A New Dawn Beta Builds

For revision 235, why the The Pryamids dosen't give me the free river regulations for now? Must I research the required tech for the free buildings from wonders?

It wasn't changed; the Pyramids should still give Free River Regulations.

Yeah i just reported the same issue in the bugs&feedback-thread. Glad to know I'm not the only one. Sad to know I can leave my game now...

Strange; looking into now.
 
dunno if this is a bug or a feature but the Winter Chalet is overcosted (469 on quick means as expensive as a Wonder)
 
A word on the cottage to town chain. A long time ago during RoM's early years/versions the whole cottage to town progression was heavily debated. Cottages went from not being used by most players, to being used almost exclusively by the AI for every tile, to what Zappara now has.

So these questions arise.

Are you guys trying to re-invent this particular wheel? And was all that previous work forgotten?

Is AND becoming too Big to be a viable Modmod for RoM? Or should it become it's own Mod with credit to Zappara, REVDCM and Better AI for it's basis?

RoM now seems to have been relegated to the back of the bus. And Zappara is sailing Westward.

JosEPh
 
Joseph, you might want to read around; as I agree with you on this particular subject:


The more and more I think about it; the less and less I like the idea of using specialists to balance improvements. We are going to end up unbalancing specialists, and making them too powerful and common, and not really solve the improvement problem.

If towns give a free specialist, and require social contract, then the ideal strategy would be to avoid towns until close to Social Contract, then spam them on less useful tiles, build them up, and use the specialists. That isn't strategy, it's an exploit.

I'm also discovering how less is more; so instead, my improvement changes are largely a revert to what RoM 2.71 had (the last real version where improvements were balanced). I have removed the Trade Center improvements, as they were a bit superfluous. The factory, workshop chain remains largely unchanged, and the town becomes the producer of commerce again. We don't need to create new features to balance the game, but just look backwards enough to see how we used to do it.
 
I had read some of the other threads (in AND and the RoM Modmods) before I came across this. I had seen the post you quoted, but still wanted to raise the question to gain more insight.

Every once in awhile we actually Do agree. How about that. :D

Will Jungle Camps ever come back? I always thought that that was Vincentz best contribution to RoM as it filled a void. Because before it came to be the AI would avoid jungles until midgame and then chop all the jungles down from then on.

In fact Jungle camp is The main item I want to somehow get added to RoM1.03. Someday somehow.

JosEPh :)
 
Thank you so much. :)

JosEPh
 
It wasn't changed; the Pyramids should still give Free River Regulations.

It does not. Look at my screenshot and save. (For revision 235, recommend settings.)
 

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It does not. Look at my screenshot and save. (For revision 235, recommend settings.)

Yea, Pyramids are broken in REV 239 for me too. It's even stranger -- it seems as thought it's "saying" it's built in all cities, but it's not listed in the city screens. And it won't let me build Inland Port saying that I need a levee. But the real prereq for Inland Port is Levee OR River Authority -- so if I build pyramids, I should be able to build the Inland Port too, right?

EDIT: even stranger -- when I go into WB, it shows the river authority is in the city. But obviously the city isn't recognizing if I can't build Inland port...
 
Jungle camp should get additional bonus from Tribal (same as Camp).
I still think '+1:food:' should be removed from all cottage line. Even -1:food: is fine for me.
 
I just received a time traveling random event from the distant future. Right now it is 55 BC and apparently there are these things called "newspapers" that are experiencing a slow news week, they mention these wacky futuristic ideas like "voting" and "gun nuts." Meanwhile, I have yet to research paper, printing press, or gunpowder. How could this be that a newspaper even exists and has the knowledge of guns?
 
Another bug: REV 239. I started a new game, left Guilds unchecked (but the next option about corporations checked) -- once I discovered guilds, it told me how to found a guild. In the corporation advisor, it was clear that the guilds were enabled somehow?
 
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