[Beyond the Sword] History In The Making

Grave: The "discovered resources" definetly aren't working as intended....I took some more screenshots, but they're black again, so back to the original screenshot:-
Spoiler :
Civ4ScreenShot0093.JPG

The "Hit Singles" has actually popped as "Wheat"---The cursor is hovering over the tile SSW of Assyrian, not due South as I originally thought (I just loaded the game from a few turns before, and there's no wheat there, also I didn't pop wheat or anything like that as its a town, its not being farmed......trust me on this ;) )

I can't even guess what the game thinks is in that tile, its maybe wheat, but after thorough checking, its not "Hit Singles"

So whatever you did, you need to look at.....



Ahhhh... I see what the game did.

Code:
		<BonusArtInfo>
			<Type>ART_DEF_BONUS_MUSIC</Type>
			<fScale>1.0</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<NIF>Art/Terrain/Resources/Wheat/Wheat.nif</NIF>
			<KFM/>
			<Button>,Art/Interface/Buttons/WorldBuilder/Music.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,16</Button>
			<FontButtonIndex>33</FontButtonIndex>
		</BonusArtInfo>

That's the ArtDefine for Hit Singles. Notice how the NIF is for wheat. I didn't do that... it ships like that with the game. Firaxis probably never thought somebody would try and make a tile improvement try and spawn a "Wonder" type Bonus. So they probably threw any old NIF in there, since you don't actually ever "see" Drama/Music/Movies on the game map. It's only done through trading.

The screenshot says you're getting Hit Singles, so I'm betting you probably are, it's just it's showing up as wheat on the map.

To prove my theory, go into WorldBuilder and throw down a Hit Singles resource onto a plot. A wheat field will show on the map, but when you do a mouse-over, it's actually the Hit Singles and not wheat.

To fix it I'll need to either design a NIF for the "Wonder" resources, assign another NIF file to them... or just remove that feature from the game for the time being (it is a neat idea... and I'd hate to do that).


Should I have had better planning on my part? Probably. :rolleyes:

No biggie... it's nothing that can't be fixed by the end user, or by the next patch release. It's not a game breaker, just an aesthetic one.
 
Ahhhh... I see what the game did.

Code:
		<BonusArtInfo>
			<Type>ART_DEF_BONUS_MUSIC</Type>
			<fScale>1.0</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<NIF>Art/Terrain/Resources/Wheat/Wheat.nif</NIF>
			<KFM/>
			<Button>,Art/Interface/Buttons/WorldBuilder/Music.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,16</Button>
			<FontButtonIndex>33</FontButtonIndex>
		</BonusArtInfo>

That's the ArtDefine for Hit Singles. Notice how the NIF is for wheat. I didn't do that... it ships like that with the game. Firaxis probably never thought somebody would try and make a tile improvement try and spawn a "Wonder" type Bonus. So they probably threw any old NIF in there, since you don't actually ever "see" Drama/Music/Movies on the game map. It's only done through trading.

The screenshot says you're getting Hit Singles, so I'm betting you probably are, it's just it's showing up as wheat on the map.

To prove my theory, go into WorldBuilder and throw down a Hit Singles resource onto a plot. A wheat field will show on the map, but when you do a mouse-over, it's actually the Hit Singles and not wheat.

To fix it I'll need to either design a NIF for the "Wonder" resources, assign another NIF file to them... or just remove that feature from the game for the time being (it is a neat idea... and I'd hate to do that).


Should I have had better planning on my part? Probably. :rolleyes:

No biggie... it's nothing that can't be fixed by the end user, or by the next patch release. It's not a game breaker, just an aesthetic one.

Understood, nice find....

BUT I've triple checked, and its not (as yet) showing or counting as a "hit singles" bonus in either Assyrian, or any other city. (I've triple checked this). So if when I've researched Rock N'roll (or whatever the relevant tech is), and it still doesn't show, then its not working as intended. Also, it shouldn't really have a chance of "popping" until the relevant tech is discovered should it?

Will report back on this later (maybe tomorrow)...
 
Yes, read the "known issue" here: http://forums.civfanatics.com/showthread.php?t=257045

I'm no artist. :)

Man! It is not about the temporal disappearance of the forest or jungle graphics. It is the absence of the defense modifier i.e. the defending unit in a forest tile no longer get the +50% defense bonus. Now this can be fixed without any artistic labor. You may define more than one feature for the battle effect so if the concerned tile has a forest or a jungle on it it gets a battle field feature that still adds 50% defense bonus.

Edit: After checking Civ4FeatureInfos.xml I see that you have added 5 different features for battle effect. All of them have iDefense = 0. You can modify one or two to have iDefense = 50.

One other thought! Did you think of using an improvement to implement the battle effect rather than a feature. Improvements can be accommodated in a tile along with forests and jungles. It would be a little complicated however as it needs working with the PlotLSystem file.
 
There might be an issue with the battle field effect modcomp. The fact that the effect is implemented as a feature on the tile causes it to replace any feature that might be on the tile at the time. This includes forests and jungles. The problem is defense modifiers acquired by units in the attacked tile due to the feature are not taken into consideration in resolving the combat. (Because the forest or jungle is no longer there). I made sure that this is the case by reviewing combat odds in the combat log.


If nothing else.. maybe the battle burned the forest down?
 
Man! It is not about the temporal disappearance of the forest or jungle graphics. It is the absence of the defense modifier i.e. the defending unit in a forest tile no longer get the +50% defense bonus. Now this can be fixed without any artistic labor. You may define more than one feature for the battle effect so if the concerned tile has a forest or a jungle on it it gets a battle field feature that still adds 50% defense bonus.

Gotcha. Understood.

Edit: After checking Civ4FeatureInfos.xml I see that you have added 5 different features for battle effect. All of them have iDefense = 0. You can modify one or two to have iDefense = 50.

The 5 features are the 5 different graphics. One is randomly chosen to put on the tile.

One other thought! Did you think of using an improvement to implement the battle effect rather than a feature. Improvements can be accommodated in a tile along with forests and jungles. It would be a little complicated however as it needs working with the PlotLSystem file.

You'd have the same problem, in that it would replace the tile improvement. I chose features as this has less impact than losing a tile improvement.

I'll look into the issue and try to come up with a fix for it. I should be able to do it through code.
 
Hi...

I need some help ! I can't open the civilopedia and the Options when I'am playing this Mod... I have the same problem with Marnzmod ! I can just play fall from heaven 2 no other mods. I miss all the Icons during the game. I'am using Windowas Vista ! is that the problem ?

thank you for the help
 
And it's "9-mile sniper" not 8. ;)

I was accounting for Victorians not being able to shoot straight. :P

J/k mate. Couldn't help myself... :)
 
Grave:- Something else that needs fixing....

Spoiler :
untitled.JPG


Barbarian CARAVEL in 1780BC, I don't even have sailing yet, even if I did, my only food comes from those clams, which will be pillaged in the next few turns, then I need at least 2 galleys and a bit of luck to get rid of that caravel....(so game over...it was a mega annoying map anyway;) )

Sorry btw, I had some comp probs deleted a whole lot of files, including all my Civ saves (by accident), so no more Portugal game with those Hit Singles....
 
Was curious, I always felt that setting your city to build research and wealth produced to much research/wealth. If one wishes to change this (by maybe cutting the produced amount in half) how would he go about doing it. Also, I remember seeing a mod on here that lets barbarians settle cities and those cities have a chance of becoming one of the unused civs. Any chance that could be modded in... or if anyone knows how I could do it, would love to have this feature!

Awsome mod, regardless, lots more fun then stock.


Kyle
 
Hi...

I need some help ! I can't open the civilopedia and the Options when I'am playing this Mod... I have the same problem with Marnzmod ! I can just play fall from heaven 2 no other mods. I miss all the Icons during the game. I'am using Windowas Vista ! is that the problem ?

thank you for the help

Vista shouldn't be a problem. However, I'm using XP, so I can't speak from experience with the Vista OS.

Typically not being able to open the Pedia means there is a Python issue. Take a look at the Python error logs, or post them on here.

Barbarian CARAVEL in 1780BC, I don't even have sailing yet, even if I did, my only food comes from those clams, which will be pillaged in the next few turns, then I need at least 2 galleys and a bit of luck to get rid of that caravel....(so game over...it was a mega annoying map anyway;) )

Well, at least Swordsmen aren't showing up at 2500BC again. ;)

This will be an easy fix. Just gotta remove "Optics" from the Barbarian starting techs. That was part of the Pirates mod, to allow Barbarians to spawn ships. I'll address this in the next patch.

Sorry btw, I had some comp probs deleted a whole lot of files, including all my Civ saves (by accident), so no more Portugal game with those Hit Singles....

Doh! :crazyeye:

Was curious, I always felt that setting your city to build research and wealth produced to much research/wealth. If one wishes to change this (by maybe cutting the produced amount in half) how would he go about doing it. Also, I remember seeing a mod on here that lets barbarians settle cities and those cities have a chance of becoming one of the unused civs. Any chance that could be modded in... or if anyone knows how I could do it, would love to have this feature!

Awsome mod, regardless, lots more fun then stock.


Kyle

Yeah... whether it's cars or computer games... stock sucks. :lol:

To do what you want to do, go into CIV4ProcessInfo.xml. From there you'll see the percentages that you'll need to adjust:

Example:
Code:
		<ProcessInfo>
			<Type>PROCESS_WEALTH</Type>
			<Description>TXT_KEY_PROCESS_WEALTH</Description>
			<Strategy>TXT_KEY_PROCESS_WEALTH_STRATEGY</Strategy>
			<TechPrereq>TECH_CURRENCY</TechPrereq>
			<ProductionToCommerceModifiers>
				<iProductionToCommerceModifier>100</iProductionToCommerceModifier>
				<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
				<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
			</ProductionToCommerceModifiers>
			<Button>Art/Interface/Buttons/Process/ProcessWealth.dds</Button>
		</ProcessInfo>
 
Is there an updated version coming soon for History in the Making?
 
Is there an updated version coming soon for History in the Making?

The man occasionally has to breathe ;)......(just see all the stuff I find :lol: ) if Firaxis updated at the same speed NO-ONE and I repeat NO-ONE would ever complain......give him a few days :)
 
The man occasionally has to breathe ;)......(just see all the stuff I find :lol: ) if Firaxis updated at the same speed NO-ONE and I repeat NO-ONE would ever complain......give him a few days :)

Yeah man, you find alot of the little things I overlook. Thanks for that! :goodjob:

The plan is to release v1.03 sometime this weekend. There actually aren't a whole lot of bug reports this time around... thank God. :cool:

Mainly it'll include the little bugs Drew was finding... plus some more new goodies that I'm not inclined to disclose right now. :mischief:
 
This issue will be resolved in the next version of my combat mod.

Man! It is not about the temporal disappearance of the forest or jungle graphics. It is the absence of the defense modifier i.e. the defending unit in a forest tile no longer get the +50% defense bonus. Now this can be fixed without any artistic labor. You may define more than one feature for the battle effect so if the concerned tile has a forest or a jungle on it it gets a battle field feature that still adds 50% defense bonus.

Edit: After checking Civ4FeatureInfos.xml I see that you have added 5 different features for battle effect. All of them have iDefense = 0. You can modify one or two to have iDefense = 50.

One other thought! Did you think of using an improvement to implement the battle effect rather than a feature. Improvements can be accommodated in a tile along with forests and jungles. It would be a little complicated however as it needs working with the PlotLSystem file.
 
Will it be save game compatable?

Not sure at this moment... but probably not.

This issue will be resolved in the next version of my combat mod.

You're a busy little bee lately, Dale. I appreciate all the work that you do! It certainly makes HiTM alot more fun. I'm looking forward to the next DCM version! :goodjob:
 
Hm is there some alternate place to d/l this mod? Filefront ist giving me the invalid session-error every time and NO filefront will not put a darn cookie on my machine, thank you!
Gratz on your work, this is certainly a big thing to handle.
 
Just like Vince_2000 a couple of posts up I'm having trouble with icons while running HiTM. I'm using XP though, and I've got BtS 3.13 and tried playing both HiTM 1.00, 1.02 and 1.02+interim patch. Also tried un- and re-installing and downloading the files again. It looks the same every time.

my.php

my.php
 
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