Sid Meier's Civilization V

Sid Meier's Civilization V

The Hittites (Brave New World)
117 Comments
Lightning Bolt 27 Dec, 2020 @ 4:09pm 
@Tomatekh Can I translate this mode into Korean and give or upload the translation file separately?
Tomatekh  [author] 27 Jul, 2019 @ 8:31pm 
@spin
Interesting. I'll look into it further see if I can figure something out. Thanks for the report.
spin 27 Jul, 2019 @ 11:26am 
@Tomatekh
I've made a trial run using only the Goldsmith, Jewelers and More Luxuries mod (plus Hittites, of course) and the amber mines don't cause crashes. OTOH, when I use Hittites + Mines & Quarrys I have random game crashes, mostly around the turn when a (non-resource) mine or a stone quarry would be completed.
Thank you for taking the time to aknowledge my problem!
Tomatekh  [author] 26 Jul, 2019 @ 3:05pm 
@spin
I don't really know the compatibility with individual mods per version, sorry. My guess is one of those mods removes or seriously modifies either the iron resource or the forge building. However, there should be no reason why this mod would cause a crash upon completing an amber mine (it doesn't run any code when the improvement finished event is triggered). Are you sure another mod is not causing the issue?
spin 21 Jul, 2019 @ 2:12pm 
I've started a game using this MOD + Mines & Quarrys (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1463541209) + Goldsmith, Jewelers, and More Luxuries (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=273172973) and it keeps crashing as soon as I finish to build an amber mine. Do you know if any of the previous versions were compatible, at least with Goldsmith etc?
Duchess Van Hoof 29 May, 2018 @ 10:26am 
Nice, this seems authentic, well balanced and unique. Much abliged.
Tomatekh  [author] 25 Jan, 2018 @ 5:44am 
"Could it be about the bloomery adding resource and the community patch adjusting another value in the same file beforehand or something similar?"

Maybe. Thanks for the report, though. I'll look into when my schedule clears up a bit.
pompelmo 25 Jan, 2018 @ 2:11am 
The other modes active are "city limits (v.7)" and "RED Modpack (v.27)" both graphic mods. These three work together without any major issues. I don't know about civ5 modding so have no educated opinion about what may have gone wrong. Could it be about the bloomery adding resource and the community patch adjusting another value in the same file beforehand or something similar?

You have a beautiful mod here otherwise. The heavy chariot is a unique mobile melee unit which opens up different tactical possiblities. The bloomery should be valuable when you are playing an aggressive kind of game even if you have iron. It should work well with their unique ability. And on the other hand they are not overpowered. Clearly well thought mod through out.
Tomatekh  [author] 24 Jan, 2018 @ 4:06pm 
Thanks, I'll look into it. I'm uncertain how this mod would cause the problem, though. None of the lua or SQL deal with coal so it shouldn't be possible for it to alter your coal amount.
pompelmo 24 Jan, 2018 @ 7:06am 
When I discovered industrialization, my coal supply appeared in deficit, the amount my city state allies should have provided me with a plus. Possible compatibility issue with the community patch. Too bad, I was really enjoying playing the Hittites. Nice color and flag.
The World is a Sandbox 17 Dec, 2017 @ 1:36am 
It has served me well to stay clear of Civ mods that have brief mentions of bugs in the Comments sections. They will likely break your game (learned the hard way). But it's only fair to turn it around: I've played with this mod forever and with all kinds of set-ups (Community Balance Patch, etc). Never had a problem. Recommend.
Tomatekh  [author] 15 Aug, 2016 @ 3:04pm 
Hey everyone!

You might be interested in checking out Leugi's new Olmec civilization for BNW!
Tomatekh  [author] 25 May, 2016 @ 9:50am 
v.76

-Minor correction to the lua to fix a bug pointed out on the forums.

Should still work with v.75 saves.
Tomatekh  [author] 17 May, 2016 @ 2:26pm 
v.75

-Fixes to e&d support

If you need the previous version, 72, to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 11 May, 2016 @ 12:55pm 
Hey, everyone!

I’ve just updated my Benin (BNW) mod with new art by the amazing Janboruta! Please check it out!
Tomatekh  [author] 8 May, 2016 @ 9:53am 
Hey everyone, I’ve released a new civ for Brave New World:

Shang (Brave New World)
Tomatekh  [author] 2 May, 2016 @ 9:57am 
Hey everyone, I’ve released a new civ for Brave New World:

The Kuikuro (BNW)
Tomatekh  [author] 29 Dec, 2015 @ 2:45pm 
v.72

-Hotfix to a lua error. No changed to gameplay. Still compatbile with v.71 saves.
Tomatekh  [author] 28 Dec, 2015 @ 1:53pm 
v.71

-Compatability update and general clean up.

If you need the previous version, 69, to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 1 Oct, 2015 @ 3:54pm 
v.69
-Mod compatibility update (EE; Cul Div; Cul Inf; Sovereignty; Mercenaries)
-Made the UA slightly more active in response to feedback

If you need the previous version (67) to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 21 Sep, 2015 @ 7:04am 
My Brave New World Garamantes mod has been overhauled with new art and abilities (with art contributions by Janboruta and Sukritact)!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=102329706
Dunkleosteus 5 Aug, 2015 @ 11:23am 
Right, no I didn't mean any offense. I worked on a mod for another game that required a lot of research into historical metal working and from what I've learned, the bloomery was the main structure used for iron working across the world from the near east to Asia. All I meant to say is that I thought it wasn't as symbolic of the Hittite civilization as was their view of record keeping and documentation, but it is your mod of course. The existence of the royal library of Assyria certainly does throw a wrench into the issue.
Tomatekh  [author] 22 Jul, 2015 @ 10:17am 
v67
-Fixed a bug in the event lua which could cause a crash if you were using a specific combination of mod civs

If you need the previous version, v65, to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 30 Jun, 2015 @ 1:41pm 
v.65
-Mod compatability update
-UU Melee bonus increased by +5%
Tomatekh  [author] 6 Jun, 2015 @ 11:54pm 
Hey everyone, I’ve released a new civ for Brave New World:

Xia - Erlitou (Brave New World)
Tomatekh  [author] 4 May, 2015 @ 8:04pm 
I don't see how having one unique related to iron working means I made the civ focused on it. In fact, I'd say I focused more on their diplomacy and international relations since that’s what their UA is based on. And, as you said, Assyria already has the royal library and I wasn’t looking to make any changes to the official civs with this mod.
Dunkleosteus 4 May, 2015 @ 3:45pm 
I think it's a shame you decided to focus on the iron working aspect of the Hittite empire. The royal library at Hattusa contained 30 000 clay tablets (as many as the library at nineveh in Assyria) but dates half a millenium earlier and is less damaged. The Hittites recorded every detail and aspect of their government religiously, as they believed that it was very important to look to the kings of the past for wisdom. They're probably more deserving of a royal library that Assyria is. Not to mention the "bloomery" was used for iron working pretty much globally until the invention of the blast furnace.
Tomatekh  [author] 18 Mar, 2015 @ 12:44pm 
v.64
-UU price slightly decreased and the Stagger promotion/effect is now retained on upgrade.
-UB somewhat changed, now functions similiar to an early game Recycle Center instead of a Recylce Center/Forge hybrid
-Misc. text clean up.
-E&D support clean up.

If you need the previous version to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 25 Jan, 2015 @ 9:56am 
Mostly a mod compatibility update:
-Support for the new maps in YnAMEP v. 23
-Added a cultural influence line
-Added an event
-General clean up regarding E&D
-Fixed Civ IV Traits display issue

If you need the previous version to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 25 Jan, 2015 @ 9:40am 
In general I view Suppiluliumas as a more important king. His reign helped consolidate and strengthen the Hittite heartland and also reformed and introduced concepts of divine kingship into Hittite religion.
Gnomefellow 10 Jan, 2015 @ 12:02pm 
What made you choose Suppiluliumas over Mursilis?
Tomatekh  [author] 8 Nov, 2014 @ 7:05am 
@TheCanadianCommander

That's not a bad idea, but I'm hesitant to implement it only because Bronze Working is a third level tech, so giving it for free would skip the second level of techs and might mess up research paths.
pl_odyssey 2 Nov, 2014 @ 11:16am 
I absolutely love this mod, It's well organized and fun to play. I was thinking though, since this civilization prospered in the Bronze Age it might be cool if they started will Bronze Working already researched.
Odisseus 6 Oct, 2014 @ 9:49pm 
Thank you very much for your quick response, Tomatekh. I know nothing about the new changes. Where I could see the official changelog of the latest patches?

I can not wait to see the new changes in your mod! Thank you very much for your amazing work, Tomatekh.
Tomatekh  [author] 6 Oct, 2014 @ 1:36pm 
I'm glad you like the mod. Yeah, the problem is that Firaxis actually changed the city-state AI a bit last time they patched Civ V. So, city-states keep smaller armies now compared to what they used to (and compared to when I first made this civ). The UA is not as good as it once was because of this. It still somewhat works if you gift the units during wartime for civs next to the city-state, but I've been meaning to go back and add something to the mod to make up for the change. I just haven't had to time to really do so, but I'll try to get to it soon.
Odisseus 6 Oct, 2014 @ 9:48am 
Tomatekh, I am very happy with the great Hittite civilization that you have created. The Hittite culture's enthusiasts should be very glad.
I agree completely with the unique bonuses that you created for the Hittites, but I don't understand how the combat bonus 20% works on the city-states.
Above you said that the player must give military units to the city-state so that they adopt a more offensive attitude towards rival civilizations. Well, when I do that, my allied city states often sell their units and they do not use them for combat.

How I can fix that?

PS: I'm sorry for my bad English.
Tomatekh  [author] 15 Sep, 2014 @ 2:20pm 
Update:
- Now supports the Map Labels and Piety & Prestige mods
- Missing table errors should no long appear in the database log

If you need the previous version (53) to continue a saved game a link is at the bottom of the description.
Tomatekh  [author] 27 Jul, 2014 @ 11:56am 
Their start bias is avoid jungle/forests. Following the example of the official civs, I only program a start bias if its used by one of their uniques. Avoid jungle/forests is actually the same bias Egypt uses as its meant to help chariot uniques (who suffer a rough terrain movement penalty).
Praylak 27 Jul, 2014 @ 11:23am 
Do they have a start bias?
Tomatekh  [author] 25 Jul, 2014 @ 3:22pm 
Added support for the Ethnics Units mod as well as ensured compatibility across my own mods and a few mods that will be released in the near future. Unless someone finds more bugs in the mod, this should be the last update for a while.

The update will break saves using the old version, so do not update until you are ready to start a new game with the civ. If you need the previous version to continue a save, the download link is located at the bottom of the description.
Praylak 9 Jul, 2014 @ 10:45am 
Good updates, thanks.
Tomatekh  [author] 8 Jul, 2014 @ 11:25am 
Fixed another bug which somtimes caused the mod to crash and fixed a compatability problem with YnAEMP. The previous version is at the bottom of the description if you need it for a save.
Tomatekh  [author] 6 Jul, 2014 @ 2:33pm 
Fixed a bug where the UU's Stagger ability was not always firing. If you need the last version (50) to continue your saves its at the bottom of the description.
Tomatekh  [author] 3 Jul, 2014 @ 10:47pm 
For anyone interested, I've released a new civilization for the Brave New World expansion:

The Sioux (Brave new World)
DerEider 3 Jul, 2014 @ 11:32am 
Thanks for your Champa tip. Got it !
Tomatekh  [author] 1 Jul, 2014 @ 10:42pm 
Thanks! I've updated the description.
Sabertooth 1 Jul, 2014 @ 6:31pm 
The war music that you chose was composed by Nick Wylie.
Tomatekh  [author] 1 Jul, 2014 @ 8:02am 
Update, no gameplay changes. The hittite specific lua code should now only load if the hittites are in the game. Hopefully this will speed things up for people who use a lot of mods.

Should still work with the previous versions saves. Just in case, I've included a link to download the pervious version (47) at the bottom of the description.
Tomatekh  [author] 26 Jun, 2014 @ 6:21pm 
For anyone interested, I've released a new civilization for the Brave New World expansion:

Champa (Brave New World)
Tomatekh  [author] 23 May, 2014 @ 3:45pm 
-New leader and DoM art thanks to the amazing work of Janboruta