[BTS Total Mod] Thomas' War

Hello,thanks for your dedication, the mod is awesome. The only thing it lacks is the original next war mod world map.
I have a question about technocracy, what does "can build science more efficiently" mean?
Also, right now, representation civic seems a better option for research than technocracy.
What about representation giving +4 culture per specialist and technocracy +4 science per specialist?

There's a Thomas' War world map available made by JEELEN and a few other scenarios to that I simply forgot to collect together but will do so soon. They're available on the forums in various places. I had a thread a few pages back that listed them all as well as the signatures of the various authors which should have the links.

Any world map you find on the forums should work with the mod. Strategyonly made a no civ Earth Map so you can choose whoever you want on it.

The Next War scenario map doesn't work, as the next war leaders and civs were removed.

Representation functions as it does in BTS, I didn't want to change it. Truth be told they're about equal in research potential they just have different situational uses. Representation is dependent on the amount of specialists your civilization has, while Technocracy is dependent on the total commerce your city is making.

Builds Research more efficiently is when you build research, i.e. available with alphabet converts production to research. With technocracy more production is converted to research than without (about a 50% increase)

Also, technocracy is No Upkeep which is a big advantage in of itself. I think it's balanced at the moment and it competing as a research civic is the same thing as saying representation does a better job at happiness that hereditary rule. They're both situational.
 
I don't usually sign up for forums, but I would like to tell you that this is the best mod I've played for Civilization IV. Cheers! :)
The future era is a bit glum though, and the blue-ness of the cites looks awkward. Absolutely everything else about this mod is great.

P.S. I really enjoy the music for the Hawai'ian nation, is it Israel Kamakawiwo'ole? It made me laugh upon hearing it for their national song. :lol:
Do you perchance know what the song is named?

I've been adding more city sets for the future era as I find them. Right now I think there's three different city sets, the standard blue one, a middle eastern one, and an african maybe? I forget. Not many people make artwork for future city sets so you have to use what you can get.

It is Israel Kamakawiwo'ole. I wanted something more traditional but it turned out surprisingly hard to find (without buying). I forget the name of the song actually, sorry, but it's in the Thomas' War/Assets/Sounds/Diplomacy folder, though I think I just labeled it Hawaii in there.
 
About Technocracy I agree with tsentom1. In the multiplayer game I'm currently in, I've built the Pyramids to go for an SE strategy, but then decided to try a combined Trade-Route/CE with Technocracy instead. It's an island map, so no rivers or anything nearby, thus I havent built many cottages but the civic still seems worth it. What Technocracy basically does is to make a Pyramid-CE viable. That's a good thing, the old Pyramid-SE is so incredibly boring...

On a side note, my friend plays a Mercantile-GL strat. We'll see how that plays out, but I guess he'll trash me on this map type. We'll see. :D
 
About Technocracy I agree with tsentom1. In the multiplayer game I'm currently in, I've built the Pyramids to go for an SE strategy, but then decided to try a combined Trade-Route/CE with Technocracy instead. It's an island map, so no rivers or anything nearby, thus I havent built many cottages but the civic still seems worth it. What Technocracy basically does is to make a Pyramid-CE viable. That's a good thing, the old Pyramid-SE is so incredibly boring...

On a side note, my friend plays a Mercantile-GL strat. We'll see how that plays out, but I guess he'll trash me on this map type. We'll see. :D

Yes, please continue to give feed back on Mercantile. Perhaps I was too hesitant and didn't nerf it enough. I tried to take into account the drawbacks. Sadly, there is no way to separate it for land and coastal cities as you suggested before.

Also, feedback on multiplayer is also appreciated - as I rarely receive this. I know it still has the potential to OOS but with every version I do reduce this finding new things, so if one happens, if you can remember anything specific that happened (like an event, etc.)

Your feedback has been a tremendous help.
 
I know it still has the potential to OOS but with every version I do reduce this finding new things, so if one happens, if you can remember anything specific that happened (like an event, etc.)
Actually yesterday we had an OOS and quit at that point (it was late anyway). I'll see what was going on at that point when we continue playing our savegame. My friend has that savegame on his computer, I can attach it here soon if that helps.

Sadly, there is no way to separate it for land and coastal cities as you suggested before.
Oh, that's a pity. Would have surely been the easiest way to fix it.
 
Actually yesterday we had an OOS and quit at that point (it was late anyway). I'll see what was going on at that point when we continue playing our savegame. My friend has that savegame on his computer, I can attach it here soon if that helps.


Oh, that's a pity. Would have surely been the easiest way to fix it.

Yeah I've had one or two OOS in some games. The person re-joining seemed to fix it and it didn't come back. So at the moment they're not too much of an inconvenience, or it seems to be relatively rare at least (2 in an 800 turn epic game isn't bad, but I guess it could be all luck). Hopefully, I'll get them all eventually (as well as that darn Agricultural bug).
 
Some people asked if the most recent version of Thomas' War (3.1b) was still hosted anywhere so the download page now also has a link to Thomas' War 3.1b (after the links to the animated and static leaders / movies).
 
Sci might need a boost.

I think its first bonus, the free scientist at Classical is fine. The other ones might be a cast of too little too late.

I want to avoid giving a bonus on every era though, and also a double building speed (as the only one that fits and not already covered is the laboratory which is again too little too late). I could always move the golden age to renaissance and a free tech on modern era. Of course that might be too strong, but then again you have to wait for it.

I don't know
 
These are the sort of messages that I get when trying to extract the files. I have tried what you said but to no avail.

! C:\Users\zebidy\Desktop\Thomas_War_3.5.7z: CRC failed in Thomas' War\Resource\Themes\Civ4\Civ4Theme_Window.thm. The file is corrupt
! C:\Users\zebidy\Desktop\Thomas_War_3.5.7z: Error - operation failed

I have to admit I don't think this is any fault of yours. I think I have some sort of problem with my system. I ran a lengthy checkdisk to see if something is wrong with my hard drive but it seems fine. What would cause this sort of issue from my side when downloading.
 
and also a double building speed (as the only one that fits and not already covered is the laboratory which is again too little too late).
What about the Observatory? Astronomy doesnt come too late, so this should work.

The AI seems to do pretty well with Sci btw, they tech like no good.

Two more things:
Some of the Wonder Movies are still there, Sistine Chapel for instance (though I redownloaded the whole mod).

Didnt Spiritual give double production for Monasteries in your mod? I thought it did last version. Or was I hallucinating? :D
 
What about the Observatory? Astronomy doesnt come too late, so this should work.

The AI seems to do pretty well with Sci btw, they tech like no good.

Two more things:
Some of the Wonder Movies are still there, Sistine Chapel for instance (though I redownloaded the whole mod).

Didnt Spiritual give double production for Monasteries in your mod? I thought it did last version. Or was I hallucinating? :D

The default BTS wonders still have animated movies because well, removing the movies was a size issue more than a performance one and all those files are in BTS itself so they don't add to the size of the mod. (Actually adding static for them would have made the mod bigger as I'd have to add the static image files for them to the mod).

Sci hasn't been play tested much which is more the reason for my concern than anything else. We just have to see how it works. Maybe it'll even prove to be too strong--probably not. In all honesty I completely forgot about the observatory. That might be a good option to boost it. Thanks for reminding me and the feedback.

Last version Fin gave double banks and Spi double monasteries. I reverted them back to what they are in BTS. I might switch them back. In a sense they were balanced before my mod... it's just one of those things you need to have people play to see. Spi is boosted though from normal BTS because anarchy turns are slightly longer now in some situations. One change that I meant but forgot to do was change the Exp worker unit bonus from 50% to 25%... probably be in when I release the inevitable bug patch for 3.5. So continue giving feedback about the traits.
 
These are the sort of messages that I get when trying to extract the files. I have tried what you said but to no avail.

! C:\Users\zebidy\Desktop\Thomas_War_3.5.7z: CRC failed in Thomas' War\Resource\Themes\Civ4\Civ4Theme_Window.thm. The file is corrupt
! C:\Users\zebidy\Desktop\Thomas_War_3.5.7z: Error - operation failed

I have to admit I don't think this is any fault of yours. I think I have some sort of problem with my system. I ran a lengthy checkdisk to see if something is wrong with my hard drive but it seems fine. What would cause this sort of issue from my side when downloading.

My only advice would be to try re-downloading the mod from a different internet program (fire-fox, internet explorer, etc) and try unzipping it with different zip programs (7zip, winrar, etc). Other than that, there's not much help I can offer without actually being at your computer.
 
Okay. I was playing and noticed the Trade Fair of Troyes not giving its bonus. Yet on starting a new game and building it, it did. So for some reason it's not always firing when it is supposed to. If people can just keep an eye on it and report anything strange. Cases to look out for: if it works after being built, after being captured, in conjunction with other wonders / civics that do something similar (public works, technocracy) etc etc. Starting a new game and doing tests they seem to go fine, but of course this can't cover every possibility, so please keep a look out. Of course if you find an instance, try to post the save here. Thanks!
 
Okay. I was playing and noticed the Trade Fair of Troyes not giving its bonus. Yet on starting a new game and building it, it did. So for some reason it's not always firing when it is supposed to. If people can just keep an eye on it and report anything strange. Cases to look out for: if it works after being built, after being captured, in conjunction with other wonders / civics that do something similar (public works, technocracy) etc etc. Starting a new game and doing tests they seem to go fine, but of course this can't cover every possibility, so please keep a look out. Of course if you find an instance, try to post the save here. Thanks!

Okay, it's something to do with reloading the game after the wonder. Occasionally it won't kick in or it will kick in a few turns later.

I'll probably have to re-write the wonder code for the next patch.
 
Does anyone have any ideas on Agricultural? Assuming I get rid of the bug (which I will), is it just too weak, need a boost, fine? Granted it's designed to be more powerful at the start of the game unlike other traits that get more powerful later on, but does this become too much of a liability or does the initial boost help put you in a position for later on?
 
Does anyone have any ideas on Agricultural? Assuming I get rid of the bug (which I will), is it just too weak, need a boost, fine? Granted it's designed to be more powerful at the start of the game unlike other traits that get more powerful later on, but does this become too much of a liability or does the initial boost help put you in a position for later on?

I think it'll be fine once you fix the bug, and even if you don't the bug only affects city growth once it seems so it's not even that big of a deal now. But Agr really helps with early rushing and whipping.
 
What do I copy the AnimatedLeaderPack into? Same with the AnimatedWonderPack... Where do I put them? When I switched the normal leaderhead art with Animated, my game crashed when I clicked on them.
 
After playing around with the new version, some random thoughts on traits from me:

Still not satisfied with Mercantile. I've come to the conclusion that the trait really doesnt work well - if you balance it for coastal starts it gets completely useless on non-coastal starts. If you balance it for the latter it is vastly overpowered for coastal starts. You'll get 4-5 Hammers and Food as early as early mid game. My suggestion is to either scrap the trait completely or change it completely. Two options I thought of:

a) Make the bonus dependent on the number of land tiles in the BFC. For instance, give 1% bonus per land tile. This prevents exploiting the trait which is easy to do right now (you can build cities wherever you want, even on 1-tile-islands, as long as maintanence costs allow expansion). And of course it will make inland cities better suited than coastal cities, which balances nicely considering the trade route enhancing buildings you can build in coastal cities. Historically speaking, it represents the boost to economy cities gain from the land and villages in their surroundings.
Of course, I have no idea if it is possible to code this.

b) Make the bonus independent of the commerce you gain from trade routes. Make it instead dependent on something that is (mostly) independend from coastal or non-coastal. It could be the pure number of trade routes a city has. Or, maybe better, the size of the cities it has trade routes to. For example:
Combined size of trade route connected cities /// bonus
15 /// 1%
30 /// 2%
45 /// 3%
60 /// 4%
80 /// 5%

These are just random numbers to illustrate the idea. Coastal cities would still be better since you get more trade routes and get them more easily, but to a lesser extent than it is now - no harbours, no custom houses, no overseas trading bonus. And the bonus mostly scales with time and does so at a slower pace. So you dont end up with the maximum bonus as early as in the middle ages.

That's my ideas for Mercantile. I hope you find some of it useful. As it is now the discrepancy between coastal and non-coastal seems an unbridgeable gap to me.

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I am currently trying to exploit Diplomatic with an espionage/cottage economy and I am surprised how well it works. With the defensive bonus you added the trait might be fine as it is. The only minor problem I see is that both of its buildings only help espionage and will probably only be built if you focus on espionage. A small non-espionage bonus like the Jail has might help here. But I don't think it is necessary, just a nice little boost to make it more appealing to non-spies.

Strategic, Agricultural and Scientific seem fine as they are (though admittedly I haven played much with Sci). I found that I like Agri almost the most of your new traits (except Merc...) as its early boost is significant. Depending on your starting location it potentially boosts growth and production and research. Thisis highly useful! Double production speed for Granary would make sense, but it is already taken.

This leaves us with Nationalistic - a trait both my friend and me are very underwhelmed by. Two of its bonuses mainly counter war weariness. The problem with this is that we almost never experience war weariness anyway. Even when going for a domination victory this never was a big problem. Personally I usually go with Police State anyway, my friend never does - but if he gets some unhappiness it is only like 1 or 2 citizens not working and only for a short time - and this only happens in mid to late game, vitually exclusively when cities are 15-20 big and you choose not to use emacipation while others do. No need to deal with this, it is insignificant. So in short, 2/3 of this trait's bonuses arent bonuses in our games. Suggestion: Scrap the -25% :mad: bonus and replace it with something like "no unhappiness from drafting and emancipation".

Overall I think your traits work very well and only need minor tweaking if any changes at all. The exception is Mercantile which I think is broken. :scan:
 
No unhappiness from drafting would be completely overpowered, especially with spiritual/agricultural. How about, instead of 3 :mad: per draft, we could have just one?

Falk, do you know how to work the animated leaderheads? Please, I need help.
 
What do I copy the AnimatedLeaderPack into? Same with the AnimatedWonderPack... Where do I put them? When I switched the normal leaderhead art with Animated, my game crashed when I clicked on them.

You can a)just unzip the animated pack into the Thomas' War folder, click yes to overwrite, or b)unzip the animated pack, open it up till you find the assets folder, click copy the assets folder, go into Thomas' War, the first folder should contain assets, click paste, yes to overwrite (note, don't delete the assets folder in thomas' war just overwrite it with the one from the animated pack so only the specific files are replaced. b) sounds complicated, but a) is just doing b) automatically. Alternatively, if I remember correctly, the animated packs (say for leaders) only replace two files LeaderPack0 and CIV4ArtDefines_Leaderhead so just copy and replace them from the download.
 
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