Advanced Nukes Mod

Hi there. Love the advanced nukes! Im a sucker for nuclear warfare.

I read a couple places that the MAD nuke mod is basically dead. because of on reason or another,
and since i cannot mod myself....wish i could....really badly ;) or else i would attempt this myself.

is there any chance, you could add a 'launch on launch detection' feature? as soon as you are hit by a nuke, all your ICBM or similar bombs are launched? my luck, thats probably the feature that has been giving everyone a hard time ;) Like i said, no experience modding....

And my luck is, i JUST found this site with all these mods
AFTER the 3.19 update or whatever for BtS. and ive been playing the vanilla game forever now.
just found this site with all these kick ass mods. sadly, i missed the MAD nuke mod and now its not playable :( i just want a 'realistic' Full blown nuclear war with that jackass 'second place' Civ, is that so wrong? wishing the complete annihilation of a civ with nuclear fire? :D
 
@Genral Kodiak
Welcome to CFC and thanks for the support. I've been looking into MAD nukes mod for some time now. Since the last update was for BTS 3.15 I'll have to update it since everyone previously working on it has left CFC. Unfortunately updating MAD will require edits to the files which I'm just not that efficient at yet. Also updating MAD would be much easier than creating my own nuke launch detection. However since I'm taking C++ classes now I will also be learning how to edit the Python, DLL and C++ files needed for advanced modding. Not to give you any false hope on anything within the month I'm going to put ANM to the side (I'll still give it the necessary updates to keep up with RoM) and look into the Power mod suggested in the main RoM forum.
 
@Genral Kodiak
Welcome to CFC and thanks for the support. I've been looking into MAD nukes mod for some time now. Since the last update was for BTS 3.15 I'll have to update it since everyone previously working on it has left CFC. Unfortunately updating MAD will require edits to the files which I'm just not that efficient at yet. Also updating MAD would be much easier than creating my own nuke launch detection. However since I'm taking C++ classes now I will also be learning how to edit the Python, DLL and C++ files needed for advanced modding. Not to give you any false hope on anything within the month I'm going to put ANM to the side (I'll still give it the necessary updates to keep up with RoM) and look into the Power mod suggested in the main RoM forum.


Thanks for the fast reply :D
I Wish you luck with your classes and hope everything works out smooth and easy :)
And false hope is better than no hope ;)

For now i will enjoy the advanced nukes and i guess i can be you know...not lazy and actually click the buttons to launch the nukes ;)
for now I have my own 'LoLD' system, they hit me, i send everything i have ;)
 
As of this moment, ANM 2.1 is nearly finished. I'm just testing the growth / despawn rates of the poison clouds to make sure they grow at the accelerated rate that was originally intended.
 
ANM 2.1 released! The movement bug on the clouds is a little bigger than i expected so despawning has been disabled until i can have the clouds move properly. Apparently the <iGrowth> tag in the features XML is for Forests and Jungles only, making Storms only 'move' because of the <iAppearance> tag that lets it have a chance to spawn anywhere on the map per turn which I don't want happening for the noxious clouds. So until I can get the toxic clouds moving properly, they won't despawn anymore.
EDIT: Version 2.1 AAranda compatibility patch will be uploaded soon.
EDIT: On second thought, I'll wait until AAranda can update his mods to do this since they're not 2.8 beta compatible yet
 
Excellent work. More Nukes are always a good thing.

Indeed. I am reminded of the quote, "There are few problems in life that cannot be solved with sufficient application of high explosives." And what could be a higher explosive than a thermonuclear warhead?
 
Oh, and I'm going to add production boosts for my Military Civic Building, The Missile Lab, for your extra nukes too.
 
Please re-download all those who did during 9/26/09 I accidentally forgot to change a variable for debugging reasons that ends up giving errors.
 
I added a new temporary version number (2.15) for RoM 2.8 official release (when it is released) since I will be revamping the entire view on nukes, unfortunately adding a DLL to the file and definitely getting into the MAD mod. The problems I'm currently hammering out will fix the bio cloud movement and the fallout movement mentioned in this thread as well as adding new default (unasignable) promotions to identify each type of nuke to the AI to allow new explosion graphics and different diplo relation outcomes. The feature movement will require a new XML tag so it won't be limited by improvements or other features which is why I will look deeper into the SDK and ultimately add MAD after all else is settled.
 
I recall reading somewhere that you are not supposed to touch CvEventManager.py. I'll Afforess clarify a bit more. Something to do with new BUG operation...

So are you going to release 2.2 where you make your own python to integrate with RoM? See Afforess' python folder.
 
version 2.15 will have the modular python file, which is why I added that version to the list in the first place since official 2.8 RoM will have all the BUG and RevDCM fixes and updates as opposed to the 2.8 beta that only has a few fixes.
 
I recall reading somewhere that you are not supposed to touch CvEventManager.py. I'll Afforess clarify a bit more. Something to do with new BUG operation...

So are you going to release 2.2 where you make your own python to integrate with RoM? See Afforess' python folder.

Well, EmperorFool, the main coder behind BUG, "Strongly, Strongly, Strongly" recommended that you don't alter it. I began coding it so that it loaded via the init.xml in the Config folder. It works exactly the same was as the CustomEventManager. Check out my python folder if you need examples.

Edit: We posted at the same time.

Modular Python is good.
 
Edit: We posted at the same time.

Yeah, that is very uncanny coincidence :lol:

Thanks, guys, for clarifying the difference between 2.8beta and 2.8 python fixes.
 
Only problem with starting python with the init.xml is that the two mods would be incompatible unless given a patch, otherwise I would assume it would give errors for not having python folders that are stated in the XML.
 
Only problem with starting python with the init.xml is that the two mods would be incompatible unless given a patch, otherwise I would assume it would give errors for not having python folders that are stated in the XML.

Yes. That's why I figured out a hack-y way around it. No matter the settings, all my python gets installed, but first it install dummy copies, where all the odds for the events, and stuff are 0, so they will never actually work.
 
Yes. That's why I figured out a hack-y way around it. No matter the settings, all my python gets installed, but first it install dummy copies, where all the odds for the events, and stuff are 0, so they will never actually work.

What I meant was that if i used the same way to put in my python, one mod would overwrite the other, making them incompatible unless given a patch, which would decrease user-friendliness. The other option would automatically include the other mod's entries in the init.xml, but as I said it would give errors unless you include my dummy folder and I include your dummy folder, therefore increasing the work for the modders.:blush:
 
What I meant was that if i used the same way to put in my python, one mod would overwrite the other, making them incompatible unless given a patch, which would decrease user-friendliness. The other option would automatically include the other mod's entries in the init.xml, but as I said it would give errors unless you include my dummy folder and I include your dummy folder, therefore increasing the work for the modders.:blush:


I already ranted to EmperorFool, and he said that better modular python is on his todo list for BUG.

Anyways, I think the method that is less obtrusive to end-users is always the best, so I will ask for your dummy files and give you mine, when you need them.

Interoperability is my motto.
 
well here's my dummy python folder. Not sure if that's how it works but all i did was delete the extra lines and left what is already in the CvEventsManager.py
 

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