[Beyond the Sword] History In The Making

With which leader, Howard :P? I still hope Grave will tweak his mod even more but it's by far the most balanced and well thought-out mod for Civ4 to me.

Heh. Actually I'd think either Menzies or Curtin.
 
I suggest you make it easy for Grave- find and link the mod components you recommend, remembering that the Aussie Civ would need two leaders, UBs and UUs.

Well, out of the Aussie Civs I've seen made, Aranor's is probably the best I would think and it's already made for BtS

http://forums.civfanatics.com/showthread.php?t=218822

Leader: John Curtin (Protective/ Industrious)
UU: Rats of Tobruk
Replaces Marine.
Strength: 24
+50% against machine gun
+50% against artillery
starts with March and Ambush

UB: Sports Stadium

Only Problem is it only has 1 Leader, 1 UU and 1 UB. Which ethnic set it should use wouldn't be a problem, because you could make it use the same as England's and pretty much get away with it.

Unfortunately other things like the 2nd UU etc I've looked on CFC for for pretty much the last two hours, and although I can name other mods that Grave could take the content from (from unit flag, to city name list, right down to what unit models could be used to better customise the ethnic set), I don't have the individual links for him to compile it all together (ie For example, Civ Gold has the Mounted Infantry unit which would make a great 2ndUU, but I can't find that individual unit in isolation for download in the Unit forum... :( )
 
I actually have an idea for an early UU that you could make an Aboriginal Warrior to replace the default Warrior. Rats of Tobruk would be better as the infantry replacement rather than the Marines replacement. I would have gone SAS as the Marine Replacement. Does this mod use flavour units? You could use a lot of different flavour units already created for Australia such as the P-51 Mustang or the Spitfire as WW2 Fighters. For WW1 you have the Sopwith Pup I think or the Sopwith Camel. Whatever you decide to give England and the same with the WW1 Bomber. Then Canberra as the early jet bomber. F-86 Sabre as the early jet fighter. F-18 for the Modern Fighter. There are a lot of options to make up an Australian Civilization that would feel right. I think for the appropriate era a Convict Prison Facility would be an appropriate UU for Australia at Slavery if possible and produces slave workers at a certain rate depending on food production and buildings in that city. To combat the obvious advantage the convicts would work slower and there would be a potential unhappiness factor within the cities. What do you think? ;)
 
OK I looked through the last 20 pages and can't find the post on how to turn off all the fire/burning animations from pillaging. Help!
 
I actually have an idea for an early UU that you could make an Aboriginal Warrior to replace the default Warrior. Rats of Tobruk would be better as the infantry replacement rather than the Marines replacement. I would have gone SAS as the Marine Replacement. Does this mod use flavour units? You could use a lot of different flavour units already created for Australia such as the P-51 Mustang or the Spitfire as WW2 Fighters. For WW1 you have the Sopwith Pup I think or the Sopwith Camel. Whatever you decide to give England and the same with the WW1 Bomber. Then Canberra as the early jet bomber. F-86 Sabre as the early jet fighter. F-18 for the Modern Fighter. There are a lot of options to make up an Australian Civilization that would feel right. I think for the appropriate era a Convict Prison Facility would be an appropriate UU for Australia at Slavery if possible and produces slave workers at a certain rate depending on food production and buildings in that city. To combat the obvious advantage the convicts would work slower and there would be a potential unhappiness factor within the cities. What do you think? ;)

For me the goal is to make this as easy for Grave as possible, and thus increase the chances of him agreeing to include it - after all, this is his mod.

So here's I guess the best I can do for my sales pitch....

I'd say for simplicity's sake use Aranor's mod (http://forums.civfanatics.com/showthread.php?t=218822) make the flavour units for any Aussie Civ the same as England.

1UU: As above the Rats of Tobruk unit from Aranor's (as a replacement for Infantry maybe, with the bonus' removed and attack nerfed down to 22 or something, or 20 with a defensive bonus)
2UU: Light Horse from Australia Plus 4 mod (with the stats nerfed) http://forums.civfanatics.com/showthread.php?t=148899

NO idea what a 2nd UB could be :(

Flavour Units
-------------
As English cept for -

Tank - M3A1 Stuart (I think America has this in HiTM?)
Mech Inf - M113 (same as Texas in HiTM?)
Modern Armor - default or Centurion from VD if you can be bothered... Snafusmith did an actual Australian Leopard Tank but I suspect it'd be too much trouble picking it out of his Modern Warfare mod to use it :)
Jet Fighter - default
Special Forces - the SAS model with the Tan Beret from Mozza's British SAS unit http://forums.civfanatics.com/showthread.php?t=208689
Marine - Charcoal's SAS unit actually looks like a good aussie modern infantry (Navy SEAL reskin) from Charcoal's Aussie mod http://forums.civfanatics.com/showthread.php?t=146845 or Israeli Commando (Aussie DPCUs do look THAT red after a week in the Aussie bush)

@ Healz

I'm not even sure if there's a model for a Canberra bomber made.

Anyway, call me biased, but I have to side with the people who posted in regards to the original Aust Civ Charcoal made for vanilla Civ 4... the SASR unit there was too unbalanced, and nothing says "Australian Army" for me quite like the AIF infantry and the Light Horse. Don't get me wrong, the SASR are amongst the world's best but I don't think they're truly indicative of Australia's military history just by themselves.

If Grave was able and willing to convert Aranor's Aussie Civ and if we could squeeze in the "Mounted Infantry" unit (Not that we'd want to steal the thunder of Grave's Texan Ranger UU), I think we'd be in good shape.

Having an Aboriginal warrior certainly is a novel idea - but our indigenous folk weren't on the whole really that warlike, especially when you compare them to other indigenous peoples in other countries... and the Woomera Wielder unit from Civ Gold's Aborigine Civ is just a complete waste of time.
 
OK I looked through the last 20 pages and can't find the post on how to turn off all the fire/burning animations from pillaging. Help!

Mate that's part of the DCM component of HiTM. I'm not sure you can turn it off without turning off DCM entirely
 
OK I looked through the last 20 pages and can't find the post on how to turn off all the fire/burning animations from pillaging. Help!

Go to History in the making\assets\xml folder. Open the file GlobalDefinesAlt.xml in notepad. Scroll down till you find the following lines:

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

Change 1 into 0. This will prevent new visual battle effects to appear in your current game but it won't remove older ones. Actually old effects will disappear after some time if Battle Effects is on but will never disappear if it is off. Bottom line is. Turn it off for new games and keep it on for your current game till it is over.
 
That depends on what you mean with improved, I suppose.

By improved I mean a promotion system that is in two parts. One is an "Upgrade" system that contains promotions that can be purchased. (This is to represent the purchasing of new and better equipment for a military unit without changing to a new unit type)

The second would use the expirience point system and would award un-selectable promotions to a unit. (the promotions would be selected by the computer based on what kind of and how many enemies your unit has fought)
 
I think that disables the entire way of unit development as it originated in Civ I. By conducting research you become able to upgrade units to newer tech. It even costs money already (not sure if it always did)!
 
I was having weird stuff with not being able to load .savs for the GOTM at 1BC, etc. I uninstalled all of Civ4 and BTS; had to get 2K to tell me how to manually "delete" the Installation record files in the installshield installation information folder. Got it all reinstalled, and repatched. I can load my Vikings Prince game I was doing so well on, but now I'm getting strange text in various places: For example when I click on a stack of six Rifleman and the "name" down in the lower left is "TXT_KEY_UNIT_STACK." In the Tech Tree, where it should say "Communism" it says "TEXT_KEY_TECH_UTOPIA."

WhenI unintalled Civ4 and BTS, I did not re-DL and reinstall the HiTM files, I just moved the folder out onto the desktop when I uninstalled and then moved it back to teh Mods folder. I bet this is a simple problem that is easily fixed eh?

Possibly related: I did the same thing with the HOF Mod folder, and now when I try to load those I get error "TXT_KEY_LOADSAVE_FILE_PROTECTED" and the app crashes. If any of you guys know that one is about also I appreciate it.

Comment on the game: Man I love this mod! But one thing: shouldn't Airships come later, like maybe with railroad or something? So much of this mod improves on BTS by making the Orders of Battle so much more realistic. But Airships that can bomb Frigates for substantial damage!? Even in WWI airships were not particularly effective for anything except reconnaissance, and even there they were problematic no?
 
hey grave,

i would like to ask,

the secret tech mod comp,
is it only sdk based?

if i got it currectly,
then the only xml files are used are - buildinginfo and buildingschema, right?

and another one - <bdisable> prevents from this tech to be leanred normally right?

id appriciate if you can answer,
cause i woul really like t get this one right,

im gonna use it to limit religions - one per civ,

i love you work and modcomps,
keep it up.
 
I got my rig completely uninstalled and reinstalled and most everything seems to work fine.

QUESTION: Now when I go into SP Game / Custom Game and try to launch it tells me "You Must Provide a Game Name" the way it does for MP games.

Think this might be because I did not re-DL and re-install the HiTM folder and instead just moved it to my desktop while I uninstalled Civ4/Warlords/BTS?

Sure would be nice to get that figured out . . . I can still launch games from the "Play Now" button, but I like my Custom Games window :)

ADDIT: finally won my first HiTM game. Huge Terra2 with me as the Vikings, Prince difficulty. The key for me was aggressive use of scouts early in the game. Because I was on a large land mass I was able to accumulate a lot of gold and techs with 5 or 6 scouts roaming around. Then I made sure I had a horse, then rolled the Japanese and from there on, I was pretty much top dog for the whole game!

Great mod. My only real suggestion is to make Airships require Physics, Steel and Railroad. This will give them a limited period of time when they are available before fighters. Might also make fighters be extra powerful to airships.
 
I managed to solve my problem desribed above. In uninstalling Civ4, it did not take out files in the MyDocuments/Civ4/ directory.
Advanced users can change various Civilization IV: Beyond the Sword settings and options by editing your INI file. To locate the INI files, navigate to "My Documents", "My Games", "Beyond the Sword" and open the &#8220;CivilizationIV.ini&#8221; file. This file is a standard text files that can be edited with Notepad (included with Windows®).

That has a line in it for "Game Name" and mine was garbled somehow. It said:

; Game Name
GameName = Scipio AfricanusTXT_KEY_USER_GAMENAME

It should have been either Scipio Africanus (OR) TXT_KEY_USER_GAMENAME. I changed it to just Scipio Africanus and launching Custom SP Games now works.
 
Is anyone able to tell me how I go about creating my own custom earth map with all the Civs that I want on it please? I want to place them in there historically correct locations as well.
 
There is already an Earth map in the package isn't there?
 
Is anyone able to tell me how I go about creating my own custom earth map with all the Civs that I want on it please? I want to place them in there historically correct locations as well.

-Load the mod
-Select Custom Scenario
-Select GraveEarthMap-RandomCivs (you have to select this one not the others)
-There you go..you'll be at the screen where you can select any civs and/or leaders you wish..
-When game starts open the worldbuilder and modify the map/cities/starting points/units as you wish

Or you can use the one I did for this mod (HITM), I heavily modified the map and nations(starting locations etc.). 2 versions: Advanced start with each nation with 5-6 cities, and regular one where each nation only has a few cities. Here they are if you want to give it a try.

http://rapidshare.com/files/116684782/HITM_Map_20_Civs_new.CivBeyondSwordWBSave
http://rapidshare.com/files/116684734/HITM_Advanced_Start.CivBeyondSwordWBSave

put under: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\PublicMaps
 
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