[Beyond the Sword] History In The Making

The crash on the next turn is a smal problem, I reset the BUG mode by try to instal difrent mod and it work done. Interface apear when I use simple ALT+TAB. Real problem is wen I discover Advenced Flight, game start to by total unplayable! Half of bulding menu in city disapepear!

Sorry for my english hehehe
 
The crash on the next turn is a smal problem, I reset the BUG mode by try to instal difrent mod and it work done. Interface apear when I use simple ALT+TAB. Real problem is wen I discover Advenced Flight, game start to by total unplayable! Half of bulding menu in city disapepear!

Sorry for my english hehehe

No worries, my neighbour is Polish (and she must owe me a translation or two)ha...the land beyond the sword indeed, so no worries, again, if you need anything solving, Ill get her to translate :)
 
Some screenShots
 

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So has anyone got an idea how to solve the interface-problem of the save-game I posted on page 21?

I REALLY love the standings and would be greatful if someone found a way to play on...
 
So any plans for an update of HitM now with the new Better AI (0.41) and DCM fixes (a friendly bombard fix)?
 
WHOOPS. SORRY: That was one of my prototypes. It was fairly unbalanced, and i still hadn't gotten it quite right. I forgot one folder. THESE ARE THE REAL ONES. This attachment was developed for this mod, simply put it in the HiTM directory and unzip. Overwrite the files. It includes:

-A new civic for each existing one:
Spoiler :

-Government: Confederation
-Legal: Martial Law
-Labor: Criminal Labor
-Economy: Mixed Economy
-Religion: Atheism


And a New Type of civic: Education
Spoiler :

-Ignorance
-Scribes
-Public Schools
-Private Schools
-Military Academies
-Indoctrination


I also included the original files, if you are unsatisfied.
This is my first attempt at a real Mod, and i was planning on releasing it seperately, but i decided to make it an add-on to this mod. I am finding this quite amusing, and am planning on releasing several new things soon.

On another note, what's up with PLANETARY size? I was playing a terra map, but there was only one continent. And no ocean. just land and ice.
 
On another note, what's up with PLANETARY size? I was playing a terra map, but there was only one continent. And no ocean. just land and ice.
Which map type did you play? I recently encountered that with another mod that adds map sizes, and I suspect that the cause is using a map script that overrides the values of the stock map sizes, but doesn't know how to handle non-stock map sizes. It's not too hard to adapt the script though.
 
Which map type did you play? I recently encountered that with another mod that adds map sizes, and I suspect that the cause is using a map script that overrides the values of the stock map sizes, but doesn't know how to handle non-stock map sizes. It's not too hard to adapt the script though.

I was playing on a Terra map (the one with 2 continents)
 
I was playing on a Terra map (the one with 2 continents)
The Terra map script overrides grid sizes, and defines a TerraMultilayeredFractal class which *must* be specified for each map size. It needs to be adapted if you want to use it with non-stock map sizes. I'm not sure if HitM comes with its own Terra script, but it should if it adds new map sizes.
 
Anyone ever see this?

I was playing along, when first, my unit action buttons vanished - just gone missing! The next turn they came back, only to disappear a few turns later. When I Alt-Tab'ed to desktop and back, not only were the unit action buttons gone, so was most of the UI.

Initially, I tried exiting, then reloading the game, no luck. Then I rebooted the computer, no luck.

In the process of writing this though, it seems I found what was causing the problem. I had the BUG mod set to display the GP bar on maximum. Seems that my capital added a 1% chance for a Great General somehow, which caused the BUG mod to bug out. Changing it to only show the single most likely GP to be generated seems to have solved the problem. Still, pretty damn weird...
 

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Some more bugs I've encountered, to Grave:

* When I use the cannons for ranged bombardment, and they miss their target, I first get the message "an enemy cannon has missed its target" (in green), and then I get the message "Your cannon has missed its target" (in red).

* I had a Great Prophet I thought I lost because I could not find it with the Military Advisor. I was very happy when he popped up some turns later at the given destination.

* Troops entering a battlefield (the smoke thing) will lose remaining movement (as if entering a tile without roads). Very annoying.

Some obervations:
* I think the battlefield animations take up a lot of memory. Maybe you could make it possible to turn these animations off with the BUG options?

* Cannot make ships pass through forts on friendly land (with open borders agreements). Please fix this.

* When bombarding a city's defences, it's very annoying when you miss the target. Maybe just make it possible to miss the target when firing on units outside a city?

* Possible to modify the dll to allow up to 50 civs or more? Please?

* Are you reading previous posts? Many suggestions, bug reporting, and people who need help.

* Oh, and are the combat odds calculator correct? I've lost several battles which had 99.7% chance or better for success. I know this problem is part of the vanilla civ, and was addressed in a previous mod I've played, Sevomod. Just wanted to know if you are aware of this (hopefully prehistoric) problem? Or if you've done something to fix it if still exists?

Thanx...
 
Patience is a virtue, even for roses ;).

About your battlefield bug: under the smoke could very well be a forest. The battlefield simulations obscures it very well. I too find the battlefield simulation annoying. I know that RoM 2 allows the player to adept the settings for the battlefield simulation.
 
Anyone ever see this?

I was playing along, when first, my unit action buttons vanished - just gone missing! The next turn they came back, only to disappear a few turns later. When I Alt-Tab'ed to desktop and back, not only were the unit action buttons gone, so was most of the UI.

Initially, I tried exiting, then reloading the game, no luck. Then I rebooted the computer, no luck.

In the process of writing this though, it seems I found what was causing the problem. I had the BUG mod set to display the GP bar on maximum. Seems that my capital added a 1% chance for a Great General somehow, which caused the BUG mod to bug out. Changing it to only show the single most likely GP to be generated seems to have solved the problem. Still, pretty damn weird...

That sounds like the problem I had when I tried Iwain23's save. He had a crash to desktop, I got a disappearing interface.
 
* Cannot make ships pass through forts on friendly land (with open borders agreements). Please fix this.

Ships could never use friendly forts as canals, not even in standard BTS. You're only able to use your own forts as canals.
 
Decided to experiment with some quite radical game changes I recently made...here's the info (for anyone interested)..

Changes:- For a looooooong time, I've hated how Archers work in the game. To me, they are just far too powerful. Extremely cheap and well just to cheesy for my liking. (e.g. a City Raider Axe vs A basic garrison I Archer fortified in a city, and the Archer wins every time, and yet the Axe is almost twice the cost, and heaven help the attacker if its on a hill). In a recent game, at the end of an early war, my enemies last remaining city was on a hill, and by the time my force of 6 cats and around 7 axes, 2 spears got there, the ai had whipped/built 14 (I kid you not) archers. Even if I built another 4 or 5 cats and 4 axes to take said city, the cost in :hammers: and time would be extremely pyrrhic to say the least.

Anyways....

Now with ~"better ai" (sic) it tends to favor mixed troops whenever possible, so I thought, what the heck, and changed Archers as below:

Archers:- 30% City Def, down from 50%, NO hill bonus (which is really a double bonus in normal civ..think about it, the Archer gets 25% def from being on a hill, and then gets another 25% because the city is on a hill:crazyeye:..no never really made sense to me either.)

Skirmishers same, but made slightly more expensive. All other UU unique archers similar on city def, slightly reduced bonuses all around

Longbows:- Just removed hill def, slightly more expensive

X-Bows :- Untouched

Quechea bonus down from 100% to 70% vs Archers.

Scythed Chariot down to 30% vs Archers to compensate.

------
The above means several things (Im a huge map/marathon/Emp or so player) btw.

It probably hurts me more in the early days, which can become VERY dicey if you don't have horses or copper.

Walls actually mean something now, as in you had better build them to be safe. Protective gets a nice boost, in that with CIty Garrison II Archers, you have the odds vs the barbs axes and swords one on one, it also gets faster walls.

Metals are MUCH more important now (In my 3 trial "early days" games, the ai actually went well out of its normal settling pattern to get copper :eek:. It also built more walls it seemed).

Ok, it makes cheesy super early axe rushes easier, but on huge maps, they are almost always pointless anyway (the other ai's are too far away, and even if you do take a couple of cities, the maintenance will kill you).

Overall, it really makes the early days a lot more colorful, and as I said earlier, the ai chooses to defend with spears, axes and chariots mainly, once it has them connected. In none of the games, did anyone (ais included) lose a city to the barbs.

Changes 2:- Great Wall:- Now needs at least 4 cities with Walls and Mathematics before it can be built. Pushes it back a bit, but in 2 or the 3 games I was beaten to it, so the ai knows what its doing too.

Idea again, was to make EVERYONE (me included) face a decent number of barbs, and takes away cheesy "build no cities, rush to Math, then chop the GW, then expand" strats. Also a slight buff indirectly to protective.

Changes 3:- Pyramids...never liked free city walls (why?). So changed it to a free Generic Temple in every city, seemed as close as I got get to what the Pyramids represented...not completely happy with it though..Ideas appreciated :)....now requires Masonry AND Polytheism.

Changes 4:- Egytian Mastaba now gives +5%:gold: for each and every of Ivory, Gold, Silk and Incense to represent grave goods...

Idea, well the Mastaba providing a free eng is FAR too much, and the thought of Pyramids now giving a free eng in every city :eek:..so made them into something which is a nice bonus but not overpowering. Also makes the Pyramids more desirable as Egypt (which is right ;)), especially with say Gold and Ivory for example.

Last Change:- Possibly the most significant. Changed jungle and forest def bonus from 50 to 25%.

Idea, now Guerilla and especially Woodsman III promotions REALLY mean something. Previously, if a basic combat I axe happened to be in a forest,
and a woodsman III axe (who has obviously spent his whole career in forest combat to get the promotion) attacks him, then the WMIII guy will lose almost every time, as the forest def bonus cancels out its attack bonus :crazyeye: and the combat I str of the defender wins out. My way, the attacker now gets a 25% bonus minus the combat I of the defender.

It really makes combat more strategic, not just "stick to the forest and hills and we're untouchable". Of course, its still preferable to approach through forest and hills, just now less invincible. It also makes promotions again mean a little more...e.g. Shock promo for an axe will cancel out a forest bonus for another axe. The ai of course knows all the odds, and acts accordingly (I forgot in one game, and got my small stack sitting in a forest outside a Carth city totally masscred by Numidian Cavalry :p).

Also makes "fog busting" more tricky, as previously you could just stick an archer with guerilla I in a forest hill, and he'd have +120% in bonus, making him a virtual longbow :sad: and almost invincible...now that's down to 70%, which means that its approx 50-50 aganist an axe.....beware the barbs ;)

So, apologies for long post, but since HiTM is my "vanilla" game, thought I'd put it here...Thanks if you've read to here, replies and thoughts appreciated :)
 
@Drew

I like your changes a lot. I especially agree totally with you on the archers. Do you mind posting the modified files for hands-on trial?

Sure...:) Had such fun trial games, I forgot to sleep last night ;)..hence brain very fuzzy atm.. They were all only xml tweaks, I'll zip them up and post later on/maybe tomorrow...but I will remember...
 
Hmm, I like the look of this mod but can't get it to load.

I installed the Improved Graphics Mod first.

Then I installed 2.01 of this mod to my MODS directory. Then I installed 2.02 to the same directory, and then that little fix between 2.03 as the instructions said.

Upon loading the mod I get a GCP error, failure to load a control theme or some such.

Any ideas?

Edit:

Weird, reinstalled it the same way for kicks and it works now :D
 
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