Version 2.8 discussion

Yes there will be beta soon - after I've included most of

This might be of interest as well. Best tech tree ever.

I think I remember seeing that game but never played it myself. Can't remember what its tech tree was like.

You know what had an awesome tech tree? Outpost, the original one not Outpost 2. It had everything!!!

In above changes you might notice the spearman change and the new Javelineer unit type which upgrades to spearman. I hope this change finally settles the issues with spearman unit.

Another unit addition is the AA Halftrack which was requested few times - I finally found graphics for such unit. ;)

Thank you thank you thank you for the Javelineer!!!

I also noticed that the Assyrian have a battering ram replacement for a catapult.

Could you please make the battering ram a general unit for all civs along with a converted greek sling thrower as a pre-archery unit? So like early on it would be ...

- Warrior
- Javelineer
- Slinger

That way you can still have the triangle of who kills who with the melee/polearm/archer.

I suppose it might be neat to have like a "hunting dog" as a pre-mounted unit right before "war dog".

Maybe it would be available with just animal husbandry and hunting techs and require no resources. Then make its stats half of what the "war dog" is.

I mean really you have a whole category for animal units. It would be cool to have more types.

Heck what about like a future dog unit when all the cloning gene splicing is going on. Like have a super attack dog equivalent of super soldier. Or even a cyborg dog or robot dog.

Or rather than having the guard dog upgrade to police have it upgrade to "police dog". And have the police unit on its own upgrade path.

So it could be ...

Hunting Dog -> War Dog -> Guard Dog -> Police Dog -> Cybog Dog -> Sentient Dog

I wish i could find the picture but there was a comic in which a dog and cat iin the future were made to become super soldiers and wore mech suits. Their minds were enhanced and they achieved sentience and eventually went rogue not wanting to kill for their masters.
 
I have got idea about very early game.
I think that could be nice to put settling as one of the very first technologies. It would allow true nomad lifestyle for those, who wanted to. This is the tough one. Tell me if it is possible, so I could write some of my ideas about no-city economy.
Other idea - technologies for building settlers/other city. Primitive tribes didnt really care about life outside they village/camp - those who leave home are no more part of tribe.
 
I have got idea about very early game.
I think that could be nice to put settling as one of the very first technologies. It would allow true nomad lifestyle for those, who wanted to. This is the tough one. Tell me if it is possible, so I could write some of my ideas about no-city economy.
Other idea - technologies for building settlers/other city. Primitive tribes didnt really care about life outside they village/camp - those who leave home are no more part of tribe.

Gewar reminds me that in my humble opinion the Nomad leader trait is rather limiting. I find that when you consider what a huge benefit the others like Humanitarian with its + :health: and + :) it really benefits a society more than just a free Flank promotion...

Also on a side note speaking of nomadic people, has anyone done a Hun tribe? from http://en.wikipedia.org/wiki/Huns we all are familiar with Attila and i am very surprised they are not part of the regular firaxis make up from the start... this was a very large and very impacting tribe. from the wiki: "The Western Hunnic Empire stretched from the steppes of Central Asia into modern Germany, and from the Black Sea to the Baltic Sea". this may be part of the mega pack or some other pack or modmod but for me the Huns deserve incorporation right into the main mod as a prime leader/tribe/civ choice...

Tying both of these together, if there is a Nomadic leader trait and using the Hun wiki that states "The Huns kept herds of cattle, horses, goats, and sheep. Their other sources of food consisted of wild game and the roots of wild plants" then how about a plus to Nomadic usage of those resources -- a plus to perhaps :hammers: :traderoute: :health: in addition to the basic promo and double production of Ger, Butchery and Tannery. In fact since Nomads are key to horses, i would suggest a Stable and other horse benefit as well... imagine if Nomads got +50% horse production or something game balance acceptable?

:thanx:
 
@munky
The idea of nomadic lifestyle isn't to build mobile army, but to have mobile cities.
It could give an in early game - if you lack of resources, need base near enemys borders or want to run away from big army - simply pack your stuff and replace city. But you couldn't construct no buildings etc.
 
IMO if they are still moving around then they are not a civilisation. farming and building around the farming is how every civilisation started. however if the barbarians were nomadic that would be cool.

I think the huns are represented with a random event (atilla the hun is rising up a barbarian horde against civilisation, loads of barbarian units spawn somewhere) But a civilisation for them would be cool.
 
I have got idea about very early game.
I think that could be nice to put settling as one of the very first technologies. It would allow true nomad lifestyle for those, who wanted to. This is the tough one. Tell me if it is possible, so I could write some of my ideas about no-city economy.
Other idea - technologies for building settlers/other city. Primitive tribes didnt really care about life outside they village/camp - those who leave home are no more part of tribe.

if you think about it settling is the first tech....if you read what it says about your civ at the very beginning of game you'd know that the game starts right at that point where you no longer are nomadic and are ready to settle down and start a civilization to stand the test of time
 
if you think about it settling is the first tech....if you read what it says about your civ at the very beginning of game you'd know that the game starts right at that point where you no longer are nomadic and are ready to settle down and start a civilization to stand the test of time

there is that early mod, i think called Stone Age, that breaks down a lot of the eras before regular civ takes off... see it at http://forums.civfanatics.com/showthread.php?t=327654.

agreed that "Civilization" is more of a city/resource/nationhood thing but Nomads with moving cities -- does this have any historical correlation with the American Indian, aka First Americans? Did they have mobility to their tribes? And it could be argued that you can be a civilization without cities, at least as thought of as urban population centers? Nomads for example could be capped at a max city size of 6. But that city could be dismantled and moved? <crazy thoughts> :crazyeye::crazyeye::crazyeye:

A moving city, regardless of Nomad or not, has a whole different fascination to it! Heck, a modern aircraft carrier has over 4,000 servicemen and women on it... maybe the city could be on the back of giant living turtle? (or like the one in Lexx?)...
 
ya i've read about that mod but havint played....but thats kinda my point seems your ideas belong in own mod...not that there bad but rom is more like a much deeper science and future tech mod and adding stuff like that would add another 1k turns in beginning of game b4 you even got to whats great about this mod....now if it was a module i'd suggest starting at 9kbc and maybe redoing the turns so that snail is 5k turns
 
Hello, I've got a suggestion for modmod. If that was already written, I apologise.

Don't know is it possible (I'm not a modder), but I'd love to see something like natural wonders in game. Unique terrain types which may appear on map at the start, marked like some random events like black pearls. They may give some minimal boost, for example:
volcano Etna, which may explode and destroy nearby city (or cause a lot of damage), but terrains near volcano gives +2 food or something like that.
second thought, Darien jungle, unpassable tiles of jungle, or maybe passable, but enemy units may "vanish" in the jungle.

If it is possible, I can give some more examples (coral reef, galopagos islands etc). I am just sick about this anonymous terrains... only plains, plains, plains, peak, plains, plains, water :)

Sorry if I made some mistakes in writing, english is my second language and I am nota a linguist.
 
Zappara, I would love to see these new unit formations added to RoM, as they seem to work well, and look really nice. (The best part is it's all XML)
 
I understand the proposition in last page about making UN and Spaceship not finish the game. What the guy is trying to say is that if RoM has a future era and those victory conditions usually make most games finish in the modern era them one would have to disable those victory conditions to play the future era.

If those victory conditions most be disabled to play future them an option could be created to integrate their mechanics without them resulting in victory. So, one could have the UN without the Diplomatic Victory and a Space Race to Alpha Centauri with other game benefits instead of just winning the game.

As i never finished a RoM game, i'm not sure if the diplomatic part was addressed. I know that the spaceship techs were pushed forward, addressing the problem for Spaceship Victory.
 
You know what had an awesome tech tree? Outpost, the original one not Outpost 2. It had everything!!!



Thank you thank you thank you for the Javelineer!!!

I also noticed that the Assyrian have a battering ram replacement for a catapult.

Could you please make the battering ram a general unit for all civs along with a converted greek sling thrower as a pre-archery unit? So like early on it would be ...

- Warrior
- Javelineer
- Slinger

That way you can still have the triangle of who kills who with the melee/polearm/archer.

I suppose it might be neat to have like a "hunting dog" as a pre-mounted unit right before "war dog".

Maybe it would be available with just animal husbandry and hunting techs and require no resources. Then make its stats half of what the "war dog" is.

I mean really you have a whole category for animal units. It would be cool to have more types.

Heck what about like a future dog unit when all the cloning gene splicing is going on. Like have a super attack dog equivalent of super soldier. Or even a cyborg dog or robot dog.

Or rather than having the guard dog upgrade to police have it upgrade to "police dog". And have the police unit on its own upgrade path.

So it could be ...

Hunting Dog -> War Dog -> Guard Dog -> Police Dog -> Cybog Dog -> Sentient Dog

I wish i could find the picture but there was a comic in which a dog and cat iin the future were made to become super soldiers and wore mech suits. Their minds were enhanced and they achieved sentience and eventually went rogue not wanting to kill for their masters.
I barely remember Outpost, yet alone its tech tree. Anyway I'm satisfied with RoM's techtree now and I don't have any need to modify it further - more techs can be added by modmods if someone likes to make such modmods... I do have 2 different techtree related ideas for modmods that I could do once RoM is complete (3.0 perhaps) though I don't know yet if I want to make those "RoM expansions". ;)

Previous RoM versions did have Trained Dog unit that upgraded to Wardogs. The unit was disabled in v2.7 because of some issues with RevDCM components.

Hello, I've got a suggestion for modmod. If that was already written, I apologise.

Don't know is it possible (I'm not a modder), but I'd love to see something like natural wonders in game. Unique terrain types which may appear on map at the start, marked like some random events like black pearls. They may give some minimal boost, for example:
volcano Etna, which may explode and destroy nearby city (or cause a lot of damage), but terrains near volcano gives +2 food or something like that.
second thought, Darien jungle, unpassable tiles of jungle, or maybe passable, but enemy units may "vanish" in the jungle.

If it is possible, I can give some more examples (coral reef, galopagos islands etc). I am just sick about this anonymous terrains... only plains, plains, plains, peak, plains, plains, water :)

Sorry if I made some mistakes in writing, english is my second language and I am nota a linguist.
While it would be cool to have more diverse terrain, you probably don't know how complicated it is to add new terrain types - biggest difficulty is editing all the mapscripts to support those terrains and as it is in RoM now, support for Marsh terrain is still missing from some scripts. The other difficult part is the actual terrain graphics, some artist would have to make new terrain types and edit all the existing types to work with those. Terrain features are bit easier to add and I could perhaps add such as Leaf, Pine and Mangrove forest types, though there's no graphics for Mangrove forests.

Zappara, I would love to see these new unit formations added to RoM, as they seem to work well, and look really nice. (The best part is it's all XML)
While it would be cool to have those formations it would cause extra burden for computers as huge amount of new polygons would be needed to be drawn and thus MAF problems would occur more likely. I think RoM is already pushing the limit with the amount of graphics.

I understand the proposition in last page about making UN and Spaceship not finish the game. What the guy is trying to say is that if RoM has a future era and those victory conditions usually make most games finish in the modern era them one would have to disable those victory conditions to play the future era.

If those victory conditions most be disabled to play future them an option could be created to integrate their mechanics without them resulting in victory. So, one could have the UN without the Diplomatic Victory and a Space Race to Alpha Centauri with other game benefits instead of just winning the game.
Spaceship requires access to the last few Transhuman techs so basically you need to discover all the techs if you want to win Space victory.
 
Zappara, I would love to see these new unit formations added to RoM, as they seem to work well, and look really nice. (The best part is it's all XML)
Does this mean it could be made into a modmod?
 
btw the Huns exists in CivGold as Hunnia, for those like me wanting to see the Huns included as a primary civilization choice... wonder if that is a simple port over... :rolleyes:

i cant play a CivGold cause its too simple... humbly appreciated effort, just more of a RoM guy but right now with the problems multiplayer, i have "gone into the woods" and not playing so much but i do look forward to the next RoM version and hopefully a RevDCM stability boost! :sad:
 
I think that it would be really nice if you could use apostolic palace to declare war on heathens in your own lands. (As you got some cities with your own state religion, and a heathen religion.) It would result in civil war but you could get rid of those "wrong" religions (if you can win, of course). Though there should be penalty with having many religions in city (if not secular/folklore).
 
aye the spaceship is near end so not a big deal but sometimes just gettin that far requuires use of the diplo voting ..ie no nukes...so is it possible to make the apostolic palace...for religious warss... and un buildable w/o having diplo victory on
 
If there are going to be penalties for "wrong" religion in cities them a Inquisitor unit will be need.

Not only that. I think mechanics for religions would need to be expanded to make more sense with the new system.

Maybe a % system like or a city having one or more main religions and other minor ones.
 
Not only that. I think mechanics for religions would need to be expanded to make more sense with the new system.

Maybe a % system like or a city having one or more main religions and other minor ones.

I think that good system would be a little chance to disapear non-state religion from your cities (unles you have folklore or secular). So not supported religion could completely disapear after ages - today nobody (or nearly nobody) belives in Zeus or Thor.
It could also be possible to add more religions (in example from AArana's modmod) without unballancing gameplay.
Chance for disapearing non-state religions could depend on civics but also on kind of state religion (polytheist religions could be more tolerant as well as east philosophy (confucionism or something))
 
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