0.9.4 released

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
--- Version 0.9.4 ---


Civilizations
• Inca: Terrace (UB) lowered to 25% food kept to match the Granary
• Persia: new UB, the Ab Anbar (replaces Aqueduct)
• Polynesia: Waka (UU) cannot enter ocean until Navigation, cost lowered to 40
• Portugal: Carrack (UU) redesigned as an early Galleon replacement

Leaders
• New Trait: Traditional
• All other traits have been redesigned
• Reassigned Traits: Boudica, Djoser, Gilgamesh, Montezuma, Nasser, Pacal
• Agamemnon: fixed some broken diplomacy text tags

Civics
• Aristocracy: allows unlimited spies, no longer gives happiness for Castle
• Authoritarianism: also gives +1 espionage per specialist
• Caste System: now available at Priesthood, also gives +1 production to Workshops
• Codification: redesigned (+5 happiness in largest cities, +1 wealth per specialist)
• Confederation: gives 1 trade route, no longer gives +25% espionage
• Conscription: gives +100% xp in cultural borders, no longer gives cheaper upgrades
• Clan Warfare: also gives increased wealth for capturing cities, maintenance penalty removed
• Democracy: redesigned (unlimited scientists, +50% GPP, +1 commerce from Village/Town)
• Equal Rights: now gives a free specialist per city instead of +5 happiness in largest cities
• Emancipation: replaced by Social Welfare (+1 production/commerce per Village/Town, can rush with gold
• Environmentalism: Corporation penalty removed
• Free Religion: no longer gives research per specialist
• Free Market: gives +50% trade route commerce instead of a free trade route
• Industrialism: no longer gives research per specialist
• Jurisdiction: now gives faster Cottage growth instead of a free specialist per city
• Mercantilism: replaced by Bureaucracy (No foreign Corporations, +100% wealth in Capital, +1 production/commerce from mills)
• Organized Religion: now available at Divination
• Professional Army: redesigned as Standing Army (+2 experience, -50% upgrade cost, +2 happiness from Barracks)
• Rationalism: gives +2 research per Specialist, no longer allows unlimited scientists
• Redistribution: now has a -25% Great Person rate penalty
• Slavery: now also gives +1 commerce to Plantations and Quarries
• Vassalage: redesigned (Lower military unit support costs, +25% espionage, +2 happiness from Castle)
• Warrior Code: available at Steel Working and redesigned (+100% Great General, +25% military unit production, +25% culture)

Religions
• New Game Option: 'Fewer Religions' (lowers the ratio of religions to civilizations to 2:3)
• Removed Game Option: 'Choose Religions' (did nothing under prophet-founded religions)

Buildings
• Aqueduct: now provides fresh water for irrigation
• Bath: requires Well to build
• Castle: no longer obsoletes
• Forge: causes -1 health with Copper, Iron
• Grocer: no longer gives any benefit for Spices
• Smokehouse: redesigned (25% food kept, +1 health with Salt, +1 happiness with Spices, no longer obsoletes)
• Supermarket: reverted (+2 food, +1 health from Cattle, Deer, Pig, Sheep)
• Tavern: provides 1 less commerce
• Walls: no longer obsoletes
• Well: no longer provides fresh water for irrigation, cost increased to 50

Units
• New Unit: Cruiser
• Caravel: strength reduced to 2, gains 20% withdrawal chance, cannot enter ocean until Compass
• Chariot: upgrades to Heavy Horseman instead of Horseman
• Destroyer: redesigned (Str 22, Move 8, +50% vs Subs + Attack Subs, no bombardment)
• Galleass: strength increased to 5, new art for Middle Eastern civilizations
• Galleon: new art for Mediterranean civilizations
• Ironclad: now upgrades to Cruiser
• Modern Armour: also requires Total War
• Swordsman: receives a 50% attack bonus against War Elephants
• Tank: also requires Total War
• Trireme: strength increased to 3, removed bonus vs. Galley, new art for Germanic, African and Middle Eastern civs
• War Elephant: also requires Metal Casting, needs Copper or Iron, cost raised to 70
• Workboat: cannot enter ocean until Compass
• Naval units now scale more consistently in size across eras

Technology
• Civil Rights: also requires Labour Unions
• Electricity: also requires Replaceable Parts
• Journalism: also requires Corporation
• Military Conduct: also requires Fealty
• Nationalism also requires Military Conduct
• Physics: also requires Compass
• Property: requires Agriculture and Pastoralism (and no longer Ritual)
• Record Keeping: no longer requires Textiles
• Rocketry: also requires Radio
• Textiles: requires Hunting and Ritual (and no longer Agriculture)
• Shipbuilding: also requires Construction
• Space Flight: also requires Computers
• Writing: also requires Textiles

Terrain
• New Resources: Bison, Jade
• New Resource Icons: Cocoa, Coffee, Flax
• Salt: now obsoletes with Refrigeration
• Resources once again give happiness and health just for having access to them
• Rebalanced resource distribution
• Fixed many mapscripts to work properly with the new mapsizes and resource changes
• Disabled currently incompatible mapscripts


Improvements
• Camps: can no longer be built on hills unless an appropriate resource is present
• Mine: now causes -1 health
• Pasture: removed food increase at Refrigeration
• Plantation: gains +1 commerce at Cultivation
• Offshore Platform: now causes -1 health
• Oil Well: now causes -1 health
• Quarry: now causes -1 health, gains +1 production at Machinery
• Workshop: -1 food replaced by -1 health, gains +1 production at Guilds (instead at Chemistry)


Miscellaneous
• New load screen and advisor panel backdrop
• Fake buildings no longer display in the city screen
• Fixed the 'Text_Trigger_Key_Event_Tavern_Riding' error message
• Fixed several 'Error in BeginPlayerTurn event handler..." messages
• Fixed a problem where the AI couldn't determine the category/value of resources when trading
• Fixed Golden Age modifiers not stacking correctly
• Fixed mixed up links between the Aztec Jaguar Warrior (renamed) and the Jaguar animal
• A few fixes for Windows compatibility
• Many new pedia texts added (thank to Simon_Jester and other contributors)
• Numerous small fixes and tweaks


Available now from the download page. Please let me know if you encounter any problems. Otherwise, enjoy!
 
[Cue that noise from Colonization, the old one, with a bunch of hammering noises followed by cheers, as here at 3:15]

I don't know when I'll have time to do a download and proper playthrough, but... some time. Sigh.
 
Nice. :king:

And... It just finished downloading.
(And... I notice the Mall still has +50% food stored and no health bonus. :mischief:)
I'll try and start up a game tonight.

So, what next? Are you taking a short break or accepting ideas for 0.9.5 right away?

Skimming the Original Thread, I see we planned to:
- update the Ancient Age tech tree;
- update the Industrial Age tech tree;
- overhaul Siege units;
- overhaul Archery/Skirmisher units;
- balance extra happiness from resources (we took care of health in 0.9.4);
- balance resource buildings and percent multipliers;
- introduce simpler corporation and espionage mechanics; and
- rework some Wonders and introduce new ones.

Meanwhile:
- reworking GP tech preferences can wait until the tech tree is updated;
- reviewing the UUs can wait until the unit classes are overhauled;
- reviewing the UBs can wait until new civilizations are added; and
- adding new leaders and civilizations can wait until 0.9.6 (says Xyth).

That's quite a list. I think I'll start putting together my thoughts on the existing Wonders in the "Feedback: Buildings and Wonders" thread. And I guess everyone should contribute their ideas for new Wonders.
 
I'm using Windows XP and I get dozens of XML errors when I launch the mod. Most of them have the civics as content.
 
So, what next? Are you taking a short break or accepting ideas for 0.9.5 right away

It's going to take a day or two to see if there are any pressing problems with 0.9.4, particularly on Windows) and to get a patch made. If you spot any other errors or oversights let me now so I can include them in the patch.

That's quite a list. I think I'll start putting together my thoughts on the existing Wonders in the "Feedback: Buildings and Wonders" thread. And I guess everyone should contribute their ideas for new Wonders.

Yep, please start throwing ideas around for 0.9.5. Once I've got the Windows error fixed I'll look through the todo/wishlist and choose a few priority items. One priority will definitely be the overhaul of siege and maybe archer/skirmisher units so I'd welcome your thoughts on those in the unit feedback thread.

I'm using Windows XP and I get dozens of XML errors when I launch the mod. Most of them have the civics as content.

Sounds like I've made an error in one of the xml files that the Mac version doesn't complain about but the Windows version does. Please post a screenshot or copy the text of the first error you get. Any error message that has reference to a line number is useful to me, the rest are just caused by the the initial error and don't say anything particularly useful.

That will help me fix it up and put out a patch as quick as I can.
 
is it possible you could upload it somewhere else other than megaupload? My downloads from there keep getting dropped.
 
is it possible you could upload it somewhere else other than megaupload? My downloads from there keep getting dropped.

Yes, as soon as I have the Windows error fixed I'll upload it to Atomic Gamer as well.
 
Yes, as soon as I have the Windows error fixed I'll upload it to Atomic Gamer as well.

Once you get it there I can see what the errors are.

PS are you going to update the Download and Installation thread?
 
If you spot any other errors or oversights let me now so I can include them in the patch.

Minor Errors:
- Mints and Blast Furnaces do not cause -1 health for Copper and Iron.
- The Cocoa resource icon has a white background. (Every other resource icon has a black background.)

Possible Errors:
- Unlike Bison, Deer and Elephants are enabled at Pastoralism instead of Hunting.
- The Fewer Religions option is enabled by default on the custom maps.
- The No Tech Brokering option is not enabled by default on random or custom maps.

- The trade route commerce bonus on Diplomatic leaders is not working as expected. Instead of +50% base trade route commerce it provides +50% final trade route commerce.

This is what I was hoping for:
1 base commerce
+ 50% for Harbour
+ 25% for population
+ 100% for overseas trade
+ 150% for sustained peace
+ 50% for Diplomatic leader
= 1 base commerce + 375% = 4.75 = 4 final commerce

This is what actually happens:
1 base commerce
+ 50% for Harbour
+ 25% for population
+ 100% for overseas trade
+ 150% for sustained peace
= 1 base commerce + 325% = 4.25 = 4 commerce + 50% for Diplomatic leader = 6 final commerce

Is that too strong? Can you code it the other way? (By giving Diplomatic leaders an invisible building with the same +50% trade route bonus as Harbours?)
 
Once you get it there I can see what the errors are.

Okay, it's uploading now. I'll post here again when it's finished.

PS are you going to update the Download and Installation thread?

Oops, updated everything in that thread except the version number and date heh. Thanks!

Minor Errors:
- Mints and Blast Furnaces do not cause -1 health for Copper and Iron.

Damn, I seem always miss at least one lot of UBs each release. Sigh.

- The Cocoa resource icon has a white background. (Every other resource icon has a black background.)

Yeah, creating those icons can be incredibly annoying as it involves editing alpha channels. Depending on the source image this is either easy or frustrating. The Cocoa icon was one of the latter and in the end I just left it white so that I didn't throw my MBP out the window. I'll go back and try fix it again at some point but it's pretty minor in the scheme of things.

- Unlike Bison, Deer and Elephants are enabled at Pastoralism instead of Hunting.

Deer should be enabled at Hunting, Elephants could go either way. Not sure which is best.

- The Fewer Religions option is enabled by default on the custom maps

That comes from hijacking the Choose Religions function. I had to force it on the maps to make them work correctly. Not necessary now though so I'll fix it in 0.9.5 (too many filechanges to patch)

- The No Tech Brokering option is not enabled by default on random or custom maps.

Unlike Choose Religions that wasn't essential to how the mod worked. Should I leave it to player preference or do you think it's best its switched on by default?

- The trade route commerce bonus on Diplomatic leaders is not working as expected. Instead of +50% base trade route commerce it provides +50% final trade route commerce.

Is that too strong? Can you code it the other way? (By giving Diplomatic leaders an invisible building with the same +50% trade route bonus as Harbours?)

I could code it via an invisible building but it's possible that it may still work the same way, multiplicatively instead of additively. In theory building bonuses should stack additively though. I'd have to test it.
 
Here's the screenie from the xml error.
 

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Okay I've attached a fix for that file. It needs to be unzipped and replaces the file of the same name found at /History Rewritten/Assets/Modules/Civilizations/Vietnam/.

Please let me know if there are further errors.
 

Attachments

Deer should be enabled at Hunting, Elephants could go either way. Not sure which is best.

Elephants have never been truly domesticated like other livestock. It is generally more economical to capture wild young elephants and tame them than to breed elephants in captivity. So I would stick to Hunting.

Unlike Choose Religions that wasn't essential to how the mod worked. Should I leave it to player preference or do you think it's best its switched on by default?

I'm not sure. I generally play with No Tech Trading. (Otherwise, my game devolves into an attempt to squeeze as many techs as possible out of the AI.) No Tech Brokering is a good compromise. I assumed you switched in on by default in previous versions to balance the additional techs (and tech trading opportunities) introduced to HR.

I could code it via an invisible building but it's possible that it may still work the same way, multiplicatively instead of additively. In theory building bonuses should stack additively though. I'd have to test it.

Building bonuses definitely stack additively. (The Harbour stacks additively with the Customs House and the Temple of Artemis.) I would go ahead and code the change. I'm most worried about how the Diplomatic trait stacks with the Free Market bonus. If they both stack mulipicatively, we could see a combined +125% trade route commerce bonus. (I suppose it's impossible to code Free Market any other way.)
 
EDIT: Wrong file, ignore
 
Okay, it's uploading now. I'll post here again when it's finished.

Oops, updated everything in that thread except the version number and date heh. Thanks!

Damn, I seem always miss at least one lot of UBs each release. Sigh.

Yeah, creating those icons can be incredibly annoying as it involves editing alpha channels. Depending on the source image this is either easy or frustrating. The Cocoa icon was one of the latter and in the end I just left it white so that I didn't throw my MBP out the window. I'll go back and try fix it again at some point but it's pretty minor in the scheme of things.

Deer should be enabled at Hunting, Elephants could go either way. Not sure which is best.

That comes from hijacking the Choose Religions function. I had to force it on the maps to make them work correctly. Not necessary now though so I'll fix it in 0.9.5 (too many filechanges to patch)

Unlike Choose Religions that wasn't essential to how the mod worked. Should I leave it to player preference or do you think it's best its switched on by default?

I could code it via an invisible building but it's possible that it may still work the same way, multiplicatively instead of additively. In theory building bonuses should stack additively though. I'd have to test it.
Cool.

You aren't omnipotent, we can tolerate minor slip ups

That would be expensive

Elephants should be hunting, they not domesticated, only tamed so hunting is the one

that's good enough

leave it off, it prevents teching from being too slow

actually multiplicative is fine, the numbers aren't very high in early game which is where it really counts
 

Let me know if it downloads okay and if those two files above fix all/most of the errors on Windows.

Elephants should be hunting, they not domesticated, only tamed so hunting is the one

Agreed.

leave it off, it prevents teching from being too slow

I originally switched it on way back before the new techtree was put in to slow down tech progress. The new tree is much longer and more costly so I think it's now best to leave it up to player preference.

actually multiplicative is fine, the numbers aren't very high in early game which is where it really counts

Yeah we'll need to see how it goes over the course of 0.9.4, it's not something that's easy to judge from a couple of games.
 
Okay, here's the fix for that one. Once unzipped it goes it in /History Rewritten/Assets/XML/GameInfo/ replacing the file of the same name.

did this and now getting too many xml errors to count, heres an example.

Edit: I stupidly forgot to backup the previous version of that file, so now the game is broke for me. For the moment at least.

Edit2: Added another thumbnail
 

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Here's the proper fix (oops) for those errors. Once unzipped it goes it in /History Rewritten/Assets/XML/GameInfo/ replacing the file of the same name.
 

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