Version 2.3 feedback

AI's overuse of cottages, even to the inclusion of using resource tiles for cottage building if AI has resource already.

This needs to be looked into. Especially if you conquer an AI and Every Tile has a cottage/hamlet/village/town.

The AI Loves it's cottages! ;)

JosEPh
 
Something i'd really like to see fixed are tile improvements balancing. As it is now cottages are way too powerful.

With the right combo of civics, traits and building they can go up to something like 6:food: 6:hammers: 10:commerce: no other improvement is nearly as powerful.

In my opinion cottages / towns should be more like workshops. They eat the food on the tile (maybe leave it as it is at start and get -1 and -2:food: as it grows to town to simulate the increased population needs) to produce commerce (taxes) instead of hammers.

That way city management would be much more realistic as you have to balance food production to actually be able to sustain either commerce or hammer output.

Also other resources need to be more in line with the production of cottages, for instance a gold mine should always bring MUCH more commerce than a town tax collection.

As for water tiles they need to be improved a bit too. As it is now a coastal city is very gimped compared to an inland one. The commerce bonus from the port is not enough to cover the expenses of being forced to build more infrastructures and the loss in terms of food commerce and hammers. You should raise food from water tiles by 1 and maybe even give an extra commerce too. Also you should be able to place fishing boats on every water tile, not only on resource tiles. After all you can build farms on normal plains why not being able to go fishing on normal water? ;) sure the results will not be optimal (maybe only +1F) still it's better than nothing.
 
I agree bugio, cottages maybe could use up no food, but as they increase a village, -1 food, and a town -2, and so on. But I don't like the fishing boats idea. That would lead to more spamming of fishing boats, and I hate making them already, plus your city would starve if pirates came and razed the improvements, or blocked the trade.
 
As for water tiles they need to be improved a bit too. As it is now a coastal city is very gimped compared to an inland one. The commerce bonus from the port is not enough to cover the expenses of being forced to build more infrastructures and the loss in terms of food commerce and hammers. You should raise food from water tiles by 1 and maybe even give an extra commerce too. Also you should be able to place fishing boats on every water tile, not only on resource tiles. After all you can build farms on normal plains why not being able to go fishing on normal water? ;) sure the results will not be optimal (maybe only +1F) still it's better than nothing.

Genghis Kai did something in his mod that I thought was a really good idea; make all water tiles produce 1 food, 1 hammer and 1 commerce, with harbors adding another commerce to water tiles in their city to bring it up to normal. I made this change to ROM (but with 2 food instead of 1) and like it a lot. It also helpes the AIs and their 1-tile-island cities of which they're so fond.
 
I just used AI Autoplay (part of the revmod) on a new blitz game with the 2.31 patch, but I still got a CTD on 1996. I was hoping the patch would fix the CTD problem
 
+1 with Bugio.
Cottages could use more food when they become bigger.

I think there's a problem with gold mines too.. but if a mine produce let say 10 gold at first, the player who have one in it's starting plot is a sure winner.. ;)
 
Another improvement maybe is this:
Great person are really interesting. But could we make them more interesting and realistic? I like the idea of great person to build special buildings. As it is in RoM now, a merchant can build a national bank, an engineer can hurry any building.. etc.. the problem is that the pool of GP is quite messed when you start to build wonders and so on.. even when you try to focus on some special GP, there's always a city where the cpu put some damn spy GP you didn't asked for or such... and when you succed to keep your GP pool clean, you can only have one kind of GP.. I think the system could be better.

My point is this: Could we maybe separate the GP generation? Have a counter for each type of GP? I don't know if a local (by city as it is now) or global counter (like the great general one) is better but it would allow more possibilities for the game and we could even add more type of GP!

Some possibilities:
- Found religions only with great prophet. The pre-requisite tech have to be known.
(for example, polyteism would allow a great prophet to discover hinduism but would not automatically found Hinduism)
- We can even imagine that the prophet becomes a missionary after the religion is founded! or maybe that a new GP could spread the religion in 2 or 3 random cities of the continent..
- Scientist could discover bonuses that could be used for military (special kind of steel for better swords..) or discover special resources to help your cililization (health,..)
- Add more here! :)

Of course it's just an idea and it would require a lot of thinking before actually doing it but I think it have potential. Code-wise is it possible? Difficult?
I'm willing to help of course if you are interested by the idea. ;)
 
Missing unit action buttons for riflemen of Arabia, started in the industrial age.
As well as the city screen seems to stick around for a while.
Heres the save,
 

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I dont know if you guys allready know it but as it has appeared several times to me now I wanna tell you about it:

if a city has many buildings the forge may disappear from the list, although once built. Not only that its not listed anymore, its not re-buildable either (as you might suspect it was destroyed by fire eventually, which i would have missed perhaps), like in other cities, which still can build it, if they havent done that yet.
That sucks sometimes very much because some (national) wonders or other buildings require the forge.
Same thing with shipyard. In a city where I once wanted to build magellans voyage, which requires a shipyard, and allready had built a drydock, too, only the drydock was still there, the shipyard had disappeared from the list and wasn't rebuildable. :(

And one thing about the crusader unit (you need a special tech - fundamentalism - you need the King Richards Crusade - you need gold, silver and gems, otherwise its pretty expensive to produce plus you can only produce it in the city where king richards crusade was built):
Give it the ability to build fortresses, like elephants can do!

And one more thing: Give fortresses a zone of control, please - or at least some kind of opportunity fire, or a better chance for opportunity fire if a siege unit is stationed in it....

Regarding this I would like to see a graphical "frontline fortification improvement", one ancient one (like limes) and one modern one (like trenches). Perhaps forts standing side to side could form a special kind of graphic.

As mentioned in the other thread, just because cottages are too powerful..

...or the farms are not powerfull enough... I personally never build any farms anymore, and workshops neither, not that i have built them ever before... :rolleyes:

- Found religions only with great prophet. The pre-requisite tech have to be known.
(for example, polyteism would allow a great prophet to discover hinduism but would not automatically found Hinduism)
- We can even imagine that the prophet becomes a missionary after the religion is founded! or maybe that a new GP could spread the religion in 2 or 3 random cities of the continent..
- Scientist could discover bonuses that could be used for military (special kind of steel for better swords..) or discover special resources to help your cililization (health,..)

Great idea!

P.S. in another thread I read about decomissioning troops as an idea for a mod. Instead of only destroying a troop you could re-settle it in a city, perhaps contributing to the output of food, science, military strength of new units etc. Of course it must be prevented that spamming cheap troops to abuse the bonusses for settling them in a city etc.

P.P.S. one last thing: the AI way of researching the tech tree is too similar, as well as their choice of civics is: this leads to a very slow progress in the early renaissance age, when I always get miles ahead (even playing at higher difficulties like monarch), just because i mostly avoid to have too many civics with -25%, -10%, :science: etc. The AI does not calculate that really well.
 
I just used AI Autoplay (part of the revmod) on a new blitz game with the 2.31 patch, but I still got a CTD on 1996. I was hoping the patch would fix the CTD problem
v2.31 patch didn't fix that CTD bug but the good news is that today when I updated BUG mod in RoM from v3.0 to 3.5 version and made few other changes the CTD bug disappeared. Seems that the cause was for that crash bug was some sort of conflict between BUG and Revolution mod components. I'll be running more tests but v2.32 patch should be ready soon... merging new BUG mod caused number of new glitches that I got to find and fix first (most fixed already).
 
I dont know if you guys allready know it but as it has appeared several times to me now I wanna tell you about it:

if a city has many buildings the forge may disappear from the list, although once built. Not only that its not listed anymore, its not re-buildable either (as you might suspect it was destroyed by fire eventually, which i would have missed perhaps), like in other cities, which still can build it, if they havent done that yet.
That sucks sometimes very much because some (national) wonders or other buildings require the forge.
Same thing with shipyard. In a city where I once wanted to build magellans voyage, which requires a shipyard, and allready had built a drydock, too, only the drydock was still there, the shipyard had disappeared from the list and wasn't rebuildable. :(
RoM has a concept of upgradeable buildings and Forge is one of them and it's upgraded to Steel Mill. See RoM Concepts pages in pedia for more info about these ;)
 
v2.31 patch didn't fix that CTD bug but the good news is that today when I updated BUG mod in RoM from v3.0 to 3.5 version and made few other changes the CTD bug disappeared. Seems that the cause was for that crash bug was some sort of conflict between BUG and Revolution mod components. I'll be running more tests but v2.32 patch should be ready soon... merging new BUG mod caused number of new glitches that I got to find and fix first (most fixed already).

Awesome! I can't wait to actually use some of the future tech stuff.

Also, I second the great prophet founding religions and decommission troops. After lengthy wars, I end up with 50+ troops that I no longer need and weigh me down. I hate to disband them.
 
RoM has a concept of upgradeable buildings and Forge is one of them and it's upgraded to Steel Mill. See RoM Concepts pages in pedia for more info about these ;)


lol thx, that explains a lot.
Maybe you could alter the requirements of the wonders to forge or steel mill and shipyard or drydock. For example its unlogical that a modern city with a drydock cant build a big expedition fleet wonder anymore, while a city with a shipyard can.
 
v2.31 patch didn't fix that CTD bug but the good news is that today when I updated BUG mod in RoM from v3.0 to 3.5 version and made few other changes the CTD bug disappeared. Seems that the cause was for that crash bug was some sort of conflict between BUG and Revolution mod components. I'll be running more tests but v2.32 patch should be ready soon... merging new BUG mod caused number of new glitches that I got to find and fix first (most fixed already).

Awesome, I'll wait to start a new game until this is out :goodjob:
 
I'll probably have the patch ready early next week. Unfortunately I got to release it as a full mod due to totally revamped python structure - overwriting old version files with new version files + with bunch of new python files causes too many problems so I can't release small patch. At the moment I still got to edit city screen python section little bit since for some reason BUG's specialist stacker code stacks the specialists on top of each others.. probably because RoM has 4 more specialists than normal BtS game. Since I'll have to release next version as full mod, I'll try to include few other things as well. Marsh terrain has been included and some tweaks have been made to improvements (got to test cottage->town amounts again but seems AI is building less them now).
 
I may be mincing words but its an important distinction, and I'm not sure which you had in mind. I'd prefer to see Marsh as a terrain feature not a terrain unto itself, that way the marsh can be cleared/drained and normal grassland would reside underneath it to be built upon.
 
I may be mincing words but its an important distinction, and I'm not sure which you had in mind. I'd prefer to see Marsh as a terrain feature not a terrain unto itself, that way the marsh can be cleared/drained and normal grassland would reside underneath it to be built upon.
It's terrain now, not feature, as it was that way coded to mapgenerators by Johny Smith. I do have graphics somewhere for Swamp feature on Marsh terrain... though I haven't got that far yet on my terrain changes and probably won't add more features at this time.
 
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