[MOD] S.P.Q.R. beta version

Nice scenario arne (and all other creators). Couple questions. These may be translation related, but I was just kind of wondering...

Ivory Monopoly - gives you Three Ivory? So what? Why is elephant a separate resource?

Slave Market - provides your slaves with wheat?

Astronomy - "can fishing albacore?" Is albacore a separate resource?

Slavery - "can extinguish fire?" lol

not poking fun at the translation or anything. just wanted to clear this up. ****in awesome italian scenario btw. i'm actually starting to prefer this scenario over the TAM ones.

ALSO...

is this scenario meant to be played in marathon (shows up as the default)? kind of interesting playing it dragged out like that though.

i'm playing it on prince, but nobody nowhere wants to declare war. in fact, their attitude never really changes. the ones that are annoyed with you remain so forever and the ones that are cautious are just that FOREVER. not that i could even be prepared for a war (takes forever to build units) and by the time you have a decent-sized force you're way behind in research and in debt.
 
Ivory Monopoly - gives you Three Ivory? So what? Why is elephant a separate resource?

Elephants are only for build elephant units (just like horses are for mounted units). :old:

Slave Market - provides your slaves with wheat?
Err, no. If you own wheat, your cities will provided with slaves. (Your slaves have to eat something, so if you don't own wheat, they dont work. :yuck: ). Slaves makes the rate of production higher, if you have build manufactures and such. On the other hand, you have to be carefull and watch for slave unrest. :scan:

Astronomy - "can fishing albacore?" Is albacore a separate resource?
Yes, albacores replace whales.

Slavery - "can extinguish fire?" lol
Just wait until your slaves will revolt. Then you will be glad your units can extinguish the resulting fire. :whipped:

i'm actually starting to prefer this scenario over the TAM ones.
:lol: Fishing for comliments? ;)

is this scenario meant to be played in marathon (shows up as the default)? kind of interesting playing it dragged out like that though.

Marathon is my own favorite game speed. You don't have to do it so.

i'm playing it on prince, but nobody nowhere wants to declare war. in fact, their attitude never really changes. the ones that are annoyed with you remain so forever and the ones that are cautious are just that FOREVER. not that i could even be prepared for a war (takes forever to build units) and by the time you have a decent-sized force you're way behind in research and in debt.
Normaly this should change over time. But the religios harm is pretty great. This is one point to change in next version. If playing marathon then it takes "for ever" to build units and buildings. At least in the beginning, later on it will be forced.
 
This mod looks extremley promising... Lots of very nice little details... But yeah the english translation needs some serious work (I hardly speak any german so im not much help here, but surely it wouldnt be too hard to change certain parts that would be the same as in the vanilla game? like 'Rom' to 'Rome' etc? even i could do that and im suprised no-one else has lol)
A warlords version could im prove this mod no-end... When I'm playing in the mediterranean i like to feel like my cities are 'alive with the culture' and all that jizz... Unique cityart is a must for me.
 
Psycadelic_Magi, you are right, unique cityart is always a good addition and hopefully one day, this mod will have a warlords version as well. :) I think, the next version will be improved a little not only in gameplay, but also in translation. But I didn't have enough time to work on it.

*update*
However, today I will present the mediterrain map with 16 SPQR-Civs. It is still a very first version, the Civ and leader names are still "in German" (becouse they are fixed in mapfile in "German"). For further details please look at scenario thread.

 
I've really enjoyed getting back into this. Played as the Romans for about an hour earlier today on the new Med map. I have to say this mod is shapping up pretty nicely.

One comment though:

The new developed Tech Tree is great - but when playing as the Romans I spent loads of time at the begining un-able to construct buildings. I had to keep dis-banding newly trained units because I couldn't afford them - yet had nothing else I could build (I had already completly colonised Italy & my workers were pretty useless when I could finally build them meaning military units were the only things I could build).

All the other Civs though seemed to race ahead with advanced Units & building Wonders whilst I was still coming along at an alarmingly slow pace. However when I finally began to get to the early game things sort of began to pick up.

I've only got one lesson at school tomorrow so i'll see if I can finish this game & see how it pans out. :)
 
I second Bema's opinions. I played as the Romans for a while on the med map and it is pretty sweet. But I sat there with my three Roman cities building all sentries because that, workers, and settlers were all I could build for a while and workers couldn't do anything.

1) Early buildings to build
2) Needs to be translated to English ASAP
3) The "Cult de Isis" religion noise is very annoying.
 
1) Early buildings to build


Thats my main concern for now. Without early buildings you cant boost your culture etc. quick enough and quickly fall into debt (in regards to loosing money per turn) which subsquently makes research times longer meaning you cant get the techs to build buildings.
 
Also, there are too many units. Whatever the first upgrade after sentry is and the one after that, by the time I was able to build enough of them, find the money and upgrade old units to the new ones, they were outdated. Give each unit more time to thrive.
 
Is this mod still under development? I love mods/scenarios from the ancient times. I'm a great fan of TAM.....
 
1) Early buildings to build

I played as the Gauls (Brennus), and cannot remember I suffered from this problem. So maybe only the Romans have this problem. Initially the game was so slow, that I had enough troubles resisting the barbarians.

Translation
I have translated some of the XML into English:
SPQRGameText_Techs_Pedia.xml
SPQRGameText_Techs.xml
SPQRGameText_Promotions.xml

This definitely does not make up for all English in the game, but it is a beginning, isn't it?
 

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Is this mod still under development? I love mods/scenarios from the ancient times. I'm a great fan of TAM.....
Yes, it is still under developement. But the main modmakers, Arne and me, have not much time, private life is more important. I have some important exams in the next weeks, which is of course first priority. We still have some more good ideas, and we plan to include them into SPQR.

Translation
I have translated some of the XML into English:
SPQRGameText_Techs_Pedia.xml
SPQRGameText_Techs.xml
SPQRGameText_Promotions.xml
This definitely does not make up for all English in the game, but it is a beginning, isn't it?
Yes, it really is a beginning. Thanks a lot for this work. This should be included in the next SPQR-update.

1) Early buildings to build
2) Needs to be translated to English ASAP
3) The "Cult de Isis" religion noise is very annoying.
2) Is in progress. The first work is done. ;)
3) I guess Arne found the problems with this sound.

1) In my games I also had the "problem" that I can just build units. Maybe you are right, that there should be some more buildings. Or building prices have to be higher, so more time is needed to construct them. Another way could be, that the tech prices will be lower, and you can construct new buildings more early. But then...
Also, there are too many units. Whatever the first upgrade after sentry is and the one after that, by the time I was able to build enough of them, find the money and upgrade old units to the new ones, they were outdated. Give each unit more time to thrive.
... units will be outdated even faster. So its not very easy to find a good way.
We also don't really want to reduce the number of units. In the first plans there were even more units...
For example: Bowmans. The first bowman (:strength: 3) has not much armor. But not much time later, the first armors were made. So we have another bowman (:strength: 4). Then you need also new units, so you can attack cities with the :strength:4-Bowman...
This is one of the points, we love on SPQR. A great number of units, which represent the developement of units in the scenario ages. Also we love the main differences with the civ-specific units.

But these are also the well-known balance problems, which we can only solve with much responses and many test games. And I guess, other modmakers have the same problems. It's not very easy to find the right costs for everything. And when you play and think, everything is ok, there will be still some players who prefer it to play in another way.
You know, even Vanilla and Warlords CivIV were rebalanced in patches. And there are still some players, who change the costs in their own way.

Also thanks to the other posters here, which i didn't quote... ;)
 
Congrats for this great mod, guys, i have translated some xml files from griffin71 english ones to spanish, mainly tech names and promotion names. It´s really bad only seing <spa> or <ita> when you have to choose a tech. Now i think its ok in german, english and spanish, not sure french and italian.
It´s not a great work, but perhaps will help some spanish players.

I hope you will continue this great work, i am enjoying very much the italian scenario. Dont like the plain games, hehe. Perhaps you could try a punic wars scenario, or a rome civil war one.

Any news on an update?
 

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I love the epical game, and it's no doubt in my mind that a really good Rise of Rome scenario, covering Europe, North Africa and the Middle East, is the best suited scenario for the CIV changre.

I dont like the modern scenarios, with pre-buildt civs too much, but prefer to build an empire from the ground..... and then especially in the ancient times.
 
I saw that Thor was one of the Cults in your mod. Thor is the scandinavian god of thunder, while the German name is Donar.
I would prefer the use of Wodan instead, Wodan (Odin in Scandinavian) is the chief god, compared with Zeus.

The Egyptian Goddess Isis, wasn't the most important. I think Horus or Ra are far more important (they are the gods of Kings (Horus) and the Sun (Ra).

For the Greek gods i would use: Zeus (the chief god), his brothers Poseidon and Hades. The next two most senior gods. (they divide the rule of the entire world between them.) (Jupiter, Neptunus and Pluto in Rome)

i think Mitras should be called Mithras, but that's a little difference

and as 7th cult i would use Ba'al Hammon (the supreme god of the Carthaginians)
 
This MOD is one of my favorites. Some very nice ideas (unique unit packs for civs, for instance) as well as graphics (love the static leaderheads). I whipped up a few civs for my own mod of SPQR at home (Numidia, Parthia for example), and I can post them eventually if anyone is interested. Thanks to your basic text translation files, I was able to work with the German text in the XML. My German is worse than bad, however, so there is only English text for now :(.

I just wanted to thank you for hours of fun :)

Best Roman Republic scenario out there.
 
I haven't been able to play this but it looks like this is coming along very nicely. Congrat to your two & team. Arne, your leaderheads are great. If you could get them animated at a stage, these would be awesome. I especiall like Cleo. I have a weakness for most Cleopatra here at CFC it seems (R8XFT's one was also so attractive). I will play this- just need the free time. maybe in August. I will post (hopefully) constructive feedback then. And yes, I third for more screenshots!
 
I love the static leaderheads - all of them were very well done. I had a look at the bust of Attalos of Pergamum and your leaderhead really does it justice. I wouldn't worry about animation when the static leaderheads are of such high quality.
 
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