[Beyond the Sword] History In The Making

Thanks Grave. Problem though. I couldn't close the Bug Mod window when trying to enable sevopedia.


That's a first.

OK, I didn't run into a problem with Sevopedia. What did you do when you tried to enable the Sevopedia? Details, please! :)

This is what I did to test the Sevopedia just now:

- Started a custom game
- Hit CTRL+ALT+O, went over to the Advisors tab, and clicked the box to enable Sevopedia
- Hit the Exit button at the bottom of the BUG Mod interface
- Exited back to Main Menu and reloaded the game

- Viola... Sevopedia is alive and kicking.

I went back into a custom game, and did the exact same procedure to go back to the vanilla Pedia.


No problems what so ever. :)
 
Well, I just played a few turns, using the various game options you mentioned... not CTD's here. :confused:

I don't see how it could be a Vista issue... I mean, if the older versions of HiTM worked fine for you... this one should, too. Not a whole lot is different with the DLL except for an update to Dale's Combat Mod to v1.3 and Mylon's Expanded City Radius. Everything else is the exact same as v1.04.

What do your error logs say?

Error logs? Not sure where are they written too?
 
Is the AI aware or able to cope with changes like this?

I just wonder, what with the new 'Expanded City Radius' part.

Before, the AI would put things sharing a BFC but this is going to REALLY make things different if the AI doesn't follow it. Cities will be either much more spread out [good] or just cause more problems [bad]

Either way, looking forward to trying it out

Also, whats the changes, if any, to Odyessy speed. That is by far the best thing of HiTM.

I also have no idea if it really matters but it seems like now all starts I have only begin with stone, nothing or pearls nearby. Nothing else.

Dunno if the generator or the chooser is screwy. I would think I would start EVENTUALLY with a different resource.
 
Nice new soundtrack for the main menu, and very nice new interface color. This as far as I can comment on now. So many changes that it won't be fair to toss comments around before giving the whole thing a good trial.

Grave, you know already that we all appreciate your hard work. Thanks a lot for the numerous hours of joy I had, and look forward to have with your mod.
 
Grave,

Two problems, not sure what I did wrong;

First I only have two map types available when I start a custom game, perfect world and Terra2

Second (and most troubling) the game CTD's as soon as I try to found my first city.

I also have the same problem when i build my first city i get CTD Please some one help us?
How do i get to HiTM ini.file????
Please help any one!
 
It will be great if you add terraforming mod (creation new land dutch polders and new terran small island like friesland ,zeeland)
 
Mine hangs on the initializing screen for 10 minutes before I have to just end the process.
 
Mine works very fine and smooth!

Absolutely no problems, even after I modified the xml-files for a game "my way".

GREAT!

Zoid!
 
I have the same problem xbeanerx and others have, game CTD when I found the 1st city. I tryed this with several different maps and civs, and get the same result, a CTD.
 
sorry here is the python error log.

Oh, that's the PythonErr2 log. According to that, all the python modules loaded just fine.

What I need is the PythonErr.log and PythonDbg.log file for Python, and XML.log for the XML.

Is the AI aware or able to cope with changes like this?

I just wonder, what with the new 'Expanded City Radius' part.

Before, the AI would put things sharing a BFC but this is going to REALLY make things different if the AI doesn't follow it. Cities will be either much more spread out [good] or just cause more problems [bad]

Either way, looking forward to trying it out

I don't really use the City Radius mod very much. The only cities that will really be affected by it is one with Legedary culture. The rest will play like always.

And you're right... we'll see how it turns out. :)

Also, whats the changes, if any, to Odyessy speed. That is by far the best thing of HiTM.

The only changes to Odyssey are from v1.04. I didn't change it much this time around.

I also have no idea if it really matters but it seems like now all starts I have only begin with stone, nothing or pearls nearby. Nothing else.

Dunno if the generator or the chooser is screwy. I would think I would start EVENTUALLY with a different resource.

:lol:

Probably just bad luck of the draw. I didn't mess much with the ratio of resources (except for ones I added like Hemp, Tea, Tobacco, Salt). The stock resources I left alone.

Nice new soundtrack for the main menu, and very nice new interface color. This as far as I can comment on now. So many changes that it won't be fair to toss comments around before giving the whole thing a good trial.

Grave, you know already that we all appreciate your hard work. Thanks a lot for the numerous hours of joy I had, and look forward to have with your mod.

Thanks, man! :goodjob:

And you're GPUtil.py fix is awesome, BTW. :cool:

söör;6445938 said:
Hi!

Will be later multiplayer then opportunity? I would be glad about him!

You can try multiplayer, I just don't "officially" support it. Just enable it in the INI file.

Goodie! New update!:) (The DL page still reads version 1.0 though...:mischief: )

"HISTORY IN THE MAKING v1.00" download page version text :p.


DOH! :eek:

Thanks for the catch, fellas! :p

Grave,

Two problems, not sure what I did wrong;

First I only have two map types available when I start a custom game, perfect world and Terra2

Second (and most troubling) the game CTD's as soon as I try to found my first city.

I also have the same problem when i build my first city i get CTD Please some one help us?
How do i get to HiTM ini.file????
Please help any one!

Mine hangs on the initializing screen for 10 minutes before I have to just end the process.

I have the same problem xbeanerx and others have, game CTD when I found the 1st city. I tryed this with several different maps and civs, and get the same result, a CTD.

I don't get it... it works for some, but not others? :confused:

I don't think I'll ever find a way to fix that, because I don't get any CTD's at all. Hard to fix something if I can replicate it. :)

But I need more details than "just a CTD".

http://forums.civfanatics.com/showpost.php?p=5541385&postcount=4

Mine works very fine and smooth!

Absolutely no problems, even after I modified the xml-files for a game "my way".

GREAT!

Zoid!


Good! Let me know what you think! :crazyeye:
 
ok, here's a save for you.

i'm using vista 32-bit, normal bts from store bought cd, i think this save was terra 2 map.
although it's CTD using any map, including normal civ bts maps. no extra mods, clean install, and i cleaned the cache. i was playing the netherlands.
 

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Hey Grave

I just want to understand how Mylon's city radius mod works. You said something about that only legendary cities will be affected. Does that means that on other levels a city can't work the additional tiles? Also is it adjustable through some xml tags?

I am so glad that the GPUtils fix worked. I wish I were able to help in a real way with one of the best mods for civ4. I admire the patience and insistence of people like you who can tackle the task of creating and maintaining such a large mod. I know exactly how time consuming, and tiresome this can be. Sometimes it can be quite frustrating as well when something goes wrong while you are sure you did everything right. Keep up the good spirit and the awesome work.
 
Hey Grave just to let you know the initialization crash is still happening when attempting to play on the PerfectWorld and Terra maps. Other than that the Mod works great. Thanks for all the long hours you have put into it :)
 
ok, here's a save for you.

i'm using vista 32-bit, normal bts from store bought cd, i think this save was terra 2 map.
although it's CTD using any map, including normal civ bts maps. no extra mods, clean install, and i cleaned the cache. i was playing the netherlands.

Thanks, I'll have a look at that later today. :)

I just want to understand how Mylon's city radius mod works. You said something about that only legendary cities will be affected. Does that means that on other levels a city can't work the additional tiles? Also is it adjustable through some xml tags?

They should be able to work the tiles, it' just they'll "share" them. A good way to test (what I did) was to start a new game, go into WorldBuilder, then place a city and give it enough culture to become "Legendary". You'll notice the Fat Cross will be extended by 1 plot all around (3-tile radius).

Yes, I'd all adjustable through XML. You can even remove it if you end up not liking it. :)



I am so glad that the GPUtils fix worked. I wish I were able to help in a real way with one of the best mods for civ4. I admire the patience and insistence of people like you who can tackle the task of creating and maintaining such a large mod. I know exactly how time consuming, and tiresome this can be. Sometimes it can be quite frustrating as well when something goes wrong while you are sure you did everything right. Keep up the good spirit and the awesome work.

You do help... trust me. :)

Hey Grave just to let you know the initialization crash is still happening when attempting to play on the PerfectWorld and Terra maps. Other than that the Mod works great. Thanks for all the long hours you have put into it :)

Hmmm.... PerfectWorld and Terra2 only? Interesting. I have yet to experience a CTD with those two scripts, but if the others work.... :goodjob:
 
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