Rise of Mankind v2.0 discussion

Why are all buildings destroyed when you capture a city? I know this has always been an issue, but with the mod it is much much crippling. One of the main points of capturing a city is that it starts with infastructure. When the nazis captured paris, they didnt destroy all the granarys and skyscrapers and barracks' and universitys and salons and observatorys and butherys and markets and grocers and librarys and bazaars and factorys and assembly plants and etc., etc., etc. Seriously, why destroy EVERYTHING?:mad::mad:

ps. Sorry for my little rant. Armys did not destroy all infastructure in a city when they captured them in real life. Why in Civ 4? I dont suppose theres a way to stop that from happening?
Basic chance for almost any building to survive in city capturing is 66% (default value) although bombardment with siege units can destroy them before this (I think) - which in my opinion is realistic. In WW I-II factories were often primary targets for bombing missions. In BtS religious buildings usually have 0% to survive capturing, I have no idea why it was made so. In my mod I've already changed some buildings survive chance to 100%, like harbor buildings and it has crossed my mind to increase the value for all normal buildings from 66% to 75%-80% due to having so many building types in this mod. Would that chance sound fair? I don't want to raise all buildings to 100% as that's not realistic or maybe it is for some building types like sewers etc. What building types do you think should have 100% survival chance? Next version already has couple new building types that do increase air defense but how much they effect in-game situation has not been tested yet. For religious buildings I've been thinking values 20% for monasteries, 30% temples and 50% cathedrals - it was quite common to destroy all temples in ancient time wars but cathedrals / bigger religious sites have had higher survival rate over time..

This morning started one huge task that has been on hold for some time now: adjusting all tech flavors to better values since most objects are now in set places. In couple hours got up to Industrial era techs from Ancient era techs - changing values based on what items those techs found and noticed few things that wasn't really used in normal BtS game: Espionage flavor had gone pretty much unused so I've used it now on all those techs that find things which might affect espionage. Second thing was that gold flavor wasn't used for any techs that found corporations which seems pretty odd to me since corporations can generate huge amount of gold. I'm not sure how big effect new flavors will have to AI players but I'm hoping they'll advance techs at least slightly better now. :) Now rest of industrial techs, modern + future eras left to do.

Rest of the day I was visiting some relatives and got the usual job there - fix their computer. Spent 4 hours of fixing their virus/trojan infected computer, so not much Civ modding today for me.

@Cuteunit

That mod component is nice one but unfortunately it requires SDK changes ie. new DLL... so maybe something that could be asked from Kalimakhus to add to his addon?
 
Basic chance for almost any building to survive in city capturing is 66% (default value) although bombardment with siege units can destroy them before this (I think) - which in my opinion is realistic. In WW I-II factories were often primary targets for bombing missions. In BtS religious buildings usually have 0% to survive capturing, I have no idea why it was made so. In my mod I've already changed some buildings survive chance to 100%, like harbor buildings and it has crossed my mind to increase the value for all normal buildings from 66% to 75%-80% due to having so many building types in this mod. Would that chance sound fair? I don't want to raise all buildings to 100% as that's not realistic or maybe it is for some building types like sewers etc. What building types do you think should have 100% survival chance? Next version already has couple new building types that do increase air defense but how much they effect in-game situation has not been tested yet. For religious buildings I've been thinking values 20% for monasteries, 30% temples and 50% cathedrals - it was quite common to destroy all temples in ancient time wars but cathedrals / bigger religious sites have had higher survival rate over time..

All health buildings except for the hospital should probably have a 100% rate. Military facilities and and production facilitys shoudl probably be lower. Maybe 70% chance of survival for those? As for culture producing buildings, Im not sure what should be done. A part of me thinks cities should assimilate quickly and start expanding quickly, whilst I also think cities should not start getting large amounts of culture right away. Im not sure how to deal with that. Commercial buildings ingrained more in the location and less in the building itself should have very high chances to survive. Markets and bazaars, are, after all, just a collection of vendors. Maybe 90% for buildings like that. Commercial buildings that rely more on the actual building itself, such as banks and commercial airports, should have a lower survival rate. Maybe 80%?
Scientific buildings should just have a 85% survival rate all around. Buildings that increase food production should have a high 90% rate of survival, except for the food processing plant, which should only have a 70% chance. Granarys should only have a 50% chance of survival. After all, in a siege, thats what you aimed for, to deplete their food supplies. Defenses such as walls and castles should have a very low survival rate. Maybe 20%? Im sure Im forgetting something, but Ill just post these ideas for now.
 
culture buildings should also have very low survival rate, since an artist who made art in the name of his country wouldn't like to make art in the name of the conqueror, right? :D

is it possible to give leaders trait bonus that certain type of buildings have higher survival rate? like creative leaders would give higher rate to culture buildings, financial to the banks and so on.. :P
 
will there be any food export/import system, like food rich cities could supply production rich cities?

in other hand, how about material export/import system? it would work same way like food supply but increases production.. :P
 
... since corporations can generate huge amount of gold.

OK. now I know I am doing something wrong. I have yet to have a corporation that does not run at a net loss even when I have all the buildings that increase money and reduce maintenance costs in a city.

Note: this is in normal BTS. I don't get that far in RoM because I insist on playing on giagantic worlds with lots of islands and continents. Which means I run out of memory or video memory before railroad. Which is OK 'cus by then I have lost interest.
 
Yeah, I really can't find much fun in a game on a map under huge size. I need gigantic maps with 40 civs and raging barbarians on Prince-Monarch to have real fun. But anything over huge 15ivs won't even get to the end of the game =/
 
thats true, huge maps just are so fun because they are, well, huge.. :D
but with max civs, it gets really slow when game continue to middle ages or to modern..
how sad that computers cant take this huge mod.. :(

BTW: hey Zap, have u looked into TAM(The Ancient Mediterranean) mod? there might be some buildings, units and resources that could be used for RoM.. ;)
 
I tried 40 civs on Large, Monarch for a different experience (I.e., plain and simple fight your way to victory). Something like 25-30 civs on the main continent, each get's maybe 3 cities at best before the fighting starts.

And oh boy. Even though I deliberately went out of my way to found the first religion and got 1/2 the continents as my religious zombies, 10 civs declared war on me at the same time.

And in the end, by the time I got cavalry the game was MAFing to death anyway.
 
is it possible to give leaders trait bonus that certain type of buildings have higher survival rate? like creative leaders would give higher rate to culture buildings, financial to the banks and so on.. :P
Don't think it's possible - at least not without SDK changes.

will there be any food export/import system, like food rich cities could supply production rich cities?

in other hand, how about material export/import system? it would work same way like food supply but increases production.. :P
Export/import system in Civ 4 is indeed quite simple. I haven't really liked how food resources are handled, they should be local resources ie. if you have fish in one coastal city, other cities shouldn't get it too since those fishes would rot before they get transported to other cities (unless you got salt). I'm not coder so I can't really improve this system myself - having food/hammer supply lines would be great though.. or supply lines for military units... maybe they'll add these kind of features to Civ 5.

OK. now I know I am doing something wrong. I have yet to have a corporation that does not run at a net loss even when I have all the buildings that increase money and reduce maintenance costs in a city.
You'll need the corporation HQ and you need to spread your corporation - it's 4 gold income per city if you spread your corporation. Now if you add few gold bonus buildings and gold % -bonus Great Wonders to city where you have corporation HQ... ;)

BTW: hey Zap, have u looked into TAM(The Ancient Mediterranean) mod? there might be some buildings, units and resources that could be used for RoM.. ;)
Haven't looked into that mod yet (actually first time I hear about it). I got tons of mods on my harddrive that I've downloaded so I could check them, just never enough time to check them all. I'll try to check that mod during this summer... trying to take bit time off from modding now that I got new patch uploaded and have some fun playing during summer months. :)

So next patch might take a while to make (excluding emergency patches should major CTD issues surface from current version) - I'm not sure at the moment what I include to next patch. I still got hundreds of flavor units waiting to be added, modern/future eras still need some work, unit costs need more balancing for late eras.. and and... events, got lots of material for those, just aren't yet that familiar with adding events. There's also some more resources that could be added. I think I'll add small bits here and there, concentrating to one addition type gets boring pretty fast when modding. Oh, and I should make patch now to Extra Civ addon pack so that it follows those changes in v2.11.

I hope you all enjoy your summer (or winter) time with RoM v2.11.. just don't forget to go outdoors from time to time! And if you're not single, don't forget to treat nicely girlfriend/boyfriend/wife/husband/kids... more Civ time for you when they're happy ;) I got few outdoor projects waiting (read: sweaty days changing one yard/garden) and hopefully some days at summer cabin... can't wait to get swimming and to go into sauna :)
 
Is there anything wrong with this picture? Large map, big and small, monarch, 40 civs (killed like 10-12 of them myself :D )



Take in mind that this is only my fourth game at monarch difficulty...
 
Well.. the picture says you are a good player :). On the other side we should notice that a mod like RoM is too complicated for the AI. More buildings, more units, more resources.. etc. Humans are capable of using this to there advantage. They pile buildings of the same type in specialized cities to maximize their effects. They plan ahead but they can still change their course to use some opportunity.

Anyway, maybe it is time for you to move to emperor ;).
 
The thing is, I'm really not that good a player :P

I should try an unmodded game on monarch and see how I fare...

*edit*

Fear me, for I have actually completed my first RoM game XD

 
Just downloaded this yesterday and pretty much haven't stopped playing, but have noticed two "bugs" so far, and it may have been mentioned earlier. Fieldsman II promotion suppose to double movement in plains and grass, it does not, however gives double movement in hills. Also, Horse Archer has "blue glow" from time its built, like expecting a promotion, but only shows worker actions when its "his" turn. Other than that having a blast! Excellent mod!! (Am playing as Abyssinian, have BTS, patched, ROM v2.0 but do not have Warlords x pack installed, would include pic of the Horse Archer but mine always to big to upload here!) Thanks for allowing my input, again, Super Mod!!
 
hey Zap, is there a Great Doctor in this mod? if not could u think about adding that "Great Doctor BTS 3.13" mod? :P

u'll need to fine tune this addon for RoM but i think its not that difficult, right? ;)
 
In the Full 2.12 version there is a little .zip file in the main RoM folder called RoM 2.0 CvPath. What's it for?

Does it need to be unzipped for straight 2.12 RoM?

JosEPh
 
Thanks Kali.

JosEPh
 
A word of caution for Win XP Pro users. The June Updates for Win XP SP2 cause multiple problems.

The 1st is that (for me) it removed my dvd rom drive ( e: ) from my Device manager.

2nd, after I had to restore the dvd drive (using find new hardware), that drive would no longer accept my BtS cd. I tried refreshing the desktop shortcut and even tried starting the game directly from the e: drive. No go.

My final solution was to use System restore from a point right before I added the Windows Updates. Everything works again, but I'm avoiding Windows June Updates like the Plague!

I tried to send Microsoft an EM about the problem but that was like trying to scale a brick building with no hands. :p

So Beware.

JosEPh
 
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