[BTS Total Mod] Thomas' War

There is a chance to implement Dale Combat concepts into your mod in the future?

Dale's combat requires modification of the SDK which I've decided against doing for Thomas' War for several reasons. Because of this it's unlikely that I will include it in a future version.
 
Some other things in the next version besides stuff I've already posted...

More terraforming options at the end game, workers can plant forests, etc.
Militia defense (tied to a specific civic)... Actually all the civics new and old are very balanced now with none really feeling useless.
New HERC Factory Future python wonder.
Added Topkapi, Malleus Malifcarum Wonders.
Added Spanish Inquisition Project.
2 New Events. Bugs from old events finally fixed.
Smarter AI for a few things. Wrote new AI for many of the python things I've added.
Improved Lawyers and Inquisitors; AI and how they function.
5 New python promotions (I released 3 on civfanatics earlier this week).
Ability to capture units.
And a bunch of other stuff on top of the new civs, leaders, traits, etc.

Probably will post it to download on Sunday.
 
Sounds good.;)

About the
Spanish Inquisition
: the Spanish Inquisition was nothing special at the time; inquisition just means investigation and torture was an accepted way of getting a confession (rather than through physical evidence). The Spanish Inquisition may be the better known, but it was how justice worked in those days.
 
Today, when i start the game i realized that it has no interface. Why that? At my office, the same mod works perfectly. What could it be?
 
Sounds good.;)

About the : the Spanish Inquisition was nothing special at the time; inquisition just means investigation and torture was an accepted way of getting a confession (rather than through physical evidence). The Spanish Inquisition may be the better known, but it was how justice worked in those days.

By Spanish Inquisition I was referring to the modcomp I made and released on the site somewhere, which was basically just another way to remove religions (to make the religious victory more a part of the game)
 
Today, when i start the game i realized that it has no interface. Why that? At my office, the same mod works perfectly. What could it be?

The most common reason is because the version of civ without the interface isn't patched up to 3.13 or 3.17. Other problems could be the BUG mod (they don't mesh well so you need to temporarily remove BUG from your custom assets). If neither of those work enable python exceptions (In your _Civ4Config, change:

; Set to 1 for no python exception popups
HidePythonExceptions = 0

OOnce you activate python exceptions it will give an error message when you load up explaining wha the problem is. Please post what the error message says here so I can help your further.
 
Tsentom,

Could you post the file size for the new version? I will need to stop and pick up a new CD if it is over 350 MB.
 
The default download of the mod, zipped is around 371 MB, unzipped around 720 MB.

The default download comes with static leader-heads and wonder-movies (for space reasons concerning the download itself).

The pack to download the animated leader-heads is zipped 239 MB, unzipped 755 MB.

The pack to re-download the static leader-heads is zipped 36.5 MB, unzipped 90 MB.

The pack to download the animated movies is zipped 246 MB, unzipped 263 MB.

The pack to re-download the static movies is zipped 3 MB, unzipped 3.5 MB.

Note, switching between animated and static leaders or movies does not break save games so it's entirely possible to start with animated then switch over to the static versions later on when the game gets to the late eras and/if it begins to MAF.
 
Oh, I'm also for convenience's sake releasing a patch to update your old version to the new version which is 95 MB zipped (259 unzipped).

However, I highly recommend everyone just forgo the patch and re-download the entire thing as the problem with mods and packed art is that you can't easily replace old art files when you update. If you don't re-download you'll have a good 200-300 MB of extra data that isn't used anymore but will still load and thus add to MAF problems. The basic download is half the size of previous versions so it should be quicker to download than in the past anyway (as the leader-heads took up half the mod and are now available separately).
 
The most common reason is because the version of civ without the interface isn't patched up to 3.13 or 3.17. Other problems could be the BUG mod (they don't mesh well so you need to temporarily remove BUG from your custom assets). If neither of those work enable python exceptions (In your _Civ4Config, change:

; Set to 1 for no python exception popups
HidePythonExceptions = 0

OOnce you activate python exceptions it will give an error message when you load up explaining wha the problem is. Please post what the error message says here so I can help your further.

First: I have BTS v3.17 on my home computer and office computer. At the office the game work. At home, from today, not work.
Look at the message (pyton exception):

Traceback (most recent call last):
File: "CvAppInterface", line 64, in preGameStart
File: "CvUtil", line 375, in initDynamicFontIcon
File: "CvUtil", line 385, in addIconToMap
File: "CvUtil", line 83, in convertToStr

UnicodeEncodeError: `latin-1` codec can't encode character u`\u0155` in position 1: ordinal not in range (256).

That's the error message.
 
First: I have BTS v3.17 on my home computer and office computer. At the office the game work. At home, from today, not work.
Look at the message (pyton exception):

Traceback (most recent call last):
File: "CvAppInterface", line 64, in preGameStart
File: "CvUtil", line 375, in initDynamicFontIcon
File: "CvUtil", line 385, in addIconToMap
File: "CvUtil", line 83, in convertToStr

UnicodeEncodeError: `latin-1` codec can't encode character u`\u0155` in position 1: ordinal not in range (256).

That's the error message.

Are you using any modcomps in your customs assets folders? BUG for example doesn't work with Thomas' War so you have to remove it from your custom assets folder or it will cause a missing interface. Other custom assets can do something similar.
 
The main download is going to go down soon and probably won't be back up for a while.

I'm going to submit the new version but ModDB has their approval time which takes about a day, but by tomorrow afternoon / evening everything should be up.
 
Actually, scratch that. I've been having slight technical problems with my computer so I won't be able to upload the new version till tomorrow morning. Then it'll have to wait the approval time of ModDB which can be instant or take several hours.

So slight delay, sorry, but it's all done just minor hiccups.
 
Okay, so everything is up, see my signature for all the links.

I have been having some problems with Mod DB so currently it is only hosted at Filefront. I am aware many people can not download it from there and will post an alternative download site as soon as possible.

As I said, I sort of ran out of time so there are some things that didn't make it in. Namely, I wasn't able to replace some of the graphics that I wanted to (and add some of The Capo's great leader heads), my request for graphics for the Filipino UU fell on deaf ears and no one had the chance to make anything, and some new events didn't make it in, etc. etc. but overall its finished and very polished from my point of view.

As I said before, due to size constraints regarding the download, by default Thomas' War includes static leader heads and wonder movies. Animated leader heads and wonder movies are available to download and are installed similar to a patch by either unzipping them into the Thomas' War directory or copying the Assets directory over.

Note, if you were experiencing significant MAFS with previous versions it is not recommended you switch to animated leader heads or wonder movies as the game runs better and is smaller in size with their static versions.

However, the animated and static versions do not break saves so it is possible to begin the game with animated versions and install and switch over to static later in the game.
 
Crap, just noticed something else...

The Diplomatic trait DOES now also give a raw defense bonus vs espionage. I simply forgot to add the text file to reflect it in the description, but it is programmed in.
 
I've started another game on a large map, so far no problems, but I'm only at the beginning of the middle ages right now, so we'll see if I get any MAFs tomorrow.

One thing I noticed: I still get the Granary+Agricultural bug with Meshken. It only happens once per city (the first growth after building the granary), so it's not a big problem.

I like all the new stuff you added, should give me plenty of things to do for the next weeks! Mercantile still is pretty good on certain maps, but less so than before. I'll see in multiplayer how this works out.
 
The Game Won't Load It Tries 2 Or 3 Times With An Error Message Each Time, And An Eventual Shutdown.
 
Ummm, are Earthmaps not going to be included anymore? :confused:

Crap, the scenarios completely slipped my mind. :( .As I said bunch of work came up this month so I was kinda rushing to just get it done and out and then I haven't been feeling well. I've been meaning to put them all back in since I fixed the bug.

I'll collect all the scenarios that you and others so graciously made in one place and post them here and when I finally get the mod hosted someplace other than filefront include them in the main download. My computer and Mod DB just don't seem to get along anymore, but the file is still too big for the other normal places.

Or better yet, I'll put them with the inevitable first patch that fixes all the bugs I inevitably missed.
 
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