[Beyond the Sword] History In The Making

I still cantget the civilization boarders to change. Which XML do I use? I changed them all and no effect.

Can you explain to me exactly what it is you're trying to do? Change Civ colors?




Also, 42 downloads so far for the Vista Fix Patch. And no feedback? Vista users... is this working for you? How do you like the patch? Post up! :)
 
Yes. I go to the XML for the American and Rome civs to change them to dark green and red; but nothing I do works. I changed all the XMLs in the root Civ and the BTS file as well as the HITM folder. A few pages back you (someone) gave me info for the .INI file; but that didn't work either.
 
I am one of those with the Vista problem...I'll download this puppy and try it out.

I really dig the unique W Wonders in this mod...I wonder if either Grave or someone else would consider adding the Wonders from Tsentom available in the mod component section...either in a future patch or just as an add-on.

I could do it myself, but I'm lazy.
 
Yes. I go to the XML for the American and Rome civs to change them to dark green and red; but nothing I do works. I changed all the XMLs in the root Civ and the BTS file as well as the HITM folder. A few pages back you (someone) gave me info for the .INI file; but that didn't work either.

It's been a while since I changed Civ colors, but if I remember correctly...

Go into CIV4CivilizationInfos.xml, and look for the following tag:

Code:
<DefaultPlayerColor>PLAYERCOLOR_WHATEVER</DefaultPlayerColor>

Change that tag to the color key you want.

For example, if you want to change America from PLAYERCOLOR_BLUE to Roman Purple, just insert PLAYERCOLOR_DARK_PURPLE to America's DefaultPlayerColor.

Other files of interest to you would be CIV4PlayerColorInfos.xml, which actually determines the Civ's color, text color, etc. CIV4ColorVals.xml is what you would use to create custom colors, based off of RGB decimal values. Go into HiTM's and look at the bottom of the file to see the colors I added for Israel, Poland, Texas, etc.

I am one of those with the Vista problem...I'll download this puppy and try it out.

I really dig the unique W Wonders in this mod...I wonder if either Grave or someone else would consider adding the Wonders from Tsentom available in the mod component section...either in a future patch or just as an add-on.

I could do it myself, but I'm lazy.

I thought about it... but when it comes to making buildings/units/wonders, I try and come up with my own original ideas. Just using somebody elses building/unit/wonder mod kinda takes away from HiTM's originality.
 
It's been a while since I changed Civ colors, but if I remember correctly...

Go into CIV4CivilizationInfos.xml, and look for the following tag:

Code:
<DefaultPlayerColor>PLAYERCOLOR_WHATEVER</DefaultPlayerColor>

Change that tag to the color key you want.

For example, if you want to change America from PLAYERCOLOR_BLUE to Roman Purple, just insert PLAYERCOLOR_DARK_PURPLE to America's DefaultPlayerColor.

Other files of interest to you would be CIV4PlayerColorInfos.xml, which actually determines the Civ's color, text color, etc. CIV4ColorVals.xml is what you would use to create custom colors, based off of RGB decimal values. Go into HiTM's and look at the bottom of the file to see the colors I added for Israel, Poland, Texas, etc.

I'll give the latter a try. I was always able to change colors before. I don't know why it is a pain now.
As for deleting countries, I put "0" into the AI and player choices and they still show up.
 
I'll give the latter a try. I was always able to change colors before. I don't know why it is a pain now.
As for deleting countries, I put "0" into the AI and player choices and they still show up.

Don't forget to "0" out Civs in the MODULES folder, first, if you're using modules. ;)

Otherwise, if you change anything in the HiTM XML directory, but don't make the changes in the MODULES folder, since the Modules override the stock XML files in certain cases, you won't see the changes you made.
 
Hmmm, maybe that is what I am doing wrong. Where are the MODULES folder? Is in the Documents/owner folder or what?
 
Hmmm, maybe that is what I am doing wrong. Where are the MODULES folder? Is in the Documents/owner folder or what?

Just look... you'll find it. Can't miss it. ;)

A hint, it's in the HISTORY IN THE MAKING directory.
 
Sorry, I'm a moron. You Da Man! :worship:
 
Sorry, I'm a moron. You Da Man! :worship:

It's that whole, "Give a man a fish and he'll eat for a day... teach a man to fish and he'll eat for a lifetime" kind of thing... :lol:
 
So does that mena I am a modder now?:mischief:
 
Hello,

I want to report a success! You finally got it to NOT to crash for Vista!
Congratulations and thanks are in order!
:goodjob:

Nice mod so far. I'm in 1 CE (Marathon, 18 civs Earth).

One thing I do sincerely wish is: that the archer bombardment be turned on, that the button for bombardment for archers be removed, and that you incorporate attack support feature currently in RevDCM. Because if the archers were to attack support, it would be awesome!
 
Hello,

I want to report a success! You finally got it to NOT to crash for Vista!
Congratulations and thanks are in order!
:goodjob:

Nice mod so far. I'm in 1 CE (Marathon, 18 civs Earth).

One thing I do sincerely wish is: that the archer bombardment be turned on, that the button for bombardment for archers be removed, and that you incorporate attack support feature currently in RevDCM. Because if the archers were to attack support, it would be awesome!

Good, glad to hear it's working for you! :goodjob:



Archer Bombard you can turn on via the... GlobalDefinesAlt.xml file, I think? It's one of the XML files in the root XML directory. Just switch the "0" to a "1".
 
Archer Bombard you can turn on via the... GlobalDefinesAlt.xml file, I think? It's one of the XML files in the root XML directory. Just switch the "0" to a "1".

To clarify: I know that :D.

What I meant was: I wanted to turn on Archer bombardment and be able ot use "Attack Support" feature from RevDCM (Look into it yourself and you will understand. It is basically a separate option where units with bombardment ability can strike first before an unit attack without move cost.) Then after it is turned on, to balance the game, there be no button bombardment for archer but rather that it only be used effectively during actual attack using Attack Support.

I think you want to look into RevDCM and look into the BUG options. You will find that option in RevDCM tab. It is a cool feature and I think it could be cool in your mod as well.
 
Also, 42 downloads so far for the Vista Fix Patch. And no feedback? Vista users... is this working for you? How do you like the patch? Post up! :)

So far the patch seems to be working. Since I have vista, I never updated to 3.0. Does 3.19a fix the issue with enemy spies causing a CTD that was present in 2.02 (I think I have the right version)?
 
So far the patch seems to be working. Since I have vista, I never updated to 3.0. Does 3.19a fix the issue with enemy spies causing a CTD that was present in 2.02 (I think I have the right version)?

It should... I always like to play against leaders witht the Cunning trait for some weird reason. Haven't ran into any issues with spies causing CTD yet. I've gone over and over the Super Spies code and have compared my compiled code with other modpacks code that use it... and all should be in working order.

So yunz should have no worries. ;)
 
@Grave:- Great stuff overall, completely crash and bug free for me...

However, some thoughts of my own (yeah here we go again);)

Boosting all the religion effects, just doesn't really work for me. For instance Jew and Christian getting 3:gold: for each and every city. In the early days especially, it's absolutely massive. Say you quickly build 6 cities, with not much infastructure, you're going to suffer for a while. But not with a base 18:gold: p/t whatever the slider. It just means your research can keep going, leading to better techs and more cities quickly which leads to more etc.etc. It becomes a snowball effect. Same is true in a different way for the religions that give 3:science: per city. Land is always power in Civ, the more you can afford, the earlier, the better you civ will generally flourish.
And this leads to a crazy amount of troops for the ai...a Christian Shaka, with massive amounts of cities, Broke what must be a civ record. I was Dutch, doing very well, had just quickly beelined Rifling, when Shaka suddenly appears with SIXTY galleons. He landed 180 units, some Muskets, mostly mixed Medievel bag. I had been expecting an invasion, so had around 12 Rifles there, and rushed another 10 and some Cavalry over. Somehow, I just survived. But he had more! He landed another 20 galleons by my Polish ally, and kicked his butt, until I managed to get up there (30 turns later) and help The Poles regain their cities. Then when I had to fight Shaka's allies who had the 4:culture: per city religion, there was so much cultural resistance (from that included mod), a size 19 city went all the way down to a size 3 before the resistance ran out. Which makes it kinda pointless taking it....

Anyways, the point being, that Shaka could afford these hideous amounts of troops, while keeping a good tech rate going. Personally, when this game is finished, I'm changing back to your old 1:gold:,:science:,:culture:,:espionage:. from religion.

And the last point, I played a Sci leader, and it was (imo) vastly overpowered. The 3 science per city would be fine, but making it a free scientist, and hence you basically get a free academy in 2500BC...again it's too early and produces a snowball effect. I built the Oracle and got 2 free Techs from it (one from the Oracle -Theology- then another for advancing to Middle Ages in 1300BC or something :crazyeye:)...of course, I never looked back from here, and soon was trouncing the world ;)

The rest I think is a brilliant balance, love the recent civic changes (make all viable), love the new leaders :goodjob:

Just some thoughts as per normal, from about 4 part or full marathon/huge games....
 
This 3:gold: per city bonus is possible to revert??? I do not like that either. How can I get it back to 1:gold:???
 
This 3:gold: per city bonus is possible to revert??? I do not like that either. How can I get it back to 1:gold:???

Probably easier if I just post the relevant changed files here, than explain exactly how...give me a bit to finish this game first..

EDIT: On 2nd thoughts, I've had enough of fighting unending Zulu armies in that game :p ..so here's the file that will alter all the individual cities back to 1:gold:,:science:,:culture:,:espionage: View attachment CIV4ReligionInfo.zip

Unzip to desktop, the paste the file CIV4ReligionInfo.xml into the location :-

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Assets\XML\GameInfo

and overwrite when prompted.

Done :)
 
Boosting all the religion effects, just doesn't really work for me. For instance Jew and Christian getting 3:gold: for each and every city. In the early days especially, it's absolutely massive. Say you quickly build 6 cities, with not much infastructure, you're going to suffer for a while. But not with a base 18:gold: p/t whatever the slider. It just means your research can keep going, leading to better techs and more cities quickly which leads to more etc.etc. It becomes a snowball effect. Same is true in a different way for the religions that give 3:science: per city. Land is always power in Civ, the more you can afford, the earlier, the better you civ will generally flourish.
And this leads to a crazy amount of troops for the ai...a Christian Shaka, with massive amounts of cities, Broke what must be a civ record. I was Dutch, doing very well, had just quickly beelined Rifling, when Shaka suddenly appears with SIXTY galleons. He landed 180 units, some Muskets, mostly mixed Medievel bag. I had been expecting an invasion, so had around 12 Rifles there, and rushed another 10 and some Cavalry over. Somehow, I just survived. But he had more! He landed another 20 galleons by my Polish ally, and kicked his butt, until I managed to get up there (30 turns later) and help The Poles regain their cities. Then when I had to fight Shaka's allies who had the 4:culture: per city religion, there was so much cultural resistance (from that included mod), a size 19 city went all the way down to a size 3 before the resistance ran out. Which makes it kinda pointless taking it....

My original idea behind it was to basically have each State Religion be equivalent to a specialist in the city. I played half a game with it, and thought it balanced out OK.

EDIT: On 2nd thoughts, I've had enough of fighting unending Zulu armies in that game :p ..so here's the file that will alter all the individual cities back to 1:gold:,:science:,:culture:,:espionage: View attachment 222433

I guess if the majority would like more toned down State Religions, I can make more adjustments in v3.19b when I get around to it. In the mean time, I'm sure your file will suffice for the time being. :)


Glad you like everything else! HiTM is right about where I want it as far as gameplay goes, so you won't see too many more updates to it. These "alpha" patches to v3.19 are mainly going to fix very small bugs as they come across, but that's about it.

Enjoy, everybody! :king:
 
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