About History Rewritten

is there an online version controlling system available for HR? I would like to make some changes in a new branch, like lowering the unit costs but I don't want to deal with it whenever there's a new version. with something like git I can just rebase my older changes on top of the new version

Not yet. I'll try set one up once 1.25 is done.
 
This mod is very interesting. I like to play in Arabia and I am making a MOD-MOD that changes BILQIS to Fatimah. However, there is one thing I don't understand. About the city name associated with the leader. For example, in Arabia, Saladin starts in Cairo, and Abu Bakur starts in Medina. I want to start my Fatimah from Mecca. However, Fatima starts with ma'rib because it was made by modifying Bilqis. How can I solve this problem?
 
search for "ma'rib" (or bilqis) in the mod files, programs like grep can scan all text files in a folder (and subfolders).
If you go over the search results you will find there are city name lists for each leader that you can change.
 
Which mod files should I search for?
I couldn't search the whole thing first.
The next search for a suspicious individual file did not find it. (There was a medina but no ma'rib.)
So I want to ask is in which file these are defined.
 
I like this mod, AI is too aggressive. It's all about war.

You can play a more peaceful game but you need to keep your defences strong or the AI will see you as an easy target.

This mod is very interesting. I like to play in Arabia and I am making a MOD-MOD that changes BILQIS to Fatimah. However, there is one thing I don't understand. About the city name associated with the leader. For example, in Arabia, Saladin starts in Cairo, and Abu Bakur starts in Medina. I want to start my Fatimah from Mecca. However, Fatima starts with ma'rib because it was made by modifying Bilqis. How can I solve this problem?

The file you need to modify is /Assets/Python/HR_Cities.py. Search for Bilqis and modify that line accordingly.
 
Hello.
I played this mod 1.25.2 beta today until 2050(t600).
The difficulty level is "noble" and the morphology of the planet is "world".
However, even if I played until 2050, I could not reach the future technology and I lost to AI in the time score.
Far from future technology, I couldn't reach the United Nations or the spacecraft.
Can a seasoned player really win this mod?
 
don't expand too many cities in the early game (6-7 at max) since it will cripple your tech for a while (maintanence), markets and libs are important in the early game.
in the mid game aristocracy + specialist economy and good use of your religious shrine can make wonders if you are playing right. after renaissance you can start snowballing since you can find corporations, settle new continents, and there are many buildings that can improve your economy in cities.
I play on monarch and I usually finish the tech tree around early 1900s but I enter the medieval ages around 1000s I can't resist and expand in the early game.
 
thank you! I found that you are a seasoned player.
If you have the time, I would appreciate it if you could write a play report or give me a play video.
It's a pity that there are no HR videos on youtube.
 
I am not sure but maybe in the future I might make a let's play / guide for HR, currently I stopped playing it for a while.
I also think this mod deserves a video so I might try something.
 
Loving this mod. A few issues:
1) AI's always reject 'what would make this work?' offers, but often later accept deals that you specifically propose.
2) Stalin's rejection text appears broken.
Questions:
1) could you make it so that all the nations start in their correct areas (but you can still choose which ones actually start in the multiplayer game)?
2) could you use one of the larger globe maps that have been developed? I love the one you've got, but I'm a sucker for really big maps.
3) could you make the settlers able to build cottages etc.?
4) could you make a new tile type: 'coastlands' which can be travelled on by land and sea units. Even better if low-lying lands could be turned into 'coastlands' as canals.
 
AI's always reject 'what would make this work?' offers, but often later accept deals that you specifically propose.
Do you mean they propose those themself? Usually you have a difficulty-based malus trading with them, but on one turn in some cycle they make an exception and try to trade as much as possible.
2) Stalin's rejection text appears broken.
What's in it, TXT_KEY...?
could you make it so that all the nations start in their correct areas (but you can still choose which ones actually start in the multiplayer game)?
On the Earth map it's actually tied to each leader individually. And no, unless you find a volunteer coder, noone can do such stuff around.
could you use one of the larger globe maps that have been developed?
Compare your map with HR's Earth in WinMerge or Wincmp and format it similarly.
could you make the settlers able to build cottages etc.?
That one's very easy, you can do it yourself in CIV4UnitInfos.xml by adding
Code:
            <Builds>
                <Build>
                    <BuildType>BUILD_COTTAGE</BuildType>
                    <bBuild>1</bBuild>
                </Build>
            </Builds>
Instead of <Builds/>
The problem is, AI won't be able to use it without Worker AI assigned and if you do that, they may be built for that purpose, which is yikes.
could you make a new tile type: 'coastlands' which can be travelled on by land and sea units. Even better if low-lying lands could be turned into 'coastlands' as canals.
Still have no idea who "you" is supposed to be, tying all ends for this would be a lot of work and one already can make canals through forts.
 
Thanks Mr Smith!
I'll take note of the exact script for the Stalin Rejection next time I see it, but it was like you say: 'TXT_KEY...RUSSIAN...REFUSAL' or some such.
Fair enough re: starting positions - more a nice-to-have.
How do you mean: 'Compare your map with HR's Earth in WinMerge or Wincmp and format it similarly.'? Can you point me to a tutorial please?
Thanks for the code snippet. I've put that in and will be interested to see how it works. I don't follow what you mean by 'AI won't be able to use it without Worker AI assigned and if you do that, they may be built for that purpose, which is yikes.' I assume you mean I would have to learn how to change the AI so that it knows it can use a settler to build cottages, but why would it be 'yikes' if it made settlers to do that?
Thanks again for your guidance.
 
Can you point me to a tutorial please?
There. Programs mentioned are untuitive and will highlight the difference for you, just make your map's entries match those in HR's Earth.
I assume you mean I would have to learn how to change the AI so that it knows it can use a settler to build cottages, but why would it be 'yikes' if it made settlers to do that?
You can add an AI type in the same CIV4UnitInfos.xml, but AI might start building settlers instead of workers (though I doubt since they cost more) or use them as workers for a long time before actually settling. So such features are only ok for all-human multiplayer. Or on difficulties high enough for this to not matter.
why would it be 'yikes' if it made settlers to do that?
AI is very inflexible at switching between modes, if it's even a thing for civilians.
Thanks for the code snippet.
Oh, I also forgot you would need to set <iWorkRate> to 100 or some other %.
 
Back
Top Bottom