View Full Version : Focus in future versions


zappara
May 13, 2008, 07:11 AM
I'd like to hear your opinions on what aspects this mod should be improved in future versions. You can choose multiple options.

Edward The Big
May 13, 2008, 07:36 AM
Bug Fixes, obviously. I'm not sure I want to see any more religions.

I wouldn't mind seeing the 3 or 4 new Great people that tsendom has created added. That looks cool. I also would like to see more leaders for the vanilla BTS civs. That along with the Extra Civ pack adds a lot to the game.

Good work on the mod. :goodjob:

Nordfeldt
May 13, 2008, 08:17 AM
Bug fixes definately!

But I would also like to see some cooler units in future age... It kinda bugs me that when I have fully upgraded all my units in future age I have a zombie army of gentic- and supersoldiers, an airforce of remote controlled mini aircraft, and a navy of weird ships :confused: instead of regular soldiers.

So perhaps replace some of these units with others, or leave them out entirely???

And also the [module] UN forces modcomp integrated :)

Matt0088
May 13, 2008, 01:19 PM
Once you get the majority of the Bugs fixed,
I say that you should try to make the game as balanced as it can be.
As it seems that this will be your last major update (Other then patches) for RoM.

Maatissi
May 14, 2008, 01:42 AM
As the primary ones; bug fixes and balance have been pointed out so diligently already:

Unit graphics mostly meaning those flavor "UU's" like eg. the ancient Roman auxilia-troops (cavalry), Japanese sengoku jidai Ashigaru, modern stuff like the T-34, MiGs, historical ship classes etc. etc...

Also, there is still some unfinished work assigning these already existing flavor units, especially with the Extra Civ Add-on Pack new Civilizations, but also with the basic ones.

There are so many beautiful historical units available that I strongly recommend adding those into the mod, as they greatly boost the atmosphere of gaming experience and historical (graphical) accuracy (if they even are two separate fields?! :D )

Cuteunit
May 14, 2008, 04:44 AM
I don't care about the graphics. Most are just sharecropped from other mods as it is, and that's OK. I love shinies but that's far secondary to..


balancing modern age/future age. By far number 1 priority here.

Maybe dial back all the amazing structures that add 50%-200% science output ( labs-tech capitol etc) to half of this, AT MOST.

It's a bit silly when you're running on marathon and researching a tech named "Sentient Earth" in two or three turns.

More +science buildings need to come from the regular building pool and not from Wonders, so the AI has a prayer of keeping up with players in that arena. Every single ROM game I've played on has turned into a scenario where I had lightsabers and the AIs still had Riflemen at best.

Units need to be balanced too. Super Soldiers dont really hold any candles to Special Infantry, and of course the Mechs are just as bad as they were in Next War.

Empiremaker
May 14, 2008, 04:29 PM
I would like to see the Late Industrial to Future age balanced better. The tech pace is good until then, but research times drop to 2-3 turns (Marathon, Monarch). I was producing the early tanks in 1 turn in my best cities, and 2-3 in the others, and having +1800 gpt at 100% science.

I would also like to see cottages improved. Specialists are too powerful because first, farms produce tons of food, then it is multiplied by buildings, then applied to super-powerful specialists. In the example above, each specialist produced +2 gold and +2 beakers above the normal amount. Cottages are so much weaker because there are few commerce multipliers, but many gold and beaker multipliers.

JosEPh_II
May 14, 2008, 05:22 PM
While I'm still learning RoM's intricacies I have noticed that I rarely build cottages. In fact even in vanilla 3.13 BtS I rarely found the need for them. It doesn't bother me either that they are not needed as much as in prior CIV versions. But it seems to for others.

As for balance issues, with an expanded tech tree, the *core* techs that players "rush" for need a bit more diffusion. So that the added techs become more of a building block and present new options/paths. You have done so already somewhat. But now comes the tweaking time, to refine those new techs.

I must state that I do very much like the requirement paths that you've incorporated into the tech tree. Convolution works there. And is a solid foundation to work from in refining.

My current RoM2.0 game is Huge with 9AI Civs Epic speed Island world, Warlord level. I'm just hitting 1903AD and while I lead Brennus by 400 pts I will just be getting railroads in 3 turns. The Barbarians have several large islands to themselves and Naval supremecy is a must. Focusing on just building and research has gotten me in trouble several times already by the AI invading with massive stacks. 3 and 4 defenders per city just isn't enough to keep them out, even with crussaires and minutemen. I really hated to see monasteries become obsolete. I like the religion options and combinations.

JosEPh

ersner
May 15, 2008, 01:52 PM
I would like to see new components merged, especially the Immigration mod ,and Great person mod.

Also, it would be nice to expand the future age somewhat, and add new civics and civic options.

I think there is enough religions already, so maybe add some new corporations , especially some using the new resources, like salt, lemons or hemp.

zappara
May 18, 2008, 07:50 PM
I guess I could have left out bug fixes option from the poll, since that's top priority anyway for me. Balancing late eras is another high priority too and will be looked into soon. Problem with this has been that whenever I make changes to earlier eras, effects from these carry over to late eras so early stuff kind of needs to be "set in stone" which they start to be now. I've added couple easy-to-make events to next patch and I'm starting to understand how event system works so it should get easier to add more events in future. :) I've looked around for extra resources as well but haven't tried to add bonuses or change anything how resources work - adding more would require me to edit gamefonts more and as you can see from RoM 2.0, those files aren't exactly 100% working yet even with new religion icons (I just hate those files :D)

So probably next week patch that should fix most issues that have been found so far - after that I'll go for the options what you have voted for. :)

CMKMStephens
May 18, 2008, 11:54 PM
Probably unit flavour, some civs are naturally very well developed, others like the new ones are limited to oneUB/UU

Commander Bello
May 19, 2008, 03:49 AM
Bug fixes, resource system and events.

Eye candy is a nice to have, but the least important thing in my opinion.

And I would like to ask you to give the religions a second look, as I feel there are still some flaws (spreading of the non-missionary religions, the economical and scientific dominance of Judaism, to mention the two most significant ones).

Matt0088
May 19, 2008, 03:11 PM
Are you going to try to put more than seven civics in?
because if you are then you can't really start balancing any eras.

little_cyclone
May 19, 2008, 07:07 PM
Are you going to try to put more than seven civics in?
because if you are then you can't really start balancing any eras.

Zap has previously said he's going to try and add the mod (its name escapes me) that puts scroll bars on the civic page, which I hope is up near the top of his to-do list :D

zappara
May 24, 2008, 09:11 AM
Are you going to try to put more than seven civics in?
because if you are then you can't really start balancing any eras.Well, I have material for several new civic categories but because there's no scrolling civic page available that doesn't require SDK skills to merge it (one in World of Civilization mod), I won't be adding those new categories. Adding more civics means existing civics would have their effects tuned down / split to new ones to compensate the balance issues that might rise from this. Basically, if some coder (like Kalimakhus), provides me a new DLL with those scrolling functions, I might do these changes. ;)

Another civic idea what I'd like to have is a summary page that would show what the combined effects of chosen civics would be.. would make it bit easier to see the overal picture of your civics.

RobO
May 24, 2008, 11:05 AM
I voted "Something else", so I guess I should clarify :)

The more I play this mod, the more it strikes me that some balancing is needed. In general, I think there's too many ways to provide happiness, and money is easy to come by as well. For example, the Jeweller (not the right name, but it escapes me right now) provides +20% income and one happy face for each of gold, silver and gems. It is a bargain. +10% income and one happy face for just one of the three resoources and I'd still build it.

But this kind of thing needs to be looked at across all buildings and resources to make sure that costs and effects are balanced, and that the effects appear at the right time. I'd like you to put some effort into this, zappara. Or recruit someone to provide a suggestion (not me, I'm sorry).

It's mainly money (tax income and trade) and science buildings that have problems. The military buildings work quite well.

JosEPh_II
May 25, 2008, 03:09 PM
I went with something else too.

And I agree somewhat with balance. But balance to one may mean something else to another.

Spreading the bonuses and penalties out a bit more is more of what I have in mind. Some tech do a myriad of things while others do 1 simple thing, like add a new religion. Maybe some of the BIG techs need to shed a bonus or penalty or 2 and the simple 1 change Techs need some of the Big's extra stuff, if you get my drift?

You Have addressed some of this already by making the Tech tree contain 230+ techs and you Have created dependencies that are really quite intriquing. I would like to see this expanded/refined if you do anything else to tis mod.

And one last thing, Please let there always be a Main RoM Mod and let the Other combined Mods be electable add-ons, like the kalimakus' add-on.

Thank you zappara.

JosEPh :D

zappara
Jun 05, 2008, 10:58 PM
Bump for this poll.. the more votes we get, the better. ;)

@RobO

Note that those bonuses from Jewellery were in normal BtS in Forge building. In RoM you'll have to build Forge and Jewellery to get the same effects. Plus you'll get that gold bonus but it takes longer to build two buildings than one - so I think those buildings are quite fairly balanced now

RobO
Jun 09, 2008, 09:23 AM
@RobO

Note that those bonuses from Jewellery were in normal BtS in Forge building. In RoM you'll have to build Forge and Jewellery to get the same effects. Plus you'll get that gold bonus but it takes longer to build two buildings than one - so I think those buildings are quite fairly balanced now
I build the Forge anyway, unless I have severe health problems - it has more uses than supporting Jewellery. What I'm saying is that if I have a happiness problem in a city, the Jewellery is often the cheapest way to solve it. The same applies if I have an income problem. Assuming i have a Forge, which I usually do at this time.

Nightguard
Jun 10, 2008, 06:31 AM
I have to agree with your statement that balance means different things to different people. That said, however, I think one thing that many of us have noticed is that research winds up happening very quickly in the modern age. Granted, I've not played the modern age on Marathon, only on Epic, but I experienced the research acceleration there too. I'm not sure if it's more pronounced on Marathon; other players would need to speak to that.

As some other posters have mentioned, the ability to get +100% or more to both research and wealth in most of your cities due to buildings is a significant departure from the balance that occurred in vanilla BTS. I don't have any problems with it, but it does mean that things are going to accelerate much faster than they did in BTS.

Amom
Jun 13, 2008, 08:32 AM
Hello to all

The opening of borders are something I do not understand in civ. If the borders are opened, the game does so much for the transit of troops as for the commerce; until it is regulated in the UN. For example at the moment, between Spain and Poland we have a commerce agreement, but the troops cannot enter, this does not have nor that to regulate the UN. A note more; historically many kingdoms dealt with Genoa for example, but to see if it were happened to them to enter there with his troops. I think that it would have of having two different treaties, one for I exercise, the right of way of the civ III and, another one for the commercial opening. I do not know if this is difficult to modify.
I have observed another thing in the game, overflow of hammers, is understood that it is an overproduction of hammers, but the game returns to again apply to him to the advantages obtaining therefore an extreme overproduction; I do not see it correct.
Would be much to request some leader more altar the civilization of Spain?
This mod full of complexity deserves one more a detailed inspection. It is very difficult to take the control of all the cities; for that reason I ask if the integration of custon were possible domestic advisor among another types of aids.
Thank you very much to all who participate in this fantastic mod and, in special to Zappara.

zappara
Jul 02, 2008, 09:17 AM
Just starting to work on next patch (v2.3) and it will be concentrating on events. I don't know how many events I can add and get them to work. Already on 2nd new event I ran into problems and had to make python code block for it to work correctly and I don't even know much about python yet! Took several hours just to get that event work :D I won't reveal what kind of events there will be but the goal is to add lots of them. After seeing how slow it was just to make 2 new events, I'd say it takes about month (or 2) to make the patch.

ganjha
Jul 04, 2008, 02:49 PM
I'd like to see the U.N. become more realistic.

Civ Fuehrer
Jul 04, 2008, 03:06 PM
I'd like to see the U.N. become more realistic.

details, need details. Anyway, do you mean like put in that U.N. peacekeeping mod?

Preytor
Jul 04, 2008, 03:13 PM
I'd like some more civics. Units for WWI and II. Units for Industrial era. More units and balance for Modern and Future age.
I'd like to have NAM merged for a lot more nuclear buildings and units.

Stability is the highest priority for me.

Some more Civs would be nice, but this is less important than the above comments.

Don't care about movies for wonders and stuff (I always leave that turned off anyway).

Mister Giggles
Jul 04, 2008, 03:32 PM
I'm about to go on a rant, but the summary is, before we even begin: Keep it fun.

While I agree that the modern tech rush should be a touch slower (A technological singularity not withstanding), it shouldn't be via what others have suggested - a overhaul of the bonuses and negatives given to the player as s/he advances. Indeed, this is in fact the strength of Rise of Mankind: You reward the player for advancing in technology, and the rewards, as they should be, get bigger the more advanced the technology.

Instead of doing what you did in previous versions (Annoying me greatly), which was having a bonus with a negative on more than a few techs, you instead add in counterbalance. Make it seem natural in the gameplay.

Such as, technologies being too easy to gain late game? Make them more expensive. Relatively impressive buildings (Skycraper, Orbital Facility), Wonders (Theory of Everything) too cheap to construct (Which they very, very easily become)? Make them more expensive. Balance it out with the gains, so while you ARE gaining, it also doesn't become a scenario where you can build anything in one turn and you discover a tech every turn.

Personally, I ENJOY 70+ population cities that produce thousands of resources every turn, and it's easy for you to both let me keep that AND ensure the game doesn't become a (Very) boring series of build projects. After all, there's no use in having thousands of resources if they cannot, at some point, be applied towards something.

I do warn you, however, that you can only do so much. You could pull a Blizzard and have everything so balanced out it all seems a moot point, but you have to understand that there are two equations in this: The player and the AI. Players can keep up with each other. The AI rarely keeps up with a decent player in the normal game, and they stand even less of a chance in Rise of Mankind.

Why do I bring this up? It's been mentioned in conjunction with a suggestion to overhaul the balance so the AI isn't so far behind. However, RoM adds so much - tripling the amount of game, in essense - that while I can understand and use the additions and changes to my advantage, the AI can't. It only does what it always does, and as the modern age kicks into gear and the truly advantagous advances become available, it starts falling behind with a general inability to use them for its own gains. This is a flaw of the AI itself, not of a gross balancing error. It simply can't use the numbers and tweaks and units and whatnot thrown at it.

The jist of all this is the AI screws the pooch on having a late game technology madness fest* unless some form of help is given it, or it's somehow altered to take advantage of the gains you're allowing it to have.

*Speaking of fest, I ran a game last night on auto until around 2250 AD...the three AI civilizations were still using barely passed modern technology. However, since I wasn't involved, and there weren't many more Civs, it's possible that with the lack of tech trading/threats from more advanced neighbors they had no urge to get their rear in gear and tech up.

ganjha
Jul 11, 2008, 02:58 AM
details, need details. Anyway, do you mean like put in that U.N. peacekeeping mod?

I'd like to see the U.N. vote on resolutions more often, and differently than is done today. So you would ban a certain civic, lets say slavery, but not force all civs to with Emancipation (or not).

The U.N. should be a powerful way to enhance diplomacy and needs a lot of rework in general.

There is also another thing I'd like to see in a mod (and jdog5000 is working on it) is the possibility of confederations, or something like the E.U. -> U.S.

Suppenknecht
Jul 13, 2008, 12:10 PM
There are just minor things which i would do/change in a furture Rom. As Rom is the only mod of civ 4 i actually like (i played them all, included civ 1), and i never registered in forum to talk about anything diferent than Rom. Here is what i would change:

1. The Nuklear theme need to be changed a bit to make it more realistic. I have seen some nice threads about it. (Also mods)

2. I personally find the Final Frontier ship models ugly for future, and some other future units are unproportionally sized and therefore look abit arkward too.

3. Rom + Rev + Dcm + Influence Driven War + Bug is Genius! :goodjob: Get ride of the bugs as main priority.

4. I need a 100 players Dll to work with Rom +Rev + Dcm + Influence + Bug lol
To give the Gigantic map the extra bit of life it needs. 34 civs for gigantic is not dynamic enought to make it feel epic :lol:

But anyway. So far the job`s of everyone done in this mod is top! And i personally need to thank u guys to make me play civ addicted again :)

Bezhukov
Jul 16, 2008, 10:24 PM
Getting the AI to master all the intricacies of RoM is a herculean task. I say let it cheat throughout the game, not just the beginning. As it is, I have to play on Deity, and it's still a case of surviving to the Industrial Age = winning. Easily. Although getting to space before an AI cultural win can sometimes be a little dicey, short of military solutions. Of course, now the main threat is CTD's.

french civ fan
Jul 17, 2008, 01:35 AM
I would like more MODS merged into the next version, specificly the UN MOD..having that alone creates a much more fun experience:):)


EDIT:I noticed many others are requesting updates UN also:)..at least add in UN MOD:)

sickre
Jul 17, 2008, 03:37 AM
1. Fix future age CTDs
2. More units and an expanded tech tree for all ages with more buildings, wonders, everything!
3. Merge 34 civ DLL as standard (This was the only reason I downloaded Rev addon)
4. Merge inquisition mod or feature
5. Less religions, or a way for old religions to decay unless their buildings are actively built etc.

Amom
Jul 21, 2008, 05:31 AM
Would be possible to put towers like in civ 3, to see what happens and if the enemy comes?

zappara
Jul 21, 2008, 10:43 AM
Would be possible to put towers like in civ 3, to see what happens and if the enemy comes?
No, improvements do not have option in the xml files that would give them wider visible range.

gruffydd
Jul 22, 2008, 11:16 PM
Ok, how bout this one ;)

Is it possible to do some fine tuning of the espionage system? Since 3.17 and RoM 2.2, I find that spies are completely out of control... If I share a landmass with any other culture, seems like starting within 10 turns after alphabet I get constantly zerged by spies, so that by time I hit late medieval period it's not uncommon to have 3-5 enemy spy actions every turn for the rest of the game. I can make them 90% ineffective by concentrating on boosting my own espionage rate and buildings, posting spies, etc., but it gets to be really frustrating and, imo, pointless.

I suppose it's a superb way for vassals, weak neighbor civs with no chance of military conquest, etc. to be a royal passive-aggressive pain in the ass to my civ, but... it sucks. And I hate to turn it off completely (needs to be a middle ground).

This didn't seem to happen before. I also wonder if civs bombard AI civs with spies too, or is it every single AI civ just constantly destroying my farms ;/