Version 2.7 discussion

Because that symbol, lightning bolt, is used to indicate that your city has electricity (power).

Fair enough then, so why not simply replace the lightning bolt in F7 with a large version of the silver disc symbol?

Also, when playing the RoM 28-civ Earth scenario, I noticed that my capacity to spin off new vassals from my overseas colonies disappeared when the 36th civilisation emerged from a barbarian city (at this point, I had 18 dead civs, 6 vassals and 11 other civs). I promptly wiped them out, but I was still unable to spin off an Australian vassal state to reduce my costs :(
 
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!)
In next test version the civic screen is vertically scrolling (WoC lite feature). The other benefit from WoC is the better modular system and with little tweaking most WoC modules can be converted to RoM - Johny also has a module from RoM so it could be added for example into RevDCM as a module (I haven't tested it yet). As you can see there's lots of possibilities...

@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.
There's Pharmacy building now giving more health (around industrial era start).

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?
Hellenism religion has been available with 2-3 different icon/button sets and it's possible I've forgotten to swap some button file (those have been changed couple times past couple years).

Civ colors are the same as in the original civ mod - I've only merged them into RoM as is and haven't touched the color settings.

Please don't add too many more religions...

IMO 11 is more than enough, or even too much
Because RoM 2.7 will have WoC Lite merged to it (RevDCM 2.0) the mod can support maximum of 138 religions and 138 corporations. I won't be adding new religions but with this kind of support other modders can make new religion modules to RoM easier. I rather add some new corporations...


The Transhuman era tech tree is about 50% redesigned so far ie. half of the techs are in place. Though all new techs are still empty. I think the most difficult part is done now ie. the transition from modern era to transhuman era and now just arranging rest of the transhuman techs is left to do. After that comes the new content for those techs...
 
I'm not sure what happened, but I downloaded the new 2.63 patch and installed it in a separate directory to check it out. Then I went back to my original 2.62 save-game and suddenly I can now view a city I've conquered before installing a governor.

Assuming that this function was not always available previously, I can only assume I accidentally installed the patch in my main game folder and that it doesn't corrupt previous saves!
 
Hello,

Having trouble running RoM on XP laptops - my Vista machine runs well. Trying to run the Megapak, but getting MAF's. Wondering if I'd have better luck with 2.62 non-megapak or 2.63 WoC lite or this 2.7 version. Any help would be appreciated - love what your doing...
 
Hello,

Having trouble running RoM on XP laptops - my Vista machine runs well. Trying to run the Megapak, but getting MAF's. Wondering if I'd have better luck with 2.62 non-megapak or 2.63 WoC lite or this 2.7 version. Any help would be appreciated - love what your doing...

A lot of people have trouble with the megapack and do fine with the others. It seems to work best on XP if you have the 64 bit version and a high end graphics card. There's a lot of info to deal with. I can't run the megapacks, but have a good time with 2.53 and WoC lite, about to try the 2.7 version. :)
 
I have a few ideas for expansion. I've never really liked the Spacerace victories, so how about the spaceship serves to shoot down nukes. Maybe have it be a little scaled back from all the parts you now have to build and eliminate the Manhatten Project wonder.

Also, how about dogs developing into elephants/horses into some other animals or cyborgs or something continuing this line.

I also was wondering if it is possible to upgrade units using city production instead of gold. Gold is sometimes hard to come by with corporations and maintenance costs. Keep up the good work...
 
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.
 
Oh yeah, where do I download the latest 2.7 test version? Maybe you need a sticky for each version up to its latest download and patching instructions? At least 2.5 onwards.
 
New Cultural Levels! Expanded City Radius!​

Would you be interested in merging the Mylon mod which has support for expanded cultural borders and new culture levels?

* * * * * * * *
From Mylon:
"* Tiles no longer get a boost to culture based on how far "inwards" they are. Previously, a foreign city would have to produce 20 more culture than another city to even start to overtake a tile one square into the border. 40 more culture to take 2 squares in, etc. With larger cultural borders and further ranges involved, this would make cultural conquest nearly impossible.
* Additional cultural levels added. A city will be able to influence another city of the same workable radius before expanding, at least.
* The check to see if a city can flip should now no longer check to see if the city is within cultural boundaries. That is, one can now flip a city they are no where near, if their culture is strong enough.
* Culture is more powerful. Culture extends much further and works over sea, it allows cities to work a larger radius. Culture no longer gets a bonus based on the radius. This means the plot a city is on produces as much culture as a plot far away from the city but within the culture radius. This makes controlling plots and city flipping easier. Also, cities produce culture according to their nationality makeup. Thus culture can bleed in from the borders to reach many more cities.

* * * * * * * *

Would love to see this -- it would definitely take ROM to the next level (and the best part is, the modding was already done by Mylon!)

Link: http://forums.civfanatics.com/downloads.php?do=file&id=9051

Thanks for such an awesome mod!!

Hope you decide to include this concept.
 
Oooh. I'm always in favour of better cultural support. I like my peaceful scientific/cultural games.
 
Oh yeah, where do I download the latest 2.7 test version? Maybe you need a sticky for each version up to its latest download and patching instructions? At least 2.5 onwards.

Just look inside this thread. Zappara announced it here.

(k, I understand that searching through 18 pages inst that much fun maybe... :P)
 
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 :)
 
Hi - great mod :)
I've got one problem though.
On mouse over divine cult in a doctrines advisor I have freeze - mouse id still active but has no actions, music is still playing.
It's on worlds bigger than normal. I have Vista.
Other doctrines are rather good.
 
Exchange civicscreen.py from ROM 2.7test1 with the civicscreen.py from ROM 2.6x....

That should solve the issue (at least it worked fine with me and a few other who had the same bug.)
 
Exchange civicscreen.py from ROM 2.7test1 with the civicscreen.py from ROM 2.6x....

That should solve the issue (at least it worked fine with me and a few other who had the same bug.)

It worked - thanks
 
All,

2.7 test1 works well on my XP machine where megapak did not.

Not sure about the cultural thing above. Culture is already a powerful trait, this would make it nearly unstoppable I think...
 
I must be doing something wrong with my culture then. Often neighbouring cities can have a majority of my culture in their cities and nothing happens for a long, long time.
 
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