[Beyond the Sword] History In The Making

I looked at the FAQ already. It only seems to cover technical questions, not your objectives or philosophy.

Thanks

Algae

The FAQ answers your question.

What difference does it make? It's a free mod, you don't have to pay anything for it. Just download it, try it out. Let the work I've done to make this mod answer all your questions, instead of me having to type out a sentence or two to explain it to you. :goodjob:
 
Just as an update on my last post, incase it makes it any easier to spot what might be wrong... I downloaded and installed v 1.0 original of the mod pack (no updates, no addon modules, no extra map - just the full 1.0 version), and generated a fresh Python error log (deleted the old one so a fresh one would be created on load). Upon loading, all I did was click "Civpedia" once from the main menu (which doesn't work) then quit the game. Here's the Python error log of that;
Code:
Traceback (most recent call last):
  File "<string>", line 1, in ?
  File "<string>", line 52, in load_module
  File "CvEventInterface", line 13, in ?
  File "<string>", line 52, in load_module
  File "CvCustomEventManager", line 24, in ?
  File "<string>", line 52, in load_module
  File "CvEventManager", line 12, in ?
  File "<string>", line 52, in load_module
  File "CvScreensInterface", line 3, in ?
  File "<string>", line 52, in load_module
  File "CvMainInterface", line 11, in ?
  File "<string>", line 52, in load_module
  File "Scoreboard", line 7, in ?
  File "<string>", line 52, in load_module
  File "BugScoreOptions", line 6, in ?
  File "<string>", line 52, in load_module
  File "BugOptions", line 5, in ?
  File "<string>", line 52, in load_module
  File "RuffModControl", line 11, in ?
  File "<string>", line 52, in load_module
  File "CvPath", line 128, in ?
  File "CvPath", line 113, in _getUserDir
  File "CvPath", line 118, in _getInstallDir
  File "CvPath", line 104, in __getRegValue
WindowsError
: 
[Errno 2] The system cannot find the file specified

Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

I tried again with a fresh Python log for 1.2 of the mod, again just loading, clicking Civpedia, quitting, and got exactly the same error file (with a couple more "ERR: Call function onEvent failed. Can't find module CvEventInterface" lines at the bottom which is probably time-based in the client as opposed to action based since they are of different counts in the two log tests).

Does that log give you any clues at all?
 
Just as an update on my last post, incase it makes it any easier to spot what might be wrong... I downloaded and installed v 1.0 original of the mod pack (no updates, no addon modules, no extra map - just the full 1.0 version), and generated a fresh Python error log (deleted the old one so a fresh one would be created on load). Upon loading, all I did was click "Civpedia" once from the main menu (which doesn't work) then quit the game. Here's the Python error log of that;
Code:
Traceback (most recent call last):
  File "<string>", line 1, in ?
  File "<string>", line 52, in load_module
  File "CvEventInterface", line 13, in ?
  File "<string>", line 52, in load_module
  File "CvCustomEventManager", line 24, in ?
  File "<string>", line 52, in load_module
  File "CvEventManager", line 12, in ?
  File "<string>", line 52, in load_module
  File "CvScreensInterface", line 3, in ?
  File "<string>", line 52, in load_module
  File "CvMainInterface", line 11, in ?
  File "<string>", line 52, in load_module
  File "Scoreboard", line 7, in ?
  File "<string>", line 52, in load_module
  File "BugScoreOptions", line 6, in ?
  File "<string>", line 52, in load_module
  File "BugOptions", line 5, in ?
  File "<string>", line 52, in load_module
  File "RuffModControl", line 11, in ?
  File "<string>", line 52, in load_module
  File "CvPath", line 128, in ?
  File "CvPath", line 113, in _getUserDir
  File "CvPath", line 118, in _getInstallDir
  File "CvPath", line 104, in __getRegValue
WindowsError
: 
[Errno 2] The system cannot find the file specified

Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

I tried again with a fresh Python log for 1.2 of the mod, again just loading, clicking Civpedia, quitting, and got exactly the same error file (with a couple more "ERR: Call function onEvent failed. Can't find module CvEventInterface" lines at the bottom which is probably time-based in the client as opposed to action based since they are of different counts in the two log tests).

Does that log give you any clues at all?

Yep... those are definately python errors. That would explain why the Pedia or pop windows aren't showing up.

Unfortunately, since I'm not an expert programmer, I don't think there is anything I can do about the problem. To me, as long as the mod is installed correctly, there shouldn't be any errors like that. I know countless people who have not experienced this issue.

Plus, it works flawlessly (without any errors) on my machine. So unless I can replicate the errors you get, I'm afraid I can be of no help. :(
 
Patch v1.03 is released!
Unique Additional Content updated for v1.03!


Please see Post #2 for download info.

Changes in v1.03
Spoiler :

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



:king:
 
i downloaded the game and whenever i try to play a game it finishes loading by 50 percent and then it just closes, why?
 
Patch v1.03 is released!
Unique Additional Content updated for v1.03!


Please see Post #2 for download info.

Changes in v1.03
Spoiler :

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



:king:


:wallbash:

Ok, I think I fixed the problem with the Unit Religion mod not recognizing the
History in the Making Config.ini file.

Here is an interim fix until Patch v1.04 (see attachment).

Extract these files to your Desktop, then put them into your
HISTORY IN THE MAKING/Assets/Python/JUnitReligionUtils folder.

DO THIS AFTER YOU INSTALL PATCH v1.03!
 

Attachments

  • JUnitReligionUtils.zip
    5.8 KB · Views: 329
Yep... those are definately python errors. That would explain why the Pedia or pop windows aren't showing up.

Unfortunately, since I'm not an expert programmer, I don't think there is anything I can do about the problem. To me, as long as the mod is installed correctly, there shouldn't be any errors like that. I know countless people who have not experienced this issue.

Plus, it works flawlessly (without any errors) on my machine. So unless I can replicate the errors you get, I'm afraid I can be of no help. :(

Grave,

Those look like the error generated with Jiggler's and Civ Complete. Complete uses different directorys and registry keys.

Can the player confirm using complete?
 
Grave,

Those look like the error generated with Jiggler's and Civ Complete. Complete uses different directorys and registry keys.

Can the player confirm using complete?


Ahhhhh.... I see what you mean, Dale.

I believe he is using Civ Complete... he mentioned it a few posts back somewhere on Page #38. I wonder why they chose to use different directories and registry keys? I mean, wouldn't that make finding mods that work alot more difficult? :confused:

Upon closer inspection of his error log, it looks like the source of the troubles is with the BUG Mod. I'll see what I can dig up over at their forums. Maybe they have a fix for it and I just don't know about it yet. :mischief:

** EDIT **

I reported this problem to the BUG Mod team. Here is the thread. Also, upon reading several posts in their Bug Reporting thread, it seems like they are aware of the issue and are trying to fix it.

I'm going to add this issue to the FAQ post, as I feel anybody else using Civ Complete will run into this same problem until there is a fix for it.
 
Grave: Did you change financial from the erroneous +1:commerce: on all plots producing 1 already.......as its not in the change log?
 
Grave: Did you change financial from the erroneous +1:commerce: on all plots producing 1 already.......as its not in the change log?


Oh dang.... no, no I didn't. Completely slipped my mind! I forgot to jot it down on my to-do list and I guess it didn't make the cut. :wallbash:


I'm going to fix my files for that now... it'll be included in the next patch. Thanks for reminding me on this. :goodjob:



For anybody who is interested, you may adjust the Financial trait as follows, change the following (in red font):

In CIV4TraitInfos.xml:
Code:
		<TraitInfo>
			<Type>TRAIT_FINANCIAL</Type>
			<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<ExtraYieldThresholds>
				[COLOR="Red"]<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>1</iYield>[/COLOR]
			</ExtraYieldThresholds>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>

take that code highlighted in red and change to:
Code:
		<TraitInfo>
			<Type>TRAIT_FINANCIAL</Type>
			<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<ExtraYieldThresholds>
[COLOR="Red"]				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>3</iExtraYieldThreshold>[/COLOR]
			</ExtraYieldThresholds>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>
 
Just upgraded to the new version and can't play. Keep getting a CTD whenever I try and start a game, starts making the map then crashes. Going to remove HiTM and reinstall it and see if that fixes it.

Kyle
 
Oh dang.... no, no I didn't. Completely slipped my mind! I forgot to jot it down on my to-do list and I guess it didn't make the cut. :wallbash:


I'm going to fix my files for that now... it'll be included in the next patch. Thanks for reminding me on this. :goodjob:



For anybody who is interested, you may adjust the Financial trait as follows, change the following (in red font):

In CIV4TraitInfos.xml:
Code:
		<TraitInfo>
			<Type>TRAIT_FINANCIAL</Type>
			<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<ExtraYieldThresholds>
				<iYield>0</iYield>
				<iYield>0</iYield>
				[COLOR="Red"]<iYield>1</iYield>[/COLOR]
			</ExtraYieldThresholds>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>

take that code highlighted in red and change to:
Code:
		<TraitInfo>
			<Type>TRAIT_FINANCIAL</Type>
			<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<ExtraYieldThresholds>
				<iYield>0</iYield>
				<iYield>0</iYield>
				[COLOR="Red"]<iYield>3</iYield>[/COLOR]
			</ExtraYieldThresholds>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>

Actually, that isn't quite right. It should be this:-
Code:
                <TraitInfo>
			<Type>TRAIT_FINANCIAL</Type>
			<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<ExtraYieldThresholds>
				[COLOR="Red"]<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>3</iExtraYieldThreshold>[/COLOR]
			</ExtraYieldThresholds>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>

I'm not sure if the original will work completely correctly, but my above does (been using it for a long time in different formats)
 
Actually, that isn't quite right. It should be this:-
Spoiler :
Code:
                <TraitInfo>
			<Type>TRAIT_FINANCIAL</Type>
			<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<ExtraYieldThresholds>
				[COLOR="Red"]<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>3</iExtraYieldThreshold>[/COLOR]
			</ExtraYieldThresholds>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>

I'm not sure if the original will work completely correctly, but my above does (been using it for a long time in different formats)

:aargh: :aargh: :aargh: :aargh:


You're absolutely correct, Drew. Maybe I should step down and let you take over, you seem to catch alot of minor things I overlook. :crazyeye: :lol:

The way I had it seems to work too, however, that's not how that tag was meant to be, so I changed it.

I fixed the post above, too, so nobody will get confused on it (any more than they already are). ;)


Again, thanks for that sharp attention to detal, Drew! :goodjob:
 
Excited to try new patch......but i'm going to wait for 1.04 since i was mainly looking forward to the financial fix, and the unit religion thing will be fixed in it as well. I can still enjoy version 1.02 for now, so no worries for me. It's nice to see that you update regularly though, perhaps the reason this mod is, in my opinion, so good.;) :)
 
:aargh: :aargh: :aargh: :aargh:


You're absolutely correct, Drew. Maybe I should step down and let you take over, you seem to catch alot of minor things I overlook. :crazyeye: :lol:

The way I had it seems to work too, however, that's not how that tag was meant to be, so I changed it.

I fixed the post above, too, so nobody will get confused on it (any more than they already are). ;)


Again, thanks for that sharp attention to detal, Drew! :goodjob:

Hey its all your work :goodjob: ......I find stuff cos I was once upon a time writing my own mod, but gave up as its just too much work, so I appreciate the effort...That and the fact that HiTM is my default version of Civ iv now :D

One last point, the "Dawn of Man" screen non-showing, that you interim fixed in this post http://forums.civfanatics.com/showpost.php?p=6334760&postcount=684

did you include in the patch?
 
Excited to try new patch......but i'm going to wait for 1.04 since i was mainly looking forward to the financial fix, and the unit religion thing will be fixed in it as well. I can still enjoy version 1.02 for now, so no worries for me. It's nice to see that you update regularly though, perhaps the reason this mod is, in my opinion, so good.;) :)

Well, that's why I posted Interim Fixes, so you can do a quick patch up before the next official release. They're not hard to do... give it a try. :cool:

One last point, the "Dawn of Man" screen non-showing, that you interim fixed in this post http://forums.civfanatics.com/showpost.php?p=6334760&postcount=684

did you include in the patch?

Yes, the Dawn of Man fix is in this current patch. I guess I failed to mention it, but it's in there nonetheless.
 
Well, that's why I posted Interim Fixes, so you can do a quick patch up before the next official release. They're not hard to do... give it a try. :cool:



Yes, the Dawn of Man fix is in this current patch. I guess I failed to mention it, but it's in there nonetheless.

Excellent will patch everyting up and fire up a game ;)
 
Probably the most promising thing about this mod is the Odyssey speed.

This mode definitely gets the most of a game, but sadly, there are a few major crippling problems:

Early on, production happens quite quickly, however there are not much variety in units or buildings. Two things occur during the earliest phase; without options to build research/wealth/espio the REXing becomes insane along with the computer. I've seen an entire continent gobbled up by about 12+ cities per civ within a short period of time. This means that you need to follow suit and your income will drop to crap. Or if chosing not to REX, units need to be produced regardless early on, resulting in a lot of production and deletion of units. Early on, production of something or perhaps a 'build nothing' option is needed for players.

Or if it's possible, eliminate the desire for these AI civs to go REX NUTS early on. At higher levels, Odyssey becomes impossible since if you try to REX as similarly as they do, your economy collapses.

On a side note, the traits are mostly good but Organized pretty much blows in comparison to Financial which is just a MONSTER.

Otherwise, the game is pretty good in terms of balance.

On a more technical note, for some reason, whenever I create a map, the first map can be regenerated but after the first one, prior ones cannot; requiring me to exit the map and restart the game. This continually repeats. REALLY annoying, considering I can't see most resources at the beginning.

Edit: Nix that about financial. I saw the fix.
Edit #2: Running WinXP 32bit
 
Grave:- Here's a quick question....did you alter anything at all with the way/speed religion spreads? Only asking cos I "took" over Carthage Buddhist religion when I conquered them, and almost every new city I built after that, almost instantaneously had Budd spread to it. Very often the very turn after they were built. Not all cities though experienced this. Some stayed stubborn, and I had to send missionaries.

Ok, it was the only religion available on the continent, and Holy Shrine was built, but still never seen such lightning conversion in new cities....

Probably just "one of those games", but I'm curious if you changed anything. I also installed your interim fix "JUnitReligionUtils" files....
 
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