[Beyond the Sword] History In The Making

Hey Grave,

tested your mod and I have to say, great work and lots o' fun.

Had a real good laugh with the breweries, destilleries and the octobre fest :D

But 6 brews : 1 dest as prerequisite? The german... ah, bavarian tradition that is, says: "A Schnaps and a beer"! Go figure! :D

The religious-specific wonders bring a nice diversity to the game, but I'm still undecided about if the advantages it gives you if you happen to be the founder of the rel are unfair. Got to do more playing, but I ain't got the time atm. :(
 
downloaded the optional unique unit/buildings mod, and I appear to be getting the red blob for some of the new unit's and buildings graphics that are mentioned at the top of post number 4. Is there a fix for this?
 
I definately have to play Texas as a Civ now that you included HEB. I've been working for them for 21 years now and it would be nice to won my own store.

:lol:

i might try the new patch tonight, as far as read the changes i see it as a major change, i love the new unique buildings.
Im very anxious, what changes have you made in Leader Traits??

You'll have to download and see. :mischief:

There were some things about the way they were before that I just wasn't happy with. I tried to arrange them a little better so they would make more sense.

As far the best mod i played, i have to tell you that i played a lot of mods specially FFHII and Total Realism

Thanks! :goodjob:

But 6 brews : 1 dest as prerequisite? The german... ah, bavarian tradition that is, says: "A Schnaps and a beer"! Go figure! :D

:goodjob:

downloaded the optional unique unit/buildings mod, and I appear to be getting the red blob for some of the new unit's and buildings graphics that are mentioned at the top of post number 4. Is there a fix for this?

No, no fix for something that isn't broke! :D

It's working just fine for me. Make sure you installed the Module correctly. Also make sure you have Modules enabled via the approperiate INI files.
 
UPDATED UNIQUE CONTENT MODULE TO v1.04.1!!!!


I wasn't happy with some of the buildings. They seemed good on paper, but testing a few of them.... ugh. I could do better, so I did just that.

Please see Post #2 to re-download the Unique Content module again.
 
Nice work Grave, will try it out this weekend...:goodjob:
 
Hello Grave, I love your mod:goodjob: . Thankyou for sharing it. I have a question, how do I add sevopedia.
 
Hello Grave

I am enjoying the mod so much :goodjob:

One issue:

I can't get a missionary on board of a caravel. The pop-up tip correctly states that it can carry missionaries, great people, etc.:confused:

Some remarks:

I am playing Egypt with Hati and I think the Creative trait might be a little overpowered. +3 culture and 50% for wonders (never mind the buildings). I just can't figure out your rational for nerfing Industrious and Buffing Creative. I also think Spiritual has become almost useless now. I am playing on Odyssey speed and 5 turns of anarchy are quite painful!

It is my first game with the additional UUs. First of all I like the idea of adding more unique units and buildings. I know it is a lot of work. I only tried the Nubian Archer for Egypt so far. I just think it is a little underwhelming for a UU. Just one first strike chance. I can get this with a single promotion. Maybe you think of adding something more. I also wish if civs get UUs in different eras. Egypt already has a UU (War Chariot) in ancient era so it would be nice if it has one in Medieval or later eras.
 

That's interesting. :)

Hello Grave, I love your mod:goodjob: . Thankyou for sharing it. I have a question, how do I add sevopedia.

You don't need to add it... it's already in there. Look around.

Hello Grave

I am enjoying the mod so much :goodjob:

One issue:

I can't get a missionary on board of a caravel. The pop-up tip correctly states that it can carry missionaries, great people, etc.:confused:

Doh!

I know why... I changed the SpecialUnit tag for Missionaries, in order to allow Spiritual to do 50% build speed with them.

I suppose that build speed isn't important, since Missionaries don't cost much to build anyway.

I'll fix this in the next patch, it's easy to do.

I am playing Egypt with Hati and I think the Creative trait might be a little overpowered. +3 culture and 50% for wonders (never mind the buildings). I just can't figure out your rational for nerfing Industrious and Buffing Creative. I also think Spiritual has become almost useless now. I am playing on Odyssey speed and 5 turns of anarchy are quite painful!

Because I HATE Industrial! :mad: :lol: Just kidding...

Industrial I always felt was overpowered, so I made it focus more on Worker production and buildings that focus on production.

I don't see anything wrong with Creative. +3 Culture isn't that much in the grand scheme of things. 50% Wonder production is suiting for this trait, better than Industrious.

Spiritual is important if you build alot of Religious buildings. It seemed silly to me to have extra happiness or health for Spiritual, where those could be better used in a different trait (Organized and Charismatic). I'd like to add something more to is... but what? :confused:

It is my first game with the additional UUs. First of all I like the idea of adding more unique units and buildings. I know it is a lot of work. I only tried the Nubian Archer for Egypt so far. I just think it is a little underwhelming for a UU. Just one first strike chance. I can get this with a single promotion. Maybe you think of adding something more. I also wish if civs get UUs in different eras. Egypt already has a UU (War Chariot) in ancient era so it would be nice if it has one in Medieval or later eras.

Nubian Archers get a 50% bonus to attack cities. That's signifigant in the ancient era.

I try to focus the UU's to one specific era, for a good reason. Egypt (as they're represented in the game) never made it out of the Classical Era, so how would they have a medieval or modern UU?

By focusing the UU's (as much as possible) into one era, it helps to kind of enforce that Civ's dominance in that specific era.

That's my rationale for it, anyway.


But help me come up with something to add to Spiritual. I too think it needs a shot in the arm. :)
 
So not having played 1.04, have you taken away the +2:) for spiritual? (not complaining if you have, I found it far too powerful on higher lvls, in the early, early game, most cities could almost use twice as many tiles, which has obvious all round reprocussions)
 
So not having played 1.04, have you taken away the +2:) for spiritual? (not complaining if you have, I found it far too powerful on higher lvls, in the early, early game, most cities could almost use twice as many tiles, which has obvious all round reprocussions)

Yes I did. I moved it over to Charismatic (which makes more sense to me).
 
If there was a way to give 100% great prophet to spiritual I would have suggested it. However as the case it is you may think of something like 50% great persons.

About Industrious, why not +1 hammer on each tile with 3 hammers.
 
If there was a way to give 100% great prophet to spiritual I would have suggested it. However as the case it is you may think of something like 50% great persons.

But what about Philosophical? It already has a GP bonus. So somebody with Spi/Phi would have +150% GP bonus? Not a good idea! :eek:

About Industrious, why not +1 hammer on each tile with 3 hammers.

:hmm:

I never thought of that... I'll play with those settings... see how I like it.




What I really need is a good negative trait for Free Market. As it stands right now, you get a -10% Production in all cities. That doesn't sit well with me. So... any ideas?
 
:lol:



You'll have to download and see. :mischief:

There were some things about the way they were before that I just wasn't happy with. I tried to arrange them a little better so they would make more sense.



Thanks! :goodjob:



:goodjob:



No, no fix for something that isn't broke! :D

It's working just fine for me. Make sure you installed the Module correctly. Also make sure you have Modules enabled via the approperiate INI files.

Yep. that fixed it. Thank God. I'm so dumb on computers man, It took me like 3 or 4 hours to figure out where exactly to put the files. I looked for the readme file and I must have done something wrong because it was un-readable. So trial and error, boy, a lot of error, and now it works great:)

I have to say that this mod is by far the best i've ever tried. Frankly, I don't know how you add so many things with detail and fixes in such a relatively short period of time. I'm not joking when I tell people that i consider this to be Civilization 4.9 Great job, and if you don't see me post for a while rest assured it's because all of my spare time is being spent playing History in the Making:goodjob:

Spiritual Trait Idea: Is there a way to cause a religion to spread faster if your civ is spiritual? Or maybe you could beef up the priest specialist?

Free market negative idea: How about extra unhappiness in your poorest cities(those producing the least gold) representing the resentment of the lower class towards big business?
 
Yep. that fixed it. Thank God. I'm so dumb on computers man, It took me like 3 or 4 hours to figure out where exactly to put the files. I looked for the readme file and I must have done something wrong because it was un-readable. So trial and error, boy, a lot of error, and now it works great:)

Hey, that's OK. :)

At least you do figure it out! :mischief:

I have to say that this mod is by far the best i've ever tried. Frankly, I don't know how you add so many things with detail and fixes in such a relatively short period of time. I'm not joking when I tell people that i consider this to be Civilization 4.9 Great job, and if you don't see me post for a while rest assured it's because all of my spare time is being spent playing History in the Making:goodjob:

I don't know how to explain it, really. I sit down infront of the computer, with HiTM running, and I just start to brainstorm up ideas while flipping through the Pedia. Then they all hit me really fast, I apply the changes to the files and crank out the next patch.

Attention to detail is paramount with me. I think that's what seperates my mod with many out there. It may not always seem like it when I make stupid, careless mistakes with coding, buy hey... I get it fixed, right? :lol:

Spiritual Trait Idea: Is there a way to cause a religion to spread faster if your civ is spiritual? Or maybe you could beef up the priest specialist?

Those are all really fantastic ideas... but I think they would require some kind of SDK work. Unfortunately, I'm not very adept at creating my own code... more like a cut/paste kind of guy. :sad:

I really like the specialist idea though...
 
But what about Philosophical? It already has a GP bonus. So somebody with Spi/Phi would have +150% GP bonus? Not a good idea! :eek:
You are right there.

By the way would you please tell me why you hate the original "No anarchy" bonus. I don't see it is overpowered. Spiritual was always considered a medium to weak trait anyway so why should it be nerffed in the first place.

What I really need is a good negative trait for Free Market. As it stands right now, you get a -10% Production in all cities. That doesn't sit well with me. So... any ideas?

I didn't actually notice this -10% production! I think free market actually helps production.

IMO what is negative about a civic can actually be losing the bonus another civic gives you. If you are running State Property you will hate losing the +1 food for workshops (indirectly means that you trade production to gold) when moving to Free Market.
 
You are right there.

By the way would you please tell me why you hate the original "No anarchy" bonus. I don't see it is overpowered. Spiritual was always considered a medium to weak trait anyway so why should it be nerffed in the first place.

I don't hate it. I just think it didn't belong with Spiritual. I thought it belonged more with Charisma than anything.

I didn't actually notice this -10% production! I think free market actually helps production.

IMO what is negative about a civic can actually be losing the bonus another civic gives you. If you are running State Property you will hate losing the +1 food for workshops (indirectly means that you trade production to gold) when moving to Free Market.

The penalty to Production was supposed to simulate "outsourcing" to foreign countries. But that's a weak way to simulate it, I'll admit.

The reason there is a penalty to each Civic (except the Government ones) is so that there is a "price" to pay for selecting that civic. You get alot of perks with each Civic, more so than the vanilla game. To counter that, each Civic has a negative trait. Makes you think twice before switching Civics, depending on how you play your game.


I'm kinda overhauling the Civics for v1.05. With alot of the added features in the game, certain Civics were giving too much of a boost to certain things. For example, with Free Market, I had it so you'd get +1 Happiness per Grocer. But Grocer already gives a significant boost to health already since I added an extra resource to two to it. Little things like that.
 
Why don't you add a third trait to each leader. This may give you more flexibility, so you can juggle traits around and get more balanced combos. It is also more fun.

It is nice to hear that you will give civics an overhaul. Can we hope for more civics categories. I think Military, Health, and Education categories were always fun to have. You can spread boosts and drawbacks over several civics so players can have a chance to experiment and match civics together.
 
Free market negative idea: How about extra unhappiness in your poorest cities(those producing the least gold) representing the resentment of the lower class towards big business?


is this idea do-able for free market?
 
AFAIK it is not doable through the current xml tags.

However a -1 happiness in large cities would be logical. Poor people suffer more with free market economy as it tend to make rich people richer and poor people poorer. It is also more evident in larger cities.
 
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