[Beyond the Sword] History In The Making

The unit statistics works just fine. I don't really care enough about the Player statistics or whatever to try fixing it right now.
Well I hope you can look into it anyway. With luck it will just be a minor matter.
 
Ok, now my machine is fixed and I have downloaded and installed the "History..." patches I still get the standard warrior instead of the Egyptian swordsman when fortified.

Oh yes, I do have animations turned off.

I will give you some screen shots when I can get them uploaded. probably tomorrow.
 
Ok, now my machine is fixed and I have downloaded and installed the "History..." patches I still get the standard warrior instead of the Egyptian swordsman when fortified.

Oh yes, I do have animations turned off.

I will give you some screen shots when I can get them uploaded. probably tomorrow.

Try turning animations on? :confused:
 
My only thoughts on UU's at the moment is that perhaps Polands could be moved back in history a bit. What I mean is perhaps they would have "Winged Knights" as a knight UU and then "Hussars" as light cav. If you feel strongly that "Uhlans" are a better UU then maybe as cuirassiers replacments instead of cavalry. For France I would have liked to see something for Napoleon like an improved Grenadier "Old Guard" or some kind of "Voltilier"(sp) maybe a rifleman with a collateral damage or withdraw promotion to simulate skirmishing?
 
25 minutes with animations on = two days off work sick! Something I can't afford. The animations and pseudo 3D in Civ mess with my sense of balance some thing awful.

You're going to have problems viewing most custom models, then. From what I understand, modders can't create static animations, so when you have animations off the game uses the static animation of the base model - in this case, the warrior.

If I managed to get that wrong, would someone please correct me?
 
Oh, well I suppose I will have to live with fortified swordsmen that look like warriors.

On another front - Grave - the movie for Zeus Statue is missing even though there is one for BtS. The Tericotta Warriors movie is also missing. Or not displaying.
 
On another front - Grave - the movie for Zeus Statue is missing even though there is one for BtS. The Tericotta Warriors movie is also missing. Or not displaying.


Thanks, I'll look into it. :goodjob:
 
Romans seem a bit overpowering on the five times I've played the Grave Earth map. I'll try adding the Carthaginians and see if that helps.
 
Great Mod :)

One criticism, what on earth are barb galleys doing spawning in around 2900BC on marathon? No-one can possibly have sailing yet (due to the tech tree and requirements), and I just had a potentially nice start as the Dutch, Amsterdam on clams and crabs with hills to balance, and the barb galley immediately sails in and pillages the lot. Im defenseless, it's happened 2 games in a row, making "seafood" starts almost unplayable.

The "land" barbs don't enter your cultural borders till a lot later, this needs fixing for "sea" barbs.

Thanks overall though, its made Civ Iv seem new again :goodjob:
 
There's a bug with the promotions that allows a fairly major exploit - it's possible to get 100% withdrawal, and it actually does work that way. In the long term, attaching a great general to a chariot and giving it Flanking I, II, III, and tactics gives it a withdrawal rate of 85%. Once its upgraded to Cavalry, Warchief, or attack helicopter, it has 100%+. Upgrading a Gallic Warrior with Guerrilla I-III and tactics to a Highlander also gives 100%. Upgrading a Caravel to Attack Submarine with Flanking I-III and tactics gives 125%.
While all of these require a Great General to actually work, it is sorta unbalanced. They are literally guaranteed to survive attacking. I don't know how it works, but you should probably find a way to limit the maximum functioning withdrawal rate.
An odd side effect of this is that a unit with a withdrawal rate higher than whatever the maximum is supposed to be can no longer be promoted.
 
Thoughts on Inca:

Not sure if you realized that the Incas are completely isolated by impassible mountain peaks. Would suggest turning either map plot 27,30 or 33,15 to hills, maybe even both. Also I never could understand why India got the fast worker UU and not the Incas. If you are going to add a second UU for them perhaps that would be a good choice. Also give them a stone resource.

p.s. I'm getting red dots for Inca Macemen.
 
p.s. I'm getting red dots for Inca Macemen.

That was fixed in 0.04. What version do you have? I'm not seeing red blobs for the Inca macemen with 0.05.
 
Are save files compatible? :-)

Also, I started a game with 0.05 but there are no 2nd UUs, I just found out that they are in a module apart. If I install them now, will my saved game be compatible?

Thanks
 
I doubt they will be compatable, as I had to change a few things with Buildings and BuildingClasses.

You can always try... as I personally didn't test backwards compatibility out myself, but I'm leaning more towards "no".
 
Well, I know I can try, but I would hate to lose my current game, and going back might be difficult.

I will just finish the game then :-)

Thank you for your reply.
 
Is there an Earth map fot History in the Making? If so, where can I find it?

many thanks,
 
Yes, (see I'm not the only one that couldn't find it) it's called graveearth. The path is BTS/Mods/History in the making/History in the making/private maps. See my previous posts in this thread for my thoughts/suggestions.
 
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