[Beyond the Sword] History In The Making

I have been playing my first game of the HitM mod and most of the additions to BtS I find interesting. I did not realize the armory provided cost free unit promotions until reading the last few posts. I incorrectly assumed it provided one free actual promotion. since this did not occur when the unit was created, I assumed it would happen the first time the unit upgraded. please be more detailed in the Civilopedia about how the armory works so others do not make the same mistake.

was the model I assumed ever considered for HitM? since I am making quite a bit of money so far in the game (even with many new far away towns in the New World) having a free additional upgrade would be alot more useful to me than not paying for them. since I have to choose between adding 2 xp or a free upgrade, currently I incline to adding more towns that have 2 more xp than "improving" towns that already have 2 more xp. if the number of my unit producing towns remains small (and this may happen since I am on your New World map), I may then go through and add armories to them

a more significant change in HitM was upping the combo of vassalage and theocracy to yield 5 xp, not 4 xp as in vanilla BtS. now mounted units with these two civics, a stable, and a barracks get 10 xp and hence three upgrades when they are first created. this is a powerful incentive to rely more on mounted units than melee units which "only" get 8 xp and hence "only" two upgrades when created. this is also a powerful incentive to use a gg to create a military instructor in order to get 10 xp for non mounted land units and hence three upgrades when created, not just two. hence less of an incentive to use the gg to create an armory

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one oddity in Civ 4 is that gunpowder units do not get city attack promotions like melee units do, but the game allows melee units to be upgraded into gunpowder units. hence a triple city attack swordsman (melee unit) may eventually become a triple city attack musketman (gunpowder unit) after being upgraded, but such units CANNOT be created from scratch. was city attack for gunpowder units ever considered for HitM?

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the only tweak I sorely need is how to reduce the visual impact (smoke clouds) of the battle tiles. I eventually understood that this was a visual marker that tile production was handicapped for a certain time after a battle and as such is useful to know, but as a part of gameplay it is a visual pain since the smoke clouds cover up the tiles behind the smoke so that I must zoom in and out continually to try and read the tile values that are being obscured

it there a flag to make to smoke rise up to say one tenth of its current level? or some smoke height or smoke transparency that does not obsure tile values behind the smoke?

joelwest
 
Great mod! I've been playing it the past few days and it's been quite enjoyable. I'm curious, however - has anyone merged HitM with RevolutionDCM? I love the flavor of HitM, but I really miss the revolution mechanics.
 
hm ... whenever i try to load this mod, i get an exception error in the bts.exe :(

the mod is installed correctly (e.g. \Civilization 4\Beyond the Sword\Mods\HISTORY IN THE MAKING\*.*

and i can run any other modscomps on my machine without any problems ...
is there something with your .dll that it may require something i dont have? (like .net version x.xx or what have you?)
quite uncool, as i wanna tryout this comp ...

cheers

HahnHolio
 
Hello Grave!

I've been playing HitM exclusively over the past months and really enjoy it. No way I'm going back to plain BtS now. Congratulations on this excellent modpack! :goodjob:

With this said, there are a few things I've noticed which perhaps need to be looked at to make the next version of this modpack even better. I'm sorry if most of this has already been mentioned previousely in this thread, I havn't read through all 172 pages. :)

- When using the "Assimilation" option, when capturing a rival city a strange thing can happen. If I'm playing the Vikings, for example, and the rival city has built a Lighthouse, and the Lighthouse is not destroyed when I take over the city, this Lighthouse will magically transform into a Viking Trading Post. Moreover, I can then build a second Lighthouse in this same city, giving me 3 food from each coast/ocean tile, and 4 food from fresh water lake tiles! Same thing with Harbor: When I capture a rival city with a Harbor, it will transform into a Havnen, and I can then build a second Harbor and get the double bonus.

- As has been mentioned recently in this thread, I also find the Armory much too powerful, close to game-breaking. -50% unit upgrade cost would be much more reasonable IMO.

- Speaking of upgrades: I think the unit upgrade paths are a bit broken for some units, especially some civ-specific units I believe. For example, when I play the Vikings, after discovering Rifling, I can still build Berserks. If I do this in a city with an Armory, I can then immediately upgrade the Berserk to Rifleman, and save myself a whole lot of hammers for no cost at all. And the Rifleman even gets the Amphibious promotion! This is also close to game-breaking.

- When I capture a holy city which has built its shrine, this shrine does not give the bonus it should (1 culture per city with this religion). And I cannot in any way re-build the shrine, so this holy city will be useless for the remainder of the game. If I capture a holy city which does not have a shrine, I can let a great prophet build the shrine and it will work as intended.

- Speaking of holy cities, I find these a bit underpowered now that they only give culture instead of gold. I would increase the bonus to 2 or even 3 culture per city with this religion if I were you.

- The Zulu Assigai unit starts with Mobility (ignores terrain movement costs), but this is pointless since it only has movement 1 anyway. I guess it should have movement 2, like the Impi.

- The Korean Hwacha (replaces Catapult) incorrectly upgrades to Hwacha instead of Cannon. Trebuchet also upgrades to Hwacha, which means you can't upgrade any of your ancient siege weapons to Cannon or beyond if you are playing Korea.

- The GAU-8 Cannon technology and the A10 Thunderbolt II unit doesn't really fit into Civ IMO. They are just not historically significant enough (maybe as a civ-specific unit, but certainly not as a Technology). I would remove these if I knew how to do it.

Thank you for listening and thank you again for enhancing my Civ-experience! :D
 
Roland Ehnström;8714789 said:
- When using the "Assimilation" option, when capturing a rival city a strange thing can happen. If I'm playing the Vikings, for example, and the rival city has built a Lighthouse, and the Lighthouse is not destroyed when I take over the city, this Lighthouse will magically transform into a Viking Trading Post. Moreover, I can then build a second Lighthouse in this same city, giving me 3 food from each coast/ocean tile, and 4 food from fresh water lake tiles! Same thing with Harbor: When I capture a rival city with a Harbor, it will transform into a Havnen, and I can then build a second Harbor and get the double bonus.

That's quite an exploit that you found there! Not sure what I can do about it, as I think Kael discontinued updating this mod. Best thing to do is probably not play with Assimilation if you think it's unfair.

Roland Ehnström;8714789 said:
- As has been mentioned recently in this thread, I also find the Armory much too powerful, close to game-breaking. -50% unit upgrade cost would be much more reasonable IMO.

For the next patch, I have already made this change! :king:

Roland Ehnström;8714789 said:
- Speaking of upgrades: I think the unit upgrade paths are a bit broken for some units, especially some civ-specific units I believe. For example, when I play the Vikings, after discovering Rifling, I can still build Berserks. If I do this in a city with an Armory, I can then immediately upgrade the Berserk to Rifleman, and save myself a whole lot of hammers for no cost at all. And the Rifleman even gets the Amphibious promotion! This is also close to game-breaking.

I've noticed a lot of upgrade path breaks as well. These should be smoothed out in the next patch.

Roland Ehnström;8714789 said:
- When I capture a holy city which has built its shrine, this shrine does not give the bonus it should (1 culture per city with this religion). And I cannot in any way re-build the shrine, so this holy city will be useless for the remainder of the game. If I capture a holy city which does not have a shrine, I can let a great prophet build the shrine and it will work as intended.

That's interesting...

Roland Ehnström;8714789 said:
- Speaking of holy cities, I find these a bit underpowered now that they only give culture instead of gold. I would increase the bonus to 2 or even 3 culture per city with this religion if I were you.

I'll look into this. You're right... Holy Cities should be powerful, indeed.

Roland Ehnström;8714789 said:
- The Zulu Assigai unit starts with Mobility (ignores terrain movement costs), but this is pointless since it only has movement 1 anyway. I guess it should have movement 2, like the Impi.

A minor oversight on my part... I'll look into fixing this for the next patch.

Roland Ehnström;8714789 said:
- The Korean Hwacha (replaces Catapult) incorrectly upgrades to Hwacha instead of Cannon. Trebuchet also upgrades to Hwacha, which means you can't upgrade any of your ancient siege weapons to Cannon or beyond if you are playing Korea.

Nice catch... I must have neglected this when switching around the promotion tree for certain units.

Roland Ehnström;8714789 said:
- The GAU-8 Cannon technology and the A10 Thunderbolt II unit doesn't really fit into Civ IMO. They are just not historically significant enough (maybe as a civ-specific unit, but certainly not as a Technology). I would remove these if I knew how to do it.

I happen to like A-10s... a lot. Which is why they're in there. It's like a cameo. :)

Roland Ehnström;8714789 said:
Thank you for listening and thank you again for enhancing my Civ-experience! :D

Thank you for pointing these out to me! This is the kind of feedback I love to get... there's always things I'll miss, so I'm glad people like you are there to point them out.

I hope to have the next patch released soon. It's probably about 90% completed, it's just I haven't had time to finish the last 10%. The next version will be v4.00, and it will be a completely new revision, instead of a mere patch. Which means you will need to re-download HiTM when I finally release it.
 
Hi Grave, I've begun playing this mod again after a long break from CIV4 and the other day I noticed something strange. When I attacked with my knights there were some kind of muzzle flash from them, as if they were using a gunpowder weapon. This seemed a bit strange to me, not only because I was attacking with a knight, but also since I hadn't yet discovered Gunpowder ;)

I looked around in the thread and couldn't find any other mention of this, so I thought I'd relate it to you.

Oh, and BTW, this mod totally rocks. HITM and Rise Of Mankind are the only reasons I still play CIV4.
 
Hi Grave, I've begun playing this mod again after a long break from CIV4 and the other day I noticed something strange. When I attacked with my knights there were some kind of muzzle flash from them, as if they were using a gunpowder weapon. This seemed a bit strange to me, not only because I was attacking with a knight, but also since I hadn't yet discovered Gunpowder ;)

I looked around in the thread and couldn't find any other mention of this, so I thought I'd relate it to you.

Oh, and BTW, this mod totally rocks. HITM and Rise Of Mankind are the only reasons I still play CIV4.
Some of the Knight graphics are reskined Cuirassiers.
 
I hope to have the next patch released soon. It's probably about 90% completed, it's just I haven't had time to finish the last 10%. The next version will be v4.00, and it will be a completely new revision, instead of a mere patch. Which means you will need to re-download HiTM when I finally release it.

Ooooooh! Gots any juicy previews???:please:
 
Hi

Playing on a win7 x64 machine I have a consistent crash in turn 3865 BC. Unfortunately I can't just upload the game as I'm playing my own modified version of HiTM.

Will try to get some time to copy it onto my laptop with Win Xp 32 bit installed and see if the problem persists.

Skodkim

Edit: Maybe I should also note that it is a CTD referring to CvGameCoreDLL.dll and with no (useful) info in the log files. Tried playing with switching players to see if anything useful was about to happen with the AI players but the game crashes when I switch to China and America (not the others).
 
Hi again

Just tried copying all files to my WinXP x32 computer and the gamne runs without any problems.

In the turn where the game consistently crashed on the Win7 x64 machine I made contact with Qin Shi Huang of China - don't know if this is useful information?

\Skodkim
 
the link has corrupted file :( and the link that was provided for Texas is gone too :( please some one hook up the Texas civ or the history in the making download.

oh and heres some idead for the future ... Texas actually split up in the civil war that was caused by the international bankers who were pissed that Andrew Jackson killed the 2nd bank of United States which was exactly like the Bank of England and the Federal Reserve...

there is a Constitution for West Texas , abolishing slavery (even though linolin said tiwce himself it had nothing to do with slavery and if he could save the unoin with out freeing a slave he would and he also stated that he hated slavery for seperating the families but he still did not think they were equal to whites :( look it up weve been lied to) , establishing borders with an attempt to join the union and with stronger restrains on the government that any other constitution example "the writ of Habeus Corpus Shall NEVER be suspended no matter what ". history gets shady asto if they joined the union or if East Texas regained it but there is a Constitution of West Texas ,

so theres your revoloution split.

and change the flag to the republic of texas flag the yellow star or the white star with texas written around it on a blue back drop.

and please do not insult us with little bush for texas leader hell gimme ross perot or ron paul (ceasar might work good for a template)

looks like a good pack though I'd love to play it but i still get efw file after saving as a zip with an attempt to extract with win rar I get the file is not recognized or files is corrupted .... HELP I want texas or this pack
 
the creator of HitM, please reply to my Nov 27, 2009 post

===============

oh and heres some ideas for the future ... Texas actually split up in the civil war that was caused by the international bankers who were pissed that Andrew Jackson killed the 2nd bank of United States which was exactly like the Bank of England and the Federal Reserve...

there is a Constitution for West Texas, abolishing slavery (even though Abe Lincoln said twice himself the start of the Civil War had nothing to do with slavery and if he could save the Union without freeing a single slave he would

so theres your revolution split.
.
you want to hardcode a revolution for a specific civ??? I turn off vassals when I play so I will never see a breakaway civ anyway

a little known fact from history is that Texas governor Sam Houston was a "moderate" by Texas standards and did not want Texas to secede from the Union. the pro-slavery Texas legislature deposed him. so a breakaway Union leaning Texas would be centered around him rather than West Texas. what makes you think West Texas was not pro-slavery like most of the rest of the state?
 
I have been playing my first game of the HitM mod and most of the additions to BtS I find interesting. I did not realize the armory provided cost free unit promotions until reading the last few posts. I incorrectly assumed it provided one free actual promotion. since this did not occur when the unit was created, I assumed it would happen the first time the unit upgraded. please be more detailed in the Civilopedia about how the armory works so others do not make the same mistake.

Armory has been updated to provide 50% upgrade costs instead of a free upgrade. The Civilopedia thouroughly details this.

a more significant change in HitM was upping the combo of vassalage and theocracy to yield 5 xp, not 4 xp as in vanilla BtS. now mounted units with these two civics, a stable, and a barracks get 10 xp and hence three upgrades when they are first created. this is a powerful incentive to rely more on mounted units than melee units which "only" get 8 xp and hence "only" two upgrades when created. this is also a powerful incentive to use a gg to create a military instructor in order to get 10 xp for non mounted land units and hence three upgrades when created, not just two. hence less of an incentive to use the gg to create an armory

Civics have been adjusted slightly in v4.00. Check it out and see if you like it. If not, you can always adjust the XML files to your liking. :D

one oddity in Civ 4 is that gunpowder units do not get city attack promotions like melee units do, but the game allows melee units to be upgraded into gunpowder units. hence a triple city attack swordsman (melee unit) may eventually become a triple city attack musketman (gunpowder unit) after being upgraded, but such units CANNOT be created from scratch. was city attack for gunpowder units ever considered for HitM?

I left gunpowder units more or less the same as vanilla. I was happy with the way they were.

it there a flag to make to smoke rise up to say one tenth of its current level? or some smoke height or smoke transparency that does not obsure tile values behind the smoke?

A lot of the game settings can be adjusted in the INI files, or in the XML files. Look in the GlobalDefinesAlt.xml file for what you seek.
 
HISTORY IN THE MAKING v4.00 HAS BEEN RELEASED!!!!!!!!!!


This will be the "FINAL" version of HiTM. There will be no more subsequent updates to this mod for several reasons:

1) I'm happy with the content of the mod, and the balance of gameplay
2) I find less and less time to keep up with the modding community
3) Real life is getting in the way! :lol:


But fear not... I'm not abandoning HiTM. I will, once in a while, release optional Modules for you loyal HiTM fans to enjoy. Things like new maps, new civs, new UU & UB, etc. In fact I have a new modular civ in the works right now... :mischief:


So enjoy this final version of HiTM! :goodjob:


Below is the change log for v4.00:
Spoiler :

- Updated Better BtS AI/Unofficial Patch to v0.82 by jdog5000
- Updated Advanced Combat Odds to v2.0 by PieceOfMind
- Updated BUG Mod to v4.2 by The BUG Mod Team
- Updated Alexander Leaderhead with TheCapo's version
- Updated Solomon Leaderhead with TheCapo's version
- Updated Julius Caesar Leaderhead with veBear's version
- Added BULL Mod by The BUG Mod Team (unsuppored)
- Added Real Always War Mod by The_J
- Added Project Bonus PreReq Mod by Tholish
- Added Bonus Commerce Modifier Mod by SaibotLieh
- Added Bollywood National Wonder
- Added E3 Expo National Wonder
- Added Napa Valley National Wonder
- Added Automobile Factory (asioasioasio)
- Added Dido Leaderhead (TheCapo)
- Automobile Factory requires GM Corporation Wonder within Civilization
- Removed National Broadcasting Corporation National Wonder
- Removed Arc de Triomphe World Wonder
- Removed free Specialist from Winery from German Bierpalast
- Removed free Era Tech from Scientific Trait
- Replaced Military Monument with General Motors Corp (World Wonder)
- Replaced Central Station (National Wonder) with Autobahn (World Wonder)
- Fixed Expansive Trait bug (didn’t give 2 population on city built)
- Fixed bug where Barbarian Great Generals gave a Python Error (thanks Khanquer!)
- New building models for Sphinx, Shaolin Monastery, Agora by Walter Hawkwood
- New building models, Girginakku, Nosocomium, Sejmik, Folwark by Walter Hawkwood
- Pachacuti is now Organized/Scientific
- Adjusted Civics (again)
- Adjusted Religions (again)
- Scientific Method gives free Great Scientist instead of Physics
- Armories now give 50% Upgrade Cost promotion instead of Free Upgrade
- The Great Sphinx is now Obsolete with Liberalism
- Area 51 now gives 100% Air Unit Production boost, +2 free Scientists
- Fairchild Republic now gives +2 Free Engineers
- Scotland Yard is now a National Wonder
- Fort Knox is now a National Wonder
- Replaced St. Vitus with Cologne Cathedral
- Opera House now gives +50% Culture Bonus with Hit Musicals instead of Happiness
- Firaxis Headquarters only requires Robotics
- Zulu Assegai now has 2 Movement
- American FBI now gives 75% Espionage Defense Bonus
 
Well then at least i get the 1st download of the FINAL ones:p

:lol:


I remember reading that you wanted the first download when I first released this mod back in 2007. I think you were like the 2nd or 3rd post when you mentioned that! :lol:
 
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