Hey everyone!
I'm sorry I haven't replied for so long, but for most of last year I was quite busy with my study and other projects. Then, Civ5 was about to be released and I assumed that it would be even better than Civ4 so I didn't feel inclined to work on the Extra mod anymore. However, I was wrong. Civ5, although a decent game by itself, is still inferior to Civ4, in my opinion. Therefore, I've returned to playing Civ4 (and the Extra mod) now that I have some more spare time on my hands again.
With that said, I am in fact working on a new version of the Extra mod. With this update will try to fix even more problems (mainly the bugs with unit graphics that appeared because of VD, and hopefully the MAF problem as well...
Additionally, the new version will add some 'extra' things, inspired by Civ5. Of course, no major gameplay changes such as the 1upt system, but rather a few minor things such as the
Songhai and
Polynesia civilizations, the
Pearls resource, the
Solar Plant building and a few new wonders.
So stay tuned!
@Madd Muggsy:
Yeah, I'm familiar with those graphical glitches... It happens a lot to flavour units added by Varietas Delectat. For the next version of Extra, I'm going to implement the newest version of VD and try to fix any graphical errors.
@bmarnz:
Fixed, the Silat UU should work fine in version 3.19f and beyond
.
@Thaitanium:
Hm, I see.. Would you have another recommendation for a Vietnamese UB then?
@pmarvin:
Yeah, just put the Extra folder in your Civilization IV\Beyond the Sword\Mods directory
.
@PreLynMax:
Yeah I know.. That's intentional. The thing is, the supermutants are 'national' units, you can only build a few of them - while you can train as many normal mutants as you want.
@Cadbro/Johenric:
The earlier versions don't have any Final Frontier futuristic content yet (only the stuff from Next War), so if you go back to one of those, it should be better. Unfortunately a version without any futuristic content whatsoever would be difficult, since the mod has basically evolved out of an attempt to merge the Next War content into the main game.
@Anyone who mentioned the Memory Allocation Failures:
I have the same problem myself, although it doesn't happen too often.. Still, it would of course be best to keep these to a minimum for everyone.
I've heard several people suggest different things: do the memory failures occur because of the new wonders or because of the new civilizations? What exactly causes it? So could anyone please explain the Memory Allocation Failure problem more thoroughly?
IMO, fixing this bug has a high priority for the next update. Of course, the ideal solution would be to find a way to keep these crashes to a minimum without taking out any existing content. For instance; would replacing the leaderheads with static images solve it?
@About merging Extra with other mods:
I'd rather not delve into this myself, as it would give me even more work than I already have, plus it might make the mod more unstable (see above; with the MAFs). Of course, if other people are willing to do this, I support them fully
.
@Woerkilt:
I agree with you about some wonders having similar effects. In my experience from Civ4 LAN parties, my friends always get frustrated if I build too many wonders while leaving too little for them
. That's why I like having a mod with many wonders to choose from.
@Healz:
You should forget about the Nostalgia and Lords expansions and just install the full version
. That way it's guaranteed to work.
@Toys®Us:
I considered adding Saltpeter, yeah. However, I decided to exclude it for now because it would probably change the gameplay too much (ie. having a prerequisite for building gunpowder units).
@Pug:
The little bug with the Trade technology should be fixed in version 3.19f and above
.
@Iskra123:
Are you still having difficulties with getting the mod to work?
@Squidward117:
The download was offline for a while, indeed. It should be back up now
.