[Beyond the Sword] History In The Making

I love the mod but I was curious if there was a way to add in Dwolf's Nazi Germany as a civ or replace the current Germany Civ with that one.
 
I love the mod but I was curious if there was a way to add in Dwolf's Nazi Germany as a civ or replace the current Germany Civ with that one.

Why specifically Nazi Germany? It was't exactly mankind's finest hour...and besides, there already exists a basic Germany, plus the HRE which is Germany in a dungball shirt ;)

N.B. Mr Hitler is already in HiTM as one of the German leaders....
 
Because frankly I think its a well done addition and Id like the chance to go up against Nazi Germany.

I know that it wasnt mankinds finest hour, but alot of the civs in this game have been involved in less than honorable endeavours.

It is just a game and I really like the units that module has to offer. Thats pretty much it.
 
Because frankly I think its a well done addition and Id like the chance to go up against Nazi Germany.

I know that it wasnt mankinds finest hour, but alot of the civs in this game have been involved in less than honorable endeavours.

It is just a game and I really like the units that module has to offer. Thats pretty much it.

It's not hard if you add it as a module. The only thing you'd really need to modify are all the Schema files that come with the Nazi Germany civ. All you need to do is take my Schema files and copy them over to the module's directory, replacing them. If you need to rename them to what they were in the Nazi Germany directory, do just that.

Then it *should* work. There may need to be some slight modifications made to the XML files, but that in a nut shell is how you would do it.
 
Patch v2.02 has been released!!!


Please see Post #2 for download info!

Spoiler Changelog for History in the Making v2.02 :

v2.02

- Added Nebuchadrezzar II Leaderhead by Esnaz
- Added Pol Pot Leaderhead by Refar
- Added Super Spies mod by Trojan Sheep
- Added three new, optional Main Menu screens
- Fixed Ronald Reagan’s diplo text
- Fixed bug that would make interface disappear when GP born
- Fixed graphical bug when selecting China to play
- Fixed Casimir & Sobieski’s diplo music (thanks Arian!)
- Fixed Pedia entry for Zoroastrian Monastery (thanks Arian!)
- Fixed ini parser with Inquisition Mod
- Adjusted how the Pentagon generates Great Generals
- Adjusted Traits (again)
- Adjusted Civics (again)
- Expanded Ronald Reagan’s biography
- Removed resource block/bonus from Cathedrals, gave to Shrine
- Greek Agora generates Great Spy points instead of G. General
- Great Wall PreReqTech is Masonry AND Mathematics
- Changed Israel’s starting Techs to Mysticism AND Mining
- Marble is now revealed with Masonry
- Restored West Point back to vanilla BtS settings
- Scotland Yard PreReqTech is now Scientific Method
 
It's not hard if you add it as a module. The only thing you'd really need to modify are all the Schema files that come with the Nazi Germany civ. All you need to do is take my Schema files and copy them over to the module's directory, replacing them. If you need to rename them to what they were in the Nazi Germany directory, do just that.

Then it *should* work. There may need to be some slight modifications made to the XML files, but that in a nut shell is how you would do it.


Thanks alot Grave!

Im going to give that a shot.
 
Grave,

Two small fixes from your latest patch:

1. Text entries for new Super Spies promotions (I think you forgot to include them in your latest patch). File Spymod_CIV4GameTextInfos.xml should go in XML\Text.
2. Odyssey gamespeed: File CIV4GameSpeedInfo.xml should go in XML\GameInfo. Selecting Odyssey gamespeed will give now 3000 turns worth of gameplay. Marathon = 1500 turns. This might need some tweaking.
3. Also the Pedia-entry for Sid the Barbarian is missing but I didn't fix that.
 

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Christ Grave - you added the Super Spies mod!!! :goodjob:

Now I HAVE to start a new game tonight (and I won't be able to focus on my job all day long)...

Great about the other fixes/tweaks too.

May I suggest a fix for the Roman Sagitarii unit too next time (doesn't have any extra bonusses)?

Just one more thing: This is the best and most well balanced mod I've ever seen - you're the king :king:


\Skodkim
 
Christ Grave - you added the Super Spies mod!!! :goodjob:

Now I HAVE to start a new game tonight (and I won't be able to focus on my job all day long)...

Great about the other fixes/tweaks too.

May I suggest a fix for the Roman Sagitarii unit too next time (doesn't have any extra bonusses)?

Just one more thing: This is the best and most well balanced mod I've ever seen - you're the king :king:


\Skodkim

I could have sworn the sagitarri had the 50% spear bonus in tonight's game , so it was working as advertised.
 
Hey Grave, sorry if this has been asked before but the last time I asked you were not around to answer. I was wondering if it is at all possible to get HitM workin for 2 players by internet, direct IP or LAN.

Me and my flatmate really want to start playing Civ together again but I can't bring myself to go back to vanilla Civ4 after playing your awesome mod (kinda like trying to play Oblivion without the 200+ mods ive added....just ain't gonna happen).

The reason I ask is that when HitM loads up I notice the multiplayer ioption is greyed out completely and I was not sure whether you disabld the option or the mod itself is generally unsuitable for multiplayer.

Cheers for any answers.
 
Because frankly I think its a well done addition and Id like the chance to go up against Nazi Germany.

I know that it wasnt mankinds finest hour, but alot of the civs in this game have been involved in less than honorable endeavours.

It is just a game and I really like the units that module has to offer. Thats pretty much it.

Fair enough, the above is all true of course...my apologies for sounding a bit harsh in original post :)
 
I was wondering if it is at all possible to get HitM workin for 2 players by internet, direct IP or LAN.

I think there are synchronization hazards, but I'm curious. If it's just you and your flatmate..... if the game were enabled for hotseat, ( not that it is ) ( not that I know that it's at all possible )wouldn't that solve your problem?
 
Just downloaded latest version 2.1 and Patch 2.2 for BTS 3.17. First I notice the main screen has a red menu as yours above but no skyscrapers, just comes up with the usual BTS opening screen.

Loaded a game to play but there is no interface/in game buttons etc - just the map with settler/scout or warrior.

Have never managed to play HITM. Running Vista-does it work with this? Tried changing screen size but no effect.
 
It works fine under Vista, absoultely no problems with it. Have you downloaded version 2.01 from the first page or just patches 2.01 and 2.02?
 
Just downloaded latest version 2.1 and Patch 2.2 for BTS 3.17. First I notice the main screen has a red menu as yours above but no skyscrapers, just comes up with the usual BTS opening screen.

Loaded a game to play but there is no interface/in game buttons etc - just the map with settler/scout or warrior.

Have never managed to play HITM. Running Vista-does it work with this? Tried changing screen size but no effect.

No problems running HitM under Vista here.
 
Grave:-

Just played all day with new patch (should be doing some work but meh)...

Some excellent ideas with civics, although maybe Slavery is a little too strong again, as no real downside plus +1:hammers: everywhere..

Also I doubt you'll ever get the ais to run anything but Bureacreacy with its bonuses (+100% :hammers:in Cap, +100%:culture: and I think +50%:gold: :eek:)

On another point, not entirely sure about the research times, 43 turns (I think it was anyway) on marathon off the bat for An Husb is an awful long time...it especially accentuates the effect of barbs--they now come much, much earlier in real terms--Makes for an interesting game, even though at one point I reached the dreaded "nothing to build, can't afford a war, and more cities or any more troops, so building and disbanding units" time..

Oh and barb galleys were quite ridiculous in said game, spawning everywhere and in large numbers---I had 8 barb galleys stalking 5 water side cities at one point, the ais had the same problems too...I know this isn't your doing, but it makes it quite impossible (to my way of thinking) to have a "seafood capital"...the barb galleys will just pillage the lot. I even regen maps now, until I get an inland start....

Idea:- No barb galleys until at least someone has sailing..having them appear while your struggling to build first couple of cities is pretty much game breaking......even if you go for an early sailing, unlike other barb battles, you can't pick the terrain, and you will keep having to replace the galleys all the time, whihc is damn expensive and city resource diverting..

Also, did you change maintenace/dist from palace, as I was getting crucified economy wise, from not that many cities? (ais were hardly building any cities either)The overall tech rate got slowed to a snails pace (which isn't necessarily a bad thing)..left the game at 500AD having just been pipped by someone yet unknown to COL (in 500AD!) previously if I didn't get the Senate done BC, I'd reckon I was probably going to miss it...

Anyways, overall a sound job as always :)
 
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