[Beyond the Sword] History In The Making

1) The "Free Upgrade". Can you explain in game mechanics (although I'm not a modder) exactly how the Free Upgrade works? Obviously it's granted to units built in the city which houses the appropriate wonder, and gives the units built in that city the familiar orange-on-yellow arrow promotion. But what does it actually do for the unit it's granted to? I haven't seen it make any difference to the combat ratios for any of the units that have it as opposed to ones that don't. Does it give a 1st Strike Chance? 10% Strength? Random? It's just that during gameplay I'm not seeing the affects of it.

Free Upgrade does just that: It gives that particular unit free upgrade costs. Meaning it can upgrade to the next unit at no cost to you. If you get enough of these units... you can modernize your army very quickly and it won't cost you any gold.

2) The Commando. I know eventually you want the Transport Helicopter to be able to transport Gunpowder units (currently as of .03 it's still only capable of Caravel/Sub transportation attributes ie GP, Missionaries etc). I'd like your opinion on the future of the Commando unit, as I think it's tied to whether or not the Transport Helicopter can be made to work... Not much good having a Commando Unit if you can't deploy it like a Commando unit would deploy... And if you give it Paradrop although one could argue you;d solve THAT problem, others may argue you'd risk making it a bit too powerful (although, kudos on not allowing it to kill/capture units/towns - nice bit of work that :) )

The Transport Helicopter will be fixed in v0.04. It's actually pretty simple to make happen.

Hey Grave, I just started playing your mod and think that you have done a great job, but I was wondering. On the Revolutions Modpack downloads thread, it says that Revolutions has been integrated with your mod. Yet I see no trace of it, and it doesn't appear to be on the "To Do" list included with your readme's. Are you planning on integrating Revolutions at some point in the future?

My Warlords "beta" version had Revolutions in it, but as of right now the BtS version does not. I may add it at a future date, though.
 
Ok, is there any way to turn off the auto-improve feature where workers build forts over available improvements? I.E. My retards keep putting forts over Rice Fields, Horse Pastures, Spice Fields, etc.

Why is that feature even in there?
 
any chance of getting a longer game speed something along the lines of 2000-2500 turns :) i always liked longer games.
 
Are there any maps for this mod? Didn't see anything is your first few post.
 
Ok, is there any way to turn off the auto-improve feature where workers build forts over available improvements? I.E. My retards keep putting forts over Rice Fields, Horse Pastures, Spice Fields, etc.

Why is that feature even in there?

That's a feature that comes stock with the game (not just my mod). Just turn it off.

any chance of getting a longer game speed something along the lines of 2000-2500 turns :) i always liked longer games.

Maybe. :mischief: I have other things that need attention first, though.

Are there any maps for this mod? Didn't see anything is your first few post.

Check again. :)
 
I only use <English> tags. If you have BtS set up for say, French, my mod has no <French> tags so all text will come up blank. The only way to fix this is to install Civilization & BtS in ENGLISH.

What I've done for BUG mod is copy all of the English text we supply into tags for the four other languages. Some of it I've translated using Google Translator and/or Babbelfish, and of course Cammagno has been doing the Italian translations. The point is that then people can use their language of choice and only have to suffer through English for the non-Firaxis text. :)

Regarding the PLE problem, we just need someone to create tags for each of the new BTS actions like Blockade, Sea Patrol, etc. and sleep/goto apparently.
 
Sorry to bother you again but I have patched the original game with the 0.03 patch and...



It worked fine without the patch :/
 
Ok, is there any way to turn off the auto-improve feature where workers build forts over available improvements? I.E. My retards keep putting forts over Rice Fields, Horse Pastures, Spice Fields, etc.

Why is that feature even in there?

With the possible exception of uranium, forts provide the resource they are built on. I assume the game logic is something like - since these resources are outside the city work boundary they need to be defended.
 
For some reason the Egyptian swordsman is using some of the warrior graphics. In particular when fortified they look like a fortified Civ default warrior.
 
My Warlords "beta" version had Revolutions in it, but as of right now the BtS version does not. I may add it at a future date, though.

Alright, I hope you decide to though. I hate having to choose between playing your mod and playing Revolutions. Such a difficult choice. :(
 
Sorry to bother you again but I have patched the original game with the 0.03 patch and...



It worked fine without the patch :/

That's odd. Are you sure you installed the patch as per the instructions in Post #2?

For some reason the Egyptian swordsman is using some of the warrior graphics. In particular when fortified they look like a fortified Civ default warrior.


Can you post a screenshot? I just tried fortifying the Egyptian Swordsman and he looks just fine to me.
 
Do you have logging enabled?

If so, post up your python error log. Also, try downloading v0.04 and see what happens. I never seen a python error ever lock a game up before.
 
Do you have logging enabled?

If so, post up your python error log. Also, try downloading v0.04 and see what happens. I never seen a python error ever lock a game up before.

what i mean by locking up the game is that the error message wouldn't go away. I could click on OK, but the message would still be there. since the error message was up I couldn't click on anything else.

Spoiler :
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvCustomEventManager
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module Scoreboard
load_module BugScoreOptions
load_module BugOptions
load_module RuffModControl
load_module configobj
load_module __future__
load_module re
load_module warnings
load_module codecs
load_module validate
validate import failed
load_module CvPath
load_module _winreg
load_module CvModName
load_module CvStatisticsScreen
load_module UnitStatisticsTools
load_module UnitStatisticsDefines
load_module SdToolKitAdvanced
load_module cPickle
load_module PyHelpers
load_module CvStatisticsScreensEnums
load_module BugNJAGCOptions
load_module BugScreensOptions
load_module BugCityScreenOptions
load_module ReminderEventManager
load_module Popup
load_module SdToolKit
load_module BugAlertsOptions
load_module autolog
load_module string
load_module BugAutologOptions
load_module CvTechChooser
load_module TechPrefs
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid
load_module DomPyHelpers
load_module TechTree
load_module CvMilitaryAdvisor
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module CvEspionageAdvisor
load_module ColorUtil
load_module BugEspionageOptions
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvScreenUtils
load_module BugOptionsScreen
load_module BugInitOptions
load_module BugScreenSOptions
load_module BugGeneralOptionsTab
load_module BugOptionsTab
load_module BugAdvisorOptionsTab
load_module BugNJAGCOptionsTab
load_module BugScoreOptionsTab
load_module BugAlertsOptionsTab
load_module BugAutologOptionsTab
load_module BugUnitNameOptionsTab
load_module BugCreditsOptionsTab
load_module CvCustomizableDomesticAdvisor
load_module pickle
load_module CvPediaMain
load_module CvPediaScreen
load_module CvScreen
load_module CvPediaTech
load_module CvPediaUnit
load_module CvPediaBuilding
load_module CvPediaPromotion
load_module CvPediaUnitChart
load_module CvPediaBonus
load_module CvPediaTerrain
load_module CvPediaFeature
load_module CvPediaImprovement
load_module CvPediaCivic
load_module CvPediaCivilization
load_module CvPediaLeader
load_module CvPediaSpecialist
load_module CvPediaHistory
load_module CvPediaProject
load_module CvPediaReligion
load_module CvPediaCorporation
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
load_module CvPiratesModEventManager
load_module CvConfigParser
load_module ConfigParser
load_module CvEnhancedTechConquestEventManager
load_module EnhancedTechConquest
load_module CvAlertManager
load_module CvViaAppiaEventManager
load_module ViaAppia
load_module CvUnitStatisticsEventManager
load_module UnitStatisticsUtils
load_module autologEventManager
load_module Civ4lerts
load_module MoreCiv4lerts
load_module UnitNameEventManager
load_module BugUnitNameOptions
load_module Roman
load_module RandomNameUtils
load_module BugOptionsEventManager
PY:OnInit
load_module CvAppInterface


error has not reoccured upon reloading the most recent save (2 turns prior to error) I've played about 20 turns past when the error happened

on a side note, you can switch to free religion early in the game because of the great sphinx, this is obseleted by education, which you have to go through to get to liberalism which normally gives access to free religion. When the sphinx is obsoleted, you are switched back to paganism and whatever state religion you had before you switched to free religion.

I'm about 30 turns past when I got the error initially, and just got another python error that responds the same way. This time it is CvMainInterface line 1242 instead of line 1265. I'm going to quit this game and try out v0.04.
 
For some reason the Egyptian swordsman is using some of the warrior graphics. In particular when fortified they look like a fortified Civ default warrior.

Just out of curiosity, do you have the "Animations frozen" option on?
 
I don't know if anyone is interested, but I made a 2uu modular component specifically for this mod. If there's interest, Ill upload it; however, right now I am trying to merge HITM with Revolution mod, and I have finished everything, but for some reason it tells me that,


"Loading XML file xml\GameInfo/CIV4PlayerOptionInfos.xml
[134184.868] Load XML file xml\GameInfo/CIV4PlayerOptionInfos.xml FAILED
[134185.258] Loading XML file xml\GameInfo/CIV4GraphicOptionInfos.xml
[134186.069] Load XML file xml\GameInfo/CIV4GraphicOptionInfos.xml FAILED"


I've gone through the python code, as well as the SDK code(although I didn't really know enough to find the glitch), as I figure it is an issue with CvPath.py or something like that, but I have started from scratch several times and I end up with the same result consistently. If anyone could help it would ease hours of frustration.

Thanks
 
I don't know if anyone is interested, but I made a 2uu modular component specifically for this mod. If there's interest, Ill upload it;

I'd like to take a look at it. I'm about half way through with my 2UU module... I'm hoping to have it out by this weekend.

Why do I see pink surrounding borders on the Icon and when I fortify my units in a city, their is a additional pink bar?

Look at the Bug Reporting thread.
 
I cant start a custom game in this mod. Im using a huge map with 17 ai on warlord as germany. custom continents random personalities..ect ect. this is the second mod ive gotten for bts that crashes on me but at least the other ones start...ive already reinstalled bts and i have vista btw. Can you help me out here because vanilla civ is too lacking in units for me.

Having the same problem. Did you ever find a way around this? I have tried changing the parameters (sea level, map size, etc.) and have had no luck. Always crashes when it hits "Setup Map". Brand new PC with Vista. All English.
 
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