[BtS] "Extra"

I love this mod, it adds 'official' stuff and it doesn't bloat like other mods (with hundreds of units, techs, etc.).
I feel it, like the title, adds just something extra :)

But I also LOVE RevDCM.
I tried merging the mods, but I f#$@ed stuff up. I'm not that good at merging (I don't have any Python or XML knowledge).

Has anyone else tried to merge this brilliant mod with RevDCM?
 
Actually, I've been working on it for a few weeks. I'm working on python coding at the moment. I'm not a fan of most of the RevDCM (crazy barbarians, Dales Combat Mod bit).

Here's a rundown of what I've got so far:

Code:
Destiny Version 3.0
Rebuilt from Scratch for 3.19
Customized revdcm civgamecore.dll

Included Mods

	Major Components
	----------------
	RevDCM Core by Revolutions Team
		- Disabled by default: Start as Minors, Barb Civ, Revolutions
		- Enabled:  Dynamic Civ Names, 50 Civ Dll, Influence Driven War, Superspies, BUG
	BTS Extra by Chiyu 
		- Customized Core Extra Civs, tech tree, leaders, units

	Additional Components
	---------------------
	Enhanced Tech Conquest by Grave
	Great Generals from Barbarian Combat by theLopez
	Event Art Images by Emperfool et all
	Volcano mod, Tornado features by Hrochland
	Mexico Civization by StrategyOnly
	Manhattan Project is now a Team Project and is required to be built to allows building Nuclear Weapons
 
I agree that the ROM mod and the resulting LOR mod are both excellent and have a great bit of content. After playing all these mods I have to say that the content of the EXTRA mod and the gameplay of REVDCM are the main reasons I keep coming back to Civ IV. I have to disagree that ROM and therefore LOR do not seem to have the SAME content or FEEL of the EXTRA mod that had crafted content included from all the scenarios and expansion packs of Civ IV. (Though ROM and LOR both have excellent content!). I have tried (unsuccessfully) using winmerge to merge EXTRA and REVDCM myself, and am hoping for a clear EXTRA/REVDCM merge. If you have played both extensively you might agree. ROM and then LOR both have a lot to offer also. My Hope is just to see a stable EXTRA/REVDCM merge because that specific combination of gameplay excites me. And I really do pray that it excites some of you as well!
 
Smeagolheart, maybe you could start with the current REVDCM core, merge the EXTRA mod then just deselect the options that you don't like to play with. That way maybe you can get more support and help. I think that the REVDCM core was built that way so you can do that. This way we can all contribute to your efforts and we can all get what we want?
 
It's nice to see that I'm not alone in this and that smeagolheart is actually working on a project along those lines. If there's anything I can do (some tedious checking or bug-hunting?), let me know :)
 
Thanks for the interest guys. I'd say I'm 90% done and it's been a lot of work so far. I've got a stable dll built as I added a few features to the RevDCM sources. That took me a while to do because getting the right software to work was somewhat involved and very precise.

I did the xml merge and art merge a long time ago. The thing that has really slowed me down is getting python to work. Since Bug replaced standard CVgameutils and CVEventmanager with their own system, you can't do a winmerge of the code over so I've been trying to learn (or find someone else's code) that has done it another way. I'm no python master but I can look at python and understand what it's doing but it's not so easy to get all the files to interact with each other (and the Bug overlay and the game).

Anyway I've made a lot of progress on the python and have some results. I'd say I'm 75% done with integrating the new python.

If you guys liked Extra and Revdcm, I think you'll like what I have. It may need some more polish once it's out but it should be a lot of fun. I'm very precise so it's been a long process.

What is changed from Extra? Well aside from new features not much.

The tech tree will be nearly identical and most units, buildings and civs will be there. I'm not a fan of some of the art so I've replaced some of it. For example, the monk's button bothered me I replaced that.

There will be ~6 new leaders. Some changed leaderhead art.

I've changed a few of the wonders example I made Leonardo's workshop more like it's Civ 3 version where it halves upgrade cost.

Pretty much the same as Extra.
 
Awesome mod, thanks. :goodjob:

Found a bug - pretty minor and easy to fix, I think.

sshot.png


I'm guessing it just needs a / to close a tag somewhere.
Anyone know what file it's in?

[Edit]
Okay, I think I found it in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Extra\Assets\XML\Text\ExtraNostalgiaText.xml
PHP:
		<Tag>TXT_KEY_TECH_TRADE_STRATEGY</Tag>
		<English>[COLOR_TECH_TEXT]Trade[COLOR_REVERT] adds one trade route for every city, enables [COLOR_CIVIC_TEXT]Barter Economy[COLOR_REVERT] and allows you to build [COLOR_UNIT_TEXT]Caravans[COLOR_REVERT].</English>

Help anyone?
 
I don't think [color_civic_text] is a valid line. I'm not sure what it is supposed to be.

Same conclusion I was coming to... I have a search underway on "State Property" to see if I can compare what it should be.
Thanks for the confirmation. :)

[Edit] Right, a few results but I'm drawn to the COLOR_HIGHLIGHT_TEXT for a safe substition. Off to test.
 
Hey guys,

the mod doesn't work for me. I've choosen it in the BtS menu, but there aren't appearing new leaders or new civs...could someone help me??

Thx!

EDIT: My Civ folder isn't installed at the programmes folder, but at the User/App Data folder. Could that be the fault?
Checked also to start the game with the Civ 4 Mod Chooser, but same results, game starting up without the mod...:(
 
When you start the mod and it is on the menu screen does it say "Extra" in the upper right corner where the name of the mod always appears? If not, then it isn't really loaded.

Check the installation. In Mods/Extra, wherever it is installed, there should be a file called Extra.ini and a folder called Assets. If there is instead another folder called Extra in there then you have an extra layer of folders that you do not need (move everything out of that second Extra folder up into the real Extra folder). Otherwise, in the Assets folder there should be more folders (Art, Python, etc.) and a couple of FPK type files.

My final thought is that there is some slim chance that you are seeing interference from files in the Custom Assets folder. Those override all other files unless the mod is set to ignore them.
So set the mod to ignore them. That Extra.ini file I mentioned above? Open it and change the line that says "NoCustomAssets = 0" to "NoCustomAssets = 1".
 
When you start the mod and it is on the menu screen does it say "Extra" in the upper right corner where the name of the mod always appears? If not, then it isn't really loaded.
It appears every time!

Check the installation. In Mods/Extra, wherever it is installed, there should be a file called Extra.ini and a folder called Assets. If there is instead another folder called Extra in there then you have an extra layer of folders that you do not need (move everything out of that second Extra folder up into the real Extra folder). Otherwise, in the Assets folder there should be more folders (Art, Python, etc.) and a couple of FPK type files.
Yeah, everything like you explained, three FPK files there.

My final thought is that there is some slim chance that you are seeing interference from files in the Custom Assets folder. Those override all other files unless the mod is set to ignore them.
So set the mod to ignore them. That Extra.ini file I mentioned above? Open it and change the line that says "NoCustomAssets = 0" to "NoCustomAssets = 1".
Done that, but no results again :mad:

A question: Is it usual that in the extra.ini at the end there stands
Extra 3.17j
and not for exampel Extra 3.19?

Help me please :(

EDIT: Could the reason maybe be that the game is installed @ Programms x86 and not @ Programms?
 
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