[BtS] "Extra"

Do you know if this mod is mac compatible?
 
I have "Memory Allocation Failure" from time to time. I tried to reinstall, etc. but the failure still occurs sometimes.
 
Great mod...I've been playing Extra (v. ??) exclusively for some months. D-loaded v. 3.19d, but don't remember the procedure to install it. Do I just "extract" the Extra folder in the RAR file, with automatic overwrite? And into which folder in the CivIV..Beyond the Sword... folder? Do I need to remove the old version first?

Thanks for the help, and for a great mod!

P M
 
Have you noticed that the Mutant and the Supermutant have the same preq.? That is, with the right tech, you can skip the Mutant and go straight into the Supermutant? Was this a mistake or should I go ahead and link the Mutant to an earlier tech?
 
Hey this mod looks super exciting and I'm amped to play it, but I'm having trouble.

I've extracted the 'Extra' folder to C:/program files/firaxis games/Beyond the Sword/Mods

I've also tried it in C:/program files/firaxis games/Mods, and in My Documents/My Games/Beyond the Sword/MODS

I'm running 3.19, and yet..

The mod loads fine, and as I begin to set up the game, it crashes immediately after I choose my leader. It happens no matter which leader I attempt to choose.

I'm sorry if this has been addressed but this thread is really long and I didnt want to look through it all. Any help is appreciated. Thanks
 
Used it and was glad to see the Canadian civs back in. But I was never able to make longbowmen even though I had all of the techs for them. And as I think others have stated had a ludicrous amount of memory allocation failures which were all as far as I can tell from selecting wonders. Stopped playing because there were so many wonders I just wasn't capable of making.
 
I love this mod and EVERYTHING in it up to the final frontier and next war stuff. I find myself playing until i get to the clones and flying ships stuff and i lose interest and start a new game.
Is there any way I can disable the FF and NW content but keep everything else?

I also am now getting the XML errors. But mine never seem to end. I clicked cancel a hundred times and it just keeps poping back up. I had to close it down in program manager.

The first step would be to disable all future era techs. Then you would need to change the technologies required to build the spaceship parts so you could still win a space race victory. I'm not 100% sure that's all you would need to do, but offhand I can't think of anything else. I've attached the changed files in case you want to test it out. I'd advise backing up the files you need to replace, since I have not tested these.
 

Attachments

Can't get this mod to load up, memory allocation failures out the freaking wazoo. Great idea, and I would love to see this get fixed. In my tinkering around (trying to merge BUG into this) I notice a few Python errors.

In my interest to get this mod working I might try an hunt down the problem while merging BUG. I'm hoping the mod creator is working on it though.
 
I'm a bit of a purist, so would it be possible for you to take out the futuristic things???

Ironically, the "future things" were the basis for this mod in the first place. The creator originally began with a cleanup of the Next War extension to the core game, since the official mod was sloppy. "Extra" sprang out of those efforts.

That said, I would like to see CIV5 (titled "CIV", perhaps?) include cyberpunk times, since we are pretty much there already. With working, albiet prototype lasers and primitive nanocomposites and super-ultra-dense power storage devices being developed as we speak, it wouldn't be beyond the scope of history.
 
By the way, I've been out of the CIV loop since last spring (busy web building, writing, and playing Fallout 3 expansions), but I've been impressed up to that point. I just downloaded 3.19d and so we'll see.

As a preliminary, I've often thought that, with so many wonders added in this mod, many of them should share some similar effects--so that it's possible for rival civilizations to acquire them without the player feeling like he or she has to collect 'em all. I realize that I'm a munchkin player who has to beat the computer to nearly everything, which results in my civ being overpowered. Likewise, an unfortunate player on higher levels can quickly be overwhelmed by rivals cranking out wonders. So sharing some traits between wonders sounds like one way to forcibly balance things out a little more.

I've also considered that some of the added wonders, units, and technologies should be civilization unique; I've always felt that the Civ series should support civilization specific techs and wonders anyways. I don't know how hard this would be to script, but I imagine it can be done mainly through the XML.

A third alternative, is to create culturally specific wonders, units, and technologies so that civs within a given culture group are competing with each other more intimately, as well as with the world at large. This idea is more to offer diversity than game balance, but I consider it to be just as important. Example--some cultures don't much use aircraft carriers, battleships, or cruisers, but instead emphasize a lot of cheap fast missile, torpedo, and gun boats.

I realize I'm getting a little beyond the realities of modding in Civ4 to the promises of Civ5, but hey, a man can spread his dream.
 
I think there are some Leader buttons missing in the leader select when I installed Extra Version k and the Nostalgia and the Lords Pack there were some leaders missing. I would need to go through it but I know there are two Greek leaders missing buttons, and a few others. I would need to make a complete list. Also I was considering trying to make my own title screens using some images I had at home for this mod and then posting them here as options for people to try. I'm just not a fan of the loading screen being the same for every mod. Thanks, Healz.
 
I know this is old, but just in case anyone doesn't know, memory allocation failures are usually due to a lack in memory (probably due to the added civilizations).

Kinda.
Civ4 has this irritating little bug that Firaxis refuses to acknowledge (or had the last I checked) which causes it to only assume so much memory is available.
This really sucks because until Firaxis gets off their ass and releases a fix for that, kinda limits the size a mod can get before it becomes more unstable than Fallout 3's Broken Steel on an 8800GTX video card balanced upon a game of Jenga.

Sadly, Extra... probably hit that unstable mark awhile back. I'd love to see the next version of it make it easier to turn on and off parts of it, that'd really help the MAF errors.
Until either that happens or some MAF fix for Civ4 as a whole is created (I've heard of some workarounds but none have worked for me, personally), you've just gotta put up with them.
 
This mod is almost perfect. It has enough changes but not so much that it lags like hell (RoM). The only thing that it needs to be perfect is the Revolution and Barbarian world mods from RoM.

Is there any way to merge those two into "Extra"? If so, would somebody be kind enough to explain how I would do that? Thanks!
 
I love Extra, and RevolutionDCM is the future. Is there anyone else willing to speak up on the possibility of there being a ExtraRevDCM mod as a merge of the two? Please contact Chiyu and the RevolutionDCM team if you feel like I do? (or speak up a little in the forums.) Extra has the best of all merged features from official Civ IV scenarios, REVDCM takes the best of what other people have done to improve gameplay. I honestly believe this would be a perfect combination. Have you played either? Please consider this!
 
This mod is almost perfect. It has enough changes but not so much that it lags like hell (RoM). The only thing that it needs to be perfect is the Revolution and Barbarian world mods from RoM.

These are components of RevolutionDCM; RoM uses a RevolutionDCM gamecore (Barbarian World is actually one of the oldest mod components for civ4, it was originally written by Kael for Fall From Heaven, and was ported to RevDCM by me about a year ago). You should consider checking out other mods that use a RevolutionDCM gamecore; rather then trying to bother Chiyu about it. Chiyu has been around a long time; I'm sure he's aware of it and has chosen not to include it for one reason or another.
 
Very nice! I support the idea to add the Barbarian World MOD. Maybe a new resource: saltpeter? To build units like "Musket Men", "Frigates", "Cavalry", "Privateers", etc...

Many thanks for your efforts.

:thumbsup:
 
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