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Mod releases

Following discussions with others, here is the short term plan for where I expect RtR to head. Now that I've finished the academic work I have for the forseeable future, I am only detained by the vagaries of life, such as working, finding somewhere to live and moving etc.

I intend to release a stable version that is based off the 2.0.5.3 mod (the one in my sig) that includes much of the behind the scenes stuff that novice has added in, with the observer mode, and Plako's pause fix. It can then be tested and a final version released, and will be available for anyone to start a game with confidence that no stupid bugs exist. I am working a lot of shifts over the next 2 weeks, but I hope that the first version of this mod can be put out over the weekend for testing.

After that is done, I want to move onto sorting out the work boats, PHI and one or two other small things. There will be a few adjustments to the mechanics of tech costs and another pass over the UB and UU for civs, namely nerfing Zulu and Egypt. Any ideas for changes or improvement can be addressed at this step in the development process. This process will only start once the above process has ended, and I do not envisaging anything being made available before mid August. It is also dependent on the availability and willingness of others to contribute.

So, there are the short term plans for what happens. I hope to put up a potential change log (both including all of the current changes, and those to be made) by Sunday evening.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(July 17th, 2014, 10:04)Krill Wrote: There will be a few adjustments to the mechanics of tech costs and another pass over the UB and UU for civs, namely nerfing Zulu and Egypt. Any ideas for changes or improvement can be addressed at this step in the development process.
Feel free to move this elsewhere if you want, but a modest proposal:
As you're hitting the beaker advantage of both Zulu and Egypt, might want to keep the nerfs small...maybe start with just removing mobility from impi and the 10% withdraw from the war chariots? I have a hard time seeing them as massively better than Praetorians, musketeers, or skirmishers...

Something as drastic as merely adding a retreat to impi while stealing their identity, or making war chariots first strike a couple times...seems extreme. I mean, totally removing all UBs and UUs also achieves perfect balance, but that sucks.
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The ub and uu passes will be done without reference to starting techs du to tech cost changes making them fairly irrelevant. And every civ will be considered for adjustment. That does not mean they will all be adjusted though.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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