Focus in future versions

On what should I concentrate in future patches?

  • Bug fixes

    Votes: 47 64.4%
  • More balanced modern/future age

    Votes: 30 41.1%
  • More flavor units + other graphics

    Votes: 24 32.9%
  • More complex resource system

    Votes: 22 30.1%
  • More events

    Votes: 22 30.1%
  • More corporations/religions

    Votes: 10 13.7%
  • Expanded future age

    Votes: 22 30.1%
  • New mod components merged, please specify

    Votes: 11 15.1%
  • Something else, please specify

    Votes: 5 6.8%

  • Total voters
    73
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:
 
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 :)
 
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.
 
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 )
 
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.
 
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.
 
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
 
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.
 
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. :)
 
Probably unit flavour, some civs are naturally very well developed, others like the new ones are limited to oneUB/UU
 
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).
 
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.
 
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
 
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.
 
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.
 
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
 
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

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.
 
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.
 
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