[BtS] "Extra"

I can't start the mod in version 3.17g. It crashes when finish load main menu.

I have the last version of BTS and earlier versions works well. Please helpme!

Me and my best friends love this MOD, we only play Extra (not BTS "standard" or other mods :goodjob:)

Thanks for your job ;)

Apologies if you do not understood my post, I dont dominate English language
 
Hi! I'm new here.

Can anyone tell me how to use that fantastic Civ Extra Mod together with NASA Blue Marble Design? Would be great!

And a second question: I'd like to play the huge Ice Age Earth Map together with both mods, too. But every time I start the map with Extra the game (incl. Warlords and BtS + patch) crashes while loading assetts. Any idea?

Thanks a lot for possible answers!!
 
Okay, I got it by myself. Just had to delete some terrains :mischief:
 
Has anyone had any problem with great spies no longer being able to create the Scotland yard?
 
No, I am able to create it every game, sometimes before I even know alphabet. Do you have more than 2 national wonders in the city where you are trying to build Scotland Yard? If so it won't work because it uses up one of the national wonder slots, unlike the great scientist's academy.
 
It's me again with a big wishes list for christmas and beyond ;)

Dear Mod maker! Could you add more ancient and native cultures to Extra? I'd like to see Phoenicians, Skyths, Harappans, Aboriginees, Yomon, Polynesians, Ethruscians, Vaskonians, for example, and a lot more, of cause. Just a list with wishes, nothing else. You do a great work, as the other Mod makers do so. Thanks for making Civ4 bigger and better!!! :)
 
I do have one quick comment...

Spies in this mod are INSANELY powerful! Seriously... I had spy problems constantly through my last game.

There is one reason for this: For some reason, the natural "Cannot have enemy spies within your borders" passive spy ability has either been removed, or doesn't work. In addition, it is almost impossible to catch spies, even with 10~40:1 espionage ratios! As a result, I had 2 or 3 espionage missions EVERY TURN destroying farms, mines, buildings, and sabotaging research.

There were only 2 civs. So I would like to announce the following bugs:

Passive Espionage ability: "Prevent Foreign Spies" (The most expensive of the Passive abilities) is either broken, or not implemented.
Espionage multiplication abilities (Increasing the cost, the higher the Espionage ratios) is either broken, not implemented, or massively reduced.
Caught spies are not killed (I think). I had total visibility over Germanies cities, but I almost never saw them buy new spies, even though, at thier height, they would lose *2* spies each turn!! (3 missions, one would succeed, and 2 would fail)

Other than that, it was a fun game. Space Race victory in 2020 ... I built the Manhatten Project, hoping to have global warming destroy the world, but that apparently has also been removed quite significantly :( I owned 5 Shrines at the end of the game (Mesoamerican (Captured from Carthage), Buddhist (Captured from Celts), Zoroasterian (Captured from Germany), That Hammer religion (Captured from the Persians, 5 turns from the end), and Hinduism (Bought for peace, this city changed hands from Ghandi, to Persia (who became India's master), to Sumeria, and then to me :D)
 
@Karl-Heinz: I will look into the bugs with the Calender tech in the German version and the missing skins. Should be fixed easily for the next version. :)

@dragonred42: What do you mean exactly?

@Grayuriel: I could move the Future Gunships to a later tech, sure, no problem. As for the African civs... That would be difficult, since I only add civilizations from an existing Civ4 mod. And as far as I can remember, there aren't any (noteworthy) African civs left to add ;|.

@smeagolheart: I'll fix the Apache city. Also, I'll look into Mangas' gp per turn thing.

@monkeyboobs: I *could* grant your wish, partially. The Etruscans, Scythians and Phoenicians are all present in Civ4's mod Greek World, which gives me enough justification to add them. However, except some nice flag designs, these are far from being full-fledged civs (they don't even have pedia entries!), which means it would take a LOT of work to finish them. But.. if there is more demand for any of these three civs, I might do it after all ;).

@digitCruncher: Hmm, actually, I didn't change a thing to the espionage mechanism. So I doubt there are any bugs in regards to that. Has anyone else encountered problems with spies?
 
I've been victim of the type of spy assault described by digitCruncher. I play on monarch difficulty.

Same as me. I also play on monarch difficulty, and really, EVERY single turn, my neighbours distroy MASSIVLY improvements.

I »fixed« the problem this way: I divided my territory into »administration units«, every with 12 to 24 workers, who rebuild affected improvements in one turn. Another way to solve the spy problem is to destroy all civilizations - but because I prefer a more pacifist gaming, it's not my favorite solution ;)

---> Please vote for more ancient cultures!!!! :D <---
 
I solved the spy-problem in the xml-files. They are no longer able to sabotage. I changed this <bSpy>1</bSpy> to <bSpy>0</bSpy>.

The indian-city-names are in the german language too strange.

More civs would be fantastic.

@Karl-Heinz: I will look into the bugs with the Calender tech in the German version and the missing skins. Should be fixed easily for the next version. :)

The calender tech is fine. Is the foundation of mesoamerican religion. I mostly play with select religion, the game crashes not by calender only by foundation of mesoamerican religion.
 
Chiyu, this mod is fantastic! My main issues are that the future ships talk when selected (and make the sound of someone stepping in water when they move), and the Future Gunships and Colony Ships lack attack animations. The Future Gunship also moves on the ground. Apart from these minor problems, excellent work!:goodjob:

Just wondering- what's Baibars' late theme? It's an interesting piece.
 
Has anyone had any problem with great spies no longer being able to create the Scotland yard?

Scotland Yard being a National Wonder is actually a bug in Next War, I think, (probably since Next War was made from an older version of BTS - similar to how the apostolic palace was missing when it first came out - if you check BTS Scotland Yard isn't a national wonder but if you look in Next War it is. I don't believe it should be.
 
Passive Espionage ability: "Prevent Foreign Spies" (The most expensive of the Passive abilities) is either broken, or not implemented.
Espionage multiplication abilities (Increasing the cost, the higher the Espionage ratios) is either broken, not implemented, or massively reduced.
Caught spies are not killed (I think). I had total visibility over Germanies cities, but I almost never saw them buy new spies, even though, at thier height, they would lose *2* spies each turn!! (3 missions, one would succeed, and 2 would fail.

Spies are working normally in this mod. The Passive ability "Prevent Foreign Spies" that's in the manual is not actually in BTS. It was taken out before release, so even a normal BTS game wouldn't have it. You can activate it in the globaldefines xml however at the very bottom:

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

Though I don't know what percentage it was intended to be at.

I solved the spy-problem in the xml-files. They are no longer able to sabotage. I changed this <bSpy>1</bSpy> to <bSpy>0</bSpy>.

All that does is remove the ability for spies to do espionage missions at all. It would be better to just make spies have a cost of -1, that way no one can build them instead of having the AI build spies that can't do anything. There is an 'No Espionage' option in BTS you can use though to remove espionage all together.

(Sorry for posting twice)
 
I haven't ever had any problems with spies. I mean, they certainly are a constant threat and active within my boarders but you just need to take actions against them.

- Increase espionage spending
- Build your own spies and spread them throughout your territories, they can capture and foil enemy spies
- Perform counter-espionage whenever possible
- At worst case scenario, declare war!
 
The thing is, I had 10K espionage points, at at times, I was losing improvements etc., with Germany still at 500 espionage points. Thats a 20:1 ratio, and normally a 5:1 ratio is sufficent to prevent all espionage missions...
 
The thing is, I had 10K espionage points, at at times, I was losing improvements etc., with Germany still at 500 espionage points. Thats a 20:1 ratio, and normally a 5:1 ratio is sufficent to prevent all espionage missions...

Preventing espionage is not just how many points you have against someone, its also how many points youve spent on espionage missions. The game keeps track of how much epsionage you've spent in the game (in total not just vs one person) the higher number of that the more likely it is to prevent enemy spies.

Obviously, Germany had been doing more spy missions the whole game so they had a higher espionage spending score. No wonder it was easy for them to succeed and do it cheaply.
 
Back
Top Bottom