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Troubleshooting and F.A.Q.

Discussion in '[MAC+WIN] Civ4 - History Rewritten' started by Xyth, Jul 15, 2011.

  1. Xyth

    Xyth History Rewritten

    Joined:
    Jul 14, 2004
    Messages:
    4,052
    Location:
    Aotearoa
    The owner of the fishing/harvest boats will have the Defensive Trait, which prevents pillaging. I haven't figured out how to disable the pillage button in the UI yet though.

    Sort of. It's a BTS event that doesn't translate well to HR's array of buildings. The only buildings that make sense for it are the Drydock or the Armoury. The former is a regular building, thus a fairly lacklustre reward. The latter is usually only obtainable via a Great General, therefore a better reward but one that's all about land units. It can't grant a Naval Arsenal because that's a National Wonder.

    I've just never got around to reworking it.

    What leader were you playing as?
     
  2. Civ4Gandalf13

    Civ4Gandalf13 Warlord

    Joined:
    Sep 8, 2015
    Messages:
    116
    As to the pillaging, I have not been able to do it for several leaders and not just the Defensive Leaders.

    As to the Armory vs Naval Arsenal, a solution would be to make the Naval Arsenal a regular building - the equivalent of a Military Armory. A Naval Arsenal should be of the same level as a Naval Arsenal - they fulfill the same functions.

    The leader I was playing with is Pericles of the Greeks.
     
  3. Xyth

    Xyth History Rewritten

    Joined:
    Jul 14, 2004
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    4,052
    Location:
    Aotearoa
    If you could post saved games of these situations (if they occur again), would be helpful.

    They're not functionally equivalent in terms of gameplay. The Naval Arsenal has an effect that is much too powerful to be a regular building and it's necessary as a replacement for a few Unique Wonders.
     
  4. Civ4Gandalf13

    Civ4Gandalf13 Warlord

    Joined:
    Sep 8, 2015
    Messages:
    116
    I will try to find the past games with the pillaging problem. If it occurs again, I will post them.

    Concerning the Armory and Naval Arsenal, I see that they are not functionally equivalent in game play. My suggestion was making them functionally equivalent to match historical effects. Armories were storage houses for weapons, supplies, ammunition, etc. Naval Arsenals perform, in reality, the same function but for sea units (although the Viennese Naval Arsenal historically included a construction component). How is the Naval Arsenal so powerful? It only provides 2x XP for sea units compared to the 4x XPs for land units provided by the Armory? (The two are arguable equivalent (or the Armory is more powerful) in production with 1x hammer for each sea tile for the Naval Arsenal and 50% reduction in production for land units with the Armory? I have played many games manually giving the Naval Arsenal produced sea units equivalent XPs and have not seen any imbalance.
     
  5. Xyth

    Xyth History Rewritten

    Joined:
    Jul 14, 2004
    Messages:
    4,052
    Location:
    Aotearoa
    +1 production on water tiles. This is a wonder-level bonus and thus so is the building it is attached to.
     
    Last edited: Sep 8, 2019
  6. Civ4Gandalf13

    Civ4Gandalf13 Warlord

    Joined:
    Sep 8, 2015
    Messages:
    116
    I must oppose your explanation justifying the Naval Arsenal as a National Wonder and the Armory is a common building. Allow me to explain.

    1st) Assume the Naval Arsenal is located in in a coastal city with 10 of its available 20 production tiles available Ocean tiles. This yields 1 Extra Prod per Ocean tile worked for the Naval Arsenal for water units with a total bonus of 10 Prod for each turn (assuming all Ocean tiles are worked).
    2nd) In contrast, the Armory reduces production time (practically eliminating the expenditure of half of the required production points) by 50%. Assume the unit being produced is a Modern Armor Unit costing 450 Prod. Half the cost (and time) would result in reduction of 225 points for the Modern Armor
    3rd) Assume a Missile Cruiser (costing 525 Prod) is being built in the coastal city with the Naval Arsenal. (costing 525 Prod). The presence of the Arsenal (with ten worked Ocean tiles due to the Arsenal would contribute only an extra 10 Prod per turn (say 100 Prod over the time to produce) the Missile Cruiser)
    4th) Whereas, the Armory would contribute 225 Prod overall to the production of the Modern Armor.

    Given these mathermatical calculations it is apparent that the Armory is much more powerful than the Naval Arsenal (it even gives more XPs) and that the Naval Arsenal should not be a National Wonder and should be a mere building (also to allow it to be built in other ports as mere buildings as they were fairly common, like Armories. I would also suggest increasing the number of XPs Naval Arsenals provide to ships to bring them more in line with the Arsenals.

    This argument is no it meant to reduce the current abilities of the Armory or to raise the Armory to be a National Wonder. Armories and Arsenals were common military buildings that do not deserve special status. It is meant to increase the abilities of the Naval Arsenal to those of its Military counterpart - the Arsenal - and reduce its status to a mere building.
     
  7. Ottffssen

    Ottffssen Chieftain

    Joined:
    Jun 2, 2013
    Messages:
    3
    CivilizationIV.ini in Documents/Civ4/ has game generation settings from the base game (game speed, starting era, map size, etc).
    Spoiler looks kind of like this :
    ; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_NORMAL/GAMESPEED_EPIC/GAMESPEED_MARATHON
    GameSpeed = GAMESPEED_QUICK

    ; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
    Era = ERA_ANCIENT

    ; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
    SeaLevel = SEALEVEL_MEDIUM

    ; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
    Climate = CLIMATE_TEMPERATE

    ; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
    WorldSize = WORLDSIZE_SMALL
    (They're the settings on the left side of the custom game screen that are changed with dropdown menus.)

    If I change those settings in the ini file, the defaults for custom games are set to whatever I picked.

    Is there any way I can change those defaults for settings added by History Rewritten?

    I'm aware of and interested in these three in particular:
    Spoiler :
    Coastal Waters | (1 tile/1-3 tiles) (extra features or not)
    Natural Wonders | (random/none/few/normal/many)
    Start Locations | (everywhere vs old world) (culturally linked or not)
    (I don't believe there are any others, but please correct me if I'm wrong)

    I checked History Rewritten.ini in Mods/History Rewritten/ but it was very different.
    Spoiler my copy of History Rewritten.ini :
    [CONFIG]

    ; Modular XML Loading
    ModularLoading = 0

    ; Skip Main menu
    SkipMainMenu = 0

    ; Custom Art from user folder is not loaded
    NoCustomArt = 1

    ; Custom XML and Python from user folder are not loaded
    NoCustomAssets = 1

    ; No Custom Scenario option in main menu
    NoCustomScenario = 0

    ; No team play allowed
    NoTeams = 0

    ; Read Game options from XML, not .ini
    ForceGameOptions = 0

    ; Always start in the standard era
    ForceStandardEra = 0

    ; Scenario file (Single player)
    ForceScenario = 0

    ; This mod is only for single player games
    SinglePlayerOnly = 0

    ; Allow public maps to be used with this mod
    AllowPublicMaps = 0

    ; Mod Image file
    ImageFile = 0

    ; Name of Mod
    Name = History Rewritten 1.24.1

    ; Description of Mod
    Description = A Work in Progress

    I also went looking through the XML and Python files for clues but I did not find anything there either.
     

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