Victory conditions in NextWar?

Simplicity2

Chieftain
Joined
Jul 18, 2007
Messages
86
Are the victory conditions changed at all in the NextWar epic game?
Are there more turns to the time-based victory?
It looked like all of the spaceship components are still in the same place...
How do you stop the game from ending normally before the NextWar techs even show up if the spaceship victory is still the same? Or if the cultural victory isn't changed?

Do you just turn off all of the victories except conquest?
 
I think that the amount of beakers for the techs are changed so that you can get to the extra stuff. From the little that I have played with and what I have seen in other threads I would wait before using it to play the epic game. It doesn't sound like everything works that well. Someone has made his own mod with changes so the epic game works better, I would at least get that.
 
yeah, I just realized this half-way through playing the Epic mod. Man, this thing was put together pretty badly
 
I have played it a few times. Its not bad at all. I like the end game units and the fact that they are national units so you have to choose where to use them wisely.

I cannot say about your original question.... personally I play most civ4 games regardless of mod as "conquest" victory only... guess I'm a warmongering meglomaniac....
 
I think its just a basic excepted deal that you really need to turn off the Space Race with this mod as the AI will often end the game before you get a chance at the later stages.

As far as other glitches in using Next War as a mod, it is STRONGLY suggested you take a look at the work Chiyu has done to remedy all of this:
http://forums.civfanatics.com/showthread.php?t=232146
 
This would have been the perfect mod to do in a modular format, there are so few things changed and added compared to the regular game. I guess modularity was included after the mod was done... it's obviously built off a very old internal Firaxis build of Beyond the Sword months or half a year old, before the Palace was even added, and as the base game was changed out from underneath it the mod never got updated. This is why it would work perfectly as a module.
 
I think someone should go through this mod and verify (1) whether or not the spaceship victory condition has not been changed, and (2) if the spaceship win has NOT been changed (which, given the rough and ready state of the mod, I rather suspect,) should probably go through it and change the techs that permit construction of certain spaceship parts, so that you do have to run the tech tree to build all of those parts.

I have almost no skill at programming, but this doesn't seem that difficult and might try to take a look at it this week, since I don't think Chiyu's patch addressed this issue. (Although he at least makes the mod playable!)

It is too bad that this mod is so kludge-y; it is the one I was looking forward to the most....
 
I think someone should go through this mod and verify (1) whether or not the spaceship victory condition has not been changed

I posted my own cleaned up version of the Next War mod here: http://forums.civfanatics.com/showpost.php?p=5787796&postcount=112

I can pretty much guarranty that it doesn't have inadvertent changes and bugs like the original does.

(2) if the spaceship win has NOT been changed (which, given the rough and ready state of the mod, I rather suspect,) should probably go through it and change the techs that permit construction of certain spaceship parts, so that you do have to run the tech tree to build all of those parts.

Not a bad idea... This is fairly easy to do. Let me know what changes you have in mind and I'll make the changes for you.
 
I posted my own cleaned up version of the Next War mod here: http://forums.civfanatics.com/showpost.php?p=5787796&postcount=112

I can pretty much guarranty that it doesn't have inadvertent changes and bugs like the original does.



Not a bad idea... This is fairly easy to do. Let me know what changes you have in mind and I'll make the changes for you.

That sounds good. I didn't have a chance to pop open the hood, so to speak, last night -- hopefully I can get to it today.

What sort of changes did you make to your mod? (Can you explain how it differs from the one posted by Chiyu?)
 
What sort of changes did you make to your mod? (Can you explain how it differs from the one posted by Chiyu?)

From a player's point of view there's no real difference, they're both just attempts to fix the Next War mod. The primary difference is in the way the fixes were made. I started with the stock BTS files and merged the new Next War features. Chiyu started with the Next War files and fixed bugs as they were reported.

The problem with the latter method is that Next War was built against an early version of BTS before a lot of the unit/building/tech values were finalized. It's hard to track all these changes down. (For example, I just downloaded Chiyu's mod to take a quick look, looks like there are still little changes here and there, mostly graphics stuff.. but the Woodsman III promotion is missing its first strike chances).

From a modder a modder's point of view, one difference with mine is I added all new buildings, techs, units, etc at the end of each respective XML file, sorted alphabetically... so the changes are easier to find and merge with other mods.
 
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