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Grave
Jun 10, 2007, 04:23 PM
HISTORY IN THE MAKING
:nuke: Version 2.01 :nuke:

a Complete Modpack for Civilization IV: Beyond the Sword v3.17
English language ONLY!
BY GRAVE

http://i81.photobucket.com/albums/j213/Grave461/My%20Stuff/MainMenu.jpg



:nuke: Required Softeware:
- BtS Expansion CD-ROM patched to v3.17 and most currently patched versions of vanilla Civ4 and Warlords.

Civ 4 Complete DVD:
- Requires manipulation of Civ Complete's registry settings in order to work properly (see the FAQ thread (http://forums.civfanatics.com/showpost.php?p=5541383&postcount=3) for explanation why)

Multiplayer Compatible:
- Not tested or recommended.


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FOR PATCHES, OPTIONAL MODULES AND MAPS, PLEASE SEE POST #2 (http://forums.civfanatics.com/showpost.php?p=5541379&postcount=2)
BEFORE POSTING A QUESTION FOR ME, PLEASE REVIEW THE FAQ FIRST, WHICH IS IN POST #3 (http://forums.civfanatics.com/showpost.php?p=5541383&postcount=3)
FOR A LISTING OF KNOWN BUGS & TYPO ERRORS, PLEASE SEE POST #4 (http://forums.civfanatics.com/showpost.php?p=5541385&postcount=4)

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:nuke: ABOUT

I’ve put alot of time into making this modpack and hopefully you'll enjoy the fruits of my labor. HiTM is an ongoing project I have been working on since August 2006, shortly after the Warlords release. Being an avid fan of the Civilization series since 1991, I created this Modpack so that I could enjoy Civilization IV even more. While the game itself is fantastic, there were many aspects of it that I thought could be improved upon. HiTM is my version of how Civilization IV should be.

History in the Making is a complete conversion style modpack. It adds a little bit of everything, while trying not to change too many elements of the game just "for the sake of change". Every new addition and change has been carefully planned to achieve both historical accuracy as well as fun gameplay. Hundreds of new flavor units, unit classes, buildings, wonders, religions, corporations, civilizations, promotions, resources and interface colors are included. This mod is also comprised of many modcomps by some of the most prominent mod makers in the CivFanatics community!

Consider History in the Making as Beyond the Sword, "with a twist".

So sit back, relax, grab the beverage of your choice and enjoy HISTORY IN THE MAKING!




:nuke: INCLUDED MODS

Actual Quotes by Willowmund
Alternate Traits v2 by Munch
Better Espionage Screen by Theo
BloodUI by snipperrabbit
BUG MOD by the Bug Mod Team
Building Heal Rate by Grave
Civilization Specific Great People by Gauis Octavius
CoalUI by AsioAsioAsio
Convert Production to Espionage by Jon Deane
Culturally Linked Starting Locations by Jean Elcard
Dale's Combat Mod by Dale
Enhanced Tech Conquest by Grave, Jeckel
Ethnic Art Styles by GeoModder
Extra Pillage by Dom Pedro II
Flavored Civics by Grave
Influence Driven War by Moctezuma
Inquisition Mod (SDK version) by Grave
JKP1187's Events by JKP1187
JUnitReligion by Jeckel
Perfect World map script by Cephalo
Pirates Mod by Grave, Jeckel
Route Pillage Mod by Grave
Secret Technology by Grave
SephiaUI by Toft
Silver/Gray UI by Dutchking
Terra 2 map script by JKP1187
The Atomic Bomb Mod by Grave
The Republic of Texas by Grave
Turquoise UI by Dutchking
Unit Statistics by Teg Navanis
Via Appia by Gir
Wide CityBar by AsioAsioAsio




:nuke: SO WHAT'S INCLUDED IN THIS MODPACK?

NEW VICTORY CONDITIONS, RELIGIONS AND CORPORATIONS!

- New Religious Victory: One of the religions you found must occupy 75% of the planet.

- New Religion: Zoroastranism

- New Corporation: Burger World


TECHNOLOGY!

The standard Civ4 TechTree has been slightly modified to accomodate 12 new, carefully planned and researched Technologies:


- Human Rights
- Refining
- Nuclear Power
- Globalization
- Interplanetary Exploration
- Artificial Intelligence
- Fermentation
- Alchemy
- Distillation
- Glass Blowing
- Global Positioning
- GAU-8 Cannon *


* Can only be discovered by building the Fairchild Republic world wonder



RESOURCES!

Many changes to the resources you're familiar with, as well as some new resources (you may also be familiar with):


- Olives
- Salt
- Coffee
- Tobacco
- Cotton
- Tea
- Hemp
- Cure for Cancer *
- Premium Beer **
- Hit Computer Games ***


* Must build the Cure for Cancer world wonder
** Must build the Oktoberfest wonder
*** Must build the Firaxis World Headquarters wonder



WONDERS!

A few slight tweaks to the existing Wonders in the game, as well as a slew of new ones:


The Great Sphinx
Cure for Cancer
Theory of Evolution
World Trade Center
Gateway Arch of St. Louis
Arch de Trimophe
Leaning Tower of Pisa
Sydney Opera House
Big Ben
The Las Vegas Strip
Burj Al-Arab
The TerraCotta Army
The Senate
Oktoberfest
Shaolin Monastery
Dept. of Homeland Security
Prague Castle
Neuschwanstein Castle
Firaxis World Headquarters
Via Appia
Area 51 *
Fairchild Republic **


* is required to unlock the Stealth technology
** is required to unlock the GAU-8 Cannon technology



Grand Central Station
Supreme Court



BUILDINGS!


Missile Silo
Casino
Brewery
Distillery
Solar Plant
Armory
Military Monument
Temple



UNITS!

- Over 600+ Flavor Units have been added! :eek:

- Each Civilization now has it's own unique UnitArtStyle, including the Barbarians!


Jet Bomber
A-10 Thunderbolt
Stealth Fighter
Advanced Fighter
Armsman
Transport Helicopter
Air Transport
Horseman
Light Cavalry
Spy Plane
Guerilla
Atomic Bomber *
Special Forces **
Inquisitor ***


* Can only be created by upgrading a standard Bomber unit
** Can only be created by upgrading a standard Marine unit
*** Requires the Theocracy Civic in order to be created


PROMOTIONS!

Advanced Countermeasures
Air Range III
Ambush II
Ambush III
Torpedos
Improved Radar
Multi Target Acquisitioning I
Multi Target Acquisitioning II
Multi Target Acquisitioning III
Smart Bombs I
Smart Bombs II
Attack I
Attack II
Attack III
Attack IV
Defense I
Defense II
Defense III
Defense IV
City Garrison IV
Raider IV
Ambush II
Ambush III
Charge II
Charge III
Cover II
Cover III
Formation II
Formation III
Pinch II
Pinch III
Shock II
Shock III
Desert Combat I
Desert Combat II
Fieldsman I
Fieldsman II
Accuracy II
Drill V
Flanking III
Speed
Sentry II
Sentry III
Free Upgrades
Quell Revolt
Kamikaze



:nuke: CIVILIZATIONS!

Meet the new History in the Making Leaders!
http://i81.photobucket.com/albums/j213/Grave461/My%20Stuff/Leaders.jpg


Israel
- Leaders: King David & King Solomon
- Unique Unit: F-16 Sufa (replaces Jet Fighter)
- Unique Building: Bet Cholim (replaces Hospital)

Poland
- Leaders: Casimir the Great & Jan Sobeski
- Unique Unit: Hussar (replaces Cuirassier)
- Unique Building: Semjik (replaces Courthouse)

Republic of Texas
- Leader: Sam Houston & George W. Bush
- Unique Unit: Ranger (replaces Cavalry)
- Unique Building: Ranch (replaces Stables)




:nuke: TRAITS!


AGGRESSIVE:
- 100% Gold pillaging
- 50% Speed: Barracks, Airport, Drydock, Missile Silo

CHARISMATIC:
- No Anarchy
- 2 Extra Happiness per City
- Double Speed: Colosseum, Broadcast Tower

CREATIVE:
- 2 Extra Culture per City
- 50% Faster World Wonder production
- Double Speed: Theatre

EXPANSIVE:
- 2 Extra Health per City
- Double Speed: Granary
- 50% Speed: Settlers

FINANCIAL:
- 1 Extra Gold on plots that produce 3 Gold
- 1 Extra Happiness from Bank
- 50% Speed: Customs House, Harbor, Market

IMPERIALISTIC:
- Free Promo (Combat I): Melee, Gunpowder, Mounted, Helicopter, Siege units
- 75% Experience needed for unit Promos
- 100% Great General emergence from combat
- 100% Great General emergence within cultural borders

INDUSTRIOUS:
- 50% Speed: Forge, Factory, Levee
- 1 Extra Hammer on plots that produce 3 Hammers
- 50% Speed: Worker, Work Boat

ORGANIZED:
- 50% Less Civic Upkeep
- 50% Faster National Wonder production
- Double Speed: Courthouse, Public Transportation

PHILOSOPHICAL:
- 100% Great Person Birth Rate
- Double Speed: of Library, University

PROTECTIVE:
- Double Speed: Walls, Security Bureau
- Happiness from Bomb Shelter, Bunker
- Free Promo (City Garrison I): Archer, Gunpowder units

SPIRITUAL:
- Double Speed: Temples, Monasteries
- 1 Extra Happiness from Generic Temple
- Free Promo (Quell Revolt): Mounted, Gunpowder units

SCIENTIFIC:
- 2 Extra Science per City
- 50% Speed: Stealth Units
- Double Speed: Laboratory

CUNNING:
- Double Production of Jail, Intelligence Agency
- 50% Speed: Spy
- Add 25% Espionage points per City





:nuke: SECOND UNIQUE UNITS AND BUILDINGS!

History in the Making v2.01 now includes an optional Module that allows you to build a Second Unique Unit (2UU) and a Second Unique Building (2UB)!


http://i81.photobucket.com/albums/j213/Grave461/My%20Stuff/UniqueUnits.jpg



http://i81.photobucket.com/albums/j213/Grave461/My%20Stuff/UniqueBuildings.jpg



... the rest you'll need to download HiTM yourself to discover!


:nuke: CREDITS, THANKS, AND PROPS!

Thanks goes to the following people, for either creating unit/building graphics, creating included modpacks, or helping me along the way:

Bakuel, Snafusmith, AsioAsioAsio, Dale, Zerver, Jeckel, Danrell, Bernie14, Chamaedrys, C. Roland, GarretSidzaka, Chugginator, Gedemon, Moctezuma, Willowmund, Kodzi, Theo, Bhruic, GeoModder, Esnazs, Teg Navanis, Gir, Sepamu92, HROCHland, ModFreak, Carter, Roamty, Zuul, Aussie_Lurker, Munch, I’m Your Daddy, Gaius Octavius, Jon Deane, Toft, JKP1187, Drew Bledsoe, Kalimakhus, Dom Pedro II, Cephalo, Rusty Edge, the Fall From Heaven team, the Civ Gold team, the entire BUG Mod team…


… and if I left anybody out, it wasn’t intentional, so please let me know and I will include them into this list!




DOWNLOAD HISTORY IN THE MAKING v2.01! (292 MB) (http://forums.civfanatics.com/downloads.php?do=file&id=10830)
(Be sure to see Post #2 for the installation instructions, any new patches, optional modules and maps!)
(Be sure to see Post #3 (FAQ) before posting a question, please!)



v2.01

- Fix graphical bug when selecting Germany/Egypt to play
- Fix bug where Wonder movies added by HiTM wouldn’t play

v2.00

- Updated to BtS patch v3.17
- Updated Dale’s Combat Mod to v1.7
- Updated BUG Mod to v3.0
- Updated Unit Statistics Mod to v1.52
- Added Culturally Linked Starting Locations mod by Jean Elcard
- Added Better BtS AI Mod v0.37
- Added BtS Unofficial Patch v3.17
- Added the Unofficial Update to the Unofficial Patch v0.19.1.
- Added Guerilla unit
- Added new Hitler Leaderhead by NikNaks
- Added Leaderheads from Improved Graphics for Civ by Chuggi
- Added Ronald Reagan as new leader for America
- Added new building graphics for Celtic Smithy by HROCHland
- Added new David Leaderhead by Ekmek
- Reworked Tech Tree
- Adjusted PreReqTech for several units and buildings
- Adjusted and added Promotions
- Adjusted Traits
- Adjusted Civics
- Removed Advanced Fighter and Strike Fighter
- Restored Jet Fighter
- Special Forces can only be created by upgrading a Marine
- Special Forces are now a National Unit
- Removed Shipwright building
- Portugal Porto now replaces Harbor
- Gunships can now see Special Forces/Guerilla units
- ICBM no longer requires Silo as a PreReqBuilding
- Silos now build ICBMs +50% faster
- Atomic Bombers can only be created by upgrading a Bomber
- Ranch gives health bonus with Cow instead of Food boost
- Attack Submarines can now carry guided/tactical missiles
- Many, many XML tweaks!

v1.54

- Removed +1 Food bonus from Expansive Trait
- Restored Horse Archer strength to 6
- Horse Archer now gets a bonus against Spearmen

v1.53

- Updated JKP1187’s Events to v1.13
- Fixed Inquisitor bug that would only build it in non-religion cities
- Fixed typo for Native American city Art Style
- Fixed Pedia entry for Eiffel Tower
- Adjusted Civic anger for Emancipation, Free Speech & Market
- Added Cotton, Olives + Tobacco NIFS to HiTM Directory
- Removed Civic anger for Free Religion
- Removed Supermarket happiness from Free Market
- Removed Navigation I promotion from Expansive trait
- Removed Horse Archer’s bonus against Catapult & Trebuchet
- Reduced Horseman’s Archer bonus to +25%
- Reduced Horse Archer strength to 3
- Reduced Horseman’s withdraw chance to 15%
- Reduced Horse Archer’s withdraw chance to 15%
- Increased L. Cavalry’s City Attack penalty to -25%
- Increased Horseman’s unit cost to 60
- Restored default number of players for world sizes
- Expansive trait now gets +1 Food on tiles with 3 Food
- Horseman now require Iron
- Numidian Cavalry PreReqTech now Iron Working
- Numidian Cavalry now requires Iron or Copper
- L. Cavalry gets first strike chance
- Horse Archer now upgrades to L. Cavalry
- Horse Archer now gets +50% bonus against Archers
- Horseman now upgrades to Knight
- Knights now get attack bonus against Catapult & Trebuchet
- Changed Planetary’s default number of players to 18

v1.52

- Added GraveEarth map modified by Davbenbak
- Added GraveEarth-RandomCivs map
- Added Inquisition Mod by Grave (beta)
- Fixed CTD with Atomic Bomber
- Changed Priesthood’s PreReqTech from Masonry to Writing
- Adjusted number of starting Civs for most World Sizes
- Adjusted Leader values

v1.51

- Removed Mylon’s Expanded City Radius mod
- Fixed Pedia text for SPECIALUNIT_GROUND_UNITS
- Clam now revealed with Fishing

v1.5

- Updated Dale’s Comat Mod to v1.3
- Added custom interface colors by AsioAsioAsio, Dutchking, Toft
- Added Specialist Spy Civilopedia fix by Johny Smith
- Added Expanded City Radius by Mylon
- Added new flavor units for Native Americans, Persia, Ottomans
- Art files now in FPK format
- Fixed Great Person bar (thanks Kalimakhus!)
- Fixed Special Forces so they can see other Special Forces
- Fixed button for Israeli Special Forces
- Removed Copernicus’ Observatory
- Removed Military Academy PreReqBuilding for Special Forces
- Removed Christian Cathedral as PreReqBuilding for Kremlin
- Removed Sugar as PreReq resource from Breweries
- Removed Fruit happiness from Brewery
- Restored Fruit resource back to “Banana” name
- Removed Happiness from Hit Musicals to American Mall
- Removed Helsinki, Cologne and Zvarnots Cathedrals
- Removed Shaolin Monk unit
- Restored Missionaries to “People” as a Special Unit
- Disabled PillageCommece from Improvements (caused CTD)
- New model for Brewery
- New BuildingClass: Special Operations Center
- New UnitClass: Spy Plane
- Overhauled Civics
- Diversified Religions
- Special Forces PreReqTech now Fascism
- Special Forces now requires Special Operations Center
- Special Forces lose +50% strength to Artillery
- Special Forces now get Flank Attack against Artillery
- Special Forces now have +25% withdrawal from combat bonus
- Spiritual trait now gives +2 Culture per City
- Spiritual trait now gives +1 Happiness to (generic) Temple
- Creative trait now gives +1 Happiness per Observatory
- Charismatic trait now double speed for Broadcast Tower
- Indust trait gives +1 Hammer on plots with +3 Hammer or more
- Askoa & Gandhi get +100% speed of Mausoleum (Spiritual trait)
- Montezuma gets +100% speed of Sacrificial Altar (Spiritual trait)
- Lowered Scientific to +2 Science per City
- Creative no longer gets +2 Culture per City
- Grocers give +1 Health to Olives instead of Wine
- Markets give +1 Happiness to Cotton instead of Whale
- Harbors give +1 Health from Whale
- Salt gives +1 Gold instead of +1 Food
- Tea gives +1 Food instead of +1 Gold
- Tea PreReqTech now Glass Blowing
- Whale now obsolete with Corporation
- Reduced Tobacco’s Gold to +1
- Removed Happiness from Tobacco with Plantation (now Market)
- Dye now revealed with Textiles
- Standard Ethanol Corporation now consumes Hemp
- Sid’s Sushi Corp now consumes Tea
- Roads now get 20% movement bonus with Combustion
- Roads can now be upgraded to Roman Roads (w/ Constructor)
- Forest Preserve PreReqTech now Biology
- Great Library now obsolete with Printing Press
- Colossus now obsolete with Optics
- West Point now gets +3 points towards Great General
- Military Academy PreReqTech now Military Tradition
- Military Academy now gives +1 points towards Great General
- National Park PreReqTechs now Sanitation and Steam Power
- Library PreReqTech now Alphabet
- Armory PreReqTech now Monarchy
- Area 51 now requires 3 Airports built in your Civilization
- Moved old Brewery model over to Distillery
- Spy PreReqTech is now Writing
- Espionage can now be “built” with Parchment
- Cuirassier/Hussar PreReqTech now Firearms
- Moved Mt. Rushmore from Fascism to Corporation
- Tactical Nuke PreReqTech now Composites
- Multi-Target Acquisition no longer requires Improved Radar
- Improved Radar only available to Air Superiority Fighters
- B-24 replaces B-25 as Texan Bomber flavor unit

v1.04

- Updated all of Dale’s components to DCM v1.2
- Added “Perfect World” map script by Cephalo
- Added new Building Class: Temple
- Added “Terra 2” map script by JKP1187
- Added new flavor units for Germany, Dutch, Rome, Mali, Incas
- Added new resource: Hemp
- Fixed Unit Religion mod so it recognizes Config.ini settings
- Fixed Incan Maceman icon from Warrior to Maceman
- Fixed Wonder movie for Oktoberfest and Area 51.
- Restored Versallies cost back to 800
- Restored Market cost back to 150
- Modified several buildings to incorporate Bombing Missions v1.3
- Modified Advanced Fighter so it can cause Collateral Damage
- Modified several Events
- Adjusted Odyssey game speed (more mix of Epic/Marathon)
- Adjusted several Traits
- Adjusted Financial trait to +1 Gold on plots with +3 Gold or more
- Changed Commerce Slider Increment from 10% to 5%
- Changed Barbarian XP cap from 10 to 15
- Changed Nuke building destruction from 40% to 50%
- Changed Nuke population death base from 30 to 40
- Changed free Barbarian tech from 3% to 10%
- Changed General Secretary vote intervals from 4 to 5 turns
- Changed base Religion anarchy length from 1 to 2
- Changed Artillery’s bombing range from 1 to 2
- Indian Mausoleum now replaces Temple instead of Jail
- Aztec Altar now replaces Temple instead of Courthouse
- Switched David’s and Mahmoud’s traits with each other
- Removed Copper/Iron Gold/Silver bonus from Forges, Markets
- Castles and Walls reduced to 50% build speed with Stone
- Cathedrals, Oxford reduced to 50% build speed with Stone
- Shaolin Monastery now gives Espionage bonus to State Religion
- West Point reduced to 50% build speed with Stone
- Coffee replaces Tea in Supermarkets

v1.03

- Added Unit Religion mod (thanks to I’m Your Daddy!)
- Added Extra Pillage mod by Dom Pedro II
- Added +1 Gold cost for Bomber and Airship units
- Updated JKP1187’s Events to v1.01
- Updated Dale’s RtW Bombing Missions to v1.2
- Modified several buildings to incorporate Bombing Missions v1.2
- Modified Via Appia wonder to give one free “Constructor” unit
- Removed Optics as a starting Tech for Barbarians
- Removed “Wonder” resources from appearing in Towns
- Adjusted AirCombatLimit for several Air units
- Adjusted State Property’s Oil Well production bonus by -1
- Adjusted Oil by +1 Gold with Oil Well and Offshore Platform
- Oil Well gets a +1 Production bonus on tiles (without Oil)
- Reduced production bonus from Oil (for Well) by -1
- Constructor unit can now build Roman Roads
- Fixed small error that kept Dawn of Man screen from appearing

v1.02

- Updated Dale’s Ranged Bombardment to v3.13 (official version)
- Added Scorched Earth mod by Dale
- Added Civilization Changer mod by Dale
- Added Mirage 2000 as French Strike Fighter flavor unit
- Modified RtW Bombing Missions to target civilian buildings
- Assigned new buttons for Dale’s Ranged Bombardment
- Assigned new button to Dale’s Bombard mission
- Fixed bug where Great Prophet wouldn’t build Shrines
- Fixed <NoShaderNIF> tags for Hitler and Saddam Hussein
- Fixed broken Ranged Bombardment text
- Removed Area Specialist from Stonehenge
- Removed <AirCombat> and <AirRange> from Siege Units
- Removed -50 Improvement Upgrade Rate modifer for Slavery
- Removed +3 Gold per specialist for Mercantalism
- Removed Food bonus from Forts w/ Hereditary Rule
- Removed +1 Gold cost per unit for Bureaucracy
- Added +1 Unhappiness per # Largest Cities for Slavery
- Added +50% Gold in capital for Mercantalism
- Adjusted Settler to 50% faster production under Expansive trait
- Adjusted Worker to 50% faster production under Industrious trait
- Adjusted Financial trait to give +1 Gold yield
- Adjusted Financial trait by removing +2 Gold per trade route
- Increased chances of Slave revolt happening in Events
- Reduced Universal Sufferage’s “suburb” production by 1
- Reduced Happiness per building for all Civics by 1
- Kept +2 Happiness per Barracks for Nationhood
- Workshops gain +1 Production with Robotics
- Lumbermill gains +1 Production with Industrialism
- Towns get % chance to discover Music, Movies, Drama, Beer
- Drama, Movies, Music, Beer, Cancer now BONUSCLASS_WONDER
- Oil Well get % chance to discover Oil
- George W. Bush is now a Texan Leader instead of American

v1.01

- Fixed CTD with Byzantium, Greek, Roman and Carthage Settler
- Fixed bug in PlotLSystem with Tea resource

v1.00

- Upgraded BUG Mod from v2.11 to v2.20
- Added Bhruic’s Unofficial Patch v1.11
- Added Dale’s RtW Bombing Missions
- Added George W. Bush as a new American Leader
- Added Kim Jong-il as a new Korean Leader
- Added Mahmoud Ahmadinejad as a new Persian Leader
- Added modified version of Munch’s Alternate Traits v2
- Added Civ Specific Great People mod by Gaius Octavius
- Added JKP1187’s Events
- Added two new traits: Scientific & Cunning
- Added “iAirUnitCap” to several modern air units
- Added UnitArtStyle for some modern Barbarian units
- Added Military Monument city improvement
- Added Tobacco and Tea as a new resources
- Fixed Polish city names
- Fixed animations for Egyptian Rifleman
- Fixed bug where ICBM didn’t require a Missile Silo to build
- Fixed several Horseman units that were acting as ranged
- New model for Saddam Hussein
- New models for several Native American units
- New model for Zulu Pikeman, Korean Curiassier, Persia Marine
- New models for African Explorer, Paratrooper
- New model for Mesopotamian Cavalry
- New models for African and European modern Settlers
- Made The Internet a “World” Project instead of “National”
- Adjusted Civics
- Adjusted Derivative Civilizations
- Adjusted bombard rate for units with DCMBombRange
- Adjusted AirCombat & AirRange for units with DCMBombRange
- Adjusted AirCombatLimit for all air units to 100%
- Adjusted some traits for Leaderheads
- Replaced Natural Gas resource with Olives
- Tweaked Brewery and Distillery

v0.06

- Upgraded BUG Mod from 2.00 to 2.11
- Fixed typo in Broadcasting Corp’s BuildingClassInfo
- Broadcasting Corp GP points go toward Merchant
- Fixed Statue of Zeus movie so that it plays correctly
- Fixed Terracotta Army movie so that is plays correctly

v0.05

- Added Convert Production to Espionage Modcomp
- Moved Greek Knight flavor unit to Horseman
- Moved Greek Horseman flavor unit to Light Cavalry
- Moved Celt Maceman flavor unit to Celt Armsman
- Added new Celt Maceman flavor unit
- New button for Transport Helicopter
- Fixed animation with Japanese Armsman
- Fixed graphics for Mongol Longbowman
- Gave Persian Axeman a new skin
- Added National Broadcasting Corporation wonder
- Removed advanced start costs from Supreme Court
- Tweaked Special Forces unit significantly

v0.04

- Fixed icon for F-15 flavor unit
- Removed Uranium from Submarine, added Iron
- Attack Submarine now requires Aluminum
- Submarine now upgrades to Attack Submarine
- Multi-Target Acquisition available to Air Supeiority
- Pinch promotion now available to Jet Aircraft
- USMC now get free Tactics promotion
- Added Indian Machine Gun flavor unit
- Added Native American Cuirassier flavor unit
- Fixed Incan Maceman “red blob”
- Assigned new model for Indian Spearman
- Fixed KFM file with Hitler
- Assigned new model for Indian Swordsman
- Reduced cargo capacity of Transport Helicopter to 1
- Assigned new model for Mid East Light Cavalry
- Special Forces now require Military Academy
- Removed Special Operations Headquarters

v0.03

- Added BUG Mod v2.00
- Fixed bug in Earth map with Greek Settler
- Fixed Civilization contact in Earth map
- Fixed bug in Earth map with revealed tiles
- Fixed Free Upgrade promotion so all UnitCombat’s can access it
- Incorporated Roamty’s many City Screen (corporation/religion), Civics Screen, Corporation Screen and Religion Screen fixes
- Fixed size of modern Coliseum (stadium)
- Fixed Zoroastrianism Adjective text
- Fixed Armory so it gives Free Upgrade Promotion
- Resized the Magi (he was a little too large)
- Gave Light Cavalry, Horseback Riding PreReqTech
- Removed “red font” from Enhanced Tech Conquest
- Added Crossbowman flavor unit to Native Americans
- Numidian Cavalry now requires Bronze Working
- Swordsman can upgrade to Armsman

v0.02

- Changed Air Range on Advanced Fighter to 10
- Changed Air Range on Strike Fighter to 8
- Removed Dye as a Prereq resource for the WTC
- Great Prophet can now build Zoroastrian Shrine
- Corrected Zoroastrian Shrine’s PreReq Religion
- Added Promotions to JetPlane/Heavy Air that I left out
- Added new UnitClass (Air Superiority)
- Fixed Mongol Keshik so it can actually be built
- Fixed Mongol Keshik Strategy entry
- Based the Mongol Rifleman off the Oromo Warrior
instead of the Janissary (to fix funky shading error)
- Fixed bug where Mining Inc, Aluminum Co, Civilized Jewelers and Burger World don’t show their correct icon in the Civilopedia Wonder screen when you do a mouse-over
- Fixed Corporations screen to properly show all Corporations
- Fixed error in Korean Hwacha’s Strategy entry.
- Added new game speed: Oddessy
- Added new Scenario Map: Huge Earth Map (based off of Earth (18Civ) for BtS
- Fixed Spanish Cavalry animations
- Fixed typo with English Redcoat
- Fixed Brewery Icon
- Fixed Pentagon’s Strategy entry
- Fixed Zoroastrian Shrine Strategy entry

v0.01 – Initial Release!





6,129 downloads of History in the Making v1.50 since 02 Feb 08! THANK YOU! :eek:
2,604 downloads of History in the Making v1.00 since 31 Dec 07! THANK YOU! :king:
3,976 downloads of History in the Making v0.01 since 18 Oct 07! THANK YOU! :goodjob:

One year later, and this mod is still popular, alive and kicking!

Grave
Jun 10, 2007, 04:24 PM
:nuke: PATCHES & OPTIONAL MODULES:

PATCHES:

CLICK HERE TO DOWNLOAD PATCH v2.02! (http://dodownload.filefront.com/12057244//0dec8ba6c61c0579e1f2cae83b8c1b8094d702286f2f7b7574 c59e3a697126b8e07cb6a724fc67b4)

INTERIM FIX UNTIL PATCH v2.03:
See Post #2268 (http://forums.civfanatics.com/showpost.php?p=7344651&postcount=2268) for some quick text fixes for Super Spy mod, and a tweak to Game Speed settings. Install this interim fix AFTER you install Patch v2.02! This will be included in the next patch.



v2.02

- Added Nebuchadrezzar II Leaderhead by Esnaz
- Added Pol Pot Leaderhead by Refar
- Added Super Spies mod by Trojan Sheep
- Added three new, optional Main Menu screens
- Fixed Ronald Reagan’s diplo text
- Fixed bug that would make interface disappear when GP born
- Fixed graphical bug when selecting China to play
- Fixed Casimir & Sobieski’s diplo music (thanks Arian!)
- Fixed Pedia entry for Zoroastrian Monastery (thanks Arian!)
- Fixed ini parser with Inquisition Mod
- Adjusted how the Pentagon generates Great Generals
- Adjusted Traits (again)
- Adjusted Civics (again)
- Expanded Ronald Reagan’s biography
- Removed resource block/bonus from Cathedrals, gave to Shrine
- Greek Agora generates Great Spy points instead of G. General
- Great Wall PreReqTech is Masonry AND Mathematics
- Changed Israel’s starting Techs to Mysticism AND Mining
- Marble is now revealed with Masonry
- Restored West Point back to vanilla BtS settings
- Scotland Yard PreReqTech is now Scientific Method


See below for updating optional Modules that come with new patches:


To make updating optional modules as easy as possible, I’ve decided to zip the entire module up with the new changes and include it in the patch.

Simply unzip the zip file somewhere (Desktop, root HiTM directory, etc) and then place the module into the Assets/Modules directory. When asked to overwrite, click “yes”.

Easy as that.


It is recommended any time you download a new patch, that you unzip the Module zip file, just incase there were any changes.




OPTIONAL MODULES:

No optional modules for v2.01 yet!


OPTIONAL MAPS:

No optional maps for v2.01 yet!


:nuke: RECOMMENDED GRAPHICAL & TERRAIN ENHANCEMENTS:

If you want to spice up your copy of Civ4, there are a couple really great terrain graphic enhancement mods out there. Use these mods to make your landscape and terrain look alot better than vanilla Civ4 graphics! You don't even need to worry about installing these into your copy of HiTM. These will work just fine if you install them into your CustomAssets folder.

Improved Graphics for Civilization IV (http://forums.civfanatics.com/downloads.php?do=file&id=10822). This is the one I personally use for my graphics. History in the Making already includes the Leaderheads from this mod in it. I left out the terrain graphics, but if you want the whole "Colonization" look to your game, download this and give it a try. I love it.

Blue Marble Project (http://forums.civfanatics.com/downloads.php?do=file&id=6). I used this mod for years before I switched over to Improved Graphics. A huge jump in quality over the vanilla terrain graphics, give this one a try and see if you like it!


:nuke: MODPACK INSTALLATION INSTRUCTIONS


So easy a Caveman can do it.

Either extract the mod to your Desktop (default install method) or specify a specific directory for the installer to extract to. If you choose to extract directly to your MODS folder, do just that. No need to create a “History in the Making” directory. The installer will do that for you. See below for where to extract History in the Making to, if you choose not to extract to your Desktop.

If you extract to you Desktop, simply cut/paste the HISTORY IN THE MAKING folder to ONLY this location:

C:/Program Files/Civilization IV/Beyond the Sword/Mods/
(or where ever you installed your copy of Civilization IV: Beyond the Sword)


WARNING!
Installing History in the Making to your My Documents/Beyond the Sword/Mods folder WILL NO LONGER WORK!
The reason is because of the new interface colors, which require the mod to be placed in your main Civilization IV/Beyond the Sword/Mods directory.

I also recommend you clear you Civilization IV’s cache before installing HiTM 2.00, and also before installing any subsequent patches. If you do not know how to clear your Civ4 cache, do a search on the forums.

CAUTION!
If you have a version of History in the Making that is older than v2.00, you must delete the older mod before installing v2.00 into your MODS folder. Do not attempt to overwrite an older version of HiTM with v2.00! You have been warned!



:nuke: OPTIONAL MODULE INSTALLATION INSTRUCTIONS (That are included with subsequent patches)


To make updating optional modules as easy as possible, I’ve decided to zip the entire module up with the new changes and include it in the patch.

Simply unzip the zip file somewhere (Desktop, root HiTM directory, etc) and then place the module into the Assets/Modules directory. When asked to overwrite, click “yes”.

Easy as that.

Grave
Jun 10, 2007, 04:25 PM
FREQUENTLY ASKED QUESTIONS:

Q: How do I change the interface colors?
A: Read the supplied Readme, specifically Chapter 7.

Q: How do I correctly install History in the Making?
A: Download the mod and read the supplied Readme.

Q: I have AVG anti-virus and my virus scan says that the HiTM .exe files are infected with a Trojan Horse!
A: Please read Post #1619 (http://forums.civfanatics.com/showpost.php?p=6586359&postcount=1619). This is a false positive reading with AVG anti-virus software. Nothing to be alarmed about.

Q: There is a new feature I noticed in HiTM that isn't in the vanilla BtS. What does it do?
A: Read the supplied Readmes.

Q: How do I get the vanilla BtS map scripts to show up? All I see are the ones you included in the mod.
A: This requires making a change in the History in the Making.ini file. See this post (http://forums.civfanatics.com/showpost.php?p=6445033&postcount=1177) for details.

Q: I keep getting Crash to Desktop (CTD) and....
A: Before reporting a CTD, please see Post #4 (http://forums.civfanatics.com/showpost.php?p=5541385&postcount=4). It might be able to help you out.

Q: There are some aspects of this mod that I want to enable/disable, don't like or just want adjust to my liking a little better. What do I do?
A: Several mod components are customizable via the History in the Making Config.ini file in the root directory. Check it out. Several more mods are also customizable via the GlobalDefines.xml and GlobalDefinesAlt.xml files located in the Assets/XML folder. You can also enable/disable almost all mods included into HiTM with these three files. Tweak till your hearts content.

Q: I have the Civ Complete DVD and I can't get this mod to work. Why?
A: Civ Complete uses different directory and registry settings that prevent HiTM to work correctly. But, thanks to Azzer, he's found a work around so users of the Civ Complete DVD can safely play HiTM. See Post #787 (http://forums.civfanatics.com/showpost.php?p=6367135&postcount=787) to read how he fixed the problem. For further reading, please see this thread (http://forums.civfanatics.com/showpost.php?p=6362984&postcount=768) as well as this thread (http://forums.civfanatics.com/showpost.php?p=6363010&postcount=769) for some background information on why Civ Complete DVD doesn't work with HiTM (until you perform Azzer's fix).

Q: How do I correctly install and play other modular Civilizations?
A: The only modification I see you needing to do in order to let other modular Civilizations work (Civ Gold, etc) is to replace their Schema files with ones copied out of the HiTM directories You also need to point the modular Civ's XML files to those new Schema files instead of the original ones supplied with the modular Civ. See this post (http://forums.civfanatics.com/showpost.php?p=6428915&postcount=1080) and this post (http://forums.civfanatics.com/showpost.php?p=6430687&postcount=1093) for further details.

Q: Is History in the Making multi-player compatible?
A: I don't play Civilization in multi-player, so in turn I didn't design this mod to be played in multi-player. Use multi-player "at your own risk". This mod was strictly designed to be a single-player game only.

Q: I've downloaded History in the Making (a number more than once) times already, and it's still not working?
A: You only need to download the mod once. Multipule times aren't going to change anything. Make sure you installed the mod correctly the first time, read the readme and installation directions carefully. Nothing magical is going to change between the first download and the hundredth time you download it. ;)

Q: The Pedia won't open and many pop-up windows don't work. What's wrong?
A: Sounds like a Python issue. Make sure you installed the mod correctly. If you installed the mod correctly and didn't tamper with any Python files, you should not have any problems, as I test everything out before I release it. But since I can't have every possible hardware configuration known to man, please post the contents of your PythonErr log so I can see what's going on in your game.

Q: I can't figure out how to use your custom maps/scenarios?
A: Simple: Simply place the map/scenario into your HISTORY IN THE MAKING\PublicMaps directory. To play, simple double click on the scenario.

Q: I try to play one of the pre-made Scenarios/Maps that game with BtS, and the mod crashes. Why?
A: Since I modify the DLL, these Scenarios/Maps will not work. The only scenarios that will work are ones specifically designed for HiTM.

Q: How drastic do you change the original game?
A: While some minor tweaks were necessary for the sake of game balance, I tried my absolute best to keep all the "stock" units, buildings, etc, as true to the original game as possible. What I focused on was adding new content in the form of Units, Techs, Wonders, Buildings, Civs, etc.

Q: Will you add new mods to History in the Making after you release it?
A: If they're worth putting in (and after extensive testing), I'll add new SDK/Python mods as they're released.

Q: I have have a (other than English version of BtS) and would like it in my (other than English language). Can you make that?
A: Since English is the only language I speak, I probably will not do an other-than-English language version. However, if you would like to take on the challenge of translating everything to your native language, feel free to do so. The reason I only use <English> tags was, again, I only speak English... and because having <French>, <German>, <Spanish>, etc tags in the XML that I don't utilize makes the files larger.

Q: I use the English version of Civ 4, but I live in (a non-English country) and this mod isn't working! Why?
A: Many people from what I call "foreign" countries have reported CTD issues with this mod. I do not officially offer support for users in foreign countries trying to play this mod. I'm sorry, but you're just not the target audience for this mod. This mod was designed for English speaking users only, located in the USA, UK and Australia. Other-than-English versions of Civ 4, BtS, or your Operating System may prevent this mod from working properly. I cannot help you with these issues.

Q: I get no text in my (non-English) version. Why?
A: Again, I only use <English> tags. If you have BtS set up for say, French, my mod has no <French> tags so all text will come up blank. The only way to fix this is to install Civilization & BtS in ENGLISH. By doing that your game will read from the English tags, and not from non-English tags (Spanish, French, German, etc).

Grave
Jun 10, 2007, 04:25 PM
BUG REPORTING & OTHER TYPO ERRORS:


Besides the obvious Crash to Desktop (CTD’s) and other fatal errors that prevent gameplay, also report the following, for example:

- Gameplay balancing issues
- Typographical errors
- “Red Blobs” for unit/building graphics
- Functions that should be working, but aren’t.


If you do get a reoccurring CTD, please post your save game on the official thread so I can take a look at it.

Also, please supply the following information when reporting a CTD:

- Map you were using (include size, map script, any options you set).
- What operating system are you using? (XP, Vista... is it 32-bit, 64-bit, etc).
- What Civs were in the game (or were selected to play on the map).
- The Civ you were using.
- If the CTD occurs while loading HiTM or a map, please try and tell me where on the loading bar the CTD occurs
(during the XML load, Player Setup, etc).

Also, it wouldn't hurt to look at the log files. You can copy and post them up on the forums for me to look at. It really helps alot. :)

Also, if you're getting other Python/XML errors, please post up the contents of the approperiate log file. It's alot easier for me to read your error logs than it is sometimes for me to decypher what you're trying to explain. :)

If you don't know how to enable logging, see the example CivilizationIV.ini file I provided. It should help you set up the correct settings to allow Modular Loading, Error Logging, etc. Below is how I have my INI file set up...


An example of what my BtS CivilizationIV.ini file looks like:


[CONFIG]

; Don't show a warning when a video memory allocation fails
HideOutOfVRamWarning = 0

; Set to 1 to automatically end slide show
EndSlides = 0

; Allow Mouse Scrolling in Windowed mode
MouseScrolling = 0

; Enable Trilinear Filtering for the Minimap
MinimapTrilinearFilter = 1

; Enable Tree Region Cutting
CutTrees = 1

; A non-zero value overrides the FIELD_OF_VIEW parameter from GlobalDefines.xml
FIELD_OF_VIEW = 0

; Allow Camera Flying
AllowFlying = 0

; Don't show minimum specification warnings
HideMinSpecWarning = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Email address from which Pitboss reminder emails are sent
PitbossEmail = 0

; SMTP server authentication login for Pitboss reminder emails
PitbossSMTPLogin = 0

; SMTP server for Pitboss reminder emails
PitbossSMTPHost = 0

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

; Bandwidth options are modem or broadband
Bandwidth = broadband

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 0

; Enable/disable background music
PlayMusic = 1

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

; Use managed interface textures (may be safer but shouldn't be needed, uses more memory)
GUIManagedTextures = 0

; file format (TGA,JPG,BMP), Warning: TGA requires a lockable buffer which can lower performance
ScreenShot Format = JPG

; Enable voice over IP capture and playback
EnableVoice = 1

; App Selects Specific IP to use for Multiplayer
SelectIP = 0

; Disable PAK memory mapping (May affect performance)
DisablePAKMemoryMapping = 0

; Don't skip frames if falling behind
BinkNoSkip = 1

; Copy entire image each frame, not just dirty pixels
BinkCopyAll = 1

; Show movies using hi-color, not true-color (may be faster)
Bink16Bit = 0

; Copy ever other scanline during movie playback (faster)
BinkInterlace = 0

; Specify whether to play in fullscreen mode 0/1/ask
FullScreen = 0

; Set max frame rate clamp (0 means none)
SetMaxFrameRate = 0

; Set to 1 to put PitBoss to sleep when no players are connected
PitBossSleep = 1

; Set to 1 to page units out when non-visible
DynamicUnitPaging = 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 1

; Set to 1 for no on-screen event messages
NoEventMessages = 0

; Set to 1 for no tech splash screens
NoTechSplash = 0

; Set to 1 for no intro movie
NoIntroMovie = 1

; Set to 1 for no python exception popups
HidePythonExceptions = 1

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 5

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 4

; Enable Audio
AudioEnable = 1

; English(0),French(1),German(2),Italian(3),Spanish( 4) - Defaults to user-installed language
Language = 0

; Determines which user profile is loaded on game start
UserProfile = Grave

; Sync input to smooth interface (may run slower)
SyncInput = 0

; Force numlock always on while playing
ForceNumlock = 0

; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 0

; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\HISTORY IN THE MAKING

[GAME]

; Map Script file name
Map = Terra

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Pitboss Turn Time
PitbossTurnTime = 0

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Game Options
GameOptions = 00000000000000000000000

; Victory Conditions
VictoryConditions = 11111111

; Handicap for quick play
QuickHandicap = HANDICAP_NOBLE

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_NORMAL/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_QUICK

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ANCIENT

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_DUEL

; Game Name
GameName = Grave's Game

; Save Path - relative to working (Civ4) folder
FileName = 0

; Account Username
Nickname = 0

; Email Address
Email = 0

; DirectIP Host Address
DirectIP = 0

; In-game Alias
Alias = Grave

; Modular XML Loading
ModularLoading = 1

; Main Menu Mods
MainMenuMods = Afterworld;Broken Star;Charlemagne;Crossroads of the World;Defense;FfH Age of Ice;Final Frontier;Gods of Old;Next War;Rhye's and Fall of Civilization;The Road to War

; Move along
CheatCode = 0

[DEBUG]

; Number of turns to autorun before exit (0 for no limit)
AutorunTurnLimit = 0

; Set App on Auto-Run
Autorun = 0

; Enable D3D9 Queries
D3D9Query = 0

; Custom Screen Height, minimum: 768 - Normal resolutions can be set in-game and will be used when set to 0
ScreenHeight = 0

; Custom Screen Width, minimum: 1024 - Normal resolutions can be set in-game and will be used when set to 0
ScreenWidth = 0

; Establish connection to Python Debugger
HAPDebugger = 0

; NetComm Port
Port = 2056

; Create a dump file if the application crashes
GenerateCrashDumps = 0

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 0

; Overwrite old network and message logs
OverwriteLogs = 0

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 0

; Break on memory allocation order #
BreakOnAlloc = -1






IMPORTANT!
KNOWN UNRESOLVED BUGS:

ISSUE #1:
- See Posts #826 (http://forums.civfanatics.com/showpost.php?p=6378632&postcount=826) and #829 (http://forums.civfanatics.com/showpost.php?p=6379042&postcount=829). A CTD occurs when you try to pillage a tile improvement that is not within Cutural Borders. To avoid this CTD, simply do not pillage improvements not within Cultural Borders. All improvements within Cultural Borders are unaffected by this. I'll try and fix this as soon as I can, but I am not proficient enough in C++ to draft my own code, so please be patient.

ISSUE #2:
- With the update to v3.17, the JUnitReligion mod no longer works. This will get corrected just as soon as possible.


Of course, suggestions/feedback are also welcome. I’m always looking for second opinions to make HiTM better.

Grave
Jun 10, 2007, 04:26 PM
:nuke: ARCHIVES:

VERSION v0.01 RELATED FILES
Get the original History in the Making v0.01 here! (http://files.filefront.com/HISTORY+IN+THE+MAKINGzip/;8823554;/fileinfo.html)

This is the very first release of HiTM. Included are the SDK files. If you're a modder and would like to use this as a base for your own mod, feel free to do so. All I ask for is credit for it's use. :)


VERSION v1.00 RELATED FILES
Get History in the Making v1.00 here! (http://files.filefront.com/HISTORY+IN+THE+MAKING+v10zip/;9358911;/fileinfo.html)


VERSION v1.5 RELATED FILES

Get History in the Making Patch v1.54 here! (http://files.filefront.com/HiTM+Patch+v154exe/;9659479;/fileinfo.html)

Get History in the Making Patch v1.53 here! (http://files.filefront.com/HiTM+Patch+v153exe/;9656803;/fileinfo.html)

Get History in the Making Patch v1.52 here! (http://files.filefront.com/HiTM+Patch+v152exe/;9609515;/fileinfo.html)

Get History in the Making Patch v1.51 here! (http://files.filefront.com/HiTM+Patch+v151exe/;9579123;/fileinfo.html)

Get History in the Making v1.50 here! (http://files.filefront.com/History+in+the+Making+v15exe/;9559933;/fileinfo.html)

cybrxkhan
Jun 10, 2007, 04:30 PM
yeahaw! first! goodjob! :D

if only i had warlords i'll download this thing... but i'll be waiting for BtS version...

oh, and one thing. what's up with Hussein?

strategyonly
Jun 10, 2007, 05:03 PM
Glad to see you FINALLY got it up and running will try it out!;)

Wish you had used the American Flag, if you need here it is:


EDIT: Got some art errors you want then here or PM??

I got 2nd d/l, just missed first, darn!!

Grave
Jun 10, 2007, 06:17 PM
Glad to see you FINALLY got it up and running will try it out!;)

Wish you had used the American Flag, if you need here it is:


EDIT: Got some art errors you want then here or PM??


Damn... I thought I had those covered!


You can either PM me, or post them here, either way is cool with me.

keldath
Jun 10, 2007, 06:37 PM
wow grave,

im impressed.....now visa has abig competator :)

for real man, you did one heck of a job, take my top off :)

say - have you tested the game for a length of turns?
maybe you can aid me - i encountered a problem with the 3d civics,
the merchant gave astronomical values to food hammers and commerance - have you checked it?

if this mod would work on mp game.....it would be even greater.

so again - im really impressed. great job.

strategyonly
Jun 10, 2007, 06:46 PM
Damn... I thought I had those covered!


You can either PM me, or post them here, either way is cool with me.



OK The one marked in red (partisan) is just a kfm art error is all, does not move, its acts like a stiff unit now.
The one marked in yellow (protestor) when used causes a crash.
i think its the spelling:ARTFILE should be: ProtesterRenissance, you have: ProtesterReniassance
Unitfile reads: PROTESTER_RENAISSANCE, art reads: PROTESTER_RENIASSANCE

Hope this helps, also, the time in between each turn, even on QUICK is a long time???:(

ruffriders23
Jun 10, 2007, 07:45 PM
I'm going to give it a shot, looks interesting!

mice
Jun 10, 2007, 08:27 PM
I like it but I'm getting CTD right after the barberians form up and empire.

It occurs a few turns after this save.

Grave
Jun 10, 2007, 08:28 PM
OK The one marked in red (partisan) is just a kfm art error is all, does not move, its acts like a stiff unit now.
The one marked in yellow (protestor) when used causes a crash.
i think its the spelling:ARTFILE should be: ProtesterRenissance, you have: ProtesterReniassance
Unitfile reads: PROTESTER_RENAISSANCE, art reads: PROTESTER_RENIASSANCE


Well shoot... I thought I fixed all the "Reniassance" typos. I could never spell that word correctly, thanks for pointing that out! :lol:

I'll look into that KFM file, I thought I put the right one, I guess I didn't.

Were you able to fix them on your end to make them work? In other words, is it a quick fix?

Hope this helps, also, the time in between each turn, even on QUICK is a long time???:(


I guess it depends on what kind of setup you have.

For example, I have an E6700 CPU, 2gb of Ballistix RAM and a 8800GTS card. I really didn't slowdown that bad... even up until 1800AD it was fine. There was about a 10 second delay between turns, but nothing longer.

That's the problem with these huge ass mods... the longer you play, the more they bog your system down, and if it's not top of the line, unfortunately you feel the burn late in the game. :(

Grave
Jun 10, 2007, 08:30 PM
I like it but I'm getting CTD right after the barberians form up and empire.

It occurs a few turns after this save.


Thanks... I'll have a look at it.

The game I played I had the barbarians spawn a few Civs and I didn't experience any crashes... but every game is different.

Thanks for posting the save file. :goodjob:

wow grave,

im impressed.....now visa has abig competator :)

for real man, you did one heck of a job, take my top off :)

say - have you tested the game for a length of turns?
maybe you can aid me - i encountered a problem with the 3d civics,
the merchant gave astronomical values to food hammers and commerance - have you checked it?

if this mod would work on mp game.....it would be even greater.

so again - im really impressed. great job.

Thanks, Keldath. :)

The problem you were having with the 3d Civics... was it in my mod, or on something you were working on? Because I know what you're talking about... I ran into that problem when I was merging it with my mod a few months back, but I was able to fix it.

Shoot me a PM... we'll sort it out. :)

Grave
Jun 10, 2007, 10:27 PM
I like it but I'm getting CTD right after the barberians form up and empire.

It occurs a few turns after this save.


Well, I guess this will be good news for you...


... the first time I loaded this save, abou 2 turns later, I got a CTD when the Chinese were formed from a barbarian city.

So I loaded up the game again and used the AutoPlay feature (SHIFT+CTRL+X) and let the game auto play for 2 rounds. Nothing happened. So I played a round then AutoPlayed again for 3, then played a round, then AutoPlayed for 5, played a round then AutoPlayed for 10 rounds. No CTD. :)

So if you're getting a CTD when a Civ forms from Barbarians, try giving the AutoPlay feature a shot. It seemed to work for me.


OK The one marked in red (partisan) is just a kfm art error is all, does not move, its acts like a stiff unit now.
The one marked in yellow (protestor) when used causes a crash.
i think its the spelling:ARTFILE should be: ProtesterRenissance, you have: ProtesterReniassance
Unitfile reads: PROTESTER_RENAISSANCE, art reads: PROTESTER_RENIASSANCE


Yup... just as I suspected. I mispelled "Renaissance" in a few key areas. I was able to fix them, so no more CTD. I also fixed the animations for the Industrial Era Partisan, turns out he didn't use the Rifleman.kfm... he uses the Infantry.kfm. Sorry! :blush:


Anyway, see post #2 (http://forums.civfanatics.com/showpost.php?p=5541379&postcount=2) for a patch.

jdog5000
Jun 10, 2007, 10:47 PM
Awesome, looking forward to checking it out. Nice work!

strategyonly
Jun 10, 2007, 11:39 PM
Yup... just as I suspected. I mispelled "Renaissance" in a few key areas. I was able to fix them, so no more CTD. I also fixed the animations for the Industrial Era Partisan, turns out he didn't use the Rifleman.kfm... he uses the Infantry.kfm. Sorry! :blush:

Yeah i hear ya, i thought it used the infantry:p , i have mainly worked on two MODs by myself, so i know how frustrating it can be at time. Thats why i have asked for help with mine all the time. But in the long haul, its worth it. ;)
Glad to have helped if you need anything else just give me a jingle.:p

btw, i have a 3Gz, 2G ram, 250 HD,and in the beginning it does usually take around 10 seconds, (no problem), but then after turn 125, it starts taking around 20 seconds, one actually took 30 seconds, 20 & 30 does add up fast!!


Do you mind if i use some of your ideas and units etc to use in a MOD??

EDIT: Had a hardcrash and found out it was the attached problem, the civ came from some place then a barb took over , i think, and caused the crash!:confused: If you want saved game i can send.

Also the Religious Lae Icon shows up pink here, but when i looked at it in the civopedia it was correct, wierd??? see attached also.:blush:

Xequ
Jun 11, 2007, 12:50 AM
This lookx absolutely amazing, shame I have a maths exam this morning!!!

darkedone02
Jun 11, 2007, 02:10 AM
This mod is awesome, but I there are some things I dislike

-One of the Reason why I dislike this game a bit is that almost every unit out there got a Flavor Unit Icon, I cannot instantly tell which is which, so please give them some Icons or default Icons.

-The Lag is worse in this game, this game need keal's Speed Mod in so that I can get into renaissance then a 30 second hangtime per turn.

-I've noticed that some of the religions have no temples like the Norse, hellianism, mexica, and Egyptians gods. I also seen that there are hardly leaders have there faviorate religions like Confucianism, and the new religions, including Mexica.

those are the three problems that I don't like about this game, This game is awesome if you can at least solve my two problems.

I also want to request

-Add in a custom soundtrack for this mod, for each and every age out there then the default music which is now annoying me.

-allow us to disable some religions so that I don't have 1 civilization per religion, (13 Civs = 13 Religions). It will totally reduce the lag a bit once I be able to have 4 civs and 4 religions.

-I seen some immagrants coming to town and so forth, however I don't see civilian ships coming to my cities by sea or air. So please make a ship or a airplane that carries people from town to town.

Roamty
Jun 11, 2007, 02:46 AM
Firaxis Wonder movies don’t play. The Wonder movies I included play just fine, however. This is only a graphical glitch and does not affect gameplay.

Fix for Firaxis Wonder movies don’t play {{ CIV4ArtDefines_Movie }} Place in the folder Assets/XML/Art overwrite yours. Firaxis Wonder movies will then play.

asioasioasio
Jun 11, 2007, 03:11 AM
I'll try this asap :) Looks very interesting :) I love to play great mods with many features :)

Do you consider adding new nations in future updates?
For example: Poland? :mischief:

I have couple of UU and there's couple more that could be found on cfc or could be created.
- Husaria (if i remember well - maded by Psyx)
- Polish WW2 Cavalry (made by kodzi, i suggest anti tank bonus - it was well prepared agains tanks with many anty tank guns)
- 7TP as Tank (by me) or even better PT-91 Twardy as modern tank (this unit is on my to do list already)
- PZL.23 Karaś (by me) or PZL.37 Łoś (by snafusmith) replacing bomber.

There's also very nice 3D LH of Jan III Sobieski and Kazimierz the Great and model of Sejmi - unique building replacing courthouse - maded by kodzi. I have also button and team flag supporting team collours.

woodelf
Jun 11, 2007, 05:41 AM
Nice work Grave. Congrats on getting it out. :goodjob:

Lachlan
Jun 11, 2007, 07:16 AM
Yeah ! Long life to your mod !

darkedone02
Jun 11, 2007, 09:41 AM
Yeah ! Long life to your mod !

amen to that!

Donkey Puncher
Jun 11, 2007, 10:44 AM
when I started a game germany got a great engineer within five turn and boult the great wall within ten turn in the game. also I try to convert to a religion and I couldn't , Just a coulple of bugs I found but cool mod

darkedone02
Jun 11, 2007, 11:33 AM
The reason why you cannot convert is because you need a civic to be able to like fundamentalism or any other religions that don't have a no state religion blocker.

kristopherb
Jun 11, 2007, 12:40 PM
finaly ive been waiting for this

Gaius Octavius
Jun 11, 2007, 12:53 PM
LEAD DESIGNER: Grave
SDK PROGRAMMING: Grave
PYTHON PROGRAMMING: Grave
XML PROGRAMMING: Grave
GRAPHICS: Grave


:rotfl:

Don't I at least get a nod for CSGP? :(

:joke:

Having been eagerly awaiting it since November ;), I will download this later today and give you my thoughts. On first glance, I say HOO-RAH!

Impaler[WrG]
Jun 11, 2007, 01:32 PM
Congratulations Grave, I'm downloading as I type :goodjob:

kristopherb
Jun 11, 2007, 02:36 PM
- Civics have been totally overhauled – Choose carefully because Civics now have pros/cons that may drastically affect your citizens!
i know where you got that idea form

can you add constitutional monachy same as representation but with exp bonus and high upkeep avialable with vassalage ish.

ruffriders23
Jun 11, 2007, 02:36 PM
I played it, but the problem I saw was:

1) I founded Buddhism and someone already built the Roman Roads... WTF?

2) My city kept going from normal down to revolting, and back to normal. I couldn't get anything built or fixed because of that crap.

I basically felt the other civs built improvements WAY too fast and I couldn't keep my cities happy enough no matter what I did. The idea is a very good one, but a little more realism would be nice.

CivFanCCS
Jun 11, 2007, 03:33 PM
Awesome MOD! Everything a civfanatic could ask for. Better AI, DALE components, Airforce, MAD ...... wow

Although,

Turn time was a problem when I tried this mod last night. I removed Fort mod, and some others but did not see how to remove immigration mod, as this seemed to really lag my system. (No ini file?)

I play all new mods on noble so i can build everything, but the AI was going supercharged, building improvements and units twice as fast as i could.. technology was much cheaper for AI too, although I did not check, it seemed this way. I know you have integrated AI Mod, but I have played AI mod before on noble and was still 500+ points ahead of any civ by 1500 AD.

Around 1600 - 1700 AD I had a CTD. I reloaded a 1 turn prior save but CTD again. I have the save if you would like it for debugging.

Anyhow, nice work and effort!

darkedone02
Jun 11, 2007, 04:35 PM
aye, AI seems to not even switch to the new civics as well, but I've been hearing about revolts and new civilizations that appeared being destroyed like the Romans and the Zulus. I wish the AI's are not cheaters, so I don't have a major problem with them.

Impaler[WrG]
Jun 11, 2007, 05:15 PM
Civics are overhauled a bit too much in my opinion, their are too many modifiers on each one, average of 6. The display window can at most hold 4 lines and anything more then that is too hard to analyze, also many of the modifiers are trivially small and constitute mere 'noise'. I'll see if I cant get around to slashing them down while still preserving the core uniqueness of each.

King Coltrane
Jun 11, 2007, 05:31 PM
I think something is wrong with the victory conditions... or achieving victory anyway. Last night I got elected Secretary General (and won diplomatically) but that didnt end the game for some reason, so i built and launched a spaceship... same problem. so i nuked everyone and conquered the world... but it still didnt end. BLAH! haha. otherwise very nice, though i never figured out how to get Egyptian Mythos or any of those other religions... I saw them in that tech box at teh VERY end of the tree, but could never figure it out... BTW Christianity is WAYYYYY more powerful than any other religion in this mod. perhaps that is something to be tweaked slightly. I dont know how exactly, buy maybe beef up some of the other religions a bit... add the Kaaba, Dome of the Rock, etc. some sort of upgrades for the Mosques at the very least. BTW that early Great wall thing... First to Masonry gets a Great Engineer... its lots of fun when you get it :)

Roamty
Jun 11, 2007, 05:32 PM
Fix built sound for SHINTO and ZOROASTRIAN. in XML Buildings folder CIV4BuildingInfos
<ConstructSound>AS2D_BUILD_SHINTO</ConstructSound>

Fix Sounds in Diplomacy Folder Just change the names to Solomon_Early and Solomon_Middle.

Fix Audio in XML Folder Audio2DScripts and AudioDefines updated to Warlords 2.08 you had vanilla Audio2DScripts.


The Globe Theatre Wonder movie does not play this needs fix

This needs fix bigtime
Barbarian Civ CTD like mice said When Barbs form up and empire the game always CTD this needs fix

Grave
Jun 11, 2007, 05:54 PM
Awesome, thanks for all the feedback, fellas! :)

I'll read these post a little more in depth later tonight and provide answers. I kinda figured some aspects were unbalanced, but that's what a beta is for, right? :)

More to come later tonight. I'll also get with jdog5000 about the CTD's to BarbarianCiv and Revolution.

Have any of you guys with CTD's try the AutoPlay method I suggested? Look on the first page somewhere for what I did. I play tested somebody's save file where they would get a CTD in the same spot all the time. I played that turn (and several others) via AutoPlay and the CTD never happened.

Anyway, more to come later...

Joebasalt13
Jun 11, 2007, 06:34 PM
This looks very cool, I am downloading it now. I love more units!

I just wish someone like you would make a Stargate Mod. :help:

Grave
Jun 11, 2007, 10:54 PM
-One of the Reason why I dislike this game a bit is that almost every unit out there got a Flavor Unit Icon, I cannot instantly tell which is which, so please give them some Icons or default Icons.

Sorry, but there's no way I'm going through over 100 units and adding the approperiate icons. :lol:

I know it's a little different doing it the way I did, but it made doing units that much faster, other wise I'd probably still be working on it, trying to find unique icons for each flavor unit!

--The Lag is worse in this game, this game need keal's Speed Mod in so that I can get into renaissance then a 30 second hangtime per turn.

I haven't run into this problem on my system. That's the downside to playing a huge mod. Kael's SpeedMod won't help either, because his mod removes all Python from game, something my mod requires.

-I've noticed that some of the religions have no temples like the Norse, hellianism, mexica, and Egyptians gods. I also seen that there are hardly leaders have there faviorate religions like Confucianism, and the new religions, including Mexica.

See this post (http://forums.civfanatics.com/showpost.php?p=5517041&postcount=197).

I also want to request

-Add in a custom soundtrack for this mod, for each and every age out there then the default music which is now annoying me.

-allow us to disable some religions so that I don't have 1 civilization per religion, (13 Civs = 13 Religions). It will totally reduce the lag a bit once I be able to have 4 civs and 4 religions.

-I seen some immagrants coming to town and so forth, however I don't see civilian ships coming to my cities by sea or air. So please make a ship or a airplane that carries people from town to town.

What you ask is beyond my programming abilities. I can merge mods together, I can't create my own code. :(

Too much music will be a bit much, not only that but it'll make the download file much bigger, something I want to keep as minimal as possible.

Firaxis Wonder movies don’t play. The Wonder movies I included play just fine, however. This is only a graphical glitch and does not affect gameplay.

Fix for Firaxis Wonder movies don’t play {{ CIV4ArtDefines_Movie }} Place in the folder Assets/XML/Art overwrite yours. Firaxis Wonder movies will then play.

THANK YOU! :goodjob:

This was driving me nuts, I couldn't figure out why the Firaxis Wonder movies weren't playing. I'll include this in the next patch, but in the mean time I highly recommend players download your fix.

Also, thanks for the various sound fixes... they'll be in the next patch, too.

Do you consider adding new nations in future updates?
For example: Poland? :mischief:



Hmmm... once I get the major bugs squashed, perhaps I could add Poland. :mischief:

I always liked the Polish Leaderheads that were available out there. I'll be contacting you when it's time to add them in. ;)

I played it, but the problem I saw was:

1) I founded Buddhism and someone already built the Roman Roads... WTF?

2) My city kept going from normal down to revolting, and back to normal. I couldn't get anything built or fixed because of that crap.

I basically felt the other civs built improvements WAY too fast and I couldn't keep my cities happy enough no matter what I did. The idea is a very good one, but a little more realism would be nice.

Roman Roads? I don't think I ever added Roman Roads to my mod. You sure you're not mistaken for ViSa? :confused:

The culture shrink/grow during revolts thing I did find very annoying. Believe me, it was pissing me of too. I'll have to ask jdog5000 about that and see if there is a way to disable that, or at the least minimize it's occurance.

It's tricky to keep your people happy. I was able to find a way, but it's rough during the Ancient era to say the least. But maybe it is a bit overpowered. I know the Civics don't help much, I think they're going to need rebalanced.

;5545595']Civics are overhauled a bit too much in my opinion, their are too many modifiers on each one, average of 6. The display window can at most hold 4 lines and anything more then that is too hard to analyze, also many of the modifiers are trivially small and constitute mere 'noise'. I'll see if I cant get around to slashing them down while still preserving the core uniqueness of each.

Yeah, I agree. Sometimes "more" isn't always "better". I agree with the "noise". Looking at all that sometimes makes choosing which Civic you want a little confusing. I'll try and slim the Civics down a little, but at the very least try and have 1 negative characteristic per civic.

BTW Christianity is WAYYYYY more powerful than any other religion in this mod. perhaps that is something to be tweaked slightly. I dont know how exactly, buy maybe beef up some of the other religions a bit... add the Kaaba, Dome of the Rock, etc. some sort of upgrades for the Mosques at the very least. BTW that early Great wall thing... First to Masonry gets a Great Engineer... its lots of fun when you get it :)

Glad you like the Great Engineer with Masonry. :) It always irked me that you couldn't build the Pyramids very early in the game. Now you at least have a chance to. I also plan on adding other kinds of Great People to other early techs, just to balance it out.

I'll also look into rebalancing the Religions a little more. My intent was to make Christianity a "neutral" religion, without many perks/disadvantages itself. But instead give it access to more Wonders than any other Religion.

I'll have to tweak that too, though.

Grave
Jun 11, 2007, 11:03 PM
Oh one more thing... if you'd be so kind... please post any savegames that might shed some light on any bugs you find like CTD, etc. I'd like to take a look at them.

Thanks!

Register666666
Jun 11, 2007, 11:03 PM
I've gotten to around 1000 AD and it keeps crashing on me. :(

Register666666
Jun 11, 2007, 11:31 PM
Here's is the details I get when I crash:

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4Warlords.exe
Application Version: 2.0.8.0
Application Timestamp: 4537883e
Fault Module Name: Civ4Warlords.exe
Fault Module Version: 2.0.8.0
Fault Module Timestamp: 4537883e
Exception Code: c0000005
Exception Offset: 000c26fa
OS Version: 6.0.6000.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 3822
Additional Information 2: 4d96030a7cb45262a24c85e9e28e9d43
Additional Information 3: 28f3
Additional Information 4: bbb727d2faa95849804a93bc77da725a

darkedone02
Jun 11, 2007, 11:51 PM
well, I can hardly play your game if it's going to lag up everytime, and I don't got much of a good computer. I really need the money to upgrade my computer till I don't suffer any lag from this game or BtS.

Register666666
Jun 12, 2007, 12:03 AM
Memory is the cheapest upgrade you can get for this game that will improve your performance.

mice
Jun 12, 2007, 12:55 AM
Have any of you guys with CTD's try the AutoPlay method I suggested? Look on the first page somewhere for what I did. I play tested somebody's save file where they would get a CTD in the same spot all the time. I played that turn (and several others) via AutoPlay and the CTD never happened.



Yea sorry I didn't get back to you on that. It works fine if you go 10 turns of AI auto play.

Requests; buttons! I need buttons for the units.Dont care if they're the old original buttons.

Immigration mod option to take it out would be good if it is leading to a lot of lag.

Other than that good fun to play.

darkedone02
Jun 12, 2007, 06:15 AM
Memory is the cheapest upgrade you can get for this game that will improve your performance.

well, i just need 1 more GB RAM.

Grave
Jun 12, 2007, 06:41 AM
well, I can hardly play your game if it's going to lag up everytime, and I don't got much of a good computer. I really need the money to upgrade my computer till I don't suffer any lag from this game or BtS.


Unfortunately, I don't think BTS is going to be any more CPU friendly as far as lag goes. From what I read on here it's the Python that lags the game, and most Modpacks heavily rely on Python, and so is BTS from what I understand. :(

I know it sucks, man. :(

Yea sorry I didn't get back to you on that. It works fine if you go 10 turns of AI auto play.

Requests; buttons! I need buttons for the units.Dont care if they're the old original buttons.

Immigration mod option to take it out would be good if it is leading to a lot of lag.

Other than that good fun to play.

It's weird how AIAutoPlay is a bandaid fix for the CTD issue with BarbarianCivs. I don't think you even need to go as far as 10 turns, I think if you just AIAutoPlay the round that causes the CTD and maybe 1-2 rounds afterwards for safe measure you should be OK.

Of course this is still unacceptable, and a proper fix must be researched. But until then, keep using AIAutoPlay when you suspect a CTD. And AutoSave often. ;)

If the Immigration Mod is causing alot of headache for people, then I can always disable it. Actually, you guys can disable it too. You should be able to disable it either by opening up CvCustomEventManage.py and put a "#" infront of import CvImmigrationEventManager and CvImmigrationEventManager.CvImmigrationEventManage r(self).

Example:


# --------- History in the Making Additions -------------
import Civ4lerts
import CvCulturalInfluencesEventManager
import CvCulturalDecayEventManager
import CvEnhancedCultureConquestEventManager
import CvGDEventManager
import CvFieldHospitalEventManager
import CvGreatGeneralsFromBarbarianCombatEventManager
import CvGreatStatesmanEventManager
import CvInquisitionEventManager
import CvPiratesModEventManager
#import TechCost
import CvUnitStatisticsEventManager
import CvEnhancedTechConquestEventManager
#import CvImmigrationEventManager
import CvJUnitReligionEventManager
import CvUnitAllegianceEventManager
import CvJZoCEventManager
import CvMADNukesEventManager
# --------- Revolution Mod Additions -------------


and


# --> INSERT EVENT HANDLER INITIALIZATION HERE <--
Civ4lerts.Civ4lerts(self)
CvCulturalInfluencesEventManager.CvCulturalInfluen cesEventManager(self)
CvCulturalDecayEventManager.CvCulturalDecayEventMa nager(self)
CvEnhancedCultureConquestEventManager.CvEnhancedCu ltureConquestEventManager(self)
CvGDEventManager.CvGDEventManager(self)
CvFieldHospitalEventManager.CvFieldHospitalEventMa nager(self)
CvGreatGeneralsFromBarbarianCombatEventManager.CvG reatGeneralsFromBarbarianCombatEventManager(self)
CvGreatStatesmanEventManager.CvGreatStatesmanEvent Manager(self)
CvInquisitionEventManager.CvInquisitionEventManage r(self)
CvPiratesModEventManager.CvPiratesModEventManager( self)
#TechCost.TechCost(self)
CvUnitStatisticsEventManager.CvUnitStatisticsEvent Manager(self)
CvEnhancedTechConquestEventManager.CvEnhancedTechC onquestEventManager(self)
#CvImmigrationEventManager.CvImmigrationEventManag er(self)
CvJUnitReligionEventManager.CvJUnitReligionEventMa nager(self)
CvUnitAllegianceEventManager.CvUnitAllegianceEvent Manager(self)
CvJZoCEventManager.CvJZoCEventManager(self)
CvMADNukesEventManager.CvMADNukesEventManager(self )

#--- Revolution Mod ------
revConfigFile = "Revolution Config.ini"
RevolutionInit.RevolutionInit( self, revConfigFile )


Actually, you can disable any Python mod by putting a "#" infront of the import command and the event handler.

Xequ
Jun 12, 2007, 01:14 PM
VERY nice mod you have here, very nice indeed ;)

kristopherb
Jun 12, 2007, 02:21 PM
the only grumble please load to civfanatics please

LDiCesare
Jun 12, 2007, 03:06 PM
I'm having too many python error popups.
I get some sound errors shown in the main window, which I don't care since I don't play with sound, but this happens often.
Python errors come mostly linked to Revolution. I didn't keep track of the tracebacks, but there are many many errors. I know I could disable the python error popups and not even see them but it's annoying as hell to change the settings just to play this mod.
Is it me or are the resources far more common than without the mod?

Gaius Octavius
Jun 12, 2007, 03:09 PM
I don't believe he can upload it to CivFanatics, as it's too large.

flowers
Jun 12, 2007, 03:49 PM
Will the 48 civ DLL work with this? I tried it and it didn't.

Grave
Jun 12, 2007, 05:21 PM
Will the 48 civ DLL work with this? I tried it and it didn't.


You'll need a new DLL in order for that to work. Mine has a DLL, but I can't remember if I changed the max number of Civs or not. If I didn't, the next time I recompile the SDK files, I'll up it to like 24 or something.

You're crazy if you play with 48 civs at the same time! :eek: :lol:



Tonight I'm going to test something. I'm gonna disable BarbarianCiv, Revolution and Immigration and see how things run, as it seems most people's headaches are stemming from these three mods.

Impaler[WrG]
Jun 12, 2007, 08:14 PM
Heres some work on Civics, trimmed off lots of modifiers, pumped some up to be larger/significant and aimed for what I though would be more balanced. It likly still needs more work. I'll see if I can do a write up later, as for now I'm going to bed.

Grave
Jun 12, 2007, 08:56 PM
;5549881']Heres some work on Civics, trimmed off lots of modifiers, pumped some up to be larger/significant and aimed for what I though would be more balanced. It likly still needs more work. I'll see if I can do a write up later, as for now I'm going to bed.


Awesome Impaler! :goodjob:


I'll check these out later tonight.


In the mean time, I found out there was a new release of Revolution, so I recompiled the SDK and incorporated it. One of the new changes is being to disable the "minor revolts" from making your cultural borders shrink and grow every other turn (keeping you from building tile improvements at times).

So far it's working well... I got a few CTD's so I'm still looking into that.

More to come later.

cybrxkhan
Jun 12, 2007, 09:06 PM
I don't believe he can upload it to CivFanatics, as it's too large.

you can upload the link.

Grave
Jun 12, 2007, 10:43 PM
you can upload the link.


When I went to upload it, it said there was a 30mb limit? :confused:



Well, I've been playing most of the night with Immigration Mod and BarbarianCiv turned off, and haven't run into a single crash! ;)

I'll play it more tomorrow afternoon, and if all goes well, I'll release the next patch, which will have a decent share of fixes.

t3bing
Jun 13, 2007, 09:21 AM
First off, thanks for all the work you did putting this together. :goodjob:

I ran into a weird bug while playing last night. I attached a savefile below. I'm playing as Huayna Capac, and I'm about to attack the Japanese city Nara. However, on the next turn all of my troops next to the city get moved one space away back into my territory, and no matter how many times I move them back they keep getting kicked out. Makes it rather difficult to conduct a war...:rolleyes:

Dom Pedro II
Jun 13, 2007, 12:58 PM
First off, thanks for all the work you did putting this together. :goodjob:

I ran into a weird bug while playing last night. I attached a savefile below. I'm playing as Huayna Capac, and I'm about to attack the Japanese city Nara. However, on the next turn all of my troops next to the city get moved one space away back into my territory, and no matter how many times I move them back they keep getting kicked out. Makes it rather difficult to conduct a war...:rolleyes:

This mod secretly put in an invisible Congress/Parliament and they disapprove of your war against Japan, so they're forcing you to withdraw your troops :p

Gaius Octavius
Jun 13, 2007, 01:11 PM
That would actually be a great feature! I started a thread a while back on redoing the Senate for Civ 4, but it never got anywhere...

Grave
Jun 13, 2007, 01:15 PM
I have the Senate as a Wonder in HITM, although all it does is allow access to all Government Civics. :)


Well, I'm still playing the game I started last night with Immigration and BarbarianCiv disabled (I'm playing as Israel), and so far no crashes what so ever. :)

Maybe it was Immigration and BarbarianCiv conflicting?

My next test after this game is to disable Immigration only and see what happens.

I also found some minor stupid bugs that I fixed, which will be released in the next patch here in a a day or two (the weekend at THE latest).

Lachlan
Jun 13, 2007, 03:49 PM
I LOVE your compilation mod :goodjob:

Donkey Puncher
Jun 13, 2007, 04:15 PM
how do you turn 0ff the barb and immagration mod I do not know thanks

Lachlan
Jun 13, 2007, 04:29 PM
i prefer that conflicts are avoided perhaps that immigration and barbarian suppressed... :)

Viva revolution and viva barbarians who transform in civs :)

Grave
Jun 13, 2007, 06:14 PM
how do you turn 0ff the barb and immagration mod I do not know thanks


Look in the Config.ini files in the root History in the Making directory, as well as the Revolution Config.ini that you need to place in the Vanilla Civ4 "Mods" directory.


To turn off Immigration Mod (since it doesn't have a Config.ini file) see this post (http://forums.civfanatics.com/showpost.php?p=5547218&postcount=47).

t3bing
Jun 13, 2007, 06:32 PM
This mod secretly put in an invisible Congress/Parliament and they disapprove of your war against Japan, so they're forcing you to withdraw your troops :p

I knew it! Damn Democrats in Congress, always screwing things up for us warmongers! ;)

Maybe it was Immigration and BarbarianCiv conflicting?

I don't think that's it, because the Revolution mod also has these crashes if you use BetterAI. It's some kind of conflict with BetterAI and BarbarianCiv.

If Immigration is slowing things down, another thing you can try (besides disabling it altogether) is to limit the number of immigrant units per city or civ...there's config options for that. (I'm not sure how you would set that in this mod, though, since there doesn't seem to be an Immigration Mod.ini file...)

Joebasalt13
Jun 13, 2007, 10:08 PM
Alright I have a couple questions.

1. What are the immigrents? and what do they do? I see them on my land is this a good thing or bad?

2. How do I stop my cities from revolting? I got religion, units and good happyness (apparently at least) but I still got like 7 angry citizens who revolt every couple turns and now they want to break off and form own empire!

Grave
Jun 13, 2007, 11:09 PM
Alright I have a couple questions.

1. What are the immigrents? and what do they do? I see them on my land is this a good thing or bad?

2. How do I stop my cities from revolting? I got religion, units and good happyness (apparently at least) but I still got like 7 angry citizens who revolt every couple turns and now they want to break off and form own empire!


1) It can be good or bad. Good: if they're coming from another civilization to settle in your lands. Bad: They're leaving your cities to go to other civilizations.

2) The best way to stop cities from revolting is with culture. It's very tricky in the Ancient era, but it is possible, as I've done it in several test games so far. Once I merge Revolution v0.90 (current version is 0.85), there is an option in the Revolution Config to limit the fluxuation of culture when there is a revolt in the city, which makes playing this mod ALOT better.

Expect to see the next patch within a couple days, I've been finding alot of little stuff I overlooked before.

Also, the current game I'm on that I've been playing since last night, I'm at 1900AD and no crashes yet. So that's a very good thing.

Lachlan
Jun 14, 2007, 04:50 AM
When will have patch ?

Grave
Jun 14, 2007, 06:29 AM
When will have patch ?


Expect to see the next patch within a couple days, I've been finding alot of little stuff I overlooked before.


:goodjob: ;)

onedreamer
Jun 14, 2007, 06:40 AM
Just one thing I don't agree with is giving a penalty (and a huge one) to culture if you adopt Fascism. Normally nationalist govs promote national culture rather than hinder it. What could have a penalty during Fascism is instead great people birth.

Grave
Jun 14, 2007, 06:47 AM
Just one thing I don't agree with is giving a penalty (and a huge one) to culture if you adopt Fascism. Normally nationalist govs promote national culture rather than hinder it. What could have a penalty during Fascism is instead great people birth.


Yeah, that's one of the many Civic changes I'm taking into consideration. ;)

Lachlan
Jun 14, 2007, 07:44 AM
I'm a moron, sorry

Grave
Jun 14, 2007, 07:41 PM
I'm a moron, sorry


It's OK, man. :goodjob:




Well, I think it's safe to say that BarbarianCiv seems to be the only source of crashes (so far).

Still finding minor things that I can tweak for the next patch. The patch should help out with things greatly, including balancing. I'm gonna try and squeeze in a slimmed down version of the Civics with the next patch. Afterwards, I'll work on balancing out the Religions, and trying to make them a little unique from each other.

Ganja
Jun 15, 2007, 01:21 AM
Grave,

I'm really looking forward to the next patch when you release it. I have just installed Civ4 once again after coming back to these forums and reading the various modpacks. Yours I am very much looking forward to playing. I like the various mod pack components you have chosen. My regret of Civ4 vanilla is the unattention to religion. Hopefully you can go further and improve how religion has affected the world.

I'm waiting on your release to get my Civ interest back. Thanks mate.

T.A JONES
Jun 15, 2007, 01:44 AM
Very nice!! Ive waited a while to rave about something on this side(civ4) and this is what Ive waited for me thinks :)

New units latest graphics, Its like in Civ3 when Balancer REloaded out did the former champ Rise n Rule by having the same expanded original game, that concept every digs, but bringing the freshest graphics and moddin in more of em for ultimate flavour and longer gameplay made by fillin in gaps.

You will do good. Thanks for this. :) *T.A goes an installs Civ4 on new computer that he swore would be kept as 'Civ4 free' machine*

ADD: ahh crap! forgot IM low on ram now I gotta go buy a G stick before I loader up! :( Oh well me sure tis worth the cash

Since Im back again Thanks n keep er going with new ideas and Xpak material. Mybe try taggin on post modern ending thats reserved for only powerful economy civs. Makes for good replay like paying for extra swings with the hammer at carnival to show extraordinary strenght is possesable.Also Its good when units keep rollin out instead of rip-off future tech that do nuttin but super units must be really be strived for so 3rd world civs are left out.

marcuskoala
Jun 15, 2007, 12:16 PM
Thanks for the best mod I've played in ages, might stick to this one for a while:) I love the migrants too, I supose I'd better start keeping people happy now!

There's just one thing: the new resources. I might be a bit thick, trying to build fishing nets over pearls and plantations on coffee, quarrys on salt that kinda thing but I don't seem able to. Natural gas is fine but I'm a bit of a resource whore and am wondering how you get them?

Please tell me what I'm doing wrong.

Grave
Jun 15, 2007, 12:24 PM
Thanks for the best mod I've played in ages, might stick to this one for a while:) I love the migrants too, I supose I'd better start keeping people happy now!

There's just one thing: the new resources. I might be a bit thick, trying to build fishing nets over pearls and plantations on coffee, quarrys on salt that kinda thing but I don't seem able to. Natural gas is fine but I'm a bit of a resource whore and am wondering how you get them?

Please tell me what I'm doing wrong.

Thanks for the compliments! :cool:


Yep, you identified one of the resource bugs that will be corrected in the next patch. I noticed that i forgot to assign a tile improvement to certain resources, keeping the player from accessing their bonuses in game.

You haven't done anything wrong... it was something I overlooked. So that will be fixed. :)

Lachlan
Jun 16, 2007, 06:23 AM
DEAD ? Or in stand by ?

foadiron
Jun 16, 2007, 11:31 AM
DEAD ? Or in stand by ?

Give him a chance it's only been 1 day :goodjob:

Donkey Puncher
Jun 16, 2007, 12:43 PM
plus he has no help he is doing everything by himself so things go a little slower so have patience

Tboy
Jun 16, 2007, 01:01 PM
Amazing mod! For a one man team, this sure is a lot. Congrats, Grave!

Lachlan
Jun 16, 2007, 01:50 PM
Ok, all i can say is the best mod ever !

gremlins0
Jun 17, 2007, 02:05 AM
I keep getting a crash in about 2 turns from this save. I tried disabling immigration and I also tried to use the AIautoplay for a few turns. I also had barbarians turned off at the start of the game. Any advice or way to fix? Thanks

Lachlan
Jun 17, 2007, 01:35 PM
We are on the end of this week and nothing :(

Grave
Jun 17, 2007, 02:42 PM
PATCH 1C IS RELEASED! :goodjob:

I think you guys should be happy with this patch, as it fixes alot of stuff.

I have isolated 90% of the CTD's I have received because of this mod, and they seem to be coming from the BarbarianCiv mod. So for now, by default I have it disabled.

Enjoy it, and as usual... please post any bugs/suggestions/improvements and any savegames if you're experiencing problems! :king:

See post #2 for the patch! (http://forums.civfanatics.com/showpost.php?p=5541379&postcount=2)


We are on the end of this week and nothing :(


Just relax... I posted this patch when I said I would. I have alot of real-life issues pressing at the moment, so I don't spend every waking moment playing Civ4. I hope you understand. :)


ATTENTION EVERYBODY:

THIS WILL BE THE LAST PATCH FOR AT LEAST 2-3 WEEKS. I HAVE TO GO OUT OF TOWN THIS WEEK, AND WILL NOT HAVE ACCESS TO CIVFANATICS.

But in the mean time, keep posting those bugs/suggestions/improvements and any savegames if you're experiencing problems, and I promise I'll read everything when I come back.



Grave :crazyeye:

gremlins0
Jun 17, 2007, 03:31 PM
Does anyone else have problems with the patch? My civ wont load and says abnormal program termination. Also grave if you had a chance to look at my other save file and had any advice on how to fix it thanks.

Lachlan
Jun 17, 2007, 03:43 PM
I'm full of fear

I have just launched a game : it's ok :)

Grave
Jun 17, 2007, 04:18 PM
Does anyone else have problems with the patch? My civ wont load and says abnormal program termination. Also grave if you had a chance to look at my other save file and had any advice on how to fix it thanks.

Really? The patch isn't loading for you? How weird. I tested it by doing a clean install of HITM, then installing the patch over it, and it works just fine.

What exactly is the game telling you? :confused:



Also about your save game, I did take a look at it, but can't figure out why it went CTD. I had a similiar issue earlier this weekend with one of my games as well. Couldn't figure it out either. It must be one of those 10% CTD's that I can't isolate. I'm not an expert programmer, unfortunately. :(

Thorn
Jun 17, 2007, 09:07 PM
Just downloaded the mod and the new patch. So far everything seems to be working right. Thanks for putting this together! :goodjob:

darkedone02
Jun 17, 2007, 09:54 PM
Since the Patch 1c, I cannot hear David of Israel theme, I get a lot of lag when I reached close to renaissance. I need a better computer If I want to freakin play pass renaissance and higher without any problems but lack the money to do so.

Lachlan
Jun 18, 2007, 06:31 AM
It's ok for me

I installed patch 1c over 1b

Grave
Jun 18, 2007, 06:37 AM
Since the Patch 1c, I cannot hear David of Israel theme, I get a lot of lag when I reached close to renaissance.


Ok, I'll put this on my To-Do-List for Patch 1d. Thanks for pointing it out! :goodjob:

mice
Jun 18, 2007, 06:38 AM
Grave I'm going to play this until BTS comes out. I like it alot.

Playing Isabella. Everything is going OK.

Brave Sir Robin
Jun 18, 2007, 04:06 PM
for some reason i can't get the 1c patch to unpack correctly :blush:
yes I have win RAR
any suggestions ?

Grave
Jun 18, 2007, 05:30 PM
for some reason i can't get the 1c patch to unpack correctly :blush:
yes I have win RAR
any suggestions ?


Ummm.... use WinZip? ;) :lol:



Seriously though... I just downloaded the patch and was able to unzip it just fine. It's a .zip file, maybe that's why WinRAR is giving you troubles? I don't know, I don't mess with RAR files much.

Donkey Puncher
Jun 18, 2007, 10:27 PM
I playe dlonger than usal but still got Ctd but when it crashed no error message , what I going to do is delete and redownload the mod with patch b,and c and give it a whirl just too double check myself when I dl patch b,c where does it go and how do I check if iut is the right version and make sure the patches unloaded correctly. ( I sure I unpacked it in the right spot) thanks

darkedone02
Jun 19, 2007, 12:48 AM
when will patch 1d will be coming up?

Grave
Jun 19, 2007, 06:08 AM
I playe dlonger than usal but still got Ctd but when it crashed no error message , what I going to do is delete and redownload the mod with patch b,and c and give it a whirl just too double check myself when I dl patch b,c where does it go and how do I check if iut is the right version and make sure the patches unloaded correctly. ( I sure I unpacked it in the right spot) thanks

You can unzip it directly into your MODS root folder. When you unzip it, everything is in a "History in the Making" folder already, so the file architecture is already in place. When you're prompted to overwrite files, just click on "Yes to All".

The way you can tell if the current patch is installed is by looking at the Change Log text file in the HITM root directory.

There are still some CTD's that I experience that I will not be able to figure out. I read over at the Revolution forums that sometimes it happens when Revolution is merged with Better AI. Hopefully when BTS comes out and I re-compile the SDK this mysterious CTD will go away.

when will patch 1d will be coming up?

See this post (http://forums.civfanatics.com/showpost.php?p=5569460&postcount=86). It doesn't give an exact timetable, but it gives you an idea of, at a minimum, how long it will be until I start work on the next patch.

Today is the last day I'll be on the forums for at least 2-3 weeks.

Is there something you're finding that is causing you problems?

darkedone02
Jun 19, 2007, 08:56 PM
just waiting for some lag to reduce...

Donkey Puncher
Jun 20, 2007, 02:35 AM
the patch is working great in the industial era and no probs

Dabeuz
Jun 22, 2007, 03:26 PM
Hi Grave,

I've read you were out for a while but I hope you'll be able to help me when you're back.
:(
I installed recently your mod with the last patch, but when loading it I get the standard Warlords version (the normal entry screen,with just "History in the making" written on the top/right of the screen). Besides, it is just std Warlords when I look at Civilopedia.

Mod is installed under C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods and I have all the directories (assets / art, python, res, sounds, XML and CvGameCoreDLL.dll). I have also 16 ini files under Mods/History in the Making.

Really don't understand what's getting wrong. I have a french version (but play in english) and french XP OS.

Any suggestion welcome cause this mod looks terrific.

Thanks.;)

supaguruzebidy
Jun 23, 2007, 08:20 AM
Is there any way to turn immigration off or reduce the amount. I cant keep anyone in my towns.

darkedone02
Jun 25, 2007, 09:55 PM
someone instructed that before... you got to do something with the profile thing. I kinda hate the immigrant mod a bit cause It causes so much lag. I need to upgrade my computer soon so that I can reactive it, plus I wish there was someone with good modeling skills to make them look ethical and transform every era. Ancient people Walk, Medieval uses Horse, Renaissance Uses Wagons, Industrial use Model-Ts, Modern uses Dodge Trucks...

Ganja
Jun 26, 2007, 12:47 PM
I can't use hitler in my game. anytime I click on him, for example when choosing a starting civ, I choose germany and as soon as a click hitler the game crashes to desktop.

Also, most of the unit graphics say "Unit Flavor"

Any reason why this may be happening?

darkedone02
Jun 26, 2007, 02:13 PM
one of the christainity cathedrals with no icon crashes the game after it's completed.

Grave
Jul 01, 2007, 11:52 AM
Hi guys,

Well, I found myself able to squeeze a couple minutes on a dial-up computer to check the forums. :)

While I currently do not have access to any HITM files, I can try and answer your questions in the meantime. I should be back home in about a week, at which time I'll start work on Patch 1d. :king:

just waiting for some lag to reduce...

Hopefully with the BTS release, some of your lag issues will be reduced. While researching some of the changes BTS is going to do to Civ4 itself, a few mods that I've incorporated into HITM will be rendered obsolete. Plus, I'll be removing some Modcomps that are affecting gameplay, or just aren't performing up to specs. I'll probably be removing Immigration all together. While the theory sounds good on paper, in gameplay it just doesn't make the game that enjoyable (at least to me). That should make many of you happy. :)

Is there any way to turn immigration off or reduce the amount. I cant keep anyone in my towns.

See this post (http://forums.civfanatics.com/showpost.php?p=5547218&postcount=47). This question is also posted on the Q&A Post, which is post #3 of this thread.

I can't use hitler in my game. anytime I click on him, for example when choosing a starting civ, I choose germany and as soon as a click hitler the game crashes to desktop.

Also, most of the unit graphics say "Unit Flavor"

Any reason why this may be happening?

About Hitler:

That sound like maybe I fat-fingered something in the XML somewhere.

I've had games where Hitler was an AI leader, and he came up fine. I'll look into this when I get home. It should be an easy fix, but I won't know 100% until I take a look at the files.

About the "Unit Flavor" icons.

That was something I did early in development. I created that bland icon you see so I can distinguish the "flavor" units from original units when in WorldBuilder. The downside to that was once I made hundreds of Flavor units, it kind of makes figuring out which unit the Flavor unit is... confusing. You could say this is a classic example of the "snowball" effect.

This should be remedied with the release of BTS, because it seems BTS will allow you to assign various civ-specific graphics to the vanilla units, which will eliminate the need for having all the "unique" Flavor units. I hope, anyway.

one of the christainity cathedrals with no icon crashes the game after it's completed.

Damn! :mad:

Again, that sounds like maybe I fat-fingered something in the XML. This should be an easy fix, too, as I've fixed a couple of these types of issues in the past. I just may of missed this one.

Which Cathedral is causing the CTD?

Hi Grave,

I installed recently your mod with the last patch, but when loading it I get the standard Warlords version (the normal entry screen,with just "History in the making" written on the top/right of the screen). Besides, it is just std Warlords when I look at Civilopedia.

Mod is installed under C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods and I have all the directories (assets / art, python, res, sounds, XML and CvGameCoreDLL.dll). I have also 16 ini files under Mods/History in the Making