[Beyond the Sword] History In The Making

Grave:- Big problem with the Sci and Exp traits for the ai....basically the code that gives a free scientist per city for Sci and cities start at size 2 for Exp, works fine for the player.

But it doesn't work at all for the ai. I suspected after a few observations in games, and did a thorough test via a world builder observed game. Ran 120 test turns (mostly for my own amusement, shouting NO don't build your 2nd city there, that's moronic :lol:), but seriously, the Sci ai leader doesn't get the free scientist, and the Exp ai leader, doesn't get starting size 2 cities, they just start out as size 1 as per normal..

You might need to look at this.
 
Hello Grave,
I like HITM, its nice, light on my pc and a lot of new stuff for me.

I need some help with two small matters, the first is how to disable the blood effect/splash seen in combat. I've found how to disable battle effect (smoke,fire etc.)
but not the blood effect.

The second matter is regarding the row of of small icons at the bottom of the screen. something to do with filtering plots or units, not sure about it, I failed to locate some explanations on how to use it, or on how to remove it.

Any help will be welcomed.

Many thanks.
 
Hello Grave,
I like HITM, its nice, light on my pc and a lot of new stuff for me.

I need some help with two small matters, the first is how to disable the blood effect/splash seen in combat. I've found how to disable battle effect (smoke,fire etc.)
but not the blood effect.

The second matter is regarding the row of of small icons at the bottom of the screen. something to do with filtering plots or units, not sure about it, I failed to locate some explanations on how to use it, or on how to remove it.

Any help will be welcomed.

Many thanks.

I don't think Blood Effects can be disabled. If I remember correctly, they replace some of the default death animations. They're included into one of the HiTM Art Pack files in the Assets folder. If you really wanted to get rid of them, you would need to unpack the FPK file and manually remove them. Kind of a pain in the ass, but if you really really wanted to get rid of it, that's how you'd do it. :)

Was actually just playing around with setting up a game of History in the Making, but ended up editing a map and making a new main menu picture for this great mod :) I uploaded it, use it as you wish.

Carters Earth map for HitM
Spoiler :



The main menu graphics
Spoiler :



Good work, Toft! I love that new Main Menu! Very classy looking! :goodjob:
 
Grave:- Big problem with the Sci and Exp traits for the ai....basically the code that gives a free scientist per city for Sci and cities start at size 2 for Exp, works fine for the player.

But it doesn't work at all for the ai. I suspected after a few observations in games, and did a thorough test via a world builder observed game. Ran 120 test turns (mostly for my own amusement, shouting NO don't build your 2nd city there, that's moronic :lol:), but seriously, the Sci ai leader doesn't get the free scientist, and the Exp ai leader, doesn't get starting size 2 cities, they just start out as size 1 as per normal..

You might need to look at this.

Wow, thanks for catching this, Drew! :goodjob:

With the help of Cybah, I was able to fix this. I've attached the files below that you will need to replace.

First, take the CvEventsManager.py file in HISTORY IN THE MAKING/Assets/Python and replace it with the Zipped version attached to this post (unzip and replace).

Next, take the AIAutoPlay.py file in HISTORY IN THE MAKING/Assets/Python/HiTM/BetterAI and replace it with the Zipped version attached to this post (unzip and replace).

Problem fixed!

This fix will be included in Patch v3.19b when it's released.
 

Attachments

  • CvEventManager.zip
    11.9 KB · Views: 80
  • AIAutoPlay.zip
    3.7 KB · Views: 71
Wow, thanks for catching this, Drew! :goodjob:

With the help of Cybah, I was able to fix this. I've attached the files below that you will need to replace.

First, take the CvEventsManager.py file in HISTORY IN THE MAKING/Assets/Python and replace it with the Zipped file attached to this post.

Next, take the AIAutoPlay.py file in HISTORY IN THE MAKING/Assets/Python/HiTM/BetterAI and replace it with the Zipped file attached to this post.

Problem fixed!

This fix will be included in Patch v3.19b when it's released.

No worries :)

I'll be interested to look at the code myself, but personally, I think the free era tech and free scientist, are both too much..I've given Sci trait 25% :science: bonus in my games. Boring I know ;), but pretty well balaned with the other traits imo. It doesn't start the snowball effect of getting a Capital Academy in 3000 BC ish, which effectively means you are researching 50% faster than everyone else. The Exp trait, I really think has plenty with 1/2 price settlers, granaries and aquaducts

Anyways.....:p:lol:

I had fun rearanging resources yesterday, eg. Dye can appear in forests (where on earth did the purely jungle idea come from?), Silver in Plains and Desert hills also (Nevada comes to mind), Gold also in tundra hills, Gems in Plains and Desert Hills (South Africa diamond mines), Corn also in plains, Rice 5 food, same as Corn (rice is the staple food crop for 2/3rds of the world's pop), Whales anywhere etc.. Ran about 10 test maps, resources still nicely balanced, liked what I saw :)

Oh and this might interest you Grave, remember you gave the ability to build Wells (to drill for oil)? Well to make them a viable proposition, I made them 2:hammers:, 2:commerce:, otherwise, at just 1:hammers: they are pointless, and the ai will never build them. I also made Oil +2:hammers:+5:commerce: on top of this bonus, because Oil is completely useless and invaluable isn't it Firaxis :mischief:

I'm also fed up with every ai staying in permanent Theocracy all the time, so I took away the -25% unit penalty from Org Religion, and suprise, surprise, in my first full length test game, about 1/3 of the ais are actively using it for a change. Still, at the moment, there are really no downsides to Theocracy (you get an extra promotion for units, no religion spread unless it's your chosen one, no building or other penalties), I'm trying to come up with a fair penalty to add to Theo, haven't thought of one I like yet....

Good work from yourself, Arian and Cybah as always :goodjob:
 
Where did you edit that, Drew? It sounds very acceptable what you changed to where the resources can appear.
 
I like those changes you have made Drew, any chance you have the affected files to hand and could upload them here?
 
Where did you edit that, Drew? It sounds very acceptable what you changed to where the resources can appear.
As Arian said below, plus CIV4ImprovementInfos.xml
CIV4BonusInfos.xml

I like those changes you have made Drew, any chance you have the affected files to hand and could upload them here?

Sure, I need to catch some shuteye first (too addicted to Civ again, been playing all night again bah :lol:)...check back later today, and I'll edit this post to add them.

EDIT: On 2nd thoughts, I made a new post to keep things clearer...see 3 posts below.
 
I'll be interested to look at the code myself, but personally, I think the free era tech and free scientist, are both too much..I've given Sci trait 25% :science: bonus in my games. Boring I know ;), but pretty well balaned with the other traits imo. It doesn't start the snowball effect of getting a Capital Academy in 3000 BC ish, which effectively means you are researching 50% faster than everyone else. The Exp trait, I really think has plenty with 1/2 price settlers, granaries and aquaducts

Anyways.....:p:lol:

I'll play around a bit with it myself. I'm on leave for the next week, so I may actually find some time to do some field testing of my own for once! :lol:

If anything, I'd scrap the free scientiest. The more I think about it, other Wonders and Civics offer free specialists anyway. I love the free tech per era, though.

I had fun rearanging resources yesterday, eg. Dye can appear in forests (where on earth did the purely jungle idea come from?), Silver in Plains and Desert hills also (Nevada comes to mind), Gold also in tundra hills, Gems in Plains and Desert Hills (South Africa diamond mines), Corn also in plains, Rice 5 food, same as Corn (rice is the staple food crop for 2/3rds of the world's pop), Whales anywhere etc.. Ran about 10 test maps, resources still nicely balanced, liked what I saw :)

Oh and this might interest you Grave, remember you gave the ability to build Wells (to drill for oil)? Well to make them a viable proposition, I made them 2:hammers:, 2:commerce:, otherwise, at just 1:hammers: they are pointless, and the ai will never build them. I also made Oil +2:hammers:+5:commerce: on top of this bonus, because Oil is completely useless and invaluable isn't it Firaxis :mischief:

I like some of your ideas there, Drew! I never really bothered to change the vanilla settings for some of these things, but the way you explain it makes perfect sense. I may adopt some of these ideas for the next patch. I'm sure you won't mind! ;)

I'm also fed up with every ai staying in permanent Theocracy all the time, so I took away the -25% unit penalty from Org Religion, and suprise, surprise, in my first full length test game, about 1/3 of the ais are actively using it for a change. Still, at the moment, there are really no downsides to Theocracy (you get an extra promotion for units, no religion spread unless it's your chosen one, no building or other penalties), I'm trying to come up with a fair penalty to add to Theo, haven't thought of one I like yet....

I personally haven't seen the AI act this way, but I'll keep an eye open for it, and make adjustments as necessary. The point of each Religious civic is to have a drawback to it. So if the AI isn't recognizing the "penalties" to Theocracy, it's time to come up with one!

Good work from yourself, Arian and Cybah as always :goodjob:


All in a days modding. :p
 
Here's all the files I tweaked as requested.

Trait Changes to Sci and Exp

View attachment CvEventManager.zip Location C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\Python

View attachment CIV4TraitInfos.zip Location C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\Civilizations

Resource Changes

View attachment CIV4BonusInfos.zip Location C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\Terrain

View attachment CIV4ImprovementInfos.zip Location C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\Terrain

Civic Changes

View attachment CIV4CivicInfos.zip Location C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\GameInfo

---------------------------------------------------

Instructions : Unzip Each file you want to the location stated and overwrite when prompted, but you need both files from the first two sections. Alternatively, unzip to desktop and overwrite manually. Files arranged in 3 sections so you can pick which you want. Each section is independant of the others. Eg. If you only want the resource changes, then you only need the files from section 2.

Advice : Making a copy of the files you are going to overwrite isn't a bad plan, makes it easy to change back that way, if you so want.

Info : For the resources, they are generally in addition to what already happens. Eg. Corn still appears in Grasslands, but now in plains too. Dye still appears in Jungles, but now in temperate forests also. Gold will still be in plains and desert hills, but now in tundra hills too etc. You may see all these new resources in their new places in the very first game, it may take several. That's how the maps work ;)

Phew! Enjoy :)
 
I'll play around a bit with it myself. I'm on leave for the next week, so I may actually find some time to do some field testing of my own for once! :lol:........
I like some of your ideas there, Drew! I never really bothered to change the vanilla settings for some of these things, but the way you explain it makes perfect sense. I may adopt some of these ideas for the next patch. I'm sure you won't mind! ;)

Have a good break from work ! And use anything you want :)

Heck, just realised Madden is out next week, so Civ is going to have to go on time share :lol:
 
Have a good break from work ! And use anything you want :)

Heck, just realised Madden is out next week, so Civ is going to have to go on time share :lol:

Thanks, man. I already implemented most of your suggestions, and even added a few along the same vein, too. They'll be included in v3.19b!
 
Here's an example of where Gems can occur randomly:-



Makes that Desert area quite an interesting proposition for a change, don't you think? Oh and I'm Mali who are Financial, what a shame :mischief:

EDIT: Forgot to mention, I'm experimenting with Theocracy being -10%:science: in all cities, to represent lack of freedom of ideas and "religious" zealotery and persecution...(Gallileo anyone?)...it isn't huge but might help dissuade permanent Theocracies all round.
 

Attachments

  • Gems.jpg
    Gems.jpg
    384.9 KB · Views: 263
I'm not sure that's fair Drew. Theocratic governments picked fights with philosophers who challenged the view of the world but nonetheless people like Descartes and Gallileo did their research. Also, monasteries were a fountain of knowledge.
 
I'm not sure that's fair Drew. Theocratic governments picked fights with philosophers who challenged the view of the world but nonetheless people like Descartes and Gallileo did their research. Also, monasteries were a fountain of knowledge.

Maybe true, I'm not completely happy with the idea either. It's just too easy and rewarding to stay in a Theocracy all the time, and that's why the ais do it. Due to the included religion mod, the ai generally gets it's state religion spread for it, so every unit built gets an extra promotion. It's almost like automatically adding the aggresive trait to your 2 others, which I still think needs a downside of sorts..

Any ideas, nothing too drastic, just a small nerf..?
 
I don't think Blood Effects can be disabled. If I remember correctly, they replace some of the default death animations. They're included into one of the HiTM Art Pack files in the Assets folder. If you really wanted to get rid of them, you would need to unpack the FPK file and manually remove them. Kind of a pain in the ass, but if you really really wanted to get rid of it, that's how you'd do it. :)

Thanks Grave, I've searched through the FPK files and found the death animations in HiTM Art Files v3.02.FPK, I wasn't so sure about removing them so I replaced them all with the matching non bloody files, it works fine for me now, I didn't obviously played all civs, all eras and all uu, but from my last game 8 cives 1000AD all looks fine.

The replacement file is about 7MB, so if anyone is interested in toning gore down a bit let me know.
 
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