Version 2.5beta patch

Hey Zap
I'm having a great time playing this mod, and the civics seem a lot more realistic! :goodjob:

One thing I noticed though, and I don't know if it was done on purpose or not, is that now whenever a minor civ becomes a major civ, everyone is still at war with them, and they tend to be wiped out quickly, leaving only a few civs, usually the starter ones, to last through the end of the game.

If it was done on purpose, maybe you can program it so that the AI civs are more willing to declare peace on these new civs. Just a thought. :)
 
Hey, I'm having a great time playing the 2.502 beta patch :D
But one thing I noticed is that some of the unit upgrades do not seem to be working. Such as city raider, the upgrades are stuck at 15% per level, and during combat the bonus does not seem to be factored in. I went from RoM v.2.4 to 2.502 beta, and I'm using BTS 3.17.
 
So far so good on the beta patch. I have a tendency to play looooong games, so any CTD's that crop up in the late game take a while for me to reach ;)

I like how the civics are a bit more numerous and spread out over the tree, tho they could do for a wee bit of balancing I think. One point of note is the "Patrician" civic, which (among other things) allows 1 gold per specialist. I find this potent enough where I never move off it. At least I haven't in my games so far, even when I have all the Power Civics available. Maybe this ability should be moved a bit farther down the tree? Or even over to an Economic Civic, and replaced with a Commerce bonus, as opposed to a cash bonus. Not sure about the +3 Health for a Dr's Office for Private Healthcare, I never move off that either.

Also, of the 3 looooooong games I've played thus far, 2 have ended with me in the mid-late Industrial era, and another I actually managed to make it to the Modern era, albeit for a short awhile. In all those times I never once made use of or even unlocked any of the "Future" civics. Why not replace that civic set? With, oh, I dunno, a Military Doctrine civic set? ;)

Another thing I'd like to suggest is proliferation of an earlier "Marines" Unit. As it stands Marines (as a unit, not a promotion) are only available with "Amphibious Warfare", which is well into the Industrial age. Just to toss out a single example, with the establishment of the USMC in 1775, I think we could warrant the introduction of an "Early Marine" Unit a bit earlier then Amphibious Warfare. Maybe something par with when "Rifleman" are discovered, just make them not as strong.

At any rate, just my $.02, and regardless of anything else (so long as the CTD's are kept to a dull roar) this is the only way i'll play Civ4 ;) Keep up the good work! :goodjob:
 
Wow I am thoroughly entertained by this great mod.

The stats (Displays # of units, killed units, buildings built, etc) are not visible, i.e. the whole page is blank. Now I dont know if is a bug or intentional, but I was wondering if someone here knows. Thanks.

Hey Zap
I'm having a great time playing this mod, and the civics seem a lot more realistic! :goodjob:

One thing I noticed though, and I don't know if it was done on purpose or not, is that now whenever a minor civ becomes a major civ, everyone is still at war with them, and they tend to be wiped out quickly, leaving only a few civs, usually the starter ones, to last through the end of the game.

If it was done on purpose, maybe you can program it so that the AI civs are more willing to declare peace on these new civs. Just a thought. :)

Do you have the option for minor civs? If so those minor civs may not have writing and therefor will be at war with everyone.
 
Hey Zap,
cannot really express haw grateful I am for your continuous efforts to keep Rom upgraded!
I just saw version 2.5 beta being updated to 2.5; the question is always the same: does current saved games with 2.5 beta are compatible with 2.5 "official" upgrade??
And just one more quick question: since 2.5 I cannot convert to any religion, regardless to the civic system or any religion being present or not in my cities or founding a religion...did I miss something in the recent game changes/uprgades???

Evrything else is just fascinating....

Keep up the excellent work,

Cheers
Nem
 
Will the increased # of civs create a new batch of problems for older computers?

I would hate to see the fan base for the Mod reduce because it couldn't be played by those that have slower, older systems.

Otherwise, Thank You for your continued efforts zap!

JosEPh :)
 
Will the increased # of civs create a new batch of problems for older computers?

I would hate to see the fan base for the Mod reduce because it couldn't be played by those that have slower, older systems.

Otherwise, Thank You for your continued efforts zap!

JosEPh :)

Only if people actually try to play with that number of civs, I would imagine.
 
Thats true.

Many that have come back from previous versions with CTDs have been using high numbers of CIVs.

Just voicing a possible problem where none may exist. Only time will tell.

Still this is the BEST Mod out there IMHO.

Zappara has given me hours of gaming pleasure thru this Mod. Again THANK YOU Zap! :king:

JosEPh :D
 
Well, there is an easy solution to the problem with too many civs. In a well played snail game you can get from 28 civs on the earth map down to 8-10 before you even get axemen. Given that I'm mostly a builder, this might sound rather counterintuitive. Though having almost all of Europe, Asia and Africa to build your nation grants a rather peacefull game. Except for hords of stupid barbs dieing at your well defended chokepoints and some bashing of new civs emerging from time to time ... oh and soon enough you'll have to kick Toku, but away from that three continents for your builder fun. ^^
 
I noticed that after Astronomy, ships that are normally restricted to coastal waters (galleys, tiremes, etc), can cross oceans.

Currently playing 2.5 small RoM Continent map. 2 continents, I occupy 1 and all of the others are on the other continent.
 
Were the Dynamic Civ names ever updated to the new Civic system? My friend and I were playing, and he had monarchy, but his Civ was named "People's Republic Of ..."
 
what happened to the keynesian civic? I was looking foward to playing as my favorite economist. I downloaded the latest version 2 and then the patch to go over it. I put the patch in the latest version 2 folder, was I suppossed to only put the patch in the mod folder?

Anyway, I have a dillema. I play as financial/organized. In the beginning I'm used to land grabbing. I did that the first time and faced revolt in all of my cities with too little money to buy them off. So I went slightly slower the next time, and now my production/GNP can't catch up. Is it better to have revolutions and squash them or be slower and catch up later?
 
what happened to the keynesian civic? I was looking foward to playing as my favorite economist. I downloaded the latest version 2 and then the patch to go over it. I put the patch in the latest version 2 folder, was I suppossed to only put the patch in the mod folder?

It was renamed to Regulated. I guess it is for the better as it can be used to represent weak socialism as well (e.g. Britain, France, ETC.)

I'm sad Laissez-Faire was renamed to Free Market. :(
 
You know, those names are easily changeable through XML.
If you want to change them all you have to do is find the respective file.
Though I'm not sure what that would be off the top of my head.
I'm guessing it would be something akin to Civic Text.
 
Were the Dynamic Civ names ever updated to the new Civic system? My friend and I were playing, and he had monarchy, but his Civ was named "People's Republic Of ..."
I've made some changes to dynamic civ names so that this mod component does follow the most civic changes but it's not perfect yet so there might be situations where civ name says something else than it should say... there's just not yet combinations for all civ types.

About civic names: I rather have civic option names that are easy to understand by all (for those who are not just native english) so Keynesian, Laissez Faire and few others have been renamed to easier names but the concept of those civics have been kept the same as originally suggested. If you want to change the names, I think the file to edit is Rom_civ4gametext_civics.txt in XML/text/ -folder inside Rise of Mankind folder structure.
 
Since there is no 2.51 feedback thread i just post it here.

Just finished a patched noble 2.5 -> 2.51 game with minor civs, large ROMTectonics map with marathon speed.

In this map type i encountered a blockaded plot of one hex all over the map and not restricted to one civ. This didnt seem to be there at map start. Could be a left over from barbarian blockades.

On this large map i played i could get gold via a great merchant upto 13K thats alot considering my max before it was close to 7K. This way placing a great merchant in one of your cities yields less over time than a one time bonus.

arena is a too cheap happy face building with certain civics. Also it isnt too hard to get enough happy faces througout the game. The only time its hard is before the calendar is researched.

the meeting hall never gets obsolete even when melee units are long forgotten. Besides the bonus xp is too high imo.

Slavery remains popular througout the game. why? i leave it to the experts.
Could there be a unhappy modifier in the late game after the abolishment of slavery not that it exists in game. That gives unhappy or a big relations hit with other civs without slavery.

I used the minor civs option and that seemed to delay the AI greatly. Tech wise and thus also religion wise. This constant war drains the AI's ability.
They never could reach my level since i went to writing pretty early, since I played Siam. Pretty huge bonus of their civ specific building btw!
The AI prefers to stay minor it seems and go and conquer the next civ over.

the modern granary doesnt displace the granary.

also the trade caravan is still buildable when you can build a freight.

Is there a way to enable in the citypopup window, a "repeat previous order"?
and a way to alt shift units into a qeue without going into the city.

What i also would like is an increased sight range of cities when airports are available, but not as far a an air patrol.

The corporatist civic states that you can build executives without the HQ this isnt true.

Would be neat if the statue of Lib can only be build by a democracy type gov and/ or liberty civic obviously.

eiffel tower needs two steel factories but gets double prod with iron. couldnt this better be steel aswell.

ships are getting opportunity fire on workers? seems useless.

I was never succesful when using the bombard option with fighters and bombers, the animation works fine but there never is a notification it was a failure.
 
un forces cant enter territory without declaring war.

ggm
 
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