1.19 released

I'm playing it now for the first time trying this mod. I like it. Great mod! :-) I would like to see a few improvements though. Is it possible to add sliders to the game?

No, I cannot add new sliders without the SDK. What other improvements do you have in mind?

Sorry for taking a bit of time. Also, the crash was due to some lines added in just before the part where it does the plots.

Awesome, will check it out when I get some time tonight. Thanks!
 
Well, I wasn't too fond of the religious system I think it needs to be reworked. Even though gpp from specialists are nerfed great priests are so easy to get even by accident that all world religions are established before 1000 BC. I'd like to getting a religion being more of an effort aswell as a strategic choice.

Another improvement I'd like to see is the possibility to introduce new crops and animals if you have the appropriate climate and terrain within your own borders. If you import say potatoes from another civilization you should be able to eventually grow your own potatoes. It doesn't apply equally to all crops and animals ofcourse, horses are easy to get because you obviously import living breathing horses, silk is difficult because you obviously import the finished fabric and not the silkworms. Maybe that's something spies can do...
 
Well, I wasn't too fond of the religious system I think it needs to be reworked. Even though gpp from specialists are nerfed great priests are so easy to get even by accident that all world religions are established before 1000 BC. I'd like to getting a religion being more of an effort aswell as a strategic choice.

Part of the problem is that late-founded religions tend to be largely irrelevant (unless they're the only one on their continent, of course). When was the last time you saw Islam play a major role in a standard Civ4/BTS game? Having all the religions founded relatively early at least give the later ones *some* chance to come out on top.

On an unrelated note, Astronomy being moved back from early Classical era to late Ancient has messed up several quest/random event triggers. Fix is attached below (replace file of same name under History Rewritten/Assets/XML/Events). Saved game compatibility should be unaffected.
 

Attachments

Well, I wasn't too fond of the religious system I think it needs to be reworked. Even though gpp from specialists are nerfed great priests are so easy to get even by accident that all world religions are established before 1000 BC. I'd like to getting a religion being more of an effort aswell as a strategic choice.

Part of the problem is that late-founded religions tend to be largely irrelevant (unless they're the only one on their continent, of course). When was the last time you saw Islam play a major role in a standard Civ4/BTS game? Having all the religions founded relatively early at least give the later ones *some* chance to come out on top.

Yeah, the way religion mechanics work in Civ4, late founded religions remain pretty irrelevant. While having each religion founded early isn't ideal in terms of historicity, it works much better in terms of game balance. That said, I'm not fond of the way that founding one religion in HR effectively makes it much easier to found subsequent religions as well, with no additional effort. That aspect needs some reviewing.

Another improvement I'd like to see is the possibility to introduce new crops and animals if you have the appropriate climate and terrain within your own borders. If you import say potatoes from another civilization you should be able to eventually grow your own potatoes. It doesn't apply equally to all crops and animals ofcourse, horses are easy to get because you obviously import living breathing horses, silk is difficult because you obviously import the finished fabric and not the silkworms. Maybe that's something spies can do...

Pie's Ancient Europe has a resource dissemination system not too far removed from what you describe. It could be adapted to HR, though it has the potential to be very unbalancing once corporations are in play. It would require radical overhauls of map generation and buildings though, so its not something I'd look into in the near future.

On an unrelated note, Astronomy being moved back from early Classical era to late Ancient has messed up several quest/random event triggers. Fix is attached below (replace file of same name under History Rewritten/Assets/XML/Events). Saved game compatibility should be unaffected.

Ah yes, oversight on my part there. Thanks!
 
Maybe it could be a national wonder for every crop/animal that can be introduced. Say for example that you need to build three stables to unlock the national wonder that gives you your own horses, let's call it "royal stable", and without horses in the first place it's ridiculously expensive. Would that be unbalancing?
 
Maybe it could be a national wonder for every crop/animal that can be introduced. Say for example that you need to build three stables to unlock the national wonder that gives you your own horses, let's call it "royal stable", and without horses in the first place it's ridiculously expensive. Would that be unbalancing?

I'm not sure. The more I think about it the less I feel there is a need for such a system. Diplomacy and trade is the best way to obtain resources that you're missing, both in game and in history. And if you can't get a resource peacefully, that's what war is for.

While it is realistic to grow crops or raise livestock from abroad in your own territory (with appropriate techs), with Civ4's innate '1 resource supplies your entire trade network' mechanic in place and unchangeable, I suspect such a system would detract rather than add to gameplay.
 
Yeah, you're probably right. In my current game, my hunt for resources have really made the game interesting. I created a colony in a relatively nearby but still far away group of islands to get marble and silver. If the land wasn't mostly tundra and so far away I would have kept it, but I couldn't afford the maintaince. And I'm now planning my wars to get certain supply of some other resources and to gain a foothold on the huge continent where most of the other civs are.
 
So I made a updated large earth map in worldbuilder. But it keeps crashing after the first turn.

the crash report (-binary images):
Spoiler :
Process: Civilization IV Beyond the Sword [5913]
Path: /Civilization IV Gold/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 [86]

Interval Since Last Report: 42146 sec
Crashes Since Last Report: 1
Per-App Interval Since Last Report: 26227 sec
Per-App Crashes Since Last Report: 1

Date/Time: 2012-12-20 04:31:01.784 -0600
OS Version: Mac OS X 10.5.8 (9L31a)
Report Version: 6
Anonymous UUID: D1E7E169-D5A8-4CC0-9FFB-B5D2F56A9F6D

Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x00000000000001ef
Crashed Thread: 0

Thread 0 Crashed:
0 com.aspyr.civ4bts 0x0018709e CvBuildingInfo::isStateReligion() const + 6
1 com.aspyr.civ4bts 0x000c880e CvCity::setNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int) + 244
2 com.aspyr.civ4bts 0x000c9568 CvCity::setNumRealBuilding(BuildingTypes, int) + 70
3 com.aspyr.civ4bts 0x0030dc58 _object* boost::python::detail::invoke<int, void (CyCity::*)(int, int), boost::python::arg_from_python<CyCity&>, boost::python::arg_from_python<int>, boost::python::arg_from_python<int> >(boost::python::detail::invoke_tag_<true, true>, int const&, void (CyCity::*&)(int, int), boost::python::arg_from_python<CyCity&>&, boost::python::arg_from_python<int>&, boost::python::arg_from_python<int>&) + 96
4 com.aspyr.civ4bts 0x00310a8f boost::python::detail::caller_arity<3u>::impl<void (CyCity::*)(int, int), boost::python::default_call_policies, boost::mpl::vector4<void, CyCity&, int, int> >::operator()(_object*, _object*) + 173
5 com.aspyr.civ4bts 0x00594fe0 boost::python::objects::function::call(_object*, _object*) const + 698
6 com.aspyr.civ4bts 0x00596db3 boost::detail::function::void_function_obj_invoker0<boost::python::objects::(anonymous namespace)::bind_return, void>::invoke(boost::detail::function::any_pointer) + 35
7 com.aspyr.civ4bts 0x00590b51 boost::function0<void, std::allocator<boost::function_base> >::operator()() const + 79
8 com.aspyr.civ4bts 0x005907f8 boost::python::handle_exception_impl(boost::function0<void, std::allocator<boost::function_base> >) + 54
9 com.aspyr.civ4bts 0x00595c01 bool boost::python::handle_exception<boost::python::objects::(anonymous namespace)::bind_return>(boost::python::objects::(anonymous namespace)::bind_return) + 41
10 com.aspyr.civ4bts 0x00593ece function_call + 58
11 org.python.python 0x023ca838 PyObject_Call + 50
12 org.python.python 0x0241b8ec _PyEval_SliceIndex + 16065
13 org.python.python 0x0241b781 _PyEval_SliceIndex + 15702
14 org.python.python 0x0241b781 _PyEval_SliceIndex + 15702
15 org.python.python 0x0241b781 _PyEval_SliceIndex + 15702
16 org.python.python 0x0241b781 _PyEval_SliceIndex + 15702
17 org.python.python 0x0241d27d PyEval_EvalCodeEx + 1750
18 org.python.python 0x023dde7c PyFunction_SetClosure + 2405
19 org.python.python 0x023ca838 PyObject_Call + 50
20 org.python.python 0x023d27bf PyMethod_New + 2402
21 org.python.python 0x023ca838 PyObject_Call + 50
22 org.python.python 0x0241b8ec _PyEval_SliceIndex + 16065
23 org.python.python 0x0241b781 _PyEval_SliceIndex + 15702
24 org.python.python 0x0241b781 _PyEval_SliceIndex + 15702
25 org.python.python 0x0241d27d PyEval_EvalCodeEx + 1750
26 org.python.python 0x023dde7c PyFunction_SetClosure + 2405
27 org.python.python 0x023ca838 PyObject_Call + 50
28 org.python.python 0x024176db PyEval_CallObjectWithKeywords + 195
29 org.python.python 0x023ca804 PyObject_CallObject + 32
30 com.aspyr.civ4bts 0x0065d655 FPythonMgr::ICallFunction(_object*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, _object*, _object**) const + 79
31 com.aspyr.civ4bts 0x0065d8cd FPythonMgr::ICallFunction(_object*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, _object*, long*) const + 57
32 com.aspyr.civ4bts 0x0065df2a FPythonMgr::CallFunction(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, _object*, long*) const + 180
33 com.aspyr.civ4bts 0x00b0a496 CyPythonMgr::callFunction(FStringA const&, FStringA const&, void*, long*) + 178
34 com.aspyr.civ4bts 0x00b0bdff postEvent(CyArgsList&) + 235
35 com.aspyr.civ4bts 0x00b0c689 CyPythonMgr::reportBeginPlayerTurn(int, PlayerTypes) + 71
36 com.aspyr.civ4bts 0x002020ea CvPlayer::doTurn() + 76
37 com.aspyr.civ4bts 0x00202a35 CvPlayer::setTurnActive(bool, bool) + 1495
38 com.aspyr.civ4bts 0x00202c74 CvPlayer::setAutoMoves(bool) + 78
39 com.aspyr.civ4bts 0x000f4d43 CvGame::updateMoves() + 325
40 com.aspyr.civ4bts 0x00104415 CvGame::update() + 285
41 com.aspyr.civ4bts 0x00a763b1 CvApp::OnIdle() + 1137
42 com.aspyr.civ4bts 0x00653227 FWinApp::Run() + 31
43 com.aspyr.civ4bts 0x00b0e5ac WinMain + 50
44 com.aspyr.civ4bts 0x000a7f01 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
45 com.apple.HIToolbox 0x9333e13d DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1181
46 com.apple.HIToolbox 0x9333d57b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
47 com.apple.HIToolbox 0x9333d3e0 SendEventToEventTargetWithOptions + 58
48 com.apple.HIToolbox 0x9336bd54 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 356
49 com.apple.HIToolbox 0x9333e4f6 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2134
50 com.apple.HIToolbox 0x9333d57b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
51 com.apple.HIToolbox 0x93359ecc SendEventToEventTarget + 52
52 com.apple.HIToolbox 0x933c6a6c ToolboxEventDispatcher + 86
53 com.apple.HIToolbox 0x933c32c2 RunApplicationEventLoop + 222
54 com.aspyr.civ4bts 0x000a7fba InstallEventsAndRunGameLoop() + 166
55 com.aspyr.civ4bts 0x000a8352 main + 356
56 com.aspyr.civ4bts 0x000025d2 _start + 216
57 com.aspyr.civ4bts 0x000024f9 start + 41

Thread 1:
0 libSystem.B.dylib 0x900da1c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9010c1af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x9010da33 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x95499c62 TSWaitOnConditionTimedRelative + 246
4 ...ple.CoreServices.CarbonCore 0x95499a42 TSWaitOnSemaphoreCommon + 422
5 ...ickTimeComponents.component 0x96c80c8e ReadSchedulerThreadEntryPoint + 4728
6 libSystem.B.dylib 0x9010b055 _pthread_start + 321
7 libSystem.B.dylib 0x9010af12 thread_start + 34

Thread 2:
0 libSystem.B.dylib 0x900da166 mach_msg_trap + 10
1 libSystem.B.dylib 0x900e195c mach_msg + 72
2 com.apple.CoreFoundation 0x93acae7e CFRunLoopRunSpecific + 1790
3 com.apple.CoreFoundation 0x93acbaa8 CFRunLoopRunInMode + 88
4 com.apple.audio.CoreAudio 0x964635f8 HALRunLoop::OwnThread(void*) + 160
5 com.apple.audio.CoreAudio 0x96463480 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x9010b055 _pthread_start + 321
7 libSystem.B.dylib 0x9010af12 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x900e134e __semwait_signal + 10
1 libSystem.B.dylib 0x9010bccd pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x90ad8b32 glvmDoWork + 162
3 libSystem.B.dylib 0x9010b055 _pthread_start + 321
4 libSystem.B.dylib 0x9010af12 thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x900e134e __semwait_signal + 10
1 libSystem.B.dylib 0x9010bccd pthread_cond_wait$UNIX2003 + 73
2 GLEngine 0x76cdcd17 gleCmdProcessor + 375
3 libSystem.B.dylib 0x9010b055 _pthread_start + 321
4 libSystem.B.dylib 0x9010af12 thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x900da1c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9010c1af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x9010da33 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x96472bdf CAGuard::WaitFor(unsigned long long) + 213
4 com.apple.audio.CoreAudio 0x9647479a CAGuard::WaitUntil(unsigned long long) + 70
5 com.apple.audio.CoreAudio 0x96472f3f HP_IOThread::WorkLoop() + 759
6 com.apple.audio.CoreAudio 0x96472c43 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x96463480 CAPThread::Entry(CAPThread*) + 96
8 libSystem.B.dylib 0x9010b055 _pthread_start + 321
9 libSystem.B.dylib 0x9010af12 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x0158ea40 ecx: 0xbfffd09c edx: 0x3e47ddfc
edi: 0xffffffff esi: 0xb94c1f40 ebp: 0xbfffd0a8 esp: 0xbfffd0a8
ss: 0x0000001f efl: 0x00010207 eip: 0x0018709e cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x000001ef
 
So I made a updated large earth map in worldbuilder. But it keeps crashing after the first turn.

That crash indicates a problem with state religions or a religious building. I can't imagine why updating a map in worldbuilder would trigger that. I assume you've never seen such a crash in the regular game? Post your worldbuilder file and I'll take a look.
 
That crash indicates a problem with state religions or a religious building. I can't imagine why updating a map in worldbuilder would trigger that. I assume you've never seen such a crash in the regular game? Post your worldbuilder file and I'll take a look.

I kept messing with my worldbuilder file and eventually decided to give up on it until you got back to me, only to find out that it was messing up regular games as well. So I went the the nuke solution and completely reinstalled HR. It works now, really strange though.

I think it was some of the minor file updates I found posted before my nuke solution. Maybe one of the HR.py fix you gave for Progressive's cottage growth, the CvEventManager.py fix for Paganism fix, or the CIV4CivicInfos.xml fix for Pluralism were the culprits?

Also, I should've checked my post before sending it :p (<that one's intentional)
 
I kept messing with my worldbuilder file and eventually decided to give up on it until you got back to me, only to find out that it was messing up regular games as well. So I went the the nuke solution and completely reinstalled HR. It works now, really strange though.

I think it was some of the minor file updates I found posted before my nuke solution. Maybe one of the HR.py fix you gave for Progressive's cottage growth, the CvEventManager.py fix for Paganism fix, or the CIV4CivicInfos.xml fix for Pluralism were the culprits?

Also, I should've checked my post before sending it :p (<that one's intentional)

Strange. I'm running with all the patches applied and haven't seen any crashes at all. If one was causing a crash it would almost certainly be CvEventManager.py, the changes to the other two files were quite minor. I suggest reapplying them all (backing up the old versions just in case) and seeing if it still happens.
 
My current Odyssey game just reached the Renaissance and promptly encountered the constant crashing problem. Constant, but never quite *repeating*, as it never seems to crash in exactly the same place twice. Still, when you get four crashes in less than an hour, three of them on a single turn, the game becomes nearly unplayable.

Attached below is a zipped folder with all the crash reports since I entered the Renaissance, in hopes of finding a clue to what's causing it.
 
My current Odyssey game just reached the Renaissance and promptly encountered the constant crashing problem. Constant, but never quite *repeating*, as it never seems to crash in exactly the same place twice. Still, when you get four crashes in less than an hour, three of them on a single turn, the game becomes nearly unplayable.

Attached below is a zipped folder with all the crash reports since I entered the Renaissance, in hopes of finding a clue to what's causing it.

Five of those are audio related, presumably to do with sounds or music that aren't used prior to the renaissance. Won't be easy to track down but a saved game would help. The other two aren't caused by HR as far as I can tell, looks like OSX trying to do something and BTS getting in the way.
 
Just a quick question. On the 1.19 release, will it overite the earlier version? or do I need a fresh install?
Love your mod btw, it's one of my top 3 that I play.
 
Just a quick question. On the 1.19 release, will it overite the earlier version? or do I need a fresh install?
Love your mod btw, it's one of my top 3 that I play.

You need to delete 1.18 and install 1.19. There are also 3 single file patches over in the Troubleshooting thread that I recommend installing as well.
 
Here's the autosave for the three-crash turn.

If I remember correctly, the first crash was while I stepped away from the computer for several minutes to get my (physical) mail with the Diplomatic Glance display up, and came back to find it on the desktop with a "Civilization IV has quit unexpectedly" box up.

The last two were when I was using the editor to remove the Olympics that got stuck in one of my cities from a prior crash (first when I tried to open the editor, then again when I tried to *close* it).
 
More 1.19 crash logs, all from either the tail end of the Medieval era or the early Renaissance. Two or three of them had the "FATAL_ERROR" box (screenshot attached) pop up first, the rest just went straight to the desktop.
 
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