[Beyond the Sword] History In The Making

Hey Grave,
Another bug i found is that the AI can re-vote on proposals that have already been passed but the U.N.

Also how about there is an option to revoke UN resolutions or kick out current leaders of countries... but then again what would be the benefit of that? I totally understand if u don't think u could program that but i'm just givin seggestions.:)

I think they're supposed to do that. I think they re-vote on issues once they cycle though them all. I know that's happened to me alot on the Final Frontier scenario.

How do I play the GraveEarth map?

Just load the Custom Scenarios.

A couple graphics glitches (v0.02):

the Magi are slightly bigger than all the other units (especially when compared to other missionaries).

Solomon's small icon in the Diplomacy screen isn't surrounded by the black border and background.

Ok, I resized the Magi a little bit. But can you take a screenshot of the issue with Solomon?
 
Yeah, I can't find GraveEarth on there. All the other maps cause the game to crash.
 
Oops, nevermind, found it. I must've installed the patch incorrectly.

Doh! :lol:

@Grave

Quite an amazing mod. Thanks a lot for all the time and effort you donate to the civ community.

I am still fooling around with several games to try different speeds and map sizes. I will come back with comments later.

Sound good! I look forward to your findings.
 
Here are some impressions.

The Odyssey speed! I loved it. It may use some tweaking: units and buildings costs may get a little higher or some early techs can be a little cheaper. However it should keep being so different from the Marathon speed. Right now it allows or forces a completely different approach to playing the game. It is the warmonger's heaven. You can experience full scale epic wars in each era and use your units to their full potentials. I tried it with the earth map playing china and I enjoyed taking the Khimer then the Mongols before the dawn of the classical era.

The earth map is quite nice. It might need adding more civs (Russia in particular is missing leaving quite a large vacant area in northern Eurasia). I hope to see alternative maps with different sets of civs. It would be nice to have France, Germany, and England, or to have Babylon instead of Sumer. Also if saved in World Builder format and edited a little leaders can be choosen for civs with more than one leader giving more re-playability.

Once again, thanks a lot for such a great mod. I am still scratching the surface and having a lot of fun.
 
Great work grave :goodjob:

it was worth the wait to get a mod with very few major problems
one bug to report tho
see screenie
I can build light cavalry but I am two turns from discovering HBR :crazyeye:

also, I only play epic speed in my two games so far the tech pace is too fast
no tech brokering on and i am about about to discover gunpower in 600 AD
I would recomend increasing the research speed about 10%
 
Here are some impressions.

The Odyssey speed! I loved it. It may use some tweaking: units and buildings costs may get a little higher or some early techs can be a little cheaper. However it should keep being so different from the Marathon speed. Right now it allows or forces a completely different approach to playing the game. It is the warmonger's heaven. You can experience full scale epic wars in each era and use your units to their full potentials. I tried it with the earth map playing china and I enjoyed taking the Khimer then the Mongols before the dawn of the classical era.

The earth map is quite nice. It might need adding more civs (Russia in particular is missing leaving quite a large vacant area in northern Eurasia). I hope to see alternative maps with different sets of civs. It would be nice to have France, Germany, and England, or to have Babylon instead of Sumer. Also if saved in World Builder format and edited a little leaders can be choosen for civs with more than one leader giving more re-playability.

Once again, thanks a lot for such a great mod. I am still scratching the surface and having a lot of fun.

Thanks! :goodjob:

That Earth map I made with all "Ancient" era civs, for now. If I can get around to it, I'll try and mix it up a little by adding different civs.

Red text fix

You rock! :goodjob:

Great work grave :goodjob:

it was worth the wait to get a mod with very few major problems
one bug to report tho
see screenie
I can build light cavalry but I am two turns from discovering HBR :crazyeye:

also, I only play epic speed in my two games so far the tech pace is too fast
no tech brokering on and i am about about to discover gunpower in 600 AD
I would recomend increasing the research speed about 10%

Well... technically, Gunpowder was discovered by the Chinese around 800AD, so you're almost on track for historical accuracy. ;)

Rebalancing the techs is on my "to-do" list, though.
 
How did you EXACTLY get the Atomic Bomb(er) to work correctly? I have tried and tried, and the plane just crashes to the ground??:blush:

Is it only in the CvUnit SDK??

That is correct.

See my signature for the Atomic Bomb Mod. :nuke:
 
That is correct.

See my signature for the Atomic Bomb Mod. :nuke:

Thx didnt notice that before, works great, so pls dont ever forget when patches come out to change the dll in that thread, thx!!:goodjob:
 
Hey Grave, Leif here with more constructive criticism.

I looked up what you said about the religions, you were completely right.

Organization of techs- I Agree completely about your points of Liberalism helping the creation of Communism and Fascism being the historic reaction against Communism, but it's where the techs are placed on the tree that bugs me. I think Liberalism should be a requirement for Communism, but I would like to see Communism placed behind Scientific Method. Communism should be a requirement for Fascism, for understanding of Marxist theory is required to oppose it, but I would like to see Fascism placed behind a military tech like military tradition.

Ethnic Diversity- While not a huge deal, I think the concept of Ethnically diverse missionaries is fantastic, maybe even a priest of each gender.

Unique Units- Why not add a second to each civ? I would gladly help brainstorm and hunt down models. I could also write pedia entries.

Israel- While I sort of doubt the historic importance of Israel when compared to some other civs, I think the leader heads might be better balanced. Phi/Ind and Fin/Org aren't exactly the most balanced of trait combinations. Also, in my opinion, their UU sort of sucks, so maybe a better UU plus more balanced traits might make a better civ.

Republic of Texas- I'm not going to object to Texas being included, but I wonder if there are more historically important civs that aren't being included, for instance Lithuania or Austria.

Native America- I would really really like to see this Civ split up into several different civs. Say for instance the Lakota, Iroquois, Sioux and Navajo. If anything the cities for the Native Americans are pretty damn racist... "Poverty point"? Please... [I know this isn't your fault, but you have the power to do something about it].

HRE + Germany - I think you should combine these two civs, while I know the HRE did in some instances extend past modern day Germany, I think having them both is a tad redundant. You could use both UUs though if you chose to give all nations two unique units.

Sumner + Babylon - I suppose the same could be said about these two, also I believe Saddam was more a leader of modern day Babylon than greater Arabia [Saudi Arabia].

I look forwards to whatever you end up doing next and I'd be more than happy to help with whatever.
 
As far as Israel goes I think its great that its in any of the mods. People tend to not appreciate that Judea was a kingdom long before 1950.

And as for the Native Americans. I agree that they need to be either split up or simply get a name change. I know there is another mod that changed it to the Sioux. As much as Poverty Point sounds racist it actually is an existing location in Mississippi.

Regarding HRE and Germany, that is true. The same can be said about Byzantium and Rome.

And more then just one UU is a great idea. Adds to the already wonderfull diversity.

Incidently is there a faction limit?

great mod Grave im having alot of fun with this one. Keep up the great work!
 
On the subject of UUs, Numidian Calvary is slightly broken at the moment - they replace horsemen, but they don't require Ironworking like normal horsemen do. They get the Flanking I (30% withdrawl) and +50% vs. melee in addition to the +50% vs. archery normal horsemen get. They're far better for far cheaper. I think they need a bit of balancing.
Also, their Civilopedia entry still says they replace horse archers.
 
Is there a post/thread somewhere which discusses WHY each change was made?

It would be interesting which changes were made because of a percieved game imbalance in the default game, which changes were made "just because" it felt better to the author, and which changes came about because of cool ideas/general enthusiasm. :)
 
Hi

I have few questions.

1) How does AI manage to use ranged bombardment?
2) How does AI mage to use new units?
 
Organization of techs- I Agree completely about your points of Liberalism helping the creation of Communism and Fascism being the historic reaction against Communism, but it's where the techs are placed on the tree that bugs me. I think Liberalism should be a requirement for Communism, but I would like to see Communism placed behind Scientific Method. Communism should be a requirement for Fascism, for understanding of Marxist theory is required to oppose it, but I would like to see Fascism placed behind a military tech like military tradition.

Liberalism requires Scientific Method. This represents the "liberal" method of thinking spawned from the Scientific Revolution of the 17th/18th centuries, where Liberalism started to flourish. So in a way, Communism needs Scientific Method, because it's a PreReqTech to the Communism PreReqTech (Liberalism).

Also, Fascism is more of a nationalistic movement (Nationalism) than the application of science towards military technology (Military Science).

Right now I'm pretty happy with the way the tech tree is. I worked on it almost a whole month, doing research, etc... just to find, what I feel, is a historically accurate representation of a "tech-tree".

Unique Units- Why not add a second to each civ? I would gladly help brainstorm and hunt down models. I could also write pedia entries.

I already have ideas for 2nd UU's, just haven't actually made them yet. Graphics, Pedia, etc... I have it all written out already, since I'm using the UU's from my Warlords "beta" of HiTM for these units.

Israel- While I sort of doubt the historic importance of Israel when compared to some other civs, I think the leader heads might be better balanced. Phi/Ind and Fin/Org aren't exactly the most balanced of trait combinations. Also, in my opinion, their UU sort of sucks, so maybe a better UU plus more balanced traits might make a better civ.

My aim for Israel is not to make it a "Jewish" empire. with the Israeli civilization I included, I wanted to kind of seperate the "faith" from the "nation". So in my mod, Israel can be a Buddhist state... you get the idea.

I like the Sufa as the Israeli, UU. Again, this is to seperate the "faith" from the "nation". If I made the Israeli UU a Jewish based unit like everybody else does, it wouldn't make much sense if you had a Macabee swordsman, but your state religion was Buddhism.

So I looked towards modern Israel for inspiration, and found the Sufa. The IAF is considered one of the best Air Forces in the whole world, so I found it suiting to represent the IAF as a UU in HiTM. Besides, no other Civ has a modern fighter aircraft as a UU, which is even more reason to use the Sufa as Israel's UU.

Republic of Texas- I'm not going to object to Texas being included, but I wonder if there are more historically important civs that aren't being included, for instance Lithuania or Austria.

Well, considering I created the BtS version of the Republic of Texas, it's obvious why I would include it into HiTM. I see no point in adding other new civs, especially since anybody can download any one of the Modular Civs out there and plug them in and start using them with no problems.

Native America- I would really really like to see this Civ split up into several different civs. Say for instance the Lakota, Iroquois, Sioux and Navajo. If anything the cities for the Native Americans are pretty damn racist... "Poverty point"? Please... [I know this isn't your fault, but you have the power to do something about it].

I don't get into the PC (politically correct) game. I'm not going to re-arrange the Native American civilization and break them up into several different "tribes", nor am I going to go through and ping about the names of their cities. It's not a big deal to me. :)

HRE + Germany - I think you should combine these two civs, while I know the HRE did in some instances extend past modern day Germany, I think having them both is a tad redundant. You could use both UUs though if you chose to give all nations two unique units.

That sounds like more work than it's worth. :)

Sumner + Babylon - I suppose the same could be said about these two, also I believe Saddam was more a leader of modern day Babylon than greater Arabia [Saudi Arabia].

Saddam was often quoted as saying he was a "King of Babylon", but he was also a raving madman, too. :)

He was of Arabic decent, the Iraqis are of Arabic decent. I could easily say I'm from "Holy Roman" decent, but the reality is my ancestors are of German blood. See my point?

Besides, Arabia needed another Leaderhead, and I really liked how the Saddam Leaderhead looked, so I used it. :)

I look forwards to whatever you end up doing next and I'd be more than happy to help with whatever.

Well, I appreciate the feedback. The next patch will be released tomorrow. After that I'm going to focus on my "to-do" list.

On the subject of UUs, Numidian Calvary is slightly broken at the moment - they replace horsemen, but they don't require Ironworking like normal horsemen do. They get the Flanking I (30% withdrawl) and +50% vs. melee in addition to the +50% vs. archery normal horsemen get. They're far better for far cheaper. I think they need a bit of balancing.
Also, their Civilopedia entry still says they replace horse archers.

Some of that is done on purpose. Numidian Cavalry doesn't require Iron Working, so that you can acquire them earlier. That's part of the "Uniqueness" of them. :) The ancient Egyptians had this kind of Cavalry long before the Iron Age, also.

I could look into the combat bonuses, though and see if I can balance them out better, but I like them not having the Iron Working PreReqTech. The Camel Archers are sort of the same way, too.

Is there a post/thread somewhere which discusses WHY each change was made?

What do you mean? I could answer that right now, but I want to make sure I know what you mean, first.

It would be interesting which changes were made because of a percieved game imbalance in the default game, which changes were made "just because" it felt better to the author, and which changes came about because of cool ideas/general enthusiasm. :)

:confused:

Hi

I have few questions.

1) How does AI manage to use ranged bombardment?
2) How does AI mage to use new units?

The AI used the ranged bombardment just like Dale's version does. That's because I'm using Dale's Ranged Bombardment. :)

So everything is exactly the same.

Why does AI artillery (when fortified in the city) does not bombard my sieging city units?

Can you explain that further?
 
Actually usualy two different things are subsumed under the category "fascism":

fascism and national socialism / nazism

So basicaly fascism clearly needs liberalism as prereq, as it is clearly an anti-liberal/individuell movement. Does it need communism as a prereq? Well, that depends on the precise kind of facism. German fascism / nazism does indeed need communism as a prereq. The italian idea of fascism not necessarily so.
 
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