[Beyond the Sword] History In The Making

Download of main mod file from filefront sticks at 7.58Mb then times out. Can you help ?
 
Sounds good if it has been updated already to the latest patch. Must download the update soon...

Sorry Healz, the patch I did just fixes (and updates)the events so they all work and display correctly...HITM is still only compatible with 3.13 atm....
 
Okay, well one can hope it will be soon. Maybe with a few new units if we are lucky perhaps...


I've got my doubts about the soon, but there may be something else to do in the meanwhile....

Now that I used Drew's installer, my events seem to be flawless ( instead of 90% correct ). I'm guessing that one is fixed now.

We discussed how an entire army of Special Forces is overpowered and how to set a numerical limit to fix that.

1)We've identified that the Roman Saggitarri has no bonus even though the civilopedia says it does, leaving Rome without a real second UU, but so dominant it doesn't matter. It wouldn't seem right to give the Romans a UU that would neutralize Carthaginian UUs. I think they should have something else as a 2nd UU, if at all.

2) Then there is this Mastaba. It does seem to make Egypt a Great Engineer machine in my current game. It's fun and overpowered at the same time. I don't know how Drew's counterproposal would affect gameplay...the game is too complex and I have a caffiene deficiency...

What about a tweak? Suppose it were a free citizen specialist rather than an engineer? Isn't a citizen a nerfed engineer of sorts? He's a hammer without GP points.:dunno:





Does anyone else know of anything else that seems out of wack in 3.13?

Does anyone else have a wish list of additional units for inclusion?
 
1)We've identified that the Roman Saggitarri has no bonus even though the civilopedia says it does, leaving Rome without a real second UU, but so dominant it doesn't matter. It wouldn't seem right to give the Romans a UU that would neutralize Carthaginian UUs. I think they should have something else as a 2nd UU, if at all.

To keep it unique but not overpowered I suggest increasing it's withdrawal chance from 15% to 25%. Easy adjustment in UnitInfos.xml
 
2) Then there is this Mastaba. It does seem to make Egypt a Great Engineer machine in my current game. It's fun and overpowered at the same time. I don't know how Drew's counterproposal would affect gameplay...the game is too complex and I have a caffiene deficiency...
What about a tweak? Suppose it were a free citizen specialist rather than an engineer? Isn't a citizen a nerfed engineer of sorts? He's a hammer without GP points.:dunno:

A couple of suggestions here:

1. Change the 'free engineer' to 'turn one citizen to engineer'

2. Increase hammerproduction by 10%

Both easy to do in BuildingInfos.xml
 
A couple of suggestions here:

1. Change the 'free engineer' to 'turn one citizen to engineer'

2. Increase hammerproduction by 10%

Both easy to do in BuildingInfos.xml

My Thoughts:-

1) Would still allow the v early "snowball" effect of popping grt engineers etc.

2) Not bad at all, especially as the Mastaba becomes obsolete with Education, and its wouldn't be much of a bonus early on.
 
Does anyone else know of anything else that seems out of wack in 3.13?

1. I think the Calmecac is overpowered. Same issue as with Mastaba.

2. On the other hand the Ekal Masharti would be underpowered. Only 1 xp extra for melee units.

Suggestions:

1. Change the 'free priest' to 'turn one citizen to priest'

2. Give melee units 2 xp extra so you get 5 xp total. Enough for an extra promotion!
 
Well, its been a while, and Grave has gone incognito...

So as far as I can see things, we need to keep this superb mod going (by that I mean updating, and adapting) as a consortium. Now I for one, would be bored rigid trying to play vanilla bts, and HITM is so my standard game I have to check when posting on other threads if my advice isn't "HITM" based :lol:

Anyways, my Good Friend Rusty Edge, is very keen to supply new advice, and Arian has made some solid suggestions. Since Grave asked me to "look after" the thread and mod, I will and will do my best to update and implement. Unfortunately I don't have full access to his SDK etc., and its a hell of a lot of work to kinda "reverse engineer" everything he did and included (and to fellow coders, yes that is glorifying things a little;))...

Anyways mark II, what I wanted was ideas, suggestions and the like. What do you think needs rebalancing? What do you think needs slightly changing? What would be great to add?

All replies appreciated :)
 
I really appreciate it too and I hope that Grave somehow makes an appearance, even if only for handing over his SDK. Perhaps other modders know where he can be reached alternatively?

Now onto suggestions then :):
  • Shorter revolutions between civic changes in the later half of the game
  • Prevent airships from upgrading to fighters, it's really a different league
  • Tweak Wonders like Pisa to do more than only add culture/turn or else remove them (by the time you can build them you have ample ways to boast culture)
  • Supreme Court gives free Courthouses in all your cities i.e.. Nice, but by that time I already have Courthouses everywhere. Supreme Courthouse should be made available earlier or yield a different bonus
  • Are promotions for spies possible?
  • Security Centers/Intelligence Agency: they are too similar in my perception. The possibility to create Special Forces should be dealt with differently then
I'll continu thinking about suggestions, only problem is that I can't play HiTM :(.
 
[*]Supreme Court gives free Courthouses in all your cities i.e.. Nice, but by that time I already have Courthouses everywhere. Supreme Courthouse should be made available earlier or yield a different bonus

Same for the National Broadcasting Corporation.

This is what I did with the Supreme Court (among some other things):

Spoiler :
supremecourtvc2.jpg


The idea is to reduce corruption in the capital by increasing commerce. It also gives every city a 10% commerce boost (see it as a corruption reduction throughout your empire :))

And this is what I did with the National Broadcasting Corporation:

Spoiler :
nationalbroadcatingcorpja7.jpg


It generates extra commerce in the city where it's build.
 
Nice, but is it possible to make the Supreme Courthouse add additional "power" to exisiting and new-to-build Courthouses? Without the Supreme Courthouse a Courthouse reduces corruption by -25%. With the Supreme Courthouse constructed it increases to 30% plus 5% les War Weariness and perhaps a small economic bonus?

Also, and this just hit my brain, the Supreme Courthouse could increase costs for founding corporations (Microsoft vs. European Union i.e.).
 
Nice, but is it possible to make the Supreme Courthouse add additional "power" to exisiting and new-to-build Courthouses? Without the Supreme Courthouse a Courthouse reduces corruption by -25%. With the Supreme Courthouse constructed it increases to 30% plus 5% les War Weariness and perhaps a small economic bonus?

Also, and this just hit my brain, the Supreme Courthouse could increase costs for founding corporations (Microsoft vs. European Union i.e.).

The courthouse reduces maintenance (=corruption?) by 50%. You could create a building (courthouse add-on) which you get in every city (like a courthouse as it is now) after building the Supreme Court and give the 'add-on' the specs you want. Reducing maintenance/corruption seems to me an economic bonus.
 
OK, Firaxis called it maintenance :). Then the Supreme Court should additionally effect that, but not too much. Corruption is completely out of the window in Civ4, right? Perhaps rename Maintenance to Corruption in this mod and go on from there.
 
@ Drew and Rusty

I really appreciate it that you guys keep this mod going! :goodjob:

It would be a shame if this mod wouldn't be upgraded to 3.17

You're welcome.

We're trying to advance the cause, but can't promise anything at any time... the complexity that makes this mod so appealing works to our disadvantage. At least it's running smoother much now with the updated event component.
 
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