[BtS] "Extra"

1066 AD for Chiyu's Extra mod

A special edition of 1066 AD for Chiyu's Extra mod, featuring custom made civ, leaders and unique units from the mod.


Summary
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This scenario starts around 1060 AD, in the High Middle Ages, when the Old World faces the threats from the Vikings and Mongols. The once all-powerful muslim world is breaking up into smaller empires, the strongest being the Fatimids, currently led by Saladdin, and the Selchuk Turks, while crusading armies prepare to free the Holy Land.


Civilizations
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1. Vikings - CUSTOM LH (Arpad)
2. Mongols
3. (Southern) Sung empire - CUSTOM LH (Taizong)
4. Byzantine empire
5. Holy Roman Empire
6. French
7. English
8. Spanish
9. Kiev Rus - CUSTOM LH (Casimir)
10. Indians
11. Khmer
12. Mali
13. Korea
14. Japan
15. Inca
16. Aztec
17. Fatimids - CUSTOM CIV (Mamluks)*
18. Selchuk Turks

and some barbarians.


All Ancient Wonders except one have been built (placed in the apppropriate or nearest city), save one and only the religion of Amun-Ra hasn't been founded yet.


PLEASE NOTE
-------------

This file contains 2 scenarios:

- 1066 AD for Extra (1.0)a is set to last 750 turns, starting in February, 1066 AD

- 1066 AD for Extra (1.0)b is set to last 1,500 turns, starting in January, 1066 AD.


The setup for both is the same and turns will last one month each.


DOWNLOAD HERE (w/screenshots): http://forums.civfanatics.com/downloads.php?do=file&id=11952


* I noticed that the Mamluk leader Baibars' right arm doesn't look as it should in animation; seeing as Saladin was the actual leader at this time, I used him instead.

@Lachlan: I'm sorry, but I currently don't have the time to do yet another scenario...
 
1066 AD for Chiyu's Extra mod
@Lachlan: I'm sorry, but I currently don't have the time to do yet another scenario...

I want not a scenario but an empty Earth Map for Chiyu's Extra with ALL civs unlocked
... ;) As you adapted two Earth Maps for Extra, can you make a version "map only" ?


1) That's all :goodjob:

By the fact i will could create scenarios without thinking to ressources nor map making :mischief:

After i can rename Civs and leaders and assign techs to civs like you make

2) I will give a try to your Extra version of 1066 AD, but i'm affraid because when i load this "1000-66" things of scenarios, i often a sound played and after crashed to desktop, i hope that it's not the case with you version :)
 
I uploaded the first version of Extra Add-on 02 - Nostalgia; an expansion pack for Extra filled with content from previous Civilization games. For an overview of the features, as well as a direct download link, head to: http://forums.civfanatics.com/showthread.php?t=314381. Keep in mind that you need Extra version 3.17h for this to work, 3.17i beta or any other version for that matter will mess things up!

Hope you enjoy it :). If there are any bugs or problems installing it, let me know.
 
Are they cumulative ? if yes, its nice :goodjob:

Do you plan a megapack, Extra+all its its add-ons ?
 
Yes, after I release Extra Add-on 03, I will also upload a megapack that features Extra including all its add-ons (saving people the hassle of merging them theirselves ;)).
 
Is that with or without the add-on?

-----


I also uploaded the first version of Extra Add-on 03 - Lords; an expansion pack for Extra that adds even more additional civilizations and leaders. For an overview of the features, as well as a direct download link, head to: http://forums.civfanatics.com/showthread.php?t=314667. Keep in mind that you need Extra version 3.17h with Add-on 02 installed in order for this to work!
 
Is that with or without the add-on?

Nothing extra added, just the h version. Main reason i am asking cause i was going to use alot of stuff from your mod, but??


EDIT: Cant find:
<PromotionPrereq>PROMOTION_REPAIR_STAFF_I</PromotionPrereq>

Cant find in LeadHeadInfo: DIPLO_AUGUSTUS_EARLY has Caesar?

You have LUMBER_MILL in Building Class, but not in Building Info?

You have: Art/Units/CEO/Logos/CEO_Sushil, artdefines?

<NIF>Art/Structures/Buildings/SHINTO2/shinto.nif</NIF>, i see no file?

Heck heres the full list(so far): you do with it what you want.

MissingArt: Art/Structures/Buildings/Leonardos_Workshop/leonardos_workshop.nif
Used: fury art/civ4artdefines_building.xml at line 2406
MissingArt: Art/Structures/Buildings/Trade Fair of Troyes/fest_mid_tentbig.nif
Used: fury art/civ4artdefines_building.xml at line 2416
MissingArt: Art/Structures/Buildings/Crusades/Golgota.nif
Used: fury art/civ4artdefines_building.xml at line 2426
MissingArt: Art/Structures/Buildings/Copernicus' Observatory/future_temple.nif
Used: fury art/civ4artdefines_building.xml at line 2436
MissingArt: Art/Structures/Buildings/HimejiCastle/asiapalace.nif
Used: fury art/civ4artdefines_building.xml at line 2446
MissingArt: Art/Structures/Buildings/e-Bank/Barrier_I.nif
Used: fury art/civ4artdefines_building.xml at line 2456
MissingArt: Art/Structures/Buildings/SETI Program/lokator.nif
Used: fury art/civ4artdefines_building.xml at line 2466
MissingArt: Art/Structures/Buildings/SHINTO2/shinto.nif
Used: fury art/civ4artdefines_building.xml at line 2476
MissingArt: Art/Units/CEO/Logos/CEO_Sushil.nif
Used: fury art/civ4artdefines_unit.xml at line 3035
 
@strategyonly: thanks for pointing those out, they were remains of the 'full' version that shouldn't be in the 'core' version. I'll clean it up and re-upload :).

@rwglaub: No idea, it works fine here in all versions..
 
Chiyu, take a look at the History in the Making Mod. No interface problems, and he's using the latest version of BUG. It's the only Mod I'm using that doesn't have any problems.
 
Well the fact is, I didn't change *a thing* to any of the screens except the Civics Screen, so I don't think it has anything to do with Extra itself... Do you use the mod in combination with anything else?


--- Okay everyone, I fixed the bugs in 'core' version. Version 3.17k is now online, and since I didn't add or remove anything, it should still be compatible with JEELEN's maps or the Add-ons.
Download at http://www.craccoclan.com/downloads/Extra3.17k.rar.

But be sure to delete the old version when installing this anyway, a clean install is always recommended ;).
 
Heres some other stuff:

Art/Units/PARATROOPER_Israel/Paratrooper no such file should be Art/Units/PARATROOPER_Israel/Paratrooper_fx

Art/Units//ireme/Trireme should be Art/Units/bireme/trireme

Art/Units/CEO/Logos/CEO_Sushil.nif should be Art/Units/CEO/Logos/CEO_Sushi.nif

again so far. It says that VD has 415 errors but that is not always correct, cause it cant read a kfm or shadow line out of place?? see attached

Just thought i'd try and help, cause i know alot of people dont.

I dont think the program does well with modules either??
 
I just finished a game with your Extra version i. Didn't get all the way to Modern Armor, but the ordinary tank units in the game could attack MULTIPLE times in a turn...I counted at least 4 attacks for a single unit in a single turn.

Is this a bug? (I'll try again with v. k, which I'm d/loading now.)

Thanks for all your great work!

PM
 
Some in-game suggestions:

- shouldn't Siege Towers be obsolete with Cannons?
- why not attach the Trireme to Mapmaking (which is now a dead end-tech)?
- Marsh can be irrigated and costs no movement points - shouldn't it be removed first and have at least 1 MP (like Jungle)?
 
I just finished a game with your Extra version i. Didn't get all the way to Modern Armor, but the ordinary tank units in the game could attack MULTIPLE times in a turn...I counted at least 4 attacks for a single unit in a single turn.

Is this a bug? (I'll try again with v. k, which I'm d/loading now.)

Thanks for all your great work!

PM

I think that was because of the blitz promotion, which allows mutiple attacks per turn which the tank has and the bonus gained from the automobile which gives all land units an extra turn per move. So it would have 4 moves in a turn.
 
That's a lot.

Forgot to mention: I playtested a 1600 AD for Extra conversion, but got a late-game CTD. I wonder if that happens more often? (I have the Nostalgia and Lords adds-on installed.) Same thing with a 1790 AD for Extra set-up, which crashed when loading.

Alternatively, should I upload the 1600 AD for Extra version to see if anybody can work out what's causing the CTD?:confused:
 
@JEELEN:
- Siege Towers: Yeah, you're right - to be historically correct, it should. But Siege Towers cost 120 hammers to build and Cannons only 100. I was afraid it would cause bugs or something if a more expensive unit is upgraded into something cheaper. I'll test it.
- Moving the Trireme to Map Making/Cartography would make it appear way too late (about the same time as the Caraval). Instead, I'll just make Cartography a prerequisite for Astronomy :).
- You don't want them able to be irrigated because they're already wet? So no farms on marsh type terrain? But yeah, adding one movement point would be fair :).

@pmarvin/smeagolheart:
I think the +1 movement on land feature from the Automobile just gives you one more movement point on land, not actually enabling you to attack twice. I just tested, and the tanks seem to be only able to attack twice here. Can anyone else test this?
 
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