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Version 2.7 discussion

Discussion in 'Civ4 - Rise of Mankind' started by zappara, Mar 20, 2009.

  1. thez

    thez Chieftain

    Joined:
    Mar 13, 2009
    Messages:
    6
    one thing I thought if you plan to do changes in the tech tree in 2.7

    make religions theyr own tech alltogether, this would allow people to have control over what religion they found when using the only one religion per civ option

    and if the tech is fairly cheap and branches off the tech that originally founds the religion it has no real change to the game itself
     
  2. reconverse

    reconverse Chieftain

    Joined:
    Jan 31, 2008
    Messages:
    27
    Location:
    Amsterdam
    First of all;
    Keep up the good work with ROM!!


    Some quick thoughts about corporations;

    Originally we have corps which reflect the real world. Like;
    Mining Inc. (mining indust.)
    Aluminium (metal/steel indust.)
    Stand. Eth. (power/oil, etc indust.)
    Civ. Jewel. (luxery goods, etc.)
    Construction
    etc.

    If you add corporations please add ones wich add to the list above.
    I was thinking about other real-world industries like;

    Entertainment Industry (allready there a bit, like the Hollywood and Rock N Roll)
    Trade Industry
    Weapons
    Financial
    Production Industry (all sorts of goods)
    Information/ data
    Service Industry
    etc.

    Maybe i'll work this idear out when at home tonight

    :)

    EDIT:

    Ow, and of course we cannot forget Global Crime/ Maffia ;)
     
  3. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
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    2,781
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    Finland
    :lol: It's not long ago when I was reading pedia from SMAC. Few things in current RoM are based on SMAC. On techs I do try to take bit more realistic approach but I'm still missing units/buildings/any stuff for all those 50+ new future techs. Once I know what stuff each tech can hold, I can start figuring out the tech tree order - All this is going to be very long task...

    I have already considered this and I probably add just 1 new tech for early religions and it will be either Ceremonial Burial or Astrology and it will found Amun-RA. There is not room in tech tree for more early religious techs and I don't want to go through the trouble of editing the whole tech tree just for adding couple techs very early game.
     
  4. tron47

    tron47 Chieftain

    Joined:
    Jan 7, 2009
    Messages:
    13
    This mod is SOOO great. Sadly, I am having lost interface issues.

    A few requests.
    1. Early bombers, perhaps available at the same time as early fighters. Graphics available.
    2. Please include trench infantry and storm trooper (modern grenadier) changes from zulu9812's rome mod.
    3. WWI motorized transport (trucks). Graphics available. Perhaps weak defend only, wheeled unit, carries 2 foot solders or artillery.
    4. Allow any land unit that carrys foot solders to tow artillery as well.
    5. WWII mechanized infantry (halftracks). Same attack and defense as infantry but move 2 and carrys 1 additional footsolder or towed artillery.
    6. WWII tracked artillery. Same as artillery but move 2.
    7. Please don't make UU's that aren't unique except in graphic. Make a generic heavy tank in CIV4UnitInfos, both name and description (UNIT_HEAVY_TANK) and use CIV4UnitArtStyleTypeInfos (ART_DEF_UNIT_HEAVY_TANK_M26) for custom graphics.
    8. Please make uppercase unit names standard.
    9. Please add the Shinto Religion, preferred by japan.
    10. Several American civs should have RELIGION_MESOAMERICANISM as preferred.
    11. Please add a way to convert coal to oil in a city. Synthetic Fuel Plant or Synthetic Fuels Inc. This was actually done in WWII.
    12. Add more WWI and WWII leaders. Woodrow Wilson, Kaiser Wilhelm, Tsar Nicholas II, Hitler, Hirohito, Franco, and Mussolini.
    13. Add more female leaders with more cooperative attitudes like Mansu Musa.
    14. Add more leaders for civs that only have one.
    15. I think trebs are a bit overpowered.
    16. WWII fighters and later should be deadly to ships.
    17. Early jets, like the Meteor, F-86, or the ME-262.
     
  5. zappara

    zappara Mod Designer

    Joined:
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    Look what I just found from CFC's download database: Modular Shinto religion for RoM 2.6 :lol: There's few others as well and looks like AAranda will be making more of them... Note that there will be some symbol issues with modular religions because gamefont files do not support modular format.


    This week I did something for v2.7 that has been on to-do list since the initial release version... I combined all building, promotion and civic buttons to bigger button atlas files (just like BtS has) so the mod doesn't need to load each button file, just 4 button collections. This should speed up loading times on all screens which need to show those buttons.
     
  6. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
    Feb 27, 2008
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    California, USA
    So will this Shinto add-on mod be added to the v2.7 Zappara? I think that would be cool.
     
  7. Dancing Hoskuld

    Dancing Hoskuld Deity

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    I could not get the sounds for the religions to work modular either. I do have a couple of sounds for Shinto. I tried the mod out and there are some minor graphics problems with the icons and the Himeji wonder movie was missing. Other than that it works.
     
  8. jooyo

    jooyo Warlord

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    Poland
    Sounds files are not modular so this must be change in RoM XML files.
     
  9. Dave_Oz

    Dave_Oz Chieftain

    Joined:
    Jan 12, 2009
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    86
    one thing i noticed, is that only spearmen get built quicker from having resources like Obsidian and copper, it doesn't affect archers or swordsmen or any later units at all.

    Will this be included? So say, Macemen have a production bonus with Iron, and Riflemen with ammunition, sulphur, and so on?
     
  10. Francky42

    Francky42 Chieftain

    Joined:
    Aug 13, 2007
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    Location:
    FRANCE
    I LOVE THIS MOD !!!

    is it possible to add terraforming tech (for change desert to plain for example) and sea towns like in an other mod (see genetic area for warlords)

    Great work my dear !
     
  11. jooyo

    jooyo Warlord

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    Terraforming module you can find in my Gameplay Addon here.
    Sea cities like it was in Genetic era i planning to add to next version of my addon. :)
     
  12. jooyo

    jooyo Warlord

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    Terraforming module you can find in my Better Gameplay Addon here.
    Sea cities like it was in Genetic era i planning to add to next version of my addon. :)
     
  13. Francky42

    Francky42 Chieftain

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    YYEEEEEEEEEPEEEEEEEEEEEE !

    Wonderful ! thanks a lot my dear !
     
  14. Chiyochan

    Chiyochan King

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    I really dont agree with the bonuses on it,
    http://en.wikipedia.org/wiki/Shinto
    wiki isn't exactly a perfect source but I'm quite sure if shinto was inherently war like it would have been shown some light in this guide.
     
  15. xmen510

    xmen510 Emperor

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    No, Shinto itself is not Warlike, however the Japanese Culture at the time was. Perhaps the person is combining the two aspects.
     
  16. Shai_Halud

    Shai_Halud Warlord

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    GA, USA
    If any religion should be added I'd make it Sikhism. It's the 5th largest in the world and even has a nifty symbol. Also, since it was founded in the 15th century, It wouldn't add to the already religiously cluttered Ancient and Classical eras. After that Vodun would finally give us a religion for tribal Africa. Then there's Asatru and finally Shinto. Don't get me wrong, I like Shinto as a modular religions though I wish AAranda had given their buildings the standard benefits. However, Buddhism already represents Japan and Shinto has only about 2.8 million followers, and is of little influence outside Japan. I think it is better as a modular, optional religion than one of the religions which need to be added into the Main game.
     
  17. royal62184

    royal62184 Prince

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    Oak Ridge, TN
    @ zappara
    I know that in the past you tried or had (I forget) the terraforming aspect in your mod. I remember you saying that it was hard to make the AI use it properly. Since then have you learned more about modding to allow the AI to properly use this by any chance? I've seen several requests for this over the months surfing this forum and it continues to up here and there. Just wondering if its possible with your current knowledge of modding to put terraforming in the game and let the AI use it properly.
     
  18. jooyo

    jooyo Warlord

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    In new version of my addon I'll add some AI for terraforming. Computer'll terraform hard terrains like desert, tundra, march etc. In current version AI don't using it. My modding skill is basic/average and I can only add/modify simple SDK code. I think modding AI in Civ4 is very, very hard and i don't have skills to add new behavior for computer players.
     
  19. Shai_Halud

    Shai_Halud Warlord

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    GA, USA
     
  20. little_cyclone

    little_cyclone Loyal Civ4 & C2C mod player

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    I like this idea, using ammo as a bonus to production, instead of having ammunition as a requirement for construction, for those times when sulphur doesn't spawn. :rolleyes: Or is that situation being looked into and rectified? :) Maybe a 5% production bonus per ammunition resouce, capped at 20-25%? And a larger bonus per sulphur? And to off set the bonus, make the Ordinance Factories a more expensive build, provide less regular hammers, or increased Unhealthiness maybe?

    Also, along this line of thought, maybe a production bonus for aircraft with aluminum, a bonus for ships with iron?

    Any chance of ever getting a "high grade lumber" resource (to put in forests obviously) that would increase the yield in hammers of that spot, as well as a bonus in production to Archers, wooden ships?

    On the conversation of corporations, in light of recent events why not make an automobile corporation? Or two so they could compete! :D Require iron, rubber, oil, maybe another thing or two (I'll be honest, I'm just thinking out loud at this point ;) ), and dispense gold and culture in cities where they are present.

    At any rate, just my $0.02, some great ideas being generated here. :goodjob:
     

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