Version 2.5beta patch

Did you'll do something to affect the maps in regular BtS??? Each time i try to PLAY NOW, errors??
Cause now no matter what i do i cant play regular BtS, it keeps asking for the RoM maps, ie Continents and Island, RoM_Wheel, RoM_Terra, etc??
And i dont have any of these maps in my BtS folder, just in your Public Maps area???
 
That is very unrealistic with Democracy, as public financing is an economic policy not a political system. Right now all the modern capitalist civics (Laissez-Faire, Regulated, Corporatist) have the option, not just two. Perhaps we could remove the quicker improvement building from Public Works, add in a small penalty and give the feature to that civic as well?

I only said I wished there were more, and missed the early use of it. I was not implying that Democracy should have that ability again.

I'll have to play further to see how much cash accumulates by the time I get to the Renaissance era in this version. One thing the early gold hurry ability in the prior versions gave me was something to spend it all on.
 
Yep cheers Zapp for the front page credit, me and Heb and others were churning our guts at this thread

http://forums.civfanatics.com/showthread.php?t=283862&page=23

This is basically the discussion area for what is a civic mini mod for RoM, but we were always eager to get it in RoM! Of course Zap has some civics of his own in there too and thats great.

I did the artwork

donesofaras7.jpg


(Pweease use the old fascism button Zapp - lets wink at him guys!)

But anyway im utterly delighted to see our suggestions getting included, Zapps a great guy, and for anyone interested in discussing civics for the mini-mod too, please say hello in the thread. We went through pages and pages of discussion for most the civics you see there 'but' they are a wee bit abstract, so i just want to take you behind the columns that might cause some confusion for ya's.

Government and Power - Government relating to the overriding concept of governance (it can be an institution like monarchy or an ideology.) Power refers to the base of political power. The whole system is designed on an organic and interchangeable basis, with a mood rooted in cynicism (more or less!) Zapps civics he included over our list are those additional (to the graphics seen here!)

The mini-mod isnt out yet (ill be too busy playing the new RoM beta haha) but will be released after our epic discussion of bonsues. But please check out the thread and hope you enjoy our contribution to the Beta!
 
wrestler235 said:
Is there anyway to change that? Because most of the time, the city never ends up revolting into their own empire anyways.
It would require SDK changes ie. new DLL. I think this could be asked in Revolution mod forum section.


lordrune said:
Barter's overpowered. There's just too much food and production generated to justify going to any other economic civic, and there are no real downsides.
It will be tuned down in v2.502.


CMKMStephens said:
I think the bar for barbarian -> civ needs to be raised higher. On an islands map where the AI civs can't wipe out the barb cities, every second turn another barbarian city turns into a civ.
Hmm, any ideas how big changes would be needed? I don't think this would require much adjustmenting on some map types (huge continents) and a lot on some other map types (lots of small continents) - we can't have both so we'll have to find some kind of average setting. You can test different settings by editing Revolution.ini in the Rise of Mankind folder. More specifically you'll need to edit FormMinorModifier = 1.00 which stands for 'change odds of barb city turning into a minor civ' - I'd assume 1.00 is 100% chance but I don't know if this value is used every turn or in some other algorithm that decides when barb -> civ.


JosEPh_II said:
Off on a rabbit trail now; How the heck does Shaka get so many unit promotions? It's insane. I build every unit boosting building and wonder and I still can't keep up.
Maybe Shaka was lucky with some random events which grant free promotions to unit groups? There's quite many of those events currently in RoM ;)

konradcabral said:
- AI offered me obsidian and incense for free , like was happening with dye and silk.
I've been looking through leader infos and seems there's point when AI players no longer value certain resources - basically for them those resources are "obsolete" ie. not needed for anything anymore. Though this does not explain why AI gives it to others for free. I don't know at which point this happened in your game so the reason for them giving those for free might be caused by something else too (like no buildings/units which use those resources).

konradcabral said:
- I asked before a new treatment for armies, such as higher maintenance costs. My goal was to avoid a stack of 100 warriors becoming a stack of 100 rifleman or modern infantry, which seems to me very unpleasant. Another way of preventing this "eternal army", might be creating a lifetime limit for each unit, like 30 or 50 turns. Would be hard to code this? (if implemented, this should come together with cheaper and faster military unit production).
Probably hard to code (I have no idea how to) - each unit would require new lifetime attribute and after every turn the game would go through all units and reduce this attribute by one, which to me sounds like awfully lot of code execution which results in slower turn changes.

I see units slightly differently: unit represents certain sized army which on its own can replace old members/train new members (that level of micromanagement is left out of the game) so it's irrevelant how old the army is. Also when unit is damaged and healing, I think it's waiting new recruits to arrive and replace the wounded men.

konradcabral said:
- Human players have a great diplomatic disadvantage against the AI. The denies to demands such "Stop trading with that mean guy" and "Help me with my war" generates a negative relation that i really don't deserve, and the AIs become "The Ultrafriend League" against me. More, like i said before, is very annoying a tiny country demanding a great one to do this or do that. And why they can "refuse to talk" and I can't?
Since you mentioned this, I've been looking through leader infos where lots of diplomacy is set. Each leader acts differently and there's certain thresholds for each diplomacy option, they all remember (memory tresholds) past actions differently. Now I've been thinking of "improving" the current system slightly by adding 2-3 new attitude settings which would allow more flexible diplomacy. I haven't yet tried adding new attitudes and there's many options that I don't know what they do or what value ranges can be used in some of them or what the values actually represent - so if I try to improve diplomacy, it'll be RoM v2.6.

konradcabral said:
- Can we create more culture city levels, adding more to the 6 existing? This could be a way to postponing the cultural victory to the same era of the space victory, well like giving more uniqueness to the different cities across the globe. I have seen in other thread that this is possible of modding.
Oh boy, you made me check lots of new things from the files!!! :D Yes, seems it's possible to add more culture levels but I took the easy route and just raised city amount of 3 to 5 with legendary status to achieve that victory type (keeps saved games compatible from base v2.5 or 2.501). I might look into this again at later time in some future version. Any suggestions for new culture level names?

konradcabral said:
- Is there a way to turn off the extracivs / extraleaders that i don't intend to use, in order to avoid excessive loading? Just delete its folders would do the job or would generate errors? But, on the other side, I also think we still have to add / refine more civs/leaders, like Hitler, Fidel and his Cuban Civ, a japanese one that i don't remember the name, Gorbatchev, and others. Luís Inácio Lula da Silva and Barack Obama would be great! I'd rapidly substitute then for Menelik, Margrete, the thousands of Roosevelts and other poor-designed, not interesting ones (at least to me).
I tested this and it's safe to remove civs (I just moved one civ's entire folder out from the modules directories so the mod won't load it). Seemed to work just fine. Go to 'Rise of Mankind\Assets\Modules\Custom Civilizations\' and pick the civ folder you don't want to use and then move it to 'Rise of Mankind\Assets\Unloaded Modules\Custom civilizations\'. The game won't load modules that are inside the Unloaded modules folder structure - this way you can keep the currently not in use civs unpacked and when you want to use them again, just move them back to original folder.

I'll try to add some new civs to extra civ addon pack at later time (v1.4) as there has been number of requests for new leader's and civs (post about requests to extra civ addon pack -thread). Hitler is one of those that I won't include as adding him to the pack would make the mod illegal in Germany (they got very strict laws about nazi stuff still) and I don't want to cause any trouble for civ players there - so if you want use Hitler leaderhead, you'll have to add it by yourself.

konradcabral said:
At last, I beg you Zap, please don't abandon Rise of Mankind mod! I, seeking an even more realistic Civ4, don't like very much the idea of fantasy and magic in this game, but I comprehend why you want it, and I fully support your new project. I just ask you to divide your precious time between the 2 mods.
I won't abandon my mod - it's just that for RoM I've managed to put together just about everything I wanted - and what I wanted was to make a mod that I like to play myself :) Now that all major additions have been made and it took about 2 years from me to make it happen, I can finally enjoy some fabulous civ games and divert my "creative power" to my next project (Master of Magic was one of my favorite games). RoM will get smaller updates at somewhat longer intervals - I know it won't ever be perfect and there will be always something that can be improved but I got to draw the line somewhere and just enjoy playing! ;)

Jabarto said:
I'm going to have to agree with this. High upkeep, maintenance costs AND a quarter (!) of your wealth are simply too huge for penalties. I would say up the city number/distance and corporate maintenance modifiers (up to 20% each, maybe?) and ditch the wealth penalty altogether.

Also, is there any chance of seeing the +1 food restored to villages and towns? With the introduction of marsh tiles - which limit cottage space - and the civic overhaul - which reduced the town boni and added some for farms, mines, etc. - as well as the cost of building roads, I think it could be reinstated without unbalancing anything.
Socialized and Subsidized have gone through some changes in next patch (v2.502). Restoring food bonus for villages and towns - I'll consider it but don't know yet if I'll change it.

wrestler235 said:
I'm getting a CTD. Running 2.501. I believe it's a standard size map using Big Small map script. I've attached the save game and the logs. Two times this has happened. I conquer the two northern Japanese cities, then when I hit enter for the next turn, I get a CTD.
There seems to be couple python errors - AI using Inquisitor units and another in Partisan random event. Inquisition system will be changed once I get my hands on next RevDCM version which will handle inquisition through SDK so then there shouldn't be any inquisitor related problems (that RevDCM version not yet released when I'm writing this). Why Partisan event caused error is still mystery - I've check that event and it's python is exactly the same as in vanilla BtS. Might be some sort of conflict with Revolution mod components...

ggalindo001 said:
1. The new civics are a step in the right direction, but some are very unbalanced. I will edit the post later to give specifics. The future options in particular create too much separation and almost an impossible way for someone who is behind to catch up. I think the future options should have some negative cost associated with them (happiness penalties, culture penalties or scientific penalties). There have been several suggestions already in this thread on suggested edits.
Future civics are still in "work in progress" -state and will be adjusted before I end this beta testing phase of v2.5. So keep posting those suggestions for those civics.

ggalindo001 said:
4. The game seems to run faster, even in the late game, even on Huge maps. Have not had a sniff of a CTD, which is good.
That's good to hear! :)


ggalindo001 said:
5. The AI is very stingy from wanting to trade strategic resources, esp. in the modern age. The fact that X civilization had 9 ammunition and would not barter it at all was very difficult to manage. I think 3-4 additional buildings (maybe much later than the original buildings) would be in order.... a synthetic ammunition factory, a synthetic oil factory, a synthetic coal factory, and a synthetic metals (alumininum) factory. (all similar to the synthetic rubber factory).
As I described above, I went through leaders' diplomacy infos and seems most will trade strategic resources only if they are friendly with you - but this really depends on leader's settings as each of them treats resources differently.

About those additional buildings - I might add building or national wonder for ammunition resource as it is quite vital resource in late game. Synthetic oil kind of already exists in RoM and you can gain it through Corporation which produces Oil Products from food resources ;) Coal and Aluminum will probably stay as they are now - coal is needed for steel but you can build national wonder that produces steel and aluminum can't really be made out of thin air ;)

ggalindo001 said:
6. Oil refinery -- In my second game, I had offshore oil, and it took forever to get a platform out there. By the time I did, I could no longer build a refinery. I'm not sure if that is an error or not. Again, maybe this gets solved if there are synthetic factories?
I didn't see anything wrong in it when I checked it.

CMKMStephens said:
Ah, another idea: New tech of 'Exclusive Economic Zones' - basically it allows you to extend your borders over ocean tiles, can build a 'deep sea fishery' for +:food:
Can't remember now where border limit was set but it might be in game settings. If it's there, then when it's removed, nothing prevents borders moving to ocean tiles thus the suggested tech would never be required since the borders could go to ocean tiles from the beginning of the game. I'll need to re-check this later to see how it's actually done...

JosEPh_II said:
...Most of the Civics for Classical thru Renaisance are tricky and touchy at best on 1st impressions.

Only by more game play will the true balances come to light for me.

So I guess what I'm saying is that so far I'm being surprised and pushed to adjust my play style. All in all that is a good thing. 2.501 IS more of a challenge thru the Ren. Era.
Any suggestions for changes for those early civic options? For v2.502 I've already made some changes and so far seems that AIs use most of them now but still tweaks are needed.

JosEPh_II said:
Yeah, change Barter for Mercantile for a Real Wakeup call on trade route yields.

I think Mercantile is too big of a revenue loser and throw in lost food now, WOW that stings!
Heheh :D Barter will be tuned down in next version and it has some downsides as well.

Big Heb said:
Just wondering, but is it possible to change the favorite civics for each leader since there are so many new options on the table?
Yes, it's possible ;) When I was updating extra civ addon pack to new civic changes I thought about changing the original leaders' favorite civics as well but due to lack of time I hadn't gone through them yet - I was going to read through each leader's history and then decide what civic to use for him/her. Now that you seem to have done this already, I can skip the reading part and use the values your provided in your nice list! :D

Carwyn said:
What is the status of this mod on multiplayer? I know that the Revolutions mod isn't fully multiplayer - mainly because of the popup windows that all players share - and he intends to redo that. We aren't as concerned about perfect balance of civics as we are just being able to play our game without having to stop to resync too often.
Well, there's those resync issues with revolution mod components and with colonist/pioneer units if multiplayer fix isn't used. I recall reading about OOS problems in multiplayer mode when BUG mod is installed too and since this modpack includes BUG 3.5 there might be some issues that will cause OOS error. What you could do is to read BUG mod's bug report threads (or do searches there). RoM is made for single player mode mainly as that's the way I play this game but I'll try to provide fixes for multiplayer mode whenever that is possible so those who like to play multiplayer games can enjoy this mod too (I play mmorpgs when I want multiplayer mode ;)). Just for making regular updates to this mod takes quite a bit of time from me so I don't make many multiplayer related problem searches here on the forums as there's other things on my list with higher priorities. So I recommend doing searches by yourself first and see if you can find solutions to multiplayer problems. If you can pinpoint specific problem like OOS to certain mod component, inform me with a brief description and link to the possible solution so I can check it and possibly include fix for it in the next patch. I do keep eye on mod components that are included in RoM and try to always merge fixes made to those components.


0100010 said:
Is there anyway to turn off the civic based buildings bonuses when you switch away from the civic they are tied to after building them? As it stands, it encourages one to temp switch to a civic, build those buildings for their bonuses then switch back.
Unfortunaly it's not possible to disable effects from the building when you change civics and disabling that building type would not make sense since then you'd have to rebuild the building again when you uses again the civic that allows the building and in real life building would exist anyway no matter how your civics change - most likely people would use it in the same way as before after revolution/anarchy period is over.


Big Heb said:
I would recommend replacing Green with something like Capitalist or Free Enterprise to represent Roman trade policy, which was not as advanced as modern capitalism but was generally characterized by free trade and low taxes, but the government intervened whenever it deemed necessary instead of following strict guidelines (Regulated) or not at all (Laissez-Faire). It could be tied in with a cottage or trade economy while Slavery is a farm/production economy civic. It gives a little bit of uniqueness in the ancient ages, while Green would probably be ignored in favor of the four other modern economy civics. Green could always be moved to the Future column.
For v2.502 I've changed Laissez-Faire to Free Market and moved it to Banking so that it becomes the 3rd possible economy option at medieval times - the same name/tech setting as in vanilla BtS. Now you said that government intervened whenever it deemed necessary - isn't it the same thing as changing civics? So in this case if you'd think Free Market needs to be controlled, you'll change back to Slavery or if you have later options available you can change to f.ex. Regulated or Planned. If I remember right it was said in civic mini mod thread that Laissez-Faire is based on earlier economy system, essentially Free market system that was used in Roman empire... The reason why I rather change Laissez-Faire is that I don't want to end up with similar civic options in same category - I know Green could be moved to future category but there's already Paradise which is similar to it and I might have 2 new options to that category.


strategyonly said:
Did you'll do something to affect the maps in regular BtS??? Each time i try to PLAY NOW, errors?? Cause now no matter what i do i cant play regular BtS, it keeps asking for the RoM maps, ie Continents and Island, RoM_Wheel, RoM_Terra, etc?? And i dont have any of these maps in my BtS folder, just in your Public Maps area???
Hmm, only thing I changed was in Rise of Mankind folder in 'Rise of Mankind.ini' and there I set AllowPublicMaps = 0. This however should not change anything in regular BtS game as this is mod only setting. Maybe the game stores this setting inside the cache and that's why it affects also regular BtS? Tried clearing up cache during start up?

0100010 said:
I'll have to play further to see how much cash accumulates by the time I get to the Renaissance era in this version. One thing the early gold hurry ability in the prior versions gave me was something to spend it all on.
You'll be spending some gold now to roads (2gold each) and later to railroads (10gold + inflation modifier each) ;) Too bad the game doesn't allow maintenance costs for road system as that would be better system than having one time cost for roads/railroads.

Lawrie said:
But anyway im utterly delighted to see our suggestions getting included, Zapps a great guy, and for anyone interested in discussing civics for the mini-mod too, please say hello in the thread. We went through pages and pages of discussion for most the civics you see there 'but' they are a wee bit abstract, so i just want to take you behind the columns that might cause some confusion for ya's.
Good that you mention this as I've noticed some here don't know yet what each column represents. So everyone go read through that thread! and I mean it! I'm checking that thread every time I visit the forum! :D The whole new civic system is based on discussions in that thread - though I've taken liberty to make my own little additions ;) Big thanks to you Lawrie for making those fancy new button graphics :goodjob: In v2.502 I've added some more info to civics pedia in RoM concepts so that it will be bit easier to see what each civic option represents.

Version 2.502beta changes so far:
Spoiler :
Mod components
--------------
- fixed: Battle effects should work correctly now with all terrain feature types. Battle effects are off by default (enable it from GlobalDefinesAlt.xml file), recommended to use only on high-end computers

Civics
------
- Changed: Feudal negative improvement modifiers removed (AI will replace cottages, hamlets, villages and towns with farms anyway if it uses this civic)
- Changed: Liberal improvement upgrade rate 50% -> 25%, removed culture bonus (unlimited artists allows huge culture increase anyway)
- Changed: Aristocracy +1 culture per specialist instead of +1 gold per specialist
- Changed: Patrician +1 gold per specialist
- Changed: Bourgeois -1 happiness from Barracks and Garrison (military presence in city causes some unhappiness)
- Changed: Liberal -4 happiness from Slave Market, -2 happiness from Barracks, Garrison, -1 happiness from Military Airbase, Intelligence Agency (slave/military/spy presence in city restricts freedom)
- Changed: Fascist +1 happiness from Intelligence Agency and Security Bureau
- Changed: Barter gives now +25% food/production and -75% gold from trade routes, -10% culture rate and no foreign trade (trade happens locally rather than across great distances)
- Changed: Laissez Faire renamed to Free Market and moved to Banking tech (to expand economy civic choices for early and mid game)
- Changed: Caste removed 10% food and hammer bonus
- Changed: Divine cult -25% gold in all cities, +50% gold in capital (leader takes part of the sacrificed goods)
- Changed: Paradise +1 gold per unit cost added, bonuses from improvements Treefarm, Hybrid Forest, Forest Preserver, Green Facility and Desert Windmill, feature happiness +1 from forest/jungle, -2 from Fallout
- Changed: Subsidized removed gold bonus
- Changed: Socialized removed gold bonus


Buildings
---------
- Changed: Walls DCMAirbombMission type 2 (destroy building mission)
- changed: High Walls DCMAirbombMission type 2
- changed: Castle DCMAirbombMission type 2
- Changed: Radar Station DCMAirbombMission type 2
- Changed: Anti-missile Batteries DCMAirbombmission type 2
- changed: Bakery DCMAirbombMission type 2
- changed: Irrigation canals DCMAirbombMission type 2
- changed: River Port DCMAirbombMission type 2
- changed: Harbor DCMAirbombMission type 2
- changed: Fisherman's Hut DCMAirbombMission type 2
- changed: Rubber Factory DCMAirbombmission type 3 (bombard factories mission)
- changed: Chemical Plant DCMAirbombmission type 3
- changed: Personal Rapid Train DCMAirbombmission type 2
- changed: Convention Center DCMAirbombmission type 2

Techs
-----
- Changed: Divine Right requires Constitution

Game defines
------------
- changed: NUM_BATTLE_FEATURES increased from 5 to 7
- changed: NUM_GAME_FEATURES increased to 8

Victory
-------
- Fixed: Religious victory change from earlier patch included again (file wasn't included in the patch), now 75% instead of 85%
- Changed: Cultural victory requires now 5 cities with Legendary culture instead of 3


Pedia
-----
- Changed: Civics pedia in RoM Concepts expanded with better descriptions what each civic option represents
These aren't final yet and there's still civics that I haven't looked through (future civics for example).
 
Yes, it's possible When I was updating extra civ addon pack to new civic changes I thought about changing the original leaders' favorite civics as well but due to lack of time I hadn't gone through them yet - I was going to read through each leader's history and then decide what civic to use for him/her. Now that you seem to have done this already, I can skip the reading part and use the values your provided in your nice list!

No problem. Reading the descriptions and wikipedia articles was fun. ;)

For v2.502 I've changed Laissez-Faire to Free Market and moved it to Banking so that it becomes the 3rd possible economy option at medieval times - the same name/tech setting as in vanilla BtS. Now you said that government intervened whenever it deemed necessary - isn't it the same thing as changing civics? So in this case if you'd think Free Market needs to be controlled, you'll change back to Slavery or if you have later options available you can change to f.ex. Regulated or Planned. If I remember right it was said in civic mini mod thread that Laissez-Faire is based on earlier economy system, essentially Free market system that was used in Roman empire... The reason why I rather change Laissez-Faire is that I don't want to end up with similar civic options in same category - I know Green could be moved to future category but there's already Paradise which is similar to it and I might have 2 new options to that category.
The only thing I don't like about Free Market is that it is a very vague term that says the state does not own production, otherwise known as capitalism. This would include Regulated under its belt as well. I'd strongly recommend keeping Laissez-Faire and keeping it at economics.

Thinking about it, Slavery as an economic system does not have to mean Southern US-style plantations. It can include slavery, serfdom, debt slavery, subsistence farming, government ownership of citizens as slaves to benefit the government (think Sparta and Ptolemaic Egypt), ETC. One of these was the base of even the most capitalist ancient economies, and it was not until recently that contract labor replaced slavery as the base of economic production so bringing Laissez-Faire to Banking isn't really necessary from a historical accuracy point of view.
 
First of all, I have to apologize for a mistake that I've been committing in my previous posts. I just realized that most of my feedbacks aren't RoM feedbacks, but Civ 4 feedbacks. I came to a point when I start to mix in my head the two things, and I just forget that you are not Firaxis... I said before I tend to fly high when I talking about what I want to experiment in this game, so I'm sorry.

Probably hard to code (I have no idea how to) - each unit would require new lifetime attribute and after every turn the game would go through all units and reduce this attribute by one, which to me sounds like awfully lot of code execution which results in slower turn changes.

I see units slightly differently: unit represents certain sized army which on its own can replace old members/train new members (that level of micromanagement is left out of the game) so it's irrevelant how old the army is. Also when unit is damaged and healing, I think it's waiting new recruits to arrive and replace the wounded men.

I agree with you, if we are speaking in short term wars / missions. What I dislike is the fact of a country being strong militarly in ancient times, and need to do almost nothing to continue the same way forever.

Since you mentioned this, I've been looking through leader infos where lots of diplomacy is set. Each leader acts differently and there's certain thresholds for each diplomacy option, they all remember (memory tresholds) past actions differently. Now I've been thinking of "improving" the current system slightly by adding 2-3 new attitude settings which would allow more flexible diplomacy. I haven't yet tried adding new attitudes and there's many options that I don't know what they do or what value ranges can be used in some of them or what the values actually represent - so if I try to improve diplomacy, it'll be RoM v2.6.

OH MAN! This would be awesome!

Oh boy, you made me check lots of new things from the files!!! :D Yes, seems it's possible to add more culture levels but I took the easy route and just raised city amount of 3 to 5 with legendary status to achieve that victory type (keeps saved games compatible from base v2.5 or 2.501). I might look into this again at later time in some future version. Any suggestions for new culture level names?

Yes, I have some suggestions for new levels names. For instance the ultimate level would be changed from Legendary to Mankind Patrimony, fitting well to the name of the mod itself. More, I have suggestions on how should the borderline design for each of them. I'll post it soon.

I'll try to add some new civs to extra civ addon pack at later time (v1.4) as there has been number of requests for new leader's and civs (post about requests to extra civ addon pack -thread). Hitler is one of those that I won't include as adding him to the pack would make the mod illegal in Germany (they got very strict laws about nazi stuff still) and I don't want to cause any trouble for civ players there - so if you want use Hitler leaderhead, you'll have to add it by yourself.

OK, I just asked Hitler in order to allow me to completely destroy him in my games...


I won't abandon my mod - it's just that for RoM I've managed to put together just about everything I wanted - and what I wanted was to make a mod that I like to play myself :) Now that all major additions have been made and it took about 2 years from me to make it happen, I can finally enjoy some fabulous civ games and divert my "creative power" to my next project (Master of Magic was one of my favorite games). RoM will get smaller updates at somewhat longer intervals - I know it won't ever be perfect and there will be always something that can be improved but I got to draw the line somewhere and just enjoy playing! ;)

Your mod is getting close and close to perfection, and I expect that the line you mentioned is far far away.

Thanks for considering my ideas!

Konrad
 
OMG! :faint:

Just had the Oil refinery Event! 8700 in Gold swallowed up for cleanup costs! Eeee Yeow!!! Stings! Hurts! Cry!

Luckily I had 10,000 gold and Asherpain-in-the-pants stayed on his side of the border. :whew:

JosEPh ;)

Ps. is 2.502 patch available yet?
 
Wow! My oil refinery event only cost 6000 in gold. I only build them away from the sea so I don't lose the food. I haven't mentioned this before because I thought that it was an overcite or loophole that I was exploiting. However on gigantic pangeas it is possible not to be anywhere near the ocean so maybe it isn't.
 
OMG! :faint:

Just had the Oil refinery Event! 8700 in Gold swallowed up for cleanup costs! Eeee Yeow!!! Stings! Hurts! Cry!

Luckily I had 10,000 gold and Asherpain-in-the-pants stayed on his side of the border. :whew:

JosEPh ;)

Ps. is 2.502 patch available yet?
Funny little event, isn't it? :lol:

Not yet v2.502 as I'm waiting for glider to release new version of RevolutionDCM which will have Inquisition mod component included (SDK version of it). I'll merge it and remove the python version of Inquisition from RoM for v2.502 and there's some new civic stuff still missing from it (started some changes last night). Might still take week or two before it's ready - I just want it ready before xmas :)
 
Short bug list (some of these came from my 2.2 balance adjustment elsewhere in the thread, however these are are a lot closer to bugs that opinion.

Baray needs 5% mainteniance modifier like its source building the Aquducts (forgotton UB)
Coal Plant needs Coal as a resource requirement
Ekal Masharti, ned unit category specific XP like the Baracks instead of for all land (as was the original vanilla barracks, this building was just forgotton)
Forum reduce boomerce bonus to 20% to make same as its source building the Market (another forgotten UB)
Hamman, forgotten Aqueduct UB) give it a 5% maintance mod
Longhouse (match to courthouse specs, another forgotton UB)
Nuclear plant needs to require uranium to build
Royal Tournament should require horseback riding and horses resource.
 
Though in 2.5 I've managed to finish the Australia map on domination, on my huge islands map I think it's too busy to get any further. MAF every 3-4 turns now. Mid-modern age, numerous civilizations (though I've smushed like 7).

Computer specs:

3.0GHZ Dual Core on Asus Striker
9800GTX
4GB DDR2-800 4-4-4-12

This is of course, much better than previous itterations of RoM. So 2.5 is definately a great step up.
 

Attachments

Gone all the way through game to the future age and domination victory (Large map - Rom-Terra) with no CTDs.only slight issue was the GUI messed up slightly but this was when I had a massive unit stack and sorted itself on restart and reload.

This was using WinXP64 and 4GB of RAM

This seem a far better combo to play with than XP32 as the 32 bit system seems to get MAFs then there's a lot of units which I expect is the system running out of addressable memory
 
Because it is now easier to get Spearmen w/out waiting for hooking up stone and/or copper, (and if you pop a few coinage huts) you can just upgrade your warrior if you have the gold. Once you hook up resources, especially if you have more than one, they are decently cheap to build, too cheap. This makes them too easy to get relative to their strength. I only need to pop a couple gold goodie huts to upgrade two warriors to spearmen in the very early game, kill a few barb animals with them to level them up and easily take out early AI cities, who depending on your difficulty level, probably don't have archers yet. Even if they do have archers it's not impossible to take out a couple archers, but you'll need more than two spearmen. The barbarians and AI also seem to take keen advantage of this. I sometimes see barbarian spearmen before seeing barbarian archers, and definately see stacks of early spearmen sent out by neighboring AI if you didn't kill them off first.

I would suggest that Early Spearmen be reduced in strength to 3. (and get rid of the bonus for metal) Maybe an intermediary spearman that retains strength 4 could be had but explicitly requires copper/iron & metal casting to build.
 
Is there something I have to do to get Inquisition to work? I still can build the unit, but no "remove heathen religions" button or whatever.
 
Is anybody getting a problem trying to play Terra maps on huge size? For me, the game CTD's while (I think) map generation.
 
Is anybody getting a problem trying to play Terra maps on huge size? For me, the game CTD's while (I think) map generation.

I played terra maps fine, but thats with standard.. are you playing it with ROM_Terra
because i think the normal terra map will CTD because in ROM you need a mapscript that will add on the new resources such as apples and lemon and hemp ect.

Just played a game.. the map had 2 sulphur on my entire continent.. the continent in question has space for about 40 cities, and yet only two sulphur, meaning i had to worldbuilder some sulphur next to my capital because there really seems to be no point in playing if you have no sulphur :(.

War weariness seems a little excessive too, fighting a war with the only other AI on my continent, this was renaissance era and the war weariness got up to 1500 very quickly (which meant +40 unhappy just from war weariness in my capital I kid you not) while i was fine with that, its after i declared peace, the war weariness seems to go down about 25 a turn, meaning im going to have to wait like 45 turns till i can declare war again, without the mass of unhappy faces.. Im playing on emperor so that may be why the war weariness is so high.
 
First off, thank you Zappara for making the best mod this game has ever seen. I cannot even remember the last time i felt inclined to play a standard BTS game. Please keep up the good work!

I don't think this is really specific to ROM, but I was hoping you could fix it since you seem to have fixed almost everything else with Civ4...

Basically, I would really like my colonies on any other landmass than my home continent, colonies that i established peacefully from asking to join some random civ EVERY SINGLE turn. I'm so tired of getting that "The citizens of so and so are rightfully (???) asking to join the xyz civ" message when in reality since my settler made them why would they want to join someone else? I can understand asking for independence, but not to xfer to another civ, and definitely not every single turn. And even asking for independence should wait until the colony can actually take care of itself. I'll form colonies on an island and the very next turn, it wants to secede!!! :mad:

At the very least, if you cannot remove that mechanic, than perhaps you could code another response in the advisor window like "NO, and that's my final answer" or "No, ask me again and I'll bomb you into the stone age".
 
I played terra maps fine, but thats with standard.. are you playing it with ROM_Terra
because i think the normal terra map will CTD because in ROM you need a mapscript that will add on the new resources such as apples and lemon and hemp ect.

Just played a game.. the map had 2 sulphur on my entire continent.. the continent in question has space for about 40 cities, and yet only two sulphur, meaning i had to worldbuilder some sulphur next to my capital because there really seems to be no point in playing if you have no sulphur :(.

War weariness seems a little excessive too, fighting a war with the only other AI on my continent, this was renaissance era and the war weariness got up to 1500 very quickly (which meant +40 unhappy just from war weariness in my capital I kid you not) while i was fine with that, its after i declared peace, the war weariness seems to go down about 25 a turn, meaning im going to have to wait like 45 turns till i can declare war again, without the mass of unhappy faces.. Im playing on emperor so that may be why the war weariness is so high.

the map script is CTDing due to memory it seems - I CTD in WinXP32 but not using the same script in XP64
 
the map script is CTDing due to memory it seems - I CTD in WinXP32 but not using the same script in XP64

I am running WinXP32, so I guess I can't play larger than large (I did use both the RoM_Terra and regular Terra)
 
I have now uploaded version 2.502beta patch. See first post in this thread for download link.

V2.502beta patch notes:
Spoiler :
Mod components

--------------

- fixed: Battle effects should work correctly now with all terrain feature types. Battle effects are off by default (enable it from GlobalDefinesAlt.xml file), recommended to use only on high-end computers



Civics

------

- Changed: Feudal negative improvement modifiers removed (AI will replace cottages, hamlets, villages and towns with farms anyway if it uses this civic), -25% Castle cost (-50% if Monarchy is active too)
- Changed: Liberal improvement upgrade rate 50% -> 25%, removed culture bonus (unlimited artists allows huge culture increase anyway), +1 happiness from Broadcast tower
- Changed: Aristocracy +1 culture per specialist instead of +1 gold per specialist, more specific info about Manor
- Changed: Patrician +1 gold per specialist
- Changed: Bourgeois -1 happiness from Barracks and Garrison (military presence in city causes some unhappiness), no longer give happiness from Factory, builds Jewellery, Theatre, Colosseum and Brothel -25% cheaper
- Changed: Liberal -4 happiness from Slave Market, -2 happiness from Barracks, Garrison, -1 happiness from Military Airbase, Intelligence Agency (slave/military/spy presence in city restricts freedom)
- Changed: Fascist +1 happiness from Intelligence Agency and Security Bureau
- Changed: Barter gives now +25% food/production and -75% gold from trade routes, -10% culture rate and no foreign trade (trade happens locally rather than across great distances)
- Changed: Laissez Faire renamed to Free Market and moved to Banking tech (to expand economy civic choices for early and mid game)
- Changed: Caste removed 10% food and hammer bonus
- Changed: Divine cult -25% gold in all cities, +50% gold in capital (leader takes part of the sacrificed goods), no more give free experience to units (too many AIs using this civic so it needs less bonuses), local rebelliousness 0->+2, switch to +50 to revindex, more violent rebels if revolution occurs, -50% Great People modifier
- Changed: Paradise +1 gold per unit cost added, bonuses from improvements Treefarm, Hybrid Forest, Forest Preserver, Green Facility and Desert Windmill, feature happiness +1 from forest/jungle, -2 from Fallout
- Changed: Subsidized removed gold bonus
- Changed: Socialized removed gold bonus
- Changed: Free Church has now Low Upkeep cost (government doesn't interfere private religion's affairs much)
- Changed: Folklore allows you to build Monuments 50% cheaper
- Changed: Prophets -25% Missionary unit costs
- Changed: Private removed -5% gold modifier (this should have lower upkeep than Public Works)
- Changed: Survival +10% military production bonus
- Changed: Public Works can build Paved roads, Sewer System, Public Transportation and Personal Rapid Train 25% cheaper, no longer give health bonus to those same buildings
- Changed: Monarchy -25% castle cost (-50% if feudal is active too), culture bonus 35% -> 25%
- Changed: Despotism -25% Barracks and Garrison cost
- Changed: Bureaucracy no longer give 50% production bonus in capital, instead it gives +10% production, +10% science, +10% gold in all cities
- Changed: Proletariat -25% Granary, Butchery, Fisherman's Hut, Artesian Well and Bakery cost
- Changed: Corporate removed building health changes from corporation HQs, can construct corporation specific buildings 25% cheaper
- Changed: Technocracy +1 science per specialist, new units get free Sensors I promotion
- Changed: Superhuman +25% great general, +25% production in all cities
- Changed: Post-Scarcity +1 gold per specialist, lower unit support costs

Buildings
---------
- Changed: Walls DCMAirbombMission type 2 (destroy building mission)
- changed: High Walls DCMAirbombMission type 2
- changed: Castle DCMAirbombMission type 2
- Changed: Radar Station DCMAirbombMission type 2
- Changed: Anti-missile Batteries DCMAirbombmission type 2
- changed: Bakery DCMAirbombMission type 2
- changed: Irrigation canals DCMAirbombMission type 2
- changed: River Port DCMAirbombMission type 2
- changed: Harbor DCMAirbombMission type 2
- changed: Fisherman's Hut DCMAirbombMission type 2
- changed: Rubber Factory DCMAirbombmission type 3 (bombard factories mission)
- changed: Chemical Plant DCMAirbombmission type 3
- changed: Personal Rapid Train DCMAirbombmission type 2
- changed: Convention Center DCMAirbombmission type 2
- Changed: Coal Plant requires coal
- Changed: Shale Plant (japan UB) gives +1 Oil Products (that's what the building actually did, made fuel for ships)
- Changed: Nuclear Plant requires Uranium
- Fixed: Khmer Baray maintenance modifier now same as in Aqueduct
- Fixed: Ottoman Hamman maintenance modifier now same as in Aqueduct

Techs
-----
- Changed: Divine Right requires Constitution

Game defines
------------
- changed: NUM_BATTLE_FEATURES increased from 5 to 7
- changed: NUM_GAME_FEATURES increased to 8
- Changed: USE_GET_UNIT_COST_MOD_CALLBACK from 0 to 1
- Changed: USE_GET_BUILDING_COST_MOD_CALLBACK from 0 to 1

Victory
-------
- Fixed: Religious victory change from earlier patch included again (file wasn't included in the patch), now 75% instead of 85%
- Changed: Cultural victory requires now 5 cities with Legendary culture instead of 3

Pedia
-----
- Changed: Civics pedia in RoM Concepts expanded with better descriptions what each civic option represents
- Added: Folklore pedia
- Added: Survival pedia
- Added: Federal pedia
- Added: Oligarchy pedia
- Added: Superhuman pedia
- Changed: Aristocracy pedia
- Changed: Prophets pedia

Python
------
- Added: Gameutils building and unit cost modifiers when certain civics are active
- Changed: CvCivicScreen.py removed civic specific building and unit text elements (done now through civic help entries)
- Changed: Sevopedia civic screen removed civic specific building and unit text elements (done now through civic help entries)
- Fixed: Info Screen's Statistics page works correctly again, shows now also Improvement info

Leaders
-------
- Changed: Alexander Vassalage -> Despotism
- Changed: Asoka Secular -> State Church
- Changed: Augustus Ceasar Republic -> Senate (he surrendered his powers to the senate)
- Changed: Churchill Nationalist -> Parliament
- Changed: Cyrus Vassalage -> Aristocracy
- Changed: Darius Secular -> Bureaucracy
- Changed: Frederik Federal -> Aristocracy
- Changed: Gandhi Federal -> Proletariat
- Changed: Hannibal Free Market -> Despotism
- Changed: Isabella Divine Cult -> Intolerant
- Changed: Justinian Divine Cult -> Free Church
- Changed: Kublai Khan Bureaucracy -> Proletariat, religion Buddhism -> Confucianism
- Changed: Lincoln Liberal -> President
- Changed: Mehmed Vassalage -> Despotism
- Changed: Pericles Republic -> Democracy
- Changed: Peter Bureaucracy -> Vassalage
- Changed: Ragnar Monarchy -> Vassalage
- Changed: Ramesses State Church -> Slavery
- Changed: Roosevelt Mercantile -> Public Works
- Changed: Saladin Divine Cult -> State Church
- Changed: Stalin Planned -> Communist
- Changed: Suppiluliuma Monarchy -> Republic
- Changed: Suryavarman religion Nagualism -> Hinduism
- Changed: Washington President -> Federal
- Changed: Zara Divine Cult -> State Church

Promotions
----------
- Changed: Sensors I-III get bonuses also on Marsh terrain
- Changed: Fanatic -25% defense on Marsh terrain
- Changed: Berserker I-III negative defense bonuses on Marsh terrain


I decided to release this now as it seems it has taken bit longer from glider to include Inquisition mod component to RevDCM so I haven't got yet chance to merge new version of his mod to RoM. This patch also includes some new experimental civic modifiers (building cost, unit cost, free promotions) that probably need some testing (thanks for Lawrie, Big Heb and other guys for civic mod discussion again - it was their thread that got me thinking if some new civic modifiers could be introduced via python ;)). At this point it seems that v2.503 will be the official 2.5 release if all works out just fine with this v2.502 patch and I get my hands on new RevDCM version soon...
 
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