Chronicles of Mankind

This is something I wouldn't mind learning to do. Is there a guide to editing the xml etc?
If you want to change some values, you just open it in a text editor. If tag you wanted to input a value for was omitted (<Tag/>), you need to replace it with <Tag>Contents/Value</Tag>. If you want something more complicated, search there:
Or ask at Quick Modding Questions.
 
In the rev I currently have, Astronomy is the unlock. So, odd? Lol.
Have you edited it, perhaps?

Otherwise, its Calendar, Optics, Cartography, Compass, Astronomy, Navigation that expand the limit
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There are a bunch of techs that increase the limit, and Logistics should just eliminate the rest.

However...
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This shows that something is clearly off: At the sign LIMIT damage per turn starts again but it should be much further.
I think that bExtendMovementLimits is increasing the limit only once, instead of every time it is researched.
Will have to look into it when I have some time.
Thx for reporting though :)
 

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been a long time in but Snail mode has been incredibly slow, and the game has been incredibly stable, I'm even able to multitask while deep into the Information Era. Just some minor questions

Sometimes when I conquer a city, I don't have the option to return it to its original owner, or to even grant it independence. Is this normal?

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Also, when I unlock Electric Railroad, my workers suddenly gain the ability to build Electric Railroad (or regular Railroad) in the city itself. Does this do anything or is it just some extraneous code?



And also, is there a way to make it so the game will show me all nuclear blasts that happen, but not any other CPU moves?
 
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been a long time
Been kinda missing you :)

Sometimes when I conquer a city, I don't have the option to return it to its original owner, or to even grant it independence. Is this normal?
I think yes, at least I think it always work like that. I think it may be because of 'Influence Driven War' modcomp. I guess you have a dominant culture in the conquered city by the end of the siege in such cases.

Also, when I unlock Electric Railroad, my workers suddenly gain the ability to build Electric Railroad (or regular Railroad) in the city itself. Does this do anything or is it just some extraneous code?
Cities normally have the "best" road on their plot. What do you now?

And also, is there a way to make it so the game will show me all nuclear blasts that happen, but not any other CPU moves?
I do not know of that, sorry. With some serious coding anything is possible but I don't feel it worth te effort, sorry.
 
How does this compare to the Realism mod and C2C mod?
AI is way worse than in RI, since RoM only ever integrated BBAI and RI integrated K-mod and many F1rpo's additions to it. And you can't play multiplayer with CoM.

C2C is bloated, so no matter how many great features there are (it's promotion system and battle mechanics are unrivaled for Civ4), it's much harder to balance and keep engaging pace with it. CoM is the optimal compromise between AND2 and C2C imo. C2C is also currently unplayable in multiplayer.

That said, despite many great ideas and features, no mod causes me as much frustration as Realism Invictus.
 
Hey everyone, just came across this mod. How does this compare to the Realism mod and C2C mod?
Yeah, as Mr Smith said AI in CoM is not the best but it is quite decent. Ways better than the last version of AND2.
And AFAIK it's also better than RI performance wise. RI can't (or just couldn't?) handle larger maps.
 
RI can't (or just couldn't?) handle larger maps.
Most RI players I know play giant maps and I hasn't heard a single complaint last 2 years. When those can't be handled it's a matter of memory and not performance.
 
Most RI players I know play giant maps and I hasn't heard a single complaint last 2 years. When those can't be handled it's a matter of memory and not performance.
Okay, I just remembered that RI didn't advise to play on larger maps for MAF risks.
Looks like they fixed it some time ago. That's good 🙂
 
Talking about AI behaviour. I am playing a game at the moment and only just entered the medieval era. The strangest thing I have seen is that the two leading AI players are way ahead on research, and I only just noticed the amount of gold they have through negotiations. The Americans have over 1682654265 gold??? The other player's name I can't remember as the program crashed with a fatal memory error while I was going to view in the world editor what on earth is going on. But it was a similar amount

There is no legitimate way that an AI player can hoard that amount of gold unless I have been missing the easiest trick in the book here. Any ideas?
 
Plus I forgot to save in a while.... Oops

Another question, the autosave would be far more useful if it saved at the start of every turn. Is there a way to make it do that?
 
AI is way worse than in RI, since RoM only ever integrated BBAI and RI integrated K-mod and many F1rpo's additions to it. And you can't play multiplayer with CoM.

C2C is bloated, so no matter how many great features there are (it's promotion system and battle mechanics are unrivaled for Civ4), it's much harder to balance and keep engaging pace with it. CoM is the optimal compromise between AND2 and C2C imo. C2C is also currently unplayable in multiplayer.

That said, despite many great ideas and features, no mod causes me as much frustration as Realism Invictus.


How do we steal their AI and make it work with CoM?


@antgeorg1982

I've noticed the AI hoarding gold, too. I think this is just a normal thing done to help AIs (like in Total War games) but the problem here is that the AI isn't actually using it, so they usually start bankrolling me after I start stealing it with spies.


The memory error thing is pretty common late in game (past few pages I've been tracking it). How big is your map and how many other civs are on it? Bigger maps and more civs add to the memory and at some point it'll start giving you that error and crashing. I don't know if it's different for people depending on their settings and computer, but for me I've been able to get by on a Huge map with 20-30 civs and all graphical settings on Low and only get those crashes starting around the Information Era and then not too commonly.


Speaking of which my current game 2600 turns in, I'm starting to get random crashes now (not Memory allocation errors). Is that due to the amount of civs in game, or just unavoidable in the late game (as in, if I reach 2600 turns into a game with only 3 civs on the map, will it stop the crashes?)

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Talking about AI behaviour. I am playing a game at the moment and only just entered the medieval era. The strangest thing I have seen is that the two leading AI players are way ahead on research, and I only just noticed the amount of gold they have through negotiations. The Americans have over 1682654265 gold??? The other player's name I can't remember as the program crashed with a fatal memory error while I was going to view in the world editor what on earth is going on. But it was a similar amount

There is no legitimate way that an AI player can hoard that amount of gold unless I have been missing the easiest trick in the book here. Any ideas?
That's certainly an integer overflow issue. It can also happen in BtS (and technically in any game) too.

Plus I forgot to save in a while.... Oops

Another question, the autosave would be far more useful if it saved at the start of every turn. Is there a way to make it do that?
I do not know of any way of doing that nor have I seen any mod doing it so far. So I don't know whether it's easy or hard. Maybe I'll look after it some time in the future.
 
How do we steal their AI and make it work with CoM?
Easy. Find someone good at coding and enthusiastic about CoM :lol:

Speaking of which my current game 2600 turns in, I'm starting to get random crashes now (not Memory allocation errors). Is that due to the amount of civs in game, or just unavoidable in the late game (as in, if I reach 2600 turns into a game with only 3 civs on the map, will it stop the crashes?)
You mean CTD? Do they always happen at the same point or loading a savegame helps you to continue?
 
Plus I forgot to save in a while.... Oops

Another question, the autosave would be far more useful if it saved at the start of every turn. Is there a way to make it do that?
If you just want to change the builtin AutoSave Interval, then open the file CivilizationIV.ini with a texteditor in "Documents\My Games\Beyond The Sword\" and search for "AutoSaveInterval". Changing the number to 1 would mean the game will save every turn.
"MaxAutoSaves" defines the number of autosave files that are kept in the directory before being overwritten. It would be worthwhile to change that to a higher number too.

Or did i misunderstand the question?
 
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How do we steal their AI and make it work with CoM?
You don't - it relies on AdvCiv and K-mod infrastructure, so you would need to be capable of figuring it all out. And it doesn't have anything for all the new features AI can't use, since they don't exist in RI and AdvCiv.
 
If you just want to change the builtin AutoSave Interval, then open the file CivilizationIV.ini with a texteditor in "Documents\My Games\Beyond The Sword\" and search for "AutoSaveInterval". Changing the number to 1 would mean the game will save every turn.
"MaxAutoSaves" defines the number of autosave files that are kept in the directory before being overwritten. It would be worthwhile to change that to a higher number too.
Yes, this is certainly a thing to do for everyone :)
Or did i misunderstand the question?
Slightly, but your input may help him a bit. At least I hope :)
 
If you just want to change the builtin AutoSave Interval, then open the file CivilizationIV.ini with a texteditor in "Documents\My Games\Beyond The Sword\" and search for "AutoSaveInterval". Changing the number to 1 would mean the game will save every turn.
"MaxAutoSaves" defines the number of autosave files that are kept in the directory before being overwritten. It would be worthwhile to change that to a higher number too.

Or did i misunderstand the question?

Brilliant, thank you @moviebrain . I will give this a go later later as it is something I have been wanting to do for a while now. Less of a worry.
 
Autosave change to 1 turn works like a charm. Also saving up to 8 copies before rewrite. That certainly takes the worry away from a sudden crash.
You know you don't need to stop at 8, do you? It can be 80 or 800 or 100000, only limited by free space on your installation drive 🙂
I personally go with 500, which may come well when debugging: I can go back a lot to see when a problem started. Though it doesn't necessarily help...
 
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