Units not using?

I have a brand NEW scrolling civics screen also, that has been worked on by quite a few GOOD python people and it really nice looking, it scrolls from the left side and not from the top like Johny's.

I saw your progress on the SDK forum. Does it still require you to put every multiline item in via python? I could never figure out how to do that...
 
I saw your progress on the SDK forum. Does it still require you to put every multiline item in via python? I could never figure out how to do that...

Nope this one is more or less a "plug and play". Just replace the old one and use the new one, its that simple. And made for any (well i better not say any) mod.:p

I will release it after zappara releases 2.8
 
Nope this one is more or less a "plug and play". Just replace the old one and use the new one, its that simple. And made for any (well i better not say any) mod.:p

I will release it after zappara releases 2.8

Great, that's really excellent. I made a new civic modifier for city growth (Called Food threshold Modifier) that adjusted the amount of food was necessary to expand to the next pop level, but never could get it to show in RoM's civic screen. I'm glad to hear this will fix that.
 
I think the dog units are silly and useless, maybe make them great for spotting spys or something?
 
The pedia entry says the dog units do collateral damage - they do not, and in fact are pretty useless, at least for any use I try to put them to.
 
The pedia entry says the dog units do collateral damage - they do not, and in fact are pretty useless, at least for any use I try to put them to.

Oh, that.

Zappara will probably need to update that or fix the problem. The problem was, IIRC, was that the collateral damage given to dogs caused CTDs.
 
I don't know about you guys but my game never goes past rifling, maybe there can be an option to eliminate units/civics/techs/buildings from late game.
 
I don't know about you guys but my game never goes past rifling, maybe there can be an option to eliminate units/civics/techs/buildings from late game.

There isn't.

But if you are not intimidated by XML editing, then you can go into unitinfos.xml in Rise of Mankind/Assets/XML/Units folder with Notepad or better yet Notepad++ and erase unitclasses that you don't like. Just be sure to erase the UpgradeClasses of that specific unitclass from the UpgradeClasses of other units as well.

Otherwise, you are stuck with what Zappara hands you :D.
 
Otherwise, you are stuck with what Zappara hands you :D.

You make it sound like RoM is bad or something. RoM's the greatest thing to happen to Civ since... since... Sliced Bread.

Where did that "Say Thanks to Zap" thread vanish to, anyways?
 
You make it sound like RoM is bad or something. RoM's the greatest thing to happen to Civ since... since... Sliced Bread.

Where did that "Say Thanks to Zap" thread vanish to, anyways?

:lol:

My bad. Wrong words...

For me, RoM is the best mod I had ever played. And I am saying it with experiences of playing other mods intensely before. No other mods compare to this mod because of in-depth and broad historical accuracy :D. I'm majoring in history and plan on being a history professor. From this viewpoint, I love this mod!
 
You make it sound like RoM is bad or something. RoM's the greatest thing to happen to Civ since... since... Sliced Bread.

Where did that "Say Thanks to Zap" thread vanish to, anyways?



Its so obious RoM is great that we dont even need to say it
 
I get hordes of spies in my lands. Like two spies a turn try something. So, I use guard dogs, police, and fortified spies extensively. In fact, I'd even appreciate some in game text giving a more accurate or numerical representation of how much each unit or building "helps thwart rival spies". Foreign spies almost never succeed, because I always ramp up my espionage accordingly. It'd be nice to know.

I find it interesting that Players can get penalized diplomatically for having spies get caught, but MY best friend AI can have a spy caught on my lands every other turn causing funny business and I have no recourse. I really do like the spy thing, but wish it could be more realistic or something to that effect. Defector chance if caught, or a diplomatic option for the example above, or (and I know AI tinkering is difficult) something where I can get my friends to stop spy spamming me or the AI to feel some sort of consequences to getting caught over and over again. I don't really want to go to war with everyone over spies. Anyway... I know it is a bit much to ask. Just kvetching.
 
One unit that is heavily underused which I am sure we can ALL agree on (for good reasons I might add) is the horsemen / horse archer which has a strength of 6. The interesting thing is that this problem actually extends to vanilla civ so it is NOT an RoM specific problem. I have read on the BTS forums that its one of the least used units.

So my proposal is, rather then increasing the strength of horsemen (6), simply let them cost 10-15 hammers less to build. That way they will be much more spammable and you could sacrifice them knowing there would always be backup horsemen to replace them. I am using this lowercost argument coz as of now, horsemen just dont cut it considering that light swordsmen are a MUCH more cost effective solution to an early war, hence the reason horsemen are overlooked.
 
I find it interesting that Players can get penalized diplomatically for having spies get caught, but MY best friend AI can have a spy caught on my lands every other turn causing funny business and I have no recourse. I really do like the spy thing, but wish it could be more realistic or something to that effect. Defector chance if caught, or a diplomatic option for the example above, or (and I know AI tinkering is difficult) something where I can get my friends to stop spy spamming me or the AI to feel some sort of consequences to getting caught over and over again. I don't really want to go to war with everyone over spies. Anyway... I know it is a bit much to ask. Just kvetching.

There are five outcomes that can occur when a spy does a mission. It can complete it successfully and go home. It can complete it, and be caught, with no diplomatic ramification (They don't know the nationality of the spy), it can complete it, be caught, and have diplomatic ramifications, it can fail the mission, with no diplomatic ramifications, and it could fail the mission, be caught, and have diplomatic ramifications.

It seems to me that your lucky. But if you want, you can alter how much the spy being caught hurts diplomacy attitudes in the leaderheadinfos.xml file pretty easily.
 
I guess i will need to:bump: this thread, and sorry to Zap:blush: , but rather than make another thread someplace, just revise this one.

It is for Next War Advanced (Prehistoric version) NWA, thats why.

I need to find out from all you Rom, AND, NWA people that which units you absolutely do NOT use and never will, doesnt matter the reason! SO if everyone could use this thread to their DISlike of unit(s).

Reason being, in NWA i now have Ethnic Units to each standard civ (thanks to Varietas Delectat v9.2 Cheetah edition) and alot of units are either doubled or not useful anymore, and need to cut down the units by ALOT. (But this does NOT mean i will take the unit out, just because someone asked to, i will decide. Thx for your advise/ideas in advance.;)
 
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