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Tribuni plebis
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I never, during six hours of gameplay, got any crashes with 0.4. Is "0.4c" a new release because I can't see it in the changelog and in that case, isn't it better to return to the 0.4 version until this one is fixed?

As for the depopulation making the game unplayable, this is an effect of constant ai wars and looting combined with the population reduction of revoltrisk but if you handle your own empire well and don't let your enemies capture your cities too often your pop should still increase steadily at around 3%.

Decreasing AI agressivness might help decrease the constant AI wars?
 

Battlecry

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that_sweed said:
I never, during six hours of gameplay, got any crashes with 0.4. Is "0.4c" a new release because I can't see it in the changelog and in that case, isn't it better to return to the 0.4 version until this one is fixed?

As for the depopulation making the game unplayable, this is an effect of constant ai wars and looting combined with the population reduction of revoltrisk but if you handle your own empire well and don't let your enemies capture your cities too often your pop should still increase steadily at around 3%.

Decreasing AI agressivness might help decrease the constant AI wars?

1) 0.4 was quite bugged, after looking at it carefully for the last few days. As it turns out, 0.4b/c corrected a few things, but left major bugs untouched - I've been working constantly on what was supposed to be 0.41 (which has now become such a major rework, that it will be version 0.5 instead), and it will be out after the team gives it a run though to check for anything I've missed.
2) In a few little ways, the mod was actually designed to make the AI war with itself more often. I found with vanilla there are extremely long periods of virtual stagnation around the map, and this is neither historical nor entertaining. But there's no real way to mod AI 'aggressiveness' per se, its hardcoded. I've reworked all the population effects of Revolt Risk, Nationalism, looting, occupation etc. to eliminate the major depopulations for v0.5.
 

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One last thing for tonight, I wanted to post the link to the Team's new forum. It's brand new, so there's not alot there, but any questions or comments posted there will receive more devoted attention than they would here. Becoming a member is easy, but anyone can post comments, and there'll be no "The Server is too Busy" messages.

>ROME: ENHANCED Team Forum Link<
 

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battlecry said:
One last thing for tonight, I wanted to post the link to the Team's new forum. It's brand new, so there's not alot there, but any questions or comments posted there will receive more attention than they would here, and without the constant "The Server is too Busy" messages.

>ROME: ENHANCED Team Forum Link<
hey bcry, clear up some space in your PM box :rofl:
 

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jorian said:
hey bcry, clear up some space in your PM box :rofl:
yeah yeah, I did already. 30 PMs is just not enough space lol...
 

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battlecry said:
yeah yeah, I did already. 30 PMs is just not enough space lol...
i agree, have the same problem, it should be atleast doubled :D


EDIT: i forgot on how many replies i made, on what i replied of your 3 PM-s before you were full :eek:o
 

marshman

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yeah I should have clarified to be constructive--the CTDs I was getting were happening in a game where I had switched countries. It's weird as I used the first version you had and had no problems. Seems like the mod is moving really quick with lots of new ideas. I'll try a clean uninstall and install to see if I can resolve the CTD issue
 

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marshman said:
yeah I should have clarified to be constructive--the CTDs I was getting were happening in a game where I had switched countries. It's weird as I used the first version you had and had no problems. Seems like the mod is moving really quick with lots of new ideas. I'll try a clean uninstall and install to see if I can resolve the CTD issue

I'd wait for 0.5 (Wednesday or so). 0.4 had alot of issues, its not just you. I spent two 18 hour days going through them one by one. 0.4 incorporated some new things that previous versions didn't have, and this is why they were stable and it was not.
 

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The Improved Map Mod is planned to be incorporated into this mod in the future. I wouldn't venture to give instruction on how to merge them now.
 

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At the moment, merging this mod (or any gameplay mod) with the IMP is rather difficult. A large amount of provinces have changed numbers, so alot of the history files would need to be rewritten/renamed. In addition, there is an issue with the cache files for the map, but thats explained in more detail in the early pages of the IMP thread. It would also take a fair bit of re-balancing.
 

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After playing this as the Selucids both before and after tweaking a few files, I have come to the conclusion that making the Seleucids Macedonian cultured (which is historically more accurate) utterly cripples them. To see why, just start a game as them or egypt and look at the manpower values.

Selucids starts with around 20,000 manpower
Egypt starts with 200,000 - 400,000 manpower, dont remember exact value, but its vastly more than seleucids in any case.

End result combined with higher casualty rates during battles is that Seleucid manpower burns away with a year of starting the game, allowing Egyptian hordes to rampage at will until Egypt gets whatever it wants. Seleucids are then vulnerable to a land grab from anyone that declares war on them, who likely have as much manpower as the Seleucids.

What I did was to make Egyptians Macedonian too, and tweak manpower gained from culturally different provinces to -40% for similiar culture and -70% from different culture, so that Egypt would not be cippled as well. This makes manpower fairly even for both Egypt and Selucides while making both have much more than one province minors like Sparta, which makes the Selucids less helpless without making them uber.

Also, all the rulers of the Seleucids and Egypt could be changed from Greek to Macedonian. I did this with those alive during the first scenario as changing all of the historical characters culture might be a bit tedious.
 

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Darks63 said:
Ahh its just that the tech bug haunts the mod since all it changes is the map. plus i like the 5 idea slots.
\

The tech bug is about the easiest thing you can fix. Just open common/technology.txt and change all the '1.0's to '1.4'. You can change your vanilla file, just back it up first.
 

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JeffSteel said:
After playing this as the Selucids both before and after tweaking a few files, I have come to the conclusion that making the Seleucids Macedonian cultured (which is historically more accurate) utterly cripples them. To see why, just start a game as them or egypt and look at the manpower values.

Selucids starts with around 20,000 manpower
Egypt starts with 200,000 - 400,000 manpower, dont remember exact value, but its vastly more than seleucids in any case.

End result combined with higher casualty rates during battles is that Seleucid manpower burns away with a year of starting the game, allowing Egyptian hordes to rampage at will until Egypt gets whatever it wants. Seleucids are then vulnerable to a land grab from anyone that declares war on them, who likely have as much manpower as the Seleucids.

EDIT: UPDATE: For v0.5, Egypt is now Macedonian culture (the Ptolemys), and all Seleucid and Egyptian characters are now Macedonian.

What I did was to make Egyptians Macedonian too, and tweak manpower gained from culturally different provinces to -40% for similiar culture and -70% from different culture, so that Egypt would not be cippled as well. This makes manpower fairly even for both Egypt and Selucides while making both have much more than one province minors like Sparta, which makes the Selucids less helpless without making them uber.

Also, all the rulers of the Seleucids and Egypt could be changed from Greek to Macedonian. I did this with those alive during the first scenario as changing all of the historical characters culture might be a bit tedious.

I've already begun changing Egypt for 0.5, as the same problem has been noted before. And yes, changing all the characters culture is tedious, but I'll endeavour to do it anyway, we'll see how long it takes.

EDIT: UPDATE: For v0.5, Egypt is now Macedonian culture (the Ptolemys), and all Seleucid and Egyptian characters are now Macedonian.
 
Last edited:

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shasla6 said:
That's why Egypt's culture should be changed (to Greek) as well.

Why? Only the ruling and associated families could be called greek (actually Macedonian). By and large Egypt was most certainly not Greek.
 

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Simon B said:
When are you planning to reincorporating Van Diemen's map into your mod??

Ok this question has been asked a number of times so here's a 'standing answer':

There are a number of issues involved with incorporating Van Diemen's (or any) map mod into ROME:ENHANCED. It will take a full restructuring of many components of the mod, as well as perhaps a more complex installation process. For the coming version (0.5), we have been focused more on bugfixes and gameplay balancing than bringing in anything new on that scale.
In addition I'd like to wait until the map mod has gone beyond the three (4?) regions it now encompasses before beginning work on incorporation.
It is still planned, however, to have incorporated the map mod before any alpha release.
 
Last edited:

unmerged(14477)

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battlecry said:
Why? Only the ruling and associated families could be called greek (actually Macedonian). By and large Egypt was most certainly not Greek.

The hellenized (macedonian had greek culture, nevertheless, not to mention that they were greek to begin with) parts of Egypt were Alexandria, Kyrene and another area on the opposite side of the Delta I don't remember now. Also, there's this thing: which classes should be considered the carriers of the provincial culture? The upper classes in both Seleucid empire and Egypt were Greeks and hellenized locals and while the lower classes in most provinces were predominately locals, it's not easy to decide on the culture that or the other way.

The Victoria approach with different POPs having different cultures would be definitely more realistic, but seing Rome is a stripped down EU3 (which in turn has 1/10 of the complexity Vicky sports) such an approach would be out of Paradox's plans for this game.

Well, I'd say it would be realistic to give them Greek culture (to Egypt too) but keep most provinces to their local culture, to represent the division between the official state culture (and the ruling class elite culture) vs the people's culture. Some provinces in Egypt should be Greek culture to begin with but those would be few.