can tell from the moment it loads up that it is a lot more polished. I worked out the civlopedia bug. Stamped out most if not all the python exceptions, a lot more stable in multiplayer. I think I created some interesting python based abilities for the new civs.

I hope everyone enjoys the new version. Since we're all not 100% sure about using Colonization assets yet, if I'm asked to, I will replace the mod with a version that doesn't use those assets... so download fast haha!

Also, I probably won't be updating this again for a while - save if major bugs or imbalances come up - as I'm going to be really busy in real life. (If you notice I uploaded like 10 things just now!) This version is amazingly stable and if people want to add translations or add-ons to this mod this is the version to do it with. I'm sorry but I just won't have the time to merge this with revolutions. :blush:. I encourage someone else to take up that task if they are willing and have time. Keep in mind a revolutions version won't be multiplayer compatible.

Thanks and enjoy!
 
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