Rise of Mankind 2.9 discussion

Reducing displayed resources

Include only types:

-the player has
-discovered on map
-"available to trade"


But please please make it optional or we have that paradox "resource display uses system resources". :crazyeye:
 
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.

Looks good. Maybe think about grouping the displayed resources by (main)effect like happy, health, tactical.

What about an option to hide resources you don't have - might make the window a little smaller.

And i would prefer a thinner, longer column - but that might be due to playing on a widescreen notebook.
 
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.


just clogs up the city screen imo, and since RoM does that just fine without help hahaha I appreciate any help to minimize it.
 
Any chance you could upload those sound effects? It's given me an idea... :p
I couldn't find the files when I searched my hd... and seems I've also deleted the PM that had the link to those files. I'll try to dig'em out, might be in some folder that I didn't check yet (my hd is filled with Civ 4 downloads...).

Edit: found it, check the attachment.

Reducing displayed resources

Include only types:

-the player has
-discovered on map
-"available to trade"


But please please make it optional or we have that paradox "resource display uses system resources". :crazyeye:
The display is completely optional. :)

Now yesterday I tried to figure out how player's import/export resources could be found with python but I had no success with getting this type of feature working.

Anyway the more features I add it, the more heavier it will get on system resources so I rather keep it simple.

Looks good. Maybe think about grouping the displayed resources by (main)effect like happy, health, tactical.

What about an option to hide resources you don't have - might make the window a little smaller.

And i would prefer a thinner, longer column - but that might be due to playing on a widescreen notebook.
If you select for example Rush choice (see pics in previous posts) it will show only 5 resources. Only the All option has this huge display and it can't have longer columns as that would overlap with city hover display. Hmm.. happy, health, tactical might be doable... just need to make some extra arrays and loops to python...
 

Attachments

@Zappara

If you're still working on the gamefont, would it be possible for you to group all corporations/guilds icons actually used by my modular corporations/guilds (Actually AAranda's Corporations and Vincentz' Corporations and Guilds made modular), so that anyone making guilds/corporations would know to pick the ones not in use, ie, the first 6 is the game corps, then the next 16 corps and 15 guilds will mean that you'd have to use icons starting at 38(or 39 depending on the changes) or to make it easy, 40 on.

What I used for the iTGAindex for the corps are: 8,9,10,12,13,17,19 thru 28, and 30 thru 44 for guilds. Anything not used could be moved to after, and it would be nice if you threw in some more.
 
Playing without Revolutions feels like cutting out half the game to me. RoM was optimized for Revolutions, everyone who turns it off is missing out.

I realize this is a very old post but I have to say the AI is not handling Rev well in my games, the only opponents who are big enough to challenge me fall apart. The AI uses tons of resources to build cities it cannot hold onto. On emperor I usually start out with 10 or so civs, by the time I win a conquest victory (often before 1 AD) there are 25+ civs and they all have 1-2 cities.

I really like how Rev constrains my playstyle and makes me be more cautious but it is totally crushing the AI in my games. I wish I could turn it on for me and off for them, or just make it much harder for them to fall apart compared to me.

For now, I am going to try immortal with it turned on. I like the barb mods as well (raging barbs and barb world, barb civs is incredibly imbalanced when I have 3 units and they pop into life with a large stack of swordsmen next door I am dead, no way out. Maybe it works better without the starting barb cities?) but they may make it easier for the player I am not sure.
 
If you select for example Rush choice (see pics in previous posts) it will show only 5 resources. Only the All option has this huge display and it can't have longer columns as that would overlap with city hover display. Hmm.. happy, health, tactical might be doable... just need to make some extra arrays and loops to python...

I didn't think about the city hover display. You are right of course. There might be things with a higher priority then the resource display:)
 
@Zappara

If you're still working on the gamefont, would it be possible for you to group all corporations/guilds icons actually used by my modular corporations/guilds (Actually AAranda's Corporations and Vincentz' Corporations and Guilds made modular), so that anyone making guilds/corporations would know to pick the ones not in use, ie, the first 6 is the game corps, then the next 16 corps and 15 guilds will mean that you'd have to use icons starting at 38(or 39 depending on the changes) or to make it easy, 40 on.

What I used for the iTGAindex for the corps are: 8,9,10,12,13,17,19 thru 28, and 30 thru 44 for guilds. Anything not used could be moved to after, and it would be nice if you threw in some more.
I haven't even started with the gamefonts - been too busy with other stuff and this weekend I'm going to my grandmother's 90th birthday party so not much modding this weekend. Anyway, thanks for telling what icons are used, when I get to work with gamefonts I'll group those used icons to the start of the index. I don't know if I get the new fonts done to v2.9, might be v3.0 as the release of 2.9 gets closer and closer (though I don't know when RevDCM gets updated).

I didn't think about the city hover display. You are right of course. There might be things with a higher priority then the resource display:)
I happy now with just the basic resource display - it can be improved later. And yes there is other higher priority things... yesterday I tried to balance resource spawning and seems that whatever settings I use for coffee/tea, those resources just won't spawn on the map plots :crazyeye: I'll have to spend another evening tweaking them... and then I still have to check random events and and... there's just lots of stuff to do. :lol:
 
Zappara, if you look into the events, please try to make them scale with gamespeed. For example, the event that gives +8 food to a city is harly even worth the click on marathon or snail speed.
 
Oh, two quests (in case you want to go into those too) that where a bit whack:

The blessed sea quest requesten on a huge map settlements on 30 landmasses. Besides the fact that there is nearly no way to amass such a huge amount of cities all over the world, there weren`t even enough landmasses.

The greed evend once gave me upon completion no less than 10 warlord privateers. Nice, but way over the top.
 
i would suggest that the special promotion for religious bonus should be tweak a bit.
as that every type of monastery should got it own religious bonus special promotion.
i love to setup my military production city with those special promotion,but some that promotion only appear in the holy city,where always not a good city to be military base.and it would be annoying..
 
Hey all, first of all its good to see this mod still rolling along. I've been playing RoM since v1.0 (actually i think it might have been .08) played every version and still think RoM is THE best video game (not just mod but GAME) i have ever played. Even though I have taken the last few months off of playing (dragon age came out) I know i will be playing again soon as the the thrill of a new game is starting to were off.... (starts to wonder what will happen when zappara gets hold of dragon ages remarkable toolset)...
One thing i would really like to see b4 this mod hits completion at v3.0 (or shortly thereafter) is the inclusion of some extra corps. i know i kknow... i've been saying this forever but there are some lovely modmods that could speed up the process.
anyway that's my 2 cents.

thanks zap
 
Even though I have taken the last few months off of playing (dragon age came out) I know i will be playing again soon as the the thrill of a new game is starting to were off.... (starts to wonder what will happen when zappara gets hold of dragon ages remarkable toolset)...
I've had Dragon Age toolset installed on my computer for couple months now ;) Though I haven't played through that game yet so I won't spoil myself by going through its SDK files... but I guess I could say that I got some ideas for it... ;)
 
I used to play immortal, standard maps with aggressive AI on epic speed. The game was a blast, it had tons of fightning, the powerful AIs would go about conquering a lot and I would have huge wars throughout all the ages.

Now that I've moved up to Diety, the games just flies by too fast. I don't have those great wars in each age. I tried Marathon speed, but the AI would just attack me so early. One way to do it would be to have an option that after 100 turns at any speed you can change it. Not just for my concern, I suspect many people find the first couple hundred years feels too slow.

For Abyssinian and Mali, the archer seems much more cost-effective than the other early age units. It is 1 less strength than axemen, elephants, horsemen. It costs atleast 50% less, doesn't require much research to acquire them and unlike the mounted units, doesn't have a unit that dominates them.

When I play as them, I just build archers exclusively and gun for catapults. Its only once reach second tier soliders that I diversify my army. Is it possible to make them 3.5 is strenght? If not make the modifiers 15% more against all unit classes to get the equivalent.
 
AND 1.6 has apparently solved all the non-Revolutions OOS errors.
 
Dont know if it has been discussed before, but PLEASE, PLEASE have a civic like the old Monarchy that had "You Can Spend Money for Production" in early game era's. Economics is WAAAAAY to late for spending.
 
Hi!

Any news about 2.9 release date?
BUG team find and/or repair OOS?
Soon... it shouldn't take long for the next RevDCM to come out. And OOS problems have been fixed, I think. I've also updated the OOSLogger.py so that it should now record the OOS's as it was supposed to. So I still hope I can release the next RoM version by the end of this month (as I said some month ago).

Edit: merged last night current RevDCM's SVN version which should be pretty close to RevDCM 2.7 - looks like there's been huge overhaul to the python files so I got to spend couple more evenings with the merge operation and I can also discard some RoM's python since certain things have been moved to DLL...
 
Last night completed RevDCM's and BUG's SVN merge to RoM 2.9... I was bit sleepy at work today... :lol:

Here's the current patch notes:

Spoiler :
Version 2.9WIP
--------------

Mods
----
- Added: Antilogic's Event Pack Mod, 45 new random events, adjusted to RoM settings (number of random events is now 309, compared to BtS 197)
- Added: Cultural Citystyles 0.95 (all modular civs must be updated because the artstyle names have been changed)
- Updated: RevDCM 2.6 -> 2.7 (all settings back to default RevDCM settings due to large amount of python changes)
- Updated: BUG 4.2 -> x.x (to unreleased version)


Mapscripts
----------
- Added: RoM_Perfectworld2, same as Perfectworld2 but can now place Marshes, Swamps and Storms and works with Giant and Gigantic map sizes. Note that generating maps at these sizes can take long time
- Added: RoM_Planet_Generator_0_68.py, same as Planet_Generator_0_68 but can now place Marshes, Swamps and Storms. Added new custom override size 96x60


Game defines
------------
- changed: MIN_BARBARIAN_CITY_STARTING_DISTANCE 2 -> 6, makes it bit easier to use Barbarian World game option
- Changed: MIN_CITY_RANGE 2 -> 3 (AI players should not put their cities too close to each other)
- Changed: EXPERIENCE_FROM_wITHDRAWAL 1 -> 3 (same as successful defense)
- Changed: MAX_EXPERIENCE_AFTER_UPGRADE 16->25 (means unit keeps 5 promotions instead of 4 after upgrade)
- Changed: Reinforcements during revolutios have been cut to half and they should occur less often


Improvements
-------------
- Changed: Cottage no longer removes Forest or Jungle, no longer give +1 food bonus (stops AIs replacing Towns with Cottages???)
- Changed: Hamlet no longer give +1 food bonus
- Changed: Apple orchard no longer removes forest or jungle
- Changed: Olive orchard no longer removes forest or jungle


Units
-----
Focuses on removing unnecessary bonuses between unitcombat types. Many of these bonuses were added before the unit strentgh overhaul and now after the overhaul these extra bonuses are no longer needed because bonus like 50% vs. older unitcombat type translates to about 5% change in winning odds

- Changed: All units which gained 4 XP from offensive combat gain now 6 XP
- Changed: All units which gained 4 XP from defensive combat gain now 6 XP
- Changed: All units which gained 2 XP from offensive combat gain now 3 XP
- Changed: All units which gained 2 XP from defensive combat gain now 3 XP
- Changed: Great General gives now 30 XP
- Changed: Cuirassier bonus versus spear units 100% -> 50% (spear units had their bonuses vs. mounted reduced from 100% to 50% in previous patch)
- Changed: Cavalry bonus versus spear units 100% -> 50%, removed bonus vs. archer and melee, vs. animal bonus 65%->50% (same as cuirassier)
- Changed: Arquebusier +1 first strike (all archers have first strike too), str 12->15
- Changed: Heavy Swordsman city attack bonus 30%->10% (without promotions Arquebusier has higher chance to win if it defends city)
- Changed: Swordsman city attack bonus 20%->10%
- Changed: Heavy Pikeman upgrades to Musketman instead of Rifleman
- Changed: Musketman bonus vs. archery, mounted, melee and animal units removed, str 17->20, cost 140->180
- Changed: Rifleman str 24->26, cost 200->230,removed bonus vs. melee, archery and animal units
- Changed: Grenadier removed bonus vs. melee, archery and animal units, bonus vs. Musketman 25%
- Changed: Infantry removed bonus vs. melee, archery and animal units, city defense bonus 25% (buildings provide extra defense)
- Changed: Guerrilla removed bonus vs. melee, archery and animal units
- Changed: Modern grenadier removed bonus vs. melee, archery and animal units
- Changed: Bazooka removed bonus vs. melee, archery and animal units
- Changed: Anti-Tank removed bonus vs. melee, archery and animal units
- Changed: SAM Infantry removed bonus vs. melee, archery and animal units
- Changed: Marine removed bonus vs. melee, archery and animal units
- Changed: Modern Marine removed bonus vs. melee, archery and animal units
- Changed: Paratrooper removed bonus vs. melee, archery and animal units, city attack bonus 25%
- Changed: Modern paratrooper removed bonus vs. melee, archery and animal units, city attack bonus 10%->25%
- Changed: Modern infantry removed bonus vs. melee, archery and animal units, city defense bonus 25%
- Changed: Special forces removed bonus vs. melee, archery and animal units
- Changed: Mercenary infantry removed bonus vs. melee, archery and animal units, mounted bonus 100%->50%
- Changed: Motorcycle removed bonus vs. melee, archery and animal units
- Changed: Armored car removed bonus vs. melee, archery and animal units
- Changed: Jeep removed bonus vs. melee, archery and animal units, mounted bonus 100%->25%
- Changed: BTR80 removed bonus vs. melee, archery and animal units, requires now Manufacturing and Mechanized Warfare
- Changed: Mechanized infantry removed bonus vs. melee, mounted, archery and animal units
- Changed: Humvee removed bonus vs. melee, mounted, archery and animal units
- Changed: Hi-Tech APC removed bonus vs. melee, mounted, archery and animal units
- changed: Light Artillery vs. melee bonus 150%->100%
- Changed: Artillery vs. melee bonus 150%->100%
- Changed: Mobile artillery removed bonus vs. melee and archery, mounted bonus 100%->50%, moved to Semiconductors tech
- Changed: Rocket artillery removed bonus vs. melee and archery, mounted bonus 100%->50%
- Changed: NLOS Cannon removed bonus vs. melee, mounted, archery and animal units
- Changed: Gunship removed bonus vs. melee, archery and mounted units
- Changed: Transport helicopter removed bonus vs. melee, archery units
- Changed: AH64 Gunship removed bonus vs. melee, archery and mounted units
- Changed: Hybrid Gunship removed bonus vs. melee, archery and mounted units
- Changed: Dropship removed bonus vs. melee, archery and mounted units
- Changed: Drone removed bonus vs. melee, archery and mounted units
- changed: ACV removed bonus vs. melee, archery and mounted units
- Changed: Special Infantry removed bonus vs. melee, archery and mounted units
- changed: Tesla Infantry removed bonus vs. melee, archery and mounted units
- Changed: EMP SAM Infantry +50% bonus vs. Robots
- Changed: All tracked units removed bonus vs. melee, archery and mounted units
- Changed: All wheeled units have now -25% bonus vs. tracked units
- Changed: Iron Frigate vs. wooden ships bonus 100%->25%
- Changed: Torpedoboat vs. wooden ships bonus 100%->25%
- Changed: Heavy Cruiser str 65->60
- Changed: Battleship str 60->64
- Changed: Modern Destroyer moved to Semiconductors, str 57->62
- Changed: IL2 no longer has bonus vs. Early bombers because it belongs to same unitgroup
- Changed: Early Jets have now 50% bonus vs. Bomber
- Changed: SAM Infantry targets first Helicopter units when attacking (it's their purpose)
- Changed: Mobile SAM targets first helicopter units
- Changed: ACV SAM targets first helicopter units
- Changed: Trireme requires Ship Building and Naval Warfare
- Changed: Flamethrower requires Oil Products or Chemicals
- Changed: Biological Warfare Missile requires Chemicals
- Changed: All units which had animal collateral damage immunity no longer have this modifier (animal units do not do collateral damage anymore)
- Changed: Chariot 1st strike immune, cost 35->30, withdraw 10%->25%
- Changed: Egypt war chariot cost 35->30, withdraw 10%->25%
- Changed: Hittites chariot 1st strike immune, cost 30->25, withdraw 10%->25%
- Changed: Persia Immortal 1st strike immune, cost 35->30, withdraw 10%->25%
- Changed: Horseman 1st strike chance 1, withdraw 20%->25%
- Changed: Mali Cavalry 1st strike chance 1, withdraw 20%->25%
- Changed: Rome Equites 1st strike chance 1, withdraw 20%->25%
- Changed: Prodromoi 1st strike chance 1, withdraw 20%->25%
- Changed: Horse Archer 1st strike 1, 1st strike chance 1
- Changed: Numidian Cavalry 1st strike 1, 1st strike chance 1
- Changed: Mongol Keshik 1st strike 1, 1st strike chance 1
- Changed: Companion cavalry 1st strike 1, 1st strike chance 1
- Added: Treasure, random event unit only



Civics
------
- Changed: Feudal gives -1 food and -3 gold from Towns
- Changed: Barter no longer give food bonus from trade routes, no longer increase gold in capitol, production bonus from trade routes 35%->50%, -1 gold from Cottage, Hamlet, Village and Town (there is no money economy or the currency is hyperinflated thus taxes are smaller)
- changed: Green gives +2 gold from Windtrap (it already gives other similar bonuses for "green" improvements)
- Changed: Bourgeiois +1 unhealthy from Foundry, Factory, Industrial Park and Manufacturing Plant (working conditions of lower class are no concern of middle/upper class people)
- Changed: Caste -50% improvement growth removed (this is bugged BtS modifier when used negative values), great people rate -25% -> -50%
- Changed: Marxism +1 healthy from Foundry, Factory, Industrial Park and Manufacturing Plant (working conditions of lower class are improved)
- Changed: Democracy great people rate modifier 50%->25%, gold, culture and espionage bonuses 15%->10%, largest city happiness +2 -> -2
- Changed: Republic great leader bonus inside cultural borders removed, largest cities happiness +3 -> -3 (if you think about, that's how this should have been from the start - in order to keep your citizens happy that allows freedom/has elections, the government has to spend some of the taxes to things that will make the citizens happy and if this doesn't happen, they become unhappy so the government has to increase spending to cultural activities; f.ex Rome and Colosseum).
- Changed: Senate largest city happiness from +1 to -1 (same reason as in Republic)
- Changed: Parliament largest city happiness from +2 to -2 (same reason as in Republic)
- Changed: Patrician +25% gold in capital bonus removed (+1 gold from specialists is enough)


Maps
----
- Added: CarterEarth (32BtS), 32 preset civs
- Added: CarterEarth, no preset civs
- Added: CarterEarth (4BtS), 4 preset civs and with barbarian civs there will be more
- Added: Earth 3 preset civs, Huge (barbarians will spawn more civs during the game)
- Added: Earth 3 preset civs, Standard (barbarians will spawn more civs during the game)
- Added: Europe, Huge, no preset civs, one of BtS maps


Buildings
---------
- Changed: Barracks no longer obsoletes (however Garrison still replaces it)
- Changed: Supermarket no longer give +1 health from Potatoes
- Changed: Commercial port happiness from silk 2->1, no longer happiness from Ivory
- Changed: International port happiness from silk 2->1, no longer happiness from Ivory
- Changed: Artesian Well gives food 1->3, no longer gives bonus food from Rice
- Changed: Cannery total maximum food bonus from resources 20%->12% (if player has all the food resources)
- Changed: Aqueduct gives health 1 instead of 2
- Changed: Sewer system gives health 1 instead of 2
- Changed: Brothel +1 unhealthiness
- Changed: Garrison has new graphics
- Changed: Siege Workshop AIWeight 300
- Changed: Cannon Forge AIWeight 300
- Changed: Fisherman's Hut max food production from resources 20%->12%, AIWeight 100->200
- Changed: Butchery max food production from resources 20%->12%, AIWeight 100->200
- Changed: Weapon factory AIWeight 100->300
- Changed: Rubber factory AIWeight 0->300
- Changed: Aluminum factory AIWeight 100->300
- Changed: Oil Refinery Aiweight 0->300
- Changed: Chemical plant AIWeight 0->300
- Changed: Rubber plant AIWEight 0->300
- Changed: Fertilizer plant AIWeight 0->300
- Changed: Biofuel refinery AIWeight 100->300
- Changed: Research Hospital AIWeight 0->300



Great Wonders
-------------
- Changed: Adam Smith's Trading company no longer give +1 gold per specialist (only gives +1 trade routes in all cities)


Python
------
- Changed: Civicscreen now adjusts itself based on screen resolution (Thanks Afforess)
- Changed: Financial advisor screen text vertical spacing
- Changed: Sevopedias unit pages show now if unit can be captured
- Changed: Main screen shows now if unit can be captured
- Changed: Sevopedia's improvement pages show now if improvement can be built outside cultural borders
- Changed: Espionage Advisor: New layout shows EPs spent against you and icons for passive missions, Can swap cities and missions lists to see cost in each city for a single mission, New GLANCE-style tab shows EPs spending on and by each rival you've met
- Changed: OOSLogger.py, it should now save the OOSLog.txt to BtS install folder
- Fixed: Victory Screen Changed random "polling error" on MEMBERS tab to use asynchronous RNG to fix OOS error
- Fixed: Unit Naming Changed random name generator to use asynchronous RNG to fix OOS error
- Fixed: SevopediaReligion.py shows now religion specific units correctly (thanks to Dancing Hoskuld)
- Fixed: SevopediaReligion.py shows now all religion specific buildings correctly
- Fixed: SevopediaCorporation.py shows now corporation specific units correctly (thanks to Dancing Hoskuld)
- Added: Resource bar to main screen (original code by Kael for FFH), improved it to use BUG options by adding there RoMSettings page, can be disabled/enabled, also hides when player turns off scoreboard. Need to add more options f.ex. to show only strategic resources etc.
- Added: CvWBInterface.py which automatically converts scenarios to work with RoM if the scenario does not have correct player/team amounts defined. This enables us to use all BtS, Warlords, Civ4 and all custom scenarios in RoM. Works only with scenarios that do not have preset civs (because RoM's starting civics are different from regular Civ 4)



Resources
---------
- Added: SEAFOOD bonusclasstypes
- Changed: Fertilizers health 3->2
- Changed: Wheat can appear on Grass
- Changed: Fish moved from GENERAL class to SEAFOOD class
- Changed: Clam
- Changed: Crab
- Changed: Whale
- Changed: Shrimp
- Changed: Sulphur iPlayer 100->150
- Changed: Stone NoRiverSide 1->0 (can appear on river plots, historically rivers were used to transport stone), iPlayer 50->100 (should appear 1 per player)
- Changed: Coffee iConstAppearance 40->80, placement order 2, can appear on grass plots
- Changed: Gold iConstAppearance 40->80
- Changed: Silver can appear on Grass plots and on grass plots with forests
- Changed: Potato iGroupRange 0->2, iGroupRand 0->50, can appear on marsh plots which have peat pog
- Changed: Rice NoRiverSide 1->0 (can appear on river plots)
- Changed: Tea bonus class General -> Luxury, can appear on hills, placement order 2, can appear on grass plots
- Changed: Wool disabled, has no purpose yet
- Changed: Drama bonus class General -> Luxury
- Changed: Movies bonus class General -> Luxury
- Changed: Music bonus class General -> Luxury
- Changed: Olives can appear on hills
- Changed: Tobacco iConstAppearance 50->100, placement order 2, can appear on grass plots
- Changed: Obsidian no longer appears on Snow
- Changed: most luxury resources have now placement order 5
- Changed: most general resources have now placement order 6 (placed last on the land plots)
- Changed: most water resources have placement order 7 (placed last on the map)




Promotions
----------
- Changed: Refuel increases operational range by 2 instead of adding 1 movement


Terrain features
----------------
- Changed: Storm appearance 300->0 (maps start without storms but random events may still spawn them), note that some mapscripts still place storms due to how those scripts are coded
- Changed: Forest health percent 50%->25%


Techs
-----
Goal is to lengthen the usage of industrial and modern era units by disallowing rapid advances in war technologies

- Changed: Combustion requires Screw Propeller and Assembly Line
- Changed: Industrialism requires Civil Engineering and Labor Union, no longer require Assembly Line or Screw Propeller
- Changed: Armored Vehicles requires Industrialism
- Changed: Mechanized warfare requires Radio
- Changed: Semiconductors OR req. Manufacturing changed to AND req.
- Changed: Advanced Rocketry requires Electronics
- Changed: Manufacturing requires Electronics
- Changed: Globalization no longer require Manufacturing (in prereqs)
- Changed: Microprocessor no longer require Manufacturing (in prereqs)
- Changed: Robotics no longer require Manufacturing (in prereqs)
- Changed: Computer Network no longer require Manufacturing (in prereqs)
- Changed: Biology now in Renaissance era (limits bit how fast player can get to Industrial era)
- Changed: Composites requires Semiconductors
- Fixed: Aviation strategy and quote entry


Modules
-------
- Changed: Vincentz' Warlords units should no longer spawn when player gets Great General, all warlord unit types require now military class buildings (Barracks, Castle, Garrison, Military Academy) before they can be built, Warlord (S) types can not be built anymore but you can get them by capturing enemy Warlord units, Zulu and Assyria have UU Warlords which require their own UB because <requireBuilding> xml tag does not accept BUILDINGCLASS, only BUILDING types
- Changed: UN units no longer appear in game if UN Mission module has been removed from modules (prevents error messages from showing during load)
- Changed: UN APC moved to Semiconductors tech
- Changed: UN Fighting Vehicle str 60->70
- Changed: Realistic Diplomacy is on by default


Events
------
- Changed: Reinforced hull event tech requirements (Trireme was moved to another tech)
- Changed: Greek fire event tech requirements (Trireme was moved to another tech)
- Changed: Sea Storm 1 weight 150->300
- Changed: Sea Storm 3 chance to sink 75%->85%
- Changed: Bermuda Triangle event may happen for more ship classes
- Changed: Experienced captain event may happen for more ship classes, one choice gives Naval Academy instead of Military Academy
- Changed: Fashion event requires Silk Farm instead of Plantation (Silk is required)
- Changed: Overwhelm event changes apply to Port, Commercial Port and International Port (previously only to Harbors which you probably don't have anymore during industrial era)
- Added: Sea Storm 5
- Added: Treasure event
- Fixed: few events' description was pointing to wrong text entry
- Fixed: Overwhelm 3rd choice works


Unitartstyles
-------------
- Added: African marine
- Added: African bazooka
- Added: African Modern Infantry
- Added: African Guerrilla
- Added: African Great Artist
- Added: African Great Engineer
- Added: African Great Spy
- Added: African Great Merchant
- Added: African Great Scientist
- Added: African Great Prophet
- Added: African Great General
- Added: African Pioneer
- Added: African Colonist
- Added: African buddhist missionary
- Added: African christian missionary
- Added: African confucian missionary
- Added: African Hindu missionary
- Added: African Islamic missionary
- Added: African Jewish missionary
- Added: African Taoist missionary
- Added: African Executives (7)
- Added: Native American Ancient + Medieval Great Generals
- Added: Meso American Ancient + Medieval Great Generals (same as Native American)
- Added: South American Ancient + Medieval Great Generals (same as Native American)
- Added: Aztec Ancient + Medieval Great Generals (same as Native American)
- Added: Middle East Modern Spy (shader version only)
- Added: Arabia Modern spy (same as Middle East)
- Added: Babylon Modern spy (same as Middle East)
- Added: Asian Modern Spy (Shader version only)
- Added: China Modern Spy (same as Asian)
- Added: Japan Modern Spy (same as Asian)
- Added: Indian style (base is Middle East style)
- Added: Indian Axeman
- Added: Indian Cavalry
- Added: Indian Archer
- Added: Indian Settler, Colonist and Pioneer
- Added: Indian Scout
- Added: Indian Warrior
- Added: Indian Spearman
- Added: Indian Pikeman
- Added: Indian Longbowman
- Added: Indian Crossbowman
- Added: Indian Swordsman
- Added: Indian Maceman
- Added: Indian Chariot
- Added: Indian Horse Archer
- Added: Indian Mailed Knight
- Added: Indian Cannon
- Added: Indian Arquebusier
- Added: Indian Rifleman
- Added: Indian Grenadier
- Added: Indian Infantry
- Added: Indian Marine
- Added: Indian Bazooka
- Added: Indian modern Great Spy
- Added: Indian Anti-Tank Infantry
- Added: Indian SAM Infantry
- Added: Indian Modern Marine
- Added: Indian Paratrooper
- Added: Indian Cuirassier
- Added: Indian Knight
- Added: Indian Heavy Swordsman
- Added: Asian Cuirassier
- Added: Asian Cannon
- Added: Chinese Cannon (same as Asian)
- Added: Asian Machine Gun
- Added: Chinese Machine Gun (same as Asian)
- Fixed: African settlers no longer have european child
- Fixed: Chinese style was using same graphics for Archer and Longbowman -> Longbowman has now new graphics


Culturelevels
-------------
- Changed: All culture levels require now 20% more culture points. Affects Cultural Victory type


Civilizations
-------------
- Changed: Hittites default Unitartstyle set to Middle East


Translations
------------
- Updated: German translation
- Updated: Italian translation (Inquisition + Revolution)
- Updated: Spanish translation
- Added: <Finnish>, <Hungarian>, <Polish>, <Russian>, <Chinese> and <Japanese> tags to all text files for a total of 10300+ text entries (no translations for these languages yet)


Hints
-----
- Updated: couple hints to current RoM info
- Added: 13 new RoM hints

Gamefonts
---------
- Added: BUG's spaceship parts icons to Gamefont_75.tga
- Added: Eurebius religion mod icons to Gamefont_75.tga
- Added: Eurebius religion mod icons to Gamefont.tga
- Added: Nanotube resource icon
- Changed: alpha channel for some religion icons in Gamefont_75.tga
- Changed: alpha channel for some religion icons in Gamefont.tga


BUG Config
----------
- Added: BUG's fontUtil defines to init.xml

Gametext
--------
- Changed: Many tech strategy entry updated to current settings (A done)
- Added: Quote for all techs that didn't have it yet
Now as BUG option's can be accessed through a new button, my new and shiny resource display doesn't seem to work anymore... one of those annoying things when you merge mods together. Got to find a way to fix it. :) And seems BUG will have 3 different main interfaces (you can swap them) so there's the painful task to copy all RoM specific changes from one main interface python file and add them to the 2 other interfaces - I don't know yet how's the different interfaces will work and what's different between them.. I think I saw something about plot list button sizes... :crazyeye:

I've been extremely busy in real life for past month or so which is why the progress with RoM has been slow.
 
Wow. Looks impressive, Zappara :P
 
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