Requests for future updates

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.
 
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.
 
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.
 
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. :)
 
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...
 
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:
 
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.
 
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:
 
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..
 
"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"... ;)
 
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.
 
@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.
 
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.
 
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.
 
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

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.
 
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