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RoM 2.91 with AND 1.73C

Asoka offered me a very attractive deal.:D

Seems Too Good, although he just finished researching the Calandar tech one turn ago...

AI bug?


The AI highly values galleys in the early game to such a large degree that I spammed galleys for glorious tech deals.

Messed up my navy in the short term but I caught up pretty fast. The AI doesn't want to trade anything else but ships.

Workers, on the other hand, seem to be valued right. I offered a worker and they offered me a 120 ducats (workers are a 120 hammers on Eternity I believe).
 
Good news.
But can we try ROM option when playing?
for exemple the "unit per title", is it enough if the host change it or everyone MUST change in the same turn?

Only the host can change most of the settings. To other players, the options will appear greyed out and unselectable.

I did switch OFF the storm but it is still present.

It only stops storms from generating. It doesn't make them disappear instantly.


Just played a duel-sized map on Eternity and the problem of Distance Modifiers is still huge. Ethiopia built a second city and that city nearly immediately went down in a civil war. That city, Gondar, was given to the rebels but than less than 25 turns later, the city went back to Ethiopia who got a lot of free military units for their "trouble".

I built a second city and almost immediately, the Distance problem was so huge I lost the city before I finished the second building.

If you were playing before patch D, Eternity and Revolutions didn't scale correctly. It was fixed with Patch D.

Also, I'm not sure if this is a bug or intended, but I tried the limited units per tile option again and while workers no longer count, it's still possible to build more than the "limit" of combat units inside a city.

Intended.

The AI highly values galleys in the early game to such a large degree that I spammed galleys for glorious tech deals.
This was a bug with previous versions, Patch D has corrected AI values of military units.
 
If you were playing before patch D, Eternity and Revolutions didn't scale correctly. It was fixed with Patch D.

While the military units worth seems fixed, I made my post after playing it with Patch D. Ethiopia still split after the 2nd city on duel. I just shrunk the Distance Modifier in the config again to get it running the way I wanted it.

Maybe it's just my install? But everything else seems to be working alright.
 
While the military units worth seems fixed, I made my post after playing it with Patch D. Ethiopia still split after the 2nd city on duel. I just shrunk the Distance Modifier in the config again to get it running the way I wanted it.

Maybe it's just my install? But everything else seems to be working alright.

Did you install over a clean version of RoM 2.91?

I should be more accurate. When originally installing AND 1.73 base (before installing the patch), did you install it over a clean version of RoM 2.91?
 
In Better_RoM you have in the ArtDefines:

<Type>ART_DEF_UNIT_AMERICAN_NAVY_SEAL</Type>
<Button>Icons/Navy_Seal.dds</Button>

shouldn't it be:

<Type>ART_DEF_UNIT_AMERICAN_NAVY_SEAL</Type>
<Button>Modules/Afforess/Better RoM/Icons/Navy_Seal.dds</Button>:confused:
 
While the military units worth seems fixed, I made my post after playing it with Patch D. Ethiopia still split after the 2nd city on duel. I just shrunk the Distance Modifier in the config again to get it running the way I wanted it.

Maybe it's just my install? But everything else seems to be working alright.

I'll double check it.

In Better_RoM you have in the ArtDefines:

<Type>ART_DEF_UNIT_AMERICAN_NAVY_SEAL</Type>
<Button>Icons/Navy_Seal.dds</Button>

shouldn't it be:

<Type>ART_DEF_UNIT_AMERICAN_NAVY_SEAL</Type>
<Button>Modules/Afforess/Better RoM/Icons/Navy_Seal.dds</Button>:confused:

You can use relative paths. ;)
 
Something I am missing from that new AND is those building that make it possible to get 2 stone out of one ressources, 2 copper, ect . . .
I do not remember what it is call so can't do a search, but maybe someone know what it is and if it's possible to install it over last release of AND.
 
Something I am missing from that new AND is those building that make it possible to get 2 stone out of one ressources, 2 copper, ect . . .
I do not remember what it is call so can't do a search, but maybe someone know what it is and if it's possible to install it over last release of AND.

Resource Refinement. Those building have been taken out of AND as part of Afforess' efforts to streamalinity and debuggification. Take a look in this forum first, and if you can't find it, look in the RoM modmods folder.
 
Apologies if this is a dumb question, but how does zone of control work exactly? I assumed that it just meant an occupied fort would have 8 'culture tiles' around it which would be useful for gaining resources outside of regular cultural boundaries, but last night I found that I was unable to attack an enemy fort containing enemy units. I could bombard them till the cows came home but when I tried to attack with an Infantry unit I just got the red 'no move' icon, same as if you try to move a land unit over ocean. Am I doing something wrong?
 
Apologies if this is a dumb question, but how does zone of control work exactly? I assumed that it just meant an occupied fort would have 8 'culture tiles' around it which would be useful for gaining resources outside of regular cultural boundaries, but last night I found that I was unable to attack an enemy fort containing enemy units. I could bombard them till the cows came home but when I tried to attack with an Infantry unit I just got the red 'no move' icon, same as if you try to move a land unit over ocean. Am I doing something wrong?

Do you have limited units per tile on and using an earlier version of AND (not Patch D)?
 
Something I am missing from that new AND is those building that make it possible to get 2 stone out of one ressources, 2 copper, ect . . .
I do not remember what it is call so can't do a search, but maybe someone know what it is and if it's possible to install it over last release of AND.

It was added to an early AND at my request. However, I don't think there is a thread for it nor a mod containing it at the moment.
 
Apologies if this is a dumb question, but how does zone of control work exactly? I assumed that it just meant an occupied fort would have 8 'culture tiles' around it which would be useful for gaining resources outside of regular cultural boundaries, but last night I found that I was unable to attack an enemy fort containing enemy units. I could bombard them till the cows came home but when I tried to attack with an Infantry unit I just got the red 'no move' icon, same as if you try to move a land unit over ocean. Am I doing something wrong?

Curious. Are there 2 forts right beside each other? I could only imagine ZoC has anything to do with your problem if that's the case, and then it would be a bug. Otherwise, you might be using an earlier Patch with limited units per tile, since there was a bug when units/tile limits were introduced. Check that you have Patch D installed.

BTW, you're mixing up ZoC with culture spreading forts (part of the fixed borders system). ZoC means that enemy units cannot pass between the 8 tiles around any of your occupied forts. When they're on a tile beside one of your occupied forts, they can either only attack the fort or move to a tile that is not around one of your occupied forts.

What you described as what you believe to be ZoC is in fact culture spreading/extending forts. It lets you take and hold territory without needing a city nearby.
 
Curious. Are there 2 forts right beside each other? I could only imagine ZoC has anything to do with your problem if that's the case, and then it would be a bug. Otherwise, you might be using an earlier Patch with limited units per tile, since there was a bug when units/tile limits were introduced. Check that you have Patch D installed.

Did not think of that...

Fixed for Patch E.
 
How is the cultarlly linked starts determined? any idea , is it determined by the civilization art style?

Nothing to do with civ artstyles. It has more to do with how maps are created with civs you selected. It attempts to make the distance between civs more "realistic" if we were to look at the map in full. Nothing more or less.
 
so is it possible or rather how you make sure if you want it, that for example you have a custom civ and you have Germany now both civs in real world sense are in Europe; now in the game how you make sure that they are close together instead of far apart? like instead of that custom civ being there; China is next to it.
 
so is it possible or rather how you make sure if you want it, that for example you have a custom civ and you have Germany now both civs in real world sense are in Europe; now in the game how you make sure that they are close together instead of far apart? like instead of that custom civ being there; China is next to it.

Worldbuilder is your friend for that purpose.
 
Patch E is out. Enjoy!

Patch E Changes

  • Fixed Bug where GG would fail to reset
  • Fixed bug where defenders received too much XP
  • Fixed Bug where multiple Fort ZoC made units invincible
 
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