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The Monstrosity - Earth map 500x262 & The Monstrosity - Marathon edition

Also another question regarding the game whoever knows.

Is there a way to disable the diplomacy notifications about making peace, war, trade wars, etc, between nations?

Usually I have diplomatic relations with 15-20 nations and every turn (after the ancient times) I get 3-5 notifications about somebody doing something to someone else.

That way the game pauses and wait for my click, which is time consuming (and useless).

Can I disable all these useless notifications and enable only what concerns me?
Yes, in my eyes this is very annoying, too. :yup: You can abolish it by simply making some of those diplomatic actions not available in the game (per example map trading). Welcome to CCM ! :)
 
Thank you for your answers. Quick and precise as always.

Tibet looks good. My mistake.

As for resources, alligators, potatoes, Cattle and Cereals look legit and I will use them.

I do not see any use for Natural Port, Peat, Date Palms, Berries.

I will write for a feature request about these notifications (disable them) to the magician.

We will talk again.
 
I took a small break to examine (and started a game) RAR version 1.02 through El Mencey's Earth map.

He used RAR version 1.02, made a few changes to RAR content and adapted to his great map.

I saw concepts that are present on RARR 1.8 but don't work well and could not understand.

For example I see all resources are used (kelp, date palms, etc), the ideal city location concept that I did not know and civinator explained to be on a previous post, etc.

I will dedicated a couple of days to this game and then I will finish off and release this map.

I take my time (just a few days) because I want to release the RARR compatible version same day.

A few questions:

RARR 1.8 uses 30 civilizations. Is it purposefully 30 or can anybody add (or reenable) the 31th civilization without breaking the mod? (Celts are not enabled)

I see barbarian camps with units. At the start of the game these units attack, but when they are eliminated, barbarian camps just stay still. They do not produce any units to attack.

I will add barbarian camps, a concept I was not familiar with, but I will not add units since they are used to postpone early expansion and nothing more.

My question is does anybody has any insight of this? Any recommendations?

PS: The map looks fantastic and all areas, even the harsh ones that only has hills and mountains are usable. It worth the wait.
 
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I see barbarian camps with units. At the start of the game these units attack, but when they are eliminated, barbarian camps just stay still. They do not produce any units to attack.

I will add barbarian camps, a concept I was not familiar with, but I will not add units since they are used to postpone early expansion and nothing more.

My question is does anybody has any insight of this? Any recommendations?

PS: The map looks fantastic and all areas, even the harsh ones that only has hills and mountains are usable. It worth the wait.
You may wish to check the setting for Barbarians. I generally set the Barbarians to Raging as well as making the units more capable, such as using the Gallic Swordsman for the basic Barbarian unit, and the Cossack for the Advanced Barbarian unit, along with adding enough hit points to bring the unit up to the Regular for combat experience. I use the Privateer for the sea unit, with added hit points as well. The last change is currently biting me back in the game I am currently playing, as the computer civilizations are making great use of it to harass my shipping as well as each others. I have toyed with the idea of using Dinosaurs as Barbarian units in TETurkhan's Test of Time scenario in Play the World. However, I think that a stack of 20 or so T-Rexs might be a bit much.
 
You may wish to check the setting for Barbarians. I generally set the Barbarians to Raging as well as making the units more capable, such as using the Gallic Swordsman for the basic Barbarian unit, and the Cossack for the Advanced Barbarian unit, along with adding enough hit points to bring the unit up to the Regular for combat experience. I use the Privateer for the sea unit, with added hit points as well. The last change is currently biting me back in the game I am currently playing, as the computer civilizations are making great use of it to harass my shipping as well as each others. I have toyed with the idea of using Dinosaurs as Barbarian units in TETurkhan's Test of Time scenario in Play the World. However, I think that a stack of 20 or so T-Rexs might be a bit much.
The changes you mention are good on a mod level.

I will implement the changes you are using, plus what I have seen on El Mencey's for the marathon version of the map.

I hoped that barbarian camps will generate hordes of enemies at a steady rate, but nothing happens. Just standing still.

As far as designing the map, I will only add barbarian camps, for now, and no units.

I will release the map this week.

For the RARR conversion I will push hard for same day release but I don't promise anything.
 
Once you release it I will check your settings for Barbarians, and tell you the results. I know that I have no problem generating hordes of Barbarians.
 
Volman, as you are running this under Conquests, the Barbarians are not as aggressive as they are in Play the World. They roam less, and until you get close to them, they will not bother your. In Play the World, which I play a lot, they behave quite differently.
 
Volman, as you are running this under Conquests, the Barbarians are not as aggressive as they are in Play the World. They roam less, and until you get close to them, they will not bother your. In Play the World, which I play a lot, they behave quite differently.
I don't know the differences between these versions.

How to enable the Play The World behavior through the Conquest version of the game?
 
The barbarian bug can be fixed with Flintlock's patch. There is no other way to restore them to the PtW behaviour. Though I should point out that even then, if the camps are far away from civilizations, they'll keep stacking the troops since their search range is limited, but it will be better than the default Conquest behaviour where they only search in the NW and SE lines instead of in a box around them.
 
The barbarian bug can be fixed with Flintlock's patch. There is no other way to restore them to the PtW behaviour. Though I should point out that even then, if the camps are far away from civilizations, they'll keep stacking the troops since their search range is limited, but it will be better than the default Conquest behaviour where they only search in the NW and SE lines instead of in a box around them.
That is good to know. Thank you.
 
Congratulations to the new version of your worldmap. :clap:

In a first look at the map it seems, that for the location of the resources there is even more improvement possible, even taking into account the additional resources of RARR and CCM 3. Before this can happen, I have to reflect about the location of possible cities on the map (especially if I should try to convert my WW2 scenarios to that map). This all for me will take a lot of time and I am curious what you and other modders can achieve here. :)
 
Thanks.

I will edit the post above with all details for this map (the logic, the zones, resource allocation, etc) probably tomorrow.

What do you mean more improvement possible? (did I miss anything?)

The RARR version (and probably CCM 3, since they share the same resources) will be online in a week time.

I already took into consideration the logic or RARR, but I will explain in details tomorrow.

Later on (after a few months) I will publish another version of this map that includes resources accurately represented. (that's good for scenarios)
 
What do you mean more improvement possible? (did I miss anything?)
You formulated it yourself: The resources (more) accurately represented (oil at present is on hill tiles, wines in forests and so on). :)
 
Also sea tile can have oil (see golf of Mexico), so coastal cities can benefit from oil mining, even it cannot count to the resource repository. The gold and shields worth it.
With C3X, the next versions of RARR and CCM 3 will have the possibility to add oil to the trade net coming from coastal water tiles.
 
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