Better RoM

I was reading Davane's Daily Releases thread, and I saw this post about archers. He said he added 10% chance of withdrawing to symbolize archers' small involvement in offensive battles in history. I like this idea. Why not include this in Better RoM? you may even consider perusing that thread yourself, as his ideas are small but good modifications, at least for this game as complex as RoM :lol:.
 
I was reading Davane's Daily Releases thread, and I saw this post about archers. He said he added 10% chance of withdrawing to symbolize archers' small involvement in offensive battles in history. I like this idea. Why not include this in Better RoM? you may even consider perusing that thread yourself, as his ideas are small but good modifications, at least for this game as complex as RoM :lol:.

this would means modding each archer xml. but i like that proposal.

i tried to make something simular but with promotions (instead of natural unit retreat chance) via a small mod of vincentz: http://forums.civfanatics.com/newreply.php?do=newreply&p=8784610
buildings giving a free promotion with extra withdraw chance. by specifing unit type restrictions for such promotions you can pick unit type to archers for example.

i wanted to increase the overall retreat chance of all units (which made fighting in Civ much more fun for me). but in the end this didn't work out because of how the retreat bonuses add together and some conflicts with the promotions that add retreat chance & units natural reatreat chances (some units can get access to too many retreat promotions through upgrading and go beyond 95% making promotions invalid and there was no way to balance the withdraw chances for the different units without modifing UnitInfo xml).
 
Because I think the Healer's Hut should upgrade to the Docter's Office.;)
Seriously though the Docter's Office makes the Hut redundent. It should be made like the harbor.
 
Because I think the Healer's Hut should upgrade to the Docter's Office.;)

I think a lot of things too. But that doesn't make them so. :p

Seriously though the Docter's Office makes the Hut redundant. It should be made like the harbor.

I'm just toying with you. However, you "seriously" haven't offered any reason. Comparisons are not reasons. It's not that I actually disagree with you, it's just better if you can figure out you're underlying reasoning.
 
I'm just toying with you. However, you "seriously" haven't offered any reason. Comparisons are not reasons. It's not that I actually disagree with you, it's just better if you can figure out you're underlying reasoning.
I am reasoning that if you can go to a Medical Docter, why would need to go to a Medicine man?
 
I am reasoning that if you can go to a Medical Docter, why would need to go to a Medicine man?
:lol:

IDK, some people still use "alternative" medicine.

Don't worry, I'm just playing Devil's Advocate, I already changed that for Better RoM.
 
homeopathy is an "alternative" medicine but is 100+ (or was it 200+?) so it's not new age
 
Urrrrgh. 'Alternative' Medicine.
 
how about making it so great commanders can attach to the navy

I've attached GGs to naval units, make a fort on coast, put ship/sub there then join GG, I've done this in BtS :lmao:
 
what would like though is for the great commander to be able to go on to the coast or something in case you have no coastal forts and you don't want/unable to move defenders out of your city
 
Just been through a full game on Large Map - Marathon.

I'm posting this here because most of it is related to suggestions (or gripes on my part). If you want me to post any of it in the bug thread or on the ROM thread then give me a kick and I will do so :D

Firstly I had very few crashes, I did notice however that the majority were all around the industrial period (just before and just after reaching the era change). But it cant have been more than 4 or 5 at that period and in a Marathon game that is very easy to live with. Probably 10 or so crashes during the whole game. Thats one every 100 turns maybe which is great. Vanilla probably crashed that amount.

But wait there is 2400+ turns in a Marathon game!?! I won almost 1000 turns in and this is where my first gripe begins. I had managed to tech my way to nuclear waepons and beyond before 18th century. Now I am no master at Civ, I've been playing since Civ 1 back when I had an Atari STE but I have never been one of those players that breaks the game down into numbers, Min/Maxing everything. For me that just kills the spirit of the game. But yet I managed to gain such a tech lead so early on even with tech diffusion that I could have actually won a domination victory much earlier. I have always played at Noble level and I have never been so far ahead. I play Noble because the idea of Civ to me is that everyone AI included, gets to play on a level playing field. So as I am sure some people will say go up a difficulty, to me that is another chunk off of the spirit of the game. I see alot of people saying that with new versions of ROM they had to drop difficulty, for me it is the oposite and that is not a good thing. Granted there was a few options that I will be eliminating from my next game that made life easier for me, the chief culprit was fixed borders. I love the concept but it gives the player way too much advantage over the AI.

Ok here is a list of my gripes.

Mobile Artilery comes way too early. You get it with logistics and it becomes a very powerfull unit so early on. Surely it should have the prerequisite of Robotics and Computers.

This one is related to BUG, I was pleased to see in the bug options that they finally added an aiport icon to the city bar, however it does not appear to work with any of the airport buildings.

This one is cosmetic, the workers appearance doesn't change until the modern era now for some reason, surely that should be put back to the industrial. It just looks weird, like I had some kind of slave workforce during the industrial revolution.

When scrolling down on the victory screen the text displays double.

With the amount of air units that can be held in the variety of airports, I would really like to see air units un able to be built or held in cities without them. Failing this at least a reduction to 1 air unit per city without an airport.

It seemed strange to me that I could build the UN mission without anyone building the United Nations. Surely it should be a prerequisite for doing so... Like the manhatten project.

Is the Manhatten project now supposed to be a National wonder? Again seemed strange as only one in the world can be built.

Sea tunnels, I love the idea but i think there should be some restrictions otherwise you just end up with a road network in the sea. I'd like to see this reduced to coast tiles only. If its possible to do, coast tiles only and a max of one ocean tile.

Warlords. This has already been discussed, you can have way too many of them. I'd be happy with just being able to build one of each type. And even then there is probably too many

Mountains. Orginally I unchecked this option as I like the bottlenecks that mountains (sometimes) create. But after trying it I loved the Idea of having my cities being able to work them. I'd like to see however, military units being alot more restricted by them, by either:

Only alowing military units to traverse them by getting the mountaineering promotion (make it easier etc to get it)

Or

Only allowing military units to traverse them if they are in a stack with a leader unit that has mountaineering promotion. Make the promotion only available to leaders and again make it easier for them to get it. Dont know if this one is possible.

Or

Only allow military units to traverse them if a road is present (or at least restric the wheled units/tracked etc units)

Workers should stay as they are with regard to mountains.

Well thats my nitpicking over. The main issue for me was the speed at which I researched, that really has to be adressed.

Edit: Oh I forgot this one and I never thought I would hear myself saying it but I really think the Wonder/National wonder limit should be raised slightly. I almost ran out of cities to build things in. Does this scale btw with map size?
 
about mountaineering: yeah i think there should be some changes on that. i would suggest to allow all infantary units to have this ability form start on. cavaliary should need a promotion to be able to pass mountains. and vehicles... well i don't think they should be able to clim mountains at all - but i think a promotion prerequisite would be fine too.

other thing: would be cool if there was no possibility to build roads on mountains except cart paths (resource connection) early on. there should be a tech to allow tunnels to unlock roads/rails through mountains (simular like bridges over rivers).
 
about mountaineering: yeah i think there should be some changes on that. i would suggest to allow all infantary units to have this ability form start on. cavaliary should need a promotion to be able to pass mountains. and vehicles... well i don't think they should be able to clim mountains at all - but i think a promotion prerequisite would be fine too.
I think the mountains mod needs to be tweeked to.
 
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