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

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.
 
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!
 
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.
 
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.
 
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.
 
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
 
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:
 
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.
 
Ugh... :suicide:



** 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.
 
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:
 
HISTORY IN THE MAKING II VERSION 3.0 HAS BEEN RELEASED!



Below is the change log for Version 3.0:
Spoiler What's New? :

===============================================
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.




Enjoy! :goodjob:
 
you. Are. A. God!!!!
 
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!
 
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!
 
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.
 
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 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.
 
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.
 
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