[BtS-3.13] Scorched Earth

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,843
Scorched Earth for Beyond the Sword 3.13!

As opposed to most of my other Mod Components, this one is purely aesthetic. Ever wanted to see plumes of smoke from the battleground? Well this Mod is for you.

Instructions:
1. Download the mod. http://forums.civfanatics.com/downloads.php?do=file&id=7931
2. Install and select your Mods folder: ..\Sid Meiers Civilization 4\Beyond the Sword\Mods\
3. Launch BtS and switch to mod ScorchedEarth.
4. Play as you normally would.

Information:

This Mod adds Battle Effects to the map. Whenever combat occurs in a plot, then a random Battle Effect is placed in that plot. This gives the impression of war damaging the landscape. Any such plot under a Battle Effect will lose gold and food production as a result of the battle. Each combat will add two turns of Battle Effect to the plot, and additional combats on that plot will lengthen the effect (EG: 2 combats = 4 turns of Battle Effect).

Known Issue:

Due to only being allowed one feature per plot, forest/jungle/oasis/radiation is temporarily not seen during the Battle Effect. A concerted effort to add Modders own effects to the forest/jungle/oasis/radiation NIF files will fix this problem.

Mod-Makers:

This is where the Mod is fantastic for other Modders wanting to utilize these Battle Effects. :)

By changing the information in CIV4ArtDefines_Feature.xml and CIV4FeatureInfos.xml you can create ANY Battle Effect you want. I have used smoke plumes but you could have any effect. Craters, raging fires, smoke, explosions, etc.

Rules:
1. GlobalDefinesAlt.xml contains a tag NUM_BATTLE_EFFECTS which stores the number of Battle Effects you use in your Mod.
2. CIV4FeatureInfos.xml: All Battle Effects MUST be the last features in this file. Usage in the engine is based on the last features in the XML based on the number NUM_BATTLE_EFFECTS.
3. The ambient sound effect used can be changed. Just place your own ambient sound effect in \Assets\Sounds\Ambient\ replacing battleloop.wav.

se1.jpg


se2.jpg


The second image better shows the plumes of smoke from the battlegrounds.
 
An example of how flexible the mod is for mod-makers. Any NIF file can be used for a battle effect. Here's the nuke explosion:

se3.jpg
 
Love it, shame it wasn't put in the main game by Firaxis.
 
Damn you Dale! I was just thinking of a way to add this cool new effect to my mod... that's twice now :)
 
Thanks for the comments everyone. :)

Can you set the effects by era?

Not yet, but that's a damn good idea worth looking into for the next version! :)
 
Dale: nice work :goodjob:

One thing you may want to remove, is early animal combat from this effect..My explorer warrior got attacked by a Panther, and the whole forest went up in smoke, which kinda doesn't really make sense...........
 
Dale: nice work :goodjob:

One thing you may want to remove, is early animal combat from this effect..My explorer warrior got attacked by a Panther, and the whole forest went up in smoke, which kinda doesn't really make sense...........

:lol:

That's what we call a funny bug. :D
 
Dale: nice work :goodjob:

One thing you may want to remove, is early animal combat from this effect..My explorer warrior got attacked by a Panther, and the whole forest went up in smoke, which kinda doesn't really make sense...........


That must of been one hell of a fight!

:run: :rotfl:
 
That must of been one hell of a fight!

:run: :rotfl:

:)

My reasoning:-

Warrior 1: Methink Panther scary
Warrior 2: Ug!
Warrior 1: Me rubs sticks together when sun go down, me make fire, Panther no like fire.
W2: Ug!
W1: You watch fire tonight. Me sleep.
W2:Ug!

(Next Morning)

W1: (yawn) me sleep like dead man.......what that great roaring sound?
W2: (snoaaaaaaaaarrrrr!!!!)
W1: Oh,no......, wake up UG!
W2: (sleepily) Ug!
W1: You told to watch fire. You sleep.
W2: Ug watch fire. Fire nearly go out. Ug light branch of tree to keep fire going.
W1: You're supposed to cut the branch off the tree first!
W2: Oooooooooohhhh.

(Pan up and fade to a shot of the forest burning as far as the eye can see)

:mischief:
 
Dale: I think you're aware that the "battle effects" also remove all DEFENSIVE bonuses from the tile before the battle actually takes place (as in forest/jungle def).....This makes it extremely tough to play higher lvls on a huge map in the early game especially......

Thought I'd just point this out.
 
Noted from another thread, thanks. :)

In the list of fixes to make.
 
Does this add the sound as well? The fighting sounds and the bomb warning when you go to bomb a city? Cuz that was cool.

Warrior 1: Me hit you club!
Warrior 2: Ug!!!
Panther: Roar!!!
Warrior 1: Ack! Me look Panther, you know who me is? (Warrior 1 is really leader of Civilization)
Panther: Yep, breakfast!
Warrior 2: Ug!! ItUg talkug!!!
Warrior 1: Me drop faint now.
Panther: Me eat!
 
Does this add the sound as well? The fighting sounds and the bomb warning when you go to bomb a city? Cuz that was cool.

Warrior 1: Me hit you club!
Warrior 2: Ug!!!
Panther: Roar!!!
Warrior 1: Ack! Me look Panther, you know who me is? (Warrior 1 is really leader of Civilization)
Panther: Yep, breakfast!
Warrior 2: Ug!! ItUg talkug!!!
Warrior 1: Me drop faint now.
Panther: Me eat!

Yeah that was my fault. ;)
 
holy crap, this is awesome! Thanks for keeping up your work, Dale. Really look forward to playing with this, though I'll wait till the bugs with the plot defense have been worked out... so hopefully it's an easy fix! :D
 
holy crap, this is awesome! Thanks for keeping up your work, Dale. Really look forward to playing with this, though I'll wait till the bugs with the plot defense have been worked out... so hopefully it's an easy fix! :D

Same here. This is exactly what I've been trying to do - although my approach was to invoke pillage after each battle... temporarily disabling the terrain's improvement seems better than a brute pillage.

Thanks Dale - I hope you're still working on this one!
Spocko
 
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