ExtremeMod

All the new terrain should be generated by any of the mapscripts, since the mapscript does not place the new terrain but is held in the actual mod terrain xml. In version 2 of the mod which I hope to release this month, I have add 10 new resources!!
 
I playing a game right now and I have all the terrain. I just wish I had the control that the extreme script gives. Oh well.....

I'm pretty sure the map problem is related to either Windows 7 or 64 bits.

I'm looking forward to the new release - having fun with this. Thanks!
 
Discovered tanning. Composite archer I got had 1.6 million % city defense.

Incredibly odd. I have only seen something like that once before, with the Civic Organized Religion. Sometimes because of odd stacking percentage, the Civic would say +1345034056023 Happiness (or something like that). In truth it was just the screen that was messed up and you got +1.

Perhaps that is the same for your Composite Archer -- go to war with your neighbor and wait for him to attack you in the city. Just curious what happens.

In all of the dozens and dozens of games we have played and tested, I have never saw that -- which only means I have never seen it before.

Does anyone else get things like this?
 
I had an exceptional good weekend of development, with adding 12 new bonus resources, 6 new technologies, 12 new units, and fixing a dozen typos.

I am hoping to release Version 2.0 of the mod this weekend (October 9th). Trying to get a couple of test games under the new version before I release it, but time is marginal now.

Troy
 
First of all seeing that a new version will be available makes me want to finish my current game that much sooner, second this is only the second mod I have commented on, and a fun mod it is.

I have played most of the recent major mods and other than Fictionalization, this is the only other mod that made me change tactics and long term strategy. I am even using units that I had not fully used before and in conjunction with other types to get some control over my territories. Case in point, I never thought much about airships but base them on an island and use them to spot for gunboats and later destroyers and you have a lethal combination against pirates and an enemies shipping.My normal strategy is to not get involved in wars unless attacked but I will build up my forces at the same time I am staying engaged with the other civs. This usually works for me in the long tun and by late game I have either strong defensive pacts signed or two or more vassal states that I encourage their development at least one generation behind me and sometimes I will gift them units that are obsolete for me but cutting edge for them.
By the time I do have to fight a rival, I have powerful allies that will take most of the damage and contrive to have the opposing civ start the war through spies and such. Sometimes it's just a demand for tribute that will push a rival over the edge, and that's all that I need to crush him without damaging my "good" name with my allies. Keep up the good work on this mod, it has really tested my long term planning and wartime abilities.:goodjob:
 
Fantastic, sir!

It is comments such as yours that really want me to continue to develop and support the mod.

Because it is a mod, and I don't have allot of resources, I am always looking for ways to improve the game. If you notice something that just doesn't seem right -- and sadly, there are allot of them. Let me know and I can add them to the next update.

The next update will be a doozy and a blast for you to play, I am sure.

Thanks again for your comments.
 
I do have some suggestions but due to my newness here I don't want to come off as unenlightened with the mod, so keep in mind that these are just my minor suggestions. I do appreciate the work you modders do as it take a talent and patience the I lack.

1 There is an option in another mod to open an embassy in another territory first. I will have to start a game in each mod to see which one has it. I just seems that this option makes for better diplomacy as the game progresses.

The next one is cosmetic but I will give you my reasons for it.

2 I have never been fond of the transport model for use in deep water. The use of an LCM-6 to cross the ocean in not "believable" to me, 20 years in the Navy might be the blame. I found in the new units library a transport that looks more ocean going. If you wish since a new version of this mod is coming out I could try to put that in and see if it works. Normally I would be afraid that I would break the mod but the old version is going to be replaced anyway....

That is all I have to add, at the moment I am still on my game I started this weekend, with two vassals and and two friendly neighbors. I have eliminated three rivals and taken over a few barbarian cities. I am using the settings you suggest and either I am very lucky or the AI's a very cunning and I am being lulled into a trap.

Thanks again for such an interesting mod.
 
I do have some suggestions but due to my newness here I don't want to come off as unenlightened with the mod, so keep in mind that these are just my minor suggestions. I do appreciate the work you modders do as it take a talent and patience the I lack.

1 There is an option in another mod to open an embassy in another territory first. I will have to start a game in each mod to see which one has it. I just seems that this option makes for better diplomacy as the game progresses.

The next one is cosmetic but I will give you my reasons for it.

2 I have never been fond of the transport model for use in deep water. The use of an LCM-6 to cross the ocean in not "believable" to me, 20 years in the Navy might be the blame. I found in the new units library a transport that looks more ocean going. If you wish since a new version of this mod is coming out I could try to put that in and see if it works. Normally I would be afraid that I would break the mod but the old version is going to be replaced anyway....

That is all I have to add, at the moment I am still on my game I started this weekend, with two vassals and and two friendly neighbors. I have eliminated three rivals and taken over a few barbarian cities. I am using the settings you suggest and either I am very lucky or the AI's a very cunning and I am being lulled into a trap.

Thanks again for such an interesting mod.

That embassy sounds interesting. It is not in the stock game and must be a mod by itself. By the sound of it, I would think it would be a modification of the SDK and that will be more difficult since I would have to merge my mod into it -- not impossible, but it can be allot of work.

As for the boats, I am working on some alternatives. In the end, however, using boats to move across large tracks of ocean is a necessity.

I would love to see any new models in the game, and I am unsure how easy it is to move models from Civ V to Civ IV. You would think they would facilitate something like that, but I bet it is more difficult than it should be.

Thanks for the ideas and suggestions.

As for the difficulty, I am trying desperately to make it challenging without just making it plain dumb or absurd. We originally had some settings in place, but the AI became just downright silly at what they could accomplish -- that's not what I want. We are now allowing the AI to play under some other parameters which they seem better, but still seem either to be dumb as a box of rocks or gifted with a golden spoon in their mouth. One thing I learned is that it is difficult to balance the game -- mostly with 100 new technologies and that many new units.

Version 2 will be impressive: More than 10 new bonus resources (Hardwood, Tin, Coffee, Tea, Herbs, Pearls, Shrimp, Camels, Barley) [plus the now fully functional Liftwood and Unobtainium resources]; Three new tech lines (Slavery, Chariots, and Animal Mastery), dozens of new units (really cool Kong unit), and a score of tweaks.

Troy
 
Version 2 is now available with the following additions and changes:

-------------Version 2.0-----------------
--------------October 20th---------------

ROADS!! I was tired of not having roads mean anything in the game other than to move troops around, so I added several instances where roads or sealanes give a bonus to either food, production, or gold. Continue testing will need to be done to make sure this does not cause other issues!?!

Sound Files: Removed 227 megabytes of extraneous sound files; mostly soundtracks and diplomatic exchange. Makes the game allot easier to push around and we never used the music anyway. We have not found an issue with removing them, but will provide a path to adding the music back into the game.

Tropical Culture increased -- made several improvements to the benefits of Tropical Culture. Chopping Jungle: Changed it so that it isn't easier to chop jungle down with Tropical Culture I than it is with Iron.

Desert Life Increased -- made several improvements to the benefits of Desert Life technology.

Handicap: Once again re-adjusted all levels of handicap in the game. I would still recommend playing on Noble or higher.

Missile Cruiser: Changed the pre-req to Laser to push it further down the Tech path, giving the Gunboat a reason to be there.

Giraffe Archer: Added a new unit called a Camel Archer. U will need Ivory and Equestian Oddities to use. It is a shock and awe unit.
Druid: added a early unit with respectable movement and a real cool model.

Ethernaut: similar to the jetpack knight, but more lethal. Has a gun that fires pure ether!
Tin Man: An early footman which requires tin for its production.

Fixed the ability of workers to do damage -- some worker units can defend and even attack


New Tech Line: A whole line of new techs with accompanying units called the Animal Mastery line. Tiger Master, Lion Master, Panther Master, Bear Master, Polar Bear Master, Ape Master, Kong (!), Kraken Master.

New Tech Line: A whole series of techs for carts, wagons, and chariots. Also added several new units -- more to follow. Many new chariots including Fast and Heavy Chariots.


New Bonus Resources:
Tin: New metal bonus
Barley: New bonus for the deserts
Shrimp: New bonus for the oceans
Pearl: New bonus for the oceans
Coffee: New bonus for the land
Tea: New bonus for the land
Orange: New bonus for tropical jungles
Apple: New bonus for cooler climates
Camel: New bonus that will be required for all camel units in the game
Ruin: New bonus that grants +2 gold

Fixed the spawn of Unobtainium. This rare metal should be far less rare and more common!

Air Defense Tower: New unit to increased air superiority.
Munitions Factory: A new type of factory dedicated to making better ammunitions.
 
Civ4ScreenShot0029.jpg


Shot of early packed technology tree -- it scrolls much further down.

Civ4ScreenShot0028.jpg


Picture of an early civilization with Tin in the background and an apple grove in the foreground.

Civ4ScreenShot0035.jpg


A Kong unit attacking some hapless slinger -- Kongs are a new unit in version 2 gained from the Animal Mastery Tech line.
 
This looks like a great mod, but unfortunately, I can't play it. I have the same disappearing interface issue that was mentioned in an earlier post in this thread. I'm not sure what the cause is; judging from many earlier posts about this issue in other mods, there could be any of a number of reasons ...
 
As stated earlier, make sure you do not rename the mod in anyway and make sure you put it in a file structure similar to this: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\ExtremeMod

Do not put the mod in the C:\Documents and Settings\XXXXX\My Documents\My Games\CivilizationIV

I have found that 99 percent of the trouble is from putting the mod in the wrong directory.
 
As stated earlier, make sure you do not rename the mod in anyway and make sure you put it in a file structure similar to this: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\ExtremeMod

Do not put the mod in the C:\Documents and Settings\XXXXX\My Documents\My Games\CivilizationIV

I have found that 99 percent of the trouble is from putting the mod in the wrong directory.

The mod is indeed in the correct directory, and has not been renamed.
 
That is too bad because that is the easiest of solutions.

You could try reading through this forum post: http://forums.civfanatics.com/showthread.php?t=281603 because my mod was based on the Thomas War mod, and many players have experienced the same problem as you are describing -- perhaps you can glean something from the many posts on how to correct the problem.

If you find out the issue, I would very much like you to post the solution for others who may have similar issue.

Here is what Thomas says about the issue:


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 3.19

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.

Also make sure you have BTS (Beyond the Sword) -- the mod will not work without it.
 
Incredibly odd. I have only seen something like that once before, with the Civic Organized Religion. Sometimes because of odd stacking percentage, the Civic would say +1345034056023 Happiness (or something like that). In truth it was just the screen that was messed up and you got +1.

Perhaps that is the same for your Composite Archer -- go to war with your neighbor and wait for him to attack you in the city. Just curious what happens.

In all of the dozens and dozens of games we have played and tested, I have never saw that -- which only means I have never seen it before.

Does anyone else get things like this?

I could never get the enemy to attack by city with my plus 1.6 million % city defender....not sure if that means anything.

Also, I did some more testing on your extreme mapscript. It's not the smartmap in general becasue the smartArda mapsript works just fine. I think it has something to do with either a bad hardcoded file path and/or Windows 7 file protection. My game is installed on "Program Files (x86)\2K Games\Sid Meier's Civilization IV\"...the rest of the path is the same. I can't begin to understand all of the mapscript coding going on, but I think that either the script is trying to read data from a bad path or that it is trying to write to an intermediate/temporary file on a hard coded directory that my Windows 7 security won't allow. The potential error might be around the 'features' coding because all the polar ice is always a solid block on the west side of the maps and there is no jungle and either no forests or just a few squares of forests.

I'm enjoying the latest update! Excellent mod..
 
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