[BtS] JKP1187's NOT JUST ANOTHER NEXTWAR MOD

Just so you know, that will not be possible with the next version, since I am making a small DLL change for the next iteration. If you give me a link to the 40 civ DLL, I will try to include a separate 40 civ DLL for those who want it.
 
I'd opt for Lt. Bob's dll. Of course this is more than just 40 civs, but adding 40 civs is trivial from what I've heard, all you need to do is change one constant, so no need to integrate much of anything unless you start with more of a change :)
 
Forthcoming change list:

EDIT: the Dreadnought unit and unit category are going to be renamed "Titan" -- to prevent naming confusion for people who want to merge this mod with ones that include WWI-era Dreadnought naval units.

Why not "Bolo"? ;)
 
I think 'Titan' sounds better.

Me, too. ;)

To be fair, I'd never heard of "Bolo" 'till I looked it up on Wikipedia.

I was stealing Titan from Battlefield: 2142.... :mischief:
 
Updated to 1.35. Note that there are two files, the regular version and a merge with Lt. Bob's 40 civ version for those who want the extra civs.

NAME CHANGES FROM 1.35:

i.) Apollo Program renamed MISSION TO MARS
ii.) Clones (future workers) renamed CLONEJACKS
iii.) The BUILDING "Advanced Shielding" has been renamed to DEFLECTOR SHIELDING
iv.) The unit DREADNOUGHT has been renamed to TITAN

c.) NEW TECH FROM 1.35:
i.) ASTROGATION (prereq = Biological Warfare, Satellites, Composites.)

d.) BUILDING CHANGES FROM 1.35:
i.) RECYCLING CENTER (no longer eliminates buliding pollution...now is +1 health and +1 happiness, cost reduced by 50%.
ii.) ARCOLOGY (Cost increased to 1000 hammers).

Substantive changes from 1.35:

1.) This build includes Bhruic's Unofficial BtS Patch v. 1.11. The only SDK addition is the on/off switch for the resource depletion function. If you want to play with more than 40 civs, please download the mod titled: "JKP1187's NextWar + 40"

2.) SDK MOD: The mod now has its own CvGameCoreDLL file, so merging with other mods will now require a little bit of compiling. This change was necessary to create an in-game on/off switch for the Resource Depletion function. Resource Depletion defaults to off. I have included the two SDK files with changes in the CvGameCoreDLL folder.

3.) MISSION TO MARS REPLACES APOLLO PROGRAM and ASTROGATION TECHNOLOGY ADDED: Per my discussion earlier, I removed the Apollo Program and replaced it with a new project called Mission to Mars, to make the Space Race a bit more of a race. I also added a new technology, Astrogation (prerequisites: Bio Warfare, Satellites, and Composites) that will enable construction of the Mission to Mars.

4.) Cost of the Mission to Mars is now 2500 hammers, to represent the magnitude of such a project.

5.) Biological Warfare now requires Aquaculture.

6.) The Nanoids promotion is now available with Combat III or Drill III -- previously it was available only with Combat IV.

7.) Recycling Centers now cost 150 hammers (reduced from 300). They now only provide +1 health and +1 happiness instead of removing all building-related pollution. Thanks to endgame buildings such as the Arcologies, and the ready availability of Sid's Sushi and Cereal Mills, I felt that this building needed to be nerfed a little.

8.) Biological Warfare Missiles now receive a 100% bonus when used against Gunpowder, Archery, Siege, Mounted, Melee, and Clone units.

9.) Clone units are now eligible for the Anti-Biological Warfare promotion.

10.) Assault Mechs -- adjusted the value iAirCombatLimit to 100, as it was supposed to be. The Assault Mech's ranged attack should now work as intended.

11.) Renamed the Dreadnought Unit and Category both to "Titan". This was done to avoid confusion in case players wished to merge NextWar with a mod that included the WWI-era Dreadnought-class ship. No changes otherwise made.

12.) The future worker-replacement "Clones" was renamed to "Clonejack", again to avoid confusion, as there was already a "Clones" unit category. No changes otherwise made.

13.) The building "Advanced Shielding" was renamed to "Deflector Shielding", again to avoid confusion. In this case, the civilopedia was confusing BUILDING_ADVANCED_SHIELDING with TECH_ADVANCED_SHIELDING. (The technology remains named "Advanced Shielding".) No changes otherwise made.

14.) Readjusted the frequency of checks for resource depletion. Also made the checks scale with game speed.

15.) Readjusted the likelihood of resource depletion.

17.) Made several XML text edits to certain Civilopedia entries/added some new NextWar concept entries for new players under the "Beyond the Sword Concepts" section.

18.) Rebalanced the game speeds. I left the tech rate at the default rate, but gave small (4%) increases to everything else -- growth, worker rate, building construction rate, unit construction rate, culture rate, etc. -- to keep in line with the 5% increase in game turns. (Culture rate costs, which had been increased 5%, is now increased by only 4%.) ERRATA: the Civilopedia says the across-the-board increase was 5%. This is incorrect. The correct number is 4%.

19.) Cost of the Arcology building increased to 1000 hammers. I also removed the +50% discount for Arcologies that Expansive leaders received. I felt that this building just was too inexpensive (especially for an Expansive leader.) The shielding buildings, however, have retained their earlier costs.

20.) Updated to include new events from JKP1187's Events Mod v. 1.13.

21.) Verified that Biological Warfare Missiles do not cause population loss on use in cities, so I removed that misleading text from the Civilopedia.
 
Updated to 1.35. Note that there are two files, the regular version and a merge with Lt. Bob's 40 civ version for those who want the extra civs.

NAME CHANGES FROM 1.35:

i.) Apollo Program renamed MISSION TO MARS
ii.) Clones (future workers) renamed CLONEJACKS
iii.) The BUILDING "Advanced Shielding" has been renamed to DEFLECTOR SHIELDING
iv.) The unit DREADNOUGHT has been renamed to TITAN

c.) NEW TECH FROM 1.35:
i.) ASTROGATION (prereq = Biological Warfare, Satellites, Composites.)

d.) BUILDING CHANGES FROM 1.35:
i.) RECYCLING CENTER (no longer eliminates buliding pollution...now is +1 health and +1 happiness, cost reduced by 50%.
ii.) ARCOLOGY (Cost increased to 1000 hammers).

Substantive changes from 1.35:

1.) This build includes Bhruic's Unofficial BtS Patch v. 1.11. The only SDK addition is the on/off switch for the resource depletion function. If you want to play with more than 40 civs, please download the mod titled: "JKP1187's NextWar + 40"

2.) SDK MOD: The mod now has its own CvGameCoreDLL file, so merging with other mods will now require a little bit of compiling. This change was necessary to create an in-game on/off switch for the Resource Depletion function. Resource Depletion defaults to off. I have included the two SDK files with changes in the CvGameCoreDLL folder.

3.) MISSION TO MARS REPLACES APOLLO PROGRAM and ASTROGATION TECHNOLOGY ADDED: Per my discussion earlier, I removed the Apollo Program and replaced it with a new project called Mission to Mars, to make the Space Race a bit more of a race. I also added a new technology, Astrogation (prerequisites: Bio Warfare, Satellites, and Composites) that will enable construction of the Mission to Mars.

4.) Cost of the Mission to Mars is now 2500 hammers, to represent the magnitude of such a project.

5.) Biological Warfare now requires Aquaculture.

6.) The Nanoids promotion is now available with Combat III or Drill III -- previously it was available only with Combat IV.

7.) Recycling Centers now cost 150 hammers (reduced from 300). They now only provide +1 health and +1 happiness instead of removing all building-related pollution. Thanks to endgame buildings such as the Arcologies, and the ready availability of Sid's Sushi and Cereal Mills, I felt that this building needed to be nerfed a little.

8.) Biological Warfare Missiles now receive a 100% bonus when used against Gunpowder, Archery, Siege, Mounted, Melee, and Clone units.

9.) Clone units are now eligible for the Anti-Biological Warfare promotion.

10.) Assault Mechs -- adjusted the value iAirCombatLimit to 100, as it was supposed to be. The Assault Mech's ranged attack should now work as intended.

11.) Renamed the Dreadnought Unit and Category both to "Titan". This was done to avoid confusion in case players wished to merge NextWar with a mod that included the WWI-era Dreadnought-class ship. No changes otherwise made.

12.) The future worker-replacement "Clones" was renamed to "Clonejack", again to avoid confusion, as there was already a "Clones" unit category. No changes otherwise made.

13.) The building "Advanced Shielding" was renamed to "Deflector Shielding", again to avoid confusion. In this case, the civilopedia was confusing BUILDING_ADVANCED_SHIELDING with TECH_ADVANCED_SHIELDING. (The technology remains named "Advanced Shielding".) No changes otherwise made.

14.) Readjusted the frequency of checks for resource depletion. Also made the checks scale with game speed.

15.) Readjusted the likelihood of resource depletion.

17.) Made several XML text edits to certain Civilopedia entries/added some new NextWar concept entries for new players under the "Beyond the Sword Concepts" section.

18.) Rebalanced the game speeds. I left the tech rate at the default rate, but gave small (4%) increases to everything else -- growth, worker rate, building construction rate, unit construction rate, culture rate, etc. -- to keep in line with the 5% increase in game turns. (Culture rate costs, which had been increased 5%, is now increased by only 4%.) ERRATA: the Civilopedia says the across-the-board increase was 5%. This is incorrect. The correct number is 4%.

19.) Cost of the Arcology building increased to 1000 hammers. I also removed the +50% discount for Arcologies that Expansive leaders received. I felt that this building just was too inexpensive (especially for an Expansive leader.) The shielding buildings, however, have retained their earlier costs.

20.) Updated to include new events from JKP1187's Events Mod v. 1.13.

21.) Verified that Biological Warfare Missiles do not cause population loss on use in cities, so I removed that misleading text from the Civilopedia.

:goodjob:

Looking forward to launching a new game.
 
Thanks! As usual, please report any bugs to this thread asap.... I tested this as much as I could, but when it's just one guy doing the testing, things can slip thru.
 
i retry your mod :)
 
Hi JkP, first of all thanks for all your efforts, they do not go unappreciated!

I've encountered something strange while using your V1.35 Not another end war mod. I'm not sure what info would be of most use in debugging but will try and cover the major stuff.

While playing a custom game on a random terra map I get an event every turn that says a city has been destroyed and that partisan groups have formed in the ruins: i.e. our city of ____ <-blank, has been destroyed by the rampaging armies ...etc.
The event gives me a free standard unit for the era in my capitol, which is sorta nice but so far I've made it to 13 turns or so before I am annoyed into quiting.

some version info:
I just updated to the official 3.13 version of BTS, and was running your v1.10 mod of the same name ( did i mention you rock?) and saw that you had updated. I also saw in the download description that this included the unnoficial 3.13 fixes. I have not installed the unofficial patch separately but will retry installing from a bare 3.13 BTS version.
Hope this is what you meant by bug reports!
Thanks again and may you win the lottery or something!
Half-Cocked Jack (Le Emmerdeur)
 
@ JKP
Well I read a bit more and determined that if I don't use emancipation the event won't happen at all if other govs are used. I just tried starting a game, switched to serfdom with all of the same conditions as before and did not have the bug. I waited a couple turns and tried emancipation and there it was again mysterious cities being sacked with the survivors stacking up in my capitol.
Weird.:crazyeye:

Has anyone else experienced this bug or is there some likely culprit? corrupted install, invalid file locations etc?

I can't wait to play with the recent improvements in the mod but am a liberal softy and love my freedoms, oh well I guess I could stick to a more despotic style of play than I usually do:king:
thanks again
 
The Partisans event is supposed to occur if the player who has a city razed (by a non-barbarian civ) is running emancipation. It should not occur in any other circumstance. Can you provide a save game?

Also: what settings were you using? (Resource Depletion on or off? Map Size? Game Speed?)

And were you using the regular mod? Or the 40 civ mod?

Is anyone else encountering this?
 
Oh, and since I'm getting replies from our friends overseas, just a note on translations. The translations were done by BabelFish online along with the half-remembered lessons in Spanish given to me by my mother and my college professors. French was learned even more tenuously by me. And I have had no formal instruction in Italian or German at all. So I was able to go back and make a few changes in the Spanish and French translations, but I'm afraid I was pretty lost with the other two.

The upshot of this is: most of the new civilopedia entries and text from random events will appear in all languages, but I can't vouch for the accuracy of the translations. If you would like to help out here, please PM me.

Thanks!
 
Okay, sounds like there IS a bug in the partisans. I think I see exactly what the problem is, a patch will be coming soon. Sorry about that.
 
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