[BTS Total Mod] Thomas' War

Are there any out of game references or guides to all of the changes available anywhere? TIA
Look for the Concepts (I think that's what it's called) part in the Civilopedia. Thomas' War Concepts (or something like this) is what you're looking for.

The new Civs/leaders, traits and wonders are the biggest changes though, the basic concepts are largely the same as in BTS. So after 2 or 3 games you should be familiar with how Thomas' War plays.
 
Hi again!

Regarding the crash : :scan:

There wasn't any specific message regarding it. Every time it occurs, it is in singleplayer/Custom map/Huge map/Continents playing with about 12-15 civs. The first time was with Caligula of the romans ans the second time with Champlain of the Canadians. When it happens, it's at the beginning of a new turn, the pointer is in working mode (Earth pointer is turning). The screen suddenly becomes black and I fall back in windows XP...
 
Just loaded this and blown away! Hugely impressed with leader/civ selection and number of changes. No idea what techs/wonders to shoot for yet. Also really like the glance view on the foreign adviser but still trying to find out what the blue and pink signify... Have to admit to being a bit overwhelmed by it all-- trying to decipher it through the civilopedia is slow going. Are there any out of game references or guides to all of the changes available anywhere? TIA

Yeah, as Falk pointed out there's a Thomas' War Concepts section in the civlopedia that organizes all the additions and explains anything that really need explanations. There's currently no out of game manual, sorry.

For the most part the new Wonders and Civs are the biggest changes. The tech tree (not counting the addition of Next War for the future era) is virtually identical in structure with only two optional techs. All the military units are the same as well. Actually, I don't think I added any new military units, and most only added non-combat or specialized units like an Inquisitor, Caravan, Lawyer. The Riot Police and Medic are probably the closest to new combat units but again they have very specialized roles.
 
Hi again!

Regarding the crash : :scan:

There wasn't any specific message regarding it. Every time it occurs, it is in singleplayer/Custom map/Huge map/Continents playing with about 12-15 civs. The first time was with Caligula of the romans ans the second time with Champlain of the Canadians. When it happens, it's at the beginning of a new turn, the pointer is in working mode (Earth pointer is turning). The screen suddenly becomes black and I fall back in windows XP...

I'm guessing it was probably a MAF. No offense, but you can't really play big mods on Huge world sizes with tons of civs. Mose big mods just add too much that the game can't handle it. Though supposedly Thomas' next version will have a reduced sized version that should let you play bigger than currently with less MAFs.
 
I'm guessing it was probably a MAF. No offense, but you can't really play big mods on Huge world sizes with tons of civs. Mose big mods just add too much that the game can't handle it. Though supposedly Thomas' next version will have a reduced sized version that should let you play bigger than currently with less MAFs.

It's not really a reduced sized version. It's simply that all the leaderheads won't be animated by default. Additionally, they will be packed differently to let you replace them and not still have to load in all the additional memory.
 
Ok... I'll try using lower settings and fewer civs and maps... Does regular size would be ok?
 
This looks absolutely fantastic.

I'm currently playing a version of the History in the Making mod, which I've modded further on myself. Just got a couple of questions about things that are included in HiTM but doesn't seem to be in your mod (but then again you've got so many other things):

-Does this include the BUG MOD by the Bug Mod Team
-Does this include Dale's Combat Mod by Dale.
-Does this include Enhanced Tech Conquest by Grave and Jeckel

I can REALLY recommend the latter. Propably the thing I'll miss the most if I decide to switch (I'm not a python man myself).

\Skodkim
 
This looks absolutely fantastic.

I'm currently playing a version of the History in the Making mod, which I've modded further on myself. Just got a couple of questions about things that are included in HiTM but doesn't seem to be in your mod (but then again you've got so many other things):

-Does this include the BUG MOD by the Bug Mod Team
-Does this include Dale's Combat Mod by Dale.
-Does this include Enhanced Tech Conquest by Grave and Jeckel

I can REALLY recommend the latter. Propably the thing I'll miss the most if I decide to switch (I'm not a python man myself).

\Skodkim

Parts of BUG mod (or at least identically functioning additions of my own) are already in Thomas' War. I will be including additional BUG aspects (though not the mod in its entirety) in the next version to be released next month.

Dale's Combat Mod requires SDK modification. I've chosen not to change the GameDLL for Thomas' War so it doesn't include any mod that modifies the SDK. On the same note, since it doesn't use a custom DLL you can use anyone you want as long as you make the necessary additions to python/XML (if required).

Additional tech conquest isn't in the mod mainly because I felt it changed the research dynamic too much from the standard game. I think it's a great mod, but I've already added a few things that may affect research speed and balancing them in addition to tech conquest potentially proves a problem.

For the most part, Thomas' War includes a bunch of new python code (units/civilizations/abilities/civics/wonders/etc) that I've programed myself and that's probably one of the main draws of the mod. I try to release all of these separately on this site as well but I know for a fact a few of them are still only to be found embedded in my mod. If you find something in it you want me to separate just let me know and I'll do so.
 
Parts of BUG mod (or at least identically functioning additions of my own) are already in Thomas' War. I will be including additional BUG aspects (though not the mod in its entirety) in the next version to be released next month.

Dale's Combat Mod requires SDK modification. I've chosen not to change the GameDLL for Thomas' War so it doesn't include any mod that modifies the SDK. On the same note, since it doesn't use a custom DLL you can use anyone you want as long as you make the necessary additions to python/XML (if required).

Additional tech conquest isn't in the mod mainly because I felt it changed the research dynamic too much from the standard game. I think it's a great mod, but I've already added a few things that may affect research speed and balancing them in addition to tech conquest potentially proves a problem.

For the most part, Thomas' War includes a bunch of new python code (units/civilizations/abilities/civics/wonders/etc) that I've programed myself and that's probably one of the main draws of the mod. I try to release all of these separately on this site as well but I know for a fact a few of them are still only to be found embedded in my mod. If you find something in it you want me to separate just let me know and I'll do so.

The reason I love the Enhanced Tech Conquest is that I find both realistic and fun:
1: Realistic because it just feals right that there should be a chance of discovering other civs' hidden techs if you march into their cities - or they march into yours :eek:
2: Fun because it gives you a little extra motivation of both capturing enemy cities and defending your own no matter the cost.

I'll give the mod a go :p

\Skodkim
 
Okay everyone, because I found out I'm going to be really busy next month I'm stepping up trying to finish the expansion while I still have time. So I'm aiming to get it out before the end of the month now.

~~~

For those of you not following the thread, it'll have 11 new civs:

Argentina
Australia
Elam
Hanseatic League
Pruthenia
Philippines
Scotland
Scythia
Hawai'i
Apache
Iroquois

(Old Native America stays functionally the same but becomes the Sioux, and my old Polynesia becomes the Tu'i Tonga)

17 leaders, the scientific trait, a few new python based promotions, 1 new wonder and 1 new project (though I'm removing Sydney Opera House - mainly to spread out where the wonders are located and it's bonus is kinda minimal compared to what's around it), along with a ton of balancing done to the civics units and buildings (with new python functionality for a few of the civics). The default download should also work a lot better for people experiencing MAF errors.

~~~

I'll also be releasing new mod comps based on code I wrote for the next version in the coming weeks.
 
Will you put Geronimo as an Apache leader? It would be good, and Ekmek has a good LH.
 
Who's the leader of the Hanseatic league, anyway?
 
Okay, I'm pretty confident I'll have it out by next weekend. 1 or 2 things are being left out simply because I don't have time to code them anymore (for example I was going to make a few more events - 2 new ones to this version are already programed in though) but all the major stuff will be in there and finished.

~~

Heinrich Sudermann will be the leader of the Hanseatic League.
 
I read the answer from mod components thread and i want to thank you. What turingmachine
meens when he says "Thomas did release a separate version but that was a while ago and he's said himself the code is a mess and he needs to go back and clean it up. It's ported from the Gods of Old mod so it might be good to compare Thomas' code to what's found in that mod."?
 
I read the answer from mod components thread and i want to thank you. What turingmachine
meens when he says "Thomas did release a separate version but that was a while ago and he's said himself the code is a mess and he needs to go back and clean it up. It's ported from the Gods of Old mod so it might be good to compare Thomas' code to what's found in that mod."?

I read the answer from mod components thread and i want to thank you. What turingmachine
meens when he says "Thomas did release a separate version but that was a while ago and he's said himself the code is a mess and he needs to go back and clean it up. It's ported from the Gods of Old mod so it might be good to compare Thomas' code to what's found in that mod."?

Well, I didn't create the Plague ability, it is actually the ability of one of the religious prophets in the Gods of Old mod that comes with BTS. I basically just copied the python code from that and then did some slight balance edits for my mod.

I did release the great doctor individually here:

http://forums.civfanatics.com/downloads.php?do=file&id=9321

That was one of the first modcomps I released though, before I really knew python and was teaching myself how to code so I copied some extra code from Gods of Old that aren't needed but that don't affect gameplay. I'm not sure if I labeled everything as well.

I do intend to go back and clean up those releases as they were quite popular and are favorites of Thomas' War, but with being busy in real life and wanting to get out the expansion for Thomas' War I just haven't found the time.
 
Is it just me or does the upgradediscounts not work?

For example "PROMOTION_NOMAD3" has <iUpgradeDiscount>25</iUpgradeDiscount> and it still costs exactly the same amount of gold to upgrade these units as those who haven't got the promotion?

\Skodkim
 
Hmm, you're right... a typo in the python is preventing it. It'll be fixed by the next version which will be released by the end of the week. Also it should be noted, it's only that promotion. I checked and Str trait and Leonardo wonder still provide the discount.
 
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