minke said:
I saw a lot of Barb troops in Arabia, are they supposed to do anything? Looks as if they couldnt even traverse the desert?
They technnically can roam anywhere to wish. Now, practically, they are going nowhere, I agree
Blame the AI
Loki said:
I hate to mention it Pink, but with all of these new ideas, you might not get a 1.0 out for a while.
You are right, especially since I am taking a 3 weeks leave end of this week. I will try having a minor patch before, but no guarantee.
Gringoesteban said:
RR lines could be unbuildable, but the starting map might have a few select lines.
That could work better, but I am still wondering where to go with 'strategic movement'...
Gringoesteban said:
Which units would have the airlift box checked? Would all units be "airliftable", or only Roman units and not allied units? If I remember the Civilization software correctly, only one unit can go into or out of an airport in any given turn, so if that is the case, maybe we should have "airports" preplaced and/or buildable in all coastal cities, and have all units "airliftable". Moving one unit per turn (if I am correct about that limitation) from just a handful of cities won't really help one later in the game when battles include stacks of 20+ units on each side.
All units (except the one raised among locals like the Alarius) can go through these ports. I have also added a new pirate unit which works like an air superiority unit with H/N. I still have to test but then shipping your troops in pirate controlled waters would be highly risky, adding back some tactics to the game. But you are right, moving big stacks of units would take time (and it should!). Nonetheless, with 5 large harbors in Western Mediterranean, you could ship a nicly sized army in a couple of turns.
Cpt. Beaver said:
Also, just wondering... as anyone made it to the "spaceship" victory yet? If so, is there still the little movie in which you can see the spaceship getting off Earth? It would be nice if we could replace it with something more roman (the opening battle in Gladiator or anything where a roman army destroys a barbarian group). It would be a nice touch to the end although I dont know if it is possible.
I currently removed the end flic for obvious reason. If anyone can get his hand on a small movie not enfraining copyrights and fitting well, well... let me know!
Loki said:
Pirates are fine in this mod, but their animation seems kind of wierd. Are they shooting fire?
Well, yes they are, why
? It was a long time ago, but I didn't found an alternative version.
Gringoesteban said:
1). What technological discovery(ies) or Tech_Timer event allows the Player to build the Legatum Romanum?
2). The entry quoted above implies that the Legatum Romanum requires three separate "spaceship modules". Is that correct, or is it one single Wonder that the Player needs to build?
3). Is Byzantium/Constantinople the only city in which the Player can construct the piece(s) of the spaceship?
4). Specifically, which 11 cities are required? Some cities have unique resources under them (e.g. Carthago), so is that how the Player can figure out what is required? The RFRE map is quite big, with many cities and lots of different civilizations existing at the beginning of the game, so I am unclear as to what exactly I need to capture and hold to win. In the BIQ, usually only around three resources can be required to build something. Does the Legatum Romanum really require eleven unique resources? If there are three "spaceship modules", then I assume that each of the different modules each require different resources?
Sorry, the pedia wasn't correctly updated. It will now read as follow:
To win the game, you will need to gather the different parts of the Byzantine Empire as it was at the end of the reign of Justinian, so allowing the Roman Empire to continue in history as he did in reality. By 575AC, you will be able to complete the Legatum Romanum, or Roman Legacy if you still control $LINK<Constantinopolis=BLDG_Hellen>. You will need to ensure that four areas are secured (namely Italia$LINK<Italia=BLDG_SS_Italia>; $LINK<Africa & Hispania=BLDG_SS_Africa>; $LINK<Asia & Pontus=BLDG_SS_Asia>; $LINK<Oriens=BLDG_SS_Oriens>; $LINK<Moesia=BLDG_SS_Moesia>) by controlling two capital cities in each of these areas (and thus the unique resource they each contain). The game end by 625AC, and the player is considered as winner only if he succeeds assembling the Legatum Romanum before that date. There is no histograph victory for Rome.
To get the names of the cities you need to control, click on the spaceship parts, and look at the resources needed (anchors named after the city where they are located).
List is:
- Constantinopolis (you need the wonder of the same name in order to buidl the spaceship)
- Carthago
- Carthago Nova
- Roma
- Ravenna
- Sinope
- Ephesus
- Thessalonica
- Sirmium
- Alexandria
- Antiocha
Hrafnkell said:
The piriates are not so much of a nuisance as they used to be. In my games, once I capture Carales and the Punic pirates are dealt with, the western med is pretty safe. After rousting the Illyrian pirates from their nests I do still get incursions of Cretan pirates but I can usually deal with those by then with squadrons based out of Delphi and Tarentum.
I'm not sure about Mare Nostrum requiring an elite naval unit because it's not always easy for Rome to get one of these, and not having this wonder is a serious blow to Roman power.
Good! I might change the Mare Nostrum requisites then...
Asclepius said:
Well, if we are having a vote, I don't think I like the idea of Great Harbours (Airports). Only single units can be "airlifted" per turn anyway, so it's not going to help get a stack of ten units to the other side of the Med. much faster anyway. It also takes all of the strategy out of the game.
The same applies to Imperial Roads (Railways), part of the fun for me is marshalling my forces at the right spot at the right time. If you can suddenly move "reserves" from all over the place, this scenario will become far too simple and easy.
Shipping would really need some serious planification if concerning many troops (emergency) and the seas will have to be secured first, so I think it will work. So wondering what to do with a minor prexisting network of RRs...
Asclepius said:
A double no vote from me then! Plus a real NO vote in 11 days time
As a brave Belgian, brave having all sorts of connotations, (which is a country even smaller than yours lol), I would support the Constitution nonetheless. Failing that one would put us back in waiting for two more decades before something more constructive come in. I wish to see a real united Europe before expiring.
Gringoesteban said:
Pink, bad news....
My v0.9 game closed Civ III Conquests and crashed to the desktop with no error message at the end of turn 377AD. As you probably remember, the same thing happened to me in v0.85 in the same year, so this no longer appears to be a fluke attributable to bad luck or my computer settings.
At the end of 377AC, the AI automatically discovered the Tech_Timer tech 350-375AC. Do any barbarian wonders become buildable with that Tech_Timer, or do any other Wonders or buildings become obsolete when that tech is discovered? Something must be causing this crash.
This really sucks.... I had conquered the entire map except for Persia. All cities were in my hands except the Britania/Germania/Scythia marsh cities and Persia. I had well over 200 units poised on the Persian border ready to drive them back to the "Persian Heartland". I was only several turns away from discovering the "Fall of Rome" tech, after which things start to look up as one moves into the Byzantine techs.
Has anyone successfully played v0.8x or v0.9 past 377AC? Or am I the only person to have gotten this far in these versions of RFRE?
I will have another quick check and get back to you in next post...
Asclepius said:
I have managed to play one game of 0.82(?) out as far as AD 481 (I think). No errors stopped the game, just my intolerance to ten minute turn lag.
Anyone else went recently beyond the 4th century?
Ciceronina said:
Best to use Miles Alarius Gallicus and Miles Alarius Germanicus as well as Eques Alarius Gallicus and Eques Alarius Germanicus. You could also make a change by exchanging Pedes for Miles, as Pedes means foot-soldier specifically.
Thanks, I made the changes.
Goodgame said:
I'm having trouble getting the WinAce to work right. Is there a plain .zip version anywhere?
I am afraid no. Get a trial version of WinRAR
there!
Lachlan said:
I had tried to play your scenario but the map was too big
When a smaller map ?
What exactly is the problem? Would a save of the game on turn 1 helps?
Smaller map like scenario? This will depend on the people around. I have no time right now.
Jobiwan said:
Hey! Has anybody else seen zulu's Roman Pikeman? I think we could use this, perhaps as a new Stratiotes or Mercenary Legion unit.
Downloaded, thank for linking us there
Still pondering where to use it... Replacing the Statriotes would probably be a good idea.
V. Soma said:
BTW: I will be off for a holiday for a week... in nowhere else but Rome!
Aoow, enjoy! Let me know if you come by the Val d'Aosta!