This next version released here in a bit will include pirate ships for the barbarian players.
This next version released here in a bit will include pirate ships for the barbarian players.
Looking forward to playing tommorow, Havent played since V5, been waiting for a good version to do a long campaign
Barbarian Slayer units will also be able to embark across water.
edit: We'll wait until the Slayer III before the barbarians get embarkation.
Version 14 is ready for download.
- Added Palatine Palace: 50% increase in wonder production speed. +1 Free Tech
- Added Domus Tiberiana: Requires Palatine Palace. 50% increase in golden age length. +1 Free Tech.
- Added Domus Aurea: Requires Palatine Palace. +50 Happiness each turn. +1 Free Tech.
- Added Domus Flavia: Requires Palatine Palace. +50 Culture each turn. +1 Free Tech.
- Added Domus Augustana: Requires Palatine Palace. +50 Gold each turn. +1 Free Tech.
- Added Ballista
- Added Slave Wealth (II)
- Added Worker Tools (civilized version gives +2% worker speed globally, barbarian version gives 1 worker unit)
- Added Harbor: Establishes sea trade routes to Capital.
- Added Library
- Added Great Library
- Added civilized Cavalry III unit.
- Added barbarian Slary I unit.
- Science and Gold conversion production is now unlocked with Sun Deity discovery.
- Barbarian civilizations can now build pirate ships.
- Added Brute Horde: Gives city four Brute IV units and increases unit production speed.
- Fixed some text.
- Increased experience needed from 1,000 to 2,000 for Great General to appear.
- Gave Pisea the phalanx units to represent fact that Romans learned phalanx from Etruscans.
- Increased AI's liklihood to attack with naval units.
- Increased gold award to $1,000 for being the first to discover a minor civ. $250 otherwise.
- Added splash screen to Forum Romanum.
- Catapult range is now 3 so it can bombard cities from a safe distance.
Version 15 is ready for download.
- Fixed civilized Cavalry III unit.
Version 16 is ready for download.
- Fixed some text bugs.
- Fixed some minor bugs that were appearing in database.log
- Fixed Civilization ID# bug
- Fixed Augustus dialogue bug.
- Added stone around civ capital that didn't have any on scenario.
hi don't know if you have picked this one up but after discovering civ cav II and went to build a unit the production list was only showing a cav I could be build, although on checking the details, it was in fact a cav II
Good god. This totally screwed me up. I had already fixed this in Version 15, and so I went and screwed it up by accidentally changing Cavalry I to reflect as II thinking there was something wrong. So now I have to fix my new mistake. Released 2 versions that weren't necessary.
When you give me feedback, please let me know what version you're using. Thanks.
My mistake for not realizing that had already been fixed.
Version 19 is ready for download.
- Fixed Cavalry units.
- Fixed bug where "next discovery" green arrow was displaying on city build screen.
opps sorry, i will remember next time. Observation still playing v12 as Carthaginians but I am kicking the ass out of the Romans, in 279bc, who have built 4 cities in Italia, taken Tarentum but have not attacked the minor city states who are still unconquered, I have also noticed the Romans have only built one hex with a road. Perhaps Roman A1 needs some help. To date i seem to be getting it all my own way.
The AI still isn't attacking in the sea the way it should be. Something I need to take a very close look at.
Okay, getting into a huge fight with Carthage and it's good to see them using their naval ships somewhat intelligently.
version 12 still and my archer Is aren't able to upgrade to archer II
I'm trying my ass off to make some units/models for this mod but it is sick complex, been trying for a week and not getting far fast.
you need high dollar software to be able to do that.
Looks like someone is close, but not quite: http://forums.civfanatics.com/showthread.php?t=447760
Ya, I've been following his work closely but he won't release the darn units as he makes them, he is waiting til they are all done for some reason. We could use those NOW, lol, but I appreciate his work.
I need to make it more challenging in regards to happiness/unhappiness. Next version unhappiness will be higher.
I agree, I haven't had to focus on Happiness Much
Playing Version 19
By 340 I had taken Italy completely and Greece ceded two of their mainland cities to me so I was rocking. Like you said, still not much going on in the navy front, even when I was fighting Greece.
I got the Extra Legions from the Republic Social policy and had a large army for the time and Gaul had declared war on me so I "thought" I was going to go take some of their land. I brought about 13 or so legions for my inital invasion plus 2 cities resupplying. I took Massilia and then they absolutely wiped me off the map. Lost everyone. I had Manipualar IV against brute 1 and 2 so I had a slight advantage and we were fighting in the open, but they got me. I rebuilt, took about the same force and got smoked again, lol. I love a challenge so this is great. I am bee lining to Marion to see if that helps but I might not be able to even win without a general, leading me to believe I might have to take Monarchy Social in order to get one that early, or just cut my losses and invest in economy. The AI fought well and had plenty of troops. I'll let you know but if I can't win with the marion legions, if so the AI might be overpowered a bit for unit production. I call it the First Gallic war and it was a devastating defeat for Rome. Lost about 40 legions and gained nothing. "Varus, give me back my Legions!"
The only change I would recommend is that we have to figure out a way to not allow a unit or two to take a city by sea when you have 10 units sitting around that can't attack them (land units). If we could enable combat between boated land units it would fix that ( transport combat). Another option might be to only allow "marine" attacks if the unit has a special promotion, a little deeper in the tree. The Greeks retook Syracuse with 1 embarked naval unit.
Love what you are doing with the mod and I appreciate your dedication to it. I'll keep plugging on it. I'm trying to take the swordsman template posted by someone and modify it for the Praetorian Units you will need soon. Would you be interested in the Hastati, Principal, Triariii deal to replace some of the generic Manipular units today? Not sure what direction you were thinking of taking once unit graphics are available.
I notice that I have alot of excess cash that I can't deploy on many public projects (probably by design), but at this point money seems to be only good for upgrading legions which diminishes the economic/military decisioning around capital investment. This takes away from the value of the 50% off unit upgrades (which is nice) because you don't have anything to do with the rest of the money.
Thoughts for the night, cheers.
Yep, I'm seeing the same things you are. I need to adjust the economy a bit as there is too much surplus gold. I'll probably dramatically increase the maintenance of Roman units and possibly Roman buildings. A Great General should make a big difference on the major fronts.
In the open field - that is currently the case in the game. Romans are unmatched. Alesia didn't happen until 52bc which the player should have generals by then, and with the Germanic barbarians the Romans never fully conquered them. Never came close actually.
The open field in Gaul + Generals will allow for the conquering of Gaul, but it will require strategy and a military genius on the level of Caesar. Will need to avoid the forest patches.
My advice, pick on the weaker civs before taking on the Gauls and Germanics. Might want to avoid the Germanics altogether.
I am planning on adding hills to the Roman open field bonus.
Last edited by Kruelgor; 05-14-2012 at 07:32 PM.
I'm playing the v. 19.
Rome have Marcus Furius Camillus, Titus Quinctius Flamininus, Quinctius Fabius Maximus (Cunctator), Publius Cornelius Scipio (Africanus), Lucius Cornelius Sulla and Gaius Marius before Gaius Julius Caesar so some great general from the III century B.C. is vital for Rome.
I agree with the bonus also for the hills for roman unit.
The Amphibious assault are still too strong... Greeks killed some Legions near Corinth attacking only by sea with his Phalanx...
Regarding Germania remember that if Commodus continued his father's (Marcus Aurelius) politics and military campaign in Germania after his death in Vindobona in 180 A.C., Rome can conquer it and latinize it... estending his border until the Elba River...
Some thoughts - have you given any thought to how you might replicate the significant fortifications of Constantinople and how that city might grow into probably the most powerful city of it's time, which was due to it's impregnability and trading position between east and west. I was pleased to see you are thinking of giving legions defensive bonus for hills but any thought to any added bonus and fortification building to reflect the legions engineer abilities and standard operating procedure of digging in and fortifying wherever they went?
How about givng some of the later legionaries the "cover" promotions to simulate the turtosie thing they did with their shields?!
Yep, the Scipio Policy will give you a General, and so will the Sulla policy. Marian Reforms (named after Gaius Marius) allows for the barracks in the game and of course his Marian Legions. So yeah, many of those figures you mentioned are represented in the game. Depending on your skill level, you should be able to tap into some of that in the 3rd century BC. Expect more tweaking in the weeks ahead.
Ok I continue to not see the scenario's Policy. I have the standard Policies in italian and not one of the new so I cannot know nothing about them...
After Gaining a general and the marian legions I smoked Gaul before 150 bc, but I haven't taken much of greece or carthage. Do have Illyria though. By this time I have Marian V legions. I have to admit though, before I got Marian legions and a general they wiped the floor with me. Also, the thing I said about gold earlier, If you are going to tweak it, don't tweak it too much because upgrading the legions is expensive, even with the right social policies. I have an army of like 50 so to go between Marian I and V will take 250,000 gold. In the early game I had much excess gold, but by this time I can't even keep my legions all upgraded. This is probably because I bee lined the techs, getting all of them within 70 years or so. So by mid game the gold situation seems about right. I could probably boost this with some tax collectors since I have about 50 happiness, but haven't got there yet, too busy producing legions. I also used some gold to buy 3 food giving citystates to help with the growth situation.
One thing to consider is that because I'm not annexing very many cities so that I can get social policies, I have way too little of a workforce, something like 6 workers with no way to increase that. The puppets don't make slave camps. This could be by design but thought it relevant. I like how things progress slowly for improvements but I think this is way too slow with only six workers. I barely have major resources (deer, stone) completed on italy and a total of two farms. The rest of my territories have nothing but roads. This could probably be fixed by generating a slave automatically when creating a puppet since the romans would have taken slaves from any conquered province, or giving a 3-5% chance of taking a slave when killing enemy units.
The AI is a consolidation monster, creating huge civilizations. In mine, one civ owns everything from Germania to the huns, I rue the day when I have to fight them, if you had the tech tree completed, they would already be so advanced that they probably would have crushed me with advanced slayer units.
Enjoying the crap out of this mod though, thanks for your work.
I registered to say this is already looking like a great mod.Really looking forward to seeing that 100%, or even 90 or 95%
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If someone volunteered a working Lua tweak to make it so, would you opt to use it?
As for mechanics, here are my thoughts:
1. Not available until the Slave Captuing tech
2. Causes relations penalty with civ of captured unit
3. 3-5% chances seems a bit high to me, but then that's just me. I'd recommend just 1-2% chance, with the chance doubled (2-4% chance) with a Great General nearby
4. Chance eliminated when the Freemen techs arrive
I am contrarian here since I like this mechanic as it forces me to spend precious production early to build a Navy to defend the peninsula --- against both the Carthagians and Greeks. When I build a fleet, Carthage attacks other civs but when I don't they jump on me pretty quick.
Tweaks I would make would increase the amphib assault penalty from 25% to 33%, fix cities so they attack amphib uses and if possible increase ranged damage 2x to units afloat when attacking or defending.
Speaking of Carthage, while playing as Rome I have yet to see them make a grab for any of those island city states, instead leaving them for Rome to gobble up.
The reason why amphibious attacks are so powerful is because for some silly reason the AI loves amphibious attacks even if it's suicidal, so I had to do it that way to make the AI competitive.
The other problem is that I use that same tactic on them and it gives me an enormous advantage considering the mediteranian has so many coastal cities. I use it to dominate Greece and Carthage. It gives you the city and then when you make landfall, your units are in friendly territory and heal faster during the main assault.
One thought I had as I watched how the game scaled over time is that a unit seems to be a close approximation to a cohort, instead of a legion. Ever thought of renaming them Legionary Cohort? Just thinking out loud, because when I play, I usually group six or seven fighting units and consider them a "Legion", the seventh being a cavalry unit.
Unfortunately, there is no easy way to do this. The Events.SerialEventUnitSetDamage can be used to find out when any unit dies but it doesn't tell you who killed the unit, while the GameEvents.UnitKilledInCombat tells you who killed whose unit, but not which unit died! My experiments have shown that you can't assume that you get SetDamage followed by the corresponding KilledInCombat events (especially when both units die in the combat, or a battle involves multiple units from the same side(s))
You could use Events.EndCombatSim but that doesn't fire in strategic view, or if Quick Combat is enabled, so would be limited - but if you're only talking of a 1-2% chance of slave capture it's probably not an issue in those circumstances (as the player probably doesn't need any more units to slow their computer down further!)