Firstly, Merry Christmas and Happy New Year everyone; I am back from a rather lengthy vacation. Sadly, there's no 3.5 yet, and it isn't up to me at this point. Can't give you any ballpark either, unfortunately. Though for everyone with SVN, current revision is basically 3.5 (maybe without a couple of fixes and tweaks).
Since every civ has unique national epic and military epic like art wonders, I think they should be created by great artists instead of being built.
This has been sitting in my plans for some time now. I was just too lazy to implement it...
If it's to stay, though, could Rabbi's be moved to an earlier tech? As it is they come very late relative to the religion, and their tech founding Christianity makes rushing for Rabbis a religion self-sabotage.
Definitely. Moved in the recent update.
Additionally, perhaps spiritual leaders should be exempt from religious shock.
Had no time to code this, but seems like a good idea. Noted for future.
True, but that was usually a matter of force. The Roman empire eliminating pagan beliefs/traditions, the Arabian conquests eroding Zoroastrianism, persecution of Buddhism, Native Americans being wiped out, etc. Less to do with natural spread and more to do with the policies of the powers-that-be.
Now that I think about it, I think allowing religion to spread to religious cities is actually a great solution, if multiple religions increases separatism. Removing religion will become a much stronger aspect of the game, and lend more credence to "No non-state religion spread" civics. New religions will have an easier time spreading so they aren't extinct-on-founding.
The only catch in this line of thought is the poor AI, unaware of those changes. Anyway, at this point that's basically true for all separatism stuff, hence it's off by default.
Maybe it's possible for it to function as "average era of met civilizations"?
It certainly is possible, but it would be very detrimental for performance, as the current function used to calculate it is a default one, very fast, while I'd have to write a clumsy custom one for that. We're searching for an adequate solution...
By the way, Walter, I am a programmer. Some experience with Python and none with C, but let me know if I can be of any help. I actually have time off from now until January 2nd, so PM me it you want to try and coordinate a time.
Sorry for not having replied earlier; was on my vacation. You're very welcome if you want to try helping out. Feel free to have a look at what I did and suggest tweaks to the code - though unfortunately our weakest link is currently C++, which I am totally inept at.
Maybe it would be best if religions are founded randomly,like a special in-game event without influence of players. Only thing that stays the same every time is that Judaism and Christianity are founded in the same city.
As it was historically.
I don't feel that taking agency in founding religions from players would be a good change. It would trade an element of game strategy for an element of random chance.
And religious wonders should be possible to build only if religion is present in that city. How can you build Notre Dame or Sistine Chapel without Christianity in your empire?
Well, blame Firaxis for that, for putting them into the game this way. Since too many of stock wonders are tied to Christianity, it would create too much imbalance if they would require it. And I definitely don't want to go through creating their counterparts for every other religion to offset that...
Hey where can we get 3.5 version. I used SVN, but couldn't start it or I didn't understand instructions clearly. Also I would suggest re-balancing health for higher difficulties especially on world maps. I play with a friend together on higher difficulties, but many civs have simply unplayable starts, with as much as -5 unhealthiness and negative food. On one map Austronesia needs like 60 turns to complete a worker. While I understand that harder difficulties are meant to be hard, this gives player no choice. It would be nice to have even or positive health on level 1 village maybe level 2, so you can train a worker or build a building for health if needed..or have any choice at all.
There is currently no installer for 3.5 yet. The only way to access it is through SVN.
World map is a
scenario, where civs are not supposed to be on equal footing. Some are easier, some are harder, and some are probably impossible on higher difficulty levels. But yeah, there is a general feeling that health penalties from difficulty are too steep. This will change.
Whenever I try to update the SVN, it gives me the error "Unexpected HTTP status 413 "Request Entity" too large on '/p/civmods/code/!svn/me' "
Is there a more simple place to download the new update?
Not yet, because there is
no new update yet. As soon as the installer is ready, it will of course be available for downloading.
The Ancient era music actually comes from the game 0 AD.
Yeah, and a bunch of other stuff as well. At some point a while ago, we were in direct communication with 0AD team, and we're very thankful to them for letting us use their assets.
I am currently playing the world map scenarios and I have noticed that some civs have a bonus in diplomacy called "from traits".
For example, the Bantu Kingdom has a +5 with all civs except mine.
How can I remove this bonus?
It's not "with all civs except mine", it's simply "with all civs". Relation values towards you don't affect your decisions as a human so it is pointless to have them; relation values are therefore only relevant towards AI civs. As for those in particular, they are there for tribal civs, and they are there to avoid pointless wars. Those modifiers disappear (or rather are offset with an equal negative) as soon as another civ begins bordering them directly. If not for these, AI civs would gladly sometimes declare war on them across half a map and waste lots of time and resources on pointless marching there and fro. You can of course edit Hunter-Gatherer trait to remove them, but I wouldn't recommend that.