1.16 released

2. Look into ways for players to adjust science speed of their game (don't know if latest release includes this.) (Even with the new speeds, I think this would be a worthwhile addition.)

The way I was hoping to do it (via variations of Gamespeeds) didn't work due to there being a maximum number of gamespeeds/difficulty levels displayable in the UI. I'll look into other options.

3. Review again strength of naval units. (I know you made some changes. I am not sure if you had a chance to look at my suggestions.)

I meant to before releasing 1.16, but I forgot to after I got back from camping. Will definitely take a look for 1.17.

4. Review last portion of the tech tree for possible additions and revisions.
6. Review random events, particularly quests. (Probably a longer term project.)

These aren't high priority at the moment but definitely need to be looked at before too long.

Everything else is on my todo list. My first priority for 1.17 (other than bug and balance fixes of course) is a unit art update and optimization pass. I haven't done one of these for a long time and there's a fair bit of new or improved art I've been meaning to use for some time now. I might finally take a look at Corporations too.
 
It worked! Thank you so much for seeking this out. A crowded map is the way to play Civ IMHO, and HR already ticks so many other boxes!

It is a pity it's only for Windows.

For the record, I needed only the DLL file from the download, placed in the HR "Assets" folder.

Glad to hear it worked! I'll add it to the FAQ in case anyone else is looking for something similar.
 
It worked! I used the Unarchiver and re-downloaded it and it's working fine. Thank you very much for all of your help. If you didn't notice I've put a link to your mod in my signature:).
 
By the way, I decided to try out the mod and when I built the Brandenburg Gate and there was no video, all it said was "No GP icon for Unit 5".
 
It worked! I used the Unarchiver and re-downloaded it and it's working fine. Thank you very much for all of your help. If you didn't notice I've put a link to your mod in my signature:).

Excellent! And thanks for the mention in your signature :)

By the way, I decided to try out the mod and when I built the Brandenburg Gate and there was no video, all it said was "No GP icon for Unit 5".

Hmm, I thought I'd fixed the new wonder movies on Mac. I'll look into it.
 
I don't know how much of an effect adding more civs will have. BTS loads much of it's graphics in advance (which is part of the problem) so in theory it shouldn't matter what civ all those graphics belong to, just the quantity. In practice... well, I'd be interested to hear how you get on.

I'll reserve this spot to advertise just that. I intend that, in time, my progress will be of interest.

Size: Massive. AI Civs: 28.
Barbarians: Rampaging.

Turn: 377/600.
Stable (occasional slowdown with leader animation) (Savegame: 3,056 KB).
Approx 72 seconds turn lag.
 
crash

I got onto custom game.
Leader, victoria
speed, quick
map, Fractal
coast, X3 extra reefs
barbarians off
fewer religions
clicked OK crashed straight away.

Got this message
Screen shot 2012-01-09 at 4.17.30 PM.png

I can send you a detail report if you want.

I'll try it again and see what happens.
 
I can send you a detail report if you want.

I'll try it again and see what happens.

That would be good, especially if it happens again.


Nasser has no script for demanding tribute as equal power.

Looks like all three of his demand tribute scripts are mistagged. Fixed for 1.17, thanks!
 
It keeps happening with the custom game. Tried all different types of civ leaders and options. The play now option works good.

Curious. I've been able to launch custom games without issue, it must be some particular combination of options. Could you post the crash report? I only need the top two sections: the 'Thread 0' block and everything above it.
 
Curious. I've been able to launch custom games without issue, it must be some particular combination of options. Could you post the crash report? I only need the top two sections: the 'Thread 0' block and everything above it.

I played it in play now It crashed in the middle of the game.

This is the first time it crashed on custom game.
Spoiler :
Process: Civilization IV Beyond the Sword [2715]
Path: /Applications/Games/Civilization IV/Beyond the Sword/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier: com.aspyr.civ4bts
Version: 3.17 (91026)
Code Type: X86 (Native)
Parent Process: launchd [90]

Date/Time: 2012-01-09 16:03:45.350 +1100
OS Version: Mac OS X 10.6.8 (10K549)
Report Version: 6

Interval Since Last Report: 185023 sec
Crashes Since Last Report: 2
Per-App Interval Since Last Report: 14591 sec
Per-App Crashes Since Last Report: 1
Anonymous UUID: EF774C1E-9C2E-4014-B561-48FAF903832B

Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000008
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 com.aspyr.civ4bts 0x00193642 CvInfoBase::getType() const + 6
1 com.aspyr.civ4bts 0x00b562cf CvSPCustomScreen::OnLaunch(CvWString const&) + 481
2 com.aspyr.civ4bts 0x00beabda CvSPCustomScreenInterface::DoMessage(GMessage const&) + 178
3 com.aspyr.civ4bts 0x00976341 GCtrlManager::SendFilteredMessageTo(GMessageTarget*, GMessage const&) + 813
4 com.aspyr.civ4bts 0x00944449 GCtrl::SendMessageA(GMessage const&) + 49
5 com.aspyr.civ4bts 0x0086e5ea GMessageTarget::ProcessDispatch(GMessage const&) + 1016
6 com.aspyr.civ4bts 0x0086e760 GMessageTarget::SendMessageA(GMessage const&) + 52
7 com.aspyr.civ4bts 0x00976341 GCtrlManager::SendFilteredMessageTo(GMessageTarget*, GMessage const&) + 813
8 com.aspyr.civ4bts 0x00944449 GCtrl::SendMessageA(GMessage const&) + 49
9 com.aspyr.civ4bts 0x00973925 GCtrlManager::ProcessMessages(unsigned int) + 1597
10 com.aspyr.civ4bts 0x00880653 GThread::ProcessMessages(unsigned int) + 233
11 com.aspyr.civ4bts 0x00c29361 CvGFC::Update() + 31
12 com.aspyr.civ4bts 0x00aff379 CvUpdater::basicUpdater() + 21
13 com.aspyr.civ4bts 0x00b5eb24 CvMenuManager::update() + 116
14 com.aspyr.civ4bts 0x00b651a6 CvMenuManager::setupGame() + 1742
15 com.aspyr.civ4bts 0x00a759ef CvApp::InitGame() + 3687
16 com.aspyr.civ4bts 0x00a70121 CvApp::Init(HINSTANCE__*, char const*) + 2285
17 com.aspyr.civ4bts 0x00b0e59b WinMain + 33
18 com.aspyr.civ4bts 0x000a7f01 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
19 com.apple.HIToolbox 0x9581bc2f DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1567
20 com.apple.HIToolbox 0x9581aef6 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
21 com.apple.HIToolbox 0x9581ad55 SendEventToEventTargetWithOptions + 58
22 com.apple.HIToolbox 0x9584fa24 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3006
23 com.apple.HIToolbox 0x9581c080 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2672
24 com.apple.HIToolbox 0x9581aef6 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
25 com.apple.HIToolbox 0x9583d7f3 SendEventToEventTarget + 52
26 com.apple.HIToolbox 0x959c6c17 ToolboxEventDispatcher + 86
27 com.apple.HIToolbox 0x959c6d4f RunApplicationEventLoop + 243
28 com.aspyr.civ4bts 0x000a7fba InstallEventsAndRunGameLoop() + 166
29 com.aspyr.civ4bts 0x000a8352 main + 356
30 com.aspyr.civ4bts 0x000025d2 _start + 216
31 com.aspyr.civ4bts 0x000024f9 start + 41
 
This is the first time it crashed on custom game.

Hmm that looks like something that's fixable, if I can figure out what caused it. A few questions:

• What mapsize and difficulty level were you trying to play?
• At what point exactly is it crashing? When you press 'Launch!', while the map is generating, or after the map has generated (roughly how many turns in)?

I played it in play now It crashed in the middle of the game.

That's probably a separate issue. Please post the crash report for that one too, same two sections. You should be able to find all your crash reports in the Console app.

Also, I notice that you are still running 3.17. You need to upgrade to 3.19, running HR on 3.17 could potentially be causing minor incompatibilities that I won't be able to reproduce or solve.
 
Hmm that looks like something that's fixable, if I can figure out what caused it. A few questions:

• What mapsize and difficulty level were you trying to play?
• At what point exactly is it crashing? When you press 'Launch!', while the map is generating, or after the map has generated (roughly how many turns in)?



That's probably a separate issue. Please post the crash report for that one too, same two sections. You should be able to find all your crash reports in the Console app.

Also, I notice that you are still running 3.17. You need to upgrade to 3.19, running HR on 3.17 could potentially be causing minor incompatibilities that I won't be able to reproduce or solve.

That report the map size is massive. The difficulty was on chieftain. I tried it on small map size. same thing. It crashes as soon as i click launch. No loading screen.

I will upgrade it to see if it works. Thanks for your help.

This is the later one. I don't know the year but this crashed around the start of the medieval era.
Spoiler :
Process: Civilization IV Beyond the Sword [2119]
Path: /Applications/Games/Civilization IV/Beyond the Sword/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier: com.aspyr.civ4bts
Version: 3.17 (91026)
Code Type: X86 (Native)
Parent Process: launchd [90]

Date/Time: 2012-01-11 16:20:29.290 +1100
OS Version: Mac OS X 10.6.8 (10K549)
Report Version: 6

Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x00000000025d7000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread


Updated the game and no problems. I feel silly now. Thanks for your patients Xyth.
 
Thanks for all your work on this great mod - but I wanted to say that in the latest version, I really don't like having stone be a prerequisite to building paved roads. Regular roads no longer give you the movement bonus, and if you are playing on a smaller map, it seems like only 1 out of 3 or 4 civilizations will have stone, which gives them a huge military advantage. It's also anti-fun to be a human player without access to stone, and having it take 10 turns or more for units to cross your empire...making it very difficult to respond to surprise invasions. Maybe consider making paved roads cost less if you have stone, or taking less time to build?
 
Updated the game and no problems. I feel silly now. Thanks for your patients Xyth.

I'm glad we solved it. Please let me know if you have any further issues.

Thanks for all your work on this great mod - but I wanted to say that in the latest version, I really don't like having stone be a prerequisite to building paved roads. Regular roads no longer give you the movement bonus, and if you are playing on a smaller map, it seems like only 1 out of 3 or 4 civilizations will have stone, which gives them a huge military advantage. It's also anti-fun to be a human player without access to stone, and having it take 10 turns or more for units to cross your empire...making it very difficult to respond to surprise invasions.

Hmm, Stone should not be that rare. I've set it to be considerably more common and evenly distributed than it is in BTS. Which maptype are you playing on? I'll investigate.

Maybe consider making paved roads cost less if you have stone, or taking less time to build?

These are good ideas but technically challenging to implement. If I can't solve the issue by better distribution of Stone I'll definitely look into them though. Thanks for the feedback!


Incidentally, how are people finding routes having a gold cost to build? Too restrictive? Too trivial? I want the building of routes to be a bit more considered than just spamming them everywhere by default, but at the same time I don't want this change (or any other change to the route system) to make things frustrating.
 
Stone deposits on the map really should represent high quality building stone- and you can build paved roads out of bricks, or random hunks of slate, or rounded rocks dug out of a riverbed. Good building stone shouldn't be a precondition, IMO...

EDIT: I mean, theoretically you'd think that everyone would need access to metal weapons to equip war elephants, it's kind of unrealistic that you'd have elephant cavalry using flint-tipped weapons in real life... but there's not really any good reason to make elephant units depend on metal deposits, so we don't. It's just assumed that while only certain places on the map have high quality metal in large quantities, you can dig up low-grade iron ore pretty much anywhere you like and not be restricted to throwing rocks at people.

Same argument- your civilization can make masonry buildings out of... something, even build big honking city walls and theoretically giant pyramids, without top-quality building stone. Paving roads requires, if anything, a lower grade of building material than city walls do.
 
Incidentally, how are people finding routes having a gold cost to build? Too restrictive? Too trivial? I want the building of routes to be a bit more considered than just spamming them everywhere by default, but at the same time I don't want this change (or any other change to the route system) to make things frustrating.

Clearly yes, roads should cost money. (But it's probably hoping too much, that the AI will stop the bad habit of street spamming because of this.)
 
Stone deposits on the map really should represent high quality building stone- and you can build paved roads out of bricks, or random hunks of slate, or rounded rocks dug out of a riverbed. Good building stone shouldn't be a precondition, IMO...

Yeah I'm certainly not adding that requirement for any strict engineering or historical necessity. I feel that a resource requirement for paved roads is an appropriate game mechanic that fits in well with some other design choices. After all, Highways certainly don't need Rubber but it is a nice way to tie in an otherwise underutilized resource. However, if it ends up being more frustrating than interesting then it's not a big deal to remove it altogether.

Same argument- your civilization can make masonry buildings out of... something, even build big honking city walls and theoretically giant pyramids, without top-quality building stone. Paving roads requires, if anything, a lower grade of building material than city walls do.

I guess a lot of such masonry could theoretically be made from brick but, regardless, I agree that the Stone resource represents a high quality source rather than the only source.

Clearly yes, roads should cost money. (But it's probably hoping too much, that the AI will stop the bad habit of street spamming because of this.)

Yeah its certainly not going to eliminate road spam but it does seem to reduce it a little in some of my tests, at least for the more expensive routes. The costs in 1.16 are low (1g for Road, 2g for Paved Roads, 3g for Railroad and Highways) so the effect isn't very pronounced but I thought it would be better to be cautious in case the AI struggles to understand it.
 
Yeah I'm certainly not adding that requirement for any strict engineering or historical necessity. I feel that a resource requirement for paved roads is an appropriate game mechanic that fits in well with some other design choices. After all, Highways certainly don't need Rubber but it is a nice way to tie in an otherwise underutilized resource. However, if it ends up being more frustrating than interesting then it's not a big deal to remove it altogether.



I guess a lot of such masonry could theoretically be made from brick but, regardless, I agree that the Stone resource represents a high quality source rather than the only source.

I've found the Stone requirement to be somewhat of a pain also. It slows down continent-focused maps a lot, and makes redeploying early militaries really tedious and slow. Is it possible to provide a road movement bonus for possessing Stone? Perhaps 1/3 movement for basic roads and 1/4 if one has Stone?
 
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