[Beyond the Sword] History In The Making

Grave:

Just asking. What would the chance be to merge this mod (or any other for that matter) with features from colonization? They are based on the same engine, so I was wondering if it would be possible -I'm no modder so please forgive me if this is a stupid question.

* Resources must be harvested like in colonization, and it is possible to store quantums of each resource in the respective city that is responsible for the harvesting. As such, it is possible to expand the storage limits with warehouses, depots, etc. Every resource gives a certain yield every turn, depending on if it is being harvested normally, or by a specialist unit (like in colonization -the unit must be built like any other unit).

* Resources are transported or traded like in colonization, and trade can be automated (trade routes are established). Quantums traded do not necessarily yield gold, but can be traded for quantums of other resources through diplomacy.

* As such, wagon trains/caravans are needed to transport resources as a new unit.

* Indian cities/civs function exactly like in colonization -they can train a unit to become a specialist (resource harvester), and they have resources they want. They do not have cultural borders, and sometimes they negotiate for selling land to other civs. Indians have their own tech tree that automatically keeps up with the era of other civs, but they will always lack the ability to build the same units as other civs. Of course, they will have the same special units as in civ4 bts, and have unique buildings etc. So the cities produce, but slowly. Diplomacy works as normal.

* In addition to Great People, historic great persons can join your civilization like in colonization, and give free unit promotions, research bonuses, etc.

And some other changes:

* I miss the diplomat, someone to establish or improve relations with other civs.
* We could need a higher civ cap than 24, 50 would be nice. So we could play with
many different civs at the same time, on truly large maps.
* Creating a colonial empire, that automatically becomes a vassal needs a makeover.
They need the ability to throw a revolution, a war of independence, if relations worsen.
 
Grave

Is it possible to increase the max players cap beyond 24 please? I think playing with somewhere between 30 and 40 civs is great fun. I'm working at creating a scenario -our earth, with lots and lots of modular civs in it, and your mod is my desired template for this scenario. I'm repeating myself from an earlier post, but it has been a long time since last I wrote, and I still much desire the increased cap. I used to play with a modified dll file 2 years ago, I think, which allowed for up to 50 civs at a time... Would be great if you could do the same.

You can adjust the max number of players by modifying a variable in the SDK files that I've included. Off the top of my head, I think it's CvDefines.h? Or maybe CvDefines.cpp? Not sure off hand, but you'll see my comments wrapped around where I modified it.

From Previous posts I have some ideas.
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).

Saddam was Arabic. And I added him a long time ago, back when there weren't that many unique Leaderheads out there. Infact, the Saddam I have in HiTM is a modified version of somebody else's Saddam LH. I changed the coat, skin tone and added sun glasses. So it's unique because I made it.

I don't like the idea of having Saddam as a LH for Sumeria or Babylon. That would be like adding Hitler as a leader for the Holy Roman Empire. Just doesn't make sense...

hey, the mod looks great, but i've been having problems with it...
it was all fine to begin with, with time though, the game started lagging badly, if i'd select my capital, then it just started lagging without me even having to select my capital, its just impossible to play... looks like there maybe some c++ exception or a script error... did anyone experience the same problem? is there any way to fix it?
thanks in advance!

i don't have any crashes, but it certainly does get to the stage where i can't play it and have 2 end the program through the tast manager.

just now i gave it another go and same thing again, except this time the c++ exception popped up, saying that the problem's got something to do with CivInterface; redraw shadow and some great people button or something...

You have to have ALOT of RAM in order to play a really long game all the way through. I have 2GB of Corsair XMS PC6400 memory and it still slows down late in a game. Still playable though... just gives me an extra minute to run to my fridge to grab another cold bottle of beer. ;)

Grave:

Just asking. What would the chance be to merge this mod (or any other for that matter) with features from colonization? They are based on the same engine, so I was wondering if it would be possible -I'm no modder so please forgive me if this is a stupid question.

It's not a stupid question. I haven't looked at Colonization yet, but I'd imagine that there are MANY changes to the source files that would probably make it near impossible to merge some of the features into standard Civ4. I'm not an expert programmer or anything, so it may be possible... but probably beyond my abilities.
 
haha)) no, dude, its not quite like that though... i'm not even an hour into the game, the game runs absolutely fine until one point where it virtually freezes. and as i said, its not just lagging, but gives some sort of c++ exceptions, so there is something wrong with the script, and since i seem to be the only one here with this problem, it makes it really strange.. Perhaps i should try to reinstall the vanilla and BTS.. c what happens.
 
just reinstalled civ vanilla, bts and the mod, still the same problem - whenever i reach the stage where the religions are discovered, i get flooded with c++ exception popups, which say something about GPU great people buttons error. its just impossible to play :( i suppose this mod just isnt for me :(
 
Referring back to my (7) ideas: I seem to have Idea #1 about giving most units some chance to withdraw effectively executed. My game starts up and runs fine. I'll have to mess with it to check game balance.

I also have the basic portion of Idea (2): increasing healing rates executed. I've reset the rates for friendly, neutral, enemy, and city so that healing happens much slower. I've also added a bit of totally new code

<Define>
<DefineName>ROAD_HEAL_RATE_MODIFIER</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>

In an effort to make healing happen faster on roads. I initially wanted it to be just something like +12% healing rate on roads, but using the value >12< did nothing that I could discern. >50< and >75< also did nothing. >100< also seems to do nothing! Although the game runs fine, so this bit of code must be getting digested effectively by the app. Maybe it is just not going to do what I want it to do because I haven't phrased it right?

Maybe I should post this question in one of the modding threads?
 
Sounds like what happened to me... A fault in the Great Person Unit Code for this version? I had just used a prophet for a Golden Age as the Zulus and puff, I'm back on the desktop...
 
I continue crash.
he says to me:"Application Failure civ4beyondsword.exe
3.1.3.1 in cvgamecoredll.dll 0.0.0.0 at
offset 001e0daa"
I tried reinstalling everything, but the problem continues.
This happens to me since I installed BTS 3.17 and HISTORY IN THE MAKING 2.02.
What can I do?
 
Anybody else encounter a problem in which when you bring up BTS it works in Windowed mode and you can't scroll?
 
Saddam was Arabic. And I added him a long time ago, back when there weren't that many unique Leaderheads out there. Infact, the Saddam I have in HiTM is a modified version of somebody else's Saddam LH. I changed the coat, skin tone and added sun glasses. So it's unique because I made it.

I don't like the idea of having Saddam as a LH for Sumeria or Babylon. That would be like adding Hitler as a leader for the Holy Roman Empire. Just doesn't make sense...

I understand. But if this is true then there should also be a King Ibn Saud (died in 1954) Letterhead.
 
just add him to the mod
 
It just dawned on me why the barb galleys are so profuse in our games Rusty (doh!)..

We both play huge/marathon (400% barbs per normal speed)..barb galley appearance is controlled from game handicap info (where you can set # of unowned water tiles per black boat)..

Thing is, this number doesn't scale for MAP SIZE..hence we get swamped by them in the early game...my suggestion is pick your skill lvl and adjust that # accordingly. Its set to 500 unowned water tiles per black boat (on Noble):-
Code:
<HandicapInfo>
			<Type>HANDICAP_NOBLE</Type>
			<Description>TXT_KEY_HANDICAP_NOBLE</Description>
			<Help>TXT_KEY_HANDICAP_NOBLE_HELP</Help>
			<iFreeWinsVsBarbs>2</iFreeWinsVsBarbs>
			<iAnimalAttackProb>85</iAnimalAttackProb>
			<iStartingLocPercent>40</iStartingLocPercent>
			<iAdvancedStartPointsMod>100</iAdvancedStartPointsMod>
			<iGold>0</iGold>
			<iFreeUnits>8</iFreeUnits>
			<iUnitCostPercent>50</iUnitCostPercent>
			<iResearchPercent>100</iResearchPercent>
			<iDistanceMaintenancePercent>75</iDistanceMaintenancePercent>
			<iNumCitiesMaintenancePercent>70</iNumCitiesMaintenancePercent>
			<iMaxNumCitiesMaintenance>5</iMaxNumCitiesMaintenance>
			<iColonyMaintenancePercent>100</iColonyMaintenancePercent>
			<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
			<iCorporationMaintenancePercent>100</iCorporationMaintenancePercent>
			<iCivicUpkeepPercent>80</iCivicUpkeepPercent>
			<iInflationPercent>90</iInflationPercent>
			<iPillageCommercePercent>100</iPillageCommercePercent>
			<iHealthBonus>2</iHealthBonus>
			<iHappyBonus>4</iHappyBonus>
			<iAttitudeChange>-1</iAttitudeChange>
			<iNoTechTradeModifier>70</iNoTechTradeModifier>
			<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
			<iUnownedTilesPerGameAnimal>50</iUnownedTilesPerGameAnimal>
			<iUnownedTilesPerBarbarianUnit>60</iUnownedTilesPerBarbarianUnit>
			<[COLOR="Blue"]iUnownedWaterTilesPerBarbarianUnit>500</iUnownedWaterTilesPerBarbarianUnit>[/COLOR]
			<iUnownedTilesPerBarbarianCity>130</iUnownedTilesPerBarbarianCity>
			<iBarbarianCreationTurnsElapsed>35</iBarbarianCreationTurnsElapsed>
			<iBarbarianCityCreationTurnsElapsed>40</iBarbarianCityCreationTurnsElapsed>
			<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
			<iAnimalBonus>-40</iAnimalBonus>
			<iBarbarianBonus>-10</iBarbarianBonus>
			<iAIAnimalBonus>-40</iAIAnimalBonus>
			<iAIBarbarianBonus>-25</iAIBarbarianBonus>
			<iStartingDefenseUnits>0</iStartingDefenseUnits>
			<iStartingWorkerUnits>0</iStartingWorkerUnits>
			<iStartingExploreUnits>0</iStartingExploreUnits>
			<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
			<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
			<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
			<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
			<iBarbarianDefenders>2</iBarbarianDefenders>
			<iAIDeclareWarProb>100</iAIDeclareWarProb>
			<iAIWorkRateModifier>0</iAIWorkRateModifier>
			<iAIGrowthPercent>100</iAIGrowthPercent>
			<iAITrainPercent>100</iAITrainPercent>
			<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
			<iAIConstructPercent>100</iAIConstructPercent>
			<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
			<iAICreatePercent>100</iAICreatePercent>
			<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
			<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
			<iAIUnitCostPercent>100</iAIUnitCostPercent>
			<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
			<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
			<iAIInflationPercent>80</iAIInflationPercent>
			<iAIPillageCommercePercent>130</iAIPillageCommercePercent>
			<iAIWarWearinessPercent>80</iAIWarWearinessPercent>
			<iAIPerEraModifier>0</iAIPerEraModifier>
			<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
			<Goodies>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_WARRIOR</GoodyType>
				<GoodyType>GOODY_WARRIOR</GoodyType>
				<GoodyType>GOODY_SCOUT</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_HEALING</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
			</Goodies>
			<FreeTechs/>
			<AIFreeTechs/>
		</HandicapInfo>
		<HandicapInfo>

This number might need doubling or tripling to get a sensible spawn rate, atm its just wrong on marathon/huge....

There is ONE plus from it atm, it helps stop the annoying ai using work boats to explore (which is cheating in my book, you wouldn't use a worker to explore would you?)...

EDIT: from a quick count, a huge map has 10,240 tiles :eek: If 60% of those are water, thats 6144..for practical purpose, all those will be unowned in the early game. So thats a lot of barb galleys (the higher up in lvl, the more you get too)..a multiple of 2.5 sounds about right for me..


I'm no longer in Florida. If I were handicap info, where would I be ?

Could I be foldered in a house?

Could I be filed with a mouse?

I cannot find me in a book,

I cannot find me where I look,

I cannot find handicap info,

I cannot find it, DrewBledsoe :p
 
I'm no longer in Florida. If I were handicap info, where would I be ?

Could I be foldered in a house?

Could I be filed with a mouse?

I cannot find me in a book,

I cannot find me where I look,

I cannot find handicap info,

I cannot find it, DrewBledsoe :p

Talk to me in chat , I shall explain all :)
 
You can adjust the max number of players by modifying a variable in the SDK files that I've included. Off the top of my head, I think it's CvDefines.h? Or maybe CvDefines.cpp? Not sure off hand, but you'll see my comments wrapped around where I modified it.

I cannot compile the dll file. I do not know how. Also, I cannot find the sdk for btsm anywhere on the internet. Maybe i'm just too newbie with the whole computer thing? :cry:

I would appreaciate if you could post a patch or something, or make an alternative dll file with the increased number of civs (50), since I don't know how. I've tried to understand the compiler and codeblocks programs, but I only end up scratching my head and physically implode with frustration.

Please, I'm sure you have all the files ready and at hand, and that it wouldn't take you very long time. I will erect a monument in your honour if you do. :D

Oh yeah, btw, it is the CvDefines.h file...
 
Oh, and just wondering... How come every time I choose the PLANETARY world size there is no ocean? The map is just one big land mass with the occational lake.
 
curoius JEELEN could you make a standard size earth map I only have 2 gigs of ram and the game runs too slow for me . Just curious
 
Sorry but I am kinda new to using mods...
I unpacked the mod into the correct place:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING,
It does not show up when I run Civ4 and go to the load mod screen.
What am I doing wrong??
THX!
 
Sorry but I am kinda new to using mods...
I unpacked the mod into the correct place:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING,
It does not show up when I run Civ4 and go to the load mod screen.
What am I doing wrong??
THX!

Have You tried reaching the mod menu from BTS?
 
curoius JEELEN could you make a standard size earth map I only have 2 gigs of ram and the game runs too slow for me . Just curious

Well, I think I have 500 MB of RAM and still play (and create) Huge maps preferably. You can lower your graphics settings or play Custom Game/Scenario, which allows you to reduce the number of active civs in a game. (So, in short: I wasn't planning to make a Standard size map any time soon.)
 
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