[Beyond the Sword] History In The Making

Press F5 untill download the file. For me works.

_________________________________________________________


I'm playing my 5º game in Earth map and after 1.5v my game speed is more slowly. Now have 30-40 sec between turns. Befere was 15-20 sec in the industrial age.I don't know why this diference. It's boring wait this time to play. I prefer large maps or standart maps.

you are right, download the file need to have patience
 
Couple questions. I've looked in FAQ and searched the thread (and the Pedia) but I'm not finding anything that can clarify for me how the Archer Bombard function works. Should my archers get that little red and white bullseye button like arty do when they are next to a fortified city? I'm not getting anything like that. Is it because a Tech I have not discovered yet?

Archer Bombard is disabled by default. To enable it open the file assets\xml\GlobalDefinesAlt.xml. There you will find several tags starting with DCM (Dale's Combat Mod) These tags control the features of Dale's mod. One of them is for Archer Bombard. Also the CASA component is disabled by default.
 
@Grave

- One cosmetic issue the buttons for Corporations adviser, and Espionage in the main interface miss their graphics. Related to this, I remember that you provided some graphics for the Change Civ button in an earlier version. This is missing now as well. Of course these are very low priority issues, I just mention them so I make sure I am not the only one who has them.

- I love the idea of diversified religions. Still, I see that some religions have got new bonus to their temples and monasteries while others don't. (I may be mistaken if some bonus is available only for state religion).
 
Dude. I've been away from the forum for like 2 weeks and you come up with an even better version of your awesome mod. Civ 4.9 (HITM) keeps on rocking!!!! I'm enjoying a game with your earth map right now. I love the fact that you made it so much easier to install with the installer u used, which helps computer idiots such as myself to install correctly with no CTD's!!! Great work man. I'm still hoping you can make your earthmap with some other choices for civs (Israel), but you've already done enough even if you quit right now. This mod is awesome!!!
 
When I load this mod, I find many errors that say:

Failed Loading XML file xml\Civilizations/CIV4TraitInfos.xml.[.\FXml.cpp:133] Error parsing XML File -
File: xml\Civilizations/CIV4TraitInfos.xml
Reason: According to DTD or the scheme, text is not admitted in this context.
Wished for: [x-schema:CIV4CivilizationsSchema.xml}iMaxGlobalBuild ingProductionModifier.
Line: 156,76
Source: <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>

LoadXML call failed for Civilizations/CIV4TraitInfos.xml

Allocating zero or less memory in CvXMLLoadUtility::SetVariableListTagPair
Current XML file is: xml\GameInfo/CIV4CivicOptionInfos.xml (5 times)

(There are more siblings than memory allocated for them in CvXMLLoadUtility::SetVariableListTagPair
Current XML file is: xml\Buildings/CIV4SpecialBuildingInfos.xml

Tag: TRAIT_SPIRITUAL in Info class was incorrect
Current XML file is: xml\Buildings/CIV4SpecialBuildingInfos.xml) The same for TRAIT_PROTECTIVE, TRAIT_IMPERIALIST, TRAIT_EXPANSIVE, TRAIT_SCIENTIFIC, TRAIT_FINANCIAL, TRAIT_AGGRESIVE, TRAIT_INDUSTRIOUS, TRAIT_CHARISMATIC, TRAIT_ORGANIZED and TRAIT_PHILOSOPHICAL

What should I do?
 
Hi!

I asked earlier, but has anyone an idea how to make the "free upgrade" promotion dissapear after it is used once on a unit, so no multiple free upgrades on a certain unit are possible? (Somehow I would like the armory to be not too strong)

Thx a lot, Zoid
 
Grave: Babylon's barrack replacement gives 25% build + on all land units (fine excellent idea for troops), but this also includes Workers and Settlers..for a building that comes from the word go, and lasts forever, I think this is a bit much, it's almost giving Babylon part of a 3rd trait, 1/2 exp, and 1/2 ind...

(I know there's a tag somewhere that seperates troops from workers, settlers, miss, grt people etc.)

Spoiler :
Civ4ScreenShot0117.JPG

What would you suggest? :confused:

I downloaded 1.5 and patch. I can trade across oceans and I have only just gotten caravals - bug or design?

Design.

Couple questions. I've looked in FAQ and searched the thread (and the Pedia) but I'm not finding anything that can clarify for me how the Archer Bombard function works. Should my archers get that little red and white bullseye button like arty do when they are next to a fortified city? I'm not getting anything like that. Is it because a Tech I have not discovered yet?

Opportunity Fire: I'm getting the impression this is sort of like a Zone of Control feature, in that it is just a passive effect where fortified arty units pop off shots sometimes?

I disabled them by default. CASA is still "beta" (last I read up on it) and I never was much of a fan of Archery Bombard, which is why they're both disabled.

But anyway, you need to enable them via the GlobalDefinesAlt.xml file.

Wow, Grave. You are really quick friend. Problem comes up, problem solved!!!

Here is an idea for next version of HiTM (or possible patch), i hope you find it interesting. This could require some thought:

http://forums.civfanatics.com/showthread.php?t=262167

Could it be planned for placement within HiTM?

I never played Broken Star yet to see how this works. But what would be the purpose of purchasing promotions, when you can get them for free with barracks?

- One cosmetic issue the buttons for Corporations adviser, and Espionage in the main interface miss their graphics. Related to this, I remember that you provided some graphics for the Change Civ button in an earlier version. This is missing now as well. Of course these are very low priority issues, I just mention them so I make sure I am not the only one who has them.

Really? I never noticed this before...

Actually, I noticed my Civ Changer button somehow dissapeared. I wasn't very happy with how my button turned out anyway. :lol:

- I love the idea of diversified religions. Still, I see that some religions have got new bonus to their temples and monasteries while others don't. (I may be mistaken if some bonus is available only for state religion).

They all do. They're mainly to their "Cathedrals" only, though. Some give health bonus, some give happiness with different bonuses, etc.

I didn't want to get too crazy with diversifying the religions. Just subtle differences.

Dude. I've been away from the forum for like 2 weeks and you come up with an even better version of your awesome mod. Civ 4.9 (HITM) keeps on rocking!!!! I'm enjoying a game with your earth map right now. I love the fact that you made it so much easier to install with the installer u used, which helps computer idiots such as myself to install correctly with no CTD's!!! Great work man. I'm still hoping you can make your earthmap with some other choices for civs (Israel), but you've already done enough even if you quit right now. This mod is awesome!!!

Cool! :goodjob:

When I load this mod, I find many errors that say:

Failed Loading XML file xml\Civilizations/CIV4TraitInfos.xml.[.\FXml.cpp:133] Error parsing XML File -
File: xml\Civilizations/CIV4TraitInfos.xml
Reason: According to DTD or the scheme, text is not admitted in this context.
Wished for: [x-schema:CIV4CivilizationsSchema.xml}iMaxGlobalBuild ingProductionModifier.
Line: 156,76
Source: <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>

LoadXML call failed for Civilizations/CIV4TraitInfos.xml

Allocating zero or less memory in CvXMLLoadUtility::SetVariableListTagPair
Current XML file is: xml\GameInfo/CIV4CivicOptionInfos.xml (5 times)

(There are more siblings than memory allocated for them in CvXMLLoadUtility::SetVariableListTagPair
Current XML file is: xml\Buildings/CIV4SpecialBuildingInfos.xml

Tag: TRAIT_SPIRITUAL in Info class was incorrect
Current XML file is: xml\Buildings/CIV4SpecialBuildingInfos.xml) The same for TRAIT_PROTECTIVE, TRAIT_IMPERIALIST, TRAIT_EXPANSIVE, TRAIT_SCIENTIFIC, TRAIT_FINANCIAL, TRAIT_AGGRESIVE, TRAIT_INDUSTRIOUS, TRAIT_CHARISMATIC, TRAIT_ORGANIZED and TRAIT_PHILOSOPHICAL

What should I do?

By the looks of it, it isn't installed correctly.

Hi!

I asked earlier, but has anyone an idea how to make the "free upgrade" promotion dissapear after it is used once on a unit, so no multiple free upgrades on a certain unit are possible? (Somehow I would like the armory to be not too strong)

Thx a lot, Zoid

That would require SDK and/or Python work. Neither of which I'm proficient enough to accomplish.
 
Wow. Thanks for the quick response :) This is the best Mod I've seen for Civ4, and I agree 100%. THIS is how Civ should be played!

I did tad bits of fiddling with the C3C editor, mostly just to make small changes to Mods I liked (e.g., El Justo's Cold War), and that is about the extent of my 'modding' abilities. I had hoped something like a Civ4 editor would eventually appear, but I guess a command-line kinda thing like they got going is not that bad anyway . . .

However, the thing that I AM (well at least I like to think I am) pretty good at is making maps. At least, I actually did finish a few that friends played and said were pretty good. I'd love to know what maps you'd like to see made up.
 
However, the thing that I AM (well at least I like to think I am) pretty good at is making maps. At least, I actually did finish a few that friends played and said were pretty good. I'd love to know what maps you'd like to see made up.

PM is being sent. :)
 
Here's a modification of the GraveEarth map. I opened the mountain ranges at the very top and very bottom for the Incas to expand, moved the Maya to historical starting place, Added Aztecs as playable civ, Swapped Sumerians for Carthage (with historical starting place), Moved Celts to Brittish Isles.

edit: oops, no more Indian settlers in England. Here's the new upload

http://forums.civfanatics.com/uploads/32481/GraveEarthAncient.rar

I plan to do a map with Circa 1600ad civs next, maybe as soon as Monday.
 
What would you suggest? :confused: .

All I meant is that the Babylonian barracks is fine, except it should only be 25% on land troops. At the moment its +25% on workers, settlers, missionaries and I assume corp execs as well. I suggest that these are taken out of it bonus influence.
 
All I meant is that the Babylonian barracks is fine, except it should only be 25% on land troops. At the moment its +25% on workers, settlers, missionaries and I assume corp execs as well. I suggest that these are taken out of it bonus influence.

Yeah, I see what you mean there.

Unfortunatlely, You can't give it a speed production bonus to a UNITCOMBAT. So what about +1 additional Experience to Archer units? That's what I'm experimenting with right now.
 
Yeah, I see what you mean there.

Unfortunatlely, You can't give it a speed production bonus to a UNITCOMBAT. So what about +1 additional Experience to Archer units? That's what I'm experimenting with right now.

Hmm I really like your original idea, that's a shame. +1 exp to archers just turns it into another mini totem pole. Got to do some serious food shopping now, will have a think while out (and maybe even see if I can come up with a way to keep your orig idea of 25%+ bonus when I get back).....
 
Here's a modification of the GraveEarth map. I opened the mountain ranges at the very top and very bottom for the Incas to expand, moved the Maya to historical starting place, Added Aztecs as playable civ, Swapped Sumerians for Carthage (with historical starting place), Moved Celts to Brittish Isles.

http://forums.civfanatics.com/uploads/32481/GraveEarthAncient.rar

I plan to do a map with Circa 1600ad civs next, maybe as soon as Monday.

Looks good... however you have an Indian settler in northern England. :mischief:

I'll fix this, and offer it up as an optional map with the v1.52 patch! :goodjob:

Hmm I really like your original idea, that's a shame. +1 exp to archers just turns it into another mini totem pole. Got to do some serious food shopping now, will have a think while out (and maybe even see if I can come up with a way to keep your orig idea of 25%+ bonus when I get back).....

That's true... :sad:

I'll put the thinking cap on and ponder of this...
 
Looks good... however you have an Indian settler in northern England. :mischief:

I'll fix this, and offer it up as an optional map with the v1.52 patch! :goodjob:



That's true... :sad:

I'll put the thinking cap on and ponder of this...

Here's a quick thought, this is from Police State Civic:-

Code:
<CivicInfo>
<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
<Type>CIVIC_POLICE_STATE</Type>
<Description>TXT_KEY_CIVIC_POLICE_STATE</Description>
<Civilopedia>TXT_KEY_CIVIC_POLICE_STATE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_CIVIC_POLICE_STATE_STRATEGY</Strategy>
&#8722;
	<Button>
,Art/Interface/Buttons/Civics/Police_State.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,5,2
</Button>
<TechPrereq>TECH_FASCISM</TechPrereq>
<iAnarchyLength>3</iAnarchyLength>
<Upkeep>UPKEEP_HIGH</Upkeep>
<iAIWeight>0</iAIWeight>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>100</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
<iExtraHealth>0</iExtraHealth>
<iFreeExperience>0</iFreeExperience>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
<[B]iMilitaryProductionModifier>25</iMilitaryProductionModifier[/B]>

And this is The EKAL building code:-
Code:
BuildingInfo>
<BuildingClass>BUILDINGCLASS_BARRACKS</BuildingClass>
<Type>BUILDING_BABYLON_EKAL_MASHARTI</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_BABYLON_EKAL_MASHARTI</Description>
<Civilopedia>TXT_KEY_BUILDING_BABYLON_EKAL_MASHARTI_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_BABYLON_EKAL_MASHARTI_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_BABYLON_EKAL_MASHARTI</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
&#8722;
	<ProductionTraits>
&#8722;
	<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<HappinessTraits/>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>50</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>0</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
[B]<iMilitaryProductionModifier>0</iMilitaryProductionModifier>[/B]
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>2</iAsset>
<iPower>3</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_BARRACKS</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
&#8722;
	<DomainFreeExperiences>
&#8722;
	<DomainFreeExperience>
<DomainType>DOMAIN_LAND</DomainType>
<iExperience>3</iExperience>
</DomainFreeExperience>
</DomainFreeExperiences>
&#8722;
	<DomainProductionModifiers>
&#8722;
	<DomainProductionModifier>
<DomainType>DOMAIN_LAND</DomainType>
<iProductionModifier>25</iProductionModifier>
</DomainProductionModifier>
</DomainProductionModifiers>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs/>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<ImprovementFreeSpecialists/>
&#8722;
	<Flavors>
&#8722;
	<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<iDCMAirbombMission>3</iDCMAirbombMission>
</BuildingInfo>
&#8722;
	<BuildingInfo>

Could the tag in bold be used instead as this seperates troops from civilian units workers, settlers etc.(Its also there In The Ekal Thingy Barracks buildings.xml),and the DOMAIN_LAND stuff taken out....wouldn't that work? (now I really MUST get shopping );)

EDIT: Damn just realised that would give the production bonus to ALL military units, not just land units (doh) oh well it was a try....
 
What would you suggest? :confused:
I never played Broken Star yet to see how this works. But what would be the purpose of purchasing promotions, when you can get them for free with barracks?

No, you can purchase extra promotions beyond the ones provided with the barracks. If you are willing to spend a certain sum of gold, you may end up having a unit with 10 promotions for example. All purchased.

Being a rich civ with 100.000 gold for instance would finally pay off in this case. Plus, each player and AI can inbest in quality over quantity. I thing it's an interesting concept. The code is already written so it should be easy (relatively) to implement. I don't know if this is possible as an extra feature or MUST be implemented in the basic HiTM, just an idea.

:goodjob:
 
Hi Grave,
I tried to make a module that would add the nextwar techs, units and buildings to your mod however it gives a error on loading:( :confused: could you help plz!thx


Promotions for some reason aren't Modular capable. However, I'm finally taking a look at your Next War module. ;)


** EDIT **

Ugh... looks like Technologies aren't Modular capable, either. :(
 
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