History Rewritten (Original Thread)

Why perfectworld2.py does not function with your mod ?

Because its a great loss, because perfect world is very realistic wold...

Why not rebuilding the mod with Mac BAT 2.2 as base ? Since this mapscript functions like a charm with Mac BAT 2.2 ?

What are the conditions for perfect world to functions well into a given mod ?
 
I just realized a way to get more civs in: Themed Add-ons. (Such as Barbarians: Huns, Magyars, Onogurs, Mongols, Goths, Vikings, etc)

I'm not sure what you mean by this. If you mean adding different types of Barbarians then this is impossible to do adequately without .dll changes.

Why perfectworld2.py does not function with your mod ?

I just tried launching 5 games with PerfectWorld2 in HR, all on different settings and they all loaded fine.
 
I mean adding more civs.

Since the module system can just be added on to without needing to really modify a bunch of files each time you add a civ, if there were, let's say, 10 civs per "Module Pack" then we could get more than 50 civs in. Sure, multiplayer with HR wouldn't work, but it would allow for far more civs.
 
Oh I see what you mean. All the civs in HR are already modular to a certain degree, and there's no limit to how many I could theoretically add. 50 is simply a number I've chosen as a reasonable maximum. Every time I add a civ it adds to the size and thus performance strain of the entire mod, not to mention increasing the development time of any new mechanic I might add. Better to have 50 interesting and balanced civ choices than 100 repetitive and featureless ones.

The module system is not as good as it should be too. Quite a few things, such as audio and diplomacy text just won't work modularly. Back in the first few versions of HR all the civs were completely modular but I've been 'demodularizing' them somewhat recently as it makes for much faster loading and other factors.

If I'm continually adding civs I won't ever get time to add things like a future era, new promotions, wonders, and the many other things I'd like or people have requested. 45 civs in HR atm, so there will be a few more to come yet :)
 
I just tried launching 5 games with PerfectWorld2 in HR, all on different settings and they all loaded fine.

Oh, sorry, i will see that :(

Edit few hours after : Horror, i was wrong :)
And i seen this wonderful mapscript only today :(

Edit still few hours after : I loaded Perfect World 2.py, but it occurred a MAF with worldbuilder...
It was Large with 18 Civs with HR 0.5, it was in early ADs... At Normal Speed...
 
Edit still few hours after : I loaded Perfect World 2.py, but it occurred a MAF with worldbuilder...
It was Large with 18 Civs with HR 0.5, it was in early ADs... At Normal Speed...

It seems MAFs are inevitable with a mod this size and a map that big. The only way to avoid them might be to unpack all the FPKs and put up with the extra long load times (or play on a smaller map). Basically though, BTS throws a MAF whenever it uses more than 2GB of memory, this can happen easily in any mod that's been played for many turns in one session. Just gotta restart the game once in a while. It is a limitation of BTS itself and not HR.

I'll do what I can to optimize things further though.

I just found another unit that causes the game to crash for me -- Greek galleons.

Greece and Israel use the same Galleon art so it's the same crash. This ship is also used by other Mediterranean civs such as Rome, Byzantium, Phoenicia, etc. I think I may have fixed it though, try the file posted here.
 
Wow, they really did screw up Mac BTS if it caps at 2GB. On MS 32-bit it can use 3GB if configured and can access 4GB if you have more than that on 64-bit. The worst part is that OS X is been able to use >4GB RAM since Panther
 
Wow, they really did screw up Mac BTS if it caps at 2GB. On MS 32-bit it can use 3GB if configured and can access 4GB if you have more than that on 64-bit. The worst part is that OS X is been able to use >4GB RAM since Panther

It's a fault/limitation in Windows BTS and it seems that Aspyr never bothered to fix it for the Mac version. I'm not sure if it's actually a 2GB limit as I haven't researched it very much at all, just going on hearsay. It's something to do with 32 bit addressing I believe.
 
Greece and Israel use the same Galleon art so it's the same crash. This ship is also used by other Mediterranean civs such as Rome, Byzantium, Phoenicia, etc. I think I may have fixed it though, try the file posted here.

That seems to have fixed it.

Note that I had a heck of a time getting it unzipped. Three different unarchivers on my Mac gave me errors. I finally transferred the zip file over to my corporate Windoze laptop, unzipped it there, and transfered the XML back over.
 
It unzipped with no problems on my Mac. It just uses the standard built-in zip utility as far as I know. Double click in Finder or PathFinder both work. It also works from the Terminal command line: unzip <file_path>
 
It unzipped with no problems on my Mac. It just uses the standard built-in zip utility as far as I know. Double click in Finder or PathFinder both work. It also works from the Terminal command line: unzip <file_path>

There was something hosed on my Mac. I rebooted and it unzipped just fine.
 
I have a request, rather than a bug report.

Right now, when I have upgraded units, it shows their original name first, then the upgraded name. For instance, I have Archer 14 (Atlanta) (Crossbowman). Could that be changed so the current unit type is listed first? For instance, Crossbowman (Archer 14) (Atlanta).

If that's not an HW change, my apologies. It's been so long since I've played the unmodded version, I'm unsure, but I think it's an HW change.
 
Here's my latest crash report. I'm not really sure how to duplicate this. The most recent significant thing I did was to rush production of Broadway in New York. I've also included the lastest save game.
 

Attachments

I have a request, rather than a bug report.

Right now, when I have upgraded units, it shows their original name first, then the upgraded name. For instance, I have Archer 14 (Atlanta) (Crossbowman). Could that be changed so the current unit type is listed first? For instance, Crossbowman (Archer 14) (Atlanta).

If that's not an HW change, my apologies. It's been so long since I've played the unmodded version, I'm unsure, but I think it's an HW change.

Unit naming is all controlled by BUG, included in HR. Click the little green button in the top left of the main screen and the BUG options window will appear. It contains a tab called Unit Naming and in that you can customize to your heart's content :)

Here's my latest crash report. I'm not really sure how to duplicate this. The most recent significant thing I did was to rush production of Broadway in New York. I've also included the lastest save game.

I think that's just a generic memory-related crash. I couldn't reproduce it from your saved game. If you're not able to reproduce it either then we'll probably just have to put it down to a random MAF. All large BTS mods get these occasionally and while I can do all I can to reduce their frequency I can probably never eliminate them completely.
 
Unit naming is all controlled by BUG, included in HR. Click the little green button in the top left of the main screen and the BUG options window will appear. It contains a tab called Unit Naming and in that you can customize to your heart's content :)

Thank you! I've just turned off custom naming for now -- is there documentation for the field valus anywhere?

I think that's just a generic memory-related crash. I couldn't reproduce it from your saved game. If you're not able to reproduce it either then we'll probably just have to put it down to a random MAF. All large BTS mods get these occasionally and while I can do all I can to reduce their frequency I can probably never eliminate them completely.

Yeah, I realized that later when I started getting crashes every five turns or so. Unfortunately, I eventually decided a very interesting game was unplayable.
 
I know this is History Rewritten, not History Like it Was, but have you thought of taking off Ragnar's helmet horns? The Vikings never really had those on their helmets, and you didn't give them to Canute. Just wondering, and thanks for the great mod! Oh, BTW, I need some help. When I open CivilizationIV.ini, it just tells me I couldn't open it. Any idea what I did wrong?
 
I know this is History Rewritten, not History Like it Was, but have you thought of taking off Ragnar's helmet horns? The Vikings never really had those on their helmets, and you didn't give them to Canute. Just wondering, and thanks for the great mod! Oh, BTW, I need some help. When I open CivilizationIV.ini, it just tells me I couldn't open it. Any idea what I did wrong?

Although I occasionally make minor modifications to leaderheads I don't create these myself, they're made by a variety of very talented individuals elsewhere on the CFC forums. I had a quick look at Ragnar but the horns are not removable with the software I know how to use.

As for CivilizationIV.ini, select, CMD-I and in the 'Open With' section of the info pane choose TextEdit (or similar).
 
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