[Beyond the Sword] History In The Making

I already do that with the GAU-8 technology. I don't object to doing more Secret Technologies, but they have to serve a unique purpose. I just want to do it "just because" and add some lame unit that does something near identical to another unit.

I'm always up for suggestions on this.

I just thought of an alternative to "Secret Technologies" that I think would be neat. Corporations. Say you decide to add in "Lockheed Martin". It's founded by a Great General. The executive can do two things: Spread corporation, Build a Lockheed Martin factory. Which will allow the "special unit" to be buildable. OR, it could be directly linked to the corporation. From what i've seen this would be harder. But I think the first method could be achieved just through XML.

Raytheon - Cruise Missile, Anti-Air Missile
Lockheed Martin - Some Sort of Plane, but you've pretty much covered aircraft.
Boeing Rotorcraft Systems (Or Boeing IDS) - Improved CH-47 Chinook (More people able to be transported in the helicopter.)

Or if you don't want unique units, just do improved versions of units already in. (For Raytheon, improved guided missile/more damage.)

If you don't want to scrap the secret technology system, you could have something like "Air-search Radar" Secret Tech for Surface-Air Missiles. Or something.

--

I also have other ideas for unique units. >_>
-Inquistor - Religion Remover. (Already several made, and I think one by you. :O)
-Tycoon - Inquistor for Corporations. "Buys" other corps using "government funded" money.
-Flak Guns? Might not be unique enough.
-Divers? Infantry Units that can swim to another nation's shores. Might not be practical unless they were considered "Invisible", or if they can only enter coastal terrain.

Keep up the good work. :D
 
Finally dloaded 1.52 (btw Grave for me 18 civs is just crazy even for a huge map, but anyways thats just my opinion).

Just started a "normal" 14 civs huge map game, quickly turned into the most fu**ed up game I've ever tried. Seems to be 8 civs on my continent, I'm David (sigh cunning no thank you, but persevered), suddenly 3 civs dow on me in one turn. Ok we are all on equal power so maybe I have a bunch of fruitcakes on my hands. I approach the other 4 civs, no-one is willing to go to war with anyone whatever...

So the maddest war, no-one sends any troops against me at all (w.t.f. is this?), so I capture a city of Capac's and make peace eventually with all. Then I decide to send my now substantial stack in a revenge attack against Brennus (he's closest), and check but again no-one will war with anyone....

And then next turn EVERYONE dow on me at once! No AP, mixed religions everywhere was careful to check all relations before, just one of those games where because Im the human......:crazyeye: :mad:

Baah humbug, all I can do is hit the "quit to main menu"button.

Not your, or the mods fault in anyway of course, just something that happens with the BTS "improved (sic) ai"....

Ah well seething vent of 2 wasted hours over ;)
 
Grave:- Quick note on changing "huge maps" to base 18 civs (ok its of course a few seconds clicking at the start of each game) BUT, it seems to effect the quests....for example:-

Civ4ScreenShot0123.JPG


Its normally, 11 stables. If I've got 18 cities, built up enough to have 18 stables before The Renaissance, I've probably got 25 + total cities and have already basically won ;)

Therefore, can you tell me what I need to change to put the city number back to the default for the map size (to save me hunting around)....Thanks :)
 
Hi, sorry toi ask again but I simply can't the second UU's and UBs from the optional pack to work (suppose I could paste files but that doesn't seem like the correct solution).

The files are in the following directory c:\games\Civilization IV\Beyond the Sword\Mods\HISTORY IN THE MAKING_JHW\Assets\MODULES\HiTM Additional Unique Content\ when I install the mod.

The readme says "Simply move the “HiTM Additional Unique Units” folder from the “Module Library” folder, over to the “Assets/Modules” folder"

But a I see it they're already in the assets/modules folder, right?

No second UU's/UB's come up. Is there something else I should do?

\Skodkim
 
This worried me ...
Spoiler :

info.jpg


Even Saladin is in Free religion. That's not like him, when his favorie civic is Theocracy.

I'm sure it's because of the penalty. It seems to me that it takes away from strategy options if every one is in Free this and that.

whadaya think ?
 
Hi, sorry toi ask again but I simply can't the second UU's and UBs from the optional pack to work (suppose I could paste files but that doesn't seem like the correct solution).

The files are in the following directory c:\games\Civilization IV\Beyond the Sword\Mods\HISTORY IN THE MAKING_JHW\Assets\MODULES\HiTM Additional Unique Content\ when I install the mod.

The readme says "Simply move the “HiTM Additional Unique Units” folder from the “Module Library” folder, over to the “Assets/Modules” folder"

But a I see it they're already in the assets/modules folder, right?

No second UU's/UB's come up. Is there something else I should do?

\Skodkim



Aaaah - Solved it! Didn't know there was a modular xml in the ini file (my first experience with mudular loading)

\Skodkim
 
I just thought of an alternative to "Secret Technologies" that I think would be neat. Corporations. Say you decide to add in "Lockheed Martin". It's founded by a Great General. The executive can do two things: Spread corporation, Build a Lockheed Martin factory. Which will allow the "special unit" to be buildable. OR, it could be directly linked to the corporation. From what i've seen this would be harder. But I think the first method could be achieved just through XML.

Raytheon - Cruise Missile, Anti-Air Missile
Lockheed Martin - Some Sort of Plane, but you've pretty much covered aircraft.
Boeing Rotorcraft Systems (Or Boeing IDS) - Improved CH-47 Chinook (More people able to be transported in the helicopter.)

Or if you don't want unique units, just do improved versions of units already in. (For Raytheon, improved guided missile/more damage.)

If you don't want to scrap the secret technology system, you could have something like "Air-search Radar" Secret Tech for Surface-Air Missiles. Or something.

--

I also have other ideas for unique units. >_>
-Inquistor - Religion Remover. (Already several made, and I think one by you. :O)
-Tycoon - Inquistor for Corporations. "Buys" other corps using "government funded" money.
-Flak Guns? Might not be unique enough.
-Divers? Infantry Units that can swim to another nation's shores. Might not be practical unless they were considered "Invisible", or if they can only enter coastal terrain.

Keep up the good work. :D

Some good ideas in there. I'll think about this. :goodjob:

No promises, though.

Grave:- Quick note on changing "huge maps" to base 18 civs (ok its of course a few seconds clicking at the start of each game) BUT, it seems to effect the quests....for example:-

Spoiler :
Civ4ScreenShot0123.JPG


Its normally, 11 stables. If I've got 18 cities, built up enough to have 18 stables before The Renaissance, I've probably got 25 + total cities and have already basically won ;)

Therefore, can you tell me what I need to change to put the city number back to the default for the map size (to save me hunting around)....Thanks :)

I didn't change the number of cities... just the number of civilizations for different map sizes. So it shouldn't affect quests.

But you can find what you need in CIV4WorldInfo.xml

This worried me ...

Spoiler :
info.jpg


Even Saladin is in Free religion. That's not like him, when his favorie civic is Theocracy.

I'm sure it's because of the penalty. It seems to me that it takes away from strategy options if every one is in Free this and that.

whadaya think ?

Maybe just for that game. It would have take several games to see if there is a trend there.
 
Grave, I'm having trouble getting inquisitors. I'm pretty sure I have all the required tech's and civics. Please tell me what all the requirements for Inquisitors are. And are they available with any religon? 1.52 is doing well for me so far, and my problem with not being able to close the Bug Mod options screen seems to have resolved it's self. I have Windows Vista Home Premium. I think that may have had something to do with it because I've had other minor pain in the but problems with other programs that I used on my previous computer with Win XP. I wish I still had XP.
 
I'm loving 1.52 and the only thing i've come across is the civics advisor shows slavery to give minus one unhappy face, when it should be plus one unhappy face. I'm playing on the grave earth map as greece. I've just about taken Caesar out of the picture and secured the majority of Europe. I've noticed on the earth maps that Egypt, Zulu, and China always seem to dominate. Especially China. They seem unstoppable. Anyway, lots of fun (Im playing on Oddysey speed). I can't post on here without making my usual nagging request to make an earth map with Israel. Maybe some of the European powers too, like France, Russia, and Germany. But I have always wanted to play on an earth map with Israel, and now your mod is so much better than vanilla, you have Israel as a Civ, you have an Earth map, I feel like I'm so close to getting my dream scenario.........:please:
 
Is this mod 'harder' on Noble setting than most? Not a complaint, I hate having to play with AI-perks:Human-handicaps in order to have a challenging match.

Maybe I'm just not familiar, and thus not playing as well, but in my huge PerfectWorld as Stalin game, Hatshepsut has got way ahead in Techs, and my victims (Charlemagne, Gandhi, Justinian, Huayna) have put up better resistance than I would typically expect on Noble difficulty.

I almost get the impression that you have fine-tuned the ecology of the game so that the AI 'understands' what to do a bit better? I love how the sliders are divisible into smaller increments, and also how "one" unit of additional in one economic category (e.g., science) does not automatically chop off 30% of your total commerce, if you understand what I mean? You just seem to have adjusted the ecology of the game to be a bit better than off-the-shelf.
 
In order to get the Inquisitor to work, you:


Quote:
- Need a State Religion
- Must have the Theocracy Civic
- The State Religion must be present in the city your going to perform an Inquisition mission in
- In order to perform the Inquisition mission in another civilization, you must have Open Borders agreement AND they must have the same State Religion as you
 
State religion yes
Theocracy yes
state religion in city yes
When I get theocracy the Inquisitor unit does not appear in the build list of any of my cities. I'm stumped.
 
Grave, I'm having trouble getting inquisitors. I'm pretty sure I have all the required tech's and civics. Please tell me what all the requirements for Inquisitors are. And are they available with any religon? 1.52 is doing well for me so far, and my problem with not being able to close the Bug Mod options screen seems to have resolved it's self. I have Windows Vista Home Premium. I think that may have had something to do with it because I've had other minor pain in the but problems with other programs that I used on my previous computer with Win XP. I wish I still had XP.

I assume you have discovered Divine Right?

Just look at the Pedia entry... it'll tell you what you need.

And yes, if you don't have Divine Right, you're not getting Inquisitors. That's also outlined in the Pedia entry.

I'm loving 1.52 and the only thing i've come across is the civics advisor shows slavery to give minus one unhappy face, when it should be plus one unhappy face.

That's just a little interface bug with BtS. Nothing to worry about, Slavery still gives +1 :mad: .


But I have always wanted to play on an earth map with Israel, and now your mod is so much better than vanilla, you have Israel as a Civ, you have an Earth map, I feel like I'm so close to getting my dream scenario.........:please:

It's not hard to modify map scenario files. Just open it up with a Text editor and swap out one of the Civs you don't want with Israel. Save it, then load up the Scenario. Go into WorldBuilder and move the Israeli unit to where Israel would be, historically. Save it, then load it back up and start playing.

Just do a search in the Tutorial section of CFC for a more detailed description on how to do this. I left out several steps because I was just giving the overall gist on how to do it.

I'm pretty busy myself designing my first fictional map... so I really don't have much time to make another Earth map.

Is this mod 'harder' on Noble setting than most? Not a complaint, I hate having to play with AI-perks:Human-handicaps in order to have a challenging match.

I almost get the impression that you have fine-tuned the ecology of the game so that the AI 'understands' what to do a bit better? I love how the sliders are divisible into smaller increments, and also how "one" unit of additional in one economic category (e.g., science) does not automatically chop off 30% of your total commerce, if you understand what I mean? You just seem to have adjusted the ecology of the game to be a bit better than off-the-shelf.

If I did "enlighten" the AI in any way, shape or form... it's purely coincidental. :p
 
I'm having the same inquisitor problem. I have all the requirements but no option to build them. Is it definately a seperate unit (it does seem that way on the civpedia), or is it possibly an additional spy mission?
 
E the B Yes I have Divine Right and my state religion and palace are in the same city.
Grave I think something ain't right with the inquisitor. I couldn't find it in the WorldBuilder.
Nevermind. I found it. But I still think all is not right. Check it at your leisure.
 
Grave, I'm having trouble getting inquisitors. I'm pretty sure I have all the required tech's and civics. Please tell me what all the requirements for Inquisitors are. And are they available with any religon? 1.52 is doing well for me so far, and my problem with not being able to close the Bug Mod options screen seems to have resolved it's self. I have Windows Vista Home Premium. I think that may have had something to do with it because I've had other minor pain in the but problems with other programs that I used on my previous computer with Win XP. I wish I still had XP.

I'm having the same inquisitor problem. I have all the requirements but no option to build them. Is it definately a seperate unit (it does seem that way on the civpedia), or is it possibly an additional spy mission?

You can build them... see the attached screenshot.

BUT... I took another look at the UnitInfos.xml file, and noticed an error I made. I have <bPrereqReligion>1</bPrereqReligion> where it should be set to <bPrereqReligion>0</bPrereqReligion>.

Normally having it set to "1" would be fine, if you specifically designate a specific religion. However since <ReligionType>, <StateReligion>, <PrereqReligion> are all set to NONE and <bPreReqReligion> is set to "1", what the game is doing is saying, "You can't build this unit when there is a Religion present in the city".

Or in other words, the Prerequisite for building this unit is to have NO religions in the city. As soon as a religion pops up in the city, you no longer can build it.

I set it to "1" when I was experimenting with the mod. Originally, I had an Inquisitor for every religion (like TheLopez) had. But I thought that was a little redundant, since they all do the exact same thing. So instead, I created a generic Inquisitor unit.

Anyway, I fixed this bug by setting <bPrereqReligion> to "0" for the Inquisitor. Tested it and now it works fine.


Here in an interim fix until Patch v1.53. It'll fix this for you.

Just download and unzip this Zip file to your Desktop, then take the file included and put it into your XML/Units folder. When asked to overwrite, say "yes".

Problem solved. :)
 

Attachments

Wow Grave! That was fast. Thankyou for the outstanding support. I sense some Semper Fi resides within that Air Force hide.

Patch 1.53. New goodies, perhaps.
 
Here in an interim fix until Patch v1.53. It'll fix this for you.

Just download and unzip this Zip file to your Desktop, then take the file included and put it into your XML/Units folder. When asked to overwrite, say "yes".

Man if there is a way to screwup a DL and install I am the one to figure it out . . .

That is supposed to be in
C:\Programs\Firaxis\Sid's Civ4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\Units\CIV4UnitInfos

right?

I put it there without saving a copy of my original and the one time I tried to start up the game (have 1.52 installed already) I got a CTD with a long string of errors that had to do with the Tag for every unit in the game . . .

I'll try re-DLing it.

myerrorop6.jpg


I installed 1.52, then immediately (without starting the app) DLed the 1.53 file. Replaced the existing CIV4UnitInfos file, tried to start it and got that error.

I'm wondering if maybe I did not overwrite the 1.51 files when I installed 1.52? I just put the 1.52 zip folder in the

C:\Programs\Firaxis\Sid's Civ4\Beyond the Sword\Mods\HISTORY IN THE MAKING

directory, unzipped it there, and went through the install script there, making sure to change the target path to that listed immediately above instead of the desktop; but I didn't get any prompt to overwrite anything.

Without uninstalling and reinstalling everything what is my best option here now?
 
Is there any way to make it so that when you have your mouse on a city it doesn't show all the buildings built in that city? Thank you for any help I appreciate it.
 
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