Page 9 of 28 FirstFirst ... 789101119 ... LastLast
Results 321 to 360 of 1092

Thread: SPQR - Rise of Rome

  1. #321
    Do you think you will be able to fix it in time for a pre-release on the 14th still?

  2. #322
    Quote Originally Posted by dlmt3 View Post
    Do you think you will be able to fix it in time for a pre-release on the 14th still?
    I fixed my issue. I'm always running into little bugs here and there. Right now, no bugs that I know of.

    Yes, releasing a work-in-progress beta version on the 14th. Still lots of holes to fill.

  3. #323
    If I knew LUA I would be dangerous. Perhaps once we get this thing released, someone can volunteer some LUA scripting to enhance it even further.

  4. #324
    To ensure Carthage's presence in Hispania (spain) I'm placing the city of Carthago Nova (aka New Carthage) there.

  5. #325
    Just got done entering all the city names for the all the civs. So that's completed.

  6. #326
    Quote Originally Posted by Kruelgor View Post
    Just got done entering all the city names for the all the civs. So that's completed.
    I want to try it a.s.a.p...!

  7. #327
    Quote Originally Posted by Maucat View Post
    I want to try it a.s.a.p...!
    Oh you will, very soon. Just keep in mind, it is only 51% complete.

  8. #328
    Some things you will not see yet in Beta Version 1:

    1. Unique Units for specific civs (although, Romans of course have their unique units, Civilized civs have theirs, and Barbarians have theirs).

    2. Special Civ Abilities - Currently, only the Romans have theirs which is the bonus for legionary units in open field combat, but penalty in forest.

    3. The latter 45% of the Tech Tree is not filled in yet with units and buildings. You should still be able to get in 500 or so turns of gameplay.

    Those and several other things will continue to be worked on and periodic beta updates will be released in the days and weeks ahead.

    Beta Version 1.0 will release tomorrow on Saturday morning.
    Last edited by Kruelgor; 04-13-2012 at 10:54 AM.

  9. #329
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    cant wait to play, great work mate

  10. #330
    Something else on my check list of things to do deals with Deity Temples. As it stands right now, there is the generic term Sun Deity Temple, War Deity Temple, etc....

    What I want to do here is create unique buildings for Romans (Temple of Mars for example) and for the Greeks, Macedonians, and Pontians (Temple of Ares for example), and then finally shrines for the barbarians.

    So in beta version 1.0 it's just generic deity temples for all civs. That will change.

  11. #331
    Will you incorporate the Gods and Kings civilization bonuses (Carthage, Huns) into this game?

  12. #332
    Quote Originally Posted by Putmalk View Post
    Will you incorporate the Gods and Kings civilization bonuses (Carthage, Huns) into this game?
    maybe...........

  13. #333
    Hmm, there could be a bug with "permanent war" because I'm not seeing the AI initiate any attacks on enemy cities.

  14. #334
    If they're at war, that means permanent war is correctly activated. That doesn't determine if the AI wants to attack, or not, so try and set the AI strategies to be domination only and they should go crazy (that can be done via LUA).

  15. #335
    Quote Originally Posted by Putmalk View Post
    If they're at war, that means permanent war is correctly activated. That doesn't determine if the AI wants to attack, or not, so try and set the AI strategies to be domination only and they should go crazy (that can be done via LUA).
    Well, permanent war is only set between some civs and only on the custom map scenario, not in the non-scenario game. So, it would have to apply to the scenario map only between some civs.

    Example, Greek City States is at war against Macedonia, but Greek City States is not at war against Egypt.

  16. #336
    My only concern now is with the file size and will it accept the upload.

  17. #337
    Rome wasn't built in a day, but this is a start.


  18. #338
    The first thing I'm planning to complete will be the Civilization special abilities and unique units. Look for that update next.

  19. #339
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    downloaded and playing, fantastic

  20. #340
    Quote Originally Posted by Kruelgor View Post
    The first thing I'm planning to complete will be the Civilization special abilities and unique units. Look for that update next.
    Please let me know of any bugs you encounter. A possible bug that I'm noticing is the AI isn't attacking the cities that it's at permanent war against.

  21. #341
    I think I will make Roads available to all civilized civs, but simply give some form of road bonus to the Romans.

  22. #342
    never mind.............................

  23. #343
    I might remove all the "permanent" war stuff because I believe it's messing up the AI.

  24. #344
    That's strange. The MaxPlayerInstancesfor Slave Magistrate building used to work limiting it to only 3, but now that's not working as it's allowing the player to build an unlimited number. Weird.

    Well, since MaxPlayerInstances is bugged and won't work - I'll have to decrease the worker speed bonus from 10% down to 2%.

  25. #345
    Just discovered another little problem I will need to fix - I thought the BaseFreeUnits attribute in the Policies added to the Supply, but it's not, instead it deals with maintenance cost.

    Now, there is an attribute called UnitSupplyMod, I'll mess with that. There will now be several policies that will increase unit supply by 25% (if the attribute works).

  26. #346
    Just removed the modern era unit promotions such as Ambush against armor.

  27. #347
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    I can confirm no bonus from social policy to increase base supply. My slave magistrate does not appear to be making much difference to workers speed and infact once I build 3, one of the three is eliminated and I find myself back to 2. I am assuming there is no option for the Romans to have workers, just slaves? ps I am being attacked all the time by states at permenant war

  28. #348
    Quote Originally Posted by nigelr1812 View Post
    My slave magistrate does not appear to be making much difference to workers speed and infact once I build 3, one of the three is eliminated and I find myself back to 2.
    Slave Magistrates definitely are working for me, it definitely speeds up the worker/slave speed. There's also some policies that will help speed that up. For the slave magistrates, I went ahead and lowered it from 10% to 2% increase in speed. The point there is that you will need a large network of slave magistrates to make a significant difference.

  29. #349
    About to release an Update (version 4)

    - Removed the permanent war in the scenario. Now all civs begin at peace.

    - Changed slave magistrates to where unlimited number can be built. Each slave magistrate increases slave/worker speed by 2% globally.

    - Fixed bug with scout ship. Enemy couldn't target scout ship.

    - Applied the Open Field bonus and Forest Penalty to all Manipular and Marian Units.

    - Increased the time period for when the AI will accept/offer peace from 4 turns to 30 (not sure if this actually works, but I edited that parameter in the defines)

    - Removed modern day unit Promotions such as the Ambush against Armor.

    - Capitalized the text of 'Knowledge Sharing' to match other words on the screen.

    - For the policies that were supposed to add to the unit supply, wasn't working so I changed those to a flat 25% increase in unit supply. Not sure if this work, but we'll see.

    - Added the terms 'Various Unique Units' and 'Various Unique Buildings' to all civilizations on the menu screen. So there's now no empty holes appearing there.

  30. #350
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    another observation is when you first release a scoial policy there is no reward and that only comes on the second time you achieve enough points. Just seems harsh after making the first 750 points there is nothing immediate in return

  31. #351
    Quote Originally Posted by nigelr1812 View Post
    another observation is when you first release a scoial policy there is no reward and that only comes on the second time you achieve enough points. Just seems harsh after making the first 750 points there is nothing immediate in return
    Right. I know it's not ideal, but it's an XML limitation and no way around it. It had to be done that way in order to prevent barbarian civs from tapping into civilized policies, and to prevent non-Roman civs from tapping into Roman policies.

    Policy Branches are unfortunately unlocked by Eras only, which means they become available to ALL civilizations. However, the individual policies within the branch can indeed by locked/unlocked by specific technologies which is ideal. So the limitation here is the fact that branches can't be locked/unlocked by techs but only by eras.

    We certainly can't allow barbarian civs to tap into The Republic, etc.. so the work-around is to make the initial policy branch unlock give nothing of value, and then we can lock/unlock the individual policies with specific technologies.

    So you just have to imagine that the initial unlock is simply one-step closer to getting the policies you need.

    The other option I could had taken is to automatically unlock all the main policy branches on turn 0, but then we wouldn't be able to see the pretty little pictures.

    The policies are still under construction btw. As far as the AI is concerned, the policy flavors will be designed in such a way that barbarian civs will never attempt civilized policies.

  32. #352
    In the version 5 update, I may boost the Unit Supply bonuses from 25% to 50%.

  33. #353
    Well, it looks like this project may be terminated. It seems to be unable to save and reload without crashing. This is a very serious problem that I have no control over.

  34. #354
    Are you kidding me? This is the error message when trying to load a saved game. Unbelievable. This party is over.


  35. #355
    I found this thread that might help with the error http://forums.civfanatics.com/showth...ime+error+load

  36. #356
    This could be a clue. I noticed an option in Steam to validate Civ5 cache files and this was the result.


  37. #357
    Can anyone else successfully save and load a game from this mod?

  38. #358
    Cool, we're back in business. I discovered that my deleting of certain default unit promotions was causing a crash on the loading.

    This will be corrected in the Version 5 update.

  39. #359
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    thanks re feedback on policies, completey understnad your rationale - how about considering compensating a smaller initial amount to unlock the era, as it was some time before i could build a senate or provide certain civs more culture points per turn to start off, eg Rome is 3 perhaps this should be 5?

  40. #360
    Quote Originally Posted by nigelr1812 View Post
    thanks re feedback on policies, completey understnad your rationale - how about considering compensating a smaller initial amount to unlock the era, as it was some time before i could build a senate or provide certain civs more culture points per turn to start off, eg Rome is 3 perhaps this should be 5?
    There's actually no culture cost setting to unlock policy branches. So even if I wanted to, I can't. There is a culture cost for the individual policies, but not for the branches.

    Yeah, I'm fully expecting to have to tweak the policy pricing around, but first got to play a few games out and see how many policies are discovered in an entire game. The Barbarians are limited to 3 policy branches, Civilized Civs limited to 5, and the Romans almost all 10. One thing I have to be careful of is not make the policy discovery rate too fast or it could crash or lock the game. I'm thinking the average non-Roman player will unlock 3 or less policy branches in an entire game and the romans 4 to 5 max.

    Although, I do understand what you're saying about going such a long period of time until you see your first benefits from policies.

Page 9 of 28 FirstFirst ... 789101119 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •