[Beyond the Sword] History In The Making

Hi Grave

I think you forgot to grant CONFUCIAN_CATHEDRAL with
Happiness bonus.

While I was changing the bonuses back to INCENSE as I thought to equalize them I found the missing bonus.

As the former posts imply, take five.
You deserve more, all I can do is praise you.
 
Hello Grave.

Two small questiones/remarks

1.Is there a limit for W.Wonders per city ? many wonders require a Palace thus can be built in two of my cities only.

2.Salt becomes obsolete with refrigeration, salt also
serves as a resorce for Synagog's happy bonus, so maybe
change the resource bonus for synagogs or not obsolete it.

Thanks
 
Wholly uninterrupted downloads, Batman!!

This must be the Mother of All fornicating modifications !

Well done , Grave. :beer:


So, usually I'd offer a case of beer or a batch of cookies to somebody who does free computer stuff for me . Send me a pm if you're interested.


I failed the technological caveman test, but maybe I qualify as a persistent tree ape. I got it done in under a thousand attempts...


The winning combination was uninstall everything civ.
Disk clean-up and Defrag.
Update drivers and re-start.
Install Civ IV as C:\Program Files\Firaxis Games\Sid Meier's Civilization 4
update it.
Install BtS as C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword

update it.

Save HitM to desktop. Unzip it to BtS mods.

Save the Hitm patch to desk top, unzip it to BtS mods.

Just be patinet when you try to load the mod, the bar graph may be stationary for a while , but that doesn't mean it's hung up. Go to the bathroom and stop by the kitchen for something to drink. You'll be glad you did as you play one..more.. turn!
 
Wholly uninterrupted downloads, Batman!!

This must be the Mother of All fornicating modifications !

Well done , Grave. :beer:


So, usually I'd offer a case of beer or a batch of cookies to somebody who does free computer stuff for me . Send me a pm if you're interested.


I failed the technological caveman test, but maybe I qualify as a persistent tree ape. I got it done in under a thousand attempts...


The winning combination was uninstall everything civ.
Disk clean-up and Defrag.
Update drivers and re-start.
Install Civ IV as C:\Program Files\Firaxis Games\Sid Meier's Civilization 4
update it.
Install BtS as C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword

update it.

Save HitM to desktop. Unzip it to BtS mods.

Save the Hitm patch to desk top, unzip it to BtS mods.

Just be patinet when you try to load the mod, the bar graph may be stationary for a while , but that doesn't mean it's hung up. Go to the bathroom and stop by the kitchen for something to drink. You'll be glad you did as you play one..more.. turn!

Hoorah:) Hope you enjoy it as much as the rest of us.

TO EVERYONE: If Grave is having a well earned break, in the meantime, I'll attempt to assist with any problems. Doesn't mean I can necessarily fix them, I don't really know the mod well enough. Of course suggestions for changes are nothing to do with me...
 
Is there a way to activate or include Ranged Bombardment damage to the next update? Adding Dales Combat Mod is a great idea to any mod as Cannons can cause damage more than just destroying walls.
 
I have the same problem as before I install with no problem I start the game and it loads slowly I am then faced with the opening screen of a warrior and settler If I attempt to build a city it crashes to the desktop I never have a chanct o save a game The bug mod is in the background If I attempt to enter it the exit button does not respond and I have to CTR-ALT-DEL out

I have a Duo Core Pentium with Nvidia 880 graphic Card 2 gig memory The latest patches and drivers
Frustrating
 
Tomas, try reinstalling, it doesnt seem to be a problem with the mod. Did you by any chance, updated both Civ and BTS?

Grave: There's a text issue on "Taliban" quest (it spawned on the game i was playing, but said "TXT_QUEST_TALIBAN_SOMETHING", rather than the usual message). Im playing 1.54 as i speak :p.

Good mod, i say it again :3.
 
Is there a way to activate or include Ranged Bombardment damage to the next update? Adding Dales Combat Mod is a great idea to any mod as Cannons can cause damage more than just destroying walls.


Dale's combat Mod is included. Perhaps you didn't open the spoiler tag for included mods in the original post. There are many in this modpack.
 
I meant fully included. I can bombard the city, but there is no ranged bombardment damage to units in the open or behind city walls after the walls are down.
 
I meant fully included. I can bombard the city, but there is no ranged bombardment damage to units in the open or behind city walls after the walls are down.

I just did a little worldbuilder testing. I'm confused. You seem to have a point about it not being fully included. Perhaps DrewBledsoe can explain.
 
Anyone have any ideas about a Sniper unit for the mod? Good ranged attack that takes longer than a normal fighter to build since Snipers take longer to train.
 
Is there a way to activate or include Ranged Bombardment damage to the next update? Adding Dales Combat Mod is a great idea to any mod as Cannons can cause damage more than just destroying walls.

Dale's combat Mod is included. Perhaps you didn't open the spoiler tag for included mods in the original post. There are many in this modpack.

I just did a little worldbuilder testing. I'm confused. You seem to have a point about it not being fully included. Perhaps DrewBledsoe can explain.


DCM (Dale's Combat Mod) should be fully included with the exception that the "combined arms stack combat is disabled". This shouldn't effect ranged bombardment.

I haven't actually played Civ in any form for a week or so, so haven't noticed the problem. Can one of you clarify the problem, i.e. after walls/culture are down, does the bombard button not work, or disappear. Same goes for "in the open", and pls note catapults aren't suppose to have ranged bombardment, cannons most definetly are.

I'll have a fish in the meantime (and bear with me, cos its not my program, and its a bit like housesitting for someone and attempting to find their electricity bill from 3 yrs ago;) )
 
I just did some WB tests, and Ranged Combat is working correctly for me :-

Civ4ScreenShot0127.JPG


Range Bombardment Active
Civ4ScreenShot0128.JPG

Damage in the Open

Civ4ScreenShot0129.JPG


Range Bombardment against units in a city (IMPORTANT NOTE: Catapults don't have this function, Trebuchets and better DO)

Civ4ScreenShot0130.JPG


Civ4ScreenShot0131.JPG


Further Damage next turn.


-------------

Check:-

a) You have Patch 1.54 installed properly

b) Check the file GlobalDefinesAlt.xml in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\GlobalDefinesAlt.xml

find this bit (near the end of the file):-

Code:
<Define>
		<DefineName>DCM_RANGE_BOMBARD</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

make sure that the <IDefineIntVal>value is 1 and not 0(zero). 1 is Ranged Bombardment ON, zero is OFF...

If the above doesn't fix things pls provide a screenshot(s)....

Thanks.
 
Yes, my setting is at 1 and not 0. But, two people have the same problem. Screen shot isn't needed. Imagine your screen shot without the white squares to mark a ranged bombardment.
 
Yes, my setting is at 1 and not 0. But, two people have the same problem. Screen shot isn't needed. Imagine your screen shot without the white squares to mark a ranged bombardment.

The problem then is that I supposedly have exactly the same mod content as you, except seemingly producing different effects......sigh.....and Grave would say the same, that it's exceptionally tricky to fix a problem you can't reproduce yourself.

I'm probably going to start a game myself soon. If I get the same problem as you had, it might give me more ideas.

Just had a mad thought, you do have BTS patched to version 3.13 don't you, because without that DCM doesn't work properly (and I know Rusty just had to do a complete reinstall so that might apply to him too)...

Ooooh go on mad thought, be right, then I can get on with a game myself;)
 
Yes... I am patched up and downloaded and installed 1.5 over again to make sure. I can change the archer to enable ranged bombard, but when I try and go to "0", then save, then back to "1" for ranged bombard, nadda.
 
Two bugs, one of which is noted:

TALIBAN_EVENT (which is a barbarian uprising event, apparently. The text is nonexistant.

One of the functions of the great general gives all units "FREE UPGRADE", which doesn't seem to do anything, and is noted in the Civopedia as a placeholder. :D
 
The problem then is that I supposedly have exactly the same mod content as you, except seemingly producing different effects......sigh.....and Grave would say the same, that it's exceptionally tricky to fix a problem you can't reproduce yourself.

I'm probably going to start a game myself soon. If I get the same problem as you had, it might give me more ideas.

Just had a mad thought, you do have BTS patched to version 3.13 don't you, because without that DCM doesn't work properly (and I know Rusty just had to do a complete reinstall so that might apply to him too)...

Ooooh go on mad thought, be right, then I can get on with a game myself;)

Back from dinner and some more worldbuilder testing and closer inspection. I guess it works as designed. Here are my findings:

I was using some self propelled paladins in Worldbuilder. I can destroy improvements by shelling except roads (which I still consider improvements). For that I have to occupy the square and pillage the old fashioned way.

Ranged bombardment is a chance of doing damage to the defender, not a guarantee. Oddly enough my original tests in the battlefield involved an enemy melee with medic promotions who seemed unscathed because of some misses and some mere 8% strikes in the attack .He continued to defend as he retreated. It seemed like I was shooting him and nothing was happening, but I was just watching the combat and checking the unit strengths from time time, not really reading along.

Likewise in a city defense, there may be some 0 & 8% damage turns on the defender, but there is still collateral damage on the defending stack without any wear and tear on the artillery.


My recollections from actual gameplay experience so far is with trebs , and I seemed to be luckier using them, but I was only using them against cities, because , well, they're trebs. I also experienced opportunity fire against an enemy trireme outside my city.
So that impression was that Dale's mod was working as described in civlopedia.

Time for another WB test
 
DCM is producing some problems. I started a game, was wiping out the Nat Ams :D , and just waiting to finish them off to get my GG. Well suddenly the whole game CTD! ouch..

I realised what happened on reloading,(I think). In DCM, siege units have a chance when stationary (between turns as such) to do incidental damage to units. Well the Archer my catapult tried to do incidental damage to, got killed by a barb on its turn, hence nothing to attack, hence NULL RETURN, hence massive crash.

Not saying Ruff's problems are in any way related, but DCM (with all respects to Dale and his coding skill) isn't perfect. It changes a lot of stuff, and may (as above) lead to unforeseen circumstances....

Sheesh, I've been working (coding and stuff) for 7 days straight, having "my weekend atm", played J.S. Bach "Well Tempered Clavier" for 8 hrs straight today (on my new keyboard/synth), my brain feels like a mainframe (Bach does that to you))...having some relaxing vino atm (hmmm vino as Homer should say)

Will eventually mail Dale when I'm more precise in my head with the problem(s)...
 
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