Version 2.6 discussion

About naval movement: Is it possible to give promotions according to tiles traveled? Because there's 2 ways of getting the promotions Navigation. By battle or by buildings like naval academy. Giving more speed makes sense for the second case, but not for the first one. Ex.: Travelling 50 tiles, the ship gets Navigation I; 200 tiles Navigation II; 500 tiles Navigation III.
This would require the game to save info about how many tiles each ship has travelled and that info would have to be saved also to saved games... that would probably lead to memory errors faster as there would be more and more ships in game towards later eras. Plus I have no idea how to code such thing into python and I have no idea if you can save gave information to saved games through python coding... Anyway I think it would be too much of burden for game for such little feature.

About Fixed Borders: Could you merge to the download file and create a command in GlobalDefinesAlt that turns on and off?
Well, it's little bit more complicated thing. I've been using RevolutionDCM code as a base since I can't do SDK modding myself. Now if I wanted to include Fixed borders permanently, I'd first have to wait for glider to publish new version of RevolutionDCM and then I'd have to wait some more for dexy to add his code part to the RevolutionDCM's DLL and after that merge that DLL to RoM's patch. At the moment I only need to rely on glider's mod patches. ;) If I had the required software and skills to do SDK modding myself, there would have been many SDK changes included to RoM by now...
 
Any plans for including any of the Stone Age mod in the mods section? This mod seems the best positioned to benefit from it.
 
This would require the game to save info about how many tiles each ship has travelled and that info would have to be saved also to saved games... that would probably lead to memory errors faster as there would be more and more ships in game towards later eras. Plus I have no idea how to code such thing into python and I have no idea if you can save gave information to saved games through python coding... Anyway I think it would be too much of burden for game for such little feature.

Well, it's little bit more complicated thing. I've been using RevolutionDCM code as a base since I can't do SDK modding myself. Now if I wanted to include Fixed borders permanently, I'd first have to wait for glider to publish new version of RevolutionDCM and then I'd have to wait some more for dexy to add his code part to the RevolutionDCM's DLL and after that merge that DLL to RoM's patch. At the moment I only need to rely on glider's mod patches. ;) If I had the required software and skills to do SDK modding myself, there would have been many SDK changes included to RoM by now...

OK, I got it. :)
 
I don' think the AI is coping too well with the unhappiness from mines. I'm less than a hundred turns in and they're already rife with rebellion.

Another thing to point out is that the Seafaring trait makes the Viking unique building redundant (they both provide Navigation to naval units). One or the other should be changed.
 
I don' think the AI is coping too well with the unhappiness from mines. I'm less than a hundred turns in and they're already rife with rebellion.

Another thing to point out is that the Seafaring trait makes the Viking unique building redundant (they both provide Navigation to naval units). One or the other should be changed.

You are only saying that because you are a viking!!! :)
 
I noticed that in the alpha 2.6 patch you made motorcycles require autmatic weapons. this should be applied to jeeps as well.... It's not uncommon that i have jeeps running around with my riflemen and cannons. and the comp just doesn't see the potential in bee lining this. Besides... that 50 caliber machine gun in the back of that jeep is automatic not semi-automatic.
 
I noticed that in the alpha 2.6 patch you made motorcycles require autmatic weapons. this should be applied to jeeps as well.... It's not uncommon that i have jeeps running around with my riflemen and cannons. and the comp just doesn't see the potential in bee lining this. Besides... that 50 caliber machine gun in the back of that jeep is automatic not semi-automatic.
 
Oh I almost forgot...... HAPPY B-DAY ZAPPARA!!!!!!
 
I don' think the AI is coping too well with the unhappiness from mines. I'm less than a hundred turns in and they're already rife with rebellion.

Another thing to point out is that the Seafaring trait makes the Viking unique building redundant (they both provide Navigation to naval units). One or the other should be changed.
Are many early game revolutions bad thing? ;)

Thanks for pointing out that Viking UB, got to modify it. Any suggestions for new promotion choice?

I noticed that in the alpha 2.6 patch you made motorcycles require autmatic weapons. this should be applied to jeeps as well.... It's not uncommon that i have jeeps running around with my riflemen and cannons. and the comp just doesn't see the potential in bee lining this. Besides... that 50 caliber machine gun in the back of that jeep is automatic not semi-automatic.
Ok, I'll check that unit as well.

Oh I almost forgot...... HAPPY B-DAY ZAPPARA!!!!!!
Thanks! Happy Valentine's day to you :)
 
Any plans for including any of the Stone Age mod in the mods section? This mod seems the best positioned to benefit from it.
Not at this time, maybe in some future patch, but most likely not. Editing tech tree is huge task (it took half year to make it as it's now in RoM) so I'm trying to avoid editing it :lol:

@Jabarto

Drill promotion line is now added to Hi-Tech units - had some problems with it as I said, side effect was that the "water Worked" improvement started to give 4 million hammers and gold from glass blowing tech :lol: Got it fixed by reorganizing promotions - few fun hours last night...
 
Not at this time, maybe in some future patch, but most likely not. Editing tech tree is huge task (it took half year to make it as it's now in RoM) so I'm trying to avoid editing it :lol:

:( But I love prehistoric techs. Please try to add one at least such as your fermentation, ceremonial burial, forestry, astrology, wood working, boat building tech you showed that time for your magic side project. This ...

Side Project
http://forums.civfanatics.com/showthread.php?t=291758

Also what did you think of my idea about hackers and additional/alternative power plants?

Cyber Espionage
http://forums.civfanatics.com/showthread.php?t=308227

Here are some ideas for power plants...

Power Plants

Coal Power Plant (Civ4)
Shale Power Plant (Civ4 - Japan Unique Building)
Nuclear Power Plant (Civ4)
Hydro Power Plant (Civ4)

Oil Power Plant (RoM)

Geothermal Power Plant (New) - A green power plant possibly only located next to peaks.
Wind Power Plant (New) - A green power plant that works best on hilltop cities.
Solar Array Power Plant (New) - A green power plant which works best in desert biomes.
Tidal Power Plant (New) - A green power plant only available for coastal cities.
Biomass Power Plant (New) - A semi-green power plant that reduces trash.

Also it would be neat if you could have more than one power plant in a city. That way the more type you add the more power boost you could get. Thus a Solar or Wind Power Plant might not give all that much power alone but together they could equal one dirty power plant like coal or oil.

On a side note i played with the 2.6 alpha and found that the sea travel was much more realistic. I like the movement restrictions early on. It really makes things more challenging and gives a bit of a buffer since not all ships instantly come charging into you.

I am also loving all the promotions. You should definitely make more so heroic units can become unique when upgraded by the great general. I like the religious promotions they give a lot of flavor. Perhaps you could give promotions based on on your 2 civilization traits. For instance maybe aggressive units could get some special attack while charismatic or religious could have a promotions that demoralizes or even converts enemy units. There is alot that could be done with promotions. Here are some ideas ...

Aggressive - Increases Unhappiness when Garrisoned in Foreign Cities.

Agricultural - Non-Workers Gains the Ability to Farm.

Charismatic - Increases Happiness when Garrisoned in City.

Creative - Increases Culture when Garrisoned in City.

Deceiver - Increases Espionage when Garrisoned in City.

Expansive - Increases Health when Garrisoned in City.

Financial - Increases Trade when Garrisoned in City.

Humanitarian - Increases Healing Units when Garrisoned in City.

Imperialistic - Increases Unhealthiness when Garrisoned in Foreign Cities.

Industrial - Increases Production when Garrisoned in City.

Nomad - Non-Settlers can found a new City.

Organized - Reduces City Civic Upkeep Cost when Garrisoned in City.

Philosophical - Increases Great Person Birth Rate when Garrisoned in City

Protective - Increases City Defenses when Garrisoned in City

Scientific - Increases Science when Garrisoned in City

Seafaring - Non-Work Boats can Create Fishing Boats and Whaling Boats

Spiritual - Non-Missionary Unit can spread State Religion.

Note that these promotions would only be available to civs wit these traits. And would only be accessed if they gained enough experience to get the promotion.
 
Are many early game revolutions bad thing? ;)

Thanks for pointing out that Viking UB, got to modify it. Any suggestions for new promotion choice?

Hehe, well sort of. I mean, I like seeing them more often, but it also hurts the AI.

I think either Combat or Flanking would be good for the Viking UB.

Also, a belated happy birthday and thanks for this wonderful mod. I don't play Civ any other way.
 
Ok so my thoughts so far on RoM 2.6

-Very stable release, no crashes so far, quite excellent.
-The naval promotions are wonderful and add much to the game.
-The unhappiness from mines is very manageable for the player. In the ancient era I had max one mine per city, then a second mine by the classical, and now in the medieval (or whatever the third era's called) I have as many as I like. Very realistic and works well for the player.
-I love the religious promotions.
-I am finding pop. rushing under slavery far easier than before. Perhaps this is a result of playing an agricultural civ, which would be fine, but could it be that you made pop rushing 'cheaper' between versions? It seems far too cheap at the moment (small map, epic speed).
-I have no complaints and I think this is your best yet. I would recommend highlighting t6hat it is available as an alpha-version download on the main thread, so that everyone can join in in bug-spotting (not that I have spotted any so far).

-[edit] also the other reason I love the mine unhappiness is that for the first time I built a workshop. And then a lumbermill! Golly, so exciting to actually have a reason to use all of the imnporvements.

Thanks Zappara.
 
Only two things to report

- Snail may be just a bit too long now. I am spending too much time just pressing enter to go to next turn.

- the Field of View slider looks like a nice idea but it does not work with page up, page down of the mouse wheel which also change the field of view.

btw have you changed the amount of land we can see in the city screen? Something is different.
 
Okay, I looked the list of changes over, and so far, the only problem I have is with ships moving a little slow in the ocean. But hey, at least some of the modern units don't have that issue. :)

I'm all for realism, but um, this makes exploring the world a little more complicated on Pangean maps. Magellen's voyage with this mod would take 200 years. :)

And military costs increasing, rather insanely. Now, I'm all for balance, but when a modern era tank requires more hammers than world wonders, there's a balance issue. :)
Now, I can build tanks usually in 1 to 3 turns normaly. Now, with a 4 times increase in price, that rather small amount becomes a hair shy of 600. At least, I think that's 4 times their current cost.
Again, tanks shouldn't be more expensive to build than nuclear power plants, or equally expensive structures.

Again, I'm all for balance, but when arcologies are cheaper then early future military units, it's a little messed up. Because really, a giant tank shouldn't take longer to build than a city wide shield.

I don't know, maybe I like playing on Settler difficulty, despite it being the easiest. :) But I don't know the cost multiplier for that difficulty. I'm just saying though, 4 times current costs seem a bit much. If you know, you want your city to grow, and not mass produce engineers every two turns...in order to sink them into the city and therefor be able to build things.

Also, I don't know about making certain military units not gain drill promotion. Not only does this mess up protective trait leaders, it also prevents the rather nice reduced damage by collateral damage from being given to things.

Also, I don't know if you know this, but tanks are now useless because collateral damage was broken, and the fix "Broke" tanks. Unless you're willing to fix this, which is a line of XML, tanks should have collateral damage promotions taken away, and be given a bonus to resist being smashed by cannons...:)
Same thing with the dreadnought, the nanite cloud, thanks for nerfing that, by the way. Also, not really thanks. :)
At the moment, my nanite clouds get zerg rushed by about 8 cannons. This makes it impossible for them to heal reliably. Because somehow cannons have a magical ability to destroy nanoswarms. :) That's almost as silly as Opportunity fire. "A rifleman has gained opportunity fire on your nanite cloud." :crazyeye: This line here should make anyone realize that it was horribly broken to begin with. Same with Dreadnoughts.

I know, I know, I'm annoying you with my complaints. :)
Sorry. Also, happy birthday, although you may be very unhappy now.
 
2.6 - Played it for two days now, almost up to the medieval age on snail.
and...

Amazing!
Love the new buttons and the religious promotions and all in all it seems to be working much better than 2.52.

Two starnge things happened to me tho:
1. I cant load any of my 2.52 saved games... i mean i can, but the interface is all messed up. No GP and GG and such... wonder why... Might be the way i installed it. Pitty tho... had the most interesting game...

2. I was plundering around in mali, since i hate musa so much coz he always gets so damn smart in deity and im always 10 steps behind him ,although i should recheck him now.. since the new traits. Besides the point!

The land was 85% mine because of fighting, Mansa had a revolution... and the troops joined me! I got a GG and a few spearmen and archers. I think it a strange bug, since my lands are far far away, and a city that revolted belonged to the Carthaginians which i destroyed a few turnes earlier... And its near the ducth border...

In other words.. why they didnt emerged as a new civ? and why me? all i had in the area was a GG...

I love this MOD, too bad zap is getting OLD! :lol:
(Happy birthday again)
 
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