Why wouldn't GameEvents.UnitKilledInCombat work, since we don't care which unit died, only that a unit from someone besides Rome was killed by rome? I'm probably missing something?
Why wouldn't GameEvents.UnitKilledInCombat work, since we don't care which unit died, only that a unit from someone besides Rome was killed by rome? I'm probably missing something?
Where are you going to put the slaves? Logically they need to go in/near the tile where the unit died
Any chance of giving roman legions proper titles, to add a sense of fun and ownership in the event they are killed, as might take it more personally and be able to track their progress around the map
thanks re ifo
i got an account here just to show appreciation for this great mod. Im usually not for games that are so epic that it takes half an hour just to get through a couple of turns, but ive made an exception for this mod. I really love the well thought out tech tree and strategic maneuvering, its like nothing ive experienced in any other civ game or mod. Great Job.
Playing as Rome in version 19 i started with a standard opening by teching towards scout ships, to defend of those pesky war elephants Carthage sends early on, and then steadily conquered the Italian peninsula. In no time i had all of Italy and the three surrounding islands and even got Athens out of the peace deal i brokered with the Greek City States and Carthage. At this point i was quite content with what i had and decided to focus more on my economy and infrastructure, all those roads to Rome weren't going to build themselves after all.
My biggest fear were the barbarians north of me, in a past game of and earlier version i was overrun by both the Franks and Gauls as i was unable to hold them at the alps. This time i decided to quickly build cities at those choke points and clear all the trees in front to ensure that no brutes could camps there while my legions stood by watching helplessly. I also did not expand any new cities into into southern Gaul or Illyria, i decided Rome had not acquired its appetite for world domination just quite yet.
However, the peace did not last long. Within a matter of 5 turns the Greek City States, the Franks, the Gauls, Macedonia, and Carthage declared their hatred of all that is Rome and designed to burn it to the ground. I'll admit i was worried and hoped my defensive measures would pay off, which they did, quite nicely if i may add. 3 or 4 light war ships held of the bulk of any threatening naval invasions from the Mediterranean while a Gaelic horde smashed itself against the western foothills of the alps and a lone, Frankish archer scout saw the defense in the east and decided to go elsewhere.
Those Gauls though needed to be taught a lesson and this time I found the open grassland behind the initial forested hills of southern Gaul. Once i battled my way in there the rest was a clean up party. With half my Marion forces building roads, the other half swept though the Iberian Peninsula and then down through Carthage. In the mean time i had been building up a large invasion force for Greece and started to make my way through there. By around turn 370 western Europe was civilized and the western Mediterranean was under Roman rule, i even had a massive colonization campaign that filled any holes the previous civs had left. I had now 50+ Marion IV units sweep east to conquer the rest of the civilized Mediterranean.
Around this time my teching finally reached Palaces and turned my world upside down. With the Prosocul becoming obsolete, happiness dropped from 110 to -125 and my culture from 800 to less than 400. In desperation i tried to annex all conquered cities, buying courthouses in each, and rush the Domus Aurea Palace, giving +50 Happiness. In the end though i only managed to bring the unhappiness down to 75. I assume this is meant to represent the shift from Roman Republic to Empire but the handicap seems a bit staggering. I've set all cities to either build Happiness Temples or Burial Tombs yet with the production penalty and growth at zero in cities due to extreme unhappiness, im estimating it would take about 50 to 100 turns(maybe more) just to reach a happiness of 0. In the mean time my forces get a 33% combat penalty, im producing half the culture i used to while policy cost have gone through the roof(due to all the cities i annexed), and rebels are stating to spawn throughout my empire. Maybe this is all meant to happen, i dont know, but if it is i think im going to avoid Palaces like the plague until im absolutely sure i can handle it.
Looking forward to the completion of the mod and look forward to the challenge.
Thanks for that telling tale Mirky Water. Be assured there is much tweaking in store for the mod. Info such as yours helps a lot. Thank you.
In version 20, the bug where civs do not appear initially on the scenario menu screen will be fixed.
observation still finding amphib attacks too powerful, scoring on average 4 hits on the city for 1 on the unit. I found myself as the macedonians easily capturing a roman city using this type of attack, where the legions make no difference
by the way it's version 19 oh just remembered still can't upgrade archer I to II. Any thoughts how you will replicate Hadrians wall. Also, the picts in the north of Britain were never conquered as the land is so inhospitable and the tribes warlike and wild. Any thoughts of how to make the barbarians here very difficult to subdue or even impossible, hence the building of the wall. Also, how about creating the ancient Britons civ as they did give Rome a run for their money under the King Caratacus - they could be given chariots and perhaps extra movement through forests as once the south of the island was occupied the Britons reverted to a successful guerilla war for some time before being beaten. And what about Boudica and the druids??? Perhaps some scope for another interesting civ and a reason for the romans to conqueror the island, especially as in those days there were gold mines in the area we now know as Wales. By the way, this is a English name given by the anglo-saxon germanic tribes which invaded roman Britain in the 5th century and who eventually created the kingdom the world knows today as England
Hi Kruelgor, I have been following the progress for some time and want to congratulate you on the excelent work!
I have been playing version3 without problems and yesterday loaded version 19 and the game crashes to the desktop after the scenario loading screen. Anybody with the same problem? running windows 7 up to date, core5i, 4gb ram.
Thanks
Be sure to delete any previous mod versions you may have, and don't try to load any previous saved games.
Disable other mods.
You may end up needing to delete all SPQR mods and reinstall the latest version.
Be sure you have all purchasable DLC that gives you new units and buildings.
Would't that civ be rather boring to play? It would have to be a barbarian civ and they can't embark as of yet and i believe you mentioned they wont be able to until they get the Slayer tech of some kind. Not a problem if its an AI and playing as Rome you want the challenge of conquering Britain, but i certainly wouldn't want to play them as a civ
The other option would be to give Barbarian Civs the embark ability a lot sooner, but that could make it a lot more difficult to defend the italian peninsula from the the Gauls. Another way maybe would be to give the Brits a city on Ireland, England and the European mainland, kind of like the Greek City states. Might not make too much sense historically though.
How do you plan on working that out?
Playing v19 as Rome. Finally bested Greeks around turn 300. Was a hard, viscous dog fight taking Corinth. Could only do so after taking Athens and Sparta first. 3 times while trying to flank with amphib assaults, Greece rushed/built warships to destroy my embarked Legions. Also embarked a Phalanx in front of Corinth to block amphib assalts. Sweet and glad to see it --- was by far the best AI defense I've seen yet. They also built Archers to bleed my Legions by sniping. Only critiques are (1) those Archers should have opted to attack my embarked Legions instead and (2) embarked units need to suffer more damage when attacking AND when being range attacked.
Shortcut link to this thread: MagoClan.com/spqr
Praetorian Guard will not be a physical unit on the map. It will require the Palatine Palace. It will be used to increase stability by adding +25 happiness, and gives a huge defensive bonus to the capital city.
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Last edited by Kruelgor; 05-19-2012 at 01:44 PM.
Dramatically increasing the maintenance cost for Roman Army units and Foederati Units. Other Auxilia units will not have an increase.
In the next update, Unhappiness will be based strictly on Population and not number of cities. This goes for both occupied and non-occupied.
Hi just an historical point which perhaps you already know. But at the time of the Roman conquest of Britain, these islands were inhabited by celtic tribes. The Anglo element only comes after the conquest of roman Britain in the 5th century onwards, who are germanic tribes, which eventually occupied Roman Britain and effectively pushed the indigenous Romo-celtic population into the hills of what became known as wales and the SW corner, which is known today as Cornwall. Anglo-celtic civ title can only be used after the establishment of England and when Wales was eventually conquered and became a province of the English crown - hence the title of the Prince of Wales for the English monarch's first born son. The modern use of the name Britain only came into existence in 1703 when the act of union took place between England and Scotland and the politicians had to come up with a new name for the country and went back to the ancient past and the name used for these islands at the time of the Romans, Britannicus or Britain.
Hmmm... Running into a strange bug. The Gallic AI city is not firing at non-playable barbarians, which creates a problem. This allows the non-playable barbarians can kill the Gallic settlers with ease.
Not sure if this problem affects all AI players or not.
Britannic Celts works for me
possible bug report, playing as the Macedonians using version 19. I have just researched Civ Cav III and I have gone to build a new cav III unit and there is no longer showing on my city build options and all cav units are seemingly no longer available
I have nearly destroyed the Romans who only have one city left and it's only turn 343/207bc. Italia is mine. At the moment there is no one who can stand up to my army, even though I can't build any cavalry. I have swordsman I, Heavy Phalanx II plus 3 generals which really tips the scales in my favour.
Hi another couple of possible bugs - still playing Macedonians v19 - but light warship IV cannot upgrade to warship. Also, just discovered civ archer III but no sign in city build screen so can't build any. That's frustrating at this point i will call this game at an end, as at the moment I cant build any cavalry, cant upgrade several ships and now can't build the more powerful archer. C'est La vie, there's always the next one. Perhaps back to being the Romans, as in this game I have wiped them out. But as always great fun, although i would add I am finding it too easy to hold my own against the AI, needs to be more aggressive, as the germanic tribes don't seem to want to take me own at all. The Goths had one go, were hammered and haven't tried since. The Franks and Alemmani haven't attacked me once. They need to man up and act like warlike barbarians, ha ha.
Removing the Drill promotion and replacing it with Forest Tactics (which isn't available to Phalanx and Legion units)
Removing the Shock promotion and replacing it with Field Tactics which is the same as Shock except it includes hills.
Historically speaking, in the 4th century BC if the Macedonians had gone westward instead of eastward to Persia they probably could had conquered Rome.
You are so right about the great general, as that certainly made such a difference when the opposition were without one. ps did you note my other bug reports re the archer IIIs?? When will you be releasing the next version as ready to start again???? re the issue of comparing history, any thoughts of providing an historical timeline some where in the game, perhaps in the research??
Version 20 is ready for download.
NOTICE: This version will not work with previous versions.
- Changed Rome's color.
- All civilizations now show on scenario menu screen from the start. No need to start and restart.
- Placed in-game message advertising web link to the forum. http://www.MagogClan.com/spqr
- Edited text.
- Made AI braver (I think).
- Increased AI liklihood to produce ships.
- Nerfed amphibious attacks.
- Nerfed city counter-attack strength when defending. Puts more significance on the defender's army.
- Non-playable Classic Barbarians now build pirate ships.
- Substantially increased maintenance cost for Foederati mercenaries. Elevated maintenance cost with higher level units.
- Substantially increased maintenance cost for Roman phalanx and legionary units. Elevated cost with higher level units.
- AI now deals more effectively with early game barbarians, allowing for quicker expansion.
- Replaced Drill promotion with Forest Tactics promotion. Only available to Barbarian civs and Foederati foot.
- Replaced Shock promotion with Field Tactics promotion. Gives bonus in open field and hills.
- Fixed Greece and Carthage in the scenario so they get Social Policy on first turn.
- Occupied and non-occupied Unhappiness is no longer generated by number of cities, only by population.
- Fishing boat now produces +2 food instead of 1.
- Light Warship IV now upgradeable to Warship I
- All deity temples and many civilized structures now give happiness.
- Barbarian Horde structures now give happiness.
- Several other tweaks.
Version 21 is ready for download.
NOTICE: This version will only work with version 20.
- Civilized Phalanx I unit now displays on the tech tree for the Roman player.
Video Timeline of the Roman conquests.