strategyonly
C2C Supreme Commander
taken care of already.
I see you've got the wooden palisades - were they from Stone Age?
What year do you have Prehistoric RoM starting?
So this has NWA in it now?
Yes THEY are the same now.
Cool, thanks. But it doesn't matter if you download it from the link here or the one on the NWA page right?
@strategyonly, I have not played the latest version yet. Do "seed camps" still go obsolete at agriculture? I was thinking that maybe they should upgrade to farms instead. Perhaps, all those on grain resource should upgrade to farm and maybe some of the others also?
Did you put in an animal equivalent "hunting camp" for all animal resources which could then upgrade to pastures at Animal Husbandry?
The camps are fairly expensive since they consume the worker so I don't think it would be OP.
Big Honkin' Mod!
One small item; couldn't you name the mod something else besides RoM AND? I have to pull regular AND 175 and RoM2.92 from the Mod Folder for BtS to avoid conflicts. Swapping back and forth is a pain on Mods this big.
Isn't it a simple change in the .ini file to rename?
JosEPh![]()
Under FireClaw in the Modules folder you had Guard misspelled (Gaurd) I changed it to Guard. Hopefully that might save a problem down the road.
JosEPh![]()
I am enjoying the latest version (I didn't play the ones before), though I have some queries/feedback -
My capital city is size 4. It's surrounded mostly by seed farms, and its growth is currently stagnant - it stopped growing once it reached size 4.
The moment I research agriculture, all seed camps lose their bonus, so I'm down 4 food. My stagnant, stable city is now starving, and is likely to shrink down to 3 before I can churn a worker out. In fact, all of my cities are shrinking. (see attached.)
This seems illogical for a tech that's supposed to help feed the people. Same with the commerce from my stone tool workshops at Sed. Lifestyles - I expanded to my limit based on my commerce and suddenly I'm down -1c per square, so I'm losing money.
Is there a reason for this? Currently a seed farm can be +1 food +1 gold, you then lose both the gold and food for a period of time, and then build a farm for +1 food only. (obviously farms upgrade with tech, but there's still an 'aaaargh' period when all your seed camps you were dependant on mean nothing)
My suggestion would be one of the following;
1. Automatically become a farm so there's no 'limbo' period between learning agriculture and getting farms built. But make it so a farm isn't worse than a seed farm (currently, it has less commerce until you research techs?)
2. Not become obsolete via -1 food, but stay as +1 food only and farms gain +2. This might unbalance the game so either base square yields would need to be adjusted (giving 1 less food than normal?) or pop. growth values might need to be balanced. Or perhaps seed camps are +1f only and farms +1f +1c.
3. Make seed farms -1 hammer as well so you've more incentive to build farms. And get rid of the sudden food vortex that happens to all seed camps when you discover Agriculture.