View Full Version : Rise of Mankind Addons
jooyo Mar 03, 2009, 01:59 AM I making 2 addons to RoM. First it's a graphical addon and a second it's a gameplay addon. Gameplay addon adding to RoM brigde building over see (range 2), teraform, better nukes. minefield and Sapper unit and much much more :) details and screenshots soon. Now it's in beta stage and I searching betatesters. If someone want to test new options please PM
EDIT:
Some screens...
Bridges:
http://i44.tinypic.com/315d2lu.jpg
Flying Spaceship:
http://i42.tinypic.com/rle2a0.jpg
http://i43.tinypic.com/2qs9x0g.jpg
War Improvements:
http://i40.tinypic.com/5kg8av.jpg
Missile Launcher - can transport rockets:
http://i44.tinypic.com/287ps3n.jpg
Poland Civ - with sounds and 5 unique units:
http://i39.tinypic.com/2rqoe48.jpg
Satellite:
http://i43.tinypic.com/fu2cmg.jpg
Advanced Combat Odds MOD (from: http://forums.civfanatics.com/showthread.php?t=310415):
http://forums.civfanatics.com/attachment.php?attachmentid=204447&stc=1&d=1235055492
and more... :) this addon is fully modular so if you don't like one of extras you can simply delete it from modules folder
Munger Mar 03, 2009, 01:20 PM Cool! Some good stuff here.
I guess the obvious thing would be for zap to add this into the full 2.6 release if you are both in agreement, and with some pre-testing to ensure stability.
Dancing Hoskuld Mar 03, 2009, 01:39 PM We really need those bridges and missile carriers:goodjob: Do the bridges carry electricity from the Three Georges Dam to the islands? I foresee a global electricity grid:mischief:
Are the satellites "real" ie orbit about the planet by themselves revieliing terrain in the early space age up to units in the more advanced space age. Or are they just units I have to move into position myself? Can they only be attacked by missiles and other satellites? Wouldn't want those dogs destroying them would we :) Yes, I have had this idea in the back of my mind for a long time but do not have the skill set (yet) to impliment it.
Azazell Mar 03, 2009, 02:24 PM Jooyo Wonderfull stuff! Greats!
jooyo Mar 03, 2009, 04:08 PM Dancing Hoskuld: No, bridges don't carry electricity from the Three Georges Dam :) Not yet;) I will see what i can do with this idea.
Satellites are only simple invisible recon units which we can move where we want. They are invisible units and only satellite can see other satellites :) Space Station can also transport 2 rockets... This is not advanced module but i can try expand it with your idea but after releasing final version of my addon. Final version I planning to release after converting it to work with final release of RoM 2.6. For now it working fine with RoM 2.5x.
Hiend Mar 04, 2009, 03:18 AM Bridges "must have", realy! Satellites should be once deployable like in C&C Generals.
zappara Mar 04, 2009, 06:42 AM Cool stuff! By the way those spacehips are used in RoM as future era ships too.. see Fusion ship classes ;)
jooyo Mar 04, 2009, 06:54 AM Zappara: I know :) My module add to this fusion ships "fly ability". Now they are not sea ships but flying ships :) This is a simple modification but a lot of people like it :)
royal62184 Mar 05, 2009, 09:36 AM Flying ships are awesome, so cool. Question tho. Are they treated like gunships that "fly" or on a different plane. Can they engage in combat with ground troops or do they fly over them?
jooyo Mar 05, 2009, 12:06 PM Flying ships are like any other land/sea unit but have ability to fly over lands and sea :) This is a simple modyfication of xml files and animations
royal62184 Mar 05, 2009, 01:16 PM So cool imo. I would love to see that in 2.6.
royal62184 Mar 05, 2009, 01:17 PM What about extending the bridges out indefinitely connecting continents. Maybe make it cost so much gold for tile?
schack Mar 05, 2009, 04:43 PM I think expanding them indefinately would not only be unrealistic but be a rather large balancing issue. You could counter that the cost of moving over oceans would counter that, but I'm not convinced that the initial costs will offset the gains. In any case it would be a nightmare to balance.
I do very much like the bridge building on coastal squares and it makes a lot of sense. It was actually something I thought of recently and found lacking. It's more the rule than exception to have bridges over short spans these days if it increases commerce.
I'm not sure if they should add commerce to the tile they're built on at the expense of a greater cost, but that would seem logical. That's not the same as to say it'd be good for balancing and the easier transportation should provide enough incentive on its own.
Bastian-Bux Mar 06, 2009, 05:55 PM Actually anything beyound 1 plot seems exagerated. Even in GEM you can connect France and England with a 1 plot bridge. New nano-materials might allow bridges that are longer then 50 km, though is there any need for a bridge longer then that?
Ki-Tarn Mar 10, 2009, 06:20 PM Cool I saw someone try the bridge idea before but then vanished. the one or two square sea bridge will make fixing the Tamriel map as it should be without the land plot over the mouth of the large river in southern Cyrodiil near where Leyawiin would be. So one can take a ship in to Cyrodiil without placing a city there. As well making it an island again.
Any idea when you'll be able to post the module, Jooyo?
jooyo Mar 11, 2009, 02:23 AM Ki-Tarn: I think some days after Zap release RoM 2.6 :)
darkecl Mar 11, 2009, 03:33 AM great work! , where is the link for the satellite and bridges ?
edit: ahhh ok u are making, im sorry but my english is very bad, and i can read like a 3yearsold kid..
hahaha
Civ Fuehrer Mar 12, 2009, 07:18 PM This looks wonderful, but a few questions about the mechanics and AI...
1. can the bridge turn, be diagonal, or fork?
2. what would prevent the AI from creating bridges to no where?
3. do the bridges create a proper trade route like roads and rails? or is it just an improvement to carry land units across water?
4. how do the land and water units react with each other?
5. if the bridge was pillaged by a land unit, what would happen to the land unit?
Also, either the spaceships or fusion ships should be of a different model to prevent lookalikes. Other than that, this looks awesome, keep it up!:)
little_cyclone Mar 13, 2009, 11:02 PM I like the rocket launchers! :) I always wanted a way to move my ICBM's out of harms way from a first strike ;) Or have a mobile Tactical Nuke platform to march with the army :)
Saew Mar 14, 2009, 04:26 AM :goodjob: This is brilliant! Every single game I think "Why o why can I only build bridges over teeny-tiny rivers, and not over one single square of water?!"
Yay!
zerog117 Mar 18, 2009, 09:29 AM looks awsome
will terraforming include forest planting and mountain busting?
jooyo Mar 18, 2009, 12:25 PM Terraforming only terraform simple terrain. For now there is no forest planting and mountain busting. Maybe in later versions i'll add this.
Shai_Halud Mar 19, 2009, 10:57 AM Finnish this mod. I needs to play it.
jooyo Mar 19, 2009, 12:37 PM For now i trying to resolve some strange errors, but I'll try upload it tommorow evening
any comments please post here: http://forums.civfanatics.com/showthread.php?t=314346
Chiyochan Mar 20, 2009, 02:30 PM This combat system looks amazing, But It would be even more amazing if you could band armies together and sort of simulate combat styles like in total War, where having a verity of units fight in a battle without expecting most of them to just die as you send them in one at a time.
zerog117 Mar 22, 2009, 01:01 PM CvGameCoreDLL.dll seems tobe crashing my my game after 680 ad seems do have do with 1 of my cities continueing to build anything
any1 else having this issue?
zerog117 Mar 22, 2009, 02:04 PM ok nvm its has somehing to do with guilds + christainity + templar buildings i think
betto Jul 25, 2009, 12:04 AM If possible you can turn montains usable again in our addon for ROM? like in this mod for vanilla http://forums.civfanatics.com/showthread.php?t=311211&page=2
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