[BTS] Total War 0.93 (Beta Test Version)

jojoweb

Chimpa-Z
Joined
Jun 6, 2004
Messages
492
Location
Lyon, France

-> Current version: 1.3

-> Languages: French, English
The English version can contains some errors.

-> Compatibility: Civ IV : Beyond The Sword 3.19 (Vanilla & Warlords required)

-> New Things included: See Presentation Website (http://civilization-totalwar.net/), avalaible in English and French.
In spite of its name, this mod is not totally dedicated to war. But some of the new features was directly inspired by the Total War games serie.

-> Included Mod components:
I am currently listing used modcomps/graphics/musics/others things, made by civfan members. Please, help me by signaling some of them that i didn't mentioned.
Spoiler :

MODCOMPS
-Main Screen mod by NeverMind (partially)
-AI AutoPlay by Jdog 5000 (slightly modified, the keyboard system was replaced by a clickable icon)
-Attitude Icons by Porges (with adapted new icons)
-Shinto Religion Mod by Dual (slightly modified)
-Varietas Delectat 3.6 by avain
-Super Spies by Trojan Sheep
-Vision Improvement ModComp by PrimemOver
-[Cutscene] Found Religion (Generic) By Refar
Police Mod 1.0 by OrionVeteran
Better AI 0.50 by jdog5000, Yakk and glider1


CIVILIZATIONS PACKS
-Hungary Mod by avain & Austrian Empire by PW90
-Canada Mod Deluxe by Wyz_sub10
-Poland by Martinus
-Some Leaders from Sweden & Norway Mod by Gurra09
-Many graphics/musics from CIV GOLD by Wyz_sub10
-Thailand Mod by Perseid
-Australian Empire by Aranor
-Cuban Civilization by Bernie14
-Lithuania by Civarmys 1994
-Serbian Mod by Velja
-Assyrian Empire by Esnaz
-Brazil by Civarmys 1994
-Armenian Empire by Drtad (partially)
-Argentina by Civarmys 1994
-Nubia by Esnaz
-Jamaican Empire by AndyTerry
-Tibet by Civarmys 1994
-Polynesian by Civarmys 1994
-Philippine Civ by Kao'Chai (partially)

FLAGS PACKS
-Dvalin's Flag Pack by Dvalin

In a lot of cases, i developped my own version of an existing modcomp. So, be careful before signaling me a missed feature in the list.

-> CREDITS:
¤All members wich have created a graphic file used in this mod ;).
¤Cromcrom for helping me to translate this french mod to english language.
¤Neo_Deus_Ex_Machina (not a member) for reading many and many things about antiquity period ^^
¤Major (not a member) for helping me to understand C++/Python languages
¤The great Tonkie (not a member) for her encouragements
¤Boris, for helping me to add new static movies

-> Folder:
Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

You can Talk about future additions or issues in the Total War dedicated Forum


-> Download version 1.3:

Click Here

Size = 911 Mo compressed, 3.33 Go uncompressed.

-> New features in the version 1.2:
Spoiler :

CIVILOPEDIA
-New civilopedia article dedicated to the units' paralisy added
-New Civilopedia article dedicated to the cities' prestige level added
-Civilopedia article dedicated to slavery updated
-Civilopedia article dedicated to criminality updated
-A new pop-up about main screen modifications is added in the tutorial

AI BEHAVIOUR
-Addition of a new game option which make AI behaviour more compound (in developpement phasis): currently, this option improves the AI's choices about peace/war.
-Tribute asking for little amount reduced
-Open borders trading improved
-The AI now uses the slave specialist
-AI is more able to use Free Religion civic effect

SLAVERY
-Slaves revolt improved/corrected
-Slavery management added in the Social affairs screen
-Authorization/abolition of slavery now managed in the Social Affairs screen: The player decides to abolish or to authorize slavery by selecting an option in this screen
-Somes civics require slavery authorization
-Somes civics require slavery abolition
-Multiple slaves sacrifice in an occupied city now gives the entire amount of culture
-The slaves revolt now impacts the slave specialists too, not only the slave units: during this kind of revolt, the slave units have some probabilities to join the worst enemy, and the specialists can generate disorder in their city and disapear

RELIGION
-The religion levels are now listed in the religion screen (in the creation panel)
-7 new spiritual components added
-5 new religions (thanks to Polycrates, Woodelf, Refar, NikNaks, Johnny Smith and Firaxis Colonization for the graphic elements)
-Unhappiness due to religion eviction by the player is now really applied
-Several religions can be spread in a same city during the same turn

CRIMINALITY
-The criminality due to poverty no longer take into account richness of unknown players' cities
-Richness/poverty feeling now indicated in the city screen (in the criminality rate détails)

WONDERS
-Mt Rushmore modified (it becomes a national wonder): Now, this wonder deletes all the unhappiness in a city if slavery is prohibited (or if the "no slavery" game option is activated)
-Mont Rushmore can now be build earlier (requires the Humanism technology)
-The Globe Theater becomes a world wonder and its effects are modified: it now longer have any effect on unhappiness level, but it now generates +2 culture by specialist
-Sistine Chapel modified: no longer generates the 2 culture/specialist, can only be built with state religion at awaken level, and increases the threshold needed to create a religion
-New project: Fortifications of Vauban (Cities with 30% defense level or higher are impregnables)
-Cristo Red. effects modified: protection against religions drive out deleted, addition of a free promotion for naval units
-New Wonder Mosque-Cathedral of Cordoba: protection against religions drive out + permits to install any existing religion in the city without missionary

UNITS
-Politician GP specialist modified
-Great General specialist modified
-The politician unit can now force an enemy to sign peace
-The Great General cannot construct the Academy without Imperialism discovery
-Upgrade units cost: -33% or

RESOURCES
-New resources: Nuts, Seals, Camelids
-The map generator can now place a mineral resource on a plot with forest, jungle, or marsh

TERRAIN
-Some terrain improvements can now be built on an oasis
-Attribution of a climate type to each plot
-New option which allow the map generator to use more diversified terrain types
-18 new terrain types used if the previously evoked option is activated

TECHNOLOGIES
-New technology: Fortification (get a part of the engineering technology effects)
-Tech options deleted
-Technology robbery in a city now requires that the city is captured (not traded/liberated)
-Probabilities to steal a technology in a recently owned city decreased
-Probabilities to steal a technology in a city are now showned

TRADES AND DIPLOMACY
-The peace treaty can be added with an open borders exchange

OTHER :
Some crash sources are deleted
-The religion creation screen is modified to include more informations
-Some english texts are corrected (Thanks to Dancing Hoskuld)


-> I will work on some tutorials ("How works the componed religions option" for example).

Please, tell me which new concepts are too hard to understand, and i will write a tutorial about it.
 
Last edited:
FEATURES:

Many new concepts:


Many new buildings (notably religious and Unique buildings):



A lot of new civics...



and a totally redraw civics screen:


Possible planned features (give your opinion about it):


-Biological/Chemical units
-Chances that a vassal state can be emancipated after his master had signed a peace treaty
-Polar research center
-2nd diplomacy screen to manage Commercial/Scientific/Cultural Pacts
-New ecological vote types
-More infos about Modern Olympic Games via Empire screen
-Capacity to build cities in sea/ocean tiles with oceanography tech
-New units (i need some ideas, it's not my speciality)
-Terraformation
-Improved Epidemics system

-Archeologic capacities Done, via the Technologic options concept
-Help for developpement vote type (adavanced civs pay to help other civs) Done
-Gas plant Done, via the new eletric system concept
-New electricity system (more global, inspired by the sc4 system) DONE
-Tech options (2 options distributed to each player at beggining, give little bonuses) DONE

-Criminal organizations (Mafias, sects, terrorist groups) CANCELLED
-Coalitions CANCELLED (Permanent alliance is enough)
-Replacement of Pragmatism (civic) by Diaspora CANCELLED
-Uncommon terrain/feature types can generate more touristic incomes CANCELLED

BUGS FIXED & NEW FEATURES in next version/patch (0.991):
 
this is great,maybe if you put some more units like tanks or modern infantry!!!
about partsan unit is this bug or it is just my computer????
great great mod!!!!
 

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No, it came from the "_fx.nif" file ;). The error will be fixed in the 0.94 version.
 
Ok, that is possible too, kfm and nif have to match. As I usually know which nif I want to use (it comes with the unit), the only thing I can get wrong is the kfm (which frequently is not included with the unit). I am surprised you managed to get the nif wrong ;)
 
Nice mod so far...got a nasty graphical bug. I changed my resolution on 1280x1024 and got following problem with the arsenal:

Besides...did you change the comercial area? Had a financial leader and got bancrupty arround 100AD.
 
What a big arsenal ^^. I changed the size of about ten buildings, recently. It was clearly a bad idea. It will be fixed in 0.94 version.

Besides...did you change the comercial area? Had a financial leader and got bancrupty arround 100AD.

Take a look at your corruption costs. In Total war, economic management is more difficult! You must be careful about criminality (wich can be fought with courthouse in a first time), and governors' loyalty. You need to access to sewers too, because a limited population (7/city) can't make a lot of money. And, finally, you must be more rigorous in your economic choices.

If i receive many feedback about economic management difficulty, i will decrease it. But try to apply my advices. ^^
 
Hehehe....no i'm fine with some challenge...just wondered if i was totally incapable to manage economy. :blush: You saved me!

Edit 29.03.

After another testing round i'm still curious about your mod...anyhow there is a growing buglist waiting. Would be good support for further versions i hope.


Bug-list:

- fatal error while selecting next research causes CTD
- fatal error while trying to sell a archer causes CTD
- loading time of the mod is arround 5-10min
- settings aren't completely remembered after restart (clock, resolution aso.)
- resolution higher then 1024x768 causes missmatch with some buildings as stated allready
- audio of surrounding isn't working properly (-> fights are way too silent anyhow i adopt sliders)
- stack attack isn't working
- random events aren't random (after several re-loads of different autosaves still the same events firing -> spearman attack here)

Well, really like your mod as it gives nice flavor and also good challenge to lead your culture in a good way. Builder-game as it is the way i like it. Some nasty bugs still inside, but i look forward to have a full working version real soon. Good work so far!
 
First of all it is quite impressive. Adding new mechanics to the game sure allows a mod a high rank on the list. So far I've got no issues other than the ones mentioned.

Hopefully you will release a patch and not a whole new download (It took quite a while to download the mod).
 
- fatal error while selecting next research causes CTD
- fatal error while trying to sell a archer causes CTD


Can you send me your last save/autosave file when you encounter a CTD ?

- loading time of the mod is arround 5-10min

Yeah, loading can be long, because of its size.

- settings aren't completely remembered after restart (clock, resolution aso.)

I think that it came from the tutorial option wich causes this type of error. It will be fixed in the next version.

- resolution higher then 1024x768 causes missmatch with some buildings as stated allready

Hum, can you send me a screenshot ? It can help me.

- audio of surrounding isn't working properly (-> fights are way too silent anyhow i adopt sliders)

Sliders ? What do you mean ?

- stack attack isn't working

Is there a slave or some civilian unit in the group ?

random events aren't random (after several re-loads of different autosaves still the same events firing -> spearman attack here)

I think that it comes from the events system of BTS, not from the mod ;). Events are selected by the game some turns before happening.



Hum, this version doesn't seem to be very viable. I'm sorry, i thought that it was more ready. I am currently working like a blind man because my graphic card (N'vidia, urgl) is in reperation, so the game is very slow on my computer. I can, nethertheless, fix many problems with saved games, screenshots, and descriptions ;-).


Hopefully you will release a patch and not a whole new download (It took quite a while to download the mod).

Don't worry, i will release a patch ;-). Recent modifications only concern xml, python, and sdk files, wich are the lighter files.
 
I played some turns too. Great mod in it's vision.

I get a CTD every time I hit "Insert" button to go to the nearest city. I do this all the time out of habit.

Next issue (and sorry to be negative) - slow turn times. I'm running a scout around the map with only 2 civs met and my turn times are too long for me.

Nothing kills a mod faster than slow turn times - for me at least. The PC I'm using usually plays turn times that are no problem right into the late game, standard maps, so I think it is a valid issue.

Apart from that great great mod.
 
Can you send me your last save/autosave file when you encounter a CTD ?

sry, allready done another SP game...



Hum, can you send me a screenshot ? It can help me.

Just look upward, i presented allready some posts ago.



Sliders ? What do you mean ?

Options-Sound-loud/silent



Is there a slave or some civilian unit in the group ?

No, just 2 warriors in the stack....also i checked 'stack attack' in the options (!) it'll won't stack attack.


Hum, this version doesn't seem to be very viable. I'm sorry, i thought that it was more ready. I am currently working like a blind man because my graphic card (N'vidia, urgl) is in reperation, so the game is very slow on my computer. I can, nethertheless, fix many problems with saved games, screenshots, and descriptions ;-).

Don't let it get you down, your mod shows up great. Some minor bug-fixes and it'll rock! As for the graphics...Nvidia has prooved to bring up best driver solutions in quite acceptable time...hardware depends on the manufacturer. Did you overclock or something?
 
@jojoweb

The mod is quite ready for beta testing which is what this release is. Many main stream mods get released with much more issues. This is what beta testing is all about (locating issues and hopefully squashing them).

You should take pride in creating such an involving mod with so many new game-play features. It must have taken a long time of very hard work to implement it.

Keep up the good work.
 
I'm running a scout around the map with only 2 civs met and my turn times are too long for me.

Have you value "1" in lines:

; Enable rand event logging
RandLog = x

; Enable message logging
MessageLog = x

in the CivilizationIV.ini file ?
 
Have you value "1" in lines:

; Enable rand event logging
RandLog = x

; Enable message logging
MessageLog = x

in the CivilizationIV.ini file ?

Both of these are set to 0. Should they be set to 1 ?
 
Hi Jojoweb (Salut Jojoweb)

Your mod looks impressive, I spent around one hour reading the concepts on your presentation site, I'm eager to play it.

But... before I can start testing, I would need to know why I get no interface when I start a new game (see picture attached).

Thanks for your support.
 

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I get a CTD every time I hit "Insert" button to go to the nearest city. I do this all the time out of habit.

Ok, It will be fixed in next version. Thanks.


Next issue (and sorry to be negative) - slow turn times. I'm running a scout around the map with only 2 civs met and my turn times are too long for me.
[...]
Both of these are set to 0. Should they be set to 1 ?

No, you must let it set to 0. Can you give me your computer's configuration ?
 
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