Version 2.7 discussion

Looking forward to it :)
 
How about experience points for Spies once the Scotland Yard (great spy) is located in a city? Keep getting my techs and other bad things happening to my cities because my spies can't catch other spies. Thanks!
 
When you tune buildings, have a look at shield costs for factories and such. A Chemical Plant costs the same as a Manufacturing plant while the latter yields a much bigger production bonus.

Then a more radical question: Chemical Plants, Rubber Factories etc. all produce special resources. Can't you delete them and i.e. make having a Filling Factory a requirement for building Infantry?
 
Rubber factories are a requirement for Motorcycles, Jeep, and Armored car iirc.

Chemical plant helped fill a production increase need without extra "unhealthyness" which was becoming quite strong a few versions ago.

Filling factory Was a requirement at one point for infantry. That may have changed since the 2.6 iterations have been produced.

JosEPh
 
Is their a way to prioritize your specialists? I want Scientist, than Merchants. Yet whenever my cities grow it naturally goes enginners or great spys. Having to manually go thorough each time is very annoying.
 
Units that can be drafted can't have resource requirements - I think it caused CTDs in earlier RoM versions and that's why infantries no longer have ammo requirement.

you could always make the factory, double production of the unit right?
 
Units that can be drafted can't have resource requirements - I think it caused CTDs in earlier RoM versions and that's why infantries no longer have ammo requirement.
OK, I stand corrected. Infantry was a bad example. But it's about the idea: trade the production of a resource for the requirement of a city improvement to build a unit.
 
OK, I stand corrected. Infantry was a bad example. But it's about the idea: trade the production of a resource for the requirement of a city improvement to build a unit.
This idea has been used in RoM f.ex. in v2.7test2 Catapult/Trebuchet require building in city before you can build them, same for Bombards. However I think this idea shouldn't be applied to units which can be basically trained anywhere as long as the resources they need can be delivered to them, which fits to most infantry units. You could say same about mechanized units, some city makes tanks from resources and then delivers them to another city where army is training people to use them. I think that Barracks/Garrison would be the most suitable building type for training any type military unit and that units should require some resources, it doesn't matter where those resources are produced. The building req. for units should be only used only in certain cases ie. where it's needed to keep the game balanced.
 
I just downloaded, installed and done a test run on 3.19....BTS none-modded save games load fine but ROM crashes. I certainly hope there won't be a lot of work involved with conversion.

One thing I like about this patch is CD no longer needed to run game, most excellent news for the lazily disabled like me!
 
What a turn-up for the books. A lot of mods are going to need to be tweaked!
 
This idea has been used in RoM f.ex. in v2.7test2 Catapult/Trebuchet require building in city before you can build them, same for Bombards. However I think this idea shouldn't be applied to units which can be basically trained anywhere as long as the resources they need can be delivered to them, which fits to most infantry units. You could say same about mechanized units, some city makes tanks from resources and then delivers them to another city where army is training people to use them. I think that Barracks/Garrison would be the most suitable building type for training any type military unit and that units should require some resources, it doesn't matter where those resources are produced. The building req. for units should be only used only in certain cases ie. where it's needed to keep the game balanced.

The only unfortunate thing with having a building required to build a unit is that you have to move units into the city to upgrade them to the unit also. Since I am a builder rather than a fighter I tend to just have one cities that can build artillery. Between wars I need to move all my artillery, usually about 6 units, back to the city to upgrade them.
 
The only unfortunate thing with having a building required to build a unit is that you have to move units into the city to upgrade them to the unit also. Since I am a builder rather than a fighter I tend to just have one cities that can build artillery. Between wars I need to move all my artillery, usually about 6 units, back to the city to upgrade them.

Im not sure about 2.7(2) but I tried once to chain all units to buildings (2.5 or 2.62 dont remember), and I think that you only need 1 building in any city but it needs to be connected to your trade route. So if you capture a seaside city and have the required building in your capital, i think that should be enough to make an upgrade in the newly captured city.
I think it would be awesome to actually have to have a barrack to build infantry or a smith to build swordsmen or a stable for horsemen/knights, a factory for tanks/planes, etc, but as I recall f.ex with the ships, I made the caravel+ require the shipbuilder and Ironships+ require the drydock, which resulted in the AI building triremes in modern age from the small towns that didnt have drydocks. That I could solve now, but not back then as my modding skills where VERY limited at the time. Sollution : Have a unit in each era that dosnt require any building. F.ex. the guerilla as infantry, the privateer as wooden ship, some sort of (pirate) gunboat at ironship age etc etc.
Might do a mod when 2.7 is finished.
 
So, looking at all the beautiful work done by zap and others, and now face the fact that the new firaxis bts patch kills all un-official mods! Just a warning for the dumb, weak or feckless.

So some one want tell me why they released a patch that kills a years worth of cool mods for all multiplayer?
 
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