[Beyond the Sword] History In The Making

Hello everyone, love the mod!

But I have this problem, only bug I've seen this game. Just have a look at the bonus for theocracy... yeah, doesn't sound right to me. This looks like a client side issue to me, but I'm unsure what affects the happiness given per religion. This is played on the 'Planet Generator' map mode, if it makes any difference. I got the Sphinx, of course. I'm using 3.19b. Tell me any other info you need, sorry if it has already been addressed. Thanks.

EDIT: Confirmed it's only in the interface. I converted over to theocracy then Judaism and got only one happiness. Gave the city 3 other religions and only got 3 angers.
 

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Hey guys, I'm low vision and would it be possible make an "obsidian" UI (0,0,0 black) so I can see the text better? Thanks.

Here you go View attachment Civ4Theme_Common.zip.Unzip to desktop , and paste into (default) C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\Resource\Themes\Civ4 and overwrite when prompted.
 
Hi again, quick update for you. I just tried using Perfectworld with Rise of Mankind this time and not HITM, and it still stopped responding. So, it looks like my computer suddenly developed an allergy to PW map scripts. Very strange ideed, and I have no idea how to fix it.

I'm having this problem as well. Tried multiple times, locked up on initialization like you said before. Re downloaded the map script, still have the same issue. But I guess this isn't a problem with HitM....
 
Grave: Re the included Grt Gens from Barb Combat, do you realise that the Barbarians get Grt Generals now??!

They are treated as a single nation by the game engine, and all their combat goes towards it. Whichever is their capital, gets the Grt Gen spawn...so if you happen to be nearby....well see screenshot...

attachment.php


Two free Great Generals? I then got another a short while later, in another city down the coast...Then I used the first of my own to build the armory, 2nd settled, mega troops already.

Fun, but a touch overpowered, and did the creator of that sub-mod actually mean for the barbs to get Grt Gens?
 

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Grave: Re the included Grt Gens from Barb Combat, do you realise that the Barbarians get Grt Generals now??!

They are treated as a single nation by the game engine, and all their combat goes towards it. Whichever is their capital, gets the Grt Gen spawn...so if you happen to be nearby....well see screenshot...

Spoiler :
attachment.php


Two free Great Generals? I then got another a short while later, in another city down the coast...Then I used the first of my own to build the armory, 2nd settled, mega troops already.

Fun, but a touch overpowered, and did the creator of that sub-mod actually mean for the barbs to get Grt Gens?

You can always turn that option off in the INI file located in the root directory:

In Great Generals From Barbarian Combat Mod Config.ini
Code:
[Great Generals From Barbarian Combat Mod]

; Change the value to true if great generals should be allowed to be generated 
; through combat with barbarians.
; Default value is True
Enable Great Generals From Barbarian Combat = True

; Change the value to true if great generals should be allowed to be generated 
; through combat with animals.
; Default value is True
Enable Great Generals From Animal Combat = False

[COLOR="Red"]; Change the value to true if great generals should be allowed for barbarians.
; Default Value is True
Enable Barbarian Great Generals = True[/COLOR]

;)
 
You can always turn that option off in the INI file located in the root directory:

In Great Generals From Barbarian Combat Mod Config.ini
Code:
[Great Generals From Barbarian Combat Mod]

; Change the value to true if great generals should be allowed to be generated 
; through combat with barbarians.
; Default value is True
Enable Great Generals From Barbarian Combat = True

; Change the value to true if great generals should be allowed to be generated 
; through combat with animals.
; Default value is True
Enable Great Generals From Animal Combat = False

[COLOR="Red"]; Change the value to true if great generals should be allowed for barbarians.
; Default Value is True
Enable Barbarian Great Generals = True[/COLOR]

;)

No, I like the option lots, just might be better if the Barbs didn't get the Generals themselves...
 
Like Grave said, change

HTML:
Enable Barbarian Great Generals = True

to

HTML:
Enable Barbarian Great Generals = False

No more GG for Barbs :)
or is this not what you mean?

Doh, I read FROM barbarians, not FOR.....under the weather, that's my excuse...sniff ;)
 
I use the Colonization graphics for this mod, but when I get railroads I can hardly see them. What is the dds file for railroads called and where do I find it?
 
It's great, Grave, but how about DCM's naval ranged bombardment, available in your own cities ONLY?:confused:

Well... good news, is I fixed this! It will be released in Patch v3.19c.

Is Tobacco meant to be an extremely rare resource?
I've just made 6 Large sized maps and after using World Builder, I only saw 2 tiles with Tobacco in one of the games, and none in the other games.

I've yet to encounter a Civ with access to Tobacco in a game I played.

I'll look into this, and see what the frequency of Tobacco is.

I use the Colonization graphics for this mod, but when I get railroads I can hardly see them. What is the dds file for railroads called and where do I find it?

Off the top of my head, I think it's in HISTORY IN THE MAKING\Assets\Art\Terrain. If you unpack the HiTM Art Files v3.00.fpk file, I think there is some railroad dds files in there. If not, check the FPK files in the Civ4/Assets directory.
 
PATCH v3.19c HAS BEEN RELEASED!!!!!!

Please see Post #2 for download info!

Below is the Change Log for v3.19c:
Spoiler :

v3.19c
- Added Multipule Production Mod by Denev
- Added National Broadcasting National Wonder
- Fixed Naval Bombard bug in Dale’s Combat Mod
- Changed AI behavior for Submarine and Attack Submarine
- Stables and Horses are obsolete with Advanced Flight (except for Texan Ranch)
- Adjusted frequency of Tobacco showing up on map
- Plunder Promotion now has PreReqTech of Currency
 
I have a problem with version 3.19c under Vista. When I play, every so often my game will get stuck in the city menu. When I attempt to reload a savegame prior to this screen bug occurring, the main play menu icons are gone. I can load the main menu (with save/load game options, etc) fine, but the Bug Mod configuration popup is blank, and I can't close it.
I will attempt to post a screenshot later.

Edit: The attached screen shot seems to be the most commonly occurring issue in my game. Right after building Stonehenge, I opened my capitol's city menu, to setup a build queue. As you can see in the picture, the city menu refused to close, but one of my units is highlighted as the active unit.

HitMbug0000.jpg
 
I have a problem with version 3.19c under Vista. When I play, every so often my game will get stuck in the city menu. When I attempt to reload a savegame prior to this screen bug occurring, the main play menu icons are gone. I can load the main menu (with save/load game options, etc) fine, but the Bug Mod configuration popup is blank, and I can't close it.
I will attempt to post a screenshot later.

Edit: The attached screen shot seems to be the most commonly occurring issue in my game. Right after building Stonehenge, I opened my capitol's city menu, to setup a build queue. As you can see in the picture, the city menu refused to close, but one of my units is highlighted as the active unit.

Spoiler :
HitMbug0000.jpg

Can you post a savegame for me to look at?

** EDIT **

Now that I think about is... once in a very great while this happens to me, too. The way I usually remedy it is to double click back onto the city again, which should open back up to the city screen. Then I just exit out by hitting ESC and it'll usually clear up on it's own.

Quite possibly it's a bug with BUG mod, not really sure. I see BUG 4.0 is out, but as of right now I don't forsee updating to it anytime soon. It's usually a pain in the ass to do (for me), plus there are files from BUG 3.6 that are no longer in BUG 4.0, which means the player would have to manually delete these files if I include it in an HiTM patch. But if I ever re-release the main download in the first post (from v3.19 to v3.19#) I will probably add BUG 4.0 then.
 
Arian found a very small code omission I accidently left out of v3.19b while including BetterAI/Unofficial Patch v0.80. You can find the correct file attached to this post.

Unzip this file and place the contents into your HISTORY IN THE MAKING/Assets/Python/EntryPoints directory. When asked to overwrite any exisiting files, select "yes".
 

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Who the frik is responsible for these insane barbarians? Some maps are literally unplayable now. I have just quit my 1st ever game, because it was about as much fun as smacking your face against a wall. I needed a city slightly out of the way for resources, Took 4 axemen, and 3 spearmen to guard it.

They were absolutely non-stop. And if you don't have chariots then if you want to keep ANY improvements, you have to attack first, and even a one star/melee promoted axe, has only a 76% chance of the win. When you are fighting 2 every other turn, these will soon whittle down. I lost all but one of the axes/one of the spears (oh because now barbs have chariots-how clever ho ho, when there are NO horses on the continent). I lost every single improvement for that city. It was in short a pointless exercise.

Fair enough, if the player is trying to get away with lightly defending a city, but 4 axes and 3 spears in 1800bc is probably the world's biggest army. It's like being constantly at war, with a much stronger combined arms enemy.

I'd never go for "no barbs" option, but this is ridiculous.

So who's responsible for this barb tweaking? Could someone let me know, because it needs tweaking to somewhere on the sensible side of insanity.

(Sorry for tome of post btw, just :mad: atm)..
 
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