[BtS] "Extra"

I just downloaded the mod and everything seems great, until I start a game and I also have no interface in-game. I have not mastered this whole file system and would like to know how I can fix this problem. Thanks
 
To quote from this thread earlier:

Hey guys,

The mod looks great! However, when I uploaded it the interface didn't show up. Now, I was able to avoid the hassle for you guys by solving it myself with the solutions already provided here at Civ Fanatics.

This was done by making the CustomAssets in the BtS game folder the Assets folder (as in rename the CustomAssets folder as Assets) However, that means I lose the BlueMarble Mod and BUG Mod. So my question is, has there been updates that allow the BUG mod and BlueMarble? If not, are there any guides on how to incorporate them?

Thanks so much!

Keywords: No Interface Problem Help Mod

This is for people who search via the google box, it will make things so much easier when they're looking for a solution!

Pretty sure that will solve it.

Seriously, someone should put this in the FAQ.

Edit: Oh, and btw, welcome to the forums, lj23cc! :cheers:
 
To Chiyu :

1) What about sisters Civs for :

- Israel : Edom, Moab and Judah ?

- Russia : Tsardom of Muscovia, Kievan Rus, Altaî Fiefdom and Novgorod ?

- Renaming Celtia for Gallia, Iberia, Britania and Hibernia ?

- American Inuits, Greenland Inuits and Scandinavians Inuits ?

2) What about of :

Kingdom of Java and Theocracy of Tibet ?

Sorry if it is already included in Extra but i cant remember at the moment :(

It will useable to fill the Earth, isn't it ? :goodjob:
 
@Chiyu: Great mod, just some minor issues

x The civilopedia entry for the gunship is missing (only shows the picture)
x Also when you build the sphinx you don't get the proper window explaining what the wonder does.
x When you first discover the technology that allows to adopt mohism the tooltip that appears (do you want to change goverment....) says that it gives 33% to science
x units led by a warlord can't choose the Swamp Fox III pormotion (eventhough they are meeting all prerequisites)

Apart from that all is great
If I may, I want to suggest a few balance issues:
x Raise the max trade routes cap to 12 (with the trading company if you have build the great lighthouse, that cap is not that hard to reach, making the trading company not that useful)
x King Richard's crusade is almost worthless to build, because it costs a lot, it takes a long time to give you units, and it obsoletes pretty quick if you are following a warmongering path (you'll never get a good investment out of it)
x Copernicus' Observatory is also very, very expensive, maybe you could associate a resource to it (double production with x), and reduce is cost a bit, perhaps even up its science output to 50%
x I don't think the effect of ishtar's gate is appropiate (although I don't know what I would replace it for)
 
Congratulations on your mod. I've found it much better than this ones that add stuff after stuff even when it doesn't make sense. No problems with interface here.

One thing that is bugging me is that Tobbaco is giving health bonus. I mean... really?
Hellenism perhaps should be moved to Aesthetism? I would also suggest renaming Courtly Manners to Chivalry, at least in the nostalgia add-on (there was a tech called that in earlier games)
I've also got a recuring CTD in my Poland game in early AD' but I guess figuring it out isn't very likely (I wasn't doing anything specific at this point). Otherwise, very good job!
 
As promised, after a long wait, here is the new version. The 'core' version of Extra is finished, so naturally, this is part of of the 'full' version. Please note that this is a beta version, and does not contain all required translations yet or any new bug fixes since the previous version. The official version 3.17l will hopefully be uploaded soon.

To be precise, this is an update of the add-on Lords which means that it has some new civilizations and leaders. Once everything is fixed, I'll upload a seperate updated version of the Lords pack as well.

Download Extra 3.17l Full (beta)

I figured that if America can be counted as a civilization, some other major 'former colonies' should get a chance to be in the game as well. I got the UU's and UB's from other mods, but altered their effects a little.
On top of that, I added a couple of new leaders for existing civilizations, to extend the number of playable leaders to the round number of 110... Which means that every trait combination is now used twice, so if you like a specific combination, but not the civilization, you always have an alternative :). I also replaced some existing leaders with new ones, because I thought their leaderheads weren't original enough.

Civilizations
- Canadian Empire
---> Leader(s): Samuel de Champlain and Trudeau
---> Unique Unit: Mountie (replaces Cavalry)
---> Unique Building: Microwave Station (replaces Broadcast Tower)
- Australian Empire
---> Leader(s): Curtin
---> Unique Unit: Digger (replaces Infantry)
---> Unique Building: RFDS (replaces Airport)
- Brazilian Empire
---> Leader(s): Dom Pedro
---> Unique Unit: Bandeirante (replaces Musketman)
---> Unique Building: Estadio de Futebol (replaces Colosseum)


Leaders
- Richelieu, for the French Empire
- Ivan IV, for the Russian Empire
- Solomon, for the Judean Empire
- Karl XII, for the Swedish Empire
- replaced Julius II with Leo X, for the Vatican Empire
- replaced Ptolemy I Soter with Amenhotep III, for the Egyptian Empire
- replaced Chiang Kai-Shek with Cixi, for the Chinese Empire
 
@rightfuture:
Well, while I agree with you that RevolutionDCM has a lot of interesting features, the main 'problem' is that some of them alter the core gameplay, which is exactly what I don't want to do with this mod.
However, I could easily implement the "Better BTS AI" component since it doesn't seem to change anything, only 'fix' things :).


@Liszt:
Cure for Cancer should instantly add +3 population to all of your cities :). Let me know if it doesn't work.


@lj23cc:
In my experience, issues like that are usually related to using 'external' content in conjunction with the Extra mod. You should try what Matthew5117 said :).


@Lachlan:
Hmm, I'd like to stick to adding only well known and distinctive (in regard to the existing ones) civilizations and leaders. But the Inuits and Javans are a good idea. Especially considering the Indonesian archipelago is currently empty while playing earth based maps :P.


@Kimbal:
Thanks, I'll fix the bugs you adressed.

As for the max trade routes cap.. Uhm, I was not aware that there was such a thing. Where would I change it?

As for King Richard's Crusade and Copernicus' Observatory... I'll do my best to rebalance them.

I know that the bonus of the Ishtar Gate does not make much sense historically, but gameplay-wise, it's quite original and useful :).


@Rack1111:
Well, tobacco has more uses than just for smoking cigarettes. Parts of the plant are also used in medicine. But yeah, I'll admit that it's not the most logical choice :P. Do you think a happiness bonus would be better?

As for Hellenism.. Well, I think by moving it to Aesthetics, it would become available too early and since there are already plenty of early religions, it's better of a bit later.

And sure, I'll rename Courtly Manners to Chivalry in the full version and nostalgia pack. No problem.
 
As promised, after a long wait, here is the new version. The 'core' version of Extra is finished, so naturally, this is part of of the 'full' version. Please note that this is a beta version, and does not contain all required translations yet or any new bug fixes since the previous version. The official version 3.17l will hopefully be uploaded soon.

To be precise, this is an update of the add-on Lords which means that it has some new civilizations and leaders. Once everything is fixed, I'll upload a seperate updated version of the Lords pack as well.

Download Extra 3.17l Full (beta)

I figured that if America can be counted as a civilization, some other major 'former colonies' should get a chance to be in the game as well. I got the UU's and UB's from other mods, but altered their effects a little.
On top of that, I added a couple of new leaders for existing civilizations, to extend the number of playable leaders to the round number of 110... Which means that every trait combination is now used twice, so if you like a specific combination, but not the civilization, you always have an alternative :). I also replaced some existing leaders with new ones, because I thought their leaderheads weren't original enough.

Civilizations
- Canadian Empire
---> Leader(s): Samuel de Champlain and Trudeau
---> Unique Unit: Mountie (replaces Cavalry)
---> Unique Building: Microwave Station (replaces Broadcast Tower)
- Australian Empire
---> Leader(s): Curtin
---> Unique Unit: Digger (replaces Infantry)
---> Unique Building: RFDS (replaces Airport)
- Brazilian Empire
---> Leader(s): Dom Pedro
---> Unique Unit: Bandeirante (replaces Musketman)
---> Unique Building: Estadio de Futebol (replaces Colosseum)


Leaders
- Richelieu, for the French Empire
- Ivan IV, for the Russian Empire
- Solomon, for the Judean Empire
- Karl XII, for the Swedish Empire
- replaced Julius II with Leo X, for the Vatican Empire
- replaced Ptolemy I Soter with Amenhotep III, for the Egyptian Empire
- replaced Chiang Kai-Shek with Cixi, for the Chinese Empire

A) What about for Vatican those three popes ?
- Urbino II the pope who called to crusades
- Bonifacio VII the greatest ennemy of Dante Alighieri
- Pio XII the pope who acted silently in favor or jews

B) Tibet is not already included ? you should take Tibet, because Tibet was a big Feudal Theocracy by the time of Songtsen Gampo...

C) i tried to download 3.17lfullbeta but it has stopped at 85 Mo ?
Do you plan to use Filefront by example ? should be nice
What do the beta lack by comparison to definitive version 3.17lfull ?

D) What about Ireland, Polynesia/Micronesia, Madagascar, Yemen, Libya or Nabateans (good commercial civ with famous Petra but weak warfare) ?

E) you could add caravan for an UU for Nabateans...

F) If you have Richelieu for France, what about Torquemada for Spain ?
 
This looks good. I'll have to try it out this week and get back to you with my opinions :)
 
I've checked my maps and scenarios and they seem to work OK - although they may be needing updating.;)

EDIT: I've added links to the lBeta version to the maps & scenarios.
 
I agree with a previous poster...a filefront upload would be greatly appreciated.
 
@Chiyu: The Trade wutes cap is in the GlobalDefines.XML
<Define>
<DefineName>MAX_TRADE_ROUTES</DefineName>
<iDefineIntVal>8</iDefineIntVal>
</Define>

I have to admid the Ishtar's gate effect is very original.
I managed to finish my last game yesterday and I noticed a couple of things more:

x The Espionage technology, costs more than double the other technologies in the same era do, maybe the cost could be rebalanced a little (Espionage 65000, Assembly Line 39000, The Rest 21000)

x The 20% chance of generating a unique unit of the flavian amphiteathre seems quite low, specialy given that not all units have equivalent special units, and that it only applies to units build in one city, I would raise it to 50% perhaps (or maybe 33% 1/3, instead of 20% 1/5)

x The Torii & Magellan's obsolete quite fast, perhaps they could be moved to combustion
Also about Magellan's if you compare it to The Colossus, The colossus costs half of it, has an associated resource and even gives a little more culture. It also takes ages to obsolete.

I would have Magellan's give you a victoria for free upon completition instead of having to build it, and given that the victoria cannot be upgrade, I don't think that having it enter play with the warlord promotion would be too unbalancing.

Thanks a lot for this mod, all the time and effort you put into it are very much appreciated
 
I was wondering. Do I need a previous version of this mod to use 3.17k? Just curious. Having a little issue with playing this mod.
 
Do you think a happiness bonus would be better?

Definetly, this sounds much more logical.
On the whole, I'm not too much thrilled about the new religions. Generally speaking, they all were pretty regionalized and limited to one cultural group. They also clutter the religions screen ;) Ideally, I would prefer if the temples, monasteries and shrines would be keept for the appropriate civilizations (i.e. Greeks, Romans, Macedon = Helenism, Egypt and Nubia = Amun-Ra) but without making them into actuall great religions. But that's just IMO of course.
 
I'm having the previously-mentioned issue where I get a CDT any time a player (myself or the AI) founds mesoamericanism. I'm running BTS 3.17 (3 discs, not the 'complete') and Extra 3.17k.

I'm going to try a clean install/reinstall and have another go.

Edit: Clean install, same result. founding mesoamericanism CTD's. However, using the worldbuilder, and adding the religion manually (as well as making it the holy city) seems to provide a workaround.

Further Edit: Been playing a while now, nothing else seems to malfunction. However, I also like to play this game on a LAN, and as far as I know, worldbuilder can't be used on MP games (or MP savegames), so... any way of making this work on a LAN?
 
One thing that really bugs me is the Egyptian religion being called Amun-Ra. Amun-Ra was just one of the important gods of the Great Ennead, not the only one! RoM2 calls it Kemetism, from the native name for Egypt, but "Egyptian Polytheism" would work as well, I guess.
 
Hey Chiyu, downloaded the 'L' beta you linked, and founding mesoamericanism no longer CTD's!

YAY!

Now the only remaining potential bug is that thing where late in the game, my interface UI starts screwing up, doesn't give me unit command buttons when units are selected and missing city interface and whatnot... however, that particular bug seems to hit all mods, not just yours. it happens intermittantly in any game that isn't vanilla BTS. So it might just be a problem on my end. (I've tried clean installs, rebooting, etc etc, nothing seems to fix it... maybe it's a bug in the BTS 3.17 patch from Firaxis? Hopefully they fix it soon.)
 
Hmm.... playing a multiplayer LAN game with the k beta version, and mesoamericanism once again consistantly CTD's. Any ideas for getting around it? is there something I can edit somewhere to just remove mesoamericanism from the game?

edit: oops, I meant to say the beta L version. Anyway, to workaround, I start editing a singleplayer map in worldbuilder, give all civs their starting city, assign all the religions to them, save it as a scenerio in PublicMaps and THEN start it as a multiplayer game.

Seems like an awful lot of work just to play a multiplayer game though. Still trying to figure out what to edit to remove mesoamericanism.

Does anyone know of a similar mod that adds all the cool techs and units and buildings and stuff without the extra religions?
 
Back
Top Bottom