September 9th, 2020, 15:19
Posts: 8,707
Threads: 92
Joined: Oct 2017
That all seems fair.
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
September 9th, 2020, 17:00
Posts: 8,786
Threads: 40
Joined: Aug 2012
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 10th, 2020, 17:05
(This post was last modified: September 10th, 2020, 17:06 by GeneralKilCavalry.)
Posts: 1,948
Threads: 19
Joined: Apr 2019
Is there any way to make this song play whenever someone adopts slavery:
It would make me very happy with RtR.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
November 12th, 2020, 15:12
Posts: 7,602
Threads: 75
Joined: Jan 2018
I'm in the process of creating a new version of RtR. I've brought some fixes and features from CtH over and would like to discuss those:
1. I've integrated new game options from CtH:
- No barb water units
- No barb cities
- No Spies
That last one is brand new and just disables building spies. I think with game options there is no real reason not to include them.
2. The "free wins against barbs with settler" feature from CtH isn't well received. I build something that is not yet in CtH and that I can also integrate here. Basically instead of a "free wins against barbs" it's a "barbs flee from settlers" feature. It works like this:
If you have a settler and a military unit that grants military happiness, then the barb won't attack you.
This feature also prevents the early loss of a settler, but it gives no easy XP to the military unit and therefore can't be exploited to the same degree. So here you all have 3 options:
- Keep the free win
- Take the barbs flee
- Remove both
3. I've also integrated a "barbs do not raze" feature. Basically it prevents barbs from razing cities, even cities that would be auto-razed. And if a barbs captures a city this way it also disables the auto-raze in case you re-capture the city later. Basically I try to diminish the overall loss due to barb attacks.
4. We now have the option to tie circumnavigation to a tech. For example I could set Optics as a necessary pre-requisite to complete the circumnavigation quest. The goal here is to prevent early circumnavigations caused by easily traversable maps.
The other bugfixes that won't need a discussion are:
- The partial builds feature from BUG now only works inside your culture.
- Production decay will now happen before production in the turn order. That way you can no longer extend the decay timer.
- The infamous teleporation bug on war declaration by a third party
- Tech adivsor increased in size, so that it no longer gets a vertical scrollbar from the KTB feature.
- Some minor text adjustments.
November 12th, 2020, 15:56
Posts: 6,090
Threads: 55
Joined: Apr 2012
Is it too late to prevent jungle from growing on resources?
November 12th, 2020, 15:59
Posts: 7,602
Threads: 75
Joined: Jan 2018
(November 12th, 2020, 15:56)Cornflakes Wrote: Is it too late to prevent jungle from growing on resources?
I can code that, if wanted.
November 12th, 2020, 16:32
(This post was last modified: November 12th, 2020, 16:33 by NobleHelium.)
Posts: 13,227
Threads: 25
Joined: Oct 2010
I'm in favor of no jungle growths on resources for both mods. Well I guess I don't really care about RtR since I don't plan to play a game of it.
November 12th, 2020, 16:40
Posts: 2,067
Threads: 4
Joined: Aug 2020
What about forest growth?
November 12th, 2020, 17:48
Posts: 8,786
Threads: 40
Joined: Aug 2012
(November 12th, 2020, 15:12)Charriu Wrote: I'm in the process of creating a new version of RtR. I've brought some fixes and features from CtH over and would like to discuss those:
1. I've integrated new game options from CtH:
- No barb water units
- No barb cities
- No Spies
That last one is brand new and just disables building spies. I think with game options there is no real reason not to include them.
2. The "free wins against barbs with settler" feature from CtH isn't well received. I build something that is not yet in CtH and that I can also integrate here. Basically instead of a "free wins against barbs" it's a "barbs flee from settlers" feature. It works like this:
If you have a settler and a military unit that grants military happiness, then the barb won't attack you.
This feature also prevents the early loss of a settler, but it gives no easy XP to the military unit and therefore can't be exploited to the same degree. So here you all have 3 options:
- Keep the free win
- Take the barbs flee
- Remove both
3. I've also integrated a "barbs do not raze" feature. Basically it prevents barbs from razing cities, even cities that would be auto-razed. And if a barbs captures a city this way it also disables the auto-raze in case you re-capture the city later. Basically I try to diminish the overall loss due to barb attacks.
4. We now have the option to tie circumnavigation to a tech. For example I could set Optics as a necessary pre-requisite to complete the circumnavigation quest. The goal here is to prevent early circumnavigations caused by easily traversable maps.
The other bugfixes that won't need a discussion are:
- The partial builds feature from BUG now only works inside your culture.
- Production decay will now happen before production in the turn order. That way you can no longer extend the decay timer.
- The infamous teleporation bug on war declaration by a third party
- Tech adivsor increased in size, so that it no longer gets a vertical scrollbar from the KTB feature.
- Some minor text adjustments.
Those all sound good. I can see arguments against #3, but unless a lot of folks aren't keen on it I think you should keep the change.
I like stopping jungle growth onto resources. I don't think forest growth is possible, is it?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
November 12th, 2020, 17:56
Posts: 13,227
Threads: 25
Joined: Oct 2010
Forests can grow onto resources that aren't improved and can naturally appear in forests. I don't see a need to change that.
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