Orion's Challenge Mod Comp for BTS

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Orion’s Challenge Mod Comp 1.06H for BTS 3.17

Download here: http://forums.civfanatics.com/./downloads.php?do=file&id=7913

Known Issues: If anyone can help resolve this issue please feel free to recommend any known fix you may have.
1. Button to create forest remains on, even though the current plot already has a forest.

Change History:

Version 1.06H Changes: 31 Oct 2008

1. Added new religion: Shinto, which is discoverd with existing tech Priesthood and is a fully capable religion. Game now has 8 religions to choose from.

Version 1.06G Changes: 21 Oct 2008

1. Fixed the bug that allowed AI civ to found more than one Holy city when playing limited religions. This was a very difficult bug to fix, but it is finally done. Rebuilt 2 functions in the CvGameUtils.py file and created a new function to do a centralized Holy City check.

2. Added an option to bypass the religious tech first to discover rule. In limited religions: If a player does not own a Holy City and the religion for the religious tech has not been founded yet, then the player can found the religion. Make sure the Choose religions game option is unchecked at the start of the game. Special thanks to Modifieda4 for the idea.

To play with bypass option: Set value to 1
To play without bypass option: Set value to 0

Version 1.06F Changes: 27 Sep 2008

1. Foreign Inquisitions! They have three prerequisites:

• There must be an open borders agreement with your civilization.
• The state religion of the civilization must match yours.
• Your state religion must be established in the city.

2. Created an option for foreign inquisitions in the GlobalDefinesAlt.xml file.

• To play with limited religions: Set value to 1
• To play without limited religions: Set value to 0

3. Fixed limited Religions bug that allowed the AI to found more than one Holy City. It was only a one line fix in the CvGameUtils.py file.


Version 1.06E Changes: 12 Sep 2008

Added a new building called the "Holy Office" as a prerequisite for producing Inquisitors. Holy Office building attributes:

Cost 240 hammers
+2 Gold (Simulates the confiscation of victom's personal property)
+1 happiness (City benefit for maintaining Religious Unity)
+1 Unhealthy (Simulates loss of population due to Inquisition)
Can turn one citizen into Priest
State Religion must be present in a city to build the Holy Office
Holy Office is now required to produce an Inquisitor

CivPedia comments: The principle of political, cultural and religious unity became the standard for many European governments in the Middle ages. The inquisition was imposed to preserve the purity of the faith and the unquestioned authority of religious and state leaders. Heresy was a belief in something that conflicted with the official state religious doctrine. The Tribunal of the Holy Office of the Inquisition operated with the full authority of the state to enforce church doctrine by cracking down and rooting out heresy. The words Holy Office meant Holy Office Building or Branch Office Building of the Holy Inquisition. The right of inquisition was the right to inquire on matters of faith and morals. Inquisitors representing the Holy Office were greatly feared.

Version 1.06D Changes: 31 Aug 2008
1. Police Unit now has it's own combat group called "LAW ENFORCEMENT UNITS"
2. Police Unit now has 5 exclusive promotions that no other unit has: Riot Control! Each promotion adds a 10% less chance of a city revolt if the police unit is garrisioned in that city.
3. Limited Religions: Only one Holy City is allowed to be founded per Civ. The option is set in the GlobalDefinesAlt.xml file.

To play with limited religions: Set value to 1
To play without limited religions: Set value to 0

4. AI now founds a religion right on time.
5. Tech Theology ignores the limitation where only the "first civ to discover the tech founds a religion". Theology now allows a player to found one of the remaining religions if the player does not already own a holy city; even if the player is not the first to discover Theology.
6. Eliminated the religious tech exploit and guarantees a level playing field for all Civs.
7. Fixed minor python bug for limited religions.

Version 1.06B Changes: 04 Aug 2008
1. Converted mod to be compatible with BTS 3.17 patch
2. Updated to DCM v1.6
3. See DCM for a number of bug fixes.

Version 1.05A Changes: 2 July 2008
1. Added new Prerequisite (Number 6) for Religious Victory: You must have built the official State Religion Shrine.
2. Fixed goody hut bug by removing Archery Barrage (See item 4).
3. Removed Ranged bombardment Mod (See item 4).
4. Added Dale's Combat Mod (DCM), which includes Archery bombardment, Ranged bombardment and other cool options.
5. Fixed Multiple minor bugs (Priest, terraform, forest creation, and AI choose production bugs)
6. Fixed XML Text file (Text_Key_is_DCM_Bombard) for CIVPEDIA.
7. To avoid a conflict, the Abandon City/Building popup execution command is now "Ctrl-A"

Version 1.04D Changes: 18 June 2008
Religious Unity at long last!
There are now 5 prerequisites for achieving a religious victory
1. A player must have an official State Religion
2. A player must have the Holy City for the official State Religion
3. All of a player's cities must have the official state religion established.
4. All of a player's cities must not have any non-state religions established.
5. Religious influence must be at least 80%

Version 1.04C Changes: 18 June 2008
1. Fixed bug that had the Corn Field" button come back on after irrigating a plot to create a Farm.
2. Fixed bug message that says “Will destroy farm" which came on after the farm was built.
3. The farm is now considered an upgrade for Corn, Rice and Wheat, but the upgrade is not automatic - You still have to use workers.
4. Once the farm is built, the crop buttons for Corn, Rice and Wheat now disappear.
5. You must plant Corn, Rice or Wheat before building a farm.
6. You must have fresh water on flatland to plant Corn, Rice or Wheat; until Civil Service tech.
7. Fixed the art and data entries in the Civilopedia for 104C changes.

Version 1.04B Changes: 20 April 2008
1. Fixed minor typo that prevented terraforming of a plot.
2. Can now Terraform Tundra into Plains (skips desert thanks to Eisklinge)
3. Fixed bug that had AI workboats traveling through ICE before prerequisit tech.
4. Created separate unit called the "Ice breaker" and increased the cost.
5. Eliminated the upgrade of the Workboat to Ice Breaker. Both are separate units.
6. Eliminated Build farm execution button bug that states, "Will Destroy Corn".

Version 1.04 Changes: 27 Feb 2008
1. Added capability to plant Corn, Rice and Wheat with tech Agriculture
2. Added capability to terraform plots with tech Biology
....Flat land --- ice > Tundra > Desert > Plains > Grass
....Build or Remove Hills
3. Added capability to plant a Forest with tech Guilds

Version 1.03 Changes: 2 Feb 2008
1. Added the Police Mod
2. Added the Ice Breaker Mod

Version 1.02 Changes: 18 Jan 2008
1. Updated Dales Ranged Bombardment Mod to the official version - Replaced by DCM
2. Added Main Screen Mod by NeverMind

Version 1.01 Changes: 5 Jan 2008
1. Added Archery Barrage - Replaced by DCM
2. Added Abandon/Raze City and Buildings

Version 1.0: 29 Dec 2007
Combined Dales Ranged Bombardment Mod with the Inquisition Mod.

This mod merged the following mod components into a Mod composition called Orions Challenge. Whew! Lots of work! Special thanks and all rights reserved to all of the following authors:

Sto: For the Religious Unity code.
http://forums.civfanatics.com/showthread.php?t=277582

Dale: Dales Combat Mod (DCM)
http://forums.civfanatics.com/showthread.php?t=257210

BMARNTZ: Inquisition Mod
http://forums.civfanatics.com/showthread.php?t=249392

DUAL: The Shinto Religion Mod
http://forums.civfanatics.com/showthread.php?t=152421

Nemo: Abandon/Raze City and Buildings
http://forums.civfanatics.com/showthread.php?t=252243

NeverMind: Main Screen Mod
http://forums.civfanatics.com/showthread.php?t=235834

Orion Veteran: Police Mod
http://forums.civfanatics.com/showthread.php?t=259954

Orion Veteran: Ice Breaker Mod
http://forums.civfanatics.com/showthread.php?p=6442175 See post 40.

Sto: Religious Unity Python code (Special Thanks) :goodjob:

Instructions: Download Zip file and extract all files into the folder: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

Special notes: These are my favorite mods put into one single mod. Each mod adds what I believe to be essential upgrades to Civ4 BTS. There are other worthy mods I would like to add. ...Someday. (This was not easy)

Religious victory is set at 80% religious influence.

Other mod recommendations for BTS 3.17:

Download the Blue Marble mod: Install HighRes version
http://forums.civfanatics.com/showthread.php?t=232604

Download Smartmap:
http://forums.civfanatics.com/showthread.php?t=154989


Enjoy!

Orion Veteran
 
You should add the bombing missions by dale as well.

I agree, as it looks awesome. ...Haven't had time to play test it yet.

what exactly the barage does?

Archers, Long Bowmen and Cross Bowmen can attack a city or enemy units from one square away. Picture the movie Brave Heart when the archers let loose a multitude of arrows at the enemy. Archery barrage is really a cool feature that brings a whole new dimension to early combat. You have to be at war for the barrage button to work.

and does abandon city work?

Yes it does! Open any city and press the keys: "Control X". You can now choose to delete unwanted buildings or abandon the entire city.

Orion Veteran :cool:
 
Downloading now to try out. Thanks.
 
Changing number of civs allowed is easy.

CvDefines.h: Change one value (see bold line)
Code:
#pragma once

#ifndef CVDEFINES_H
#define CVDEFINES_H

// defines.h

// The following #defines should not be moddable...

#define MOVE_IGNORE_DANGER										(0x00000001)
#define MOVE_SAFE_TERRITORY										(0x00000002)
#define MOVE_NO_ENEMY_TERRITORY								(0x00000004)
#define MOVE_DECLARE_WAR											(0x00000008)
#define MOVE_DIRECT_ATTACK										(0x00000010)
#define MOVE_THROUGH_ENEMY										(0x00000020)

#define RANDPLOT_LAND													(0x00000001)
#define RANDPLOT_UNOWNED											(0x00000002)
#define RANDPLOT_ADJACENT_UNOWNED							(0x00000004)
#define RANDPLOT_ADJACENT_LAND								(0x00000008)
#define RANDPLOT_PASSIBLE											(0x00000010)
#define RANDPLOT_NOT_VISIBLE_TO_CIV						(0x00000020)
#define RANDPLOT_NOT_CITY											(0x00000040)

#ifdef _USRDLL
[b]#define MAX_CIV_PLAYERS												(18)[/b]
#else
#define MAX_CIV_PLAYERS												(CvGlobals::getInstance().getMaxCivPlayers())
#endif

#define MAX_CIV_TEAMS													(MAX_CIV_PLAYERS)
#define MAX_PLAYERS														(MAX_CIV_PLAYERS + 1)
#define MAX_TEAMS															(MAX_PLAYERS)
#define BARBARIAN_PLAYER											((PlayerTypes)MAX_CIV_PLAYERS)
#define BARBARIAN_TEAM												((TeamTypes)MAX_CIV_TEAMS)

Then just change the XML to allow more players in the world size XML file. :)
 
Changing number of civs allowed is easy.
CvDefines.h: Change one value

After making the easy change to the CvDefines.h file and also to the XML, then the DLL must be recompiled, which is not so easy when I don't have a tool available to compile DLLs.

Very Respectfully,

Orion Veteran :cool:
 
Ahhh..... Okay, didn't realise that. :)
 
Roamty, I don't get it, what is in your package that is not in Orions package already ? some updated versions of components ?
 
OrionVeteran this is for you


RangedBombardArchery Barrage
----------------------------
I give you RangedBombard for BTS 3.13 with Bhuric's unofficial patch 1.11 and
Supplementarypatch 1.02 also with Archery Barrage pull from FfH Age of Ice.
The Source files:RangedBombard BTS 3.13 Source CvGameCoreDLLpatch-v1.11 Source
Supplementarypatch-v1.02
[BTS] CvMainInterface.py fix This modification of CvMainInterface.py cleans up the button
"overload" in the main interface screen. by Fierabras
MAX CIV PLAYERS 34 Yes up to 34 Civs.
This is my update to Dale's BtS 3.13 Official Ranged Bombard
by Roamty
The BtS 3.13 Official Ranged Bombard has been released! By Dale he gets the credit

http://files.filefront.com/RangedBombardArchery+Barrezip/;9382447;/fileinfo.html


Roamty,

So kind of you... :thanx:

Orion Veteran :cool:
 
OrionVeteran, just to be a pain, because what would the mod forum be without posters asking for more... could Dale's Full DCM be interrgrated into this mod comp ?

Right now Orion's Challenge Mod Comp for BTS 3.13 looks very good and I only didnt play it because Dale's DCM updated came out. I want to try inqusition and /religious victory. Question : can I destroy religions in other civ's cities?

Another idea, Dom Pedro's pillage mod.

All of them together :drool: ,civ 5
 
OrionVeteran, just to be a pain, because what would the mod forum be without posters asking for more... could Dale's Full DCM be interrgrated into this mod comp ?

I have plans to include Dale's Full DCM once all the bugs have been fixed. For now I just turned out an update: Orions Challenge 102. See first post.

Right now Orion's Challenge Mod Comp for BTS 3.13 looks very good and I only didnt play it because Dale's DCM updated came out. I want to try inqusition and /religious victory. Question : can I destroy religions in other civ's cities?

Currently, the inquisition mod does not have the capability to remove religions in other civ's cities, only non-state religions in your own cities.

Another idea, Dom Pedro's pillage mod. All of them together :drool: ,civ 5

I have not play tested Dom Pedro's pillage mod. I may have to check it out.

Very Respectfully,

Orion Veteran :cool:
 
Very nice! This may have to become my default way of playing civ in single player! Qestion though, does the AI use your new features at all?
 
Very nice! This may have to become my default way of playing civ in single player!

Thank you for the compliment. If you check out the Police Mod, you will see what I plan to put in the next version of this mod: Modest changes that work.

Question though, does the AI use your new features at all?

Yup! It sure does.

V/R,

Orion Veteran :cool:
 
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