ExtremeMod

hi i just downloaded your mod this morning and the first test resulted in a fatal error when starting the game i came asfar as custom game i made my things adjusted slightly to match the advised gameplay

what settings are confirmed on working? if i know that i will do exact the same if it still doesn't want to then it is something fatal on my end

oh tchristensen about that ship capturing i might have a funny idea that the privateer (if still there i don't know anything yet !@#$ because of problems) also can capture ships

oh and if needed i will tune it to normal speed etc. i only need a how and what and where and i'm off (i might be new to modding but if it is in xml it shouldn't provide much of a problem)
 
hi i just downloaded your mod this morning and the first test resulted in a fatal error when starting the game i came asfar as custom game i made my things adjusted slightly to match the advised gameplay

what settings are confirmed on working? if i know that i will do exact the same if it still doesn't want to then it is something fatal on my end

oh tchristensen about that ship capturing i might have a funny idea that the privateer (if still there i don't know anything yet !@#$ because of problems) also can capture ships

oh and if needed i will tune it to normal speed etc. i only need a how and what and where and i'm off (i might be new to modding but if it is in xml it shouldn't provide much of a problem)

My advice to you is make sure that you are patched to 3.19 of BTS and that you are placing the ExtremeMod folder in the Mods directory in the Program Files hierarchy -- not the Games folder.

Beyond that, you can read some older posts of how to work around some problems. I truly hope you can work out the technicalities because ExtremeMod is "Extremely" fun to play

If you can get it to work, you will have hours of fun with all the new techs and units that are in the game. Always looking for new ideas and tweaking ideas.

Settings are pretty simple and straight forward:

Any map will work, but we like playing on Archipelago or Continents.

Epic Speed
Noble Difficulty
Aggressive AI
Raging Barbarians
Everything else turned off





Troy
 
i deleted this post first content because of first shouting then looking the error i found is my pc firing a buckshot at everything new and especially mods (i noticed it once before but then i didn't pay much attention in the future i will)

i made it to work this mod gets a 8 out of 10 so far but there are already a few things that caught my attention

I play as the ottomans i noticed that some skins aren't working and that is a problem based on just one folk or a few that share the same skins i noticed that the militia has only a club floating (does fight normal all does) the archer, spearman and axeman has only a head and his weapon (archer does contain arrows) i noticed further that the Witch docter is a red ball crawling on the world i fought against one and my game didn't crash but still nasty further the barbarian light footman (don't know further details as i never made them myself) is purple the Wicca world map icon and religion icon on the score list is the jungle religion. the cut jungle is double or you invent iron working or the first jungle tech (is not nasty or so but this kind of things are easy to look past and i know i'm a critic) if those can be chanced or looked after i thank you

i will play further to find more errors (and enjoy your wonderful work of course)
oh and in the pedia i noticed that the zebra and giraf might be also be worthy to look at
 
I don't think it has to be on the c: drive, but it should be in a folder structure something like this:

D:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

There is another folder that sometimes people put it in, which is disagreeable to the mod:

C:\Documents and Settings\Troy\My Documents\My Games\Beyond the Sword\MODS [WRONG]

I bet you are playing on Vista or Windows7 -- if so, run the game in XP Mode and as Administrator. If you are running in XP, take the zip file and uncompress to the desktop making sure you do a full unzip -- then move that folder to the first file structure listed above.

The red ball is an indication that the model is not linked correctly or functioning -- which it is. This tells me that somehow you did not unzip the files correctly -- while Unzipping make sure you answer yes to any condition that arises such as "read only files". ALL of you model bugs are not in the version we play (so either your files are corrupt or your OS is doing something very odd to the game). Take a peek at some of the screen shots above to see examples.

Wood Cutting Icon is that way for a reason. There are two ways to cut down jungle -- one with Tropical Culture and one with Iron Working. Tropical is gained early but is not as efficient as Iron Working. Thus, you have a choice later on in the game with how you want to cut jungle down.
 
I don't think it has to be on the c: drive, but it should be in a folder structure something like this:

D:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

There is another folder that sometimes people put it in, which is disagreeable to the mod:

C:\Documents and Settings\Troy\My Documents\My Games\Beyond the Sword\MODS [WRONG]

I bet you are playing on Vista or Windows7 -- if so, run the game in XP Mode and as Administrator. If you are running in XP, take the zip file and uncompress to the desktop making sure you do a full unzip -- then move that folder to the first file structure listed above.

The red ball is an indication that the model is not linked correctly or functioning -- which it is. This tells me that somehow you did not unzip the files correctly -- while Unzipping make sure you answer yes to any condition that arises such as "read only files". ALL of you model bugs are not in the version we play (so either your files are corrupt or your OS is doing something very odd to the game). Take a peek at some of the screen shots above to see examples.

Wood Cutting Icon is that way for a reason. There are two ways to cut down jungle -- one with Tropical Culture and one with Iron Working. Tropical is gained early but is not as efficient as Iron Working. Thus, you have a choice later on in the game with how you want to cut jungle down.

If you have Windows 7 (don't know about Vista) you can also give yourself full rights to everything under the mod folder (right click on the mod folder to access). Then you won't have to go through gyrations every time you mess with a mod.

I assume there is no way to obsolete the tropical chop down. Can you make the chop down buttons look a lot different from each other - maybe use rope or fire for the tropical one?
 
Thanks for the ideas for Windows 7 -- I don't have the OS so unfamiliar with all the intricacies of its operation.

I am sure there are ways to obsolete the Tropical Chop down, but not really sure its worth the time. Mousing over the two will tell you the advantages and disadvantages of the two. Still toying with some ideas on how to make tropical cutting better in particular situations. I could also make the buttons look different, that is probably easier and may be worth the the time.

What does other people think?

Always interested in ideas and thoughts!
 
why should my pc that is more then 3 years old need such program as windows 7 or vista (vista is precise what it say's the system work's like a vista in a retirement country) xp works for a long time span and will remain still a long time here when i'm forced to move up i will look over the options but for now my crappy pc that is still loyal to me (on most occasions)

if you can say the specific maps that are the buggers then i chance them to the ones inside the zip
 
why should my pc that is more then 3 years old need such program as windows 7 or vista (vista is precise what it say's the system work's like a vista in a retirement country) xp works for a long time span and will remain still a long time here when i'm forced to move up i will look over the options but for now my crappy pc that is still loyal to me (on most occasions)

if you can say the specific maps that are the buggers then i chance them to the ones inside the zip

OK we have a bit of confusion. I am not implying that you should get 7 or Vista but simply asked if that was your OS? From your comments it appears you are running XP -- that is fine.

Are you at the latest build of Civ 4?

None of the maps are bugged, but to verify that it is not a memory issue -- try playing it on a small map.

Try re-downloading the zip file again and uncompressing it in a new folder -- move and copy over all files of the old mod version.

Have you tried other large Mods? Do they have any issues in playing?
 
i meant art folders with the maps

i play destiny, overlord and RtW and my pc can handle them near perfect

the ottoman game has gone haywire so i started over

but i noticed that your mod is instable like hell everytime i enter the pedia i fear a crash so that 8 chanced to a 7 based on instability

i really advise on more stability it is that i'm not yet a modder else i hunted myself
 
i meant art folders with the maps

i play destiny, overlord and RtW and my pc can handle them near perfect

the ottoman game has gone haywire so i started over

but i noticed that your mod is instable like hell everytime i enter the pedia i fear a crash so that 8 chanced to a 7 based on instability

i really advise on more stability it is that i'm not yet a modder else i hunted myself

So sorry to hear you are having issues. We test the mod on several computers and they all work great, and from what I have read most people playing the game have no issues either -- though there are several people that do have issues common and uncommon to your experiences.

Does any of those other mods you play, change or modify the basic BTS game? Do they add additional DLLs or change the folder structures at all? Or are they all contained in their respective Mod folders?

I am just coming up with ideas here since I have not had the problems you describe -- do you load Civ then load the mod, or do you use the direct link into the mod?

I am still thinking that you have a bad zip file of the game, corrupted in some way. Perhaps redownload the mod and try again.
 
all of those are just limited to the mods folder as any other mod i play i don't know if they chance it but destiny and overlord are described as games that improve the classic gameplay of bts i have 3.19 i will download from mega now and reinstall and afterthat i'm going inside the xml files to look for faults i now had a druid that whas pointed at with a black streak all over the screen and shortly after that encounter the game dies

oh i just noticed my mix up i made sooner it wasn't the druid that was a red ball the witch docter
how about the mixed up religions? not a problem on your version?

things that can be enhance
the camel maybe instead of the current thing the desert camp (or what ever the name) to get the goody

maybe a building with bronze working that gives the good bronze for 1 tin and 1 copper?
the tech that gives tin needs then to be chanced to copper working maybe with the worker action mining and the resources of the tech mining still on that tech and maybe a building smelter that gives access to copper units and with bronze working it makes with tin bronze and with iron ore (new resource then) iron (with iron you don't need much work but some units will need chancing [maybe copper units that chance into bronze and those bronze chance later into iron example copper spearman -> bronze spearman -> iron spearman {or just spearman} makes it historical and works best with your additions to the tech line] i know that you can make building that create goods and the forge is perfect for that make it come with copper working and give that building those specialties) i hope you can do it and consider it, then it will be nicer to play and i know this idea grew while typing i hope you can read it like supposed
 
all of those are just limited to the mods folder as any other mod i play i don't know if they chance it but destiny and overlord are described as games that improve the classic gameplay of bts i have 3.19 i will download from mega now and reinstall and afterthat i'm going inside the xml files to look for faults i now had a druid that whas pointed at with a black streak all over the screen and shortly after that encounter the game dies

things that can be enhance
the camel maybe instead of the current thing the desert camp (or what ever the name) to get the goody

Again, I am sorry you hare having issues with the mod. I am really not in a position to offer any more advice on how to get it to work. Save to say, that for most people it does work and I am completely baffled why it does not work you.

Keep offering the suggestions on new things or things to change.

Troy
 
Just a minor issue - the symbol for the Goddess religion is somehow being replaced with the symbol for Tengrilism in the map view. Within the city view the correct symbol is showing, but not on the map or on the religion screen.
 
Just a minor issue - the symbol for the Goddess religion is somehow being replaced with the symbol for Tengrilism in the map view. Within the city view the correct symbol is showing, but not on the map or on the religion screen.

I know! That is driving me nuts. I keep making modifications to those icons and each time it seems that I get it to work, then it happens to another religion. I am slowly trying to work out all the religious symbols and all the art that corresponds with them. It is frustrating, however :mad:

Troy
 
Just a minor issue - the symbol for the Goddess religion is somehow being replaced with the symbol for Tengrilism in the map view. Within the city view the correct symbol is showing, but not on the map or on the religion screen.

i have that same problem but then bigger wicca has the jungle religion that egyptian religion has the wicca symbol and with every religion i got chance to get (goddes get always stolen under my nose but when i get to the classical era my game fries all the time) it wasn't going as supposed only the original religions

i now download from megaupload and going to reinstall it wish me luck
oh could the problem be that i have complete?
i do not have an exe file that works directly to you but i start it using bts and then load mod

oh and what did you found from my forge idea?
 
i have that same problem but then bigger wicca has the jungle religion that egyptian religion has the wicca symbol and with every religion i got chance to get (goddes get always stolen under my nose but when i get to the classical era my game fries all the time) it wasn't going as supposed only the original religions

i now download from megaupload and going to reinstall it wish me luck
oh could the problem be that i have complete?
i do not have an exe file that works directly to you but i start it using bts and then load mod

oh and what did you found from my forge idea?

Working on changes that are due in a couple weeks time.

That whole religion icon thing is very aggrevating. . . working on fixing that too.
 
i reinstalled it but the graphical issue's remain but it appears a little more stable

but what did you find of my idea's about that forge? (i know i ask it a lot but if you care about reality it is the biggest step forward)
 
i reinstalled it but the graphical issue's remain but it appears a little more stable

but what did you find of my idea's about that forge? (i know i ask it a lot but if you care about reality it is the biggest step forward)

My motto for modding is always, "the biggest bang for the buck" and although I admit at a certain level making forges produce bronze from copper and tin makes more historical sense, it just isn't worth the time and effort to make the changes.

ExtremeMod is more about fun than historical accuracy. There are many units that just don't make "earth historical sense" but then the idea of Sitting Bull driving around tanks or Lincoln building the Pyramids don't make much historical sense either.

With that fact in place, I will be adding more units and technologies. Everything added will make sense, in the same way as Cochise using machine guns, so bear with me with some of the farcical additions -- its just too much of a blast not to have Kong units!

Troy
 
maybe that bear out of the dark tower?? before it went ill then one of the nine guardians of the lines (or something like that) Stephen King


ok long time i wasn't here but playing your mod reinstalling it worked like a charm (at least the instability) the only added religion that bears his own marking is canaanism you might need to rework the power of the unit's it is crammed until swordsman and then all unit's are inferior to each other and the old units work until maceman's and knights and i learned that the first unit's with guns apeared before 1000 AD one of my enemy's is largly weaker and the other dominates the lands i know i can defeat it but it will cost my defences before i can attack

the start is cool but after that things tend to get boring afterwards largely because the unit's are out of whack and i miss attack unit's in the medieval times the pirates tend to be outdated even before arriving i found several typo's i'm now into the industrial era i have the arquebus i know it is one of the earlier gunpowder unit's but it is just 7 strenght so that tends to make his case i know it can ignore building defense but still

i advise looking into the strength of all land units maybe that you end the first block (swordsman is i think the last unit before the medieval times so we make him the strongest of his time without harming the defenses) swordsman let him end on 10 strength then you have a larger window if you make the first units of the game (where Firaxes started the game then i mean) with 6 for the spearman maybe animal bonus as a spear can stand before a storming foe or animal the archer with 7 and maybe then an earlier defender maybe a tech home defending or so with a building that gives a small defense bonus until the wall has been built stockade or palisade 10% defense bonus or so and a unit maybe based on the warrior but then with 3 or 4 strength and 50% city defense and can have the skill defense 1 or starts with that you might want to make two defense units per block one early and one late one that can defend in the beginning of the next era of warfare but can't be used prolonged because it is largely ineffective against the newer troops
but at least expand the medieval era with more special units ash longbow archers maybe with the same strength of the longbow but 50% against meleè and archers and 10% against mounted as their superior range can shoot well before any one can return fire or crash home

i hope it can help you i hope some ideas get your attention but plzz recalibrate strength

Raven Destroyer this mod has in my newest raport gained one point and is back to 8 out of 10
 
Update Notes for release: Version 2.1

Graphics:

Goody Huts have been changed to a more appropriate looking graphic

PLAY BALANCE:
More Balancing of the Handicap in the game
All gunpowder units have been adjusted to better represent appropriate technologies -- this will continue


UNIT CHANGES:
Animals should now still show up in later times, although their strength will not increase.
Commanders can now capture barbarian units -- they are enslaved!!
Quinquereme can now capture barbarian sea units -- they are enslaved!

BUILDINGS:

Ethanol Refrinery can now produce oil in exchange for corn or sugar
 
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