Arian
No more ghostbusting!!
I suppose it's up to Grave to update his mod to 3.17. As long as this isn't case either stick with 3.13 to play this mod or patch and wait until this mod gets patched (hopefully) 

HITM uses a lot of other people's mod components within itself (obvious examples are Bug and DCM), these will probably all need the respective creators to update them to 3.17 before any upgrading work could take place.
As well HITM still generally works ok as now with 3.13, and as we all know is almost a different animal from CIV IV in its own right, it has so much changed gameplay......
Its still (obviously) up to Grave, if and hopefully when he comes back to his mod...
How would I go about updating this portion of HITM? Or shouldn't it be attempted?
HITM is my favorite version of CIV ever.
Even before 3.17, there were some quirks with JKP1187's events, I think we were using an outdated version that has since been de-bugged. http://forums.civfanatics.com/showthread.php?p=6176956#post6176956
How would I go about updating this portion of HITM? Or shouldn't it be attempted?
JKP-events is at 1.13 (according to changelog 1.53)
It shouldn't be too hard to update to JKP-event 1.21 (last version) because it's only copy 'n' pasting XML and Python![]()
Well its testing greatno-one has any "phantom war bay booms", no "stealth ships in 2500BC
" and the quests even seem to work properly now....
Its 1 AD in the fastest sloppyest Monarch test game (Marathon to 1AD in a couple of hours is flying to fast) I've ever played, but all looks good...And some of the wonders that didn't play properly for me sometimes, have done...
Its impossible though, to find out if all the events work properly (just because I haven't had any wrong ones, of course doesn't prove they're all fixed), but again looks good![]()
Well its testing greatno-one has any "phantom war bay booms", no "stealth ships in 2500BC
" and the quests even seem to work properly now....
Its 1 AD in the fastest sloppyest Monarch test game (Marathon to 1AD in a couple of hours is flying to fast) I've ever played, but all looks good...And some of the wonders that didn't play properly for me sometimes, have done...
Its impossible though, to find out if all the events work properly (just because I haven't had any wrong ones, of course doesn't prove they're all fixed), but again looks good
OK If anyone wants to try this here's a zip containing the python and xml that needs to be replaced...Unzip to desktop, then I advise making copy of the original HITM/Assets folder, then replace each of the old files with the new ones from the download...There are 2 python and 4 xml files. They are all within the HITM/Assets folder. Overwrite within their exact original location e.g. The CvRandomEventInterface.py is within HITM\assets\python\entrypoints..its just click and pasting using explorer... You should be prompted to overwrite each one and need to click "yes"....any problems just ask here.
View attachment 181849
Hey, it's a foot on the road to a full upgrade, if nothing else![]()
OK. Got partway there from here. unzipped to desktop, made a copy of the assets folder, drug the 2 python files into position and replaced the old ones with the recent ones at the prompt.
I haven't been able to find any xml files within the assets folders, just prompts asking me what program wrote the files....
EUREKA!- I have to back out of the Python file first... told you I was technically challenged.
Its impossible though, to find out if all the events work properly (just because I haven't had any wrong ones, of course doesn't prove they're all fixed), but again looks good![]()
num = gc.getInfoTypeForString(EVENTTRIGGER_CIV_GAME)
print num
p = gc.getPlayer(0)
p.trigger(num)
Hey, I wanted to check out what all the second unique units are, but when I opened the spoiler it was blank.Does anyone have a list I can see? (It's probably in the readme.)
I would download it but it's huge, and I want to see what the new unique units are first.![]()
If you don't get an answer in the morning, I'll dig it out for you by looking them up manually.
In Solvers thread about events is explained how you can test events. This is the Python-code:
Code:num = gc.getInfoTypeForString(EVENTTRIGGER_CIV_GAME) print num p = gc.getPlayer(0) p.trigger(num)
I'm playing and loving it!
It's better, but I'm not sure it's there yet. I saw some baby boom notices without being aware of any wars. Fewer, I think.
And I got the Stede Bonnet pirate notice- saying he attacked me without any harm being done to my seafood- about 2800 AD. Not as glaring as the stealth destroyer pirates of 4000 BC that I'm accustomed to. On the bright side, the notices look "normal now instead of glichy". Bed time .
Hey, I wanted to check out what all the second unique units are, but when I opened the spoiler it was blank.Does anyone have a list I can see? (It's probably in the readme.)
I would download it but it's huge, and I want to see what the new unique units are first.![]()
Thanks for that....the events have pretty much always worked, just some were being incorrectly triggered.
I played all the way through to around 1500AD (marathon) , and haven't seen one "phoeny" event yet....my one game isn't enough to confirm anything though....I'm hoping you overwrote the files correctly (knowing you, in the nicest possible way, I can't be 100% certain you did) ...you might also want to clear the cache when next firing up CIV (hold down both shift keys until its says in the loading screen "xml uncached")