[Beyond the Sword] History In The Making

Thanks Arian,

After fixing it, all went well until discovering Rocketry, suddenly cavalry disappeared from city building options and all the mounted units including cavalry reappeared greyed out and pointing on them pops a red message - need horses.

I found that rocketry obsoletes horses, there is no need to obsolete horses because units that need horses obsolete themselves by the upgrading process and there is no happiness bonus as with fur or ivory that requires the obsoletion of the resource in order to stop the bonus.

So I removed the obsolete tech from the horse so I can still build cavalry untill the helicopter with advance flight.

I hope it was a bug and there is not a reason for obsoleting horses which I'm not aware of.

Thanks for any help or advice.

Edited later -

I've found that Satellites obsoletes Stable while stable are needed as long as you can build Cavalry so Stable should obsolete with Advanced flight, the tech that enable the helicopter that replaces Cavalry.

I assume most of this has been brought earlier, but since it's my first time playing this mod and searches about horse archer and obsolete etc. gave no results I'm posting about it.
 
Hey - just installed the mod. I'm curious if there are any HITM specific scenarios or maps to play with this as I usually prefer those. If not, are there any recommendations.

thanks
 
Here's all the files I tweaked as requested.

Trait Changes to Sci and Exp

View attachment 224052 Location C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\Python

View attachment 224053 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 224054 Location C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\Terrain

View attachment 224055 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 224057 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 :)

Hi DrewBledsoe

I've downloaded CIV4BonusInfos.zip and CIV4ImprovementInfos.zip and placed the files
CIV4BonusInfos.xml and CIV4ImprovementInfos.xml in Mods\HISTORY IN THE MAKING\Assets\XML\Terrain\ overwriting the existing files.

I get tons of xml errors while loading the game, the first error is about:
<iPillageGoldModifier>50</iPillageGoldModifier> in CIV4BonusInfos.xml, to be more precise the line and column numbers point to the number 5, and then tons of errors about all the xml files and always regarding a resource.

The original CIV4BonusInfos.xml has no lines of <iPillageGoldModifier> and yours has it for every bonus.

I used the originals again so I can play, any suggestions? I'd like to give it a try.

Many thanks in advance.
 
Hi DrewBledsoe

I've downloaded CIV4BonusInfos.zip and CIV4ImprovementInfos.zip and placed the files
CIV4BonusInfos.xml and CIV4ImprovementInfos.xml in Mods\HISTORY IN THE MAKING\Assets\XML\Terrain\ overwriting the existing files.

I get tons of xml errors while loading the game, the first error is about:
<iPillageGoldModifier>50</iPillageGoldModifier> in CIV4BonusInfos.xml, to be more precise the line and column numbers point to the number 5, and then tons of errors about all the xml files and always regarding a resource.

The original CIV4BonusInfos.xml has no lines of <iPillageGoldModifier> and yours has it for every bonus.

I used the originals again so I can play, any suggestions? I'd like to give it a try.

Many thanks in advance.
Tried it and I can confirm it. Somewhere there must be an invalid declaration inside that file, it reflects to other files though. First it looked like Stone is the culprit but Rice appears too later.
 
Hi DrewBledsoe, I did some more tests, I also get errors about<iPillageMapProb>
in the file CIV4ImprovementInfos.xml, which also doesn't exist in the original file.Both errors reffering to <iPillageMapProb> and <iPillageGoldModifier> complain abot content is invalid according to the DTD/Schema in file CIV4TerrainSchema.xml, then it go's on and on.
 
Hi DrewBledsoe, I did some more tests, I also get errors about<iPillageMapProb>
in the file CIV4ImprovementInfos.xml, which also doesn't exist in the original file.Both errors reffering to <iPillageMapProb> and <iPillageGoldModifier> complain abot content is invalid according to the DTD/Schema in file CIV4TerrainSchema.xml, then it go's on and on.

It's stuff from the Extra Pillage Mod which is no longer part of HitM. Just delete all instances and all should be fine ;)
 
It's stuff from the Extra Pillage Mod which is no longer part of HitM. Just delete all instances and all should be fine ;)

Hi Arian, well it's too late, would I have known it earlier..., I've entered the changes to the bonuses and improvements per DrewBledsoe suggestions manually, just followd his files line by line with some exceptions, I've not restricted corn, wheat and gold from appearing on a riverside tile, very common especially in early days, corn and wheat farm used to be irrigated directly from a close by river.

"Some Native Americans built permanent villages near rivers or creeks. They planted gardens near the water. Corn, beans, squash, watermelon, pumpkins and sunflowers made up their major crops." (www.kshs.org).

About gold, we know only too well about prospecting for Gold in the United States.

"Many placer districts in California have been mined on a large scale as recently as the mid-1950's. Streams draining the rich Mother Lode region--the Feather, Mokelumne, American, Cosumnes, Calaveras, and Yuba Rivers--and the Trinity River in northern California have concentrated considerable quantities of gold in gravels. In addition, placers associated with gravels that are stream remnants from an older erosion cycle occur in the same general area."(by by Harold Kirkemo)

Well, these quotes served only as an excuse for some changes.

If you want it: View attachment Terrain.zip, open it and copy the files exactly as described by DrewBledsoe: http://forums.civfanatics.com/showpost.php?p=8347482&postcount=3154
 
Thanks Arian,

After fixing it, all went well until discovering Rocketry, suddenly cavalry disappeared from city building options and all the mounted units including cavalry reappeared greyed out and pointing on them pops a red message - need horses.

I found that rocketry obsoletes horses, there is no need to obsolete horses because units that need horses obsolete themselves by the upgrading process and there is no happiness bonus as with fur or ivory that requires the obsoletion of the resource in order to stop the bonus.

So I removed the obsolete tech from the horse so I can still build cavalry untill the helicopter with advance flight.

I hope it was a bug and there is not a reason for obsoleting horses which I'm not aware of.

Thanks for any help or advice.

Edited later -

I've found that Satellites obsoletes Stable while stable are needed as long as you can build Cavalry so Stable should obsolete with Advanced flight, the tech that enable the helicopter that replaces Cavalry.

I assume most of this has been brought earlier, but since it's my first time playing this mod and searches about horse archer and obsolete etc. gave no results I'm posting about it.

I'll have to look at it.

Horse Archer should upgrade to Light Cavalry. I remember re-doing the heiarchy of Horseman/Horse Archer/Light Cav/Knight a couple patches ago. I may have just forgot to include an upgrade to the Horse Archer.

Hi Arian, well it's too late, would I have known it earlier..., I've entered the changes to the bonuses and improvements per DrewBledsoe suggestions manually, just followd his files line by line with some exceptions, I've not restricted corn, wheat and gold from appearing on a riverside tile, very common especially in early days, corn and wheat farm used to be irrigated directly from a close by river.

"Some Native Americans built permanent villages near rivers or creeks. They planted gardens near the water. Corn, beans, squash, watermelon, pumpkins and sunflowers made up their major crops." (www.kshs.org).

About gold, we know only too well about prospecting for Gold in the United States.

"Many placer districts in California have been mined on a large scale as recently as the mid-1950's. Streams draining the rich Mother Lode region--the Feather, Mokelumne, American, Cosumnes, Calaveras, and Yuba Rivers--and the Trinity River in northern California have concentrated considerable quantities of gold in gravels. In addition, placers associated with gravels that are stream remnants from an older erosion cycle occur in the same general area."(by by Harold Kirkemo)

Well, these quotes served only as an excuse for some changes.

If you want it: View attachment 224618, open it and copy the files exactly as described by DrewBledsoe: http://forums.civfanatics.com/showpost.php?p=8347482&postcount=3154

Interesting....
 
Sorry guys for supplying you with different files, I didn't add any of the pillage stuff. It must have been from an earlier component (Extra Pillage Mod as Arian stated). That probably means that I'm one version behind in HiTM, somehow :blush:...I didn't realise- apologies again for any inconvenience :spank:
 
Does anyone know whether the ai can take a tech through Enhanced Tech Conquest which i or any other ai has traded to them? Silly question i know, i already know what the answer is gonna be, but i'm not 100% certain:confused: . Thanks:)
 
??? They won't get a technology they already have knowledge of. So, if you trade them a technology, they will NOT get this technology by tech conquest - they already have the technology -> therefore they will get another technology.
 
hmm... sorry Cybah... i completely messed that question up lol. What i mean is, if for example England (me) gives say France a tech through trading and then America attacks France and takes 1 of their city's, can America get that tech that i earlier traded to France with the enhanced tech conquer mod enabled, or do they only get a tech that France had researched themselves:confused: also would tech brokering have any effect on this scenario:confused:. I know they probably can and they actually should... but i'm uncertain:(
 
hmm... sorry cybah... i completely messed that question up lol. What i mean is, if for example England (me) gives say France a tech through trading and then America attacks France and takes 1 of their city's, can America get that tech that i earlier traded to France with the enhanced tech conquer mod enabled:confused:

Yes, in your example, America would be able to liberate that tech if they conquered a French city. Or any tech France has that America doesn't for that matter.

also would tech brokering have any effect:confused:. I know they probably can and they actually should... but i'm uncertain:(

No, Tech Brokering wouldn't have any effect. Tech Brokering only affects TRADING techs, it has nothing to do with looting, pillaging, raping and plundering the enemy and aquiring a tech through brute force. ;)
 
Thanks for the quick answers:goodjob:. Like i said, it was a silly question:lol:. I only asked about tech brokering because the original question involved trading techs:)... its better to ask than to keep asking myself over and over again:).
 
For those who are interested, I just published a little movie for the Strip in Las Vegas. Get it here.

After downloading, rename it to "thestrip.bik" and copy it to the assets/art/movies/wonder folder. Overwrite the existing file (if you like this one more than the original one ofcourse ;)).
 
Some qustiones about Tech Conquest.

Regarding latest discussion about gettin Techs by capturing a city, two barb cities keep poping up next to one of my cities, each time I captue them, they are ruined and I get one of the latest tech available by trade with my neighbors.
That explains some of the wierd things about weak ai with two or three cities offering very advanced techs for trade.

First of all, how can the barb civ get so advanced in such a short time?

My second question is how to stop it? The ai seems to collect techs by sending out a very strong stuck looking for newly founded barb cities, musch simpler then looking for huts or getting it the hard way.

Is tech conquest an option that can by turned off?

And about options, I allways check aggressive ai, no vasal state and no espionage, I have to recheck it for every custom game, I know that with some mods checking it once if froever, can it be done?

Thanks in advace.
 
And about options, I allways check aggressive ai, no vasal state and no espionage, I have to recheck it for every custom game, I know that with some mods checking it once if froever, can it be done?

Thanks in advace.

You can adjust CIV4GameOptionInfos.xml in XML\GameInfo to switch on/off your options on start up :p
 
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