[Beyond the Sword] History In The Making

All righty...downloaded the patches and installed them just like I did the mod and the game started....but still unable to get prophets to build their buildings. So either I put the patch into the wrong area(which I doubt since I put it into both places that the mod goes) or im still bugged somehow. Any other info you would need?

You do not need HiTM in both your Civ4/BtS/Mods and My Documents/BtS/Mods folder. Only one will suffice.

That's why I asked you to to try the mod in one of those directories... one at a time and see what happens.

Also, Great Prophets build Shrines... I just tested it. See the screenshot I attached and you'll see the Prophets are working just fine. Either you installed something wrong, or.... hell, I don't know! :crazyeye: :lol:

I liked so much Earth map, but i think it's so big. I like play earth maps. Would be so nice have more maps, like standart type (earth map from maxriga is so cool). Real maps give more "live" to the mod.

More maps are planned... I just need the time to sit down and make them.

Another sugestion is make like maxriga mod to air units. If you want a spitfire, you need research spitfire tecnology and build a RAF factory. There are the regular air units and air units from luftwafe, raf, MiG ....

I don't really like that idea... that's getting a little TOO tedious. I mean, WTH is a "RAF Factory" anyway? Let's not split hairs here, Dude. :lol:

If anything, the Spitfire would be a UU to England.
 

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Good idea. Why not take a break from all this question answering and do just that. (Units and stuff can always be added.);)

Bugs and game balance ideas are of a higher priority than maps. What good is an awesome map if the game isn't as close to perfect as possible? :confused:

Besides, Q&A is very important! I like to be directly engaged with my mod players. :D

And... Who says I'm not working on a map? :mischief:
 
@Grave
Few notes:
- I have mentioned this before. Knights require Feudalism only so in many cases they appear so early. I always research Feudalism right after getting Monarchy and before construction.
- On the other hand Longbowmen require Engineering (as I remember) so they appear so late. Crossbows appear earlier as they require machinary. I find that a little confusing. It makes units like Light Cavalry and Elephants obsolete even before I ever build any of them. (I only have Light Cavalry as Horsemen upgrade).

- One cosmetic issue I also mentioned so long time ago. Inca Macemen have the button icon of warriors. I suggest as long as no unique button art is available to use the regular civ button art for Macemen it makes more sense.

Of course such minor things don't prevent me from having a very good time with HitM. Thanks for giving us such a wonderful mod.
 
@Grave
Few notes:
- I have mentioned this before. Knights require Feudalism only so in many cases they appear so early. I always research Feudalism right after getting Monarchy and before construction.
- On the other hand Longbowmen require Engineering (as I remember) so they appear so late. Crossbows appear earlier as they require machinary. I find that a little confusing. It makes units like Light Cavalry and Elephants obsolete even before I ever build any of them. (I only have Light Cavalry as Horsemen upgrade).

I tried to make the Techs/Units as historically accurate as possible. Crossbows were around quite a while before Knights showed up. I believe the Romans and the Greeks pioneered the design of the crossbow. Knights started appearing roughly around 500-1000AD, if memory serves me correctly. Longbows appeared around 1100-1200AD (again if I remember correctly).

- One cosmetic issue I also mentioned so long time ago. Inca Macemen have the button icon of warriors. I suggest as long as no unique button art is available to use the regular civ button art for Macemen it makes more sense.

I'll check that out. Not a difficult thing to fix. :)

Of course such minor things don't prevent me from having a very good time with HitM. Thanks for giving us such a wonderful mod.

Thanks for pointing out the small bugs... every bit helps! :goodjob:
 
Everything now works great...I deleted it out of my C drive and left it in my documents(partly because for some reason it wouldnt let me delete it from there saying it was being used!!! No idea by what..but hey...everything works haha)

One thing I have noticed in Civ 4...is that when you build a city on a resource you get no credit for it...ie... meaning you cant put a farm on it or a mine on it for resources...unless you use the cheat menu. Any idea on how you could make a city maximize any resource they may happen to be built on? I know they get the resource to use but they dont get the xtra food or production as they would if a farm/mine was built there.
 
Hi grave! great mod you have here!How do you feel about regiments I think they add a more realistic view to wars!I think it would be a nice add to your already great mod!
 
I have one question: if i play using custom game all it works, otherwise i have got a crash!. Anyone has got this problem?. Thanks a lot.
 
Everything now works great...I deleted it out of my C drive and left it in my documents(partly because for some reason it wouldnt let me delete it from there saying it was being used!!! No idea by what..but hey...everything works haha)

:)

One thing I have noticed in Civ 4...is that when you build a city on a resource you get no credit for it...ie... meaning you cant put a farm on it or a mine on it for resources...unless you use the cheat menu. Any idea on how you could make a city maximize any resource they may happen to be built on? I know they get the resource to use but they dont get the xtra food or production as they would if a farm/mine was built there.

That's a good question. I know cities will automatically give you access to the resource when built directly ontop of them. I don't think there's anything I can do about that (right now) but I'll dig into the XML and take a look anyway. :goodjob:

How about wall mart for the next Co..? There unstoppable.

We have to draw the line between fantasy and reality somwhere. ;) :lol:

Hi grave! great mod you have here!How do you feel about regiments I think they add a more realistic view to wars!I think it would be a nice add to your already great mod!

I've thought about regiments. Maybe I'll take a look at it again.

I have one question: if i play using custom game all it works, otherwise i have got a crash!. Anyone has got this problem?. Thanks a lot.

http://forums.civfanatics.com/showpost.php?p=5541383&postcount=3
 
hi Grave

I have installed the latest v1.0 with the 1.03 patch and the Grave world map according to the instructions. My BTS, Warlords and Civ4Vanilla is all uptodate with the latest versions ( i checked) and i also left grave world map in the private maps folder. and also changed my modular xml loading from 0 to 1. but i still get the CTD. i can choose my civs, but when the game is loading, both in the graveworldmap scenario mode or the custom game mode, it still crashes. I got these details from my vista problem fixer

Problem signature
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.0.0.1
Application Timestamp: 46f40a72
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 477835c6
Exception Code: c0000005
Exception Offset: 00122570
OS Version: 6.0.6000.2.0.0.768.3
Locale ID: 18441
Additional Information 1: 5275
Additional Information 2: 77405ef2f9466ba0f32c1f5a9d659832
Additional Information 3: e7c9
Additional Information 4: c155d3d3aaae6102c8d02d4a119dcae4


is this enough
 
This maybe a dumb question...but its one Ive never totally figured out how it works. When you get a great scientist and go to make his academy...does the academy give a 50% boost to all science output you have in that city to that point, or do you get the bonus added to future buildings as well? Ive often wondered if its better to keep the scientist till later in the game then to maximize the bonus if this would be the case. Not exactly to do about your Great Mod Grave...but hopefully someone here may know the answer.
 
This maybe a dumb question...but its one Ive never totally figured out how it works. When you get a great scientist and go to make his academy...does the academy give a 50% boost to all science output you have in that city to that point, or do you get the bonus added to future buildings as well? Ive often wondered if its better to keep the scientist till later in the game then to maximize the bonus if this would be the case. Not exactly to do about your Great Mod Grave...but hopefully someone here may know the answer.


It gives 50% based on base science output. i.e. Say your city produces 10 commerce. Your research slider is 80% so you get 8 beakers. The academy gives 50% of this last figure i.e. 4 beakers. Other buildings work on this base as well so a library will give you 2 beakers.
 
It gives 50% based on base science output. i.e. Say your city produces 10 commerce. Your research slider is 80% so you get 8 beakers. The academy gives 50% of this last figure i.e. 4 beakers. Other buildings work on this base as well so a library will give you 2 beakers.

Great thanks...ive always wondered how that kinda works and that helps out! :goodjob:
 
About throwing to the desktop.

You're not talking about a pre-made map, are you? If so, I need to direct you to:
http://forums.civfanatics.com/showpo...83&postcount=3

If it's a Custom Game, I need more specifics. Game settings, Civilizations selected, etc. Also post up a screenshot right before the CTD. It'll help.

It's a CUSTOM GAME option. I use pangea, medium sea level, +3-5 to number of civs to given by default, all random, balanced resources, raging barbs, random seed, agressive ai.
I can't provide you any screenshot before CTD, because it drops me when I'm in the middle of generating of the map, and also no error message appears.
I'll try to get this error again and write the result here.

[EDIT] Hmm I tried it without a lot custom options and it worked just fine. Maybe it was an occasional bug (but i had it twice for pangea and haven't for other maps). I'll try to play with diff. options.
 
I have installed the latest v1.0 with the 1.03 patch and the Grave world map according to the instructions. My BTS, Warlords and Civ4Vanilla is all uptodate with the latest versions ( i checked) and i also left grave world map in the private maps folder. and also changed my modular xml loading from 0 to 1. but i still get the CTD. i can choose my civs, but when the game is loading, both in the graveworldmap scenario mode or the custom game mode, it still crashes. I got these details from my vista problem fixer

Spoiler :
Problem signature
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.0.0.1
Application Timestamp: 46f40a72
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 477835c6
Exception Code: c0000005
Exception Offset: 00122570
OS Version: 6.0.6000.2.0.0.768.3
Locale ID: 18441
Additional Information 1: 5275
Additional Information 2: 77405ef2f9466ba0f32c1f5a9d659832
Additional Information 3: e7c9
Additional Information 4: c155d3d3aaae6102c8d02d4a119dcae4



is this enough

Unfortunately, no.

What I'll need to know is exactly where the game CTD's. Pay careful attention to where the loading status bar is (Python/XML/Sounds), etc.

Then let me know where it stops.

It's a CUSTOM GAME option. I use pangea, medium sea level, +3-5 to number of civs to given by default, all random, balanced resources, raging barbs, random seed, agressive ai.
I can't provide you any screenshot before CTD, because it drops me when I'm in the middle of generating of the map, and also no error message appears.
I'll try to get this error again and write the result here.

[EDIT] Hmm I tried it without a lot custom options and it worked just fine. Maybe it was an occasional bug (but i had it twice for pangea and haven't for other maps). I'll try to play with diff. options.

Well, I just loaded 5 seperate games, using the exact settings you outlined above, and I didn't get a single CTD on any of them.

:dunno:

It seems alot of the people with CTD's are from foriegn countries. Again, I keep telling people from non-English speaking countries that HiTM will not always work.

So unfortunately, I doubt I can assist you, as I've clearly stated several times that this mod is specifically designed for English (America, UK and Australia) only. That's not meant to be rude, :) but it's just hard for me to pinpoint a CTD when so far I haven't experienced a single one since v1.00 was released.
 
So unfortunately, I doubt I can assist you, as I've clearly stated several times that this mod is specifically designed for English (America, UK and Australia) only.
So do you insist that if I use UK version but live in Russia then this mod is not for me?
 
Another quick question...I got the game working great except for 2 strange exceptions...none of which really bother me...1 is that George Bush is gone from selection of leaders and all of the vids/pics for the mods come up as a blue screen. Im assuming then that something must not have been patched right for that happen...which is funny because at another time it worked haha.

But hey, this is a great mod and is immensely fun to play!
 
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