[BTS Total Mod] Thomas' War

So far I really enjoy this mod.

With only 9 civilizations and so many religions, a religous victory seems challenging to say the least.

Any scenarios for this mod? I would love to do an Earth map.
 
Sory to post, but is the mising interface, luckely i cnow basic comands :D, but i tried evrithing you sad in the post to get the mising interface, except t het conflict mods i dont know where to look for them, so if you can halp me i will apresieted much.:D
P.S.
Sory for bad writhing of english
 
First of all: Hi Forum! :)

I've read like 20 pages here so if i missed something im sry.
The mod is really great, everything i could wish for is implemented.


Got some stuff id like to ask:

Wetland Terrain:

With Tundra, Plains, Desert (along with scrub desert),snow,mountains,coast,ocean there already are very many terraintypes providing not enough food in order for the city to grow/grow at an at least moderate speed. So why add Wetlands as a new terrain type?
The last 5 maps i created were almost unplayable. I usually win easily on monarch but with this kind of terrain its not possible. huge areas of pure wetlands with 1 resource (rice). nearby there's a mixture if plains,wetlands,hills and desert. next to this is a huge rocky desert (hills mountains,desert). i could place 5 or 6 citys and then there was no land left even to start with. Without the farmers civic its just unplayable. if u put farms everywhere to enable the city's growth, the city neither does produce anything, nor provide any gold except for the standard 1 gold from wetlands.
plus when u have templo mayor and want to tech liberalism relatively late u dont even have access to the farmer civic.

am i wrong or did the same happen to u aswell?

leading me to the next aspect:

Templo Mayor:
does it stack with the aztec courthouse?
my whining concern :) : it comes in quite late requiring both calendar and col. i teched straight for calendar and courts and still when it was built i already had philosophy and almost paper being like 3 techs away from liberalism. plus, as liberalism is a prereq for communism which enables the kremlin (which is the number 1 wonder for slavery) i dont see why templo mayor is of any use.

again tell me if im wrong and why i am ;)

mystery cult:

in my games most other civs almost ignore it. cpus like isabella or charlemagne who usually try so hard to get their own religion (budd if they fail ->hind -> judaism and even bulbing theology afterwards) dont tech towards it. this is a guaranteed religion for me in every single game i try it. something wrong there aswell imo.

scientific trait: i like the early scientist but the other 2 bonuses are completely useless. while every other trait helps out earlygame providing quite an advantage to the other civs, scientific grants u 1 scientist. great scientist to medieval era at least should be possible.

is it possible to grant 1/10 th :science: with a minimum of 1 of :culture:?

e.g. u have a city with

+1 :culture: per turn. this then provides 1 :science: per turn
+10 :culture: -> still +1:science:
+11 :culture: -> +2 :science:

this would be a small bonus compared to the financial trait which almost grants an additional 1/3 of :gold: earlygame but still a helpful one
 
So far I really enjoy this mod.

With only 9 civilizations and so many religions, a religous victory seems challenging to say the least.

Any scenarios for this mod? I would love to do an Earth map.

There are some scenarios available on the forums already. I'll be collecting them with the download for the next bug/balance patch which will be released within a week or so.
 
Sory to post, but is the mising interface, luckely i cnow basic comands :D, but i tried evrithing you sad in the post to get the mising interface, except t het conflict mods i dont know where to look for them, so if you can halp me i will apresieted much.:D
P.S.
Sory for bad writhing of english

If none of the steps I've listed before work, then it's best to enable python exceptions (in your Beyond the Sword folder there is a file called _Civ4Config. open that up and find:

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

Set it to 0, reload the mod, it will show an error saying what is causing the conflict. Post that error message here so I can help your further.

Other things that can be causing problems just off hand... playing in a language other than English, there are conflicts with Civ Complete and Vista which affect all mods, there are steps to correct this, not being patch to at least BTS 3.13 or 3.17/
 
First of all: Hi Forum! :)

I've read like 20 pages here so if i missed something im sry.
The mod is really great, everything i could wish for is implemented.


Got some stuff id like to ask:

Wetland Terrain:

With Tundra, Plains, Desert (along with scrub desert),snow,mountains,coast,ocean there already are very many terraintypes providing not enough food in order for the city to grow/grow at an at least moderate speed. So why add Wetlands as a new terrain type?
The last 5 maps i created were almost unplayable. I usually win easily on monarch but with this kind of terrain its not possible. huge areas of pure wetlands with 1 resource (rice). nearby there's a mixture if plains,wetlands,hills and desert. next to this is a huge rocky desert (hills mountains,desert). i could place 5 or 6 citys and then there was no land left even to start with. Without the farmers civic its just unplayable. if u put farms everywhere to enable the city's growth, the city neither does produce anything, nor provide any gold except for the standard 1 gold from wetlands.
plus when u have templo mayor and want to tech liberalism relatively late u dont even have access to the farmer civic.

am i wrong or did the same happen to u aswell?

leading me to the next aspect:

Templo Mayor:
does it stack with the aztec courthouse?
my whining concern :) : it comes in quite late requiring both calendar and col. i teched straight for calendar and courts and still when it was built i already had philosophy and almost paper being like 3 techs away from liberalism. plus, as liberalism is a prereq for communism which enables the kremlin (which is the number 1 wonder for slavery) i dont see why templo mayor is of any use.

again tell me if im wrong and why i am ;)

mystery cult:

in my games most other civs almost ignore it. cpus like isabella or charlemagne who usually try so hard to get their own religion (budd if they fail ->hind -> judaism and even bulbing theology afterwards) dont tech towards it. this is a guaranteed religion for me in every single game i try it. something wrong there aswell imo.

scientific trait: i like the early scientist but the other 2 bonuses are completely useless. while every other trait helps out earlygame providing quite an advantage to the other civs, scientific grants u 1 scientist. great scientist to medieval era at least should be possible.

is it possible to grant 1/10 th :science: with a minimum of 1 of :culture:?

e.g. u have a city with

+1 :culture: per turn. this then provides 1 :science: per turn
+10 :culture: -> still +1:science:
+11 :culture: -> +2 :science:

this would be a small bonus compared to the financial trait which almost grants an additional 1/3 of :gold: earlygame but still a helpful one

First, I don't think it's right to dismiss something because it doesn't work well with a specific strategy... "when u have templo mayor and want to tech liberalism relatively late u dont even have access to the farmer civic"... part of the game is reacting to your start location. That's like saying the chance to not start near coast ruins the Great Lighthouse.

Each of the three main terrain types are balanced around a different yield with grasslands giving additional food, plains additional production, and wetlands additional commerce. As I said part of the game is reacting to what terrain you are given. Play to the strength of the land and build more commerce / research orientated cities on wetlands and get extra science. Wetlands are set to appear around the same to less than desert but more in clumps, however they are just as capable of growth as plain tiles. Additionally, the total percentage of grasslands set to spawn on the map wasn't significantly altered. Additionally, later in the game when you start receiving techs that boost farm food yield, the additional commerce of the tiles can prove extremely valuable. The terrain is sort of designed to be more useful later on. Plus, it's not like only you are facing the new terrain. The AI has the same chance as you to have the terrain and have to face the same problems, and because of this it remains relatively balanced. Thomas' War in all is more challenging than base BTS with all the victory conditions made harder to achieve, this is just one of the things in the game.

You list all the terrain types however, coast and ocean shouldn't be on the list as with lighthouses they can provide a minimum of 2 food capable of supporting themselves, scrub desert actually gives more food than regular desert (and no they don't actually take away from floodplains, the game spawns additional desert/river tiles to accommodate them if they spawn next to river), tundra and snow tiles are limited to the extreme latitudes.

~~~

It's odd that you are saying you don't get the point of Templo Mayor but several times above you seemed to go out of your way to get it / keep it ... "when u have templo mayor and want to tech liberalism relatively late u dont even have access to the farmer civic".... It's a very powerful wonder (and yes it does stack with the Aztec Courthouse). The Kremlin is late game; Templo is mid game. Even if they don't flow together, it doesn't really mean much. Deciding to delay Liberalism becomes a trade off then, you are choosing to have an earlier advantage with slavery rather than waiting for a later one. It's well known that earlier advantages can prove more powerful than later ones. Additionally, the two wonders function differently as one affects the unhappiness resulting from slavery and the other the amount of population slavery uses. I really don't see the problem / complaint other than the fact that you don't like that you can't easily build both Templo AND the Kremlin.

~~~

Religious and Espionage heavy leaders usually go towards Mystery Cult, saying it grantees you a religion... well I've never played a game where if I went straight for Monotheism I wasn't guaranteed to get it. However, the research discrepancy you've been seeing is because it requires Pottery. I've added a religious tag to Pottery next bug/balance patch which should encourage more religious leaders to research the tech. Plus, the mod includes changes to both religion and gold already, so being guaranteed a religion isn't the same benefit as it is in standard BTS.

~~~

The Scientific trait is undergoing some edits with the next patch to be made more up to par, however, unlike other traits that help you more early on, the aim of the Scientific trait isn't to help you so much early game but more as the game progresses. With that being said, the edits are making the later games bonuses more powerful as opposed to giving additional benefits early game. It's a different play style and makes the trait function differently than existing traits which I see as a good thing. (BTW, you're suggestion, which is very good, is somwhat impossible to really code without significant SDK work).

~~~

As always though, feel free to edit the mod however you want for your personal use and thanks for the feedback. Posts like this are always helpful for when I'm trying to adjust the games balance.
 
I have just stumbled across this mod. I have loved SevoMod, RoM, HitM and some others. I have never seen this mod until today. It looks like you've done a great job here. I will download and install this when I get home tonight for sure. One question. Can you play Hot Seat Multiplayer games with this mod? My brother and I get together quite often are are always looking to start a new Civ4 game while tipping back a few at my bar in the basement. I would love to tell him that I've found a new mod to try out for the next time he stops by.

Thanks for your time!

BTW: Am I ok just downloading the latest 3.5 version in your sig? I do not need any patches correct?

- manooly
 
I have just stumbled across this mod. I have loved SevoMod, RoM, HitM and some others. I have never seen this mod until today. It looks like you've done a great job here. I will download and install this when I get home tonight for sure. One question. Can you play Hot Seat Multiplayer games with this mod? My brother and I get together quite often are are always looking to start a new Civ4 game while tipping back a few at my bar in the basement. I would love to tell him that I've found a new mod to try out for the next time he stops by.

Thanks for your time!

BTW: Am I ok just downloading the latest 3.5 version in your sig? I do not need any patches correct?

- manooly

The one in my sig is the latest version yes, there is a balance patch (no new content, just bug / balance changes) in the works but that's still a week or two away.

For the most part, the mod is fully multiplayer compatible. Of course there are always the potential for one or two hiccups and cause an OOS error (which get less and less with each version). I finished an epic multiplayer game recently throughout most of the tech tree and only had 2 which isn't bad for around 700+ turns. If you encounter one, try to keep a save or auto from before it occurs so I can see why it happened and fix it for future versions.

The download includes static leader heads and and wonder movies for size reasons. If you're playing multiplayer everyone needs to same version (so either all use static, or everyone download and apply either or both animated packs). Although, with hot seat I guess this isn't a concern since it's one computer. The game runs better with static leaders naturally.

Enjoy and let me know what you think!
 
You said you used the .meet command in a wonder or your mod? Any chance of separating it and releasing it on the forums.... so I can copy, hehe.
 
You said you used the .meet command in a wonder or your mod? Any chance of separating it and releasing it on the forums.... so I can copy, hehe.

Released, link to wonders in my sig.
 
I really like this mod except I have the interface problem mentioned on the forum.

I changed python exceptions to 1 as instructed in the forum and got an error message like this

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvCustomEventManager
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module GodsOfOld
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 23, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 3, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 11, in ?
File "<string>", line 52, in load_module
File "CvConfigParser", line 26, in ?
File "<string>", line 52, in load_module
File "CvPath", line 128, in ?
File "CvPath", line 113, in _getUserDir
File "CvPath", line 118, in _getInstallDir
File "CvPath", line 102, in __getRegValue
WindowsError: [Errno 2] The system cannot find the file specified
load_module CvAppInterface
 
I really like this mod except I have the interface problem mentioned on the forum.

I changed python exceptions to 1 as instructed in the forum and got an error message like this

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvCustomEventManager
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module GodsOfOld
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 23, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 3, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 11, in ?
File "<string>", line 52, in load_module
File "CvConfigParser", line 26, in ?
File "<string>", line 52, in load_module
File "CvPath", line 128, in ?
File "CvPath", line 113, in _getUserDir
File "CvPath", line 118, in _getInstallDir
File "CvPath", line 102, in __getRegValue
WindowsError: [Errno 2] The system cannot find the file specified
load_module CvAppInterface

A few questions, to narrow it down:

Are you using either Civ Complete or have Vista? Or, do you have the game installed in a non-default directory?

Is the mod in the main BTS mods directory (program files/firaxis games/sid civilization iv/beyond the sword/mods) as opposed to the one found in My Games?

Are you patched to BTS 3.13 or 3.17?

Do you have anything in the custom assets folders (such as BUG of BAT)?
 
First let me say that this looks like a great MOD :goodjob:

I wish to be able to play in it but I don't seems to get the interface, I did all that was written on the first post and this is what I got in the pyton log:

[Feb 26, 2009 - 20:36:44] Messages while processing 'Mods/Thomas' War/Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : File - ('Civ4Theme_HUD.thm', Ln:401, Col:47) Could not load bitmap 'Colonization/end_turn.dds'
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

And to answer all the question you ask the one before me:
No Vista. the game install on d:\program files/firaxis games/sid civilization iv/beyond the sword
I have the mod put in: d:\program files/firaxis games/sid civilization iv/beyond the sword/mods
I have 3.17 patch on
nothing custom in assets as far as I know, I never changed anything.
 
First let me say that this looks like a great MOD :goodjob:

I wish to be able to play in it but I don't seems to get the interface, I did all that was written on the first post and this is what I got in the pyton log:

[Feb 26, 2009 - 20:36:44] Messages while processing 'Mods/Thomas' War/Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : File - ('Civ4Theme_HUD.thm', Ln:401, Col:47) Could not load bitmap 'Colonization/end_turn.dds'
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

And to answer all the question you ask the one before me:
No Vista. the game install on d:\program files/firaxis games/sid civilization iv/beyond the sword
I have the mod put in: d:\program files/firaxis games/sid civilization iv/beyond the sword/mods
I have 3.17 patch on
nothing custom in assets as far as I know, I never changed anything.

This would appear to be the custom HUD causing problems (though I can't for the life of me see why).

Anyway, the HUD is easily enough removed without changing gameplay (it changes menus from the new brown color I added back to the BTS blue).

We are going to move the following folders to any other location (instead of deleting at the moment, just to test if they are what's causing you the problem).

In the folder Thomas' War, there is a folder called Resource. Move this entire folder to any other directory (such as the desktop).

In Thomas' War/Assets/XML/Art there is a file called Civ4ArtDefines_Misc, move this one file to the same place you moved the other folder.

Now try loading the mod and see if there's any difference (besides blue instead of brown).
 
I am just downloading this, and whilst I wait, I would like to ask a question.
Does this mod include any cultural diversity with unit models (E.G. Same units with diferent civs look diferent)? I think that with the awerall greatnes promised in the list of changes it would be the perfect finish.
 
This would appear to be the custom HUD causing problems (though I can't for the life of me see why).

Anyway, the HUD is easily enough removed without changing gameplay (it changes menus from the new brown color I added back to the BTS blue).

We are going to move the following folders to any other location (instead of deleting at the moment, just to test if they are what's causing you the problem).

In the folder Thomas' War, there is a folder called Resource. Move this entire folder to any other directory (such as the desktop).

In Thomas' War/Assets/XML/Art there is a file called Civ4ArtDefines_Misc, move this one file to the same place you moved the other folder.

Now try loading the mod and see if there's any difference (besides blue instead of brown).

Did it, nothing... still no interface, the log is this now:


[Feb 26, 2009 - 21:35:26] Messages while processing 'Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement
 
I am just downloading this, and whilst I wait, I would like to ask a question.
Does this mod include any cultural diversity with unit models (E.G. Same units with diferent civs look diferent)? I think that with the awerall greatnes promised in the list of changes it would be the perfect finish.

It does provide cultural diverse unit sets and city sets. I don't think it is as diverse as the VD mod at the moment -- so the unit sets are more divided between regions than individual civs (and I use different graphics for a lot of the sets), but this is more because Thomas' War itself is already so big that it got to a point where adding more file size became an issue. Still, it covers the basic regions and provides good diversity.
 
Did it, nothing... still no interface, the log is this now:


[Feb 26, 2009 - 21:35:26] Messages while processing 'Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

Well, this is strange only because now its reading the Civ4 Resource folder instead of the Thomas' War one (which was the point of moving the files) and its getting an error when reading the default folder. So basically, it's saying the error isn't coming from files within my mod.

Have you had any problems with other mods missing interface? I'm going to do some research on this and get back to you.
 
Alternatively, it also possible something is wrong with the download (as filefront has some problems a few days ago). I'm going to download the mod and check.

EDIT:

The download works and loads fine.
 
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