Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Modpacks

Notices

Reply
 
Thread Tools
Old Aug 18, 2007, 12:12 PM   #21
Ansible
Chieftain
 
Join Date: Feb 2006
Posts: 40
Quote:
Originally Posted by jkp1187 View Post
Hey -- I do have another modding question for you -- how do I add a description to the mod that is visible when looking in the "advanced" menu?
Hmm... not sure offhand. Do you now of another mod that displays custom text here? If so, I can take a look...

Quote:
Originally Posted by jkp1187 View Post
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Final Frontier\Assets\XML\Text

but they don't seem to be located there.
A given Mod may not set a given text key value, instead it'll use the vanilla BTS value for that key.
The vanilla BTS text files are located at:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Text

Quote:
Originally Posted by jkp1187 View Post
Also, am I correct in assuming that there aren't any voice-overs for the new technologies for NextWar?
That's correct, there weren't any included in the original Next War mod/scenerio.

Quote:
Originally Posted by jkp1187 View Post
Hmm. Is the "DAWN_OF_MAN_TEXT" the location for the text you see when choosing mods? Or is it the text you see when the game actually starts?

(I suspect the latter.)
It's the text you see when the game starts... This mod doesn't define that key, just uses the default text. If you want to customize it, just define the key in one of the files under XML/Text.. (the Misc.xml file would probably be best)


BTW, I'm working on diversifying the late game ships a bit.. I'm think of removing the uranium options for some of the later ships, and adding new nuclear powered variants that require a few extra techs, and are slightly faster/more powerful.

I'm also thinking of adding a few earlier coal-fired units to fill in the gap between the Ironclad and the first oil-based units (like a coal powered wwI-era destroyer and transport). These would be a bit slower/less powerful the the standard units.. but still allow a player without oil to be competive for a few years.
Ansible is offline   Reply With Quote
Old Aug 18, 2007, 01:51 PM   #22
jkp1187
Unindicted Co-Conspirator
 
jkp1187's Avatar
 
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
Actually, I think the "dawn of man" text was more appropriate to what I was looking for.

Noticed that although the civilopedia entries properly show that the Space Elevator requires fusion, the space elevator icon is not showing up on the tech path. Is there a way for me to fix this easily?
__________________
JKP1187's Not Just Another NextWar Mod. (update pending)
NextWar: Revolutions (update pending)
JKP1187's Events
Map Scripts: Earth3.py; Terra2.py

I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return!

jkp1187 is offline   Reply With Quote
Old Aug 18, 2007, 04:51 PM   #23
Ansible
Chieftain
 
Join Date: Feb 2006
Posts: 40
Quote:
Originally Posted by Ansible View Post
BTW, I'm working on diversifying the late game ships a bit.. I'm think of removing the uranium options for some of the later ships, and adding new nuclear powered variants that require a few extra techs, and are slightly faster/more powerful.

I'm also thinking of adding a few earlier coal-fired units to fill in the gap between the Ironclad and the first oil-based units (like a coal powered wwI-era destroyer and transport). These would be a bit slower/less powerful the the standard units.. but still allow a player without oil to be competive for a few years.
I've uploaded v1.2, which adds some of the ideas above. You can download it from the top of the thread.

(jkp1187: I fixed the Space Elevate problem you mentioned above too)
Ansible is offline   Reply With Quote
Old Aug 18, 2007, 06:23 PM   #24
jkp1187
Unindicted Co-Conspirator
 
jkp1187's Avatar
 
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
Quote:
Originally Posted by Ansible View Post
I've uploaded v1.2, which adds some of the ideas above. You can download it from the top of the thread.

(jkp1187: I fixed the Space Elevate problem you mentioned above too)
Thanks. Which file has that fix in it? I am going to download your new mod, but I also want to keep a 'straight' version that just has the spaceship parts/space elevator fixes in them.
__________________
JKP1187's Not Just Another NextWar Mod. (update pending)
NextWar: Revolutions (update pending)
JKP1187's Events
Map Scripts: Earth3.py; Terra2.py

I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return!

jkp1187 is offline   Reply With Quote
Old Aug 19, 2007, 04:31 PM   #25
Ansible
Chieftain
 
Join Date: Feb 2006
Posts: 40
Quote:
Originally Posted by jkp1187 View Post
Thanks. Which file has that fix in it? I am going to download your new mod, but I also want to keep a 'straight' version that just has the spaceship parts/space elevator fixes in them.
The fix was made in CIV4BuildingInfos.xml, diff below:
Spoiler:
Index: CIV4BuildingInfos.xml
================================================== =================
--- CIV4BuildingInfos.xml (revision 40)
+++ CIV4BuildingInfos.xml (revision 41)
@@ -25145,10 +25145,10 @@
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
- <PrereqTech>TECH_ROBOTICS</PrereqTech>
+ <PrereqTech>TECH_FUSION</PrereqTech>
<TechTypes>
+ <PrereqTech>TECH_ROBOTICS</PrereqTech>
<PrereqTech>TECH_SATELLITES</PrereqTech>
- <PrereqTech>TECH_FUSION</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<Bonus>NONE</Bonus>
Ansible is offline   Reply With Quote
Old Aug 21, 2007, 06:48 AM   #26
jkp1187
Unindicted Co-Conspirator
 
jkp1187's Avatar
 
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
Quote:
Originally Posted by Ansible View Post
The fix was made in CIV4BuildingInfos.xml, diff below:
Spoiler:
Index: CIV4BuildingInfos.xml
================================================== =================
--- CIV4BuildingInfos.xml (revision 40)
+++ CIV4BuildingInfos.xml (revision 41)
@@ -25145,10 +25145,10 @@
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
- <PrereqTech>TECH_ROBOTICS</PrereqTech>
+ <PrereqTech>TECH_FUSION</PrereqTech>
<TechTypes>
+ <PrereqTech>TECH_ROBOTICS</PrereqTech>
<PrereqTech>TECH_SATELLITES</PrereqTech>
- <PrereqTech>TECH_FUSION</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<Bonus>NONE</Bonus>
Maybe I'm not understanding, but I think I've already done that...unless the "+" and "-" you've indicated above are actually supposed to be added to the code -- is that right?
__________________
JKP1187's Not Just Another NextWar Mod. (update pending)
NextWar: Revolutions (update pending)
JKP1187's Events
Map Scripts: Earth3.py; Terra2.py

I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return!

jkp1187 is offline   Reply With Quote
Old Aug 21, 2007, 04:30 PM   #27
Ansible
Chieftain
 
Join Date: Feb 2006
Posts: 40
Quote:
Originally Posted by jkp1187 View Post
Maybe I'm not understanding, but I think I've already done that...unless the "+" and "-" you've indicated above are actually supposed to be added to the code -- is that right?
Ah, don't worry about the pluses and minuses... they just show which lines were added and which were removed. You probably have it right.

FYI: The diff format provided is a pretty common method of exchanging txt file modifications over Internet (though used more commonly with program source files). There are many tools available that could take the above diff and automatically make the changes to the file.

If you're curious, the concept is explained here:
http://en.wikipedia.org/wiki/Diff
Ansible is offline   Reply With Quote
Old Sep 28, 2007, 05:32 PM   #28
lamppost4
Holder of the Light
 
lamppost4's Avatar
 
Join Date: Jan 2007
Location: Over Yonder
Posts: 286
Do you plan on adding any new civilizations to the mod, such as modern ones to fit the mod time period (i.e current perhaps)?
lamppost4 is offline   Reply With Quote
Old Sep 29, 2007, 06:42 PM   #29
Ansible
Chieftain
 
Join Date: Feb 2006
Posts: 40
Quote:
Originally Posted by lamppost4 View Post
Do you plan on adding any new civilizations to the mod, such as modern ones to fit the mod time period (i.e current perhaps)?
Ya, I've been thinking about including Canada as a new civ... with the leaders covering some of the missing trait combos (Thread on this here: http://forums.civfanatics.com/showthread.php?t=243993)

BTW, I uploaded a new version (1.4) - see the first post for details.

Ansible
Ansible is offline   Reply With Quote
Old Oct 01, 2007, 04:51 AM   #30
Pegasos
Deities' Favourite Horse
 
Pegasos's Avatar
 
Join Date: Feb 2006
Location: Too near Russia
Posts: 202
I will download this mod when you add new civs to it and balance it. Until then everything is pretty much in vain, I like things simple, except if there are 3 super pow(n)ers and one hyper power (Southern Empire)
__________________
Master of Puppets I'm pulling your strings
Twisting your mind, smashing your dreams
Blinded by me, you can't see a thing
Just call my name, 'cause I'll hear you scream
-Metallica
Pegasos is offline   Reply With Quote
Old Oct 01, 2007, 04:22 PM   #31
Ansible
Chieftain
 
Join Date: Feb 2006
Posts: 40
Quote:
Originally Posted by Pegasos View Post
I will download this mod when you add new civs to it and balance it
I'd be interested in hearing any ideas you have on improving balance (or what you think is currently broken for balance)...

Ansible

Edit: From re-reading your post, it sounds like you misunderstood what this mod is about. This mod has little to do with the Next War scenario - it doesn't contain the three superpowers you mentioned at all. Rather, it's a mod to regular gameplay, containing all the regular BTS civs, that happens to include the Next War techs/building/units, among many other changes, mostly in the name of balance or improving gameplay. (Almost all changes/additions occur in the industrial, modern, and future eras.)

Last edited by Ansible; Oct 01, 2007 at 04:41 PM.
Ansible is offline   Reply With Quote
Old Oct 02, 2007, 05:07 AM   #32
Pegasos
Deities' Favourite Horse
 
Pegasos's Avatar
 
Join Date: Feb 2006
Location: Too near Russia
Posts: 202
Oh... well then this is perfect, no complaints from here!
__________________
Master of Puppets I'm pulling your strings
Twisting your mind, smashing your dreams
Blinded by me, you can't see a thing
Just call my name, 'cause I'll hear you scream
-Metallica
Pegasos is offline   Reply With Quote
Old Oct 02, 2007, 01:33 PM   #33
Lachlan
Le Conquérant
 
Lachlan's Avatar
 
Join Date: Mar 2002
Location: European Union
Posts: 1,944
What will be the features of 1.5 ?
__________________
Very Civ Fan since 1996

Civilization, i'm lovin' it !

Excuse me by advance if i don't employ well the english words... Thanks I don't know all faux-ami words
Lachlan is offline   Reply With Quote
Old Oct 12, 2007, 12:34 PM   #34
Eunomiac
Chieftain
 
Eunomiac's Avatar
 
Join Date: Sep 2007
Location: Toronto, Canada
Posts: 73
Here's another question for you -- I'm currently using Solver's unofficial 3.13 patch. Is the DLL file you included necessary to run the game, or can I leave it off and continue to run on the updated version of Solver's patch?
Eunomiac is offline   Reply With Quote
Old Oct 13, 2007, 08:58 AM   #35
Amuroray
Chieftain
 
Join Date: Sep 2007
Posts: 72
Quote:
Originally Posted by Eunomiac View Post
Here's another question for you -- I'm currently using Solver's unofficial 3.13 patch. Is the DLL file you included necessary to run the game, or can I leave it off and continue to run on the updated version of Solver's patch?

Solver's unofficial 3.13 patch?
Amuroray is offline   Reply With Quote
Old Nov 03, 2007, 06:16 PM   #36
jpinard
Martian
 
jpinard's Avatar
 
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 760
Where is the entry to make oil more scarce? I'd like to try this in my own mod & map script. Thanks!
jpinard is offline   Reply With Quote
Old Nov 04, 2007, 01:02 PM   #37
jkp1187
Unindicted Co-Conspirator
 
jkp1187's Avatar
 
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
Hi Ansible -- just an FYI, I have used the core code you created for your mod to create a more 'vanilla' NextWar mod. I updated the code so that it was compatible with 3.13, and includes the Space Race changes (as well as a few other minor tweaks of my own, such as voice-overs for the NextWar tech quotations,) but not the subsequent stuff you put in the mod.

It can be found here:

http://forums.civfanatics.com/showth...12#post6118312

Feel free to re-use whatever you'd like as long as you give me a shout-out.

Thanks!
__________________
JKP1187's Not Just Another NextWar Mod. (update pending)
NextWar: Revolutions (update pending)
JKP1187's Events
Map Scripts: Earth3.py; Terra2.py

I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return!

jkp1187 is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Modpacks > [BtS] NextWar-Enhanced

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
[BtS] JKP1187's NOT JUST ANOTHER NEXTWAR MOD jkp1187 Civ4 - Modpacks 258 Jun 07, 2009 06:37 PM
BTS/NextWar Worldbuilder does not save to Scenario? Khondar Civ4 - Scenarios 1 Dec 29, 2008 11:01 PM
[BtS] NextWar: Revolutions jkp1187 Civ4 - Modpacks 64 Dec 19, 2008 04:43 AM
[NextWar] Question about NextWar coding jkp1187 Civ4 BTS - Official Mods & Scenarios 0 Nov 01, 2007 08:46 AM
nextwar mod similar to bts mitrida Civ4 - General Discussions 18 Jul 19, 2007 04:26 AM


Advertisement

All times are GMT -6. The time now is 03:44 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR