[MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

Wow! 51+ Mb that was some effort.

@Isabelxxx,
Have you noticed the repeating walls/high walls and harbor/port problem?

JosEPh
 
Wow! 51+ Mb that was some effort.

@Isabelxxx,
Have you noticed the repeating walls/high walls and harbor/port problem?

JosEPh

Actually, it was just a quick thing. I snarked the silver theme from AND. The title screen is something I found on Google and just added some text. I would like to maybe play with the rest of the game icons though. The cursor should be silver too. It kinda sticks out as gold. I'd also like to make a custom loading screen.

The only problem with this is that I didn't do it as a modular addition. Some people may like the default blue theme better than a chrome KROME. :)
 
I dont know maybe it is there now but i like plenty of routs mod. Is it in KROME now ???
If dont can you add it?
 
can you make krome mod with commander and spy promotions so it would be close to a new dawn.I would be hapy if you do.I think other things perfect.thanks.its like a mini mod looks like rom with least crash problems.sorry for bad english
 
@nimek
i dont know about the plenty routes mod but there are 8 routes in krome: TRACK, ROAD, PAVED, MODERN_ROAD, RAILROAD, RAILROAD_ELECTRIC, GRAVTUBE and JUMPLANE.

@jtanner
i claim my cookie! holst! the planets, don't ask me which movement though! epic choice. in fact the theme is all-round epic. could you change the res of the main background or stretch it so it fills the whole screen i only checked on my own res of 1280, perhaps it fills the screen on default. the silver theme does add a consistent ~5 secs to load time over default though, can you pack all the tgas or something to decrease loadtime, i dunno? anyway it looks cool, nice installer and krome icon too!

(edit) the uninstaller leaves the empty KROME folder in bts\mods and the krome settings folder in my docs after its done its thing.

@joseph
yeah she's aware of the upgrade thing alright, see posts a page or 2 back, theres a temp fix mentioned too until she gets around to releasing a new version.

(edit) @isabel
small bug the game text that pops up when you research the barter civic bears no relation to what it actually does in the civicinfos or the pedia entry.

(edit2) actually, RoM_GameText_Civics seems to be for a differnt version of RoM?? it refs civics like Harmony and INTELLECTUAL_AUTONOMY. in fact the entire xml text folder seems to contain a load of stuff not present in krome.
the TXT_KEY_CIVIC_BARTER_STRATEGY from the RoM 1.03 that joseph dropboxed has it correct:
Code:
Decreases maintanance costs from distance to Palace and from number of cities. Increases commerce by 10 percent in all cities and extra 10 percent in capital.

this is the one in KROME:
Code:
Increases food and production from trade routes by 35% but also decreases gold 50% from trade routes. Increases gold income by 25% in capital and decreases culture by 10% in all cities. Bazaar, Market and Grocer can be built at reduced cost. Corporations have no effect.

i didn't bother looking too hard but i would guess that there's plenty other little errors/anomlies like that in gametext. assuming you have your hands full with sdk and python stuff, i would be happy to go through the text folder and correct anything i find if you want a hand at this??
 
@nimek@jtanner
i claim my cookie! holst! the planets, don't ask me which movement though! epic choice. in fact the theme is all-round epic. could you change the res of the main background or stretch it so it fills the whole screen i only checked on my own res of 1280, perhaps it fills the screen on default. the silver theme does add a consistent ~5 secs to load time over default though, can you pack all the tgas or something to decrease loadtime, i dunno? anyway it looks cool, nice installer and krome icon too!

@satrapper
You win the cookie. :) It's Holst. "Mars, the Bringer of War." I had some trouble getting the resolution for the main menu to cooperate, and was pressed for time, so I just put a black border around it and called it good. I'm not sure if I can pack the tga's. The are actually in the Resources folder instead of the Assets folder. I'm not sure if the engine knows to look for fpk files there. Looks like time to experiment! BTW, the installer was kinda an afterthought. I snagged it from here on CFC and just changed the path names. It might have a bug with the uninstaller. I guess I didn't consider the load time issue. For the sake of load time and download size, it might be better to not have the silver theme. I just REALLY like it. It seems to fit with the feel of the main screen and the music as well as looking kinda "chrome-y".

@Isabelxxx
How's it going? The KROME thread here has kinda slowed down a bit. Were you still looking at possibly making a new thread in the Modpacks thread? Also, how about an SVN repository? :)

I've been thinking about what modcomps would fit well in KROME, keeping in mind that they would need to be high quality, popular, and add significant strategic depth without sacrificing speed or adding bloat. Here's a short list of the ones that I had in mind and a brief reason why.

1.) Dale's Combat Mod v2.2 -- Reason: Lots of combat mechanics!
2.) SUPER SPIES v1.6 -- Reason: Spy promotions!
3.) Advanced Diplomacy 2.1 -- Reason: Lots of diplomatic mechanics!
4.) Super Forts 1.12 -- Reason: Upgrades forts to claim territory and resources!
5.) Advanced Unit Automations -- Reason: Adds lots of automated actions for units!
6.) Multiple Production / Multiple Research -- Reason: Makes :hammers: and :science: overflow more useful!
7.) Mountains: Back to Service -- Reason: Passable and workable mountains! (Note: for this one you'd really need to get it out of AND. As is it doesn't have a game option, and the mountains are passable from the get-go. AND sets up a tech restriction for moving on mountains and has some cool promotions dealing with mountains. Actually, this is one that I intend to strip out of AND and re-release as a modcomp with the game option and promotions eventually.)

Although there are lots of others that would be great, those 8 alone would really add a lot of depth. I would avoid adding Revolutions and Barbarian Civ. Although they are great modcomps, they tend to hurt the AI or add too many players to the map and hence slow down the game. Just my two cents!
 
I purposely proposed RoM1.03E as the Content Mod and wanted K-Mod for AI. Rom1.03 Never had REV and I would like to see it kept that way, please.

1, 2, 3, 6, and 7 all appeal to me. Especially 3, 6, and 7.:king:
4. has a history of being abusive. AI will build forts every where and not utilize a resource properly.:dubious:
5. An unknown for me. I probably wouldn't use cause I never automate my units. So I really don't know if it's better. :dunno:

JosEPh
 
Overall, a really good list of suggestions by JT. I will agree with Joseph on numbers 4 and 5, though. As of now, am just waiting for something to playtest :)
 
Me too.

JosEPh
 
4. has a history of being abusive. AI will build forts every where and not utilize a resource properly.:dubious:

It turns out that the reason forts are over built is not super forts per se but the fact that under certain civics forts are by far the best improvement to have. I think forts giving :gold: etc. under civics was added after RoM 1.03 so the problem may not occur here. I found that the AI handled forts outside any borders to claim resources very well with this extension.

5. An unknown for me. I probably wouldn't use cause I never automate my units. So I really don't know if it's better. :dunno:

JosEPh

Some of the automations are good. Although I always (well sometimes) find that my units set to patrol borders are always on the other side of my nation when an enemy comes knocking. Auto hunt works well with hunters if you add subdue animals. Of course I am talking about the improved versions of these that Koshling has worked on. I don't know if he has updated the original.
 
It turns out that the reason forts are over built is not super forts per se but the fact that under certain civics forts are by far the best improvement to have. I think forts giving :gold: etc. under civics was added after RoM 1.03 so the problem may not occur here. I found that the AI handled forts outside any borders to claim resources very well with this extension.

Gonna have to agree with DH on this one. I've tested the Super Forts modcomp with a basic vanilla build. Fort placement was very intelligent and the AI seemed to utilize resources quite well. As long as it is weighted properly in the K-Mod AI code, I think that Super Forts would work very well in KROME. It's a different implementation than is used in AND, so it avoids the whole "fixed borders" idea completely. When used with the DCM option of Opportunity Fire, forts become what I think they should have been in vanilla BtS: forward military posts. They also allow the player and the AI to secure vital resources like Copper or Stone without placing a city in a less than desirable location. And when border wars break out, Forts can end up cut off from your main territory, leading to interesting strategic situations IMHO.


Some of the automations are good. Although I always (well sometimes) find that my units set to patrol borders are always on the other side of my nation when an enemy comes knocking. Auto hunt works well with hunters if you add subdue animals. Of course I am talking about the improved versions of these that Koshling has worked on. I don't know if he has updated the original.

The improved versions would be better. This modcomp really makes sense with the Subdue Animals modcomp and fits well with DCM and Super Forts. It's not for everyone, but if you do automate units, it gives you a lot more automated military actions.

There is one more "big" modcomp that I like. "Big" in the sense of making large game changes. There are LOTS of little ones that would work well, but I digress. This one is just a personal favorite. I hesitated to post this in the first list because it doesn't seem to have been that popular. The mod is called Power Up Mod (ver 0.1).

I have tested it thoroughly and during my testing the AI was able to effectively use it. Power Up is lots of fun in any mod that has deep promotion trees. Especially when you tweak it to also grant the Spy promotions of the Super Spies mod. What I would change in this modcomp would be to slow it down a touch, add the spy promotions, add the additional unit classes of RoM 1.03E, and make it work correctly with upgradeable buildings. Add in a little code to weight the promotions based on the local terrain and you could be faced with an AI that produces promoted units that are very well adapted to local conditions. K-Mod military strength on top of that and it will be like trying to invade Russia in the winter. :lol:

One thing I would HIGHLY suggest though is that all modcomps be optional. There should always be a way to turn a feature off. The only constants should be RoM 1.03E for content and K-Mod for the engine that drives it.
 
I'll concede to experience on the Forts. It's been awhile since I used forts (back to AND 1.6 series iirc).

Now the Real 14 carat gold question is......What's Isabelxxx up to? (I thought I heard crickets chirping) :mischief: ;)

JosEPh :)
 
Starting to think that we lost Isabelxxx... :sad:

What's the statute of limitations on stepping back in as admin of the project? I don't want KROME to die.
 
Kiwi and I are waiting for the list of bugs to be fixed so we can have a new version to test.

"chirp, chirp, chirp"

JosEPh ;)
 
@jt
The link you sent me is not the link I need to access the KROME SVN to update from. It's only a link to the repository. Will you PM me the link so I can D/l and update from the SVN?

JosEPh
 
@jt
The link you sent me is not the link I need to access the KROME SVN to update from. It's only a link to the repository. Will you PM me the link so I can D/l and update from the SVN?

JosEPh

That should have been the correct link. :confused:

Does it not work when you put it it in SVN checkout in TortoiseSVN?
 
this what you mean?

https://krome.svn.sourceforge.net/svnroot/krome/

hope isabel gets back to this! hasn't been that long since she last posted on this so i wouldn't be getting too worried just yet:)
good to see jt still has an interest though, despite his full plate now.

Yup, that's the main line. I set up a branch to goof off with at https://krome.svn.sourceforge.net/svnroot/krome/jtanner28

@Joseph
There's lots of different ways to set up SVN folders. If you take either link above, right click and "copy link location", then created a new folder called whatever (I call mine "KROME SVN"), right click it and click "SVN Checkout", the above link will be listed in the "URL of repository" field. Then just click "OK".

I just checked both and they both start checking out files immediately. If you want to be able to commit files, I'll have to add you in the user permissions.

I'll let anyone who wants it to have access to my goof off branch. What do you think satrapper? Dancing_Hoskold? kiwi_lifter? Joseph_II? Wanna play in my sandbox? Send me your sourceforge account name and I'll add you to the branch.

EDIT: There is one advantage to setting it up the way that you mentioned though Joseph: It allows all the branches and tags to be organized better. I can probably change the way it is set up now to work that way if you think it's a better idea.
 
Like I said, it's been awhile since I set AND and C2C SVNs up.

I'm in checkout right now D/L'ing.

Guess I better get an account set up too! ;)

JosEPh :)
 
Back
Top Bottom