Version 2.7 discussion

@Zappara, it just dawned on me, you are from a cold climate - which may explain why your mod has very little use for incense except for religious purposes. Even now in hot climates like India there are people who sell incense smoke to shop owners! Before air fresheners and the like, incense was one way to get rid of bad odours. Something needs to be done to make this resource one that the AI will work/improve even if it won't trade much for it. Currently in 2.7Test1 the AI will ignore plots with incense on them and you can only give it away in trade.

Also, there was a huge incense monopoly in classical and medieval times. Incense was historically a big trade item.
 
Re: culture -- you can change the defensive bonuses culture gives, and increase the expansion caps for the higher levels. There's definitely ways to balance this to prevent culture from being the "end-all" to the game.

Perhaps the easiest way is to make it an optional mod like Revolutions where people can have it off who don't want the expanded culture radius.

My pet peeve in Civ 4 is around how the borders are determined...I like having a little more "cushion" for how long it takes invaders to actually start attacking my city (not to mention it'll make it more fair for the AI too!)
 
Hey anybody else find that researching techs early on goes quickly? I haven't built any units or buildings and researched 3 techs? Just wondering if anyone else gets that feeling. Doesn't feel like much time between researching tech to do anything with units or buildings constantly moving to newer tech and leaving older ones.

Maybe add longer game options like overload2.0 has sage options I think 2000 turns?
 
Hey by the way I love your mod. Fyi my I'm running standard maps 1680/1050 res 2g ddr ram, nvidia 7900gs sli 512, 3g dual core, xp sp3, Haven't got any errors or crashes and almost to modern era.

I wish I could play larger maps but for now I'm getting good results with standard and rather my graphics pumped up and speed flowing then play a maps I know will crash.

Again just wanted to say Thank you for great mod will post again if I find any bugs.
 
Hey anybody else find that researching techs early on goes quickly? I haven't built any units or buildings and researched 3 techs? Just wondering if anyone else gets that feeling. Doesn't feel like much time between researching tech to do anything with units or buildings constantly moving to newer tech and leaving older ones.

Maybe add longer game options like overload2.0 has sage options I think 2000 turns?

I find Snail (speed option) to be surprising good in balancing out the games. I tried Eternal by the modmodder but it was WAY too long so I decide to stick with Snail.

Of course, since this game (Civ 4) is really just a "what-if" sim game, it is completely up to you what speed you want :).
 
@Zappara, it just dawned on me, you are from a cold climate - which may explain why your mod has very little use for incense except for religious purposes. Even now in hot climates like India there are people who sell incense smoke to shop owners! Before air fresheners and the like, incense was one way to get rid of bad odours. Something needs to be done to make this resource one that the AI will work/improve even if it won't trade much for it. Currently in 2.7Test1 the AI will ignore plots with incense on them and you can only give it away in trade.

Also, there was a huge incense monopoly in classical and medieval times. Incense was historically a big trade item.
This was something that hadn't occurred to me as it's true that I'm living in cold climate and also in one of the cleanest countries in the world. So +1 health from incense with some building class would be good bonus for it?

I would quite to see RoM end at 2100 AD if you're playing a time victory. The distinct futuristic theme of the mod should be dignified with a later finish, methinks.
I think it was in the last patch notes that I posted some time ago that the game length has been increased due to tech changes. The game will end at 2100AD with all game speeds in v2.7.

Oooh. I'm always in favour of better cultural support. I like my peaceful scientific/cultural games.
There might be Scientific victory condition in v2.7... ;)

In addition to my suggestion for ending at 2100 AD, rather than 2050 AD, perhaps you could also adapt Machu Picchu from El Triturador's Stone age mod (unless he also adapted from somewhere else), which makes a city between two mountains to be awesome :)
Machu Picchu was mod component released before Stone Age mod. I got it somewhere on my hd but haven't added it to RoM yet - it's one of those python wonders that I can now add since I'm bit more familiar with python now than a year ago.

Maybe add longer game options like overload2.0 has sage options I think 2000 turns?
RoM's snail speed has 3000+ turns. It's available in custom game menu in current RoM versions.

if you want new corps, you can betatest the 5 new ones I created for 2.63 ;-)

They are practically done except for some minor graphic changes (alpha channels on small logos on the citybar)

http://forums.civfanatics.com/showthread.php?t=321561
Aye, I'll test those when I got some time. I can probably merge font icons to v2.7 so that the modules work right away without any extra hassle.


This week there hasn't been any progress for RoM v2.7 yet, just because I've been busy with real life stuff and last couple evenings I've spent time on building new computer - no more MAF problems for me in late game as I got now computer with quad core processor + 8GB RAM + 64bit OS. :D
 
I still get MAF issues when loading RoM 2.63, but then I only have a dual-core processor and 4 GB of RAM :P
 
This was something that hadn't occurred to me as it's true that I'm living in cold climate and also in one of the cleanest countries in the world. So +1 health from incense with some building class would be good bonus for it?

Is it possible to have a bonus on a building become obsolete? If so a +1 health for incense on the bazzar which becomes obsolete with refrigeration may be a solution.

Machu Picchu was mod component released before Stone Age mod. I got it somewhere on my hd but haven't added it to RoM yet - it's one of those python wonders that I can now add since I'm bit more familiar with python now than a year ago.

I have been doing some work on many of the Python Wonders to make them modular using the method in BUG. Unfortunately real life has intruded and I am still missing something obvious in Python. I hope to get back to it next week. The advantage of making it BUG modular is that there is no changes to the main python code and just one change in an XML file. Not quite as good as modular XML but integration is easier.
 
My specs are...

Athlon x64 dual core 2.3ghz
3gb
ati 1250
using two bits of vista (32 and 64) and just using 64-bit for civ 4 of course

but I also added a twist to 64-bit from GEM mod's suggestion thread somewhere that said I needed to download CFC Explorer and modify the .exe files for Civ4, civ4 warlords, and civ 4 bts to address more than 2gb ram. Had no MAFs ever since.

I play gigantic map (SLOW TURNOVER! but cool because of size)
and snail speed
using hemisphere map for now (two massive continents, regular islands).

Edit: Was called away from my computer so this reply is a few hours late so sorry :D.
 
I am running on windows vista32bit and I experienced a simulatable error.
I was moving my pointer back and forth over prophet civic to compare if I should switch to the civic; then the program froze.
 
zappara wrote:This week there hasn't been any progress for RoM v2.7 yet, just because I've been busy with real life stuff and last couple evenings I've spent time on building new computer - no more MAF problems for me in late game as I got now computer with quad core processor + 8GB RAM + 64bit OS.

What OS?

Since I built my new computer,(Intel Dual core wolfshead E7400 2.8ghz, 8GB of DDR2 1066 ram, Radeon HD4650 vid card 512mb of DDR3, and 500GB HD, Win XP Pro 64bit SP2c), RoM just flows.

I play Huge, Archipelago, with 8 AI, No Vassals, No REVDCM or any of its components, version 2.7test1 (<-It's a Good build!).

JosEPh :)
 
version 2.7test1 (<-It's a Good build!).
JosEPh :)

True! (Aside of the civicscreen.py bug [which was solved within hours] its the most stable ROM version ever...which means solely every 100-150 turns a CTD if I dont clear cache in between-- and I play with 12 civ huge REV and BarbCiv on, using only 2GB Ram)
 
Most stable if you had CTD?
I'm playing in the last half year with 2.5 without CTD. Large and huge map, marathon and snal speed, 20-25 starting civ. So I thing this mean stability.
 
further to my previous report in #373, it seems like this occurs in all occasions when I point to any religion civics. other types of civics are fine.
 
So far 2.5 wins the stability vote from me. I play it single player and multiplayer for hours with the rare OOS (maybe once very couple of sessions) and hardly a blip otherwise. I love the new interface with 2.6 and 2.7 that I've messed with, but stability in Multiplayer is the most important - a group of us put hours and hours over weeks into a game, we want it to RUN without a lot of trouble and not to have to start over due to crashes.

Now, starting over because our land is simply unplayable and the AI are cheating b*(&%*&'s! .... that's just part of the game! Never seen so many supposedly grown men threatening to throw their keyboards through their computers - built just to handle Civ IV at that! lol
 
iron clad doesn't seem to have any reason of existance.

compared with iron frigate, advantage of iron clad is so limited (increased city bombardment, less costly) although given it is proportionally weaker cost doesn't seem to be advantageous.
but there are just so many downsides, (oh gosh... just so many DOWNS,) that you would only want to use iron clad as a last resort when you don't have sulfer but have coal.

historically, iron clad was much more commonly built, and it shouldn't be listed as last resort unit. these small coastal defense ships were equipped with large cannons equivalent to battleships. consequently, it lacked maneuverbility and speed, but on quiet coastal sea it was as strong as cruisers and significantly cheaper.

following this historical context, I suggest increasing strength of iron clad to that equivalent to iron frigate, and mark iron clad as a slow, cost-effective coastal patrol unit.
 
Hello, playing your mod about two years, thanks a lot! :)
Is were some way to integrate mod "Better BTS AI 0.75" to this version ? :)
 
I got to Steam Power for making a Calvary, but then i looked back and saw that Mounted Archery/Heraldry/Chivalry have not been researched yet?? Dont know if anyone asked this before, too many threads to look at.
 
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