History Rewritten (Original Thread)

One other thing I noted...

when playing as the Russians, the icon for the Archer and Skirmisher are the same. Very confusing in the early game.
 
I am not sure you can see it in this pic, or if this is already known, but the Legionary's turns to build road turn amount is CRAZY! Over 1,000,000!
 

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One other thing I noted...

when playing as the Russians, the icon for the Archer and Skirmisher are the same. Very confusing in the early game.

Just cosmetic thing for sure... Noticed but not very problematic...
 
One other thing I noted...

when playing as the Russians, the icon for the Archer and Skirmisher are the same. Very confusing in the early game.

Oops, copy/paste error and easily fixed. Thanks for the report!

I am not sure you can see it in this pic, or if this is already known, but the Legionary's turns to build road turn amount is CRAZY! Over 1,000,000!

Doh! That's definitely not intentional, I'll try figure out what's going on there.


0.6 update:

Still getting extremely little time to work on HR I'm afraid. I think I've fixed all reported bugs/glitches apart from the Shaman crash and longstanding audio issues. I've finished 95% of the Unique Wonder art, all that's left to do there is choose and implement the stat bonuses for them and double check art size. I hope to devote the first week of next month to getting it finished.
 
1) What about modifying difficulty settings ?

Like increasing city maintenance by 100 % or distance cost by 50 % for having smaller empires and more room for barbarians...

At the moment we can have an empire with 8-10 cities without being in bankruptcy without Courthouses or Markets...

You could add a new effect for a leader trait : - 50 % of city number maintenance costs by example...

2) Why not increasing cost of growth, like citizen consuming three "Food" instead of two ?
Cities would be smaller and more realistic in early times, because for long time only rome had one million of citizens... At cost of massive importation from over the Empire... Increasing importance of resources...

3) I suggest having food and production caravans, and of course commerce caravan...

A Food Caravan could carrying 20% of stocked food of its birthplace...
Ditto for a production caravan...
Commerce caravan could functions like in Civ Rev, at different rates depending from civics in place... Could be based on a type of civics...

4) is it possible to have a system based only with python for emulating revolutions, and revolting cities becoming Barbarian ?

At the end of Roman Empire, cities declared themselves "Barbarian" to keep from paying taxes to Rome, since Barbarians give no taxes to Roman Emperor...

5) That's all ! Good ideas ?
 
I just want to say what a terrific job you've done for all us mac users, the mod really is fantastic. Is there anything productive we could do to pitch in for the next few versions?
 
To Xyth : What are the news for 0.6 :blush: ?

Second, i admit now that these proposals i emitted for your mod, but this are some good ideas however ?
 
Hi all, apologies for the recent quiet and lack of progress on 0.6. My partner has mostly recovered from her illness so I can resume working on it again. Truth be told though I'm suffering from a bit of burnout and lack of motivation which is making it hard for me to get stuff done. This is mostly from the Unique Wonders being a much harder and time consuming task than I ever expected to be, but also a little due to disillusionment at the looming release of Civ5 and all the unanswered questions about Mac releases and modding capabilities.

What I am going to do is temporarily abandon the unique stats of the new wonders; instead I'm going to give them all the same bonus (probably a Golden Age or free Great People or such) and revisit them sometime later. Otherwise I'll be iterating on 0.6 for ages and as it contains quite a few important fixes I really need to get it out.

I still need to do a lot of testing but hopefully I'll have something for you all next week.
 
Thanks for being so dedicated to this! It's great to be able to play a mod on mac!
 
Thanks for being so dedicated to this! It's great to be able to play a mod on mac!

I just want to say what a terrific job you've done for all us mac users, the mod really is fantastic. Is there anything productive we could do to pitch in for the next few versions?

Glad you guys are enjoying it! As for productive things for the next version, I'm not sure yet. Because getting 0.6 finished has been such a struggle I'm going to have a reevaluation of what my goals are for the mod. Tech tree changes, expanded civics, and adding a few more civs are still on my wishlist but I'm conscious that I need to get HR to a more or less 'finished' state because of Civ5 coming (eventually).

Second, i admit now that these proposals i emitted for your mod, but this are some good ideas however ?

Some interesting ideas there but most would have a very big effect on core game balance. That's not something I want to get into too deeply at this time.

Making sure every civ has a unique building and unit would be a nice addition.

Agreed. At the moment Israel, Vietnam and the Swahili are missing UB and/or UU. I hope to have those gaps filled in 0.6, and if not, most definitely 0.7.
 
I don't know what is causing this... but after I reach a point in the game (usually in the middle ages), the game crashes. If I am able to save before it crashes and run again, it won't crash again for another hundred turns or so. Any idea why this is happening?
 
I don't know what is causing this... but after I reach a point in the game (usually in the middle ages), the game crashes. If I am able to save before it crashes and run again, it won't crash again for another hundred turns or so. Any idea why this is happening?

That sounds like a MAF (Memory Allocation Failure) that all large mods suffer from. If you could post a crash log that would help me identify it. Alternatively there are a few crash causing bugs in 0.5 that may be responsible too. Expect 0.6 in the next few days.
 
That sounds like a MAF (Memory Allocation Failure) that all large mods suffer from. If you could post a crash log that would help me identify it. Alternatively there are a few crash causing bugs in 0.5 that may be responsible too. Expect 0.6 in the next few days.

What do you have planned finally for HR 0.6 ?

Other than bugfixes ?

I remember that you talked about specific national wonders, but other things also ?
 
What do you have planned finally for HR 0.6 ?

Other than bugfixes ?

I remember that you talked about specific national wonders, but other things also ?

There was quite a bit I hoped to put into 0.6 (some new civs, some world wonders, Great Doctor mod, etc) but most of it I've had to remove until 0.7 or 0.6 would never be done. All the new building art has required me to pretty much remake much of Cultural Citystyles. There is a file involved called Civ4CityLSystem.xml which is notoriously hard to work with. The other very time consuming factor has been getting everything to scale properly. Mostly though I've simply had a lot less time to work on it these last couple months due to computer, work and family issues.

Here's the changelog for 0.6 as it looks at the moment:

Spoiler :
CIVILIZATIONS
- New citylists: Egypt, Polynesia
- England has a new UB: Public House (Stock Exchange is now a National Wonder)
- German Rathaus now replaces the Courthouse as intended
- Hittite UB is now properly named the Huluwasi
- Hungary has a new UB: the Végvár (Turul is now the UW)
- Inca starting location is now more appropriate on certain maps
- Roman Legionary no longer takes all eternity to build a road
- Russia now has the correct button for Skirmishers
- Swahili have a new UB: the Ziara
- Tibetan Gompa has new art
- Tibetan Musketman has new art
- Vietnam has a new UU: the Chien Binh

LEADERS
- Mongkut has better AI

BUILDINGS
- Every civilization has its own Unique Wonder
- Academy is now the University
- Forbidden Palace is now the Seasonal Palace
- Globe Theatre is now the English UW, generic version is the National Theatre
- Hermitage is now the Russian UW, generic version is the National Museum
- Military Academy is now the Armoury
- Moai Statues are now the Polynesian UW
- Mt Rushmore is now the National Monument and is available earlier
- National Epic removed and replaced by Royal Cemetery
- Oxford University is now the Academy
- University is now the School
- Wall Street is now the American UW, generic version is the Stock Exchange
- West Point is now the Military Academy
- Improved art for Angkor Wat, Hagia Sophia, Hollywood, Oracle, Pentagon
- Numerous buildings scaled better

UNITS
- Catapults and Trebuchets no longer bombard, this is to create better defined roles alongside the Battering Ram and Siege Tower
- Battering Ram and Siege Tower have reduced bombard strength
- Cannons now have ranged attack like other siege units
- Fixed crash caused by Mediterranean-style Galleon

RELIGIONS
- Pesedjet Pyramid replaced by Pesedjet Mortuary
- Pesedjet has a new Shrine: Abu Simbel
- Ba'alist Cathedral replaced by Ba'alite Sanctuary
- Baalism has a new Shrine: Maabed
- Asatru has a new Shrine: Sigtúnir
- Toltecayotl Sacrificial Pyramid replaced by Toltecayotl Paganitzu
- Toltecayotl has a new Shrine: Tlachihualtepetl
- Reverted to older art for Shaman and Heirophant (should solve some crashes)
- Fixed crash caused by the African-style Christian Missionary

OTHER CHANGES
- New water graphics
- Protective Trait: Bonus Great General emergence in cultural borders increased to 100% (from 50%)
- Several layout improvements to the Civilopedia
- Included maps now let you choose religions
- Numerous art optimizations


So other than Unique Wonders and its supporting changes, everything else is mostly bugfixes. All of this will pave the way for a wider range of changes in 0.7 though, especially since many of them are partially finished anyway.

Assuming nothing goes wrong, I'll upload 0.6 on Monday.
 
Assuming nothing goes wrong, I'll upload 0.6 on Monday.

Okay ! Still here for tomorrow for downloading your mod ;)

All these bugfixes are very nice... All these things newly added also...
 
Ugh, I've broken something. Might need a few more days, sorry :(
 
How do you access the modded religions. They never seem to appear in-game. Also, why for the scenerios are you alowed to choose non-scenerio civs?
 
Ugh, I've broken something. Might need a few more days, sorry :(

No problem, life is a matter of patience... Thanks "Google Translation" ;)
 
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