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Grave
Jan 13, 2011, 04:16 PM
HISTORY IN THE MAKING II
BRAVE NEW WORLD EDITION
Version 6


A Total Conversion Modpack for Civilization V: Brave New World


English language ONLY!
BY GRAVE

http://forums.civfanatics.com/attachment.php?attachmentid=363693&stc=1&d=1382887011




:nuke: ABOUT

History in the Making II (HiTM2) is a complete conversion style modpack. It carries on the traditon of it's Civilization IV predecessor by adding a little bit of everything, while trying not to change too many core elements of the game "just for the sake of change". HiTM2 is my version of how Civilization V should be.

Thanks for taking the time to check out my mod. I have put alot of time and effort into making this modpack, and hopefully you enjoy the fruits of my labor. So sit back, relax, grab the beverage of your choice and enjoy HISTORY IN THE MAKING II!




:nuke: INCLUDED MODS

MOD: Fishing Technology
AUTHOR: James Barrows
REFERENCE: Steam Workshop


MOD: New Mandir Building and Mysticism Technology
AUTHOR: James Barrows
REFERENCE: Steam Workshop


MOD: Global - Complete Eras (GK)
AUTHOR: Whoward69
REFERENCE: http://www.picknmixmods.com/main/home/home.html


MOD: Maps - Improved CS Luxuries
AUTHOR: Whoward69
REFERENCE: http://www.picknmixmods.com/main/home/home.html


MOD: Tech - Satellites Reveal Cities
AUTHOR: Whoward69
REFERENCE: http://www.picknmixmods.com/main/home/home.html


MOD: More Mercantile Mod 1 & 2
AUTHOR: Sukritact
REFERENCE: http://forums.civfanatics.com/showthread.php?t=468962


MOD: Shwedagon Paya Wonder
AUTHOR: Pouakai
REFERENCE: Steam Workshop


MOD: More City-Sates Luxuries
AUTHOR: Miguel Clemente
REFERENCE: Steam Workshop


MOD: More Pantheons
AUTHOR: Barathor
REFERENCE: Steam Workshop


MOD: Pantheon Wonder
AUTHOR: Pouakai, sukritact
REFERENCE: Steam Workshop


MOD: Smithsonian Institution
AUTHOR: Pouakai, sukritact
REFERENCE: Steam Workshop





:nuke: SO WHAT'S INCLUDED IN THIS MODPACK?


CITY CHANGES:
- Cities now have an attack range of 1 (instead of 2)
- Reduced the default Defensive Strength for cities to 500
- Renamed the American city of New York to Manhattan


TECH TREE CHANGES:
- Tech Tree broken down into Era specific trees; must complete all techs of a specific era before proceeding to the next one
- Several buildings/units have updated PreReqTechs to coincide with TechTree changes


NEW TECHNOLOGIES:
- Fishing
- Advanced Flight
- Mass Media
- Command and Control
- Artificial Intelligence
- Theory of Everything


REMOVED TECHNOLOGIES:
- Replaceable Parts
- Industrialization


NEW BELIEFS:
- Synagogues
- Mandirs


NEW WORLD WONDERS:
- Area 51
- Oktoberfest
- World Trade Center
- Cure for Cancer
- Hollywood
- Schwedagon Paya
- United Nations
- The Motherland Calls
- Rock n' Roll
- Pantheon
- Smithsonian Institution


NEW NATIONAL WONDERS:
- Harvest Festival
- Red Cross
- National Treasury


NEW PROJECTS:
- SDI


NEW BUILDINGS:
- Brewery
- Supermarket
- Synagogue
- Mandir


NEW RESOURCES:
- Mercantile resources from the More Mercantile Mod 1 & 2, by Sukritact
- Hit Movies


CIVILIZATION CHANGES:
- Civilizations now start with two Technologies
- Venitian Serenissima trait now provides a free Merchant with Banking instead of Optics
- Manifest Destiny now provides all land military units with +1 sight; 25% discount when purchasing tiles; Gun units cost 25% less maintenance.


EXISTING UNIT CHANGES:
- Many late game units require TWO resources
- Cannon and Pikeman now requires +1 Iron
- Byzantine Dromon is now a Unique Unit replacing the Galleass; still has +50% vs Naval Bonus
- Lancers no longer ignore building defenses (Walls, Castle, etc)
- Marines upgrade to XCOM Squad
- Bazooka focuses more on anti-tank and anti-helicopter combat
- Privateers can only be purchased with Mercenary Army
- Barbarian Galley now requires Sailing; upgrades to Privateer


EXISTING BUILDING CHANGES:
- Forge also gains Production bonus from Aluminum; can be built in cities with Aluminium resource nearby
- University no longer gets Science bonus with Jungle; Wat still retains this feature
- Military Academy increases the chance of Great Generals spawning; requires Fort
- Iroquois Longhouse completely re-done; now replaces Granary
- Celtic Ceilidh Hall completely re-done; now replaces Amphitheater
- Egyptian Burial Tomb completely re-done; now replaces Shrine
- Monastery no longer requires a Belief; can be constructed once Theology is discovered
- Windmill now provides +5% Building Production
- Watermill now provides +5% Building Production
- Harbor maintenance costs reduced to 2 Gold; now requires a Lighthouse
- Recycling Center now consumes +2 Iron
- Granary now carries over 25% of food; no longer provides Food bonus from Deer
- Bomb Shelters population protection reduced to -50%
- Military Base requires Armory; provides free experience to military units
- Arsenal provides +15 Production bonus towards Armor, Siege, Ranged Naval, Bomber and Helicopter units; requires +1 Iron
- Factory changed to +3 Production, +15% Production; gains +2 Production bonus when discovering Robotics
- Zoo consumes 1 Horse resources; Science bonus with Ivory or Whale; +2 Tourism with Ecology
- Stadium now requires a Colosseum
- Happiness from Colosseums increased to 3; Maintenance costs increased to 2 Gold
- Happiness from Stadiums increased to 6; Maintenance costs increased to 3 Gold
- Walls maintenance costs increased to 1 Gold
- Castle defense reduced to 500; Maintenance costs increased to 2
- Aqueduct can only be built in a city with access to Fresh Water (lakes/rivers); provides 15% Growth and +2 Happiness
- Hospital now provides +3 Food, +15% Food; gains +2 Food bonus when discovering Penicillin
- Medical Lab now provides +5 Food, +15% Food; +2 Science from Jungle tiles
- Opera House now requires a Monument instead of an Amphitheater
- Museum now requires a Monument instead of an Opera House
- Broadcast Tower now requires an Opera House instead of a Museum
- Harbor now provides bonus to sea resources and bonus to Naval production instead of Seaport
- Seaport now provides Range and Gold bonus to sea Trade Routes instead of Harbor
- Hydro Plant now requires a Water Mill
- Mosque now provides +25% Religious pressure; adjusted Happiness/Culture/Faith
- Airport now requires 1 Oil


EXISTING WONDER CHANGES:
- The Pantheon now unlocked with Piety instead of the Mosque of Djenne
- Stonehenge no longer requires a Technology; requires Shrine
- Temple of Artemis now provides additional +15 XP to ranged units instead of a Production bonus
- Circus Maximus now consumes a Horse resource
- Forbidden Palace increases Influence with city-states by +25%; Delegates moved to UN Wonder
- Statue of Liberty can only be built on the coast
- Great Pyramids now unlocked with Tradition; increases Golden Age length by 50%
- The Leaning Tower of Pisa now unlocked with Liberty
- Hanging Gardens no longer require a Policy Branch
- Hagia Sophia no longer provides free Great Prophet; provides 1 free Cathedral and contains a Great Work of Art slot
- Chichen Itza now unlocked with Tradition; provides +25% Worker speed and 2 free Workers (this was Civilization V's original intention)
- Kremlin now reduces City Count Unhappiness by -15%
- Machu Piccu now unlocked with Commerce
- Parthenon now unlocked with Aesthetics
- Sistine Chapel now unlocked with Aesthetics
- Terracotta Army now unlocked with Honor
- Hubble Space Telescope now unlocked with Rationalism
- Oracle now unlocked with Liberty
- Brandenburg Gate moved to Rifling


EXISTING NATIONAL WONDERS:
- Ironworks now consumes +2 Iron
- National Epic now provides a free Great Writer
- Heroic Epic now provides a free Great Writer


EXISTING RESOURCE CHANGES:
- Copper now provides +1 Gold and +1 Production
- Salt now provides +1 Gold and +1 Food


POLICY BRANCH CHANGES:
- Piety and Rationalism are mutually exclusive again
- Liberty is now unlocked with Classical Era


RELIGION:
- Removed Orthodoxy and Protestantism
- Removed Earth Mother Pantheon Belief
- Changed Catholicism back to Christianity (schism schmizism!)
- Monument to the Gods now extends into Medieval Era
- Goddess of Love requires peace
- Peace Loving now renamed Pacifism; +1 Happiness for every 6 followers if not at war
- New Pantheon: Zoolatry (+1 Faith and +1 Culture from Ivory and Cattle)
- New Founder Belief: Legalism (+1 Science for every 5 followers)
- New Pantheon: Sacred Mountains (+1 Faith per Mountain)
- New Pantheon: Spirits of the Swamp (+1 Faith per Marsh)


FEATURES:
- Fallout now has a -25% Defense penalty





:nuke: DOWNLOAD INFORMATION

GET IT ON THE STEAM WORKSHOP:
Just do a search for "History in the Making"
GET IT ON CIVFANATICS:
http://forums.civfanatics.com/downloads.php?do=file&id=16360



:nuke: SUGGESTIONS & FEEDBACK

Constructive feedback is very important to me, and I'm always looking for suggestions to improve this mod. If you have any ideas about new units, buildings, or how I can make this mod overall more balanced and enjoyable, I would love to hear from you! So play a few games of History in the Making II, and please take a moment to provide feedback to me on this thread!




:nuke: SEE THREAD #2 FOR HITM2 SCREENSHOTS/INFOGRAPHICS!
(click below for an enlarged view of the new Tech Tree!)




ENJOY!
:band:

Grave
Jan 13, 2011, 04:16 PM
Social Policies

Grave
Jan 13, 2011, 04:17 PM
http://i81.photobucket.com/albums/j213/Grave461/My%20Stuff/UncleSam-1.jpg

:nuke: WHAT I CAN USE A HAND WITH... :nuke:


I'm always looking for suggestions to improve this mod regarding:

:c5capital: Better game balance :c5capital:
:c5capital: Artwork! If you can create Civ V style wonder spashes, icons, etc... :c5capital:
:c5capital: New units, buildings, wonders, technologies, etc :c5capital:
:c5capital: Historical accuracy :c5capital:
:c5capital: Anything that will make this mod stand out from the rest, and become more enjoyable to play! :c5capital:



Full credit will be given for any artwork/innovative ideas you contribute to History in the Making II...

Grave
Jan 13, 2011, 04:18 PM
:nuke: CHANGE LOG:


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v6)
===============================================


UNIT CHANGES:
- Archery units reduced to 1 strike range
- Ironclads upgrade to Submarines
- Barbarians and City-States can now build Privateers
- City-States can now build Landsknechts
- Caravels should not upgrade to Destroyers until Radio is discovered
- Foreign Legion upgrade to Marine; can only be trained in a city with Heroic Epic


SPECIALIST CHANGES:
- Unemployed Citizens now consume +1 Food instead of providing +1 Production


TECHNOLOGY CHANGES:
- Compass no longer provides additional trade route
- Guilds now provides additional trade route


RESOURCES:
- Hit Movies now provides +6 Happiness
- All Strategic Resources set to a quantity of 3


SOCIAL POLICIES:
- Many Social Policies have been significantly modified


ERA CHANGES:
- Free Spy once Medieval Era begins


WONDER CHANGES:
- Brandenburg Gate moved to Rifling


NATIONAL WONDER CHANGES:
- East India Company restored to vanilla settings
- National Treasury now requires Caravansary in each city
- Red Cross now provides the Medic II promotion


TILE IMPROVEMENT CHANGES:
- Trading Posts can now be built with Currency


TECHNOLOGY CHANGES:
- International Trade Route moved from Currency to Mathematics



===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v5)
===============================================


WONDER CHANGES:
- Added Smithsonian Institution (Pouakai)
- Big Ben now reduces the gold cost of purchasing in all cities by 25%
- Fixed Statue of Liberty's Help text
- Kremlin no longer requires Exploration; now increases the rank of Spies
- The Motherland Calls now eliminates the amount of unhappiness caused by the number of cities; 1 Free Social Policy
- Eiffel Tower now gives Tourism bonus with Railroad instead of Radio
- Hollywood can only be constructed in a city built on Hills
- Forbidden Palace no longer gives Happiness bonus; now has +4 Culture
- Added new Rock n' Roll splash art (thank you, Hyronymus!)


BUILDING CHANGES:
- Airport now requires 1 Oil


NATIONAL WONDER CHANGES:
- Harvest Festival now provides +3 Happiness in the city it's built and doubles the effect of the Granary built in the city


UNIT CHANGES:
- Barbarian Galley now requires Sailing; upgrades to Privateer


IMPROVEMENT CHANGES:
- Lumbermill now reduces Food produced on tiles by -1
- Landmarks and Great Person improvements (except Customs House) now cost 1 Gold Maintenance


RESOURCE CHANGES:
- Most Luxury resources that required Calendar for trading now changed to Pottery


TECHNOLOGY CHANGES:
- Pottery now requires Agriculture AND Fishing


POLICY CHANGES:
- Fixed bug where Secularism would give free Great Scientist instead of Humanism
- Mercantalism now reduces the gold cost of purchasing in all cities by 15%; +2 Gold per City-State trade route
- Capitalism now provides +1 Gold per Trading Post; doubles the production of Markets, Banks and Stock Exchanges
- Exploration now unlocks the Louvre and Smithsonian Institution
- Socialism now reduces the amount of unhappiness in non-occupied cities by 15%
- Universal Suffrage no longer reduces unhappiness from Specialists; now provides +2 Happiness per city
- Civil Society: Specialists now consume half the amount of food AND half generate half the unhappiness
- Universal Healthcare (Freedom) now provides +1 Happiness from each Hospital and Medical Lab


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v4)
===============================================


BUG FIXES:
- Updated Great Wall's Help Text
- Updated Mandir's Help Text
- Updated Mosque's Help Text
- Updated Terracotta Army's Help Text
- Updated Hubble Space Telescope's Help Text
- Fixed bug where Shwedagon Paya's WonderSplash would not load
- Fixed Broadcast Tower, Opera House, Amphitheater, Museum Help text
- Fixed Machu Picchu's Help Text
- Fixed Treasure Fleet's Help Text


POLICY CHANGES:
- Mercenary Army now allows the purchasing of Landsknechts and Privateers
- Mercantalism now provides +1 Gold per Trading Post; purchase costs of buildings is reduced by 25%
- Commerce Finisher now provides +1 Gold per Specialist
- Aristocracy now reduces the amount of Happiness required to start a Golden Age by 15%
- Meritocracy now provides +1 Production and +1 Science for every 4 citizens in the Capital
- Landed Elite now reduces the Gold cost of purchasing tiles by 25%; Build Walls & Castles in half the time
- Universal Healthcare (Freedom) is now a Level 2 Freedom Policy
- Volunteer Army is now a Level 1 Policy
- Capitalism now provides +2 Gold for all trade routes (land, sea, city-state); construct Markets & Banks 50% faster
- Urbanization is now a Level 1 Freedom Policy
- Economic Union is now a Level 2 Freedom Policy
- Five-Year Plan now provides +1 Production from every Farm
- Labor Unions now only provide +15% Production when constructing buildings
- New Deal restored to vanilla settings


RELIGION CHANGES:
- New Pantheon: Spirits of the Swamp (+1 Faith per Marsh)


TILE IMPROVEMENT CHANGES:
- Lumbermill can now be built on Jungle tiles (requires Steam Power)
- Plantation can now be built with Pottery; +1 Gold with Fertilizer


RESOURCE CHANGES:
- Deer now revealed with Archery


RESOLUTIONS CHANGES:
- Scholars In Residence increases Tech research to 25%


TECHNOLOGY CHANGES:
- Animal Husbandry no longer provides an additional trade route
- Globalization now provides +2 trade routes
- Machinery now requires Engineering AND Guilds


UNIT CHANGES:
- Privateers can only be purchased with Mercenary Army
- Battleship PrereqTech is now Ballistics
- Caravel upgrades to Destroyer
- Galleass upgrades to Ironclad; PrereqTech is now Compass
- Privateer no longer upgrades to another unit
- Battleship upgrades to Missile Cruiser
- Landsknecht PrereqTech is now Metal Casting
- Caravan PrereqTech is now Mathematics


BUILDING CHANGES:
- Zoo only requires 1 Horse; no longer requires Circus; Science bonus with Ivory or Whale
- Caravanasary PrereqTech is now Currency
- Restored Market back to vanilla settings
- Restored Bank back to vanilla settings
- Restored Stock Exchange back to vanilla settings; provides same trade route bonuses as Bank
- Watermill PrereqTech restored to The Wheel


WONDER CHANGES:
- Oktoberfest now provides +2 Culture per Brewery instead of Happiness
- Petra PrereqTech is now Mathematics
- Pyramids now increase the legnth of Golden Ages by 50%
- Taj Mahal restored to vanilla settings (empire enters a Golden Age)


NATIONAL WONDER CHANGES:
- Harvest Festival now provides +1 Happiness and +1 Food per Granary


BARBARIANS:
- Barbarians cannot built Frigates


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v3)
===============================================


BUG FIXES:
- Fixed bug where Piety gave +2 Faith in the Capital instead of +1 Faith
- Theocracy now provides +2 Gold per Religious Building (Cathedral, Mosque, etc)


EXISTING WONDER CHANGES:
- Great Pyramids now unlocked with Tradition; Empire inters a Golden Age (this was Civilization V's original intention)
- Chichen Itza now unlocked with Liberty; provides +25% Worker speed and 2 free Workers (this was Civilization V's original intention)
- Taj Mahal now unlocked with Patronage; increases the legnth of Golden Ages by 50% (this was Civilization V's original intention)
- Kremlin now unlocked with Exploration; reduces City Count Unhappiness by -15%
- Machu Piccu now unlocked with Commerce
- Parthenon now unlocked with Aesthetics
- Sistine Chapel now unlocked with Aesthetics
- Terracotta Army now unlocked with Honor
- Hubble Space Telescope now unlocked with Rationalism
- Great Wall now unlocked with Tradition


EXISTING BUILDING CHANGES:
- Aqueduct can now be built in a city with access to Fresh Water (lakes/rivers); provides 15% Growth and +2 Happiness
- Granary reduced to 25% of Food carried over after a new Citizen is born.
- Amphitheater, Opera House and Museum no longer provide +10% Culture
- Watermill and Windmill no longer give Food bonus with Wheat; now provide +5% Building Production
- Stone Works no longer provides Building Production bonus
- Mandir no longer gives bonus from Cow; adjusted Happiness/Culture/Faith
- Mosque now provides +25% Religious pressure; adjusted Happiness/Culture/Faith


CIVILIZATION CHANGES:
- Manifest Destiny now provides all land military units with +1 sight; 25% discount when purchasing tiles; Gun units cost 25% less maintenance.


POLICY CHANGES:
- Each policy branch now unlocks two World Wonders
- Discipline now provides combat bonus to units with another unit adjacent; 6 military units are maintenance free
- Aristocracy now provides a 50% Production bonus to Food buildings (Granaries, Watermill, etc...)
- Oligarchy restored to Vanilla
- Monarchy restored ot Vanilla
- Meritocracy now Tradition policy; reduces the amount of happiness required for a Golden Age
- Landed Elite now reduces the Gold cost of purchasing tiles by 25%; doubles production speed of Castles
- Republic now provides +15% Gold bonus from City Connections
- Sovereignty now Liberty policy; +1 Culture per city and +1 Happiness per 10 Population
- Liberty Finisher now grants a free Social Policy and free Great Person of your choice
- Educated Elite now Rationalism policy; +25% Science in the Capital; +3 Culture for Oxford University
- Socialism now reduces City Count Unhappiness by -10%
- Mercenary Army now provides +2 Gold for trade routes with city-states.


RELIGION:
- New Pantheon: Sacred Mountains (+1 Faith per Mountain)


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v2)
===============================================


BUG FIXES:
- Fixed bug where Oligarchy did not provide free maintenance for military units


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v1)
===============================================


INCLUDED MODS:
- Fishing Technology, by James Barrows
- Mandir Building, by James Barrows
- More Mercantile Mod 1 & 2, by Sukritact
- Global - Complete Eras, by whoward69
- Satellites Reveal Cities, by whoward69
- Maps - Improved CS Luxuries, by whoward69
- Synagogue icon art, by Kwadjh
- The Motherland Calls, by Pouakai and Sukritact
- Prereq Improvements, by Pazyryk
- More City-Sates Luxuries, by Miguel Clemente
- More Pantheons, by Barathor
- Pantheon Wonder, by Pouakai, sukritact


CITY CHANGES:
- Cities now have an attack range of 1 (instead of 2)
- Reduced the default Defensive Strength for cities to 500
- Renamed the American city of New York to Manhattan


TECH TREE CHANGES:
- Tech Tree broken down into Era specific trees; must complete all techs of a specific era before proceeding to the next one
- Several buildings/units have updated PreReqTechs to coincide with TechTree changes


NEW TECHNOLOGIES:
- Fishing
- Advanced Flight
- Mass Media
- Command and Control
- Artificial Intelligence
- Theory of Everything


REMOVED TECHNOLOGIES:
- Replaceable Parts
- Industrialization


NEW BELIEFS:
- Synagogues
- Mandirs


NEW WORLD WONDERS:
- Area 51
- Oktoberfest
- World Trade Center
- Cure for Cancer
- Hollywood
- Schwedagon Paya
- United Nations
- The Motherland Calls
- Rock n' Roll
- Pantheon


NEW NATIONAL WONDERS:
- Harvest Festival
- Red Cross
- National Treasury


NEW PROJECTS:
- SDI


NEW BUILDINGS:
- Brewery
- Supermarket
- Synagogue
- Mandir
- Theatre


NEW RESOURCES:
- Mercantile resources from the More Mercantile Mod 1 & 2, by Sukritact
- Hit Movies


CIVILIZATION CHANGES:
- Civilizations now start with two Technologies
- Venitian Serenissima trait now provides a free Merchant with Banking instead of Optics


EXISTING UNIT CHANGES:
- Many late game units require TWO resources
- Cannon and Pikeman now requires +1 Iron
- Byzantine Dromon is now a Unique Unit replacing the Galleass; still has +50% vs Naval Bonus
- Lancers no longer ignore building defenses (Walls, Castle, etc)
- Marines upgrade to XCOM Squad
- Bazooka focuses more on anti-tank and anti-helicopter combat


EXISTING BUILDING CHANGES:
- Forge also gains Production bonus from Aluminum; can be built in cities with Aluminium resource nearby
- University no longer gets Science bonus with Jungle; Wat still retains this feature
- Military Academy increases the chance of Great Generals spawning; requires Fort
- Stone Works now provides +15% Building Production modifier instead of Windmill
- Iroquois Longhouse completely re-done; now replaces Granary
- Celtic Ceilidh Hall completely re-done; now replaces Amphitheater
- Egyptian Burial Tomb completely re-done; now replaces Shrine
- Monastery no longer requires a Belief; can be constructed once Theology is discovered
- Windmill now provides +1 Food bonus to Wheat; no longer provides Building Production bonus
- Watermill now provides +1 Food bonus to Wheat
- Harbor maintenance costs reduced to 2 Gold; now requires a Lighthouse
- Recycling Center now consumes +2 Iron
- Granary now carries over 50% of food; no longer provides Food bonus from Deer
- Bomb Shelters population protection reduced to -50%
- Military Base requires Armory; provides free experience to military units
- Arsenal provides +15 Production bonus towards Armor, Siege, Ranged Naval, Bomber and Helicopter units; requires +1 Iron
- Factory changed to +3 Production, +15% Production; gains +2 Production bonus when discovering Robotics
- Zoo now consumes 2 Horse resources; requires a Circus instead of a Colosseum; +2 Tourism with Ecology
- Stadium now requires a Colosseum
- Happiness from Colosseums increased to 3; Maintenance costs increased to 2 Gold
- Happiness from Stadiums increased to 6; Maintenance costs increased to 3 Gold
- Walls maintenance costs increased to 1 Gold
- Castle defence reduced to 500; Maintenance costs increased to 2
- Aqueduct can only be built near a river; +1 Food for every 3 Citizens in the city
- Hospital now provides +3 Food, +15% Food; gains +2 Food bonus when discovering Penicillin
- Medical Lab now provides +5 Food, +15% Food; +2 Science from Jungle tiles
- Opera House now requires a Monument instead of an Amphitheater
- Museum now requires a Monument instead of an Opera House
- Broadcast Tower now requires an Opera House instead of a Museum
- Harbor now provides bonus to sea resources and bonus to Naval production instead of Seaport
- Seaport now provides Range and Gold bonus to sea Trade Routes instead of Harbor
- Hydro Plant now requires a Water Mill
- Stock Exchange now requires Caravansary instead of Bank; provides bonus to trade routes
- Bank now provides +50% Gold
- German Hanse now replaces Stock Exchange instead of Bank


EXISTING WONDER CHANGES:
- Kremlin no longer requires Order; now requires Gunpowder; provides +25% Global Great General Rate
- The Pantheon now unlocked with Piety instead of the Mosque of Djenne
- Stonehenge no longer requires a Technology; requires Shrine
- Temple of Artemis now provides additional +15 XP to ranged units instead of a Production bonus
- Circus Maximus now consumes a Horse resource
- Forbidden Palace increases Influence with city-states by +25%; Delegates moved to UN Wonder
- Statue of Liberty can only be built on the coast
- Great Pyramids now unlocked with Tradition
- The Leaning Tower of Pisa now unlocked with Liberty
- Hanging Gardens no longer require a Policy Branch
- Hagia Sophia no longer provides free Great Prophet; provides 1 free Cathedral and contains a Great Work of Art slot


EXISTING NATIONAL WONDERS:
- Ironworks now consumes +2 Iron
- East India Company now requires a Caravansary in all cities instead of Market
- National Epic now provides a free Great Writer
- Heroic Epic now provides a free Great Writer


EXISTING RESOURCE CHANGES:
- Late game Strategic Resources (Oil, Aluminium) now provide a quantity of 3
- Copper now provides +1 Gold and +1 Production
- Salt now provides +1 Gold and +1 Food


POLICY BRANCH CHANGES:
- Piety and Rationalism are mutually exclusive again
- Liberty is now unlocked with Classical Era
- Patronage is now unlocked with Medieval Era
- Exploration is now unlocked with Renaissance Era


RELIGION:
- Removed Orthodoxy and Protestantism
- Removed Earth Mother Pantheon Belief
- Changed Catholicism back to Christianity (schism schmizism!)
- Monument to the Gods now extends into Medieval Era
- Goddess of Love requires peace
- Peace Loving now renamed Pacifism; +1 Happiness for every 6 followers if not at war
- New Pantheon: Zoolatry (+1 Faith and +1 Culture from Ivory and Cattle)
- New Founder Belief: Legalism (+1 Science for every 5 followers)


FEATURES:
- Fallout now has a -25% Defense penalty

Grave
Jan 13, 2011, 04:18 PM
Reserved for future use

GoUtes53
Jan 13, 2011, 09:02 PM
As a former player in your Civ 4 incarnation, let me say that this is indeed a much welcomed surprise! Thanks much for doing this, Grave. I for one truly appreciate it.

Panda_Power
Jan 13, 2011, 09:55 PM
Wow! This sounds exciting!

**Edit**
Looking at the additional starting techs I wonder if it's a bit of an unfair advantage giving Egypt the "calendar" tech because they'll be able build Stonehenge real quick given their wonder building trait. Did this balance OK in the Civ 4 version?

Great work by the way! Really looking forward to playing this!

skodkim
Jan 13, 2011, 11:56 PM
Grave is back - Great news!!

HiTM was the best mod I ever played for CivIV and I can't wait to see this develop into the same.

Suggestions for mods I'd like to see included : Emigration, Enhanced Golden Age, Random events and Food Economy

And of course the UI mods like Atilas mod, Civwillard and InfoAddict. But if there's no conflict with these as you say, I can just enable them myself.

Once again: Great news!
\Skodkim

Draskar
Jan 14, 2011, 03:12 AM
I very like this affermation: "It carries on the traditon of it's Civilization IV predecessor by adding a little bit of everything, while trying not to change too many core elements of the game "just for the sake of change""
I'll try it at my next game.
Very cool tech tree, the civ5 units are few and bad-spreaded along the tech tree, in your mod are few but well spreaded!

Grave
Jan 14, 2011, 05:01 AM
As a former player in your Civ 4 incarnation, let me say that this is indeed a much welcomed surprise! Thanks much for doing this, Grave. I for one truly appreciate it.

Thank you! I hope HiTM2 lives up to your expectations! :goodjob:

Wow! This sounds exciting!

**Edit**
Looking at the additional starting techs I wonder if it's a bit of an unfair advantage giving Egypt the "calendar" tech because they'll be able build Stonehenge real quick given their wonder building trait. Did this balance OK in the Civ 4 version?

Great work by the way! Really looking forward to playing this!

I see what you mean there. It "kinda" does in a way. An idea I had was to give each starting tech a Wonder you could build right off the bat, but the problem is coming up with that many ancient era wonders... and giving them unique stats.

I was thinking about giving Stonehenge a PreReq number of monuments to build, but then that would step on the toes of the National Epic a bit too much. Or maybe moving it to Priesthood instead.

I'm totally open for suggestions... this is the excact reason why I'm craving customer feedback! :goodjob:

Grave is back - Great news!!

HiTM was the best mod I ever played for CivIV and I can't wait to see this develop into the same.

Suggestions for mods I'd like to see included : Emigration, Enhanced Golden Age, Random events and Food Economy

And of course the UI mods like Atilas mod, Civwillard and InfoAddict. But if there's no conflict with these as you say, I can just enable them myself.

Once again: Great news!
\Skodkim

Thanks Skodkim! Glad to see HiTM2 caught your eye! You gave me good feed back on the original HiTM, and I know you'll have plenty to suggest in this incarnation as well! :)

My goal is to keep the UI mods to an absolute minimum. The reason is: people have different preferences on what information they want to display with their UI mods. If I add certain UI mods, they may conflict with other mods that people like to use. So I want to leave it up to the end user to pick and choose what they want. That's not to say I won't add anything in the future, but it better have some really fancy schmancy bells and whistles. ;)

Pretty much the same goes for gameplay changing mods: I only will add them if they add a core feature to HiTM2 that is a "must have" to make the mod perform the way I want. Emigration comes to mind, but there's no real reason to add it because it basically acts as a "stand alone" mod that can be activated and deactivated at will. It doesn't fundamentally change the mechanics of the game as a whole.

The only things I want to change are things that affect the "big picture" that simply can't be modular (tech trees, new buildings, unit stats, etc). Again, that's not to say I won't add gameplay changing mods, but they have to be pretty much essensial to the vision I have for HiTM2 and "can't live without". :)

I very like this affermation: "It carries on the traditon of it's Civilization IV predecessor by adding a little bit of everything, while trying not to change too many core elements of the game "just for the sake of change""
I'll try it at my next game.
Very cool tech tree, the civ5 units are few and bad-spreaded along the tech tree, in your mod are few but well spreaded!

I figure, if it's not broken, why fix it? I don't want to reinvent The Wheel... I just want to discover it around 3500BC and stick with it. :lol:

Draskar
Jan 14, 2011, 06:23 AM
Moving stonenge to priesthood is a good choise, it's distant to the starting tech a like the vanilla game i think.
About historic coorence i very dislike the mounted-units path of vanilla, it don't reflect its raise & fall (with de maximum on meddle-ages), i hope you will concentrate on the "new kind of war" of each era in future, and if you want some suggestions, i can make some visual modification to tech tree to explain my suggestions on it.

Fabiano1979
Jan 14, 2011, 09:22 AM
Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.

Azazell
Jan 14, 2011, 10:24 AM
Where is Paper technology in the game?? I don`t see in tech tree.

Fr8monkey
Jan 14, 2011, 01:03 PM
The King of the Mods has returned!! All hail the King!!

I haven't gotten CiV yet because of the reviews and the lack of content; but I may change my mind...

LavaLama
Jan 14, 2011, 02:32 PM
Hey Hey, you need someone for a german translation of the mod?

Still testing it. You'll get my feedback when i am done.
Nice mod so far.

Maybe you should implemend the City State Mod from Gazebo? Can't play with out it anymore :/.

Draskar
Jan 14, 2011, 03:08 PM
Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.

Same problem!
I had this problem also with "total mod" but not with "Call to power mod".
ps I tried to switch the game to english language

Brave Sir Robin
Jan 14, 2011, 03:18 PM
Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.

same thing to report here

you SHOULD implemend the City State Mod from Gazebo .Can't play with out it anymore :/.

Draskar
Jan 14, 2011, 04:12 PM
Hi Grave, here's my proposal for make more graduate the transition between medieval armies and 19° century army.
The aim of these suggestions is to have a "new kind of war" at every age..

http://dl.dropbox.com/u/5147486/forGrave.png


In medieval times we have 5 units:

Feudal Militia) Farmers bad equipped, cheap & weak unit
Longswordmen) Strong warriors well covered and equipped, medium cost & strong unit
Knight) Queen of the battle, high cost & very strong unit (stronger than longswordmen!)
Crossbowmen) Citizens armed with crossbows, like in vanilla
Trebuchet) Siege weapon, like in vanilla (very good vs cities,bad vs units)

In reinassance times we have 5 units:

Citizen Militia) Citizens armed with polearms, cheap & weak unit (little bunus vs mounted, like 25%)
Pikemen) Backbone of the army, professional warriors, medium cost & strong unit
Dragoons) Ranged unit (like ancient chariots), medium cost & raid unit, usefull vs musketmen & fears pikemen
Musketmen) Range unit of the era, like stronger crossbowmen
Bombard) Siege weapon, like a stronger trebuchet but only good vs cities but only weak vs units

In 18° century time we have 4 units

Militia) Citizens armed with musket, cheap & weak unit
Line infantry) Trained troops, medium cost
Hussar) Trained troops, usefull agaist artillery, flanking support and for finish infantries (like the ancient horsemen)
Cannon) Like the vanilla cannon

In 18° century time we have 3 units

Rifilemen): standard infantry
Cavalry: fast unit usefull for flanking and recognizing (loose against riflemen)
Campal Cannon: stronger cannon with range 3 but not "undirect fire" (you must use chivalry to spot enemies and shoot them from distance!)


To implement these,followings are needed:

1) Some renaming of units
2) Some adjustments on stats and abilities
3) Skins for citizen militia (animation from original pikemen)
4) Skins for militia (animation from minuteman)
5) Skins for new pikeman (animation from lanzchenc)
6) Band new stuff for dragoons
7) Brand new stuff for musketmen
8) Brand new stuff for bombard
9) Skins for line infantry (animation from rifleman or old musketman)
10) Brand new stuff for new cannon

UU changes samples:

Militia -> Minutemen
Dragoon -> Cossak
Pikemen -> Tercio

I hope you like this and if you are interested, a can start think the effective units stats and position on tech tree (i think few new inventions are needed, max 4)

Brave Sir Robin
Jan 14, 2011, 08:02 PM
good to see this loved it for civ 4 :goodjob:
played till 1000ad a few observations
i have the tech tree display problem as already noted.
even though you have added 12 tech (a good thing) the tech rate still flies by
tech progress needs to be slowed maybe 20-25 % .
one of my biggest problems with the tech tree is it is to easy to run the bottom
of the tech tree to steel .I generally play king and in at least 8 or so games I have seen longswords from another civ at 500bc not very historically accurate & makes you play
one specfic way to have to counter . One of the base features that i cant believe got by
testers is that research agreement dont scale by era, (they are all 300$) having them
scale would help slow belines. modern techs are worth many times the beakers than the ancient one shouldn't they be worth more money ?
also i am hooked on the city state diplomacy mod by Gazebo
Have you looked in to this great mod and to adding it to yours

MasterTonberry
Jan 15, 2011, 12:46 AM
Holy hell, this is great news! I had no idea this was in the works Grave, you have made me very happy. I loved HitM for Civ 4 BTS and couldn't play the game without it.

Is this initial version compatible with the latest patched version of Civ 5? I don't mind waiting at all it isn't.

LetMyPeopleGo
Jan 15, 2011, 03:28 AM
Hi Grave, here's my proposal for make more graduate the transition between medieval armies and 19° century army.
.
.
In 18° century time we have 4 units

Militia) Citizens armed with musket, cheap & weak unit
Line infantry) Trained troops, medium cost
Hussar) Trained troops, useful against artillery, flanking support and for finish infantries (like the ancient horsemen)
Cannon) Like the vanilla cannon



I think the first three were armed with muskets, so how do they relate to the musketman you proposed as a ranged unit? the same questioners goes to all firearms as well.

BTW I read your posts all around, very interesting posts.

Draskar
Jan 15, 2011, 04:15 AM
I play in fullhd resolution, grave which resolution you use? (i'm supposing you don't have the problem with the visualization of tech tree)

@brair sir robin: i tried diplomacy mod with him2 and it works (but i only researched writing and build the first diplomatic unit)

@letmypeoplego: thanks :)

The musketman is the ranged unit of the renaissance, when muskets and artillery was primitive (bombard).
In the next era (there isn't actually this era in him2 nor civ5, can we call it "illuminism era" or "colonial era") cannons do the ranged units' job and the musket (like in vanilla civ5) becomes a not ranged weapon (and these are more modern muskets :)). The transition is like crossbowmen -> musketman -> riflemen in vanilla).

Grave
Jan 15, 2011, 04:57 AM
Where is Paper technology in the game?? I don`t see in tech tree.

I did have Paper in there as a Tech, but I couldn't find anything worthwhile to require it. There was a "MapTrading" tag in the XML files, which was the main reason I had a Paper Tech, but during testing it was discovered that the tag was broken and did not work. So I had no choice but to remove Paper (which I really, REALLY wanted in the game... it's one of the major discoveries of the Chinese, afterall!)

You can see where Paper used to be in the Tech Tree... it's right were Civil Service is now. Civil Service was right above Feudalism.

Moving stonenge to priesthood is a good choise, it's distant to the starting tech a like the vanilla game i think.
About historic coorence i very dislike the mounted-units path of vanilla, it don't reflect its raise & fall (with de maximum on meddle-ages), i hope you will concentrate on the "new kind of war" of each era in future, and if you want some suggestions, i can make some visual modification to tech tree to explain my suggestions on it.

What I was trying to do (and you can see it in the Tech Tree) is to have new UnitClasses show up in the beginning of each Era. Take a look at the Swordsman, Longswordsman, Musketman, Rifleman, etc. Each of their techs is one of the first to discover for their respective era.

The King of the Mods has returned!! All hail the King!!

I haven't gotten CiV yet because of the reviews and the lack of content; but I may change my mind...

Civ V isn't bad. It's not as good as BtS, but then again neither was Civ IV when it first came out. Civ V will only get better (hopefully) with age. If they release the source codes like I hear they will, then... :goodjob:

Hey Hey, you need someone for a german translation of the mod?

Still testing it. You'll get my feedback when i am done.
Nice mod so far.

Maybe you should implemend the City State Mod from Gazebo? Can't play with out it anymore :/.

Sure, a German translation would be great! Maybe for language translations, they can be loaded as a dependent sub-mod? :confused:

I haven't checked out the City State mod yet, but I have read abou it on it's thread. Is it modular? Meaning... can the mod be loaded at the same time as HiTM? Or will it overwrite certain things? Guess I'll have to check it out.

good to see this loved it for civ 4 :goodjob:
played till 1000ad a few observations
i have the tech tree display problem as already noted.
even though you have added 12 tech (a good thing) the tech rate still flies by
tech progress needs to be slowed maybe 20-25 % .
one of my biggest problems with the tech tree is it is to easy to run the bottom
of the tech tree to steel .I generally play king and in at least 8 or so games I have seen longswords from another civ at 500bc not very historically accurate & makes you play
one specfic way to have to counter . One of the base features that i cant believe got by
testers is that research agreement dont scale by era, (they are all 300$) having them
scale would help slow belines. modern techs are worth many times the beakers than the ancient one shouldn't they be worth more money ?
also i am hooked on the city state diplomacy mod by Gazebo
Have you looked in to this great mod and to adding it to yours

You've seen Longswordsman by 500BC in HiTM2? Wow! I thought I was able to curb that. :eek:

I can tweak Research Agreements. I was going to do it for the initial launch of HiTM2, but I forgot. :blush:

Holy hell, this is great news! I had no idea this was in the works Grave, you have made me very happy. I loved HitM for Civ 4 BTS and couldn't play the game without it.

Is this initial version compatible with the latest patched version of Civ 5? I don't mind waiting at all it isn't.

It should be... I've been playing it for about a week now without a hiccup. :king:

I play in fullhd resolution, grave which resolution you use? (i'm supposing you don't have the problem with the visualization of tech tree)

@brair sir robin: i tried diplomacy mod with him2 and it works (but i only researched writing and build the first diplomatic unit)

@letmypeoplego: thanks :)

The musketman is the ranged unit of the renaissance, when muskets and artillery was primitive (bombard).
In the next era (there isn't actually this era in him2 nor civ5, can we call it "illuminism era" or "colonial era") cannons do the ranged units' job and the musket (like in vanilla civ5) becomes a not ranged weapon (and these are more modern muskets :)). The transition is like crossbowmen -> musketman -> riflemen in vanilla).

Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.

Same problem!
I had this problem also with "total mod" but not with "Call to power mod".
ps I tried to switch the game to english language

Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.

same thing to report here


The TechTree is broken? It's not broken in my game when I fire it up. Do you have any other mods enabled? Have tested HiTM2 by itself with no other mods loaded and got the same result? Which mods do you also play with? These will help me troubleshoot.

BTW... not sure if it matters, but I play in full 1080p HD.

Draskar
Jan 15, 2011, 05:20 AM
I used it without any other mods, it's not a problem of language and we have the same resolution :(
I had the same problem with "total mod" but not with "call to power".

I see the moved units along the tech tree, its a real good job but i can't try it with this problem on tech tree :(

Panda_Power
Jan 15, 2011, 08:09 AM
Just thought I'd chime in to let you know the tech tree is OK in mine too. I'm at 580AD on turn 139 and I've been able to scroll along the tech tree fine.

I just have HitM2 installed along with a clock mod and play on all high settings at 1920x1200 res.

The game is going great, but I do find I'm racing thru the techs really fast, like someone else mentioned. I'm just playing at normal speed. I think next time I'll try a slower one.

I mentioned earlier about Egypt getting Calendar being a bit unfair and I am playing as Egypt and got Stonehenge, the Pyramids and the Colossus really easily. The social policies are coming through thick and fast too!

I also noticed a little bug. It doesn't affect gameplay so it's just cosmetic, but when you research something you get the little notice at the end and it also has a little warning in red saying that this tech requires X for example I researched sailing and then after I got it, it said this tech requires calendar, which I already got as default anyway.

Textiles & philosophy also say they need calendar and optics warns that it needs mathematics.

Like I said though they're only red warnings and don't seem to stop you from using them.

Really enjoying the mod and I really hope this becomes something really amazing like the version you did for Civ 4 with the extra units and graphics etc.

MasterTonberry
Jan 15, 2011, 10:53 AM
Is it possible to use RED modpack with this? I kinda got used to the improved unit animations and the like.

Grave
Jan 15, 2011, 11:05 AM
I used it without any other mods, it's not a problem of language and we have the same resolution :(
I had the same problem with "total mod" but not with "call to power".

I see the moved units along the tech tree, its a real good job but i can't try it with this problem on tech tree :(

I'm sorry to hear that. :(

I can't seem to reproduce your problem... as the Tech Tree is working just fine for me. It seems to work with most users, while a few others it will not. I would suggest trying different game settings, and see if that helps.

Just thought I'd chime in to let you know the tech tree is OK in mine too. I'm at 580AD on turn 139 and I've been able to scroll along the tech tree fine.

I just have HitM2 installed along with a clock mod and play on all high settings at 1920x1200 res.

The game is going great, but I do find I'm racing thru the techs really fast, like someone else mentioned. I'm just playing at normal speed. I think next time I'll try a slower one.

I mentioned earlier about Egypt getting Calendar being a bit unfair and I am playing as Egypt and got Stonehenge, the Pyramids and the Colossus really easily. The social policies are coming through thick and fast too!

I also noticed a little bug. It doesn't affect gameplay so it's just cosmetic, but when you research something you get the little notice at the end and it also has a little warning in red saying that this tech requires X for example I researched sailing and then after I got it, it said this tech requires calendar, which I already got as default anyway.

Textiles & philosophy also say they need calendar and optics warns that it needs mathematics.

Like I said though they're only red warnings and don't seem to stop you from using them.

Really enjoying the mod and I really hope this becomes something really amazing like the version you did for Civ 4 with the extra units and graphics etc.

The red font that says "Requires Mathematics" for example, is not a bug. That is to let you know that particular Tech requires an additional tech that is not linked directly to it on the Tech Tree.

So you think Techs progress too fast? I think they progress a little too slow... perhaps its the way we play? :confused:

Is it possible to use RED modpack with this? I kinda got used to the improved unit animations and the like.

I'll have to look into the RED mod. I haven't heard of it... but I'll check it out. :)

MasterTonberry
Jan 15, 2011, 01:39 PM
R.E.D. modpack basically just resizes the units on screen, so they kind of scale to eachother. Human units are smaller, but there are more of them per tile, and things like galleons, submarines, destroyers and aircraft carriers are all sized appropriately.

I think it also adds flavourful skins and the like too to make each Civ a bit more unique.

SonOfDogbreath
Jan 15, 2011, 02:03 PM
Nice job. The tech tree does stick at the first page and I had one point where I couldn't get rid of the city-message tab when they were asking me to get rid of a barb camp.

I like the feel and balance.

Sneaks
Jan 15, 2011, 02:07 PM
Ooh.

Will need to try this.

Sneaks
Jan 15, 2011, 04:38 PM
Might I suggest using the Seven Ancient Wonders mod component version of the Statue of Zeus for graphics? He has spectacular icons for that, Mausolus, and Temple of Artemis.

The Loot
Jan 16, 2011, 02:46 AM
Tech tree screen is way messed up. None of the new techs show up, broken lines, and the tree won't scroll.

Using following mods, none change the tech tree specifically: Balance - Ruins, Echoes of Ages (new buildings), Simple Clock, Food Economy, Luxury Display, R.E.D. (unit graphics), Satellites Reveal Map, and YnAEMP plus City States.

Screen Res: 1700x1000

Grathocke
Jan 16, 2011, 03:12 AM
I had a problem with not being able to see all the techs as well, but realized I was using Better Tech Tree with the mod. Once I unchecked that I was able to see all the techs. The pipes still aren't great, but at least the techs are there and I can sort of figure out what's what.

The other thing for me is that I just built the Statue of Zeus in my capital and the whole city disappeared. It is still there because it has the bar over it with the name, but it is otherwise completely gone. I tried restarting the game and it did not help. I even went back to before the wonder was built and it was still disappeared, like it knew it was going to happen anyway. Any ideas?

Sneaks
Jan 16, 2011, 08:23 AM
Tech tree screen is way messed up. None of the new techs show up, broken lines, and the tree won't scroll.

Using following mods, none change the tech tree specifically: Balance - Ruins, Echoes of Ages (new buildings), Simple Clock, Food Economy, Luxury Display, R.E.D. (unit graphics), Satellites Reveal Map, and YnAEMP plus City States.

Screen Res: 1700x1000

Sat reveal edits the tree and is also obsolete. It is in vanilla now. Given that many of those mods edit lua I am sure there are other conflicts too

Panda_Power
Jan 16, 2011, 09:05 AM
Just thought I'd chime in to let you know the tech tree is OK in mine too. I'm at 580AD on turn 139 and I've been able to scroll along the tech tree fine.

I'm sorry to report my tech tree has gone wrong and sounds similar to what these other guys are saying.

I started a new game today and before I did I had a spring clean....cleared my cache file and old saves etc and then when I started playing I went into the tech tree and I've attached a pic of it.

I can only assume that clearing my cache is what caused me to see what the others are seeing.

Grave, maybe you can clear your cache file and see if you find the same thing.

SonOfDogbreath
Jan 16, 2011, 09:26 AM
Just finished the game with this Mod. Found a large plot of marshland between tree rivers with 5 wheat and did OCC with Egypt. Won via culture with a population of 51 (70 million) and growing every 2 turns or so.

Had a couple weird things happen:
1) One CS had a defense of 40 or so and was completely surrounded by riflemen. They would attack and damage would show for a second and then disappear. I know at least two attacked every turn, but the city rarely showed damage.
2) Had the tech tree issues as mentioned above. At one point the tech I was currently researching wouldn't change, even though it did if I pulled up the menu of possible techs to research.
3) City disappeared as someone else mentioned, but I don't know when. I did build statue of Zeus as did the other poster.
4) I don't remember all the new buildings/wonders, but it seemed that some were not available after I researched the tech. Might be that they has another tech requirement.

Overall, I think this is a really nice mod and might not need some of the other balancing mods.

Grave
Jan 16, 2011, 10:16 AM
Tech tree screen is way messed up. None of the new techs show up, broken lines, and the tree won't scroll.

Using following mods, none change the tech tree specifically: Balance - Ruins, Echoes of Ages (new buildings), Simple Clock, Food Economy, Luxury Display, R.E.D. (unit graphics), Satellites Reveal Map, and YnAEMP plus City States.

Screen Res: 1700x1000

I had a problem with not being able to see all the techs as well, but realized I was using Better Tech Tree with the mod. Once I unchecked that I was able to see all the techs. The pipes still aren't great, but at least the techs are there and I can sort of figure out what's what.

The other thing for me is that I just built the Statue of Zeus in my capital and the whole city disappeared. It is still there because it has the bar over it with the name, but it is otherwise completely gone. I tried restarting the game and it did not help. I even went back to before the wonder was built and it was still disappeared, like it knew it was going to happen anyway. Any ideas?

I'm sorry to report my tech tree has gone wrong and sounds similar to what these other guys are saying.

I started a new game today and before I did I had a spring clean....cleared my cache file and old saves etc and then when I started playing I went into the tech tree and I've attached a pic of it.

I can only assume that clearing my cache is what caused me to see what the others are seeing.

Grave, maybe you can clear your cache file and see if you find the same thing.

Just finished the game with this Mod. Found a large plot of marshland between tree rivers with 5 wheat and did OCC with Egypt. Won via culture with a population of 51 (70 million) and growing every 2 turns or so.

Had a couple weird things happen:
1) One CS had a defense of 40 or so and was completely surrounded by riflemen. They would attack and damage would show for a second and then disappear. I know at least two attacked every turn, but the city rarely showed damage.
2) Had the tech tree issues as mentioned above. At one point the tech I was currently researching wouldn't change, even though it did if I pulled up the menu of possible techs to research.
3) City disappeared as someone else mentioned, but I don't know when. I did build statue of Zeus as did the other poster.
4) I don't remember all the new buildings/wonders, but it seemed that some were not available after I researched the tech. Might be that they has another tech requirement.

Overall, I think this is a really nice mod and might not need some of the other balancing mods.


Thanks all of you for your feedback! :goodjob:

I don't get the Tech Tree thing... it looks great in my game, I wonder why it won't in some others? :confused: I will look into it, but one way or another, I WILL fix it by the next release (v2). :sad:

The Statue of Zeus thing... I noticed that as well, but not every game I played. It's probably something to do with the ArtDefines (I borrowed one from one of the other buildings in the game). I'm hoping this is an easy fix... again, this will be fixed when I release (v2).

MasterTonberry
Jan 16, 2011, 01:55 PM
Has something happened to the build speed of Worker units? They seem to be taking a really long time compared to everything else. With a new game a settler tends to take between 20-25 turns but a worker takes up to 50 turns :/

I was also going to ask if it would be possible to inlcude Valkrionn's Economy mod into this or something similar? Maybe as an optional module like some that you had in HitM for Civ 4: BtS? I have come to love a lot of the changes that his economy mod has made such as making tech take much longer to acquire so you have a decent amount of time to use units of each era before they become obsolete. I feel like he addressed a lot of balance issues in the game too.

In Civ 4 BtS there wasn't much need for such an economy mod because it was pretty ideal the way it was and if you felt the need for a few tweaks you could just edit the GameSpeedInfos.xml file of your mod. In Civ 5 though I think the balance is still messed up even after a few patches. I would like to run your mod plus the economy mod as of now but it seems like they would not be very compatible. I'll continue using your mod no matter what though as I know judging from your work on the Civ 4 version it will become something spectacular in time.

stuartf1220
Jan 16, 2011, 07:32 PM
As a relative newby, I find that I really like your version of the techs quite a bit. I agree the techs seem to fly by, especially if you get the free Great Scientist from Philosophy - and turn him into an Academy. Early in the game, that science boost is huge. Also, some of the terms seem to be off. For example, "Public School" still says that it needs a University when you're playing in the game, even though you can build it without the Univ. Also, I ran into an issue with Fertilizer being allowed to be researched... but then it wouldn't go into affect until after Military Science was completed. It seems that perhaps it should not be researechable if it can't be used. Overall, I really like where you're going with this.

macd33
Jan 17, 2011, 03:22 AM
Wonderful MOD, brings new perspective to game. Like several above, the tech tree scroll bar does not work for me.

omgitsnuc
Jan 17, 2011, 09:42 PM
Edit-nvm

The Loot
Jan 17, 2011, 11:34 PM
I don't get the Tech Tree thing... it looks great in my game, I wonder why it won't in some others? :confused: I will look into it, but one way or another, I WILL fix it by the next release (v2). :sad:

I just double checked. Removed all my mods, cleared cache, changed res to 1920x1080 (which doesn't display correctly on my TV), but still had the issue that Panda_Power posted the image of.

Dragonlord
Jan 18, 2011, 07:59 AM
Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.

Unfortunately, I have to join the chorus: tech tree doesn't show correctly for me, either.
I do have a couple of UI mods enabled, though: Better Interface (I think it's called) and InfoAddict.

And that is the second bug: InfoAddict doesn't work - it shows up, but doesn't seem to get the needed information for the statistics.

I am also getting a recurring bug where, whenever I conquer an AI city, I cannot give build orders in any of my cities until I reload the game - then it works fine again. I've had this exact same bug in another game (w/o your mod), though, so it may not be related to your mod at all - I can't be sure.

As to content: requiring Iron for Artillery and also for Factories makes Iron a very limiting factor in mid-game. I don't mind the Artillery requisite - stops the usual Artillery spamming - but only being able to build a couple of Factories seems strange.

Another thing, it seems Biology is still needed for Oil to work as a resource, though it shows up and can be drilled for with Railroad. Intentional?

Draskar
Jan 18, 2011, 04:36 PM
I'm playing a game with Egipt, level 4 (usually play 5 but damn, i can't see the tech tree in a brand new mod!!!), i'm around 1840 (normal speed) and i invented "Combustion".

Some notes:

1) I can train trebuchet and artillery (instead of only artillery)
2) It's possible to discover "combusion" (and then tanks) before "radio" (and then infantry).
3) Iron for factory, is an error? I can't use coal until discover electricity (coal plants).

I'm using "city state diplomacy" mod it is compatible (for now)

Andrelius
Jan 18, 2011, 10:32 PM
Just in the spirit about what you said regarding suggestions- I really really dislike the Happiness dynamic, particularly how it discourages conquest and expansion.

I could argue about how Civ5 grotesquely exaggerates unhappiness but I don't want to create a wall o' text. Here's some things I think would be cool with reference to it.

> "______ has published his list of nations doing _____" could grant a temporary bonus to happiness to the top 10 nations.

> Great People generate 1 happiness so long as they are not used. Great Artists generate extra than others (would 5 be too much? I always found them rather lame)

> Capturing capitals/cities gives a temp bonus to happiness as your citizens cheer victory (and loosing your own capital/cities crates unhappiness ie disappointment)

> Finally, it'd be kinda cool if there was some way to integrate International Sports/Olympics...

I don't know how it could work, but it could start with Olympics (ancient/classical era buildings) and go even as far as a FIFA Cup national wonder. Just like producing wealth and research, cities with appropriate buildings, could generate points. Then every few turns the game tallies the points and the winner gets bonus to happiness, culture and gold.

I havn't played this mod yet, (still on a over max race Marathon game) so I don't know how happiness stacks on difficulty level 5, but in vanilla I often find myself pulling out my hair as my income gets decimated with building maintenance- that and unit upgrade costs are the reason CiV5 hasn't been played for a while.

Were these sort of what you had in mind in terms of suggestions?

darkedone02
Jan 19, 2011, 01:53 PM
Awesome, a History in the Making mod for Civ 5, I used to a big fan till I've moved on to Rise of Mankind.

Hyronymus
Jan 19, 2011, 03:44 PM
This is a big treat seeing HiTM II after not visiting this place for a few days. Already thanks for many obsessive hours of gameplay :D.

And I just thought about something 'radical' and probably impossible: can you make having resources a prerequisite to discover a technology. I.e., if you don't work a tile with oil you cannot research combustion because you don't have any stuff to research on.

darkedone02
Jan 20, 2011, 07:18 PM
For some reason, after reaching the renaissance and researching the technology to make castles, I am unable to build walls or castles for some reason, even when I already have built walls, why?

Grave
Jan 21, 2011, 05:24 AM
Has something happened to the build speed of Worker units? They seem to be taking a really long time compared to everything else. With a new game a settler tends to take between 20-25 turns but a worker takes up to 50 turns :/

No, I didn't change the Worker speed at all.


I was also going to ask if it would be possible to inlcude Valkrionn's Economy mod into this or something similar? Maybe as an optional module like some that you had in HitM for Civ 4: BtS? I have come to love a lot of the changes that his economy mod has made such as making tech take much longer to acquire so you have a decent amount of time to use units of each era before they become obsolete. I feel like he addressed a lot of balance issues in the game too.

In Civ 4 BtS there wasn't much need for such an economy mod because it was pretty ideal the way it was and if you felt the need for a few tweaks you could just edit the GameSpeedInfos.xml file of your mod. In Civ 5 though I think the balance is still messed up even after a few patches. I would like to run your mod plus the economy mod as of now but it seems like they would not be very compatible. I'll continue using your mod no matter what though as I know judging from your work on the Civ 4 version it will become something spectacular in time.

I was thinking of going back to the Civ IV system of economy... using the same tile bonuses, etc.

I want to keep the "adding other mods" to HiTM2 to an absolute minimum... so if I can come up with my own system first, I'll do that.

As a relative newby, I find that I really like your version of the techs quite a bit. I agree the techs seem to fly by, especially if you get the free Great Scientist from Philosophy - and turn him into an Academy. Early in the game, that science boost is huge. Also, some of the terms seem to be off. For example, "Public School" still says that it needs a University when you're playing in the game, even though you can build it without the Univ. Also, I ran into an issue with Fertilizer being allowed to be researched... but then it wouldn't go into affect until after Military Science was completed. It seems that perhaps it should not be researechable if it can't be used. Overall, I really like where you're going with this.

I must have missed a couple Pedia tags. I'll fix them in the next verison. :goodjob:

I'm playing a game with Egipt, level 4 (usually play 5 but damn, i can't see the tech tree in a brand new mod!!!), i'm around 1840 (normal speed) and i invented "Combustion".

Some notes:

1) I can train trebuchet and artillery (instead of only artillery)
2) It's possible to discover "combusion" (and then tanks) before "radio" (and then infantry).
3) Iron for factory, is an error? I can't use coal until discover electricity (coal plants).

I'm using "city state diplomacy" mod it is compatible (for now)

I must have missed some upgrade trees. I'll fix that in the next version. It's possible to discover combustion before, radio, yes. But you can also discover radio before combustion, too. ;)

Yes, Iron for factory. I wanted a building that consumed obsolete strategic resources and that seemed like a good idea at the time.

Wonderful MOD, brings new perspective to game. Like several above, the tech tree scroll bar does not work for me.

I just double checked. Removed all my mods, cleared cache, changed res to 1920x1080 (which doesn't display correctly on my TV), but still had the issue that Panda_Power posted the image of.

Unfortunately, I have to join the chorus: tech tree doesn't show correctly for me, either.
I do have a couple of UI mods enabled, though: Better Interface (I think it's called) and InfoAddict.

If you have any UI mods enabled... try disabling them and see what happens. If that doesn't work, try doing this:

Go into \My Games\Sid Meier's Civilization 5\MODS\History in the Making II (v 1)\Lua\TechTree and make a backup of TechTree.lua

Next, go into: \Steam\SteamApps\common\sid meier's civilization v\assets\UI\InGame\TechTree and copy/paste TechTree.lua into the the HiTM2 directory above, then fire up the game.

What you're doing is replacing the file I modified with the vanilla file. See if that works. The pipes will be broken and not look as pretty, but it should be functional.


Just in the spirit about what you said regarding suggestions- I really really dislike the Happiness dynamic, particularly how it discourages conquest and expansion.

I could argue about how Civ5 grotesquely exaggerates unhappiness but I don't want to create a wall o' text. Here's some things I think would be cool with reference to it.

> "______ has published his list of nations doing _____" could grant a temporary bonus to happiness to the top 10 nations.

> Great People generate 1 happiness so long as they are not used. Great Artists generate extra than others (would 5 be too much? I always found them rather lame)

> Capturing capitals/cities gives a temp bonus to happiness as your citizens cheer victory (and loosing your own capital/cities crates unhappiness ie disappointment)

> Finally, it'd be kinda cool if there was some way to integrate International Sports/Olympics...

I don't know how it could work, but it could start with Olympics (ancient/classical era buildings) and go even as far as a FIFA Cup national wonder. Just like producing wealth and research, cities with appropriate buildings, could generate points. Then every few turns the game tallies the points and the winner gets bonus to happiness, culture and gold.

I havn't played this mod yet, (still on a over max race Marathon game) so I don't know how happiness stacks on difficulty level 5, but in vanilla I often find myself pulling out my hair as my income gets decimated with building maintenance- that and unit upgrade costs are the reason CiV5 hasn't been played for a while.

Were these sort of what you had in mind in terms of suggestions?

Yeah, that's sort of what I had in mind. What I'm focusing on right now is fixing bugs and balancing what I changed in the game first... then I'll look into changing broken vanilla Civ5 game mechanics.

This is a big treat seeing HiTM II after not visiting this place for a few days. Already thanks for many obsessive hours of gameplay :D.

And I just thought about something 'radical' and probably impossible: can you make having resources a prerequisite to discover a technology. I.e., if you don't work a tile with oil you cannot research combustion because you don't have any stuff to research on.

That's beyond my meager coding capabilities! :lol:

Draskar
Jan 21, 2011, 08:00 AM
Yes, Iron for factory. I wanted a building that consumed obsolete strategic resources and that seemed like a good idea at the time.



It's bad to see iron becoming a useless resource (likehorses). IMHO factory isn't the right building, maybe you can create a "steel plant" building that consumes iron & coal... or make more usefull the "workshop" (like a greater bonus not only for buildings) and make it consume iron .

darkedone02
Jan 21, 2011, 04:22 PM
This is a big treat seeing HiTM II after not visiting this place for a few days. Already thanks for many obsessive hours of gameplay :D.

And I just thought about something 'radical' and probably impossible: can you make having resources a prerequisite to discover a technology. I.e., if you don't work a tile with oil you cannot research combustion because you don't have any stuff to research on.

I don't think you could do that, cause that actually been never done in any of the civ games. In Civ 4 however we did do something similar such as in Fall from Heaven, you can't research mind sapling if you have not researched and converted into Overlord religion. I don't know if we could limit it here on Civ 5 using a resource, and not only that, we need an early future tech unlock because if we hit to a point where we need to research something but nothing is available in the menu, we cannot continue our game, the game is locked to where you cannot make a turn unless you researching something and have to produce something within all your cities, I try to by-pass those but I can no longer do it.

Hyronymus
Jan 22, 2011, 06:35 AM
I don't think you could do that, cause that actually been never done in any of the civ games. In Civ 4 however we did do something similar such as in Fall from Heaven, you can't research mind sapling if you have not researched and converted into Overlord religion. I don't know if we could limit it here on Civ 5 using a resource, and not only that, we need an early future tech unlock because if we hit to a point where we need to research something but nothing is available in the menu, we cannot continue our game, the game is locked to where you cannot make a turn unless you researching something and have to produce something within all your cities, I try to by-pass those but I can no longer do it.
By the time you discover oil there are plenty of other technologies to research until you build your first oil well or acquired oil on the market. So I don't think running into a deadlock because you're not researching anything will happen. It was just a brainwave I had anyhow and it would be fun and challening if it ever makes it to a game.

LetMyPeopleGo
Jan 23, 2011, 08:57 AM
It's bad to see iron becoming a useless resource (likehorses). IMHO factory isn't the right building, maybe you can create a "steel plant" building that consumes iron & coal... or make more usefull the "workshop" (like a greater bonus not only for buildings) and make it consume iron .

Great idea:goodjob:, reminds me of Railroad Tycoon 3, if you got coal and iron to spare, lets built a steel plant to increase production, and then a workshop that uses steel to further increase production, so these resources remain very useful and important.

Mithras138
Jan 23, 2011, 09:48 AM
Having the tech tree not scrolling problem too.After Fertelizer I can't research anything...:(

Stormfather
Jan 23, 2011, 10:21 AM
Love the mod, only one issue that I came across though.

In vanilla civ, Coal is the currency of industrialization. It becomes available in the industrial revolution, and it determines how thoroughly your empire can industrialize. An empire that has been struggling for the entire game can get a second chance at life if it can secure coal, and a former powerhouse will be left in the dust if it cannot. It's a cool mechanic, and makes that portion of the game interesting, even occasionally provoking wars.

By making factories require Iron, that mechanic evaporates. Many AIs will have squandered all their iron on obsolete units that are still kicking around in the back country, and a cannon or two, and thus fail to industrialize normally. Any wars for Iron will already have been resolved, and coal becomes useless. It forces you to decide on factories or artillery, and gives Russia an ENORMOUS leg up through the entire game, not just the first half (2x Iron). I changed it back to coal in my own installation of your mod, but otherwise use your work as is, along with a few other mods.

Anyway, consider this a resounding vote for "Coal for factories, add a iron consuming steel plant!" Otherwise, love the mod, particularly how oil is so important. I made a mod a while back to replace most aluminum dependencies with oil, but could never figure out how to change the spawn rate of oil and aluminum deposits, since it seemed that there was a .lua file that would override any anomolies I introduced through XML. Keep up the good work!

Grave
Jan 23, 2011, 10:57 AM
Having the tech tree not scrolling problem too.After Fertelizer I can't research anything...:(

I'm still trying to figure out why the Tech Tree is busted. It's hard to do when it looks OK in my game, but I haven't given up. :sad:

It's bad to see iron becoming a useless resource (likehorses). IMHO factory isn't the right building, maybe you can create a "steel plant" building that consumes iron & coal... or make more usefull the "workshop" (like a greater bonus not only for buildings) and make it consume iron .

Great idea:goodjob:, reminds me of Railroad Tycoon 3, if you got coal and iron to spare, lets built a steel plant to increase production, and then a workshop that uses steel to further increase production, so these resources remain very useful and important.

Love the mod, only one issue that I came across though.

In vanilla civ, Coal is the currency of industrialization. It becomes available in the industrial revolution, and it determines how thoroughly your empire can industrialize. An empire that has been struggling for the entire game can get a second chance at life if it can secure coal, and a former powerhouse will be left in the dust if it cannot. It's a cool mechanic, and makes that portion of the game interesting, even occasionally provoking wars.

By making factories require Iron, that mechanic evaporates. Many AIs will have squandered all their iron on obsolete units that are still kicking around in the back country, and a cannon or two, and thus fail to industrialize normally. Any wars for Iron will already have been resolved, and coal becomes useless. It forces you to decide on factories or artillery, and gives Russia an ENORMOUS leg up through the entire game, not just the first half (2x Iron). I changed it back to coal in my own installation of your mod, but otherwise use your work as is, along with a few other mods.

Anyway, consider this a resounding vote for "Coal for factories, add a iron consuming steel plant!" Otherwise, love the mod, particularly how oil is so important. I made a mod a while back to replace most aluminum dependencies with oil, but could never figure out how to change the spawn rate of oil and aluminum deposits, since it seemed that there was a .lua file that would override any anomolies I introduced through XML. Keep up the good work!

All of you have very good ideas regarding the Iron/Coal debate. I will take them into consideration for the next version. :goodjob:

Andrelius
Jan 23, 2011, 07:06 PM
I'm still trying to figure out why the Tech Tree is busted. It's hard to do when it looks OK in my game, but I haven't given up. :sad:Could you possibly reupload your version of the mod? Also, what graphics card are you using. My g73 has an ATI 5870 and I've had some graphics issues with Civ 5.

It's not the file, I've tried switching files like your reply suggested but doesn't seem to affect anything.

If you look at the picture Panda posted, it almost appears like the ancient era is correctly aligned but then "classical era" is misaligned and with it, I imagine, is the scroll bar. Might it have something to do with the tech tree mod you bundled with it? Some changes outside the techtree.lua- in one of the art directories perhaps? (I confess I know very little about this game's modding quirks)

I continued to play anyway, and noticed there were no notifications when other nations passed technological milestones (___has reached the ____ era) which leads me to believe some triggers arn't working.

Anyways, now that I've played as far as it will let me, I'm looking for irregularities in the other directories. Nevertheless, I suspect it may also have to do with the graphics card and how it's putting everything together. Otherwise, terrific mod- I can't wait for v1.+.

The Loot
Jan 23, 2011, 09:17 PM
I'm running the mod on a different install, and the tree shows up, though some of the ages are misaligned. The rest displays fine, but on only 1 of my 3 installs.

NCC1017spock
Jan 23, 2011, 10:29 PM
Hey guys, I've downloaded the mod off of this site, and put it in the correct folder.. nothing happened? I went into the game itself, downloaded this mod through the game's mod downloader, went to browse mods, and checked the enabled botton. Nothing changed when I played the game? I have no other mods running. Thats all I did, did I forget to do something? And did I use the right single player?

(there is single player itself, and then another single player optoin in the Mod's menu right above "browse mods") help please?

PS- I have downloaded another mod (adds the Marine unit) also no effect :(

Hyronymus
Jan 24, 2011, 04:39 AM
I'm not behind a PC with Civ5 installed so I can't look for you what's the proper naming but make sure you start a game via the Mods route and not the default route.

It may also be worth re-checking if the mod is still enabled.

NCC1017spock
Jan 24, 2011, 08:08 AM
I'm not behind a PC with Civ5 installed so I can't look for you what's the proper naming but make sure you start a game via the Mods route and not the default route.

It may also be worth re-checking if the mod is still enabled.

WHat do you mean? How does one do this lol?

Hyronymus
Jan 24, 2011, 10:06 AM
Start a game with a mod loaded by:

Mods (Accept the EULA) > Singe Player > Setup game

Sneaks
Jan 24, 2011, 11:39 AM
To those with tech tree issues:

What is the resolution you are playing with?

LetMyPeopleGo
Jan 24, 2011, 03:18 PM
I'm still at my first game, I wish that the pace will be slower and the tech cost higher, I'm now at 400BC, researched optics, and only with two cities size 6 and 2, level prince.

Is there a way to be for the same number of turns at 1000BC and several techs back?

I know that with civ5 there is a way with sql to do it very easy, can someone show me how?

I like this mode and wish to tune it's pace and tech cost a little to adjust them to my liking, otherwise it's the perfect mod for me so far.

Thanks.

Andrelius
Jan 24, 2011, 04:06 PM
To those with tech tree issues:

What is the resolution you are playing with?I usually play with Civ 5 on my second monitor (1920x1200), while my laptop is at 1680x1050. It's strange but I found if I start the game with my laptop at that res, the game starts in the second monitor and players there without a hitch. I do want to point out however that I've had the tech tree problem regardless of my second monitor and resolution (the native of my laptop is 1920x1080).

Grave
Jan 24, 2011, 06:56 PM
Could you possibly reupload your version of the mod? Also, what graphics card are you using. My g73 has an ATI 5870 and I've had some graphics issues with Civ 5.

It's not the file, I've tried switching files like your reply suggested but doesn't seem to affect anything.

If you look at the picture Panda posted, it almost appears like the ancient era is correctly aligned but then "classical era" is misaligned and with it, I imagine, is the scroll bar. Might it have something to do with the tech tree mod you bundled with it? Some changes outside the techtree.lua- in one of the art directories perhaps? (I confess I know very little about this game's modding quirks)

I continued to play anyway, and noticed there were no notifications when other nations passed technological milestones (___has reached the ____ era) which leads me to believe some triggers arn't working.

Anyways, now that I've played as far as it will let me, I'm looking for irregularities in the other directories. Nevertheless, I suspect it may also have to do with the graphics card and how it's putting everything together. Otherwise, terrific mod- I can't wait for v1.+.

I've ran into issues that Panda posted up when I was ironing out bugs when building the Tech Tree. It would happen when there was an XML error in my XML file that managed my new Tech additions. But it can't be an XML error post release, otherwise the game itself would be unplayable (you couldn't research anything). It has nothing to do with TechTree.lua, which simply draws the pipes connecting the techs together.

By swapping out the TechTree.lua file in HiTM2 with the vanilla TechTree.lua file, the Tech Tree pipes should function like the vanilla game (minus the Legend). By you saying it's not working makes me think it's Civ V itself that's bugged, and not actually HiTM2? :confused:

I'm still at my first game, I wish that the pace will be slower and the tech cost higher, I'm now at 400BC, researched optics, and only with two cities size 6 and 2, level prince.

Is there a way to be for the same number of turns at 1000BC and several techs back?

I know that with civ5 there is a way with sql to do it very easy, can someone show me how?

I like this mode and wish to tune it's pace and tech cost a little to adjust them to my liking, otherwise it's the perfect mod for me so far.

Thanks.

Consensus is suggesting that the Tech progression get slowed a little more. I'm thinking about 25% slower. Would this work?

Paul+C
Jan 24, 2011, 07:43 PM
To those with tech tree issues:

What is the resolution you are playing with?

I've tried 1920X1080 on both full screen and windowed mode, and also tried a lower resolution. Same issues, unfortunately.

Draskar
Jan 25, 2011, 03:14 AM
Hi Grave, my definitive suggestions about iron issue is:

ANCIENT & CLASSIC & MEDIEVAL ERA:

Same Units of vanilla

RENAISSANCE

Cannon

INDUSTRIAL

Factory (WITH coal)

Artillery

MODERN

Some new buildings (like mass transport?)


I suggest to trasform the coal plant in a city radius building (like circus with horses) NON consuming coal.

Brave Sir Robin
Jan 25, 2011, 12:31 PM
Grave
could the tech tree display problem be with the HITM 2 mod info file
as my save games are not being saved as from a mod . civ V saves games and modded
save games are saved in different spots ,and mine are being saved as regular games
helpful maybe?

LetMyPeopleGo
Jan 25, 2011, 01:05 PM
Consensus is suggesting that the Tech progression get slowed a little more. I'm thinking about 25% slower. Would this work?

I was thinking more of a progressive slow down of the tech, like I found in an sql files while searching for ways of doing it:

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.05,-1)
WHERE Era = 'ERA_CLASSICAL';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.10,-1)
WHERE Era = 'ERA_MEDIEVAL';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.20,-1)
WHERE Era = 'ERA_RENAISSANCE';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.40,-1)
WHERE Era = 'ERA_INDUSTRIAL';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.80,-1)
WHERE Era = 'ERA_MODERN';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 2.00,-1)
WHERE Era = 'ERA_FUTURE';

from Balance - Combined which looks quite good but I would start the cost increase from the start and not from MEDIEVAL, begin with 15% 20% or 25% and then gradually towards 100% and even more.

But that is only Tech cost, I would like to tweak the pace, years per turn, and also in a progressive manner but I don't have any example.

If you could show me how to implement the above example for tech cost in your mod and also the years/turn which I have no example for I will experiment with it a bit.

Many thanks in advance


Edit: I've read some posts from Spatzimaus somewhere about a Steel Mill in his mod which makes use of Iron to produce steel. He also devised some Years/Turns change in his mod (which I don't know the name of but I left him a post about it), so there are more turns per era so you play more turns to get from 4000BC to 1AD for example, and the pace changes with each era and he added some years overall so the game has much more turns from start to end.

Thorn
Jan 26, 2011, 02:47 PM
This is strange. I just noticed that some of my cities do not have the city graphics. Maybe a bug? I don't have this in regular games.
The good news I've had no crashing or any other problems. I like this mod!

Sneaks
Jan 26, 2011, 04:51 PM
That bug means that when Grave added his custom wonders, he added all the bells and whistles for on-map graphics. He should probably just delete those for now, given they do not work.

Grave
Jan 27, 2011, 04:55 AM
This is strange. I just noticed that some of my cities do not have the city graphics. Maybe a bug? I don't have this in regular games.
The good news I've had no crashing or any other problems. I like this mod!

That bug means that when Grave added his custom wonders, he added all the bells and whistles for on-map graphics. He should probably just delete those for now, given they do not work.

I thought by giving the wonders existing ArtDefine tags, they would just assume the 3D graphics for those buildings. But it appears they do not for some reason. It should be a simple fix, I just have to figure out what it is.

Mithras138
Jan 29, 2011, 05:46 AM
Ok,so I downloaded the Babylon and the Spain & Inca dlc packs,and suddenly my tech tree looks perfect.Maybe it has something to do with that?Played a game complety and loved it,working great now...:D

Grave
Jan 29, 2011, 06:26 PM
Ok,so I downloaded the Babylon and the Spain & Inca dlc packs,and suddenly my tech tree looks perfect.Maybe it has something to do with that?Played a game complety and loved it,working great now...:D

Interesting... :hmm:

The Loot
Jan 29, 2011, 06:39 PM
Ok,so I downloaded the Babylon and the Spain & Inca dlc packs,and suddenly my tech tree looks perfect.Maybe it has something to do with that?Played a game complety and loved it,working great now...:D

Hmm, on the installs that the mod doesn't work right with, I don't have the DLCs, but the one that does I do.

Might be something to that, then.

Draskar
Jan 31, 2011, 08:31 AM
Hum... i don't have spain DLC and i have the tech tree problem...

Hyronymus
Jan 31, 2011, 11:30 AM
Hum... i don't have spain DLC and i have the tech tree problem...
Try downloading the Spanish DLC and then try again :). If you have good results please let us know.

n0rse
Feb 02, 2011, 02:44 AM
Try downloading the Spanish DLC and then try again :). If you have good results please let us know.

I can confirm this (at first I was skeptical as I really do not want to give 2k another cent for CiV) I had a vanilla digital deluxe edition install then installed HitM and had the tech tree bug. After installing the dlc it went away. (I wish I would have backed up the key tech tree files to compare them, doh!)

Great work on the mod, will be really cool as it progress's further. Even now it has brought back some fun into CiV, nice job!:goodjob:

axiomtk
Feb 02, 2011, 05:51 AM
First of all nice work with the mod I really enjoyed civ5 for a change. Keep up the good work.

My issues/problems with the mod:

Game:Prince, Small Pangea map with 8 Civs and 6 City states, Epic speed

-Some citiy images dissappear after they grow over 10. I tried to reload but my capital is there but the image is gone. It could also be related with the wonders you added I'm not sure that should be tested.

Altough I conquered a city from Russia and that city image wasn't on the map(it had no wonders).

-I guess its already noted because i saw some posts about it: Lack of Iron, or the 'heavy' use of Iron. Anyway I had problems with Iron so did some other civs and they became easy prays.

-I saw that the AI has lots of troops and I'm in constant war for the last 2 centuries from 1700s..I'm not that aggresive I conquered 1 city state (it was my 4th city) after that it was constant war.

-Research view stuck around industrial era (fertilizer)

-Research might be going too fast, was in industrial era around 1800 but its my first game so further testing might be needed.

-maybe game mechanics or mod I don't know this is my first game after patch; civ X is friendly with me, we start trading goods and accept a research agremeent and then 2 turns later they attack me. While they are on another island and they don't sent any troops to me.

-Something personal: I don't like the idea that a workshop must be built to have a Factory,its a good idea but it drives the maintance costs up.

I added my latest save and some older autosaves.

Grave
Feb 02, 2011, 03:07 PM
Hmm, on the installs that the mod doesn't work right with, I don't have the DLCs, but the one that does I do.

Might be something to that, then.

Hum... i don't have spain DLC and i have the tech tree problem...

Try downloading the Spanish DLC and then try again :). If you have good results please let us know.

I can confirm this (at first I was skeptical as I really do not want to give 2k another cent for CiV) I had a vanilla digital deluxe edition install then installed HitM and had the tech tree bug. After installing the dlc it went away. (I wish I would have backed up the key tech tree files to compare them, doh!)

Great work on the mod, will be really cool as it progress's further. Even now it has brought back some fun into CiV, nice job!:goodjob:

The Tech Tree files should be the exact same. I think the issue is with the DLC Civs. I think certing aspects of them aren't very mod friendly. I suspect it's the Incan Terrace gaining a food bonus with Fertilizer.

The fix should be easy. All I have to do is make seperate add-on modules that address each individual DLC seperately (that require the original HiTM to work). Then, all you need to do is download HiTM2, then any additional add-ons for the DLC you own.

That's about the only way I can think of to address it. But it should solve the issue for everybody. I'll do this for the next version.

First of all nice work with the mod I really enjoyed civ5 for a change. Keep up the good work.

My issues/problems with the mod:

Game:Prince, Small Pangea map with 8 Civs and 6 City states, Epic speed

-Some citiy images dissappear after they grow over 10. I tried to reload but my capital is there but the image is gone. It could also be related with the wonders you added I'm not sure that should be tested.

Altough I conquered a city from Russia and that city image wasn't on the map(it had no wonders).

-I guess its already noted because i saw some posts about it: Lack of Iron, or the 'heavy' use of Iron. Anyway I had problems with Iron so did some other civs and they became easy prays.

-I saw that the AI has lots of troops and I'm in constant war for the last 2 centuries from 1700s..I'm not that aggresive I conquered 1 city state (it was my 4th city) after that it was constant war.

-Research view stuck around industrial era (fertilizer)

-Research might be going too fast, was in industrial era around 1800 but its my first game so further testing might be needed.

-maybe game mechanics or mod I don't know this is my first game after patch; civ X is friendly with me, we start trading goods and accept a research agremeent and then 2 turns later they attack me. While they are on another island and they don't sent any troops to me.

-Something personal: I don't like the idea that a workshop must be built to have a Factory,its a good idea but it drives the maintance costs up.

I added my latest save and some older autosaves.

Most of the issues you've outlined I have taken care of for the next version. I squashed the "dissapearing city graphics" issue with building wonders. As I suspected, it was a simple fix. I found a work around for the "Iron vs. Coal" issue that I can live with, and I have addressed the speed in which the Techs are discovered.

I'm just putting the finishing touches on v2 now, and I'm hoping to have it released in the next few days. :goodjob:

lord_graywolfe
Feb 02, 2011, 03:48 PM
This looks like it will be alot of fun. im installing it and going to give it a try. thanks for making this for us Grave.

well im having the tech tree problem too. it wont scroll so i can look at the whole tree, just the techs im working on. if that is the only bug i think i can live with it :). ill try your next version as soon as you put it up.

Seek
Feb 02, 2011, 04:13 PM
The fix should be easy. All I have to do is make seperate add-on modules that address each individual DLC seperately (that require the original HiTM to work). Then, all you need to do is download HiTM2, then any additional add-ons for the DLC you own.

That's about the only way I can think of to address it. But it should solve the issue for everybody. I'll do this for the next version.


Instead of separate downloads, which I think you are proposing, you could do what Thal did for Balanced - Combined and add an underscore before the files which affect the DLC which can be commented out by the user. Seems to be working pretty well so far - just make it really obvious so noone misses it.

joethejet
Feb 02, 2011, 04:19 PM
I started a game and could not get a settler after playing approx 30 turns. The settler button is gray out. Any suggestion?

lord_graywolfe
Feb 02, 2011, 07:45 PM
well after playing for a bit i think that either the techs need to be slowed down or the units and buildings need to be sped up. in the time it took me to make a monument, a warrior and a scout i researched 5 techs.

axiomtk
Feb 03, 2011, 06:37 AM
The Tech Tree files should be the exact same. I think the issue is with the DLC Civs. I think certing aspects of them aren't very mod friendly. I suspect it's the Incan Terrace gaining a food bonus with Fertilizer.

The fix should be easy. All I have to do is make seperate add-on modules that address each individual DLC seperately (that require the original HiTM to work). Then, all you need to do is download HiTM2, then any additional add-ons for the DLC you own.

That's about the only way I can think of to address it. But it should solve the issue for everybody. I'll do this for the next version.



Most of the issues you've outlined I have taken care of for the next version. I squashed the "dissapearing city graphics" issue with building wonders. As I suspected, it was a simple fix. I found a work around for the "Iron vs. Coal" issue that I can live with, and I have addressed the speed in which the Techs are discovered.

I'm just putting the finishing touches on v2 now, and I'm hoping to have it released in the next few days. :goodjob:


Great work, I'll wait for your next verison and start a new game with v2. Thank you for your work. I'll return with a feedback of v2:rolleyes:

Draskar
Feb 04, 2011, 01:57 AM
good, i'll download the dlc when the v2 is ready :)

Some spoiler about the iron vs coal?

SonOfDogbreath
Feb 04, 2011, 08:45 AM
I'm just putting the finishing touches on v2 now, and I'm hoping to have it released in the next few days. :goodjob:

I think you've done a nice job and am really looking forward to the next version.

Grave
Feb 05, 2011, 06:08 PM
HISTORY IN THE MAKING II HAS BEEN RELEASED!



Below is the change log for Version 2.0:

===============================================
HISTORY IN THE MAKING II (v2)
===============================================

BUG FIXES:
- Fixed bug where Tech Tree would not display correctly if you did not have all of the DLCs
- Oil no longer requires Biology to properly access
- Robotics Help Text properly shows it also requires Industrialism
- Stealth Help Text properly shows it also requires Electronics
- Public School Help/Strategy Text properly shows it requires Library
- Barbarians can no longer build new HiTM2 World Wonders
- City graphics no longer dissapear when a World Wonder is constructed
- Fixed typo error for Discipline's Help text to show correct amount of Combat Stregnth bonus

TECHNOLOGY CHANGES:
- Increased the cost of all Technologies by 25%
- Philosophy no longer provides a free Great Scientist
- Scientific Theory now provides a free Great Scientist

GLOBAL DEFINES:
- Reduced Research Agreement Timer to 15

ERAS:
- Research Agreements get more expensive for each new Era

IMPROVEMENT CHANGES:
- Improvement Resource yields restored back to Civ IV levels
- Mine Hillside Yield increased to 1
- Customs House base Yield increased to 5
- Manufactory base Yield increased to 5
- Landmark base Culture increased to 5

RESOURCE CHANGES:
- Raw Resources yields similar to the way Civ IV was

NEW BUILDING CHANGES:
- Jail now gives production boost to mined resources instead of production per population boost

EXISTING UNIT CHANGES:
- Giant Death Robot now requires Uranium AND Aluminum
- Missile Cruiser now requires Aluminum AND Uranium
- Gunship now requires Aluminum AND Oil
- Guided Missile PreReqTech is now Advanced Ballistics

EXISTING BUILDING CHANGES:
- Stonehenge PreReqTech now Priesthood
- Monument PreReqTech now Calendar
- Granary functions similar to it's Civ IV counterpart
- Hospital provides +20% Food
- Factory reverts back to requiring Coal instead of Iron
- Replaced Coal Plant with the Steel Mill

NEW BUILDINGS:
- Steel Mill

POLICY CHANGES:
- Included parts of Fewer Poor Policies by Thalassicus
- Changed the structure of many Policy trees
- Trade Unions now increase the Gold output of Trading Posts by 1
- Military Caste now increases the Combat Stregnth of cities by 33%
- Nationalism is now an Autocracy Policy, increases military unit production by 33%
- Populism is now an Order Policy, gives newly founded cities an extra population point
- Order Policy Branch cannot be active with Commerce, and vice versa
- Landed Elite now reduces the cost of buying Plots by 50%
- Piety now reduces the amount of Happiness required for a Golden Age
- Constitution now has a Policy Cost Modifier of -25%
- Free Speech now increases Culture per turn equal to the amount of excess Happiness
- Fascism now reduces Unhappiness in non-occupied cities by 33%
- Total War now increases the amount of strategic resources by +100%
- Free Thought now gives +10 Culture per new Technology researched
- Representation now increases the Culture of a city by +2
- Republic now reduces Plot Culture costs by 2/3
- Freedom now reduces the Culture cost of Policies by 25%
- Civil Society now reduce the Unhappiness from Specialist populations by half
- Universal Suffrage now halves the amount of food Specialists consume
- Socialism now reduces the maintenance costs of roads/railroads by 25%
- Planned Economy now reduces the maintenance costs of buildings by 25%
- Communism now reduces the Unhappiness from number of cities by 50%
- Trade Unions now increase the Gold output of Trading Posts by 1
- Protectionism now renamed Free Market, gives +25% Trade Route bonus
- Mandate from Heaven now increases the Culture out of cities with a World Wonder by 100%
- Theocracy now gives wounded units a +25% combat attack bonus
- Citizenship now gives 33% Worker production increase





Enjoy! :goodjob:

Panda_Power
Feb 05, 2011, 08:31 PM
Excellent! Been looking forward to giving this another try!

Thanks for your hard work!:)

**Edit**
Tech tree works!:D Glad that's sorted out now.

lord_graywolfe
Feb 05, 2011, 10:14 PM
awesome ill get that downloaded and installed. can't wait to give this one a try.

Panda_Power
Feb 05, 2011, 10:19 PM
I had a crash!

I built a farm and then after I researched the tech that reveals wine I went to replace the farm tile with a plantation.

It asked me if I wanted to replace the tile and I said yes and then it crashed.

I guess this wouldn't happen in the vanilla game because all the luxuries are revealed from the start.

Anyone else had this? Can it be fixed?

The Loot
Feb 06, 2011, 12:17 AM
Anyone else had this? Can it be fixed?

Happens to me, usually replacing a farm for a pasture, and it reliably crashes. However, after I restart, the same action doesn't cause a crash, and I can continue. Can't remember if that was an issue with replacing before I used this mod, however.

Azazell
Feb 06, 2011, 12:33 AM
This mod improves Diplomacy??

Panda_Power
Feb 06, 2011, 02:06 AM
Happens to me, usually replacing a farm for a pasture, and it reliably crashes. However, after I restart, the same action doesn't cause a crash, and I can continue. Can't remember if that was an issue with replacing before I used this mod, however.

Thanks for replying. I'm not having much luck here. When I try to load a saved game I'm getting a runtime error and the game closes down!

**edit**
Looks like something to do with Babylon Deluxe Edition, but I thought that was patched and fixed ages ago! Babylon are one of the civs I've met in the game that I can't load.

lord_graywolfe
Feb 06, 2011, 07:00 AM
well still have the same problem with the tech tree not scrolling. but so far that has been the only problem.

never mind lol. i should have went through all the readme files first. tech tree is working fine now. enjoying it greatly so far

VampiRos83
Feb 06, 2011, 07:54 AM
Nice mod but:

I get crashs everytime on round 1xx. No DLCs (only mongols) and only your mod.

I cant reproduce it because when i want to load an earlier autosave CIV dont let me do it (ctd)

Panda_Power
Feb 06, 2011, 07:58 AM
I did a bit more testing.

I can load unmodded saved games fine in the normal (non mod) menu.

I can load save games using other mods. (Thal's Balanced Combined)

Just getting the runtime error CTD trying to load saved games with this mod.

Got the latest version of the game and all DLC.

Hyronymus
Feb 06, 2011, 08:38 AM
I did a bit more testing.

I can load unmodded saved games fine in the normal (non mod) menu.

I can load save games using other mods. (Thal's Balanced Combined)

Just getting the runtime error CTD trying to load saved games with this mod.

Got the latest version of the game and all DLC.
Not quite clear from your post: you can load other mods savegames through which menu? And can you or can't you load HiTM II savegames via the mods menu?

Prospo
Feb 06, 2011, 08:42 AM
Do you have to have DLC to run this?

lord_graywolfe
Feb 06, 2011, 09:07 AM
I did a bit more testing.

I can load unmodded saved games fine in the normal (non mod) menu.

I can load save games using other mods. (Thal's Balanced Combined)

Just getting the runtime error CTD trying to load saved games with this mod.

Got the latest version of the game and all DLC.

ive got the same thing Panda. i can not load saved games for this Mod.

i can load saves for any other mods and the vanilla game but i get a ctd when i try to load HitMII.

Panda_Power
Feb 06, 2011, 09:18 AM
Sorry to hear that Lord Graywolfe, but kinda glad it's not just me!:)

Hopefully this will be an easy thing to fix for Grave because the game I played before I realized I couldn't reload it was a good one and I really want to play with this mod again!

Panda_Power
Feb 06, 2011, 09:21 AM
Not quite clear from your post: you can load other mods savegames through which menu? And can you or can't you load HiTM II savegames via the mods menu?

Sorry, to clarify:

Non mod saved games I can load OK thru the non mod menu as normal.

Other mod saved games I can load thru the mod menu, such as Thal's.

HiTM II ctd with a runtime error when I try to load it thru the mod menu. Obviously I wouldn't be able to load it thru the non-mod menu anyway.

Seek
Feb 06, 2011, 11:14 AM
GLOBAL DEFINES:
- Reduced Research Agreement Timer to 15


From what I've been able to tell, this define doesn't work - have you tested it?

Regardless, RAs are already so powerful that increasing rather than reducing the number of turns would be more balanced.

lord_graywolfe
Feb 06, 2011, 11:32 AM
Sorry to hear that Lord Graywolfe, but kinda glad it's not just me!:)

Hopefully this will be an easy thing to fix for Grave because the game I played before I realized I couldn't reload it was a good one and I really want to play with this mod again!


yeah i had a really nice one started too. oh well i dont mind starting over, ill just play Thal's until this one gets fixed.

be0wulf0
Feb 06, 2011, 01:02 PM
glad im not the only one that cant load savegames for HitM2, neither autosaves or regular saves will work to reload.
really like how u made a workaround for those of us that dont have the dlc's, thx. after i found that out and moved the files the tech tree works properly now
beowulf

Brave Sir Robin
Feb 06, 2011, 09:39 PM
Loaded new version fix for tech tree works:goodjob: .the new changes look good, much more balanced esp tech speed .but........ just like other cannot load a saved game :cry:

The Loot
Feb 06, 2011, 10:39 PM
Loaded new version fix for tech tree works:goodjob: .the new changes look good, much more balanced esp tech speed .but........ just like other cannot load a saved game :cry:

Yep, same here, no loading.

Grave
Feb 07, 2011, 05:05 AM
Ugh...



** EDIT **

Well, the good news is I figured it out. There was something I forgot to remove from CIV5UnitPromotions.xml that was causing this stupid CTD. If you want to doctor this file until I get a fixed version of 2.0 uploaded, here is what you do:

- Open the file History in the Making II/XML/CIV5UnitPromotions.xml
- Delete this line of code: <Delete Type="PROMOTION_NATIONALISM"/>
- Save it


Go back into Civ V and give it a run. That should take care of it.

Panda_Power
Feb 07, 2011, 07:06 AM
Tech tree - check

Save and load - check :D

All looking good...thanks for fixing so quickly!:)

Grave
Feb 07, 2011, 07:23 AM
Tech tree - check

Save and load - check :D

All looking good...thanks for fixing so quickly!:)


It was a careless mistake I made. I was experimenting with different promotions, and I forgot to take that little bit of code out. :blush:

But I'm glad it's working now. :goodjob:

Grave
Feb 07, 2011, 07:30 AM
HISTORY IN THE MAKING II VERSION 3.0 HAS BEEN RELEASED!



Below is the change log for Version 3.0:

===============================================
HISTORY IN THE MAKING II (v3)
===============================================

BUG FIXES:
- Fixed Runtime Error CTD when attempting to load save game

TERRAIN CHANGES:
- Base Terrain yields similar to Civ IV (removed Hill Yield changes, mainly)
- Terrain Features similar to Civ IV
- Fallout has a Defense penalty of -25%

GLOBAL DEFINES:
- Restored Research Agreement Timer to vanilla settings




===============================================
HISTORY IN THE MAKING II (v2)
===============================================

BUG FIXES:
- Fixed bug where Tech Tree would not display correctly if you did not have all of the DLCs
- Oil no longer requires Biology to properly access
- Robotics Help Text properly shows it also requires Industrialism
- Stealth Help Text properly shows it also requires Electronics
- Public School Help/Strategy Text properly shows it requires Library
- Barbarians can no longer build new HiTM2 World Wonders
- City graphics no longer dissapear when a World Wonder is constructed
- Fixed typo error for Discipline's Help text to show correct amount of Combat Stregnth bonus

TECHNOLOGY CHANGES:
- Increased the cost of all Technologies by 25%
- Philosophy no longer provides a free Great Scientist
- Scientific Theory now provides a free Great Scientist

GLOBAL DEFINES:
- Reduced Research Agreement Timer to 15

ERAS:
- Research Agreements get more expensive for each new Era

IMPROVEMENT CHANGES:
- Improvement Resource yields restored back to Civ IV levels
- Mine Hillside Yield increased to 1
- Customs House base Yield increased to 5
- Manufactory base Yield increased to 5
- Landmark base Culture increased to 5

RESOURCE CHANGES:
- Raw Resources yields similar to the way Civ IV was

NEW BUILDING CHANGES:
- Jail now gives production boost to mined resources instead of production per population boost

EXISTING UNIT CHANGES:
- Giant Death Robot now requires Uranium AND Aluminum
- Missile Cruiser now requires Aluminum AND Uranium
- Gunship now requires Aluminum AND Oil
- Guided Missile PreReqTech is now Advanced Ballistics

EXISTING BUILDING CHANGES:
- Stonehenge PreReqTech now Priesthood
- Monument PreReqTech now Calendar
- Granary functions similar to it's Civ IV counterpart
- Hospital provides +20% Food
- Factory reverts back to requiring Coal instead of Iron
- Replaced Coal Plant with the Steel Mill

NEW BUILDINGS:
- Steel Mill

POLICY CHANGES:
- Included parts of Fewer Poor Policies by Thalassicus
- Changed the structure of many Policy trees
- Trade Unions now increase the Gold output of Trading Posts by 1
- Military Caste now increases the Combat Stregnth of cities by 33%
- Nationalism is now an Autocracy Policy, increases military unit production by 33%
- Populism is now an Order Policy, gives newly founded cities an extra population point
- Order Policy Branch cannot be active with Commerce, and vice versa
- Landed Elite now reduces the cost of buying Plots by 50%
- Piety now reduces the amount of Happiness required for a Golden Age
- Constitution now has a Policy Cost Modifier of -25%
- Free Speech now increases Culture per turn equal to the amount of excess Happiness
- Fascism now reduces Unhappiness in non-occupied cities by 33%
- Total War now increases the amount of strategic resources by +100%
- Free Thought now gives +10 Culture per new Technology researched
- Representation now increases the Culture of a city by +2
- Republic now reduces Plot Culture costs by 2/3
- Freedom now reduces the Culture cost of Policies by 25%
- Civil Society now reduce the Unhappiness from Specialist populations by half
- Universal Suffrage now halves the amount of food Specialists consume
- Socialism now reduces the maintenance costs of roads/railroads by 25%
- Planned Economy now reduces the maintenance costs of buildings by 25%
- Communism now reduces the Unhappiness from number of cities by 50%
- Trade Unions now increase the Gold output of Trading Posts by 1
- Protectionism now renamed Free Market, gives +25% Trade Route bonus
- Mandate from Heaven now increases the Culture out of cities with a World Wonder by 100%
- Theocracy now gives wounded units a +25% combat attack bonus
- Citizenship now gives 33% Worker production increase


You can download Version 3.0 from the in-game Mod Browser, or from CivFanatics here (http://forums.civfanatics.com/downloads.php?do=file&id=16360).




Enjoy! :goodjob:

Fr8monkey
Feb 07, 2011, 10:56 AM
you. Are. A. God!!!!

Fabiano1979
Feb 07, 2011, 05:10 PM
Im really sorry to say that the tech tree still broken for me..not only that, everygame I started I began with a advanced tech discovered, like calendar.

I only have this mod installed (V 3.0).

But I really like your job. congratz!

Panda_Power
Feb 07, 2011, 07:34 PM
Im really sorry to say that the tech tree still broken for me..not only that, everygame I started I began with a advanced tech discovered, like calendar.

Did you read what this mod does on the first page?

CIVILIZATION CHANGES:
- Each Civilization now starts with a second "starter" tech, in addition to Agriculture:

- America (The Wheel)
- Arabia (Calendar)
- Aztec (Calendar)
- Babylon (Mining)
- China (Mining)
- Egypt (Calendar)
- England (Fishing)
- France (The Wheel)
- Germany (Trapping)
- Greece (Mining)
- Inca (Trapping)
- India (The Wheel)
- Iroquois (Trapping)
- Japan (Fishing)
- Mongolia (Trapping)
- Ottoman (Fishing)
- Persia (Trapping)
- Rome (Mining)
- Russia (The Wheel)
- Siam (Calendar)
- Songhai (Mining)
- Spain (Fishing)

The fix for the tech tree is in the mod. If you have all the DLC you leave the mod as it is. If you don't have the DLC then you have to move some files.

Read the "ReadMe"s!

lord_graywolfe
Feb 07, 2011, 08:43 PM
thanks for figuring out for us Grave. i edit it where you said and it works perfectly now :). be busy playing now :D, ill keep and eye out for more great work from you.

Fabiano1979
Feb 08, 2011, 03:25 AM
Did you read what this mod does on the first page?



The fix for the tech tree is in the mod. If you have all the DLC you leave the mod as it is. If you don't have the DLC then you have to move some files.

Read the "ReadMe"s!

Ops, my bad, ty.

Hyronymus
Feb 08, 2011, 04:44 AM
If you play with another civ that didn't came with the game (or DLC), how can you enable a 2nd starter tech for that civilization?

Grave
Feb 08, 2011, 08:07 AM
If you play with another civ that didn't came with the game (or DLC), how can you enable a 2nd starter tech for that civilization?

If you're asking what I think you're asking, then the best way would be to go into Modbuddy and create a mod for it.

zarakand
Feb 08, 2011, 10:51 AM
Just read about this, and starting to download it. The one thing that I'm confused by is that it says total download size 1mb. Can that be right!?

I remember all the larger mods in Civ IV for several hundred mb.

Sneaks
Feb 08, 2011, 11:57 AM
Civ V mods don't include pages and pages of source code edits, so they stay very small.

Hyronymus
Feb 08, 2011, 12:14 PM
If you're asking what I think you're asking, then the best way would be to go into Modbuddy and create a mod for it.
I tried a different appraoch and added CIVILIZATION_DUTCH in your CIV5Civilizations.xml. It seems to work well :), I tested it by adding Flight. I could construct an airport i.e..

Vinoda19
Feb 08, 2011, 01:34 PM
I dont know if someone has told you this already but with more people pointing it out you may pay attention to it. It does not seem to be compatible with the R.E.D. MOD, I know it should not be an issue but I kinda like seeing large armies at smaller scale, activating it does not work.

Another thing: A civilization that starts surrounded by jungle its at a disadvantage because now they need to get bronze working to remove them, and now its a classical era tech.

Overall I love this mod, I played just to test it and got hooked and almost miss work. thank you so much.

Hyronymus
Feb 08, 2011, 01:47 PM
I dont know if someone has told you this already but with more people pointing it out you may pay attention to it. It does not seem to be compatible with the R.E.D. MOD, I know it should not be an issue but I kinda like seeing large armies at smaller scale, activating it does not work.

Another thing: A civilization that starts surrounded by jungle its at a disadvantage because now they need to get bronze working to remove them, and now its a classical era tech.

Overall I love this mod, I played just to test it and got hooked and almost miss work. thank you so much.
Wasn't that always a disadvantage right in Civ4? I recall you had to spend some considerable time before Bronze Working then too.

Grave
Feb 08, 2011, 06:15 PM
Just read about this, and starting to download it. The one thing that I'm confused by is that it says total download size 1mb. Can that be right!?

I remember all the larger mods in Civ IV for several hundred mb.

Right now HiTM2 is mostly XML, so it will be pretty small in size. As I add things like unit and building graphics (eventually) it will grow in size.

I dont know if someone has told you this already but with more people pointing it out you may pay attention to it. It does not seem to be compatible with the R.E.D. MOD, I know it should not be an issue but I kinda like seeing large armies at smaller scale, activating it does not work.

Another thing: A civilization that starts surrounded by jungle its at a disadvantage because now they need to get bronze working to remove them, and now its a classical era tech.

Overall I love this mod, I played just to test it and got hooked and almost miss work. thank you so much.

Yeah, I'm playing a game right now with my capital surrounded by Jungle. It's a slow start, but once I get my first Settler, there is a nice little plot a few tiles away that will develop a city nicely. Jungles are supposed to be forboding, so they are not as productive, although they do have nice resources inside them at times (gems, banana, etc). I went back to the Civ IV jungles, because in that game the AI would avoid jungles (unless there were resources in them). Otherwise, anybody can set up a city inside a jungle, and it would grow and prosper no differently then say a city in a forest. Just didn't seem right to me.

(And Bronze Working is still an Ancient Era tech). ;)

Vinoda19
Feb 08, 2011, 10:28 PM
I'm experiencing crashing issues. it may be because I'm trying to combine:

-Extended Era Mod (V3)
-Green and Red Aztec (mexico + Green, my 2 favorite things)
-infoadict (v10)
-Reduzed Maintenance (V3)
-Remove Road maintenance (V3)
- Scout and Worker start (Mah 2nd Favorite)
- Scouting for boys (V2)

I would also be using R.E.D. modpack (v8) but since it was not working with History in the making I was not using it when I crashed twice, once in-game the second before starting a new game (not using advanced setup).

I'll try playing without some of these and see what happens next.

Grave
Feb 09, 2011, 04:49 AM
I haven't looked at the guts of the RED Modpack, but I'm assuming it isn't compatable with HiTM2 because it modifies civ5artdefines_unitmembers.xml and civ5artdefines_units.xml.

Other mods that modify gameplay elements will most likely not be compatible, either. That is why (for now) I do not suggest playing HiTM2 with mods that alter existing elements in the game.

Rusty Edge
Feb 09, 2011, 10:11 AM
Hi Grave!

First, let's drink a toast to the Steelers. "To a good season":beer:


Great to see you back at modding again. I was just about to throw in the towel on V, because while it was finally starting to feel like a finished game with the last patch, it was also feeling like there was only one way to play, and that it was a departure from the series( it has become a wargame that is about "Not building" rather than "what to build next"/ "building a civ to stand the test of time") . I'm glad I noticed HITM II.


HITM II doesn't feel that way at all. Wonders & techs feel like contests again. I'm going for Notre Dame on epic and haven't fought a war yet ( I will, but it will be on my terms ).
No glitches yet.

I'll offer some suggestions after I've got a better feel of it from playing a few games, but I think you're on the right track.:goodjob:

zarakand
Feb 09, 2011, 11:52 AM
I'm experiencing crashing issues as well. I've attached a save file, at the end of this turn the game always crashes. It's a bit frustrating, as the tide finally turned in a war I've been in with the Songhai for the last 50-60 turns.

Any help on being able to solve the crash would be appreciated. As far as my system specs I've attached them below:

Processor: i7 920 2.67
RAM: 12gb
Video Card: Ati Radeon HD 5800

Vinoda19
Feb 09, 2011, 06:53 PM
Ok, extended era mod sucks and I haven't been able to start a game with it so I deleted it.

I wondered if I would experience crashing with the mod alone so I decided to disable everything else and began playing with this mod only in a random setup on a small map with 4 players. I started with america in a continent of my own with a CS sharing the space, I was playing on quick pace so obviously I advanced quickly but even then I was racing through the game and managed to complete 14 wonders before the 1800's.
I would have continued playing but the game did crashed on me shortly after researching electricity.

Seems it needs a little more polishing.

lord_graywolfe
Feb 09, 2011, 07:38 PM
i noticed 2 small issues after playing a bit.

the first is with the city states. i had a couple ask me to build a road to them so i did but they did not acknowledge it and are still wanting it done.

second one is when i got metalworking. on the tech tree it says you can build workshop and forge but after getting it i can only build the workshop.

otherwise things going good, well except for the dang iron shortage :p

Seek
Feb 09, 2011, 08:00 PM
i noticed 2 small issues after playing a bit.

the first is with the city states. i had a couple ask me to build a road to them so i did but they did not acknowledge it and are still wanting it done.

second one is when i got metalworking. on the tech tree it says you can build workshop and forge but after getting it i can only build the workshop.

otherwise things going good, well except for the dang iron shortage :p

1. CS road quest: This is a vanilla bug, present since the december patch, iirc.

2. Forge: You mentioned an iron shortage - you can only build the forge in a city near iron.

So (happily) neither issue has anything to do with the mod.;)

Panda_Power
Feb 09, 2011, 08:36 PM
Yes, the CS road bug is known and will hopefully be fixed in the next patch.

As for crashing, there are countless players who experience this regardless of high-end or low-end systems, so I highly doubt it has anything to do with this mod. That's down to Firaxis to fix the bad coding in the core game.

zarakand
Feb 09, 2011, 11:19 PM
Yes, the CS road bug is known and will hopefully be fixed in the next patch.

As for crashing, there are countless players who experience this regardless of high-end or low-end systems, so I highly doubt it has anything to do with this mod. That's down to Firaxis to fix the bad coding in the core game.

It certainly could be Firaxis. It also could be this mod. I'm one of the lucky few who has played several hundred hours of Civ V without a crash. In fact, the first crash I experienced was with the save file I attached a few posts earlier when this mod was enabled.

Either way, to the developer of this mod: Thank you, I've really enjoyed it and I hope you keep working on it.

The Loot
Feb 09, 2011, 11:48 PM
It certainly could be Firaxis. It also could be this mod. I'm one of the lucky few who has played several hundred hours of Civ V without a crash. In fact, the first crash I experienced was with the save file I attached a few posts earlier when this mod was enabled.

Still, all these crashes on a game that was designed to be modded, seems unusual.

Hyronymus
Feb 10, 2011, 10:06 AM
Still, all these crashes on a game that was designed to be modded, seems unusual.
What do you mean with unusual?

The Loot
Feb 10, 2011, 10:52 AM
What do you mean with unusual?

Just the fact that the game isn't more stable when using mods, even though it's meant to.

Hyronymus
Feb 10, 2011, 02:09 PM
Well, that can be a problem arising from Civ5's engine or from poor modding. I cannot recall Firaxis claiming to make a more stable modders game btw, I do recall striving for a more moddable game.

Anyhow, let's go back on topic: Grave, I tried your mod. And I like it sofar. Speed (epic) seems to be fine with the map size (huge). And I like the challenge of settling your cities in the beginning: you have no idea where resources all :).

xbeanerx
Feb 10, 2011, 05:55 PM
For sure its the mod.

I played V.1 then i download V.2 and V.3 Those are not stable when you research fishing you get 2 science windows after that it disappears.
Game also crashes and sometimes a save game wont load.
I wnet back to playing V.1 and it works flawless i was able to finish a game with 16 civs 28 states with huge map No problems.

V.1 works all other do not.
Please Mr. Grave fix the other versions.
Your mod is so much fun.

Sneaks
Feb 10, 2011, 08:01 PM
Bean do you have all 3 versions installed? If so, that could be the problem

zarakand
Feb 10, 2011, 08:06 PM
Its the mod. I played two games today and for me the crashing begins after turn 200 pretty regularly. I also get the crash if I try to change an existing improvement. I have not nit had any other crashes with civil and only discovered the mod in version 3.

Describer
Feb 11, 2011, 04:02 AM
Theres is typo in the mod - Communism policy named Planned economy, so there is two Planned economies in that tree.

Mithras138
Feb 11, 2011, 08:32 AM
I'm experiencing the crashing as well.Latest version of v2 worked well for me.

Lachlan
Feb 11, 2011, 12:49 PM
@ Grave : do you plan to include a Standard Earth with all the 22 Civs ?

There are room to normally 8 civs + 16 city-states = 24 start plots...

So it would be room for 22 civs and a few city-states, no ?

Would be really nice if all the civs were to theirs right start places :goodjob:

Grave
Feb 11, 2011, 01:06 PM
Hi Grave!
First, let's drink a toast to the Steelers. "To a good season":beer:


Yeah, they had a great season. Too bad they couldn't beat the cheeseheads. It was a great game... Steelers took until the 2nd half to wake up. If they had did better in the 1st quarter, we'd of won. :cheers:

Its the mod. I played two games today and for me the crashing begins after turn 200 pretty regularly. I also get the crash if I try to change an existing improvement. I have not nit had any other crashes with civil and only discovered the mod in version 3.

I'm experiencing the crashing as well.Latest version of v2 worked well for me.

I've exerienced the crashing sometimes when swapping out tile improvements. When I would reload the game, it would work fine after that.

Theres is typo in the mod - Communism policy named Planned economy, so there is two Planned economies in that tree.

Good catch. I'll look into it. :goodjob:

@ Grave : do you plan to include a Standard Earth with all the 22 Civs ?

There are room to normally 8 civs + 16 city-states = 24 start plots...

So it would be room for 22 civs and a few city-states, no ?

Would be really nice if all the civs were to theirs right start places :goodjob:

I'm sure I'll do a standard Earth map one of these days. I want to focus on smoothing out gameplay, first.

Mithras138
Feb 11, 2011, 03:01 PM
I tried reloading the game and all that,but still I experience the crashing and I not swapping any tile improvements I think...dunno what's up with that...:(

zarakand
Feb 11, 2011, 03:23 PM
I've exerienced the crashing sometimes when swapping out tile improvements. When I would reload the game, it would work fine after that.



Hey Grave, thanks for responding. What about the regular crashing that just seems to happen after turn 200? Any thoughts on what is causing that?

Grave
Feb 11, 2011, 05:21 PM
I just finished up an Epic game on a Huge map today. Played 500+ turns up to Modern Era (1949 AD).

I experienced a few CTDs. Some from swapping out tile improvements, some random. Not sure about the tile improvement ones yet. The random ones were late in the game. I suspect its a memory (RAM) issue. Like Civ IV, this game is a memory hog, too.

lord_graywolfe
Feb 11, 2011, 05:58 PM
2. Forge: You mentioned an iron shortage - you can only build the forge in a city near iron.

ooops i misunderstood, i thought i only had to have access to iron not actually have to have my own mine. well that sucks, seems like if you can get iron you should be able to build the forge in as many cities as you want.

i dont suppose we could make it possible to discover iron where we have mines like you could in civ IV?

well still enjoying the mod a lot :D

zarakand
Feb 11, 2011, 08:10 PM
I just finished up an Epic game on a Huge map today. Played 500+ turns up to Modern Era (1949 AD).

I experienced a few CTDs. Some from swapping out tile improvements, some random. Not sure about the tile improvement ones yet. The random ones were late in the game. I suspect its a memory (RAM) issue. Like Civ IV, this game is a memory hog, too.

Hmm, my experience has been different with that. I only experience CTD with this mod. For example, I can play huge map without the mod and never crash. I play this mod on standard map and crash consistently. I do not play with any other mods and only discovered this mod after you had put out Version 3.

I hope there is some reason for the crashing that you are able to find in the code. Your mod is a lot of fun and thanks for developing it.

Lachlan
Feb 12, 2011, 02:49 AM
Just crashed to desktop at turn 75 "à peu près"...
On standard generated Earth with 22 civs and no city-states...

My config' Core 2 Duo 3,06 Ghz, 4 Go Ram DDR 3 and ATI 4850 HD 512 Mo...

My config' is a few weak i know

Pilotis
Feb 12, 2011, 10:54 AM
well still have the same problem with the tech tree not scrolling. but so far that has been the only problem.

never mind lol. i should have went through all the readme files first. tech tree is working fine now. enjoying it greatly so far

Dear Lord. I have this problem. Please enlighten me.

Hyronymus
Feb 12, 2011, 11:38 AM
Dear Lord. I have this problem. Please enlighten me.
Read the fine manual called readme. It actually helps!

Hyronymus
Feb 13, 2011, 02:55 AM
Grave, I run into an error with displaying graphics for my East Indiaman. It's not a ship in your mod but in the Dutch Civilization mod. Instead of a ship it displays 10 men 'walking over water'. It's not a huge annoyance and I secretly hope you know what the problem is.

When using CCMAT I never ran into this error.

lindanealmck
Feb 13, 2011, 08:47 AM
Just finished a game, fresh and interesting. (played as the Spanish). Thanks for all the hard work!

pawelo
Feb 13, 2011, 08:56 AM
Hello Grave,

First of all, thanks for your hard work - plays out just splendid :D

However, I seem to have problems with loading a saved game. I use your last version v2 with civ5 dlx edition + dlc spain & inca.
I'm sorry if I double post someone else's question.

Thanks for your following up my issue.

Btw - do you like me to upload any of savegame files that keep crashing ?

Sneaks
Feb 13, 2011, 09:12 AM
Grave, I run into an error with displaying graphics for my East Indiaman. It's not a ship in your mod but in the Dutch Civilization mod. Instead of a ship it displays 10 men 'walking over water'. It's not a huge annoyance and I secretly hope you know what the problem is.

When using CCMAT I never ran into this error.

This makes sense, given that grave overwrites unit art defines, meaning any custom unit graphic will simply be turned into spearmen

Hyronymus
Feb 13, 2011, 11:54 AM
This makes sense, given that grave overwrites unit art defines, meaning any custom unit graphic will simply be turned into spearmen
Sounds logical but is there a "work-around"?

Also noticed 2 errors: the help text for the granary is missing and Chemistry claims to allow building of Cannons. Cannons are available with Gunpowder though.

Pilotis
Feb 13, 2011, 02:02 PM
Read the fine manual called readme. It actually helps!

Okay. I read all the readme. Where do I find the instructions for add-on DLC?

Sneaks
Feb 13, 2011, 02:40 PM
Sounds logical but is there a "work-around"?

Also noticed 2 errors: the help text for the granary is missing and Chemistry claims to allow building of Cannons. Cannons are available with Gunpowder though.

There is certainly a workaround. Go into your mods folder, find the matching artdefines XMLs for the Dutch civ and HitM. Scroll down until you find the Dutch unique unit information, and copy the <UnitArtInfo> for it. Paste that into the XML for HitM and save it. Now, rename or delete the artdefines XML for the Dutch civ.

Hyronymus
Feb 13, 2011, 02:52 PM
Thanks Sneaks :). Does it break a savegame if I do it in a game I already started?

Found a few more strange things: war declerations against dead civilizations. After I wiped out Bismarck a few city states and nations declared war to <no name was shown> but you did see the icon belonging to Germany.

Sneaks
Feb 13, 2011, 03:10 PM
It might break it, might not. Honestly, I am not really sure.

lord_graywolfe
Feb 13, 2011, 07:46 PM
Okay. I read all the readme. Where do I find the instructions for add-on DLC?


with the readme folder there should be folders add-on DLC(spain and inca) and add-on DLC (babylon) look inside these

Draskar
Feb 14, 2011, 04:20 AM
I'm currently playing a game with Egypt, speed Epic, 11 Civs, Normal Map, 12 CS. I had few crashes in early game, and a lot of crashes a current time (turn 350, researching Rifling), reloading has always solved but it's very unlikely :(

The game play is great, i only the impression that medieval times comes to soon and ends to far (actually only with rifling), i think a balancement of knight/swordmen/musketman/lancers is needed.

Hyronymus
Feb 14, 2011, 04:48 AM
Knowing Grave and knowing HitM for Civ4 there is no doubt that new technologies, a better balance and more added fun will be part of HitM II someday.

I haven't run into any crashes yet and I'm slowly conquering the world in my game.

Zyxpsilon
Feb 14, 2011, 09:37 PM
You do have a properly reserved slot for the LeoPaRd mod along side Thal's Balances, Alpaca's PwM, and a few more!
It only took me a formal announcement on CFC's Page 1 to realize HiTM was actually ready for some re_actions.

Glad to see major modders of our community are actively updating their stuff for CiV... that ought to shut down the negativeness we've been suffering through for months.
If anything, official patches are becoming a sub-component of gameplay while great MODS do the hard solid facts for true TBS gamers -- with style & rational gimmicks of their own.

Looking forward for some extras during the following months - indeed!
Welcome back, we missed you.
;)

Hyronymus
Feb 15, 2011, 05:00 AM
Noticed 2 more strange things: years after I eradicted the Germans they stopped being the ally of a city state. I reckon they should stop being an ally once they're exterminated :).

The help text for the museum is lacking too.

There is also something I'm not certain of but I get the idea that some policies don't enhance the happiness or culture when they say they should. Is anyone else having suspicions in that direction?

aatami
Feb 15, 2011, 12:56 PM
History in the Making II. Thal's balance mods (he combined them into a single mod now). Echoes of Ages.
Does someone know if it is possible to use those three at the same time, or is there interferance with each other?

Grave
Feb 15, 2011, 03:36 PM
Grave, I run into an error with displaying graphics for my East Indiaman. It's not a ship in your mod but in the Dutch Civilization mod. Instead of a ship it displays 10 men 'walking over water'. It's not a huge annoyance and I secretly hope you know what the problem is.

When using CCMAT I never ran into this error.

This makes sense, given that grave overwrites unit art defines, meaning any custom unit graphic will simply be turned into spearmen

Sounds logical but is there a "work-around"?

Also noticed 2 errors: the help text for the granary is missing and Chemistry claims to allow building of Cannons. Cannons are available with Gunpowder though.

There is certainly a workaround. Go into your mods folder, find the matching artdefines XMLs for the Dutch civ and HitM. Scroll down until you find the Dutch unique unit information, and copy the <UnitArtInfo> for it. Paste that into the XML for HitM and save it. Now, rename or delete the artdefines XML for the Dutch civ.

Thanks Sneaks :). Does it break a savegame if I do it in a game I already started?

Found a few more strange things: war declerations against dead civilizations. After I wiped out Bismarck a few city states and nations declared war to <no name was shown> but you did see the icon belonging to Germany.

Correctamundo. The only way to make these two mods work is to manually modify the affected XML files like Sneaks said.

It shouldn't break any save games, since Civ V loads everything into a database before you play. But I can't confirm this... best thing to do is try it out.

Hello Grave,

First of all, thanks for your hard work - plays out just splendid :D

However, I seem to have problems with loading a saved game. I use your last version v2 with civ5 dlx edition + dlc spain & inca.
I'm sorry if I double post someone else's question.

Thanks for your following up my issue.

Btw - do you like me to upload any of savegame files that keep crashing ?

Most current version is v3... and it should solve your CTD issue. ;)

I'm currently playing a game with Egypt, speed Epic, 11 Civs, Normal Map, 12 CS. I had few crashes in early game, and a lot of crashes a current time (turn 350, researching Rifling), reloading has always solved but it's very unlikely :(

The game play is great, i only the impression that medieval times comes to soon and ends to far (actually only with rifling), i think a balancement of knight/swordmen/musketman/lancers is needed.

Sounds good... do you have any proposals for balance? I'm all up for suggestions! :)

You do have a properly reserved slot for the LeoPaRd mod along side Thal's Balances, Alpaca's PwM, and a few more!
It only took me a formal announcement on CFC's Page 1 to realize HiTM was actually ready for some re_actions.

Glad to see major modders of our community are actively updating their stuff for CiV... that ought to shut down the negativeness we've been suffering through for months.
If anything, official patches are becoming a sub-component of gameplay while great MODS do the hard solid facts for true TBS gamers -- with style & rational gimmicks of their own.

Looking forward for some extras during the following months - indeed!
Welcome back, we missed you.
;)

Thanks! :goodjob:

But... what's LeoPaRd? :lol:

Noticed 2 more strange things: years after I eradicted the Germans they stopped being the ally of a city state. I reckon they should stop being an ally once they're exterminated :).

The help text for the museum is lacking too.

There is also something I'm not certain of but I get the idea that some policies don't enhance the happiness or culture when they say they should. Is anyone else having suspicions in that direction?

Not sure... maybe this is a bug in Civ V itself? :confused:

History in the Making II. Thal's balance mods (he combined them into a single mod now). Echoes of Ages.
Does someone know if it is possible to use those three at the same time, or is there interferance with each other?

There would be interference. I don't suggest loading other mods that alter gameplay elements or mechannics, since HiTM2 changes a few of these already. One will overwrite the other, which can give undesired results. The only mods I really recommend enabling with HiTM2 are UI mods (since I don't incorporate any) and mods that add new game mechanics (but don't alter existing ones).

aatami
Feb 15, 2011, 03:52 PM
What about Echoes of Ages? Should that work? I think it only adds new buildings.
By the way, it there any chance you would incorporate Thal's Combined to create a more balanced HitM experience?

chibirobo1
Feb 15, 2011, 04:36 PM
around turn 20 or 30 my game just crashes, the only thing thats different on mine is that i changed america around to have a different unique unit and a unique building nothing new im using the default art for a tank and a garden. would this be causing the crash thanks btw im reallying liking the mod it saved my civ 5 experiences. so i thank you greatly

Grave
Feb 15, 2011, 06:09 PM
What about Echoes of Ages? Should that work? I think it only adds new buildings.
By the way, it there any chance you would incorporate Thal's Combined to create a more balanced HitM experience?

I never played EoA, so I can't confirm nor deny compatibility. Just try it out and see what happens. :crazyeye:

While Thal's mods are a cornerstone of the Civ V experience, I don't plan on fully merging his balance mods with HiTM2. I may use portions of them, or be inspired by some of his ideas, but I want HiTM2's gameplay changes to be original. That's what made the original HiTM for Civ IV such a cult success. :)

around turn 20 or 30 my game just crashes, the only thing thats different on mine is that i changed america around to have a different unique unit and a unique building nothing new im using the default art for a tank and a garden. would this be causing the crash thanks btw im reallying liking the mod it saved my civ 5 experiences. so i thank you greatly

You're welcome! :goodjob:

It's possible that your modifications are causing the CTD. It all depends on what you changed, and if you did it correctly. I would suggest making your changes as an independent mod itself, then simply enable it with HiTM2 and go from there.

Sneaks
Feb 15, 2011, 06:53 PM
Grave, thought you should be aware, that pretty soon Whys, et al will be using an updated Custom Notification system, so keep an eye out for an update, as it will change the way in which Building Resources work.

zarakand
Feb 16, 2011, 08:52 AM
Just a crashing update. I had mentioned previously that I continuously had crashing problems with this mod around turn 200 regardless of the map size. I tried the mod Call to Power and had the same problem.

On the Tech support forum I found a thread talking about verifying game files via steam to prevent crashing. I did that and found that I had 2 corrupted files. Going to try another game and hope that solves the crashing issue.

If anyone else is having crashing problems, try this solution. If it works for me like it did for the poster in the Tech forum, I'll update here.

Grave
Feb 16, 2011, 11:21 AM
Grave, thought you should be aware, that pretty soon Whys, et al will be using an updated Custom Notification system, so keep an eye out for an update, as it will change the way in which Building Resources work.

Just a crashing update. I had mentioned previously that I continuously had crashing problems with this mod around turn 200 regardless of the map size. I tried the mod Call to Power and had the same problem.

On the Tech support forum I found a thread talking about verifying game files via steam to prevent crashing. I did that and found that I had 2 corrupted files. Going to try another game and hope that solves the crashing issue.

If anyone else is having crashing problems, try this solution. If it works for me like it did for the poster in the Tech forum, I'll update here.

Both of these are good to know! :goodjob:

taxman80
Feb 16, 2011, 01:52 PM
can anyone tell me where do i have to put this mod file to run it in the game?? :confused::confused::confused::confused:


thanx! :goodjob:

Grave
Feb 16, 2011, 06:08 PM
Interesting...

http://forums.2kgames.com/showthread.php?104604-February-Patch-Notes

Hangover
Feb 16, 2011, 06:08 PM
Grave, ty for probably amazing mod (haven´t played it yet :crazyeye: ), but unfortunately, I´m having a strange problem with resources.
Every time I start a game, with your mod enabled, all of the resources, bonus tiles and improvements are - gone.
At first I thought this was a balancing thing, making good starting locations harder to find, but after several starting positions without any resource close by, I decided to use DebugPanel=1 option :D to check the map.
Result - not a single resource or tile bonus on the whole map.

The game is patched, I have both Babylon and Inca DLCs, and beside your mod, I´m using Perfect World and InfoAddict mods (which have no effect disabled or enabled).

Am I missing something? :)
Tech Tree is looking OK (no scrolling problems or anything like that), unit and building cost balances are in place...

Looking forward to your reply :)

lord_graywolfe
Feb 16, 2011, 06:29 PM
that is a very interesting read Grave. im looking forward to that patch coming down, its nice to see they are still working on it.

Brave Sir Robin
Feb 16, 2011, 09:41 PM
Hangover
all resources need a tech discovery to reveal them
like horses or iron in the base game
makes for a completely different exp doesn't it

Hangover
Feb 17, 2011, 04:44 AM
I guess u are right (just had thorough look at the Tech Tree) :(

Oh well, I´ll give it a try nevertheless; just hope it doesnt slow early game progress 2 much. :)

Draskar
Feb 17, 2011, 06:46 AM
Interesting...

http://forums.2kgames.com/showthread.php?104604-February-Patch-Notes

This sounds good:

Technologies
Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)

I found your balance for firts half tecnology relistic, for the second half is too fast, rifling comes always around 1600, i think are needed some new tech between renaissance and industrial era and some between half industrial era and the end.

P.s. i'm try to find a balancement in the knight/swordman/musketman/lancers issue as you asked. stay tuned and thank's for consideration :)

Hyronymus
Feb 17, 2011, 09:46 AM
One thing I miss in Civ5 is the 'agricultural revolution' that made it's way through Europe around the Dark Ages. I don't know from which 'knowledge' it was conceived but some sort of early biology an be a nice technology. Wasn´t there Crop Rotation in HitM for Civ4=

Ravellion
Feb 17, 2011, 01:48 PM
With the free policy you get every era (which I really like!), requiring 6 policy trees to finish the game would probably be better, especially as the policy that doubles a city's culture as long as it has a wonder can be attained earlier.

Also, I haven't tried it out (piety was too alluring :) ), but isn't Free thought a bit weak? It can be unlocked only when half the techs are already discovered, so at the most it is roughly 500 culture, but more likely it is 300. Or does it work differently from what I understand (I read it as every time you gain a tech, you gain a one time 10 culture added to your culture total)?

Also, I think the tradepost policy in the commerce tree might be a bit strong. In two games now, it really boosted my income so that I could afford everything whenever I needed it. I got attacked and just bought myself an army within a few turns.

Anyway, I really enjoyed my first game with the mod! The changes are either subtle, or they make me fondly remember the more interesting parts of CivIV (the higher tile yields for instance).

Ravellion
Feb 17, 2011, 01:54 PM
One thing I miss in Civ5 is the 'agricultural revolution' that made it's way through Europe around the Dark Ages. I don't know from which 'knowledge' it was conceived but some sort of early biology an be a nice technology. Wasn´t there Crop Rotation in HitM for Civ4=The animal drawn plough was incredibly important for increased yields, as was crop rotation (but that was already a roman invention IIRC).

Though you say you missed it, this "agricultural revolution" matches quite nicley with standard CivV's +1 to riverside farms at Civil Service.

Hangover
Feb 17, 2011, 02:14 PM
One thing I miss in Civ5 is the 'agricultural revolution' that made it's way through Europe around the Dark Ages. I don't know from which 'knowledge' it was conceived but some sort of early biology an be a nice technology. Wasn´t there Crop Rotation in HitM for Civ4=

You mean something like farms yielding different food bonuses with each era (ofc, you had to discover required technology first), just like Civ:CtP did?
That was, imho, the best "agricultural revolution" concept so far.

Anyway, great mod so far, but starting a new game with it is quite strange tbh :)

Deep_Blue
Feb 17, 2011, 02:16 PM
Good job..

About SDI have you tested <NukeInterception> because I tested it before and it seems not working in this game.

Grave
Feb 17, 2011, 05:43 PM
This sounds good:

Technologies
Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)

I found your balance for firts half tecnology relistic, for the second half is too fast, rifling comes always around 1600, i think are needed some new tech between renaissance and industrial era and some between half industrial era and the end.

P.s. i'm try to find a balancement in the knight/swordman/musketman/lancers issue as you asked. stay tuned and thank's for consideration :)

I'm going to wait and see how the changes are in the new patch, before I modify tech rates anymore. 2K may do a good job balancing out the eras, which would mean I won't have to make many adjustments.


Wasn´t there Crop Rotation in HitM for Civ4=

Not to my knowledge. :lol:


With the free policy you get every era (which I really like!), requiring 6 policy trees to finish the game would probably be better, especially as the policy that doubles a city's culture as long as it has a wonder can be attained earlier.

Also, I haven't tried it out (piety was too alluring :) ), but isn't Free thought a bit weak? It can be unlocked only when half the techs are already discovered, so at the most it is roughly 500 culture, but more likely it is 300. Or does it work differently from what I understand (I read it as every time you gain a tech, you gain a one time 10 culture added to your culture total)?

Also, I think the tradepost policy in the commerce tree might be a bit strong. In two games now, it really boosted my income so that I could afford everything whenever I needed it. I got attacked and just bought myself an army within a few turns.

Anyway, I really enjoyed my first game with the mod! The changes are either subtle, or they make me fondly remember the more interesting parts of CivIV (the higher tile yields for instance).

That is correct with Free Thought. Each time you discover a new tech, you get a one time bonus to culture. You bring up valid reasons about how late it starts in the game. I can always up the amount of culture to make it a little more worth while.

Good job..

About SDI have you tested <NukeInterception> because I tested it before and it seems not working in this game.

It "seemed" to work correctly when I tested it. Or... it could have been mere coincidence, too. I have no problems taking it out if it doesn't work.

I really wish 2K wouldn't have included tags that are non-functional in the XML. It's really frustrating testing each one to see if they work. :mad:

Sneaks
Feb 17, 2011, 06:32 PM
For those interested, I created a chatroom to discuss Civ V Modding in general, as well as a place to get faster feedback from Modders when they are online:

http://www.meebo.com/room/civmod/
password is fanatic

You do need to create a meebo account(or possibly use AIM, MSN, etc) to get in.

Draskar
Feb 18, 2011, 09:44 AM
I'm going to wait and see how the changes are in the new patch, before I modify tech rates anymore. 2K may do a good job balancing out the eras, which would mean I won't have to make many adjustments.



You are right ;)

Another question, do you plan to modify the civilopedia entry of the modified policies? I was forced to print your list for playing. Can you at least create an empty description? Just to notice that that policy was changed? (and go to forum to see the change)

Azazell
Feb 19, 2011, 04:14 AM
This mod is compatible with WWGD v5 (http://forums.civfanatics.com/showthread.php?t=404537) ??

Hyronymus
Feb 19, 2011, 11:01 AM
You are right ;)

Another question, do you plan to modify the civilopedia entry of the modified policies? I was forced to print your list for playing. Can you at least create an empty description? Just to notice that that policy was changed? (and go to forum to see the change)
At first I didn't understand what you meant but are policies not always correctly displaying what they influence in this mod?

Draskar
Feb 21, 2011, 02:42 AM
At first I didn't understand what you meant but are policies not always correctly displaying what they influence in this mod?

Exactly, i play in italian language (i'm italian) and i can recognize the changes because all new stuff is in english in my game. The policies are all in italian, so i supposed that grave didn't modify the policy entries in civilopedia. I'm wrong?

Hyronymus
Feb 21, 2011, 04:41 AM
No, you are right. Grave only releases English versions of his mod.

Draskar
Feb 21, 2011, 04:56 AM
No, you are right. Grave only releases English versions of his mod.

you didn't understood me. I know that the mod is in english, i can see all the modded stuff in my game (in english) and it is'nt the problem.
The problem is that all the policies are in italian, so i suppose that no TEXT changes was made for policies (only gameplay changes). It is wrong? You can see different texts for changed policies on you tooltips?

For example, you see "Pikeman", i see "Picchiere", but if grave change the name of "Pikeman" to "Medieval Pikemen" i'll see "Medieval Pikemen" in my game (in Civ4, in the same situation i supposed to see a blank text, this is a new very good stuff of civ5)

bolesting
Feb 22, 2011, 05:54 AM
Hi grave, is it possible to make that fighters explore area and bombers bomb resources, thanx.

Canabrava
Feb 22, 2011, 08:51 AM
Cool mod.

This mod need a modern basic unit. Mech infantry now needs oil. Last units without any resourses Infantry and AA units. It's boring see AI atacking with AA flood and infantrys, paratroopers lost the combat.

I think should be a Modern Infantry as basic modern era unit.

macd33
Feb 23, 2011, 07:47 PM
Hello Grave,
Version 3 tech tree now works for me. Thank you.
I find game much more enjoyable to play.
I experience crashes which seem to happen with ships starting with trimarine on to frigate, etc.
Also suggest frigate upgrade to destroyer vs. battleship.
Again, wonderful mod.
Regards,

Puer
Feb 23, 2011, 08:23 PM
Hi, it seems to really good mod but I experience random CtD. Is there a way to find out what causes those crashes?

I use also those mod:
FastMove (v 1)
Improved Demographics (v 3)
Luxury Resource Display (v 3)
QuickMoveMod (v 1)

Also I prefer slower research and I modified Slower Research (v 1) mod
<Set ResearchPercent="350"/>
<Where Type="GAMESPEED_EPIC"/>

These mods should be compatible, right? They do not contain follwoing files:
- TechTree.lua
- TechTree.xml
- civ5artdefines_unitmembers.xml
- civ5artdefines_units.xml

Hyronymus
Feb 26, 2011, 03:09 AM
Is anyone else having problems with loading Guided Missiles and Nuclear Missiles on appropriate ships? I don't get to move them :(.

Zyxpsilon
Feb 26, 2011, 08:54 PM
Thanks! :goodjob:

But... what's LeoPaRd? :lol:

A personal HOF on steroids that keeps track of "Local scoring Records" and mimics Steam_Achievements processing while allowing players to use one, some (or many!) MODS in an API that deploys their statistical results from a DB system.

You'll have to determine what you want as an 80x80_Mod_Icon to represent your stuff in the project, soon!
Click on the LeoPaRd_Link in my sig below for further details while having a swift look in post #6; it's a necessary minimal step, i guess!
:D

lord_graywolfe
Mar 02, 2011, 08:27 PM
well your mod still seems to work with the new patch which is good, but with the patch the vanilla game has a better balance between tech research time and building time. otherwise i still prefer your mod so far. any chance you will be updating it sometime?

Grave
Mar 03, 2011, 04:52 AM
well your mod still seems to work with the new patch which is good, but with the patch the vanilla game has a better balance between tech research time and building time. otherwise i still prefer your mod so far. any chance you will be updating it sometime?

I'll get to it as soon as I can. I have lots of real world issues that need tending to, first! :king:

Azazell
Mar 03, 2011, 05:22 AM
There is chance for new version this mod?? Today?

Hyronymus
Mar 03, 2011, 10:15 AM
There is chance for new version this mod?? Today?
Where do you read that?

Grave
Mar 03, 2011, 03:26 PM
There is chance for new version this mod?? Today?

No, not today.

Hyronymus
Mar 03, 2011, 03:37 PM
Grave, is it possible yet do new game variables like health? I would like to trade my sheep and wheat i.e., something you can't do right now.

Sneaks
Mar 03, 2011, 08:15 PM
Hyr, heres the deal with new yields:

Right now we can create new yields functionally (its a lot of coding, but doable!) and the AI generally knows how to use it. The problem comes down to a graphic one: Font Icons. For a new yield to work, we would need to be able to create a custom font Icon to represent it in game. Without that font icon, it is really too ugly to do.

lord_graywolfe
Mar 03, 2011, 09:28 PM
I'll get to it as soon as I can. I have lots of real world issues that need tending to, first! :king:


i understand that and ive got plenty of time to wait :)

Hyronymus
Mar 04, 2011, 05:04 AM
I see Sneaks. So i.e. trading wine would be easier doable as you already have an icon for it?

Something different I realised after posting last night: how about moving away from acquiring refined products from plantations and instead make the resource available? Like you don't receive Wine when you construct a plantation on grapes but you get grapes and need to construct a building to turn it into 1 Wine resource.

Sneaks
Mar 04, 2011, 07:51 AM
That would be doable through a process of making all luxuries strategic resources, then creating luxury refined resources to match. The question becomes whether the ai can handle it and whether there is value added in putting an extra step in the process.

Hyronymus
Mar 04, 2011, 03:05 PM
Maybe not for all luxuries but for some it'll add a touch of realisme. I never seen wine bottles grow on hills :P.

lord_graywolfe
Mar 04, 2011, 06:32 PM
one thing with the resources that always kind of bugged me was that if iron can be used up why not other mined resources like gems, gold and silver? also why are horses used up? they are a renewable resource like any other livestock. oh and i think that if you have access to ivory you should be able to build war elephants.

Hyronymus
Mar 05, 2011, 02:18 AM
one thing with the resources that always kind of bugged me was that if iron can be used up why not other mined resources like gems, gold and silver? also why are horses used up? they are a renewable resource like any other livestock. oh and i think that if you have access to ivory you should be able to build war elephants.
That sounds like you want the resource depletion mod that was released for Civ4. It's a nice feature indeed but I think it affects the game differently. Now iron is "used up" when you build a unit or building that requires it. You get it back when you delete that unit or building. If your Iron Ore mine closes in the mean time, do you still get your iron back?

The Loot
Mar 05, 2011, 06:29 PM
Found a problem that seems to be caused by HitM. One of the Liberty policies gives a free Great Person when chosen.

However, no ammount of clicking on the button will allow me to choose or continue otherwise.

I removed HitM back after the patch, and wasn't having that problem.

Hyronymus
Mar 06, 2011, 04:20 AM
Low and behold: the "February" patch is savegame compatible and works like a charm with HiTM II.

Quite happy as I can now finish my best game of Civ5 sofar.

Grave
Mar 06, 2011, 06:38 AM
Low and behold: the "February" patch is savegame compatible and works like a charm with HiTM II.

Quite happy as I can now finish my best game of Civ5 sofar.

I'm working on the latest HiTM2 update as I type this. It's going to be small... mainly to make it fully compatable with the lastest official patch. Hope to have it up shortly. Just sayin. :king:





On a completely un-related note... has anybody watched An Idiot Abroad on the Science Channel? Hilarious! :lol:

Zyxpsilon
Mar 08, 2011, 07:45 AM
On a completely un-related note... has anybody watched An Idiot Abroad on the Science Channel? Hilarious! :lol:
You mean the old Discovery_Civilization channel?

Nope, but i shuffle from Space & National Geographics (superb Yellow Square!) or Documentary in between Habs Hockey games on RDS or the usual early evening news on CNN or multiple regionals for Québec.

While i'm here... HTM or GTO as your LeoPaRd Icon, btw?
:D

Grave
Mar 08, 2011, 08:48 AM
You mean the old Discovery_Civilization channel?

Nope, but i shuffle from Space & National Geographics (superb Yellow Square!) or Documentary in between Habs Hockey games on RDS or the usual early evening news on CNN or multiple regionals for Québec.

Marc-Andre Fleury > Carey Price :mischief:

http://img213.imageshack.us/img213/7842/fleury.jpg

Let's go Pens! :trophy:



While i'm here... HTM or GTO as your LeoPaRd Icon, btw?
:D

GTO sounds nice. :goodjob: But what does the HTM icon look like? :confused:

Zyxpsilon
Mar 08, 2011, 09:59 AM
Alright, i'll fuse them both together or somethin'. :D

Without Crosby & Malkin? Good luck, Pens. Not that we don't also miss Markov, Gorges & Spacek -- lately.
The Canes just lost a key game while The Sabres zooms right by.
Down the wire... as usual!

Price to Fleury a week sooner, the story goes on -- meet you in April or this Saturday PM.
http://a323.yahoofs.com/ymg/ept_sports_nhl_experts__84/ept_sports_nhl_experts-944127635-1294372468.jpg?ym0JCXEDo8Wzst7E

Grave
Mar 08, 2011, 07:52 PM
Without Crosby & Malkin? Good luck, Pens. Not that we don't also miss Markov, Gorges & Spacek -- lately.

The Canes just lost a key game while The Sabres zooms right by.
Down the wire... as usual!

We've been hurting, no doubt. But the Pens have been managing to hold their own, and we got Kunitz back in the lineup, and that helps. Orpik should be back soon, too (hopefully). Only two points behind Filthadelphia!

See you Saturday on the ice. May the best goalie strike a pose! :lol:


Alright, i'll fuse them both together or somethin'. :D

Sounds good, I look forward to it! :goodjob:

Zyxpsilon
Mar 09, 2011, 02:55 PM
It's now up in the first post of LeoPaRd thread... along with 5 others. I would have joined a thumbnail here for you but since CFC hasn't fixed their site flaws for U/L of attachments, click below if you're curious.

Filthadelphia!
:D We have MapleThiefs of our own about 500Kms south-west!

Sadly, head concussion & fractured vertebrae last evening for Pacioretty on a weird board hit by Chara... the NHL didn't suspend him claiming he has a good conduct record. Yeah, right. One key offensive winger less for us.
Murphy, Campbell & Bettman should be sued by fans for freaky incompetence & absolute irrationality, after all we pay their salaries.

marcelteaching
Mar 10, 2011, 02:33 AM
Lovely Mod,

I like the limited resources, I like the technology 'pace' overall, I like the AI. Minor points :

- Museum does nothing but cost 3 maintainence.
- Some wonders do not reduce culture cost correctly
- I can't build wall street (insists stock exchanges are still required when all have been built)
- Adopting protectionism does not work (luxy resources do not convert to happiness)
- Nuclear Missiles cannot be moved / rebased

I KNOW it is a Civ 5 limitation, but a sensible UN where you can vote and similar is badly needed. It would be amazing if something could be modded to that effect.

Thanks!

Hyronymus
Mar 10, 2011, 03:27 AM
Lovely Mod,

I like the limited resources, I like the technology 'pace' overall, I like the AI. Minor points :

- Museum does nothing but cost 3 maintainence.
- Some wonders do not reduce culture cost correctly
- I can't build wall street (insists stock exchanges are still required when all have been built)
- Adopting protectionism does not work (luxy resources do not convert to happiness)
- Nuclear Missiles cannot be moved / rebased

I KNOW it is a Civ 5 limitation, but a sensible UN where you can vote and similar is badly needed. It would be amazing if something could be modded to that effect.

Thanks!
Guided missile cannot be moved/rebased too in my game. Can you?

And I agree with the UN. I don't think it should function as a means for Diplomatic Victory at all. I even wonder how many people opt for a diplomatic victory.

Grave
Mar 10, 2011, 04:51 AM
It's now up in the first post of LeoPaRd thread... along with 5 others. I would have joined a thumbnail here for you but since CFC hasn't fixed their site flaws for U/L of attachments, click below if you're curious.


:D We have MapleThiefs of our own about 500Kms south-west!

Sadly, head concussion & fractured vertebrae last evening for Pacioretty on a weird board hit by Chara... the NHL didn't suspend him claiming he has a good conduct record. Yeah, right. One key offensive winger less for us.
Murphy, Campbell & Bettman should be sued by fans for freaky incompetence & absolute irrationality, after all we pay their salaries.

http://img228.imageshack.us/img228/7153/rbgabfdhy.png

Dude, those are AWESOME! :eek: I love it... mind if I use the HiTM one as my avatar? :D

One small request... do you think you could put a lower-case "i" in there? I don't mean to be nit-picky, but HiTM is the abreviation I normally use (it's kinda stuck after all these years). If not, then that's OK, too... I certainly will not complain! :goodjob:

I saw the hit on Pacioretty... ouch. He could have been paralyzed, thankfully he didn't. Maybe Chara didn't mean to hit him that way, who knows? But fair is fair... he should have been suspended. If Matt Cooke was the one who hit Paci, the league, players, fans and everybody else would be calling for him to be fired.

I always thought Chara looked like a giraffe on ice stakes. :p

Lovely Mod,

I like the limited resources, I like the technology 'pace' overall, I like the AI. Minor points :

- Museum does nothing but cost 3 maintainence.
- Some wonders do not reduce culture cost correctly
- I can't build wall street (insists stock exchanges are still required when all have been built)
- Adopting protectionism does not work (luxy resources do not convert to happiness)
- Nuclear Missiles cannot be moved / rebased

I KNOW it is a Civ 5 limitation, but a sensible UN where you can vote and similar is badly needed. It would be amazing if something could be modded to that effect.

Thanks!

Guided missile cannot be moved/rebased too in my game. Can you?

And I agree with the UN. I don't think it should function as a means for Diplomatic Victory at all. I even wonder how many people opt for a diplomatic victory.

With Version 4, I'm doing a little changing of things. I realize the missiles aren't working correctly, and I have a plan to fix that. Protectionism... now called "Free Market" no longer gives extra :) with luxury resources. It gives a bonus to trade routes instead. I'll look in to the Museum thing. With Wall Street, it looks like if you put the Prerequisite number of building required to a certain number (5 for example), it will add extra buildings based off of the difficulty level (5 base + 3 for difficulty, for example). Definately not what I intended. I will look into changing this.

I am also re-working the Policies again. I wasn't happy with how they turned out. They were a little "rough" around the edges. With the new options the March patch gives us on Policies, I was able to get a little more creative with them. So expect more Policy changes with Version 4. :D

markusbeutel
Mar 10, 2011, 05:07 AM
I saw the hit on Pacioretty... ouch. He could have been paralyzed, thankfully he didn't. Maybe Chara didn't mean to hit him that way, who knows? But fair is fair... he should have been suspended. If Matt Cooke was the one who hit Paci, the league, players, fans and everybody else would be calling for him to be fired.

I always thought Chara looked like a giraffe on ice stakes.


Nice to see fellow hockey fans here in the forum:) Kings fan myself surrounded by Canucks fans in Vancouver. I also always thought Chara looked like a giraffe - it's that long neck of his.

Hyronymus
Mar 10, 2011, 06:05 AM
Good to hear you're working on v4, Grave. Can you look into policies not correctly enhancing culutre/gold too. I'm not certain but I do have the idea that some policies that should yield a cut in expenses or a boost in culture don't do anything. If it matters: I play on Prince level.

Hyronymus
Mar 11, 2011, 07:20 AM
Sorry for this double post but before I forget about it:

Guided missiles aren't "fire and forget" in your mod and they even gain experience after a strike. One that never yields a promotion though.
Sadly stealth bombers gain promotion too but this can never be applied. No problem with normal bombers though.

Azazell
Mar 12, 2011, 01:56 AM
Is the mod compatible with the latest patch (xxx.217) ?

Hyronymus
Mar 12, 2011, 02:04 AM
Is the mod compatible with the latest patch (xxx.217) ?
The current version isn't officially but I play the game without problems anyhow.

lord_graywolfe
Mar 12, 2011, 03:48 PM
That sounds like you want the resource depletion mod that was released for Civ4. It's a nice feature indeed but I think it affects the game differently. Now iron is "used up" when you build a unit or building that requires it. You get it back when you delete that unit or building. If your Iron Ore mine closes in the mean time, do you still get your iron back?


sorry took a few days to get back on here been building a new PC to hopfully get this game to run a bit more smoothly.

I dont want every resource to be able to be used up, just the ones that use a mine/quarry. the livestock ones, like horses, and Ag ones should never run out. Some like wine and silk should require a building for making them as they dont come out of the field ready to go. trying to remember all the resources from memory right now as i dont have the game back up yet.

Glad to hear your working on another upgrade Grave:). as long as you keep doing such an awesome job on this i wont have resort to modding again for V lol:lol: . id rather play than write, most of the time anyway, ;)

ZhugeTien
Mar 13, 2011, 03:00 AM
So why require a "building" for wine/silk/whatever else falls under your umbrella when they already require a plantation to be built on the tile. That's enough turns of work, I think. As far as iron, etc, being used up, I think the vanilla rules cover that rather nicely for the most part. Iron becomes useless in Industrial Era outside this mod, and even in HiTM, you have to have a factory to build a Steel Mill. After that, no real application for iron, and it makes sense when you consider how steel production progresses during the industrial era. What I'm waiting for is the capability in the modern age to effectively ignore aluminum requirements, as bauxite refining is advanced enough now that aluminum is plentiful. Not exactly a scarce resource. Vanilla was just being a bit silly there.

Hyronymus
Mar 13, 2011, 04:30 AM
So why require a "building" for wine/silk/whatever else falls under your umbrella when they already require a plantation to be built on the tile.
Because as I suggested: you don't grow bottles of wine on a vineyard. You grow grapes, that can be good for your health just as they are but can also be turned into wine.

Do you dislike the way Civ5 offers Premium Beer to a civilization too? You need wheat for it in your "city cross" and then build a brewery (followed by Oktoberfest with enough breweries).

ZhugeTien
Mar 14, 2011, 08:17 AM
It does seem a bit much to me, but it is a nice way to get happies from a bonus resource instead of getting extra happies from what is already a luxury. Breweries are worth the hammers. Requiring specific buildings for things that are already luxuries seems like too great an investment of hammers given the length of the game and the existing mechanics. Breweries, to me, act more like circuses in that they allow luxury-deprived civs a way to break even on happiness at a cost of hammers. I always figured that the processing of luxuries is subsumed in the cost of building the plantation improvement.
Your suggestion is a good one for a different sort of complete conversion mod than what HiTM currently is, though. What you're suggesting would require further rework of the core rules in a different manner than HiTM currently does. But, hey, if you want to modmod it in, I'd be willing to give it a shot.

Hyronymus
Mar 14, 2011, 09:02 AM
Have you played HiTM for Civ4? Then you should know what Grave is capable of :P.

Grave
Mar 14, 2011, 06:58 PM
HISTORY IN THE MAKING II VERSION 5.0 HAS BEEN RELEASED!



Below is the change log for Version 5.0:

===============================================
HISTORY IN THE MAKING II (v5)
===============================================

BUG FIXES:
- Fixed typo error that named Communism as Planned Economy
- Fixed typo error for Opera House broken Help tag
- Fixed Hospital Strategy text to inform players it requires an Aqueduct
- Fixed bug that gave Slaughterhouse +1 Gold per Cow, instead of +1 Food
- Fixed bug that incorrectly gave Zoo a Science bonus to Fish instead of Whale
- Fixed bug where Offshore Platform did not provide +2 Gold with Oil
- Fixed bug where Mine did not provides +2 Production with Uranium

DLC CONTENT:
- Supports Polynesia DLC content

TECHNOLOGY CHANGES:
- Rebalanced Tech costs
- Advanced Ballistics (instead of Satellites) provide free Guided Missile if you are the fist to discover

TILE IMPROVEMENT CHANGES:
- Improvement Resource yields further rebalanced back to Civ IV levels
- Plantation no longer gives Food bonus with Fertilizer
- Lumbermill now reduces Food by -1
- Lumbermill now requires Machinery instead of Construction
- Removed Food bonus for Fishing Boats with Refrigeration
- Removed Science bonus for Camp with Ecology
- Academy now gives +1 Science with Physics and Penicillin
- Landmark no longer gives Gold boost with Mass Media and Printing Press
- Manufactory now gives +1 Production with Replaceable Parts and Robotics
- Customs House now gives +1 Gold with Economics and Industrialism
- Fort now requires Construction instead of Engineering
- Moai Statues now require Sailing instead of Construction
- Moai Statues now provide +1 Gold with Mass Media instead of Flight

EXISTING BUILDING CHANGES:
- Removed West Point National Wonder
- Removed Cathedral
- Opera House reverted back to vanilla Civ V settings
- Museum now provides 100% Culture in the city
- Granary reverted back to vanilla Civ V settings; removed Deer Food bonus
- Bazaar and Marketplace now longer give +2 Gold (still retains 25% Gold bonus)
- Windmill now provides +4 Production bonus; requires Workshop
- Workshop now provides +15% Production bonus when constructing buildings
- Factory no longer requires Workshop or provides +3 Production (still retains +25% Production bonus)
- Hospital reverted back to vanilla Civ V settings
- Monastery Maintenance Costs increased to 1 Gold
- Observatory Maintenance Costs increased to 1 Gold
- Stables only provide a Production bonus to Horse (removed Cow and Sheep)
- Harbor now requires a Lighthouse in the city
- Seaport now requires a Lighthouse in the city
- Hydro Plant now requires Water Mill
- Arsenal now requires a Forge in the city
- Military Base no longer defensive building; now provides +20% XP for ALL military units; requires Armory
- Military Academy no longer provides XP; now increases the changes a unit creates a Great General during combat
- Ironworks PreReqTech now Metallurgy; raised Production to +10; now requires 2 Iron
- Casino no longer gives +3 Gold (still gives Natural Wonder gold bonus)
- Jail now produces +1 Production to every mined strategic resource (instead of +2)
- Zoo Maintenance Costs lowered to 1 Gold
- Slaughterhouse now requires a Granary
- Steel Mill PreReqTech now Steam Power; now provides +5 Production; Cost increased to 800
- Sydney Opera House now requires an Opera House in the city

EXISTING UNIT CHANGES:
- Removed ICBM (for now... needs work)
- Nuclear Missile reverted back to vanilla Civ V settings
- Trebuchet now obsolete with Metallurgy
- Work Boat PreReqTech is now Fishing
- Anti-Tank Gun now requires Iron
- Anti-Aircraft Gun now requires Iron
- Atomic Bomber no longer requires Nuclear Fission
- Stealth Bomber should now gain Promotions approperiately
- Guided and Nuclear Missiles no longer gain experience
- Marine now costs 425 Production; Combat strength increased to 42

POLICY CHANGES:
- Changed "Free Market" to "Capitalism"
- Capitalism now provides +1 Gold per Trading Post
- Tradition now increases the Growth rate of the Capital by +33%
- Aristocracy now provides a free culture building in first four cities and provides +3 Culture in Capital
- Legalism now reduces Unhappiness in the Capital by 50% and +1 Happiness per Courthouse
- Oligarchy now provides +1 Gold for every 2 Citizens in the Capital
- Monarchy now provides +25% Gold in the Capital.
- Liberty now increases the rate of border expansion in cities by +25%
- Republic now provides a +20% Production bonus when constructing buildings
- Citizenship reverted back to vanilla Civ V settings
- Representation reverted back to vanilla Civ V settings
- Warrior Code now provides no Gold maintenance for garrisoned military units
- Mandate from Heaven now provides +20% Production when constructing World Wonders
- Theocracy now increases the Culture output of cities with a World Wonder by 100%
- Commerce now provides +25% Gold bonus to trade routes
- Trade Unions now reduces the amount of Gold to purchace items in cities by +25%
- Mercantalism now provides +1 Happiness per luxury resource
- Free Thought now receives +50 Culture for each new Technology researched
- Freedom now provides +1 Culture per turn and +1 Culture per cultural improvement
- Constitution now provides +20% City Defense bonus; +100% Garrisoned City Range Strike Modifier
- Civil Society now reduces the Unhappiness AND Food from Specialist populations by half
- Universal Suffrage now reduces the Culture cost of future policies by 25%
- Nationalism now provides 5% Culture for each enemy unit killed
- Fascism now reduces Unhappiness in non-occupied cities by 50%
- Order now reduces unhappiness by number of cities by +50%
- Communism now provides +3 Production and +3 Food per city




===============================================
HISTORY IN THE MAKING II (v3)
===============================================

BUG FIXES:
- Fixed Runtime Error CTD when attempting to load save game

TERRAIN CHANGES:
- Base Terrain yields similar to Civ IV (removed Hill Yield changes, mainly)
- Terrain Features similar to Civ IV
- Fallout has a Defense penalty of -25%

GLOBAL DEFINES:
- Restored Research Agreement Timer to vanilla settings




===============================================
HISTORY IN THE MAKING II (v2)
===============================================

BUG FIXES:
- Fixed bug where Tech Tree would not display correctly if you did not have all of the DLCs
- Oil no longer requires Biology to properly access
- Robotics Help Text properly shows it also requires Industrialism
- Stealth Help Text properly shows it also requires Electronics
- Public School Help/Strategy Text properly shows it requires Library
- Barbarians can no longer build new HiTM2 World Wonders
- City graphics no longer dissapear when a World Wonder is constructed
- Fixed typo error for Discipline's Help text to show correct amount of Combat Stregnth bonus

TECHNOLOGY CHANGES:
- Increased the cost of all Technologies by 25%
- Philosophy no longer provides a free Great Scientist
- Scientific Theory now provides a free Great Scientist

GLOBAL DEFINES:
- Reduced Research Agreement Timer to 15

ERAS:
- Research Agreements get more expensive for each new Era

IMPROVEMENT CHANGES:
- Improvement Resource yields restored back to Civ IV levels
- Mine Hillside Yield increased to 1
- Customs House base Yield increased to 5
- Manufactory base Yield increased to 5
- Landmark base Culture increased to 5

RESOURCE CHANGES:
- Raw Resources yields similar to the way Civ IV was

NEW BUILDING CHANGES:
- Jail now gives production boost to mined resources instead of production per population boost

EXISTING UNIT CHANGES:
- Giant Death Robot now requires Uranium AND Aluminum
- Missile Cruiser now requires Aluminum AND Uranium
- Gunship now requires Aluminum AND Oil
- Guided Missile PreReqTech is now Advanced Ballistics

EXISTING BUILDING CHANGES:
- Stonehenge PreReqTech now Priesthood
- Monument PreReqTech now Calendar
- Granary functions similar to it's Civ IV counterpart
- Hospital provides +20% Food
- Factory reverts back to requiring Coal instead of Iron
- Replaced Coal Plant with the Steel Mill

NEW BUILDINGS:
- Steel Mill

POLICY CHANGES:
- Included parts of Fewer Poor Policies by Thalassicus
- Changed the structure of many Policy trees
- Trade Unions now increase the Gold output of Trading Posts by 1
- Military Caste now increases the Combat Stregnth of cities by 33%
- Nationalism is now an Autocracy Policy, increases military unit production by 33%
- Populism is now an Order Policy, gives newly founded cities an extra population point
- Order Policy Branch cannot be active with Commerce, and vice versa
- Landed Elite now reduces the cost of buying Plots by 50%
- Piety now reduces the amount of Happiness required for a Golden Age
- Constitution now has a Policy Cost Modifier of -25%
- Free Speech now increases Culture per turn equal to the amount of excess Happiness
- Fascism now reduces Unhappiness in non-occupied cities by 33%
- Total War now increases the amount of strategic resources by +100%
- Free Thought now gives +10 Culture per new Technology researched
- Representation now increases the Culture of a city by +2
- Republic now reduces Plot Culture costs by 2/3
- Freedom now reduces the Culture cost of Policies by 25%
- Civil Society now reduce the Unhappiness from Specialist populations by half
- Universal Suffrage now halves the amount of food Specialists consume
- Socialism now reduces the maintenance costs of roads/railroads by 25%
- Planned Economy now reduces the maintenance costs of buildings by 25%
- Communism now reduces the Unhappiness from number of cities by 50%
- Trade Unions now increase the Gold output of Trading Posts by 1
- Protectionism now renamed Free Market, gives +25% Trade Route bonus
- Mandate from Heaven now increases the Culture out of cities with a World Wonder by 100%
- Theocracy now gives wounded units a +25% combat attack bonus
- Citizenship now gives 33% Worker production increase




===============================================
HISTORY IN THE MAKING II (v1)
===============================================

DLC CONTENT:
- Supports Mongol, Babylonian, Incan/Spanish DLC content

TECH TREE CHANGES:
- Completely redesigned to reflect historical accuracy (as much as possible)
- Several buildings/units have updated PreReqTechs to coincide with TechTree changes
- Many Techs offer free units and Great People when you are the first in the world to discover them

NEW TECHNOLOGIES:
- Fishing
- Priesthood
- Textiles
- Fermentation
- Literature
- Feudalism
- Distillation
- Industrialism
- Genetics
- Artificial Intelligence
- Theory of Everything

CIVILIZATION CHANGES:
- Each Civilization now starts with a second "starter" tech, in addition to Agriculture:

- America The Wheel
- Arabia Calendar
- Aztec Calendar
- Babylon Mining
- China Mining
- Egypt Calendar
- England Fishing
- France The Wheel
- Germany Trapping
- Greece Mining
- Inca Trapping
- India The Wheel
- Iroquois Trapping
- Japan Fishing
- Mongolia Trapping
- Ottoman Fishing
- Persia Trapping
- Rome Mining
- Russia The Wheel
- Siam Calendar
- Songhai Mining
- Spain Fishing

TILE IMPROVEMENT CHANGES:
- Lumbermills can be built in Jungles
- Penicillin Academy +2 SCIENCE
- Scientific Theory Academy +2 SCIENCE
- Ecology Camp +1 SCIENCE
- Economics Customs House +2 GOLD
- Industrialism Customs House +2 GOLD
- Fertilizer Farm +1 FOOD
- Refrigeration Fishing Boats +1 FOOD
- Mass Media Landmark +2 GOLD
- Printing Press Landmark +2 GOLD
- Replaceable Parts Manufactory +2 PRODUCTION
- Robotics Manufactory +2 PRODUCTION
- Chemistry Mine +1 PRODUCTION
- Ecology Oil Platform +2 GOLD
- Globalization Oil Well +2 GOLD
- Biology Pasture +1 FOOD
- Genetics Pasture +1 FOOD
- Dynamite Quarry +2 PRODUCTION
- Fertilizer Terrace +1 FOOD

NEW RESOURCES:
- Hit Movies
- Hit Singles
- Hit Musicals
- Premium Beer

RESOURCE CHANGES:
- All resources now have a PreReqTech before they can be revealed on the map
- Marble provides +3 Gold instead of +2 Gold
- Gems provide +2 Gold instead of +3 Gold

NEW UNITS:
- Marine
- ICBM

EXISTING UNIT CHANGES:
- All unit costs reduced by 25% (Spaceship parts remain unchanged)
- Infantry requires Radio AND Rifling
- Paratrooper requires Radar AND Rifling
- Atomic Bomb requires Nuclear Fission AND Radar
- Cannons require 1 source of Iron
- Artillery require 1 source of Iron
- Trebuchet upgrades to Artillery instead of Cannon
- Frigate upgrades to Battleship instead of Destroyer
- Musketmen go obsolete with Dynamite instead of Rifling
- Fighters go obsolete with Stealth
- Ironclad go obsolete with Computers, and can upgrade to a Nuclear Submarine
- Battleship can updgrade to Missile Cruiser
- Destroyer requires Oil
- Jet Fighter requires Oil AND Aluminum
- Modern Armor requires Oil AND Aluminum
- Nuclear Submarine requires Uranium AND Aluminum
- Submarine requires Aluminum
- Nuclear Missile now functions more like a tactical nuclear weapon, range is 8, requires only 1 Uranium

NEW PROJECTS:
- The Internet
- SDI Defense

NEW WORLD WONDERS:
- Broadway
- Hollywood
- Rock n' Roll
- Area 51
- World Trade Center
- Cure for Cancer
- Oktoberfest
- Statue of Zeus

NEW NATIONAL WONDERS:
- West Point
- Wall Street
- Red Cross
- Holy City
- Harvest Festival
- Particle Accelerator

NEW BUILDINGS:
- Airport
- Brewery
- Cathedral
- Bomb Shelter
- Slaughterhouse
- Coal Plant
- Jail
- Casino
- Zoo

EXISTING BUILDING CHANGES:
- All building costs reduced by 25% (National and World Wonders remain unchanged)
- Statue of Liberty can only be built in coastal cities (like the Colossus)
- Only military buildings and national wonders are set to "NeverCapture"
- Arsenal now requires Armory instead of Military Academy
- Military Academy requires Armory instead of Barracks
- Public School now requires Library instead of University
- Research Lab now requires University instead of Public School
- Granary provides +1 extra Food with Wheat
- University no longer gives +1 Science for Jungles
- Medical Lab gives +1 Science for Jungles
- Research Lab gives +1 Science for water tiles worked in the city
- Mud Pyramid Mosque and Burial Tomb now require a Monument
- Workshop Production increased to +25% (was 20%)
- Factory consumes Iron instead of Coal
- Walls, Castles and Military Bases have Maintenance Costs associated with them
- Armory Maintenance Costs reduced to 2 Gold
- Oxford University now provides +25% Great Person generation rate
- Museum now produces +100% Culture output (like the Broadcast Tower used to)
- Opera House now requires Cathedral instead of Temple
- Broadcast Tower is now a Happiness building (+4 Happy). Requires a Theatre
- Stadium now requires a Broadcast Tower instead of Theatre
- Theatre provides +4 Happiness instead of +5
- National Treasury requires Bank in every city instead of Market
- Angkor Wat PreReqTech is now Education
- Palace now costs 200 Hammers to build
- Brandenberg Gate now generates points toward Great Engineer instead of Great Scientist
- Pentagon doubles the rate units produce Great Generals, instead of an Upgrade discount



You can download Version 5.0 from the in-game Mod Browser, or from CivFanatics here (http://forums.civfanatics.com/downloads.php?do=file&id=16360).




Enjoy! :goodjob:

The Loot
Mar 14, 2011, 07:44 PM
Ah bummer, you removed West Point and Cathedral? I always like more buildings.

Cross Cowboy
Mar 14, 2011, 09:52 PM
Good to see you back Grave and doing this again. I loved your mod for Civ 4 and then stopped playing when it wouldnt work anymore from silly ctd's. Will have to DL this one and give it a whirl!

eoachan
Mar 15, 2011, 11:56 AM
This is a great mod an makes Civ 5 a vastly better game play experience.

But, that said, has anyone had the issue I'm seeing where after activating this mod and using only this mod the game will lock up and crash after a random long interval?

It does not happen if I play with just Civ 5 "vanilla" or several other mods I have tried.
I know some combos of mods are not compatible, which is why I tested just playing with History in the Making(latest version).

I followed the instructions and deleted the old History in the Making folder manually first before adding the new version.I have no paid for DLC's installed.My system has 16Gb of RAM and 1Gb video ram on a decent video card(Radeon 6900x series) and I ensured no resource intensive processes were running in the background. The issue is puzzling and annoying as I have to save frequently.Any ideas?

ouyeah
Mar 15, 2011, 02:17 PM
I'd like to play this mod but i cant because of the broken tech tree.
Can anyone post an image version of it ?
Or even a text version ?
Or can you ask Decimatus from the Call to Power mod ? His tech tree works fine.

Grave
Mar 15, 2011, 02:39 PM
This is a great mod an makes Civ 5 a vastly better game play experience.

But, that said, has anyone had the issue I'm seeing where after activating this mod and using only this mod the game will lock up and crash after a random long interval?

It does not happen if I play with just Civ 5 "vanilla" or several other mods I have tried.
I know some combos of mods are not compatible, which is why I tested just playing with History in the Making(latest version).

I followed the instructions and deleted the old History in the Making folder manually first before adding the new version.I have no paid for DLC's installed.My system has 16Gb of RAM and 1Gb video ram on a decent video card(Radeon 6900x series) and I ensured no resource intensive processes were running in the background. The issue is puzzling and annoying as I have to save frequently.Any ideas?

I'd like to play this mod but i cant because of the broken tech tree.
Can anyone post an image version of it ?
Or even a text version ?
Or can you ask Decimatus from the Call to Power mod ? His tech tree works fine.

Did both of you disable any DLC content that you DO NOT have? All DLCs currently available are automatically enabled. The directions for disabling them are included in HiTM.

ouyeah
Mar 15, 2011, 03:07 PM
Did both of you disable any DLC content that you DO NOT have? All DLCs currently available are automatically enabled. The directions for disabling them are included in HiTM.

it works \o/
thanks a bunch!!
this should be put on bold red characters on the first page ! (i"m an average user, i dont read readmes ;) )

eoachan
Mar 15, 2011, 04:46 PM
Thanks for your patience, I was staring at the read me text and only read "if you have the DLCs" and also not "if you DON'T have the DLCs" I followed the instructions and that should fix it.Thanks for the great mod.Do you have any plans for a future tech tree with it's associated buildings and units in the works? Or can you recommend a Future Era mod that works well?

gijas
Mar 15, 2011, 06:40 PM
Will this mod conflict with Mercenaries and Random Events mods? I know they change the gameplay as you warned in your readme but not sure if they change the exact files that you listed.

Rusty Edge
Mar 16, 2011, 10:52 AM
With Version 4, I'm doing a little changing of things. I realize the missiles aren't working correctly, and I have a plan to fix that.

Are you going to attach them to airplanes like IRL ?:p

stammis
Mar 16, 2011, 12:14 PM
what format is the file in? becasue it is no zip file and I cant seem to find any program to use to open it. Can anyone help?

Rowzdower
Mar 16, 2011, 05:53 PM
Hey I made an account just to say thanks for the mod. I have a concern though..

I started up a game as Germany and got spawned next to a lot of deer and they all
on hills. With an the camp improvement Ionly get 2F,1H. I could get more out of the tile
if I build a mine improvement with 2F 2H. So whats the point of deer if I get more by building a mine over the poor deer looking at me with their big brown doe eyes?

Do I have to research a tech to get more out of the camp improvement??

Ceedub
Mar 16, 2011, 07:17 PM
what format is the file in? becasue it is no zip file and I cant seem to find any program to use to open it. Can anyone help?

Change the extension to ".7zip" and use 7zip. Works fine.

Grave
Mar 16, 2011, 08:22 PM
Hey I made an account just to say thanks for the mod. I have a concern though..

I started up a game as Germany and got spawned next to a lot of deer and they all
on hills. With an the camp improvement Ionly get 2F,1H. I could get more out of the tile
if I build a mine improvement with 2F 2H. So whats the point of deer if I get more by building a mine over the poor deer looking at me with their big brown doe eyes?

Do I have to research a tech to get more out of the camp improvement??


Interesting... I'll have to take a look at this and see what I can do.

Rowzdower
Mar 16, 2011, 11:10 PM
Well the deer were on hills covered with forests. Once I chopped them down I got 4F instead of just 2F 1H.