General discussions

@Seth145

"Blue Marble mod is already included. .........You should be able to see the difference. Don't you?"

It didn't ask me , and no I can't see the difference. Not to worry , i'll wait untill the beta testing is finished and deal with it then.

...

I really like your larger city graphic, it gives the feel of urban sprawl as the cities get larger. Any plans to ethnicise the cities ? It would be great to have different countries with different architecture. Border cities mix of different cultures ?

Thanks to the team for all your hard work, it's appreciated.

ok, screenshot from beta4 installer in attachment - second choice is about install Blue Marble textures

city graphic is problem, so i don't think that we do something in near future

oh, and try beta4 please, it have very smart AI (also city governors is nowe more usable)
 

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ok, screenshot from beta4 installer in attachment - second choice is about install Blue Marble textures

city graphic is problem, so i don't think that we do something in near future

oh, and try beta4 please, it have very smart AI (also city governors is nowe more usable)

Had ranted here about Mercs and the way Warlords' improved has exacerbated the problems already inherent with that component of TR...

Apologies if anyone had the misfortune to read my vitriol. :blush:
 
Got pre-gold release, looks quite good. Since this is pre-gold, I won't be suggesting any new features, just small issues that kept bugging me. Had to post it here, since it has mixed stuff that would otherwise go to several different threads. All right, this is going to be a large post...

First of all, there goes unit naming. Though TR has significantly improved over time, some units still bear illogical or clumsy names; some of those have been around for quite a long time. First of all, there's still lots of units with national adjectives, resulting in "Persian persian foot knight" or even "Ottoman mongolian archer" (!) in-game. Then, there are some logical inconsistencies with naming and/or appearance of several units. So, some naming suggestions, as two lists for these issues, respectively. First is regarding naming. Keep in mind, that the problem can also be solved by reverting a unit to a generic name (like "Arabian Longbowman" -> "Longbowman"). What I'm offering is just striving for some more flavour. Most of the more ethnic names can be verified by a simple wikipedia search.

Arabian Longbowman/Pikeman -> Saracen Longbowman/Pikeman (can also rename respective swordsman)
Arabian Spearman -> Desert Spearman? (since saracens weren't around yet)
Baneret (English) -> Man-at-arms or Norman Knight (to leave banneret for French)
Chinese Archer -> Qin Archer
Chinese Junk -> Seagoing Junk
English Longbowman -> Welsh/Yeoman Longbowman
German Axeman -> Saxe Axeman
Indian Archer/Axeman/Spearman -> Mauryan? (really no idea on this one)
Indian War Elephant -> strangely enough, has to stay - I guess, Indian Elephant is just a species name :)
Mali Cavalry -> Mandinka/Seré (generally, word "cavalry" should be avoided, as "Cavalry" is industrial-era unit)
Persian Foot Knight -> really dunno
Persian Horse Archer -> Daha(e) Horse Archer
Persian Knight -> maybe some heavy cataphract stuff?
Roman Cavalry -> Equites (see Mali Cavalry above)
Romanum Legionarius -> just Legionarius, he'll be Roman all right :)
Spanish Longbow/Pike -> Castillian/Iberian Longbow/Pike
Zulu Archer -> Tribal Archer
Mongolian Archer -> Steppe Archer (this guy also features with Ottos)

Now for logical list.

Anglo Axeman -> Anglosaxon Axeman might suit him (it was anglosaxon invasion, after all)
Black Knight -> why? It has bothered me as along as he was around. France wasn't famous for her Black Knights (as wasn't any other country)
Cannon (China) -> Hand Cannon
Cataphract (Western) -> the guy is armored right, but Western Europe didn't use cataphracts. He might be armored rider or something.
Cataphract (Rus/Otto) -> cataphracts are supposed to be heavily armored, IIRC. This guy makes me sorry for him, as he has absolutely no armor. I'm not even sure why he needs copper/iron. And he certainly can't be called "cataphract" (Greek - "armor clad").
Cataphract (Mali/Zulu) -> same stuff.
Cataphract (Mongol) -> could be used for Ottos. Could be called steppe rider.
Hussite Maceman -> why?! Hussites were prominent only in Bohemia (maybe Poland), and Germans actually fought against those guys. Could be a good Bohemian UU, if we had the civ.
Phalanx -> Hoplite; phalanx is a formation that any pikemen can take.
Spanish Spearman/Swordsman -> don't you guys think they look too medieval to feature in ancient/classical eras?
Spearman Legionary - no such thing existed. They can be called Auxilia, or Auxilia Spearman.
Zulu Knight -> once more on the armor issue.
Scythian Axeman -> firstly, scythians were much more known as horsemen, secondly, associating Scythia with Russia is a bit strange. He might be Varangian Axeman. BTW, Druzhina looks quite strange.

And now, to some more generic observations. Compared to vanill, unit XP and culture are much more abundant. When we talk XP, there are now many ways to produce hardy veterans without actually fighting. It is quite easy (taken some determination) to whip out frest units with more than 10 XP even if you are not aggressive. I'm not sure if I like it. It surely makes for more varied armies with specialized units and stuff, but it seems to devaluate the very idea of gaining combat experience. Still, I'm not sure if I like or dislike that.

As with culture, I have to say I'm more negative on this. Back in vanilla, if you didn't work to promote your culture, you got no culture (if you're not creative). This is no longer the case, as I sadly found out - even a freshly captured or built city will get +3:culture: (more than most buildings give) if you just have open borders and tech exchange. And +25% :culture: with monuments - don't. Maybe leave it for obelisks, this way egyptians get a very decent UB.

Those two coupled together result in less difference between civs: aggressive civs have less of a military edge (as their bonus becomes less valuable when experience is more abundant), and peaceful civs are less successful at culturally dominating even their most barbaric neighbors, as they are guaranteed to have more culture than before even if they don't put any effort into it.

Phew. That's about it. I can also add that I like the way TR progresses very much. It closely resembles what I'd do to Civ 4 were I determined to make a personal mod (and what I did to Civ 3 back then). Great work guys. Keep it up.
 
unit naming (like persian persian foot knight) : first Persian is from civivlization name, second is from unit name
when he remove persin from unit name, it will display in civpedia only as foot knight - so problem to find correct unit in civpedia (if you look in civpedia, try look at infantry - there is too much infantry links)
so now make a decision: which way is better?
(...hmm..now i got idea...maybe improve civpedia to show civilization name with unique unit - but what if unit is used for more civs ?)

correcting unit name: i will put your suggestions to internal discussion, i don't see problem to adopt new names

culture problems:
- monument have +25% to culture, right - but if you start game, you have only monument and/or pagan temple to generate culture
- 3 culture at start/capture? it must be bug, we have set only 1 culture pint for newly created/acquired cities, i will look to this
EDIT: uhm, now i re-read your post and found that you mean with tech exchange - maybe not +2 culture, just some +% is better

this is pre-gold release not only for bug fixes, but also for balancing/adjustment - we will collect all player experiences for official release
 
3culture at start/capture? it must be bug, we have set only 1 culture pint for newly created/acquired cities, i will look to this

Not just 3 :culture:, but 3:culture:/turn. Tech exchange stuff/"building" (+100% research) also gives +3:culture:. Every city, including newly built and captured gets it free, if you're researching a tech already known to your neighbor with open borders. I find it unbalancing, if marginally realistic. By the time you get writing you usually can generate culture only with monuments and pagan temples (+2 total), so that free +3 culture is really a hard hitter. So I think it should either be removed or at least toned down. If going for % it might become overpowered later on.

As for monuments, I'd say just give pagan temples +2:culture: instead. It will net more culture than +25%:culture: from monument in ancient age, yet less in classical. It already hurts enough to go for calendar! :D
 
Not just 3 :culture:, but 3:culture:/turn. Tech exchange stuff/"building" (+100% research) also gives +3:culture:. Every city, including newly built and captured gets it free, if you're researching a tech already known to your neighbor with open borders. I find it unbalancing, if marginally realistic. By the time you get writing you usually can generate culture only with monuments and pagan temples (+2 total), so that free +3 culture is really a hard hitter. So I think it should either be removed or at least toned down. If going for % it might become overpowered later on.

As for monuments, I'd say just give pagan temples +2:culture: instead. It will net more culture than +25%:culture: from monument in ancient age, yet less in classical. It already hurts enough to go for calendar! :D

ah, now i understand what you mean (i personaly don't like culture for tech exchange too, but you are first player who reported this, so we don't start discussion about this)
 
@ Walter Hawkwood,

Hi Man,

You are probably right about the name of the various unit. At that time, it's not our first problem even if i agree with you that it would better to have good names for each unit.
I can't promise that it would be done for Gold. We will try to change some but we are more "hunting" bugs and repairing problems (if any) at first. Note, that i like some of your suggestion. Thanks for them.

Hian the Frog
 
@ Walter Hawkwood,

Hi Man,

As i told you, some of your suggestions were good. So, i have spent the last two hours to make some changes. Note that not all is changes.
If you want to know the changes, PM me your personnal e-mail, i will give you the file or an answer (as you prefer). If you don't want.... then wait for the next release.

Hian the Frog.
 
First the eyecandy:

Two city sets. One for aztecs/incas (and, surprisingly, I'd use it for India too), the other is for Vikings and Russia at least, maybe also for some other Western civs.
http://forums.civfanatics.com/showthread.php?t=197404
http://forums.civfanatics.com/downloads.php?do=file&id=3622

And a small improvement that requires not adding, but actually removing stuff :D . Warlords has a more accurate model for Mausoleum of Mausolos/Halicarnassos than the old one (pre-Warlords) that TR currently uses.

Now for the ideas. This time they're not actually mine. I just try to highlight some of the better stuff to inspire you guys and give you some ideas.

This component would be nice to have (come on, it was in unmodded C3C already!). http://forums.civfanatics.com/showthread.php?t=189053

Nomadism would be a very nice thing to implement, even if I don't completely agree with how it's done here. http://forums.civfanatics.com/showthread.php?t=178778

Lots of good civic and leader trait ideas (although the final implementation is, to my mind, too severe). http://forums.civfanatics.com/showthread.php?t=170858

edit: and some flavour units too.

I don't remember if this guy is in, if not he'd make a good knight replacement for african civs (unlike many other horsemen made for Africa, this one is actually armored).
http://forums.civfanatics.com/downloads.php?do=file&id=2664

A very good medieval swordsman. He's quite generic, and could be used as Foot Knight for civs that didn't rely on full plate armor. Russia maybe? http://forums.civfanatics.com/downloads.php?do=file&id=3526

This guy is a much better UU knight for France than the black knight. He'd be called paladin and would actually represent France. http://forums.civfanatics.com/downloads.php?do=file&id=2429
 
First the eyecandy:

Two city sets. One for aztecs/incas (and, surprisingly, I'd use it for India too), the other is for Vikings and Russia at least, maybe also for some other Western civs.
http://forums.civfanatics.com/showthread.php?t=197404
http://forums.civfanatics.com/downloads.php?do=file&id=3622

And a small improvement that requires not adding, but actually removing stuff :D . Warlords has a more accurate model for Mausoleum of Mausolos/Halicarnassos than the old one (pre-Warlords) that TR currently uses.

Now for the ideas. This time they're not actually mine. I just try to highlight some of the better stuff to inspire you guys and give you some ideas.

This component would be nice to have (come on, it was in unmodded C3C already!). http://forums.civfanatics.com/showthread.php?t=189053

Nomadism would be a very nice thing to implement, even if I don't completely agree with how it's done here. http://forums.civfanatics.com/showthread.php?t=178778

Lots of good civic and leader trait ideas (although the final implementation is, to my mind, too severe). http://forums.civfanatics.com/showthread.php?t=170858

edit: and some flavour units too.

I don't remember if this guy is in, if not he'd make a good knight replacement for african civs (unlike many other horsemen made for Africa, this one is actually armored).
http://forums.civfanatics.com/downloads.php?do=file&id=2664

A very good medieval swordsman. He's quite generic, and could be used as Foot Knight for civs that didn't rely on full plate armor. Russia maybe? http://forums.civfanatics.com/downloads.php?do=file&id=3526

This guy is a much better UU knight for France than the black knight. He'd be called paladin and would actually represent France. http://forums.civfanatics.com/downloads.php?do=file&id=2429

halicarnassos is updated, thx for info
plague component - we are working on our own version :)
other UU units: lack of time to include this :(
 
halicarnassos is updated, thx for info
plague component - we are working on our own version :)
other UU units: lack of time to include this :(

Great! I meant both mounted units replacing graphics for existing units - zulu & french knights. Still, of course it can wait until after Gold release. Nice to know 'bout plague. :goodjob:
 
Hi Guys,

In fact there are many things we want to add (new UU, new mod components,...) but at that time we are ALL very busy with our job. End of the year dead lines...i think you understand the problem.
We hope to release the Gold version for Christmas. Then, in 2007, we will continue to imrpove the mod an the base of this Gold Version. Maybe some new add ons we are working on today....

Hian the Frog.
 
On the subject of all things Christmassy, I just thought since I won't be on again until after Christmas eve my time that I'd say....

MERRY CHRISTMAS EVERYONE!!!!

Regardless of what religion you may or may not practice, I hope everyone has a safe and joyous holiday season and New Year.

Cheers, Prost, Santé, Na zdrowie, Salud, Oogy wawa, eH nay'meylIjyIn Dujablu'jaj!:xmassign: :xmascheers: :cheers:
 
@Uncle Anton

"Na zdrowie". We say that after someon achoos. In English its "blessyou". What it actually means... i never tough about it :lol:. "Na" means "On" and "zdrowie" is "health".So you can make it out your self :D
 
@Uncle Anton

"Na zdrowie". We say that after someon achoos. In English its "blessyou". What it actually means... i never tough about it :lol:. "Na" means "On" and "zdrowie" is "health".So you can make it out your self :D

"Na zdrowie" is an expressed wish that someone who achoos stays in good health, or returns to it. "Na" means "for/to" here, and denotes direction, not location.

Merry christmas everyone here, even though me being Orthodox christian will have it only on 7th of January. :D
 
@Uncle Anton

"Na zdrowie". We say that after someon achoos. In English its "blessyou". What it actually means... i never tough about it :lol:. "Na" means "On" and "zdrowie" is "health".So you can make it out your self :D

LOL

That's what I get for using online translators!!! :lol:
 
Could someone explain how raizing captured cities works ?

I understand that cities can take 3-4 turns depending on the size, but I am regularly getting cities that don't collapse. Thousands of years later they are still there , empty but with my culture and i'm presuming a drain on my resources. Is this a bug or is the game designed that way ?

Tried the demolition man , but that didn't work as I think they are a known bug.
 
City raze is bugged. Some cities dont get razed. If they dont have ?R? or something at end of their name, this means this city is not in process of razing.
And its 3 population per turn raze speed.
 
hey whats up guys, havent posted here in a long while. I am glad to see the mod is being worked on still. Well anyway like usual you guys do a great job.

There seems to be plenty of new units I think.......:D

Well I gots to go, I am still very busy. I havent played civ in a few months:(
 
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