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    History in the Making II: Brave New World Edition

    I didn't like how an archer could shoot 2 tiles away, but a machine gun or bazooka could not. I could have upped the range of the late era ranged units, but I thought I'd test this out first.
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    History in the Making II: Brave New World Edition

    VERSION 6 HAS BEEN UPLOADED! Below is the change log:
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    Changing Unit Graphics Based on Era?

    I'm looking in Civ5ArtDefines_Expansion2_Units.xml, but do not see anything that suggests what Era is required to make the switch from early to late unit graphics. For example, this is what I see: <!-- UNIT_CARGO_SHIP_EARLY ************************************************ --> <UnitArtInfo>...
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    Changing Unit Graphics Based on Era?

    Where can I find the settings to change unit graphics, based on the Era? In my game, the Cargo Ships stay as wooden ships all the way through until the Atomic Era, while other units, like Caravans, change once I hit the Modern Era. I tried looking in the XML, but unless I'm looking in the...
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    LockedWithoutReligion Tag in CIV5PolicyBranchTypes

    Does the <LockedWithoutReligion> tag even work? By the way it's labeled, I would assume this policy branch would be locked until you discover a religion, or have one in one of your cities... but that is not the case. So, what does it do? :confused:
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    History in the Making II: Brave New World Edition

    I'll look into these. Thanks for pointing them out! :goodjob: Instead of reducing the cost of techs, how about raising the science bonuses from buildings like University, Research Lab, Rationalism Social Policies, etc? :confused: I made a typo with Sistine Chapel... it will be fixed in...
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    Modding Social Policies: What Can And Can't Be Done?

    A lot of the XML tags that aren't already utilized in the game do not work. I ran into this when I was making adjustments to the Social Policies. Although, there are a couple tags that were used in previous versions of Civ5 that still work. Fascism's policy effect still works, for example.
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    Mod Component Request Thread

    Nice... I'll take a look at it. :goodjob:
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    History in the Making II: Brave New World Edition

    Steam should update/replace the older versions with the newest version. Sadly though, it seems like NOBODY can download HitM2 from Steam; it won't install properly. :mad::mad::mad: So, when you do a manual install, delete the older version and extract the newer version. You don't actually...
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    Mod Component Request Thread

    I have a request: I'm looking for a mod that allows buildings to extend the attack range of cities, so they can stay on par with their ranged unit counterparts. So if a city as an attack range of 2 tiles, then there should be a late-era building that will extend that range by +1, making the...
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    History in the Making II: Brave New World Edition

    HISTORY IN THE MAKING v5 IS RELEASED! Get it on both Steam and the CivFanatics Download Database! Below is the change log:
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    History in the Making II: Brave New World Edition

    I haven't been able to pinpoint why Civ 5 doesn't auto-unpack this mod. Most people have had success using WinZip, WinRAR, etc, to extract it. Your OS shouldn't be the problem. Ideally, what I would like to see done is having a building extend the strike range of cities via XML tags. But...
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    History in the Making II: Brave New World Edition

    Thanks! :goodjob: I'm a bit stressed for time at the moment, but I'll shoot you a PM within the next couple days about some ideas...
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    History in the Making II: Brave New World Edition

    Yeah, I usually have updates break previous saved games. That's not to be a jerk... it's just with so many substantial changes to game rules, it would probably screw your game up anyway. :lol: As far as the Polders, it should stack with them, so you should get +3 :c5food: Food and +1...
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    History in the Making II: Brave New World Edition

    HISTORY IN THE MAKING v4 IS RELEASED! Below is the change log: =============================================== HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v4) =============================================== BUG FIXES: - Updated Great Wall's Help Text - Updated Mandir's Help Text...
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    SpecialistProductionModifier?

    Bump... anyone?
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    History in the Making II: Brave New World Edition

    That's because Economics is an "OR" PrereqTech. It's a way to make a technology a prerequisite without the pipes in the tree being drawn. You would use it in cases where drawing a pipe would be ugly looking. So no, that's not a bug... I meant for that to happen. :p I thought I included...
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    History in the Making II: Brave New World Edition

    Oh, the irony... :lol:
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    History in the Making II: Brave New World Edition

    I'll look into it. :goodjob: What things look unbalanced to you? :confused: I'll look into this. If you can try and pinpoint what building(?) is affecting this, it will make narrowing it down a lot faster. I toned down Harvest Festival. It will be fixed in the next version...
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