[Beyond the Sword] History In The Making

THANKS! :goodjob:

Yeah, I made the Missionaries a seperate "SpecialUnit" so that the Religious trait could build them faster. However, I overlooked the fact that the Caravel only transports "SPECIALUNIT_PEOPLE", and that the game only allows one SpecialUnit type per unit.

This is fixed in v1.5. :king:

Thanks, thanks for the mod and for the feedback!!! best mod ever!!!
you must know that all the bugs that i find arent so important.. you made a superb job!!!
 
Keep up the good work mate, and yes, all the fixes I've posted lately for DCM will be in v1.3 which should be out soon. :)
 
This bit coincided with my idea. I was thinking of large changes in relation to other Economy Civics...Hows about

State Property : -4 relations (We hate your greedy capitalist ideals)
Env: -2 (Your people are killing our planet)
Merc: -2 (You propogate lies and slander through your foreign trade)
Free Market (other civ): +2 (We approve of your enlightened trade status)

To my mind, you would absolutely not need any other penalties besides these for Free Market...It would also almost immediately start "cold wars" with the communistic nations. It would come at a time when religion has ceased to become such a "pact creator/divider", and would bring a whole new "pact creator/divider" aspect to the late game......

Heck, I actually really like this idea the more I think about it....

Comments and thoughts guys?

I like this idea. It seems like a simpler way of including a drawback than trying to accurately model each economy. You'd have to weigh a switch to free market against a potential loss of trading partners due to deteriorated relations.

Elegant.
 
Hey Grave, played my game a little further. There seems to be a problem with the Eiffel Tower. I built it but no bctowers appeared in any of my cities. At the time I already had the prerequ techs, even Radio for the towers. Is this a bug or did I do sth wrong?
Also, even tho I matches all the prerequs for the Statue of Liberty it only showed up in one single of my 15 cities as a build option, a border city. Is that intentional? :)
 
Hey Grave, played my game a little further. There seems to be a problem with the Eiffel Tower. I built it but no bctowers appeared in any of my cities. At the time I already had the prerequ techs, even Radio for the towers. Is this a bug or did I do sth wrong?
Also, even tho I matches all the prerequs for the Statue of Liberty it only showed up in one single of my 15 cities as a build option, a border city. Is that intentional? :)

In the HiTM-Mod, Eiffel Tower no longer produces free Broadcast Towers in the other cities (like in vanilla BtS). The free Bc-Towers are now "made" by the national wonder "Broadcasting Corporation" I think.

And the Statue of Liberty can only be built in coastal cities (maybe to make it look like Ellis Island), not in inland cities.

Zoid
 
Hm okay no wonder I kept scratching my head, since the 'pedia still states otherwise. What does it do, then?

Concerning SoL this is becoming even more strange, since the city I built it in is actually inland and my coastal city never showed it as a build option. But I gotta check again perhaps the city lies by a lake that smartmap gave a coastal tag.

EDIT: Checked, just like I said, it is a lake with a coastal terrain tag. So much for the SoL thing.
 
Hm okay no wonder I kept scratching my head, since the 'pedia still states otherwise. What does it do, then?

Concerning SoL this is becoming even more strange, since the city I built it in is actually inland and my coastal city never showed it as a build option. But I gotta check again perhaps the city lies by a lake that smartmap gave a coastal tag.

EDIT: Checked, just like I said, it is a lake with a coastal terrain tag. So much for the SoL thing.

I don't use smartmap, and I too have built SOL in an inland city by a lake (fresh water).
 
I did not know that about CivGold...So if I wanted to add the CivGold civs to HITM, do I add the whole Mod to the Module folder, or do I pick a folder inside the CivGold folder? I may have to experiement with that...

:woohoo:
 
Thanks, thanks for the mod and for the feedback!!! best mod ever!!!
you must know that all the bugs that i find arent so important.. you made a superb job!!!

Hey, every bug report is important! Just ask Drew Bledsoe. ;)

If you don't squash the bugs immediately, even if they are tiny ones... eventually you have a whole nest to contend with at one time.

Words of wisdom for the day.

Keep up the good work mate, and yes, all the fixes I've posted lately for DCM will be in v1.3 which should be out soon. :)

Thank you, Dale! :goodjob:

Looking forward to v1.3! :cool:

I like this idea. It seems like a simpler way of including a drawback than trying to accurately model each economy. You'd have to weigh a switch to free market against a potential loss of trading partners due to deteriorated relations.

Elegant.

You can kinda-sorta do this with <iCivicPercentAnger> tag. But I think what you guys want to specifically do would require some SDK work.

The advanced start problem was fixed with the previous patch, my fault.

It's OK... :lol:

I fixed something that I didn't even know I fixed. :lol: :lol:

Hey Grave, played my game a little further. There seems to be a problem with the Eiffel Tower. I built it but no bctowers appeared in any of my cities. At the time I already had the prerequ techs, even Radio for the towers. Is this a bug or did I do sth wrong?
Also, even tho I matches all the prerequs for the Statue of Liberty it only showed up in one single of my 15 cities as a build option, a border city. Is that intentional? :)

SoL is coastal now.

In the HiTM-Mod, Eiffel Tower no longer produces free Broadcast Towers in the other cities (like in vanilla BtS). The free Bc-Towers are now "made" by the national wonder "Broadcasting Corporation" I think.

And the Statue of Liberty can only be built in coastal cities (maybe to make it look like Ellis Island), not in inland cities.

Zoid

Hm okay no wonder I kept scratching my head, since the 'pedia still states otherwise. What does it do, then?

Concerning SoL this is becoming even more strange, since the city I built it in is actually inland and my coastal city never showed it as a build option. But I gotta check again perhaps the city lies by a lake that smartmap gave a coastal tag.

EDIT: Checked, just like I said, it is a lake with a coastal terrain tag. So much for the SoL thing.

That is correct... Statue of Liberty can only be built on coastal cities. I thought it was stupid to be able to build the SoL without access to the ocean.

Just look at the Pedia for it's effects... instead of a free broadcast tower in every city (which didn't make sense to me) I decided to let the SoL give you a free specialist in each of your cities, to simulate the "immigration" of people to your civilization.

Maybe the Strategy tag needs updated...

Waiting for v1.5 :coffee:

:mischief:

I did not know that about CivGold...So if I wanted to add the CivGold civs to HITM, do I add the whole Mod to the Module folder, or do I pick a folder inside the CivGold folder? I may have to experiement with that...

:woohoo:

Something I left out. If you're going to use Civ Gold's modular civilizations, I think you're going to need to manipulate some of the Schema files a little.

One method pops up at me right now:

1) Delete all the Schema files in the modular civ's directory, then replace them with the ones from HiTM.

2) Go into the rest of the modular civ's XML files and change which Schema they point to from the Civ Gold ones to HiTM:

Example:
In the Aborigines's CIV4CivilizationsInfos.xml, From:
Code:
<Civ4CivilizationInfos xmlns="x-schema:Aborigines_CIV4CivilizationsSchema.xml">

To:
Code:
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">

Otherwise, what will happen is the game will use the Civ Gold Schema files and not HiTM's, since module files override all other files.

Will v1.5 include dale's new compent CASA:mischief: plz!!!!

CASA is already in there, just disabled in the XML. Go into the GlobalDefinesAlt.xml file and enable it:

From:
Code:
	<Define>
		<DefineName>DCM_STACK_ATTACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

To:
Code:
	<Define>
		<DefineName>DCM_STACK_ATTACK</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
 
Grave,

I picked a random Civ (Scotland, which I know is in CivGold) that I could download here without installing CivGold or HITM (I'm at work) to see if I could easily make the Civ HITM compatible as you instructed. Doing a quick look at it, there seems to be 2 Schema files (CivilizationsSchema.xml, ArtdefinesSchema.xml) that are not in HITM (I could not find them anyway).

Now that I think about it, perhaps the CivGold people changed the files so that it would be easier to make it HITM compatible....I'll check it out when I get home from work.
 
@Edward The Big

- For modules schema files are required to be in the same folder as the xmls that reference them.
- AFAIK HitM doesn't add different tags to the civilization info schema so you don't need to change the two schema files you mentioned.
- Now, what needs changing is in case the civ module adds unique units. In this case there will be unitinfos schema file. This one is different from the one HitM uses (because of the additional tags from Dale's combat mod). What you need to do in such case is to copy the schema file from assets\xml\units in HitM to replace the one that comes with the module. Rename the file to match the name of the replaced one. That is all.
- Chances are that the module will add unique buildings as well but nothing needs to be done about those as there is no change for their schema file in HitM.
 
Interesting...Thank you

So all I need to do is change the UnitInfo Schema?

Also, can I still use the Unique Unit and Building module that is available with HITM?
 
Wow you already implemented the new code he released today, or is this still the beta? anyhow you work fast man! great thx!
 
Grave, I was thinking this morning about a new possible tech, Photography, that might be placed in the industrial age, requiring (my best shot as of now) optics and chemistry. I thought it could perhaps boost :science: output of libraries, and be a prerequisite for television. (also for digital photography, with computers, but I'm not sure what it could provide... perhaps a culture bonus for mountains ? :-))

Also, I understand that universities are to be built only if there is a library and it might make sense on some level... but really, I always thought it doesn't... Some universities have their own library, for instance.

Just my € 0.02!
 
I considered Photography myself but it's just too narrow at the civ scale. There was a lot of stuff like that at the time but putting the "presse-purée" as a tech will not make you any good. It will just save you little time until powder potatoes.
 
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