[Beyond the Sword] History In The Making

Turns out I didnt change the HIM files at all, as the Civ40 mod files are the level above HIM and therefore should not affect it, tried the clean installs and still no joy. The only thing I can think of left to do is to reinstall just the modpack, check if it works and then incrementally patch and add onto the Mod until I encounter a problem.

With the patches do I need download each patch or can you go straight from 1.00 to 1.03?

I might not get it well enough but Are you using a different DLL with HitM?
If this is the case it is quite normal that it will crash once you initialize it.

If it is not the case so forgive my interference.
 
I'm not sure if these have been mentioned before, but I'll post the bugs I've found anyway.

The armory building that great generals can now build does essentially nothing. It gives the "free promotion" promotion to new units built in that city, and this promotion does nothing as far as I can tell. Am I missing something or is this a bug?

Ranged bombardment- I think its nice to have this in the game, but all units that use this have the text from whatever scenario ranged bombardment was present in. This obviously shouldn't be there.

Some missing text files in various places, where it shows some placeholder that you obviously intended to put text in but forgot to.

The Oktoberfest wonder- when I built this it didn't even do the normal zoom in to the city wonder display and it showed no picture or description of it.

The religion prerequisites for certain wonders- I know this is intentional and therefore not a bug, but I think this was a really bad design decision forcing the player to have specific religions present in a city before certain wonders can be built (which in vanilla can be built be anyone). Not only does it unbalance the game so that all religions are no longer equal, it also makes it possible for certain wonders to be completely inaccessable in a game if that religion never develops! I think this was a really bad idea and should be changed back to how it was in vanilla.

It really detracts from enjoyment of this mod when I can't build a handful of wonders simply because a religion is present on another continent and I have no possible way of getting it. The only religion specific buildings should be temples, cathedrals, monasteries, and the central shrine.


The Republic of Texas! Again, not a bug, but it is just ridiculous to have this as one of the possible civilizations. I want to play a game with a normal selection of civilizations, and the Republic of Texas is more of a joke than anything else.

Texas was never a major civilization, it was from the very beginning populated by Americans and only remained independent for a short time. To add insult to injury, making President Bush one of the leaders of Texas is even more silly and ridiculous. It might be a funny joke for a few seconds, but when you're playing a marathon game you want realistic civilizations and realistic leaders, not jokes which wear old very quickly.

I'd like to end with a question as to if you ever plan to include future technologies and units in this mod. I've always hated how Civilization 4 ends at the present, and the Next War mod is very unbalanced and hardly adds anything in my opinion. I'd love to see someone seriously attempt adding a balanced future (that doesn't just add a few new military units) into civilization as part of a larger mod like this.

Great work with this mod and I hope you keep improving it!
 
Ok I have finally got the MOd working, and my first impressions are a major WoW factor. Congrats Grave I hope that the fun I've had playing for the first two hours will continue for many more.
 
The armory building that great generals can now build does essentially nothing. It gives the "free promotion" promotion to new units built in that city, and this promotion does nothing as far as I can tell. Am I missing something or is this a bug?

The Armory does just that... it gives you Free Upgrades to units. Meaning: no upgrade costs.

Ranged bombardment- I think its nice to have this in the game, but all units that use this have the text from whatever scenario ranged bombardment was present in. This obviously shouldn't be there.

That will be fixed in v1.04.

Some missing text files in various places, where it shows some placeholder that you obviously intended to put text in but forgot to.

Such as? :confused:

The Oktoberfest wonder- when I built this it didn't even do the normal zoom in to the city wonder display and it showed no picture or description of it.

Are you saying the Wonder "movie" didn't play?

I'll look into it.

The religion prerequisites for certain wonders- I know this is intentional and therefore not a bug, but I think this was a really bad design decision forcing the player to have specific religions present in a city before certain wonders can be built (which in vanilla can be built be anyone). Not only does it unbalance the game so that all religions are no longer equal, it also makes it possible for certain wonders to be completely inaccessable in a game if that religion never develops! I think this was a really bad idea and should be changed back to how it was in vanilla.

Feel free to change it back in the XML files if you wish. I'm going to leave it "as is" for now, because coming up here shortly I plan on diversifying all the Religions, so they're not all the same. The Religion-specific Wonders are a part of that.

It really detracts from enjoyment of this mod when I can't build a handful of wonders simply because a religion is present on another continent and I have no possible way of getting it. The only religion specific buildings should be temples, cathedrals, monasteries, and the central shrine.

Sorry, but it seemed ridiculous to me to be able to build the Sistine Chapel without even having Christianity in your civilization. Now, I understand certain religions like Judaism don't have any religion specific wonders, and Christianity has several. But this will all balance out once I diversify the religions. You'll see... just be patient. ;)


The Republic of Texas! Again, not a bug, but it is just ridiculous to have this as one of the possible civilizations. I want to play a game with a normal selection of civilizations, and the Republic of Texas is more of a joke than anything else.

Well, see my sig block. I MADE the Republic of Texas as a Civilization. I like it... I thought it was unique. If you don't like it... then don't select them.

Besides, have you ever been to Texas? Probably not. If you have... then you know Texas is like a whole seperate country. Just ask any Texan.

I'd like to end with a question as to if you ever plan to include future technologies and units in this mod. I've always hated how Civilization 4 ends at the present, and the Next War mod is very unbalanced and hardly adds anything in my opinion. I'd love to see someone seriously attempt adding a balanced future (that doesn't just add a few new military units) into civilization as part of a larger mod like this.

I don't plan on doing any kind of Future Era, if that's what you're asking. It's called History in the Making, not Future in the Making. ;)

Ok I have finally got the MOd working, and my first impressions are a major WoW factor. Congrats Grave I hope that the fun I've had playing for the first two hours will continue for many more.

Excellent! :goodjob:

How'd you get it to work? I'd like to have some kind of public record of this, so when people have the same issue come up as you did, I can point them to that post. :)
 
Clean install again, install of Patch v.03 and then the Additional units patch, finally installed the map. The difference though this time is that I did this all outside of the MODs folder of BTS, in my own Civ4 desktop folder, I then copied this folder straight to Mods of BTS.

There shouldn't be any real reason why this worked, its just a different way of doing an install it just so happened to work for me.

Bad news though... I got a crash on turn 207 of the game, Zoroastronism had just been discovered in a far off land, no big issue I was being owned anyway lol so its an excuse to start again.
 
I'm playing with 1.04, and unless I made a mistake somewhere, the clip movie for Area 51 does not show.

Also (not HitM-related), can I get rid of the Barbarian unit-XP cap (10 points) by editing the XML files? I tried to look around but I can't find an appropriate tag. Thanks.
 
Just wanted to post quickly to say that HitM is a great mod! I've been able to complete one game so far, and it was quite fun - a quick game on a small lakes map that ended quickly after I got knights :mischief:. Sadly, two subsequent attempts have resulted in CTDs - one on a planetary lakes map, and one on a huge pangaea. I don't have any more info on either at the time, short of that both went down in a similar fashion - during the comp players' turn, and both shortly (20-30 turns) into the game.

I'll definitely try a few more games & keep tabs on the details in case I run into any more crashes. Just wanted to say thanks for all the work you've put into it, Grave, it's much appreciated. :goodjob:
 
I'm playing with 1.04, and unless I made a mistake somewhere, the clip movie for Area 51 does not show.

You mean v1.03. :mischief:

Area 51's wonder "movie" is now fixed. It'll show up in v1.04. Thanks for pointing this out! :goodjob:

Also (not HitM-related), can I get rid of the Barbarian unit-XP cap (10 points) by editing the XML files? I tried to look around but I can't find an appropriate tag. Thanks.

You can find that info in the GlobalDefines.xml file.

Just wanted to post quickly to say that HitM is a great mod! I've been able to complete one game so far, and it was quite fun - a quick game on a small lakes map that ended quickly after I got knights :mischief:. Sadly, two subsequent attempts have resulted in CTDs - one on a planetary lakes map, and one on a huge pangaea. I don't have any more info on either at the time, short of that both went down in a similar fashion - during the comp players' turn, and both shortly (20-30 turns) into the game.

I'll definitely try a few more games & keep tabs on the details in case I run into any more crashes. Just wanted to say thanks for all the work you've put into it, Grave, it's much appreciated. :goodjob:

For those CTD's it'll help alot if you take a look at you Logs directory, and pull up some info from the log files. Most likely it'll be the last one that was updated, so if you arrange them by "Modified" and look at the last one, it'll help out alot.

But I'm glad you're having fun with the mod! I'm actually getting less and less concerned about the CTD's at this point, seeing as I never get them... so I don't think it's the acutal mod itself, but maybe different hardware configurations? I don't know... :crazyeye:
 
I just downloaded the mod and I'm having some trouble getting it to work. I unzipped the folder from my desktop into my BTS Mods folder like I do every mod. So, I enter the game and load the mod, but during the loading screen (the one with the tips), the game pulls a CTD and I get a program non-reponsive error message. What can I do? Thanks for the help.

I use standard size, continents, Bismarck of Germany, Noble.
 
You mean v1.03. :mischief:

Uhhh... er... really? I am pretty sure I upgraded it before starting this game... However if you say that it's fixed, then I have to believe you :p


[barbarians and XP cap]
ou can find that info in the GlobalDefines.xml file.

Thanks!

These are my flavored civics (I like a building style of play), just in case you'd like to know them.

SLAVERY= low upkeep, -2 health, +50% worker speed, +1 hammer from mine, plantation, quarry, sacrifice population

SERFDOM= low upkeep, +25 worker speed, -10% culture, +1 food from fishing boats, pasture, farm

EMANCIPATION= low upkeep, +50% GP, +1 health, -15% worker speed, +100% growth for hamlet(+), Penalty for civs without it, +1 gold support for military units

FREE MARKET= medium upkeep, -25% corporation costs, -2 health, +1 trade routes, +1 happy from grocer, supermarket

ORGANIZED RELIGION= high upkeep, builds missionary without monasteries, city with (R) +33% speed buildings, -5% mantenaince cost from number of cities

PACIFISM = no upkeep, +50% GP w/ religion, +100% war weariness


Rationale:

I wasn't satisfied with slavery giving unhappiness... I imagine slaves aren't happy but (as far as I know) unhappiness from the lower classes in a free society can harm production and government far more efficiently. Unhappy slaves can just be killed, I imagine (I cringe at the idea, of course but it makes sense). So I decided to give it unhealth, which is also a nuisance in early stages (I guess it could be brought to -3, but I am still experimenting), and it sorts of keeps in line with the idea of sacrificing population (less growth). This left me with how to deal with serfdom which also gives unhealth. I opted for less culture, which I think makes sense historically. Slaves can be used to build monuments, but serfs mostly cared for the land and crops. As serfdom comes, the builder-player can decide what to sacrifice, population growth or influence growth.

Emancipation: I think -25% building speed for workers was much too high and it didn't make sense historically. My idea is that with more incentives to get a career in civil work, it's more difficult to keep a soldier stationed longer, thus the added costs. If emancipation is overpowered (I think some might believe so) then perhaps the +50% GP can be toned down to +25%.

Free Market: I think I mentioned this already but in a free market society, production shouldn't suffer, however I see Free market as an antithesis to environmentalism, therefore the unhealth (must be all those years spent on SMAC ;-). I think it can be raised to +3 unhealth.

Comments are welcome!
 
Hmmmm I was dropped to desktop during the game starting screen again...
Pangea, standard size, me + 8 civs, all random, climate/shoreline random, standard resources, only option - New Random Seed on reload. Can RS cause it? xD

[EDIT] Also I noticed that I have to reboot after this to make my CIV working.
 
Uhhh... er... really? I am pretty sure I upgraded it before starting this game... However if you say that it's fixed, then I have to believe you :p

Well, unless you hax0rd into my computer and stole v1.04, then you're currently using v1.03.


I'm working on v1.04 as I type this. :p

Hmmmm I was dropped to desktop during the game starting screen again...
Pangea, standard size, me + 8 civs, all random, climate/shoreline random, standard resources, only option - New Random Seed on reload. Can RS cause it? xD

I use Random Seed on every game I play, so it can't be that.

I do however notice a pattern here. Most people with CTD's are using the Pangea map. Not that it should matter (I use it too and don't have any troubles). Just an observation... for now.

[EDIT] Also I noticed that I have to reboot after this to make my CIV working.

It probably wouldn't hurt to clear your Civ4's cache. I usually do that before I install any mod, or mod update. Maybe that's why I never get CTD's? Not sure, but it's worth a try!
 
Sorry if this is not mod related but I clear my cache (hold down the left shift key during loading) every time I play Civ. From a programers stand point why do you need and cache. What benefit does having a cache serve? Why doesn't the game automatically clear the cache every time you load it if there is not benefit? Just wondered while I wait for 1.04.
 
many apologies for the repeats. I know those things mentioned in your FAQ, but i persist in asking them because, in my country. The whole nations speaks english. Yes we are asians be it Chinese, Malay and Indians, but we are not big enough for Microsoft much less Firaxis to produce a separate version of Windows Vista/XP or Civ 4. Usually we get the American editions. thus even after reading your FAQ, I know that usually i would get the American version and thus it would apply to me to ask in this forums.

It would now seem that i have gotten another edition. And I'll try and fix that by finding another friend who has the pure english version. Nothing personal just a note. Non USA, UK or Australia doesn't imply the rest of the world doesn't use these versions as well. Sorry for the multiple repeats again. This was because Sepulchre seemed to experience the exact same problem as me, which i couldn't find a similar post on the forum using the search tools
 
Try Post number 2, which is where all updates and patches are found.
 
What did you do different this time to make it work?

I'm glad you got it working! Score +1 for non-English users! :goodjob:

Actually, nothing. Well, this time I installed the mod in the game directory instead of under My Documents, but I've tried that earlier without success. Well, it works, and that's all I care about :)
 
Ok but if i click on Post number 2, i see FAQ (Post number 3), the same things with post numebr 4. Does my browser has any problems?

Bye

Maybe. It should have the patch 1.03 as well as the map and optional modules on post 2. the FAQ are on post 3.
 
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