[BTS Total Mod] Thomas' War

Mmmk, got that... Should've been a bit more specific in my original post. I was actually referring to the 3.5a patch when compared to 3.5. I'd merged everything already with 3.5, but then saw that the patch had included a CIV4TechInfos.xml and said "oh boy".

On that note, the game doesn't throw any errors when I open up all of my new merged XML stuff with my old CIV4TechInfos.xml, so whatever you did isn't causing game-crashing conflicts for my stuff.

Sorry, my mind is a million miles away at the moment it seems. I realized this after I typed my answer.

I think for the new version itself, I only added FLAVOR_ESPIONAGE and FLAVOR_GOVERNMENT to a few more techs. I didn't really 'change' anything itself. So the changes are really more optional than anything.

Oh and I made Eschatology need Cloning, Cartography need Aesthetics (instead of Writing), and I think Mystery Cult need Pottery and Priesthood (if that wasn't in the last version).

Also, sorry about releasing a version then an update for that version not too long after. I know how much it must suck to re-merge files.
 
Sorry, my mind is a million miles away at the moment it seems. I realized this after I typed my answer.

I think for the new version itself, I only added FLAVOR_ESPIONAGE and FLAVOR_GOVERNMENT to a few more techs. I didn't really 'change' anything itself. So the changes are really more optional than anything.

Oh and I made Eschatology need Cloning, Cartography need Aesthetics (instead of Writing), and I think Mystery Cult need Pottery and Priesthood (if that wasn't in the last version).

Also, sorry about releasing a version then an update for that version not too long after. I know how much it must suck to re-merge files.

Heh. Luckily I'm still in the middle of getting most of everything together, so it's at a point where everything is nice and serviceable, especially with the grouping I do.

Those two flavors are pretty much the only thing that I'd need to worry about, really, since the prerequisites were applied to the last one (and I've shifted that around a bit anyway).

Thanks for the help!
 
still problems with interface i dont get it

I already stated the patch does not address the missing interface problem. In fact, the file you are having problems with is the GameUtils which Thomas' War doesn't edit so the missing interface for you has nothing to do with the mod itself but rather your installation of civ (and thus any edits to the mod probably won't help/hurt). As I said above, I'm still looking into helping you with this.
 
tsentom1 hi,

tansk for the info about commercial vixtory,

ive tracked all of the code,
but i thing it wont work for me becase somthing gotta collide with sevo's matery victory that i also have in my mod...

so for now, i cant use it, unless i figure out whats wrong,

thanks anyway for the wonderfull work your doing.
 
tsentom1 hi,

tansk for the info about commercial vixtory,

ive tracked all of the code,
but i thing it wont work for me becase somthing gotta collide with sevo's matery victory that i also have in my mod...

so for now, i cant use it, unless i figure out whats wrong,

thanks anyway for the wonderfull work your doing.

If your other victory conditions still work, I don't see why Commercial won't as its python doesn't interact with the stuff for the other victories (but then again it's been a while since I looked at Sevo's Mastery Victory, so I'm not entirely familiar with how it works).

I really don't see the CvEventManager stuff interacting as that's separate functions, and all the CvVictoryScreen edits do is make the game show and keep track of your gold in the victory screen (i.e. the CvVictoryScreen doesn't actually effect the game checking or awarding the victory, it's purely aesthetic).

One thing I forgot to mention, but should have as it's important:

Near the end of one of the code sections there is this line:

CyGame().setWinner(pPlayer.getTeam(), 8)

Spoiler :
Code:
## Mercantile Victory ##

		estiEnd = CyGame().getEstimateEndTurn()

		if ( estiEnd >= 1000 ):
			g_iGoldVictoryReq = 800000
		elif ( estiEnd >= 700 ):
			g_iGoldVictoryReq = 400000
		elif ( estiEnd >= 500 ):
			g_iGoldVictoryReq = 275000
		elif ( estiEnd >= 300 ):
			g_iGoldVictoryReq = 180000
		else:
			g_iGoldVictoryReq = 100000

		if((iGameTurn % 5) == 0):
			for iPlayerLoop in range(gc.getMAX_CIV_PLAYERS()):
				pPlayer = gc.getPlayer(iPlayerLoop)
				iPlayerGold = pPlayer.getGold()
				#if(pPlayer.isAlive()):
				if(iPlayerGold > (g_iGoldVictoryReq * .70)):

					#print("Player %d has %d gold" %(iPlayerLoop, iPlayerGold))
					szName = pPlayer.getName()
					szTitle = localText.getText( "TXT_KEY_MERCANTILE_VICTORY_WARNING", (szName,iPlayerGold) )
					CyInterface().addImmediateMessage( szTitle , None)

					iRandMajor = CyGame().getSorenRandNum(8, "Player Type")
					pPlayerWar = gc.getPlayer(iRandMajor)
					if(pPlayerWar.isAlive() and not pPlayerWar.isHuman() and not pPlayerWar.isBarbarian()):
						if(pPlayerWar.getTeam() != pPlayer.getTeam()):
							pPlayerWar.AI_changeAttitudeExtra(pPlayer.getTeam(), -10)
							gc.getTeam(pPlayerWar.getTeam()).declareWar(pPlayer.getTeam(), true, WarPlanTypes.WARPLAN_TOTAL)
							print("%s is declaring war against %s" %(pPlayerWar.getName(), pPlayer.getName()))
		
		if(CyGame().getWinner() < 0):
			for iPlayerLoop in range(gc.getMAX_CIV_PLAYERS()):
				pPlayer = gc.getPlayer(iPlayerLoop)
				if (pPlayer.isAlive() and not pPlayer.isBarbarian()): 
					iGold = pPlayer.getGold()
					if(iGameTurn < estiEnd):
						if (pPlayer.getGold() >=  g_iGoldVictoryReq):
							[B]CyGame().setWinner(pPlayer.getTeam(), 8)[/B]
							print("Winner: %d" %(iPlayerLoop))

## Mercantile Victory ##
Which understandably sets the victory. However, the number 8 is important. That number has to correlate to the order you have the victories listed in your CVictoryInfo XML file. In Thomas' War, the Commercial Victory is the 9th victory listed in my VictoryInfo file, so, since the game includes 0, that line is telling the game to award me Victory 8 (aka the 9th victory 0,1,2,3,4,5,6,7,8) which is Commercial.

In your mod, you'd need to edit the number match your own VictoryInfo file. If you place it at the end of the default BTS VictoryInfo file it should be 7 (since Thomas' War actually adds 2 victories, Religious and Commercial).
 
Hey, I just installed your amazing mod and got the no interface issue. I gave civ4 a fresh install, and reinstalled Thomas' War. I still have no interface showing. I did what you said to show python exceptions and this is what I got:

File "CvAppInterface", line 63, in preGameStart

AttributeError: 'CvCustomEventManager' object has no attribute 'fireEvent'


Hopefully you will have a solution to this error as your mod is the only thing bringing me back to CIV4. Thanks so much for your help in advance.
 
Hey, I just installed your amazing mod and got the no interface issue. I gave civ4 a fresh install, and reinstalled Thomas' War. I still have no interface showing. I did what you said to show python exceptions and this is what I got:

File "CvAppInterface", line 63, in preGameStart

AttributeError: 'CvCustomEventManager' object has no attribute 'fireEvent'


Hopefully you will have a solution to this error as your mod is the only thing bringing me back to CIV4. Thanks so much for your help in advance.

fireEvent is something (as far as I know exclusively) related to the BUG/BAT mod and not used at all in Thomas' War. Do you have BUG/BAT installed (even if you un-installed civ, files can remain in your custom assets folders)? If so try removing it from your custom assets folders.

I remember reading about someone having the same exact error message with the Next War Advanced mod:

http://forums.civfanatics.com/showthread.php?t=311665
(Starting with post #22 as before that they talk about another problem).

Maybe advice in that thread can also help you.
 
Thanks for the great info! I am not sure why the BUG/BAT mod would be a problem at all since I have never installed it, but I will look into some of the things you said. Thanks again.
 
I accidentally had included the static leader head artdefines in the 3.5a patch download. This was unneeded, plus if you had the animated leader heads installed and used the patch all the leaders would then not show up and you had to re-install the animated leader heads. To prevent this problem I removed the file.

Sorry for the inconvenience.
 
Thanks for the great info! I am not sure why the BUG/BAT mod would be a problem at all since I have never installed it, but I will look into some of the things you said. Thanks again.

I'm also going to look into it further for you. A few people are missing the interface (although all for different reasons). For the most part everyone is having problems with files not found in Thomas' War, so theoretically they shouldn't affect anything, but I'm sure I'll get to the bottom of it.

I would also suggest searching your computer for the "CvAppInterface" file. It's the one causing the problem. As I said, Thomas' War doesn't edit the BTS one which usually means one hidden in a custom asset directory. Searching for it might reveal the file in an odd folder for some reason.

You can also try copying the BtS "CvAppInterface" file (found in Beyond the Sword/Assets/Python/Entry Points) and placing it in your custom assets folder (My Documents/My Games/Beyond the Sword/CustomAssets/Python/EntryPoints) which should force the game to read that file.

Also, make sure you are patched to BTS 3.13 or 3.17.
 
You copy paste method for that file worked perfectly! Thanks so much for your help with all this and this incredible mod! It blows my mind!
 
Is there any chance of a New Zealand civilization being added?

There's always a chance in the future, however unless any major bugs / crashes show up I probably won't be releasing another update for Thomas' War for a long while as I'm extremely busy in real life at the moment. In the interim you could always add the modular New Zealand on the forums. There's no reason why it wouldn't work with Thomas' War.
 
Havent been able to play during the last weeks, but today we started another multiplayer game. I am trying to win a commercial victory but will probably lose to some bug or at least something I dont really understand:

I have 5000 gold
2% Suzerainty
And I only get 25 gold per round for suzerainty. What am I doing wrong?
 
All the % bonuses in the game have an upper and lower cap - I forget the exact amounts just off the top of my head - to prevent them from getting out of hand. So 25g might indeed be the limit for Suzerainty (though I remember I programmed some things to increase their limit in later game play eras).

This is something that's necessary but also needs some feedback to the limits as I had to implement them without any real reference. The same goes for the Commercial Victory itself, I didn't really know which Gold amounts to shoot for so that also probably needs feedback.
 
Hi, i've got a question 'cause i have no expereince in modding in python and such... but how do i incorporate the better ai mod into thomas' war? thanx a lot for help!
 
The same goes for the Commercial Victory itself, I didn't really know which Gold amounts to shoot for so that also probably needs feedback.
We've stopped our last game when I realised that 400k is virtually impossible. :D
It went pretty well, I had good terrain to start with and finally managed to defeat the Korean next to me who had built about 90% of all World Wonders (more than 10 in his capital alone...), but I was still stuck at 5k gold. Even in Renaissance the cap was 25g per round. If I had dropped the research slider to 0% I would have made about 250g per round, up to a potential maximum of maybe 500g after building infrastructure in my newly conquered lands. I was playing Gustav Adolph, Riksbanken for the win! So in a singleplayer game it could have worked, but in MP, no way. Domination would have been a lot faster.

A word on Suzerainty: I like it a lot, and I often use it as soon as it becomes available. However, with the cap at 25g it cannot compete with Bureaucracy. So after Civil Service Suerainty seems kind of useless.

My suggestion: increase the Suerainty cap significantly and decrease the amount needed for Commercial Victory significantly. I might just try to implement it myself and run a test game with 300k needed and Suzerainty cap at 50g Medieval, 100g Renaissance, 200g, 400g, etc.

And thanks for the patch! Commercial Victory should be fun when balanced and I like your UB/UU changes!

Oh, and another suggestion: All those things that arent in the Civilopedia should be added, maybe in an entry in the concepts section. The wonder production bonuses for the traits and the caps. Call it "ATTENTION: things that are not in the Civilopedia" or something. That would really help a lot! :D
 
Hi, i've got a question 'cause i have no expereince in modding in python and such... but how do i incorporate the better ai mod into thomas' war? thanx a lot for help!

All you need to do is take the Better BTS AI DLL and place it in the Assets folder, you don't need to merge any python or text files (as the changes in the Thomas' War files already cover the changes made in the Better BTS AI mod python / text).
 
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