[BtS] JKP1187's NOT JUST ANOTHER NEXTWAR MOD

Well, I finally came round to merging your mod and the Rvolution mod I mentioned and it appears to be working.
Oddly enough there weren't any duplicate files at all so no need (apparently) for merging.
It started mighty fine, wether ot not it'll play fine is a wholly different discussion.
I'm going to play this new combination a bit, see if I'm allowed to maintain my optimism :D

Cool! I was actually thinking of merging this with Revolution, just haven't had the free time to do so. I'm also thinking of merging NextWar with Dale's Combat Mod -- though even if I do so, I will keep a 'clean' NextWar without Dale's so that people can have a choice.

If it works out, please upload it!

Per request, the next time I do an update on NextWar, I will make sure that I indicate the files that were changed, for the ease of people who have integrated it with other mods. I have one or two minor coding changes to the EVENTS mod that are going to be made, and once that's done I will add the new events to NextWar.
 
Cool! I was actually thinking of merging this with Revolution, just haven't had the free time to do so. I'm also thinking of merging NextWar with Dale's Combat Mod -- though even if I do so, I will keep a 'clean' NextWar without Dale's so that people can have a choice.

If it works out, please upload it!

Yeah...I would like to see it merged with Revolution as well. I'm about to start a new game, and would like to play with the merged file.

I just finished my latest game on this mod....emperor loss this time on Terra. I didn't fall "a$$ backward" into a win like the last time...held my own, but an early permanent alliance between Ethopia and Rome (of all things?) pretty much settled the issue for me...after that, I couldn't keep up. I did like the event where a virus unleashed automotons against my poorly defended capital...."Martha, fetch my shotgun".
 
Thanks. In retrospect, I may have made the random event "The Cylons" a little too strong, especially given that it is random and the units spawn INSIDE your borders, so I may nerf it a little at the next update. (Maybe only 2 units, change them to a pillage-type AI instruction instead of the "attack_lemming" instruction which has them attempt to seize a city.)

BTW, a general question: what do people think about restoring the resource-depletion code from the original mod, where resources have a random chance of disappearing over time? I'm thinking as long as it doesn't happen too often, it could spice things up a little.
 
Thanks. In retrospect, I may have made the random event "The Cylons" a little too strong, especially given that it is random and the units spawn INSIDE your borders, so I may nerf it a little at the next update. (Maybe only 2 units, change them to a pillage-type AI instruction instead of the "attack_lemming" instruction which has them attempt to seize a city.)

BTW, a general question: what do people think about restoring the resource-depletion code from the original mod, where resources have a random chance of disappearing over time? I'm thinking as long as it doesn't happen too often, it could spice things up a little.

I didn't think it was too strong, it penalized me for having a weak defense in my capital. Wouldn't go to 2 units either....I like having some random events that are "easy" and others that are "game changing". IMO, I think most of the random events are too nerfed anyway. As long as the events are "random" and they happen as much to a civilization way in the lead as to me, I don't mind them at all, and wish there were more that could be "game changing".

For example, one of these stupid "marriages", every so often should result in a permanent alliance. And maybe a "failed marriage" should every so often automatically result in a war....

I like the concept of resource depletion. Agree...gives the game spice. My $.02
 
For example, one of these stupid "marriages", every so often should result in a permanent alliance. And maybe a "failed marriage" should every so often automatically result in a war....

Wow. That's an idea. Let me think over the implications...it has the potential to be game-breaking, but if done right it could be cool.
 
Maybe one of the ways to think about it is if both parties are monarchies (where a "royal marriage" historically meant the joining of empires), then a marriage might create a "permanent alliance" or an instant vassalage based on score. Of course, there is the reality that by the time permanent alliances come into the fore, most would not be in a monarchy.

Also, I wonder if you could just simply "combine" empires...instead of a "permanent alliance", it is a true joining, ala Austria-Hungary before the First World War under the Hapsburg dynasty. Maybe only if the empires are on the same continent. Or maybe if on a different continent, an instant vassalage.

I have lots of ideas, just not a lot of time to experiment with the coding!

Overall, I do think that more potential "game changing" events would be a fun thing to add. Think about what has happened historically in China where a premonition, event, etc., caused major political and social change.

Another would be an event that caused the "personality" of the leader to change in mid-game...more than likely to become more militant. That could be interesting...maybe a revolution or governmental change all of a sudden changes the leadership traits.

Another thought would be a random event that created an advanced breakthrough in the ability to build either gunpower units, armored units or air units. So, a random event in the middle ages that goes along the lines of "So and so invented a lighter than air ship that has become the rage of the world. This so called "Zeppelin" will revolutionize how people are transported"....and then you can build airships without the requisite technology. Now I am getting really out there....
 
I've tested this a bit now and so far I've not encountered any gamestopping problems... or any other problems.
In fact, it's going extremely smooth.

I'm going to try and upload this "little" mod so that you can use this in any future endeavors, or to play it right away.

edit: well, that didn't work. Anyway, it's not hard to do: just put all the files of both mods together in their appropriate directories, and add the dll-file from the Revolutions modpack. Tadaa, mod is operational.
 
I've tested this a bit now and so far I've not encountered any gamestopping problems... or any other problems.
In fact, it's going extremely smooth.

I'm going to try and upload this "little" mod so that you can use this in any future endeavors, or to play it right away.

edit: well, that didn't work. Anyway, it's not hard to do: just put all the files of both mods together in their appropriate directories, and add the dll-file from the Revolutions modpack. Tadaa, mod is operational.

Yeah, it's too big to upload to CFC (at least, not without some sort of special permission).

No worries, I can integrate it myself and upload it to my file-sharing server if need be.
 
One thing I've noticed since the merge, though I encountered an instance of it the first time I played your mod is that the units don't get obsoleted when they should.

The first time I encountered it the Caravel remained buildable until battleships became available.
In the current game I'm noticing the same "staying-power" of obsolete classes despite the advent of Riflemen. The units in question are the maceman, the Roman UU, The Crossbowman and Longbowman. IIRC, all of these units should disappear from the building list once Riflemen arrive. Musketmen, the gunpowderunit you'd expect in the list of stayers disappears as normal.

Like I said, this might be because of the merge or it might be something that has appeared in your own mod and made worse by the merge. I don't know and I'm afraid I don't know enough to actually find out (though I'll most assuredly take a better look tomorrow). Luckily it's not a gamestopping issue, it just adds silly buildoptions :p Something to take a look it in case you'd go ahead with the merger yourself.
The other aspect of the merge (the Revolutions) is working beautifully. It's a very dynamic playingfield out there. The empires that manage their stability have the edge but the danger of being dragged into a big conflagration is always there.
 
One thing I've noticed since the merge, though I encountered an instance of it the first time I played your mod is that the units don't get obsoleted when they should.

The first time I encountered it the Caravel remained buildable until battleships became available.
In the current game I'm noticing the same "staying-power" of obsolete classes despite the advent of Riflemen. The units in question are the maceman, the Roman UU, The Crossbowman and Longbowman. IIRC, all of these units should disappear from the building list once Riflemen arrive. Musketmen, the gunpowderunit you'd expect in the list of stayers disappears as normal.

Like I said, this might be because of the merge or it might be something that has appeared in your own mod and made worse by the merge. I don't know and I'm afraid I don't know enough to actually find out (though I'll most assuredly take a better look tomorrow). Luckily it's not a gamestopping issue, it just adds silly buildoptions :p Something to take a look it in case you'd go ahead with the merger yourself.
The other aspect of the merge (the Revolutions) is working beautifully. It's a very dynamic playingfield out there. The empires that manage their stability have the edge but the danger of being dragged into a big conflagration is always there.

Sorry -- just want to make sure I understood you: did you notice this in the my plain NextWar mod, or only in the merged mod with Dale's Combat Mod?
 
Sorry -- just want to make sure I understood you: did you notice this in the my plain NextWar mod, or only in the merged mod with Dale's Combat Mod?


If it's the former, can you please provide a save file?

Also -- I checked the XML files, and the units in NextWar all upgrade as they do in the Vanilla game -- Crossbowmen to Rifles, etc. And there's no SDK mods in my NextWar mod, so what you see in the XMLs is what you get.
 
If it's the former, can you please provide a save file?

Also -- I checked the XML files, and the units in NextWar all upgrade as they do in the Vanilla game -- Crossbowmen to Rifles, etc. And there's no SDK mods in my NextWar mod, so what you see in the XMLs is what you get.

Thebiggest instance I noticed in the merge between your mod and that of Jdog (Revolution) I whipped up.
--> saves enough, but I won't let you solve problems I probably created :p

The first time I encountered when playing an older version of your mod, namely the corvette that stayed available long past its sell-by date.
--> Sadly no saves of that anymore :(

But like I mentioned: none of it is gamebreaking, it just means that certain build-options remain available long past the time they make sense.
It's also something that might come up when/if you yourself would make the mergers. A heads-up if you like.

edit: problem is that I don't know what causes it, it shouldn't even happen since nothing in the relevant file was changed.
 
"Corvette"? You mean the Caravel? That is available until submarines, IIRC, to allow the player a unit that can carry spies and such to enter a foreign civ's waters without Open Borders...
 
"Corvette"? You mean the Caravel? That is available until submarines, IIRC, to allow the player a unit that can carry spies and such to enter a foreign civ's waters without Open Borders...


yeah, caravel of course.
and that explains the issue then. :p
 
yeah, caravel of course.
and that explains the issue then. :p

If I get some time, I'll merge JKP/NextWar and Revolutions myself this weekend and see if that makes a difference for you.
 
Just an FYI: I'm planning on doing one more update, adding one NextWar-specific event (Slip and Fall), bringing it up to date with the rest of JKP1187's Events, and making what will probably be the last substantive change, adding revised python code for resource depletion. I've had a chance to playtest several games, and everything seems to work well. So if anyone sees any niggling problems, please let me know. Thanks!
 
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