View Full Version : Requests for future updates


Freakwave
Nov 22, 2007, 03:57 PM
Could SDI intercept chance be reduced to 2/3?

Sea colonies, another settler rush :)

Tech leak!

Hoover tank coastal movement anyone? :cool:

Exerior
Nov 22, 2007, 04:49 PM
Tech leak!


What is "Tech leak!"?

Freakwave
Nov 23, 2007, 04:26 AM
Tech leak is from VISA mod, i believe, where an advanced player leaks some percentage of his techs to other players with open borders and the more trade routes you have the more gets leaked each turn. Also depends on distance. This prevents you or other ai to be too far ahead which is realistic and far more challenging in terms of wonders, military etc. Mercantilism blocks it but your economy will suffer.

Commander Bello
Nov 26, 2007, 03:57 AM
Tech leak is from VISA mod, i believe, where an advanced player leaks some percentage of his techs to other players with open borders and the more trade routes you have the more gets leaked each turn. Also depends on distance. This prevents you or other ai to be too far ahead which is realistic and far more challenging in terms of wonders, military etc. Mercantilism blocks it but your economy will suffer.

But if not carefully balanced, it may easily lead to no own research being necessary anymore.
Instead you collect all your money and upgrade your units or later on rush your buildings, which at the end would be quite unbalanced.

snipperrabbit!!
Dec 01, 2007, 08:41 AM
Well, an idea to balance it would be to add a reducing factor depending on espionage points generated by the city . The reducing range of tech leak will be between 0% and 50% with a formula like Le = 10*(SqRoot(Ecity)-1) [if Ecity = 16 ep then Le = 30% to extract from a tech leak of, say, 6 beakers for a net output of 4,2 rounded to 4]. This way espionnage poor cities will be a significant hole that drain your efforts towards challenging civs for free while espionnage rich cities will be less of a problem. This as no consequence on espionage point expense.
Please, feel free to use, modify or do whatever you want with this idea.

Kristaps513
Dec 20, 2007, 02:33 AM
You could talk to some modellers to make graphic stuff for example Sphinx looks like Pyramid, that would be very hard to do it all yourself. ;)

I'll do some small graphic things too. :)

Commander Bello
Dec 23, 2007, 02:42 AM
Well, an idea to balance it would be to add a reducing factor depending on espionage points generated by the city . The reducing range of tech leak will be between 0% and 50% with a formula like Le = 10*(SqRoot(Ecity)-1) [if Ecity = 16 ep then Le = 30% to extract from a tech leak of, say, 6 beakers for a net output of 4,2 rounded to 4]. This way espionnage poor cities will be a significant hole that drain your efforts towards challenging civs for free while espionnage rich cities will be less of a problem. This as no consequence on espionage point expense.
Please, feel free to use, modify or do whatever you want with this idea.
I haven't quite understood this concept???

Anyway, it seems to have a systematical flaw: any new city would be such a "hole", as well as any conquered city.

It seems as if the logical way of acting in such an environment would be to found some 5-6 cities as soon as possible (money is no problem, as you won't have to invest into research), develop them and collect your science from the AI...

Hydromancerx
Feb 26, 2008, 10:22 PM
Could you add ...

o Shrimp Resource.

o More Native Civilization such as Aborigine, Polynesian, Iroquois, etc.

o Switch Civilizations (like in History in the Making mod).

o Support more than 18 civs.

Maatissi
Feb 27, 2008, 07:56 AM
Adding civs could be very convenient, really. Perhaps those included in the SevoMod at least? Would it be possible to add more UU-type units, like you already have done? (I mean just Civ-specific graphics and names, but similiar strength, like T-72 and stuff already added...)

I guess Snafusmith has done quite a lot of Civ-specific units already, so the graphics might be readily available?

And how about that technology tree relating religions? Isn't theology a bit early in that tree? Confucianism also tends to get founded around 1000 BC in my marathon, monarch-difficulty games. Are the religion prerequistices going to be modified in the version 2.0?

Thanks again for this great mod. I've been playing it all day and night long. :crazyeye:

For some reason, there seems to be a crash always during the industrial age when I play huge maps. Playing large maps negates this... Only a hardware issue? :badcomp: :deadhorse:

zappara
Feb 27, 2008, 10:53 AM
Adding civs could be very convenient, really. Perhaps those included in the SevoMod at least? Would it be possible to add more UU-type units, like you already have done? (I mean just Civ-specific graphics and names, but similiar strength, like T-72 and stuff already added...)

I guess Snafusmith has done quite a lot of Civ-specific units already, so the graphics might be readily available?

And how about that technology tree relating religions? Isn't theology a bit early in that tree? Confucianism also tends to get founded around 1000 BC in my marathon, monarch-difficulty games. Are the religion prerequistices going to be modified in the version 2.0?

Thanks again for this great mod. I've been playing it all day and night long. :crazyeye:

For some reason, there seems to be a crash always during the industrial age when I play huge maps. Playing large maps negates this... Only a hardware issue? :badcomp: :deadhorse:I'm adding more of those UU type units whenever I find info about those units that actually existed and when there's suitable unit graphics here in db for download.. providing this info for me of course make the process faster as I don't have to then go through each civilizations history books, I have most units on my harddrive already ;) More civs too but it's not high on my priority list as it's rather time consuming task to add them.. few that are going to be in 2.0 are Abyssinia, Assyria, Cherokee, Siam.. my preference is to add ancient civilizations, not modern day civs :)

Confucius lived 551 BCE–479 BCE so it isn't that far off in your game, on more difficult games you'd probably get that religion more precisely when Confucius actually lived. One of the v2.0 features is to make religions matter more so that most of them are actually used by different civilizations - this has been done with rule: One civ can find only one religion. I think this makes sense since religions are scattered around the world. Religious victory has been added and as well has been inquisition units. For balancing religion appear times, I use prince difficulty since it's the middle one.

Having crash issues might be just hardware related issue, most likely not enough memory at late game turns. That doesn't rule out the possibility that there might be bugs still in the mod, sometimes they're just so hard to find that they go unnoticed until someone finds a procedure to replicate the bug at 100% certainty each time.

Maatissi
Feb 27, 2008, 11:30 AM
Thanks for your speedy reply. And yes, your plans make a lot of sense. Personally, I've been craving for Siam to fill up the Asiatic sphere (Khmer was a brilliant addition from Firaxis), and also for the rest of the Native American civilizations besides the Maya and the Inca... (Years ago, I added Siam to Civ III, replacing the Iroquois, using the Indian war elephant as an UU.) :D

Actually, the absence of Assyria has always bugged me, too. It is just too important Civ in the context of world history to be left out of the game. (And yet still it appears in almost all similiar games.)

I support the idea of limiting number of religions founded per civ to one, as it seems that one or two Civs tend to found all the religions now. Especially the chain hinduism, judaism, christianity (and islam) seems to be very common for a Civ that takes that path. Limiting the foundation of religions to one might also serve as the needed element for delaying the theology (I personally added more prerequistices for it, and added more price making it a little too expensive to be researched by a single great prophet.)

As for the units, you mean like providing data on the historical usage of units?
Well, as for starts, the T-55 would be the all around armor of choice for most of the Civs instead of M-60... (We Finns used it, too, for example.) :lol:

Yes, the Patton-series were also widely used, especially by the NATO or SEATO related countries, but the more common models were the older M-47 and M-48. (South Korea still uses the good old M-48, though heavily modified, of course. The exact model seems to be something like M-48A5K or something.)

Needless to say, I'm looking forward to see the version 2.0 very enthusiastically, as I think the 1.0 has been the best mod pack for any Civilization game so far. :cool:

If I can help in any way, please don't hesitate to ask. (Right now I'm studying abroad in Japan, and we have a long vacation, so I don't have anything important to do anyways...) And what could be really as important as modding Civ! :goodjob:

Dewion
Mar 27, 2008, 11:58 AM
there should be higher rift between tech eras, so there could be more usage of eras best units example, last melee units chivalry(odd name, same as tech), heavy pike and heavy sword.. those should be used a longer time before gunpowder units appear, that would also give more time to build older buildings..

and about units, there should be more clearly what unit is better against other unit, like spear kills horse, horse kills bow and siege, bow kills spear and sword, sword and siege gets bonus against city and so on.. and then those different variables..
or maybe i'm just too stupid, but anyway.. :D

and what about new promotion, very cautious it could give sizeable bonus to defence, first strikes and withdrawal chance.. :P

how do i miss different attach and defence stats with units, was that in civ 3?
but fortunately it can be done with those % + and - things.. ;)

more ideas(oh no!) :D
could it be possible that recources would be useful only at local city/s? maybe a somesort of range of effect, its rather silly that in one turn resources can be transfered from other side of the world to other side..

Maatissi
Mar 28, 2008, 06:08 AM
"Old" weapons such as pikes and swords were used well into the age of gunpowder alongside of muskets. Especially with the older muzzle-loading ones, which would require several minutes to reload. Lances and swords were wielded by the cavalrymen even as late as in the 19th century due to the unwieldy design of the cavalry rifles before the first practical semi-automatic carbines.

Of course, in the game terms, I have to agree that the medieval and renaissance era are far too brief both in terms of gameplay and realism. This is really challenging to balance.


more ideas(oh no!)
could it be possible that recources would be useful only at local city/s? maybe a somesort of range of effect, its rather silly that in one turn resources can be transfered from other side of the world to other side..
Feb 27, 2008 07:30 PM

- An excellent idea. I fully support this one, provided it is even possible to
be coded in, in the first place...

Even other aspects besides this resource distribution seem to be quite poorly simulated in the game, the unit supply routes for the military being the paramount problem. However, modeling resupply lines and economical and logistical aspects of war in a game like Civilization is a difficult task to succesfully add in, indeed... I still think that someone into the xml should give a try for the "beans, bullets and bandaids"... ;)

0100010
Mar 31, 2008, 07:38 AM
Id like to see more terrain features, no new resources per say just random plot improvements generated by the map and defined as a terrain feature on specific base terrains.

Some suggestions:
Coral Reef +1F, +1C appears on coasts, 15% defense.
Low Peak -2F, +2H, elevation feature +50% defense. Cannot built cities here.
Swamp (works exactly like Jungle in all respects, but can occur at temperate latitudes)
Seals +1F, +1C (occurs on Ice/Snow, adjacent to coast)
Savannah +1F (occurs on Plains, forest cannot appear here)
Peat Pog +1H (occurs on Tundra, forest cannot appear here)
Glacial Mountain (Alternate Peak, provides fresh water, high chance to occur at river source)
Cacti Forest +1F (occurs on Desert, +10% defense)
Oasis (change, allow improvements to be built, but not cities)
Ice (change, allow it to occur on land on Ice/Snow, impassable, provides fresh water)
Additionally, "Ice" should grow and shrink randomly similar to forests.

Island Atolls, not sure about this one. Occurs on Ocean, allows land units, can build improvements (forts) here but not cities. Think Midway/Guam supporting airfields & harbors during WWII. (and the occasional tribal hut) Basically something to fill in the mostly devoid stretches of ocean. plus strategic fort placement.

zappara
Apr 19, 2008, 02:48 PM
@0100010

Those new terrain features is bit harder to add than I first thought. Would have to modify mapscript python files and add code how those new features would be placed on the maps.

Jackknife35
Apr 19, 2008, 08:05 PM
Maybe you could add a few more civs, like the Mexicans, Brazilians, or Australians...

Also, it would be really cool if there were new quotes for the technologies added, and maybe even .mp3s or .wavs to correspond, just like the Total Realism mod for Warlords. I wouldn't know how to do this, but I'd help in any way I can.

ersner
Apr 24, 2008, 08:22 AM
Maybe it would be worth to implement futuristic artstyles for cities and /or terrain features etc. taken from some other mod , into RoM ?

I think cities in the far future game when Nanite clouds or Dreadnoughts are available look a little too "normal" and 20th century-like.

Also i think merging a mod which allows terraforming in the far future would be a good idea (turning desert into plain etc), since it would provide the futuristic feel of technological control over nature in the later era, and allow the colonization of places like bare deserts or polar areas thus expanding the scope of the game.

zappara
Apr 24, 2008, 08:41 AM
Maybe you could add a few more civs, like the Mexicans, Brazilians, or Australians...

Also, it would be really cool if there were new quotes for the technologies added, and maybe even .mp3s or .wavs to correspond, just like the Total Realism mod for Warlords. I wouldn't know how to do this, but I'd help in any way I can.I'm going to release later extra Civ package for RoM 2.0. New sounds might be too much work and you won't be hearing my voice in the game (not native english) :lol: More quotes can be added and some players have posted some for me in the private messages.. so if you find good quotes for some techs, just post them and I'll add them :)

Maybe it would be worth to implement futuristic artstyles for cities and /or terrain features etc. taken from some other mod , into RoM ?

I think cities in the far future game when Nanite clouds or Dreadnoughts are available look a little too "normal" and 20th century-like.

Also i think merging a mod which allows terraforming in the far future would be a good idea (turning desert into plain etc), since it would provide the futuristic feel of technological control over nature in the later era, and allow the colonization of places like bare deserts or polar areas thus expanding the scope of the game.Today downloaded future city art files, there was just the textures, so it will require lot of work to change whole future era city style to use those and there was files just for european style.. would have to change CityLSystem and PlotSystem files too and those aren't that easy to understand. Wont' give any promises of adding future style but it's something I might do some day (probably would take couple weekends ie. some 40 hours to add it).

Terraforming was in my Epic mod for Warlords but the problem with it was that AI players don't know how to use those features (was done in python). So for working terraforming functions SDK changes would be needed for AI players. Not sure if anyone has yet done anything like it.

ersner
Apr 24, 2008, 10:48 AM
Have you tried Blacksun60's Terraforming Mod ?

It has a modified SDK,and
It says the AI uses terraforming as it should.

http://forums.civfanatics.com/showthread.php?t=179752

There is a version for BtS in one of the posts.(one by NeverMind)

zappara
Apr 24, 2008, 11:45 AM
@ersner

No I haven't and even if I had tried it, I most likely wouldn't add it to RoM just because I can't do myself SDK modding (no software, no programming skills).. and didn't see source code available for BtS version so don't know if anyone is able to include those functions to some new DLL with other functions like Bhruic's patch, 34Civs, Revolution, DCM etc. There's probably dozen other SDK mod components that would be nice to have all in a single DLL but that's a job for someone who actually knows how to program those.

Nordfeldt
Apr 29, 2008, 11:59 AM
I have mentioned this in another thread. But I would like to see surdanis' UN mod incorporated in some form, perhaps with fewer units...

RobO
Apr 29, 2008, 01:05 PM
There is a restriction in v2 limiting you to 6 world wonders per city. Does this number scale with the map size? It should.

Another related issue, that may be difficult to change: When selecting something to build in a city, it would be VERY nice if the popup could tell you how many national or world wonders you can build in that city (i.e. subtracting those you already built from the limit). The info you get at the moment is basically useless in this respect.

zappara
Apr 29, 2008, 01:20 PM
@RobO

It doesn't scale with map size ie. the limit is always 6. In RoM v1 the limit was 4 (3 in early versions) so I've increased it bit for v2.0. I don't want cities to build unlimited amount of wonders as it's not really realistic. In small game maps this does affect players lot more as you can build only few cities on whole map, but the mod is designed to be played on standard or bigger maps. Don't think there's any way (at least not easy way) to make such popup, you just have to be careful when building wonders.

RobO
Apr 29, 2008, 10:19 PM
@RobO

It doesn't scale with map size ie. the limit is always 6. In RoM v1 the limit was 4 (3 in early versions) so I've increased it bit for v2.0. I don't want cities to build unlimited amount of wonders as it's not really realistic. In small game maps this does affect players lot more as you can build only few cities on whole map, but the mod is designed to be played on standard or bigger maps.
Well, I play on small maps, as the micromanagement gets rather tedious, and the game bogs down on my PC, on larger maps.
Where should I edit to tweak this value, should I want to do it? Though 6 is a lot better than 4.

zappara
Apr 30, 2008, 08:37 AM
@RobO

in Rise of Mankind\Assets\XML folder there's GameDefines.xml. Open it in notepad and find settings for Wonders. Set both wonder and team wonder values to -1 to have unlimited wonder amount per city.

konradcabral
Apr 30, 2008, 12:30 PM
Hello Zappara,

I just discovered this thread, so I’m reposting these requests and other more I just thought to the proper one. That way, I hope someone who knows program coding helps you… and us.

- I think military production should be much more faster, and connected with the food available. More soldiers mean more food necessary to maintain the army at road.

- There should be one way to mix more deeply the military units, making the interface of a battle between two gigantic armies more agile, and enhancing the war strategy.

- The units’ movement should be far quicker. Like I said, I’m playing at gigantic map and epic speed. My travel to the new world through the ocean lasted more than 50 years. If I have to move my army south to north of my empire, it takes 10 years. I suppose that effect would be mitigated if I play in marathon speed, but even so I think it would be unrealistic. The difficulty of the game should rest in the discovery of technologies and creation of units. Once the player has achieved these goals, the moving of the units shouldn’t be an obstacle.

- The Warlords expansion has Great General, the Beyond the Sword expansion has Great Spy, and the Rise of Mankind expansion (yes, for me it’s an expansion, not just a mod) has Great… My idea here is Great Revolutionary, a Great Person who would cause the civics to change more dramatically, or more easily, or temporarily. In the latter option, for example, a civilization at Medieval Era could be beneficiated by the possibility of Free Speech for 30 or 50 turns.

- Certain units should have a limit of turns necessary to build them. A simple building, like a butchery, if it’s necessary 180 hammers (I don’t know if it’s right), in a island new city, takes 180 turns to build. A limit of turns should be available, like 20 or 30 turns.

- Religion evolution: Islam and Protestantism were a consequence of Christianism, which was a dissidence of Judaism. Can we add this reality to Civ 4?

- Resources should be finite, especially oil, iron, gold, et cetera.

- Natural resources like corn, potatoes should be transferable, since the natural conditions are met.

- New resources: Beans, tomato, chicken, (and somehow their eggs, maybe as an effect of it), turkey, fruits in general, porcelain, beer (or its grain, I don’t know the English word, in Portuguese is “cevada”), silicon (for computers), diamonds.

- New technologies: telegraph, telephone, mobile telephones, GPS.

- Tech Leak (I saw that in other thread, I loved the concept).

Forum’s guys, stress these ideas out.

Hugs,

Konrad

ChrisGunning
May 09, 2008, 03:56 AM
Just starting to play this out and I noticed a small tweak I would suggest:

In the fighter upgrade path the F-35 upgrades into the Stealth Fighter (represented by the F-117). Thats a bit turned around. The F-117 was the first stealth "fighter," and while correctly labeled in the game... the F-35 is a later development. When upgrading, the F-35 should come after the F-117, not before.

Currently, the F-117 is retired. The F-35 is just about to go into production.

I suggest you either reverse the images so that the F117 is the Strike Fighter and the F-35 is the Stealth Fighter or seek out a F-22 image and have it replace the F-117 image.

I'd personally like to see the F-117 added to the bomber tree as a new unit (call it "stealth attack")- probably a development AFTER to A-10. The F-117, while called a fighter, really was more of an attack aircraft... it wasn't really built to intercept other fighters but rather attack ground targets. Then add the F-22 image (if you can find one) to the stats you have for the current "Stealth Fighter."

So:

Fighter Tree:
Modern Fighter (F-16) -> Strike Fighter (F-117) -> Stealth Fighter (F-22)

Bomber Tree:
Bomber -> -> -> -> Stealth Bomber (B-2)
\->Attack Aircraft (A-10) -> Stealth Attack (F-117)

Nordfeldt
May 10, 2008, 09:37 AM
:agree:

Also... would it be possible to enhance the AI somehow? I think it was done in Total Realism

Cuteunit
May 15, 2008, 03:42 AM
Do this with the scientific wonders at least.

http://forums.civfanatics.com/showthread.php?t=274177

zappara
May 15, 2008, 08:02 AM
@Cuteunit

Oh, that didn't occur in my mind as a way to limit those scientific wonders. That same method is already in use in the mod for those building upgrade lines. I'll consider using this option after next patch if the scientific output is not decreased enough in the v2.01 patch.

Civ Fuehrer
May 15, 2008, 11:14 PM
i have a few ideas...
-i noticed that the SR-71 can be built before you discover supersonic flight, when it should be after.... there is a reason why they say it can go mach 3
-i find the moving offshore platform and submerged town a bit silly, i come to a AI territory and see an offshore platform moving through the water like a boat. :confused:
-it would be great if you could put in a hover craft unit line or something that is a truly amphibious unit. i read on another thread that its possible, but highly recommended that it can only defend since theres a bug w/ the offensive powers.
-building specific technologies, like a technology that can only be researched by the civ that built the world wonder for it... for diversity, special advantages/challenges etc. but can only have a limited number of them per era per civ
-a sentry building line like in final frontier. i.e. lookout tower that shoots arrows, then bullets, lasers, etc. or land mine, submerged mine (suicidal unit like a missile, but for defense) but must be placed there by another unit, otherwise it would just look silly (again, the moving inanimate objects)
-unlock a variety of new resources that is strictly synthetic after fusion/cold fusion since it would be possible to mass fuse atoms into new super elements
-cheap, but powerful battle droids when you discover androids, since at that time in the game, everything is way too expensive for a new civ, and plenty of new civs occur that late in-game, but have no chance of surviving since they can't create anything powerful enough in time to beat any warmongering civs that have that clear advantage over them
EDIT:
i found a couple mods that you could incorporate into RoM...
-one of these new Super elements that would be discovered after fusion/cold fusion could allow the "Expiramental Weapon"(would be fun to try) or the increased blast radius hydrogen bomb ICBM. http://forums.civfanatics.com/showthread.php?t=274271 and then of course the MAD nukes http://forums.civfanatics.com/showthread.php?t=239634 to integrate them reasonably into your national defense if possible.

darkyxinhow
May 16, 2008, 04:10 PM
Hi Zap, I think it's my third post stating how I simply love your mod and admire your work, but I can't help it.

I LOVE your mod and admire your work :D hehe

I've been hanging around the forums and I found these mods quite interesting. They could be great add-ons to your own mod.

The first is a lawyer unit, inquisitor-like, but removes corporations instead of religions:


The second is an extra great people mod, containing 3 new gps: great citizen, great diplomat and great doctor:

Unseelie
May 16, 2008, 09:37 PM
Hullo...just downloaded, been having a lot of fun, though I have noticed the techs becoming inbalanced in the singularity type exponential growth as early as the medival age: playing marathon on prince and it only takes me 4-6 turns to research anything by the 1500s (16th century)...but that's cause I'm a population whore... anyway, I'm noticing that some things will require techs that the tree doesn't say they require, such as metal casting requiring pottery...which I find rather agrivating when planning my techs..can that be addressed??

Moreover, I think a method for fixing the tech problem which I haven't seen suggested yet(though my experience here is rather limited) is to increase the rate at which the costs increase...I'm not sure what governs this, but I assume its some sort of exponential cost increase with techs of different relative worth given different base values...Anyway, I've no problem with production increasing exponentially(though the rate is admittedly rather high), because it realistically should, but to balance, so should cost.

Wisaeman
May 23, 2008, 05:05 PM
Hi, I'm new there.

I have some resources request:

Jade (Rare)
Black Tea (Rare)
Green Tea
Emerald (Rare)
Tobacco
Porcelain (Rare)
Brazilwood
Platinum
Musk
Truffles (Rare)
Purple (Rare)
Sulphur
Mercury
Aloe Vera
Opium


These resources are linked to:

A: Ancient Alchemist - A unit thats bombers the opponent like a grenadier, they require the alchemy tech, the player have one alchemist to each resource. Example: One Sulphur and one Mercury to each Alchemist.
Abilities: Poison water, explode area, explode yourself, create gold (a random number between 10-50).
B: Ancient Caravan - Like the alchemist, these caravaners only can be built with the right resources: Porcelain, Purple, Brazilwood, Jade, Emerald, etc
o each one thats he carry, more gold he give in the trade mission.
C: Jade Palace: A building
D: Ancient Tea House : A building 1 culture to each resource used
E: Spices House : Like a Bazaar, 1 gold to each resource used
F: Wisemans Workshop : A ancient workshop, 1 hammer to each resource used
G: Witch's House: 1 health to each resource used

And
Replanting Forests
Terraform

Civ Fuehrer
May 23, 2008, 05:46 PM
Hi, I'm new there.

I have some resources request:

Jade (Rare)
Black Tea (Rare)
Green Tea
Emerald (Rare)
Tobacco
Porcelain (Rare)
Brazilwood
Platinum
Musk
Truffles (Rare)
Purple (Rare)
Sulphur
Mercury
Aloe Vera
Opium
...
And
Replanting Forests
Terraform
Well, Zap already tried Terraform, and besides the annoyingly long-timed battle field, which was made by some1 else, he needs some1 who can do Python code. Well, tobacco isnt really needed since theres Hemp, most of the resources above can easily be made by doing reskins, i.e. Mercury can just be a more silver colored oil, and sulphur is a yellowish white colored oil. Jade and Emerald would fit under the gems resource...

zappara
May 23, 2008, 09:04 PM
i have a few ideas...
-i noticed that the SR-71 can be built before you discover supersonic flight, when it should be after.... there is a reason why they say it can go mach 3It was Top Secret spy plane before the time of modern day supersonic fighters and I've tried to simulate this in the mod as well.


-i find the moving offshore platform and submerged town a bit silly, i come to a AI territory and see an offshore platform moving through the water like a boat. :confused:Offshore platforms are towed to their places (see youtube video) (http://uk.youtube.com/watch?v=zLLqXaWL1Vk) and I wanted different construct time for Offshore platforms and higher cost than normal workboats.

zappara
May 23, 2008, 09:30 PM
Hi, I'm new there.

I have some resources request:

Jade (Rare)
Black Tea (Rare)
Green Tea
Emerald (Rare)
Tobacco
Porcelain (Rare)
Brazilwood
Platinum
Musk
Truffles (Rare)
Purple (Rare)
Sulphur
Mercury
Aloe Vera
Opium
Jade, Truffles and sulphur at least are already in game in events, though they do not appear as resources. I've thought about adding Tea, Cacao, Tobacco, Olives, Exotic wood/timber (widely imported these days for various uses), titanium, rubber, apples, lead + some others but the problem with all new resources would be game balance. There's already so many things that add happiness and if I add new resources that increase happiness / health even more, I'll have to add more things that give unhappiness/unhealthiness. Strategic resources of course are easier choice as those would affect what units/buildings you can build.

Well, tobacco isnt really needed since theres Hemp, most of the resources above can easily be made by doing reskins, i.e. Mercury can just be a more silver colored oil, and sulphur is a yellowish white colored oil. Jade and Emerald would fit under the gems resource...Well, I could activate tobacco and olives since they're already in BtS files somewhere. And if you didn't know, Hemp was used for sails at ancient times because of its fibers high strength (much better than cotton). Also it was used for clothes, shoes, robes so it has much wider uses than tobacco.

While we're talking about resources, I can continue the list with modern day resources:
Semiconductors
Microchips
Nanotubes
Ceramic alloys
Stainless Steel
Teflon
Polymers
Superconductors
Fiberglass
Depleted Uranium
Silicon
Nylon
.... just few that I remembered now.. :crazyeye:

Civ Fuehrer
May 23, 2008, 10:21 PM
While we're talking about resources, I can continue the list with modern day resources:
Semiconductors
Microchips
Nanotubes
Ceramic alloys
Stainless Steel
Teflon
Polymers
Superconductors
Fiberglass
Depleted Uranium
Silicon
Nylon
.... just few that I remembered now.. :crazyeye:

don't forget
Chromium (can't make Stainless Steel without it)
Plutonium
Titanium
then Utherfordium - Ununoctium :lol::p:crazyeye: jk

CMKMStephens
May 24, 2008, 03:33 AM
Purple is also a good idea, but it should be exactly the same as 'Dye' in every way, except on a coastal tile.

Wisaeman
May 24, 2008, 06:26 AM
Well, the idea is turn the game more tuned to historical time line. So we has some logical ways:

Olives - At the same time the Olive can be a food and a Oil resource.
Granaries can turn more one point toward health using the Olives. But, olives can appear only in the hills and a "Mediterranean" climate.

Tobacco - We know the history toward the tobacco in the world, so he gives gold and happiness, but some negatives points toward health (obvious).

Tea - The tea is some most popular resources in the whole world, he exists in Asia and America, since the humankind use they while medicinal purposes. But tea "relax" and give some negative points toward hammer (only because the people become lazy :D).

Purple - The most popular Dye in the ancient world, give points toward gold and happiness, but cause a natural disequilibrium in the ecosystem (poor purples, die and die, day after day), so give negative points toward health.

Exotic Woods - Timber, Oak, Ebony, Ivory, Brazilwood, Cedar. Has the most valuable natural resource in the poor countries, these woods are today very, very rare. So they give hammers. but there a chance to the forest thats surrounds these resource disappears (natural disequilibrium), predatory cut, etc.

Hemp, since the Tobacco and tea, give happiness, but less hammers,the people become more slow.

Medicinal Herbs - Health, can be linked to Healer's Hut


Anyway, can be mixed resources to generate others: (Like the glass)

Porcelain: Clay, Salt
Brass: Iron, Cooper (we don't have Tin to replace, use then cooper)
Jewels: Gems plus Gold or Silver

And can be made most of modern resources mixing ancient resources:
Stainless Steel: Iron, Coal (carbon), and Chromium
Ceramic Alloys: Clay, etc
Fiberglass: Oil, Salt, etc

Using this system mixing ancient elements do crate news, can turn the game more competitive, to don't flood the game with resources, just reduce the provably to they appear.

Good day for all and Thanks

CMKMStephens
May 25, 2008, 03:04 AM
On the medicinal herbs, I think rather than have it as a resource, instead the Healers Hut should only give a health bonus if a forest tile is present in the city radius.

gruffydd
Jul 18, 2008, 11:29 AM
Couple of gameplay ideas I'd like to see, if possible:

I. Units capable of capturing other units (ala Civ3 Mesoamerica mod if anyone remembers... the enslave option was pretty kick ass). This could be worked up into a system which much more accurately represents historical warfare... ships (i.e., piracy and Napoleonic war era), artillery/siege weapons, pre-gunpowder melee units were (and are to some extent) always susceptible to capture and assimilation. Right now, workers can be captured by some but not all units, so there must be a plausible game mechanic.

II. Defensive withrdrawal (I believe this was also a feature in Civ3 mods)... a unit with more movement points (and maybe a promotion) has a chance to flee the field of battle rather than be destroyed. Again, historically it's one of the reasons why the English + allies eventually beat Napoleon, why the English/Spanish/French conquest of the New World took 400 instead 50 years, and why there are still so many indigenous cultures left in the world, albeit reduced and largely assimilated.

III. Resource 'leak' or diffusion (sort of like the current Tech Diffusion in RomDCM+Bug): Again, historically, border cultures tended to steal, beg, borrow, or appropriate strategic resources from their neighbors. Although, apparently, there were no modern horses in North America in 1491, there were enormous herds and well-established horse cultures which exceeded anything the Europeans could even imagine within 100 years of the arrival of the Spanish. Same with metalworking and gunpowder to a lesser extent.

*edit* IV. The return of Zone of Control fortifications! Again, Civ3 concept which somehow got left out of 4 (maybe coinciding with the trend to appeal to LCD rather than us true strategy afficionados! ;)

I'm gonna post below on ideas for historical/alternative historical balance ideas that aren't gameplay as much as tweaking cultures, etc.

gruffydd
Jul 18, 2008, 11:47 AM
One of the reasons I enjoy playing Civ games in general is to try to create alternate histories, mostly just to amuse myself and assuage the bitterness factor (I'm of thoroughly colonized genetic stock).

I.e., It's fun to try to let Boadicea win against the Romans and the blasted English, and have a modern British superpower (or at least viable civ) that is actually British, and not just Franco-Germanic ;) In the same sense, it's a real challenge to try to have Native Americans in scenarios (18 civ Earth, Colonization, etc.) actually survive the twin Inca/Aztec and later Euro-trash axes of Evil ;)

Which brings me to my point: I'd really like to see some balanced scenario maps which give minor civs a fair chance at survival (and would also be more historically accurate). Case in point... 18 civ Earth map limits native american viability by, basically, withholding resources, which is of course historically and mechanically absurd. It's hard to create alternative histories in a game when resources limit you to meeting those redcoats with archers, longbowman, and dog soldiers ;/ Technology and civic choices are a more fair explanation for why american cultures were in some areas far behind Europeans. Also, give us some truth at least! We were far healthier than the English up until they gave us smallpox :nuke:

In addition to this, could some work be done on UUs and UBs ? Some of them are fantastically well thought-out and cool (iron-forge is pretty kickass), and some are absurdly underpowered, imbalanced, or just plain useless (fast worker anyone?) I'd like to see more UUs (two true for each culture + flavors) that are a bit more fairly balanced. US Seals are certainly a historically accurate UU, but... they always kick the hell out of my dog soldiers ;/

I'm not a proficient coder, and have limited understanding of python, etc., but I'm quite good at the text, worldbuilder tweaking, etc. and would be perfectly happy to lend my time and historical talents if necessary :)

arkham4269
Jul 20, 2008, 11:37 AM
I was wondering if there would be a way to have a unit go 'inactive' and it would stay and not be mobile and it's maintenance cost would go down to practically nothing. Then, during war, you'd pay a fee and then these units would reactivate.

As a history Geek and Guardsman of many a year, it makes no sense to keep lots of military units at full strength. That was the whole point of the Guard/Reserve system. Perhaps to enable this, you'd have to create a National Wonder.

Other than that, any way in Civ IV to have what they had in Alpha Centauri to have either 'blind' research or be able to say, "I want 40% in Growth, 20% in military, 10% research, 10% into culture" and then see what you get.

Of course I wish there was a way to have a percentage of your income (like culture or espionage) that would go to upgrade your military (especially for the AI) over time so we don't have late games with spearmen and axemen.

Preytor
Jul 20, 2008, 06:55 PM
I made this request once before, and want to bring it up once again in case something may have changed.
If it still can't work (as explained by zappara), perhaps it can still be implemented in some form.

Oh, what is it already??
Mastery Victory (as seen in ViSa)!

I loved Mastery for a victory condition cause I could build the UN, and do a Space Race without either ending the game.
These along with all the other regular victory conditions just add to your total score. Whenever the game does end, the scores will be tallied for all the civs, thus you have your true winner(s).

thx for your consideration
P