<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_ALUMINUM</BonusType>
<iProductonModifier>10</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
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 :
Corrected: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; }
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 tooAnd 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!
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.
How many civs can be in a game? I see a map with 18 civs, but is that the limit?
Thanks.
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.
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.
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.![]()
arof, thanks for the findThe 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![]()
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.![]()
you should recieve a GP for being the first to do so!![]()
In Vanilla BTS, Stasis Chamber and Engines have no BonusProductionModifier so I doubt this is true![]()
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?
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.
Anyways, had a blast so thanks for the mod, great job.