Rise of Mankind v2.0 discussion

I found a way to get rid of those errors and successfully added 2 new resources. Trick was to double one line of icons from gamefont file that comes after resources (those faces etc.). No idea why the game jumps over of one row of icon slots..

Well i used a different font from another mod and he has over 50^ also, ingame and even with that font used when i put olives ingame, the game still crashes?:rolleyes: I used Marnz's.
 
I'll have to see what happens when I add couple more resources.. it's annoying when the game crashes during start up at gamefont section without any error messages and you have no idea why it happened.. all you got is a clue that there's something wrong with icons :lol:

Edit: Can't believe how many times I've edited again those gamefont files past couple days and still haven't got those new religion icons working *sigh* I think during this summer's Midsummer festival I print huge pile of Civ gamefont files to papers and burn them all in the huge bonfires we have in that festival!!! :devil:
 
I'll have to see what happens when I add couple more resources.. it's annoying when the game crashes during start up at gamefont section without any error messages and you have no idea why it happened.. all you got is a clue that there's something wrong with icons :lol:

YES darn it!! Also i talked to someone from WoC and they have over 60 listed on their's?

Edit: Can't believe how many times I've edited again those gamefont files past couple days and still haven't got those new religion icons working *sigh* I think during this summer's Midsummer festival I print huge pile of Civ gamefont files to papers and burn them all in the huge bonfires we have in that festival!!! :devil:

That was the main reason i used Marnz's font because of the religion icons they work great with his font.
 
@strategyonly

Yes, I've seen WoC's font and seems they re-arranged the whole font files, resource list is last thing in their font file.

Anyway, progress goes smoothly now, 4 resources added without problems :p I just hope I don't have to adjust PlotLSystem much for the new resources.. that's another annoying file to edit. And there's new Ethnic citystyles mod released recently, if I merge that then I would have to edit PlotLSystem and CityLsystem files...
 
I've always wondered, why is there almost nothing (bar wonders) to represent death in Civ4? No tombs/cemetaries/etc despite being such an integral part of human experience. I mean, every society has burial styles and types.

He has a good point. Why not some +health cemetaries? Disposing of the dead has always been high on the list of cultural priorities.

"Burial Mound" +1 health available at Ritualism, double production speed for Spiritual leaders and not expensive ( should be cheap in fact.. like 30-40 hammers. might help offset playing a non-expansionistic civ unlucky enough to start in jungle, what with that +2 sickness from depotism plus jungle meaning 1pop stagnation sometimes).

"Mass Graves" +4 health but -1 happy, available from some medieval tech.. maybe feudalism. Obsolete with oh lets say.. liberalism or humanism.

"Necropolis" +5 health -2 happy, requires Architecture and Feudalism, and that a Courthouse be present in the city.

"Crematorium" +3 health, available at.. hrm. Maybe Steel ( you have to really get a hot hot fire going to turn somebody to ash, so needing Coal might make sense)

"Cryonics Facility" buildable at Medicine, +5 health and obsoletes Necropolis, but -10% wealth in the city.

"Lazarus Hospital" Buildable at Gene Manipulation at... in the future era, requires Cryonics Facility in city.. maybe gives a sizable sudden population boost to the city ala the hanging gardens?
 
every game it happens in, this happens..


illyrian pirates event just happens way way too early. There's no way to prepare for it when by turn 100 on Marathon you have a stack of Triremes in your face when you're lucky to have your own religion much less your own stack of Triremes to fight these guys. If it happens to an AI civ, that AI always gets stuck in (far) last place on the power chart, if it happens to me, I just give up.

At least make them Galleys or something, not trireme
 
He has a good point. Why not some +health cemetaries? Disposing of the dead has always been high on the list of cultural priorities.

"Burial Mound" +1 health available at Ritualism, double production speed for Spiritual leaders and not expensive ( should be cheap in fact.. like 30-40 hammers. might help offset playing a non-expansionistic civ unlucky enough to start in jungle, what with that +2 sickness from depotism plus jungle meaning 1pop stagnation sometimes).

"Mass Graves" +4 health but -1 happy, available from some medieval tech.. maybe feudalism. Obsolete with oh lets say.. liberalism or humanism.

"Necropolis" +5 health -2 happy, requires Architecture and Feudalism, and that a Courthouse be present in the city.

"Crematorium" +3 health, available at.. hrm. Maybe Steel ( you have to really get a hot hot fire going to turn somebody to ash, so needing Coal might make sense)

"Cryonics Facility" buildable at Medicine, +5 health and obsoletes Necropolis, but -10% wealth in the city.

"Lazarus Hospital" Buildable at Gene Manipulation at... in the future era, requires Cryonics Facility in city.. maybe gives a sizable sudden population boost to the city ala the hanging gardens?

Good suggestions, but the health bonuses are a bit too hefty I think, considering the number of health promoting buildings/wonders/resources already. I don't know if mass graves should be included either... not exactly an achievement in human civilization :ar15: :run:

Perhaps an "Arlington cemetary" World Wonder instead? Or some other kind of war veteran cemetary, with 1+ happiness bonus and 1+ health bonus (for the park effect ;))
 
A war veterency cemetary perhaps would cater to war wariness?

Perhaps whatever graves can add as a population counterweight. If you have ceremonial burial such as grave fields or necropolii, it would naturally take up space and perhaps produce a slight drain on food (lost productive fields) and money (maintenence cost) in return for health (maybe happiness). A necropolis should also generate culture (given Egypts dead-centric culture). Other types like mass graves and crematoriums less so as they make 'better' use of space.

This of course adds to the ever increasing health and happiness explosion, but I guess we just need to come up with some counterweights for those. Probably reducing their effects across the board.

And for something completely different, here are some other ideas:

- A Wonder relocation event a la Temple of Abu Simbel. A very expensive event where you either 'move' the wonder to a new location or lose it...

- Any city with wonders in it that gets raized, the tile should become a 'ruins' temple.
 
Good suggestions, but the health bonuses are a bit too hefty I think, considering the number of health promoting buildings/wonders/resources already. I don't know if mass graves should be included either... not exactly an achievement in human civilization :ar15: :run:

Perhaps an "Arlington cemetary" World Wonder instead? Or some other kind of war veteran cemetary, with 1+ happiness bonus and 1+ health bonus (for the park effect ;))

Eh, there's a massive health deficit in ROM versus food income. you gain more food faster than you gain health, no question about it. Additionally, in the modern era you get a huge number of health penalties from structures and resources like oil. (many techs improving farms, oceans etc.. and lets not forget skyscrapers and food processing plants ok? or the +25% food from beaurocracy)

ROM could use more health.



Also, you really should nerf the Sillicon Valley. +25% everything civ wide is /win

which of course is really /lose for the fun
 
Version 2.1 progress so far:
Spoiler :

Python
------
- Fixed: zCivics cannotDoCivic function was in wrong spot in CvGameUtils.py (luckily this wasn't used yet)
- Fixed: GameUtils.py when AI player decides to build Inquisitor
- Disabled: some obsolete code religion block from CvScreensInterface.py (was part of Limited Religion mod component)
- Added: New Military Advisor screen component
- Changed: Illyrian Pirates event checks for War Galleys


Units
-----
- Added: Rocket Artillery unit, req. Composites
- Added: Medic, req. Battlefield Medicine, starts with Medic I and Heal promotions
- Added: Special Forces, uses Navy Seal graphics
- Added: Police Squad icon
- Changed: Light Artillery no longer upgrade to mobile artillery, stays always as cheaper artillery option for late eras (for new civs), icon added
- Changed: Mobile Artillery moved to Logistics, requires Artillery & Radio, Oil bonus requirement changed to Oil Products, upgrades to Rocket Artillery
- Changed: Transport Helicopter no longer upgrade to AH64 (which doesn't have transport capabilities), now only defensive unit, -50% bonus against ships, flanking strikes removed since it's now only defensive
- Changed: Navy Seal uses now new American Marine graphics
- Changed: AH64 helicopter has gained flanking strike against Rocket Artillery, -50% bonus against ships
- Changed: Gunship -50% bonus against ships
- Changed: Inquisitor isn't National unit anymore so there's no limit how many player can build them (changed due to python coding)
- Fixed: Transport Helicopter strategy and pedia entries were missing
- Changed: All Wheeled units require now vulcanized Rubber or Synthetic Rubber
- Changed: Hi-Tech APC requires vulcanized rubber or synthetic rubber
- Changed ACV requires requires vulcanized rubber or synthetic rubber
- Changed: ACV SAM requires requires vulcanized rubber or synthetic rubber

Techs
-----
- Added: Battlefield Medicine, req. Nationalism and Chemistry
- Changed: composites requires now Organic Chemistry
- changed: Space Flight requires now Modern Physics
- Changed: Submarine Warfare requires now Military Science
- Changed: Medicine requires now Battlefield Medicine, no longer require Optics (was already included in pre-reqs)

Buildings
---------
- Added: Anti-Missile Batteries
- Added: Radar Station
- Added: Rubber Factory
- Added: Chemical Plant
- Changed: Oil refinery requires river instead of coastal plot. This helps to build units that require Oil Products on maps where seas aren't present.
- Changed: Weapon Factory AI weight value increased from 10 to 100
- Changed: Bunker air defense decreased from 50% to 20%
- Changed: Grocer gives +1 health from Apple, -1 health from tobacco and +1 happiness from Tobacco
- Changed: Apothecary gives +1 health from Apple, -1 health from tobacco and +1 happiness from Tobacco
- Changed: Supermarket gives -2 health from Tobacco and +1 happiness form Tobacco
- Changed: American mall gives -2 health from Tobacco and +1 happiness form Tobacco
- Changed: Market gives +1 happiness from Olives
- Changed: Granary gives +1 health from Potato
- Changed: Terrace gives +1 health from Potato

Improvements
------------
- Changed: Cottage, Hamlet, Village and Town +1 food (since the food cost per population is 3 instead of BtS default 2, AI didn't want to build these due to lack of food)
- Changed: Watermill initial bonus is now +1 food +1 hammer
- Changed: Forest Preserve gets bonus from techs Ecology, Ecological engineering and Sentient Earth

Civics
------
- Changed: Corporatism no longer give +1 free specialist per city
- Changed: Caste System no longer give unlimited artist/merchant/scientist
- Changed: State Property gets now +1 espionage per specialist
- Changed: Hereditary rule no longer give food bonus
- Changed: Police State no longer give food bonus
- Changed: Vassalage no longer give food bonus
- Changed: Bureaucracy no longer give food bonus
- changed: Free Speech no longer give food bonus from Towns, gives now +1 hammer from Town and village
- Changed: Mercantilism gives +2 gold from Plantation improvement
- Changed: Free market gives now +1 trade routes in every city, +1 gold from plantation improvement
- Changed: Industrialism gets +1 happiness from Factory and Manufacturing Plant
- Changed: Global Market no longer give food bonus
- Changed: Private Healthcare gives now +2 health in every city and +1 health from Doctor's office
- Changed: Government funded healthcare now gives +3 health in every city and +1 health from Doctor's office and Hospital

Wonders
-------
- Added: Palace of Potala graphics and icon
- Changed: Pyramid of the Magician no longer add +1 gold for all state religion buildings (wasn't restricted to Nagualism), gets +50% trade route bonus in this city
- Changed: The Temple of Heaven no longer give +1 culture from all state religion buildings, gives now +25% culture in all cities
- Changed: Pont du Gard gives now +2 area health instead of +1
- Changed: Isaac Newton's College, Leonardo's Workshop and Copernicus Observatory can't be built in same city
- Changed: Edison's Workshop and Einstein's laboratory can't be built in same city
- Changed: Marco Polo's Embassy no longer allow all economic civics, instead it gives +3 trade routes in city and +1 base gold from all merchant specialists
- Fixed: King Richard's Crusade had wrong icon and building graphics

Resources
---------
- Added: Olives
- Added: Tobacco
- Added: Apple
- Added: Rubber
- Added: Vulcanized Rubber
- Added: Synthetic Rubber

Events
------
- Changed: Illyrian Pirates use War Galleys instead of Triremes.
- Changed: Taliban event spawns Guerrillas instead of Infantry units (more dangerous now)

Game settings
-------------
- Changed: Max experience after unit upgraded increased from 10 to 16
- Changed: Max Great wonders per city decreased from 6 to 4 (back to original RoM default setting)

Nerfbat has hit things as you can see from the list... :lol: Removing most of the food bonuses from Civic options should limit city growth a lot which of course affects everything else. Building cottages should be 'good choice' now too. Same with Watermills, I think I turned them now to be the number 1 choice for river plots.

These are not final changes for next patches.. still working on it later this week and maybe next week too. ;)
 
"- Changed: Isaac Newton's College, Leonardo's Workshop and Copernicus Observatory can't be built in same city
- Changed: Edison's Workshop and Einstein's laboratory can't be built in same city"

NO NO.. I dont really like those, as i like to stack every same type of wonders i can get in the same city, yes i have removed that wonders per city limit..

if those changes are in patch, u'll have to told me how to remove them.. :P

everything else:
great work, i may not like them all, but i'll manage.. ;)
 
@Dewion

Limiting those Wonders is done in GameUtils.py -file. All of them are commented so it should be easy for you to edit that file if you want to remove that limit. :) Stacking those wonders into single city is too powerful as has been pointed out so I added this limitation to them. Besides, one RoM feature is to make Wonders scatter more to mimic bit more real life history ;)
 
easy to u say so, but i dont know anything about those py-files, but i'll try after that patch.. :D

yea, i know but i just dont like those limiting effects..

btw, i cant finish any RoM game if u keep patching it all the time.. :P
i playing that snail speed and it is rather slow, but i like it, it gives more movement to units..
speaking of units, how about making military units cheaper to product, but techs and buildings little slower, that would mean massive armies, even at ancient era and buildings would be huge investment of time..
just a thought.. ;)
 
I try to keep some weeks between patches so that everyone can finish up at least one game on current version. Though snail speed is quite slow.. takes ages to finish up that game ;)
 
"Though snail speed is quite slow.. takes ages to finish up that game"

thats why i love it.. :D
 
Zappara,

only one player had a complaint about the combination of the science wonders. I like them the way they are in 2.0 and 2.1.

Besides , this mod is excellent.
 
"- Changed: Isaac Newton's College, Leonardo's Workshop and Copernicus Observatory can't be built in same city
- Changed: Edison's Workshop and Einstein's laboratory can't be built in same city"

NO NO.. I dont really like those, as i like to stack every same type of wonders i can get in the same city, yes i have removed that wonders per city limit..

if those changes are in patch, u'll have to told me how to remove them.. :P

everything else:
great work, i may not like them all, but i'll manage.. ;)

Your cries sound like "I dont like an interesting and challenging game and just play civ for the sake of a hoarder's ego trip" and I mock you for it!

What sane, rational reason do you have for wanting to build every wonder in one ultracity anyways? Sounds like you should be playing with OneCityChallenge turned on in options rather than playing an Empire building game.

Great modification, I'm not even sure it's enough, I'll find out when 2.1 is out.. thank you for it. I ran those changes past my friends and they approve also.
 
easy to u say so, but i dont know anything about those py-files, but i'll try after that patch.. :D

yea, i know but i just dont like those limiting effects..

btw, i cant finish any RoM game if u keep patching it all the time.. :P
i playing that snail speed and it is rather slow, but i like it, it gives more movement to units..
speaking of units, how about making military units cheaper to product, but techs and buildings little slower, that would mean massive armies, even at ancient era and buildings would be huge investment of time..
just a thought.. ;)

I already get this on Marathon speed. Units take 2-3 turns to crank out and buildings frequently more than 20 ( cheapies aside like granaries or lighthouses)
 
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