Version 2.8 discussion

Hey Zappara, could you add Johny Smith's Specialist Stacker? It is right here, and it is python only. I think it would look better than the current way RoM displays specialists.
Hmm, that's already in RoM (stacker choice in BUG options). Though the Chevron choice is the only one (current default) that I've got to work in RoM. Python from those options have caused some headaches for me - because RoM adds new city specialists some adjustments have to be made for specialists code and I've had hard time trying to figure out how to "fix" them for RoM.
 
* - BTW, why are the effects of global warming always bad? I would think that it would cause as many ice tiles to thaw as fertile land to become desert, and higher CO2 killing trees makes no sense.

I have to agree, with global warming, I would expect ice at the poles to melt (new shipping lanes) and tundra to become marshes and grassland. In fact, the only land that should become desert are plains which do not have a forest and are not river adjacent. If possible, flooding (expansion of the ocean in land) could be an interesting, and devastating global warming event.
 
I have to agree, with global warming, I would expect ice at the poles to melt (new shipping lanes) and tundra to become marshes and grassland. In fact, the only land that should become desert are plains which do not have a forest and are not river adjacent. If possible, flooding (expansion of the ocean in land) could be an interesting, and devastating global warming event.

The next version of RevDCM should have Minorannoyances global warming merged in, which is much better than the current system.
 
I think it is nearly impossible to make AI grow forrests. It require a dll change just to allow human players to grow forrests (see jooyos terraforming mods) but I dont think the AI uses it.

Maybe just allowing chopping at a later stage than bronze working. Does anyone have examples of RL civilizations that chopped down huge areas of forrest before medieval era? Most improvements would have to be changed so they worked in forrests/jungles (though many already do). Another way to tackle it was to make growth of forrest much more aggresive than now. I think I read somewhere that Zappara allowed growth on tiles with a path now. Maybe expand that idea.

Personally I think the lumbermill is useless. A workshop is much more powerfull (especially with proletariat) and on the river the watermill is way too powerfull (IMO) being the same as a lumbermill but with 3 more food at my current stage in the game (with electricity)

The problem is with non-river flatland tiles - the AI is good at rivers (which is why the AI that luck into placing their cities on rivers dominate the other ones). By the time this problem becomes most acute, Proletarian is an obsolete civic in most games (agreed that it can be effective with workshops in the medieval period for a commerce boost - once one hits the trade route explosion, Prole commerce becomes relatively negligible, but again, forested workshops trump non-forested ones), as Caste is so strong once the happiness can be readily handled as it boosts both hammers and food so dramatically, and food boosts trade route revenue.

Once railroads can be built, lumbermills are far and away the optimal improvement for generic (non-river) flatland tiles. My Ironworks city often ends up being some backwater surrounded by tundra forests that takes off once railroaded lumbermills come in and corporations can supply the food. And, again, the health bonus is non-negligible, given AI Industrial health issues.

Until geothermal factories arrive, blank flatland can't compete. I like the delaying chopping idea, but am somewhat skeptical that the AI will ever resist the temptation to kill its golden geese.
 
The next version of RevDCM should have Minorannoyances global warming merged in, which is much better than the current system.

I've thought for a long time that global warming needed to be addressed, not sure what this one does but I've seen ones that make ice become tundra, tundra become grass, grass become plains, plains become dessert. I think there was also one where there was a chance that global cooling could occur..... basically the reverse of the above process.

Something like this would be great for Rom, Global warming definitely has a place in Civ but the current system is far too arbitrary and punishing.
 
I've thought for a long time that global warming needed to be addressed, not sure what this one does but I've seen ones that make ice become tundra, tundra become grass, grass become plains, plains become dessert. I think there was also one where there was a chance that global cooling could occur..... basically the reverse of the above process.

Something like this would be great for Rom, Global warming definitely has a place in Civ but the current system is far too arbitrary and punishing.

You just described his system, almost perfectly. It is in the modcomp forum.
 
Try my industry mod ;)



Depends if you want production or food. Workshop still gives more production, while lumbermill gives 1 more food.

After railroads (and before, given my usual tech path/civics), this is not the case. Certainly lumbermill always trumps flatland workshop.
 
Transhumans, transhumans... what do they do and what do they build? That has been the question I've found myself thinking often. Just finished reading Alistair Reynolds Pushing Ice scifi novel and it did give me few ideas but not to a same degree as his Century Rain did (Nanite clouds). One other cool weapon idea was in Vernor Vinge's The Peace War novel but I'm not sure if it could be implemented to Civ 4...
 
Transhumans, transhumans... what do they do and what do they build? That has been the question I've found myself thinking often. Just finished reading Alistair Reynolds Pushing Ice scifi novel and it did give me few ideas but not to a same degree as his Century Rain did (Nanite clouds). One other cool weapon idea was in Vernor Vinge's The Peace War novel but I'm not sure if it could be implemented to Civ 4...

Please do not come up with an "Inhibitors" random event triggered by launching the spaceship to Alpha Centauri.

("Well, the Fermi Paradox has an answer: something is killing off technological civilizations and it just noticed us.") :eek:
 
Please do not come up with an "Inhibitors" random event triggered by launching the spaceship to Alpha Centauri.

("Well, the Fermi Paradox has an answer: something is killing off technological civilizations and it just noticed us.") :eek:
:lol: I won't - The game doesn't progress that far into the future ;) I still got to read the newest book from that series... it's just not available here in library or the bookstores :(

But talking about random events - Transhuman era could use some new events as there is only couple specifically designed for it and it's the longest era currently in RoM so there's room for all kinds of events.
 
How about an Alien Invasion Event?

Starts out by a couple of scouts Events (could add an Area 51 World Wonder)
And finishes of by a major invasion that forces mankind to fight together to survive (Huge barbspawns with some sort of alien trooper/machinery)
Of course this would have to be almost at the end of the game.
 
But talking about random events - Transhuman era could use some new events as there is only couple specifically designed for it and it's the longest era currently in RoM so there's room for all kinds of events.

I'm not sure if the Cylons event from one of the Next War mods is in RoM. It spawns a number of Automatons inside the boundaries of the target civ. One thing I did notice that was disappointing was that it still seems to pick a random civ, since my civ was the only one that had the building/tech that triggered it at the time and it happened to a civ on another continent. It should be limited to whatever civ(s) has the tech/units/buildings that trigger it and only them.
 
How about an Alien Invasion Event?

Starts out by a couple of scouts Events (could add an Area 51 World Wonder)
And finishes of by a major invasion that forces mankind to fight together to survive (Huge barbspawns with some sort of alien trooper/machinery)
Of course this would have to be almost at the end of the game.

LOVE that idea! :goodjob:
 
Zappara, this summer I read Peter Hamilton's great novels.

In his world, he has the rejuvenation tech.

For reference and for your enjoyment:
Misspent Youth (90 or so years after present)

(about 300 years after abovementioned book
Pandora's Star
Judas Unchained

Void Trilogy
(Hadn't read them because book three is not out yet)
(About 1200 years after Judas Unchained
 
I love the alien invasion idea too!
 
I think at one stage there was an M-16 Halftrack which could be a WWII Mobile AA at Air Superiority along with the WWII fighters and bombers. Should have a technology requirement of motorized transport as well as one of the WWII land flight units though, to build the unit. I think if you could work out how to apply the AI from the SAM infantry to it, that would be cool, so it could protect stacks. Later on a Humvee should be produced to protect your stacks against air attack. They should be mobile and able to defend on the move like the SAM infantry.

Any chance about adding in helicopters that can be operated off cruisers and destroyers, and a land-based Shorts Sunderland or something for anti-submarine patrol? Should come with the WWII bomber tech. Should also require the submarine technology. Should also have a carrier-based anti-submarine aircraft that can search for any undersurface activity with a random possibility of spotting a submarine originally, that gets better in the modern age due to radar...
 
I have special events on (even though the majority of them are ridiculously underpowered for RoM, and many of the rest consist of "Oops, sorry, there goes that 50-turn-build!" with no option to save it - tho of course I keep 100 gold on hand at all times for those with an option. Lots of creative space left in events, let's say) to keep pre-Astronomy vessels where they belong and to preserve some land for a later Deity colonization race.

If my poor Triremes accidentally happen onto an ocean tile even in my own borders(!), they invariably hit Davy Jones Locker and this somehow causes a storm of three millenia duration. Going into world builder to try to fix a CTD, I notice that Ashurbanipal has somehow colonized a continent 10 ocean tiles from his own using only War Galleys and Galleys. Gilgamesh too has a city on that continent and managed to circumnavigate the earth around 2000 BC. Now I've just gotten a visit from a BtS deathstack conveyed by a convoy of 20 Assyrian Galleys who braved a 12 tile voyage on the high seas.

Pls include an option in 2.8 that allows choosing no ocean movement for ancient vessels. The current system is non-functional.
 
I have special events on (even though the majority of them are ridiculously underpowered for RoM, and many of the rest consist of "Oops, sorry, there goes that 50-turn-build!" with no option to save it - tho of course I keep 100 gold on hand at all times for those with an option. Lots of creative space left in events, let's say) to keep pre-Astronomy vessels where they belong and to preserve some land for a later Deity colonization race.

If my poor Triremes accidentally happen onto an ocean tile even in my own borders(!), they invariably hit Davy Jones Locker and this somehow causes a storm of three millenia duration. Going into world builder to try to fix a CTD, I notice that Ashurbanipal has somehow colonized a continent 10 ocean tiles from his own using only War Galleys and Galleys. Gilgamesh too has a city on that continent and managed to circumnavigate the earth around 2000 BC. Now I've just gotten a visit from a BtS deathstack conveyed by a convoy of 20 Assyrian Galleys who braved a 12 tile voyage on the high seas.

Pls include an option in 2.8 that allows choosing no ocean movement for ancient vessels. The current system is non-functional.

i'd have to agree i know there is a modmod to disable ocean movement for early units but it should be available as an option in game cause certain map types require it but others are better w/o...the modmod needs work anyways cause no ocean should mean no ocean not avoid all ocean except stormy ocean....actually storm should be an impassable terrain to simulate the fact that no sailor in right mind would head into a storm...except research vessels....hmmm idea for a national unit

also playing on deity allowing ocean for early vessels is a huge disadvantage to players cause ai ships will not sink at all and every player ship that even thinks of touching an ocean tile is lost
 
ya know i'm sitting here playing my game in the industrial era got a cpl factories built a few with power and global warming strikes.....my first thought is that needs to be changed cause global warming is a modern problem in the modern era not in the beginning of the industrial era

then i thought about it and was like maybe it represents an industrial accident..after all they happen

so here is my suggestion....make global warming a modern and later problem after all it takes a century or 2 to build up the co2 to actually have a problem, and then have an idustrial era and later accident problem would basically be same results just change the names to be more realistic

and a global cooling event should also be put in.......you know after a volcano event maybe for the next 50 turns chances of farms camps and pastures not producing as much and so on

i see multiple posts here but actually several hours went by
kk by several i meant a couple
 
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