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Nuclear Arsenal mod

Discussion in 'Civ4 - Modpacks' started by Pegasos, May 7, 2008.

  1. Pegasos

    Pegasos Deities' Favourite Horse

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    Nuclear Arsenal mod
    By: Pegasos

    BTS v.3.13

    Now updated to version 1.1!
    Changes later on this post.
    To download, use the former link below.

    I always felt dull because my Nuclear War mod was quite unfinished. I decided to fix this and came out with
    Nuclear Arsenal mod.

    Readme:
    Spoiler :
    [BTS]Nucler Arsenal -Civilization IV modification
    By: Pegasos

    Sequel to Nuclear War mod, Nuclear Arsenal brings the different nukes to Beyond the Sword. Tactical Nukes and
    Nuclear Subs were in the original Nuclear War mod, but now they are in the BTS too, so they are there as a default.


    New units introduced in Nuclear Arsenal are:

    Missile Launcher
    -Carries two missiles, can be moved on ground
    -Mobile SAM skin

    MRBM (In Nuclear War mod)
    -Range 8 tiles, interception evading probability 25%

    IRBM
    -Range 12 tiles, interception evading probability 25%

    Hydrogen Bomb (In Nuclear War mod)
    -ICBM unit that has an expanded blast radius

    Experimental Weapon
    -A secret futuretech superweapon to destroy whole continents


    Other Changes:

    SDI is now three times as expensive and intercepts only 50% of nukes.
    Manhattan project is now a national project.
    Translations on all new units, but civilopedia- and strategy entries are still in English.


    For modders:

    Use any contents of this mod freely. To make your job a little easier, every new unit are at the end of the unit
    and unitclass XML files under special comment lines. This mod includes no new models or skins, all models are
    found from the initial BTS game.


    So there is now new stuff, the mobile missile launcher is the most important addition. Now it is possible to bring guided missiles and tactical nukes to the battle field that is too far from the coast so you could use your navy.

    BTW all ranges of missiles are scaled to Huge sized maps, so if you play with the smallest maps the MRBM and IRBM units may actually get very long relativistic ranges. The Experimental Weapon is also too powerful to be used on duel maps, you might blow yourself at the same time.

    Changes on v.1.1:
    Spoiler :
    Change log:

    v. 1.1
    New Units:
    -Pershing, UU of America, replaces tactical nuke
    -Minuteman III, UU of America, replaces ICBM
    -CCS-3, UU of China, replaces IRBM
    -Vanguard class, UU of England, replaces submarine
    -SS-18, UU of Russia, replaces hydrogen bomb
    -SS-20, UU of Russia, replaces IRBM

    New Buildings:
    -Nuclear Laboratory, +10% research, allows nuclear plant and nuclear silo
    -Nuclear Silo

    New Projects:
    -Missile Defence I, requires rocketry, intercepts 10% of nukes
    -Missile Defence II, requires laser, intercepts 20% of nukes
    -Missile Defence III, requires robotics, intercepts 30% of nukes
    (in total all intercept (1-0.1)*(1-0.2)*(1-0.3)=0.504, which means about 50%)

    Other:
    Bomb Shelter gives now only -25% nuke damage, is no longer nuke immune (to balance the new anti-missile projects)
    Nuclear plant costs now 200 hammer, used to cost 250 (to balance the requirement of nuclear lab)
    Tactical nuke, MRBM and IRBM require nuclear lab in the city
    ICBM, hydrogen bomb and experimental weapon require nuclear silo in the city
    Removed nuke immunity from wonders, except for governmental centers, apostolic palace, UN and corporation HQs

    I forgot it from the readme, but I fixed the IRBM/submarine problem ;)
     
  2. asioasioasio

    asioasioasio Fallout Scrubber

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    Where we can find nuclear war mod?
     
  3. Agent327

    Agent327 Observer

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    Errr... how 'bout clicking the link? (Just an idea...);)
     
  4. SIMPA

    SIMPA Chieftain

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    This could be very good!!!
    Iwould love that in mods around here!!!!:)
     
  5. Pegasos

    Pegasos Deities' Favourite Horse

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    Nuclear Arsenal mod link is in the post, Nuclear War mod was quite unfinished. It has some serious skin problems... It is a better idea to download Nuclear Arsenal, unless you have only the vanilla civ. But if you have a vanilla civ, it is a better idea to go and buy BTS and download Nuclear Arsenal. :D
     
  6. Sonereal

    Sonereal ♫We got the guillotine♫ Supporter

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    I likes, now its time for everyone with nukes in their mod to add this in theirs.
     
  7. asioasioasio

    asioasioasio Fallout Scrubber

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    OK :)
    I'll stay with Nuclear Arsenal BTS version then :)
     
  8. Sonereal

    Sonereal ♫We got the guillotine♫ Supporter

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    The Experimental Weapon is no push over. I was the only one on my mid-size continent and fired to the opposite side with the weapon. Killed by settler and hit my warrior to an inch within its life. There was fallout everywhere.
     
  9. Pegasos

    Pegasos Deities' Favourite Horse

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    Yes, I designed it to be the ultimate of weapons. Its blast radius is 32 times as big as a normal nuke :p
     
  10. Pegasos

    Pegasos Deities' Favourite Horse

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    Hey, I´m thinking about an update. This update would include fixing the IRBM can´t be loaded on subs problem, and I will maybe add some UUs for a couple of civs. I´m also thinking of a leveled anti-missile system, where there are available many anti-missile projects which all strengthen the nuclear defence shield a little bit.
     
  11. arithegreat

    arithegreat world ruler

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    That seems like fun have to test it now :nuke:
     
  12. Pegasos

    Pegasos Deities' Favourite Horse

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    OK, I got the update ready. It has more new stuff than the original version 1.0 :p so there is now surely more nuking goody! :) I liked the idea that wonders can´t handle nuking anymore, it adds very much realism that after 50 hydrogen bombs dropped on Paris the Eiffel Tower isn´t standing any more.
     
  13. Sonereal

    Sonereal ♫We got the guillotine♫ Supporter

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    What would happen to the UN? That sounds like there would be a problem, doesn't it?
     
  14. Pegasos

    Pegasos Deities' Favourite Horse

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    Yeah, i thought so too, so the UN, Apostolic Palace and Corporation HQs can´t be destroyed by nukes.
     
  15. Wolfshanze

    Wolfshanze CFC Historian

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    Is this true? Does this mean each nation has to build the Manhattan Project to get Nukes? Has this been tested in-game?

    I looked through your XML, this seems to be the only thing you changed to claim the in-game change of "National" Project instead of a global one.

    You went from this:
    Code:
    		<ProjectInfo>
    			<Type>PROJECT_MANHATTAN_PROJECT</Type>
    			<Description>TXT_KEY_PROJECT_MANHATTAN_PROJECT</Description>
    			<Civilopedia>TXT_KEY_PROJECT_MANHATTAN_PROJECT_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_PROJECT_MANHATTAN_PROJECT_STRATEGY</Strategy>
    			<VictoryPrereq>NONE</VictoryPrereq>
    			<TechPrereq>TECH_FISSION</TechPrereq>
    			<AnyonePrereqProject>NONE</AnyonePrereqProject>
    [B]			<iMaxGlobalInstances>1</iMaxGlobalInstances>
    			<iMaxTeamInstances>-1</iMaxTeamInstances>[/B]
    			<iCost>1500</iCost>
    			<iNukeInterception>0</iNukeInterception>
    			<iTechShare>0</iTechShare>
    			<EveryoneSpecialUnit>NONE</EveryoneSpecialUnit>
    			<EveryoneSpecialBuilding>SPECIALBUILDING_BOMB_SHELTER</EveryoneSpecialBuilding>
    			<bSpaceship>0</bSpaceship>
    			<bAllowsNukes>1</bAllowsNukes>
    			<Button>,Art/Interface/Buttons/Buildings/ManhattanProject.dds,Art/Interface/Buttons/Buildings_Atlas.dds,7,4</Button>
    			<PrereqProjects/>
    			<VictoryThresholds/>
    			<VictoryMinThresholds/>
    			<iVictoryDelayPercent>0</iVictoryDelayPercent>
    			<iSuccessRate>0</iSuccessRate>
    			<BonusProductionModifiers>
    				<BonusProductionModifier>
    					<BonusType>BONUS_URANIUM</BonusType>
    					<iProductonModifier>100</iProductonModifier>
    				</BonusProductionModifier>
    			</BonusProductionModifiers>
    			<CreateSound/>
    			<MovieDefineTag>ART_DEF_MOVIE_MANHATTAN_PROJECT</MovieDefineTag>
    		</ProjectInfo>


    To this:
    Code:
    		<ProjectInfo>
    			<Type>PROJECT_MANHATTAN_PROJECT</Type>
    			<Description>TXT_KEY_PROJECT_MANHATTAN_PROJECT</Description>
    			<Civilopedia>TXT_KEY_PROJECT_MANHATTAN_PROJECT_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_PROJECT_MANHATTAN_PROJECT_STRATEGY</Strategy>
    			<VictoryPrereq>NONE</VictoryPrereq>
    			<TechPrereq>TECH_FISSION</TechPrereq>
    			<AnyonePrereqProject>NONE</AnyonePrereqProject>
    [B]			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
    			<iMaxTeamInstances>1</iMaxTeamInstances>[/B]
    			<iCost>1500</iCost>
    			<iNukeInterception>0</iNukeInterception>
    			<iTechShare>0</iTechShare>
    			<EveryoneSpecialUnit>NONE</EveryoneSpecialUnit>
    			<EveryoneSpecialBuilding>SPECIALBUILDING_BOMB_SHELTER</EveryoneSpecialBuilding>
    			<bSpaceship>0</bSpaceship>
    			<bAllowsNukes>1</bAllowsNukes>
    			<Button>,Art/Interface/Buttons/Buildings/ManhattanProject.dds,Art/Interface/Buttons/Buildings_Atlas.dds,7,4</Button>
    			<PrereqProjects/>
    			<VictoryThresholds/>
    			<VictoryMinThresholds/>
    			<iVictoryDelayPercent>0</iVictoryDelayPercent>
    			<iSuccessRate>0</iSuccessRate>
    			<BonusProductionModifiers>
    				<BonusProductionModifier>
    					<BonusType>BONUS_URANIUM</BonusType>
    					<iProductonModifier>100</iProductonModifier>
    				</BonusProductionModifier>
    			</BonusProductionModifiers>
    			<CreateSound/>
    			<MovieDefineTag>ART_DEF_MOVIE_MANHATTAN_PROJECT</MovieDefineTag>
    		</ProjectInfo>
    I looked at this in-game where the actual XML code tends to show in-game effects with pop-ups, and it still said "enables nukes for all"... this wasn't a civilopedia entry, but rather what you get when you actually change something (or so I could tell... I looked everywhere in the TXT files to see where it said this, and I couldn't find the same utterance you get in the pop-ups, so I'm lead to believe this claim may not hold true if it's untested in-game.

    Or I could be totally wrong (and I hope I am).

    This is something that has always bugged me... can the Manhattan project be made national? Has anyone checked this claim in-game with this mod?
     
  16. Sonereal

    Sonereal ♫We got the guillotine♫ Supporter

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    I've played it, as far as I know, no one else has nukes.

    But the AI isn't doing the Project! I don't think they are. I'm no where near as advance as the other AI right now, but no one is working the Mathattan Project. Nor the missles.
    Some wars were one sided because only I had nukes. I'm taking down a Babylonian/American alliance down with a small army but a lot of hydrogen bombs and ICBMs.
     
  17. Wolfshanze

    Wolfshanze CFC Historian

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    Well, I'd like more feedback on this matter... I'd like to know how this aspect works.
     
  18. Sonereal

    Sonereal ♫We got the guillotine♫ Supporter

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    Ok, just finished a game with the mod. Egypt won with Space Race (not me) but I played for about 100 turns or so afterwards.

    Few things I've notice

    1. AI doesn't build nukes nor Mathattan Project (as far as I know, I've went to war with near everyone and no one had nukes except me)
    2. AI does build missle launchers and stuff+missle defence and SDI, but no nukes whatsoever.
     
  19. Wolfshanze

    Wolfshanze CFC Historian

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    I was afraid of that... when I looked at the XML in this mod, and double-checked in-game, it didn't look like he fixed the Manhattan Project in the way he said he did... I'm afraid the claim of "Manhattan Project is now a national project" may not be the case. :dunno:
     
  20. Pegasos

    Pegasos Deities' Favourite Horse

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    The problem of AI not building manhattan project is up to the AI files (which work on python) so I can´t help on that matter. And I didn´t say I would have done so. A python coder could fix this.
    As for the manhattan project, it is now national, but I´m not sure if it still works allowing nukes to everybody :confused: I made nuclear lab to require manhattan project, but it may still be so that if one builds the project, everyone can build the lab.
     

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