[BtS] JKP1187's NOT JUST ANOTHER NEXTWAR MOD

Will try, I liked the last version.
 
Will try, I liked the last version.

Did you finish it? If so, what victory conditions, what year did you end, what level were you playing? Just curious....Feedback like that will help.
 
I did play and liked it alot. I won a domination victory, but I didn't play on the harder levels yet. I don't see much to change, but I do love playing as the Pirate or Barbarian if you want to add them in. Black Beard or One Eyed Willie for the Pirate.
 
looks like great work, the kind of stuff Firaxis should really have done themselves. i wish id downloaded this before i started my current a game. As it is im playing in next war but ive already made a whole load of changes of my own (not related to next war, just my own preferences).

Do you have a list of all the Next War xml files youve edited? That way I can know which ones I can just replace with my own Next War xml files and which ones I need to go through and add in my own preferences?
 
Actually, nearly all of the files will be at least a little different from Paul Murphy's original NextWar mod, because his mod used an earlier build version of BtS as a base, whereas mine (based on Ansible's work) uses the final release version of BtS 3.13 as its base.
 
Thanks. I still haven't had a chance to play a game since I started doing this mod and the Events mod over a month ago. Hopefully I'll find some time to play over the holidays....
 
Downloading new version now. Hope I can play as the bad guys!!!
 
Great mod! We are using it for our multiplayer sessions now and so far it has been running wonderfully stable, bug-free and balanced.
 
Great mod! We are using it for our multiplayer sessions now and so far it has been running wonderfully stable, bug-free and balanced.

Great to hear! Please let me know how the end game works out for you.
 
I have only been able to research the entire tech tree once so far and the only "weird" thing I encountered was that you can put several Dreadnoughts and Attack Bots into one single transport ship.
 
I have only been able to research the entire tech tree once so far and the only "weird" thing I encountered was that you can put several Dreadnoughts and Attack Bots into one single transport ship.

I'll look into that when I get a moment. I suspect that this is just because, as far as the game is concerned, a unit is a unit and four units can fit on a single transport, though it kind of seems weird given the civilopedia description of these units.

Oh -- what difficulty level were you playing when you ran the tech tree?
 
I was playing on Prince. Sure, a unit is a unit, I was just wondering if it is possible to have the Dreadnought and Attack Bot count for more than one unit in a transport.

On the other hand I love the effect on gameplay that those units have, instead of having to manage hundreds of tanks you can use your Dreadnoughts and Attack Bots.

Clone units are a bit underpowered I think, by the time you are able to build them you can already get Mech Infantry and the modern tank.
 
I was playing on Prince.

Hmm. That's good -- I wanted to make sure that this wasn't a Settler, Chieftan or Warlord level game (not that there's anything wrong with them...just that the players get too many bonuses to make it a fair test....)

Would you say that more turns need to be added so that people have a shot at the space race win?
 
Am playing a game as we speak... so far it's very stable, no errors spotted.
very nice work.

a few questions though: would it be possible to mod in jdog5000's "Revolution 1.25" mod, and how would one go about it?
another mod I might try to mod in, if that were possible, is Wolfhanze's "1850-1920 Enhancement Mod v2.0" to flesh out that period.
any hints on how would be much apreciated.

Now i'm back to the game.

tnx for your great work.
 
Am playing a game as we speak... so far it's very stable, no errors spotted.
very nice work.

a few questions though: would it be possible to mod in jdog5000's "Revolution 1.25" mod, and how would one go about it?
another mod I might try to mod in, if that were possible, is Wolfhanze's "1850-1920 Enhancement Mod v2.0" to flesh out that period.
any hints on how would be much apreciated.

Now i'm back to the game.

tnx for your great work.

Hey, glad you like it. Please let me know how the endgame works out. Over the holiday weekend, I may try tweaking the game turn thing a little if I can get some feedback from the players.


It should be possible to merge this with another mod -- all you would need to do is compare the XML files in my mod to those in jdog's mod, and make sure that all the XML tags here are also in there, and copy the rest of the files into the exact same folder structure. There aren't any SDK modifications in NextWar, so you could accomplish it using Notepad if you had the time. (If you're made of less sterner stuff, I thoroughly endorse WinMerge, which is available for free on-line.)

Please feel free to give it a try; if you upload for distribution, please give me credit in your mod itself and link to this thread. Thanks.

Oh, and the lawyers insist that you take a look at my copyright notice under "EXTRAS" in the OP.... :)
 
Just curious -- what do you guys think about the time-frames? Good enough, or would it be improved with an overall 10% increase? (E.g., NORMAL speed games go from 500 turns to 550?)

And if the turns are increased, should culture, production, city growth espionage -- in other words, everything but technology costs -- be increased to keep things in balance?

I was hoping to do some more playtesting over Xmas...but unfortunately that so-called "real life" thing intervened, so I'm more or less just going off of feedback from the masses here.... :king:
 
Finally reached the future era so can give you some feedback! Really enjoying it and most things seem to be working very well.

Just curious -- what do you guys think about the time-frames? Good enough, or would it be improved with an overall 10% increase? (E.g., NORMAL speed games go from 500 turns to 550?)

Not playing with time as a victory possibility so can't really comment.

On weird glitch I'm getting is that when I build arcology shielding, my arcology disappears and I have to rebuild it. Then when I build advanced shielding, the arcology shielding disappears and I have to rebuild that!!

And now for some stuff which probably goes beyond the scope of your mod:

One thing I don't like is the speed at which I'm getting through these techs. I'm in 1993 and I've got assault mechs, advancing shielding and am seven turns away from cloning. To me these future era techs are epic social-technogical changes, not stuff I can rush through in the space of ten years. I suppose I'm saying I don't like the way there are four turns per year now and I think the tech costs should be increased at this stage.

Also, with all my production bonus buildings and huge population it seems like the new buildings can be created way too quickly. Shouldn't an immense dome over a metropolis which filters the atmosphere be something like a wonder?
 
Not playing with time as a victory possibility so can't really comment.

On weird glitch I'm getting is that when I build arcology shielding, my arcology disappears and I have to rebuild it. Then when I build advanced shielding, the arcology shielding disappears and I have to rebuild that!!

Thanks for the heads-up on this. I will look into it and see if I can reproduce it. Do you have a save file for when this was happening, by any chance?

And now for some stuff which probably goes beyond the scope of your mod:

One thing I don't like is the speed at which I'm getting through these techs. I'm in 1993 and I've got assault mechs, advancing shielding and am seven turns away from cloning. To me these future era techs are epic social-technogical changes, not stuff I can rush through in the space of ten years. I suppose I'm saying I don't like the way there are four turns per year now and I think the tech costs should be increased at this stage.

I can re-arrange what date corresponds to what year, no problem. I wasn't worrying about that when I added the extra turns in. I personally don't care about what the "date" is since the no. of turns are more important, but it adds to the flavor for a lot of people, so I'll take that into account.

Also, with all my production bonus buildings and huge population it seems like the new buildings can be created way too quickly. Shouldn't an immense dome over a metropolis which filters the atmosphere be something like a wonder?


Hmm. This is an excellent point. The times I've played it, I was a little annoyed at how the AI went crazy building Arcologies while there were still normal present-day stuff to be had (i.e., they can't build stealth bombers, but they CAN build arcologies.) I've thought about changing Arcology to require both hydroponics and another tech (such as Composities) to delay it a little. I also may increase the hammer cost for such things -- your arguments make sense.

Oh -- what game level/speed were you playing?
 
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