Version 2.8 discussion

Some civics need to be adjusted.


Feudal: Take the +2 commerce per farm off, it is ridicilious. ( it is now +1 food +2 commerce farms, while proletat gives +2 to farms/pasture/workshop.)

Marxist: Maybe +2 happiness per city, and -1happiness per city if other civ has this civic, while you don't. +10% production in every city.

Free Church: different religions should cause _more_ rebelliouness, maybe +20% to GP instead of 30%. Different religions should get -1 happiness per religion, no bonuses from other religions buildings. - 10% science, + 10% culture.

Intolerant: different religions should cause way more rebelliouness, maybe -40% science, -20% GP, but you gain a religion spefic promotion to your unit, and +2xp (so starts with 2xp/religion spefic promo,
I also would like to see inquistion promo, which gives the unit -(insert number)% defence, but gives the ability to remove religions. (so no need for inquistiors, until when you are preparing in the war.) cities with different religions should get -3 happiness per religion. Maybe population loss on inquistion.

Secular: Unable to produce missionary units. (Because there is no state religion, why would the state pay for get their religion spread?)

Atheist: More the religions, more the rebelliouness. Could not get any bonuses from religionary buildings, wonders (expect culture) or units. (Could not spread religion). Maybe +10% to science bonus. Maybe some science buildings that add happiness?

Maybe posting something after a good sleep, but what do you think?

Ps: Sorry for my terrible english, I hope you can read (and understand) that list.
 
Chicken and Soy! to very wide spread foods yet somehow not in game
 
can we get that Field Of View off the main screen? i find that i accidentally hit it every now and then and wham! i get this 100% massive display because i was chasing a buddies ping in that upper right corner...

do folks like me just adjust this once and then let it go? could we perhaps move it somewhere else? if folks are constantly sliding the FOV then my apologies...

i for one would be satisfied with it in the options menu, i usually go with 50% and never touch it again...
 
The FOV slider can be turned off through the BUG options -- the BUG options can be accessed through a little button on the upper left.

Foul
 
I've already tried it and the concept seems to work well, but I was thinking more in the lines of a mod mod for RoM. Not a direct conversion to all of it's mechanics.

Yeah and Fictionalization, is pretty much dead-ish, so that's why I didn't mention it.

As the creator of the mod, I can assure you that it's not dead. It's merely on a brief hiatus while I'm on vacation. I'll be back to work on it in a week or so.

And I certainly have plans to expand the superhero features of the mod in future installments.
 
2 ideas:
1. great spies should be able to research techs that give spies abilities
2. great generals should be able to research military techs(this would similate the massive advances that have been made in rl due to war

now a question: is it possible to use a building twice? as in copy and paste in the building xml file then change the name and what it does but leave the rest so that it uses the same icons and stuff....cause you see i can alter the xml files easily enough but when it comes to the rest i'm blonde
 
now a question: is it possible to use a building twice? as in copy and paste in the building xml file then change the name and what it does but leave the rest so that it uses the same icons and stuff....cause you see i can alter the xml files easily enough but when it comes to the rest i'm blonde
Yes, it's possible. See Farmscraper I - III buildings in v2.71. ;)


@everyone

Yesterday I spent many hours with RoM and as a result I got BUG mod 4.0 merged to it. I used BUG's SVN version so it might not be the final 4.0 release version but I'm sure it's pretty close. There's few python issues still to sort out but so far no major problems - except religion screen which was fully updated in this BUG version and it can handle only 7 religions and RoM has 11 so I need to figure out how to get that new page scrolling... or I'll have to return the old version if I can't solve this problem.

Other changes that I got done yesterday was to add new construct sounds for 90 buildings. Huge thanks to Supercheese for making them.

And last but not least change was to add support for French, germany, spain and italy. Though translations are still incomplete but the mod should be playable now with any language (English text shown if translation is missing). Thanks to Nevermind for providing the text elements for merge operation. :)

Oh, I also added MLF entries from the Universal MLF thread to keep modmodders happy ;)

Edit: Forgot one thing. I adjusted UnitAIs for almost all ships (few ships had wrong ones before) and hope that this will fix the "waiting for civs" problem which was reported to be caused by some naval units.
 
Edit: Forgot one thing. I adjusted UnitAIs for almost all ships (few ships had wrong ones before) and hope that this will fix the "waiting for civs" problem which was reported to be caused by some naval units.

Great News!!!

Could you perhaps release a temporary fix, in form of just the updated file(s) asap, please?
I would like to start a game with the new fix already in place, without worrying it might get stuck in late medival age - expecting that doesn't motivate me to start a new game anymore at all---
(and I don't know when you will release 2.8, as it might be a month without civ or so for me, regarding to release of the updated versions of the BetterAI etc you want to merge?) :/
 
Great News!!!

Could you perhaps release a temporary fix, in form of just the updated file(s) asap, please?
I would like to start a game with the new fix already in place, without worrying it might get stuck in late medival age - expecting that doesn't motivate me to start a new game anymore at all---
(and I don't know when you will release 2.8, as it might be a month without civ or so for me, regarding to release of the updated versions of the BetterAI etc you want to merge?) :/
I guess I could do that - I'll have to merge those changes to v2.71 unit xml file as v2.8 file has some new units as well so you'll get just 1 new xml file instead of bigger zip file with new graphics etc. Note that I haven't tested those changes so I don't know if those will actually have any effect on that bug. Few ship UnitAI changes were necessary as for example couple ships/subs that are able to carry missiles didn't have missile carrier unitAI. I hope that this will resolve some issues with AI ships but there might be still other (xml/python/SDK) bugs that could cause the 'waiting' bug. I'll try to get the file ready by tomorrow at some time - today I'm just too exhausted as I spent the day in forest with chainsaw...
 
I think the Light Swordsman needs a counter. How about giving the Axmen a 25% :strength:bonus against Light Swordsman. What is the purpose of the Arena? Except for it’s 1xp for melee units it is just like another colosseum.
 
I hope that this will resolve some issues with AI ships but there might be still other (xml/python/SDK) bugs that could cause the 'waiting' bug. I'll try to get the file ready by tomorrow at some time - today I'm just too exhausted as I spent the day in forest with chainsaw...

Thank you very much for all your efforts, Zap. I wish you a good nights sleep!
And when the file is out tomorrow, I guess it's my turn to test it work, gonna be a night without sleep for me then...^^
 
Trust me, I know what that feels like.:sad:

try five days in the forest with a axe, I was aching for about a week afterward, course I did have big muscles afterward
 
Zap, could I suggest that you replace the regular (early) aircraft carrier unit in RoM with the one from the Simulacrum mod here:

http://forums.civfanatics.com/showthread.php?t=326525

(Check the third pic down on the first post and you can see it.)

I think this is a good representation of a WW2 era carrier and would differentiate between the early carrier and nuclear (modern) supercarrier already in RoM. At the moment both the regular and nuclear carriers use the same model, which isn't realistic and makes them hard to distinguish.

There may be some other units in the Simulacrum mod that you might want to port as well. The formations overhaul and improvements resizing in that mod are both pretty cool too.
 
Zap, could I suggest that you replace the regular (early) aircraft carrier unit in RoM with the one from the Simulacrum mod here:

http://forums.civfanatics.com/showthread.php?t=326525

(Check the third pic down on the first post and you can see it.)

I think this is a good representation of a WW2 era carrier and would differentiate between the early carrier and nuclear (modern) supercarrier already in RoM. At the moment both the regular and nuclear carriers use the same model, which isn't realistic and makes them hard to distinguish.

There may be some other units in the Simulacrum mod that you might want to port as well. The formations overhaul and improvements resizing in that mod are both pretty cool too.

I just looked at those unit formations, and I would love to see them in RoM as well. Nice find.
 
We are getting way offtopic, but why an axe?

smack in the middle of nowhere, no place to charge batteries, was building a Dining Hall with some fellow Boy Scouts, was fun, good team building lesson
 
Here's the Unit xml file with the unitAI fixes plus few other tweaks. Unzip it to 'Rise of Mankind\Assets\XML\Units' folder and overwrite the file there.

@Munger

I'm aware of the fact that Carriers do not have yet specific graphics. It's one of those things that didn't make it to the v2.7 releases but I do intend to change the unit graphics for them. I think I got several other choices for graphics than what can be seen in the pic you suggested. ;) Besides those units, the ethnic unit graphics set still have lot of work to do but there are more important things that I'll have to take care of first...
 

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