[Beyond the Sword] History In The Making

Hello Grave, yes, that's whar I ment.
Thanks for clarifying on the subject

About the disappearance of Hagia Sophia and Apostolic Palace from the build options without being build by anyone, has someone reported such an event?

I've never experienced that, so I can't really comment on it. So it dissapears from the build que, or WorldBuilder? If it's the que... then that usally means you don't have all the PreReq's to build it. If it's the WorldBuilder... that's something I've never experienced before.

Hello Grave

I like your mod very much and I have two questions:

1. In Polish Empire Mod (by asioasioasio&kodzi) are Flavour Units for Polish Empire, which replace Archer, Spearmen, Axeman and Swordsman. Are you planning to use them?? Or could you tell me which files I need to modify to have them in game.

2. There is a third leader for Polish Empire Lech Walesa. It is possible to add him to your mod??

And two things at the end: why Polish Knight have Hussars' feather wings and why you made Hussar with musket?? Hussar main weapon was lance.

Thanks for response.

1) I can't remember off the top of my head... but I'm pretty sure I included many Polish specific flavor units. I actually took the Polish Emprie Mod as the base for when I included Poland into the game.

But if you want more Polish flavor units, you'll need to modify the CIV4ArtDefines_Unit.xml and CIV4UnitArtStyleTypeInfos.xml files.

2) I actually like the Lech Walesa leaderhead. But what traits would he have? I don't want to have two leaders with the same traits. Since I don't know much about him, if you could find two unused trait combos I could use, I may add him at a later date.

3) Obviously I'm in no position to debate Polish history with you. :) I made the Hussar the Polish replacement for Cuirassier, because when I found that Hussars used firearms at one point in history. Not only that, but there are already enough Knight replacement UU's in the game. Not too many Cuirassier UU replacements. So that's why the Hussar is a UU replacement for Cuirassier.

The knight with wings is just a Polish flavor unit, that's all.
 
Hi,
1. Awesome mod, the only one i play :)

2. first time ctd, v1.52.

Thanks.

When does this CTD occur? I'm playing several turns already and haven't ran into anything out of the ordinary.

(pretty impressive game, BTW). ;)
 
Hi,
Thanks for the quick reply :)

The CTD is a few second after the "End Turn",
I attach a print screen befor the CTD.

Thanks,
 

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I do, too. All resources are just fine, otherwise I'd of fixed them by now. ;)


I did notice the typo issue with the Native American city set, which I fixed for v1.53
It's not that cotton doesn't appear, but resmsgr keeps creating error entries for cotton :confused:. Nice you fixed the Native American's typo.
 
1) I can't remember off the top of my head... but I'm pretty sure I included many Polish specific flavor units. I actually took the Polish Emprie Mod as the base for when I included Poland into the game.

But if you want more Polish flavor units, you'll need to modify the CIV4ArtDefines_Unit.xml and CIV4UnitArtStyleTypeInfos.xml files.

2) I actually like the Lech Walesa leaderhead. But what traits would he have? I don't want to have two leaders with the same traits. Since I don't know much about him, if you could find two unused trait combos I could use, I may add him at a later date.

3) Obviously I'm in no position to debate Polish history with you. :) I made the Hussar the Polish replacement for Cuirassier, because when I found that Hussars used firearms at one point in history. Not only that, but there are already enough Knight replacement UU's in the game. Not too many Cuirassier UU replacements. So that's why the Hussar is a UU replacement for Cuirassier.

The knight with wings is just a Polish flavor unit, that's all.

1) Thanks.
2) It's a bit difficult to find unused trait combo. Looking at your traits Walesa should be Charismatic (that's obvious) and probably Protective (better choice) or Scientific (worse) but you have such combos.
3) I agree that Hussar replaces Cuirassier. In Polish Empire Mod it has been done in the same way. Hussars were later formation then knights. And of course, Hussar have a firearm but the main strength of hussars was charge, which is difficult to do with musket :)
Here is a link: http://en.wikipedia.org/wiki/Hussars

Thanks for reply.
 
Hi,
Thanks for the quick reply :)

The CTD is a few second after the "End Turn",
I attach a print screen befor the CTD.

Thanks,

I played several turns after 1150AD and didn't run into a CTD. :confused:

It's not that cotton doesn't appear, but resmsgr keeps creating error entries for cotton :confused:. Nice you fixed the Native American's typo.

Well, I'd say that if it appears in the game just fine... I wouldn't worry about the errors in the log. ;)
 
Grave:- Few Thoughts on some 2nd UB/UU I personally think are a little too good:-

Carthagainain Lighthouse:- was mentioned earlier in thread, you know about that I think.

Mastaba:- A free engineer with a cheap building available with Priesthood? Its a little much, you can almost guarantee a steady stream of early engineers if you're careful. I'd suggest taking away the Eng and doing something like you did with the Polish Granary

e.g. 10% extra gold from each of :- Cotton, Hemp, Silk, Gold (to represent grave goods and burial pratices), its not likely that you'd have many of those resources (if any), but each would be a very nice boost...

The Companion Cavalry:- 8 Str and +50% vs Archers and Horsemen???
As fun as they are to play, they make Legions look poor and inadequate, especially as with Alex, they all start with combat 3 (for me ) from a stables/barracks city...here's what happens when you just build 4 cities then nothing but Comp Cavalry...;)

Civ4ScreenShot0124.JPG


They quickly become untouchable, even spearmen aren't much of a counter. They're actually better than Light Cavalry which don't come until Medievel times...

I'd suggest making them standard str 6 (they already have a 50% vs other horsemen), and maybe giving them a first strike or something...

Anyways just some ideas...........
 
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 just checked the Python on the Events... you're right. Turns out the Default number of players affects the number of required buildings in these kinds of events.

I'll put the restore the default number of players in the WorldInfo.xml back to stock.
 
I wish these would stop, I would think it's some kind of art asset not working for me, I have not modified anything at all;

 
Grave:

A good modpack indeed, it was a cool new experience to play with it, kudos and x1000 kudos on doing it (of course, thanks to everyone who pitched in for it and made the several modular-addons for it).

Some questions (i have v1.52.5 (with the "fix" for inqs) by the way):

1) Whenever creating a "play now" game, when you choose the speed of play, there are 5 posible ones (a little cluttered for me, it moved the last one beyond the lower part of the window, "hiding" it from plain view), and the first one (Odyssey) has a wrong link methinks (when you hover above it, it should display a help link, but it says TXT_GAMESPEED_ODYSSEY_HELP).

2) The units are too damn little xD. Anyway to revert it back to 3-unit display (rather than 5-unit display)?. (I know it's something stupid, but im kinda blind and liked the 3-unit one :p).

3) The SACA (Stack Attack Add-On) isnt enabled, where can i do that (besides editing the .XML)?.

4) Would you give me a thumbs up for me to bear a child for you?

Atte

Oso
 
Hi Grave,

Is it possible for me to go back to normal religion system, I love playing your mod but I don't like the inner differentiation between religions. I adopt a religion on the basis of first discovered and I don't wish to skip a religion and spend research for a different one just because I have pigs or diamonds and then not to be able to build later on Mandirs or Synagogs or what ever without loosing Health or Happiness, no sense for me as a gamer to go into minute differences between religions to find out which religion is better for me,here in the middle east we get it enough in real life.

I also would like to tweak a little bit the Civic system, is there one place like an XML file where all the civics are characterized?

Still think its the best mod even when stripped from expanded city size which I like so much.

About the disappearance of Hagia Sophia and Apostolic Palace from the build options without being build by anyone, I did have them on the list of things I can build, later on when I came to it (no one else has built them according to the events log) they were gone, without being obsolete yet.

Many thanks in advanced.
 
Actually I too suspect that Cotton may cause problems. :(

I saw the errors in the log too before I saw the previous posts.

I've just spent the last two hours finding out why my game wouldn't load any more by taking one step at a time (adding one unittype, tech type etc. at a time, exiting the game and trying to reload).

Turns out I can't reload when I've "researched" Textiles. Bet its the cotton - I could try making cotton use one of the other resource art styles and try again - will do that when I have the time.

I would really like you to look into this.

\Skodkim
 
1) Whenever creating a "play now" game, when you choose the speed of play, there are 5 posible ones (a little cluttered for me, it moved the last one beyond the lower part of the window, "hiding" it from plain view), and the first one (Odyssey) has a wrong link methinks (when you hover above it, it should display a help link, but it says TXT_GAMESPEED_ODYSSEY_HELP).

Thanks... I'll get this broken text link fixed! :goodjob:

2) The units are too damn little xD. Anyway to revert it back to 3-unit display (rather than 5-unit display)?. (I know it's something stupid, but im kinda blind and liked the 3-unit one :p).

The only way to revert back to the three larger units is to go into the CIV4ArtDefines_Unit.xml and change each and every unit. That's no small task.

3) The SACA (Stack Attack Add-On) isnt enabled, where can i do that (besides editing the .XML)?.

GlobalDefinesAlt.xml

4) Would you give me a thumbs up for me to bear a child for you?

Atte

Oso

:goodjob:
(but only if you're a hot chick... no man crushes, please!) :lol:

Hi Grave,

Is it possible for me to go back to normal religion system, I love playing your mod but I don't like the inner differentiation between religions. I adopt a religion on the basis of first discovered and I don't wish to skip a religion and spend research for a different one just because I have pigs or diamonds and then not to be able to build later on Mandirs or Synagogs or what ever without loosing Health or Happiness, no sense for me as a gamer to go into minute differences between religions to find out which religion is better for me,here in the middle east we get it enough in real life.

You can do it, you'll just need to modify the XML. Just look around inside the files to see what you need to change. It's how I learned. ;)

I also would like to tweak a little bit the Civic system, is there one place like an XML file where all the civics are characterized?

Yep. :)

Still think its the best mod even when stripped from expanded city size which I like so much.

Maybe it'll make it back in... as soon as that mysterious CTD with it gets resolved.

Actually I too suspect that Cotton may cause problems. :(

I saw the errors in the log too before I saw the previous posts.

I've just spent the last two hours finding out why my game wouldn't load any more by taking one step at a time (adding one unittype, tech type etc. at a time, exiting the game and trying to reload).

Turns out I can't reload when I've "researched" Textiles. Bet its the cotton - I could try making cotton use one of the other resource art styles and try again - will do that when I have the time.

I would really like you to look into this.

\Skodkim


Cotton is just fine. Guys, it's a Firaxis made resource. They had all the Plot info, etc already in the original XML files. All I needed to to in order to get it into the game was add the cotton icon to the GameFont files and actually create it in the CIV4BonusInfos.xml file. The rest (resource art, Plot info, etc) was already in place.

I just got done playing a game last night, and I had several cotton plantations. There's nothing wrong with it.
 
Hi everyone!

I am really exited with this mod but I can't get it to work. I can load the mod, i can pick my map, pick my civ, and everything is just as it would be in an un-modded game. 'Game Snapshot' appears and i click go. And then the game is 'Initializing'. and there it stays. About 1/8 of the way across, the loading bar stops. so i wait. and wait. go off and make a coffee, come back and wait. so i Ctrl Alt Del it and Civ 4 is not responding. i faced a similar problem with Kaels 'Fall from Heaven II', but that was fixed by upgrading civ to 3.13. yet HitM still dosent work.

i would appreciate any help i can get.

Thanks!
 
It might be that cotton itself is fine but it was actually what caused my problem. Did a LOT of testing and finally I tries putting the cotton art files (.nif, etc) which I found in Marnz Mod in the HITM mod and voila - there it was. Everything loaded fine.

Could there be something I'm missing? I have BTS 3.13 installed but no warlords.

\Skodkim
 
Don't know if this is intended in some way but a lot of late era techs (Transistors, Nuclear Power, etc) have the <bGoodyTech>1</bGoodyTech> tag in CIV4TechInfos.xml. Wouldn't that make it possible to achieve the techs from goody huts?

Also the Terracotta Army wonder doesn't give any Great People points.

\Skodkim
 
Hi grave

Thanks for replying.

I have another W.Wonder problem, just comleted The Eiffel Tower and no free broadcast towers, it shows up in the build options or each each city but didn't get them build for free, and I have researched Radio.

About going back to vanilla religions system, any hint for me where to start? is it an added mod or your coding?
 
Hi grave

Thanks for replying.

I have another W.Wonder problem, just comleted The Eiffel Tower and no free broadcast towers, it shows up in the build options or each each city but didn't get them build for free, and I have researched Radio.

About going back to vanilla religions system, any hint for me where to start? is it an added mod or your coding?

Free Broadcast towers were actually moved to the RockNRoll Wonder in this mod, so thats the explanation.

The Eifell Tower however does not have any benefits other than giving Great People points - a bug?

\Skodkim
 
Hi Grave,

I re download the mod 1.5 + 1.52 + the patch 1.53, delete the old mod folder add replace with the new one - no more CTD :)

Thanks
 
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