Extreme2

Today's adjustment (04-22-11)

Added a canoe: 1 strength, 1 cargo, 1 move boat that cannot enter the ocean.

Added a lake canoe: 1 strength, 2 cargo, 1 move boat that cannot enter the ocean.

Modified more wonders to require bonus materials to build.

Adding Sappers as an early answer to siege weapons -- not very good at busting down walls, but it is better than flinging troops against fresh defenses.

Added Neanderthal to the Barbarian Hordes -- so now early on players will be thwarted by the early hominid: SAVAGES!!
 
Today's Adjustments: 04-23-11

Added a French Landless Knight (Replaces the Knight)
Added a English Anglo Saxon (replaces the Axeman)
Changed the Barter Civic to be achieved on Roads
Changed the Caravan to be achieved on the technology of the wheel
Added a new tech called Wealth IV
Changed Trade Goods to be achieved on Wealth IV

Changed the French Musketeer -- they were sort of bland; now they are beefy in city defense, as well as combating melee and archers.

Made big changes into Farm Improvement -- adding the technologies of Crop Rotation and Fertilization. Hence, modified how much food is gained from the farm without these technologies.

Added new building type called Sewers & Drains -- +1 Health to the city.

Added a new improvement called a Homestead. Much like a ranch, the improvement gives a straight 2/2/2 bonus unaffected by technology or routes. Will need to play test.
 
I have not, but would very much like to do so. What do you think it could be used for? Sorry, if you suggested it before but I do not remember the conversation.

In most BtS Mods Jungles end up getting all chopped down. With Vincentz Jungle Camp the Jungle tile can be used to gather a variety of resources that jungles actually hold. Bananas, Lemons, Dyes, Gems, etc. The Jungle camp usually adds 2 food to the tile and if adjacent to a river adds 1 gold. It actually makes jungle areas productive instead of a wasted tile. There's more that it can do. Vincentz VIP Mod has a later version in it than the version he supplied to Zappara for Rise of Mankind Mod. I was very partial to the early version.

It also meant that both the AI and player wasn't stunted on early growth if their Home city was placed in a Jungle area.

JosEPh :)
 
In most BtS Mods Jungles end up getting all chopped down. With Vincentz Jungle Camp the Jungle tile can be used to gather a variety of resources that jungles actually hold. Bananas, Lemons, Dyes, Gems, etc. The Jungle camp usually adds 2 food to the tile and if adjacent to a river adds 1 gold. It actually makes jungle areas productive instead of a wasted tile. There's more that it can do. Vincentz VIP Mod has a later version in it than the version he supplied to Zappara for Rise of Mankind Mod. I was very partial to the early version.

It also meant that both the AI and player wasn't stunted on early growth if their Home city was placed in a Jungle area.

JosEPh :)

I will look into this. I had a similar jungle improvement called a chinampa which is the mesoamerican agricultural achievement which takes swamp and turns it into rich agricultural land. Will use something like that in this mod.

Thanks for the help!
 
Editorial notes for 4-24-11

Added a new Unique Unit for the Aztec, Inca, and Maya: the Godking. a 5 strength, 3 move, 100 percent city defense unit. Can only have 1 and costs an additional 2 gold per turn to own. Replaces the standard king.

Adjusted several civics and included Imperialism. Made Vassalage more agreeable and meaningful.

Added Tactics and Strategy Technologies.

Added Imperial Tax Offices (+25% wealth but -2 Happiness)
Added Imperial Administrative Offices (+10% bonus, +1 health) sort of expensive.
Added a dolmen; an early stone structure that imparts +1 happiness.
Moved the Footman to require Strategy Technology
Moved the slinger to require Tactics Technology
 
I had a similar jungle improvement called a chinampa which is the mesoamerican agricultural achievement which takes swamp and turns it into rich agricultural land. Will use something like that in this mod.

RoM and AND both at one time used the chinampa. Caveman 2 Cosmos also uses it. It's a fine improvement and would welcome seeing it in Extreme2.

JosEPh :)
 
Played today. Great mod with many uniques feathures. Some remarks (bugs):
1. caravel comes too early for ocean exploration
2. many wonders (like Stonehenge) require stone (why not) and are built x% faster with (what's the point)?
 
Played today. Great mod with many uniques feathures. Some remarks (bugs):
1. caravel comes too early for ocean exploration
2. many wonders (like Stonehenge) require stone (why not) and are built x% faster with (what's the point)?

Thanks for the suggestions.

I am at work, but will definitely look at the caravel.

As for wonders, I want all of them to require a specific resources to build. The x% was an oversight and the next version will correct the bug.

I was getting tired of players just queuing wonders for no other reason than gambling someone else builds it first, so they get money. by placing limitations on the wonder, such as specific bonuses, it makes the wonder a bit more "wonderful" but also creates a need and demand for the resource.

As you will notice, units do not require a resource but gain a bonus if the player has it. This makes units opposite of wonders, that require bonuses. I did not like the aspect of the basic game requiring units to have specific resources because I often found that cultures with key UUs being locked out because they lacked ivory, horses, iron, or other resource. By doubling or tripling the cost of a unit, but then giving % off of the cost by having the resource allows all players to build all units and UU but makes controlling a resource more valuable.

I am always very interested in player's opinions on the mod and am making changes (as you can see above) all the time.

I expect the next version of Extreme2 to come out in mid-May.

Thanks again!
 
Today's Fixes and Modifications (04-26-11)

Changed the Sailing II technology to require the Compass and Writing. This solves the issue raised by HannibalBarka and others. I did not like how the original game pushed ocean travel too far up the tech tree, when it is obvious that early man was plying the oceans (within many cultures) thousands of years before Europeans.

Also added a Community Hut to Tribe Tech -- a symbolic construction that emphasizes community and cultural determination.

Created a Shaman Hut from Superstition Tech -- an early building that is used for health.

Finally going to playtest the game tonight!
 
I started a new game yesterday (after changing caravel to no ocean travel ;-) ). I launched many starts to pick one, and I realized that :

1. some civs starts with level 3 or more tech: Mysticism for example, which allow one (many) early religion foundation
2. soem start with more than the usual settler and warrior/explorer. I started as the Congo and had 3 warriors. I always play the same level (monarch)

Is this "intentional" or a bug?

Oh by the way, I quit yesterday. My game was stuck on "waiting for other civs" but without crashing. I'll upload the save if you want.
Another remark: only 4 map scripts are available, one of them (Earth2) does not uses wetlands. Why?

Thanks and again I love this mod.
 
I started a new game yesterday (after changing caravel to no ocean travel ;-) ). I launched many starts to pick one, and I realized that :

1. some civs starts with level 3 or more tech: Mysticism for example, which allow one (many) early religion foundation
2. soem start with more than the usual settler and warrior/explorer. I started as the Congo and had 3 warriors. I always play the same level (monarch)

Is this "intentional" or a bug?

Oh by the way, I quit yesterday. My game was stuck on "waiting for other civs" but without crashing. I'll upload the save if you want.
Another remark: only 4 map scripts are available, one of them (Earth2) does not uses wetlands. Why?

Thanks and again I love this mod.

All Civs start with various number of technologies, number of units, and types of units as a way of creating interesting combinations of play. I have tried to give the technologies that their real world counterparts may have had (at least in relationship to the game starting in 5000 BC). It is often ironic, however, that civs that were in tropical conditions on Earth, find themselves in the arctic in random games.

I should stipulate that I have only tested and modified the game using Epic speed (which is the only one offered) and Noble difficulty. I have no idea how the game is played on anything other than those two settings.

As for map scripts, I will be adding more in but have not really spent much time thinking about them. Why Earth2 has no wetlands is beyond me, but I can take a look at it.

In all the dozens of dozens of games I have played, I have never locked up or got stuck. With that said, I am not saying it is impossible but just that I have never experienced it -- so if this happens on a regular basis, we will need to look at what your are doing specifically and how.

Thanks for the input -- it is truly appreciated!!

Troy!
 
Extreme2 Officially Went Into Testing Tonight.

I plan on doing no more additions until the testing is done (3-6 weeks). Then will make minor changes and upload for everyone to try.

In the mean time I will start work on ExtremMod -- adding magic and steampunk stuff.

Will keep everyone posted on developments.
 
Extreme2 Officially Went Into Testing Tonight.

I plan on doing no more additions until the testing is done (3-6 weeks). Then will make minor changes and upload for everyone to try.

In the mean time I will start work on ExtremMod -- adding magic and steampunk stuff.

Will keep everyone posted on developments.

Cool. If you need a tester I am more than happy to participate :D
 
Cool. If you need a tester I am more than happy to participate :D

I consider you a valid tester as it is and value your honest opinion of troops, buildings, and game tactics. Just keep playing and telling me your gut opinion. If possible play a lot of games with different cultures -- run maybe the first 200 to 400 turns and tell me if X empire is good, bad, or indifferent

Thanks again!
 
Just downloaded the mod and I had the same problem as in Thomas' War, no interface so I can't play :( . Any idea what's wrong?

Radio Noer

Where are you putting the mod?

DO NOT PUT THE MOD HERE: C:\Documents and Settings\[Your Name]\My Documents\My Games\Beyond the Sword\MODS

PUT THE MOD HERE: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods


Borrowed from the Thomas War's Forum Post:


Missing Interface

This can occur for several reasons.

The game being played from the My Games MODS directory instead of the main BTS mods directory (default path usually something like program files/firaxis games/sid civilization iv/beyond the sword/mods)

Not being patched to at least BTS 3.13 or 3.17

Sometimes, just alt-tabbing and minimizing-maximizing the mod can correct the error.

Having a conflicting mod in your custom assets (such as BUG or BAT) please remove them from the custom assets and try.

Additionally, playing with Vista or Civ IV Complete can cause problems (please post in the thread for additional assistance if this is the case).

If you are still missing an interface after trying all the steps above you should check to see if you are also experiencing a missing interface with other big user-made mods from the forum (such as Extra, Next War Advanced, Fall From Heaven, Rise of Mankind, History in the Making, etc. etc.) If you are then the problem is most likely not caused by the Thomas' War files, but rather something with your installation or custom assets. If this is the case, you are probably better served posting a thread in the Technical Support forum.

If none of the above works, please enable python exceptions. (Open up the _Civ4Config file found in the Beyond the Sword folder. Search for:

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

Set to 0. Reload the game and post in the thread the error message that comes up for additional assistance.
 
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