Changing the Barbarian civs a bit.
- Combining the Ostrogoths and Visigoths into Goths.
- Adding Alamanni
- Replacing Vandals with Franks.
Changing the Barbarian civs a bit.
- Combining the Ostrogoths and Visigoths into Goths.
- Adding Alamanni
- Replacing Vandals with Franks.
There will not be traditional civ-like leaderheads. Instead, they will look like this:
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Every Deity Temple will open 1 specialist slot. Barbarian shrines will not, however.
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.
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.
Screenshot of the Social Policies
xxxRemovedxxx
Last edited by Kruelgor; 02-25-2012 at 09:41 AM.
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.
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.
UnitSightRangeChange doesn't work and is useless. Therefore, I'm replacing the "Bird's Eye" policy with something else.
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
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
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Changed up the policy images once again, added some color to the bottom 5 policy branches.
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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.
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.
edit: never mind
Last edited by Kruelgor; 02-26-2012 at 02:34 PM.
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.
Switching to a new Policy Branch will create Anarchy for 4 years (8 turns).
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.
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.
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.
Now I know how you have such a high post count. Nothing like dodeca-posting.
Got tied up playing Madden 12 on xbox for last couple of weeks so haven't been working on this.
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.
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Last edited by Kruelgor; 03-11-2012 at 11:18 AM.
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
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)
When the new expansion Gods & Kings releases, I will definitely alter what ever code needs to be changed to make it compatible.
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
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).
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.