Version 2.8 discussion

No new land resources to RoM (do I repeat myself? :rolleyes: ) and I don't want to go through huge changes to resource system - I've worked with it over 2.5years now and it's good enough for me! :lol: Modmodders can make changes to the resource names if they wish... ;)
 
No new land resources to RoM (do I repeat myself? :rolleyes: ) and I don't want to go through huge changes to resource system - I've worked with it over 2.5years now and it's good enough for me! :lol: Modmodders can make changes to the resource names if they wish... ;)

just theoretical conversations here, and i for one am very happy with the RoM resources, its a main reason if i boot up any other mod i cant play with the old vanilla resources. :goodjob:

but it doesnt stop me from thinking... :confused: (can anyone link me any modmods specific to resources?? -- gratis)

i still like your concepts of pipelines... i can almost picture a graphic similar to the aqueducts. and someday canals. and someday flying monkeys? ;)
 
I've downloaded Fall From Heaven 2 mod not long ago and I admit it, it's very good, (even though I don't like all this troll and wizard stuff) But a particular concept has got me thinking that it would work nicely with ROM. The trait I'm talking about is how the great generals work in FFH2. You can chose any unit to have them "assign" the great general to, and you can "unassign" them at anytime and assign them onto another unit.

Has this ever been tried on ROM?
 
:D:D:DThere are way to few land-based resources in this mod... :D:D:D

Yes that is too bad, perhaps if Civ4 allowed building cities on/under water that would give many new possibilities but alas, we're stuck with this until Activision maybe decides to make Call To Power 3!
 
I have a request for the 2.8 release, which I heard it'll be in the next 2 weeks: Zap, do you mind posting links for the changelogs of mods that are part of RoM and suffered updates from 2.7 to 2.8, like RevDCM and BUG/BULL?
 
all right Zap, if you want a load to make you really think who are these idiots that play your wonderful mod, think of this notion: After so many years of Future Tech the Einstein notion of fighting the Third World War with Sticks come true and the world gets a 2012 cataclysm causing everything to go back to beginning, techs torn down to Stone Tools and The Wheel. :hmm: Massive return to the begin game so to speak...

everything goes back to the Stone Ages on the map, scores remain semi-effected. :spank:

see what esoterical bullshitty fun i have with it all! :drool:

work with me here... Ignore is a Thread Option by the way. :spear:
 
all right Zap, if you want a load to make you really think who are these idiots that play your wonderful mod, think of this notion: After so many years of Future Tech the Einstein notion of fighting the Third World War with Sticks come true and the world gets a 2012 cataclysm causing everything to go back to beginning, techs torn down to Stone Tools and The Wheel. :hmm: Massive return to the begin game so to speak...

everything goes back to the Stone Ages on the map, scores remain semi-effected. :spank:

see what esoterical bullshitty fun i have with it all! :drool:

work with me here... Ignore is a Thread Option by the way. :spear:

There is no way to "unlearn" a technology, once you've obtained it. I know some other Post-Apocalyptic mods tried it, but I don't think they got anywhere...
 
There is no way to "unlearn" a technology, once you've obtained it. I know some other Post-Apocalyptic mods tried it, but I don't think they got anywhere...

darn it will anyone talk theoretical with me here? :sad:

OK keep all technologies but return to a primordial ooze...

just a thought. especially with that 2012 movie about the Mayan prophecy for apocalypse coming out.

its that Mad Max thought. "I Am Legend" stuff... its half the sci-fi novels ever written. :nuke: (see http://postapocalypticmovies.com/)

AHA! WE UNLEARNED GREEK FIRE! take that Afforess and ye infinite wisdom... :lol: where is your greek fire now... you mighty wizard and your Balrog defeat... should have stayed gray if you asked me...

balrog_468x351.jpg
 
They call it Napalm now ;)

My nr.1 on the wishlist is still a massive War of the Worlds event.
Call it Alien Invasion or 4th of july or whatever. Could be build up with scout encounters and Area51's

this reminds me of Maxis' SimCity where there were the Tornado, Earthquake, Alien Invasion type of calamities...

imagine that nugget in Civ.
 
I have been playing RoM for nearly 3 weeks now. Its hands down the best thing that happened to Civ4 since release. The difference of religions, let alone that simple tweak that a city cannot build more then X wonders adds a whole new level of depth to the game; There is no way I am going back to vanilla after this.

Having played at least 10-15 games till about the industrial era I would like to take this opportunity to offer the following suggestions;

1) As per vanilla civ, I feel that roads should offer increased movement upon discovery of engineering. The reason behind this is that it becomes impossible to move troops around a large empire without having paved roads. While I recognize the historical accuracy of the advantage that paved roads offered (think roman empire - thats how they ruled the ancient world) I feel that not having a SLIGHT increase until railroads is too far fetched. So I would like to suggest the following middleground suggestion:

I suggest that upon discovery of engineering standard roads should give a movement rate increase to 1/3 of movement cost (up from 1/2 as per vanilla) and for paved roads I suggest 1/5 movement cost (up from 1/3). That way paved roads are still valued as the important advantage that they offered in historic terms.

2) Observatories: I feel that while its accurate that you need to be able to have glass to construct observatories, the fact of the matter is that unlike in the real world, stone is far too uncommon a resource in Civ4 for it to be usable by the majority of civs. It gives too much of an advantage to civs with stone (on top of the advantage they already have with paved roads!). My suggestion is again middle ground:

I) Double the construction cost of observatories

II) Allow civs without glass to construct observatories

III) Civs with glass construct observatories at double speed (thus the standard cost of current observatories)

Beyond that I feel the mod is great and don't have any other suggestions to offer until I have played at least a few games well into the modern era. Will be looking forward to that 2.8 version with the improved AI.
 
There is no way to "unlearn" a technology, once you've obtained it. I know some other Post-Apocalyptic mods tried it, but I don't think they got anywhere...

How about obsolve every unit, building, give penatlies opposite to all bonuses (for example - workers works 50% slower) etc?
I don't know if you can obsolve things like workers ability to make some kind of improvements.
And than you will not learn from the beginning, but continue tech tree with similar technologies (there would be many artifacts on the Earth, so I don't think post-apocaliptyc people would go same path as ancients)
 
I've downloaded Fall From Heaven 2 mod not long ago and I admit it, it's very good, (even though I don't like all this troll and wizard stuff) But a particular concept has got me thinking that it would work nicely with ROM. The trait I'm talking about is how the great generals work in FFH2. You can chose any unit to have them "assign" the great general to, and you can "unassign" them at anytime and assign them onto another unit.

Has this ever been tried on ROM?
Yes, RoM 2.8 will have similar units ie. Warlords - vincentz' modmod.

I have a request for the 2.8 release, which I heard it'll be in the next 2 weeks: Zap, do you mind posting links for the changelogs of mods that are part of RoM and suffered updates from 2.7 to 2.8, like RevDCM and BUG/BULL?
Sure, if only I could find them. Couldn't locate BUG 4.1 changelog and new RevDCM version is not released yet. There's quite a lot nice additions in BUG alone (like holding alt on unit icon shows where unit can move etc).

My nr.1 on the wishlist is still a massive War of the Worlds event.
Call it Alien Invasion or 4th of july or whatever. Could be build up with scout encounters and Area51's
Hssss!!! It's a secret! ....the real problem with this kind of expansion that we lack graphics for fancy Alien stuff, well, there's probably some building graphics that could be used but there really isn't good variety of alien unit graphics available.
 
why do guerrillas have ignore terrain movement costs but only 1 move per turn? this only hurts you because that also means that they cannot use your roads. can you remove the ignore terrain costs?
 
this reminds me of Maxis' SimCity where there were the Tornado, Earthquake, Alien Invasion type of calamities...

imagine that nugget in Civ.

I like the "War of the worlds" nice future era sub-scenario event idea. Kind of reminds me of Call To Power wonder "Artificial Intelligence" where it would provide no unhappiness to all your civ cities but the risk was a small percentage of AI rebelling (per turn ) against the civ that owned it and it would eventually end up creating a new civ and hijacking many of the host's cities (along with it's units) and waging war against it. I loved seeing that happen to the AI (especially when it was ahead of me) sometimes conquering it out of the game and then it's neighbors!:goodjob: Chaotic but fun.
 
Yes, RoM 2.8 will have similar units ie. Warlords - vincentz' modmod.

Sure, if only I could find them. Couldn't locate BUG 4.1 changelog and new RevDCM version is not released yet. There's quite a lot nice additions in BUG alone (like holding alt on unit icon shows where unit can move etc).

Hssss!!! It's a secret! ....the real problem with this kind of expansion that we lack graphics for fancy Alien stuff, well, there's probably some building graphics that could be used but there really isn't good variety of alien unit graphics available.

Sounds great Zappa, counting the seconds!
 
Sounds great Zappa, counting the seconds!

i second that emotion, and Zapparra we appreciate your work here despite my theoretical spouts... :goodjob:

and cr0ws -- such as in the Matrix and the Terminator? machines rebelling... :scan:

you know Call To Power had that interesting resource graphic of showing the resource actually moving to the trade-able city. i wonder if (here i go again Zap) Colonizations commodities could be ported over into Civ, the ones that fluctuate on the world market. i for one have never paid enough attention to how trade works... :traderoute:

frankly, i play Civ as a wargame and think the best scores comes from blitzkrieg like offensive wargaming. just imho... you know one day i should shut tFu and mod one of my spouts instead of always being on the outside looking in. :strength:

when i get fired from my next job this will be my goal. :dubious: that and bombarding Afforess with a million questions about iAITradeModifier Integers... :D
 
and bombarding Afforess with a million questions about iAITradeModifier Integers... :D

What? I don't even know what those are... I'm assuming XML tags, but I've never messed with them, not that I know of...
 
What? I don't even know what those are... I'm assuming XML tags, but I've never messed with them, not that I know of...

aha -- caught in your own web of wizard deceit, they are from your own http://modiki.civfanatics.com/index.php/Civ4BonusInfos page of "The Civ4BonusInfos file defines all of the game's resources as well as their effects, like providing extra health and happiness" which you said you wrote... or did you?

i'm watching you clever wizard, i'm watching you..
 
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