[BTS] Expanded Epic Game (fixed Next War)

i dont know if its a mod related bug or not, but it seems that, when a mod is played, the game doesnt remember custom games options (the one where we say if babarian are there or not, if the game should keep the random seed, etc...).
 
i dont know if its a mod related bug or not, but it seems that, when a mod is played, the game doesnt remember custom games options (the one where we say if babarian are there or not, if the game should keep the random seed, etc...).

Put a copy of CivGameOptionInfos.xml in Assets/XML/GameInfo of the mod you're running. In that file you can turn on and off all the options available in the Custom Game setup window.
 
Some Ideas for making the mod civs distinct in the epic game version

America Inc:
UU-Strike Troops: (Mech Infantry) Amphibious, and Paradrop r 7 (require Flight)
UB-International Airport: (Airport) +10% Commerce

Europa:
UU-Assault Gunship: (Gunship) Start with Combat 1, Do collateral Damage (50% strength max 20%)
UB-Mass Transit: (Public Transportation) +2 Gold per Specialist

Asia:
UU-Rocket Artillery: (Mobile Artillery) Ranged Attack capacity (Range 1)
UB-State Academy: (Security Center) +25% Military Production

South:
UU-Revolutionary: (Spy) has full 'Stationary bonus' instantly, increased chance of catching enemy spies
UB-Medical Complex: (Hospital) +10% Food


That should fit with their chosen Civics/mod era situations... I guess the Traits are good (as there aren't 4 Trait combos left... and the ones they have fit fairly well.. just change the Pictures slightly...maybe even just alter the backgrounds)
 
I find a difference: In Next War they give AGG/PRO trait enable to Clone units, but in expanded they still are same as in BTS...
 
The bug with the Drill promotion (Hephaistion), as well as the bug with the traits (Vean) have been fixed. I also implemented Solver's unofficial BtS patch to fix certain other bugs. Naturally, these three 'fixes' have also been implemented in my "Extra" mod.

Check the main post for the new download.
 
I did exactly the steps I outlined in my previous post. I tested and the buildings are replaced with their upgrades as expected. Also older buildings can no longer be built after newer ones replace them.

The attached file should be extracted inside ..\Beyond The Sword\Mods\Extra it adds the required files and it doesn't overwrite any existing files.

http://forums.civfanatics.com/uploads/115758/Assets.zip

Edit: I worked on the Extra mod though the same can be applied to the fixed Next War mod in the same manned just extract the file into the Mod's folder.

Hey, about your fix... I no longer get three shields, but.. a new issue has appeared :/. Some shields are waaay too large! And this never happened before I applied this fix. Here's a screenshot:



Any idea?
 
Nope, all the arcology data looks fine, exactly the same way as in the NextWar Civ4ArtDefines_Building.xml.


Edit:
I did a little experimenting in the WorldBuilder. Apparantly it's something with the stable. Once I remove the stables from the cities with the huuuge arcologies, the shields go back to normal size (and when I readd the stable, they become uber again). What should I try now?
 
Nope, all the arcology data looks fine, exactly the same way as in the NextWar Civ4ArtDefines_Building.xml.


Edit:
I did a little experimenting in the WorldBuilder. Apparantly it's something with the stable. Once I remove the stables from the cities with the huuuge arcologies, the shields go back to normal size (and when I readd the stable, they become uber again). What should I try now?

Hey Chiyu,
How easy would it be to make a quick little interim patch back to the "3 domes" until this is sorted out? It may be ugly but this is REALLY messed up if 100% reproducible.

Could it have anything to do with <fVisibilityPriority>? The Domes all are at 100.0 (which is significantly less than the Palace and Aqueduct, but other than the pyramid that is also 100, almost all buildings are 1).
 
@LordGek

Once again, I am pretty sure that any Python code I cut and Pasted from Next War can never affect how the building looks on the map.

I hadn't the time yet to look into this issue but the only thing I can think of is as follows:

Arcology buildings work in way similar to walls. i.e. they grow with the city to keep surrounding it. There might be something wrong with the formula governing the ratio between the building size and city size.

About the experiment Chiyu did, was it only stables that make this happen? Also when first building the Arcology does it start with this abnormal size or it happens later?
 
Guys,

I made my own corrected version of Next War that you all might find useful. I originally made it for personal use, but it doesn't seem to have any of the problems you've been having, so I thought I'd share it.

I used a different approach in creating this fixed version: Instead of trying to fix all the bugs and discrepencies in the original Next War files, I started with the vanilla BTS files and merged each new feature from Next War one at time.

I reviewed each change line by line, so I'm fairly confident this contain *only* the new features without any changes to original units, buildings, etc.

Zip attached.

Enjoy,

Ansible
 

Attachments

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Guys,

I made my own corrected version of Next War that you all might find useful. I originally made it for personal use, but it doesn't seem to have any of the problems you've been having, so I thought I'd share it.

I used a different approach in creating this fixed version: Instead of trying to fix all the bugs and discrepencies in the original Next War files, I started with the vanilla BTS files and merged each new feature from Next War one at time.

I reviewed each change line by line, so I'm fairly confident this contain *only* the new features without any changes to original units, buildings, etc.

Zip attached.

Enjoy,

Ansible

Perhaps its a subjective call but should the Aggressive Trait offer its Combat I to any of the new unit types?
 
It starts with the abnormal size.. And yeah, it doesn't happen if there's no stable in the city.

Probably a lot more to this bug but I was not able to reproduce it even if I added Stables to the cities (tried a Modern Start added various Arco Domes and then Stables). So not a true test by any means but at least proof there is probably more to it than simply if a city has the Stables in it or not.
 
True, it didn't appear in ALL my cities with stables, only a select few. I guess there's some hidden formula, like "stable + X = bug".. But we have to figure out what that X-element is first =P.
 
True, it didn't appear in ALL my cities with stables, only a select few. I guess there's some hidden formula, like "stable + X = bug".. But we have to figure out what that X-element is first =P.

How about a city with some of the bigger wonders? I suggest, if possible, you setup a mega city with lots wonder "sprawl" and see what happens.
 
I made so many trials with different buildings and up till now only stables cause the arcology to get huge. Exactly rather than surrounding the physical city size it surrounds the whole cultural area of the city.

My quick fix for this now is to remove the stable when building the Arcology. Stables are already obsolete by that time. If you like to apply this fix for the time being here is a CvEventManager

http://forums.civfanatics.com/uploads/115758/CvEventManager.rar

To test this please don't add the Arcology in World Builder. When you add buildings there the python event is not called.

I tested this by adding a stable to one city in WB then I built Arcology. It worked.

I would like someone to report if the same problem exists in Next War the epic game.
 
I have tested it in Next War and it doesn't have the same problem. I can't however find out why?

The only thing in CvEventManager.py of Next War that we don't have is code that just make cities ruins different if a city had arcology before being razed. It should be included for esoteric purposes. But this has nothing to do with the problem here.
 
I solved the mystery! Apparantly, the Ethnic Artstyles graphics modcomp added a new graphic for the Stable. For some reason, this version of the Stable causes conflicts with the arcology shielding. Simply delete the "Stable" folder from \Assets\Art\Structures\Buildings\ and it will be fixed.
That's the reason why this bug doesn't appear in Expanded (come to think of it, I should have posted this in the Extra topic) or Next War, only in Extra (in which I implemented that modcomp).
Thanks for your help anyway, LordGek and Kalimakhus.
Pwew.
Should we inform GeoModder about this?
 
@Chiyu

Man!! I just thought of this and I only didn't mention it because I thought it is in expanded as well. I tested on Extra as well (I didn't actually have expanded).

Anyway, I am glad that you found out the bottom of it. For now I will just use my own fix and keep the styled stable for earlier eras. IMO it would be a good work around if Geomodder can't find what is wrong with his stable.
 
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