[Beyond the Sword] History In The Making

I did the 3.17 patch without knowing I had to then go Vanilla until mods could be updated. Now, I am stuck playing vanilla BTS and it sucks!
 
Sorry to distract from the focus of the thread guys. I said my piece :) Didn't mean to offend ya'lls' 'loved one.'
 
I patched up to 3.17 and then discovered this Mod and the Wolfshanze one so did a reinstall and only patched up to 3.13 this time.

Giving this one a go later today...
 
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...

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Even before 3.17, there were some quirks with JKP1187's events, I think we were using an outdated version that has since been de-bugged.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?
 
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Even before 3.17, there were some quirks with JKP1187's events, I think we were using an outdated version that has since been de-bugged.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 :)

A little bit more complicated than a straight cut and paste ;)....while it only involves XML and some PYTHON files, because HITM also includes other mod components, some of the Python files need bits adding and taking away...I just found some Python code in CVEventManager.py that seems to me redundant (it applies to RTW mod), and because DCM has some custom code in the same file that HITM DOES need, I had to merge that in with JKP's event stuff....

Anyways, hopefully what I've done will work (fingers crossed), I'll be the guinea pig, and if and when it works I'll post the new files you need and where to put them here....may need a few days to test, stay with me on this ;)
 
Well its testing great ;) no-one has any "phantom war bay booms", no "stealth ships in 2500BC:lol:" 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 :thumbsup:


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 Updated HITM Events.zip

Hey, it's a foot on the road to a full upgrade, if nothing else ;)
 
Well its testing great ;) no-one has any "phantom war bay booms", no "stealth ships in 2500BC:lol:" 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 :thumbsup:


Off of the top of my head, that covers all of the frustrating quirks that I had in mind.:thanx::beer:


While you continue testing, maybe I'll give this thread a re-read and follow up on some of the other outdated versions of our component mods.
 
Well its testing great ;) no-one has any "phantom war bay booms", no "stealth ships in 2500BC:lol:" 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 :thumbsup:


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.
 
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.

:rotfl: I made it as simple as I could without writing an extractor program (which is a pain), and it was a quick fix, but I hope an accurate one...let me know how it goes....I'm busy drinking in the heady medieval aromas of 8th Century AD Aachen atm;)
 
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. :goodjob:
 
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 :thumbsup:

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. :goodjob:

If you don't get an answer in the morning, I'll dig it out for you by looking them up manually.
 
Good to see progress for this great mod. Maybe I can find some time this weekend to upgrade and give your fixes a test-drive, Drew.
 
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)

Thanks for that....the events have pretty much always worked, just some were being incorrectly triggered.
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 .

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")
 
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. :goodjob:

Okay, here goes. I didn't find it in the readme files, but just because I can't find something doesn't prove it isn't there..:p

I looked all of this up in the Civilopedia and took notes. Now it's typo time!

CIV/UU/REPLACES/ ADVANTAGES

Ottoman/Abus Gun/cannon/ 80% damage cap

Arabia/Ansar Warrior/knight/ Speed promo, +25%melee

Ethiopia/Abyssinian Archer/longbow/1 FS,8 strength

Zulu/Assegai/Armsman/1FS,mobility promo

Maya/Atlatl/archer/+50%archer &siege

Inca/Auckapussak/swordsman/+50% swordsman

Texas/Ranger/cavalry/+25% gunpowder
Texas/B-1 Lancer/IC bomber/+25% siege, 20%evade intercept

USA/B-52/IC bomber/50 strength, -35% per turn tile and city defense.
USA/Marine Corps/marine/leadership and tactics promos

Greece/companion cavalry/horsemen/+25% attack horsemen

Mongolia/Composite Bowman/longbowman/2FS, +50% cities

HRE/DoppleSoldner/maceman/+50%pikeman

Byzantium/Dromon/trireme/strength3, -3%per turn city bombard.

Aztec/Eagle Warrior/Axeman/+20%in forest +jungle

Israeli/F-16 Sufa/strike fighter/ace promo, -15%per turn city & tile imp
Israeli/Merkava/modern armor/march& medic1 promos

Dutch/Fluyt/caravel/2capacity, sentry promo

France/Foreign Legion/special forces/morale promo, 20% withdrawal

Celtia/Highlander/armsman/+50%hills, +20%withdrawal

China/Huochang/musketman/collateral damage,immune to collateral damage,bombard -9%per turn.

Poland/Hussar/curiassier/+50%gunpowder
Poland/Uhlan/cavalry/1FS,+25%armor&mounted

Russia/KA50 Black Shark/gunship/2FS,immune to FS,+50%SAM

India/Khyber Rifles/riflemen/immune to FS,guerilla1 promo

Korea/Kobukson/galley/6strength,city bomb -12%

Portugal/ManO'War/ship of the line/strength 10

Mali/Mandinka/light cavalry/+25% mounted,mobility promo

Babylon/Onager chariot/chariot/cheaper,1FS

Khmer/Phak'ak/pikeman/+50%jungle&forest

England/SAS/special forces/range5 paradrops

Carthage/Sacred Band/spearman/1FS, immune to FS

Rome/Sagitterri/horse archer/+50%spear

Persia/Sythed Chariot/+50%vs archers

Summeria/Sickle Swordsman/swordsman/copper, commando promo

Spain/Treasure Ship/Galleon/strength6,cargo 5,+50% privateer

Native America/War Chief/knight/+25%withdrawal,no terrain cost,blitz promo

Germany/Zeppelin/airship/+100%siege&naval

Japan/Zero/fighter/+50%naval,8 range

Questions or corrections?
 
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")

I can't be 100% certain, either, but my low skill level and high patience make me an interesting guinea pig :p

And thank you.

According to the Civolopedia the Sagittarri is supposed to have a spear bonus.
 
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