[BtS] "Extra"

Thanks, I tried just that, but when I do, I start getting weird bugs, like all cities getting to legendary culture on turn 1
 
@smeagolheart: I'm in Limburg right now, with my parents, on an old computer. But as soon as I get back, I will examine your suggestions :). They seem nice. Problem is.. I'm not sure if there are any available, suitable skins/models for those units, and especially for those buildings.:hmm:

@Kimbal: which modcomp exactly do you want to implement? Got any links?
 
Started working on the Apache and Iroquois civs :).

Btw, does anyone know why the game takes longer when loading Baibars' face graphic (in the Civilopedia) than any of the other leaders? I notice a significant slowdown, but can't figure out why...
 
does anyone know how I can play the mod with the regular interface of Beyond the Sword on. When I started a regular game in BtS, the interface was there with the menu and civpedia buttons in the top right corner.

Then when I tried opening a game in Extra, the interface was gone?

Thanks,

MusicalRabbi2k
 
Behold, it's the Extra Mod for Civilization IV - Beyond the Sword (v3.17) with brand new Civilization IV - Colonization content merged in!

Naturally, only a few features were able suitable for this, since Col. is a different game altogether and I don't want to fiddle with the basic gameplay of Civ4 too much.

So let's take a look at the features that did make the cut:

Changes in Extra version 3.17g:

From Colonization:

The former Native American Empire split into four empires.
- The Sioux Empire:
Leader: Sitting Bull (Phi & Pro) - Unique Unit: Dog Soldier - Unique Building: Totem Pole
Basically just the old Native American Empire, but with a new name and with new cities.

- The Cherokee Empire:
Leader: Oconostota (Org & Chm) - Unique Unit: Cherokee Rifleman - Unique Building: Casino.
The Cherokee Rifleman is just the Armed Brave profession from Colonization, with a new name (inspired by Age of Empires III). I wasn't sure what building to give to them, and then I remembered a South Park episode in which the native americans owned casinos. Afterwards I did some research on wikipedia and it turns out that they indeed do: "Indian Gaming enterprises comprise gambling businesses operated on Indian reservations or tribal land, which have limited sovereignty and therefore the ability to exist outside of direct state regulation." (source: Wikipedia)

- The Iroquois Empire:
Leader: Logan (Phi & Cre) - Unique Unit: Tomahawk - Unique Building: Longhouse.
I went with smeagolheart's suggestions on this one. Thanks to him for the ideas.

- The Apache Empire:
Leader: Mangas Coloradas (Phi & Agg) - Unique Unit: Apache Scout - Unique Building: Horse Pasture.
The Apache Scout is once again an idea from smeagolheart. He's like an invisible scout. The Horse Pasture is the unique building for all natives in Colonization. It might be a bit overpowered though.. Gives the Formation promotion to all units. If there was a way to limit this bonus to mounted units only, it would be more fair.

- The Wagon Train unit: a transport unit for over land, useful for when you want to move settlers or workers to someplace far away quickly - but very vulnerable to enemy attacks.

- The Tobacco resource. Doesn't need an explanation, does it? On top of this, the Cotton resource now uses it's new Colonization button and graphics.

- The Marsh terrain type, and all of the Colonization terrain graphics in general. Credits go to johny smith's modcomp. Looks marvelous!

- The Stockade (renamed to Palisade, which is more recognizable) building.
There's now a special system for building walls, which I think is pretty cool. You can start by building a palisade (20 hammers), and then upgrade the palisade to stone walls (40 hammers) once you discover masonry. Then you can upgrade the walls to high walls for 80 hammers once you discover construction. That way players can more or less choose how well defended they want one city to be :).

- The Schoolhouse and College buildings.
This uses the same system as with the walls. You start with a normal school with alphabet, then you upgrade it to a college once you have philosophy and then finish it with a university once you discover education. This simulates the hierarchy in education from colonization, but then in Civ4 style.

- The Textile Mill building. In my opinion this building is very welcome, to represent the proto-industrial era. I mean, it's a big step from forges to modern factories. This building kinda fills the gap. It gives a 10% gold bonus, +1 happiness with cotton, as well as a free merchant. Maybe that last thing is a bit overpowered though. We'll see after some testing.

- New promotions: Swamp Fox I, Swamp Fox II and Swamp Fox III. These give bonuses for the marsh terrain and the jungle feature. This means that the old woodsman promotions are now less useful, since their bonus now only counts for forests.

Several leaders from Colonization were converted to BtS leaders.
- John Adams, for the American Empire (Exp & Fin).
Left as he is.

- Johan de Witt, for the Dutch Empire (Ind & Chm).
Was called Van Der Donck in Colonization, but that name is barely known at all so I renamed him. Conveniently, De Witt is a founding father in Colonization, so he already had all text strings and such.

- George II, for the English Empire (Agg & Ind).
There was a perfectly fine "English King" leaderhead in Colonization, but he was nameless. So I showed the picture to a friend of mine who is obsessed with Dutch and English royalty and asked him who he thought it was. He said it was either George II or George III. We sticked with George II because George III was, according to him, a very weak and unimpressive king. And after comparing some photos, I thought he looked more like George II anyway.

- Charles V, for the Spanish Empire (Spi & Imp).
I was having doubts whether the "Spanish King" leaderhead in Colonization would be based on Charles V or on his son Philip II, who were both very keen on their possessions in the new world. But then I saw this picture on Wikipedia, a drawing by Titian. Compare this to the Spanish King leaderhead. Isn't the resemblance striking (although Charles V on the painting is obviously older than the one in-game)? Pay attention to the details: they have the same pendant and furry thing around their necks. Oh by the way, I realize that Emperor Charles V of the Holy Roman Empire should actually be called Charles I of Spain if I use him as a leader for Spain, but I picked the former name anyway because he is far better known that way.

- I made new buttons for pretty much all of the aforementioned leaders, units and buildings to make them fit in better with the old Civ4 button style (Colonization buttons look.. different).


Not necessarily from Colonization:

- I added new diplomacy music for Hitler, Wilhelmina, Adams and George II. For flavour.

- Made new buttons for the Winged Hussar and Huszár Cavalry (the Polish and Hungarian UU's) because the old ones didn't really fit in with the rest of the buttons.

- Changed the stats of the Mamluk (UU for the Mamluk Empire): it's now slightly cheaper than the Knight (which it replaces) and it gets the Desert Adaption promotion for free. Fitting for a civilization like this.

- To distinguish the new native american empires (Apache, Cherokee, Iroquois, Sioux) from the meso/south american empires (Aztec, Inca, Maya) I made sure that all their units look differently. Varietas Delectat took care of this mostly, but not for the new units I added myself: the Peltast, Prodromoi, Horseman and Heavy Swordsman. For the latter three I relied on bernie14's fantastic Iroquois units and for the peltast I edited the European peltast a little.


Download Extra version 3.17g BETA here!


Please take notice that this is still a beta version. Some things may still be unbalanced and I also haven't done all the strategy/civilopedia strings yet. I released this version early just so that you can all fool around with it for a bit.
Other things I want to add to the non-beta version (after I learn to edit the CvGameCoreDLL.dll): the ability to play with more than 18 civs and a way to limit the amount of religions. After all, not everyone enjoys playing with 12 enabled religions in one game, especially when there are only 5 civilizations or something. If possible, I would like to link the amount of religions per game to the amount of players in the game. Otherwise, I'll just give players the option to disable each religion separately.
 
I've played 3.17G for a short while. I must say the new terrain looks worse than the old ones. I haven't seen any marshlands either or jungle actually, just a whole lot of plains mostly and a bit of grass and hills. I play Global Highlands maps if it matters. The pallisade has been available at the very start of the game for me everytime, seems a bit early to have walls available. I'll give more feedback as I get time to play a few more games.
 
Okay played 3.17g beta a bit more. I have seen marsh now, I think it was there before but I didn't notice it because it looks simliarish to grassland. I did find one minor bug in that I build the pallisade, walls, high walls, then a castle and then it let me build the pallisade again for even more defense. I've seen the sioux, cherokee, apache and de witt in game.

The woodsman promotion for explorers seemed to give the old bonus after building a fresh explorer. Also the swamp fox trait seems to give an awful lot of bonuses but maybe it's not so bad. It gives attack and defense bonus to jungles AND swamps.

I've built schools and on... I think the think may be a bit overpowered. 10% science increase could be quite a lot, maybe just one beaker or something would be better.

Seen several civilopedia text strings off but that's to be expected as it's beta like George's description being of the english king from colonization.

Got to about nationhood and then took a break.
 
@Kimbal:
Hmm, Shamanism should really give +25% to your capital...
<CapitalYieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>25</iYield>
</CapitalYieldModifiers>

@smeagolheart:
It's true that the palisade is available at the start of the game, but I had no choice because the (stone) walls come very early too. I guess I'll just lower the defense bonus from 25% to 10%, to make effect weaker :).
Yeah I already noticed the palisade bug myself while testing 3.17g thoroughly today.

As for the Swamp Fox.. I just copied it like the way it is in Colonization.. I could change it, but if I removed the jungle bonus, wouldn't it be too weak?

As for the schools, well, the university gives 30%, so the school and college (with 10% and 20% each) are logical steps to that direction. Take notice that the school disappears once you build a college, and the college disappears when you build a university. So in the end, it's not overpowered. Unless you're referring to the fact that you can build the school quite early (alphabet) in the game?

The civilopedia strings will be fixed soon, I'm saving them for last :).
 
@Kimbal:
Hmm, Shamanism should really give +25% to your capital...


@smeagolheart:
It's true that the palisade is available at the start of the game, but I had no choice because the (stone) walls come very early too. I guess I'll just lower the defense bonus from 25% to 10%, to make effect weaker :).
Yeah I already noticed the palisade bug myself while testing 3.17g thoroughly today.

As for the Swamp Fox.. I just copied it like the way it is in Colonization.. I could change it, but if I removed the jungle bonus, wouldn't it be too weak?

As for the schools, well, the university gives 30%, so the school and college (with 10% and 20% each) are logical steps to that direction. Take notice that the school disappears once you build a college, and the college disappears when you build a university. So in the end, it's not overpowered. Unless you're referring to the fact that you can build the school quite early (alphabet) in the game?

The civilopedia strings will be fixed soon, I'm saving them for last :).


I thought the schools were adding an extra % so that the school, college and university were all cumulative, like how the pallisade is cumulative with the other walls, if they are replaced by other buildings then its fine.
 
Ups, you're right it really gives 25% but the tooltip that come up when you first discover it says: (10% comerce in Capital and 10% culture in all cities), but in reality it gives the 25%, sorry for the confusion.
The other thing I found out is that you can skip improved formations and go directly for machinery.

Thanks again for the good work btw :)
 
Swamp should be a terrain feature, not a terrain type.
Because, in modern era, it is possible to dry a swamp to fertility land.
So a feature can be removed.
 
@Smeagolheart:
In order to improve the balance, I took out the palisade again. The high walls still give lots of additional defense, but they get obsoleted early so they are only plausible during the late middle ages.

@Kimbal:
Fixed it. Now Improved Formations is required to research Machinery.

@Jounk33
I *think* the marsh type in this game represents wetlands in general, like large parts of the Netherlands' soil... or something similar. I like to think of it this way, since for a useless swamp, the yields are a bit too high..
 
@Chiyu:
Hows the updates going? Dying to play more. Hey have you considered that the "Spanish King" aka Charles V looks like Henry VIII of England?

BHC2763.jpg

CharlesV.jpg


Hugely important historical figure, Charles Vth maybe not so much. I'd suggest giving the Charles head to the French but they already have Louis XIV as a long haired guy. The expressions of the english king head seem a bit loony to me, maybe he's supposed to be Charles III who supposedly went crazy for the latter half of his life. His time period matches up with colonization. Otherwise fairly
unimpressive though as you said.

http://en.wikipedia.org/wiki/George_III_of_the_United_Kingdom
 
@smeagolheart and Chiyu:
I don't know, have either of you considered that the leaderhead looks more like John Rhys-Davies? Check this out...
ph_john_rhys_davies.jpg

CharlesV.jpg


If he just made his beard and mustache more proper, grew his hair out a little, and put on that hat it'd be a perfect match!

Anyways, can't wait until the next release!
 
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