[BTS] M.A.D Nukes Mod

Updated to version 0.06b (bug fixes). This release is saved game compatible with 0.05b.

No future feature additions are currently planned for this mod. Please report any bugs you encounter - if possible please attach a saved game along with instructions on how to reproduce the bug.

Baring any future bug fixes, no future releases are currently planned. This mod will remain in the "Beta" state until I'm confidant any major bugs have been caught and dealt with.
 
Very nice! I follow this mod since of beginning with TheLopez!

Some coordenates for new upgrades (suggestion):

( I use in here words of some people of the site civfanatics)

Based on some quick reference, it looks like about 30% of the population of Hiroshima died immediately with more dying afterwards due to the aftereffects, and 80% of the city was destroyed. Perhaps a sizeable population/military hit (some units completely destroyed, others considerably weakened), plus most of the nearby improvements, and a lasting negative health effect would be most realistic.

I don't want excessively weak nukes, but I'd personally prefer the game's implementation rather than such excessively devastating nukes.

The other main component to a nukes, and I don't know anything about implementing this, is a diplomacy effect.(maybe in BTS is more easy to mod) I don't want to go so far as to say the AI will not declare war on a civ that has nukes, but it should be something close to it to simulate nukes standoffs. The US never did battle with Russia. It wasn't until 1999 with India and Pakistan that two nuclear nations actually went to war with each other, and it's much more fitting to call it a "conflict" than a "war."

There should be an automatic setting that any nukes launched against a nuclear nation will be returned in kind (I'd say to the city they were launched from, but that would encourage launching nukes from your smallest/weakest city, so maybe they should just be lobbed at the capital). I don't think that even needs to be left up to the player to retaliate.

The nukes portrayed in Civ 4 are nuclear warheads, which are capable of obliterating a city. The two bombs that hit those two cities were equivelant to 20000 tons of TNT.

The nukes we have today are more near the equivelant of 50 000 000 tons of TNT. This is what the nukes in Civ 4 are meant to be like.the hiroshima-bomb had around 15kTs tnt-equivalent, modern bombs are minimum 10times it. so with a modern bomb hiroshima wouldn't be anymore.
but how about that: if a bomb hits a size 1 city, then this city gets destroyed. so you can bomb a size 20 city to 1 and then destroy it. of course you will need a great amount of nukes, but its more realistic.

for diplomacy it would be cool, if you can demand a nuclear disarmament from your rival or he from you. same with the un-resolution. example: all will reduce their nuclear units by 30% until the next 5 turns or lose 3 trade-routes per city for 20 truns.(example for un-res)

In CIV, nukes should be broken down into three categories to be realistic.

ATOMIC BOMBS

Basically, the nukes Civ has always had. 50% damage to the targetted tile. However, the damage should be confined to that tile. Units and improvements in the adjoining squares should be unharmed. There should be two units with atomic bombs. One, literally the atomic bomb, should have a range equal to the bomber unit and some small chance of interception. The other, an atomic missile, should have substantial range and no chance of interception.

NUCLEAR BOMB

This would be a new unit. It should devastate the tile it's used on. All units destroyed. All buildings destroyed. All improvements destroyed. If used on a city, it should be a 90% populatation loss. I suggest the following formula:

Cities between 1 and 9 should be erased.
Cities between 10 and 19 should be reduced to 2.
Cities between 20 and 29 should be reduced to 3.
And so on...

Adjacent tiles should take 30% damage.

Should be deliverable by long-range bomber, or ICBM, with infinite range.

TACTICAL NUKE

Does the same damage as an atomic bomb, but is very cheap and has a very short range.
 
Very nice! I follow this mod since of beginning with TheLopez!

Some coordenates for new upgrades (suggestion):

( I use in here words of some people of the site civfanatics)

Based on some quick reference, it looks like about 30% of the population of Hiroshima died immediately with more dying afterwards due to the aftereffects, and 80% of the city was destroyed. Perhaps a sizeable population/military hit (some units completely destroyed, others considerably weakened), plus most of the nearby improvements, and a lasting negative health effect would be most realistic.

I don't want excessively weak nukes, but I'd personally prefer the game's implementation rather than such excessively devastating nukes.

The other main component to a nukes, and I don't know anything about implementing this, is a diplomacy effect.(maybe in BTS is more easy to mod) I don't want to go so far as to say the AI will not declare war on a civ that has nukes, but it should be something close to it to simulate nukes standoffs. The US never did battle with Russia. It wasn't until 1999 with India and Pakistan that two nuclear nations actually went to war with each other, and it's much more fitting to call it a "conflict" than a "war."

There should be an automatic setting that any nukes launched against a nuclear nation will be returned in kind (I'd say to the city they were launched from, but that would encourage launching nukes from your smallest/weakest city, so maybe they should just be lobbed at the capital). I don't think that even needs to be left up to the player to retaliate.

The nukes portrayed in Civ 4 are nuclear warheads, which are capable of obliterating a city. The two bombs that hit those two cities were equivelant to 20000 tons of TNT.

The nukes we have today are more near the equivelant of 50 000 000 tons of TNT. This is what the nukes in Civ 4 are meant to be like.the hiroshima-bomb had around 15kTs tnt-equivalent, modern bombs are minimum 10times it. so with a modern bomb hiroshima wouldn't be anymore.
but how about that: if a bomb hits a size 1 city, then this city gets destroyed. so you can bomb a size 20 city to 1 and then destroy it. of course you will need a great amount of nukes, but its more realistic.

for diplomacy it would be cool, if you can demand a nuclear disarmament from your rival or he from you. same with the un-resolution. example: all will reduce their nuclear units by 30% until the next 5 turns or lose 3 trade-routes per city for 20 truns.(example for un-res)

In CIV, nukes should be broken down into three categories to be realistic.

ATOMIC BOMBS

Basically, the nukes Civ has always had. 50% damage to the targetted tile. However, the damage should be confined to that tile. Units and improvements in the adjoining squares should be unharmed. There should be two units with atomic bombs. One, literally the atomic bomb, should have a range equal to the bomber unit and some small chance of interception. The other, an atomic missile, should have substantial range and no chance of interception.

NUCLEAR BOMB

This would be a new unit. It should devastate the tile it's used on. All units destroyed. All buildings destroyed. All improvements destroyed. If used on a city, it should be a 90% populatation loss. I suggest the following formula:

Cities between 1 and 9 should be erased.
Cities between 10 and 19 should be reduced to 2.
Cities between 20 and 29 should be reduced to 3.
And so on...

Adjacent tiles should take 30% damage.

Should be deliverable by long-range bomber, or ICBM, with infinite range.

TACTICAL NUKE

Does the same damage as an atomic bomb, but is very cheap and has a very short range.

Those are excellent suggestions - however, as this mod is primarily a port of The Lopez's version to BTS if I were to ever undertake anything similar to the above it would be posted under a different name using this as a base.

As it stand now, the modifications I made primarily patched what I considered to be "defects" in the implementation of the idea behind the mod. I'd be uncomfortable adding more.

That said, I'd very much like to hear if anyone encounters any errors while using this mod. Additionally, any suggestions on better methods to better implement sections of mod that were poorly implemented - the python code especially, as I'm not all that familiar with that language.
 
I haven't played it yet, but I had hoped it would work with my favourite mod, Earth 36 Civs, but obviously it can't as it's a mod itself.

I have a feature suggestion, if it's not already in place: have a spy option to discover which countries and cities nuclear warheads are being aimed at and then have the option, both AI and player, to bring it up in discussion and demand the nukes be targetted elsewhere - alongwith some - points in a relationship.

Would that be possible to code/ work in gameplay?

The mod looks great, by the way. I've been waiting for someone to do something like this.

Edit: I've just played it, and I couldn't target nukes (I worldbuilt them in during Stone Age to try the mod out) and when I fired them, they did destroy cities, but caused massive global warming and desert land to form, bridging England and the mainland. Is that right?

'A toggle has been added to enable/disable the mod and a toggle has been added to modify how the mod functions when launching an ICBM would draw additional players into a war. More documentation to follow. '

Where is the toggle?
 
I haven't played it yet, but I had hoped it would work with my favourite mod, Earth 36 Civs, but obviously it can't as it's a mod itself.

I have a feature suggestion, if it's not already in place: have a spy option to discover which countries and cities nuclear warheads are being aimed at and then have the option, both AI and player, to bring it up in discussion and demand the nukes be targetted elsewhere - alongwith some - points in a relationship.

Would that be possible to code/ work in gameplay?

The mod looks great, by the way. I've been waiting for someone to do something like this.

Edit: I've just played it, and I couldn't target nukes (I worldbuilt them in during Stone Age to try the mod out) and when I fired them, they did destroy cities, but caused massive global warming and desert land to form, bridging England and the mainland. Is that right?

Pre-targeting nukes requires you to build the Strategic Air Command building in one of your cities. Nukes should not modify water terrain - I'll look into that when I have a little time.

'A toggle has been added to enable/disable the mod and a toggle has been added to modify how the mod functions when launching an ICBM would draw additional players into a war. More documentation to follow. '

Where is the toggle?

Take a look in the "MAD Nukes Mod" folder - the file is "MAD Nukes Mod Config.ini". See Safe Nukes Mode (last option in the file) - a brief description of each option is listed there as well.
 
I've played it a lot tonight (although I didn't really have the time - it's addicting) and I really enjoyed it. I think this is a computer fault, but I'll mention it anyway just in case: it crashed three times just as the enemy declared war on me and sent its nukes. My nukes would have been launched back, and I don't think my computer could handle it (as I had Worldbuilt quite a few to test the nuking features).

Anyway, I've looked at the file, and I don't mean to be a pain but it doesn't tell me where to find the toggle in-game - unless changing the documents 0s and 1s is the toggle? As you can see, I have no clue about coding! Would it be possible for me to have these features whilst I play the 36 Civs mod, or not?

Great mod, by the way - I don't know why Firaxis didn't think to include something similar in the original. Although it's extremely addicting as it is, my only suggestion to improve it would be the diplomacy feature - where when you target someone's cities, and if they know about it, you receive a major diplomacy penalty; it could spark off a Cold War; and players and AI could have the option to demand the nukes have their targets changed.
 
I've played it a lot tonight (although I didn't really have the time - it's addicting) and I really enjoyed it. I think this is a computer fault, but I'll mention it anyway just in case: it crashed three times just as the enemy declared war on me and sent its nukes. My nukes would have been launched back, and I don't think my computer could handle it (as I had Worldbuilt quite a few to test the nuking features).

It could be a bug in the code somewhere. If the bug is repeatable (loading the saved game and performing some set of actions always causes a crash) feel free to send me a copy of the saved game along with instructions on how to reproduce the crash. If I'm able to reproduce the bug it should be a relatively simple process to isolate and remove it.

Anyway, I've looked at the file, and I don't mean to be a pain but it doesn't tell me where to find the toggle in-game - unless changing the documents 0s and 1s is the toggle? As you can see, I have no clue about coding! Would it be possible for me to have these features whilst I play the 36 Civs mod, or not?

I wasn't able to easily locate the 36 Civs mod, but generally speaking the mods will be incompatible if they both modify the SDK. Some work would be required to combine all of the modified source code into one set of files and to recompile the DLL.

Great mod, by the way - I don't know why Firaxis didn't think to include something similar in the original. Although it's extremely addicting as it is, my only suggestion to improve it would be the diplomacy feature - where when you target someone's cities, and if they know about it, you receive a major diplomacy penalty; it could spark off a Cold War; and players and AI could have the option to demand the nukes have their targets changed.

That's been suggested a number of times - I may consider doing something along those lines in a separate mod somewhere down the line. At the moment, however, I don't have the time to devote to something like that.

Edit: The toggle's do not exist in any of the in-game menus. It is currently necessary to modify the ini file in an external editor - however, the modifications made to the ini file should be loaded more or less immediately upon switching back to Civ 4.
 
hey everyone,
what's the current status of this comp? is it still in production or has it become seconded to more important life issues?
thanks
 
hey everyone,
what's the current status of this comp? is it still in production or has it become seconded to more important life issues?
thanks

No work is currently being done on this mod - that said, baring any future bug fixes the only additional work planned at this time is some cleanup and such.
 
I'm having trouble with this mod... Whenever I try to do anything ingame, the game crashes. Making a city, launching worldbuilder, etc.

Edit: Nevermind, problem solved.
 
Since this link have been down for at least 2 months i doubpt he will update it.
Can somone that laready have downloaded it send it to me? PM me please!
 
Is this for BTS 3.13?
Becouse when i load it, it crashes before the mod even start.
I put it in the mod directory as any other mod.
 
Probably not. It's old stuff, but the concept is pretty cool. I mean, the whole idea of having nukes is being able to launch them if you get nuked, but in the default game if you get nuked hard enough you won't have any by the time it's your turn.
 
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