Hi everyone, long time no hear. Some news (kinda) for y'all.
Basically, if you followed my previous communications, I've been waiting for Imperator to come out - which it did, and I'm underwhelmed by its current art assets. I will not be adding much from there, so the only thing standing between me and 3.5 is my own perfectionism as I try adding the rest of flavor unit stuff that I wanted to. Which brings me to the fact that this is the
only thing I want to do to RI - those of you using SVN should consider the current revision as final regarding any features, balance etc. unless there is a bug somewhere I can fix easily or some glaringly simple balance tweak I feel necessary. There will definitely be
NO major new additions going forwards. No new playable civs, major gameplay features etc. I am giving no promises towards when I'll be finished, but you can be sure we're getting there.
There is only one item that bothers me: I feel like unit upgrade costs on 0.5x speed are ridiculously high. 170g to upgrade ONE archer from 3
to 4
(I've seen somewhere on the forum that the price is tied to unit cost
so can understand how it probably is only balanced for realistic game speed)
Q: Is it possible to adjust this myself? If so, I would much appreciate a bit guidance here
You can manually tweak it in GlobalDefinesAlt.xml (UNIT_UPGRADE_COST_PER_PRODUCTION). Which version are you playing? The sky-high upgrade costs were an issue in 3.3, as they scaled together with unit production costs. By 3.4 it has been tweaked to no longer scale (at least in situations you describe) IIRC.
I've played nearly a full game now on the huge world map. im nearly into the modern era and wanted to provide some more feedback on the revolutions mod. i found it worked really well up until the renaissance, however during later eras when many civs begin to rapidly expand the game became quite chaotic. ive seen 3 of the top civs implode (one completely, the entire civ turned to barbs). Now a top civ collapsing isnt necessarily a bad thing, however i think the revolutions could be toned down a bit during later eras. i also think the larger the map you use the more chaotic the revolutions will be. i dont think it would be nearly as dramatic on small to medium maps in later area.
Hence it's not on by default. AI cannot directly manage its revolt risks, and will never be able to as far as I'm concerned (would require a much much more proficient coder than me to even approach).
also, when a very large civ spanning across the entire map collapses it only produces 1 new civ, which doesnt really make sense. if you have several remote areas rebelling at once they should theoretically form separate civs in each area. ive also seen strange things happen, such as a dead civ will come back in areas where it never existed previously. id suggest not having all cities that are rioting form a new civ when a rebellion occurs, perhaps make this more random? so sometimes only a fraction of the rioting cities will actually participate in the rebellion and if rioting continues they can join the new civ later on, or form another new civ? i also think when a new civ is formed that it should only be made up of adjacent cities only and not be able to span across the whole map to unconnected territories.
Current implementation is all there will ever be. I'll not be making any more major tweaks. It's mostly beyond my abilities (and definitely beyond my remaining ambition).
Which dont help with discerning features on the map all the easily. There once was an option to not install the blue marble graphics set which remedied the issue a bit iirc.
There still is. And those with SVN versions can just manually delete RealisticTerrain.FPK
Hi Walter
Just an update on my Sons and I Multiplayer campaign, it seems now that I have degraded to Windows 7 the random desyncs have vanished, I'm almost certain that windows 10 was the culprit, as it was in Civ 6.
We are still getting desyncs, but they are not random, my son is hosting the game, and anytime he captures a city, the game will desync, however if I capture a city, we suffer no desync.
We did not suffer the "Host capturing a city desync" before when I was running Windows 10, but then the games never lasted long enough for us to capture a city, so it was probably a problem then as well.
Hm... The multiplayer OOS thingie is the only fix that I definitely want to implement before finalizing 3.5 - and I am painfully aware of my inability to actually track down its source and fix it. What I
can do though is a kill switch - my current main suspect, as per your report, is the dynamic city naming system. The latest SVN has a custom game option to disable dynamic city naming.
PLEASE try testing it in multiplayer - I really hope it works. If it does, I will create a popup for multiplayer games to advise people to turn it off.
I came across some misspelled words in a quote from a Great Prophet named William Brewster that I got today.
The quote goes, " I discipline
churchgoers with godly lessons and sharp words if they do not change their ways. My goal is to open their
hearts so that they seek forgiveness.
It can be found at the website:
https://www.brainyquote.com/authors...ck&utm_medium=search&utm_campaign=slack_slash" from a quick search and others.
The quote in the game has "
churggoers" and "
hears".
Thanks! I'll fix that.
Hi Walter. How are you? playing rome imperator while i'm waiting 3.5
Mostly all right, but not terribly motivated. Still, it's coming at some point.
So many years later and RI is still the best Civ game ever. I just wish the giant earth didn't crash my computer. Gotta be the Civ 4 engine because this thing can play KCD.
It is. It's just not built to handle stuff like that.
the major problem i see with the implementation of revolutions is that citys that have been solidy your for many, many turns (centuries in game time) will rebel. cities you found will rebel. not that this shouldn't ever happen, but it should happen much more rarely. the distance from your capital should matter more and so should how long you've held that territory. the chance of rebellion should decrease the longer you've held that territory without any rebellions.
Revolutions operates only on immediate parameters, it doesn't store any data (as I don't know how to do it). Also, I'm not really sure time owning stuff should really matter - by XIX-XX century, when lots of countries got their independence, the prior respective owners of these territories (Ottomans, Austrians, Russians etc) have often been holding them for centuries.
Can you make Siam civ and Make Portuguese civ playable? PLEASE!!?!?
No new playable civs. See above.
Hi RI team! I need your help! After a long time my modding work is almost over. The final step is to change the CivGameCoredll file to add something I want in the game, but I dont know how can I change it because I have not the python files of your mod. In few words, I need all your python files (version 3.1) to change and compile a new Civ4Gamecoredll. Is it possible?
You can use SVN to check out any version of any RI files. It doesn't just hold the current revision, but all the previous ones as well.