Version 2.3 feedback

zappara

Mod Designer
Joined
Dec 19, 2003
Messages
2,781
Location
Finland
Version 2.3 Feedback and bug reports

Because version 2.x bug report thread is getting awfully long and it's getting hard to track down what issues there are left to be checked/fixed, I'm starting new thread for v2.3. So please report bugs in this thread that you've seen when playing RoM v2.3.

About feedback:

For version 2.3 I added about 30 new events and I would appreciate some feedback about them. Some events are set to be occur multiple times, for example Mercenaries which can occur on each era multiple times (but might noth happen to the same civ) or volcanos, storms, ship sinking, plague etc. so any feedback about them that helps me balance those events more is appreciated. Are the gold amounts that are set to the new events too small or too huge? Does it seem that some events don't occur as often as they should? There might be still left some original BTS events that need adjustments to RoM settings - since some of the events don't occur in every game, it's lengthy process to notice events that do not currently have good settings for RoM games.

Some other feedback things:
  • v2.3 introduced Corporation specific buildings - good/bad idea? How to improve?
  • RoM Concepts pedia - does it need more info about anything in this mod?
  • Units/Buildings/Wonders that seem to be underpowered or overpowered?
  • Ideas how to improve the mod?


Full list of v2.3 changes:
Spoiler :
Events
------
- Added: 28 New events
- Changed: Tower shield event active on 50% of games now, obsolete python check removed since python file didn't have that code block
- Changed: At the Sword event expires later and can affect Light Swordsman as well
- Changed: Man named Jed event can trigger with Adventurer
- Changed: Blessed sea quest can be triggered on Hellenism, checks also presence of wargalleys, flyuts and brigantines because those can carry missionaries too
- Changed: Tornado may affect many new improvement types (was only affecting BtS default types)
- Changed: Bards tale trigger techs modified
- Changed: Hurricane active in 100% of games (was 75%)
- Changed: Volcano event active in 100% games (there's many active volcanoes on Earth)
- Changed: Black Pearls event can be triggered with Pearls resource (duh!)
- Changed: Apple Seed event actually reveals new apple resource
- Changed: Mahdi Army event might occur earlier
- Changed: Battle Lasers event applies to AH64 Gunships as well
- Changed: Reactive Armor event applies to Early, Light and Heavy Tanks too, prereq. Oil Products instead of Oil
- Changed: Greek Fire event occurs now in 35% of games instead of 15%
- Fixed: Harbormaster quest text elements

National Wonders
----------------
- Added: Fusion Power Plant

Projects
---------
- Added: ITER (International Thermonuclear Experimental Reactor)
- Fixed: Reference to Manhattan Project removed from SDI since Manhattan project is now National wonder and not project

Resources
--------
- Added: Bauxite Ore
- Added: Obsidian
- Added: Ammunition button + font
- Added: Oil products button + font
- Changed: Aluminum is now manufactured from Bauxite Ore
- Changed: Whale obsolete at Sonar tech (1969-1980 when whales were put on endangered species lists)

Buildings
---------
- Added: Aluminum Factory, produces Aluminum from Bauxite Ore
- Added: Modern Granary
- Added: Sid's Sushi Restaurant
- Added: Cereal Mills Factory
- Added: Standard Ethanol Distillery
- Added: Creative Constructions Contractors
- Added: Mining Inc. Survey
- Added: Aluminum Co. Research and Development
- Added: Civilized Jewelers' Store
- Added: Rubber factory graphics + button
- Added: Archery Range graphics
- Added: Vacation Resort graphics + button, gives now +20% commerce, -25% science, +20% culture
- Added: Naval Academy graphics + button
- Added: Press Agency button
- Changed: Drydock requires Shipyard in city
- Changed: Food Processing Plant requires Modern Granary instead of Granary
- Changed: Orbital Factory requires Modern Granary instead of Granary
- Changed: Security Bureau moved to Psychology tech
- Changed: Irrigation Canals moved to City Planning (ancient egypt had these canals)
- Changed: Military Airbase no longer add extra trade route to city
- Changed: Accelerator's bonus to spaceship production reduced
- Changed: Jewellery commerce bonus decreased, trade route modifier added
- Fixed: Oil Power Plant requires Oil
- Fixed: School of Scribes no longer available for free at modern or later starts (goes obsolete at Medieval age)

Great Wonders
-------------
- Changed: Pyramids no longer give access to all government civics. It gives now free Granary in all cities.
- Changed: Alhambra no longer give -50% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Edinburgh castle no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Masada no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Petra gives +1 trade routes in all cities (the site was historically a center for trade), gives +1 free priest and can turn 1 citizen to priest
- Changed: Global Stock Exchange no longer add commerce bonus to city where it's built
- Changed: Technological Capital no longer have 100% science bonus, adds 1 free specialist per city instead of 2
- Added: Alhambra movie
- Added: Art of War movie
- Added: JS Bach Cathedral movie
- Added: Cure for Cancer movie
- Added: Copernicus Observatory movie
- Added: King Richard's Crusade movie
- Added: Theory of Evolution movie
- Added: Longevity movie
- Added: Magellan's Voyage movie
- Added: Petra movie
- Added: Plato's academy movie
- Added: SETI movie
- Added: Woman's Suffrage movie
- Added: Pyramid of the Magician movie (wasn't sure if it's exactly the same pyramid in the video)

Corporations
------------
- Changed: Creative Constructions uses Bauxite Ore instead of Aluminum
- Changed: Aluminum Co. accepts Bauxite
- Changed: Sid's Sushi Co moved to Screw Propeller tech
- Changed: Civilized Jewelers Inc. moved to Motion Pictures tech

Improvements
------------
- Changed: Mine and Shaft mine Aluminum resource swapped to Bauxite Ore
- Changed: Groundwater Well now carries irrigation
- Changed: Quarry can be built on Obsidian resource
- Changed: Camp get commerce bonus from techs Matchlock and Semi-Automatic Weapons (easier to hunt animals)
- Changed: Whaling boats get extra bonuses from Naval Cannon, Corporation and Screw Propeller techs
- Added: Extraction Facility (sea)
- Added: Orchard icon

Mod components
--------------
- Added: Asphalt Roads
- Added: Kalimakhus' RevolutionDCM+BUG addon 1.2
- Added: Ethnic Citystyles 1.03 for BtS 3.17
- Added: UN Forces

Units
-----
- Added: Motorcycle
- Added: Adventurer
- Added: Extraction Facility, builds improvement
- Changed: African knight unit graphics changed to new graphics to fix bug
- Changed: Frigate can transport now 1 land unit
- Changed: Ship of the Line can now transport 1 land unit
- Changed: Manowar can now transport 1 land unit
- Changed: Iron Frigate can now transport 1 land unit
- Changed: Ironclad can transport 1 scout, spy, great people
- Changed: Cavalry upgrades now also to Armored Car and Motorcycle
- changed: Armored car cost increased, Flanking abilities increased, no longer start with blitz
- Changed: Jeep cost increased, Flanking abilities increased
- changed: HUMVEE cost increased, Flanking abilities increased
- Changed: BTR80 cost increased
- Changed: Mechanized Infantry cost increased
- Changed: Gunship flanking abilities increased
- Changed: AH64 Gunship flanking abilities increased
- Changed: Cuirassier upgrades to Motorcycle
- Changed: Police Squad is now gunpowder unit type
- Changed: Flak88 negative modifiers against different unit types removed (these were used against personnel, tanks, planes, vehicles etc.)
- Changed: Automatons upgrade to Cyborgs, requires now Cloning Laboratory instead of Cloning Factory (can be built earlier->helps AI), cost increased to 100
- Changed: Clones require now Cloning Laboratory instead of Cloning Factory, can build now Silk Farm, Apple & Olive Orchard
- Changed: Cyborg cost increased to 150

- Changed: Great Artist can build Heroic Epic and National Epic wonders
- Changed: Great Merchant can build Central Bank and Wall Street national wonders
- Changed: Great Engineer can build Ironworks national wonder and Pont du Gard great wonder
- Changed: Atomic Bomber requires now Aerodynamics and Fission, cost increased, air range dropped to 7, belongs now to Bomber unit group which gives access to certain Air promotions
- Changed: Nanite Cloud removed from Hi-Tech unit group (has no longer access to promotions), strength dropped 70->64 (still strength 70.4 with Sensors I upgrade)
- Changed: Spearman units no longer require resources, instead you can speed up production by having stone, obsidian, copper and iron resources (55% from cost removed if you have all 4 resources), moved to Stone Tools tech and requires Hunting
- Changed: Axeman units can now also be built with Obsidian
- Changed: Wardog unit can be built with Obsidian
- Changed: Explorer upgrades to Adventurer
- Changed: Aztec Elite Jaguar can now built also with Obsidian, fixed missing pedia entry
- Changed: Dreadnought armor requires Oil Products and ( steel or iron )
- Changed: plane FW190 retextured - nazi symbol removed
- Changed: plane he111 retextured - nazi symbol removed
- Changed: Mechanized Infantry no longer require Ammo because it should be the default Conscription unit if you start on Future Age
- Changed: ACV SAM art define points to different animation file (no longer to scenario files)
- Fixed: Maya Holkan no longer require bronze working, requires now copper, iron or obsidian
- Fixed: Conscription units, Riotpolice removed from list, Arquebusier+Musketman have different values now, order fixed on late game conscription units
- Fixed: Zero art file path define
- Fixed: M60 art file define
- Fixed: Aztec grenadier art file path define
- Fixed: typo on flag units (BtS bug?)
- Fixed: Light artillery animation define
- Fixed: Light Anti-Air Gun animation define
- Fixed: Flak 88 animation define


Audio
-----
- Fixed: Some 3D sound define was missing?!? Seemed like bug in BtS since mod has no actual references to that audio define
- Fixed: AS3D_UN_SWDMN_FDGT_VOX define was missing? Units don't have this sound define anywhere so probably bug in BtS or typo in some custom unit nif file? copied and renamed AS3D_UN_SWDMN_FIDGT_VOX to add this define (I assume it's the same sound)

Promotions
----------
- Added: 4 event only promotions
- Added: New button graphics for several promotion lines
- Fixed: Ambush I-II available again for siege units, requires now Drill II
- Fixed: Charge I available again for siege units, requires now Drill II
- Fixed: Heal available again for siege units, requires now Drill III
- Fixed: Medic I-II available again for siege units, requires now Drill I
- Fixed: Barrage I-II no longer available for Tracked, Wheeled, Mounted or Wooden Ship units
- Changed: Accuracy I available to Diesel and Nuclear ships (only those that have collarateral damage ie. access to Barrage I promotion)
- Changed: Combat 6 no longer available for Leader (there's already alternative)
- Changed: Medic 3 no longer available for Leader
- Changed: Woodsman I-III has bonuses now against Animal units (not wild animals but Animal unitgroup: guarddogs, wardogs etc)

Python
------
- Added: Granary -> Modern Granary upgrade line
- Added: Barracks removed from city when Garrison is built (Barracks is obsolete at this point)
- Fixed: when Steel Mill was built it didn't remove all required building types
- Fixed: Inquisitor unit persecution
- Fixed: River Port can't be built if city has Harbor, Port, Commercial Port or International Port
- Changed: check added to EnhancedTechConquest so that Barbarian civ doesn't get tech advances from conquering cities.
- Changed: in MapgeneratorUtil aluminum swapped to Bauxite
- Changed: Anti-Missile batteries disabled when Arcology is built (can't shoot missiles through shield = prevention of arcology size bug), Anti-Missile batteries can't be built if city has arcology, arcology shielding or advanced shielding

Civics
------

- Changed: Tribal Law increases local rebelliousness each turn by 1 (tribes want to control their city themselves)
- Changed: Inquisitorial likes state religion Holy city, decreases rebelliousness
- Changed: Emancipation diplomacy penalty for civs without it halved (400%->200%)
- Changed: Government funded healthcare no longer cause penalty for civs without it (400->0)

Unitcombats

-----------
- Added: new button graphics for several categories

Sevopedia
---------
- Fixed: DCM Concepts page (was not shown on sevopedia, python code was made for regular BtS so I converted it), includes Active Defense, Airbomb Missions, Archer Bombard, Battle Effects, Civ Changer, Civ Customiser, Combined Arms Stack attack, Opportunity Fire and Ranged Bombardment pedias
- Fixed: Corporation prereqs are now shown on buildings that require specific corporation
- Fixed: Some improvement pedia links
- Changed: Many tech strategy entries have been corrected (some BtS entries still need to be changed)
- Changed: tweaked Promotion Tree to be easier to read
- Changed: button size on unit upgrade chart made smaller
- Changed: DCM concept page renamed to RoM Concepts
- Added: AI AUtoplay pedia to RoM Concepts
- Added: Revolution pedia to RoM Concepts
- Added: BarbarianCiv pedia to RoM Concepts
- Added: Tech Diffusion pedia to RoM Concepts
- Added: Enhanced Tech Conquest pedia to RoM Concepts
- Added: Inquisition pedia to RoM Concepts
- Added: Ethnic Artstyles pedia to RoM Concepts
- Added: Dynamic Civ Names pedia to RoM Concepts
- Added: Influence Driven War pedia to RoM Concepts
- Added: Building upgrade lines pedia to RoM Concepts
- Added: Civic Specific Buildings pedia to RoM Concepts
- Added: Specialist Stacker pedia to RoM Concepts
- Added: Civ4lerts pedia to RoM Concepts
- Added: Better Espionage Screen pedia to RoM Concepts
- Added: Cultural and Great Person Turns pedia to RoM Concepts
- Added: Great Person Progress Bar pedia to RoM Concepts
- Added: City Cycle Arrows pedia to RoM Concepts
- Added: Improved Glance Tab pedia to RoM Concepts
- Added: Great Person Technology Preferences pedia to RoM Concepts
- Added: BUG Military Advisor pedia to RoM Concepts
- Added: Not Just Another Game Clock pedia to RoM Concepts
- Added: Raw Yields pedia to RoM Concepts
- Added: Reminders pedia to RoM Concepts
- Added: Whip Assistant pedia to RoM Concepts
- Added: Wide city bar pedia to RoM Concepts
- Added: Maps and Scenarios to RoM Concepts
- Added: Many Strategy entries for buildings and units
- Added: All missing tech strategy entries

Great People
------------
- Changed: Great General can build now also National Courier System and Secret Army Base

Other
-----
- Enabled: DCM Opportunity fire
- Enabled: DCM Active Defense
- Enabled: IDW Auto draft
- Changed: Barbarian cities may now appear on all eras. This helps Revolution mod component to form new Civs if game is started on Industrial or later era
- Fixed: bug in Ethnic Citystyles 1.03 PlotLSystem files: Native_American.nif was spelled incorrectly
- Fixed: reference to worldbuilder Peak button file (BtS didn't have that button so I made it to point to feature_peak button file)
- Fixed: Global Warming message is correct now (no longer say there's nuclear fallout)

Maps
----
- Fixed: Earth 28 preset civs converted to RoM 2.3 settings
- Fixed: Earth standard size 12 preset civs to RoM 2.3 settings
- Fixed: New World Colonization no preset civs to RoM 2.3 settings, renamed to Americas
- Fixed: Mediterranean map to RoM 2.3 settings
- Fixed: New Zealand map to RoM 2.3 settings
- Added: Earth standard size with 23 preset civs
- Added: Earth Ice Age
- Added: Demographica map (mediterranean), probably requires 512MB graphics card due to huge size


About bug reporting:
  1. If you find bug in the mod try to describe it in detail when you post about it. This helps me to locate it more accurately and faster.
  2. About missing UI problem: Please post what Windows type and language version you are using. Also tell which one you are using, Beyond the Sword or complete Edition.
  3. CTDs ie. Crashs To Desktop, try to provide as much information as possible what happened just before it occurred. Even better if you can upload save game file so I can take a look at it. If you are experiencing CTDs in late game, try reducing graphic settings, BtS is known to have crashes when saved games get big and when there's lots of stuff in late game - most common reason for CTD is that Civ 4 can't find enough free memory.
  4. Some Civ4 Map scripts can not make maps for Giant or Gigantic map sizes.


BtS log files

To speed up finding possible causes for bugs, you can enable logging in BtS and attach zipped log files in this thread when you post about your findings.

To enable logging go to BtS folder and open Civ4Config. Check following options to these settings:

; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

Now when you start game, it logs everything to log files. When you exit the game, go to BtS folder, there should be Civ4logs, go there. Zip the log files in that folder and attach the zip file in your post so I can take a look at those files.

Known issues list:

  • CTD issue reported when clicking Start Game (reason unknown), possible reason that player has not updated BtS to version 3.17
  • Out of Synch error in multiplayer mode, happens when build Colonists or Pioneers, crashes game.
  • Secret Army Base can be built too early with Great General (FIXED for v2.31)
  • If game is started on Industrial or later eras, the game crashes after about 20 turns, possible cause is related to Barbarians
  • Division by zero errors that cause crash - caused most likely by Better BTS AI mod component, next RoM version will have newer version of this component and hopefully they have fixed those errors in Better BTS AI v0.36 or newer
  • Missing unit action buttons - caused by unit animation file problems, please report what unit type and what nationality you had when this occurred so I can check those unit graphics.
  • MAFs in late game - this is caused by game engine and computer's memory amount. It's recommended to have 512MB graphics card and 3GB RAM for huge or larger map sizes. If you are experiencing Memory Allocation Faults, please try smaller map sizes (with fewer Civs) and try reducing your graphic settings.
  • Arcology can become really huge size if the city size goes over 40 and has certain combination of buildings visible. This is difficult issue to fix since cities do not show all buildings if there's not enough plots to display them so it's possible to have the combination in city but due to visibility functions, the bug doesn't occur always. Only solution (that I can think of) would be to disable all building graphics from late era buildings and to set the maximum size for a city.

Planned features for v2.4

  • Civics system revamped
  • Spy promotions
  • Possibly more events (v2.3 got only about 1/3 of the events I had planned to add since the process to add them was slower than I had anticipated)
  • Add text to remaining strategy, pedia and quotes that are still empty
  • Add last button graphics to objects that don't have own button graphics yet
  • Some units/building/wonder additions/changes
  • Bug fixes
  • Small terrain changes, particularly Jungle terrain - I'm not entirely satisfied how jungle is represented in Civ 4 and I think it should generate more food than it currently does (there's plenty of wildlife in jungles) and why does it add unhealtiness to cities? There has been great civilizations on jungle locations (Khmer, Maya for example) throughout the history, so how should this terrain type be modified to be more useful?

Here's the current list of changes in the next patch:
Spoiler :
Version 2.31
-----------

Python
------
- Changed: pickle optimization (should reduce wait time between turns)
- Updated: RevolutionDCM to v0.951
- Fixed: Fluyt was mispelled in CvRandomEventInterface

Promotions
----------
- Added: Spy promotion lines (Super Spy mod component)
- Fixed: Air refuel was 2 times defined, removed duplicate

Mod components
--------------
- Updated: Better BTS AI 0.36
- Updated: Dresdon's unofficial BTS Solver patch 0.19.1
- Added: Super Spies 1.23


Unit combat types
-----------------
- Added: Espionage unit group

Units
-----
- Fixed: Great General can no longer force build national wonders but it can still build the same wonders when requirements are met
- Changed: Caravel units no longer have RESERVE_SEA AI option, this should limit AI players from building too many of these units
- Fixed: Arabian War Elephant graphics switched back to Middle East War Elephant, unit buttons should work now normally

 
Will version 2.4 have the CTDs in the late era fixed??


Oooo I just read so, that will probably be the case. Wow.

Thnx Zappara. I wish I could help u.. :( I cant. I am totally a-technical.
 
So 2.4 won't have any CTD's? Can you just release what you have now as 2.35?
 
Zappara

I would leave the jungles as they are. For one, to get any food bonus you need to chop and grow crops in real life. Uncut jungle is hard to work and produces mainly commodity foods like banana. Secondly they are havens for parasites and disease which represent the negative health, hence most jungle living peoples of the world have not progressed as much as the their non-jungle living friends and foes.

One BIG request would be to make a tech that obsoletes vassalage sometime around the mid-industrial era, or to make it so that if have vassals, you must maintain the vassalage civic option. Except for Mongolia and Taiwan vassalage is obsolete.
 
You can build multiple national courier system, with every great general. Not sure if its even a bug.

Plus i understand its possible to have some numbers for the revmod. For the hell of it i cant understand that bar. It says improving, its grey to the top, i bribe the city, it becomes half green and the city still revolts. And the next turn 1/4 of it is still green...

Even some more impute in the pedia will be nice, since i documented myself from the original mod which is for the (crappy) vanilla Bts and not for the (amazingly amazing) Rom. And im not so sure what does what exactly... :cry:

This is not a bug, rather a personal grudge i have against that bar... :lol:

Love the mod! :goodjob:
Long live Zappara! :king:
 
Zappara

I would leave the jungles as they are. For one, to get any food bonus you need to chop and grow crops in real life. Uncut jungle is hard to work and produces mainly commodity foods like banana. Secondly they are havens for parasites and disease which represent the negative health, hence most jungle living peoples of the world have not progressed as much as the their non-jungle living friends and foes.

One BIG request would be to make a tech that obsoletes vassalage sometime around the mid-industrial era, or to make it so that if have vassals, you must maintain the vassalage civic option. Except for Mongolia and Taiwan vassalage is obsolete.

Agree on the jungle, but totally disagree on the vassal issues. Maybe today its not so obvious, but the vassal states still exists. You gave the 2 most obvious examples...

Instead of giving some controversial modern example i will give one from modern times. The U.S.S.R which had many vassal states... Romania, Hungary, Ukraine, Latvia, Lita, the Muslim belt (the STAN nations), Belarus ect...

Same with nazy germany and France (Vichy poppet state) and Romania (general Antonescu) Ect...

So vassalage still exists n the modern era.
 
I'm not sure vassal is the right word. Maybe with the communism tech we could make puppet states? (Like the Conquerer's Delight Mod)
 
So 2.4 won't have any CTD's? Can you just release what you have now as 2.35?
I'll probably release 2.31 that fixes few minor things from v2.3. Hopefully I can get back home this week and start modding on weekend and if all goes well, I'll have that patch ready next week.

Zappara

I would leave the jungles as they are. For one, to get any food bonus you need to chop and grow crops in real life. Uncut jungle is hard to work and produces mainly commodity foods like banana. Secondly they are havens for parasites and disease which represent the negative health, hence most jungle living peoples of the world have not progressed as much as the their non-jungle living friends and foes.
I just noticed Jungle mod and it pretty much makes the same changes to jungles as I had in my mind. Check it out and then say if those changes aren't reasonable.

While it's true that jungles are havens for parasites and disease (I think actually marsh terrain has more insects), jungles have also great amount of plants that have healing properties - proven by modern day medicine industry. I wouldn't say native people who live in jungle didn't progress because of parasites/diseases but because of diversity of jungle that provided them everything they needed, thus they didn't have any special need to convert jungles to farmlands. They probably had also resistance to most diseases that were present in the jungles (but not against those diseases that Europeans brought to America and 2/3 of native populations died to european diseases during colonization times).

Originally I wanted to add Marsh terrain to the game but it didn't happen because I didn't know how to change the mapgenerator python files but now that Johny Smith released Colonization Base Land Terrain including Marsh for BtS I could grab the required mapgenerator changes from it :)

So vassalage still exists n the modern era.
One could say that Iraq is now vassal/puppet state of USA...
 
While it's true that jungles are havens for parasites and disease (I think actually marsh terrain has more insects), jungles have also great amount of plants that have healing properties - proven by modern day medicine industry. I wouldn't say native people who live in jungle didn't progress because of parasites/diseases but because of diversity of jungle that provided them everything they needed, thus they didn't have any special need to convert jungles to farmlands. They probably had also resistance to most diseases that were present in the jungles (but not against those diseases that Europeans brought to America and 2/3 of native populations died to european diseases during colonization times).

Jungles are the largest biotopes, or have the greatest biodiversity on the planet. Also jungle inhabitants are hunter/collectors mostly and seminomadic, both of which kind of excludes farming, which is sedentary. While certain jungle features, notably along rvers, might be considered swampy, they're an integral part of the jungle.

Otherwise I applaud the inclusion of marshes, ofcourse. Also, Jungle Mod looks very promising plus an interesting new approach. (Huge discussion going on over there, too.):thumbsup:
 
First I'd like to say that 2.3 is just perfect for me. It's an awesome piece of work!
Thanks for that!

+1 for adding marshes.
The jungle mod looks interesting but maybe a bit too much I think. But well as Jeelen said there's a lot of thinking/discussion to be done on this matter.

Few ideas:
- I'd like to be able to use the peak in the maps too.. I think in colonization it was nice to use peaks. Maybe they could have special resources linked to them too.. dunno just an idea but it may be nice. Maybe not all peaks could be accessible but some of them. Again we're talking about a new land type I guess.
- more events related to terrains?
- more civilizations available without the need of another patch would be a nice touch. special units/building are needed of course too. I can help with models if you need.
- be able to build camps which can develop into cities? could be interesting to "capture" resources early in the game when you don't want to spend the time/money to build a real city.
 
While it's true that jungles are havens for parasites and disease (I think actually marsh terrain has more insects), jungles have also great amount of plants that have healing properties - proven by modern day medicine industry. I wouldn't say native people who live in jungle didn't progress because of parasites/diseases but because of diversity of jungle that provided them everything they needed, thus they didn't have any special need to convert jungles to farmlands. They probably had also resistance to most diseases that were present in the jungles (but not against those diseases that Europeans brought to America and 2/3 of native populations died to european diseases during colonization times).

Originally I wanted to add Marsh terrain to the game but it didn't happen because I didn't know how to change the mapgenerator python files but now that Johny Smith released Colonization Base Land Terrain including Marsh for BtS I could grab the required mapgenerator changes from it :)

Marsh land - Good.

Rain forest - i think adding anything to the current Rom jungle will be a mistake. Im saying that even after a game where i got "stuck" in the jungle. A really good idea is to remove the unhealth from it. Since people always get immune to their surroundings i thin that unhealth from ANY terrain is unrealistic as well. Saying jungles are diseased is such a wrong thing to say...
 
I'd like to be able to use the peak in the maps too

Couldn't you just make the peaks produce 2 coins? That's realistic, because there is some religious and tourist values in mountains. And maybe there could be a new improvement for them, terracing? (+2 food.)
 
Couldn't you just make the peaks produce 2 coins? That's realistic, because there is some religious and tourist values in mountains. And maybe there could be a new improvement for them, terracing? (+2 food.)

Or maybe even build a Sky resort in the modern area... to generate more revenue.
 
"Rain forest - i think adding anything to the current Rom jungle will be a mistake. Im saying that even after a game where i got "stuck" in the jungle. A really good idea is to remove the unhealth from it. Since people always get immune to their surroundings i thin that unhealth from ANY terrain is unrealistic as well. Saying jungles are diseased is such a wrong thing to say..." - Ogaburan

I would have to disagree, we need at least one somewhat negative tile in the game, if not for the challenge than for diversity and game play. Jungles are really unhealthy and people do not become immune to say, malaria.

I suggest to create a python script that triggers when all civs are placed and if they have 5 or more jungle tiles in their immediate area than give their warriors +1 jungle movement. This would be more realistic, while evening out the disadvantages imposed on a Civ. by starting in a jungle. Should also limit motorized transport unit movements in jungle even if roads exist. You could add a new jungle commando unit that would receive movement/attack bonuses while operating in jungle tiles.
 
I would have to disagree, we need at least one somewhat negative tile in the game, if not for the challenge than for diversity and game play. Jungles are really unhealthy and people do not become immune to say, malaria.

I completely agree that Civilization needs to have negative tiles. (Other than the desert.) However, maybe a different strategy could be worked out. Perhaps a python script could check to see that if 70% or more of your population had a jungle in the city radius, your civilization became immune to the -1 unhealthy. If it fell below 70%, the -1 unhealthy returns. Units moving through jungles could have a 10% chance of being damaged (not killed) by traversing the jungle.

Badabing,

Does the AI already have dye? they won't use it if they don't have it. Also, if they have dye in their cultural borders, but not in their city radius (so the ******ed worker AI builds a fort on the dye) they won't trade for it. Maybe the AI is trading with someone else (another AI?) for dye.

Ogaburan,

That's a great idea.
 
Now, I'm just curious, but there is alot of tech's that repeat the audio from old techs, are they just temporary placeholders, with some plan in place for the future, or what? I would much rather hear "Microsoft Sam" read the newer tech's quotes than hear the same quote 15 times.
 
Afforess - Dye is showing up in the "Will Trade" section and the AI definitely doesn't have any. Nothing within their borders either. I tried trading Dye with a +23 AI who had stuff to trade and he wouldn't offer anything in return.
Weird?!
 
Hy Zappara and you all !

1° Point:

How wonderfull job you do puting all those changes together.
On my opinion, it's looks like more " THE MASTER ADDON I WAS DREAMING ON" than a Mod.
So each time i play, i burn a candle for the builders community an specialy for Zappara.:goodjob:


The settings and version are:
- V2.3 and the ExtraCiv Addon Pack.
- All Options are Turned on except Revolution(A little hard for my).
- Difficulty is Settler.
- Size map is the bigger one.
- Snale Speed (3000 turns).

My Question is:

All civs are in war against me since the beggining without any war declaration.:sad: IS IT normal ?

My second trouble is that i don't write english very well, but you can't do anything for that.:lol:
 
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