[BtS] "Extra"

@Chiyu

Enabling one or more civs to build a specific building is what a UB is by definition. Why don't you like the pagan temples to be UBs? (Any other way will be a long work around to accomplish the same effect).

If you have them as UBs you will need one Building Class and each civ will substitute the one suitable to it.
 
I just wanted to let you know that I really like this mod.

Keep up the good work!
 
Great work on the mod so far, ive been playing it exclusively since i bought BtS :goodjob: . Just finished a large formation mod, using Extra 2.6. Im going to make a vanilla BtS version and upload those files tomorrow.

Extract the zip file into your Mods/Extra folder, overwriting when prompted.

Thanks a lot QJaxun! I've been waiting for this!
 
Thanks a lot QJaxun! I've been waiting for this!

A little suggestion: I would make modern units like marines and infantries travel in 5 units instead of 10, because it would represents squads instead of massive armies. Same thing with tanks, I would have 1 instead of 2, but that's me!

edit: well, after using it, I don't like it that much. Sometimes the graphics don't correspond with what's going on. For example, during a battle between my archers vs barbarian archers, after a long battle, it showed that I don't have any archers, and they have 3 left, but I ended winning. Seems a bit clunky.
 
Hey Chiyu,

Does your mod require a modified DLL or can I just slap Solver's latest ontop? Since he makes these updates daily it may be a pain to keep up and I'm not sure which is the last update of his you've incorporated already, but the updates from the 12th to the 14th were some biggies straight from Blake (Mr. BtS AI Guy).
 
@QJaxun:
Nice screenshots :). I wonder, won't so many units at the screen decrease performance (when playing at highest settings)?

Yeah theres some performance problems with displaying this many units. I ended up turning off AA, if after more testing its found to be to much, ill reduce the size of the largest formations. I think the trade off is worth it though.
 
A little suggestion: I would make modern units like marines and infantries travel in 5 units instead of 10, because it would represents squads instead of massive armies. Same thing with tanks, I would have 1 instead of 2, but that's me!

edit: well, after using it, I don't like it that much. Sometimes the graphics don't correspond with what's going on. For example, during a battle between my archers vs barbarian archers, after a long battle, it showed that I don't have any archers, and they have 3 left, but I ended winning. Seems a bit clunky.

Thanks for the suggestions, i think youre right about the modern units.

I havent had this happen to me yet in the limited testing that ive done. Ill try to find a fix for it tonight.
 
I'm having a lot of fun with this mod.

Perhaps you could consider adding the alt religion mod linked below. I tested it with your mod using the modular functionality of BtS and it seemed to work flawlessly and imo compliments the religion changes you have made.

http://forums.civfanatics.com/showthread.php?t=157732

The only danger I see, as I think this might be a fun option as well, is that Chiyu's mod here introduces some new resources which then would have no icons if you install the Alt Religion mod's revised GameFont.TGA.
 
The only danger I see, as I think this might be a fun option as well, is that Chiyu's mod here introduces some new resources which then would have no icons if you install the Alt Religion mod's revised GameFont.TGA.

I agree. I also like the AltRiligion mod. In fact real world religion always seemed weired in the game.

However combining GameFont.tga files is a pain. Maybe we can ask Alulim to do it for us. He is an expert in this area.
 
I have a suggestion about the Papal Pikemen. You could set it so that 1 Papal Pikeman spawns in your Apostolic Palce every 10-20 turns for the medieval era.

You could maybe add other wonders and units to the same effect as well.
 
I have merged the AltReligion mod into Extra. As AltReligion is implemented as BTS modules, most of the process is quite simple. Just extract the AltReligion zip file into the mods folder first. Then copy the modules folder from AltReligion/assets to Extra/assets. Copy CvReligionScreen.py form AltReligion/Assets/Python to Extra/assets/Python. It won't overwrite anything.

Now the only problem was in the Game font files. I just merged the icons for the additional resources and attitude icons from the Extra GameFont.tga and GameFont75.tga into the corresponding files of AltReligion. The resources icons were actually missing from GameFont75.tga for Extra so I added them as well so now they appear in the help area when you hover with your mouse on one of these resources on map.

To use the merged files. Go to Extra/assets/res/Fonts and rename the two files there adding '.bak' at the end. Extract the contents of the attached rar file in this folder.

http://forums.civfanatics.com/uploads/115758/GameFont.rar

PS. You have to enable module loading to do that go to My Documents/My Games/Beyond The Sword folder. Open the file CivilizatioIV.ini. Find the line that says:
ModularLoading = 0
Change the value from 0 to 1.
 
Great work on the new additions. I just wanted to let you know I used version 2.4 of you mod as a starting point for my own mod, the BtS Expansion Pack. You can find it here: http://forums.civfanatics.com/showthread.php?t=237520
I saw you had some really cool idea's in you coming versions. Do you mind if I take some things out and use them in my own mod?
Keep up the good work :)
 
Great mod :)

But the local religions are really too powerfull. A medic 3 unit is most of the time your first GG, I don't know for others but I never actually fight with him except when the odds are over 95% so in the end with just one uber priest, you have no need for a medic 3 chariot and can settle him, effectively gaining 1 free GG.

And the other choice, the free specialist is uber too... well can't help you to find a balanced idea but meanwhile you should remove the feature completely I think.

You should also add Solver's events, you have added some yourself after all, and he works for firaxis ^^
 
@Aeven:
I fear the Revolution mod changes the gameplay in a way that not everyone might enjoy. This mod is about small, subtle changes/additions that don't change too much to the core game :).

@Kalimakhus (1):
Yeah, that's exactly what I did with the temples now. Although this solution is far from perfect (ie. not every civilization has it's own unique pagan temple, for example the Shinto temple is shared by a number of civs), it will not influence the gameplay too much.
Until I find a way to obsolete these buildings by adopting a state religion, they will simply be obsoleted by the tech Theology.
Oh and by the way, I added 3 new pagan temples: the Phoenician Temple and Celtic Temple from Rise of Rome (Warlords) and found a Mesoamerican Temple in Amra's mod, so the Mesoamericans won't have to feel left out :).

@banality:
While the idea of having alternate religions is certainly fresh, I'm trying to keep this mod as realistic as possible (as realistic as the core game, rather). Sorry.

@Nooble:
I did something else with the papal pikemen because I wasn't really happy with the way you just got three immediately after building the Apostolic Palace. Now it's just a random event, but... only for the person who built the Apostolic Palace. And the event gets obsolete in the industrial era.

@Vince_2000:
I hoped to fix this by removing the (incomplete) movie for the Wembley altogether. Can you try it now?

@LordGek:
Yes, you can overwrite the .dll whenever you want, I didn't change anything. And if you don't want Solver's .dll, you can choose to use another one (like the one that allows up to 40 civs in one game). No problem at all!

@Kalikmakhus (2):
Thanks for your updated GameFont75.tga. I wasn't aware that the resources needed GameFont75 too. ;)

@Berenthor:
I don't mind at all, feel free to use whatever you want :)!

@Saltiana:
Yeah I figured this myself already... The local religions have been rehauled completely and the medic unit is now a normal, random event (same thing I did with the papal pikemen and the arathnid).


Sooo.. 2.7 is done! Other than the things addressed above, it has a couple of other nice new features:

- To popular request: I added lots and lots of new flavour units. All cultural groups now extend up till the modern age (save for Greco-Roman, of course), with the African type included. Avain's graphical modcomp made it much easier to find most of these :). For the time being, I didn't make any distinctions between the European civs (French, English, German, Russian etc.) or the Middle Eastern civs (Egypt, Arabia, India, Ottomans etc.), except when I got their graphics from the WW2 mod. Maybe this is an idea for a future version. But I can assure you that there's more than enough flavour right now! In fact, I even had to make new flavour units for the African type. I mean, it would be stupid if all their units had a black skin except for a few. So I reskinned the AntiTank Gun, the Paratrooper, the Explorer and the Peltast to make them look 'african' (I gave the Peltast some new clothes too). I hope you're happy now, Sword of Geddon :p.
Spoiler :


- The new flavour units came with an increase of size, so to compensate for this I decided to remove the custom Main Menus. If you have Chinese Unification or Next War enabled, please return to one of the four 'official' ones before replacing your Extra mod.

- I added the Vehicle Plant building from WW2: Road to War. I think it's a pretty good idea.

- I replaced the United Nations button for the Centers for Disease Control national wonder with a new button with the actual Centers for Disease Control (and Prevention) logo on it! I always found it pretty cheap that they never bothered to give that national wonder a new button.

- I decided to add Hitler and Hirohito from WW2: Road to War. Credits go to Saketh and Chugginator for their great leaderheads. However, I made new buttons for them because I wasn't satisfied with the ones used in WW2: Road to War (somehow they didn't fit in with the other leaderhead buttons; Hirohito's seemed blown up and Hitler's was too small in comparison to Frederick and Bismarck).
Saketh and Chugginator provided diplomacy lines for their leaderheads, and I liked them so I stuck with them. However, they were only in English so I had to translate them in the other four languages myself. I'm no expert in either of these languages, so it's possible that there are some typos or grammatical errors. If so, please tell me so I can correct them. As for the civilopedia backgrounds... Well, they were too long and risky to translate literally so I just grabbed some new information from fr.wikipedia.org, wikipedia.de, wikipedia.it and es.wikipedia.org ^^. Hitler has Charismatic & Aggressive, Hirohito has Imperialistic & Financial.
Anyway.... I'm aware that some people (especially Germans and Poles, I guess) would rather not have Hitler in the game, so I have uploaded an alternative version without Hitler and Hirohito.
 
First of all, great additions! You have worked hard indeed and I am sure everybody here appreciate it a lot.

- Having the same pagan temple for a number of civs is quite realistic. Many pagan cults where practiced by more than one nation in ancient times. Also with adding Phoenician, Celtic, and Meso-American Temples you covered most regions quite well.

BTW, I enjoyed exploiting the temples in their previous form so much. I just built as many as I can and kept all priests in my cities gaining the extra money so it helped me expand while keeping my research at 100%! Good times sorry they are gone now.

- About icons you could actually do without the GameFont75.tga if you didn't include attitude icons. If the file is not there the main file will be used and resources will have their icons everywhere they are needed. However when the file exists small icons are taken from it and any missing icons will not be substituted. Strange!!

- About AltReligions I see your point but I actually see using alternative religions as a remedy to something I really hate in the game. The current implementation of religions besides being far from realistic can sometimes seem insulting or demeaning for the real world religions. Many people don't like their beliefs being so abstracted and devoid from whatever they stand for. This is of course a personal opinion and I still can merge AltReligions in for my personal use. We can't ask you to incorporate everything each of us likes to have in the game. This would be rather silly.

Edit: Adding the vehicles factory is quite a good idea, so while you were there why didn't you grab the airplanes factory as well? Seems quite realistic as well. I am little too fond of new buildings and of making unist require them as well. You can't have too many buildings no matter how many you have for you simply don't have to build them in every city. People should think of how they should specialize their cities by combining the right buildings. Also it is not realistic to be able to build every single type of units in every city you have.
 
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