[Beyond the Sword] History In The Making

Hello,
I just got HITM up and running and seems to be great! Thanks for all the hard work. Quick question about mod comps. How do I use them with HITM?

Any help is appreciated!

Thanks in advance!

Glad you're enjoying it! :cool:


But define "Modcomp"? If it's a modcomp that has SDK, you won't be able to merge it right now, as I haven't released the source codes yet.

If it's a XML and/or Python only modcomp, you have to carefully merge it in with the HiTM files. There are plenty of How-To write-ups on the forums on how to do it. If I were to explain it here... it may take a while.

But a good starting point is to download WinMerge. When it comes to merging mods, WinMerge is your friend. :)
 
Grave, for some reason, the ingame music seems to have disappeared. Even when I tried a custom soundtrack, it wouldn't play.

The initial starting screen (the one at 4000BC showing your nation and techs etc.) also has disappeared.

And lastly financial +1:commerce: on all plots generating 1 or more, sorry for me is just well, :crazyeye: (no offence)....Financial civs will be unstoppable from the very start, making the snowball roll even faster and larger.........

Edit: Also, I just fired up as Carthage, and the initial units were standard vanilla artwork....(not sure if they were ethnic flavored before or not)
 
Grave, for some reason, the ingame music seems to have disappeared. Even when I tried a custom soundtrack, it wouldn't play.

Odd... it's playing fine on my end.

This is from AudioDefines.xml, these settings I haven't changed from v0.01... so they should work for you:

Code:
		<SoundData>
			<SoundID>SONG_OPENING_MENU</SoundID>
			<Filename>Sounds/Soundtrack/OpeningMenu</Filename>
			<LoadType>STREAMED</LoadType>
			<bIsCompressed>1</bIsCompressed>
			<bInGeneric>1</bInGeneric>
		</SoundData>

The initial starting screen (the one at 4000BC showing your nation and techs etc.) also has disappeared.

Seems like the Dawn of Man screen isn't working? WTH!?!?! :mad:

I'll look into this.

And lastly financial +1:commerce: on all plots generating 1 or more, sorry for me is just well, :crazyeye: (no offence)....Financial civs will be unstoppable from the very start, making the snowball roll even faster and larger.........

It was the only thing I could think of at the time. We'll see how it pans out. It's not as drastic as the vanilla setting.

I'd like to of kept the trade route bonus, but unfortunately the SDK seem to be broke with it. I even tried it in a vanilla game and it doesn't work.

Edit: Also, I just fired up as Carthage, and the initial units were standard vanilla artwork....(not sure if they were ethnic flavored before or not)

Check the CIV4UnitArtStyleType.xml... everything is fine. ;)
 
The initial starting screen (the one at 4000BC showing your nation and techs etc.) also has disappeared.


I fixed it. Looks like there is a problem with the "DCM Status Popup". Probably a spacing error, knowing Python. So for now I just "#" the bit of affected code, thereby disabling it for now.

Did I ever tell you how much I hate mucking about with Python? :rolleyes:

Anyway, here is a quick interim fix until the next patch.

What I did was this:

In CvEventManager.py:
Code:
##### DCM Status Popup START
#                for iPlayer in range(gc.getMAX_PLAYERS()):
#                        player = gc.getPlayer(iPlayer)
#                        if (player.isAlive() and player.isHuman()):
#                                self.DisplayDCMStatus()
##### DCM Status Popup END


and this:
Code:
##### DCM Status Popup START
#        def DisplayDCMStatus(self):
#                popup = PyPopup.PyPopup(CvUtil.EventDCMPopup, EventContextTypes.EVENTCONTEXT_ALL)
#                szTitle = localText.getText("TXT_KEY_DCM_TITLE", ())
#                szText = localText.getText("TXT_KEY_DCM_TEXT", ())
#                szText += "\n\n"
#                szText += "Air Bombing: "
#                if (gc.getDCM_AIR_BOMBING() == 1):
#                        szText += "On\n"
#                else:
#                        szText += "Off\n"
#                szText += "Battle Effects: "
#                if (gc.getDCM_BATTLE_EFFECTS() == 1):
#                        szText += "On\n"
#                else:
#                        szText += "Off\n"
#                szText += "Civ Customiser: "
#               if (gc.getDCM_CIV_CUSTOMISER() == 1):
#                        szText += "On\n"
#                else:
#                        szText += "Off\n"
#                popup.setHeaderString(szTitle)
#                popup.addSeparator()
#                popup.setBodyString(szText)
#                popup.launch()
#
#        def DCMBegin(self, argsList):
#                self.DisplayDCMStatus()
#                return
#
#        def DCMApply(self, playerID, userData, popupReturn):

By disabling the DCM Popup window, I allowed the Dawn of Man screen to pop back up again.

This is only and Interim fix... I should have this working by the next patch.
 

Attachments

Grave:- Firstly :goodjob: , the game play MUCH better now, didn't reply till now cos I got involved in a brill game as Portugal..

No ranged attack from Cats, and fixed range attack with the rest makes a super early cats rush no longer a no-brainer (still an option but much tougher)..The early wonders also seem now a lot more balanced, Stonehenge no longer an almost necessity (I'd personally forget it every time unless I have stone, whats a real monument? one forest or a high food whip, its nothing, AND it doesn't eventually disappear;) )

The Sphinx is nice if you intend a Scientist SE, but not necessarily overpowered, its an option not a necessity as it should be...

Slavery is really, really tough if you have virtually no early happiness resources (excellent idea of yours btw, plus you upped The revolt chance I see), but then Slavery is Sooooo powerful, it needs a big downside. In fact I like how all the early/midgame labor civics have a downside, as well as bonuses.

Very weirdly, the ingame music started playing (still in ancient era) but quite a lot of turns into the game...from then it was fine, and custom music files were accepted...so forget that one....

Lastly though, sorry Financial extra 1:commerce: on every tile producing at least one commerce I just know would personally be too easy for me. So even farms by rivers get 2:commerce: in 4000 odd BC. Its more than vanilla, which demands either a resource (wine for example), or a cottage by a river (or hamlet elsewhere), or coast/lake to get its 1 extra :commerce: bonus. I've personally changed it to 1 extra:commerce: on anything producing 3 or more. And besides taking away coast/lakes, all that does is kick the bonus back till a little later in the game (i.e. hamlets / riverside, villages elsewhere)..The resources (I had cotton and incense by Lisbon), still get the bonus immediately...I also managed to knock out the Colossus which immediately game me 2 extra:commerce: on all coast/lakes (as the base 2 becomes 3 and then the bonus kicks in)......

But anyways, thats just me maybe ;)

Overall, excellent fixes, plays better than ever :thumbsup:
 
Hey Grave, unless you want to use CivCustomiser, there's no need for the status popup code. :)

I fixed it. Looks like there is a problem with the "DCM Status Popup". Probably a spacing error, knowing Python. So for now I just "#" the bit of affected code, thereby disabling it for now.

Did I ever tell you how much I hate mucking about with Python? :rolleyes:

Anyway, here is a quick interim fix until the next patch.

What I did was this:

In CvEventManager.py:
Code:
##### DCM Status Popup START
#                for iPlayer in range(gc.getMAX_PLAYERS()):
#                        player = gc.getPlayer(iPlayer)
#                        if (player.isAlive() and player.isHuman()):
#                                self.DisplayDCMStatus()
##### DCM Status Popup END


and this:
Code:
##### DCM Status Popup START
#        def DisplayDCMStatus(self):
#                popup = PyPopup.PyPopup(CvUtil.EventDCMPopup, EventContextTypes.EVENTCONTEXT_ALL)
#                szTitle = localText.getText("TXT_KEY_DCM_TITLE", ())
#                szText = localText.getText("TXT_KEY_DCM_TEXT", ())
#                szText += "\n\n"
#                szText += "Air Bombing: "
#                if (gc.getDCM_AIR_BOMBING() == 1):
#                        szText += "On\n"
#                else:
#                        szText += "Off\n"
#                szText += "Battle Effects: "
#                if (gc.getDCM_BATTLE_EFFECTS() == 1):
#                        szText += "On\n"
#                else:
#                        szText += "Off\n"
#                szText += "Civ Customiser: "
#               if (gc.getDCM_CIV_CUSTOMISER() == 1):
#                        szText += "On\n"
#                else:
#                        szText += "Off\n"
#                popup.setHeaderString(szTitle)
#                popup.addSeparator()
#                popup.setBodyString(szText)
#                popup.launch()
#
#        def DCMBegin(self, argsList):
#                self.DisplayDCMStatus()
#                return
#
#        def DCMApply(self, playerID, userData, popupReturn):

By disabling the DCM Popup window, I allowed the Dawn of Man screen to pop back up again.

This is only and Interim fix... I should have this working by the next patch.
 
Hello, I apologize, if this question has alrady been asked, but does thi MOD contain the possiblity to play on a gigantic map (like the Rise of Mankind for example)? I found the bigeest default world map too small.
 
Grave:- Firstly :goodjob: , the game play MUCH better now, didn't reply till now cos I got involved in a brill game as Portugal..

Sweet! :king:

Slavery is really, really tough if you have virtually no early happiness resources (excellent idea of yours btw, plus you upped The revolt chance I see), but then Slavery is Sooooo powerful, it needs a big downside. In fact I like how all the early/midgame labor civics have a downside, as well as bonuses.

Yeah, I still believe Slavery needs adjusted a little. I'll think about this during the week... see what I can come up with.

It's too bad that Improvement Rate Modifier doesn't like negative numbers. :sad:

Very weirdly, the ingame music started playing (still in ancient era) but quite a lot of turns into the game...from then it was fine, and custom music files were accepted...so forget that one....

Don't worry... I wasn't sweatin' it. :p

Lastly though, sorry Financial extra 1:commerce: on every tile producing at least one commerce I just know would personally be too easy for me. So even farms by rivers get 2:commerce: in 4000 odd BC. Its more than vanilla, which demands either a resource (wine for example), or a cottage by a river (or hamlet elsewhere), or coast/lake to get its 1 extra :commerce: bonus. I've personally changed it to 1 extra:commerce: on anything producing 3 or more. And besides taking away coast/lakes, all that does is kick the bonus back till a little later in the game (i.e. hamlets / riverside, villages elsewhere)..The resources (I had cotton and incense by Lisbon), still get the bonus immediately...I also managed to knock out the Colossus which immediately game me 2 extra:commerce: on all coast/lakes (as the base 2 becomes 3 and then the bonus kicks in)......

Doh! You're right... I don't know what I was thinking. :hammer2:

I think I meant to do 1 extra Gold for tile producing 3 or more. But even still, I don't like that.

Need to come up with something better... :mischief:

Hey Grave, unless you want to use CivCustomiser, there's no need for the status popup code. :)

Cool, thanks for the info, Dale! :goodjob:

I must of botched something while merging your CvEventManager.py file over with mine. There's probably one stupid space somewhere messing everything up! Right now I have the Customizer encoded, but disabled for now until I play with it some more.

So if there's no need for it right now... no harm, no foul. :)

Hello, I apologize, if this question has alrady been asked, but does thi MOD contain the possiblity to play on a gigantic map (like the Rise of Mankind for example)? I found the bigeest default world map too small.

Cool... you must have a fast system. I have another, larger world size, based off Carter's Earth, called "Planetary".

And it's pretty big. :eek:
 
Will the "Planetary" size earth map be included soon?
 
Grave:- A question on "discovered resources".....I just popped Hit Singles as shown in the screenshot (from the town due south of Assyrian):-
Civ4ScreenShot0093.JPG


Yet it shows neither in Assyrian's city screen nor as a resource in the trade screen here:-
Civ4ScreenShot0094.JPG


I'm wondering if this is because I haven't yet researched Rock n' roll tech, or because its not working properly.

------------------------------------------------------------------------
If you (or anyone) wants to temporarily change Financial trait to +1:commerce: on plots just producing 3 or more, then just overwrite the HiTM Civ4TraitInfos.xml file with this attachment, which does precisely that (path is C:\..........\Beyond the Sword\MODS\HISTORY IN THE MAKING\Assets\XML\Civilizations\Civ4TraitInfos.xml)....

View attachment CIV4TraitInfos.zip
 
Grave:- A question on "discovered resources".....I just popped Hit Singles as shown in the screenshot (from the town due south of Assyrian):-
Spoiler :
Civ4ScreenShot0093.JPG


Yet it shows neither in Assyrian's city screen nor as a resource in the trade screen here:-
Spoiler :
Civ4ScreenShot0094.JPG


I'm wondering if this is because I haven't yet researched Rock n' roll tech, or because its not working properly.

You know, I'm not sure, really. This is still kinda experimental... thanks for being the guinea pig (meant in the nicest of ways). :king:

It could be because you haven't discovered the PreReqTech for Hit Singles. But if that's the case, it shouldn't have popped up. How much longer do you have to discover it's PreReqTech?

Also, I have no idea which Leaderhead you were. I'm guessing you were Portugal, but I didn't see Joao II on there anywhere.

If you (or anyone) wants to temporarily change Financial trait to +1:commerce: on plots just producing 3 or more, then just overwrite the HiTM Civ4TraitInfos.xml file with this attachment, which does precisely that (path is C:\..........\Beyond the Sword\MODS\HISTORY IN THE MAKING\Assets\XML\Civilizations\Civ4TraitInfos.xml)....

Yeah, I think I'll do that for the next patch.
 
You know, I'm not sure, really. This is still kinda experimental... thanks for being the guinea pig (meant in the nicest of ways). :king:

It could be because you haven't discovered the PreReqTech for Hit Singles. But if that's the case, it shouldn't have popped up. How much longer do you have to discover it's PreReqTech?

Also, I have no idea which Leaderhead you were. I'm guessing you were Portugal, but I didn't see Joao II on there anywhere.



Yeah, I think I'll do that for the next patch.

I don't mind being The Guinea Pig at all ;)

I've just sat down and haven't even the energy left to move for the rest of the day, but that Portugal game (yes you're right Im Joao) is still plenty interesting enough to carry on with. So I'll let you know tomorrrow.

And I just had another thought, its possible that Im getting happiness for the hit singles, but its not showing in the city screens. I'll have to add up all the happiness and work it out.

Anyways, will continue tomorrow, and let you know.....


EDIT: Im nowhere near the pre reqs for hit singles, I've really only just got railroad, but teching very fast......
 
Artillery is NOT about killing. Artillery is simply to confuse and restrict.

Never in the history of siege/artillery weapons have they been a "killing" weapon (like a rifle or bayonet or sword are). Siege weapons are used to batter fortifications whilst artillery is used to restrict the options of the target. In modern times, modern artillery guns perform both roles to an extent (since WWI). Before that the roles were performed by different engines.

For instance, in medieval times, a siege weapon was the trebuchet, whilst an artillery weapon was the ballista. In modern times, a howitzer is more of a siege weapon, whilst a field gun is mainly an artillery weapon (even though both can perform both roles).

Anyways, artillery (in terms of both types) are not directly responsible for killing, the type of armament is (eg: splintex, phosperous, gas). But 95% of the time standard HE (high explosive) is used in in shell or rocket-assist methods.

HE is not designed to kill, its designed to break up a formation. It confuses the enemy (due to smoke, noise and shock) whilst at the same time restricting the options of the enemy.;)

Artillery is a crude killing weapon because of its ineffectiveness due to range. The use of different armaments (i.e. munition) merely illustrates this fact.

If artillery isn't a "killing weapon" (tautological term as it is), why would infantry not simply advance towards an enemy artillery position? Erwin Rommel discovered the effectiveness of 88mm AA guns against Allied tanks (eventually leading to the Tiger tank, example of modern armor).

To ignore the simple killing effect of artillery is military ineptitude. The terror effect mentioned is the result of killing, the sight of comrades being killed and the resulting fear of death. Sure, simply sticking it to a man is easier (is it?), but you have to get to him first.

I end with a US Civil War quote by Nathan Bedford Forrest: "War means fighting, and fighting means killing." The rest is humbug.
 
Artillery is a crude killing weapon because of its ineffectiveness due to range. The use of different armaments (i.e. munition) merely illustrates this fact.

If artillery isn't a "killing weapon" (tautological term as it is), why would infantry not simply advance towards an enemy artillery position? Erwin Rommel discovered the effectiveness of 88mm AA guns against Allied tanks (eventually leading to the Tiger tank, example of modern armor).

To ignore the simple killing effect of artillery is military ineptitude. The terror effect mentioned is the result of killing, the sight of comrades being killed and the resulting fear of death. Sure, simply sticking it to a man is easier (is it?), but you have to get to him first.

I end with a US Civil War quote by Nathan Bedford Forrest: "War means fighting, and fighting means killing." The rest is humbug.

The 88 is an exception, not the rule. The 88 is an exception in so many categories. A very special gun the German 88.

I will leave you with this: "Causing an estimated maximum of 10% of the total battle casualties in the Civil War, the effectiveness of the artillery often has come into question. What is overlooked is that the purpose of the artillery is not to inflict mayhem, but rather to cause confusion and shock. It is designed to break up formations and to give the enemy officers and troops question about their ability to take a position successfully. Only at close quarters, where the preferred artillery round was cannister, sometimes double- and triple-cannister, and the artillery piece essentially a huge shotgun, was the purpose one of physically stopping an assault. Judged by these standards, the artillery during the Civil War was quite effective." http://schwartz.eng.auburn.edu/ACW/arty/arty.html
 
The 88 is an exception, not the rule. The 88 is an exception in so many categories. A very special gun the German 88.

I will leave you with this: "Causing an estimated maximum of 10% of the total battle casualties in the Civil War, the effectiveness of the artillery often has come into question. What is overlooked is that the purpose of the artillery is not to inflict mayhem, but rather to cause confusion and shock. It is designed to break up formations and to give the enemy officers and troops question about their ability to take a position successfully. Only at close quarters, where the preferred artillery round was cannister, sometimes double- and triple-cannister, and the artillery piece essentially a huge shotgun, was the purpose one of physically stopping an assault. Judged by these standards, the artillery during the Civil War was quite effective." http://schwartz.eng.auburn.edu/ACW/arty/arty.html

Again, this is about range. At close quarters any artillery is deadly. And "the 88" is an illustration of this; that's why I mentioned the use of it. (Your quote is another illustration of this. It would be interesting to look at statistics on artillery at long range. For example, in WWI and WWII artillery barrages often did not break up enemy formations, nor their will to fight.) It seems to me, we actually concur - save for the details.:salute:
 
Grave: The "discovered resources" definetly aren't working as intended....I took some more screenshots, but they're black again, so back to the original screenshot:-
Civ4ScreenShot0093.JPG


The "Hit Singles" has actually popped as "Wheat"---The cursor is hovering over the tile SSW of Assyrian, not due South as I originally thought (I just loaded the game from a few turns before, and there's no wheat there, also I didn't pop wheat or anything like that as its a town, its not being farmed......trust me on this ;) )

I can't even guess what the game thinks is in that tile, its maybe wheat, but after thorough checking, its not "Hit Singles"

So whatever you did, you need to look at.....
 
There might be an issue with the battle field effect modcomp. The fact that the effect is implemented as a feature on the tile causes it to replace any feature that might be on the tile at the time. This includes forests and jungles. The problem is defense modifiers acquired by units in the attacked tile due to the feature are not taken into consideration in resolving the combat. (Because the forest or jungle is no longer there). I made sure that this is the case by reviewing combat odds in the combat log.
 
Again, this is about range. At close quarters any artillery is deadly. And "the 88" is an illustration of this; that's why I mentioned the use of it. (Your quote is another illustration of this. It would be interesting to look at statistics on artillery at long range. For example, in WWI and WWII artillery barrages often did not break up enemy formations, nor their will to fight.) It seems to me, we actually concur - save for the details.:salute:

Let's not fill up this thread with a debate on this. ;)
 
There might be an issue with the battle field effect modcomp. The fact that the effect is implemented as a feature on the tile causes it to replace any feature that might be on the tile at the time. This includes forests and jungles. The problem is defense modifiers acquired by units in the attacked tile due to the feature are not taken into consideration in resolving the combat. (Because the forest or jungle is no longer there). I made sure that this is the case by reviewing combat odds in the combat log.

Yes, read the "known issue" here: http://forums.civfanatics.com/showthread.php?t=257045

I'm no artist. :)
 
The battle effects are temporary anyway, at which time the forest/jungle should revert back to its former self.

Plus, you should be able to turn off the Battle Effects in the GlobalDefinesAlt.xml file
 
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