Version 2.7 discussion

Any mods that involve changes in the DLL file are no longer working; since ROM is one of them, I'm not surprised.

and gamespy will not let me play now with the version 3.17 -- the version that allowed RoM and LoR to work... so I HAVE TO go to 3.19?

my hope is that multiplay will become better as a result of the patch, but i have no coding evidence to this hope. :eek:
 
If you installed the new patch just redownload 3.17, reinstall BTS (you don't have to uninstall vanilla) and apply 3.17. That will let you play mods again.
 
I just uploaded fixed Gamefonts for v2.7test2 as the fonts included in the v2.7test2 were bit buggy and had quality issues. These are better quality and these also include all custom religion & corporation icons used by Vincentz's and AAranda's modmods (though alpha channel needs some work for few icons still).

Yesterday I did lots of testing and made tweaks and fixes to Inquisition. AI players were using them way too much so I had to put some new rules for them (AI had bit loose rules for their use) - this should fix one "gold exploit" and make AI players focus on other things than removing non-state religions all the time from their cities. I left the game to run on AI autoplay overnight and looks like it's quite stable now - no python errors etc. occurred during testing.

Also the Barbarian Civ component has been adjusted. When minor turns into full civ, the amount of units spawned for new civ is halved (needs some tests to verify this).

Besides those changes, I tuned down some building's gold % bonuses from later eras. Enhanced bit Communist and Planned civics and addressed the strength issues with Mailed Knights and swordsman units.
 
Minor Bug.

When you build research Canals the Screen that shows the tech and what it allows has for swamp removal: TEXT_BUILD_SWAMP_REMOVAL_Something. This also shows up during play when you remove a marsh/swamp.

Glad to see the fonts get fixed.


JosEPh
 
I have an idea for a corporation we could add.

Soren clockworks: consumes gold, silver, lead and copper
gives 5% production boneses and 5% from trade routes. Competes with civilized jewelers. What do you guys think about it?
 
I like that idea - would it be built by an engineer or an artist?
 
There is something wrong with the new fonts.

I must not be seeing it DH? The fonts look clean to me. The original 2.7.2 looked like a bad photo copy of a bad photo copy, like the copier at the office! :cringe:

This looks clean in comparison.

JosEPh :)
 
I must not be seeing it DH? The fonts look clean to me. The original 2.7.2 looked like a bad photo copy of a bad photo copy, like the copier at the office! :cringe:

This looks clean in comparison.

JosEPh :)

The icons gets mixed. ie the coal icon becomming the new symbol for christianity or something like that. When creating my corps I ran into a lot of that.
Solution : When creating a new icon/alpha make a selection inside the pink box. That is then the working area and when alpha'ing the icon they pencil/brush cannot screw up by putting that single invisible pixel that will screw everything up.
 
Hey Zappara, which file controls building upgrade paths? I'm trying to make it so that bakeries don't upgrade to food processing plants in my modmod.
 
I would have thought whichever technology makes Town Clocks available, plus Corporation of course.

I'd still love to see mediaeval corporations, accessed under Guilds, for some mediaeval commercial goodness.
 
How about Replaceable Parts or Miniaturisation then? Both reflect the difficulty of mass-producing all those fiddly parts.
 
Further to my post on something wrong with fonts file. In the screen shots the first icon - connected to trade network, and the last icon are now different with the new fonts. Unfortunately I don't have both shots from the same game.
 
@ Zappara

ROM 2.7test2, 1500 AD, Epic, perfectworld2 (is it possible to put marsh on perfectworld2?), No crashes :) With more than 30 civs the game runs surprisingly fast :)
LOVING IT! Every new update of rom is a new game that requires new strategies (especially monarchy surprised me)

Only problems is the "photocopy" gamefonts and no events (though I'm always unlucky with those, burning forrests, forges and factories). Maybe put (B)Irrigation Canals to (T)Canal Systems. Would make sense to me.
 
hi zappara can i suggest you something about a "little" (XD) changing in the civics?
i don't understand why there is a "state church" civic already and not a 'teocracy' civic.
because there's a lot of differences between a state ruled by a king with the support of the church (like the states in italy before 1800 or the kingdom of spain, etc.) and a state ruled only by the church (like the Vatican or Tibet, etc.)

what do you think about it? ^.^
 
There is something wrong with the new fonts.
Yes, there is a problem. It seems to be in Gamefont75.tga files alpha channel as there's some pixels on places where they aren't suppose to be. Will fix it for v2.7beta.

Hey Zappara, which file controls building upgrade paths? I'm trying to make it so that bakeries don't upgrade to food processing plants in my modmod.
CvEventManager.py and CvGameUtils.py. Also SevoBuilding.py defines some text changes for building upgrade path building pedias.

hi zappara can i suggest you something about a "little" (XD) changing in the civics?
i don't understand why there is a "state church" civic already and not a 'teocracy' civic.
because there's a lot of differences between a state ruled by a king with the support of the church (like the states in italy before 1800 or the kingdom of spain, etc.) and a state ruled only by the church (like the Vatican or Tibet, etc.)

what do you think about it? ^.^
I think you'd need to read through this thread which includes about half year long discussion about the RoM civics and why those seen in the mod were chosen.
 
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