History Rewritten (Original Thread)

Okay 0.7 is uploading now, should be available in a few hours.

Whoa, had no idea it was coming out so soon!

BTW Xyth, to me, it sounded like you didn't like V that much. Since were hearing how there is a mac version coming VERY soon, any plans to one day make History Rewritten for V?

I'll certainly switch to Civ5 eventually but probably not until it's been fixed significantly or even the first expansion pack. At the moment all the graphics in game are untouchable by modders until the SDK is released and even then no-one is too sure how compatible Civ4 and Civ5 graphics are going to be. It could be a very long time before the graphic modders are able to make the sort of art that a mod like HR relies on.

The biggest issue is the leaders. We know that Civ5 leaders are made with a piece of software worth many thousands of dollars that isn't compatible with else. This means that new leaders are going to have to be made completely from scratch, and it will be quite a daunting task given they are now full body models with lip syncing and everything.

So it will be a long time yet before a mod like HR is possible on Civ 5 but rest assured that when it is, I'll be working on it.

Im trying to play this on a PC, it should be working first of all - right?? :)

I get some errors when the mod-loading screen appears. It seems to be when it's loading the "init XML" first error is a civ4building xml error. I press okay, loading continues.
Error window says; " LoadXML call failed for modules\civilizations\vietnam\vietnam_civ4buildinginfos.xml".
- Pressing ok button, and loading continues - until next error
Which is a long one, in the File: "modules\leaders\mongkut\mongkut_civ4leaderheadinfos.xml
Reason: The elements in the file is undetectable according to something called DTD-scheme.
It also says something about line 82, 19 - and the favoritecivic>Hereditary_rule. when I press ok again I get another error from mongkut leaderheadinfos.xml.

It seems to have alot of XML errors - have anyone else experienced that? Or have any possible solutions? (Allready changed both the ini's to moduleloading=1)
Any help would be much appreciated... This mod sounds really awsome!

Ohh.. And after all errors I'm in the mod's main screen. But all the errors worries me! :confused:

The Mac and Windows version of BTS read xml files slightly different. Unfortunately this means there will occasionally be errors on one platform that are undetectable and non-issues on the other. They're easy to fix, I just need a Windows person to tell me what they are as I don't have a copy of Windows BTS available to me to test.

I spotted the Vietnam and Mongkut problems recently so they should be fixed in 0.7 (which should be available to download in a couple of hours). Please try that out and if you get any more xml errors post them here and I'll put out a small patch straight away for Windows.
 
Im trying to play this on a PC, it should be working first of all - right?? :)

I get some errors when the mod-loading screen appears. It seems to be when it's loading the "init XML" first error is a civ4building xml error. I press okay, loading continues.
Error window says; " LoadXML call failed for modules\civilizations\vietnam\vietnam_civ4buildinginfos.xml".
- Pressing ok button, and loading continues - until next error
Which is a long one, in the File: "modules\leaders\mongkut\mongkut_civ4leaderheadinfos.xml
Reason: The elements in the file is undetectable according to something called DTD-scheme.
It also says something about line 82, 19 - and the favoritecivic>Hereditary_rule. when I press ok again I get another error from mongkut leaderheadinfos.xml.

It seems to have alot of XML errors - have anyone else experienced that? Or have any possible solutions? (Allready changed both the ini's to moduleloading=1)
Any help would be much appreciated... This mod sounds really awsome!

Ohh.. And after all errors I'm in the mod's main screen. But all the errors worries me! :confused:

Nevermind, see what Xyth says, not me.
 
0.7 is up and ready to download.
 
Oh gosh, this mod is taking it's toll on my little Macbook. It's worth the load thought!
 
Here are some rescource ideas;
(I'm not an expert of making good stats of what rescources can do, I will leave it up to someone else till then. . . .here some rescources)

Rum (requires whinery, Porduces happieness)
Tobacco (requires plantation, gives income to city but also produces sick faces)
Archeology Site (requires a quarry and ruins, produces science)

That's it for now :3
 
Xyth ---> Thanks alot for clearin that out to a rookie! :p hehe
Though the mod (0.6) runs pretty smoothly! Enjoy playing it - so very good mod-job! :)
Downloading 0.7 at present moment, will post any possible errors that might occur. Though it should be minimum, if you allready fixed the before mentioned. Still, cant wait to get my dirty hands on the 0.7!

Ooh.. And just read the threads on features of the new mod version.. No info's on Americans?? :o hmm
 
Here's a small preview of what I'm attempting to do with Civics:

Code:
GOVERNMENT		LEGAL			LABOUR		 	ECONOMY			PHILOSOPHY		MILITARY

Tribalism		Barbarism		Pastoralism		Subsistence		Paganism		Militia
Confederation		Customary Law		Agrarianism		Reciprocity		Organized Religion	Military Service
Despotism		Authoritarianism	Slavery			State Property		Fundamentalism		Mercenary
Hereditary Rule		Codification		Serfdom			Redistribution		Tradition		Vassalage
Theocracy		Citizenship		Caste System		Protectionism		Scholasticism		Warrior Code
Bureaucracy		Judicature		Industrialism		Mercantilism		Rationalism		Conscription
Representation		Free Speech		Emancipation		Free Market		Science			Professional Army
Universal Suffrage	Universal Rights	Welfare			Environmentalism	Universal Education	Pacifism
 
Here's a small preview of what I'm attempting to do with Civics:

Code:
GOVERNMENT		LEGAL			LABOUR		 	ECONOMY			PHILOSOPHY		MILITARY

Tribalism		Barbarism		Pastoralism		Subsistence		Paganism		Militia
Confederation		Customary Law		Agrarianism		Reciprocity		Organized Religion	Military Service
Despotism		Authoritarianism	Slavery			State Property		Fundamentalism		Mercenary
Hereditary Rule		Codification		Serfdom			Redistribution		Tradition		Vassalage
Theocracy		Citizenship		Caste System		Protectionism		Scholasticism		Warrior Code
Bureaucracy		Judicature		Industrialism		Mercantilism		Rationalism		Conscription
Representation		Free Speech		Emancipation		Free Market		Science			Professional Army
Universal Suffrage	Universal Rights	Welfare			Environmentalism	Universal Education	Pacifism

Nice ! Yes, i come back to Civ IV BTS, i understood that Mac OS X was really nice ;)
 
I really like the new graphics and it seems to be running quite a bit faster. Great job :).
 
Here is a bit of my take on the new civic ideas :/

All the governemnt seems ok, through you should change tribalism to chieftenism or something of sorts.(since tribalism is the ideology of everyone works for the good of the tribe and isn't really a form of government)

Legal is also OK, :goodjob:

Labor is ok, but. . .Welfare :confused: , Isn't really at all a form of labor.

Some of the economic terms are a bit hard to understand, since I never heard of them before.

Science isn't really a civic lol x.x, and define rationalism (also another term I never heard before).

Military looks repetivitve. Try keeping it to military tactics? Militia, military service, and conscription are somewhat the same thing. Pacificm would go under philo rather then military.

Don't hate me for being critical :cry: , it's just in my nature :blush:
 
Rationalism: Well, you can rationalize this thing out. Once you know what it means, it's completely rational.
:lol: Are you trying to glorify Catholicism in this?

I mean seriously the Catholic Church brought about Rationalism, ever heard of Francis Bacon?
 
:lol: Are you trying to glorify Catholicism in this?

I mean seriously the Catholic Church brought about Rationalism, ever heard of Francis Bacon?

0-0, ummmm, hmmmmm
:confused:

Regardless, if what Jaraxe says is true, then that is the same as saying science is a civic.
 
Names of the civics are not 100% finalized yet so any criticism or suggestions are welcome. Comments on the ones mentioned so far:

Tribalism:

'Everyone working for the good of the tribe' is a modern romanticized version of the term. It's simply an umbrella term describing the many possibilities of social structure in tribal society (not all tribes had chiefs), which I feel is appropriate for the starting government civic where no institutionalized form of government exists.


Welfare:

I take the Labour category to mean how a civilization treats its workers. Welfare isn't implying that everyone's on an unemployment benefit, I intend it to mean that the government not only allows individual freedom like with Emancipation, but also provides (directly or via private enterprise) support to the working population such as child care, health insurance, workplace safety standards, etc.


Rationalism:

http://en.wikipedia.org/wiki/Rationalism for a better overview. Rationalism has long predated the mentioned European movement; Socrates can be considered a rationalist for example. It's a modern term but one of the oldest and most influential forms of philosophy and intellectualism. Has absolutely nothing to do with Catholicism.


Science:

Science is a philosophy, just an extremely effective and accurate one. It's only in our modern era where the word has also come to be held as something separate from it's origins. I agree the name is a little confusing but so far I've not thought of anything better. EDIT: Empiricism maybe?


Military Civics:

I don't wish to make the military category about tactics as that's something in control of the player and the AI and not something I can code effectively. Instead I've made the category about the people the armies are formed from which is more suitable for civics. Quick clarifications on each:

  • Militia: no organized military or training, people band together with their own weapons to fight when needed
  • Military Service: ordinary citizens receive compulsory military training so the state can form an army if needed. Think Greek (but not Spartan) phalanx.
  • Mercenary: Troops are hired and fight for the cash not the cause.
  • Vassalage: Hierarchy of lords (or similar) lending their own troops to their leige.
  • Warrior Code: Chivalry, Bushido, This is Spaaartaaa! Etc. When military ways become culture.
  • Conscription: Citizens are forced to enlist to bulk up a regular army, training, equipment and (sometimes) remuneration provided.
  • Professional Army: Army is retained even in times of peace; training, equipment and remuneration are standard.
  • Pacifism: For those that wish to get by with the bare minimum to defend themselves

I intend for most of the military civics to be available reasonably early in the tech tree.
 
Names of the civics are not 100% finalized yet so any criticism or suggestions are welcome. Comments on the ones mentioned so far:

Tribalism:

'Everyone working for the good of the tribe' is a modern romanticized version of the term. It's simply an umbrella term describing the many possibilities of social structure in tribal society (not all tribes had chiefs), which I feel is appropriate for the starting government civic where no institutionalized form of government exists.


Welfare:

I take the Labour category to mean how a civilization treats its workers. Welfare isn't implying that everyone's on an unemployment benefit, I intend it to mean that the government not only allows individual freedom like with Emancipation, but also provides (directly or via private enterprise) support to the working population such as child care, health insurance, workplace safety standards, etc.


Rationalism:

http://en.wikipedia.org/wiki/Rationalism for a better overview. Rationalism has long predated the mentioned European movement; Socrates can be considered a rationalist for example. It's a modern term but one of the oldest and most influential forms of philosophy and intellectualism. Has absolutely nothing to do with Catholicism.


Science:

Science is a philosophy, just an extremely effective and accurate one. It's only in our modern era where the word has also come to be held as something separate from it's origins. I agree the name is a little confusing but so far I've not thought of anything better. EDIT: Empiricism maybe?


Military Civics:

I don't wish to make the military category about tactics as that's something in control of the player and the AI and not something I can code effectively. Instead I've made the category about the people the armies are formed from which is more suitable for civics. Quick clarifications on each:

  • Militia: no organized military or training, people band together with their own weapons to fight when needed
  • Military Service: ordinary citizens receive compulsory military training so the state can form an army if needed. Think Greek (but not Spartan) phalanx.
  • Mercenary: Troops are hired and fight for the cash not the cause.
  • Vassalage: Hierarchy of lords (or similar) lending their own troops to their leige.
  • Warrior Code: Chivalry, Bushido, This is Spaaartaaa! Etc. When military ways become culture.
  • Conscription: Citizens are forced to enlist to bulk up a regular army, training, equipment and (sometimes) remuneration provided.
  • Professional Army: Army is retained even in times of peace; training, equipment and remuneration are standard.
  • Pacifism: For those that wish to get by with the bare minimum to defend themselves

I intend for most of the military civics to be available reasonably early in the tech tree.

THought of any idea's for the required tech for the early military ones? That seems like it will take some thinking.

PS: 700th post! Perfect topic for it!
 
THought of any idea's for the required tech for the early military ones? That seems like it will take some thinking.

PS: 700th post! Perfect topic for it!

Well I plan to eventually make some changes to the tech tree and thus I'm planning these civics with that in mind. I don't know yet if that will be in 0.8 or not though
 
Well I plan to eventually make some changes to the tech tree and thus I'm planning these civics with that in mind. I don't know yet if that will be in 0.8 or not though

That's what I thought you'd do. Looks really cool! To bad my comp can't take all this.:(
 
That's what I thought you'd do. Looks really cool! To bad my comp can't take all this.:(

My little MacBook handles it easily. It's smaller than you would expect, he has done an incredible job streamlining.
 
My computer coasts along with this mod (43.18cm Macbook Pro). The only problem is the graphics-related crashes. I modded gamespeedinfos.xml and replaced Quick with a gamespeed 1/5 of normal. This means that by turn 200, I've encountered 10 crashes because of all the leaderheads, techs (find more goody huts faster) and wonders.
 
That's what I thought you'd do. Looks really cool! To bad my comp can't take all this.:(

My little MacBook handles it easily. It's smaller than you would expect, he has done an incredible job streamlining.

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.

My computer coasts along with this mod (43.18cm Macbook Pro). The only problem is the graphics-related crashes. I modded gamespeedinfos.xml and replaced Quick with a gamespeed 1/5 of normal. This means that by turn 200, I've encountered 10 crashes because of all the leaderheads, techs (find more goody huts faster) and wonders.

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
 
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