[BTS] Expanded Epic Game (fixed Next War)

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.
 
Hooray! This is awesome! I tried your files Kalimakhus and it's wonderful! Something about the three domes just annoyed the heck out of me. :lol:

I'm pretty sure the rest of the events.py is just stuff determining whether or not the scenario is being run and to change settings based on that since both the Next War scenario and epic mods use the same assets. I'm sure somewhere tucked away in there is also the event that makes the world fracture if you use too many nukes but... I dunno if I'd call that a "feature".

Thanks Kalimakhus!
 
(Good afternoon all)
Thanks for uploading an easy patch like this, Kalimakhus, I'll put it in Expanded and Extra right away!
And I don't really want to port over the event that makes the world fracture if you use too many nukes, it's an awful way to lose (especially if your opponents use nukes against each other or against you, and you haven't used a single one :p).

Oh and, Kalimakhus, if you want to try the Extra mod, I suggest you wait a few more hours.. I'll release a nifty update today with some of Charlemagne's units put in :).
 
Hi everyone! This is most definitively a must-have mod for me, i simply love it's features. Many thanks to Chiyu: your polishing work has been nicely done!;)
Unfortunatly i think i've found a little problem with the mod and i'm not sure if it's just for me or if everyone is experiencing it. So i would like to report this problem so that someone may look into it.
In Vanilla BtS razing a city will most likely cause some kind of partisan reaction, sometimes new enemy units might sorround the city, sometimes they might flee to their capital. With the mod this feature seems to have been totally suppressed! I never had a chance to observe it in all the games i've played so far (and i usually raze lot of cities in my games) and i'm afraid the mod just disabled it.
I Loved that feature too... It added the right thrill to a Conquest Game...
Can you look into it, and confirm the mod is the cause of the problem?

Thank you for your time and sorry for my poor english, i'm afraid i'm a little out of practice with it...:sad:
 
Partisans spawning when a city is razed is an event AFAIK. This mod doesn't change any events form the original BTS. The question is do you still have other events?
Yes other events are still there as usual. But other events are random, while partisans spawning always follow the razing of a city, so i thought it is something different.
Do you have normal Partisans spawning with Expanded Epic Game or Next War? I tried Next War scenario and there are no partisans there... But if you experienced Partisans spawning in the Expanded mod then i'll just try to reinstall the game...
 
Madd Muggsy said something about partisans on the first page. Not sure what it means.
 
I want to play this mod, but there's no such thing as "Expanded" in my scenario menu.
I play the german version of the game, can this be the reason for it?
 
Madd Muggsy said something about partisans on the first page. Not sure what it means.

Its the event that either always occurs or at least can when you raze a city. Since events are DEFINITELY working in this mod (unlike Gods of Old) I'd assume this event still occurs in this mod.
 
I think the issue was in Next War's python, which isn't being used...so partisans should work fine.
 
Whether the event gets triggered or not depends first on some conditions one of them may actually be the size of the razed city. Small cities won't have enough population to turn into partisans.

After checking for conditions there is still a chance that the event may or may not get triggered this is the random part of the process.

There are actually zellions of code lines in the SDK governing the logic of getting events to work that is to say that it is rather a complicated process.
 
Madd Muggsy said something about partisans on the first page. Not sure what it means.

I've been trying to do what Chiyu has done for vanilla BtS (incorporate NextWar) for my own mod, HephMod. When I imported all the Next War stuff, I got a fatal CTD between turn 30 and 60 again and again. In trying to track the bug down, I've spent a lot of time staring at Python files, so I know the answer to your question!

The Partisan event trigger is actually in CvEventManager.py under 'onCityRazed':

Code:
def onCityRazed(self, argsList):
		'City Razed'
		city, iPlayer = argsList
		iOwner = city.findHighestCulture()
		
		# Partisans!
		if city.getPopulation > 1 and iOwner != -1 and iPlayer != -1:
			owner = gc.getPlayer(iOwner)
			if not owner.isBarbarian() and owner.getNumCities() > 0:
				if gc.getTeam(owner.getTeam()).isAtWar(gc.getPlayer(iPlayer).getTeam()):
					if gc.getNumEventTriggerInfos() > 0: # prevents mods that don't have events from getting an error
						iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(),'EVENTTRIGGER_PARTISANS')
						if iEvent != -1 and gc.getGame().isEventActive(iEvent) and owner.getEventTriggerWeight(iEvent) >= 0:
							triggerData = owner.initTriggeredData(iEvent, true, -1, city.getX(), city.getY(), iPlayer, city.getID(), -1, -1, -1, -1)
			
		CvUtil.pyPrint("City Razed Event: %s" %(city.getName(),))

This code is NOT in the NextWar CvEventManager.py, for whatever reason. You'll have to paste it back in.

@Chiyu: Thanks for doing this conversion ... I'm trying to use your mod to figure out how I broke mine! :(
 
I played an entire game through with this expanded mod (not the latest version) and I had partisans spawn when I was razing cities.
 
@Malv

This mod is for random map games. It fixes the Next War Epic game mod not the scinario. To play the mod you need to select advanced from the main menu then select load a MOD from the next menu. There will be the list of mods installed and one of them should be this one select it and allow the game to load then you can play as usual.

This of course will work if you installed the mod in the right place (i.e. inside mods folder and not inside the Next War folder).

By the way you may check the Extra mod in the modpacks forum. It is based on this mod and adds a lot of units, buildings, civics. It also includes ethnic units and cities styles.
 
@Malv:
What Kalimakhus says is right. In fact, the language doesn't matter at all. I made sure that all the things I added were properly translated into German (and the other languages), and if not, I did it myself.

@CivDude:
Omg, you're right! I had no idea that Next War also messed with the promotions that units could get :S.. I'll fix it immediately! Any other similar bugs?
 
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