History Rewritten (Original Thread)

I noticed that now Free Market requires Corporation.
This is not a good idea, since both give an extra trade route.
In BTS, these were separated by considerable time, which is better for game play.

Agreed.

By the way in the game I am playing I finally built a Shrine in 1612 AD.

Doh!

This illustrates a concern.
On Archipeligo maps you can find yourself playing a minigame with no or a few other Civs for a longer time than in BTS, since it is much longer and harder to get the caravel.
There were a group of about 6 Civs who could trade with each other prior to Compass, that got ahead technologically in my game.
I think it would be better for game play if the Caravel were somewhat earlier.

Also agreed. I have a couple ideas to shift it earlier, I'll let you know how I get on.
 
Could you link to the thread where he was discussing it?

It's in this thread, especially on the second page.

From a programmers view, it's probably more clean and elegant to have proper civic classes (C++), that can be loaded with any kind of content, but I could imagine, there is a Python way to tell the game to replace one civic by another one, ifplayeristruehasget…;)
 
It's in this thread, especially on the second page.

From a programmers view, it's probably more clean and elegant to have proper civic classes (C++), that can be loaded with any kind of content, but I could imagine, there is a Python way to tell the game to replace one civic by another one, ifplayeristruehasget…;)

Thanks, I had a quick skim read of the thread and I understand what Baldyr is talking about, though Im pretty sure it would have significant shortcomings compared to the SDK version. Still worth exploring though, I'll query Baldyr some more on it in the future.
 
Some possible ways to separate Free Market and Corporation:
1. Move Free Market to another tech. It was with Economics, which now has Mercantilism. For example, one could create a new tech called Free Market and put it in an appropriate place in the Tech Tree after Economics.
2. Get rid of free trade route for Corporation. It is probably strong enough without it.
Can give the free trade route to another possibly new tech.
Alternately, you can create a new building that gives a free trade route (as per Airport.)
 
Unfortunately my game on Version 0.9 keeps crashing, 1652 AD while the computer is playing the AI civs.
(I tried to get around it with no success.)
I am not sure what is happening; I did not have this problem with version 0.8.



Process: Civilization IV Beyond the Sword [497]
Path: /Civilization IV/Beyond the Sword/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier: com.aspyr.civ4bts
Version: 3.19 (92131)
Code Type: X86 (Native)
Parent Process: launchd [88]

Date/Time: 2011-03-17 14:22:05.719 -0400
OS Version: Mac OS X 10.6.5 (10H574)
Report Version: 6

Interval Since Last Report: 328115 sec
Crashes Since Last Report: 4
Per-App Interval Since Last Report: 2907805 sec
Per-App Crashes Since Last Report: 5
Anonymous UUID: 4002A178-BDF5-43E3-8CA2-B2EBEA3E7941

Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x000000000000005c
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Error Formulating Crash Report:
*** -[NSCFDictionary setObject:forKey:]: attempt to insert nil value (key: Identifier)
0x81ad4796
0x8585c0f3
0x81ad45d7
0x81ad4564
0x855d0c86
0x00004a8f
0x8185d917
0x00004939
0x000072f2
0x00007dd7
0x00009ff2
0x00009dcf
0x88a02a1c
0x000094d6
0x889f6536
0x889f63e9

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 com.aspyr.civ4bts 0x001985e2 CvArtInfoUnit::getShaderNIF() const + 6
1 com.aspyr.civ4bts 0x00c28826 CvUnitSubEntity::reloadModel() + 96
2 com.aspyr.civ4bts 0x00c28a5a CvUnitSubEntity::updateGraphicEra(EraTypes) + 170
3 com.aspyr.civ4bts 0x00c21c2a CvUnitEntity::updateGraphicEra(EraTypes) + 52
4 com.aspyr.civ4bts 0x001ea0d6 CvPlayer::setCurrentEra(EraTypes) + 392
5 com.aspyr.civ4bts 0x00263a81 CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool) + 1071
6 com.aspyr.civ4bts 0x002687d4 CvTeam::setResearchProgress(TechTypes, int, PlayerTypes) + 392
7 com.aspyr.civ4bts 0x001fb786 CvPlayer::doResearch() + 604
8 com.aspyr.civ4bts 0x0020a3b7 CvPlayer::doTurn() + 293
9 com.aspyr.civ4bts 0x0020abfb CvPlayer::setTurnActive(bool, bool) + 1495
10 com.aspyr.civ4bts 0x0020ae3a CvPlayer::setAutoMoves(bool) + 78
11 com.aspyr.civ4bts 0x000f58cf CvGame::updateMoves() + 325
12 com.aspyr.civ4bts 0x00105321 CvGame::update() + 237
13 com.aspyr.civ4bts 0x00a91e4b CvApp::OnIdle() + 1137
14 com.aspyr.civ4bts 0x0066ea41 FWinApp::Run() + 31
15 com.aspyr.civ4bts 0x00b1ee52 WinMain + 50
16 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
17 com.apple.HIToolbox 0x96072eef DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1567
18 com.apple.HIToolbox 0x960721b6 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
19 com.apple.HIToolbox 0x96072015 SendEventToEventTargetWithOptions + 58
20 com.apple.HIToolbox 0x960a6b6c ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3006
21 com.apple.HIToolbox 0x96073340 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2672
22 com.apple.HIToolbox 0x960721b6 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
23 com.apple.HIToolbox 0x9609497b SendEventToEventTarget + 52
24 com.apple.HIToolbox 0x9621dcc3 ToolboxEventDispatcher + 86
25 com.apple.HIToolbox 0x9621ddfb RunApplicationEventLoop + 243
26 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
27 com.aspyr.civ4bts 0x000a83ea main + 356
28 com.aspyr.civ4bts 0x00002642 _start + 216
29 com.aspyr.civ4bts 0x00002569 start + 41

Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x981bb982 kevent + 10
1 libSystem.B.dylib 0x981bc09c _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x981bb559 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x981bb2fe _dispatch_worker_thread2 + 240
4 libSystem.B.dylib 0x981bad81 _pthread_wqthread + 390
5 libSystem.B.dylib 0x981babc6 start_wqthread + 30

Thread 2:
0 libSystem.B.dylib 0x9819515a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x981c2ce5 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x981f1ac8 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x97097ecd TSWaitOnConditionTimedRelative + 242
4 ...ple.CoreServices.CarbonCore 0x97097c0b TSWaitOnSemaphoreCommon + 511
5 ??? 0x942b9d49 ReadSchedulerThreadEntryPoint + 4698
6 libSystem.B.dylib 0x981c285d _pthread_start + 345
7 libSystem.B.dylib 0x981c26e2 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x9819515a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x981c2ce5 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x981f1ac8 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x9129b3c7 CAGuard::WaitFor(unsigned long long) + 219
4 com.apple.audio.CoreAudio 0x9129e3f9 CAGuard::WaitUntil(unsigned long long) + 289
5 com.apple.audio.CoreAudio 0x9129bcf6 HP_IOThread::WorkLoop() + 1892
6 com.apple.audio.CoreAudio 0x9129b58d HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x9129b4a4 CAPThread::Entry(CAPThread*) + 140
8 libSystem.B.dylib 0x981c285d _pthread_start + 345
9 libSystem.B.dylib 0x981c26e2 thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x981c30a6 __semwait_signal + 10
1 libSystem.B.dylib 0x981c2d62 _pthread_cond_wait + 1191
2 libSystem.B.dylib 0x981c49f8 pthread_cond_wait$UNIX2003 + 73
3 ??? 0x30e7d432 gleCmdProcessorPTHREAD + 186
4 libSystem.B.dylib 0x981c285d _pthread_start + 345
5 libSystem.B.dylib 0x981c26e2 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x00000064 ecx: 0x0000000b edx: 0x00000003
edi: 0x00000000 esi: 0x82d001b0 ebp: 0xbfffe5e8 esp: 0xbfffe5e8
ss: 0x0000001f efl: 0x00010206 eip: 0x001985e2 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x0000005c

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That looks like there's missing/faulty building or unit art when one of the civs is advancing to a new era. Could you post the saved game? That would be the quickest way for me to track it down.
 
How do I do about "posting the saved game?"

That looks like there's missing/faulty building or unit art when one of the civs is advancing to a new era. Could you post the saved game? That would be the quickest way for me to track it down.
 
How do I do about "posting the saved game?"

By coincidence, someone else just asked the same question in a General forum thread. Dhoomstriker gave a really nice reply. Here it is:

Click on the "Post Reply" button or, if you are authoring your reply in the textbox at the bottom of the page, first hit the "Go Advanced" button.

You'll then see the full list of icons available to you, including the Attachments icon (). Click on the Attachments icon and you'll get a pop-up window that allows you to browse for a file.

After selecting the file, click on the Upload button in the pop-up window.

That's it, you're done. The file will be attached to your message. Close the Attachments pop-up window. Type in a bit of an explanation for the file that you're upload and then click on the Submit Reply button... the file will appear as an attachment at the bottom of your message.
 
Could I bother you to post an earlier autosave as well? Some time in the 1630s or 40s would be perfect. I'm almost certain it's a building art crash.
 
Both games you've posted are crashing immediately after loading for me. Are they doing that for you too? If so, could you please post a the last game you have that loads fine and allows you to play a few turns before any crashes. Sorry for the inconvenience.
 
Neither game crashed for me when I load it and played a little.

I am playing with the new tech file.

Here is an earlier autosave



Both games you've posted are crashing immediately after loading for me. Are they doing that for you too? If so, could you please post a the last game you have that loads fine and allows you to play a few turns before any crashes. Sorry for the inconvenience.
 

Attachments

Unfortunately it seems my MBP isn't powerful enough to load a game that size and that's going to make solving this tricky. Can you tell me which other civilizations were in the game with you and, if possible, which era they were in?
 
I used macapaka on the fkp files.

Civs:
Japan
Egypt
Poland
Mongolia
Iroquois
Hittite
Kushan
Sumerian
American
Phoenician
Roman
Aztecs (me)

I am in the Renaissance Era.
Hittite, Japan and Egypt are more advanced than me.
Egypt is the most advanced and is researching Railroad.

I suspect it is one of these three countries, most likely Egypt, that is causing the crash.


Unfortunately it seems my MBP isn't powerful enough to load a game that size and that's going to make solving this tricky. Can you tell me which other civilizations were in the game with you and, if possible, which era they were in?
 
I used macapaka on the fkp files.

Gah, you think that I'd thought of that, having created the mod and all! /facepalm

I've long suspected that using FPKs is significantly increasing the memory usage of the mod, or making it harder for the game to manage memory due to having monolithic chunks of address space used up or something. This confirms it. I'm going to need to experiment and find an optimal compromise between faster loading and fewer MAFs.

I am in the Renaissance Era.
Hittite, Japan and Egypt are more advanced than me.
Egypt is the most advanced and is researching Railroad.

I suspect it is one of these three countries, most likely Egypt, that is causing the crash.

Actually it looks like it's Poland, or possibly America. Most likely Poland though as I made changes to them in 0.9 and I don't think I've touched America for some time. I don't have any more time for testing today but now that I've got a focus it shouldn't take too long to solve it tonight or tomorrow, hopefully.

If it's what I think it is it shouldn't require changing more than 1 or 2 files. If so I'll post a patch so you can continue your game. Thanks for your patience.
 
Solved. The attached file needs to be unzipped and replaces the one found at /History Rewritten/Assets/Modules/Civilizations/Poland/. You should then be able to continue your game.
 

Attachments

It cleared up the problem.

Thanks!

We are all aware that we are currently in game testing mode on version 0.9.

Solved. The attached file needs to be unzipped and replaces the one found at /History Rewritten/Assets/Modules/Civilizations/Poland/. You should then be able to continue your game.
 
The costs for Nationialism and following are not consistent with those for prior; the cost for Nationialism is significantly lower than prior techs.

Tried another game. Even with the new tech file, in my opinion the costs for early techs need to be lower by 30% or more, at least on large maps. This can be made up for by increasing the costs slightly of later techs.

If I wanted to try different tech costs, is it just a matter of my revising the tech file?
 
The costs for Nationialism and following are not consistent with those for prior; the cost for Nationialism is significantly lower than prior techs.

After Steam Power the tech tree reverts to the standard BTS tree, mostly unchanged, even the costs. I intend to update this incrementally and will have details of the first update soon.

Tried another game. Even with the new tech file, in my opinion the costs for early techs need to be lower by 30% or more, at least on large maps. This can be made up for by increasing the costs slightly of later techs.

I first want to try solve the issue by having more commerce (and thus research) available in the early game.

If I wanted to try different tech costs, is it just a matter of my revising the tech file?

There's several places tech costs can be adjusted. Civ4TechInfos.xml has the individual cost for each tech but I've also listed the 'base cost' (average) I use for each column of the techtree. The sequence of base costs I used is n+50 (50, 100, 200, 350, 550, 850, 1100, 1500). After 1500 the cost increases by 500 per column (2000, 2500, etc) though this may change in future if needed.

You can also change the research rate for mapsize (in GameInfo/Civ4WorldInfo.xml) or for difficulty level (in GameInfo/CIV4HandicapInfo.xml). The way tech costs are calculated is pretty complicated, this post has all the details.

Eqypt seem to have somehow been able to research Electricity and Fission without researching Physics.
The Hittites both seem to have somehow been able to research Combustion without researching Physics.

Chemistry seems to right away give one the ability to research Steel or Flight, without needing Steam Power, Nationalism, etc.

(Answering your other post here as I'm guessing it was intended for this thread)

Yeah it looks like I've missed a couple of needed prerequisite changes there. I'm currently working on expanding the techtree for 0.9.1 up to Combustion and Electricity so that should fix these issues in the process. I'll post a diagram as soon as I'm sure it's working okay in game.
 
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