| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 | ||
|
1 Goat = 400 Horses
Join Date: May 2002
Location: South Korea
Posts: 1,482
|
History in the Making II
HISTORY IN THE MAKING II Version 5.0 A Total Conversion Modpack for Civilization V Version 1.0.1.217 English language ONLY! BY GRAVE ![]() ABOUTHistory 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. INCLUDED MODSQuote:
SO WHAT'S INCLUDED IN THIS MODPACK?
CREDITS, THANKS, AND PROPS!Quote:
DOWNLOAD INFORMATIONFROM THE CIVFANATICS DATABASE: DOWNLOAD LINK! FROM THE IN-GAME MOD BROWSER: Go to: Total Conversions ---> Historical SUGGESTIONS & FEEDBACKConstructive 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! WHAT'S NEXT?For the next update, I will start to analyze the Civ-specific Traits and start making adjustments to the traits I feel need some tweaking. ENJOY! ![]() (the attached thumbnails are the complete Tech Tree and the modified Policy Trees!)
__________________
HISTORY IN THE MAKING II ![]() A Modpack for CIVILIZATION V Change Log & DLC Information | Recommended Mods & Possible Mod Conflicts HISTORY IN THE MAKING ![]() A Modpack for CIVILIZATION IV: Beyond the Sword Last edited by Grave; Mar 14, 2011 at 07:01 PM. Reason: History in the Making II for Civilization V has been released! |
||
|
|
|
|
|
#2 |
|
1 Goat = 400 Horses
Join Date: May 2002
Location: South Korea
Posts: 1,482
|
THE LATEST CHANGE LOG
IMPORTANT DLC INFORMATIONDLC support for Babylon, Spain/Inca, and Polynesia DLC is automatically enabled.
__________________
HISTORY IN THE MAKING II ![]() A Modpack for CIVILIZATION V Change Log & DLC Information | Recommended Mods & Possible Mod Conflicts HISTORY IN THE MAKING ![]() A Modpack for CIVILIZATION IV: Beyond the Sword Last edited by Grave; Mar 14, 2011 at 07:06 PM. |
|
|
|
|
|
#3 | |
|
1 Goat = 400 Horses
Join Date: May 2002
Location: South Korea
Posts: 1,482
|
RECOMMENDED MODS
POSSIBLE MOD CONFLICTSHistory in the Making II modifies the following files from vanilla Civilization V:
__________________
HISTORY IN THE MAKING II ![]() A Modpack for CIVILIZATION V Change Log & DLC Information | Recommended Mods & Possible Mod Conflicts HISTORY IN THE MAKING ![]() A Modpack for CIVILIZATION IV: Beyond the Sword Last edited by Grave; Feb 13, 2011 at 08:11 AM. |
|
|
|
|
|
|
#4 |
|
1 Goat = 400 Horses
Join Date: May 2002
Location: South Korea
Posts: 1,482
|
Reserved for future use
__________________
HISTORY IN THE MAKING II ![]() A Modpack for CIVILIZATION V Change Log & DLC Information | Recommended Mods & Possible Mod Conflicts HISTORY IN THE MAKING ![]() A Modpack for CIVILIZATION IV: Beyond the Sword Last edited by Grave; Feb 06, 2011 at 12:02 AM. |
|
|
|
|
|
#5 |
|
1 Goat = 400 Horses
Join Date: May 2002
Location: South Korea
Posts: 1,482
|
Reserved for future use
__________________
HISTORY IN THE MAKING II ![]() A Modpack for CIVILIZATION V Change Log & DLC Information | Recommended Mods & Possible Mod Conflicts HISTORY IN THE MAKING ![]() A Modpack for CIVILIZATION IV: Beyond the Sword Last edited by Grave; Feb 06, 2011 at 12:02 AM. |
|
|
|
|
|
#6 |
|
Warlord
Join Date: May 2005
Posts: 107
|
Welcome, Grave!
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.
|
|
|
|
|
|
#7 |
|
Warlord
Join Date: Jun 2010
Location: Shanghai, China
Posts: 280
|
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! Last edited by Panda_Power; Jan 13, 2011 at 10:00 PM. Reason: added question |
|
|
|
|
|
#8 |
|
Emperor
Join Date: Jan 2004
Posts: 1,022
|
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 |
|
|
|
|
|
#9 |
|
Warlord
Join Date: Nov 2005
Posts: 176
|
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'm italian, sorry for my bad english, please use simple english when answer me!
|
|
|
|
|
|
#10 | ||||
|
1 Goat = 400 Horses
Join Date: May 2002
Location: South Korea
Posts: 1,482
|
Quote:
![]() Quote:
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! ![]() Quote:
![]() 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". ![]() Quote:
__________________
HISTORY IN THE MAKING II ![]() A Modpack for CIVILIZATION V Change Log & DLC Information | Recommended Mods & Possible Mod Conflicts HISTORY IN THE MAKING ![]() A Modpack for CIVILIZATION IV: Beyond the Sword Last edited by Grave; Jan 14, 2011 at 05:08 AM. |
||||
|
|
|
|
|
#11 |
|
Warlord
Join Date: Nov 2005
Posts: 176
|
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.
__________________
I'm italian, sorry for my bad english, please use simple english when answer me!
|
|
|
|
|
|
#12 |
|
Chieftain
Join Date: Sep 2010
Posts: 71
|
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. |
|
|
|
|
|
#13 |
|
Prince
Join Date: Oct 2005
Location: Szczecin, Poland
Posts: 333
|
Where is Paper technology in the game?? I don`t see in tech tree.
__________________
http://steamcommunity.com/id/Azazell83 <-- it`s my Profile http://steamcommunity.com/groups/civ5 <-- this is official polish group about Civilization V |
|
|
|
|
|
#14 |
|
Deity
Join Date: Nov 2001
Location: In the world of tomorrow!!
Posts: 2,033
|
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...
__________________
I may as well be hyper as long as I'm still around, 'Cause I'll have lots of time to be laid back when I'm six feet under ground! "Weird" Al -I'll be Mellow When I'm Dead |
|
|
|
|
|
#15 |
|
Chieftain
Join Date: Jan 2011
Posts: 4
|
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 :/. |
|
|
|
|
|
#16 | |
|
Warlord
Join Date: Nov 2005
Posts: 176
|
Quote:
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
__________________
I'm italian, sorry for my bad english, please use simple english when answer me!
|
|
|
|
|
|
|
#17 |
|
he bravely ran away
Join Date: Apr 2006
Location: Ft. Worth TX USA
Posts: 186
|
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 :/.
__________________
We are the Knights who say ............... NI ! Seeker of the Holy Hand Granade |
|
|
|
|
|
#18 |
|
Warlord
Join Date: Nov 2005
Posts: 176
|
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.. Spoiler:
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)
__________________
I'm italian, sorry for my bad english, please use simple english when answer me!
Last edited by Draskar; Jan 14, 2011 at 04:14 PM. Reason: errors |
|
|
|
|
|
#19 |
|
he bravely ran away
Join Date: Apr 2006
Location: Ft. Worth TX USA
Posts: 186
|
good to see this loved it for civ 4
![]() 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
__________________
We are the Knights who say ............... NI ! Seeker of the Holy Hand Granade |
|
|
|
|
|
#20 |
|
Chieftain
Join Date: Jul 2007
Posts: 87
|
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. |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|