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Thread: SPQR - Rise of Rome

  1. #801
    Quote Originally Posted by vonJahgmann View Post
    Are selecting the SPQR map did you also load the scenario? If not, you would have this problem.
    Yes and yes, I see the new Social Policies groups but I cannot see the details of every single policy... I see the old in my language (italian).
    Last edited by Maucat; 05-08-2012 at 06:17 AM.

  2. #802
    Quote Originally Posted by Kruelgor View Post
    Hmmm, the AI doesn't seem to take into consideration expected casualties when it comes to embarked unit attacks against cities.
    Yes AI launches all his units against the coastal city every time until he'll loose all...

  3. #803
    Join Date
    May 2012
    Posts
    5
    One thing I really hate about the game in general, is it takes ages to load a turn, in late game it takes me about 30 seconds to 1 minute to load a turn, really annoying.
    Even turning the settings down to the minimun isn't improving its speed.
    They should fix that.

  4. #804
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    Please note with version 10 besides no generals being generated I have noticed despite building numerous oracles I still haven't produced one great person. I have also noticed my equites are not promoting despite countless successful battles

  5. #805

    Test Games

    Crashed Fixed:
    I have a game at turn 511 played completely on version 12 and not a single crash. Just thought you should know that I have passed the crash threshold so your gold fix probably worked.

    If you would like my saved game let me know.

    So far I own italy, all of greece, illyria and north of it and all the way to byzantium, plus some islands. The land battle has not been a cake walk, but it is easier now that I am pumping out Marian V units, but still not a cake walk. The battle in Gaul has been nuts, brought about 30 units and has been a very slow march forward. The forest penalty is genius, but can be mitigated somewhat with a couple drill upgrades. I pretty much make that my standard legion with two drills, which seems appropriate for a legion.

    There has been some naval action by the AI but not as much as you would expect from a Mediterranean mod, but it could just be my game. I took over the seas without a whole lot of effort and they are not raiding my fisheries or anything. I would expect bigger navies from the AI used to better effect, but again the land battles have been fantastic and epic.

    With my current holdings I am number one in every demographic except military, where I am number 2. That may be because I have targeted the big military civs. The franks are a monster, only took half their cities and only one of their core cities before I was basically halted (with an army of 40 or so legions).

    Gauls - these guys are monsters having everything from Britain down to most of Spain. They are using Brute IV and sporadic cavalry.

    Diplomacy:
    At the beginning the big guys were definitely declaring war on me, but after I got strong nobody has the balls to declare on me. This makes holding territory and expanding easier (not sure if that is by design). If you want more stats on how the game is playing out, let me know.

    I did make the mistake of annexing all the cities so the maintenance is a little much and the culture requirements are crazy, wont do that again. So far I was able to develop all of the farmland on italy, but dont' have mining yet so that is still undeveloped. Researching that now. I'm going to continue the play test for a while and let you know if anything pops out.

    Great mod, thanks.

    Also, if you are interested I wouldn't mind helping you develop the Imperial age stuff, I'm a noob at it but I'm sure I can copy your code and modify stats (no artwork though).

  6. #806
    And I think the catapult is underpowered. They are slow and hard to set up, but then they do like 1/4 the damage that a legion does attacking the city. This is not really work the effort of protecting them and moving them slowly around the map.

  7. #807
    Quote Originally Posted by vonJahgmann View Post
    Saw your note about Golden Ages currently spanning 100 years though soon to be reduced to 50 years.

    Is that supposed to hold true for consumed great people too?
    No. They are separate.

  8. #808
    Quote Originally Posted by Nero View Post
    One thing I really hate about the game in general, is it takes ages to load a turn, in late game it takes me about 30 seconds to 1 minute to load a turn, really annoying.
    Even turning the settings down to the minimun isn't improving its speed.
    They should fix that.
    Sounds like you have an older machine. You might have to play on a small random map and avoid the scenario map. On the scenario map, average wait per turn is 3 seconds for me.

  9. #809
    Quote Originally Posted by nigelr1812 View Post
    Please note with version 10 besides no generals being generated I have noticed despite building numerous oracles I still haven't produced one great person. I have also noticed my equites are not promoting despite countless successful battles
    yep, already stated this on previous page.

  10. #810
    Quote Originally Posted by Roman_Architect View Post
    Crashed Fixed:
    I have a game at turn 511 played completely on version 12 and not a single crash. Just thought you should know that I have passed the crash threshold so your gold fix probably worked.
    That's very good news. Thanks for letting me know.

  11. #811
    Quote Originally Posted by Kruelgor View Post
    Sounds like you have an older machine. You might have to play on a small random map and avoid the scenario map. On the scenario map, average wait per turn is 3 seconds for me.
    Word. On my older Core2, load time for the scenario was 4-8 minutes and between 30-90 seconds per turn (quick early, lengthy later). BTW, this holds true whether playing SPQR RoR or any other Civ5 game/mode that uses a "huge" map.

    On my new 2nd-gen i7, turn time for me is also 1-4 seconds --- depending on how far along I am in the scenario. Again, this too holds true for any "huge" map game or scenario.

  12. #812
    Quote Originally Posted by Roman_Architect View Post
    Crashed Fixed:
    I have a game at turn 511 played completely on version 12 and not a single crash. Just thought you should know that I have passed the crash threshold so your gold fix probably worked.

    If you would like my saved game let me know.

    So far I own italy, all of greece, illyria and north of it and all the way to byzantium, plus some islands. The land battle has not been a cake walk, but it is easier now that I am pumping out Marian V units, but still not a cake walk. The battle in Gaul has been nuts, brought about 30 units and has been a very slow march forward. The forest penalty is genius, but can be mitigated somewhat with a couple drill upgrades. I pretty much make that my standard legion with two drills, which seems appropriate for a legion.

    There has been some naval action by the AI but not as much as you would expect from a Mediterranean mod, but it could just be my game. I took over the seas without a whole lot of effort and they are not raiding my fisheries or anything. I would expect bigger navies from the AI used to better effect, but again the land battles have been fantastic and epic.

    With my current holdings I am number one in every demographic except military, where I am number 2. That may be because I have targeted the big military civs. The franks are a monster, only took half their cities and only one of their core cities before I was basically halted (with an army of 40 or so legions).

    Gauls - these guys are monsters having everything from Britain down to most of Spain. They are using Brute IV and sporadic cavalry.

    Diplomacy:
    At the beginning the big guys were definitely declaring war on me, but after I got strong nobody has the balls to declare on me. This makes holding territory and expanding easier (not sure if that is by design). If you want more stats on how the game is playing out, let me know.

    I did make the mistake of annexing all the cities so the maintenance is a little much and the culture requirements are crazy, wont do that again. So far I was able to develop all of the farmland on italy, but dont' have mining yet so that is still undeveloped. Researching that now. I'm going to continue the play test for a while and let you know if anything pops out.

    Great mod, thanks.

    Also, if you are interested I wouldn't mind helping you develop the Imperial age stuff, I'm a noob at it but I'm sure I can copy your code and modify stats (no artwork though).
    Thanks for that feedback, sounds fun. There will be some tweaking to improve it more so.

  13. #813
    Quote Originally Posted by Roman_Architect View Post
    And I think the catapult is underpowered. They are slow and hard to set up, but then they do like 1/4 the damage that a legion does attacking the city. This is not really work the effort of protecting them and moving them slowly around the map.
    Good point, I'll see what can be done.

  14. #814
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    i am now using version 12 and playing as the goths which is great fun but I now have a great general but he doesn't seem to be working, as no bonus showing when attacking my enemies??

  15. #815
    I downloaded version 12 but I can play only as Roman... (in precedent versions I can play with all the Civs)

  16. #816
    Quote Originally Posted by Maucat View Post
    Yes and yes, I see the new Social Policies groups but I cannot see the details of every single policy... I see the old in my language (italian).
    None can help me?

  17. #817
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    select your civ, start scenario and then go straight to main menu and reload

  18. #818
    Quote Originally Posted by nigelr1812 View Post
    select your civ, start scenario and then go straight to main menu and reload
    Can you explain with more details the operation flow, thanks?

  19. #819
    Quote Originally Posted by Maucat View Post
    None can help me?
    Keep in mind the social policies are not 100% complete. The bottom 3 social policies are not.

  20. #820
    Join Date
    Jun 2011
    Location
    England
    Posts
    128
    Observation playing v12 as the goths and the AI is too powerful when launching ambib attacks against my cities as he's scoring 5-7 hits and my city only 1 in return. Ha has now captured the same city twice in a few turns as I just don't have any defence against that sort of hit exchange rate. I think the Pontins have acquired themselves some US MARINES!!!!

  21. #821
    Join Date
    May 2012
    Posts
    5
    facing the same problems, and I am just getting overwhelmed by hordes and hordes which the enemy can support with their cash flow and I cannot.
    And my production goes down when I have to many troops, with 8 cities I can support 8 units, with 9 units my production goes down by 10%(with 10 units 20% etc.)

  22. #822
    Join Date
    Sep 2010
    Posts
    100
    Yeah, I think the unit limit/penalty needs to be tweaked. Especially considering that slaves, settlers, ships, and great people all count towards the limit ... as well as military land units.

    It seems to me like the limit is too low. As mentioned, it seems like it is approximately 1 unit per city (I haven't actually been able to pin it down). Sometimes it seems like you can support 2 per city without the penalty.

    As a thought, is there a way to make the limit dependent on overall population size? I could see something like:
    You can support 1 unit per city, plus 1 unit for every ~4 in city size. A decent sized Rome (or other civilized capital) would then be able to support about 6 units at their height (of a size ~20) by itself. Barbarian cities, with much less means of increasing the ability to generate food, seem to have city sizes maxing (so far as I have seen) around 10 for a good city placement. However, they have the advantage of being more spread out, so can have more cities.

    I realize Kruelgor probably wants to give a player Rome a challenge and sense of "few but powerful", hence the tight restriction on support. I can understand that. I think that if ships (at least the non-combat scout ships), great people, slaves, and settlers could be excluded from the unit support limit it might not be so bad (although still a pain). And if the support penalty on production could be slightly less, say 5% per unit over instead of 10%. That's still a significant penalty.

    Also, it would be nice if there was a way to see what your current support level is, without going over. I can never figure out whether a new unit will put me over until I build/buy it and the icon shows up (or not).

    Food for thought.

  23. #823
    What game have you ever picked up and mastered it on the first try? I may tone down the AI a bit later on, but not quite yet.

  24. #824
    Quote Originally Posted by dvang View Post
    As a thought, is there a way to make the limit dependent on overall population size?
    That's exactly what it's based on.

  25. #825
    Once you have a properly functioning Great General (after I fix it), that's what is going to give you an edge. Generals in SPQR will give you a 50% attack/defense bonus.

  26. #826
    Quote Originally Posted by dvang View Post
    Also, it would be nice if there was a way to see what your current support level is, without going over. I can never figure out whether a new unit will put me over until I build/buy it and the icon shows up (or not)
    You can. It's the report called 'Military Overview'.

  27. #827
    Version 13 is ready for download.

    - Increased research rate some for minor civs.
    - Lowered the Policy Cost increase.
    - Increased AI's liklihood to produce naval units.
    - Dramatically increased the amount of gold plundered from captured cities. 5 times more than in previous versions.
    - Great General will now appear when battle experience meter bar fills up.
    - Great General combat modifier now works.
    - Reduced initial Golden Age happiness requirement from 15,000 to 5,000.
    - Reduced Golden Age from 100 years to 50 years.
    - Placed a 25% combat penalty to amphibious units.



  28. #828
    In Version 14, I'm changing up naval AI where it will attack. It seems the escort AI is messing up the naval units where they won't attack, so I need to remove the escort aspect.

  29. #829
    Since the AI will be producing more naval units, I might increase the Supply Rate allowing for the human player to produce slightly more units.

  30. #830
    Been playing v12 and I just updated to v13. I can continue playing the game, but the civs are now out of whack. Rome is Pathia, Franks are Eqypt, etc. I can still build Roman unit and buildings, so thing are still playable --- just the names are messed up.

    Question: Is the Tax Collection building really only supposed to cost 1 gold?

    Observation 1: I am digging the Marian Legion building roads. (pun intended)

    Question 2: Am liking the just the minor 25% penalty for amphibious assaults. Makes for great game play. In versions pre-v10, I didn't see the need to build warships. Now, I need them at least for defense. Too nerfed to make sense for offense.

  31. #831
    I noticed that too about the civs out of whack and I believe that's because the file order got re-arranged in the mod generation process which assigned different ID# to each civ. Nothing I can do there for older versions, but new games should be okay.

    Ideally, Tax Collection wouldn't cost any maintenance since it's a money generating structure BUT because the player needs the ability to disable taxation there is a maintenance of 1. Remember, Tax Collection creates unhappiness.

    Currently warships have the escort AI built into it which I believe is messing up the AI where it doesn't boldly attack in the sea, so I've removed the escort AI for version 14 and what I'm hoping to see is the AI doing much more offensive attacking in the sea.

  32. #832
    The following structures will become available with the discovery of Palaces. The Senate and Proconsul become obsolete.

    - Palatine Palace: 50% speed increase in the production of wonders + 1 Free Tech.
    - Domus Tiberiana: 50% increase in Golden Age time period + 1 Free Tech. Requires Palatine Palace
    - Domus Aurea: Creates 50 Happiness + 1 Free Tech. Requires Palatine Palace
    - Domus Flavia: Creates 50 Culture + 1 Free Tech. Requires Palatine Palace
    - Domus Augustana:
    Creates 50 Base Gold + 1 Free Tech. Requires Palatine Palace

    Palace structures will become obsolete with the discovery of Constantine.

    Additionally, The Republic Policy branch will be disabled with Pax Romana, Reform, and Christianity policy branches.
    Last edited by Kruelgor; 05-12-2012 at 09:19 AM.

  33. #833
    A couple minor requests:

    1. Only allow the construction of the Hunt Deity in cities with Deer or Fun resources within its borders

    2. Only allow construction of the Forest Deity in cities with a Forest resource within its borders

  34. #834
    I'm going to move Praetorian Guard on the tech tree to immediately after Marian V.

  35. #835
    Quote Originally Posted by vonJahgmann View Post
    A couple minor requests:

    1. Only allow the construction of the Hunt Deity in cities with Deer or Fun resources within its borders

    2. Only allow construction of the Forest Deity in cities with a Forest resource within its borders
    If it's possible I will do that, BUT keep in mind that those deities still award you with +1 culture and city specialists.

    It appears it can be done for Deer and Furs, but not for Forest.

  36. #836
    Version 14 might be released in about 6 hours from now.

  37. #837
    never mind.........

  38. #838
    In the next update, Catapults will have a range of 3 so they can bombard cities outside of the city's defense range, but will be limited to just 2 catapults units per civ.

  39. #839
    Ran into some delays....about 2 more hours until the next update is released.

  40. #840
    All barbarian Slayer units will have a movement of 3, and will begin with the 2nd Attack promotion allowing them to attack twice. This will allow them to devastate empires.

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