[Beyond the Sword] History In The Making

Forgive me...

I LOVE this mod. Wonderful.

However the new version (2.01) seems to be red... Is that changeable? As well, the font is.. weird. It's looks like it might be using 'Impact' instead of Tahoma or Verdana. Is this changeable in the config files as well? Couldn't find anything with a cursory glance.

Thanks Grave et all for you really hard work on this mod.
 
Finally got HitM to work!:goodjob:

Looking fine. No problems with red. You did a wonderful job. Currently trying Egypt on Grave's map. (DLing the zip as well.);)
 
Finally got around to upgrading to 3.17 and installing HiTm new version with all fixes :goodjob:...will play your "normal version" Grave without any of my old tweaks (for a while anyways ;)).....I have to agree that the RED may be a little on the headache inducing side after a while.......
 
Grave:-

Some quick thoughts...bring back the shipyards! I'm missing them already, and due to the fact that barb galleys spawn all the time, and at obscenely early dates, on higher lvls you need 2 galleys to make sure of taking out one barb galley. Can make some watery maps almost unplayable.The shipyard helps, and it was a nice "roleplay" building imo, giving cities an early "maritime tradition".

What was that clothing range :- "RED OR DEAD"....I honestly have a slight headache from the new interface. So for me and some others, can you point us to the files to change to a nice soothing blue or something? :lol:

Dunno if it's the "better ai" or 3.17 patch, but all I saw in my first game (up to 400AD, was insane expansion..here's a screenshot to illustrate:-

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Mehmet has 15 cities, is probably terminally backward in tech, and I just had to shut borders to stop him sailing right to the base of my lands (miles and miles from his), and expanding to the scattered islands down there...he had a dozen cities before I had 6 (and Im the Zulus, the masters of mass overexpansion). He wasn't on his own, Caesar and Mao were trying it too..all are completely floundering and backward. Christ knows how bad they be if they didn't at least have each other to trade with....

Anyways, that's not anything of your doing Grave, Im just quite sceptical of these "better ai" projects, that often in my experience fix one thing and destroy several others.

Not sure about The Great Wall being available so early either (historically it wasn't completed till 200AD)..I might make it Masonry+Maths+Construction plus a project maybe (so no Great Eng rushing) it is after all incredibly powerful in oh so many ways, on Marathon/huge...just a thought.

Oh yeah, Aggressive trait...why you take away the free combat I, and give it to IMP trait? Agg is really quite poor to say the least now. The big point with aggressive, is/was that Combat I opens up all the other promotions off the bat, so a barracks trained AXe for example, can be an anti archer specialist with cover, a melee spec with Shock, or a city raider, for example. As now you just have to make them combat I and find some barbs and hope for the best. All aggresive gets atm, is cheaper airports and missile silos, which by that stage, isn't really much at all....

Playing great though :goodjob:

Thoughts over ;)
 

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Not sure about The Great Wall being available so early either (historically it wasn't completed till 200AD).

Actually, it's still incomplete... but the first version of it was built by the First Emperor of China.

Hurray for the Legionaries! (Pretorians make no sense whatsoever...)

One thing, if I may, I noticed the Dutch only have one leader available... there's a marvelous Wilhelmina out there... (plus a Johan de Witt LH planned, but I haven't seen it completed yet...) Would you add one?:please: (Just being Dutch here...)

O yeah, playing as the Egyptians on the 18 "classic" civs map - great fun!:thumbsup:
 
Looking fine. No problems with red.

I have to agree that the RED may be a little on the headache inducing side after a while.......

The red is awesome, really.

What was that clothing range :- "RED OR DEAD"....I honestly have a slight headache from the new interface. So for me and some others, can you point us to the files to change to a nice soothing blue or something? :lol:

I didn't mean to start a Civfanatics civil war. :cry:

But seriously, why is my font goofy? Doesn't look anything like DrewBledsoe's interface...
 
I didn't mean to start a Civfanatics civil war. :cry:

But seriously, why is my font goofy? Doesn't look anything like DrewBledsoe's interface...

Can you post a screenshot Ewink? Interested to see whats different on yours...
 
Grave:-

Something else, the Junitreligion mod component doesn't seem to be working, unless you didn't include it, but its still in the config file.
 
Grave:-

Some quick thoughts...bring back the shipyards! I'm missing them already, and due to the fact that barb galleys spawn all the time, and at obscenely early dates, on higher lvls you need 2 galleys to make sure of taking out one barb galley. Can make some watery maps almost unplayable.The shipyard helps, and it was a nice "roleplay" building imo, giving cities an early "maritime tradition".

I wasn't happy with the Shipyards. For one, I didn't have a good building graphic for them. Two, they kinda took away from the importance of Drydocks, at least IMHO. Which is why they got the axe. I'll see what I can do to try and achieve what you wanting, but without a Shipyard...

What was that clothing range :- "RED OR DEAD"....I honestly have a slight headache from the new interface. So for me and some others, can you point us to the files to change to a nice soothing blue or something? :lol:

Check out the HiTM Readme, specifically Chapter 7 to learn how to change interface colors. ;)

Not sure about The Great Wall being available so early either (historically it wasn't completed till 200AD)..I might make it Masonry+Maths+Construction plus a project maybe (so no Great Eng rushing) it is after all incredibly powerful in oh so many ways, on Marathon/huge...just a thought.

That won't work because Construction already requires Masonry and Math, so might as well make it Construction. I'll have to look at the TechTree, that may have been one of the things I was gonna change, but forgot to...

Oh yeah, Aggressive trait...why you take away the free combat I, and give it to IMP trait? Agg is really quite poor to say the least now. The big point with aggressive, is/was that Combat I opens up all the other promotions off the bat, so a barracks trained AXe for example, can be an anti archer specialist with cover, a melee spec with Shock, or a city raider, for example. As now you just have to make them combat I and find some barbs and hope for the best. All aggresive gets atm, is cheaper airports and missile silos, which by that stage, isn't really much at all....

Yeah, I was kinda playing around with Traits. I didn't feel like beta testing all the different combos, so I let that up to my loyal HiTM subscribers. :lol:

I'm not too thrilled with Aggressive losing the Combat promo, so I'll probably put that back. The reason I changed it in the first place was because alot of Aggressive leaders also have a Barracks as their UB, so I thought it would be suiting to give those guys a little boost in Barracks production. Plus, I wanted to tie all the buildings that give experience points to units all under one trait, instead of splitting them up.

I'll play around with it some more this weekend and come up with something. I have some ideas...

One thing, if I may, I noticed the Dutch only have one leader available... there's a marvelous Wilhelmina out there... (plus a Johan de Witt LH planned, but I haven't seen it completed yet...) Would you add one?:please: (Just being Dutch here...)

Do you have a link to a good Dutch Leaderhead? Also keep in mind the Trait Matrix. If your new Dutch Leader can be plugged into one of the empty slots on the Trait Matrix (see root HiTM directory) then I may do it.


Grave:-

Something else, the Junitreligion mod component doesn't seem to be working, unless you didn't include it, but its still in the config file.


JUnitReligion works. I tested it out myself before releasing the patch. Religions spread like their supposed to with this mod. Check the Python error logs.
 
I wasn't happy with the Shipyards. For one, I didn't have a good building graphic for them. Two, they kinda took away from the importance of Drydocks, at least IMHO. Which is why they got the axe. I'll see what I can do to try and achieve what you wanting, but without a Shipyard...



Check out the HiTM Readme, specifically Chapter 7 to learn how to change interface colors. ;)



That won't work because Construction already requires Masonry and Math, so might as well make it Construction. I'll have to look at the TechTree, that may have been one of the things I was gonna change, but forgot to...



Yeah, I was kinda playing around with Traits. I didn't feel like beta testing all the different combos, so I let that up to my loyal HiTM subscribers. :lol:

I'm not too thrilled with Aggressive losing the Combat promo, so I'll probably put that back. The reason I changed it in the first place was because alot of Aggressive leaders also have a Barracks as their UB, so I thought it would be suiting to give those guys a little boost in Barracks production. Plus, I wanted to tie all the buildings that give experience points to units all under one trait, instead of splitting them up.

I'll play around with it some more this weekend and come up with something. I have some ideas...

JUnitReligion works. I tested it out myself before releasing the patch. Religions spread like their supposed to with this mod. Check the Python error logs.

:goodjob: as ever....The religion mod, I'll pay special attention to...just went through almost all the files (*see below why) and it should be working...it used to give a message something like "Junit religion initialised..doesn't seem to do it now.

Shipyards ok, :cool: , same for AGG trait..

Great Wall just needs masonary atm, so some civs can start it as their first build :eek: which seems a bit wrong, and yes you're right about the tech path I suggested...just construction would push it back quite a way, even though in a lot of games, the barbs seem to "settle down" a lot more quickly than they used to (post 3.13 patch if I remember)..

*(below), well Im FAR too stupid to consult a "readme" file, so I figured out how to change the colors on my own :scan::D (with help from Photoshop for the color settings)...

Here's a nice semi-transparent Chocolate Box Gold I made earlier ;)

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If anyone wants the color just ask...
 

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Hey on the aggresive trait thing how about giving them city attack instead of combat or vice a versa
 
Just finished a game in HitM, The AI seems good (Granted, I was playing regular difficulty in the Modern era with Advance Start).

The red interface color is driving me insane, though.

Also, I encountered a very odd bug. I was playing normay, then the UI started to lag. By this I mean that when you enter a city screen, the city screen interface stayed with you and my screen grew crowded as the city screen became the regular screen. It eventually went back to normal, but it was very annoying while it lasted. All the unit interface buttons were gone, meaning that I had to use hotkeys that didn't always work.

Aside from that, I would like to know a few things; Why is Hemp a resource? Why are there so few civ-specific graphics? Why are you able to build WWII bombers in the modern era? (this complaint also extends to the fact that Jet Fighters can still be constructed even when you can build Advanced Jet Fighters); And why do you have to construct Area 51 to get stealth tech? (speaking of which, how do you get the other building-made tech: GAU-something-or-other Cannon?)

Aside from that, GREAT MOD!!!!!!!!
 
:goodjob: as ever....The religion mod, I'll pay special attention to...just went through almost all the files (*see below why) and it should be working...it used to give a message something like "Junit religion initialised..doesn't seem to do it now.

Shipyards ok, :cool: , same for AGG trait..

Great Wall just needs masonary atm, so some civs can start it as their first build :eek: which seems a bit wrong, and yes you're right about the tech path I suggested...just construction would push it back quite a way, even though in a lot of games, the barbs seem to "settle down" a lot more quickly than they used to (post 3.13 patch if I remember)..

*(below), well Im FAR too stupid to consult a "readme" file, so I figured out how to change the colors on my own :scan::D (with help from Photoshop for the color settings)...

Here's a nice semi-transparent Chocolate Box Gold I made earlier ;)

attachment.php


attachment.php


If anyone wants the color just ask...

Sorry about the double post, but how do you do that? Can I get it? The red UI is driving me nuts!!!
 
Do you have a link to a good Dutch Leaderhead? Also keep in mind the Trait Matrix. If your new Dutch Leader can be plugged into one of the empty slots on the Trait Matrix (see root HiTM directory) then I may do it.

The Wilhelmina LH (traits: Charismatic/Protective) is in CIV Gold BtS 4.0 (Patch 2), looks quite amazing, plus there's a bit of a shortage of female Leaders.:blush: I'm sorry, I wouldn't know how to link to it and am unfamiliar with the Trait Matrix. Wyz_sub10 or Fierabras from CIV Gold Team might be able to provide a link, though.;)
 
Sorry about the double post, but how do you do that? Can I get it? The red UI is driving me nuts!!!

Sure its the file C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Resource\Themes\Civ4\Civ4Theme_Common.thm

that holds the info for color background, this is the bit to change around :-

Code:
// Used for backgrounds of Window and Menu/ComboBox popup.
				GColor	.BG							=	GColor( 229,190,32,120)		: GFC_Control_Color;	//Set for dynamic color change

The first 3 settings are the RGB, the 4th is the transparency (where 0 is transparent, 255 is completely opaque)

You can mess around with the templates in something like Photoshop, (which will then give you the exact R,G,B settings of your made up color)

If you don't want to mess around with said settings, or haven't a clue what Im talking about :lol: then just dload this file (link below), unzip to desktop and overwrite Civ4Theme_Common.thm with the file I provided in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Resource\Themes\Civ4..

This will give you a more relaxing "old gold color" to the interface

View attachment Civ4Theme_Common.zip
 
Grave:-

Re the unit religion mod, it isn't working how it used to (if it is working at all)..previously, if a settler was created in a city with a religion, there was something like a 90% chance, that when the guys built their new city, said religion would follow...well two games, Ive not had it happen even once...

2nd tryout game as good ol' Tex, I had a settler burst in mid/early game, all cities at that point had Zoro religion, well see screenshot...

attachment.php


None of the 6 new cities got the religion.

Here's a guess:- I watched carefully, and only got the message "Junit Religion mod initiated", at the exact time the world's first religion was founded (which wasn't me)..so maybe somehow its only linking said mod to first religion ?
 

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Grave, what is your opinion on mines "growing" like cottages do. RoM has it and I kind of like the idea behind it. It would be more historically correct if mines change from "type" after reaching a certain age perhaps though. Also, you can build improvements likes mines on forrested hills without chopping the forrest by default. It would be nice too, although I don't really miss it.
 
Sure its the file C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Resource\Themes\Civ4\Civ4Theme_Common.thm

that holds the info for color background, this is the bit to change around :-

Code:
// Used for backgrounds of Window and Menu/ComboBox popup.
				GColor	.BG							=	GColor( 229,190,32,120)		: GFC_Control_Color;	//Set for dynamic color change

The first 3 settings are the RGB, the 4th is the transparency (where 0 is transparent, 255 is completely opaque)

You can mess around with the templates in something like Photoshop, (which will then give you the exact R,G,B settings of your made up color)

If you don't want to mess around with said settings, or haven't a clue what Im talking about :lol: then just dload this file (link below), unzip to desktop and overwrite Civ4Theme_Common.thm with the file I provided in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Resource\Themes\Civ4..

This will give you a more relaxing "old gold color" to the interface

View attachment 191058

Thanks with the interface file! The red was really starting to eat out my eyes.
 
Grave:-

Re the unit religion mod, it isn't working how it used to (if it is working at all)..previously, if a settler was created in a city with a religion, there was something like a 90% chance, that when the guys built their new city, said religion would follow...well two games, Ive not had it happen even once...

2nd tryout game as good ol' Tex, I had a settler burst in mid/early game, all cities at that point had Zoro religion, well see screenshot...

attachment.php


None of the 6 new cities got the religion.

Here's a guess:- I watched carefully, and only got the message "Junit Religion mod initiated", at the exact time the world's first religion was founded (which wasn't me)..so maybe somehow its only linking said mod to first religion ?

Here are the default settings for JUnitReligion:
Code:
[JUnitReligion Mod]


# ; This option will turn the mod on or off.
# ; True - This will activate the JUnitReligion Mod.
# ; False - This will deactivate the JUnitReligion Mod.
# ; Default = True
JUnitReligion Features Enabled = True


# ; This option determines if Land units are allowed to have religion.
# ; True - Land units are allowed religion.
# ; False - Land units are NOT allowed religion.
# ; Default = True
Land Units Allowed Religion = True


# ; This option determines if Sea units are allowed to have religion.
# ; True - Sea units are allowed religion.
# ; False - Sea units are NOT allowed religion.
# ; Default = False
Sea Units Allowed Religion = False


# ; This option determines if Air units are allowed to have religion.
# ; True - Air units are allowed religion.
# ; False - Air units are NOT allowed religion.
# ; Default = False
Air Units Allowed Religion = False


# ; This option sets the base percent chance that a unit will receive a religion when built in a city.
# ; The city must have atleast one religion.
# ; Default = 95
Base Religion Chance = 50


# ; If the unit does receive a religion.
# ; If the building city has the State Religion.
# ; This option sets the percent chance that a unit will receive the State Religion.
# ; Default = 70
State Religion Chance = 75


# ; If the unit does receive a religion.
# ; If the building city has the State Religion AND the Civilization is in Theocracy.
# ; This option sets the percent chance that a unit will receive the State Religion.
# ; Default = 90
State Religion and Theocracy Chance = 95


# ; This option will activate or deactivate the random spreading of religion from units fortified in cities.
# ; True - This will allow the chance for units to spread their religion when fortified.
# ; False - Religion will NOT spread from fortified units.
# ; Default = True
Units Spread Religion When Fortified = False


# ; If fortified units can spread religion.
# ; This option allows you to set the number of turns a unit must be fortified
# ; in a city before the units religion has a chance of spreading to that city.
# ; Default = 5
Number Required Turns Fortified = 5


# ; If fortified units can spread religion.
# ; This option sets the base precent chance that religion will spread from a unit to the city the unit is fortified in.
# ; Default = 20
Base Unit Spread Religion Chance = 20


# ; If fortified units can spread religion.
# ; If the Player that owns the city is governing under Theocracy then this modifier will be applied.
# ; This option will let you set a percent modifier to 'Base Unit Spread Religion Chance'.
# ; To lower the chance religion will spread from fortified units then set this as a negative number.
# ; Default = -5
Player Has Theocracy Modifier = -5


# ; If fortified units can spread religion.
# ; If the Player that owns the city has declared a State Religion then this modifier will be applied.
# ; This option will let you set a percent modifier to 'Base Unit Spread Religion Chance'.
# ; To lower the chance religion will spread from fortified units then set this as a negative number.
# ; Default = -5
Player Has State Religion Modifier = -5


# ; If fortified units can spread religion.
# ; If the city has the declared State Religion then this modifier will be applied.
# ; This option will let you set a percent modifier to 'Base Unit Spread Religion Chance'.
# ; Default = -5
City Has State Religion Modifier = -5


Do this for me... next time you build a city and you're trying to spread a religion, post up the PythonErr log file.
 
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