Galacticat42
Drifting through space, lost
ANM will expand upon the nuclear arsenal of this game with MRBMs, IRBMs, Hydrogen bombs, and more including a super nuke i named the Peace Maker. This part was in the older NAM (nuclear arsenal mod) that i converted to RoM 2.0 from Pegasos' modmod which also contains Missile Defense Projects. What's new however, is that i integrated The J's Planetbuster mod and plan on using that for an all-new fusion nuke line. These new bombs are neat and clean, no fussing about with all that radiation fallout.
Instead, it just annihilates the target into nothing, with nothing but water left.
The newest bombs that have been released are just the opposite. Powerful chemical bombs that make a bigger mess than a regular nuke, producing anywhere from twice to five times the mess. These special chemical bombs not only spread plagues to your enemies, but it makes ocean almost impossible to benefit from with toxic sludge. So, after bombing, imploding, and plaguing, what's left? Control. Contol that only the most advanced can achieve. Control that is beyond a belief, an oath or a gun. A tactic so powerful that it's victims are helpless to resist in the name of your cause. Turn the enemy's people against him however the same may be used against you.
This mod is in the mod A New Dawn and Caveman 2 Cosmos and is not to be downloaded by itself.
Downloads: A New Dawn
Previous Versions Downloads:Advanced Nukes Mod 1.0 (BTS v.3.17), Advanced Nukes Mod 1.6, Advanced Nukes Mod 1.7, ANM 1.8, ANM 2.0, ANM 2.1, ANM 2.18
Compatibility Patches: 1.7 for AAranda's modmods, 1.8 for AAranda's (patched) modmods, 2.0 for AAranda's modmods
I have tested this mod a few times now, what i have noticed is that the fusion nukes are fine destroying hills, forests, jungles, mountains, snow, cities, units, and most resources, but since Oil is on both land and water, it gives out a CTD if the perfect conditions are met which only happens about 1/50 times. Since I am not the original maker of the Planetbuster mod, it will take some time to see how to fix it. Also, i noticed that in certain situations that the fusion bombs may cause seem tears, the terrain doesn't match up so you see a hole this also happens rarely like 1/20 times. The only way to fix it is either try again or bomb all adjacent squares to level the field. The first five pics are the before, during and after effects of the Tactical Fusi and BBM, the last two pics is the YAM.
Version 2.3 - TBA
Changing: New explosion graphics for fusion, bio, YAM nukes
Fixing: specialized missiles will no longer be considered nukes by AI!
Fixing: no more time delay to read python after special nuke usage since nuke feature will be softcoded.
_______________________
Version 2.2
Fixing: Bio/Plague clouds movement fixed
Adding: iSpread XML feature tag
Changed: Projects are no longer modular to fix encyclopedia bug found in AND
_______________________
Version 2.18
RoM 2.8 compatible
Fixed: Later era workboats may now sanitize
Now using an installer.
_______________________
Version 2.15, 2.16 - broken
PULLED FROM DOWNLOADS
_______________________
Version 2.1
Fixed: Nuke UU's apply appropriately to the correct civs
Fixed: New button for Laser Auto-Defenses / AA Missile Defenses
Added: Anti-Missile Railgun
Added: 2.8 beta compatibility
Changed: Missile Auto-Defenses renamed to Laser Auto-Defenses
Changed: Turned off Biogas and Plague Gas chance to despawn to counter immobility
_______________________
Version 2.0
Added: Universal MLF file
Added: YAM
Added: Unit Combat Type: Control
Changed: Some nuke maintenance costs to respectively reflect it's power
Fixed: Clones and Androids may Sanitize
Fixed: Better buttons/skins for:
Version 1.8
Now Rom 2.71 Compatible!
Fixed: Tactical Nuke reqs Nuclear Lab
Fixed: ICBM reqs Nuclear Silo
Changed: All ANM nukes with the exceptions of BBM and PB now have Doom unit combat type
_______________________
Version 1.7
Now Modular!
________________________________________
Version 1.6
Nuclear Bombs:
Changed: MRBM now has a maintenance cost
Changed: IRBM now has a maintenance cost
Changed: Pershing now has a maintenance cost
Changed: CSS-3 now has a maintenance cost
Changed: SS-20 now has a maintenance cost
Changed: SS-18 now has a maintenance cost
Changed: Hydrogen Bomb now has a maintenance cost
Changed: Minuteman III now has a maintenance cost
Changed: Peace Maker now has a maintenance cost
Fusion Bombs:
Changed: Tactical Fusi now has a maintenance cost
Changed: Fusion Nova now has a maintenance cost, Now requires a later tech
Added: Sevopedia entry for Tactical Fusi
Added: Sevopedia entry for Fusion Nova
Bio Bombs:
Added: BBM (Bio Ballistic Missile)
Added: Plague Bringer
Worker / Workboat Actions:
Added: Sanitize: Clears the plot of any infections or plagues
Added: Sanitize Water: Clears the water plot of toxic sludge and infections / plagues
__________________________________________________
Version 1.0
Nuclear Bombs:
Fusion Bombs:
Buildings:


This mod is in the mod A New Dawn and Caveman 2 Cosmos and is not to be downloaded by itself.
Downloads: A New Dawn
Spoiler :
Previous Versions Downloads:Advanced Nukes Mod 1.0 (BTS v.3.17), Advanced Nukes Mod 1.6, Advanced Nukes Mod 1.7, ANM 1.8, ANM 2.0, ANM 2.1, ANM 2.18
Compatibility Patches: 1.7 for AAranda's modmods, 1.8 for AAranda's (patched) modmods, 2.0 for AAranda's modmods
Spoiler :
I have tested this mod a few times now, what i have noticed is that the fusion nukes are fine destroying hills, forests, jungles, mountains, snow, cities, units, and most resources, but since Oil is on both land and water, it gives out a CTD if the perfect conditions are met which only happens about 1/50 times. Since I am not the original maker of the Planetbuster mod, it will take some time to see how to fix it. Also, i noticed that in certain situations that the fusion bombs may cause seem tears, the terrain doesn't match up so you see a hole this also happens rarely like 1/20 times. The only way to fix it is either try again or bomb all adjacent squares to level the field. The first five pics are the before, during and after effects of the Tactical Fusi and BBM, the last two pics is the YAM.
Version 2.3 - TBA
Changing: New explosion graphics for fusion, bio, YAM nukes
Fixing: specialized missiles will no longer be considered nukes by AI!
Fixing: no more time delay to read python after special nuke usage since nuke feature will be softcoded.
_______________________
Version 2.2
Fixing: Bio/Plague clouds movement fixed
Adding: iSpread XML feature tag
Changed: Projects are no longer modular to fix encyclopedia bug found in AND
_______________________
Version 2.18
RoM 2.8 compatible
Fixed: Later era workboats may now sanitize
Now using an installer.
_______________________
Version 2.15, 2.16 - broken
PULLED FROM DOWNLOADS
_______________________
Version 2.1
Fixed: Nuke UU's apply appropriately to the correct civs
Fixed: New button for Laser Auto-Defenses / AA Missile Defenses
Added: Anti-Missile Railgun
Added: 2.8 beta compatibility
Changed: Missile Auto-Defenses renamed to Laser Auto-Defenses
Changed: Turned off Biogas and Plague Gas chance to despawn to counter immobility
_______________________
Version 2.0
Added: Universal MLF file
Added: YAM
Added: Unit Combat Type: Control
Changed: Some nuke maintenance costs to respectively reflect it's power
Fixed: Clones and Androids may Sanitize
Fixed: Better buttons/skins for:
- SS-20
- SS-18
- CSS-3
- Minuteman III
- IRBM
- MRBM
- Pershing
- Hydrogen
- PB
- BBM
- Sanitize
Version 1.8
Now Rom 2.71 Compatible!
Fixed: Tactical Nuke reqs Nuclear Lab
Fixed: ICBM reqs Nuclear Silo
Changed: All ANM nukes with the exceptions of BBM and PB now have Doom unit combat type
_______________________
Version 1.7
Now Modular!
________________________________________
Version 1.6
Nuclear Bombs:
Changed: MRBM now has a maintenance cost
Changed: IRBM now has a maintenance cost
Changed: Pershing now has a maintenance cost
Changed: CSS-3 now has a maintenance cost
Changed: SS-20 now has a maintenance cost
Changed: SS-18 now has a maintenance cost
Changed: Hydrogen Bomb now has a maintenance cost
Changed: Minuteman III now has a maintenance cost
Changed: Peace Maker now has a maintenance cost
Fusion Bombs:
Changed: Tactical Fusi now has a maintenance cost
Changed: Fusion Nova now has a maintenance cost, Now requires a later tech
Added: Sevopedia entry for Tactical Fusi
Added: Sevopedia entry for Fusion Nova
Bio Bombs:
Added: BBM (Bio Ballistic Missile)
Added: Plague Bringer
Worker / Workboat Actions:
Added: Sanitize: Clears the plot of any infections or plagues
Added: Sanitize Water: Clears the water plot of toxic sludge and infections / plagues
__________________________________________________
Version 1.0
Nuclear Bombs:
- MRBM
- IRBM
- Pershing
- CSS-3
- SS-20
- SS-18
- Hydrogen Bomb
- Minuteman III
- Peace Maker
Fusion Bombs:
- Tactical Fusi (short for Fusion)
- Fusion Nova a.k.a. The Island Sinker
Buildings:
- Nuclear Lab
- Nuclear Silo
- AA Missile Defenses - 10% Nuke interception
- Missile Auto-Defense - 15% Nuke interception
- Changing: Manhattan Project(wonder) new building visual
- Changing: SDI - 50% interception chance down to 25%
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