cof125
Warlord
- Joined
- Sep 14, 2014
- Messages
- 153
Mouse's Rise Of Mankind: Risen From Ashes
As of next version, Ai Will be done Mostly; What to work on next is the question!!! Work on more techs for tech tree or implement new healing system that is bonus resource based(Current healing rates would be dropped back down to stock values accept friendly territory would be 15 and city 30).
Welcome to the Rise of Mankind Forum Where we can discuss possible game mechanics, bug reports, and any
questions or concerns. What my mission is with this mod is to recreate the experience of playing my mod for
Civ 5 of the same name minus the mouse if you're interested it's pretty good. Not sure why it did not take off well lack off flare to the page and stuff mostly hoping to change that with Civ 6 now that I have done some work in the last title helped me learn how they like to code the AI and the flaws in the game theory they set out to somehow hinder the AI not sure why.
I know computers can kick our butt at this kind of stuff Because if you break Civ down its a number crunching game mostly. That's where computer win's the ability to number crunch here and now what gives you more bang for your buck math. We win by intuition and instincts, this is where we excel, so what I have done is to not hinder the computer on its math make them settle super cities. They are amazing at calculating the most yields of whatever area and plant it to get the most yields. Now the developers in stock told them not to even do it not settle rating on game-winning natural wonders. So I have turned it on and the value of food up its value is 3 per yield per tile so they settle really well now yeah real good; production is at 2, and all other yields value is 1 on the inner tile yield only I am gonna try and find a way to find a way to change may have to boil down to changing LUA files.
Now onto game rules National Wonder's is integrated with the mod thank Magil for letting me use his work in my mod. So you can reference his page concerning anything with the National wonder's or even give him props maybe would be great he is a great source and a valued member of the community. He is really good at balancing things the in-game mechanics out and finding creative solutions to problems.
New Unit & Resource Rules
~ All land units +1 Movement in open terrain if you control of Horses
~ All cavalry units +2 Combat if you control Horses
~ All units +1 Combat if you control of Iron
~ All units +2 Combat if you control both Iron and Coal
~ All land units +1 Movement if you control of Coal
~ Naval units gain +2 Movement in friendly territory if you control Coal
~ All units Renaissance or later +1 Combat if you control Niter
~ All units +1 Movement if you control Oil(may change up to the community)
~ All Air & Siege units +2 Combat if you control Aluminum
~ All Melee units +1 Combat if you have control Uranium
~ All Ranged units +2 Combat if you control Uranium
~ All Siege and Naval units +4 Combat if you control Uranium
As of next version, Ai Will be done Mostly; What to work on next is the question!!! Work on more techs for tech tree or implement new healing system that is bonus resource based(Current healing rates would be dropped back down to stock values accept friendly territory would be 15 and city 30).
Welcome to the Rise of Mankind Forum Where we can discuss possible game mechanics, bug reports, and any
questions or concerns. What my mission is with this mod is to recreate the experience of playing my mod for
Civ 5 of the same name minus the mouse if you're interested it's pretty good. Not sure why it did not take off well lack off flare to the page and stuff mostly hoping to change that with Civ 6 now that I have done some work in the last title helped me learn how they like to code the AI and the flaws in the game theory they set out to somehow hinder the AI not sure why.
I know computers can kick our butt at this kind of stuff Because if you break Civ down its a number crunching game mostly. That's where computer win's the ability to number crunch here and now what gives you more bang for your buck math. We win by intuition and instincts, this is where we excel, so what I have done is to not hinder the computer on its math make them settle super cities. They are amazing at calculating the most yields of whatever area and plant it to get the most yields. Now the developers in stock told them not to even do it not settle rating on game-winning natural wonders. So I have turned it on and the value of food up its value is 3 per yield per tile so they settle really well now yeah real good; production is at 2, and all other yields value is 1 on the inner tile yield only I am gonna try and find a way to find a way to change may have to boil down to changing LUA files.
Now onto game rules National Wonder's is integrated with the mod thank Magil for letting me use his work in my mod. So you can reference his page concerning anything with the National wonder's or even give him props maybe would be great he is a great source and a valued member of the community. He is really good at balancing things the in-game mechanics out and finding creative solutions to problems.
New Unit & Resource Rules
Spoiler Recon Units :
Recon cannot move and attack
Spoiler Siege Units :
Siege can now move and attack
Spoiler Melee Units :
Melee units knock back
Spoiler Anti- Cavalry Units :
Now are hidden units can only be seen when next to it with any unit besides recon get full sight.
Spoiler Cavalry Units :
Can attack then move (Cossack buffed by 3 combat strength)
Spoiler Horses Unit Rule :
~ All land units +1 Movement in open terrain if you control of Horses
~ All cavalry units +2 Combat if you control Horses
Spoiler Iron Unit Rules :
~ All units +1 Combat if you control of Iron
Spoiler Steel Unit Rules :
~ All units +2 Combat if you control both Iron and Coal
Spoiler Coal Unit Rules :
~ All land units +1 Movement if you control of Coal
~ Naval units gain +2 Movement in friendly territory if you control Coal
Spoiler Niter Unit Rules :
~ All units Renaissance or later +1 Combat if you control Niter
Spoiler Oil Unit Rules :
~ All units +1 Movement if you control Oil(may change up to the community)
Spoiler Aluminum Unit Rules :
~ All Air & Siege units +2 Combat if you control Aluminum
Spoiler Uranium Unit Rules :
~ All Melee units +1 Combat if you have control Uranium
~ All Ranged units +2 Combat if you control Uranium
~ All Siege and Naval units +4 Combat if you control Uranium
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