Version 2.7 discussion

If you're going to use lead for improved construction speed of Sewers and Bath Houses, I guess it would make sense to extend that to Aqueducts as well.
 
The actual point is that lead plumbing is not actually poisonous :crazyeye:. Apparently the lead oxidises in contact with water and no lead makes it into the water itself. It is amazing what people do for their research projects:lol:

However lead in the air is a BIG problem - so is eating it.
 
The romans also used to add lead to their wine - to improve the taste:crazyeye:

So did the french - actually it's been suggested that lead ingestion from wine was one of the reasons why Handel (the composer) suddenly changed from making Operas to composing oratorios (such as Messiah) as lead poisoning and pain it incurred changed his personality. What use to happen was that port (Handel's favorite tipple) did not only have a slug of lead shot added to the barrel at the french vinyard but on arriving in the British Isle merchants would craftily add another slug to 'freshen up' the wine hence making things worse

Therefore Lead should be given a culture bonus:rolleyes:
 
Any chance of decreasing the defense value of the various artillery while maintaining the offense? I believe that some of the scenarios packaged with BtS make use of this feature. I seem to recall a 2/7 Tar Demon, or maybe that was FFHII.

Doesn't make much historical sense for infantry to fight their way through to hand-to-hand combat with artillery pieces only to be presumably shot dead at point-blank range. As far as game-play is concerned, the AI likes to overload its BtS naval sneak attacks with artillery pieces, which due to their incongruously high strength in RoM leads to death stacks that make Deity play too luck-based. A 17/5, say, stack of 20 Bombards would be much more manageable than what usually shows up presently, when one has only 9/9 swords and 8/8 trebs (at best) with which to fight.
 
I have a problem with Incan Empire
Unique building is Terrace which replaced Granery
but when i build Modern granary
the old Terrace was destroyed
but
I can build Terrace again!!!!!!
 
Regarding the "what was/is lead used for"-discussion I would like to add the fact, that (christian) cathedrals used a lot of lead, for the roofs and for the connection of the stones netting between the glass windows etc.

Therefore I would suggest +15%:hammers: for building of cathedrals if your civilization has connected lead, and reducing the stone-bonus to +35%:hammers:.

source
 

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The AI is having serious issues with improving its tiles. First, it clears all forests for farms, then realizes that it needs hammers and spams workshops, even on its food resources (!). Forbidding the AI from clearing forests (except to connect resources) would go a long way toward making it more competitive with human players, particularly with cottages so weak as they currently are (by the time cottages mature, there is plenty of commerce available from trade routes, not to mention the Proletarian civic turning farms and workshops into good sources of commerce in their own right).

Additionally, I'm still conquering cities mid to late game with no fish huts. This building is probably the most powerful in the game (especially with shrimp added), and should be the top priority, especially over that 37 turn infantry build.
 
Can we copy 2.7 test on top of 2.63, or will this cause problems?

Foul

Make a Backup copy of 2.7test and then patch with 2.63. If it works let us know.

My :2cents: is that it will cause problems. But maybe zappara will answer in the meantime.

I'm playing 2.7test1 also. It's played fine so far, 1944A.D..

Changes to the Mod are happening at a head spinning pace now with the ModModders. :crazyeye:

JosEPh :)
 
I did it in reverse -- installed 2.63, then patched to 2.7.

Played about 50 turns. One crash, which I didn't bother paying too much attention to (was similar to the RevDCM crash from 2.6, where it crashes right before the autosave). However, the game completely locks up when going to the Civics screen and attempting to select a different civic. Reproduceable, too.

I think I'll go back to 2.62 with 2.7 patched on it.

Foul
 
Yup, the civics screen is definitely troubled. Two crashes when trying to change civics at the screen.
 
Hmmm. Just re-installed the whole shibang, with 2.7 patched on top of 2.62. Civics screen still crashing. Not sure how other people are playing 2.7 without hiccups?

Foul
 
Hmmm. Just re-installed the whole shibang, with 2.7 patched on top of 2.62. Civics screen still crashing. Not sure how other people are playing 2.7 without hiccups?

Foul
You need to take the 2.6x civics screen and paste it over the current one. Then it works fine.
 
I wonder why some people (50%?) have crashes with new civics screen, while others have not.
(The civics screen of 2.71 didn't work with my system either, so I copied old 2.62 civicscreen.py over new one)
 
If you guys are using the WoC Lite stuff. There are some xml files that have to be in the main XML folder. I have not looked at copying things from the other versions.

If you just copy a non WoC version over the WoC version or vice verse I know you will have problems.
 
Slow progress so nothing to see here really but here you go, the latest patch notes:

Version 2.7WIPtest2:
Spoiler :


Mods
----
- Updated: RevolutionDCM 1.00->1.02, new DLL -> saved games from RoM v2.62 no longer compatible
- Updated: Advanced Combat Odds 0.4->1.00
- Added: Examine City at Conquest


Techs
-----
- Added: Siege Warfare
- Added: Ceremonial Burial
- Added: Fermentation
- Added: Mounted Archery
- Added: Cartography
- Added: Caste System
- Added: Vassalage
- Added: Aristocracy
- Added: Crop Rotation
- Added: Armored Cavalry
- Added: Anatomy
- Added: Algebra
- Added: Armor Crafting
- Added: Smithing
- Added: Telegraph
- Added: Microprocessor
- Added: Applied Economics
- Changed: Paper no longer allow Map trading, requires Guilds and education
- Changed: Navigation requires Map Making
- Changed: Monarchy requires Bronze Working instead of Military Training
- Changed: Monotheism req Priesthood moved from OR category to AND category
- Changed: Sacrifice Cult requires Mysticism
- Changed: Democracy requires Alphabet
- Changed: Sanitation classical tech
- Changed: Alphabet cost 300 -> 240
- Changed: Glass Blowing requires Bronze Working (2000BC in Egypt)
- Changed: Currency requires Writing and Metal Casting
- Changed: Civil Service requires Code of Laws
- Changed: Philosophy requires Literature
- Changed: Agricultural Tools button
- Changed: Political Philosophy requires Banking
- Changed: Compass requires Education or Clockworks, now Medieval era tech, cost 400->1400
- Changed: Optics requires now Invention, cost 750->1100
- Changed: Education is now Medieval era tech
- Changed: Music is now Classical era tech
- Changed: Chivalry requires Armored Cavalry
- Changed: Printing Press requires Invention instead of Machinery
- Changed: Divine Right requires Gunpowder
- Changed: Humanism requires Drama and Music
- Changed: Metallurgy requires Armor Crafting
- Changed: Grand War requires Nationalism
- Changed: Scientific Method now Renaissance tech
- Changed: Steam Power alternative requirement Scientific Method instead of Thermodynamics
- Changed: Thermodynamics alternative requirement Scientific method
- Changed: Steel requires Steam Power
- Changed: Semi-Automatic Weapons alternative requirement Steel
- Changed: Screw Propeller requires Steel instead of Steam Power
- Changed: Railroad requires Steel instead of Steam Power, no longer require Refining
- Changed: Refining requires Railroad
- Changed: Combustion requires Refining instead of Railroad
- Changed: Explosives requires Scientific Method
- Changed: Battlefield Medicine requires Anatomy
- Changed: Radio requires Telegraph
- Changed: Armored Vehicles requires now Motorized Transportation
- Changed: Amphibious Warfare requires Automatic Weapons, no longer require Armored Vehicles
- Changed: Sonar no longer has Electronics OR requirement
- Changed: Radar has Electronics as OR requirement, now Modern era tech
- Changed: Automatic Weapons requires Combustion instead of Industrialism
- Changed: Submarine Warfare requires Automatic Weapons
- Changed: Mechanized Warfare no longer require Modern Physics, requires Automatic Weapons
- Changed: Modern Physics no longer require Electronics, requires Flight
- Changed: Microchip renamed to Semiconductors
- Changed: Computer Networks requires Semiconductors
- Changed: Legalized Gambling is now Modern era tech
- Changed: Mass media is now Modern era tech
- Changed: Seismology is now Modern era tech
- Changed: Computers requires Modern Physics
- changed: Representative Democracy is now Renaissance Era tech
- Changed: Cloning now Modern era tech
- Changed: Human/Machine Interface now Modern era tech
- Changed: Automated traffic now Modern era tech
- Changed: Future era techs are now Transhuman era techs


Events
------
- Added: Silver Rain event (deadly Nanite Cloud event ;))
- Fixed: Interstate event uses Highways instead of Roads (thought I had this fixed in previous patch...)
- Changed: Forty thieves Marsh terrain check added (uses all terrain types)
- Changed: Impact crater Marsh terrain check added (uses all terrain types)
- changed: Holy ritual Marsh terrain check added (uses all terrain types)


Buildings
---------
- Added: Naval Yard (building upgrade path not finished yet for this building)
- Added: Siege Workshop
- Added: Knight's Stable
- Added: Cannon Forge
- Added: Foundry
- Added: Pharmacy
- Added: Telephone Network
- Changed: High Walls moved to Siege Warfare
- Changed: Bath House constructed 25% faster with the help of Lead (pipes)
- Changed: Sewer System constructed 25% faster with the help of Lead (pipes)
- Changed: Nuclear Plant requires Lead
- Changed: Hospital +1 health from Lead (used in X-ray machine, negates 1 unhealthiness from Lead)
- Changed: Supermarket +1 happiness from Tea
- Changed: Bazaar +1 happiness from Tea
- Changed: Fisherman's Hut +5% food with Shrimp
- Changed: Harbor +1 health with Shrimp
- Changed: Port +1 health with Shrimp, no longer require Harbor in city (allows player to skip Harbor building if already has access to Port, building upgrade line still works like before)
- Changed: Commercial Port +1 health with Shrimp, no longer require Port
- Changed: International Port +1 health with Shrimp, no longer require Commercial Port
- Changed: Sid's Sushi Restaurant +1 health with Shrimp, +4% food with Shrimp
- Changed: Manhattan Project graphics scaled down
- Changed: Armourer moved to Smithing
- Changed: Doctor's Office moved to Anatomy
- Changed: Custom House no longer require Toll House
- Changed: Drydock no longer require Shipyard
- Changed: Steel Mill no longer require Forge
- Changed: Mining Inc. Survey bonus production from Lead
- Changed: Rubber factory Lead OR-requirement added
- Changed: Coal Plant moved to Thermodynamics, requires also Assembly Line and Electricity
- Changed: Oil Plant requires Assembly line and Electricity
- changed: E-Bank has new graphics
- Changed: Alchemist's Lab has new graphics
- Changed: Forge production bonus 25%->15%
- Changed: Guildhall production bonus 20%->15%
- Changed: Airport has new graphics
- Changed: Agora has new graphics
- changed: Museum gives +1 happiness from Ancient Relics, +5% gold from Ancient Relics
- Changed: Fisherman's Hut AIWeight 0->10, Growth flavor 10->15
- Changed: Movie Theater requires Movies
- Changed: Glassmith no longer give gold bonus


Projects
--------
- Added: International Monetary Fund (IMF), enables World Bank national wonder for all players


Great Wonders
-------------
- Added: Djenne
- Changed: Pyramids moved to Ceremonial Burial (requires also Masonry)
- Changed: Apostolic Palace requires Papacy
- Changed: Statue of Liberty description shows civic requirement and that it requirescoastal city


National Wonders
----------------
- Added: World Bank, earn interest from your gold reserve
- Added: National TV-Station
- changed: Space Laboratory +50% science bonus removed (+1 science per specialist in all cities is huge bonus already)
- Changed: Ironworks coal yield bonus reduced from 50% to 25%, iron yield bonus reduced from 50% to 25%
- Changed: Computer Center science bonus 100%->50%


Units
-----
- Changed: Catapult units moved to Siege Warfare, require Siege Workshop in city
- Changed: Horse Archer units moved to Mounted Archery, upgrades only to Cuirassier
- Changed: Elephant rider str 8->5 (still effective against Mounted units with its 50% vs. mounted bonus)
- Changed: War Elephant units str 11->8
- Changed: Trade Caravan is now national unit, max 5 at a time
- Changed: Freight is now national unit, max 5 at a time
- Changed: Flak88 has now 1 move (though it's Immobile unit)
- Changed: Knight units require Armored Cavalry, no longer require Guilds
- Changed: Swordsman units requires Smithing
- Changed: Heavy Swordsman units require Armor Crafting
- Changed: Transport only defensive
- Changed: Landing Ship Tank only defensive
- changed: Traineddog disabled, no longer have Attack_city AI
- changed: Wardog no longer have Attack_city AI
- Changed: Spearman units have Attack_city AI
- Changed: Axeman units have Attack_city AI
- Changed: Aegis Cruiser moved to Globalization
- Changed: Modern Battleship moved to Semiconductors
- Changed: Trebuchet requires Siege Workshop in city, city attack bonus 100%->75%, has now attack and collateral UnitAIs
- Changed: Bombard requires Cannon Forge
- Changed: Cannon requires Cannon Forge
- Changed: Explorer moved to Writing, str 6->3
- Changed: Adventurer moved to Compass, str 17->7
- Changed: Guarddog str 11->7
- Changed: Sloop domain cargo land (people?)
- Changed: Torpedoboat domain cargo land (people?)
- Changed: Early Destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Modern destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Pre-dreadnought domain cargo land (troops, seaplanes or missiles?)
- Changed: Dreadnought domain cargo land (troops, seaplanes or missiles?)
- Changed: Battlecruiser domain cargo land (troops, seaplanes or missiles?)
- Changed: Battleship domain cargo land, carries missiles if given Transport promotions
- Changed: Modern Battleship domain cargo land, carries missiles if given Transport promotions
- Changed: Cuirassier str 22->21
- Changed: Cavalry units str 32->27



Resources
---------
- Added: Lead
- Added: Tea
- Added: Shrimp
- Added: Methane (ocean resource)
- Added: Geothermal energy (needs button+icon), increases output of Geothermal Factory (geothermal energy is available everywhere, just volcanic areas have it in abundance and it's easier to extract there)
- Changed: Salt unique range 5->3, placement order 5 -> 2
- Changed: Gold placement order 5->2, can appear on jungle/forest hill plot
- Changed: Silver placement order 5->2
- Changed: Ivory placement order 5->3, appearance 40->100
- Changed: Coal revealed with Steam Power
- Changed: Whales can be placed on Ocean plots which has Storm
- changed: Vulcanized/Synthetic Rubber button
- Changed: Ancient Temple renamed to Ancient Relics
- Changed: Steel new button and icon
- Changed: Sulphur should appear more often


Improvements
------------
- Added: Geothermal Factory
- Changed: Mine can extract Lead
- Changed: Shaft mine can extract Lead
- Changed: Apple Orchard moved to Fermentation
- Changed: Olive Orchard moved to Fermentation
- Changed: Plantation works on Tea
- Changed: Fishing Boats works on Shrimp
- Changed: Farm initial food bonus +1 food (was +2), gains +1 food from Crop Rotation tech
- Changed: Extraction facility can extract Methane from deep sea areas
- Changed: Ancient temple renamed to Archeological Site, new button


Religions
---------
- Changed: Hellenism founded with Aesthetics, spread factory 50->30
- Changed: Kemetism founded with Ceremonial Burial, spread factory 50->20
- Changed: Zoroastrianism spread factor 50->20
- Changed: Hinduism spread factor 50->30 (default BtS factor is 200)


Corporations
------------
- Changed: Mining Inc. accepts Lead resource


Python
------
- Added: OOSLogger (for logging Out of Sync errors in multiplayer games)
- Added: CvDiplomacy.py human player can now refuse to talk to other civs with "Cease bothering us!" comment, Player can ask the AI to cease contacting them. If the AI wants to contact the human player but has been told not to, the AI will behave as if the human player had rejected whatever request the AI was intending to make. This may either be no change in attitude, a change in attitude or perhaps an unexpected war declaration as well! All war declaration diplomacy contact and first contact meetings are not affected by this option. The AI behaviour is 100% BTS behaviour equivalent and so there is no change in the AI behaviour. The change is actually only an interface enhancement useful to the human player when there are a lot of insignificant AI's about that the human player does not want to communicate with. The do not bother status is not saved in the game state, so reloading or restarting will reset all do not bother status to back to vanilla contact behaviour. This is good, because there is a high likelihood that players will forget that they have told the AI to shut up between gaming sessions, and thus are wide open to unexpected surprises in diplomacy.
- Added: CvEventManager World Bank changes
- Changed: Tech screen can display more techs vertically, each era's techs shown with different colors (colors may need adjusting)
- Changed: Abandon city code no longer allow player to sell free buildings (those gained from wonders), checks text elements from xml (helps if translations made later), checks for unique worker/settler unit types, checks for civ's unique buildings, game define Building Cost percent included in calculations, check for Holy Shrines (these are not wonders in RoM), adjusts revolution index when religious buildings demolished (if revolution component is on), getNumBuildingClassInfos function does not seem to find modular buildings..
- Changed: Cityscreen now shows how many National and Great Wonders city has already built
- Changed: Civic screen scrolls now horizontally
- Changed: Changing player only allowed when cheat mode enabled
- Changed: Barbarian civ component checks units' city attack modifiers when deciding what units to give for city attacking (does not seem to have any effect in early game)
- Changed: CvGameUtils Inquisitor checks optimized bit
- Changed: CvGameUtils getUnitCostMod optimized
- Changed: CvGameUtils getBuildingCostMod optimized
- Changed: CvEventManager Building Upgrade lines optimized -> turns should be faster
- Fixed: Colonist and Pioneer should not cause OOS error anymore
- Fixed: Inquisition works correctly when Revolution component is disabled (CvGameUtils.py)
- Fixed: Revolutions no longer give national or team units to new civs
- Fixed: Barbarian civ component sets city attack unit to iAttackCity instead of iAttack
- Fixed: CvGameUtils UNIT_AUTOMATON -> UNIT_AUTOMATONS
- Fixed: Random event python canTriggerImmigrant was missing?!?! Could have been cause for some CTDs...


Civics
------
- Changed: Caste enabled with Caste System tech
- Changed: Vassalage enabled with Vassalage tech
- Changed: Nobility enabled with Aristocracy tech
- Changed: Church civic gives +1 health from Naghualism Monastery (Calmacec)
- Changed: Regulated moved to Applied Economics
- Changed: Slavery -1 happiness in largest cities
- Changed: Barter allows foreign trade routes now (think about Silk Road), does not allow Corporations, +25% gold in capital city
- Changed: Democracy moved to Representative Democracy tech
- Changed: Republic moved to Democracy tech
- Changed: Bourgeois moved to Aristocracy
- Changed: Charity moved to Trade
- Changed: Divine Cult moved to Ceremonial Burial
- Changed: Senated moved to Code of Laws
- Changed: Free Church moved to Papacy
- Changed: Federal moved to Social Contract
- Changed: Subsidized moved to Representative Democracy
- Changed: Free Market moved to Economics
- Changed: Public Works worker bonus 20%->25%


PlotLSystem
-----------
- Added: Tea plantation defines
- Added: Geothermal Factory defines
- Added: Transhuman era defines (same as with Future era)
- Changed: Workshop graphics swap to new building models when advancing to Future era, Modern/industrial eras uses now previous Modern/Future era graphics

CityLSystem
-----------
- Added: Transhuman era defines (same as with Future era)

Routes
------
- Changed: Cart Path does not give extra moves, only connects to resources
- Changed: Road 2 moves (3 after tech bonus)
- Changed: Paved Road 3 moves
- Changed: Highway 4 moves (6 after tech bonuses)


Promotions
----------
- Changed: Medic II requires Anatomy


Worldpicker
-----------
- Fixed: worldpicker now chooses suitable graphics for RoM_ mapscripts


Audio
-----
- Fixed: New religions use now correct movie sound files when religions are founded


Domestic advisor screen
-----------------------
- Added: Resources 2 page
- Added: Strategic resources 2 page
- Added: Military & Espionage buildings 2 page

Gamespeeds
----------
- Changed: Snail research percent increased from 500% to 700%, changed turn amount to 3000 so that the game ends at year AD2100
- changed: Marathon added 10 turns to Medieval timeline (60months*10=50years)
- Changed: Epic added 5 turns to Medieval timeline (120months*5=50years)
- Changed: Normal added 5 turns to Renaissance timeline (120months*5=50years)
- changed: quick added 1 turn to Medieval timeline and 1 turn to renaissance timeline (50years total)
- Changed: re-ordered speeds so that Snail is shown in Single Player -> Start Now menus (quick and blitz are way too fast anyway for this mod)

Game options
------------
- Changed: Advanced Combat Odds is ON by default (setting 1)
- Changed: Super Spy promotions are ON by default (Deceiver trait requires it to be on)
- Changed: Inquisitions are ON by default
- Changed: Battle effects are OFF by default

Game Defines
------------
- Changed: Max corporation prereq bonuses 5->6
- Changed: Initial city route type set to Cart Path


Sevopedia
---------
- Changed: Corporation pedia pages can now show corporation specific buildings and units


Movies
------
- Added: video for Global Stock Exchange wonder

Eras
----
- Added: Transhuman era between Modern era and Future era
- Changed: Barbarian units can appear on Renaissance era
- Changed: Future era values adjusted because Transhuman era has taken its previous values

Gametext
--------
- Fixed: Paradise Garden strategy entry
- Fixed: Athletics quote
- Fixed: Biological Warfare quote was defined twice
- Fixed: Screw Propeller strategy entry
- Added: Quotes for many techs
- Added: pedia for future era civics

Leaderheads
-----------
- Added: Transhuman diplo music defines for all leaders

Terrain
-------
- Changed: Desert can't find cities unless it's coastal or has fresh water source nearby, defense bonus -25%, movement cost 2->3
 
I like the looks of this, especially the new uses for ancient temples. Do you have any more plans for the lead resource? It has it's uses, but I think it could be expanded upon.
 
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