Nyomod BTS Update

GRM7584

King
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Dec 13, 2004
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Eheh, long time no post. I am updating Nyomod to BTS 3.17, and am about halfway through the first working version (sans a few choice items: new units, unit art, building art), and there is something which continuously slows me down: a lack of a conveniently laid out and color coded technology tree.

On the up side, I actually made one, and I'm pretty darn sure it was available with the first few builds of the mod!

On the down side, that spreadsheet is on a computer several thousand miles away from me, isn't on this computer, and I evidently didn't include it with the most recent build.

So, first: Does anyone out there happen to still have that spreadsheet sitting around? That would be pretty fantastic, if they did. Otherwise, its off to utilities to hunt for a tech tree editor/viewer...

Second: Is anyone still interested in this mod? Its been awhile since it was available, so I don't know if any other mods have moved in and seized concepts from it, or employed the same or similar tech tree/civics/historical redistribution.

Third: I'll spoiler some of these, and keep in mind that I have *NOT* started looking through the forums and do plan on doing so, but does anyone know whether the following modcomps, unit graphics, or building graphics are available? I'm mostly asking due to being absent for so long and thus not remembering where some stuff is or whether it exists as well as not being up to date on new stuff, while knowing that there are people who might know where this stuff is offhand WITHOUT searching. I'm not trying to get you to do my work for me, I totally promise. I'm also posting this so I have a base of operations whilst looking for these mods in the future :)

Spoiler Modcomps :

Civ-Linked Start Locations (Seafaring Civs get Coastal starts if possible, Civs with improvement techs start near improvable resources, etc)
Modular jdog's Revolution
Modular Kael's Assimilation
Supply Mod...of some sort. Primarily something to keep units near friendly territory until X tech increases range/supply, rather than something to represent actual supply lines (which sounds more processor intensive, to me). Maybe something that takes off X-(techmodifier)% Health each turn a unit is outside of friendly borders?.
More Terrain Types (Wetlands [or Marsh unforested Swamp forested], Scrub Desert, Volcanoes, Taiga, Archipelago [Land and Sea units can pass])
Hill-Friendly Farm/Plantation-Type-Resource graphics (may be implementable in XML for all I know)
Canals (Improvement or Building)
Modular Inquisitors/Lawyers
Combat-Affected borders
Trade Route cultural migration
Trade Route tech migration
Resource Tech Modifiers
City Size Building/Unit Prereqs
Religious/Corporate Settlers (Found cities pre-loaded with Religions or Corporations)
Religious Schisms
NoStateReligion tag for Buildings and Units (for Pagan/Polytheistic Wonders, mostly)
BuildWithCommerce tag for Units and Buildings (applies 50% of commerce towards production)
BuildWithFood tag for Buildings (As units, but, well, for buildings)
CulturePercentage Prereq for Buildings and Units (Friendly Culture Ratio must be X%)
Trade Route Resource Transfer (After X tech is discovered, non-mineral resources in different hemispheres have a small chance of making a one-for-one copy of themselves at the same (or opposite) latitude and terrain type in the other hemisphere, provided both the original resource and the target terrain tile are owned by the discovering civilization, the original resource is connected, and the target terrain tile is unimproved. That sounds a little complicated, but I'm sure someone will follow.)
Diminishing or Expanding Yields on Resources with Techs (IE Possessing tech "Railroad" increases commerce bonus on Coal by +1, but also decreases the production bonus on Horses by -1)

Spoiler Graphics Modcomps :

Ethnic City Graphics (Non-Building, Non-Wonder)
Ethnic Building and Wonder Graphics
Expanded Ethnic Unit Graphics
Versions of Lighthouse, Pharos, and Colossus with a little bit of soil at the base.
Railroads Intertwined with Modern Roads

Spoiler Graphics :

Resources
Cocoa
Flax
Fowl
Buffalo
Bamboo
Redwood
Brazilwood
Coffee
Tea
Salt
Titanium
Clay
Natural Gas
Amber
Honey
Goats
Rubber
Citrus
Sulphur
Tubers
Any Number of Other Resources that escape my notice at the moment

Units
Note that there may be suitable Warlords and BTS units for some of these
Persian Immortal (Read: INFANTRY. Maybe next Civ, Firaxis will put Cossacks on foot?)
Ethnic Horseman (Spear Dude on Horse, unarmored)
Heavy Horseman (Sword/Spear Dude on Horse, Both armored...and Cataphracty.)
Lancer (1600-1900 Spear Dude on Horse, lightly armored)
Musketman (Read: 1600-1850 Dude with Musket/Fusil, sans bipod)
Skirmisher (Spear-Chuckin' Dude...pretty sure Warlords had good ethnic versions of these)
Mounted Skirmisher (See above on all counts)
Indian Mahout (Actual UU for India...Just looking for an Indian War Elephant with enough shine to pass as a UU)
Heavy Swordsman (Longsword Dude with Armor)
Spearman/Heavy Spearman (Looking for Ethnic versions of Armored Dude with Spear and Unarmored Dude with Pointed Stick)
WW1 Steam Transport
WW1 Steam Cruiser/Pre-Dreadnaught
WW1 Dreadnaught

Dragoon (Mounted Musketman...or Musketman next to Horse, ala Great Merchant)
Barque (Age of Sail Sea Transport...doesn't have to specifically be a Barque)
Galleass
Culverin
(Late Medieval Cannon)
Mortar (Renaissance Cannon)
Motorized Infantry (WW1/WW2 Armored Car)
Cruiser (WW2/Cold War)
Ballista (I'm thinking Roman, but anything that fits the bill is a-ok)
If there are any especially good-looking units not listed above out there, they would also be interesting additions

Buildings
Oil Refinery
Patent Office
(Late Medieval)
Seminary (Late Medieval)
Studio (Late Medieval, Leonardo's Workshop-type building)
Workshop (Late Medieval, Forge-type building)
Shopping Center (Strip Mall, Outlet Mall, Retail Store, Preferably nothing Electric-looking)
Fire Station
Oil/Gas Power Plant
Solar Power Plant
Modern Bank
Stock Exchange

Herbalist (Ancient/Classic)
Textile Mill
Modern Colisseum
Airbase
Naval Base
Army Post
Automobile Plant
Zoo
Marina

Any other particularly good-looking building graphics not listed above would be welcome.


Having said that, I should note that I am a little over half done (I'd say) with converting the old stuff into a primitive version with techs and civics playable on BTS 3.17, most of what remains is text editing and very dull find-and-replacing. Estimated time of completion for first version: Augusty.
 
who-hoo Nyomod DD is conimg back :D almost

So, first: Does anyone out there happen to still have that spreadsheet sitting around? That would be pretty fantastic, if they did. Otherwise, its off to utilities to hunt for a tech tree editor/viewer...

I do still have a copy of nyomod DDv4 did not see what you are looking for what folder might this be in ? if I have it I will be happy to PM it to you

Second: Is anyone still interested in this mod? Its been awhile since it was available, so I don't know if any other mods have moved in and seized concepts from it, or employed the same or similar tech tree/civics/historical redistribution.

yes yes yes yes never played warlord any other way once I found nyomod
IMHO the two best mod out there right now for BTS are
civ fusion & the rise of mankind v2.2 (just d/l thomas war so cant yet comment on that )
 
Hmm...I haven't tried either of those, maybe I'll take em for a spin, see if there's anything I like. The file would have been in an earlier version, not the most recent one, but if you just installed the newer versions over the old ones without deleting the old ones, it should have been in the main folder...if not, hope for that cause may be lost, since it means that I *didn't* put the file in with the main version after all, but instead had it somewhere in the thread (I don't see it there now...maybe I will go back and search).

I'm going to do a lot of rearranging with the mod...cutting a couple units, renaming some others, and hopefully adding more buildings. Also, I am redoing the "unique building" system such that each civilization gets 4 "cultural" buildings, and no one civilization has the same set...it should make cities look a *lot* more diverse, make civilizations more flexible to player strategy, and give each civ a bit more (mostly historically relevant) personality. For instance, the Hammam is now "Public Baths" and is available to the Romans, Greeks, Byzantines, and Ottomans, whereas the Sacrificial Altar remains largely the same but is available to all the Mesoamerican civilizations plus the Carthaginians. I've also already reorganized the corporations so that they use a wider swath of resources and follow a vaguely logical pattern (Livestock, Fashion/Perfume, Art, Luxuries, Cuisine, Industry, Energy).
 
Firstly: Nyomod may take slightly longer than previously thought. A few weeks' worth of things came up, but I may be able to work on it while on these things (like now).

Secondly: I have a few questions regarding improvements and the feasibility of doing certain things with them (Which may have come up before). I'm mostly interested in whether its possible to do these in xml (in case I'm missing something looking in the files) or python.

Can goody huts be made to generate an improvement when popped?

Can a mapscript generate improvements on map creation?

Can improvements be made to contribute GP points, health, commerce, commerce types, and yields to the nearest city (and would it be easier to set this up so that they only functioned when worked by a city, or just for existing)?

Is it possible to cause a tile with a pillaged/destroyed improvement to require less time to rebuild the destroyed improvement?

Is it possible to grant units experience for pillaging?

Is it possible to have improvements damage enemy units when they move on to them?

Is it possible to make improvements change the state of the nearest city (cause the game to consider a city coastal, riverside, have access to fresh water, etc)? I'd like to make a couple improvements (Coastal Village, Canal Pump Station) to make founding a city near a river or coast but not adjacent to it a feasible long-term choice, but I'd like to avoid using buildings. Also, would it be possible to cause certain unit types built in a city to spawn on an improvement?
 
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