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Are you happy with RtR?

Edit: Here's the poll for those who can't be arsed to read the whole thread: https://docs.google.com/forms/d/e/1FAIpQ...sp=sf_link

Original post:

With Krill gone the driving force behind RtR has stopped driving. When He left He was pretty happy with the state the mod was in, but are you?

Charriu is very kindly maintaining things, but rightly doesn't want to be in charge of the vision, so I thought we could have a poll to figure out just what the community wants from the final version of RtR. But to decide what should be in the poll I wanted to know what items in the changelog annoy you, are unnecessary or unbalanced, AND what your proposed solution would be. I've listed a few complaints I make and have read others making:

- Unpillagable villages and towns ( rant )
- Inca/India cheap granaries (why are the best buildings in the game 3/4 price?)
- 5 turn peace treaties (surely ceasefires do this job already?)
- Privateers need Optics/Paper (seems fine really  pirate )
- Xbows have collateral and require construction (can we put them back to normal?)
- Ocean is sloooooow (I'm actually surprisingly okay with this)
- Galleys with 2xp are too quick (give them nav2 instead of nav1?)

I'm sure there are others that I've missed. Let us know what they are - no gripe too small! Once we have a good list I'll make a poll.

Edit: More things:
- SotL have collateral but are vulnerable to privateers (I quite like this, but it comes under "silly navy")
- Towns act as forts for boats and air units
- Lighthouse, Harbor, Customshouse, Drydock, Moai give XP to boats
- New Naval flanking, drill and sentry and changes to base promotions and movement of boats
- Barb animals get bonus vs melee but never beat scouts (I like this one!)
- Trebuchet on Machinery, not Engineering (I like this one too!)
- Barracks giving culture
- Temple requires Meditation not Priesthood

Supplementary question:
The next pitboss game I play will probably be:
- RtR
- Close To Home
- BTS
- I don't [have time to] play pitboss
- Other (text)
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To add to that. Any changes to UI, BUG or other non-gameplay-related features from CtH will be included into RtR by me as soon as the next PB starts or I do the changes you want.
Mods: RtR    CtH

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I haven't been happy with RtR for a long time and honestly would probably prefer vanilla over it in some cases. So maybe I'm not the best person to chime in, but I'll throw some more out there that have annoyed me in addition to most of the things OH has listed. Especially the villages/towns and crossbow things.


* Culture on a Barracks is dumb and only exists because Krill didn't like building Monuments.

* I would remove every single naval change. The movement changes in particular are silly.

* I don't like the worker tech re-arrangements.

* I was just perusing through the changelog to see if I forgot anything and discovered villages and towns provide access and tile yields for a bunch of strategic resources too? smoke
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(August 7th, 2020, 07:46)scooter Wrote: * I was just perusing through the changelog to see if I forgot anything and discovered villages and towns provide access and tile yields for a bunch of strategic resources too? smoke

As a reference this was done, because villages and towns were made unpillagable/undestroyable and will most likely revert back to normal with that change. Best to put those two changes together in a vote.
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RtR is in a weird place. I think a lot of us liked it in earlier incarnations; when that incarnation was is pretty darn variable. For instance, I have some fairly fond memories of 2.0.7.4, but I'm not sure looking back why that was. It was certainly before the village/town thing and the silly navy and the crossbows.
If only you and me and dead people know hex, then only deaf people know hex.

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I have a similar feeling to Commodore. Ever since we started playing most MP games with RtR, I stopped really knowing the rules of the game by hearth, and had to always look up what were the rules for each specific game. It doesn't help that RtR has a lot of counterintuitive (hunting -> pastures; AH -> camps) and inelegant (the +2 commerce in water +3 in land for FIN) changes.

I won't argue for or against specific rules, just against this way of doing things. I also agree with Commodore that 2.0.7.4 or something around that era was fine. After that, I think most of the changes started to be made just for the sake of it.
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(August 7th, 2020, 09:38)Ichabod Wrote: and inelegant (the +2 commerce in water +3 in land for FIN) changes.

That is a change in CtH and not in RtR.
Mods: RtR    CtH

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(August 7th, 2020, 07:46)scooter Wrote: * I don't like the worker tech re-arrangements.

(August 7th, 2020, 09:38)Ichabod Wrote: It doesn't help that RtR has a lot of counterintuitive (hunting -> pastures; AH -> camps) and inelegant (the +2 commerce in water +3 in land for FIN) changes.

To my mind, the worker tech rebalance is one of RtR's best features. Suddenly Hunting starts aren't trash, and map makers have more freedom to design starting areas.
There is no way to peace. Peace is the way.
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(August 7th, 2020, 09:40)Charriu Wrote:
(August 7th, 2020, 09:38)Ichabod Wrote: and inelegant (the +2 commerce in water +3 in land for FIN) changes.

That is a change in CtH and not in RtR.

shifty

Case in point about not knowing the rules.  lol

Actually, RtR rule is worse, the +1 commerce in tiles with +2 commerce but without rivers. I seemed to have blocked this wording from my mind, because it's really convoluted.
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PB49 version except revert the naval changes back to base BtS would be my vote.
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