Rise of Mankind 3.0 (final version) design discussion

What if the Navy Seals and Foreign Legions were made to Special Forces instead of Marines. Reason : The Marines will be upgraded to Modern Marines, therefore "removing" the NavySeals and ForeignLegions.
Is not the NavySeal a UU?
 
Yeah beautiful icons! It would be great to overhaul air units. I know this is too ambitious to consider in a final revision, but for me i think if the combat mechanics were overhauled, for air units, and old - (scrapping collateral damage for example, and bombardment) almost taking it to a more civ2 style of simple combat mechanics (for attack defence purposes) that the AI would be better handled.

I find it a bit meh, all those battles where you bombard a huge stack, then kill off each unit in it?
 
Hey, I recently rediscovered Civ with this mod. Amazing stuff, congratulations to creator.
The only major flaw I stumbled across in short time that I got to play it by now is (inherited from orginal game) strategic resources economy- if you don't digg them out, you won't get them. And with more strategic resources in RoM it just get worse.
Now, I'm no modder but I thought of simple (or so it seems to me) way to resolve the resources problem:
National Projects (if I get the name good- such as Manhattan Project and Internet in basic Civ4)
With each technology revealing strategic resourse comes new Project called "X trade" (Iron trade etc.). Projects allow any nation to build 2 new facilities. One for civilisations producing wanted resourse - granting income, and another for civs without strategic ore- giving city that it was built in access to resourse (for a modest fee obviously)
Since only nations owning the resourse can work on project it is a bit like in real world- embargo works only untill someone decides to sell the forbidden commodity. Also, there should be some kind of incentive to start the x resourse trade, so civ that finishes the project should get some prize. Maybe quasi holy city that gives gold for each x resourse trading post built by nations in need? (I have no idea if such thing is possible in games mechanic)

I would love to see the resourse problem solved in final RoM version (I have no hopes to play Civ 5 untill I finish studying and start earning, so I'll be stuck with this game for long ;)), and I think my proposition should do it.

I hope I post it in correct place, and if there already is good solution to the said problem (that is other, than placing a lot of strategic resourses on map), please implement it in new version.

Peace,
 
In my current project : Make RoM look pro with a nice finish, I ran across the following icons that looks terrible in low res (my guess is they are made with mipmaps)

Spoiler :

Units :
Yumi
Xebec
Wardogs
Vampire
Tank Pzk....
Tank M4A3
Tank churchill
Tank Char
Strike fighter mig25
Siberian Tiger
Seaplane tender
Seaplane J2f
Seaplane
Police Squad
Polar bear
P59
Mohawk Archer
Modern Infantry
Modern Armor type 99
Modern Armor T84
Man o War
Mig 15
All light tanks except original
Jet fighter mig 21
Iron frigate
IL2
Humvee
Heinkell HE bomber
All heavy tanks
Guerilla
Guard dogs
Freight
Flak 88
Fighter mig 3
Early tanks : Whippet, M1917, FT17S, FT17
Early fighter
Eagle warrior
Dire wolf
Caproni
Battleship yamoto
Battlecruiser
Battle elephant
BTR80
Armored car
Armor t72
Armor m60
Armor centurion
Abyssian Archer

Projects :
International Thermonuclera reactor

World wonders :
Copernicus (is very dark)
Himeji samurai castle
Nanite defuser
Petra

National Wonders :
Brewery
National TV station
Radio Telescope

Buildings :
Artisan Well
Farm scraper I-III

Promotions :
Air to Air missiles I-III
Chaff
Coastall Assault I-III
Firearms I-III (maybe)
Improved Radar
Looter
Segmented armor
Super caviation
Torpedoes

Specialists :
Spy

Improvements :
Modern Mine
Treefarm

Leaders :
all the icons for the new leaders. This one is especially problematic as they appear very small in diplo screen.

If anyone can extract them and put them on CF, I can quickly re-dds them. Some of them might need a little brightening as well.
I know its a minor "bug", but working a lot of years in the advertising industry, it hurts my eyes with graphical glitches like this.
 
i'm not sure this is a problem with RoM graphics but i've noticed that the healers hut has changed it's icon to a much better-looking one (i use AND expansion). however when i hover the mouse over a city that has one i see a magenta square instead of a healers hut icon.

EDIT:
nope, sorry, no triple post. i've broken the series ;)
| |
VV
 
Nice little triple post againagain :)

I think I found most of the icons, but to illustrate what I meant here is an example

BTR80


Before
attachment.php


After
attachment.php


It's a nice little process : New alpha channel, new border, brighten, reduce contrast, re-dds to dds5 and save. I will post the redone icons as soon as possible ;)
 
i'm not sure this is a problem with RoM graphics but i've noticed that the healers hut has changed it's icon to a much better-looking one (i use AND expansion). however when i hover the mouse over a city that has one i see a magenta square instead of a healers hut icon.

EDIT:
nope, sorry, no triple post.
| |
VV

No 3rd post!!! That's ok. Wasnt exactly proud of it ;)

I noticed that last time I installed AND many of the icons had the same issues as the unit icons in my problem list.

I redid the healers hut in my mods (Modules/Projects/Vincentz/Icons). Try to install that folder and see if the problem goes away.

Should look like this :
attachment.php



EDIT : I reckon its time for me to use EDIT button more ;)

Here's a couple of suggestions to replace :

National TV station
attachment.php
and

Brewery :
attachment.php



EDIT AGAIN :

OK, so far so good. most of the unit icons and the promotion icons are fixes

Still to be fixed :

Spoiler :


Units:
Seaplane tender
Mohawk Archer
Battle elephant
Abyssian Archer

Projects :
International Thermonuclear reactor

World wonders:
Copernicus (is very dark)
Himeji samurai castle
Nanite Defuser
Petra

National Wonders:
Radio Telescope

Buildings :
Artisan Well
Farm scraper I-III

Promotions :
Looter

Specialists :
Spy

Improvements :
Modern Mine
Treefarm



Alrighty then. One more edit :
Did the leaderhead icons for the custom leaders. I put them into 1 folder, so they need to be put back into their own folders in custom leaderheads.


WARNING! EDIT COMING UP!!!!

Just a couple of suggestions for :

Modern Mine
attachment.php


and Hybrid Tree Farm
attachment.php
 

Attachments

i'm not sure this is a problem with RoM graphics but i've noticed that the healers hut has changed it's icon to a much better-looking one (i use AND expansion). however when i hover the mouse over a city that has one i see a magenta square instead of a healers hut icon.

Yep, my bad. Stupid Whitespace. I'll fix it next patch.
 
Something tells me that I should have made a separate post. Once I started the Icon project, I just couldn't stop....

Focke Wulf 190A's
attachment.php
attachment.php


Spitfire MK1
attachment.php


T34
attachment.php


And if I'm not mistaken, then these were the last "duplicate" icons.

Still need to fix the following unit icons :
Battle Elephant
Abyssian Archer
 
There are still a lot of duplicate building icons. The whole river port, Harbor, Port uses the same icons.
 
There are still a lot of duplicate building icons. The whole river port, Harbor, Port uses the same icons.

Isn't that a feature ;) I mean, it's an easy way to spot that they are in a upgradepath.
I thought about the different kind of factories as well, but will look at that later.

My next project will be upgradepaths, though I have noooo idea where to start (hopefully they are not DLL ;))
 
Isn't that a feature ;) I mean, it's an easy way to spot that they are in a upgradepath.

It looks funny when you can build 2 different buildings in a city, with the same icon. They really deserve different icons. If you look at the building upgrades Civilopedia tab in AND, it's really obvious and jarring.

My next project will be upgradepaths, though I have noooo idea where to start (hopefully they are not DLL

They are in Python in RoM 2.91, and XML in AND.
 
I haven't managed to download this mod correctly yet so I don't know if this is in it but I think it would be awesome if you could sign a "treaty" with someone that made it so tiles wouldn't shift because of culture. It's annoying when you are trying to be close friends with another human player but you have to keep fighting for culture.
 
I haven't managed to download this mod correctly yet so I don't know if this is in it but I think it would be awesome if you could sign a "treaty" with someone that made it so tiles wouldn't shift because of culture. It's annoying when you are trying to be close friends with another human player but you have to keep fighting for culture.

there is something similar in a modmod of this mod called AND. it extends the borders expansion form culture alone to military force (military can claim land). but treaty to fix culture influence on borders is an interesting thought. but that's the wrong threat for this. post your idea in the Rom modmods subforum or AND subsubforum.
 
About a graphics polish, I'd like to suggest:
- decrease size of Nanite Cloud unit to 70-80% of it. Its' just to big on the screen.
- change map picture of Vertical Farm. It's aways glowing during mouse moves.
 
About a graphics polish, I'd like to suggest:
- decrease size of Nanite Cloud unit to 70-80% of it. Its' just to big on the screen.
- change map picture of Vertical Farm. It's aways glowing during mouse moves.

Barbarian galleys have also some kind of art bug. When you move the camera they flash wierdly.
 
Zappara--thanks for the great mod!


A couple of suggestions:

1. The AI seem to forget your diplo actions really quickly--this seems like a bug. In a recent game the AI I DOW'd had forgotten that the turn after I made peace.

2. Seige seems OP to me. Unless the defender has units of a higher era you pretty much roll over them with a stack of seige. Also seige gets 3XP per successful battle--this adds to the OP problem.
 
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