Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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Are you happy with RtR?

That all seems fair.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: 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.
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dito
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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

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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.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Is it too late to prevent jungle from growing on resources?
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(November 12th, 2020, 15:56)Cornflakes Wrote: Is it too late to prevent jungle from growing on resources?

I can code that, if wanted.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
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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. wink
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What about forest growth?
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(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?
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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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