| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#121 |
|
TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,507
|
Okay!, no one thinks Storms are out of Control but me!
![]() Those 3 screen shots were only about 1/3 of the ocean on a Giant fractal Map. So far all the ocena I have explored is like those 3. It's a literal maze to circumnavigate the globe. Maybe you all like this! I'm not too keen on it. JosEPh
__________________
"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
|
|
|
|
|
#122 | |
|
The White Wizard
|
Quote:
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
|
|
|
|
|
|
#123 |
|
TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,507
|
The 1st time it was. But afterwards it gets tiresome.
Those coastal storms have been in place since I got galleys. They take hundreds to a thousand game years to Move, not Dissapate. They should dissipate. I also get repeated msgs each turn that a "Storm has formed near X City". It never left X city's boundaries to start with. JosEPh
__________________
"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
|
|
|
|
|
#124 | |
|
The White Wizard
|
Quote:
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
|
|
|
|
|
|
#125 |
|
TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,507
|
No, no ModMods. It's 2.8 Lite straight up with no vassals and No Rev. No Hotfix either since I wasn't/ain't playin REV.
JosEPh
__________________
"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
|
|
|
|
|
#126 | |
|
Divemaster
Join Date: Feb 2009
Location: Denmark
Posts: 2,538
|
Quote:
![]() BTW The jungle camp should be available with stone tools, not iron working.
__________________
"Believe nothing, no matter where you read it, or who said it, no matter if I have said it, unless it agrees with your own reason and your own common sense." Buddha |
|
|
|
|
|
|
#127 |
|
King
Join Date: Jul 2009
Posts: 667
|
vincentz, I gather that's your creation then? Thanks! I meant that I never even moved the workers to jungle tiles until I could cut them. I'll know better next time.
For the forest camp, I kind of picture a treehouse or a hunter's stand, but I'm not sure why either would spawn apples and lemons. Maybe it makes sense if we think of the camp having a survey effect? I also think that having 'ancient ruins' around from the beginning of the game doesn't make much sense. Maybe we could have none when a map is generated and have city ruins have a chance to generate them each turn, or with a fixed probability when a city is razed? |
|
|
|
|
|
#128 | |
|
Serious.
Join Date: Jan 2006
Location: New Zealand
Posts: 372
|
Quote:
And for something completely different, since we have 'ammunition' as a resource, why not make construction of certain units dependant on it as opposed to the tech itself? Or a second resource called 'arms'. I'm thinking here about Imperial-Native interactions and the proliferation of arms in the colonial period, especially thinking of Native Americans or the Maori (New Zealand/Aotearoa). You wouldn't say that their 'tech tree' was anywhere near flintlock or whatever, but they quickly became highly proficient in the use of arms, even if they were second hand or inferior ones. Being more knowledgable on NZ history (being from NZ), muskets were one of the major trading items in late 18th century and early 19th century New Zealand. They were to put it crudely, the great 'leveler'. When your societal position can be determined in a martial culture through close combat, a musket could put a hole in the mightiest chief without much too much skill. In the 1820s a mass purchasing of muskets by two major tribes (one in the North of the North Island, one in the South of the North Island) led to the 'musket wars' which overturned Maori tribal geography with little empires and hegemonies formed. The mass purchasing came from a proliferation of surplus arms following the end of the Napoleonic wars in Europe. These earlier wars in NZ ended not really due to victory, but when all the tribes had muskets and some proficiency and the advantage was lost. Later wars in the 1840s through to the 1870s saw the British Army harried, and even defeated on occasion by Maori armed with the latest rifles. The advantage to this in terms of Civ4 would be: - to (moderately) arm your vassals or allies without having to give up your tech's - with the arms 'prefabricated' as such, lower level civs could build somewhat more powerful units quicker. You could trade arms to smaller civs neighbouring your enemies if you want to cause chaos. Last edited by CMKMStephens; Nov 06, 2009 at 03:04 AM. |
|
|
|
|
|
|
#129 |
|
Prince
Join Date: Feb 2008
Location: Poland, Warsaw
Posts: 468
|
Not much experience with 2.8 but I can admit that storms, which I generally find as a nice and interesting idea, went out of control. They make sailing almost impossible, and all you have to do is repairing your ships each time you move couple of tiles.
|
|
|
|
|
|
#130 |
|
Deus Caritas Est
Join Date: Mar 2006
Posts: 16,092
|
I really liked the Industry very useful for hammers
__________________
Ex umbris et imaginibus in veritatem Cor ad cor loquitur |
|
|
|
|
|
#131 |
|
Deity
Join Date: Mar 2009
Location: Hanover Park, IL
Posts: 2,786
|
Yeah, Vincentz is a brilliant modmodder in addition to Afforess, Dancing Hosuld, and few others
.
__________________
"The best [mod/modcomp] releases are things you did for yourself, as then you are less upset if it appears that nobody else is using it at all. " Xienwolf (responding to a potential modder in SDK/Python forum) You want to play superb Civ4 game? Try Rise of Mankind's expansion A New Dawn by Wizard Afforess. |
|
|
|
|
|
#132 |
|
Chieftain
Join Date: Dec 2007
Location: Cleve-Land
Posts: 91
|
More realistic wear & tear
Maybe in future versions we should be thinking of units going through wear & tear for land and sea travel. Omit the 'Storms' and instead have all naval units that travel outside of their cultural borders on a coastal square get a (for example) 10% chance of losing 1 strength point; if on ocean square a 75% chance. Docking in another friendly Civs port city (or your own) would restore it. Hoovering around endlessly in coastal or ocean squares without docking in ports would thus be costly. [Port of call?]
Square / Within Boundaries / Outside Boundaries Coastal 5% / 10% Ocean 40% / 75% Land units could also experience wear & tear when going through a jungle or hill square (with no road) 15% chance. IRL, land units have to use up supplies when traveling through rough terrain, and also loss strength due to illness/disease. This would radically shift how units would move. Now in 2.8 and previous it was better to move through rough terrain for defensive bonus against possible attacks. This alternative would change this so it would be better to stay more on roads and less in rough terrain.
__________________
Col. Mussbu |
|
|
|
|
|
#133 |
|
The White Wizard
|
With the way storms, by all accounts, seem to be slowing the game down, I think that storms should be removed from the main RoM mod, and added back in a modular form, in the unloaded Modules folder. They, if players decide they want them, they can put them back in, by just moving the folder, and the rest of us get a much faster game.
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
|
|
|
|
|
#134 |
|
RoM/AND & C2C player
Join Date: Mar 2004
Location: Western Michigan. For some reason..
Posts: 338
|
If storms are whats slowing RoM down, I'm all for it.. the 2-3 minutes between turns is getting frustrating, as well as having 1/3-1/2 of my seas coated in storms... :/
__________________
"Never interrupt your enemy when he's making a mistake." “The art of war teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable.” - Sun Tzu |
|
|
|
|
|
#135 | |
|
Warlord
Join Date: Sep 2009
Location: Halifax, Canada
Posts: 230
|
Quote:
|
|
|
|
|
|
|
#136 |
|
Pack Leader
Join Date: May 2009
Location: Right behind you
Posts: 96
|
Hey Zappara, would it be possible to add a feature that tells players when their units are ready to upgrade once they have researched the technology? It would work like if you research Feudalism, then a message will come up in the event box saying that your Archers are ready to be upgraded to Longbowman for (insert amount of required gold).
|
|
|
|
|
|
#137 | |
|
RoM/AND & C2C player
Join Date: Mar 2004
Location: Western Michigan. For some reason..
Posts: 338
|
Quote:
__________________
"Never interrupt your enemy when he's making a mistake." “The art of war teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable.” - Sun Tzu |
|
|
|
|
|
|
#138 |
|
Pack Leader
Join Date: May 2009
Location: Right behind you
Posts: 96
|
|
|
|
|
|
|
#139 |
|
Chieftain
Join Date: Oct 2009
Posts: 82
|
|
|
|
|
|
|
#140 | |
|
Warlord
Join Date: Nov 2005
Posts: 142
|
Quote:
maybe ancient ruins once plundered convert into a caravan unit which is can be captured, like in Colonization? which makes me wonder, does plundering Gold Mines with Shaft Mining cause a greater plunder amount? ![]() --------------------------------- i love to run with stuff/ideas/hypothesis (agreed on mountains, and again will pitch that a fort is all messed up and should be reworked in RevDCM asap)... because it drives Zappara nuts. ![]() oh, i just read all seven pages of the new 2.9 forum thread here. and from the silly notes of playing over the years >>> i love using signs, the ALT S or whatever it is, to give me game notes written literally on the map itself. when i lost the Encyclopedia wonder by one turn my hatred of the Byzantine empire was so great i wrote 3 or 4 signs to remind me of which city built it and to punish him... ![]() signs in multiplayer can be a blast, i will name some mountain chains for teammates that are taking too long turns... and other map geographic locations: gulfs, seas, peninsulas, etc.and i like bunnies.
|
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Welcome to Rise of Mankind | zappara | Civ4 - Rise of Mankind | 73 | Feb 22, 2013 09:56 PM |
| Rise Of Mankind Expansion | zulu9812 | RoM Modmods | 46 | Aug 09, 2009 03:26 PM |
| BED01 - Rise of Mankind | BurnEmDown | Civ4 - Succession Games | 4 | Sep 18, 2008 02:03 AM |
| Rise of Mankind 2 MP? | Suppenknecht | Civ4 - Rise of Mankind | 4 | Aug 09, 2008 10:08 PM |
| Rise of Mankind v2.0 discussion | zappara | Civ4 - Rise of Mankind | 267 | Jul 24, 2008 01:23 AM |