[BtS] "Extra"

@ Chiyu : dont include revolutions mod since we are passed to 3.19 ;)

I enjoy playing 3.19 because it's fully supporting Vista...
 
Hello Chiyu,

the German translation doesn't work. Their are no inscriptions in the game (Civilopedia, Menu, in-game, ...).
 
Hey, loving the latest version of this mod so far. Just one question: Since when can the Incans get the Hwacha, the Korean catapult? Hyana Cupac just attacked me, and he's weilding a few of them.

Edit: WTH, they have Berskers too? There are neither Vikings or Koreans in this game, so they couldn't have gotten them via trade.

There's a wonder that randomly upgrades units built there to a UU version.
 
There's a wonder that randomly upgrades units built there to a UU version.

Oh, um, missed that. I'll have to go dig through the Civolopedia...

Anyways, just my $0.02, but I think that the Civ Jewelers corporation should get a bonus from Jade, since it is mostly used for jewelry these days.
 
Hello Chiyu,

Excellent mod, plays fine on my old machine with no crashes or errors, although I must restrict the number of civs to 8~10.

Latley I've tried the RandomScriptMap, creation method random or pangaea,
preferably pangaea, I keep getting maps with no Stone or Marble and many times a lot of other resources are missing too.

Any advice on what am I doing wrong ?

Many thanks in advance.

17.06
I've tested the game BTS 3.17 without any mod, RandomScriptMap & Pangaea and all the resources are present, then I've loaded the mod and with RandomScriptMap & Pangaea there are no Stone, Marbel, Aluminium and Salt, but it's more than missing resources, the whole map is green, no planes and desert.

Maybe something is wrong with my installation ?

18.06
After some muddling with some files I found out that copying CvMapGeneratorUtil.py from install_Dir\assets\phyton to Extra\assets\phyton I get back all the resources and normal map features but I've the impression that the map is not large and nice as with the CvMapGeneratorUtil.py from Extra.

Since no one else mentioned any problems with RandomScriptMap, obviously there is something wrong with my installation.

Any help will be welcomed.
 
First of all, let me apologize for being so inactive lately. I've been so busy with studying (history) lately that I didn't really have time to play Civ, let alone modding. My bachelor thesis and a bunch of exams are really draining a lot of my time. The good news is that I *should* be finished early in July and will be able to continue with Extra then :).

----------


@rwglaub: The "Nostalgia" add-on is the first on my list to receive a new update :).

@Kimbal: Fixed the max trade routes thing. Thanks for pointing it out. I looked into the other issues as well.

@Diongham: No, you shouldn't need anything.

@Arakhor: As for "Amun-Ra" (and "Asatru)".. I just followed the example of some other modmakers in that regard. I'm not satisfied with these names either. Kemetism sounds nice. Would you happen to have a better alternative for Asatru as well?

@Elt: As for the issues involving Mesoamericanism. To be honest, I'm having my doubts about the religion Mesoamericanism being in the game in the first place. I wish I knew how to add an option to the option screen that allows the player to disable Mesoamericanism for a game. (Without SDK work..)

@rwglaub/DavidB1111: The truth is, I didn't change a thing to the espionage mechanics. The only thing I added was a wonder that provides +2 free espionage points for state religion buildings (the Tower of Babel). Do you think that's the cause?

The Almighty dF: I gave Improved Formations, Desert Subsistence and Counterweight Engineering higher 'military flavor'. Hopefully that solves your problem.

@Karl-Heinz: I think it works as it is now for the new version, but I'll make sure it's 100% compatible for the next version. About the German translation.. Is your text only missing for the new Extra content, or for the original firaxis items too?

@hockeyrox38: I decided to keep the Sioux Empire the same as the former "Native American Empire", so people who enjoyed playing as that one won't be disappointed.

@Alkyon: Then he must have built the Flavian Amphitheatre wonder ;). Added Jade to the Civ Jewelers wonder, you made a good point.

@LetMyPeopleGo: I'll look into it. A month ago or so I was playing a map that had no oil, so there may be a connection. It must be the CvMapGeneratorUtil file that causes this, so I'll just leave it out or replace it with something else for the next version.
 
First of all, let me apologize for being so inactive lately. I've been so busy with studying (history) lately that I didn't really have time to play Civ, let alone modding. My bachelor thesis and a bunch of exams are really draining a lot of my time. The good news is that I *should* be finished early in July and will be able to continue with Extra then.

All the best! :thumbsup:

@Arakhor: As for "Amun-Ra" (and "Asatru)".. I just followed the example of some other modmakers in that regard. I'm not satisfied with these names either. Kemetism sounds nice. Would you happen to have a better alternative for Asatru as well?

Asatru is the correct name: http://en.wikipedia.org/wiki/Ásatrú

@Karl-Heinz: I think it works as it is now for the new version, but I'll make sure it's 100% compatible for the next version. About the German translation.. Is your text only missing for the new Extra content, or for the original firaxis items too?

The whole text is missing. Original and mod-text.
 
@Alkyon: Then he must have built the Flavian Amphitheatre wonder ;). Added Jade to the Civ Jewelers wonder, you made a good point.

Yea, I figured that out. Had to read all the wonder descriptions though because it doesn't have the tool tip "I give random units!" when you mouse over. Also, building Oromo warriors (Ethiopia, musketman that comes with Drill 1 & 2) and getting a Janissary with Drill 1 and 2 is rather...interesting to say the least.

So far, great mod though. My biggest complaints are all the "niggling" little technologies. The three worst offenders in my opinion are: Counterweight Engineering (only gives you Trebuchets), Bowyers (wouldn't be quite as bad if Greek Fire wasn't so weak), and Navigation (Only purpose: the Victoria. Also, I think having techs named Seafaring and Navigation is a bit redundant). These 3 techs get in your way by simply extending research times to get to either more important techs, or the units you want, with the exception of Counterweight Engineering, as it's a pre-req for Chemistry, and honestly that makes no sense from a science standpoint. What does Newtonian physics having to do with balancing hanging weights have to do with Chemistry? The rest of the "niggling" techs are actually fairly useful, though the fact that Knights needed Courtly Manners instead of Guilds threw me off for a bit.

Also, I'm glad you agree with me on Jade. I personally see it as a version of Gems, Gold, or Silver that trades $$ for hammers. Also, if you don't mind me making another suggestion, put the Vietnamese Civilization in if you have the time. Most of the work is done for you in some of the other mods. Just one suggestion for a change, make the unique unit be a unique Guerrilla called a Viet Cong (for obvious reasons).
 
@LetMyPeopleGo: I'll look into it. A month ago or so I was playing a map that had no oil, so there may be a connection. It must be the CvMapGeneratorUtil file that causes this, so I'll just leave it out or replace it with something else for the next version.

Thanks for your reply, I wish you an easy cruising through your studies.

Your version of CvMapGeneratorUtil generates marshes, so by playing with a different CvMapGeneratorUtil I don't get the marsh tile and maybe I'm missing some other stuff from the Extra mod, so far, besides not having any marsh tiles it looks ok.

Thanks
 
Chiyu and players of Extra,

may I ask for a little information about the experiences with this mod?
I'm trying to collect information concerning the MAF issue, and
your mod is quite a big one, and more importantly it includes
a huge amount of custom art, thus I'd be really interested what is playable still
and what not, and under which circumstances?

I'm thinking on info such as:
- Large and bigger map sizes, number of civilizations, number of additions (new civs, new LHs)
- Late game info, how frequent MAFs are, when they start to occur?

Thanks,

avain
 
Hello avain

I'm playing on an old PC, P4 2.8G, 2GB RAM ang Radeon X800 Pro, windows XP Pro SP3

Full Extra mod installed, huge map size, preferable randumscriptmap, marathon, 8~10 civs, preferable 8 civs due to sloe machine.

Never had any MAF or any other kind of error which I am familiar of from other mods, but I've to add that usually my games end around 1800~1900.

I hope the info was useful.
 
Hello avain

I'm playing on an old PC, P4 2.8G, 2GB RAM ang Radeon X800 Pro, windows XP Pro SP3

Full Extra mod installed, huge map size, preferable randumscriptmap, marathon, 8~10 civs, preferable 8 civs due to sloe machine.

Never had any MAF or any other kind of error which I am familiar of from other mods, but I've to add that usually my games end around 1800~1900.

I hope the info was useful.

Big mods tend to do that.
There's sort of a bug with Civilization 4 in that it assumes it is using up too much RAM, and closes itself when it hits that limit.
Any mod of this size (Full Extra, Amra mod, Civ Gold, Diplomacy, etc.) will run into that issue at some point. Kinda sucks.
I say "sort of a bug" because it may have been purposeful, a sort of way to prevent BSODing players who aren't computer savvy (Civ fanbase has a lot of these people, since it's a game that appeals to a lot of people who aren't normally into gaming or the like.)

Most I can suggest is toning down your in-game graphics settings when playing huge mods. Or, if it's a mod with module components, remove some you're sure you don't care about.
 
Thanks for the feedback!
Yes, I know it's a general Civ4 issue, I'm just trying to see what is still playable and what's not.
(it sucks to find out you did a lot of work and it's impossible to play in the late stages -> I've already experienced it with the Leaders mod I did)
 
I usually play Huge Earth, 18 civs; I have an AMD Athlon 64x2 4400 dual core processor, 3 GB. Haven't had any MAF with Extra that I can recall.
 
I usually play Huge Earth, 18 civs; I have an AMD Athlon 64x2 4400 dual core processor, 3 GB. Haven't had any MAF with Extra that I can recall.

With all the civ addons and everything, not even in the Late Game?
 
I think I have add-ons installed, but I don't have 3.19 installed yet and I usually don't finish games. Generally speaking, if I get a MAF, it's usually on start up; reloading fixes that.
 
Chiyu and players of Extra,

may I ask for a little information about the experiences with this mod?
I'm trying to collect information concerning the MAF issue, and
your mod is quite a big one, and more importantly it includes
a huge amount of custom art, thus I'd be really interested what is playable still
and what not, and under which circumstances?

I'm thinking on info such as:
- Large and bigger map sizes, number of civilizations, number of additions (new civs, new LHs)
- Late game info, how frequent MAFs are, when they start to occur?

Thanks,

avain

Never got any MAFs or other issues of the sort, and my games usually last well into the future era. I always play with the Full Extra version. Hope that answers your question :).
 
Can you please mirror download your Full version of Extra? Because it is 10 to 15 kb/sec here.

Also, another question, it is compatible with 3.19 because of no dll file, right?
 
Thanks for your reply, I wish you an easy cruising through your studies.

Your version of CvMapGeneratorUtil generates marshes, so by playing with a different CvMapGeneratorUtil I don't get the marsh tile and maybe I'm missing some other stuff from the Extra mod, so far, besides not having any marsh tiles it looks ok.

Thanks

Hi Chiyu

I was wrong about not getting marsh tiles.
I do get marh tiles but rarely, with your CvMapGeneratorUtil I got tons of marsh tiles, hence my error.
 
Back
Top Bottom