Version 2.7 discussion

DRJ.

Which part is not true?

Did you turn on All options? Or are they all on by default? Mine were not.

At the time that zappara put out 2.6Full he was advising against use REVDCM, BarbCiv, and Start as Minor as there was a problem and a new .dll for REV or Better AI was coming out soon. I don't recall if he advised against those options when 2.7test1 was put out for testing. But they were/are Off by default with the version I'm using.

Point being that most users with CTDs are using REVDCM and it's components. And those same users have 32bit OSs with vid cards 256MB ram or less.

JosEPh :)

If you're not having problems with those options, then :cool: !
 
Genghis Kai has an elegant solution for this in his mod.

http://forums.civfanatics.com/showpost.php?p=7161548&postcount=67

Basically, you don't gain trade routes from techs anymore, but certain buildings (like markets) grant them. The end result is that trade is just as powerful as before, but takes more effort to set up. Maybe something like this could be tried in ROM.

Actually, at the stage of the game where you get the free trade routes, they aren't so broken, as my research is usually somewhere between 12-4 turns at that stage. It's only once I get the IPorts, and even worse, Commercial Airports, up that trade gets silly. The original International Port was designed to be a national wonder, if I'm not mistaken, which is why its so broken in half when spammable, especially now that it doesn't eat food.

It is true that once one has 4 or more auto trade routes and pioneers to found pop 4 cities throughout the Perfect World open territory (sub-Deity, this is the stage of the game where the AI just totally loses it, so they're slow colonizing the new land), and hotels back home to pay their maintenance, that such cities may also be contributing to the explosion.

On Deity, the AI just colonizes you with a stack of 30-50 units heavily fortified with overpowered artillery, so the "race for the new world" never really materializes at any difficulty. I did have one nice Deity game where I started out isolated, but other than that, the Perfect World map has unfortunately turned out to be a disappointment, mostly due to AI ineptitude on Immortal and less, but exacerbated by overpowered commerce options from Navigation on.

Just curious, why don't the barbarians found cities on the "New Worlds" of the Perfect World map? That could be at least marginally more interesting.
 
Also, with the "max hammers" strategy I play, getting trade routes through buildings is not that hard, although that would reduce the free trade routes in new cities. Pioneer cities goosed with Mining Inc. and Sid's/Cereal Mills do get up to speed remarkably fast though.
 
This week I've been fighting with gamefonts once again and I really hate editing those files... argh!!! Anyway, after getting blood pressure and stress level up because of those files, I took couple days off from RoM modding and actually played other games. Then today I finally got the fonts working and modding goes smoothly once again. :)

Few things that were added this week were some new future techs, new future era sea improvements, new resources, building tweaks and few other minor things.
 
I'm sure you're aware already, but a new version of Better AI (0.70) was released a week or two ago. :)

Foul
 
I'm sure you're aware already, but a new version of Better AI (0.70) was released a week or two ago. :)

Foul
Yes, i know. I've already merged RevDCM 2.0 (WoC Lite) to my mod - it has Better AI 0.70.
 
It's too crowded! :mad:
War, what's it good for? :mad:
We demand Liberalism! :mad:
We demand RoM 2.7!!! :mad::mad::mad::mad::mad::mad::mad:

:D
 
Recommendation

If you build a cart path on a tile i think it takes 4 turns on marathon. If you build a road on a tile that has a cart path or doesn't have a cart path it still takes 5 turns. I'm ok paying the gold, but if a tile already has a road type on it, I was thinking that a reduction in worker turns for the upgrade road would be reduced. So in summary:

Worker turns for cart path on a tile w/ no road of any kind - 4 turns
Worker turns for road on a tile w/ no road of any kind - 5 turns
Worker turns for road on a tile that already has a cart path - 2 turns?

Just a recommendation. Let me know what you think.
 
Hey men, have you thought about adding some features of RoM Expansion to 2.7 (without the megapack of course)???

Although has some little uncomplete things, there lots of unit improvements and graphics and so. I specially like the WWI type units :)

Regards ;)
 
It's too crowded! :mad:
War, what's it good for? :mad:
We demand Liberalism! :mad:
We demand RoM 2.7!!! :mad::mad::mad::mad::mad::mad::mad:

Good things come to those who wait.

I do not mind long wait times between RoM updates, it allows me to finish games.

Although has some little uncomplete things, there lots of unit improvements and graphics and so. I specially like the WWI type units :)

Graphics creation takes time and sometimes is lucked into. However, there are many duplicate Buttons, which should be fixed. Maybe a list of the duplicates should be made and creation divided between a few RoM regulars who can create Buttons?

I agree that some more units are needed. There needs to be a Gunpowder Unit which is between Rifleman and Infantry to represent WWI infantry. There should also be a Gunpowder Unit between Modern Infantry (Mid-Cold War era) and Future Infantry. Finally, there should be a Siege Unit after Rocket Artillery.

I also have a Modern Era tech suggestion: Terrorism (Req. Guerrilla Warfare and Mass Media). It allows for an upgraded Guerrilla unit (Insurgent?) as a weaker and cheaper alternative to Mercenary Infantry and a Gunpowder Unit which can attack without declaring war which starts with Kamikaze tor represent suicide bombing.
 
hi zap,

any chance of adding two units from legends of revolution. in particular APCs and airmobile infantry?

ggm
 
Graphics creation takes time and sometimes is lucked into. However, there are many duplicate Buttons, which should be fixed. Maybe a list of the duplicates should be made and creation divided between a few RoM regulars who can create Buttons?

I agree that some more units are needed. There needs to be a Gunpowder Unit which is between Rifleman and Infantry to represent WWI infantry. There should also be a Gunpowder Unit between Modern Infantry (Mid-Cold War era) and Future Infantry. Finally, there should be a Siege Unit after Rocket Artillery.

I also have a Modern Era tech suggestion: Terrorism (Req. Guerrilla Warfare and Mass Media). It allows for an upgraded Guerrilla unit (Insurgent?) as a weaker and cheaper alternative to Mercenary Infantry and a Gunpowder Unit which can attack without declaring war which starts with Kamikaze tor represent suicide bombing.

Since that units you mentioned are already added in ROME so the extra work is half made, is there any reason to not including them in RoM ? :confused:

Regards ;)
 
I'm guessing that with the Civic screen difficulties mentioned, the terribly squeezed civic options have been addressed.

I'm in favour of having another religion added, such as Shintoism, because 12 is a much nicer number than 11, but not of having too many added, for fear of making religions so common as to be passé.

Are the improved graphics a complete replacer or can some of the Blue Planet stuff be added safely?

The wonder "Edinburgh's Castle" should be just "Edinburgh Castle", since that's its name in the fair Granite City :) (Well, fair-ish, provided it isn't chucking it down and you aren't constantly bombarded with bagpipe music!)
 
Hi, me again about the tech speed :)

I played several games now with 2.62 and 2.63 on monarch level (snail, tech factor 750, normal size map).

The tech speed is doing fine up to the moment where you get the monasteries: since your :science: points are getting +10%:science: for each monestary and since RoM has nearly double the religions then BtS the tech is really boosting from there. If you're "collecting" religions as I do the AI is hopelessly lost :) The year is 1357, I just reached the Industrial Age while the computer players are just leaving Classic ...

So I suggest lowering the science bonus of monastaries in 2.7 to 5%:science: or even a fixed rate of 2:science:.


Another tricky thing with the monastaries are the happyness and health bonueses - in my current monarch game I have all relegions and all relegious buildings in all my cities. A normal city has now hapiness and health between 60 and 70 while the cities are "just" about size 30-40 in the Renaisance Era.

So overall I fear with the raise of the religions the effects of all religious buildings must be lowered to keep the game balanced.


What do you think?
 
What do you think?

Play with "limited religion" on (you can only find 1 religion in a game)
and adjust your difficulty mode to emperor or immortal and use "start as minors" (that's what I did and it worked very well).
 
Play with "limited religion" on (you can only find 1 religion in a game)
and adjust your difficulty mode to emperor or immortal and use "start as minors" (that's what I did and it worked very well).

How does start as minors work on Deity?
 
I'm in favour of having another religion added, such as Shintoism, because 12 is a much nicer number than 11, but not of having too many added, for fear of making religions so common as to be passé.

Banzai! Modular Shinto It does have issues thought (including it as part of RoM basic is 1/3 done), the buildings don't spread religion (other than the shrine, fix below, just overwrite the XML file) and it uses the Cereal Mills icon and messes up the other corporate icons (game is still playable).

I am aware the maker of this mod creator made a module adding more religions, but my computer is not great and the map size I play on cannot handle more than 12 religions.

@Tekener
No problems with Monasteries IMO. I agree with DRJ. However, one late Industrial tech should give a Health bonus, by early Modern, my cities near floodplains or without forests (due to the "genius" of the AI) become unhealthy even with a large pool of resources and all the health upgrades.
 
Hi men, there's no need to add ROME to your mod, it can be manually added with no problems (eliminating the CTDs).

If all of you want I can post a simple guide to How to implement ROME without problems but I don't know if post here or where (in another sticky post for example? :confused:).

Regards ;)
 
Ooh - a thought. Why does Hellenism use those odd silver discs as the city-symbol of its religion when F7 show its to be a dramatic stroke of lightning?

Also, why is the Siamese cultural territory in white when Mongkut's name is in a sort of mid-blue?
 
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