[Beyond the Sword] History In The Making

@Mylon

First of all your work is quite an improvement over the old simple larger radius modcomp. Waiting for a patch for fixing this forests thing. I am sure you can do it.

@Everybody

I vote for keeping Mylon's modcomp. (If I have a vote :lol: )
 
@Mylon

First of all your work is quite an improvement over the old simple larger radius modcomp. Waiting for a patch for fixing this forests thing. I am sure you can do it.

@Everybody

I vote for keeping Mylon's modcomp. (If I have a vote :lol: )

Thing is, Grave was only using it for the very large (Legendary City Status) cities to use 3 tiles. As it stands at present it seems to be using 4 tiles from ANY city to calculate healthiness and just as important (if not more) ai worker actions. This is really going to screw the ai over. Plus imagine this scenario (just one of many I've been thinking of). You start near a big flood plain with a lot of jungle in sight (highly possible). The unhealthiness would probably mean an unplayable game. There are several more scenarios as well, I won't bother listing, you get the idea....

For me, I don't really think 1.05 is playable until this "false radius" effect is fixed, it effects too many things. That probably means removing that modcomp entirely, as it also seems quite likely a culprit for CTD's that people are having. This will I assume need a new gamecore.dll. I too would welcome the 3 tile radius for Legendary cities, but as Mylon said earlier, he needs to rewrite it first.

Anyway its entirely up to Grave of course.....
 
Grave:- On the "insane health" that someone mentioned, I know what he means....

Its Mylon's mod, its not working as you intended, couple of screenshots to illustrate problems....

First hmmm minorish but still....

Gandhi's guys have mined this hill 3tiles out of Delhi, even though it isn't being used by any city (and can't be used by Delhi for millenia upon millenia and even then only if it becomes Legendary.) The ai obviously thinks thats within its city limits. In fact that can and will cause large problems, if the ai is improving "pointless" tiles. It may eventually fall within another city's radius (normal 2 tile fat cross), but that would just be a happy accident.

Spoiler :
Civ4ScreenShot0113.JPG


The second. is that the game is counting all the tiles within 3 of a city as "within that cities limits"...look at Ulundi's health count from forests +10 :lol: !

This again will be unbalancing, as a few well placed forests can serve several cities at once, and falsely boost health in each city...

Spoiler :
Civ4ScreenShot0114.JPG


EDIT: From a cursory exam of the files, I don't understand why the program seems to think that ALL cities have a "3 tile fat cross" for health and maybe other purposes as soon as the city is built. I checked a few other cities in my game example and this was the case...

In fact, for Ulundi in the screenshot to have +10:health: from forests, it would have to have 20 forests even within a 3 tile radius. It doesn't, so something isn't right at all....

EDIT 2: From a quick look at Mylon's original mod, it may be counting tiles 4 from a city center for health and probably other purposes, this would account for the 20 forests...

EDIT (The Last): You may wish to see this comment http://forums.civfanatics.com/showpost.php?p=6451846&postcount=22


DEAR GOD ALMIGHTY!!!!!!!!! :eek: :lol:

I definately need to look into this....

hrochland did something like this. He can help you, I think.

Thanks, I'll check it out...

I took a peak and noticed my name being mentioned. I tried to make my mod a "minimalist" approach, but it seems I need to change all of the references to NUM_CITY_PLOTS as I had thought. Too much relies on it, like health from forests and worker AI.

I'd say... :p

I think the CTD from building the 1st city comes from something in Mylon's modpack. I installed Mylon's modpack alone, and got the same CTD that I did from Beyond the sword 1.5

You may be right...

Hopefully it is easy to remove said Mod...I suppose it is tied to how much XML would need to be changed.

Either way, I'm glad I kept 1.04....:cool:

It's not so hard to remove... just a few XML files and the SDK.

One report:

Transport Helicoter is working?

For me, i can not load any ground unit. Is this just for me?

Really? :confused:

I'll look into this.

I noticed your readme says that having Warlords installed is required to run the mod. I never bought Warlords, and I've been running HitM fine since .01, so I thought you might want to correct that.

I put that in there because I use a few of the Warlords unit graphics. I wasn't sure if they were also included in BtS. Now that I think about it, the Leaderheads from WL are included in BtS, so the units are too, probably.

I think I fixed this for you! I ran into the same error but it magically disappeared when I renamed my mods directory from HiTM to HISTORY IN THE MAKING. Haven't checked with mixed/lower case but I expect it works fine as long as the name is "original".



:wallbash:

Personnal wish : I would like much to see a third city radius as a wonder effect.

Now that would be a neat idea. :cool:

Too bad I don't know how to do it. :(

Grave first of all thanks alot for all the work you put into this mod I really like it. But there is just one thing that I would like to know. I want to start a new game but is there anyway I can play the giant earth map and be the American empire instead of natives and have more the 17 civs? If there if please let me know I would really like to start a new game. And when I play I like to play the conquest and domination victory. So please help me out THANKS.

You would need to open up the GraveEarth map with a word editor and modify it. Not hard to do... do a search in the tutorial section on how to do this.

Thing is, Grave was only using it for the very large (Legendary City Status) cities to use 3 tiles. As it stands at present it seems to be using 4 tiles from ANY city to calculate healthiness and just as important (if not more) ai worker actions. This is really going to screw the ai over. Plus imagine this scenario (just one of many I've been thinking of). You start near a big flood plain with a lot of jungle in sight (highly possible). The unhealthiness would probably mean an unplayable game. There are several more scenarios as well, I won't bother listing, you get the idea....

For me, I don't really think 1.05 is playable until this "false radius" effect is fixed, it effects too many things. That probably means removing that modcomp entirely, as it also seems quite likely a culprit for CTD's that people are having. This will I assume need a new gamecore.dll. I too would welcome the 3 tile radius for Legendary cities, but as Mylon said earlier, he needs to rewrite it first.

Anyway its entirely up to Grave of course.....

I agree. This is what I call a "show-stopper". I think I may pull out Expanded City Radius until this forest health issue and maybe the CTD's are resolved.

I'll work on it now... should have v1.51 out here shortly. Hang tight. :)
 
Insane heal from forest tiles?

Explain this one to me. :)


I...

i had happened only once in my first 1.5 game, i had 32 health rate in my capital and 24 were from forest tiles... but that didn happend agein... so no problem..
i love this mod ai.. they war eachother... they attack when the time is right..
good job.. i think that the ai is the most difficult issue in and computer game...
 
i had happened only once in my first 1.5 game, i had 32 health rate in my capital and 24 were from forest tiles... but that didn happend agein... so no problem..
i love this mod ai.. they war eachother... they attack when the time is right..
good job.. i think that the ai is the most difficult issue in and computer game...

Grave understands why this is happening (the insane forest health)and its being fixed at this moment. See the above posts for an explaination, mine shows it in pictures here http://forums.civfanatics.com/showpost.php?p=6455098&postcount=1246
 
Basically what I'm doing right now is commenting out all of Mylon's code from the SDK. I'm not removing it, just commenting it out... so that if/when he makes a fix for the "forest health" and/or CTD issue, all I need to do is update the code I already have in place.

Luckily, like Mylon said, he approached this mod with a "minimalist" approach, so all I really need to do is modify the SDK (easy) and adjust 1 XML files.
 
Basically what I'm doing right now is commenting out all of Mylon's code from the SDK. I'm not removing it, just commenting it out... so that if/when he makes a fix for the "forest health" and/or CTD issue, all I need to do is update the code I already have in place.

Luckily, like Mylon said, he approached this mod with a "minimalist" approach, so all I really need to do is modify the SDK (easy) and adjust 1 XML files.

I sure hope this is going to fix the CTD :D Been looking like crazy for another mod for BTS, but there isnt really any... qualified :lol:
 
Well, the "forest health" issue is fixed...

Let me look at a couple other things, then I'll upload Patch v1.51.
 

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Well, the "forest health" issue is fixed...

Let me look at a couple other things, then I'll upload Patch v1.51.

Call me "Mr Picky", but why is the "city screen view" now almost out in space ?:lol:
 
One report:

Transport Helicoter is working?

For me, i can not load any ground unit. Is this just for me?

It works, I just tested it. I loaded a Marine onto it and transported it across an ocean tile.

SPECIALUNIT_GROUND_UNITS consist of: Special Forces, AT Infantry, Infantry, SAM Infantry, Marines, Mechanized Infantry, Tanks, Modern Armor.


While I'm at it, I'll update the text file so that's a little clearer.

Call me "Mr Picky", but why is the "city screen view" now almost out in space ?:lol:

Mr Picky,

That was also from Mylon's mod. It's defined in GlobalDefinesAlt.xml. I removed those tags, too. No more outer space zoom.
 
PATCH v1.51 IS RELEASED!!!!!

This is what is updated for v1.51:
Spoiler :

v1.51
- Removed Mylon’s Expanded City Radius mod
- Fixed Pedia text for SPECIALUNIT_GROUND_UNITS
- Clam now revealed with Fishing


Please see Post #2 for download info.
 
Great Job. I can play HiTM v1.5 and no CTD. But, I'm still having trouble with the Bug Mod options screen. I pressed Ctrl + Alt + O. Bug Mod Options screen opens up. I select sevopedia. Click exit to close Bug Mod and it doesn't close. And I can't play with it open. I didn't have this problem with whatever version of Bug Mod was in HiTM v1.4. At least I can play v1.5 now, I just can't open the Bug Mod Options screen.
 
Great Job. I can play HiTM v1.5 and no CTD. But, I'm still having trouble with the Bug Mod options screen. I pressed Ctrl + Alt + O. Bug Mod Options screen opens up. I select sevopedia. Click exit to close Bug Mod and it doesn't close. And I can't play with it open. I didn't have this problem with whatever version of Bug Mod was in HiTM v1.4. At least I can play v1.5 now, I just can't open the Bug Mod Options screen.

It's the same BUG Mod... v2.20. There were no changes made to it between v1.04 and v1.5.

I've tested this Sevopedia thing you mentioned personally... I didn't run into the same problem you did. It worked fine for me.

Try this instead...

Go into the History in the Making Config.ini file and enable the Sevopedia that way. Try that and report back to me, soldier. :)
 
New version! Cool! Downloading it!

Another sugestion is a Airbase. Forts can suport 3 or 4 airplanes. I think this number is too low. A worker could build a airbase to 10 planes or another number.

I were playing Earth Map and i build forts in some island to serves like airbase. I liked, its very usefull, but need more airplanes in same plot.

I didn't played 1.5 version, but i suggest some improves in Earth Map. Would be nice if all civs access to Oil and Aluminium. Isn't so cool when you arrives in modern age and don't have acess to oil or aluminuim, or just a few had it. I think oil and aluminium needs some balance to all nations could be strong.

Another sugestion is America. It's too land to 2,5 civs. Inca need a land way to all south america, or put Maya in Brazil and Aztec in México. Maybe put natives americans in New York, Aztec in Mexico, Maya in Venezuela and Inca with some land way to south america.

I liked this map, very fun play!


More sugestion:

All planes -50% or something against naval units, and create a modern jet plane with naval atack, like a fighter/bomber can sunk a ship in the port. Would be nice a plane to sink ships, if you dont have a great navy but a good air unit productiom , could be a good defense. Su-34!

And you can creat a AA ship, to defend a naval squad.

Just some suggestion to this mod!

sorry my very bad english.
 
Grave, that did the trick. I think sevopedia is the only thing I need to mess with in Bug Mod. Thanks man. No, not soldier. Marine. Jarhead. Devil Dog. Any of those would be acceptable.
 
Hi!

Multiplayer it is possible to play a game. Sole problem , the scores display cannot be seen. How would it be possible to repair it?
 
Nice one Grave :goodjob: All the "extra tile radius problems" you picked up and have gone.

Very small bugette with Sumer:- Sickleswordmen only need copper to build (which is fine) but surely they should need Iron Working Tech? I could build them with BW the second my Copper was connected, which made for a very quick dead Persia (oh and then a dead Ottoman, viscious so and sos these Sumerians, or maybe it was down to their leader? :lol: )

Civ4ScreenShot0115.JPG
 
With patch 1.51 installed i have the same problems: if i use terra2 or perfectworld map in Custom Game , i have an error: empy map and the game is blocked !!, but if i use in custome game "custom continent", for exemple, i don't have any problems.
 
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