Jamie's Rome 1.3/2.1

Thinking about adding city size restrictions to build the best units/buildings... could be interesting :p for example to build an advanced swordsman you need a pop 15 city. Would add more variance to the world for sure...

what do you think? might go in version 2.1
 
Caveman 2 Cosmos uses something like this, though usually by that time the buildings with population requirements would only be unbuildable in new cities.
 
Thinking about adding city size restrictions to build the best units/buildings... could be interesting :p for example to build an advanced swordsman you need a pop 15 city. Would add more variance to the world for sure...

what do you think? might go in version 2.1

Eh, maybe.

Anyway, I still think the map needs other terrain types than grassland in Europe. On the other hand, I'm picky, so it might be best to ignore me. :lol:

I will play more of Erp later. :p
 
hows it going? any more screenshots/seen any interesting rebellions?

I was thinking about adding something new to the mod aswell;

instead of the senario file having the same resources in the same place each game (and I'm rubbish with placing resources, I am very predictable) should I have it so that the resources are randomized for the senario at the start of each new game? might be cool...
 
hows it going? any more screenshots/seen any interesting rebellions?

I played more and took screenies, but I forgot to post them. :lol:

I'll do it later. :p
I was thinking about adding something new to the mod aswell;

instead of the senario file having the same resources in the same place each game (and I'm rubbish with placing resources, I am very predictable) should I have it so that the resources are randomized for the senario at the start of each new game? might be cool...

That would be awesome.
 
ok! I made an option in the CustomFeatures.py file to turn it off. first it deletes all bonuses and adds goody huts and resources by reading the xml (default civ4 map generation) seems ok, but sometimes areas are shafted :D

I am actually thinking of writing my own resource spawner, which fits to my specifications instead (so making sure there is wine in france etc) but it would take loads of time to make and be really complicated :D might see if someone around can help with it
 
Here's some more screenshots. :D

Rebels arise in London:
Spoiler :
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More rebels in Dublin:
Spoiler :
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There's more attached if you want to see more.
 

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ahhh hard luck :p important to keep those cities happy :p. thats why you raze british cities and rebuild :D the unhappiness is murder
 
you might learn your lesson soon enough :p

No problem, if they revolt, then I take the city and raze it. :mwaha:

I'm having fun, at least. :evil:
 
what if the restistance builds strong garrisons and takes your own army from you as well as I dont know... 30% of your cities? Only ever seen it happen once myself :p
 
what if the restistance builds strong garrisons and takes your own army from you as well as I dont know... 30% of your cities? Only ever seen it happen once myself :p

I'll build my army back and take them over.

I really am unstoppable, you know...

At least, against the AI on Noble. :p
 
haha my current playing level of comformability is warlord :D the only noble game I ever played I won with cultural (vanilla) and I was reaaaaly behind... but that was ages ago :lol: probs could be good at noble+ now
 
haha my current playing level of comformability is warlord :D the only noble game I ever played I won with cultural (vanilla) and I was reaaaaly behind... but that was ages ago :lol: probs could be good at noble+ now

Noble is a hard game, but I usually pull off the win. Especially with these Druid axemen. :p
 
Any more screenies? How's it going :D

Btw I am thinking of another new feature for 2.1...

Wooden Forts!

These forts can be created by advanced swordsmen on forests in neutral or friendly territory, provide less defense than forts, faster to build but they are automatically removed after 5 turns.

and I'm still thinking about city size requirements :D
 
Any more screenies? How's it going :D

Btw I am thinking of another new feature for 2.1...

Wooden Forts!

These forts can be created by advanced swordsmen on forests in neutral or friendly territory, provide less defense than forts, faster to build but they are automatically removed after 5 turns.

and I'm still thinking about city size requirements :D

I got distracted by a game of LoR. :p
I'll play more soon.

About wooden forts... Could you make them last until the unit moves from the tile?
 
I think when unit leaves is a good idea but it makes it a little over powered in some cases :p

Plus it is harder to code I think...
 
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