[Beyond the Sword] History In The Making

Hey, I'm not in the credits! I feel so left out...:(

:lol:

I'll fix that.

another bug :>

chinese got the same problem egypt&germans had



Damnit, I hate those stupid bugs! :mad:

Ok, I'm not waiting for a patch to fix this... here is the file you need to replace. Stick it in the XML/Art directory.
 

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Thanks! I deleted all the files in the Civ Gold modules folder and replaced them with the files from the mod - everything seems to be fine now.

But I don't understand do I have to change which Schema the files point to from the Civ Gold ones to HiTM? In case I have to please explain which files (I don't understand it from the FAQ).

Thank you again.

By the way - previous versions of the mod worked ok without any changes. I liked this mod very much. So that's why I'd like to play it now:goodjob:

Im only "best educated guessing here" as I don't have Civ Gold, but I think you only need to change the schema IF you want to use CIV GOLD civs (e.g. Aborigines) with HiTM. If you are satisfied with using just the civs Grave provided in HiTM (and there are plenty), then you are ok as you are now.

Someone will Im sure correct me if Im wrong, and I have the flu so brain is a bit under par atm (sorry about my earlier answer)................crawls back to shiver on sofa (cough, cough) :old:
 
Grave. Why is Saddam Hussein a leader of Arabia??? Could you include the King Saud (first King of Arabia) instead? Iraq is not part of ARABIA. That means Saddam is not in control of Arabia. Also, Saddam is dead now. If Saddam Hussein had control of country it should be Iraq(maybe Babylonia or Sumeria Civs or it own separate one). Finally, where do we talk about the types of govt. ,disasters and other??????? Those aren't mentioned in you first post.
 
VERSION v1.00 OF HISTORY IN THE MAKING IS RELEASED!!!!!!!!!

:clap:

Please see the original post for info and download. This is an entirely new revision, not a patch, so you must download the entire mod again.

There was too much content additions/changes to make this a simple patch.

Also make sure you re-download the 2UU module!

Maps to come soon!


WHAT WAS UPDATED WITH v1.00 from v0.06
Spoiler :

v1.00

- Upgraded BUG Mod from v2.11 to v2.20
- Added Bhruic’s Unofficial Patch v1.11
- Added Dale’s RtW Bombing Missions
- Added George W. Bush as a new American Leader
- Added Kim Jong-il as a new Korean Leader
- Added Mahmoud Ahmadinejad as a new Persian Leader
- Added modified version of Munch’s Alternate Traits v2
- Added Civ Specific Great People mod by Gaius Octavius
- Added JKP1187’s Events
- Added two new traits: Scientific & Cunning
- Added “iAirUnitCap” to several modern air units
- Added UnitArtStyle for some modern Barbarian units
- Added Military Monument city improvement
- Added Tobacco and Tea as a new resources
- Fixed Polish city names
- Fixed animations for Egyptian Rifleman
- Fixed bug where ICBM didn’t require a Missile Silo to build
- Fixed several Horseman units that were acting as ranged
- New model for Saddam Hussein
- New models for several Native American units
- New model for Zulu Pikeman, Korean Curiassier, Persia Marine
- New models for African Explorer, Paratrooper
- New model for Mesopotamian Cavalry
- New models for African and European modern Settlers
- Made The Internet a “World” Project instead of “National”
- Adjusted Civics
- Adjusted Derivative Civilizations
- Adjusted bombard rate for units with DCMBombRange
- Adjusted AirCombat & AirRange for units with DCMBombRange
- Adjusted AirCombatLimit for all air units to 100%
- Adjusted some traits for Leaderheads
- Replaced Natural Gas resource with Olives
- Tweaked Brewery and Distillery




[party] HAPPY NEW YEARS! [party]

What do you mean by "NEW model" for Saddam Hussein? Does this mean he will be assigned to another country????? Please respond
 
Welcome to the thread Skell Jell. Aren't all of the leaders in CIV dead?
HitM has George W. Bush, and some other living leaders, but that's an exception.

Sometimes leaders are included to serve as villians, because it's fun to beat up on them. It's a gameplay thing. Sometimes leaders are added to offer another playstyle to a civ.

As far as I know, Grave is a programmer rather than a graphic artist. He picks and chooses from what is available. I imagine he changed the Sadam leaderhead to another Sadam leaderhead he prefered for some reason.


I don't know that there is a leaderhead for King Saud.


From an historical perspective, Sadam fancied himself as the leader/champion/uniter of The Arab People. That resulted in a war with Iran where the Ayatolah wanted to unite the Middle East under the Islamic banner instead. Unopposed and perched on the border Sadam very well may have conquered Saudi Arabia with his
4th largest Army in the world . It's not so far-fetched.

Anyway, right now the focus is on finding and fixing any bugs and balance issues in the new version. When that is done there will be time to propose and discuss tweaks and other changes. I'll look up the discussion we started on proposed civics for you tomorrow.
 
I'm new on this forum and I downloaded this mod tonight (v2.1). I've been playing with the Romans (as always) without problems since year 1837 AD, when I've lost the interface. I don´t have menus and I cannot exit from the city windows pressing ESC.

It's a pity since I love this mod, or at least what I've played till now.

I attach 2 screenshots and the savegame.

Sorry for my English (My game is set in English), and congratulations for the mod, it is the best that I have tried.
 

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The installer is messed up. when I Extracted the installer to my desktop, I clicked on it and set the install directory to the Mods folder of BtS (NOT under my documents) and all I got was a bunch of random files that I assume I would need in the mod, but there is no mod folder for HiTM.
 
I'm new on this forum and I downloaded this mod tonight (v2.1). I've been playing with the Romans (as always) without problems since year 1837 AD, when I've lost the interface. I don´t have menus and I cannot exit from the city windows pressing ESC.

It's a pity since I love this mod, or at least what I've played till now.

I attach 2 screenshots and the savegame.

Sorry for my English (My game is set in English), and congratulations for the mod, it is the best that I have tried.

Welcome, Javi! Glad you're liking the mod so far.

I looked at your savegame... something is definately wrong. Looks like an interface issue. I attached the Python error log, maybe somebody can look at it. I'll ask the BUG Team if they ever ran into this issue. I'm thinking it has to do with the Great Person bar, looking at the error logs.

The Python error log pretty much loops the same error over and over again, which looks like this:

Code:
KeyError: 121
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
Traceback (most recent call last):

  File "CvScreensInterface", line 821, in forceScreenRedraw

  File "CvMainInterface", line 2946, in redraw

  File "CvMainInterface", line 3089, in updateMiscButtons

  File "CvMainInterface", line 4742, in updateGreatPersonBar

  File "GPUtil", line 219, in getGreatPeopleText

  File "GPUtil", line 79, in getUnitIcon

(and I always play as the Romans, too...) ;)

The installer is messed up. when I Extracted the installer to my desktop, I clicked on it and set the install directory to the Mods folder of BtS (NOT under my documents) and all I got was a bunch of random files that I assume I would need in the mod, but there is no mod folder for HiTM.

Did you download v2.00 or v2.01? If it's v2.00, I messed up when I was selecting the directories to include in the install. You need to manually make a HISTORY IN THE MAKING directory in your Bts/Mods folder and stuff everything from the installer into there.

In v2.01 I fixed this issue. (the main mod, not the seperate v2.01 patch).
 

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It looks like you've modified GPUtil from what's in BUG as the line numbers do not match what I have. Did you add new types of great people to your mod? getUnitIcon() is a simple function that takes a Unit Type -- as in gc.getInfoTypeForString("UNIT_ENGINEER") -- and returns the chosen font glyph for it.

The init() function defines the font glyphs for the great person units as well as looking up the Unit Type given the names defined in g_gpBarList at the top.

If you haven't added new great people, can you post a copy of your GPUtil file and I'll take a look at what's different?

In any case, what's happening is that it is looking up Unit Type 121 to get its icon, but it doesn't exist. The simple solution is to use ? for any missing units.

Code:
def getUnitIcon(iUnit):
	try:
		return g_unitIcons[iUnit]
	except KeyError:
		return u"?"
 
Welcome, Javi! Glad you're liking the mod so far.

I looked at your savegame... something is definately wrong. Looks like an interface issue. I attached the Python error log, maybe somebody can look at it. I'll ask the BUG Team if they ever ran into this issue. I'm thinking it has to do with the Great Person bar, looking at the error logs.

I think so. In the turn where the error started (year 1833AD), I got a great artist.

If you haven't added new great people, can you post a copy of your GPUtil file and I'll take a look at what's different?

Mmm, I haven't added or modified anything. How can I post a copy of my GPUtil?

In any case, what's happening is that it is looking up Unit Type 121 to get its icon, but it doesn't exist. The simple solution is to use ? for any missing units.

How can I do that? I'm sorry, I'm very newbie in Civ Modding.

Thank you both of you for your help :).
 
@JaviMadri - My reply was to Grave on how to fix the problem with the mod. That being said, you can use the fix I suggested to be able to continue your current game if you're feeling adventurous. Always make a backup of any file before modifying it. :D

Find where you installed the mod and go into this folder (not sure about the name of "History in the Making"):

Mods/History in the Making/Assets/Python/BUG​

and open the file

GPUtil.py​

in Notepad. Find this block of text:

Code:
def getUnitIcon(iUnit):
	return g_unitIcons[iUnit]

and change it to this (make a copy of the file first!):

Code:
def getUnitIcon(iUnit):
	[B]try:[/B]
		return g_unitIcons[iUnit]
	[B]except KeyError:[/B]
		[B]return u"?"[/B]

Otherwise, wait until Grave fixes the issue and puts out a new release.
 
Welcome to the thread Skell Jell. Aren't all of the leaders in CIV dead?
HitM has George W. Bush, and some other living leaders, but that's an exception.

Sometimes leaders are included to serve as villians, because it's fun to beat up on them. It's a gameplay thing. Sometimes leaders are added to offer another playstyle to a civ.

As far as I know, Grave is a programmer rather than a graphic artist. He picks and chooses from what is available. I imagine he changed the Sadam leaderhead to another Sadam leaderhead he prefered for some reason.


I don't know that there is a leaderhead for King Saud.


From an historical perspective, Sadam fancied himself as the leader/champion/uniter of The Arab People. That resulted in a war with Iran where the Ayatolah wanted to unite the Middle East under the Islamic banner instead. Unopposed and perched on the border Sadam very well may have conquered Saudi Arabia with his
4th largest Army in the world . It's not so far-fetched.

Anyway, right now the focus is on finding and fixing any bugs and balance issues in the new version. When that is done there will be time to propose and discuss tweaks and other changes. I'll look up the discussion we started on proposed civics for you tomorrow.

You can make a letterhead. Saddam can have his own civilization. If you want to picky then don't change it. It's your choice!
 
New Topic -

It seems as if this mod gives us more of everything...except civics.

Sometimes there aren't enough viable options for me. So I'll propose some.


LABOR

Union- available with assembly line.

Benefit: +2 :health:, to reflect the historical advances unions have made in safer and healthier working conditions, as well as health care for their families.

Disadvantage- Builds cannot be rushed, or at least not as efficiently, because of contract provisions, and reluctance of the membership to do anything short term that might prove the length of employment or size of the workforce could be reduced in the longterm. This includes chopping- it puts loggers out of work.

And since we have slave revolts with slavery, should we have random event strikes tied to this civic?

Ok. You did mention it. I will have some civic ideas soon.
 
We have some centralized civics that benefit the capital. I often wish for something decentralized and less burdensome, especially after a war. It leads me to confederations.

Conederations often formed historically to counter percieved military threats, and to open up trade. Cities and states would group together for individual benefit, and might leave whenever it was to their advantage. Like all governments, they are established to facilitate peace and prosperity, and when they do, they provide happiness.


The Greeks tried it. So did the Phonecians (Tyre, Carthage, etc. )
There were various confederations in Germanic Europe. Wiki even clasifies The Inca Empire as a confederation. The USA revolted as a confederation.
the American Civil War was often designated as Union vs Confederate. Some say that the EU is a federation.


Most government functions are localized with the mayors, princes, and councils( they could vary from member to member), keeping central costs low, and it's control minimal. Local government is more responsive to needs and less wastefull than central government.

Confederations were more often a commercial success ( probably due to common currency, weights and measures, and removing trade barriers) than a military one.
Hannibal had trouble getting support from Carthage. America had trouble borrowing money to fund it's revolotion. The Iraquois Confederacy split when forced to choose sides during the American Revolution . In the Civil War,
Southern state militias and the Central gov competed for resources and quarrelled over jurisdiction- the opposite of what was needed.

Either with the appearance of an ambitious leader, or gradually over time , Federations have a tendency to disband, or reform into a united nation.

I'm not sure how to express Confederation in civ terms but I'll get it started.



GOVERNMENT
Confederation

Tech- Nationhood?

Cost - low

Benefits - extra trade route or trade route bonus or free merchant specialist
- reduced or eliminated distance penalty
- possible peacetime happiness.


Drawbacks- Can't build World Wonders or projects, beakers or cash because city-states don't sacrifice for the greater good. National Wonders could still be built, because they mostly benefit their own city. Culture could still be built, to help grab nearby resources.

- possible No state religion.


It also seems to me that an uphappy city should be more likely to flip into or out of a confederation. I have doubts about implementation for this aspect.

I have Governments to add also.

I have 3 new types

• Supreme
• Constitutional and Federal
• Unitary


Supreme
(Monarchy,Oligarchy,Totalitarian)

Constitutional and Federal
(Democracy, Republic, Democratic Republic, Federation)

Unitary
(Parlimentary, Parlimentary Monarchy, Parlimentary Democracy)
 
It looks like you've modified GPUtil from what's in BUG as the line numbers do not match what I have. Did you add new types of great people to your mod? getUnitIcon() is a simple function that takes a Unit Type -- as in gc.getInfoTypeForString("UNIT_ENGINEER") -- and returns the chosen font glyph for it.

The init() function defines the font glyphs for the great person units as well as looking up the Unit Type given the names defined in g_gpBarList at the top.

If you haven't added new great people, can you post a copy of your GPUtil file and I'll take a look at what's different?

In any case, what's happening is that it is looking up Unit Type 121 to get its icon, but it doesn't exist. The simple solution is to use ? for any missing units.

Code:
def getUnitIcon(iUnit):
	try:
		return g_unitIcons[iUnit]
	except KeyError:
		return u"?"


Thank you, Emperor! :goodjob:

That did the trick... I'm posting the new GPUtil.py file here. This will be added to the next patch.

Put this file in your HISTORY IN THE MAKING/Assets/Python/BUG directory. Overwrite exisitng file.
 

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Thank you, Emperor! :goodjob:

That did the trick... I'm posting the new GPUtil.py file here. This will be added to the next patch.

Put this file in your HISTORY IN THE MAKING/Assets/Python/BUG directory. Overwrite exisitng file.
Both of you are the best. I can continue my game and I think I'm only going to play this mod from now on :).
 
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