Battles

BeastofStrength

Chieftain
Joined
Jun 27, 2010
Messages
34
Mod: Battles

By: BeastofStrength
You can download it here: http://forums.civfanatics.com/downloads.php?do=file&id=15131

Update in Red section Title ( Scroll down)

About this mod:
I wanted to play a mod of BTS that was micromanaging resource and military wise. Thus I came up with this mod. Now you can build an elite fighting force and terrain is less forgiving, movement and resource wise. Also this is the beta so not all things are done, as in right, and feedback is welcome.
It is English only and the Civilopedia isn’t completely done.
I took original files and folders from CIV4 and BTS. Then also merge those along with other mods ( listed below) to make this mod. I added/removed what Files/folders/codes that I thought were/weren’t needed. I am one of those copies and pasted when it comes to making units or other items like that. For a list of day to day changes look at Change log. Also look at the in-game Civilopedia. Credit for the other mods I used are listed further down.

WARNING!!

It is up to you to download this mod, I’m not forcing up on you. It not my responsible what happens to your computer when you download and install this mod. The risk is up to you. IT is always smart to backup your files.

INSTALLATION:
Extract battles folder, from the battles.rar to your BTS’s mod folder. Size extracted is about 33mb.
For example: C/Program Flies/sid meier's civilization iv beyond the sword/Beyond the Sword/Mods
Then you should be able to play it.

IT has, not including what comes from the other mods that I merged into my mod;

Beta Version

Spoiler :
- 25 new techs, including new beginning techs until gun powder. Also cut the cut of the majority of, the default, techs by X/8.
o Stat Gazing (BeastofStrength did art)
o Basic Tools (saw something like this in Rise of Mankind, )
o Shore Fishing
o Foraging
o Weaving
o Elephant riding (saw this in Rise of Mankind)
o Elephant Formation(BeastofStrength did art)
o Basic Calendar
o Language
o Story Telling
o Herbs
o Basic Writing
o Horseback Formation(BeastofStrength did art)
o Camelback Riding (so every Civilization can build Camel Archer) (BeastofStrength did art)
o Camel Formation(BeastofStrength did art)
o Open Borders(BeastofStrength did art) (saw in Rise of Mankind, I think)
o Trading (saw in Rise of Mankind)
o Melee Formation(BeastofStrength did art)
o Axe(BeastofStrength did art)
o Pick
o Spear
o Archery Formation
o Rifle Formation(BeastofStrength did art)
o Armor Formation(BeastofStrength did art)
o Siege Formation(BeastofStrength did art)
- 17 new units, not including the default units of the game I turned into “Elite” units.
o Samurai horse Archer (Seen this on the History channel and thought I put one in).
o German Tiger (UU for German’s Elite Tank)
o Small Trading boat
o Medium Trading Boat
o Large Trade Boat
o Sniper
o M1903 Springfield Sniper (UU Sniper for America).
o British Ranger (UU Sniper of England for Elite Rifleman).
o English Longbow man (UU Elite Rifleman for England for Elite Longbow). I thought this unit up. Then Saw it on the CIV V website.
o SMG
o Russian SMG
o MP 40 SMG
o Thompson SMG
o Medic man (only way to heal military units faster until medicine).
o Radioman
o German SS
o Light machine Gun
- 19 new buildings, including buildings focus on your military units getting exp faster. Also Palace doesn’t give +8 C anymore.
o Elephant Stable (+2 exp to Elephant units)
o Leather smith (+25% military prod. And 5% Hammer with cow and 5% hammer with Pig.
o Bow maker (Prereq. For shortbow, longbow and crossbow elites and give +1 to __ units.)
o Spear Maker (Prereq. For spear elite units and give +1 to ___ units.)
o Swordsmith (Prereq. For sword elite units and give +1 to ___ units).
o Horse Smith units (Prereq for knight).
o Chariot maker (Prereq. For chariot elite units and give +1 to ___ units).
o Fishing hut (+5% for fish, carb and clam. )(Seen in Rise of mankind)
o Top Gun (wonder that give Jet units +4 exp.)
o Fort Knox (gives +4 exp to armor, thaw spies and other)
o Jeweler ( gives happiness with gold sliver and gems. Also +5% C)
o Oil Refinery (can give up to +150% hammer) I thought of this Idea, put it together, and then saw it in Rise of Mankind.
o Camp Fire (Gives you +1 culture)
o Camel Stable (Prereq. For Camel elite units and give +2 to ___ units).
o Arabian camel Stable (Prereq. For Camel elite units and give +4 to ___ units).
o Ballistic Range (Prereq. For Siege elite units and give +2 to ___ units).
o Hunting Lodge (+5% Food and +5% hammer from Wild turkey and +5% Food and +5% hammer from deer).
o Rifle Range (Prereq. For Gun powder elite units and give +2 to ___ units).
o Tank Range (Prereq. For Armor elite units and give +2 to ___ units).
o Quilter (+5% hammers if you have Sheep and need sheep to build).
- 4 new Bonuses
o Chickens (I use pig art)
o Wild Turkeys (I use pig art)
o Camel (I use horse art)
o Platinum (I use sliver art)
- 5 new improvements
o Speculator Shaft (Gives you a chance to find minerals)
o Trench system (+15% Defense and Acts as a city)
o Small Crop Farm ( can be built even on hills)
o Chicken Coop (able to unlock bonus from chicken)
o Trading Post (Able to get C from Ivory and Fur)
- 16 new promotions
o Horse Formation (replace Formation)
o Suppressing Fire1
o Suppressing Fire1
o Time on target 1
o Time on target 2
o Wedge (for Horses)
o Wedge (for Camels)
o Stampede
o Camel Formation
o Elephant Formation
o Prone
o Smoke
o Desert movement
o Jungle movement
o Plains movement
o Grassland movement
- 1 new specialist added
o Military Instructor (gives +1 exp), but can’t get it to work. Barracks give only +1 exp, but gives you 2 Military Instructor possible.

WHAT IS AN ELITE UNIT???
This is a unit that is hardcore. This unit has been train since birth and this is the only thing they know how to do, the best. On average they do double the % plus effects, have +1 movement, have +1 strength, +1 upkeep per turn and then there default units cost 2 to 3 time longer to build.
EX) The Horse Archer has 2 movement, 6 strength, 20% Withdraw %, and +50% vs. Catapults.
The Elite Horse Archer has 3 movement, 7 strength, 40% withdraw% and +100% vs. Catapults.


What's up with EXP??

I forgot to tell you guys/gals that a normal unit gives off the same( as in how BTS deals with EXP) exp if you kill it, attack Kill or Defense kill.

But Elite units are worth more to kill. IF you Attack an Elite unit and Kill it, you get 8 exp ( Possibly even 10) to your surviving unit. If you defend against an Elite unit and Kill it, you git 4 exp (Possibly even 6( haven't seen this yet)). Allowing you to swarm an elite unit with a bunch of little units, to reward one of your units with a big pay day.


WHAT HAPPEN TO THE TERRIAN AND FEATURES???

I got tired of playing the game when you can build a mine on any old hill and get more production. Also how water tiles give you commence when you don’t even know what commence is, you’re in game population I mean. Thus I have revalued the tiles and they go as:
Terrain:
Grass- +1 food if by river.
Plains- +1 food if by river.
Desert- more than 2 movements, to cross one tile in a turn.
Tundra- gives you nothing, unless you have a bonus or improvement on it. more than 2 movement , to cross one tile in a turn.
Snow- more than 3 movements, to cross one tile in a turn.
Coast- one food and zero commence; more if there is fish, crab or clam on the tile.
Ocean- zero food and zero commence; more if there is fish, crab or clam on the tile.
Hill- Still gives you one hammer by default
Peak- same as normal game
Feature:
Ice- same
Jungle- same
Oasis- put at 2 food.
Flood Plains- One Food
Forest- One Hammer
Fallout- Does -50 health and 30% damage a turn. Also have 2 movements.

Other mods included in my mod:

Fort Knox by Orion Veteran. Modify Fort Knox xml to fit my mod.
Added Police Mod by Orion Veteran
Added Immigration Mod by Orion Veteran(expect for the part that says you have to have a max population of X and place in a city of no higher than Y).
Added Tech by Conquest by Orion Veteran
Added Inquisitors by Orion Veteran.
Added Random Invisibility.0.2 by NP300, (I don’t if it working right or not.)
Added Commanders v.1.0 beta fix 1 by killmeplease (not all of the commander promotions work right now).

Special thanks to:

To This modding community. www.civfanatics.com
sovarn - GUIDE: Adding new units
Rabbit, White - [TUT] Adding newly created units to Civ4 in 6 "easy" steps
Master Lexx - [TUT] skin and add new Bonus Resources and add Improvements
GarretSidzaka - How to add a Tech (open)
Ninja2 - How to merge mods
Dragonon64 – RFC Shortcut
Orion Veteran- all the mods /builds/units used.
The_J on [TUT] skin and add new Bonus Resources and add Improvements for pointing my problem with schema.

Zappara- Rise of Mankind. I looked at this mod a little and I do play his mod know and then.
Tools I used:
Paint
Paint.NET.3.5.5: http://www.getpaint.net/download.html
Civ4 XML Editor v113 by General Tso

Notepad
Microsoft Office Word 2007
WinMerge http://winmerge.org/ , freeware
(DDSConverter 2.1, http://eliteforce2.filefront.com/fil...onverter;29412 , freeware)

ERROR that I know of:
An Error screens pops ups while XML is loading: SPEAR Tag in Unitinfo.xml. You can click OK and be able to play the mod.
Sometime corn will not show up on the tile (even if you have the technology), but will be there if you roll your mouse over it. I think it will pop up if you click the” resource show” button. Maybe it’s fix.

Also look at the in-game Civilopedia. For most Current info.

Feed back:



IF I forgot/ misspelled/ anyone’s name, please let me know. Or put the wrong name down. I’m not trying to take anyone works credit.

1) I’m trying to decide on how Elite units should upgrade? They should only be specialist in their class, Ex Elite Spearman can only upgrade to an Elite Pike man. OR an Elite unit doesn’t ever up grade. In that case I would merge the disbanding mod for gold. What do u think about it?
2) How should I go about Elite Classes for Naval units? The same way elite units currently are? Or more classes of naval ships?
3) What to do with the creative trait? Make so those leaders can’t expand their boarders to quickly.
4) Also what free starting tech should I give to them Mongols, Khmer, Russians, Mali, Ethiopian, and German Civilization? Look in game to see why.
5) How is the technology research speed? Did I cut it to much (which I think I did)? I usual play on quick for testing this mod. And I know it is very slow on Marathon. I just started testing the mod on Normal. I normally only go up till renaissance.
6) Should I make basic units have a +1 upkeep cost ( ex: Axeman, spearman, etc…) , have elite units have a +2 ( ex: elite Axeman, elite spearman, etc…) , and then have a Super elite units ( ex: Navy Seals, Delta Force, etc…) have a cost or +3 to +6 upkeep cost? I don’t think limiting how much a unit a civilization would be “fair”.
7) Make a Civic that gives your units more exp, but you can only make elite units?
8) Make another Civic that will lower your upkeep cost, but slow down your research/espionage/culture/etc?
9) Where are the traits’ files located, so I can update them?
 
Working on a patch that:
Cost cost of building and units
Fixing technology research times
Makes you feel that you need a work force
Brings a new concept to my mod, in way of warfare.
Fix the Spear tag error.
Hope to have some pics up.


Because my mod is same went it "zipped" together I'll be thinking of calling this battles version 1.0.

I've been having family problems going on, so haven't been able to release work on the mod as much as I hope.
 
Download link doesn't work, as not yet active?:sad::confused:

I believe you are right. I haven't posted many post. So hopefully they will review it, like it, and allow it to be download.:)

If I may ask, what are you hoping to get out of my mod.
 
Sounds interesting. You might be interested in checking out the Legendary units in the Legends of Revolutions mod.
 
Working on an update:
I hope to have the tech tree blance out more
maybe a few mor eunits
I hope an event or two, Cross your fingers
have production cost worked out.

I'm still looking for feedback, does anyone have any? About anything doing doing with the mod that is ;)
 
Hey I've been having some family stuff going on :sad: and haven't been able to get all the stuff I want to put in the mod yet. :(

I'm working on putting in a ranking system for military units. :D
Also wanting to put in the Legendary units form LOR in my mod. :D Also add a few of my own. :goodjob:
Wanting to slow the tree down and focus on the "stack of doom" tactics again.

Looking for feedback still, all is welcome. :cool:

I would release what I have put it is freezing up on me, after the first turn. SO more work to do. :lol:
 
I've been having family stuff to do.

For the update up date on the new ranking system and exp system.

Ranking system:

Ranking 1, Rank 2, Rank 3 , and Rank 4. ( I can't remember which mod has something like this)
This is suppose to represent:

Ranking 1: You give your guys weapons and they go fight.
Rank 2: Give your guys weapons and then they fight.
Rank 3: Give your guys Better weapons, train them and then they fight.
Rank 4: "Guard units"
Legendary units

EXP system:
Ranking 1: same as original game
Rank 2: Attack: 6 Defense: 3
Rank 3: Attack: 8 Defense: 4
Rank 4: Attack: 10 Defense: 5
Legendary units: Attack: 20 Defense: 10

Also I got the military instructor to work, but he's not in the right spot.

Sorry about the spelling, in a rush- more family things to do.

Once I get my lap top back I'll finish up the mod and release. Sorry for the long wait.
 
Also how do I make the gray tabs that allow information on the Thread to be seen if clicked on.
Or the information "goes away" if it click on again.
 
THis might have an it uploaded. Version 1. BUt for some odd reason all the new text I have added show up in the game in Code format.
I don't like making things messy, but with CIV V coming out real soon, I want to have something to show.

When I can I'll making something like this for CIV V : Battles
 
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