Rise of Mankind v2.0 discussion

I reinstalled all games, patch but it doesn't still work.
I use Marble for terrain and a dll for 34 civ. Is there something to configure? any file .ini?
 
All it works !!!

thanks :)

only 18 civ whith ranged bombardment? i like to play with more civs.

Great mod, thank a lot for your work
 
An idea I had was having territory wars. Since almost all wars in our history were fought for territory or resources, I thought it was funny that you can't really do that in Civ4. So, to have wars to gain territory (like a couple important plots) I thought that if you had a unit stay on an enemy plot for something like 5 turns, that plot would become yours and you only can do this if it is adjancent to your territory. Also this only can happen during war.(This is because you wouldn't want the AI to get many plots with no cities around) A mod I just found that does something similar is the Influence Driven War v1.1 mod (it looks damn awesome), although it would have to be modded a little bit for RoM. Using this mod also reduces the complete dominance Defense has over Offensive warfare(If you look at it you'll see why) if you get the RevolutionDCM addon. (Which really should be a normal part of RoM, inside of being an addon).

A another I had was to not have cities completely destroy their non-obslete buildings when captured. I really hate it when captured cities are completely useless for a very long time. So making it an choice to players to have the option to raze any or all of their buildings will help that. They can do it when every they want, but they should obvisously only use it when they think their city is going to be lost. This adds some more strategy to the game and leaves the possiblities for people to capture city and start using in a reasonble amount of time.:goodjob: You can use the Abandon/Raze City/Building mod which does exactly that.

More war related improvements that I thoguht would be good is to have everyone have the ablitiy to use everyone's roads all the time, including during war time. I've read many history books on war and non of them included enemies being hampered by road movement. Also , you should be able to end wars more quickly. Another thing I think is annoying when the AI declares war on you and does nothing after you destroy his initial attack, but won't make peace for another 10-20 turns.

I also have read that Zappara wants an eighth civic section. I found the Overload 2 mod that has at least 8 civics sections.(I'm unsure because I having actually played it)

Lastly, I said this earlier but have put more thought into it, is combining the Final Frontier mod into this one. When you research a technology like Faster Than Light Travel, you go into the normal Final Frontier mod. All other civs in the game would be eliminated. This would be because you would have control of skies and could easily subdue the other civs. This is why you would have a large amount of unhappyness initial after the change to Final Frontier. Then you can have a Rise of Mankind in space. Adding the MOO2 mod could help beef up Final Frontier because I think it is a bit weak.

These are just some thoughts I had and hope they help.
(I'd help if I could but I'm not a modder)
 
You are a visionaire!

Yet still, I'd prompt everyone to make the effort to improve the game about mankind living on planet Earth, before jumping out to the space. After all, Civilization is, and will always be, far from the perfect experience, even if it is such a magnificent game anyways. ;)
 
Current version 2.0 changes list:
Spoiler :
Civilizations
-------------
- Added: Abyssinian Empire
- Added: Iroquois Empire
- Added: Assyria
- Added: Siam

Units
-----
- Added: Arabia flavor units Archer, Axeman, Chariot, Crossbowman, longbowman, swordsman, heavy swordsman, heavy pikeman, mounted

infantry, chivalry, cavalry, rifleman, grenadier, cuirassier, war elephant, medieval worker, modern infantry

- Added: Aztec UU Eagle Warrior (replaces Heavy Pikeman)
- Added: Aztec flavor units Grenadier

- Added: Babylon flavor units chariot, crossbowman, heavy pikeman, pikeman, heavy cavalry, heavy swordsman, knight, horseman

- Added: Byzantine flavor units Axeman, archer, chariot, mounted infantry, crossbowman, swordsman, heavy swordsman, longbowman,

pikeman, heavy pikeman, heavy cavalry, infantry

- Added: Carthage flavor units Chariot

- Added: Chinese flavor units Archer, swordsman, heavy swordsman, mounted infantry, light cavalry, heavy cavalry, grenadier, War

Elephant, cavalry (asian)

- Added: African flavor units: cannon, chariot, cavalry, crossbowman, cuirassier, grenadier, horse archer, knight, longbowman,

maceman, machine gun, musketman, paratrooper, pikeman, rifleman, SAM Infantry, swordsman, war elephant, worker, explorer, Spy

- Added: Hellenic Wiseman (missionary)

- Added: Greco Roman flavor units Italian infantry, Horseman, Mounted Infantry, Axeman, Pikeman, heavy pikeman, swordsman, heavy

swordsman, heavy cavalry, cuirassier, cannon, musketman, grenadier, cavalry, rifleman

- Added: Rome flavor units longbowman, crossbowman + all new greco roman flavor units

- Added: Native american flavor units: maceman, heavy pikeman, light cavalry, warrior

- Added: South american flavor units: light cavalry (same as native)

- Added: Asian flavor units: Cavalry

- Added: Colonist, builds city of size 3 with several buildings

- Added: Pioneer, builds city of size 4 with many buildings

- Added: Modern Paratrooper
- Added: Modern Marine
- Added: Abyssinian Archer
- Added: Iroquois Mohawk Archer
- Added: Assyrian Battering Ram
- Added: Arquebusier unit, req. Gunpowder
- Added: Inquisitor, req. Inquisition civic
- Added: Siam Battle Elephant
- Changed: Middle east flavor unit Cuirassier uses now arab cuirassier graphics
- Changed: Middle east flavor unit Horseman uses now Babylon Horseman graphics
- Changed: Middle east flavor unit Swordsman uses now Babylon Swordsman graphics
- Changed: Middle east flavor unit Heavy Swordsman uses now Babylon Heavy Swordsman graphics
- Changed: Arabian horseman uses now Babylon horseman graphics
- Changed: Chariot upgrades also to Horseman
- Changed: Crusader requires King Richard's Crusade wonder instead of Castle so that it's now wonder specific unit
- Changed: America's Early Jet fighter unit swapped to F-86
- Changed: Mig 15 unique for Russia, rest use now P59 by default
- Changed: Remote Controlled Bombers unit graphics changed to Predator UAV
- Changed: Paratrooper upgrades to Modern Paratrooper, bonuses against melee and archer units added
- Changed: all Marine units upgrade to Modern Marine unit
- Changed: Police Squad unit requires now Police Station building in city
- Changed: Iron Frigate requires Military Science tech
- Changed: Ironclad requires Military Science tech
- Changed: Horseman has now +25% bonus against archer units
- Changed: Mali Cavalry has now +25% bonus against archer units
- Changed: Cavalry Auxilia has now +25% bonus against archer units
- Changed: Prodromoi has now +25% bonus against archer units
- Changed: Light Cavalry upgrades to chivalry instead of Heavy Cavalry, Machinery tech req. removed
- Changed: Heavy Cavalry moved to Invention tech, no longer can be built with copper
- Changed: Great Prophet can build new religious shrines: Statue of Zeus, Zoroastrian Shrine, Amun-Ra, Tikal
- Changed: Settler upgrades to Colonist
- Changed: Knight no longer upgrade to Chivalry
- Changed: Cavalry moved to Steam Power tech (longer wars with medieval units)
- Changed: Musketman units moved to Flintlock
- Changed: Heavy Swordsman upgrades to Musketman
- Changed: Longbow units upgrade to Musketman
- Changed: Crossbow units upgrade to Musketman
- Changed: Maceman units upgrade to Musketman
- Changed: Pikeman upgrades only to Heavy Pikeman
- Changed: Early Destroyer moved to Combustion
- Changed: Battlecruiser requires now Combustion
- changed: Cannon moved to Nationalism
- Fixed: Mig15 filename bug
- Fixed: Mig21 filename bug
- Fixed: Mig25 filename bug
- Fixed: Aegis graphic setting for low graphics
- Fixed: Roman Cavalry Auxilia replaces now correctly Horseman unit
- Fixed: Jeep size
- Fixed: Type 99 armor size
- Fixed: Plasma armor size
- Fixed: T95 size
- Fixed: T17 tanks size
- Fixed: IS2 size
- Fixed: A7V size
- Fixed: L640 size
- Fixed: M3A1 size
- Fixed: Char B1 Bis size
- Fixed: M26 size
- Fixed: PzKpfw VI Tiger I size

Buildings
---------
- Added: Hellenic Temple
- Added: Hellenic Pantheon
- Added: Hellenic Gymnasia
- Changed: Statue of Zeus is now Hellenic Shrine
- Added: Zoroastrian Fire Temple
- Added: Zoroastrian Pantheon
- Added: Zoroastrian Shrine (replaces monastery because Zoroastrianism rejects all forms of monasticism)
- Added: Zoroastrian holy mountain shrine Pir-e Sabz
- Added: Temple of Amun
- Added: Temple of Mut
- Added: Temple of Chons
- Added: The Karnak Temple Complex (Amun-Ra shrine)
- Added: Abyssinian Stele
- Added: Iroquois Longhouse
- Added: Siam Ho Trai
- Added: Temple of Jaguar (Nagualism)
- Added: Tikal (Nagualism shrine)
- Added: Assyrian Ekal (barracks)
- Added: Artesian Well
- Added: Oil Refinery graphics
- Added: Weapon factory graphics
- Added: Healer's hut graphics
- Added: Casino graphics
- Added: Water Treatment graphics
- Changed: Observatory requires Glass resource
- Changed: Brothel no longer gives happiness from other buildings (wasn't working properly), just gives +1 happiness
- Changed: Meeting Hall gives +5% bonus to espionage (think it as a tavern/inn where info is for sale)
- Changed: Forge upgrades to Steel Mill now, forge modifiers added to Steel Mill
- Changed: Removed obsolete Masonry tech req. from Aqueduct
- Changed: Casino gold bonus decreased from 50% to 25%
- Changed: Stable requires now Chariotry (can be built earlier), requires Horse or Elephants (Ivory)
- Changed: AI weight value increased for Weapon Factory
- Changed: Alchemist's Lab requires now glassware, obsolete at Scientific Method
- Changed: Fisherman's hut flavors adjusted (AI players should build it more often)
- Changed: Butchery flavors adjusted (AI players should build it more often)
- Fixed: Zulu Ikhanda obsolete at Leadership

Wonders
-------
- changed: Copernicus' observatory requires glass resource
- Changed: Chichen Itza moved to Blood Cult tech and requires Masonry tech
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge, moved to Representative Democracy tech
- Changed: Aqueduct of Pont du Gard no longer goes obsolete, does not give free Aqueduct in every city, gives +2 health in city

where built and +1 health in all cities on same continent
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics
- Changed: Supreme Court reduces anarchy length by 25%
- Changed: Magellan's Voyage moved to Navigation
- Changed: Marco Polo's Embassy moved to Optics
- Changed: colossus moved to Bronze Working

Religions
---------
- Added: Hellenism
- Added: Zoroastrianism
- Added: Amun-Ra (Egypt mythology)
- Added: Nagualism (Mesoamerican religion)

Techs
-----
- Fixed: Special Promotion tech moved to future era so that player's don't get it for free if game is started on higher eras than

ancient
- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%
- Changed: Dualism enabled
- Changed: Polytheism has Dualism as 2nd pre-req choice
- Changed: Horseback riding requires now Chariotry
- Changed: Masonry requires Stone Tools
- Changed: Fundamentalism requires Blood Cult
- Changed: Military Science requires Grand War tech
- Changed: Canal Systems no longer require Machinery
- Changed: Ecology requires Agricultural Engineering instead of Biology
- Changed: Naval Aviation requires Military Science
- Changed: Social Contract uses now Growth Advisor instead of Religion Advisor
- Changed: Nuclear Power requires now Logistics
- Changed: Ship Building requires now also Naval Warfare
- Changed: Constitution requires Democracy
- Changed: Artillery requires explosives
- Changed: Clockworks moved further in medieval techs, requires now Invention
- Changed: Civil Service no longer enable irrigation
- Changed: Rifling moved to later renaissance, requires now Replaceable Parts
- Changed: Semi-automatic weapons has now Rifling as OR requirement, replaceable parts req. removed as it's included in Rifling
- Changed: Flintlock requires Metallurgy
- Changed: Fission requires Refining
- Changed: Explosives requires Flintlock, cost increased from 2200 to 3700
- Changed: Flavor values adjusted for many techs
- Changed: Seafaring cost increased from 72 to 93
- Changed: Metal Casting cost increased from 64 to 90
- Changed: Chariotry cost increased from 100 to 120
- Changed: Trade cost increased from 80 to 85
- Changed: Machinery requires Mathematics
- changed: Meditation cost increased from 80 to 280, now classical tech
- Changed: Literature cost increased from 200 to 350
- Changed: Sculture cost increased from 72 to 95
- Changed: Usury cost increased from 600 to 850, now medieval tech
- changed: Banking cost increased from 700 to 900
- Changed: Drama cost increased from 300 to 350
- Changed: Optics cost increased from 600 to 750
- changed: Heraldry cost increased from 600 to 730
- Changed: Sanitation cost increased from 1000 to 1050
- Changed: Paper cost increased from 480 to 850
- Changed: Architecture cost increased from 1000 to 1050
- changed: Invention cost increased from 1000 to 1050
- Changed: Gunpowder cost increased from 1056 to 1075
- Changed: Matchlock cost increased from 1056 to 1100
- Changed: Political Philosophy cost increased from 880 to 1200, requires Philosophy
- Changed: Education cost decreased from 1584 to 1250
- Changed: Perspective cost increased from 700 to 1075
- Changed: Refining cost increased from 2600 to 3800
- Changed: Oil Painting cost increased from 880 to 1100
- Changed: Chemistry cost increased from 1980 to 2700
- changed: Photography cost increased from 2090 to 2750
- changed: Realism cost increased from 2090 to 2800
- changed: Mercantilism cost increased from 1936 to 1970, requires Banking
- Changed: Economics cost increased from 1400 to 2000
- changed: Corporation cost increased from 1760 to 2200
- changed: Juris Prudence cost increased from 1144 to 1600
- Changed: Social Contract cost increased from 1232 to 1650
- Changed: Realism requires Free Artistry instead of Oil Painting
- Changed: Naval tactics cost increased from 1760 to 2000
- Changed: Grand War cost increased from 1870 to 2025
- Changed: Replaceable parts cost increased from 1980 to 2300
- Changed: Thermodynamics cost decreased from 4160 to 3600
- Changed: Fission requires now Industrialism, cost increased from 5720 to 7200
- Changed: Theory of Relativicty requires now Electricity
- Changed: Representative Democracy requires Liberalism and Social Contract
- Changed: Medicine cost decreased from 5850 to 4700
- Changed: Marxism cost increased from 2912 to 4700
- changed: Labor union cost increased from 3120 to 4750
- Changed: Communism cost increased from 2912 to 4800
- Changed: Psychology cost increased from 3848 to 5250
- Changed: Fascism cost increased from 2496 to 5300
- changed: Screw Propeller cost increased from 4160 to 4200
- Changed: Railroad cost decreased from 5850 to 4200
- Changed: Electricity cost decreased from 5850 to 4250
- Changed: Semi-automatic weapons cost increased from 3900 to 4250
- changed: Artillery cost increased from 4160 to 4360
- Changed: Combustion cost increased from 3744 to 4300
- Changed: Mass Media cost increased from 3744 to 6600
- Changed: Legalized Gambling cost increased from 3744 to 6650
- Changed: Industrialism cost decreased from 6760 to 5300
- Changed: Recycling cost increased from 6600 to 8300
- Added: Agricultural Tools, req. Machinery and Feudalism
- Added: Fuel Cells
- Added: Knowledge Management icon
- Added: Space Stations icon
- Added: 3D Modeling icon
- Added: Human/Machine interface icon
- Added: Military robotics icon
- Added: Smart Dust icon
- Added: Unmanned Air Vehicles icon
- Added: Weather Control icon
- Added: Sentient Earth icon



National Wonders
----------------
- Changed: Statue of Champion req. now level 4 unit
- Changed: National Courier System reduces anarchy length by 25% (word about government changes spread more rapidly)

Leaders
-------
- Added: Menelik (Abyssinian empire)
- Added: Selassie (Abyssinian empire)
- Added: Deganawida (Iroquois empire)
- Added: Ashur (Assyrian emprire)
- Added: Mongkut (Siam)
- Added: Ramkhamhaeng (Siam)

Movies
------
- Added: Sphinx movie
- Added: Leonardo's Workshop movie
- Added: Hellenism movie
- Added: Amun-Ra movie
- Added: Zoroastrianism movie

Sound
-----
- Added: Abyssinian music
- Added: Iroquois music

Python
--------------
- Added: Enhanced Tech Conquest
- Added: Religion and Corporation Screens
- Added: Longer techbar in techscreen
- Added: Inquisition - Limited Religions
- Added: Plot List enhancements
- Added: Great People flavored tech colors (off by default, change setting in config.ini)
- Added: Settlers
- Changed: Holy Mountain python will check for presence of Cathedral and Pantheon buildings and points will be calculated from

Pantheon specialbuilding type
- Changed: National sports league event checks for Circus Maximus instead of Statue of Zeus (statue is hellenic shrine now)
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)


Gamespeed
---------
- Added: Blitz speed option, 205 turns, only accessible in Custom Game menu
- Added: Snail speed option, 3072 turns, only accessible in Custom Game menu

Resources
---------
- Changed: Coffee gives +1 happiness
- changed: pearls give +1 happiness
- Changed: Lemon give +1 health
- Changed: Cotton gives +1 happiness
- Changed: Sugar gives +1 happiness
- Changed: Spices give +1 happiness

Improvements
------------
- Changed: Village gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Town gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Windmill gets bonus from Agricultural Tools tech instead of Civil Service
- Changed: Watermill gets bonus from Agricultural Tools tech instead of Civil Service
- Fixed: Arcology city ruins art defines were missing

Events
------
- Changed: Wining monks event, zoroastrian, hellenic, amun-ra monastery building triggers have been added to event
- Changed: Halberd event, shock promotion can now appear for Heavy Pikeman units as well
- Changed: Ancient Olympics trigger tech is now Athletics (was Polytheism)
- Changed: Hymns and sculptures events can trigger now if city has Hellenic, Zoroastrian or Amun-ra Pantheon in city
- Changed: Farm Bandits event can happen on Potato Farms
- Changed: Holy Mountain event can happen with Hellenism and Zoroastrianism
- Changed: Blizzard can be triggered at Shaft Mine, Treefarm, Hybrid Forest
- Changed: Jade event can happen on Shaft Mines
- Changed: Clunker coal event can happen on shaft mine
- Changed: Tin event can happen on shaft mine
- Changed: Bermuda Triangle event can happen to all new modern day ship classes
- Changed: Gold Rush trigger changed from Mine to Shaft Mine (most mines are shaft mines at industrial era)
- Changed: Metal decks trigger tech changed to Naval Aviation which is same when Carrier becomes available
- Changed: Long range fighters trigger tech changed to Aviation
- Changed: Farm plows event can be triggered with Shaft mine and normal mine
- Changed: Stained glass cathedral event requires glassware
- Changed: Personal Computers event requires Microchip tech
- Changed: Tea event trigger changed from Harbor to Commercial Port
- Changed: Girls best friend event triggers include now Shaft mine
- Changed: Harbormaster building requirement changed from Harbor to Port
- Changed: Master blacksmith event gives shock promotion to Light swordsman and Heavy swordsman units too
- Changed: Crusade event can happen after player has researched Fundamentalism Tech
- Changed: Miracle event can happen in city with High Walls
- Changed: Secret knowledge event can happen with Zoroastrian, Hellenic and Amun-ra monastery type buildings
- Changed: Experienced Captain event can be triggered by all new ship units
- Changed: War Chariots event tech req. changed to Chariotry, obsolete tech requirements adjusted
- Changed: Crisis in senate may give espionage bonus to Garrison building
- Changed: Elite Swordsman event gives promotion to Light Swordsman unit, obsolete techs adjusted
- Changed: Warships event requires Naval Warfare tech instead of Sailing, obsolete techs adjusted
- Changed: Noble Knights tech requirements change to Stirrup, Heraldry and Guilds
- Changed: Napalm bombs (mod) event gives Napalm bombs promotion instead of Barrage II
- Added: Mining accident can happen on shaft mine

Civics
------
- Changed: Theocracy moved to Government category
- Changed: Paganism no longer get bonus happiness from Ceremonial Altar, no upkeep
- Changed: Herbalism is default health care choice now (herbalism was used 60.000BC), no longer give +1 health in all cities,

instead gives +1 health from healer hut and from doctor's office, no longer give military production bonus in state religion

cities
- Changed: Shamanism moved to religion category, gives happiness from ceremonial altar, stonehenge and oracle, gives +1 health

from healer hut
- Added: Inquisition choice to legal category
- Added: Sacrifice Cult to Religion category
- Added: Secularism to Religion category
- Added: Industrialism to Economy category
- Added: Idolatry to religion category

Promotions
----------
- Changed: Lead by Warlord promotion gets 1 extra first strike
- Changed: Veteran pilot evasion chance decreased to 5%
- Changed: Ace pilot evasion chance decreased to 10%
- Changed: Air Refuel moved to Supersonic flight tech
- Changed: Medic II requires now Civil Service tech
- Changed: Sentry I requires Optics
- Changed: Pinch II requires Flintlock
- Added: Improved Radar promotion
- Added: Air to Air Missiles I-III promotions
- Added: Torpedoes promotion
- Added: Chaff promotion
- Added: Heroic promotion, req. Leader
- Added: Loyalty promotion, req. Leader
- Added: Siege Master promotion, req. Leader
- Fixed: duplicate entry for Hi-tech units in some promotions
- Fixed: Berzerker I-III can now be used for Animal, Archer, Melee, Mounted and Wooden Ship unit types

Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: 3D Modeling typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx
- Pedia: Hubble telescope
- Pedia: Petra
- Pedia: Olympic Games
- Pedia: Encyclopedia
- Pedia: Treasury
- Changed: Aqueduct of Pont du Gard renamed to Pont du Gard
- Changed: Lab renamed to Alchemist's Lab
- Added: Strategy info for many techs
- Added: Pedia info for some techs
- Added: Strategy info for many buildings
- Added: Quotes for few techs


Mods
-------------
- Combined: JKP1187's Events mod

Other
-----
- Added: Wide City bar
- Added: roads get +1 bonus from Automated Traffic
- Added: Bhruic's unofficial patch
- Changed: road movement bonus decreased for Mass Transit tech
- Changed: Max World Wonders in city increased from 4 to 6
- Changed: Max Team World Wonders in city increased from 4 to 6
- Changed: Max Air units per city increased from 4 to 8


Just few things missing still.. like making new gamefont files (hate those :mad:) and add couple units/wonders. Plenty of flavor units also waiting on my harddisk, it's just so time consuming to add them and when I'm modding like on 1 or 2 evenings per week, I've decided to concentrate on other things than flavor units (for the moment). You might notice that there isn't really huge SDK changes, I tried to combine some mods at one point but had to discard those efforts - combining python between 2 huge mods is hard for person who doesn't really understand python.. so I ran into constant CTDs and had to go back to older RoM build and continue again from there without SDK changes. I'll give it another try once I have basic version properly working. :)

Current RoM 2.0 zipped size is around 96megs and unzipped at around 230megs. First beta version shouldn't be too far away now.. :)
 
Ummm... Isn't Abyssinia actually just another name for Ethiopia?

I still think that Theology tech appears too early in the tech tree (compared to Philosophy, for example). Christianity is always founded something like 1000-500 BC in my monarch level games...

I think most of the non-NATO civilizations should have a T-72 replacing the M60... :)

Otherwise, excellent work. I guess my college semester is going to be ruined when the 2.0 comes out. :D
 
Yes, Abyssinia is Ethiopia, just older version of it.. kind of same thing with Siam and Khmer, both existed in same area, just on different times.

Meditation costs more now so Theology should appear slightly later but will probably still before 1AD. As I see it Theology is not same as Christianity, it's placeholder for that religion, and all religions do religious study to some extent.

You're right about T-72, it's used by many non-NATO civilizations (I miss good old Tank simulators, they were good games in the 80's-90's :().. there's probably other tanks/planes that aren't exactly right at the moment for some civs, it's just the same issue as with other flavor units, the lack of time. What would speed up the process is to provide info/lists of what units each nation has used/still uses so I won't have to look up for that information by myself. ;)
 
@Zappara

I've just gone through the long change list. Man! You've been busy!

One general remark is that this is not about tossing stuff in. It sure shows a lot of deep thinking. I am particularly pleased with the changes you made to the tech tree. I hope it would eliminate the possibility of short cuts through eras. If you're limited by the number of (and/or) required techs I think there is a variable that change this limit in the global defines file.

Can't wait to give 2.0 a trial, so just don't hold it for so long.
 
@Kalimakhus

Most of tech tree changes are based on feedback and I hope it's more balanced now and that most loopholes are gone with the adjustments I made - it's not perfect yet though, particularly medieval time techs cause me this "itch" to add more stuff there and future times could have more techs but that would mean that I need to come up with things to fill those techs. Changing future techs would mean that I would have to redo whole era from scratch as some of the techs I want to add are just in between modern era and future era - that would be many modding hours.

Just finished adding Raw Commerce component, now missing couple religious wonders (added few already) and fonts.. I'll try to battle with font files tomorrow and hope that changing them goes smoothly this time :D
 
this is awsome news take your time it will be worth the wait
 
@Zappara

I agree that Medieval era needs to be longer. This era in particular seems to pass away quite fast. This is particularly frustrating because RoM has numerous Medieval units that one likes to use.

About font files, as you are going to add new religions' icons it may give you some trouble. It might help if you add icons to the attached file. It is the same RoM current file with one change. The bottom line of icons was repeated shifting the empty row underneath one cell down. This trick I got from FfH and it worked for me when I applied it to Overlord2 fonts file.
 
Perhaps the T-55 with respective graphics should also be added?

That would go with the Mongol, Khmer, Mali, Maya and perhaps with Sumerian, Assyrian and Babylonian civilizations? (T-72 might go with those as well, and it is also used by Peru, so that should be added to the Inca arsenal. India has also many T-72's, and no Pattons!) T-55 would also fill the missing tank for Chinese civilization under the name "Type 59" or "Type 69".

T-34/85 should be also available for the Civilizations listed above instead of the generic Sherman, excluding Mali, Inca and Maya. Also, BT-2 could be used by the Mongolians instead of the standard light tank. IS-2m heavy tanks were also used by China, and would be the tank of choice for the Mongols instead of the M26.

It would be extremely neat, if there would be the Type 95 Ha-Go available for Japan as light tank, and Type 97 Chi-Ha (or Shinhoto Chi-Ha) as medium tank. These vehicles were also used by Thailand (Siam) in their respective roles.

FT-17/18 was during its time perhaps the most widely exported and license built armoured vehicle in the world. (Even used by Japan for a time before World War II in Asia.)

R-35 was also widely exported and perhaps it should be used with Civs that were the colonies of France during the Industrial/Modern Age, at least.

And MiG is spelled "MiG"! (Mikoyan-Gurevich)

MiG-21 should be the jet fighter for China, Mongolia, Sumeria, Babylonia, Arabia, Assyria and Khmer at least, alongside Russia.

Umm... and there is a great selection of Civ-specific Infantry/Riflemen graphics used in the Snafusmith's Modern Warfare-mod (alongside with his other stunning real-world units). Perhaps you should consult him and use some of his excellent graphics for boosting up atmosphere in the RoM! :cool:

If there is still something left unclear, please feel free to ask. :goodjob:
 
@Zappara

I agree that Medieval era needs to be longer. This era in particular seems to pass away quite fast. This is particularly frustrating because RoM has numerous Medieval units that one likes to use.

About font files, as you are going to add new religions' icons it may give you some trouble. It might help if you add icons to the attached file. It is the same RoM current file with one change. The bottom line of icons was repeated shifting the empty row underneath one cell down. This trick I got from FfH and it worked for me when I applied it to Overlord2 fonts file.
I managed to make working gamefont.tga file, only gamefont_75.tga is giving me headache now - for some unknown reason when religion appears in city, the game puts one resource icon above citybar. Tested with normal RoM gamefont_75 file and it was same thing so I think I have python bug somewhere in maininterface.py...

I'll check that font file and see what the trick is, might help me in future :)
 
I have two questions:

1. Is there/will there be "the Plague" as seen in Rhye's and fall?

2. Could you please include Mastery for a victory condition?
I used Mastery Victory in ViSa.

Thank you very much
P
 
@Preytor

No plague or any other diseases yet. I think I saw plague coded with python in Gods of Old scenario and I was actually going to check how easy it would be to combine those functions to my mod.. not high on my priority list but will check it some time soon.

No master victory option. I had it long time ago in mod's warlords version but it wasn't working correctly then so I removed it (this was about year ago).
 
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