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History in the Making II: Brave New World Edition 2016-10-05

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:
 
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.
 
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.
 
I started a game and could not get a settler after playing approx 30 turns. The settler button is gray out. Any suggestion?
 
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:
 
good, i'll download the dlc when the v2 is ready :)

Some spoiler about the iron vs coal?
 
HISTORY IN THE MAKING II HAS BEEN RELEASED!



Below is the change log for Version 2.0:
Spoiler :

===============================================
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:
 
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.
 
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?
 
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.
 
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.
 
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)
 
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.
 
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?
 
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