[BTS Total Mod] Thomas' War

Also has anyone else encountered the Infantry / Partisan bug that was mentioned a few posts above this (post #758)? I really have never encountered this and since the original poster hasn't responded back I have no idea how and when this is occurring. If anyone has, please provide a save.
 
Cool...

Playing 3.5 it seems pretty bug free and balanced but as always I've come to trust your judgment so any changes I'm sure will be welcome and cool.
 
Okay, so the bug / balance patch for 3.5 is mostly done - as I said no real content so to speak of just game play & code issues I'm cleaning up as people report feedback with the new version (which I'm fixing when I find time with my busy schedule). So please continue to post bugs as you notice them as well as anything you think is unbalanced / too weak.

I am hoping to include more events and replace two pieces of in game art in particular so I'm waiting for both of those to be released on civfanatics and include them with the patch (the authors say soon, but if it ends up taking too long I'll just release the bug patch without it, no big deal).

While I wait though, I figure this might be a good time to tie up some loose ends floating around the mod's code.

In particular, the Mercantile / Commerce victory. No you can't play with it at the moment but it is basically almost completely programed into the mod. It's the collect x amount of gold and win victory from Crossroads of the Road. If people want I can finish programing it and activate it with the patch. I just need good suggestions to the actual gold amounts that would let you win on each game speed.

Anyway not too long. I think 3.5 as it is currently doesn't have much that's game-breaking so no real hurry, but I'd like to get the final version of 3.5 out in a timely matter anyhow.
 
Sounds good. A bit of a personal question: Will you be looking at the map situation or is that a matter for a later date? :confused: (Without a working map included I can't update anything should that be needed. I appreciate your time schedule, but I'm just being curious here.)
 
Sounds good. A bit of a personal question: Will you be looking at the map situation or is that a matter for a later date? :confused: (Without a working map included I can't update anything should that be needed. I appreciate your time schedule, but I'm just being curious here.)

I'm sorry.

Next version will collect all the scenarios that you and others have made for the mod and put them back in the public maps folder so people won't have to scrounge around the forums for them.

In terms of map versions, though, they're just the two you have to download on the site already:

http://forums.civfanatics.com/downloads.php?do=file&id=10735

http://forums.civfanatics.com/downloads.php?do=file&id=10638

The problem my mod had before was in the the mod's python itself not the maps (which is why I temporarily removed them from the main download but then just always forgot to re-include them). Once I fixed the code your scenarios worked great again.

So if you feel you need to do any updates, the patch I'm releasing is just a few balance changes and will be almost identical to the current download. I'm just included the downloads you've already made (should I not?) I've loaded them and played them for a few turns and they seem to work with no problems.

I know you've been bugging me about this forever. I feel bad it keeps slipping my mind.
 
Cool! (Wasn't trying to bug you, I was just wondering as I do like to play my own stuff on occasion.);)
 
First I appologise if anything I am about to say has already been asked to death, I am new to this mod and forum and around page 21 I got tired of reading to see if the questions had been raised. I also think that around page 14 I started skimming quickly and may have missed it.

While playing Logan I noticed that the workers had two tools in their hands all the time. While chopping a forest they swung both and axe and a hammer. I did not notice this in other civs.

Playing an ice world game generates a perfect lush green map with absolutely no dessert, plains, tundra, or ice.

I was also wondered if it would be possible to make some of the new wonders work for teams. A good example would be Machu Picchu, where it's bonus applied to all members of the same team. (I play lots of team games).

Now that my whining is out of the way let me say this.

You have my awe and admiration. I love your mod, love your work, love your dedication.
This mod has breathed a whole new life into civ for me and for my friends.
It is almost everything I had ever dreamed of being added to civ. I can't believe all the work you have done.

Thank you very much.
 
Cool! (Wasn't trying to bug you, I was just wondering as I do like to play my own stuff on occasion.);)

Haha, I didn't mean bug in a bad way ;) I just mean I know you've been asking me and I'm always the one that's forgetting and stuff.
 
First I appologise if anything I am about to say has already been asked to death, I am new to this mod and forum and around page 21 I got tired of reading to see if the questions had been raised. I also think that around page 14 I started skimming quickly and may have missed it.

While playing Logan I noticed that the workers had two tools in their hands all the time. While chopping a forest they swung both and axe and a hammer. I did not notice this in other civs.

Playing an ice world game generates a perfect lush green map with absolutely no dessert, plains, tundra, or ice.

I was also wondered if it would be possible to make some of the new wonders work for teams. A good example would be Machu Picchu, where it's bonus applied to all members of the same team. (I play lots of team games).

Now that my whining is out of the way let me say this.

You have my awe and admiration. I love your mod, love your work, love your dedication.
This mod has breathed a whole new life into civ for me and for my friends.
It is almost everything I had ever dreamed of being added to civ. I can't believe all the work you have done.

Thank you very much.

I know a few of the maps don't generate correctly at the moment. When I added the Wetland base terrain all the map scripts needed to be updated to also generate the new terrain.

Now I know python, but the map generation stuff gives me problems so I simply used the python johny smith made for his Colonization Marsh terrain mod which does the same thing. Problem is, his python has problems with a few of the map scripts and they don't really generate well. I try to fix them as I'm made aware of which ones don't work, so thanks for the heads up. If you notice others please let me know.

Same thing, I didn't make the artwork for the Native civs, so if he has two tools then it was a mistake by whoever made the artwork and I never caught it.

So in summation, neither of those problems are my fault, haha, and I just didn't catch them when I added other people's code. I'll put them on my to-do list to correct in a future patch, though.

As for the wonders it should just be a matter of going into the python and changing it from looking at the player to the player's team. I just need to go through the code and will update them in a future version.
 
I'm getting a strange bug. I saw a barbarian unit that looked like a pirate with a rifle. This was before anyone had researched gunpowder. Anyway, the name was something wierd. I think it's a UU for Portugal maybe? I attacked a couple of civs and they had the same unit! Even thought all their other units were axemen, archers, etc. There's never more than one shown at a time, instead of 3 like other units.
 
I'm getting a strange bug. I saw a barbarian unit that looked like a pirate with a rifle. This was before anyone had researched gunpowder. Anyway, the name was something wierd. I think it's a UU for Portugal maybe? I attacked a couple of civs and they had the same unit! Even thought all their other units were axemen, archers, etc. There's never more than one shown at a time, instead of 3 like other units.

Not a bug. It's a 'land privateer' available at Cartography (which in turns needs Optics and thus Machinery so your AI was at least capable of building Crossbowmen). Foreign Mercenary, national unit, 3 allowed, hidden nationality, can attack without declaring war. The unit is in the civlopedia if you need more details.
 
Hey i installed the mod a while ago, launched the game and loaded it (no problem so far)

but when i made a game and start playing i didnt had any units or city interface!

its all brown with no buttons to press or anything
i made a city pressing B, but meh..


any clue what it can be?

also, the patch for 3.5 version is offline, if u can upload it would be great
tnx
 
hey i get an error when i load up the mod
GFC error: failed to intialize the primary control theme.
pm for the fix please =] thanks a lot
 
I'm aware a few of the downloads went down. I am re-posting. They should be back up by later tonight / tomorrow.

I apologize for the inconvenience.
 
hey i get an error when i load up the mod
GFC error: failed to intialize the primary control theme.
pm for the fix please =] thanks a lot

Did you install the mod in the correct place?

It should be installed in the main BTS mods directory (default path usually something like program files/firaxis games/sid civilization iv/beyond the sword/mods) NOT the MODS directory found in My Games.
 
Hey i installed the mod a while ago, launched the game and loaded it (no problem so far)

but when i made a game and start playing i didnt had any units or city interface!

its all brown with no buttons to press or anything
i made a city pressing B, but meh..


any clue what it can be?

also, the patch for 3.5 version is offline, if u can upload it would be great
tnx

The most common causes of the missing interface are:

The game being played from the My Games MODS directory instead of the main BTS mods directory BTS mods directory (sefault path usually something like program files/firaxis games/sid civilization iv/beyond the sword/mods)

Not being patched to at least BTS 3.13 or 3.17

Having a conflicting mod in your custom assets (such as BUG or BAT) please remove them from the custom assets and try.

If none of these work there are sometimes problems when using Vista. Otherwise enable python exceptions (in the _Civ4Config file) and start the game. Report back the error message that shows up.
 
Hey i installed the mod a while ago, launched the game and loaded it (no problem so far)

but when i made a game and start playing i didnt had any units or city interface!

its all brown with no buttons to press or anything
i made a city pressing B, but meh..


any clue what it can be?

also, the patch for 3.5 version is offline, if u can upload it would be great
tnx

hey i get an error when i load up the mod
GFC error: failed to intialize the primary control theme.
pm for the fix please =] thanks a lot

Not to sound like a jerk but both of these questions have been answered like a million times in this thread already.
 
All the downloads should be back up. Please let me know if there are any problems of if any of them go down again.

(Filefront seems to be acting weird at the moment)
 
Not to sound like a jerk but both of these questions have been answered like a million times in this thread already.

well i tried search... even with post using the word interface and only showed other threads, thats y i asked



@tsentom1
not vista here, and its on the main mod directory (didnt even knew there was another directory)

now for the version... installing new one atm!
might be it!

rofl
 
well i tried search... even with post using the word interface and only showed other threads, thats y i asked



@tsentom1
not vista here, and its on the main mod directory (didnt even knew there was another directory)

now for the version... installing new one atm!
might be it!

rofl

Well, if you were missing interface with a previous version of Thomas' War, upgrading to Thomas' War 3.5 probably won't fix that (and I strongly suggest everyone to just re-download Thomas' War 3.5 in it's entirety instead of using the patch to update to 3.5 as the game will run better if you do so).

What I was suggesting in terms of version number was for BTS itself. If don't have BTS patched to at least 3.13 or 3.17, it is known to cause a missing interface.

Now, if that's not the problem, and you don't have anything in custom assets interfering and it is in the main mod directory then enable python exceptions:

(Open up the _Civ4Config file found in the Beyond the Sword folder. Search for:

; Set to 1 for no python exception popups
HidePythonExceptions = 1

Set to 0)

Reload the mod and post the error message that comes up so I can help your further.
 
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