Mouse's Rise of Mankind

Mouse's Rise of Mankind 0.8.2

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

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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Hey cof, I should remove all mods when trying this probably I assume? Or is it more of an MP modpack?
 
its stand alone can run with other small tweak mods only new tech tree will be done next week this is temporary filler tech tree only. I like the idea just don't like the execution of it. And it seems to extend the era's way to much they drag on forever i feel so we working out new tech tree that allows more choice and diversity.

Do not run with any AI mods or tech tree mods
 
no its for any mode its just built for an online persistent server like i ran for civ 5 a pitboss mod, it works for single player but be warned they harder way harder.
 
But right now i do not think the mod even works and not sure why?
 
having trouble getting tech tree changes to work properly anyone can help with this plz
 
cof125 updated Mouse's Rise of Mankind with a new update entry:

Bug Fix and patch

- Fixed AI over settling
- Fixed tech's and civics not lining up properly for 500 turn game
- Reduced cost of techs and civics by 30%
- Now need 3 Strategic resource to produce units in any city
- Now need 4 Strategic Resources to buy units in any city
- Barbarian aggression highly increased
- reduced bonuses to AI to compensate for smart AI

Read the rest of this update entry...
 
I was wondering what was the deal with the lines going all over the place trying to make the tech tree longer but same amount of techs also wanted each era to have one or two tech at the end of each era. But when i attempted it it went crazy i was pretty careful but not sure if i made a mistake like simple stupid one. I dont see any so i don't know is there any specific rules to connecting prereq techs or civics to get things to work properly and look proper.
 
great mod the ai is actually doing what they are supposed to do which is expand, threaten my borders with armies and even upgrade their units! But i found a bug.

I got to rocketry and decided to just beeline it to satellites and when i clicked on it to research in the tech tree the game froze. however if i click other techs leading up to it in the top left corner of the screen that way it doesn't freeze.
 
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oh okay gonna try to fix it and thanks i tried i worked really hard at it and reworked two other AI mods to make it it work. Unfortunately AI in civ is complicated and usually takes multiple people to figure out the problem.
 
the actual battles could still use some tweaking ai is still fighting like a wounded sloth :lol:
 
cof125 updated Mouse's Rise of Mankind with a new update entry:

Resource Re-balance & AI improvement

Told AI to produce more units again slowed down their settling slightly to prevent spamming of settlers, also to improve unit production for them. Changed the algorithm for resources again spread them out more but more evenly across continents. Opened up available terrains for and other new changes:

- Iron now spawns on flat plains
- oil spawns on grass lands now too
- aluminum now spawns in plains as well
- More shipwrecks
- Tougher smarter barbarians that can have cities(Barbarian...

Read the rest of this update entry...
 
the actual battles could still use some tweaking ai is still fighting like a wounded sloth :lol:
Yeah working on that just trying to balance their core game play strategy right now ill get to that after there healing choices suck i had it working ill play with it a bit again try to get them holding their ground more. Also this update should help a lot now with them having the resources more to build an army also got them prioritizing the encampment they build it in almost all towns now. Probably will have another update in few days after i play through again. If you can report any information it helps a lot. Like them not building key buildings more or less now. thats what i need now is the building and districts they need to build.
 
did you change anything to the machine guns in this? because i edited my ini to change range to two. but using this it's still one?
 
uhm don't think so that is strange ill look again if not ill change it to two for all
 
weird i'm sure i edited it right?

<Row UnitType="UNIT_MACHINE_GUN" BaseMoves="2" Cost="540" AdvisorType="ADVISOR_CONQUEST" BaseSightRange="2" ZoneOfControl="false" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_LAND_COMBAT" Name="LOC_UNIT_MACHINE_GUN_NAME" Description="LOC_UNIT_MACHINE_GUN_DESCRIPTION" PurchaseYield="YIELD_GOLD" PromotionClass="PROMOTION_CLASS_RANGED" Maintenance="6" Combat="65" RangedCombat="75" Range="2"
 
yeah I know thanks, I will update and add new version also are they claiming war on you and what difficulty you playing on as well. Could also be that your looking for wrong folder name in your downloaded files folder it goes by it mod name Rise of Mankind.
 
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