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Thread: SPQR - Rise of Rome

  1. #201
    Changing the Barbarian civs a bit.

    - Combining the Ostrogoths and Visigoths into Goths.
    - Adding Alamanni
    - Replacing Vandals with Franks.

  2. #202
    There will not be traditional civ-like leaderheads. Instead, they will look like this:










  3. #203





  4. #204
    Every Deity Temple will open 1 specialist slot. Barbarian shrines will not, however.

  5. #205
    There is a strange bug when load scenarios with custom map, which I recall existed a year ago and still not fixed. When you selecet the custom map, and click load scenario then you can't see and select your civilization of choice. By default you'll play as the Romans. There is a work-around however, if you start the scenario, exit and return back to menu then you'll see all the civs and can play with any civ you like.

    This bug does not exist if you do not load scenario.
    Last edited by Kruelgor; 02-20-2012 at 04:37 PM.

  6. #206
    I'm playing around with the Social Policies right now. Might even go ahead and completely do it. That'll put the mod over 50% complete.

  7. #207
    Screenshot of the Social Policies

    xxxRemovedxxx
    Last edited by Kruelgor; 02-25-2012 at 09:41 AM.

  8. #208
    SOCIAL POLICY: Tribalism

    Chieftain: +5 Happiness. +25% Great General spawn rate.
    Territorial: +2 population for new cities.
    Procreation: +10% growth and +4 food in the capital city.
    Human Sacrifice: Receive culture from kills.
    Plunder: Receive gold from kills.
    Final Completion of Tribalism Branch: Wounded Military Units inflict 25% more damage than normal.
    Last edited by Kruelgor; 02-26-2012 at 05:38 PM.

  9. #209
    SOCIAL POLICY: Nomadic

    Explore: Receive 3 scout units.
    Bird's Eye: +1 sight range for units.
    Hearsay: Reveals all capitals, and notifies you of any new barbarian camps in revealed territory.
    Cooperation: Various bonuses with minor states (city states).
    Journey: +2 settlers. +25% Settler production increase.
    Final Completion of Nomadic Branch: +2 Extra happiness per city.
    Last edited by Kruelgor; 02-26-2012 at 08:24 PM.

  10. #210
    UnitSightRangeChange doesn't work and is useless. Therefore, I'm replacing the "Bird's Eye" policy with something else.

  11. #211
    Considering the existence of barbarian kings and even queens throughout Roman-era history, I'm going to go ahead give Barbarian civs access to Monarchy.

    So Barbarian civs will have access to:

    Tribalism
    Nomadic
    Monarchy

  12. #212
    Decided to replace the bottom 5 policy images with more colorful pics. For Christianity, instead of the sculpture of Constantine, will use his symbol instead.

    actual in-game image

  13. #213
    Changed up the policy images once again, added some color to the bottom 5 policy branches.


  14. #214
    Quote Originally Posted by Kruelgor View Post
    UnitSightRangeChange doesn't work and is useless. Therefore, I'm replacing the "Bird's Eye" policy with something else.
    Despite UnitSightRangeChange not working, I was still able to get Bird's Eye to work by creating a custom unit promotion and having the policy "Bird's Eye" award that promotion to the civilization.

  15. #215
    Unfortunately, there are some major limitations with ERAS and unlocking policies with plain XML coding. The City Artwork is hardcoded which means modern/futuristic city art will be displayed in the 6th and 7th eras no matter what XML code you put in, same with medeival and renaissance, etc... So this basically destroys any possibility of placing numerous eras in a Roman scenario, and creates a 2nd limititation for Civ specific Policy Branches (since Eras can lock & unlock policy branches). Essentially, this means the Tech Tree for this scenario can only have 2 eras (the initial + 1 extra) which are hardcoded with Ancient and Classical era parameters, anything beyond that would create undesirable art work and results for a Roman empire mod.

    I will have to utilize the TechPrereq to require policies to obtain specific techs, but the limitation here is that the TechPrereq does not apply to the main Policy Branches (only the sub-policies) so civilizations could still adopt undesirable Policy Branches but just wouldn't be able to access the sub-policies.

    What does this mean? It could mean the Barbarian civilization could, for example, could unlock Democracy which is retarded, or the Greeks could unlock the Roman-specific policy branch of "Ambition". So what I have to do is figure out which 1-additional Era will unlock what (I only have 1 extra era to utilize), and use a combination of TechPrereq rules. I didn't want to have to go this route, but after spending 20+ hours experimenting with various XML code, trying to change artwork, it seemed that none of that worked no matter what and I've come to the final conclusion that the City artwork is hardcoded to change every 2 or so eras no matter what XML code or artwork you import, and no matter what custom eras you create.
    Last edited by Kruelgor; 02-26-2012 at 10:45 AM.

  16. #216
    I'm attempting to do a work-around, basically adding 4 Eras which will unfortunately diplay Medeival and Renaissance city graphics but that should be okay.

    I've disabled the ability for Cities to attack, so that will eliminate the catapult rocks. To defend cities, you will need units.

  17. #217
    edit: never mind
    Last edited by Kruelgor; 02-26-2012 at 02:34 PM.

  18. #218
    Certain Social Policiy Branches can't be in effect jointly with other Branches.

    Tribalism to anything
    Nomadic to anything
    Monarchy to anything (except Class System)
    Class System to Tribalism, Nomadic, or Christianity.
    Democracy to anything (except Class System)
    Republic to anything (except Class System)
    Ambition to anything (except Class System)
    Reform to anything (except Class System)
    Christianity to anything


    As you can see Class System is the most flexible and compatible with other Social Policies. Basically, Class System is the only policy that will allow you to have two civilized Social Policies open at once (barring Christianity).
    Last edited by Kruelgor; 02-26-2012 at 02:16 PM.

  19. #219
    Switching to a new Policy Branch will create Anarchy for 4 years (8 turns).

  20. #220
    SOCIAL POLICY: Monarchy

    King: +5 Production at capital
    Queen: +10 Culture at capital
    Dynasty: +15 Gold at capital
    Loyalty: +2 Great Generals
    Supression: 90% reduction in unhappiness at capital
    Final Completion of Monarchy Branch: +5 Food at capital
    Last edited by Kruelgor; 03-31-2012 at 02:13 PM.

  21. #221
    Join Date
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    This just keeps looking better and better, fantastic work, can't wait to try it out????

  22. #222
    Quote Originally Posted by nigelr1812 View Post
    This just keeps looking better and better, fantastic work, can't wait to try it out????
    Yep, it's all coming together nicely. I should be done with the Policies within a few days. The Tech Tree is half way filled up with its units and buildings, and will finish that after I complete the policies.

    I sometimes get caught up playing the game and it's awesome. I can't wait for it to be completed so I can just sit down, grab a beer, and enjoy some good war gaming.

    I do warn you though, it's highly HIGHLY addictive.

  23. #223
    I may release a beta version on the Ides of March in commemoration of the great Julius Caesar, regardless of the state of the game. I'm pretty sure it won't be fully done by March 15th but I can go ahead and release it. It'll be good for at least 1000 turns of fun. The full game will be 2000 turns.

  24. #224
    Join Date
    Apr 2011
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    Quote Originally Posted by Kruelgor View Post
    Unfortunately, there are some major limitations with ERAS and unlocking policies with plain XML coding.
    A very, very small amount of Lua coding will get you what you want. Specifically the GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID) and GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); callbacks.

  25. #225
    Quote Originally Posted by whoward69 View Post
    A very, very small amount of Lua coding will get you what you want. Specifically the GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID) and GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); callbacks.
    I figured would be the case, but I don't know Lua.

    I'm a war gamer, not a programmer, but I do thank you for that info.

  26. #226
    Join Date
    Apr 2011
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    Quote Originally Posted by Kruelgor View Post
    I figured would be the case, but I don't know Lua.

    I'm a war gamer, not a programmer, but I do thank you for that info.
    PM me if you want a sample file and how to add it to your mod

  27. #227
    Quote Originally Posted by whoward69 View Post
    PM me if you want a sample file and how to add it to your mod
    I tell you what. Let's wait for the first release. You can then take a look at the mod code and feel free to contribute anything positive that you think will make it better.

  28. #228
    Join Date
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    Now I know how you have such a high post count. Nothing like dodeca-posting.

  29. #229
    Quote Originally Posted by Truth View Post
    Now I know how you have such a high post count. Nothing like dodeca-posting.
    Absolutely, it's a "blog" kind of like documenting the progress of the creation.

    It also acts as a set of notes I can rely on, as I frequently utilize the info here during the coding process. Very handy.

  30. #230
    Got tied up playing Madden 12 on xbox for last couple of weeks so haven't been working on this.

  31. #231
    Changing the tech tree a little regarding the Roman Army. Removing the Praetorian Guard discovery, and will be making the Praetorian I unit available with the discovery of Imperial I. There will also be a Praetorian II unit with the discovery of Imperial V. The discovery that was previously called Praetorian Guard will be replaced with Comitatenses. Comitatenses were the Late Roman Empire units re-organized by Constantine.

    Comitatenses units are lighter faster units with good mobility. They will have a movement of 3 to help defend the vast empire but will not be able to compete against the raw power of the late barbarian hordes. Their existence will remove the ability to create former Roman legion units.

    I'll most likely make the barracks obsolete with their appearance as well, and will instead make a holy Roman Basilica building that will give a little boost to military units.



    Last edited by Kruelgor; 03-11-2012 at 11:18 AM.

  32. #232
    Here's a nice YouTube link that plays all of the Rome Total War songs continuously non-stop. Kind of nice.

    http://www.youtube.com/watch?v=SejW_...ain&playnext=2

  33. #233
    There are 4 Eras

    1. Age of Origin (the first 40% of the tech tree)
    2. Age of Ambition (the 41% to 65% segment of the tech tree)
    3. Age of Empire (the 66% to 95% segment of the tech tree)
    4. Age of Crisis (the 95% to 100% segment of the tech tree)

  34. #234
    When the new expansion Gods & Kings releases, I will definitely alter what ever code needs to be changed to make it compatible.

  35. #235
    Join Date
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    Just a plea from a fan of your work but also someone who likes playing later Roman period (can I stop the fall), Byzantium period and the various crisis etc which the eastern empire contended with after the fall of the west, please consider as a future extension

  36. #236
    Quote Originally Posted by nigelr1812 View Post
    Just a plea from a fan of your work but also someone who likes playing later Roman period (can I stop the fall), Byzantium period and the various crisis etc which the eastern empire contended with after the fall of the west, please consider as a future extension
    Absolutely my friend, but first thing is first.

    Right now I'm stuck with figuring out a bug. The game works on random maps, but crashes on the custom Roman Empire map. From what I've read it could be related to DLC units but I'm not positive.

  37. #237
    Studying Hannibal, I'm inspired to add at least two unique units for the Carthaginians - Numidian Cavalry and War Elephants. Carthaginians will also have a special ability to cross mountains (if I can figure it out).

  38. #238
    Quote Originally Posted by Kruelgor View Post
    Right now I'm stuck with figuring out a bug. The game works on random maps, but crashes on the custom Roman Empire map. From what I've read it could be related to DLC units but I'm not positive.
    This is a strange one. I've narrowed it down to something in my tech tree that is causing the game to crash on my custom map.

  39. #239
    Quote Originally Posted by Kruelgor View Post
    This is a strange one. I've narrowed it down to something in my tech tree that is causing the game to crash on my custom map.
    Did you place any units on the map?

    If so, it's possible a unit is crashing the game. FireTuner every unit into the game...see if one crashes it.

  40. #240
    I found the root of the bug which was causing crashes to custom made map. Each technology needed to be assigned an ID# such as <ID>1</ID>, <ID>2</ID>, etc...

    The 200+ technologies was too many technologies just to have the first technology assigned an ID#.

    Strange that this would affect custom made maps.

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