[Beyond the Sword] History In The Making

I can launch custom game with the Planetary size with 24 civs just fine. Win XP and rather old machine.
 
So there were a couple issues I had to fix with some XML tweaking, but I'll just post the most important one for everyone: the Space Victory issue.

Apparently Projects have to have a BonusProductionModifier to be created, and I believe Grave removed them from Stasis Chamber/Engine for balance reasons.

So, to fix, open CIV4ProjectInfo in *your HITM Mod directory*\Assets\XML\GameInfo and replace the <BonusProductionModifiers/> tag on PROJECT_SS_ENGINE and PROJECT_SS_STASIS with the following:

Code:
<BonusProductionModifiers>
	<BonusProductionModifier>
		<BonusType>BONUS_ALUMINUM</BonusType>
		<iProductonModifier>10</iProductonModifier>
	</BonusProductionModifier>
</BonusProductionModifiers>

It will only build 10% faster, not double speed like the others, but at least it will be creatable. :P
 
Well, I wonder what could be causing the problem. A friend of mine, who has the same OS as me but a lot newer and more powerful mashine than mine ( Old CeleronD 2.5GHz with 1GB RAM )
 
arof, thanks for the find :) The strange thing is: I checked the BtS's CIV4ProjectInfo file and there are no these lines in it also. ?.
Upd: Oh, wait, right, is it because of the "Bonus Prereqs for Projects" mod that you absolutely need the bonus? That's why :)
 
Hello everybody!

Sorry I haven't updated anybody in a while... I've been kinda busy lately, and really had no time to even tinker with HiTM, let alone play it!

I'm hoping sometime soon I can sit down and bundle up a little "quick fix" patch for all the little nitnoid issues you guys have discovered since v4.00 came out.

But I'll answer what I can...

First post, so - Hello, everybody :)
First of all, Grave, thanks for this splendid mod, you've done some huge amount of job putting it all together :)
May I try to point out the reasons of absence of Corporation and Espionage buttons in the upper right corner (can't remember who was the first one to notice and be annoyed by this small glitch), as far as I remember the reason hadn't been found yet, or did I missed something? Anyway, the problem was in several lines in HISTORY IN THE MAKING\Resource\Themes\Civ4\Civ4Theme_HUD.thm file. BTW, there was the third part that seemed messed up - something with buying/selling of units' button. May be nobody noticed it yet. Wrong one was:
Spoiler :

Code:
//HUD Advisor Button - Religious
	style SF_CtrlTheme_Civ4_Control_Button_HUDAdvisorCorporation_Style
	{

		with GFC_Control_Button_Image
		{
			.Default				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 0);
			.Rollover				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 1);
			.Press					= .Default
			.Disable				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 2);
			.Toggle					= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 3);
			.ToggleRollover			= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 4);
			.TogglePress			= .Toggle;
			.ToggleDisable			= .Disable;
		}

		map GFC_CtrlTheme_Bitmap_Control_Button				=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
		map GFC_Control										=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
	}

	//HUD Advisor Button - Espionage
	style SF_CtrlTheme_Civ4_Control_Button_HUDAdvisorEspionage_Style
	{

		with GFC_Control_Button_Image
		{
			.Default				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 0);
			.Rollover				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 1);
			.Press					= .Default;
			.Disable				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 2);
			.Toggle					= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 3);
			.ToggleRollover			= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 4);
			.TogglePress			= .Toggle;
			.ToggleDisable			= .Disable;
		}

		map GFC_CtrlTheme_Bitmap_Control_Button				=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
		map GFC_Control										=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
	}

	//HUD Buy-Sell Unit Button
	style SF_CtrlTheme_Civ4_Control_Button_HUDBuySellUnit_Style
	{

		with GFC_Control_Button_Image
		{
			.Default				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 0);
			.Rollover				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 1);
			.Press					= .Default
			.Disable				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 2);
			.Toggle					= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 3);
			.ToggleRollover			= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 4);
			.TogglePress			= .Toggle;
			.ToggleDisable			= .Disable;
		}
Corrected:
Code:
//HUD Advisor Button - Religious
	style SF_CtrlTheme_Civ4_Control_Button_HUDAdvisorCorporation_Style
	{

		with GFC_Control_Button_Image
		{
			.Default				= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 0);
			.Rollover				= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 1);
			.Press					= .Default
			.Disable				= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 2);
			.Toggle					= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 3);
			.ToggleRollover			= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 1, 4);
			.TogglePress			= .Toggle;
			.ToggleDisable			= .Disable;
		}

		map GFC_CtrlTheme_Bitmap_Control_Button				=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
		map GFC_Control										=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
	}

	//HUD Advisor Button - Espionage
	style SF_CtrlTheme_Civ4_Control_Button_HUDAdvisorEspionage_Style
	{

		with GFC_Control_Button_Image
		{
			.Default				= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 0);
			.Rollover				= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 1);
			.Press					= .Default;
			.Disable				= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 2);
			.Toggle					= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 3);
			.ToggleRollover			= GBitmap("Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 0, 4);
			.TogglePress			= .Toggle;
			.ToggleDisable			= .Disable;
		}

		map GFC_CtrlTheme_Bitmap_Control_Button				=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
		map GFC_Control										=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
	}

	//HUD Buy-Sell Unit Button
	style SF_CtrlTheme_Civ4_Control_Button_HUDBuySellUnit_Style
	{

		with GFC_Control_Button_Image
		{
			.Default				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 0);
			.Rollover				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 1);
			.Press					= .Default
			.Disable				= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 2);
			.Toggle					= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 3);
			.ToggleRollover			= GBitmap("../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga", HVGrid, 5, 5, 2, 4);
			.TogglePress			= .Toggle;
			.ToggleDisable			= .Disable;

Or one could copy/paste the whole correct file from any colour schemes provided with this beautiful mod. :)
Tried it myself - two buttons are back. So, if I am not missing something - it's just enough to copy\paste correct file.
Also I would like to know how to correct the size of the Arab armor too :) And if someone could point me to the place where to REDUCE the amount of smoke in battle effects - can't find it myself. And, I'd be gratefull for a clarification with this space ship thing too:)
Once again, Grave, thank you!

Awesome! You know, that has been bugging me for the longest time, and I could never figure it out! Thanks for discovering the fix to this... you should recieve a GP for being the first to do so! :lol:

Now to my other weirdness. A few turns later in the same save, which was on planetary and odyssey settings, my first caravel discovered a new landmass and at the same time a new civ. No problem there, but as I pressed enter to change turn the game just kept loading indefinately. Tried loading an autosave from the turn before I discovered the new landmass, but with the same result. The game just kept saying "Waiting for other civilizations". I went away from the computer for several hours and when I came back it was still loading. Extremely infuriating.

Planetary is a HUGE map... and takes more memory than even a lot of modern, powerful rigs can handle. I don't even play Planetary myself, but I added it a long time ago just for those people who like ginormous maps.

How many civs can be in a game? I see a map with 18 civs, but is that the limit?

Thanks.

24

Great, great mod. I love it.

However I have a problem since the 4.0. We play multiplayer most of the time and if a player take an expansionist civ, we get a OOS at start and when the player rejoin, the city is pop1 and not 2... any idea what may causes this?


Thanks again for all the efforts you put in this.

Hmmm... I never really play multi-player, so I'm not sure. I'll have to look into it. But you say single player works fine for Expansive?

First off all - many many thanks, Grave, for the wonderful mod.

And I have a question, which is directed to everyone actually. Does anyone else get an error, a runtime error, generated during the Init Graphics stage in the initiation of the game, when map size is set on Planetary? And does anyone know how to fix it? I am running the game on a 32 bit Win XP, SP3.

Like I was saying earlier, Planetary is a HUGE map and takes a ton of computing power to function. It sucks RAM and vRAM like a whore on dollar day, which is the main reason I don't use Planetary maps.

Best thing I can say is, considering your computer specs... is to stick with Huge maps.

So there were a couple issues I had to fix with some XML tweaking, but I'll just post the most important one for everyone: the Space Victory issue.

Apparently Projects have to have a BonusProductionModifier to be created, and I believe Grave removed them from Stasis Chamber/Engine for balance reasons.

So, to fix, open CIV4ProjectInfo in *your HITM Mod directory*\Assets\XML\GameInfo and replace the <BonusProductionModifiers/> tag on PROJECT_SS_ENGINE and PROJECT_SS_STASIS with the following:

Code:
<BonusProductionModifiers>
	<BonusProductionModifier>
		<BonusType>BONUS_ALUMINUM</BonusType>
		<iProductonModifier>10</iProductonModifier>
	</BonusProductionModifier>
</BonusProductionModifiers>

It will only build 10% faster, not double speed like the others, but at least it will be creatable. :P

Wow, I never thought of that before... :crazyeye:

arof, thanks for the find :) The strange thing is: I checked the BtS's CIV4ProjectInfo file and there are no these lines in it also. ?.
Upd: Oh, wait, right, is it because of the "Bonus Prereqs for Projects" mod that you absolutely need the bonus? That's why :)

I'll need to publish an official "quick fix" patch to address all these little issues you guys are finding. And I'm very grateful that you all are posting them up, too!
 
So there were a couple issues I had to fix with some XML tweaking, but I'll just post the most important one for everyone: the Space Victory issue.

Apparently Projects have to have a BonusProductionModifier to be created, and I believe Grave removed them from Stasis Chamber/Engine for balance reasons.

So, to fix, open CIV4ProjectInfo in *your HITM Mod directory*\Assets\XML\GameInfo and replace the <BonusProductionModifiers/> tag on PROJECT_SS_ENGINE and PROJECT_SS_STASIS with the following:

Code:
<BonusProductionModifiers>
	<BonusProductionModifier>
		<BonusType>BONUS_ALUMINUM</BonusType>
		<iProductonModifier>10</iProductonModifier>
	</BonusProductionModifier>
</BonusProductionModifiers>

It will only build 10% faster, not double speed like the others, but at least it will be creatable. :P

In Vanilla BTS, Stasis Chamber and Engines have no BonusProductionModifier so I doubt this is true :)
 
you should recieve a GP for being the first to do so! :lol:

Can I have Captain Nemo and his Nautilus, please, those pesky Viking Frigates are driving me crazy :crazyeye: He should be... Great General born as sea unit maybe? :)

In Vanilla BTS, Stasis Chamber and Engines have no BonusProductionModifier so I doubt this is true :)

Yes, this is what I thought firstly having read arof's post, but there is a "Bonus Prereqs for Projects" mod by Tholish which is included in HitM, and according to the readme:

"This mod makes projects require a bonus in order to be built. It piggybacks the existing production speed bonus, merely making it mandatory (a qualitative OR prerequisite by the way, so as long as you have any kind of speed bonus the project will be buildable). To test it start the mod on a custom future start and build a city. You can't build any projects! Now, WB uranium right onto the plot where your city is and check again. Now you can build the Manhattan Project."

so I assumed that maybe it was this part that was responsible for the weirdness with the ship's components. But I don't know exactly how it works and I still can't test it in the game (playing the marathon speed on Huge map and having limited spare time, so it will be awhile till I get to the modern age even... If I ever will, actually, - things aren't going well for me right now:)). Hope, arof would be so kind as to clarify it for us - does he thinks it can fix it, or does it fix it :)
 
Here are some quick XML files I whipped up to fix some of the minor bugs reported recently:

================================================================

MISSING CORPORATION & ESPIONAGE BUTTONS IN INTERFACE:
File Name: Civ4Theme_HUD.zip
What it does: This quick fix replaces the missing Espionage and Corporation buttons on the main interface.

Installation Instructions: Download the Civ4Theme_HUD.zip file and place it in your root HISTORY IN THE MAKING directory. Keep the zip file here for future use. Next, unzip the contents of the Civ4Theme_HUD.zip file and move to your HISTORY IN THE MAKING/Resource/Themes/Civ4 directory. When asked to overwrite, select "yes".

Note: The reason you keep the Civ4Theme_HUD.zip file in the root directory is because every time you change interface colors, you will need to replace the Civ4Theme_HUD.thm file with this new fixed version. Just repeat the installation procedures above and everything will be OK.​

================================================================

SPACESHIP PARTS NOT BEING ABLE TO BE BUILT:
File Name: CIV4ProjectInfo.zip
What it does: This quick fix allows all Spaceship parts to be built, by fixing an XML error in the <BonusProductionModifiers> tag.

Installation Instructions: Extract the contents of this zip file into your HISTORY IN THE MAKING/Assets/XML/GameInfo directory. When asked to overwrite, select "yes".​

================================================================

MORE REALISTIC MIDDLE EASTERN MODERN ARMOR SCALE
File Name: CIV4ArtDefines_Unit.zip
What it does: This increases the scale size of the Middle Eastern Modern Armor so that it is in comparable size to the rest of the armors in the mod.

Installation Instructions: Extract the contents of this zip file into your HISTORY IN THE MAKING/Assets/XML/Art directory. When asked to overwrite, select "yes".​
 

Attachments

Hello everybody!

Hmmm... I never really play multi-player, so I'm not sure. I'll have to look into it. But you say single player works fine for Expansive?


Single player works indeed since the error is an OOS.
It was working fine in previous versions btw.

Hope you can find a solution to this.
Thanks again for this great mod.

Greets,
Loke
 
Just download and installed, first of all, thanks for what looks to be a great mod.

I followed the instructions in the RM for extracting the zip files in SOUNDS/SOUNDTRACK but when i play the music in game it's very "fuzzy", too distorted to be listenable.

Any suggestions on how to fix? Thanks
 
ever time i load the game to custom Scenario hitmearth as it loads i get this


Traceback (most recent call last):

File "CvWBInterface", line 47, in applyInitialItems

File "CvWBDesc", line 1706, in applyInitialItems

RuntimeError: unidentifiable C++ exception
ERR: Python function applyInitialItems failed, module CvWBInterface

can anyone help

enum for tag also appears
 
Fantastic work on the mod. Enjoyed it a lot.

About to finish my first game on it, Deity difficulty on Carters planetary earth map playing as China. Loading times were a bit slow towards the end but very playable still, between 40 sec and 2 minutes between each turn. But I played it in windowed mode while listening to music, surfing, working etc.. so the waiting doesn't bother me much. It's probably a good thing as I can get other things done while playing now. :lol:

Anyways, had a blast so thanks for the mod, great job.
 
Just download and installed, first of all, thanks for what looks to be a great mod.

I followed the instructions in the RM for extracting the zip files in SOUNDS/SOUNDTRACK but when i play the music in game it's very "fuzzy", too distorted to be listenable.

Any suggestions on how to fix? Thanks

I'll have to look into this. So you say you just unzipped the optional zip files, ala "Extract to Here"?

ever time i load the game to custom Scenario hitmearth as it loads i get this


Traceback (most recent call last):

File "CvWBInterface", line 47, in applyInitialItems

File "CvWBDesc", line 1706, in applyInitialItems

RuntimeError: unidentifiable C++ exception
ERR: Python function applyInitialItems failed, module CvWBInterface

can anyone help

enum for tag also appears

I need to look at all of my optional maps and see if they work or not. There may be a simple reason as to why it's not working. Honestly, I forgot about them! :lol:

Fantastic work on the mod. Enjoyed it a lot.

About to finish my first game on it, Deity difficulty on Carters planetary earth map playing as China. Loading times were a bit slow towards the end but very playable still, between 40 sec and 2 minutes between each turn. But I played it in windowed mode while listening to music, surfing, working etc.. so the waiting doesn't bother me much. It's probably a good thing as I can get other things done while playing now. :lol:

Anyways, had a blast so thanks for the mod, great job.

I appreciate your kind words. Glad you're enjoying my mod. Thanks! :goodjob:
 
If I'm not mistaking, you can choose only one of these files for the opening menu music. It doesn't effect other ingame sounds. As I got it, you have other music in game "fuzzy"? Do you still have the problem if you delete all the "OpeningMenu*" files except for the "OpeningMenu.mp3"?
 
I hate to do this, but I think I have to report a bug find.

Map: either huge or planetary (don't remember) (my system can handle planetary) - typical random generation
OS: Windows 7 x64
Civ: I think Egyptian

Problem: When I try to load a saved gamed, the load goes all the way to the end (and I even hear a sound). Then, there is a CTD. I am able to load a much earlier saved version.

I am no expert, but following the suggestions, I turned on logging. When I look in the log file, the only things which seems odd is this:
building:Art/Structures/Buildings/EgyptianTemple/Temple.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Obelisk/Obelisk.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!

Could this be the cause of the problem?

Anyway, I have attached a zip with the saved game and the log files. Any help would be greatly appreciated - this game was starting to get interesting.

p.s. If it is of any help: I checked the Event log and found the following error.

Level Date and Time Source Event ID Task Category
Error 2/20/2010 12:45:19 PM Application Error 1000 (100) "Faulting application name: Civ4BeyondSword.exe, version: 3.1.9.0, time stamp: 0x4a0c27e6
Faulting module name: Civ4BeyondSword.exe, version: 3.1.9.0, time stamp: 0x4a0c27e6
Exception code: 0xc0000005
Fault offset: 0x005437f7
Faulting process id: 0x66c
Faulting application start time: 0x01cab25460dfaa14
Faulting application path: d:\steam\steamapps\common\sid meier's civilization iv beyond the sword\beyond the sword\Civ4BeyondSword.exe
Faulting module path: d:\steam\steamapps\common\sid meier's civilization iv beyond the sword\beyond the sword\Civ4BeyondSword.exe
Report Id: b5a44f15-1e47-11df-aa9a-4061862e3b0b"
 

Attachments

Im having a problem... (I joined the forum just to ask this question)

The error is that my entire screen is filled up by the log bar because of an error in coding it says:

BugOptions - Failed writing INI file 'C:/program files/2k games/firaxis games/Sid Meirs Civilization 4 Complete/Beyond the sword/Mods/HISTORY IN THE MAKING/BUG Mod/Advanced Scoreboard.ini

and

BugOptions - Failed writing INI file 'C:/program files/2k games/firaxis games/Sid Meirs Civilization 4 Complete/Beyond the sword/Mods/HISTORY IN THE MAKING/BUG Mod/Advanced Scoreboard.ini

I am also using Windows Vista. Are there any quick fixes or patches I should download? (I am updated to 3.19 in BTS)

I am using 4.0 final. Thank you!
 
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