Recent content by dexy

  1. dexy

    [BtS] JCultureControl: Beyond City Borders

    OK, you can try this mod of mine: http://forums.civfanatics.com/downloads.php?do=file&id=13590 It's as old as the BTS & Rise of Mankind mod, but it should work. And yes, you need Rise of Mankind 2.8 for it to work.
  2. dexy

    whats the furthest you have made it on ROM

    Sure. I'm on vacation right now... I'll do it when I come back, in one week.
  3. dexy

    Winning a game - Analysis on nuclear holocaust and what would you do?

    Now I'm thinking of a new way to simulate nuclear wars: - after launched, ICBMs would explode the next turn - there should be a national wonder that notifies player about number of ICBMs launched by others in previous turn; this way he can start retaliation (and prepare some units for...
  4. dexy

    Winning a game - Analysis on nuclear holocaust and what would you do?

    OK, I forgot that I'm still on RoM 2.4 :(. I'm actually pretty sure this is the case in that version :D (war weariness still remains, but the unhappy faces "War, what is it good for?" are gone once the peace is signed). If it has been fixed in later versions, great; sorry for the confusion.
  5. dexy

    Winning a game - Analysis on nuclear holocaust and what would you do?

    Just wandering what will happen when kids that are playing CIV now become presidents, secretaries of defense, etc. "Ah that red button brings back so many memories...let's try it, just once" :nuke:
  6. dexy

    Winning a game - Analysis on nuclear holocaust and what would you do?

    I meant that the penalty should be so high that you'd lose the game anyway, because of massive revolutions. If you threw 50 nukes, you'd have 100 unhappiness in all your cities, even after you forced the other guy into peace. So the other (nuked) guy could still win. Maybe not in the same turn...
  7. dexy

    Winning a game - Analysis on nuclear holocaust and what would you do?

    Yes, I have the same problem. Games become boring once you know the outcome. 2 nukes + one fast unit per city can be all you need to capture the whole civ, even if they have more power and more nuclear weapons. Then you send a horde of workers to clean the fallout and you get clean new cities...
  8. dexy

    whats the furthest you have made it on ROM

    YES! Older RoM versions!!! :cool: Really, I'm still playing RoM 2.4. It NEVER crashes. Turn times on large maps take ~10s in very late game. And I have only 2GB RAM, 2Ghz, 512MB graphics! I know it sounds very old compared to 2.9x, but if you've played only newer versions, this one can...
  9. dexy

    Fixed borders mod for Rise of Mankind

    You mean this http://forums.civfanatics.com/showpost.php?p=8904305&postcount=182 ?
  10. dexy

    Fixed borders mod for Rise of Mankind

    OK, here are the changes I’ve introduced in the new version (and that Afforess will hopefully include in his latest A.N.D.): Units can still claim any enemy or neutral tiles. However, if your civ doesn’t have culture in a claimed tile, you must keep at least one unit on it each turn in order...
  11. dexy

    Fixed borders mod for Rise of Mankind

    I know about that. That's why I offered my help initially, but you clearly said: "If you give me the source code, I can extract it fine myself (provided it's been commented)" good luck! :D
  12. dexy

    Fixed borders mod for Rise of Mankind

    Afforess, here's the src of the new fixed borders. It's all in C++, no python needed. All the XML tags from the version 3.0 (that you already have inside AND) are used in the same way, so no changes there either. The changes should correct most of the problems people reported. Also, AI has...
  13. dexy

    Fixed borders mod for Rise of Mankind

    Good news everybody :D I managed to find some time this wknd to code the changes mentioned above. The new version is done for my version of RoM (2.4), but it should be easy to port it to RoM 2.8. I'll see with Afforess about including the new version directly into his AND modmod, without...
  14. dexy

    Fixed borders mod for Rise of Mankind

    I understand cultural (~national) influence on borders, but in the game it makes them way too flexible. In real life you need at least some kind of negotiations / treaty or war before you change the borders. In CIV they just move as the wind blows - during war and during peacetime. Another...
  15. dexy

    Fixed borders mod for Rise of Mankind

    Well, this is just what I don't want to do - culture would still define borders, just a new way of generating it would be introduced. This doesn't work for modern times - no monument or library can match the strong infantry and tanks when it comes to controlling land and resources. Also, the...
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