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Thread: SPQR - Rise of Rome

  1. #481
    Join Date
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    There are no defined unitclass_upgrades for any of the Marian units

  2. #482
    Quote Originally Posted by Bearspider View Post
    Dont know if this is a bug or intended but I'm at turn 380, 170BC. Just researched Marian II for my legions and I'm unable to upgrade the Marian I units to the v2.

    I can build Marian II and they spawn as normal but suddenly i cant keep my old units upgraded to latest tech.
    Bummer. Thanks for letting me know. Will be fixed in next update.

    Speaking of upgrades, I noticed gold production is way out of control but I like that! So what I'm going to do to counter it will be a dramatic increase in upgrading your units. Experience is priceless and you'll pay handsomely to upgrade those experienced veteran units, want you? I'm thinking of upgrade costs in the multiple hundreds even thousands for end-game units. I'm also going to look into increasing the price for purchasing buildings.

  3. #483
    Marian Reforms were 107bc, so it looks like you're ahead by 70 to 100 turns technologically.

  4. #484
    Hmmm. Game just crashed while playing on a random map. As usual, database.log shows absolutely nothing.

    I'll see if I can clean up eras.

  5. #485
    Yeah, I see what you're talking about on all the eras labeled as ID#3. Geez. Thank you for letting me know.

    Now, how do you get that expanded database.log with all the additional info?

  6. #486
    Okay, so Eras should now be nice and clean. I used the <update> approach instead of the <delete> and recreate approach.

    Thanks again Whoward69 for pointing that out.

  7. #487
    As I fill an entire column on the tech tree of new units and buildings, I will release a new update.

  8. #488
    Stymied! Started a new V1 HC game and barbarians locked down the peninsula with camps on the NW and NE single hex mountain passes. The lack of the extra 15/30 gold freebie rewards for exploring the world changed up my strategy quite a bit.

  9. #489
    Quote Originally Posted by vonJahgmann View Post
    Stymied! Started a new V1 HC game and barbarians locked down the peninsula with camps on the NW and NE single hex mountain passes.
    The frontier is a dangerous place. You'll have to fight your way off the peninsula.

    That was a change I made and just didn't tell anyone.

  10. #490
    Quote Originally Posted by Kruelgor View Post
    You'll have to fight your way off the peninsula. That was a change I made and just didn't tell anyone.
    Last night I tried restarting 2 more times to see if I could easily get off the peninsula and couldn't for the same identical barbarian camp placements. Figured that going 3 for 3 was not coincidence...
    ...but thanks for confirming.

  11. #491
    By the way, Carthage showed up sometime around turn 120 or so with a massive invasion. I was able to fend them, but the cost was a general slowdown of the empire expansion (by settlers) since I needed to focus on defense. After fighting them up, Carthage basically left me alone for another 50+ turns despite being at war --- took forever to come to a reasonable Peace agreement (that cost me 200+) gold.

    That Punic war also meant I have not yet started gobbling up the city states. *sigh* On the plus side, I now have some experienced units.

  12. #492
    One more point/question.

    If a Scout ends their turn within range of a barbarian, they've just committed suicide. Is that intentional? Seems to always be the case, as any barbarian unit (even a level 1 with just 1 red health point left) always wins, even if the Scout is fully healthy and behind a river.

  13. #493
    Quote Originally Posted by vonJahgmann View Post
    By the way, Carthage showed up sometime around turn 120 or so with a massive invasion. I was able to fend them, but the cost was a general slowdown of the empire expansion (by settlers) since I needed to focus on defense. After fighting them up, Carthage basically left me alone for another 50+ turns despite being at war --- took forever to come to a reasonable Peace agreement (that cost me 200+) gold.

    That Punic war also meant I have not yet started gobbling up the city states. *sigh* On the plus side, I now have some experienced units.
    Fun. Yeah, Hannibal is designed to demand a high price for peace in his favor.

  14. #494
    Quote Originally Posted by vonJahgmann View Post
    One more point/question.

    If a Scout ends their turn within range of a barbarian, they've just committed suicide. Is that intentional? Seems to always be the case, as any barbarian unit (even a level 1 with just 1 red health point left) always wins, even if the Scout is fully healthy and behind a river.
    That's pretty much default vanilla civ. Scouts suck at fighting.

  15. #495
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    Nope, scouts can usually withstand an attack if they are on hills, in forest, or the other side of a river. Standard scouts are strength 4, SPQR scouts are strength 1 - hence why they are being wiped out.

  16. #496
    Quote Originally Posted by whoward69 View Post
    Nope, scouts can usually withstand an attack if they are on hills, in forest, or the other side of a river. Standard scouts are strength 4, SPQR scouts are strength 1 - hence why they are being wiped out.
    I thought behind a river, on a forested hill they might have a chance against a level 1 warrior/savage that is down to its last health point.

    Anyhoo the moral of the story, so I've learned, is don't leave scouts where they can be attacked.

  17. #497
    @Kruelgor --- Did you implement the Open Terrain bonus for Roman units yet? Looking at the units/promtions.xml file, I see the 50% attack/defense penalty on forested hexes, but haven't seen a bonus for grasslands/plains.

  18. #498
    Quote Originally Posted by whoward69 View Post
    Nope, scouts can usually withstand an attack if they are on hills, in forest, or the other side of a river. Standard scouts are strength 4, SPQR scouts are strength 1 - hence why they are being wiped out.
    Oh ok, yeah. True, good point. Level I warrior units only have strength of 2, Level II strength at 3, etc.. so that's the reason why scouts are at 1.

    The non-playable Barbs are starting off with Level III units and that's why they're able to kill the puny scouts so easily which is realistic. Going off into the wilderness on the wild frontier with just a wooden staff and you're probably not going to last long.

  19. #499
    Quote Originally Posted by vonJahgmann View Post
    @Kruelgor --- Did you implement the Open Terrain bonus for Roman units yet? Looking at the units/promtions.xml file, I see the 50% attack/defense penalty on forested hexes, but haven't seen a bonus for grasslands/plains.
    Yes, they get it but it's not all Roman units. It's just the legionary - manipular, marian, imperial.

    I like using Foederati in the forest.

  20. #500
    Quote Originally Posted by vonJahgmann View Post
    That Punic war also meant I have not yet started gobbling up the city states. *sigh* On the plus side, I now have some experienced units.
    Been able to slip some Settlers into Gaul. After I can get some defensive troops there to defend those cities, I'll finally be able to start battling for the peninsula. Need to defense them as I suspect the Franks will be might ticked once I attack northern Italy.

  21. #501
    Quote Originally Posted by whoward69 View Post
    No, only SPQR. But I don't think you have logging (fully) enabled as I get close to 3000 lines of warnings/errors in database.log as the mod loads
    Yay or nay? How do you "fully" enable logging?

  22. #502
    Quote Originally Posted by vonJahgmann View Post
    Been able to slip some Settlers into Gaul. After I can get some defensive troops there to defend those cities, I'll finally be able to start battling for the peninsula. Need to defense them as I suspect the Franks will be might ticked once I attack northern Italy.
    The Franks are pretty far northward and trapped from crossing the Rhine. Probably don't have to worry about them. Much much later the Franks will be able to cross the rhine with units that are automatically given the embarkment promotion. When the Gods and Kings add-on is released the Barbarian units will be given the ability to cross mountains. The Alemanni are the closest barbarian civ to your north-east.

  23. #503
    Quote Originally Posted by Kruelgor View Post
    Yes, they get it but it's not all Roman units. It's just the legionary - manipular, marian, imperial.

    I like using Foederati in the forest.
    Care to share where you implemented the bonus? Like most everything else with Civ5 modding, apparently there is yet more for me to learn. Most of my knowledge has come from reviewing others' handiwork in various Mods.

  24. #504
    Quote Originally Posted by vonJahgmann View Post
    Care to share where you implemented the bonus? Like most everything else with Civ5 modding, apparently there is yet more for me to learn. Most of my knowledge has come from reviewing others' handiwork in various Mods.
    Yeah, it's all right there in the <UNITS> section. The promotion for open field combat bonus is called Shock.

  25. #505
    I like making it a really REALLY tough challenge. Therefore, only very few buildings will be purchasable. The concept of instantly building up a new city is gone. This will put more importance on your core cities. The main purpose of gold will be for maintenance, purchasing auxilias, and upgrading units. I may increase the price for maintenance.

  26. #506
    In the next update, the only purchasable structures will be:

    Proconsul
    Slave Camp
    Slave Magistrate
    Courthouse
    Slave Market - Highly expensive to purchase, but allows internal Slave Production, Slave Wealth, and Slave Entertainment.
    Tax Collection - virtually free to build or purchase. Creates unhappiness.

    There may be more purchasable structures in future updates.

  27. #507
    Are you able to create new types of resources?

  28. #508
    Quote Originally Posted by MAHak View Post
    Are you able to create new types of resources?
    Off hand, no. I can probably copy from one of the other mods. Copper may be something I'll add later.

  29. #509
    Ok. You asked me yesterday if i could found out something about the Balearic islands(Mallorca) and i remember that they where famous for their slinger mecenary soldiers. Then I came up with this idea that if you could made this resource called "Balearic stone" with, say the amount of 5. Then make a Balearic slinger unit(just rename the Incan ones) and have it require the "Baleairc stone" resource so whoever controles the resource can recruit the unit. This could be copied to a Cretan Archer unit. Both where used by various armies in ancient times.
    Last edited by MAHak; 04-18-2012 at 09:20 PM.

  30. #510
    While I was in Modbuddy it crashed on me, I repackaged, and noticed immediately afterwards it corrupted my game files. So my problem is not the game, but it's ModBuddy. This is a consistent ongoing problem for me.

    I'm getting close to doing a complete windows reinstall.

  31. #511
    Quote Originally Posted by MAHak View Post
    Ok. You asked me yesterday if i could found out something about the Balearic islands(Mallorca) and i remember that they where famous for their slinger mecenary soldiers. Then I came up with this idea that if you could made this resource called "Balearic stone" with, say the amount of 5. Then make a Balearic slinger unit(just rename the Incan ones) and have it require the "Baleairc stone" resource so whoever controles the resource can recruit the unit. This could be copied to a Cretan Archer unit. Both where used by various armies in ancient times.
    I would have liked to used slingers, and believe me I wanted to but the unit animation for Incans just doesn't match at all. So I had to leave them out.

    I would love to see mediterranean Slingers and Siege Towers in this new Gods and Kings expansion that is coming out.

  32. #512
    I had a ModBuddy problem of my own some times ago. I was making a Scandinavia 1500-1750 mod. Then i didnt use it for months and when i tried to open Modbuddy it just crashed, i re-installed it and it keep on crashing when i opened it. Somebody ought to sue Firaxis for selling us a broke product.

  33. #513
    I'm going to do something a bit risky later today, I'm going to wipe out my computer with yet another Windows reinstall. Hopefully the saved files I uploaded online I will be able to retrieve those and continue working on the project.

  34. #514
    Quote Originally Posted by Kruelgor View Post
    I'm going to do something a bit risky later today, I'm going to wipe out my computer with yet another Windows reinstall. Hopefully the saved files I uploaded online I will be able to retrieve those and continue working on the project.
    Rut-ro. Hope you have fantastic backups. Or better yet off-box source control.

    Call me naive, but how will re-installing Windows fix a ModBuddy corruption problem? I have not yet tried anything large scale, so I might be just plain ignorant.

    If re-installing the O/S does help, maybe a better way to go would be to also install Steam/Civ5/SDK in a virtual environment. Playing would suck, but developing should not assuming your local box is beefy enough --- and it should be since you're comfortably playing Civ5. ;P You could still build packages in the virtual, but play/test in the physical.

  35. #515
    Quote Originally Posted by vonJahgmann View Post
    Rut-ro. Hope you have fantastic backups. Or better yet off-box source control.
    I myself use bitbucket. Works great with TortoiseHg and hard to beat the price, free!


    If re-installing the O/S does help, maybe a better way to go would be to also install Steam/Civ5/SDK in a virtual environment.
    I have had great results with VirtualBox, despite the fact the Oracle now "owns" that open source project. It is free too.

  36. #516
    Join Date
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    Quote Originally Posted by vonJahgmann View Post
    despite the fact the Oracle now "owns" that open source project. It is free too.
    Oracle also "owns" Java, so don't always believe that large corporations are only out to make money

  37. #517
    Quote Originally Posted by whoward69 View Post
    Oracle also "owns" Java, so don't always believe that large corporations are only out to make money
    True. But short of cosmetic re-branding, current builds of VirtualBox are still roughly equivalent (plus fixes) to pre-acquisition.

    Oracle has not flexed its ownership quite the same way with VirtualBox as they have with MySQL and Java or did with OpenOffice.

  38. #518
    Minor cosmetic bug: Appears that all units except the Equites I and Equites II are capitalized lowercase words. Equites, both I and II, are in all caps.

    Here is the snippet from GameText.xml:
    Code:
                    <Row Tag="TXT_KEY_UNIT_EQUITESI">
                            <Text>EQUITES (I)</Text>
                    </Row>
                    <Row Tag="TXT_KEY_UNIT_EQUITESII">
                            <Text>EQUITES (II)</Text>
                    </Row>

  39. #519
    Join Date
    Apr 2012
    Posts
    17
    Having a cosmetic bug myself to, My cites disaperas and only the name and tag is visable, think it is the proconsul structure that makes them disapera.

  40. #520
    I'm having other windows problems than just modbuddy, first I'm doing a reinstall of Visual Studio 2010 shell. That will determine if I do a windows reinstall or not.

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