[Beyond the Sword] History In The Making

Well, 100 exp max is fine for FfH2, and would be a serious incentive to upgrade troops.
 
Well, 100 exp max is fine for FfH2, and would be a serious incentive to upgrade troops.

This is one example. Also in True Realism mod the xp limit from barbs is lifted and I don't see that it unbalances the game.

However I just think that 10xp is too low so raising it say to 17 would be good enough. Not all of us get that lucky with tons of barbs throwing themselves into your training yard! In some maps land will get grabbed by the AI and yourself quite quickly so that barbs will hardly make a difference. I just think if you choose to play rough with a huge map and raging barbarians you should get something in return.

Edit: Juts to comment on that it is not fair for civs that get sheltered. Well, it seems quite fair!! They need to build less units early on. They don't get their early valuable improvements pillaged. They tech faster and expand safely!
 
I don't understand what people are talking about with this mod not working...I installed it yesterday, installed all the patches...It ran fine. Actually, it ran about as well as any Mod available.

Well done, Grave...I am now presenting you with the Civ Modder of the day. Congratulations! :king:
 
Did anyone encounter problems with the Standard Ethanol ?
I build it but it does not provide any oil for the production of units, since for the citys healthiness it ist recognized :confused: !
 

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Grave:- Just had a CTD almost certainly caused by the "pillage mod"...Pillaged a cottage no longer in anyone's borders (I just raised the city) and immediate CTD.
 
Did anyone encounter problems with the Standard Ethanol ?
I build it but it does not provide any oil for the production of units, since for the citys healthiness it ist recognized :confused: !

I was also having troubles with the corporations, they cost money, but did not provide any food. I don't know what the problem is though. If you come across anything I am definitely interested.
 
Grave:- Just had a CTD almost certainly caused by the "pillage mod"...Pillaged a cottage no longer in anyone's borders (I just raised the city) and immediate CTD.

By pillage mod you mean route pillage mod or actually cultural combat influence mod as I would suspect the last for such a CTD. I mean when pillaging an improvement a small amount of culture in the tile is moved from the owner to the pillager. However an improvement in no-man's land would return null for the owner. This might cause a CTD if the code doesn't take this possibility into account.
 
By pillage mod you mean route pillage mod or actually cultural combat influence mod as I would suspect the last for such a CTD. I mean when pillaging an improvement a small amount of culture in the tile is moved from the owner to the pillager. However an improvement in no-man's land would return null for the owner. This might cause a CTD if the code doesn't take this possibility into account.

Exactly (yo I've been awake all night for various reasons, didn't explain myself very well, CTD in Civ Iv are very often caused by a null return)...BUT playing a different game and got another CTD, which I've no idea why, and that's a slight cause for concern....may reboot system, and try another.........

Edit:- Yep tried the "pillage in no longer existing city radius" in another game, and immediate CTD. Dunno who wrote that mod, but they need informing,
 
Ive noticed something funny with the great prophets, that Im unable to build their special buildings with them. I was wondering if perhaps there is a tech associated with that now that allows them to build them...I might have missed it with all the new changes the mod brings.
 
Quick point on xp from barbs/ barb xp counting towards GG:-

I noticed that when I kill barbarians, that doesn't count towards GG. Might be a setting or the difficulty level... however I'd prefer to remove the XP cap for units... if there's a way to do this with XML, I'd appreciate if someone could help me pinpoint the exact location to change!
 
It's allowed build well on terrain without oil?

I'm bluiding well on deserts, hills, all without oil, it's right or it's a bug?
 
Hi to all... escpecially Grave:)
First i would just like to thank grave for what is simply the best mod hands down for civ4 EVER!!!;) , i know you have probably been thanked more times than you care to remember but i dont care i will say it anyway... thanks:D .

Now the main reason iam here is to let you know that i think there may be a prob with the graphic for the colossus (its near Damascus on the far right;) ) maybe this is just me but everything else in the game is fine:confused: .

Secondly... if iam to be honest THE ONLY! thing i i dont like about the mod is the naming of the units... for example= archer 14 of hasting (just to much to look at for me:crazyeye: ) so is there a way of changing this without having to rename every unit?.... kinda reminds me of Alpha Centauri:)

And lastly.... i promise..... this may be just me but on odyssey iam teching way to fast in my opinion for example in the screenshot its only taking me about 10 turns for civil service.... i thought it was only the production that was supposed to be affected:confused:

Thanks muchly:goodjob:
 
Just to nitpick cause I like to :lol: 25% of 20 is 5, not 4 :crazyeye:

Doh! :hammer2:

Also, could you maybe address some concerns I brought up earlier in post #779?

Early Production: I didn't tamper with the stock game speed settings, so production shouldn't be too different than vanilla BtS. I did adjust some buildings because I thought the took too long to build (Market, etc). I don't really want to change the stock game speed settings and/or difficulty levels, but I could re-adjust the building cost I changed (Market, etc).

Maps: Not sure what you mean there? :confused:

Hello Gragve
1 - The sliders change increment for research, culture, or espionage defaults to 10%. In most cases 10% is a huge change that may mean making tons of gold instead of losing tons of it. I always make that 5% to have the chance to fine tune the sliders so I can be in the green with cash without losing too much research.

2 - The limit on xp points acquired when winning combat with Barbs is 10 xp by default. I think it is quite unfair especially if one is playing with raging barbs. So much fight goes for nothing. It is also nice to have experienced units when it comes to the real fight against the AI civs. Of course both human and AI players can gain more xps from fighting barbs so it won't be actually unfair to either remove the limit or at least raise the figure a little.

3 - As it is outlined in this post http://forums.civfanatics.com/showpost.php?p=6365037&postcount=779
The only problem of the odyssey speed is the lack of build options early in the game. Being a great fan of this speed I usually add a process that turns only 10% of the hammers a city produces into wealth and 10% into culture. Due to rounding and low production early in the game these almost always amount to 0 in most cities. So it is actually an Idle process that you can keep building while nothing of real use can be build in the city. I call the process Carnival as if the city is building entertainment that brings in a little amount of money and culture.

1) That's a neat idea... I'll see what I can do. :)

2) Alot of talk about Barbarian XP going on recently! I'll look into this, too. Maybe if I can get the Great Generals from Barbarian Combat mod to work with BtS, this may solve your issues. ;)

3) I can certainly adjust Odyssey a little. I pretty much left it untouched from Carter's original version, but I can always adjust it more.

LOL ok final update:

IT WORKS!!!! I had put the first file into my documents/mods folder...then just for giggles I put it into the Beyond the sword folder on my C drive and voila it worked! haha..woot!

Interesting. Try this:

Only put the mod into your C:/Program Files/Civilization/BtS/Mods folder, then try running it. Then try putting it into your My Documents/BtS/Mods folder and try running it. Only one at a time, though.

Let me know what happens.

I have a question on King David being Spi/Sci. Now im not a hebrew scholar by any means, though I do read the bible alot (hence the nickname i have...though that was also my main from CoH). Just wondering what convinced you to put him as Scientific and not say Aggressive or even Imperialistic. I know most leaders in RL prolly had more than 2 traits and it is prolly hard to only give 2, so I was just curious on why you did.

Well, take a look at the Traits Matrix. You can see I was running out of Trait combos without overlapping. I was thinking maybe Cunning/Spiritual, but I decided to give that to Mahmoud. Idealy, I'd like to of given David the Financial trait, but that would require alot of Leader shifting, which I wanted to avoid. So Spi/Sci it is!

I don't understand what people are talking about with this mod not working...I installed it yesterday, installed all the patches...It ran fine. Actually, it ran about as well as any Mod available.

Well done, Grave...I am now presenting you with the Civ Modder of the day. Congratulations! :king:

Neither do I...

... and thanks for the compliment! :goodjob:

Dale has already released an update for his combat mod. The update fixes the battle effects component bug and also adds a bombardment ability for archers. Can we expect patch 1.04 to include these updates?

I dunno... we'll see... :mischief:

Did anyone encounter problems with the Standard Ethanol ?
I build it but it does not provide any oil for the production of units, since for the citys healthiness it ist recognized :confused: !

Do you have the PreReq resources in the city?

Grave:- Just had a CTD almost certainly caused by the "pillage mod"...Pillaged a cottage no longer in anyone's borders (I just raised the city) and immediate CTD.

That's an interesting bug. I'll post that in the "Known Bugs" section until I can figure out how to fix it. I'm not an expert in C++, so don't expect anything anytime soon! :(

Edit:- Yep tried the "pillage in no longer existing city radius" in another game, and immediate CTD. Dunno who wrote that mod, but they need informing,

Well... I converted it from Warlords to BtS, but the creator of that mod was TheLopez. Pretty good modder when he was here, but he no longer frequents these forums. :(

Ive noticed something funny with the great prophets, that Im unable to build their special buildings with them. I was wondering if perhaps there is a tech associated with that now that allows them to build them...I might have missed it with all the new changes the mod brings.

Are you building them in the Holy City?

It's allowed build well on terrain without oil?

No, that's no bug. I allowed the construction of Oil Wells without oil to experiment with something. I wanted an Oil Well to give a xx% chance of discovering Oil. The only way to do that is allowing it to be built on a tile that has no oil.

Let me know how you guys like this, and if you like it, I'll keep it. If not, I'll revert back to the way Oil Wells were originally. Not a big deal for me either way.

First i would just like to thank grave for what is simply the best mod hands down for civ4 EVER!!!;) , i know you have probably been thanked more times than you care to remember but i dont care i will say it anyway... thanks:D .

Thanks man, glad you're having fun with it! :)

Now the main reason iam here is to let you know that i think there may be a prob with the graphic for the colossus (its near Damascus on the far right;) ) maybe this is just me but everything else in the game is fine:confused: .

I'll fire up my game and look at that this weekend. That does look weird. But, just an FYI... I didn't mess with the Colossus' art files.

Try loading up a vanilla BtS game and see if it looks the same. :confused:

Secondly... if iam to be honest THE ONLY! thing i i dont like about the mod is the naming of the units... for example= archer 14 of hasting (just to much to look at for me:crazyeye: ) so is there a way of changing this without having to rename every unit?.... kinda reminds me of Alpha Centauri:)

You can turn off Unit Naming. Check the INI files in the root HISTORY IN THE MAKING directory.
 
Yes i have my prophets in the holy city, which in this case is Jerusalem, which is home to Judaism and Christianity...strange how that worked :) I do not get the option to create the special buildings. Im assuming then, that this problem is something new and Im the only one having it.

I also have it in both places now..and its running great! You have done a great job on this and deserve several slaps on the back!!!
 
Yes i have my prophets in the holy city, which in this case is Jerusalem, which is home to Judaism and Christianity...strange how that worked :) I do not get the option to create the special buildings. Im assuming then, that this problem is something new and Im the only one having it.

I also have it in both places now..and its running great! You have done a great job on this and deserve several slaps on the back!!!

I asked this before(to someone else), but have you installed the patches, because without them, I think this problem existed because of a small code omission. If you haven't installed the patches, then do so and the problem should be cured. If you have, then that isn't the fix, and more info may be necessary.
 
Patches for the main Civ or the mod? If its the mod...where would the patches be for it? I have the main up to 3.13 which i believe is the highest patch for that.
 
All righty...downloaded the patches and installed them just like I did the mod and the game started....but still unable to get prophets to build their buildings. So either I put the patch into the wrong area(which I doubt since I put it into both places that the mod goes) or im still bugged somehow. Any other info you would need?
 
I liked so much Earth map, but i think it's so big. I like play earth maps. Would be so nice have more maps, like standart type (earth map from maxriga is so cool). Real maps give more "live" to the mod.

Another sugestion is make like maxriga mod to air units. If you want a spitfire, you need research spitfire tecnology and build a RAF factory. There are the regular air units and air units from luftwafe, raf, MiG ....
 
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