[BtS] JKP1187's NOT JUST ANOTHER NEXTWAR MOD

Hey, the mod looks really great, but I'm having trouble getting it to load. Is it a straight forward unzip and drop in a new folder into my mods folder (Civ4/Beyond the Sword/Mods), or do I have to do more? I have the latest version of Beyond the Sword installed and at this point I have been fiddling with it for over 45 minutes and no luck. I've placed it in my folder, but it doesn't show up in the load a mod screen in the game. Any thoughts???

Michael
 
Yes, C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods should be the correct directory. (Make sure you're putting it there, and not in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods, which won't work.)

Make sure you're selecting ADVANCED-->LOAD A MOD from the main menu, and it should appear somewhere in that menu.

You can also create a shortcut that will automatically load the mod. You'll need to set the target to:

"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=/JKP1187's NOT JUST ANOTHER NEXTWAR MOD

the Start-In line should read:

"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword"

(This may vary if you aren't using the default install folders for the game itself. Note that you have to include the quotation marks as indicated.)

Let me know if this doesn't work.
 
LOL, I figured out what the problem was. Somehow I had 2 folders for BTS installed. One in the Civ 4 folder, and one that was in the parent folder for Civ 4 (or C:/Program Files/Firaxis). I was placing it in the BTS folder in the parent folder, and not inside the Civ4 folder. I just decided to start fresh, so I uninstalled everything and reinstalled, loaded the patches, then plugged in the mod and it works fine now. Thanks! Your mod has been awsome so far!
 
This has happened to me recently. I am not sure if Bhuic's unofficial patch is the cause or what. I have to admit I've only really been playing mods.

I play your game in "Epic Speed". I have an awesome start.

After a few turn it is already 3400 BC and while I barely have 2 people and mysticism, both Buddhism and Hindu has been founded and the Greeks have FOUR people. They've created a worker on top of that!!

Something is wrong. This is very unbalanced and I know I am not that bad of a player.

Can anyone explain? difficulty is on "Noble"
 

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Thanks for the feedback. Can you provide a save game showing this problem?

well, its not really a problem it´s just that you should double the points to get the legendary status for a town, in my latest game on prince I played William from the netherlands and won a cultural victory at 2039 AD without any special efforts to get it.
 
I think doubling the amount for a culture victory is not a good idea. Perhaps increase it with 10 or 20 %.
I finished the combined mod of 1187/rev in 2020 with a culture victory.
The techs were researched later as in real history.Perhaps you can decrease the techs costs something.
 
ok, doubling it would be a bit too much, increasing them by something like 150% of the points now would be a good ideasince you should put some effort into winning by cultur and not taking the victory without any trouble.
I had tech brokering disabled and after I had conquered Mansa I was techleader since 1780, the AI was way behind me.
 
ok, doubling it would be a bit too much, increasing them by something like 150% of the points now would be a good ideasince you should put some effort into winning by cultur and not taking the victory without any trouble.
I had tech brokering disabled and after I had conquered Mansa I was techleader since 1780, the AI was way behind me.

Can you give me some more details? What speed were you playing? What difficulty level? Map size? As usual, a save game is always helpful.
 
Thanks, I'll take a look at these when I get some free time -- things have been really busy in the World, unfortunately, so may take a little bit.

@cha dawn: a save from your NW/Rev would help me understand the tech issue you're reporting. Keep in mind that Revolutions can be wall-to-wall war sometimes, which inevitably depresses tech research. I am not sure that I want to tinker too much with tech rates for that game, especially as jdog hasn't altered tech rates for his basic Revolution mod.
 
Hey JKP-

Haven't gotten into the bulk of your changes yet, but I think I've encountered a random event bug

I've gotten the same random event for 8 turns in a row... screenshot and save attached.

For one, it doesn't look like the wording is right and two, it shouldn't be happening every turn right?

Was enjoying my game... was looking forward to getting to the good stuff!

civ1wg6.jpg
 

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Saw this happen with someone else -- I think it had something to do with a bad merge with another mod. Try downloading the most recent version and see if that works (it should be reverse-save compatible....though back up your version of NW first.)
 
FYI -- This is now updated to 1.42. I'd had that version sitting around on my hard disk for a while, but the changes were minor so I was waiting until I had time to do a larger change, but this change basically makes the random events code a little more streamlined, I figured I'd upload it now.
 
When I tried Next War I thought of a list of things that I thought should be changed with it, and then I check this site and find this mod does _exactly_ the things I thought needed to be done but had no idea how to do (pushing back the space race, changing the game end date, removing the extra civs). Thanks to JKP for that.

Only thing is, I'd really like to use this with Veritas Delectat mod, including the modern era expansion with the extra units. Is there any way the mods can be 'merged'? This one and the VDMEE one both change the tech tree, so it might be tricky.
 
Only thing is, I'd really like to use this with Veritas Delectat mod, including the modern era expansion with the extra units. Is there any way the mods can be 'merged'? This one and the VDMEE one both change the tech tree, so it might be tricky.

Without editing XML ? No, unless you go with the merged mod avain made.

Alternatively you can give my mod a try, it is rather similar to VD + MEE + NW but does not come with all the additional changes Quot Capita introduces. You might want to wait for 0.95 to become available first (which I am currently uploading) ;)
 
Without editing XML ? No, unless you go with the merged mod avain made.

Alternatively you can give my mod a try, it is rather similar to VD + MEE + NW but does not come with all the additional changes Quot Capita introduces. You might want to wait for 0.95 to become available first (which I am currently uploading) ;)


Thanks very much for that link. Its hard to find things round here if you are a newbie. The thread _seems_ to suggest avains mod will let you use just the 3 mods I want, will check the readme to see for sure. Will have a look at yours also.
 
I'm teching too slow (getting Electricity by 1997!) and I'm not sure what I'm doing wrong! In normal (non-mod) games I'd have pre-futuristic units by then.
 
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