[BtS] JKP1187's NOT JUST ANOTHER NEXTWAR MOD

Hi all -
I've lurked for a very long time with minimal postings.
I have played Civ for a long time - in fact it was one of the first games I really got into on the PC. And when I play a game like Civ I compare all others to it. Same thing with GTA, I played GTA (running over all the monks at once was fun). I also play City of Heroes. But after a while I get bored with them (about a month). Sure I'll go back, but there is nothing like Civ. I never get bored.
Well, I didn't have the money to buy the new Mass Effect game so I thought I'd finally modify my Civ BtS. I've never done it before.
So here are my thoughts and questions.
The readme.txt should give hints to newbies on how and where to install. You post it here on page 10 of the forum. Same with making a short-cut. I still haven't gotten that right (is it because I made my folder NotJustAnotherNextWar 1.42?).
Again, as a newbie to moding my game, I see many things like the city cultural expansion (taking more squares) that I'd love to see added. By moding, I mean, me adding your mod's! Thus, I'd like to see how to add a mod to this mod listed in the readme.txt. Of course I'm sure it's not quite as easy as all that, but if a mod is rather easy, then maybe a pointer. Something like a new unit is added. Again, I'm new to this aspect of the game, so I'm not sure this is even feasible.
Also, I was under the impression that the start-up screen for your Next War was modified, letting me know that it is indeed your mod that I'm running (although I do notice it on the top of the page).
In setting up a custom game, I thought in "vanilla" BtS you could play Gen. Washington of the Ottomans or Queen Elizabeth of the Khmer. But it seems that this is not an option in NextWar.
Again, Thank You for your hard work. As a fan of Dungeons & Dragons and a host of peoples work with several sites and doing my things for my games, I know it is a lot of work and often not really thourghly enjoyed by the creator to the same extent.
Be Well.
Theocrat Issak
 
if you want to make a short cut for your favorite mod, do the following

1. right-click on the existing or make a new CIV-BtS shortcut and right-click then, choose properties
2. add " mod= modname" (without the quotation marks, modname is the name of the mod directory in your BtS mod folder

there is a nice tool that lets you choose mods very easily without editing shortcuts every time, you can get it here (click me)

if you want to learn something about modding take a look in the tutorial forum section (click me)
 
The readme.txt should give hints to newbies on how and where to install. You post it here on page 10 of the forum. Same with making a short-cut. I still haven't gotten that right (is it because I made my folder NotJustAnotherNextWar 1.42?).

Yes it is. See Opferlamm's post above. I also like the mod-loader to which he linked.

Again, as a newbie to moding my game, I see many things like the city cultural expansion (taking more squares) that I'd love to see added. By moding, I mean, me adding your mod's! Thus, I'd like to see how to add a mod to this mod listed in the readme.txt. Of course I'm sure it's not quite as easy as all that, but if a mod is rather easy, then maybe a pointer. Something like a new unit is added. Again, I'm new to this aspect of the game, so I'm not sure this is even feasible.

It isn't as simple as that, as some mods will require more integration than others. Because the JKP-Next War mod has its own DLL, if the other mod has a DLL, you will also require a compiler. (If it doesn't, it's a straightforward mixing of XML and Python files.)

Also, I was under the impression that the start-up screen for your Next War was modified, letting me know that it is indeed your mod that I'm running (although I do notice it on the top of the page).

You should see the usual "NEXT WAR" screen upon loading the mod.

In setting up a custom game, I thought in "vanilla" BtS you could play Gen. Washington of the Ottomans or Queen Elizabeth of the Khmer. But it seems that this is not an option in NextWar.

You need to start a game via CUSTOM GAME and select "unrestricted leaders" as an option. If this isn't available, let me know.
 
CONGRATULATIONS!

I heard about this mod being added into the official Fraxis game patch. It's about time you get some reconition for this.
 
Thanks. The final Firaxis version does not completely adopt all of this mod, but it incorporates (IMHO) a lot of the more important changes.

Just be aware: because this mod was built using 3.13, it will crash when using 3.17. I will update this as soon as I can, but things are very busy in RL for me at the moment. Whenever I get the time, there are still a few things I want to tweak as well.

Thanks for your patience!
 
Hi ho

I ran the Next War with patch 3-17 and got a Python error right away while loading the mod.

Spoiler :
Code:
Traceback (most recent call last):
ERR: Call function onEvent failed. Can't find module CvEventInterface
  File "<string>", line 1, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
  File "<string>", line 52, in load_module
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
  File "CvEventInterface", line 13, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
  File "<string>", line 52, in load_module
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
  File "CvEventManager", line 12, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
  File "<string>", line 52, in load_module
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
  File "CvScreensInterface", line 32, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ImportError
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
: 
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
No module named CvNextWarScreen
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

Any ideas?


---------------------


EDIT -- doh... I didn't see your last post. Sorry.
 


EDIT -- doh... I didn't see your last post. Sorry.



Well, I was only talking about the Not Just Another NextWar Mod, not the official Firaxis Next War that came with 3.17. That should work. I will take a look at it when I get home tonight -- I haven't had a chance to download the new patch yet.

Solver said he was able to get the new Firaxis Next War to work without problems.
 
I suspect something got messed up when I setup dual folders for v.3.13 and v.3.17. Mods in the latter version somehow were looking for a new file CvEventsInterface.cpp which doesn't exist in v.3.13. They stumbled on that, causing the Python error. The problem went away when I removed my v.3.17 BtS folder and reinstalled BtS altogether.

Boy, this sure takes up a lot of space on my hard drive! :lol:
 
Unfortunately, you cannot build spaceship parts in the Firaxis Next War Earth-map scenario with Mr. Big and the like. The victory conditions are limited to domination/conquest/diplomatic, I believe.

If you play it as a regular 'mod' (i.e., start from 4000 BC,) though, all victory conditions are available.

Please let me know if this isn't the case.
 
have you ever tried Genetic Era mod for Warlords? it could be very inspiring for you
 
I've looked at it, but haven't played a game. It is interesting, but I am not as interested in the 'genetic' theme. If I had my way, I would take the game more in a machine, not genetic-oriented path.

The only thing I really want to fix for this mod is the biomissiles -- they don't work as advertised in the civilopedia, and ideally they would cause extra unhealthiness when used in cities, and perhaps give a diplomatic penalty. I tried playing around with a few python scripting changes, but they didn't work, and before I had a chance to do something else, I got sucked into other (real-life) oriented projects.

(If anyone has some suggestions on how to accomplish that, please let me know.)

I'm also inclined to add a couple of new civs (not a massive amount, more like two or three,) along with a couple of new units (again, not a massive amount...the ones I'm thinking of are an AWACS or spy aircraft along with perhaps an upgraded naval unit available in the future era.)

But that's for the future, if I have the time. In the meantime, hopefully I can update this basic mod soon.....
 
I had a few questions for you:

I just picked up the 3.17 mod and was wondering when we can expect an updated version of your mod? I'm really excited about the possibility of using it.

Also, is there a variable that determines the size of the Arcologies when built? They've always seemed a bit over-sized to me.

Finally, are any changes necessary to allow us to drop modular civilization mods into the mod? I wouldn't think so...

Thanks, great mod!
 
Please also add the biplane and WWI tank that are included in the game assets but not used. They complement the airship for a brief WWI period.
Here's the XML for what I think the units might be capable of:

Spoiler :
<UnitInfo>
<Class>UNITCLASS_CAMEL_FIGHTER</Class>
<Type>UNIT_CAMEL_FIGHTER</Type>
<UniqueNames/>
<Special>SPECIALUNIT_FIGHTER</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_AIR</Combat>
<Domain>DOMAIN_AIR</Domain>
<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_CAMEL_FIGHTER</Description>
<Civilopedia>TXT_KEY_UNIT_CAMEL_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_CAMEL_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>0</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_FIGHTER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CARRIER_AIR</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_PHYSICS</PrereqTech>
<TechTypes>
<PrereqTech>TECH_COMBUSTION</PrereqTech>
</TechTypes>
<BonusType>BONUS_OIL</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>80</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>80</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>4</iAirRange>
<iAirUnitCap>1</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>0</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>9</iAirCombat>
<iAirCombatLimit>50</iAirCombatLimit>
<iXPValueAttack>2</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>25</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>3</iAsset>
<iPower>10</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>10.0</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_CAMEL_FIGHTER</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_MACHINE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_MARKV</Class>
<Type>UNIT_MARKV</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_ARMOR</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_MARKV</Description>
<Civilopedia>TXT_KEY_UNIT_MARKV_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_MARKV_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_TANK</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_STEEL</PrereqTech>
<TechTypes>
<PrereqTech>TECH_COMBUSTION</PrereqTech>
</TechTypes>
<BonusType>BONUS_IRON</BonusType>
<PrereqBonuses>
<BonusType>BONUS_OIL</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>120</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>90</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>20</iCombat>
<iCombatLimit>80</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>50</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>12</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>20</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_MARK_V_TANK</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_MACHINE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_PINCH</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>


And the necessary art defines:
Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_CAMEL_FIGHTER</Type>
<Button>Art/Interface/Buttons/Units/camel.dds</Button>
<fScale>0.5</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Scenario/Sopwith_Camel/Sopwith_Camel.nif</NIF>
<KFM>Art/Units/Scenario/Sopwith_Camel/Sopwith_Camel.kfm</KFM>
<SHADERNIF>Art/Units/Scenario/Sopwith_Camel/Sopwith_Camel_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/FighterShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.75</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fBankRate>0.35</fBankRate>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<PatrolSound>AS3D_UN_FIGHTER_PATROL</PatrolSound>
<SelectionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</SelectionSound>
<ActionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</ActionSound>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_MARK_V_TANK</Type>
<Button>Art/Interface/Buttons/Units/markv.dds</Button>
<fScale>0.48</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Scenario/Mark_V_Tank/MarkVTank.nif</NIF>
<KFM>Art/Units/Scenario/Mark_V_Tank/MarkVTank.kfm</KFM>
<SHADERNIF>Art/Units/Scenario/Mark_V_Tank/MarkVTank_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
</UnitArtInfo>


I would also like to suggest that all units with iron gun barrels should require the iron resource, and other such metallic units should require iron or aluminum. It seems odd that you can create these units even if you have no access to iron.
 
I had a few questions for you:

I just picked up the 3.17 mod and was wondering when we can expect an updated version of your mod? I'm really excited about the possibility of using it.

Whenever I sit down and do it. :) Unfortunately, I'm doing 12 hour days at work right now, which gives me time to surf the forum while I'm sitting at my desk, but not enough free time at home to work on Civ, so I don't have a lot of time right now. As soon as the time's available I will get to it.

Also, is there a variable that determines the size of the Arcologies when built? They've always seemed a bit over-sized to me.

I am not sure how the graphics system works, exactly. It looks like the Arcologies have a special designation, and unfortunately I do not know how to adjust it. I am not satisfied with how the Arcologies expand with city growth either.

Finally, are any changes necessary to allow us to drop modular civilization mods into the mod?


Good question. Probably not, but I haven't spent enough time playing with modular stuff to know for sure (hence my ignorance of it on the Apolyton Modcast.) You can always add a new civ or leader the old-fashioned way. Kael has an excellent video series on how to do it:

http://forums.civfanatics.com/showthread.php?t=262402
 
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