[SCENARIO + MOD] The Cold War (TCW:SF&B)

this is such a classic scenario, how easy would it be to convert it to bts compatible?

Thanks Ayetach for keeping this scenerio alive
 
this is such a classic scenario, how easy would it be to convert it to bts compatible?

Thanks Ayetach for keeping this scenerio alive

Narn,

You're welcome.

As far as converting it over to BtS, I would only imagine it taking several hours (if not days) of work to compare and link up the proper files and xml sheets to each other for it to coherently run. There's a lot of extra tag lines in the bts version that vanilla xml code didn't have. There's also the prospect of working in the techs properly (since bts' tech tree has been altered) and revising certain units (such as the SRBM to the tactical nuke). Finally since BtS doesn't recognize the map scheme for the vanilla version, it would require laying down tile for tile the exact duplicate of this mod's map in the BtS editor. Something that is likely to take a while when you consider cities, resources, improvements, units and their promotions, etc. There's also the fact that these changes would require play-testing everything several times to iron out any game play imbalances and bugs.

There was earlier discussion with my co-modder DustBunny on prospects of converting it (mainly for the integration of the Better BtS AI mod), but since I've moved over to a Macintosh I no longer support BtS modding. However, this does not stop any other modder enthusiasts from making the changes themselves. This is after all a community development :) Best of luck!
 
***This is my final submission to the TCW SF&B mod.***

After playing an amazing game with these new changes I felt I had to share it with all of you (I really had a blast with a full scale nuclear war and post-apocalyptic total war experience).



**Changes:

-Reduced costs to build ICBM and SLBM nuclear warheads (650 for icbm 400 for SLBM from 1000 each prior).
-US and USSR Special Forces have higher combat strength (superior to all infantry units).
-Modern Infantry renamed 'Advanced Infantry'.
-Remove the project Internet.
-Increase nuclear warhead combat power from 80 to 90
-Nukes are now vulnerable to strikes.
-Raised building cost for SDI.


**Installation instructions:
1. Install original 1.9 mod.
2. Install menu music as directed on download page (optional)
3. Install 1.9.3 content:
-Install XML folder in Assets directory of the 1.9 mod.
-Install PublicMaps folder, version file, and .ini file in the main directory (replace already existing files).
4. Enjoy! (Be sure to play 1.9.3 scenario file).

This is Mac and PC friendly.

Additional notes:
-You can install this over 1.9.2 and 1.9.1.
 

Attachments

  • Patch 1.9.3.zip
    1,020.9 KB · Views: 290
Okay so I lied. I picked up the game recently and played through the mod and noticed all too many bugs and issues that I really wanted to fix. Consider this patch the final polish to the mod :)

**Before downloading and installing, be sure you have the 1.9 mod and all its prior patches installed first.**

1.9.5 patch changes:
-Changed communist propagandist unit graphic
-Replaced B47 with B52 as standard US bomber
-Removed Athena to help Yugoslavian culture
-Increased AI difficulty
-Removed certain resources in Cuba
-Changed terrain on Taiwan
-Changed improvements in North Korea
-Stronger Mujahideen
-Increased cost for Indian Fast Workers
-Added additional Japanese islands
-Removed unit cap for Stealth Bombers
-Made F117 the unique stealth bomber for the US
-Increased Hong Kong's city size and culture
-Modified city improvements in Napoli
-Removed Stockholm and added Trondhiem as a replacement
-Repositioned Medinat Kuwayt
-Life Support (Spaceship) is available after researching reactive engines
-Player can now win the space race
-Reduced the bomber's attack strength and range

**QUICK FIX**
-Fixed issue with F117 being available to every civ
-Made battleship obsolete after researching AEGIS cruisers

Installation and instructions are enclosed in the README file, and yes this is still compatible with both OSX and Windows :)
 

Attachments

  • TCW SF&B 1.9.5 Patch.zip
    1,012.3 KB · Views: 290
when final version will be?

1.9.5 is the latest and absolute final version from my end. If other modders wish to continue this they are welcome to, but my work here is done.
 
I'm lucky to be a web developer because if I were not I would have to install this mod as at least 3 different times. The reason is that this guy does not know how to use a consistent root directory for his patches. This made just downloading them and putting the files in order before install tedious because you have a bulk file called something 1.9 before having stuff like patch 1.91, 1.92, etc. with file names like "XML" and "Assests", now luckily I know enough to find the XML and Asset folders in the old version, but then I get hit by one download having a file name "Public Maps" and another called "PublicMaps" without the space.

I'll admit that I have not even tried to play this because every time I turn my head to this PC from my other one I forget where I was staring last among many other tasks, but it wont surprise me if this mod does not work at all when I try to play it because the author does not even know to release a patch with a root directory consistent to the last version of his program.

In the future please use the same folder name for each patch, so all you have to do is a simple copy and paste.
 
Oh, and another thing. In the latest patch he has "PublicMaps" and "XML" in the same root directory,so what do I do? Do I copy and paste XML so that there is a new XML folder in the same directory PublicMaps and another one under Assets?

Please don't answer that, just upload the last version in a complete form so that nobody has to deal with the confusing file names of your patch ever again.
 
NoLimitList,

Its not difficult to follow the instructions. Simply install the mod and add the latest patch to the proper directories (if it says xml it would be in one of the sub directories with that very name - just paste over it or copy the files inside to the proper directory).

There is two public maps folders because I mistakenly gave the first version a space and therefore doesn't get recognized by the Civ mod handlers as a custom map geared exclusively for that mod. I simply added the proper naming convention for the folder in the later patch - you can choose to ignore it or simply delete it, it doesn't really matter either way.

Have you ever installed a mod before? If not, I can provide instructions on where to place this mod in your civ directory if you request it. Its packaged together and doesn't need to be placed in any additional civ4 subfolders. :)

Also, being a web developer has nothing to do with the xml documents in this mod, or any other relevant civ programming (python perhaps but that's a long stretch to argue for). Civ4 mods are distinctly different from web programming all together in format and design so its really irrelevant for this skill. Hopefully you'll manage to get the mod working (I've tested this myself on both Mac and Windows based pc's so it shouldn't be an issue - 99% of the other users seem to manage just fine with what is available).

If you still find this too tedieous for your tastes you are welcome to submit your own improvements to this mod, I welcome it :) and I'm sure J.Locke and DustBunny would both concur with this as well.
 
After waking up sober installing the mod was much easier. My only gripe so far is the map orientation being kind of disorienting, but I'll adjust. I still think you should just zip the most recent version up as one install since you said that you are done and don't plan future updates.

Playing it seem alright so far, but I haven't even played CIV 4 through on standard yet. I bought the game back when in came out, but my computer was too slow and it wasn't until a couple weeks ago that I remembered that I still had the disc. I hope your mod as fun as the cold war mod for CIV III.

Sorry if I offended you with my drunken post.
 
Hey, I've been playing this mod for a long time (since the beginning, me thinks), and i thought i would make a contribution. Here is the version i have been playing:

I added new units (Warsaw pact/soviet units, with western weapons on the way):

Mil mi-8
T-55
BRDM
BTR-70
2S1 Gvordika
SA-9 Gaskin

I also edited the scenario to start at 1953 or 1954, but it is experimental and might crash. i did this to give the two sides to build up massive armies, and to give them the opportunity to fight a few proxy wars.

I haven't worked out all the balance issues yet, but with any luck, i will find time soon.

Thanks to snafusmith, i think all the unit's are his.

Download:

http://www.mediafire.com/?tttyt4rqkv2cqpg
 
Hi Austindud518 and thanks for your contribution :) I'll make a posting on the downloads page about your additions. I can't test it myself but I look forward to seeing how your additions evolve, best of luck!
 
I have uploaded the files again on the main download page to include all the patches. No more unnecessary clutter in the patching process. Simply download, place in mod folder and launch! The music for this mod can be found on a link provided on that page as well. Happy civving!

Just note I did not change anything to the 1.9.5 recompiled version from its original design - so no new patch work.
 
Sorry for the necropost, but i wanted to let anyone who still prays for more content at night to know that i have not abandoned this project. I have added NATO weapons in addition to the Soviet ones added earlier.

So far:

M60- This tank is Natos answer to the T-55. It is relatively cheap, just cannot hold its weight against more advanced tanks or APCs. It doesn't need oil, just like the T-55, so if the soviets take out all your oil pumps/rigs then you can fall back on this. As you get better technology, and by extension tanks, the M60 becomes a tank that you can easily export to your allies for use in proxy wars.

Peacekeepers/BlueHelmets- I changed these units so that they are cheap, but not very powerful. NATO begins the game with an extremely small military, and the idea here is that cheap Blu Helms will be able to bridge the unit gap until better units can be provided.

Scenario changes- I have changed the starting date for the scenario to sometime in 1954, so that each side has a better chance to get ready for WWIII.

I have play tested the above changes, and once i add some more substance (new units, maybe another tank for NATO, more civilizations (Libya, Mexico, Nicaragua, anyone?)) I will release what i got here on the forums. I am thinking about moving this mod to BTS, just i don't know much about python, or what ever else might be required to make that change.

School is just around the corner, so i am not sure what sort of progress i can make (its been a few months since i posted), but with positive feedback, I think this mod can be brought back to life.
 
Picked up the game again with my friend and found some issues so I rectified them. This game now allows USA, UK, France, Russia, China, and possibly India a nuclear capacity.

1.9.6
-Altered Norway's geographical layout
-Changed locations and quantity of oil in NATO, USA, USSR, France, & UK
-Added Uranium deposits to territory held by UK and France to balance the Chinese nuclear ambition (but they are located at vulnerable areas of the map)
-Changed the location of uranium deposits in the USSR

You can download it here: TCW SF&B 1.9.6

Again, its vanilla capatible only.
 
Okay so me and Dustbunny picked up the game recently and found issues with the mod. So we sat down the last two weeks and reworked dozens of not hundreds of fix issues. This version is a massive facelift from the mod we submitted 2 years ago and works many major gameplay mechanics like removal of colonialism, adding cultural city flips, etc. Also dozens of new units...



...that said here's the incomplete bug list (too many fixed issues to remember):

1.9.8
-Added 'Invincible Class' unique carrier for the UK
-Added 'Admiral Kuznetsov' unique carrier for the USSR
-Added 'Arab' infantry units (Infantry, Machine gun, etc) for use in Iran, Saudi Arabia, & UAR
-Added 'Indian' infantry units (Infantry, Machine gun, Marine, etc) for use in India.
-Refined the 'transport plane'
-New texture for 'Churchill Tank' (no longer the golden blob)
-Refined the 'Blue Helmets'
-Refined F16, F18 with new textures and models.
-Changed sizes to certain units (HMMV, etc) to better match other units of their type on the map
-M60 now available as US unique tank
-Merkava now uses a unique model/texture
-Type99 now uses a unique model/texture
-Re-skinned the Tornado to match British color scheme
-Re-skinned MiG-21
-Rebalaned NATO, French, & British advanced fighters - available now, with the research of Satellites instead of Composites
-Fixed the 'Religious fanatic' promotion to work now, renamed it to "Ideological Fanatic" - available for Fanatic Resistant, Revolutionary, Guerilla units
-Fixed Sentry II promotion so its now available
-Hit US economy with a nerf bat.
-Hit every country with an infrastructural nerf - Developed world is more well… developed with the use of coal to power power stations and provide rail systems, third world has lack of coal and therefore lack of one source of power and rail. Most 3rd world also starts with one airport if any at all (none for nations starting without flight tech)
-Gibralter moved to be influenced more by Spanish culture
-Moved Kashgar to close the gaps between Russia & China
-Made 'Fanatic Resistant' cheaper to produce than spies
-Calibrated numerous culture boundries
-Cultural flip is now activated - allows for independence movements and provides threat of separatism for some nations (Catalonia to Spain, Kuwait to UK, etc)
-AI made more aggressive (you'll see more wars mid-game)
-Permanent Alliances removed
-Reordered Government civics to move from most totalitarian (top) to most democratic (bottom)
-Reordered religion civics to move from more hostile (top) to more peaceful (bottom)
-Halved 'Free Speech' cultural output to 44%
-Fixed over 50 bugs in xml documents
-Fixed dozens of bugs on the map (i.e. Saudi Arabia had two capitals, etc)
-Refined relationships with nations (i.e. Yugoslavia is slightly more favoring of the USSR, Spain favoring more the US, etc)
-It is now possible to win the Algerian war of independence (50% chance with AI with win/loss of conflict)
-Removed 'scrub' text for fallout
-Fallout no longer disappears - since scrub is also removed this will make nuclear war/power station meltdowns far more catastrophic
-Nuclear Proliferation project now unlocks after researching the 'Computers' tech - this tech is the precursor for nuclear weapons techs.
-Moved the Uranium mine from northern British Burma to Dubai (this gives the Iranian player the ability to possibly 'steal' that tile if they use enough culture to dominate UAE)
-Added new Leaderheads for all the leaders
-Refined most of the flag graphics
-British starts off with a stronger fleet in the Indian Ocean
-Colonists are no longer buildable
-US and USSR are now generally balanced in most categories - most notably strength and grain output
-Indian units are slightly stronger to counter the Chinese threat
-Fixed xml issue where OSX users lose the localization text for segments of the civilopedia

Download it here: TCW SF&B 1.9.8
 
-Emancipation renamed 'Human Rights'
-Linked 'Human Rights' civic to Mass Media tech
-Fixed the Cuban flag
-Adjusted techs to certain nations (notably mass media & sports)
-Adjusted China/Vietnam relations to be more annoyed with each other. This is to act as a counterbalance to being friendly to China as the USSR, political detriment is more contrasted
-Adjusted Tel Aviv-Yafo cultural output
-Adjusted Free Market and Socialist civics properties
-Adjusted Anti-Aircraft Cannon properties to maintain its effectiveness in anti-air support and reducing its combat capabilities

Download Here: TCW SF&B 1.9.9
 
So i have downloaded what the link on the first page gave me and it will load and i can play the game but i do not get the actual scenario which is what i wanna play lol can anyone help me out with this. I have the full folder saved in civ4/mods/ and i put the map into civ5/public maps/ section and i just cant get the scenario to work
 
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