Modmods Requests Thread

I have revolution marked, my cities have the revolution bar, there's the revolution button (Che Guevara) on the upper right but still the civics don't increase/decrease rebelliousness.

That's very strange. What modmod's are you using?
 
I have revolution marked, my cities have the revolution bar, there's the revolution button (Che Guevara) on the upper right but still the civics don't increase/decrease rebelliousness.

This query probably belongs in the 2.8 discussion or maybe the bug thread. The civics screen has changed quite a lot. Perhaps the code for putting the rebellious text in has just been missed.

Edit: I just had a quick look at the code for 2.8 and the text is there and should be being displayed if revolutions is on.
 
I have revolution marked, my cities have the revolution bar, there's the revolution button (Che Guevara) on the upper right but still the civics don't increase/decrease rebelliousness.
I think I've figured it out. It's my fault. I'll have it fixed my beta4.

EDIT:
It wasn't really my fault. I checked the source code, and RevDCM's coders got lazy. I won't go into detail, but I fixed their code for them. I'm going to post it on their forums too.
 
I think I've figured it out. It's my fault. I'll have it fixed my beta4.

EDIT:
It wasn't really my fault. I checked the source code, and RevDCM's coders got lazy. I won't go into detail, but I fixed their code for them. I'm going to post it on their forums too.

I'm using 2.71 because i just can't play with 2.8. It always crashes in Renaissance or early modern era.

There's some way you could make that fix you talk about available?
 
I'm using 2.71 because i just can't play with 2.8. It always crashes in Renaissance or early modern era.

There's some way you could make that fix you talk about available?

All in good time. I will release 1.4beta4 soon-ish.
 
Would it be possible to have the water animals part of [BtS] Modular ExoticAnimals by Roamty which uses the code by TheLopez [MODCOM]Water Animals Mod. Spawning aquatic animals at sea adds more problems to sea travel :)

They would need to be balanced. As would the land animals in this mod but not in RoM.

Chances are low (less than 10%) that his code still works, as TheLopez left the community before BTS even was a twinkle in Sid Meier's eye. But I will definitely look into it. SDK changed a ton from vanilla to Warlords, even more from Warlords to BTS.

Update:
Someone has updated this modcomp for BTS, so I should be able to get it working.
 
Would it be possible to have the water animals part of [BtS] Modular ExoticAnimals by Roamty which uses the code by TheLopez [MODCOM]Water Animals Mod. Spawning aquatic animals at sea adds more problems to sea travel :)

They would need to be balanced. As would the land animals in this mod but not in RoM.

The Lioness, Cave Lion, Cave Lionness, Bengal Tiger, Siberian Tiger, Polar Bear, Cave, Bear, Cheetah and Dire Wolf are already in RoM. The Drifa Dragon, Giant Spider, Giant Tortoise and Sea Serpent are mythical and should not be added. The Kraken could be added under the name of "Giant Squid". The Horse, Penguin and Hawk are real but why would you fight them? The only ones i see that would be worth adding is maybe the gorilla, stag or elephant. For the sea it would be nice if there was say a shark, saltwater crocodile or killer whale. Those I could see being dangerous in the sea.
 
The Lioness, Cave Lion, Cave Lionness, Bengal Tiger, Siberian Tiger, Polar Bear, Cave, Bear, Cheetah and Dire Wolf are already in RoM. The Drifa Dragon, Giant Spider, Giant Tortoise and Sea Serpent are mythical and should not be added. The Kraken could be added under the name of "Giant Squid". The Horse, Penguin and Hawk are real but why would you fight them? The only ones i see that would be worth adding is maybe the gorilla, stag or elephant. For the sea it would be nice if there was say a shark, saltwater crocodile or killer whale. Those I could see being dangerous in the sea.

Firstly I have a plan;). Secondly why not call the Giant Turtle a shark until someone makes a shark. Or just call each a "force of nature" and have be done with it :) I was only interested in the water animals but if you could capture that horse or elephant maybe you could get a resource from them. Which is actually part of my plan.
 
Is there anyway to slow research down. Ideally i like snail research speed, but with epic/marathon speed production?
 
Is there anyway to slow research down. Ideally i like snail research speed, but with epic/marathon speed production?

Yes, and I just forgot to include that in my Beta5. There are easy ways to slow it down...
 
Afforess,

Is the purpose of this thread to add things to your ModMod? Or to make ModMods from ppl's requests? I'm not clear on this.

The reason I'm asking is that I need a modder to make a modmod that will add Vincentz Jungle Camp, the Terraforming Mod, Tea Mod, and Butchery and Tannery buildings for RoM version 1.0.

I don't have clue how to do this myself. But these additions would Make version 1.0 an Enhanced RoM Lite without any of the RevDCM components.

If this is the wrong place to ask then I apologize in advance.

JosEPh
 
Afforess,

Is the purpose of this thread to add things to your ModMod? Or to make ModMods from ppl's requests? I'm not clear on this.

Nope. This thread is a general request to all modmoder's. Generalstaff has made some of these too.
The reason I'm asking is that I need a modder to make a modmod that will add Vincentz Jungle Camp, the Terraforming Mod, Tea Mod, and Butchery and Tannery buildings for RoM version 1.0.
Jungle Camp, Butchery and Tannery should be easy to do, all XML. The Tea Mod edits the TGA file, so no way I'm doing that. The Terraforming mod needs SDK changes, and since RoM 1.0 has no SDK... it isn't possible.

(I lie. It is possible, but I would need to use a vanilla BTS SDK and add those features into it. But I don't have that kind of time to do that. I hardly had any time today... Maybe you could convince Os79 to merge those parts. )

I don't have clue how to do this myself. But these additions would Make version 1.0 an Enhanced RoM Lite without any of the RevDCM components.

You know that you can turn off ALL of RevDCM's components, which is why it's a great base. Remember, if you abandon RevDCM, you lose all the UP and Better AI fixes...
 
You know that you can turn off ALL of RevDCM's components, which is why it's a great base.

Yes I do and that is mostly how I play RoM.

Just getting Jungle camp, Butchery and Tannery to RoM 1.0 would be great. I want a version of RoM that low end computers can handle. Version 1.0 with these small additions would go a long way towards that end.

True Better AI would be great but......it has it's drawbacks too. I have friends and children who would like to play early RoM. And most of them don't have The kind of Computer like I do. PIV's and even a PIII. RoM 1.0 can be played just fine on those types with a decent/modest video card. As long as regular BtS can be played on them. They all like the expanded techtree and added buildings/units that 1.0 has.

Plus with the Official3.19 patch and the UOP3.19 the game is still a challenge for most of us. (we like to win sometimes you know. ;) )

JosEPh
 
Yes I do and that is mostly how I play RoM.

Just getting Jungle camp, Butchery and Tannery to RoM 1.0 would be great. I want a version of RoM that low end computers can handle. Version 1.0 with these small additions would go a long way towards that end.

This weekend, I'll convert them. I have no time now.

Plus with the Official3.19 patch and the UOP3.19 the game is still a challenge for most of us. (we like to win sometimes you know. ;) )

Personally, I prefer losing (to qualify, losing because I made mistakes, not because the AI gets handicap bonuses) , because I know that the game is hard, and worth playing. Too often, games are too easy, and I finish them quickly.
 
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