[BTS] V.D.R.N. ModPack (Beta Version)

Echo of Celts

Just Plain Crazy
Joined
Jan 18, 2007
Messages
143
Location
Vancouver, Canada
UPDATE

V.02 BETA is out it includes

- Varietas Delectat
- Revolution
- JK's Not Just Another Next War Mod
- Regiments by Gedemon
- Influence Driven War by Moctezuma
- Lt.Bob Global Warming
- Bhruic's Unofficial Patch (Was in V.01 but as part of Revolution, but thought I would mention it)

Dale's Combat Mod has been removed temporarily. I am working on re-integrating it piece by piece. First with the Stand Alone Air Bombing Missions added in, then with Stand Alone C.A.S.A. added in. I will try to pull Artillery and Archery bombardment out of D.C.M. and merge them as well. The other features of D.C.M. such as Autoplay (already in Revolutions), Civ Changer and Civ Customizer are going to be left out at this time.

http://forums.civfanatics.com/downloads.php?do=file&id=8324
-----------------------------------------

V.D.R.N. is a Modpack created from 4 Mods and a small modification that I have combined to create an action packed Civilization adventure.

V - Varietas Delectat V3.3 by Avain
D - Dale's Combat Mod V1.2 by Dale
R - Revolution V1.26 by jdogg5000
N - Not Just Another Next War Mod V1.12 by Jkp1187

Also included is a Global Warming Change by Lt.Bob that drops fallout in place of desert.

The Point of this Modpack is to extend the Epic Game via Next War, Add some diversity via Varietas Delectat and to create a much more involved game of Civilization, provided by Dale's Combat Mod and Revolution. All this is done while staying true to the original epic game in that there are no new tech before the Future Era, no new buildings, religions, civics, leaders, ect.

For details on what each Mod adds to the experience, please refer to the original posts.

Some highlights off what you get in the mod pack.

- AI Autoplay (Revolution)
- Ability to Change Civ during game (D.C.M.)
- Expanded Future Era (N.J.A.N.M.)
- Multiple New Units in the Modern and Future Era's (D.C.M., N.J.A.N.M.)
- All the Combat Additions of D.C.M.
- Multiple New Events
- Civ Rebellions and Revolutions (revolution)
- Game expanded up to 34 Civs (revolution)
- The amazing Ethnic Unit Diversity of Varietas Delectat

*A note, the Civ Customizer Option in Dale's Combat Mod has been disabled, to enable follow instruction's in Dale's post.

*I take no credit for the work done by these amazing modders, I have only done the work to merge these mods into one package.

Originally the modpack was intended to include a WW2 era expansion mod such as Wolfshanze, however difficulties in merging such a mod into the package were too much to overcome at this time. Such an addition may be included in the future.

The Modpack has been tested by myself and as far as I can tell, All mods are functioning properly. Any problems or bugs you come across please let me know.

I will do my best to update this modpack as the mods included in the package are update by their respective authors.
 
Excellent! :goodjob:
This is *almost* what I had in my mind.
The only difference is that I wouldn't/will not include the Revolution part of the Revolution mod. And add a couple of other mods, like BUG, Influence driven war...

Good job!
 
Also, you know what's funny? I completed the other half of the mod I had in my mind, and adding Not Just Another Next War Mod and Dale's Combat mod are the only remaining ones I need to add! ;) (I didn't add them yet since I'm waiting for new versions...) (note to myself: and I almost forgot the need for a terraforming mod...)
 
I actually looked at including BUG, but the changes were too far reaching for what I was trying achieve at this point. Also to be honest I just started this modding stuff a week ago an merging these ones took all I had at this time :).

As for Revolutions... I love the mod too much to remove any part of it. ;)
 
I actually looked at including BUG, but the changes were too far reaching for what I was trying achieve at this point. Also to be honest I just started this modding stuff a week ago an merging these ones took all I had at this time :).

As for Revolutions... I love the mod too much to remove any part of it. ;)

Hmmm, BUG as BTS Unaltered Gameplay too far reaching? You know it's option controlled? Anyway, as you like...
 
Any chance you could try to update/merge Regiments? Including that would make this my dream mod compilation.
 
Wow... dissed again!
SAD2.GIF
 
Downloaded and will try.
 
Wow... dissed again!
SAD2.GIF

I was not trying to diss you... :(

Like I said in my post, I made every effort to integrate Wolfshanze into this mod, but there were too many unit changes it was making my head spin looking at it side by side with Next War and D.C.M.

I hope to effectually successfully integrate it in, but until then I meant no disrespect.

Also, once I did integrate it in (It was the third Mod I tried to integrate after I had Revolutions and Next War combined, I could not get it to work properly for the life of me. I don't know enough about the BTS Base SDK and Coding XML/Python in general to fix it at this time. I am a Java/C# hobby programmer, can't expect too much :)
 
From Dale's Thread

Turning components on/off:

1. Open the file ..\Mods\DalesCombatMod\Assets\XML\GlobalDefinesAlt .xml in notepad (or other text editor).
2. Search for the relevent tag for the component you wish to edit (EG: DCM_CIV_CUSTOMISER for Civ Customiser).
3. Edit the iDefineIntVal value such that 1 = on, 0 = off (zero).
4. Save the file and restart the Mod. You should notice that the DCM Status popup changes to reflect the changes you make.

\Mods\DalesCombatMod\Assets\XML\GlobalDefinesAlt .xml

This is actually gonna be

\Mods\V.D.R.N\Assets\XML\GlobalDefinesAlt .xml
 
Like I said in my post, I made every effort to integrate Wolfshanze into this mod, but there were too many unit changes it was making my head spin looking at it side by side with Next War and D.C.M.

I hope to effectually successfully integrate it in, but until then I meant no disrespect.

Also, once I did integrate it in (It was the third Mod I tried to integrate after I had Revolutions and Next War combined, I could not get it to work properly for the life of me. I don't know enough about the BTS Base SDK and Coding XML/Python in general to fix it at this time. I am a Java/C# hobby programmer, can't expect too much :)

Wolfshanze does not include any SDK / Python changes afaik - apart form Bhruics / lt. Bobs that is. So imo you would not need to worry about those unless you wanted to include his world map scenario. Just focus on his xml changes.

I assume my ModernUnits directory could easily be merged as it is pretty much self contained (except for specific art for the various civs). If contains some of what Wolfshanze did (mostly similar unit types and his naval categories) but almost none of his changes to existing units (which is also why it will be easier to merge).

You should give Wolf another try though ;)
 
This is awesome! I wish I had a computer that could play civ handy, since these are mostly the main mods I'm interested in. I can't wait to be able to play this.

EDIT: What I really like about this is there's not much change to the core Civ gameplay. You're not merging those mods with millions of new units or techs. Perfect.
 
Well, for the next version (which I hope will be out by Monday), we are including

Regiments - It is in currently and has undergone testing. Many Scale Tweaks have been made, but otherwise it functions great. Keep in mind this is simply the Regiments portion of that mod I was pointed to.

Dale's Combat Mod V1.3 - I here this will be out this weekend. So I will incorporate it ASAP once it is released.

BUG - Taking Avain's advise I looked at this one again and am contemplating including it.

I am also taking a look at influence driven war. The more I do with this stuff the more I learn, so I will be willing to incorporate more mods

One thing I did notice though... Regiments plus stack attack is quite the graphical show... I had a stack of about 15 Units go against one of similar size... very interesting. Might not be for weaker computers.

EDIT*

I have also decided now that in order to keep this an "Enhancement" on core gameplay as opposed to replacing core gameplay I will avoid mods that add new *many* new units (Some do have a place), New Techs (Once again, expceptions can be made) or other features that essentially make it a "different" game.

I feel the mods I have incorporated so far take the Core Gameplay and enhance upon it while remaining true to it. With Revolutions and Some Combat Changes being the greatest changes.

In saying that, Like I said above, the mods I am looking at adding are Regiments (already in my test version), BUG, and Influence driven war.

I am also looking at Civilization additions that hold true to the current Formula for Civs, (1 UU, 1 UB, ect).
 
Back
Top Bottom