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Thread: SPQR - Rise of Rome

  1. #761
    Quote Originally Posted by Maucat View Post
    I'm playing as Rome version 10 but I can't see this but only the standard Social Policies...
    Are selecting the SPQR map did you also load the scenario? If not, you would have this problem.

  2. #762
    If I currently have Manipular Legion III units and then adopt the Dictator policy in the Republic track, does it make sense that those freebie Manipular Legion units are I not IIIs?

    I do dig the reduction in upgrade costs, dropping from 1000 to 500 gold. That being said, I'll need to conquer another 3-5 City States just to get enough gold to upgrade them to III units.

    Since those freebie units are unseasoned and less effective, they're not doing me too much good. I think I'll send them off to Gaul so those Celts have something to do.

  3. #763
    Quote Originally Posted by vonJahgmann View Post
    If I currently have Manipular Legion III units and then adopt the Dictator policy in the Republic track, does it make sense that those freebie Manipular Legion units are I not IIIs?
    Just have to imagine them as lower quality Draft soldiers.

  4. #764
    VonJahgman, you may like in the next version 11 be the first to meet a new minor civ and receive 250 gold, otherwise 100 gold.

  5. #765
    Quote Originally Posted by Kruelgor View Post
    VonJahgman, you may like in the next version 11 be the first to meet a new minor civ and receive 250 gold, otherwise 100 gold.
    That I will. Thanks Kruelgor!

    Off topic, last week you mentioned that Barbarian Archers exist. To clarify, did you mean just uncivilized nations? Or from Barbarian camps too?

    Through 4+ games of at least 200+ turns each (until we crash) I have never seen a Barbarian Archer spawned from a Barbarian camp yet --- just the savage/brute/warrior types.

    If they are supposed to spawn, perhaps the likelihood of them spawning needs to be increased? I'd think that Barbarian archers would be able to do quite a bit of bleed damage to Romans trying to march through the woods (due to 50% penalty) or scout ships that come to close to unexplored shores.

  6. #766
    Hmmm, the AI doesn't seem to take into consideration expected casualties when it comes to embarked unit attacks against cities.

  7. #767
    Quote Originally Posted by vonJahgmann View Post
    That I will. Thanks Kruelgor!

    Off topic, last week you mentioned that Barbarian Archers exist. To clarify, did you mean just uncivilized nations? Or from Barbarian camps too?

    Through 4+ games of at least 200+ turns each (until we crash) I have never seen a Barbarian Archer spawned from a Barbarian camp yet --- just the savage/brute/warrior types.

    If they are supposed to spawn, perhaps the likelihood of them spawning needs to be increased? I'd think that Barbarian archers would be able to do quite a bit of bleed damage to Romans trying to march through the woods (due to 50% penalty) or scout ships that come to close to unexplored shores.
    Okay, I'll check the AI flavors for barbarian archers.

    edit: I just checked and yep, it's all there. The unit AI flavor and the Leader AI flavors are all there to produce some archers. Maybe they just hadn't researched it yet.

  8. #768
    Good gracious. The AI is ultra dumb and wants to do ambphibious attacks from the ocean with land units. I need to figure out a way to disable amphibious attacks.

    The quick fix is going to be simply removing the amphibious penalty, since the AI is so stupid.

    okay cool, I fixed this problem. Amphibious attacks wont be so weak now in order to help the AI out.

  9. #769
    Version 11 is ready for download.

    - Dramatically increased the AI's ability to kick your ass.

    - Buffed up the AI city of Rome to grow and become the #1 city on the map.

    - Standardized game speeds and skill levels to be the same. So it doesn't matter what speed or level you pick, the results will be the same.

    - Forum Romanum can now be built.

    - Roman Catapult I can now be built.

    - Slave Labor II can now be built.

    - Trade Deity can now be built.

    - Market can now be built. This is the market available to all civilized civs. Gives a boost in economy.

    - Heavy Phalanx II can now be built.

    - Barbarian Archers II can now be built.

    - Added unique greeting statements for each civ when you first meet the AI leader.

    - Changed Slave/Worker times. It now takes 30 turns to build improvements such as Stone Mine, and 10 turns to build a road.

    - Fixed weak ambphibious attacks. Had to do this because AI insisted on doing amphibious attacks.

    - A few other tweaks.


  10. #770
    Quote Originally Posted by Kruelgor View Post
    Okay, I'll check the AI flavors for barbarian archers.

    edit: I just checked and yep, it's all there. The unit AI flavor and the Leader AI flavors are all there to produce some archers. Maybe they just hadn't researched it yet.
    Can you guestimate what turn barbarians should reach archers? My longest play-through was (I think) about turn 370. Still haven't seen them. By turn 400, most civilized nations should be advanced enough to have modern enough units that won't feel any low-level archer mosquito stings.

    Just saw your note about version 11. Will download it later tonight and give it a go. Am looking forward to the base speed-up of slave/worker units. Roads! Roads! Roads!

  11. #771
    Well, we're getting there. The mod is now 65% complete.

  12. #772

  13. #773
    Ahhh, I need to fix the influence rate of Gold given to minor city states. Have to release a quick fix with a Version 12.

  14. #774
    Version 12 is ready for download.

    - Fixed Friendship points for gold to minor city states.


  15. #775
    Have you considered that the "Gods and kings" expansion will change some vanilla gameplay.
    And it will add the Celts and Carthage as playable civs. Plus the espionage and religion thing they will add.

    Are you able to change the starting world map view so that all civilised civs can see the Mediterranean basin? this was enabled in the "conquer the new world" scenario. So that the european civs could see each other.

    Off topic: Kruelgor- is your avatar Gaius Julius Caesar?
    Another off topic where do you hail from? As I often finds you posting at 4 in morning, my time zone being Central European.
    Last edited by MAHak; 05-05-2012 at 01:42 AM.

  16. #776
    Quote Originally Posted by MAHak View Post
    Have you considered that the "Gods and kings" expansion will change some vanilla gameplay.
    And it will add the Celts and Carthage as playable civs. Plus the espionage and religion thing they will add..
    Yes, I look forward to adopting the unit artwork from Celts, Huns, Carthage, etc.. and making SPQR fully compatible with the Gods and Kings expansion.

    Quote Originally Posted by MAHak View Post
    Are you able to change the starting world map view so that all civilised civs can see the Mediterranean basin? this was enabled in the "conquer the new world" scenario. So that the european civs could see each other.
    Yes, I'm able. Once the mod is completed I'll create many different scenario maps. I'd like to create a Roman Civil War scenario as well.

    Quote Originally Posted by MAHak View Post
    Off topic: Kruelgor- is your avatar Gaius Julius Caesar?.
    Yeah, it's an avatar I've been using for years now.

    Quote Originally Posted by MAHak View Post
    Another off topic where do you hail from? As I often finds you posting at 4 in morning, my time zone being Central European.
    Denver, Colorado, USA - Over the years I've established more of a bond with European gamers, to be honest. EU players seem to be more interested in the strategy genre (most likely due to the hundreds of years of rich history in Europe), while my fellow Americans seem to be more obsessed with cross-hair shooter games which I call "carnival games" (most likely due to the culture of gun ownership rights, and only 300 years of history). It's tough for Americans to tolerate a true military genius - as we can see how they treated Patton and McArthur. Stretegic thought just isn't in the American culture as we've seen with poor decisions to invade Iraq and Afghanistan. Then again, it's to be expected when you have a corporation owned and ran government.

  17. #777
    Stretegic thought just isn't in the American culture as we've seen with poor decisions to invade Iraq and Afghanistan. Then again, it's to be expected when you have a corporation owned and ran government.
    Yeah, Bush should have been playing Civilization more, then he would have known that conquering Iraq and Afghanistan would lead to unhappiness and that Afghanistan dosent have any luxury resources(aside from opium, which is sort of in the grey area). Plus he should have traded oil from the Iraqis, since being an arab nation they produce it in double quantity.

    I'd like to create a Roman Civil War scenario as well.
    Sweet. Which civil war(s) do you have in mind?

    ... making SPQR fully compatible with the Gods and Kings expansion.
    "Gods and Kings" is set to be relaesed at July, 19. Why do good games always mess up my summer-outdoor-life?!

    One last thing, how about making an "Glass maker" building? Glass blowing was invented in the first century BC. And was soon widely used across the roman empire. http://en.wikipedia.org/wiki/History_of_glass

    My idea is to make the building require improved stone in the city radius and then give +1 hammer and +1 gold per worked stoned.
    Last edited by MAHak; 05-05-2012 at 04:05 PM.

  18. #778
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    Quote Originally Posted by Kruelgor View Post
    Denver, Colorado, USA - Over the years I've established more of a bond with European gamers, to be honest. EU players seem to be more interested in the strategy genre (most likely due to the hundreds of years of rich history in Europe), while my fellow Americans seem to be more obsessed with cross-hair shooter games which I call "carnival games" (most likely due to the culture of gun ownership rights, and only 300 years of history). It's tough for Americans to tolerate a true military genius - as we can see how they treated Patton and McArthur. Stretegic thought just isn't in the American culture as we've seen with poor decisions to invade Iraq and Afghanistan. Then again, it's to be expected when you have a corporation owned and ran government.
    Denver was the first city I lived in when I was brought to the US. It was nice from what I can remember, they had a barbershop with toys you could play with while they cut your hair! Ah the wonders of being 3...

    Alas, you are right about America. I wished it was less Call of Duty more Total War. I get called a no life when I play a game on a computer, but when you play a shooter game in front of the Television for 14 hours straight it's alright. It'd be fine with call of duty if it wasn't "Modern Warfare" or futuristic. It seems people don't like to learn about anything and would rather get wrapped up in the 5 hour thing they call a campaign. I was fine with World War 2, hell they could do World War 1 if every damn thing that the populace knows about World War 1 wasn't a myth. They could take it back to the 1880s and then keep going, but alas half the people that play CoD hardcore don't know jack about that time era. They just pop in the game and pretend to know everything about a Scar-H and then argue why BF3 sucks [it does]. I wish that they would just make every single game more different and set in a time period where you couldn't call in helicopters.

    Do you need Explorer's Map Pack to run this? Because I just finished a game as Babylon and I really want to play SPQR Mod, but I just want to make sure.

  19. #779
    No, you don't need Explorer's Map Pack, as long as that didn't come with any unit animation.

  20. #780
    Quote Originally Posted by PachaMinnie View Post
    I was fine with World War 2, hell they could do World War 1 if every damn thing that the populace knows about World War 1 wasn't a myth. They could take it back to the 1880s and then keep going.
    Hmmm, that's actually a dang good idea for a mod. I didn't like just WW2 because it's too limited with a historical timeframe of 6 years but a 1000 turn 20th century mod that starts in the year 1900 and ends at the year 2000 could be quite interesting, with a Tech Tree as large as the one I have in SPQR.

    Once SPQR is completed, it might be very easy for me to transform SPQR into a 20th century mod.

  21. #781
    I tell you what, I love the AI in SPQR now that I tweaked it in Version 12. The AI is tough. Not easy at all. Carthage knocked me out of the game, so I tried again and Carthage tried to take me out early again but I held them off, then later Greek City States took out a couple of my cities but I managed to pull off a comeback and knocked him off the Italian Peninsula, he surrendered and offered me Sicily. I felt like I was reliving the Pyrrhic War somewhat. In the mean time, I noticed Gauls are multiplying like rats. They're going to be tough.

  22. #782

    Target income for AI Civs

    While playing as Rome, one thing I've noticed since moving up from v6 to v11 is that the AI Civs are now rolling in the gold:

    • Lusitanians has just 2 cities per a whopping 72g per turn
    • Celtiberians with 3 cities and are cranking out 88g per turn
    • Macedonians also have 3 cities and 82g
    • Gauls with 4 cities are at 127g per turn
    • Greek City States with 7 cities are the current cash kings with 189g per turn
    • Franks have 6 cities and 187g per turn
    • Carthagians have a meager economy from just 2 cities netting "just" 52g per turn


    Most Civs are sitting on a rainy day fund between 1000-2000 gold.

  23. #783
    Quote Originally Posted by vonJahgmann View Post
    While playing as Rome, one thing I've noticed since moving up from v6 to v11 is that the AI Civs are now rolling in the gold:

    • Lusitanians has just 2 cities per a whopping 72g per turn
    • Celtiberians with 3 cities and are cranking out 88g per turn
    • Macedonians also have 3 cities and 82g
    • Gauls with 4 cities are at 127g per turn
    • Greek City States with 7 cities are the current cash kings with 189g per turn
    • Franks have 6 cities and 187g per turn
    • Carthagians have a meager economy from just 2 cities netting "just" 52g per turn


    Most Civs are sitting on a rainy day fund between 1000-2000 gold.

    Right, that won't be changing. As stated multiple times in this thread, I prefer a cheating AI. The AI in games like this can never be as smart as a human player, so a cheating AI is required.

    Also, if you recall in previous versions most AI players were at negative gold, because the AI is dumb.

    Also, considering it can take 1000 to 2000 gold to upgrade one unit, that's not very much gold.

  24. #784
    One bug I've found is the Great General isn't appearing once the Progress Bar reaches full. I think I see the problem in the code and will fix this in next version.

  25. #785
    Join Date
    May 2012
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    Hey, I really love this mod, I play it ALOT.
    But there is one annoying issue I had playing with carthage and with the Greeks, once my units embark on the water, they can't embark back onto the land.
    Lost alot of units this way.
    Beside that I love this mod.
    Thanks for creating! hope you can fix this bug soon.

    Nero

  26. #786
    Join Date
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    England
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    Observation with version 10. I am at turn 418/132bc and i had to kick the gauls out of north africa where they had taken 3 cities from carthage and seem to occupy half of Spain. When landing on mainland spain with 6 legions I had to fight off 20 plus gaulish units who seem to come on in never ending waves of attacks, so i am now down to 2 legions which by the way are Marion Is. I am also fighting the Franks who seem to have spread over their half of the map and have seized most of Greece and Macedonia who I would have expected to put up more of a fight. i suspect the forest and hills in the area are not helping their phalanxes which begs the question how did they come to conquer half the world when they can't keep their own backyard clear of barbarian savages? Some food for thought?

  27. #787
    Quote Originally Posted by Nero View Post
    Hey, I really love this mod, I play it ALOT.
    But there is one annoying issue I had playing with carthage and with the Greeks, once my units embark on the water, they can't embark back onto the land.
    Lost alot of units this way.
    Beside that I love this mod.
    Thanks for creating! hope you can fix this bug soon.

    Nero
    What version are you playing? Sounds like you might be playing an older version where the embarkment movement was too much.

  28. #788
    Join Date
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    Quote Originally Posted by Kruelgor View Post
    What version are you playing? Sounds like you might be playing an older version where the embarkment movement was too much.
    I am playing the latest version, version 12.

  29. #789
    My first encounter with the Gauls as I move into their region. An archer!

  30. #790
    I am running into a problem where the AI is not firing upon me with their barbarian archers. That's a strange one.


    edit: never mind, they are firing on me.

  31. #791
    Quote Originally Posted by Nero View Post
    I am playing the latest version, version 12.
    I personally am not having any problems with my units embarking and disembarking, so I'm not sure why you're losing embarked units.

  32. #792
    Some changes I'm looking to do in Version 13:

    - Add Roman Emperor Palaces
    - Add Roman Ballista
    - Add Slave Wealth II
    - Add Worker Tools structure (for barbarians this will create the worker unit, for non-barb civs it will increase worker speed).
    - Add Harbor
    - Add Library
    - Add civilized Cavalry III
    - Add Slayer I unit.
    - increase the research rate a bit for minor civs.
    - lower the culture cost increase some.
    - increase the production of AI naval units some.
    - increase the amount of gold from captured cities a lot. Probably 5 times more than what it is currently.
    - Fix Great General gained from battle experience. Currently not working.
    - Reduce the points required to gain Golden Age by almost 2/3rds, and reduce the Golden Age period from 100 years to 50 years.
    - Increase Goth's tendency to produce settlers.
    - Decrease Amphibious attack strength some.

    I've got real world stuff going on, so this update probably won't be released until Sunday the 13th.

  33. #793
    Quote Originally Posted by Kruelgor View Post
    Right, I prefer a cheating AI. The AI in games like this can never be as smart as a human player, so a cheating AI is required. In previous versions most AI players were at negative gold, because the AI is dumb.
    Good point. Nevertheless, I am envious. I need to start growing my economy some...

    EDIT: On the plus side when Carthage or Gaul sues for peace, they have a lot of gold that can throw on the table.

  34. #794
    Bug report --- I am on turn 192 and when looking at the resources I see I have a wine resource and am getting +4 happiness for it --- yet I have not yet researched Wine. still having to research Burial Tomb, Oracle and Stable first.

    Not sure what what, if anything, you can do about it. I suspect I either founded a city on a wine resource or you hid one in Rome.

  35. #795
    Quote Originally Posted by Kruelgor View Post
    My first encounter with the Gauls as I move into their region. An archer!
    Show me an Archer spawned out of a Barbarian camp and I'll be really impressed. Sorry, couldn't resist. ;p

  36. #796
    Quote Originally Posted by Kruelgor View Post
    While my fellow Americans seem to be more obsessed with cross-hair shooter games which I call "carnival games". Strategic thought just isn't in the American culture.
    Sadly True, though nowadays I blame an self-imposed A.D.D. culture based on marketing soundbites, PowerPoints and Tweets as the true evil. All Glitz, no substance. Somewhere along the line we lost the ability to seek and digest raw information, instead voluntarily settling for opinion and interpretation.

  37. #797
    Quote Originally Posted by vonJahgmann View Post
    Bug report --- I am on turn 192 and when looking at the resources I see I have a wine resource and am getting +4 happiness for it --- yet I have not yet researched Wine. still having to research Burial Tomb, Oracle and Stable first.

    Not sure what what, if anything, you can do about it. I suspect I either founded a city on a wine resource or you hid one in Rome.
    Yep, this is a long time bug that affects other mods too and doesn't seem fixable with XML. Basically, the city is built on top of a hidden resourcen, and because of that it glitches and still gives you the resource. You'll just have to imagine it as a bonus.

  38. #798
    Join Date
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    England
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    hi my marian legions have suddenly stopped be able to create roads since i researched marian IIIs

  39. #799
    Quote Originally Posted by nigelr1812 View Post
    hi my marian legions have suddenly stopped be able to create roads since i researched marian IIIs
    Thanks. Fixed. Will be released in next update.

    I had to add the following code:

    Code:
    <Unit_Builds>
    		<Row>
    			<UnitType>UNIT_MARIANII</UnitType>
    			<BuildType>BUILD_ROAD</BuildType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_MARIANIII</UnitType>
    			<BuildType>BUILD_ROAD</BuildType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_MARIANIV</UnitType>
    			<BuildType>BUILD_ROAD</BuildType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_MARIANV</UnitType>
    			<BuildType>BUILD_ROAD</BuildType>
    		</Row>
    </Unit_Builds>
    Last edited by Kruelgor; 05-06-2012 at 05:54 PM.

  40. #800
    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? Looks like expended Great Generals, etc. all only give up 8 Golden Age years. I noticed this while re-playing v6 up until the 300+ turn crash.

    Just took a peak at the XML in v12 and appears to still be the case:

    Code:
    <Units>
        <Row>
            <Class>UNITCLASS_GREAT_GENERAL</Class>
            <GoldenAgeTurns>8</GoldenAgeTurns>
        </Row>
    </Units>
    Similar GoldenAgeTurn values exist for Artists, Engineers. etc.

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