Requests for future updates

There is a restriction in v2 limiting you to 6 world wonders per city. Does this number scale with the map size? It should.

Another related issue, that may be difficult to change: When selecting something to build in a city, it would be VERY nice if the popup could tell you how many national or world wonders you can build in that city (i.e. subtracting those you already built from the limit). The info you get at the moment is basically useless in this respect.
 
@RobO

It doesn't scale with map size ie. the limit is always 6. In RoM v1 the limit was 4 (3 in early versions) so I've increased it bit for v2.0. I don't want cities to build unlimited amount of wonders as it's not really realistic. In small game maps this does affect players lot more as you can build only few cities on whole map, but the mod is designed to be played on standard or bigger maps. Don't think there's any way (at least not easy way) to make such popup, you just have to be careful when building wonders.
 
@RobO

It doesn't scale with map size ie. the limit is always 6. In RoM v1 the limit was 4 (3 in early versions) so I've increased it bit for v2.0. I don't want cities to build unlimited amount of wonders as it's not really realistic. In small game maps this does affect players lot more as you can build only few cities on whole map, but the mod is designed to be played on standard or bigger maps.
Well, I play on small maps, as the micromanagement gets rather tedious, and the game bogs down on my PC, on larger maps.
Where should I edit to tweak this value, should I want to do it? Though 6 is a lot better than 4.
 
@RobO

in Rise of Mankind\Assets\XML folder there's GameDefines.xml. Open it in notepad and find settings for Wonders. Set both wonder and team wonder values to -1 to have unlimited wonder amount per city.
 
Hello Zappara,

I just discovered this thread, so I’m reposting these requests and other more I just thought to the proper one. That way, I hope someone who knows program coding helps you… and us.

- I think military production should be much more faster, and connected with the food available. More soldiers mean more food necessary to maintain the army at road.

- There should be one way to mix more deeply the military units, making the interface of a battle between two gigantic armies more agile, and enhancing the war strategy.

- The units’ movement should be far quicker. Like I said, I’m playing at gigantic map and epic speed. My travel to the new world through the ocean lasted more than 50 years. If I have to move my army south to north of my empire, it takes 10 years. I suppose that effect would be mitigated if I play in marathon speed, but even so I think it would be unrealistic. The difficulty of the game should rest in the discovery of technologies and creation of units. Once the player has achieved these goals, the moving of the units shouldn’t be an obstacle.

- The Warlords expansion has Great General, the Beyond the Sword expansion has Great Spy, and the Rise of Mankind expansion (yes, for me it’s an expansion, not just a mod) has Great… My idea here is Great Revolutionary, a Great Person who would cause the civics to change more dramatically, or more easily, or temporarily. In the latter option, for example, a civilization at Medieval Era could be beneficiated by the possibility of Free Speech for 30 or 50 turns.

- Certain units should have a limit of turns necessary to build them. A simple building, like a butchery, if it’s necessary 180 hammers (I don’t know if it’s right), in a island new city, takes 180 turns to build. A limit of turns should be available, like 20 or 30 turns.

- Religion evolution: Islam and Protestantism were a consequence of Christianism, which was a dissidence of Judaism. Can we add this reality to Civ 4?

- Resources should be finite, especially oil, iron, gold, et cetera.

- Natural resources like corn, potatoes should be transferable, since the natural conditions are met.

- New resources: Beans, tomato, chicken, (and somehow their eggs, maybe as an effect of it), turkey, fruits in general, porcelain, beer (or its grain, I don’t know the English word, in Portuguese is “cevada”), silicon (for computers), diamonds.

- New technologies: telegraph, telephone, mobile telephones, GPS.

- Tech Leak (I saw that in other thread, I loved the concept).

Forum’s guys, stress these ideas out.

Hugs,

Konrad
 
Just starting to play this out and I noticed a small tweak I would suggest:

In the fighter upgrade path the F-35 upgrades into the Stealth Fighter (represented by the F-117). Thats a bit turned around. The F-117 was the first stealth "fighter," and while correctly labeled in the game... the F-35 is a later development. When upgrading, the F-35 should come after the F-117, not before.

Currently, the F-117 is retired. The F-35 is just about to go into production.

I suggest you either reverse the images so that the F117 is the Strike Fighter and the F-35 is the Stealth Fighter or seek out a F-22 image and have it replace the F-117 image.

I'd personally like to see the F-117 added to the bomber tree as a new unit (call it "stealth attack")- probably a development AFTER to A-10. The F-117, while called a fighter, really was more of an attack aircraft... it wasn't really built to intercept other fighters but rather attack ground targets. Then add the F-22 image (if you can find one) to the stats you have for the current "Stealth Fighter."

So:

Fighter Tree:
Modern Fighter (F-16) -> Strike Fighter (F-117) -> Stealth Fighter (F-22)

Bomber Tree:
Bomber -> -> -> -> Stealth Bomber (B-2)
\->Attack Aircraft (A-10) -> Stealth Attack (F-117)
 
@Cuteunit

Oh, that didn't occur in my mind as a way to limit those scientific wonders. That same method is already in use in the mod for those building upgrade lines. I'll consider using this option after next patch if the scientific output is not decreased enough in the v2.01 patch.
 
i have a few ideas...
-i noticed that the SR-71 can be built before you discover supersonic flight, when it should be after.... there is a reason why they say it can go mach 3
-i find the moving offshore platform and submerged town a bit silly, i come to a AI territory and see an offshore platform moving through the water like a boat. :confused:
-it would be great if you could put in a hover craft unit line or something that is a truly amphibious unit. i read on another thread that its possible, but highly recommended that it can only defend since theres a bug w/ the offensive powers.
-building specific technologies, like a technology that can only be researched by the civ that built the world wonder for it... for diversity, special advantages/challenges etc. but can only have a limited number of them per era per civ
-a sentry building line like in final frontier. i.e. lookout tower that shoots arrows, then bullets, lasers, etc. or land mine, submerged mine (suicidal unit like a missile, but for defense) but must be placed there by another unit, otherwise it would just look silly (again, the moving inanimate objects)
-unlock a variety of new resources that is strictly synthetic after fusion/cold fusion since it would be possible to mass fuse atoms into new super elements
-cheap, but powerful battle droids when you discover androids, since at that time in the game, everything is way too expensive for a new civ, and plenty of new civs occur that late in-game, but have no chance of surviving since they can't create anything powerful enough in time to beat any warmongering civs that have that clear advantage over them
EDIT:
i found a couple mods that you could incorporate into RoM...
-one of these new Super elements that would be discovered after fusion/cold fusion could allow the "Expiramental Weapon"(would be fun to try) or the increased blast radius hydrogen bomb ICBM. http://forums.civfanatics.com/showthread.php?t=274271 and then of course the MAD nukes http://forums.civfanatics.com/showthread.php?t=239634 to integrate them reasonably into your national defense if possible.
 
Hi Zap, I think it's my third post stating how I simply love your mod and admire your work, but I can't help it.

I LOVE your mod and admire your work :D hehe

I've been hanging around the forums and I found these mods quite interesting. They could be great add-ons to your own mod.

The first is a lawyer unit, inquisitor-like, but removes corporations instead of religions:


The second is an extra great people mod, containing 3 new gps: great citizen, great diplomat and great doctor:
 
Hullo...just downloaded, been having a lot of fun, though I have noticed the techs becoming inbalanced in the singularity type exponential growth as early as the medival age: playing marathon on prince and it only takes me 4-6 turns to research anything by the 1500s (16th century)...but that's cause I'm a population whore... anyway, I'm noticing that some things will require techs that the tree doesn't say they require, such as metal casting requiring pottery...which I find rather agrivating when planning my techs..can that be addressed??

Moreover, I think a method for fixing the tech problem which I haven't seen suggested yet(though my experience here is rather limited) is to increase the rate at which the costs increase...I'm not sure what governs this, but I assume its some sort of exponential cost increase with techs of different relative worth given different base values...Anyway, I've no problem with production increasing exponentially(though the rate is admittedly rather high), because it realistically should, but to balance, so should cost.
 
Hi, I'm new there.

I have some resources request:

Jade (Rare)
Black Tea (Rare)
Green Tea
Emerald (Rare)
Tobacco
Porcelain (Rare)
Brazilwood
Platinum
Musk
Truffles (Rare)
Purple (Rare)
Sulphur
Mercury
Aloe Vera
Opium


These resources are linked to:

A: Ancient Alchemist - A unit thats bombers the opponent like a grenadier, they require the alchemy tech, the player have one alchemist to each resource. Example: One Sulphur and one Mercury to each Alchemist.
Abilities: Poison water, explode area, explode yourself, create gold (a random number between 10-50).
B: Ancient Caravan - Like the alchemist, these caravaners only can be built with the right resources: Porcelain, Purple, Brazilwood, Jade, Emerald, etc
o each one thats he carry, more gold he give in the trade mission.
C: Jade Palace: A building
D: Ancient Tea House : A building 1 culture to each resource used
E: Spices House : Like a Bazaar, 1 gold to each resource used
F: Wisemans Workshop : A ancient workshop, 1 hammer to each resource used
G: Witch's House: 1 health to each resource used

And
Replanting Forests
Terraform
 
Hi, I'm new there.

I have some resources request:

Jade (Rare)
Black Tea (Rare)
Green Tea
Emerald (Rare)
Tobacco
Porcelain (Rare)
Brazilwood
Platinum
Musk
Truffles (Rare)
Purple (Rare)
Sulphur
Mercury
Aloe Vera
Opium
...
And
Replanting Forests
Terraform
Well, Zap already tried Terraform, and besides the annoyingly long-timed battle field, which was made by some1 else, he needs some1 who can do Python code. Well, tobacco isnt really needed since theres Hemp, most of the resources above can easily be made by doing reskins, i.e. Mercury can just be a more silver colored oil, and sulphur is a yellowish white colored oil. Jade and Emerald would fit under the gems resource...
 
i have a few ideas...
-i noticed that the SR-71 can be built before you discover supersonic flight, when it should be after.... there is a reason why they say it can go mach 3
It was Top Secret spy plane before the time of modern day supersonic fighters and I've tried to simulate this in the mod as well.

-i find the moving offshore platform and submerged town a bit silly, i come to a AI territory and see an offshore platform moving through the water like a boat. :confused:
Offshore platforms are towed to their places (see youtube video) and I wanted different construct time for Offshore platforms and higher cost than normal workboats.
 
Hi, I'm new there.

I have some resources request:

Jade (Rare)
Black Tea (Rare)
Green Tea
Emerald (Rare)
Tobacco
Porcelain (Rare)
Brazilwood
Platinum
Musk
Truffles (Rare)
Purple (Rare)
Sulphur
Mercury
Aloe Vera
Opium
Jade, Truffles and sulphur at least are already in game in events, though they do not appear as resources. I've thought about adding Tea, Cacao, Tobacco, Olives, Exotic wood/timber (widely imported these days for various uses), titanium, rubber, apples, lead + some others but the problem with all new resources would be game balance. There's already so many things that add happiness and if I add new resources that increase happiness / health even more, I'll have to add more things that give unhappiness/unhealthiness. Strategic resources of course are easier choice as those would affect what units/buildings you can build.

Well, tobacco isnt really needed since theres Hemp, most of the resources above can easily be made by doing reskins, i.e. Mercury can just be a more silver colored oil, and sulphur is a yellowish white colored oil. Jade and Emerald would fit under the gems resource...
Well, I could activate tobacco and olives since they're already in BtS files somewhere. And if you didn't know, Hemp was used for sails at ancient times because of its fibers high strength (much better than cotton). Also it was used for clothes, shoes, robes so it has much wider uses than tobacco.

While we're talking about resources, I can continue the list with modern day resources:
Semiconductors
Microchips
Nanotubes
Ceramic alloys
Stainless Steel
Teflon
Polymers
Superconductors
Fiberglass
Depleted Uranium
Silicon
Nylon
.... just few that I remembered now.. :crazyeye:
 
While we're talking about resources, I can continue the list with modern day resources:
Semiconductors
Microchips
Nanotubes
Ceramic alloys
Stainless Steel
Teflon
Polymers
Superconductors
Fiberglass
Depleted Uranium
Silicon
Nylon
.... just few that I remembered now.. :crazyeye:

don't forget
Chromium (can't make Stainless Steel without it)
Plutonium
Titanium
then Utherfordium - Ununoctium :lol::p:crazyeye: jk
 
Purple is also a good idea, but it should be exactly the same as 'Dye' in every way, except on a coastal tile.
 
Well, the idea is turn the game more tuned to historical time line. So we has some logical ways:

Olives - At the same time the Olive can be a food and a Oil resource.
Granaries can turn more one point toward health using the Olives. But, olives can appear only in the hills and a "Mediterranean" climate.

Tobacco - We know the history toward the tobacco in the world, so he gives gold and happiness, but some negatives points toward health (obvious).

Tea - The tea is some most popular resources in the whole world, he exists in Asia and America, since the humankind use they while medicinal purposes. But tea "relax" and give some negative points toward hammer (only because the people become lazy :D).

Purple - The most popular Dye in the ancient world, give points toward gold and happiness, but cause a natural disequilibrium in the ecosystem (poor purples, die and die, day after day), so give negative points toward health.

Exotic Woods - Timber, Oak, Ebony, Ivory, Brazilwood, Cedar. Has the most valuable natural resource in the poor countries, these woods are today very, very rare. So they give hammers. but there a chance to the forest thats surrounds these resource disappears (natural disequilibrium), predatory cut, etc.

Hemp, since the Tobacco and tea, give happiness, but less hammers,the people become more slow.

Medicinal Herbs - Health, can be linked to Healer's Hut


Anyway, can be mixed resources to generate others: (Like the glass)

Porcelain: Clay, Salt
Brass: Iron, Cooper (we don't have Tin to replace, use then cooper)
Jewels: Gems plus Gold or Silver

And can be made most of modern resources mixing ancient resources:
Stainless Steel: Iron, Coal (carbon), and Chromium
Ceramic Alloys: Clay, etc
Fiberglass: Oil, Salt, etc

Using this system mixing ancient elements do crate news, can turn the game more competitive, to don't flood the game with resources, just reduce the provably to they appear.

Good day for all and Thanks
 
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