[Beyond the Sword] History In The Making

Hi everyone!

I am really exited with this mod but I can't get it to work. I can load the mod, i can pick my map, pick my civ, and everything is just as it would be in an un-modded game. 'Game Snapshot' appears and i click go. And then the game is 'Initializing'. and there it stays. About 1/8 of the way across, the loading bar stops. so i wait. and wait. go off and make a coffee, come back and wait. so i Ctrl Alt Del it and Civ 4 is not responding. i faced a similar problem with Kaels 'Fall from Heaven II', but that was fixed by upgrading civ to 3.13. yet HitM still dosent work.

i would appreciate any help i can get.

Thanks!

:dunno:

What speed is your computer? Maybe it just takes a while?

Could there be something I'm missing? I have BTS 3.13 installed but no warlords.

\Skodkim

I figured this was the problem. Yes, there is something missing in your case... the actual NIF for Cotton! :lol:

You didn't read the Requied Software posted in huge bold lettering on the original post or thouroughly read the Readme or FAQ, did you? I guess I can always add Cotton to my HiTM directory, though. Didn't think I needed to, but apparently I do.

But thanks for pointing this out anyway.

Suggestion: Perhaps get rid of the Hitler LH you have now and replace it with a better looking one, like this?

my.php


Used in this module;

http://forums.civfanatics.com/showthread.php?t=241619

Nah... I like my recolored Hitler LH better.

Besides, that one looks like Roosevelt dressing up like Hitler for a Halloween party. :lol:

Don't know if this is intended in some way but a lot of late era techs (Transistors, Nuclear Power, etc) have the <bGoodyTech>1</bGoodyTech> tag in CIV4TechInfos.xml. Wouldn't that make it possible to achieve the techs from goody huts?

Also the Terracotta Army wonder doesn't give any Great People points.

\Skodkim

I can remove the GoodyTech boolean. You won't get it from a Goody Hut unless you have the PreReqTech for it already, which would be very late in the game. By that time, all the Goody Huts should be consumed already.

But I'll change it anyway.

The Eifell Tower however does not have any benefits other than giving Great People points - a bug?

\Skodkim

No, actually National Broadcasting Corporation gives free Broadcast Towers in every city.

Looks like I forgot to modify the Pedia entry for Eiffel Tower. I'll fix that for v1.53, too.

Hi Grave,

I re download the mod 1.5 + 1.52 + the patch 1.53, delete the old mod folder add replace with the new one - no more CTD :)

Thanks

:goodjob:

Would you consider adding the Leonardos workshop wonder: http://forums.civfanatics.com/showthread.php?t=263722

\Skodkim

I don't think so. I try to keep Python mods to an absolute minimum. Besides, that Wonder would sorta defeat the purpose of building Armories.
 
PATCH v1.53 IS RELEASED!!!!!

Please see Post #2 for download info.

Below is what was changed for v1.53:
Spoiler :

v1.53
- Updated JKP1187’s Events to v1.13
- Fixed Inquisitor bug that would only build it in non-religion cities
- Fixed typo for Native American city Art Style
- Fixed Pedia entry for Eiffel Tower
- Adjusted Civic anger for Emancipation, Free Speech & Market
- Added Cotton, Olives + Tobacco NIFS to HiTM Directory
- Removed Civic anger for Free Religion
- Removed Supermarket happiness from Free Market
- Removed Navigation I promotion from Expansive trait
- Removed Horse Archer’s bonus against Catapult & Trebuchet
- Reduced Horseman’s Archer bonus to +25%
- Reduced Horse Archer strength to 3
- Reduced Horseman’s withdraw chance to 15%
- Reduced Horse Archer’s withdraw chance to 15%
- Increased L. Cavalry’s City Attack penalty to -25%
- Increased Horseman’s unit cost to 60
- Restored default number of players for world sizes
- Expansive trait now gets +1 Food on tiles with 3 Food
- Horseman now require Iron
- Numidian Cavalry PreReqTech now Iron Working
- Numidian Cavalry now requires Iron or Copper
- L. Cavalry gets first strike chance
- Horse Archer now upgrades to L. Cavalry
- Horse Archer now gets +50% bonus against Archers
- Horseman now upgrades to Knight
- Knights now get attack bonus against Catapult & Trebuchet
- Changed Planetary’s default number of players to 18
 
Is there any way to make it so that when you have your mouse on a city it doesn't show all the buildings built in that city? Thank you for any help I appreciate it.
 
I'm confused. Earlier I was told that I do not need Warlords to run this mod because BtS included everything that Warlords had. Recently I've been reading that it looks like I do need to have Warlords to run this mod. Now I've downloaded and started a game to make sure that this mod works for me (I have Vanilla Civ4 and BtS patched to 3.13). It loaded and I've made a few turns and all seems well. Will I be able to run it for the entire game or will it crash once I get to Cotton or Tobacco? I thought I read somewhere that these graphics are not included in BtS. This mod looks great and just right for me. I will be playing this mod more once I've finished my vanilla BtS game I've got going right now.

Any info would be appreciated. Thanks for your time!

- manooly
 
Hello Grave.

Thanks for the patch, is my on going game compatible or should I finish it before patching ?

And now for a moment of amazement, Horse archer redused to 3 ??

The same as a foot archer? What happened to the backbone of ancient pre iron army? The mongolian horse archer swept clean European battlefields loadewd with axeman, maceman, armored swordsman, and armored knights with their speed and armore piercing arrows
without any need for real hand to hand engagement.

Well I don't demand that kind of strength, But 3 ?
It's almost unworthy to look for horses in the early game.

Since you removed patch 1.52 from the download list I assume that only patch 1.53 is needed after a clean installed, am I right?
 
Is there any way to make it so that when you have your mouse on a city it doesn't show all the buildings built in that city? Thank you for any help I appreciate it.

Huh?

I'm confused. Earlier I was told that I do not need Warlords to run this mod because BtS included everything that Warlords had. Recently I've been reading that it looks like I do need to have Warlords to run this mod. Now I've downloaded and started a game to make sure that this mod works for me (I have Vanilla Civ4 and BtS patched to 3.13). It loaded and I've made a few turns and all seems well. Will I be able to run it for the entire game or will it crash once I get to Cotton or Tobacco? I thought I read somewhere that these graphics are not included in BtS. This mod looks great and just right for me. I will be playing this mod more once I've finished my vanilla BtS game I've got going right now.

Any info would be appreciated. Thanks for your time!

- manooly

I don't know... try it and find out. :)

Hello Grave.

Thanks for the patch, is my on going game compatible or should I finish it before patching ?

And now for a moment of amazement, Horse archer redused to 3 ??

The same as a foot archer? What happened to the backbone of ancient pre iron army? The mongolian horse archer swept clean European battlefields loadewd with axeman, maceman, armored swordsman, and armored knights with their speed and armore piercing arrows
without any need for real hand to hand engagement.

Well I don't demand that kind of strength, But 3 ?
It's almost unworthy to look for horses in the early game.

An archer is an archer... no matter how you look at it. And a Horse Archer is an Archer... just on a horse. :)

And a Hore Archer has 4 Stregnth... not 3. I may have made a typo in the version history, but it's at 4, which is slightly higher than a foot archer.

As far as the "Mongolian Horse Archers" go, they had Promotions. Remember, Ghenghis Khan has the Aggressive Trait! :lol:

You may think Horse Archers are unworthy now, but say that as the AI is wiping your Archers clean off the map because the AI Horse Archers can move faster than your foot archers and they also get a bonus against said Archer units (to include Crossbowman and Longbowman).

It's a faster Archer unit... that's all it is, plus a slight power boost.

Since you removed patch 1.52 from the download list I assume that only patch 1.53 is needed after a clean installed, am I right?

I just didn't bother to put it up in the Archive post yet. I'll do that later today.
 
Thanks for your reply Grave. When I get a chance to try out your mod I will let you know if I have any problems running it without Warlords installed.

I just figured I would see if there was anyone else like me wanting to try your mod without having to get into it a ways and have it crash without Warlords installed.
 
@manooly

You could try to add techs using world builder to reach tobacco for instance. Then you can see what happens. Play a couple of turns and if the game doesn't crash, you are good to go.
 
Thanks for your reply Grave. When I get a chance to try out your mod I will let you know if I have any problems running it without Warlords installed.

I just figured I would see if there was anyone else like me wanting to try your mod without having to get into it a ways and have it crash without Warlords installed.

I havent seen any problems with tobacco yet but here's the files I needed to avoid the CTD I experienced because I don't have Warlords installed. Just paste it into your HITM folder.

\Skodkim
 
Thanks for your reply Grave. When I get a chance to try out your mod I will let you know if I have any problems running it without Warlords installed.

I just figured I would see if there was anyone else like me wanting to try your mod without having to get into it a ways and have it crash without Warlords installed.

I've had some problems with HitM myself. I cleared my games off including Warlords, defraged, etc. and then re-installed Civ IV and BtS only before re-installing HitM. Still couldn't get it to load without a hang and crash.

I'm curious how this experiment of yours turns out.
 
Hi Grave
You are right, an archer is an archer, but the horse archer
has always had strength 6, he could defeat an axeman and even archers stationed as city guards.

Now with 4 he is really good against archer, but only against archer, for that all I need is an axeman.

I don't really argue with you, since I can tweak it to my liking, I'm slowly learning how, I need to know if it's done for balancing reasons, archer, horse archer, axeman and spearman are very basic units that we know for a long time
and most of the players established kind of early game strategy based upon them. It's not like changing an exotic new unit added to a mod and found later to be over powerd.

Chariots has the strength of 4 plus a bonus against axeman
and you don't need to research horseback riding which is quite a heavy task. So horse Archer with strength 6 is o.k
IMHO, such a tech should translate for more power then 4.
 
Hi Grave
You are right, an archer is an archer, but the horse archer
has always had strength 6, he could defeat an axeman and even archers stationed as city guards.

Now with 4 he is really good against archer, but only against archer, for that all I need is an axeman.

I don't really argue with you, since I can tweak it to my liking, I'm slowly learning how, I need to know if it's done for balancing reasons, archer, horse archer, axeman and spearman are very basic units that we know for a long time
and most of the players established kind of early game strategy based upon them. It's not like changing an exotic new unit added to a mod and found later to be over powerd.

Chariots has the strength of 4 plus a bonus against axeman
and you don't need to research horseback riding which is quite a heavy task. So horse Archer with strength 6 is o.k
IMHO, such a tech should translate for more power then 4.

I have to agree with this almost totally Grave...I see where you're coming from with the fact of Horse Archers just being Archers on a horse, but they would also almost certainly have been also armed with a melee weapon too for close combat, and its the Horse that gives them a VAST advantage over foot troops not the bow. And I note that they don't even have a bonus vs siege anymore.

So as LetMyPeople said, why bother with them at all? A spearman already eats any early horse unit for breakfast (with exception of Greek Companion Cavalry and Numidians;)). If a HA is only 4 str even with 2 or 3 promotions its only say 5.2 modified str. It will probably have less than a 5% chance vs a spearman (off the top of my head). I think they were pretty well balanced before.

Horsemen though were a little too good, and it looks like you did a :goodjob: there :)

Second point, did you take every thing else away from expansive, and just give them +1:food: on all tiles making 3:food: or more? Cos even with this, I'm almost sure they'd be unstoppable...every single grassland farm could support a specialist PRE biology. After biology even plains farms will make 4 food..With an early caste system or free religion(sphinx) I reckon I could out tech the ais on Deity+...

So (with all respect)those 2 changes, I don't think will really work.....
 
Thanks for your reply Grave. When I get a chance to try out your mod I will let you know if I have any problems running it without Warlords installed.

I just figured I would see if there was anyone else like me wanting to try your mod without having to get into it a ways and have it crash without Warlords installed.

Good luck!

I havent seen any problems with tobacco yet but here's the files I needed to avoid the CTD I experienced because I don't have Warlords installed. Just paste it into your HITM folder.

\Skodkim

That might come in handy for some people.

I've had some problems with HitM myself. I cleared my games off including Warlords, defraged, etc. and then re-installed Civ IV and BtS only before re-installing HitM. Still couldn't get it to load without a hang and crash.

I'm curious how this experiment of yours turns out.

:dunno:

Hi Grave
You are right, an archer is an archer, but the horse archer
has always had strength 6, he could defeat an axeman and even archers stationed as city guards.

Now with 4 he is really good against archer, but only against archer, for that all I need is an axeman.

I don't really argue with you, since I can tweak it to my liking, I'm slowly learning how, I need to know if it's done for balancing reasons, archer, horse archer, axeman and spearman are very basic units that we know for a long time
and most of the players established kind of early game strategy based upon them. It's not like changing an exotic new unit added to a mod and found later to be over powerd.

Chariots has the strength of 4 plus a bonus against axeman
and you don't need to research horseback riding which is quite a heavy task. So horse Archer with strength 6 is o.k
IMHO, such a tech should translate for more power then 4.

I have to agree with this almost totally Grave...I see where you're coming from with the fact of Horse Archers just being Archers on a horse, but they would also almost certainly have been also armed with a melee weapon too for close combat, and its the Horse that gives them a VAST advantage over foot troops not the bow. And I note that they don't even have a bonus vs siege anymore.

So as LetMyPeople said, why bother with them at all? A spearman already eats any early horse unit for breakfast (with exception of Greek Companion Cavalry and Numidians;)). If a HA is only 4 str even with 2 or 3 promotions its only say 5.2 modified str. It will probably have less than a 5% chance vs a spearman (off the top of my head). I think they were pretty well balanced before.

Horsemen though were a little too good, and it looks like you did a :goodjob: there :)

Second point, did you take every thing else away from expansive, and just give them +1:food: on all tiles making 3:food: or more? Cos even with this, I'm almost sure they'd be unstoppable...every single grassland farm could support a specialist PRE biology. After biology even plains farms will make 4 food..With an early caste system or free religion(sphinx) I reckon I could out tech the ais on Deity+...

So (with all respect)those 2 changes, I don't think will really work.....

Ok, I restored the Horse Archer's stregnth back to 6, and instead of a bonus against Archers, I decided to give it a bonus against Spearmen, since Horse Archers don't really need to charge them in order to fight.

I also got rid of the Food bonus to Expansive. I didn't put anything in it's place because a bonus to build Settlers, plus the Granary and other building bonuses is good enough.

The Navigation promotion I had earlier was lame, that's why I got rid of it. Too many other opportunities to get extra movement with sea units in the game already.





PATCH v1.54 IS NOW AVAILABLE FOR DOWNLOAD!

Please see Post #2 for download info.

Below is the change log:
Spoiler :
v1.54
- Removed +1 Food bonus from Expansive Trait
- Restored Horse Archer strength to 6
- Horse Archer now gets a bonus against Spearmen



This will also be the last patch for a while. I spend more time modifying HiTM that I do actually playing it these days, and quite frankly I'm getting a little burned out of Civilization IV.

So I'm going to take a well deserved vacation for a while. :)
 
Good luck!

PATCH v1.54 IS NOW AVAILABLE FOR DOWNLOAD!

Please see Post #2 for download info.

Below is the change log:
Spoiler :
v1.54
- Removed +1 Food bonus from Expansive Trait
- Restored Horse Archer strength to 6
- Horse Archer now gets a bonus against Spearmen



This will also be the last patch for a while. I spend more time modifying HiTM that I do actually playing it these days, and quite frankly I'm getting a little burned out of Civilization IV.

So I'm going to take a well deserved vacation for a while. :)

Nice one :thumbsup:, go have some fun and :thanx:


Quick last dumb question, v1.54 contains the other 1.53 changes doesn't it, ..i.e. we don't need to install 1.53 before 1.54 do we?

EDIT: I realised we don't, so ignore the dumb question ;)
 
Hello Grave.

Thanks for keeping me on my tiptoes, always lurking for new surprises, I still play 1.52 on my way to 1700 a.d., I've decided to go through the game before patching, I'll save the fun of a new game with a new patch for later.

Just keep on making our dull moments much
more interesting.

Thumbs up.
 
Yes, take a rest! You've been spitting out patches faster than I can finish games anyway. One little thought spurred on by the horse archer conversation...what would you think of not requiring horses as a resouce for chariots? The whole reason chariots were developed was that at the time horses were really too small to ride in battle. The steppe peoples were the first to bred a ridable(sp) horse and that's why they swept down and defeated the chariot using Assyrians. So for the record my thoughts on unit progression for future patches would be:

Warrior armed with wooden club/spear/stone axe strength 2 (able to kill wild animals)

Archer obvious technical advantage over warrior especially in defense postion strength 3

Axeman armed with copper axe or tipped spear maybe crude leather armour, member of true warrior class spends time training. strength 4 w/melee bonus

Chariot basically mobile axeman or archer strength 4 w/withdrawl chance

Spearman armed with bronze weapons and armour attacks/defends in formation requires copper strength 5

Horseman basically mobile spearman requires horses&copper strength 5w/withdrawl bonus and against catapults

HorseArcher true horse archer and scourge to slow moving formations of foot soldiers requires horses&iron strength of 6 w/high withdrawl chance and collateral damage
 
Since a discussion of being on horseback has come up -
I suggest that attack strength should be the same as the equivalent non-mounted unit; instead the advantage is a high probability of withdraw. For example, all horse mounted have a movement of 3 (plains/grassland) and a withdraw chance of 50%. That is an horse-archer is still an archer but with a much better chance of getting away from a unit on foot.
 
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