History Rewritten (Original Thread)

Regarding the "Earth" map (or at least the smaller version) -- I noted when playing that, I did not get to choose which religions I founded, but got the defaults. Is that by design, or a bug?

That seems to be an issue on all the maps, they are ignoring the default settings of the mod. I'll see if I can find a solution.

Okay, I'm at a point where I'm getting constant crashes.

I think it has to do with a shaman I just created in Honolulu. Every time I select it, or every time the game automatically goes to him, it crashes. I also just built the Apostolic Palace for Shamanism, and I'm the sole civ that practices Shamanism. I've attached my latest save to see if that helps. I've also attached the crash log as a file.

Yeah there's something wrong with the Shaman unit, I'm getting that crash too. It works fine in WorldBuilder but not in an actual game which is why I never noticed it before. I'll work on a fix or replacement but until then, avoid Shamanism.
 
I've got a solution for the lack of religion choice when playing on one of the maps, it will be fixed for 0.6.

Maybe for 0.6 or the first 0.5 patch, the gunship could be modified to carry 1-2 units. It is capable of this in real life.

I've read somewhere that this is extremely problematic because the gunship is effectively a land unit and land transports just don't work properly. I'd have to find the thread as I can't recall the reason. If it is possible I'll do it but I'm pretty sure it isn't.
 
In other news my poor MacBookPro has just died. Everything is backed up safely on my Time Capsule thankfully! I'm getting a new MBP but I imagine it'll be several days before it arrives and I have Civ set up again. I'll still check this thread regularly via iPhone but my ability to mod or test bugs will obviously be pretty limited for the next while.
 
Ouch! what kind of MBP?
 
Yeah there's something wrong with the Shaman unit, I'm getting that crash too. It works fine in WorldBuilder but not in an actual game which is why I never noticed it before. I'll work on a fix or replacement but until then, avoid Shamanism.

Speaking as someone who work in software development myself, I'm curious as to why the Shaman is the only problematic missionary. I would think all missionaries would be the same except for the religion they spread -- why are shamans (shamen?) different from the other missionaries?
 
It looks like a graphics file issue to me (maybe an animation?). Those are presumably specific to each unit.
 
Except I've seen shamans work perfectly otherwise. It was only when I was running a shamanistic civ that it became a problem.
 
Does a shaman move differently, or perform different actions, if you are shamanistic?
 
what about civics influencing it?
 
what about civics influencing it?

I can't remember the details, and I purged off a bunch of old saved games yesterday, so I can't go back.

I had just build the Apostolic Palace, and I think I was under theocracy. I was probably using hereditary rule, vassalage and serfdom, and whatever the started economic system is.
 
Ouch! what kind of MBP?

My dead one is a 2007 15". I'm going to get one of the new 15" i7 with the matte screen and hugh resolution. Very excited though I will be very poor for the next couple months. I was planning an upgrade soon, not just this soon heh. Food is overrated anyway :p

Speaking as someone who work in software development myself, I'm curious as to why the Shaman is the only problematic missionary. I would think all missionaries would be the same except for the religion they spread -- why are shamans (shamen?) different from the other missionaries?

It's a problem with the unit model and/or animations. Doesn't happen all the time and I didn't get a chance to work out why before my MBP died. Not sure if you noticed but the shaman unit is actually a very shrunk down Sitting Bull that I found in another mod. I resized all the textures and edited the model to remove the feather headdress and some other details. Odds are I caused the issue somewhere in that process. Or it could just be an issue with the original unit. Btw the Heirophant is original Alexander and the Tlamacazqui is Montezuma, let me know if these are causing any issues too. I was debating replacing these 3 units as I suspect they're just far more complex than necessary for units, despite the optimizing done.
 
It's a problem with the unit model and/or animations. Doesn't happen all the time and I didn't get a chance to work out why before my MBP died. Not sure if you noticed but the shaman unit is actually a very shrunk down Sitting Bull that I found in another mod. I resized all the textures and edited the model to remove the feather headdress and some other details. Odds are I caused the issue somewhere in that process. Or it could just be an issue with the original unit. Btw the Heirophant is original Alexander and the Tlamacazqui is Montezuma, let me know if these are causing any issues too. I was debating replacing these 3 units as I suspect they're just far more complex than necessary for units, despite the optimizing done.

Well, if it helps with the debugging, I've used shaman missionaries before, but I think this was the first time I've used them with shamanism as my state religion. It may have also been the first time I build the shamanistic Apostolic Palace. I can't remember if I had created shaman missionaries before in that particular game, though.

Oh, and if there's one thing beyond the wider range of religions that makes me love this mod, it's the ranged attacks for catapults. Sieges are so much easier now. I notice d cannons didn't have the same ranged attack capability, though -- is that by design?
 
My dead one is a 2007 15". I'm going to get one of the new 15" i7 with the matte screen and hugh resolution. Very excited though I will be very poor for the next couple months. I was planning an upgrade soon, not just this soon heh. Food is overrated anyway :p



It's a problem with the unit model and/or animations. Doesn't happen all the time and I didn't get a chance to work out why before my MBP died. Not sure if you noticed but the shaman unit is actually a very shrunk down Sitting Bull that I found in another mod. I resized all the textures and edited the model to remove the feather headdress and some other details. Odds are I caused the issue somewhere in that process. Or it could just be an issue with the original unit. Btw the Heirophant is original Alexander and the Tlamacazqui is Montezuma, let me know if these are causing any issues too. I was debating replacing these 3 units as I suspect they're just far more complex than necessary for units, despite the optimizing done.
1) Make sure it's a 5400 RPM (I've heard bad things about the 7200) if it's a HDD
2) Energy Bars are better than ramen
3) Get a fan controller and up the fan
4) How did your MBP die?
5) How do you have leaderheads as units?
 
My daughter's 2007 15" MBP died last week, and has gone off for some Apple TLC.

There's a problem with a range of 2007/2008 MBPs where the nVidia graphics chip fails, and the display either ceases to light up, or produces severe distortions. Apple have an extended repair program where they will fix out of warranty failures of this kind. My daughter's serial number fits the affected sequence, and her problem was a complete display failure, so we're hoping this will be a freebie repair.
 
1) Make sure it's a 5400 RPM (I've heard bad things about the 7200) if it's a HDD
2) Energy Bars are better than ramen
3) Get a fan controller and up the fan
4) How did your MBP die?
5) How do you have leaderheads as units?

1) I have already ordered one with a 7200 rpm drive. I've heard that for a few people they were noisy but not for most. What have you heard?

3) Definitely. I used FanControl and now the latest iStat menus to up the default fan speed. Absolutely vital to anyone gaming on any Portable Mac.

4) I've known there's been a power issue in it for some time, it chews through batteries and often refused to charge. I had 2 power cables and 3 batteries so I knew they were not at fault. I put up with it and didn't bother getting it looked at as I was planning to upgrade soon anyway. However last night it suddenly started to seriously overheat - the power connector even started to melt. I shut it down fast and let it cool for several hours before trying again with the other power supply but it started to heat as soon as the power was switched on so I left it at that. It's probably repairable but I got 3 great years out of it and I certainly pushed it a lot harder than it was capable of (far too much raiding on WoW). Better to put the money towards a new one :)

5) I'm not sure, I think they are just heads and some clothing swapped onto existing missionary units. Far beyond my very amateur 3D skills or understanding. I just found them in another mod and thought I'd use them.

Well, if it helps with the debugging, I've used shaman missionaries before, but I think this was the first time I've used them with shamanism as my state religion. It may have also been the first time I build the shamanistic Apostolic Palace. I can't remember if I had created shaman missionaries before in that particular game, though.

Sometimes I was able to get it to crash just by building it, other times not at all. I'll try it with a state religion and Apostolic Palace when i'm up and running again. Though at this stage i'll probably just replace the unit's art completely and have another look at it for a future version.

Oh, and if there's one thing beyond the wider range of religions that makes me love this mod, it's the ranged attacks for catapults. Sieges are so much easier now. I notice d cannons didn't have the same ranged attack capability, though -- is that by design?

I wasn't sure whether to add it to cannons or not. I thought it might help them distinguish from Artillery more, but now I'm not sure. Do you think they need it?

On a similar topic, do you find Battering Rams and Siege Towers useful in comparison to Catapults and Trebuchets? I'm thinking I might remove bombard capabilities from Catapults and Trebuchets (keeping their ranged attack though) to further seperate the two classes of ancient/medieval siege units. Gunpowder siege units souls retain both. Any thoughts on this?
 
On a similar topic, do you find Battering Rams and Siege Towers useful in comparison to Catapults and Trebuchets? I'm thinking I might remove bombard capabilities from Catapults and Trebuchets (keeping their ranged attack though) to further seperate the two classes of ancient/medieval siege units. Gunpowder siege units souls retain both. Any thoughts on this?

I find Battering Rams and Siege Towers very useful compared to catapults and trebuchets. In fact, I've wondered in siege towers are overpowered -- it almost seems too easy now to reduce a city's defenses to zero. I'd have no problem with removing the bombard capabilities from catapults and trebuchets.

One thing I've noted, though, is that, since battering rams and siege towers have no offensive capability (except for reducing defenses), the initial upgrade is pretty meaningless, and the second upgrade has only medic as useful. Or am I missing something?
 
I find Battering Rams and Siege Towers very useful compared to catapults and trebuchets. In fact, I've wondered in siege towers are overpowered -- it almost seems too easy now to reduce a city's defenses to zero. I'd have no problem with removing the bombard capabilities from catapults and trebuchets.

If I remove bombard capability from Catapults and Trebuchets i'll also lower the bombard strength of the Battering Ram and Siege Tower a little. The only reason I set them so high was to make them desirable to build compared to the other siege units. With this widening distinction of roles that's going to make for better balance hopefully.

One thing I've noted, though, is that, since battering rams and siege towers have no offensive capability (except for reducing defenses), the initial upgrade is pretty meaningless, and the second upgrade has only medic as useful. Or am I missing something?

I admit I've given almost no thought to promotions yet. I think there's definite scope for improvement, I may have a hunt around and see if there are any good promotion mod components available, or even steal them from another mod. Suggestions welcome.
 
If I remove bombard capability from Catapults and Trebuchets i'll also lower the bombard strength of the Battering Ram and Siege Tower a little. The only reason I set them so high was to make them desirable to build compared to the other siege units. With this widening distinction of roles that's going to make for better balance hopefully.



I admit I've given almost no thought to promotions yet. I think there's definite scope for improvement, I may have a hunt around and see if there are any good promotion mod components available, or even steal them from another mod. Suggestions welcome.

Well, if you're going to reduce the bombard strength of siege towers and catapults, then I'd think an obvious upgrade would be to increase it.

Another possibility is that they could provide a slight defensive bonus to units in the same square -- they are, in part, small rolling forts.
 
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