[BtS] "Extra"

Looks like a great mod, but is there an easy way to remove the Future era or at least take out the Acrology (sp?) and shielding for cities? That's one thing I don't like at all.
 
Hi Chiyu, i'm returning to Civ IV BTS 3.17

I succeded to work on Vista 64 bits :)

I'm sorry to say it : What about an Huge Map + all the Civs on the map, can you preselect by default the impossibility to raze cities on this Huge Earth Map ? By the bias the cities could be very near between them at strategical points on the map to simulate cities states...

What do you think dear Chiyu ?
 
I DLed the mod and loaded it and it was not different from the regular game at all, there were no new civs, no new leaders, no new units, no new techs, nothing. Obviously something happened here, do you know what it could be? Has anybody else experienced this issue?

EDIT" Actually now that I am looking at the folders there seems to be no XML files or anything, there is only an art folder in the assets folder. That's it, why is this?
 
The Capo, this happened to me at first. I think you have to download a program that can unzip jZip files, then cut and paste the mod folder to the BTS mod folder.

Hope it works!
 
I went to download latest version and got to some sort of expiration page. Can you confirm the link is working?
 
There is something in the 3.17 version that is just crashing the game non-stop for me. I'm not sure what it is but it seems to always happen sometime in the late classical period. Has anyone else had issues like this?
 
Say, Chiyu, I just had an idea. Why not add the Timurids as a civ, with Tamerlane as its leader? They're sort of from an unrepresented area in this game (Central Asia), had a vast empire, and are in an official BtS mod (Crossroads of the World). Tamerlane (you could more accurately call him Timur, but Tamerlane sounds more fearsome) could be Agg/Ind and have the Khans' early theme, the CotW theme for the middle game, and Cyrus's late-game theme.

I haven't come up with a UU or UB yet, but the Timurids' language could be Farsi, like the Persians.

What do you think?
 
The School and Textile Mill still have strategy notes from Colonization. I'd change school to read Schools are required as a pre-requisite to Universities. Schools offer a marginal increase the scientific output of a city. Textile Mills should read something like Textile Mills offer an additional source of merchants and additional income from the Cotton resource.

You also might want think about having a separate media pack which combines all the era-specific music, including the new tunes from Colonization and some of themes from the opening screens (e.g. Baba Yetu)
 
Hey everyone,

I know I haven't posted here in a while, but I just want you all to know that I'm still alive :). I'm just very busy with my bachelorthesis and another project these days, which explains why I barely got any time to work on this mod. But don't worry, I'm still reading all suggestions, bug reports and such :).
 
I DLed the mod and loaded it and it was not different from the regular game at all, there were no new civs, no new leaders, no new units, no new techs, nothing. Obviously something happened here, do you know what it could be? Has anybody else experienced this issue?

EDIT" Actually now that I am looking at the folders there seems to be no XML files or anything, there is only an art folder in the assets folder. That's it, why is this?

I'm having the exact same problem. I tried a Jzip extractor and it made no difference. Very frustrating! Looks a great mod but I can't get to it. It just loads up a totally regular game.

Help?!
 
I fixed a lot of things and uploaded a new version of the mod. Get it here:

http://www.craccoclan.com/downloads/Extra3.17h.rar



@Sizzled Chicken: I don't think there's an easy way to disable the future, except for doing that manually in the technologies xlm file...

@Lachlan: What do you mean with the razing thing? I'm afraid I don't follow you completely.

@Phrossack: I'll agree with you that that area is a but unrepresented, but I'm not sure if the Timurids are well known enough to add. Personally I never heard of them until I saw the Crossroads mod. I'll see if I can work something out. :)

@Jabie: Fixed them ;).
 
I would say that in "custom game", there an option when a civ take a "level 1" city, this city doesnt disappears into city ruins...

In other words : once a city is placed on the map, the city is placed for the rest of the game which ends generally after x turns...

Sorry i cant explain better...

Like Israel can not razing totally Gaza, its a fact...

Because i'm annoyed to see AI raze my cities while i passed lot of time to develop them...
 
Yes this is i would like...

Because lot of people are fond of Earth Maps...

But the advantage of not permitting razing cities is also the possibility to preplace cities, at 1 tile of distance if you want...

But AI, if permitting razing cities would destroy a mervellous work of preplacing cities, what do you think ?

:goodjob:
 
Looks like a great mod, but is there an easy way to remove the Future era or at least take out the Acrology (sp?) and shielding for cities? That's one thing I don't like at all.

If you want to limit the future era you can add this to the python:

Code:
	def cannotResearch(self,argsList):
		ePlayer = argsList[0]
		eTech = argsList[1]
		bTrade = argsList[2]
		
		iMaxEra = 5
		
		iTechEra = gc.getTechInfo(eTech).getEra()
		
		if( iTechEra > iMaxEra ) :
			return True

		return False

For defcannotResearch then just change the XML python callback

Code:
	<Define>
		<DefineName>USE_CANNOT_RESEARCH_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

to

Code:
	<Define>
		<DefineName>USE_CANNOT_RESEARCH_CALLBACK</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
 
@Lachlan: I'm afraid I don't know much about making maps/scenarios etc. but if you have a map that I should add, then I wouldn't mind including it in the mod :).

@Phrossack: Baibars' late game tune is a modern, instrumental song called the Egyptian Reggae, by Jonathan Richman. I found it fitting for an Egypt-based civ :).


--------


General note: I am working really hard on the next version and expect it to be done soon. So let me know if you stumbled on any more bugs, then I can try to fix them before the next version is done :).


PS: I'm having my doubts about the inclusion of the Holy Roman Empire (since technically, it's not really a "civ" with a cultural identity, it's just a collection of states that were marginally controlled by one emperor), would it be better to replace them with an Austrian Empire? I would appreciate opinions and advice on this matter :).
 
Austria is missing in the game as one of the big Civs in Old Europe, but please do not kill the Holy Roman Empire instead of.
 
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