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Old Jan 13, 2011, 04:16 PM   #1
Grave
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Puppet 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






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.

Every addition and change has been carefully planned to achieve both historical accuracy as well as fun gameplay. New units, buildings, wonders, resources and technologies are included in this modpack. Many more features and improvements will be made in future releases. Please review the supplied README files, which can found here: Documents\My Games\Sid Meier's Civilization 5\MODS\History in the Making II

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!



INCLUDED MODS
Quote:
Smarter TechTree Pipes and Bigger TechTree Screen
- by Molark
- http://forums.civfanatics.com/showthread.php?t=391165
Building Resources
- by Whys
- http://forums.civfanatics.com/showthread.php?t=395995
Marine
- by LoneGamer
- http://forums.civfanatics.com/showthread.php?t=394763



SO WHAT'S INCLUDED IN THIS MODPACK?

DLC CONTENT:
- Supports Mongol, Babylonian, Incan/Spanish, and Polynesian 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

TERRAIN CHANGES:
- Base Terrain yields similar to Civ IV
- Terrain Features similar to Civ IV
- Fallout has a Defense penalty of -25%

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

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)
- Polynesia (Fishing)
- Rome (Mining)
- Russia (The Wheel)
- Siam (Calendar)
- Songhai (Mining)
- Spain (Fishing)

NEW RESOURCES:
- Hit Movies
- Hit Singles
- Hit Musicals
- Premium Beer

NEW UNITS:
- Marine

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:
- Wall Street
- Red Cross
- Holy City
- Harvest Festival
- Particle Accelerator

NEW BUILDINGS:
- Airport
- Brewery
- Bomb Shelter
- Slaughterhouse
- Jail
- Casino
- Zoo
- Steel Mill

POLICY CHANGES:
- Included parts of Fewer Poor Policies by Thalassicus
- Changed the structure of many Policy trees



CREDITS, THANKS, AND PROPS!

Quote:
Special thanks goes to Kael and Thalassicus!

... and if I left anybody out, it wasn't intentional, so please let me know and I will include them into this list!



DOWNLOAD INFORMATION

FROM THE CIVFANATICS DATABASE:
DOWNLOAD LINK!

FROM THE IN-GAME MOD BROWSER:
Go to: Total Conversions ---> Historical
or
Do a search for "History in the Making"



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!




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!)
Attached Thumbnails
Click image for larger version

Name:	HiTM2 Tech Tree.jpg
Views:	6990
Size:	550.5 KB
ID:	278907  
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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!
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Old Jan 13, 2011, 04:16 PM   #2
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THE LATEST CHANGE LOG

CLICK HERE FOR THE VERSION 5.0 CHANGE LOG!


IMPORTANT DLC INFORMATION
DLC support for Babylon, Spain/Inca, and Polynesia DLC is automatically enabled.
If you only have one of these DLC packs installed, or none at all, you must manually "disable" the DLC add-on content in HiTM2 for the DLC packs you do not own. Please see the instructions in the "Add-on DLC (Babylon)" and/or "Add-on DLC (Spain and Inca)" folders for proper handling procedures. If you do not disable the add-on content for DLC you currently do not own:

- The Tech Tree WILL NOT display properly.


INSTRUCTIONS FOR PROPER UN-INSTALLATION AND RE-INSTALLATION OF DLC ADD-ON CONTENT:
Spoiler for Instructions for uninstalling DLC add-on content:

FOR THE BABYLON DLC:

Uninstallation Instructions:
These instructions are found here: \My Games\Sid Meier's Civilization 5\MODS\History in the Making II (v 5)\Add-on DLC (Babylon)
If you DO NOT have the Babylon DLC installed for Civilization V:

Step 1: Move the file HiTM2_Babylon.xml into the folder named "Not Activated" which is located in this directory
Step 2: When you've downloaded and installed the Babylon DLC, simply move HiTM2_Babylon.xml from the "Not Activated" folder back to the "Add-on DLC (Babylon)" folder

Re-Installation Instructions:
These instructions are found here: \My Games\Sid Meier's Civilization 5\MODS\History in the Making II (v 5)\Add-on DLC (Babylon)\Not Activated
If you DO have the Babylon DLC installed for Civilization V:

Step 1: Move the file HiTM2_Babylon.xml back to the "Add-on DLC (Babylon)" folder

================================================== ==============================

FOR THE SPAIN/INCA DLC:

Uninstallation Instructions:
These instructions are found here: \My Games\Sid Meier's Civilization 5\MODS\History in the Making II (v 5)\Add-on DLC (Spain and Inca)
If you DO NOT have the Spain/Inca DLC installed for Civilization V:

Step 1: Move the file HiTM2_SpainIncaDLC.xml into the folder named "Not Activated" which is located in this directory
Step 2: When you've downloaded and installed the Spain/Inca DLC, simply move HiTM2_SpainIncaDLC.xml from the "Not Activated" folder back to the "Add-on DLC (Spain and Inca)" folder

Re-Installation Instructions:
These instructions are found here: \My Games\Sid Meier's Civilization 5\MODS\History in the Making II (v 5)\Add-on DLC (Spain and Inca)\Not Activated
If you DO have the Spain/Inca DLC installed for Civilization V:

Step 1: Move the file HiTM2_SpainIncaDLC.xml back to the "Add-on DLC (Spain and Inca)" folder

================================================== ==============================

FOR THE POLYNESIA DLC:

Uninstallation Instructions:
These instructions are found here: \My Games\Sid Meier's Civilization 5\MODS\History in the Making II (v 5)\Add-on DLC (Polynesia)
If you DO NOT have the Polynesia DLC installed for Civilization V:

Step 1: Move the file HiTM2_Polynesia.xml into the folder named "Not Activated" which is located in this directory
Step 2: When you've downloaded and installed the Babylon DLC, simply move HiTM2_Polynesia.xml from the "Not Activated" folder back to the "Add-on DLC (Polynesia)" folder

Re-Installation Instructions:
These instructions are found here: \My Games\Sid Meier's Civilization 5\MODS\History in the Making II (v 5)\Add-on DLC (Polynesia)\Not Activated
If you DO have the Polynesia DLC installed for Civilization V:

Step 1: Move the file HiTM2_Babylon.xml back to the "Add-on DLC (Polynesia)" folder



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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.
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Old Jan 13, 2011, 04:17 PM   #3
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RECOMMENDED MODS

The following are mods I personally like to use while playing History in the Making II:
Quote:
PerfectWorld 3 by Cephalo
InfoAddict by Robk
Great People Info Mod by BlakeTheGreat
AgS - Resource Info Panel by Argentum Studios
Improved Notifications by Alpaca

Good Clock by Light Chrysalis
These mods can either be found here on CivFanatics or in the Online Mod Browser. All mods listed above are 100% compatible with History in the Making II.



POSSIBLE MOD CONFLICTS
History in the Making II modifies the following files from vanilla Civilization V:

Code:
-  TechTree.lua
-  TechTree.xml
-  civ5artdefines_unitmembers.xml
-  civ5artdefines_units.xml
If you load another mod alongside History in the Making II that also modifies these files, strange things may happen. Therefore, it is suggested you DO NOT run any other mods that change/alter gameplay or unit graphics. Mods that add new features to the game and do not modify existing features (the Emigration mod, for example) should cooperate just fine with History in the Making II.

I did not include any UI mods with History in the Making II. So any combination of UI mod that you choose to use should work just fine, provided they are compatible with each other.




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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.
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Old Jan 13, 2011, 04:18 PM   #4
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Reserved for future use
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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.
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Old Jan 13, 2011, 04:18 PM   #5
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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.
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Old Jan 13, 2011, 09:02 PM   #6
GoUtes53
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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.
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Old Jan 13, 2011, 09:55 PM   #7
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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
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Old Jan 13, 2011, 11:56 PM   #8
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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
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Old Jan 14, 2011, 03:12 AM   #9
Draskar
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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!
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Old Jan 14, 2011, 05:01 AM   #10
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Quote:
Originally Posted by GoUtes53 View Post
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!

Quote:
Originally Posted by Panda_Power View Post
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!

Quote:
Originally Posted by skodkim View Post
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".

Quote:
Originally Posted by Draskar View Post
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.
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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.
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Old Jan 14, 2011, 06:23 AM   #11
Draskar
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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.
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Old Jan 14, 2011, 09:22 AM   #12
Fabiano1979
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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.
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Old Jan 14, 2011, 10:24 AM   #13
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Where is Paper technology in the game?? I don`t see in tech tree.
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Old Jan 14, 2011, 01:03 PM   #14
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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...
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Old Jan 14, 2011, 02:32 PM   #15
LavaLama
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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 :/.
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Old Jan 14, 2011, 03:08 PM   #16
Draskar
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Quote:
Originally Posted by Fabiano1979 View Post
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
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Old Jan 14, 2011, 03:18 PM   #17
Brave Sir Robin
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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 :/.
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Old Jan 14, 2011, 04:12 PM   #18
Draskar
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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)
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Last edited by Draskar; Jan 14, 2011 at 04:14 PM. Reason: errors
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Old Jan 14, 2011, 08:02 PM   #19
Brave Sir Robin
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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
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Old Jan 15, 2011, 12:46 AM   #20
MasterTonberry
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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.
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