History Rewritten (Original Thread)

I do my best to do more optimizations with every release so if you haven't tried it recently give it another shot. The size of the mod has actually gotten smaller with every release since 0.5, despite the addition of new content.



Are these crashes MAFs (unavoidable but I'll keep trying to reduce them anyway) or are they something else? I know there's at least one texture/animation related crash that I haven't been able to track down yet. It's not a very common crash luckily but of course that makes it even harder to solve :P

It runs fine once loaded, but it takes a good 4-5 minutes to boot up. Longer to shut down. Still, great after the boot up!:goodjob:
 
I do my best to do more optimizations with every release so if you haven't tried it recently give it another shot. The size of the mod has actually gotten smaller with every release since 0.5, despite the addition of new content.



Are these crashes MAFs (unavoidable but I'll keep trying to reduce them anyway) or are they something else? I know there's at least one texture/animation related crash that I haven't been able to track down yet. It's not a very common crash luckily but of course that makes it even harder to solve :P

Doesn't say why. Just lags and then quits. Like all my crashes.

Leaderheads, wondermovies and opening the tech screen. (Which contains dozens of graphics). Like a few pages ago.
 
It runs fine once loaded, but it takes a good 4-5 minutes to boot up. Longer to shut down. Still, great after the boot up!:goodjob:

Is that with the FPKs unpacked or left as is? The takes-ages-to-exit thing happens only sometimes for me and seems to be a problem with a lot of mods. I have a suspicion as to what's causing it but while I can reduce it I'll probably never be able to eliminate it completely. Yet more bad memory handling by Firaxis. If it happens just hit CMD+Opt+Esc to force quit.

Glad to hear it's playing well though! :)

Doesn't say why. Just lags and then quits. Like all my crashes.

Leaderheads, wondermovies and opening the tech screen. (Which contains dozens of graphics). Like a few pages ago.

Thanks to your earlier report I found a potential crash with Hiram which is fixed in 0.7.

Please post a crash report from a wondermovie crash and another from the tech screen crash. I've not made changes to either of those so it probably is MAF related but best to be sure. How much RAM do you have?
 
Seems to load faster now! :goodjob: I'm back to using HR all the time now!

On new civics: So while your playing with the techs for this, do you have any plans to add techs for the religions? It would add a lot to the tree, but some could already have a tech:

Mystism(I'm not a good speller...) Could give druidism.

I don't know about the rest, but perhaps with new civic techs, it would work better.

PS: I love this mod currently! Me and my friends play hotseat, and it's great! And I love having the Bru na Boinne in the game!
 
Another couple of ideas:
What would be nice to implant some kind of system of civil war that has major effects on game balance (for historical reason), mabye a system similar to colonization only more forceful and hostile?

Terrain Wonders;
Grand Mountain (5 spaces in a + formation); +25 defence in near by area, impassible
Grand Reef (water terrain, 4 spaces); when under control, +2 :) from national park

New Rescource ideas for variety;
Oranges
Peppers
Salt
Rare Animals
Melons
Heavy Fur (bears ;3)
Camels (alternitive to horses)
(and of course previous other rescources I mentioned like ruins, rum, and other beers)
Coffee
Popular Video Games ( another modern rescource )
Blizzard Entertainment (because their just that awesome lol)
 
I'm back definitively, after my fail in bootcamp, for Civ IV BTS and Civ 5 Mac version...

Windows is really a BIG problem...
 
I'm back definitively, after my fail in bootcamp, for Civ IV BTS and Civ 5 Mac version...

Windows is really a BIG problem...

:assimilate:Good work men, we have fully converted him! *insert evil laugh*


Windows has always been one big bundle of problems.
 
What are the plans for 0.8 ?

I like Kushan...
 
What are the plans for 0.8 ?

New civics for sure but beyond that I don't know yet. At the moment I'm experimenting with all sorts of game mechanic changes/additions to see what I like and what the AI will and won't understand.

Turks and Arabs are getting a lot of new unit art. I'll probably add at least one more civ but not yet decided which yet.

I like Kushan...

Me too, they've always been a civilization that's fascinated me. One of very few empires to truly unite that part of the world. It's strange that the other great empires of their time (Rome, Persia, China) are remembered well but they are not.
 
Was exploring the Civolpedia today, and when I got to Meiji's page the game crashed. IDK if it is repeatable, don't have the time to test yet, but will soon.

EDIT: Sorry, not repeatable.
 
I had .6 installed before, and it was working fine. I've now installed HR .7, and I get a error while loading the mod that causes Civ to freeze, then crash. "GFC Error: failed to initialize the primary control theme"

I have the mod located in the [Username]/Documents/Civilization IV Beyond the Sword/Mods folder. I realize that it is supposed to be placed in the /Civilization IV/Beyond the Sword/Mods/ folder, but I installed Civ IV BTS using Steam. As far as I can tell, no such folder actually exists. Are there any other steam users who know where the HR folder is supposed to be placed or who have figured out a workaround?

I really love the mod, and I appreciate that there's a mod team focusing on the mac.
 
I had .6 installed before, and it was working fine. I've now installed HR .7, and I get a error while loading the mod that causes Civ to freeze, then crash. "GFC Error: failed to initialize the primary control theme"

I have the mod located in the [Username]/Documents/Civilization IV Beyond the Sword/Mods folder. I realize that it is supposed to be placed in the /Civilization IV/Beyond the Sword/Mods/ folder, but I installed Civ IV BTS using Steam. As far as I can tell, no such folder actually exists. Are there any other steam users who know where the HR folder is supposed to be placed or who have figured out a workaround?

I really love the mod, and I appreciate that there's a mod team focusing on the mac.

That error can occur when the mod is not located where it needs to be. 0.6 would launch from [Username]/Documents/Civilization IV Beyond the Sword/Mods but the included maps wouldn't work properly. I think some of the title screen changes I made in 0.7 mean that it won't work from that location at all now.

I'm not familiar with how Steam handles paths for mods but if you can locate the mods that come with BTS (such as Gods of Old, Charlemagne, Road to War, etc) History Rewritten should be placed in the same folder. For me this is /Civilization IV/Beyond the Sword/Mods/ but if it's different on Steam please let me know and I'll add that to the installation instructions in the next version.

Hope that helps, let me know if it doesn't. Glad you enjoy the mod! :)
 
... if you can locate the mods that come with BTS (such as Gods of Old, Charlemagne, Road to War, etc) History Rewritten should be placed in the same folder. ....
Your Civ4 and its expansions should be installed in ~/Library/Application Support/Steam/steamapps/common/

Long ago, Steam used to put the Steam folder in your ~/Documents folder, but they moved it because people didn't like all that data being backed up with their other documents.
 
Your Civ4 and its expansions should be installed in ~/Library/Application Support/Steam/steamapps/common/

Long ago, Steam used to put the Steam folder in your ~/Documents folder, but they moved it because people didn't like all that data being backed up with their other documents.

This worked perfectly. The mods are all in ~/Library/Application Support/Steam/steamapps/common/sid meier's civilization iv beyond the sword/mods, and HR .7 worked when I placed it in that folder.

Thanks for the quick answer!
 
Glad it worked. I've added this Q&A to the FAQ thread.
 
Thanks for your help Alan. I've added it to the installation instructions as well.


Update on 0.8:

Civics are hard work! It's been quite a challenge to come up with new civics that are balanced, useful, and that the AI will understand. As a result I've reduced the number of civics I was planning to 7 in 6 categories. I've also abandoned the idea of a 'Philosophy' category as it was just too unwieldy. It's back to being a 'Religion category'.

I'll post a preview with stats soon.
 
Thanks for your help Alan. I've added it to the installation instructions as well.


Update on 0.8:

Civics are hard work! It's been quite a challenge to come up with new civics that are balanced, useful, and that the AI will understand. As a result I've reduced the number of civics I was planning to 7 in 6 categories. I've also abandoned the idea of a 'Philosophy' category as it was just too unwieldy. It's back to being a 'Religion category'.

I'll post a preview with stats soon.

Sound great!:goodjob: Can't wait to see the stats!
 
Well after much wrangling and testing I've decided to make another reduction. There will now be 6 civics in 6 categories for a total of 36. Quality over quantity I reckon and I can always add more in later.

Expect a preview tomorrow.
 
Okay, here's the promised preview. I wasn't happy with what I had for 3 of the civics (Confederation, Codification and Judicature) so I've left those blank for the time being. Feel free to make suggestions for them.

These will probably need a fair amount of tweaking before they're properly balanced. If any jump out at you as being particularly overpowered or underpowered please let me know.

Code:
------------------------------------------------------------------------------------------------------------
GOVERNMENT		Upkeep		Effects
------------------------------------------------------------------------------------------------------------
Despotism		Low		None

Confederation		Low		
					

Monarchy		High		+50% production in capital
					+50% commerce in capital
					+2 happiness from Castle

Theocracy		Medium		No spread of Non-State Religion
					+2 happiness per city with state religion
					Unlimited priests

Aristocracy		High		-50% maintenance for number of cities
					+1 wealth and espionage per specialist

Democracy		Medium		+50% GPP
					+2 production from Towns
					+50% war weariness
------------------------------------------------------------------------------------------------------------
LEGAL			Upkeep		Effects
------------------------------------------------------------------------------------------------------------
Barbarism		Low		None

Tradition		Low		+25% culture in all cities
					+25% experience gained in own borders

Authoritarianism	Medium		+25% espionage in all cities
					+1 happiness per military unit in city

Codification		Medium

Judicature		Medium		


Equal Rights		High		+5 happiness in largest cities
					Happiness penalty for civs without Equal Rights

------------------------------------------------------------------------------------------------------------
LABOUR			Upkeep		Effects
------------------------------------------------------------------------------------------------------------
Tribalism		Low		None

Agrarianism		Low		+1 production from Farm, Pasture, Plantation
					Military units produced with food
					50% growth of cottage, hamlet, village

Slavery			Medium		Can sacrifice population to hurry production
					-1 health per city

Caste System		Medium		Unlimited artists, merchants, scientists
					Workers build improvements 50% faster
					-25% GPP

Industrialism		Medium		+25% wealth in all cities
					+1 production from Mine, Lumbermill, Watermill
					-2 happiness in largest cities

Emancipation		Low		Can spend wealth to hurry production
					Happiness penalty for civs without Emancipation
------------------------------------------------------------------------------------------------------------
ECONOMY			Upkeep		Effects
------------------------------------------------------------------------------------------------------------
Reciprocity		Low		None

State Property		High		-50% maintenance for number of cities
					+1 food and production from Workshop
					Corporations have no effect

Professionalism		Medium		1 free specialist in every city
					+100% growth of cottage, hamlet, village

Mercantilism		Medium		+50% commerce in capital
					-50% maintenance for distance
					No Foreign Trade

Free Market		Medium		+1 trade route per city
					-50% corporate maintenance

Environmentalism	High		No unhealthiness from population
					+2 commerce from Forest Preserve, Windmills
					+25% corporation maintenance
------------------------------------------------------------------------------------------------------------
MILITARY		Upkeep		Effects
------------------------------------------------------------------------------------------------------------
Militia			Low		None

Vassalage		Medium		More units with free upkeep
					+1 happiness with Barracks

Warrior Code		Medium		+25% culture in all cities
					+1 happiness per military unit in city
					+100% Great General appearance

Conscription		Medium		Can draft units each turn
					+25% espionage in all cities
					+1 wealth from Towns

Mercenary Army		High		No war weariness
					+1 upkeep for military units
					Chance of defection or desertion

Professional Army	High		+25% production of military units
					New units receive +2 experience
					+1 upkeep for military units
------------------------------------------------------------------------------------------------------------
RELIGION		Upkeep		Effects
------------------------------------------------------------------------------------------------------------
Paganism		Low		None

Organized Religion	High		+25% production of buildings with state religion
					Can build missionaries without monasteries

Fundamentalism		Medium		+25% production of military units with state religion
					+2 experience for new military units with state religion
					-25% research

Altruism		Medium		+25% culture in all cities
					+50% GPP with state religion
					+50% war weariness

Rationalism		High		+1 science per specialist
					+2 happiness with School
					-2 happiness with State Religion

Free Religion		Low		No state religion
					+1 happiness per religion in cities
					+25% culture
 
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