[Beyond the Sword] History In The Making

I just recently started playing Civ 4 after a long break, and decided to give this mod a go, and I just love it.

There's one thing I'm still not completely sold on, and that's the fact that you don't know which resources you start with, and where they are, until you research the proper techs.
I like it, for Copper, Iron, Uranium, Oil etc, but I don't know if I like it for Wheat, Rice, Fish etc. If I use a civilization that starts with Agriculture and Mining for instance, I really enjoy seeing that I start next to some Rice or something similar, while if I start with Mysticism and the Wheel, I'm like.. O_o what to research/build.
I can see how alot of people would like this, as it adds a nice twist to the game, and mostly gets rid of the regenerating, if you get a "bad start" and such.

However, is there an option to turn this on/off, so it's more like BTS-unmodded?
 
I just recently started playing Civ 4 after a long break, and decided to give this mod a go, and I just love it.

There's one thing I'm still not completely sold on, and that's the fact that you don't know which resources you start with, and where they are, until you research the proper techs.
I like it, for Copper, Iron, Uranium, Oil etc, but I don't know if I like it for Wheat, Rice, Fish etc. If I use a civilization that starts with Agriculture and Mining for instance, I really enjoy seeing that I start next to some Rice or something similar, while if I start with Mysticism and the Wheel, I'm like.. O_o what to research/build.
I can see how alot of people would like this, as it adds a nice twist to the game, and mostly gets rid of the regenerating, if you get a "bad start" and such.

However, is there an option to turn this on/off, so it's more like BTS-unmodded?

Not an option in itself unfortunately, but you can make them always visible in the xml file CIV4BonusInfos.xml

You need to change which you want to always be visble in this way :

Code:
BonusInfo>
			<Type>BONUS_CORN</Type>
			<Description>TXT_KEY_BONUS_CORN</Description>
			<Civilopedia>TXT_KEY_BONUS_CORN_PEDIA</Civilopedia>
			<BonusClassType>BONUSCLASS_GRAIN</BonusClassType>
			<ArtDefineTag>ART_DEF_BONUS_CORN</ArtDefineTag>
			<TechReveal>TECH_AGRICULTURE</TechReveal>

This is the code that make Corn only visible with AGRICULTURE tech.

You need to change the last line so that it reads <TechReveal>NONE</TechReveal>

As in the code for Incense which is always visible:
Code:
<BonusInfo>
			<Type>BONUS_INCENSE</Type>
			<Description>TXT_KEY_BONUS_INCENSE</Description>
			<Civilopedia>TXT_KEY_BONUS_INCENSE_PEDIA</Civilopedia>
			<BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
			<ArtDefineTag>ART_DEF_BONUS_INCENSE</ArtDefineTag>
			<TechReveal>NONE</TechReveal>

It's very simple to do, just repeat for any resources you want to see from the start (seafood, grains etc.)

The file you need (default) is C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\Terrain\CIV4BonusInfos.xml
 
Thanks alot for the help! :D

Now I just have to decide, whether to change it or not, as I'm still not sure.
It IS kinda cool, that you can't see the resources, but it sucks "wasting" time researching agriculture, and find out there's nothing farmable close by.
 
I'm not sure if its just me (it probably is), but it seems that when you can't see the resource, it doesn't spawn as close as it usually would. My only test is regenerating the map and WB.
 
PATCH v3.19b HAS BEEN RELEASED!!!!


Please see Post #2 to download!

Below is a change log for v3.19b

Spoiler :

- Added Great Generals from Barbarian Combat mod by TheLopez
- Updated Better BtS AI/Unofficial Patch to v0.80
- Fixed XML typo preventing Missile Silos from being constructed (thanks Dimoncheg)
- Fixed bug where AI couldn&#8217;t fully utilize Expansive and Scientific Traits (thanks Cybah)
- Horse Archers can now upgrade to Light Cavalry and Knights
- Scientific Trait now yields +25% flat Science rate instead of Free Scientist per City
- State Religion bonuses toned town (thanks Drew)
- Holy cities bonuses increased
- Dye can now appear in Forests (thanks Drew)
- Silver can now appear in Desert hills (thanks Drew)
- Silver can now appear next to rivers (thanks LetMyPeopleGo)
- Gold can now appear in Tundra hills (thanks Drew)
- Gold can now appear next to rivers (thanks LetMyPeopleGo)
- Gems can now appear in Desert hills (thanks Drew)
- Corn can now appear in Plains (thanks Drew)
- Corn can now appear next to rivers (thanks LetMyPeopleGo)
- Rice can now appear next to rivers (thanks LetMyPeopleGo)
- Wheat can now appear next to rivers (thanks LetMyPeopleGo)
- Farms yield +2 Food with Rice (thanks Drew)
- Oil Wells yield +2 Production (thanks Drew)
- Oil yields +5 Gold w/ Oil Well (thanks Drew)
- Representation now offers +1 Hammer per Town
- Universal Sufferage now offers +1 Gold per Town
- Theocracy now gives +1 Unhappiness per each Non-State Religion in City *

* = This will show up weird in the Civics screen. Don&#8217;t worry, it works fine in game!
 
I hate to be the first post after a patch with a technical problem, but when I installed HITM and patch 3.19b in a practically new install of CIV 4 BTS 3.19, I couldn't get a game within HITM to start. It would stop responding and I'd have to close it manually. So I cleared by Civ4 cache and removed a couple of other small mods. I also removed my install of Blue Marble for the whole game. Then I disabled all game options, loaded vanilla, started a single player game and quit.

After that, the game would start within HITM but I had no UI at all, and the 'Civilization intro' window when the game starts that usually tells you what techs you start with appears twice, once initially and then again when I click OK.

Does anyone else experience this or know how to remedy the problem? Thanks very much!
 
Hey Grave, this I've mentioned earlier:

You should switch the UnitAIs of the Submarine and the Attack Submarine in UnitInfos. The Submarine is set to carry missiles while it shouldn't and the Attack Sub is set to carry people while it should carry missiles. Have a look at it :)
 
I hate to be the first post after a patch with a technical problem, but when I installed HITM and patch 3.19b in a practically new install of CIV 4 BTS 3.19, I couldn't get a game within HITM to start. It would stop responding and I'd have to close it manually. So I cleared by Civ4 cache and removed a couple of other small mods. I also removed my install of Blue Marble for the whole game. Then I disabled all game options, loaded vanilla, started a single player game and quit.

After that, the game would start within HITM but I had no UI at all, and the 'Civilization intro' window when the game starts that usually tells you what techs you start with appears twice, once initially and then again when I click OK.

Does anyone else experience this or know how to remedy the problem? Thanks very much!

Doh! :mad:


Thanks for catching that mistake! I accidently left out the Python portion of the Great Generals from Barbarian Combat mod. I've fixed the v3.19b upload, so if you download it now everything should be in working order. It was a long day yesterday, and I was kinda tired when I published the patch, sorry!

If you've already download v3.19b and don't want to re-download it, here is the file you need. If you haven't downloaded v3.19b yet, you do not need this fix, as I have already corrected the v3.19b download.

Simply unzip the contents of this zip file into your: HISTORY IN THE MAKING/Assets/Python/HiTM directory.


I double checked this with a clean install of v3.19 --> v3.19b and it works just fine.
 

Attachments

Hey, bravo! It works. Thanks for squashing the problem so quickly.

I have a gameplay question. In a quick game-start just now I noticed that even by 675 BC, I had been hit 4 times by improvement destruction and debilitating random events. Twice in succession I had a mine blow up and then twice vermin got into my granary.

My question here is really two-fold. First, when it happens this frequently (I've never encountered such a thing before), is it a mod feature or an aberration? Second, if it occurs before I reach alphabet/spies/espionage, does it mean people are actually sabotaging me? Thanks.

EDIT: Me again, I can now tell you that I am able to reliable reproduce a freeze/program not responding error when using the Perfectworld2 map script with HITM. After I got the mod working smoothly, I can use any map script except PW2. If I use PW2 the game only gets as far as 'Initializing', then stops progress. I can presst Ctrl-Alt-Del and I can see that Beyond the Sword is not responding. Does anyone else get this?
 
I have a gameplay question. In a quick game-start just now I noticed that even by 675 BC, I had been hit 4 times by improvement destruction and debilitating random events. Twice in succession I had a mine blow up and then twice vermin got into my granary.

My question here is really two-fold. First, when it happens this frequently (I've never encountered such a thing before), is it a mod feature or an aberration? Second, if it occurs before I reach alphabet/spies/espionage, does it mean people are actually sabotaging me? Thanks.

Those are Random Events. I think I ramped up the occurance on a few events, but nothing extraordinary. You just had bad luck of the draw on that game. ;)

EDIT: Me again, I can now tell you that I am able to reliable reproduce a freeze/program not responding error when using the Perfectworld2 map script with HITM. After I got the mod working smoothly, I can use any map script except PW2. If I use PW2 the game only gets as far as 'Initializing', then stops progress. I can presst Ctrl-Alt-Del and I can see that Beyond the Sword is not responding. Does anyone else get this?

Odd... I play with PerfectWorld2 most of the time and haven't ran across that. I'll look into it later. Thanks for pointing it out! I'd like to see if others get this error as well.

Hey, Grave and Arian, congratulations on a job well done! Could I interest you with a CAR? :lol:

No Cash for Clunkers! :lol:

I took a look at your CAR mod, stmartin. It didn't make it into this round of HiTM patch releases, but I look forward to trying it out in the future! :goodjob:

It's great, Grave, but how about DCM's naval ranged bombardment, available in your own cities ONLY?:confused:

Oops, I forgot about this one. I'll need to look at the DCM code again and see what's wrong with it. I may look at RevDCM as well, see if they're experiencing the same thing.
 
Hi again, quick update for you. I just tried using Perfectworld with Rise of Mankind this time and not HITM, and it still stopped responding. So, it looks like my computer suddenly developed an allergy to PW map scripts. Very strange ideed, and I have no idea how to fix it.
 
Thanks for the patch :)

I got a rather random noob question...
How do you use the Martyr promotion? I'm playing a HitM game using a Spiritual leader, for the first time, and gave the ability to my first Warrior. I'm just not sure exactly how it's supposed to work.
Thanks
 
Thanks for the patch :)

I got a rather random noob question...
How do you use the Martyr promotion? I'm playing a HitM game using a Spiritual leader, for the first time, and gave the ability to my first Warrior. I'm just not sure exactly how it's supposed to work.
Thanks

The Martyr promotion will boost the strength of the unit +100%, but will sacrifice the unit after combat.

So say for example you gave the Swordsman the Martyr promotion. That 6 Strength will shoot up to 12 Strength. But, the next time that Swordsman goes into combat, even if it's victorious in combat, the unit will die.

Hense... a Martyr. :)
 
Oh, so the ability just automatically kicks in. I see - I thought I was somehow meant to boost a friendly unit with the +100% boost, but that would be very overpowered.
Thanks for clarifying.

edit:
My Martyr Warrior was just attacked, and survived, so... is it only working if my unit initiates combat, or is it bugged? :D
 
edit:
My Martyr Warrior was just attacked, and survived, so... is it only working if my unit initiates combat, or is it bugged? :D

Well, I guess I never had a Martyr promoted unit on the defensive before, so I really don't know. It works offensively, though!

If you look in the Civilopedia, you'll see it's effects as well.
 
Last night, my gaming session ended due to a crash to desktop, but I didn't put too much into it, and decided to call it a night.

Today, I tried to load my game, but it crashed before it was finished loading, and... well, I now I cant play that game anymore. I really can't remember what exactly I was doing, before the crash, so I can't really give alot of information, that would help you guys figure out, what caused it.
Should I upload the savefile, so you can see if it's a new bug in v3.19b, or just forget about it?

Edit:
Bonus info: I can't load my latest autosave either. O_o
It finishes loading, and I hear that "Huargh!" unit-sound, that plays when a game is loaded and a unit is automatically selected, and then I get a windows error, and I get booted to desktop.
 
Is Tobacco meant to be an extremely rare resource?
I've just made 6 Large sized maps and after using World Builder, I only saw 2 tiles with Tobacco in one of the games, and none in the other games.

I've yet to encounter a Civ with access to Tobacco in a game I played.
 
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