Ogaburan
Warlord
Maybe u will recognize this thread: lol
http://forums.civfanatics.com/showthread.php?t=302805&page=12
post # 234
http://forums.civfanatics.com/showthread.php?t=302805&page=12
post # 234
Sea movement might still need +1 movement from 1 more tech - more opinions about current sea movement changes please so I can tweak them!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.
I'll probably make most religious promotions require Leader promotion (ie. Great General) and in some cases available from religious buildings. Suggestions about them are appreciated.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...
Will check it as I'm redesigning whole industrial->future era ship lines because now community here has made enough unit graphics for various ship classes that weren't available earlier. For example one upgrade path line goes now like this: Ironclad->Pre-Dreadnought->Dreadnought (WW1 era)->Battleship (WW2)->Modern Battleship->Fusion Battleship. There's some other new ship unit classes as well.I'm sure this is a quick fix..... probably just a simple oversite. Stilletto Boats aren't able to carry troops.
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 that 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 improvements.
Thanks Zappara.
1. Saves aren't usually compatible after such huge changes between versions. That's why I keep different versions installed in Mods folder and I'll just rename the version I want to use to "Rise of Mankind" (because the mod won't work correctly if named differently).
2. You probably experienced Partisans random event. It gives units based on city's culture rate so you probably had the highest culture amount in that city so the troops joined your civ. There's thread about this in Beyond the Sword forum section.
-In the renaissance era, I am as per usual researching techs far too quickly. As in previous versions of RoM, my average tech research speed is a tech per two turns, playing on emperor & Epic speed. This is far too quick. It should be noted that I put my research and tech sliders at 10% each, not because this is useful (it is not) but in order to slow down tech to one every two turns.
but with nerfing Bazaar, Brothel, and Arena it will be tight.
With Brothel now needing 50% Culture to get a 2nd happy face, who's going to spend enough to get Culture rate to 50%? I can't. RoM has become less "friendly" to Cultural Victory over the last few iterations.
And with arena giving no happy face but only 1 culture then needing 25% culture to get a happy they're worthless to me.
Coliseum is borderline useful.
Sea movement might still need +1 movement from
Mercenary Infantry, modern era unit (there's no real mercenary buy system but the unit has cheap cost + extra gold cost and each instance of this unit increases the base cost so the more civs build these, the more the unit will cost -> simulates higher costs of finding mercenaries). This is rather experimental unit type at this point and you'll get to test it in next alpha test version.
Which leads to something needed in BTS and RoM - a counter which tells you how many wonders and national wonders there are already in a city and a way of making obsolete wonders and national wonders not count towards the total built![]()
Military unit costs has been an "issue" for long time now and there's few things from game settings that I haven't returned yet from earlier versions such as unit cost decreases from era advancements (normal BtS feature). Also the national wonders which increase military production by 100% were useless before but now you should consider building them more often... plus civics can increase military production in your cities by almost 100% too. The costs should be so high that only cities with high production and 100% military production wonders should be able to build units in 1 turn - I hope this has been achieved with the current changes. Please keep posting test results about these... Note that during tests you should use standard map size and noble difficulty as these have the most equal settings for human and AI players.
Now does this mean that I'll adjust building costs too? Maybe...
Hmm, maybe tanks should be immune to collateral damage from siege units?