[Beyond the Sword] History In The Making

Grave,

The mod is very nice. Work now in HitM mas will give "more life" to mod. Earth maps its so good!

But i think you shoundn't stay just in Huge maps. Try make some large and standart maps.

I'm played 4 games in Earth HitM map. Two with 1.4v and 2 with 1.51v. I think with 1.51v i lose performance, a lot! With 1.4v i had small time bitween turns, with 1.51v i had double time. I tested and saw this. I can't complete all games with 1.51 because i was waiting so much. The map it's very good, just need some balance.

My PC are: Pentium D 915+, 2GB ram ddr2 667, 7900GS 256mb. There is huge map i can run smooth, and another no.


Some sugestion are more earth maps and europe maps and scenario. G

Do you have plan to add new units and civilization? Like more skins to strike fighters, tanks, etc... ?
 
I love this. I probably wont play civ 4 without this for a long time. >_>

Anyway, I have a few suggestions, that I think would greatly improve this mod.

1. Merging the MAD Nukes Mod into it.
2. More flavor units. I like having different countries with their own individual soldiers.
3. UN Soldier unit. I've seen it around somewhere. I could probably put it in myself though.

The only thing of these I think is really essential is the MAD Nukes Mod. Nukes should be more powerful considering the diplomatic penalty you get for using them.
 
Hi Grave

About 3 squars city radius mod, I understand WOC have a good expanded city mod, much simpler then Maylon's, just a second expansion after a given amount of culture in the city. It looks like it's working fine with no problem and with a good display in city view.

:cry: Will you please consider including it ???
 
I'm still working on my GraveEarth1600 map with the thought of having all the civs start with all ancient, classical and medieval techs already researched. Also starting with more or less appropriate religions. My thoughts were:

Zoastianism Aztecs(founds), Inca, Native American

Hinduism India(founds)

Budism India(founds), Khmer

Toaism China(founds), Mongol

Confussism Japan(founds)

Christianity Spain(founds), France, England, Holy Roman, Russia, America

Islam Arabia(founds), Ottoman, Mali

Which leaves me with Judism which I guess goes to Ethiopia? Should Arabia found it as well since they occupied Jerusalem at the time? I know religion can be a touchy subject for some but I'm looking for that fine balance between historical accuracy and game play.

Wish you had your own Project Developement forum. I would make things easier to discuss. How big does this thread have to get before that happens? Is it just a matter of asking? And Yes, I know there are a lot of spelling mistakes in this post. I'm still on my first cup of coffee.
 
Oh and another question.

Is there any way of removing/disabling the extended city radius mod from this? I'm not exactly sure I like the idea of it (even though I will give it a go!).


\Skodkim
 
Hi

I had no problems with the first version
I installed the mod to the desktop as requested copied it into Bts mod directory added the patch 1.5
after loading the mod the splash screen appears and either she freezes and I have to Ctr-Alt-Del out or she will load the game appears with a flashing background asking me to edit the bug If I do i cant exit out of the bug screen as the exit button does not appear to work If I ignore it and attempt to settle my first city there is a crash to the desk with microsoft warning that the program stopped It does not make a difference what size map i use

I have a duocore pentium with 4gig of physical memory nvidia 8000 series with Direct X 9 and 10 memory 640 megs I use Vista as the operating system I have no saved games as I can start a game I need help

You have almost the same rig I do (except I have 2GB of RAM and Windows XP).

Sounds like you're have "bug" with the BUG Mod. I wonder if DX10 is a culprit in this? I would give this bug report to the BUG Mod team over in thei sub-forum. While I include it in the mod, I don't actually do work on it.

You can also modify any settings in the BUG Mod via the INI file instead of hitting CTRL+ALT+O.

Try that and see if it helps.

Do you have plan to add new units and civilization? Like more skins to strike fighters, tanks, etc... ?

Units- As good flavor units come out, I'll add them. I won't add new UNITCLASSES unless they serve a unique purpose.

Civilizations- Probably not. That would mean I have to come up with a 2UU and a 2UB for each new Civ I add. The problem is making those unique units/buildings "unique". Besides, modular loading takes care of adding new Civs for me. ;)

1. Merging the MAD Nukes Mod into it.
2. More flavor units. I like having different countries with their own individual soldiers.
3. UN Soldier unit. I've seen it around somewhere. I could probably put it in myself though.

1. MAD Nukes mod is too buggy for my liking at the moment.
2. 575+ isn't enough!?!?! :eek:
3. What purpose would the serve? How would you get them? Wouldn't make much sense to me to have a UN Peacekeeper if you didn't have the UN. But then again, since the UN is an international organization, if you built the UN, you would be the only Civ to build said Peacekeepers... and that isn't very fun either.

Have you thought about adding the Super Spies mod http://forums.civfanatics.com/showthread.php?t=259221 ?

Once the author smooths out some of the bugs in the mod, I'll look into it further.

Hi Grave

About 3 squars city radius mod, I understand WOC have a good expanded city mod, much simpler then Maylon's, just a second expansion after a given amount of culture in the city. It looks like it's working fine with no problem and with a good display in city view.

:cry: Will you please consider including it ???

Not right now, no.

WoC has a highly modified SDK source code. You can't just take a mod from WoC and plug it into any old SDK source files. For one, they use a specialized form of modular loading, which is a whole other concept.

It would be more of a hassle than it's worth. Sorry. No Expanded City Radius for now.

I'm still working on my GraveEarth1600 map with the thought of having all the civs start with all ancient, classical and medieval techs already researched. Also starting with more or less appropriate religions. My thoughts were:

Zoastianism Aztecs(founds), Inca, Native American

Hinduism India(founds)

Budism India(founds), Khmer

Toaism China(founds), Mongol

Confussism Japan(founds)

Christianity Spain(founds), France, England, Holy Roman, Russia, America

Islam Arabia(founds), Ottoman, Mali

Which leaves me with Judism which I guess goes to Ethiopia? Should Arabia found it as well since they occupied Jerusalem at the time? I know religion can be a touchy subject for some but I'm looking for that fine balance between historical accuracy and game play.

Wish you had your own Project Developement forum. I would make things easier to discuss. How big does this thread have to get before that happens? Is it just a matter of asking? And Yes, I know there are a lot of spelling mistakes in this post. I'm still on my first cup of coffee.

Sounds good to me.

Except Zoroastranism shouldn't go towards any Mesoamerican civilization. Zoroastranism actually is Persian in orgin. Wouldn't make much sense for the Aztecs, etc to have them. I just wouldn't give them any religion.

Confucianism is also Chinese in orgin, not Japanese.

Have you thought about adding Egypt? In a way, Judaism actually originated with them when Moses fled Egypt. Of course, by 1600AD, I believe the Arabs had control of Jerusalem, so you could just give Judaism to them.

Plus I'd make Jerusalem the Holy City for both Christianity and Judaism.
 
@DAV

Some sugestion for your Earthmap



I think should be nice Inca don't have pass to "venezuela region" and just pass to south america.

Maya can't grow, there are too many jungles and no resourses like food. If Inca build a city like this photo, bye bye Maya. If there is no pass, Maya can use North of South America and Inca South of South America and all continent there are 4 good nations not 3 and 1 early vassal.

Another thing is more Oil, Iron and Aluminium sources. Sometimes late games is too easy because a few nations have acess to Oil or aluminium. This 3 resources are vital and i think for a good game, all nations should have a easy acess to oil, aluminium and iron.
 
I think I better rephrase my question:

Is there any way I can remove/disable the extended city radius mod from this myself?

Is it enough to delete the CIV4CultureLevelInfo.xml file or do I need to mess with other files?

\Skodkim
 
I think I better rephrase my question:

Is there any way I can remove/disable the extended city radius mod from this myself?

Is it enough to delete the CIV4CultureLevelInfo.xml file or do I need to mess with other files?

\Skodkim

Its already disabled, just download the patches in post #2 of this thread, that will do it for you...
 
@Canabrava

Thanks for the feedback. I did some more play testing. When I played Mayians I had open borders to spread my religion and wasn't blocked. As a matter of fact that Northern Inca city was my first conquest. I also expanded around them by sea. The computer player doesn't seem to do as well and does get shut out on most of my tests. I'll take your suggestion and amend the ancient map. The Maya aren't on my 1600ad version so I'll hold off on that one.
 
For some strange reason on loading 1.5.2v is that it takes a while to start loading the mod; then when it starts to load I get this CTD:



I use Vista 32bit and figured that it couldn't be that as 1.4 worked fine... Excluding the casual in game CTD.
 
Its already disabled, just download the patches in post #2 of this thread, that will do it for you...

Actually... not only is it disabled in v1.52, but I removed the code all together. It's not even commented out.... *poof* all gone. :lol:
 
Actually... not only is it disabled in v1.52, but I removed the code all together. It's not even commented out.... *poof* all gone. :lol:

Ah fine, haven't even dloaded 1.52 myself yet, little busy, will do so I.D.C. of course ;)
 
I dont get how to add the second UU's :confused:

The files seem to be in the following directory c:\games\Civilization IV\Beyond the Sword\Mods\HISTORY IN THE MAKING_JHW\Assets\MODULES\HiTM Additional Unique Content\

The readme says "Simply move the “HiTM Additional Unique Units” folder from the “Module Library” folder, over to the “Assets/Modules” folder"

But they're already in the assets/modules folder, right? Yet no second UU's come up

\Skodkim
 
How do I play on the Earth map? It doesn't come up on in the custom games and customs scenarios...
 
1. MAD Nukes mod is too buggy for my liking at the moment.
2. 575+ isn't enough!?!?! :eek:
3. What purpose would the serve? How would you get them? Wouldn't make much sense to me to have a UN Peacekeeper if you didn't have the UN. But then again, since the UN is an international organization, if you built the UN, you would be the only Civ to build said Peacekeepers... and that isn't very fun either.

1.Hm. Well could there be an alternative to MAD Nukes Mod? Something of your design? :D

2.Yeah, there's a pretty good ammount of flavor units. This isn't really necessary, but a slow gradual increase in them would be nice.

And finally, the UN unit really has no purpose except for my own intentions. I'll put it in myself.

Also, another thing. I /really/ like the concept of secret technologies and weaponry. Would we see more of these sometime in the future?

Edit: What specifc bugs are making MAD Nukes Mod difficult to merge? I'd assume it'd be it's use of the CustomEventsManager. I've been messing with the thing for a while trying to merge it into some of my favorite mods. I'll try to see if I can merge it with this.
 
Grave,

I am more and more impressed with this mod and congratulate you on fine job. I do, however, find your reluctance to post your SVN changes perplexing provided that you have made extensive changes, again a tribute to your mod. The fact is that although I often have the same ideas about a fun civ game as modders like you, the TR team and 'rise of mankind', I have a few changes that I always want to make. For instance, I don't understand why in these extensive SVN changes people don't make the minor change to the 'cvdefines.h' file in order to allow like 30 or so civs on a world map. To me, the more civs... the more gameplay and realism. Even for people who's computer's are too slow to play on a huge map with thirty civs, its not like they have to. Its just giving others an option, and at very little trouble. I hope I'm not coming off as ingrateful, as I enjoy the fruits of your labor and wish that I could program so proficiently, but I don't understand your reluctance to post the source files. Why do you care what others do with the mod once they download it? Are you planning to publish and is it a copyright issue? This is the only thing I could imagine come up with. Anyway, I hope that you'll be kind enough to provide me with the changed files so that I can attempt to supplement your hardwork with a few minor changes. If not, no big deal, you've done a ton already.

Thanks
 
Sounds good to me.

Except Zoroastranism shouldn't go towards any Mesoamerican civilization. Zoroastranism actually is Persian in orgin. Wouldn't make much sense for the Aztecs, etc to have them. I just wouldn't give them any religion.

Confucianism is also Chinese in orgin, not Japanese.

Have you thought about adding Egypt? In a way, Judaism actually originated with them when Moses fled Egypt. Of course, by 1600AD, I believe the Arabs had control of Jerusalem, so you could just give Judaism to them.

Plus I'd make Jerusalem the Holy City for both Christianity and Judaism.

By 1600AD Ottomans had control of Jerusalem and the important parts of the Arabian peninsula, namely the holy cities of Islam Mecca and Madina. There was no important independent state in Arabia in this time except for Oman. Ottomans had control of Egypt starting 1517 as well, so no point of adding it as an independent power at the time. You should only have Ottomans and Persians in the Middle East. Ottomans in particular were at the zenith of their power so having quite a large empire would represent the historical reality very well.
 
1.Hm. Well could there be an alternative to MAD Nukes Mod? Something of your design? :D

I'm not a very good coder. :sad:

2.Yeah, there's a pretty good ammount of flavor units. This isn't really necessary, but a slow gradual increase in them would be nice.

As good flavor units come out, I'll add them. I try to add a little bit here and there. But I'll probably do them is larger "batches" now that I use FPK formatting for my Art directory.

Also, another thing. I /really/ like the concept of secret technologies and weaponry. Would we see more of these sometime in the future?

I already do that with the GAU-8 technology. I don't object to doing more Secret Technologies, but they have to serve a unique purpose. I just want to do it "just because" and add some lame unit that does something near identical to another unit.

I'm always up for suggestions on this. :goodjob:

Grave,

I am more and more impressed with this mod and congratulate you on fine job. I do, however, find your reluctance to post your SVN changes perplexing provided that you have made extensive changes, again a tribute to your mod. The fact is that although I often have the same ideas about a fun civ game as modders like you, the TR team and 'rise of mankind', I have a few changes that I always want to make. For instance, I don't understand why in these extensive SVN changes people don't make the minor change to the 'cvdefines.h' file in order to allow like 30 or so civs on a world map. To me, the more civs... the more gameplay and realism. Even for people who's computer's are too slow to play on a huge map with thirty civs, its not like they have to. Its just giving others an option, and at very little trouble. I hope I'm not coming off as ingrateful, as I enjoy the fruits of your labor and wish that I could program so proficiently, but I don't understand your reluctance to post the source files. Why do you care what others do with the mod once they download it? Are you planning to publish and is it a copyright issue? This is the only thing I could imagine come up with. Anyway, I hope that you'll be kind enough to provide me with the changed files so that I can attempt to supplement your hardwork with a few minor changes. If not, no big deal, you've done a ton already.

Thanks

I just don't feel like releasing it right now, that's all. When I add a few more worthy SDK mods, I'll release it then. Right now I feel my SDK work is "unfinished". I don't want to release it premature.

Like I said in the first few posts: please don't ask... I'll release them when I feel ready. :)

http://forums.civfanatics.com/showpost.php?p=5541388&postcount=5

By 1600AD Ottomans had control of Jerusalem and the important parts of the Arabian peninsula, namely the holy cities of Islam Mecca and Madina. There was no important independent state in Arabia in this time except for Oman. Ottomans had control of Egypt starting 1517 as well, so no point of adding it as an independent power at the time. You should only have Ottomans and Persians in the Middle East. Ottomans in particular were at the zenith of their power so having quite a large empire would represent the historical reality very well.

Ah yes. I forgot about the Ottomans. You could always make Egypt the Ottoman's bitc-- er, I mean a "Vassal". ;)
 
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