Rise of Mankind 2.9 discussion

That's an awful lot of work for a specifically American period in history. It would be like me requesting an additional Lancastrian or Plantaganet faction around the 15th Century because I'm an aficionado of the Wars of the Roses.

Sounds like a great idea for a dedicated modmod, though, if someone wanted to make it...;)
 
Yesterday evening and last night I added a new feature to RoM - a resource display that is shown on the main screen and it shows what resources you have. This feature is from FFH but I improved it a bit by adding RoM options page to BUG options (saves also these settings to new RoMSettings.ini) and then added there a box to toggle the resource display on/off - plus if you hit scores button on main screen to turn off scores, it will turn off resource display as well. I want to add couple more features to it, like a choice to RoM options to show all resources, strategic resources or discovered resources etc.

I'll post picture about it later today after I get from work...
 
Kudos! This resource display sounds good. I always thought it was a feature that was lacking in the game.
 
Yesterday evening and last night I added a new feature to RoM - a resource display that is shown on the main screen and it shows what resources you have. This feature is from FFH but I improved it a bit by adding RoM options page to BUG options (saves also these settings to new RoMSettings.ini) and then added there a box to toggle the resource display on/off - plus if you hit scores button on main screen to turn off scores, it will turn off resource display as well. I want to add couple more features to it, like a choice to RoM options to show all resources, strategic resources or discovered resources etc.

I'll post picture about it later today after I get from work...

Awesome. Can't wait to see it. :goodjob:
 
Here's the resource display screenshot

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Now the only minor problem left with the initial setup is the turn off feature - it does turn off the background box (under the resources) but for some unknown reason it doesn't yet hide the resource buttons... should be easy to fix. After that I'll try to figure how to add the various display options. Those resource icons can also be clicked and it takes you to the sevopedia page for each resource.
 

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Looks cool! :D
 
I'd also default to provide a minimum of 2 characters to display resource quantity (if you haven;t done that already.) Its not hard to get 10 or more of a resource, and I doubt well ever get 100 or more. Also, how about coloring the text? Some shade of red for resources w/ zero quantity, white for ones with only 1, and some shade of green/blue for ones with more than 1. (To aid a quick glance in letting you know what your missing, and have surpluses of.)
 
Hello this is my first post on Civfanatics. I am not sure if it has been asked for yet, but I think it would be really cool to have your storms sound like actual thunder and lightning storms instead of growing forests. Not too loud to be annoying but enough to give you the cool feeling that there is a storm nearby your civilization. I like the storms a lot, but the growing forest sound kind of kills the immersion for me.

Thanks for the awsome mod Zappara and everyone else who has contributed!
 
I was wondering, I am a huge into the civil war era, and I was wondering if we could add some country-specific units to the game for that era...

(one thing is, I find it hard to wage war in any one certin era, most real wars I play start in one era, and end in the next... a problem when I want to have like a world war 2 era war (with that era's tech) and get all modern times units mixed into it or like a civil war era war and end up using/fighting infantry that looks like world war 2 soldiers)

.....

The R.O.M.E. mod has some of this stuff - WWI units and colonial era art for units. Naturally the more art the more pressure you put on your PC. I play with the WWI units but have had to turn off the unit art part because my machine can't handle it.
 
Here's the resource display screenshot
Now the only minor problem left with the initial setup is the turn off feature - it does turn off the background box (under the resources) but for some unknown reason it doesn't yet hide the resource buttons... should be easy to fix. After that I'll try to figure how to add the various display options. Those resource icons can also be clicked and it takes you to the sevopedia page for each resource.

Is that usefull information to me that i now know that i don't have modern resources like uranium before i even researched bronze working?
 
Xian has a point. To borrow daelyn75's phrase: Ammunition in the ancient era HUD kind of kills the immersion.

Nice option for power gamers, I would leave it off personally.
 
Yesterday I improved the resource display. There's now options to choose different resource sets based on what eras you are currently playing and it supports two digit resource amounts. Also the resource display now shows resources that you don't have on red color, resources that you got just 1 with white color and resources that you have 2 or more with green color. If you can think of any other ways to improve this display, let me know.

Hello this is my first post on Civfanatics. I am not sure if it has been asked for yet, but I think it would be really cool to have your storms sound like actual thunder and lightning storms instead of growing forests. Not too loud to be annoying but enough to give you the cool feeling that there is a storm nearby your civilization. I like the storms a lot, but the growing forest sound kind of kills the immersion for me.

Thanks for the awsome mod Zappara and everyone else who has contributed!
I tried to do this some months ago but the engine supports only one sound file for feature growth - someone even made storm sounds for me but I couldn't use them. I think we'd need a generic feature sound that fits for both forests and for storms.
 

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Yesterday I improved the resource display. There's now options to choose different resource sets based on what eras you are currently playing and it supports two digit resource amounts. Also the resource display now shows resources that you don't have on red color, resources that you got just 1 with white color and resources that you have 2 or more with green color. If you can think of any other ways to improve this display, let me know.
What about a special colour for resources that you got only through trade and don´t produce on your own?
 
I propose yellow for those: caution! you could lose this at any time....
I was thinking yellow too... now to figure out how to check which resources player gets through trade...
 
I tried to do this some months ago but the engine supports only one sound file for feature growth - someone even made storm sounds for me but I couldn't use them. I think we'd need a generic feature sound that fits for both forests and for storms.

Any chance you could upload those sound effects? It's given me an idea... :p
 
How about when agents become available they obsolete spies???

I suggested this also but the author of the units said that he liked to be able to build spies even when he had agents. So I made a minor tweek and put it in my private minor tweeks mod :)

The attached needs to go in a modules folder that is being loaded. Might I suggest the Modules\Custom Units\Agents folder.
 
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