View Full Version : Questions & Answers


Pages : 1 [2] 3 4 5 6 7 8 9 10 11 12 13

Spearthrower
Dec 27, 2006, 04:25 AM
Frequently Asked Question:

Where do you find the time Rhye? :D

Rhye
Dec 27, 2006, 04:30 AM
right now I've got a lot of time - no wonder I've added stability in 2 days.
If you recall, I have been idle for most of december instead...

Spearthrower
Dec 27, 2006, 04:31 AM
Dont worry - I'm sure we will all "find" time to play it! ;)

Mercenary82
Jan 01, 2007, 11:38 AM
In the warlords version, I am constantly getting the -1 "you declared war on our friend" when attacking Independent cities. Was this intended? If so, it gets a bit excessive considering we automatically make peace every few turns.

[EC]immortal7
Jan 05, 2007, 08:32 PM
I was just curious if u would release your earth map with the expanded europe for unmodded civ. Without the marsh tiles of course. Or do u intend to keep it a mod exclusive?

Rhye
Jan 06, 2007, 12:21 PM
it's intended to be mod exclusive, I'm sorry

ecv
Jan 07, 2007, 10:58 AM
I dont mean to be rude or anything. But its a nice map, so why not share it with ppl?

emperorosmar
Jan 07, 2007, 03:08 PM
Hi look i download it the rise and fall of civilziations and put it to warlords mod i load the mod and cant find the Scenario map why is that? do i have to download the map from else wher??

Lord Apolon
Jan 07, 2007, 03:28 PM
You downloaded the mod as a folder called RFCwhateverversion #. However, this is not the folder you want to move to the Mods folder. Open the RFC folder and you'll find another one called 'Rhye's and Fall of Civilization' (not just 'RFC109 or whatever version it was). Move THAT folder to the Mods folder in Warlords. I'm guessing that's your problem; give it a try and enjoy the mod!

emperorosmar
Jan 07, 2007, 03:38 PM
You downloaded the mod as a folder called RFCwhateverversion #. However, this is not the folder you want to move to the Mods folder. Open the RFC folder and you'll find another one called 'Rhye's and Fall of Civilization' (not just 'RFC109 or whatever version it was). Move THAT folder to the Mods folder in Warlords. I'm guessing that's your problem; give it a try and enjoy the mod!

yea man thank u that was it thank u very much

Rhye
Jan 07, 2007, 06:25 PM
I dont mean to be rude or anything.


no problem


But its a nice map, so why not share it with ppl?


I made this variant only for building the mod over it and intended it as the sequel of my civ3 map.
Ini my opinion, reconverting the marshes to the original terrain, readding the starting locations, and keeping this additional download updated is a waste of time.
If you don't like the mod, there's the default map, which is very similar.

Trajan12
Jan 09, 2007, 10:21 PM
I have to say, I love the mod! It's rekindled my interest in Civ4. Rather unimportant question if you don't mind: What is that song that plays in the main menu? I think it is great.

werttrew
Jan 10, 2007, 07:24 AM
I have to say, I love the mod! It's rekindled my interest in Civ4. Rather unimportant question if you don't mind: What is that song that plays in the main menu? I think it is great.

It's a Pink Floyd melody, but the name of the song escapes me.

flaming_iles
Jan 10, 2007, 07:25 AM
What is that song that plays in the main menu?

It's a part of 'Shine on you crazy diamond' by Pink Floyd

Lord Apolon
Jan 12, 2007, 12:22 AM
Dearest Rhye and others who actually know how the mod works down inside,

I hope you'd be willing to help with this. I'm not sure if this is the appropriate place to ask (more of a modding question) but let's go for it:

I've been playing the old game Zeus: Master of Olympus and its expansion Poseidon. It's an old citybuilding game set in Greece and Atlantis.

So because I was bored I decided to play with the map of RFC a bit and made myself a second scenario featuring a large Atlantis archipelago in the Atlantic, which is absolutely lavishly unbalanced, by design.

I moved the Babylonians to it since they are the most expendable of the starting civs. Everything worked fine until turn 41. I've played from fresh starts twice and both times Babylon/Atlantis collapsed on that turn.

The only reason why this would happen that I can think of is stability and being completely outside their traditional homeland. Would this be the cause of the collapse? Everything else is going really well for them.

I tried to change the Bab homeland in the Constants python file, but apparently I got the coordinates wrong.. I was estimating. So: How do you determine coordinates in the World Builder?

Anything else I might need to change so everything works properly?

Also, Babylon now spawns with 2 settlers, one in Babylon and one in Atlantis. Which file do I need to edit to kill the first settler and leave only the one in Atlantis, which I placed manually in the WB? The second time I played all the other 3000BC civs spawned with a 2nd settler too... weird stuff!

I feel like perhaps I shouldn't meddle with this stuff which I don't understand. But I really want to. I'd do it on a normal non-mod map.. but then it wouldn't be RfC! I want everything else about RfC to be the same except for the presence of this new archipelago.



The rest of this post has no important questions, just a few minor ones, and an explanation of what I did with Atlantis, for the curious.

Minor question first: What files do I change to make Babylon (the civ) called Atlantis by default? Nothing I can't live without but it would be nice. City names looks impossible to deal with w/o knowing Python so I'll leave that well enough alone.

Now, because I'm feeling vain and have time: the story of Atlantis.

The Atlantis I made consists of one large island and three small islands in the Atlantic ocean. The smallest and easternmost incorporates as its easternmost tile the one-square island off the coast of Spain. The western shore does not use any existing islands.

Atlantis is fully surrounded by ocean; they will be isolated until Astronomy/Optics, although they are close enough to at least see the Spanish. This is mostly to keep them contained, since between the four islands they have virtually every resource available. I went quite overboard and threw balance out the window.. I want Atlantis to be a nearly insurmountable Titan. The islands lack nothing except the eastern luxuries, iron (their only real weakness), aluminum, and uranium.

The northern tip of the island lines up with Halifax and central France. The southern tip of the southern island corresponds with the Sahara. Overall the whole archipelago would leave a civ smaller than China but larger than Spain.

The city of Atlantis starts at size 3 with irrigated wheat, to imply (to the large audience of just me) that the city was settled even before 3000 BC. It is also, and I may change this later since it makes them even more powerful, the Taoist holy city from the start. Granted this screws over China, but when does China do well anyway? Taoism tends to be the smallest religion in most of my games. It was that or Buddhism.

Lastly, I chose Babylon because 1) they weren't always in RfC, so hey, it must still work with them elsewhere, 2) didn't want to screw things up by using someone who spawned later, and 3) they are perfect Atlanteans.

Why?
1. They automatically don't have a UHV since their capital won't be at Babylon. Otherwise Atlantis would certainly win it.
2. The UU works well--they are isolated anyway.
3. The UB is perfect--Atlantis loves science and culture!
4. The UP is perfect--if Babylon has the Power of Law and all bow before it without resisting, even more for this hypothetical even older and greater civilization.

Well, that's enough self-indulgence. Hope someone found it interesting. And more so I hope someone can help me figure out how to stop Atlantis from collapsing on turn 41 so I can see how they affect the dynamic of the game--my purpose from the start. I don't even want to play as them.. just watch!

Thanks!

Rhye
Jan 13, 2007, 09:50 AM
Cities -> you can just edit the names of Babylonian ones in Civ4CivilizationInfos.xml

Starting location and coordinates -> all you have to change is in Consts.py: capital, core areas, normal areas, broader areas. (important for the motherland check too)

Names -> it's also easy; just a few xml tags change

Psyringe
Jan 13, 2007, 10:15 PM
Hi Rhye,

I'm playing your mod for the first time right now and thought I'd note down my first impressions, some questions, and perhaps a bug report or two. Perhaps my notes can help you in one way or another.

The most important thing first: I'm having a lot of fun playing your mod, thanks for making it! :thumbsup: Naturally, the following list will contain mostly negative aspects, but don't let that fool you into thinking I wouldn't have a great time with your mod. :) Also, keep in mind that these are first impressions of a first time player. Some of my problems will probably solve themselves after a while when I've got a better understanding of the mod and it's mechanic. Still, I thought you might be interested in which aspects are difficult to understand for a new player.

Okay, now to the things that came to my mind while playing, I'll just write them down as they occur to me. In case it's important, I'm playing version 1.19 on top of Warlords 2.08, no other mods, clean CustomAssets, and I chose the Babylonians (nice to have them, I still miss them in the official game).


1. Lack of (in-game) documentation

I'd appreciate more information about the game mechanics of your mod. For example, I looked in the "Game Concepts" section of the Civilopedia for an explanation of stability and the factors influencing it, but couldn't find it there. There's some info about that in the readme, but not all of it is clear to me, and it'd be much easier to access in the 'pedia. Also, the readme explains at length the projection of the map (which is nice additional info, but mostly unimportant for someone who just wants to play the map), while just glancing at the more important aspects of gameplay.

I was looking for a FAQ thread in the forums and found this one, however seeing that it starts with off-topic discussions about flags and Italian language didn't especially encourage me to read further than page 5. I usually try to look for information myself before asking questions, but it seems a bit difficult in this case.


2. Great opening music

Great choice for the menu tune. :) When starting the mod, I just closed my eyes and listened to it for a couple of times - it really gets me in the mood. :)


3. Mercenaries lacking documentation too

My first experience with the mercenaries in this mod was that I built my first bowman, saw an action button that I didn't recognize and that had a rather non-descriptive description ("unit selection" or something like that), clicked on it, and suddenly my bowman was gone and I couldn't find it any more, so I reloaded. I guess it has to do something with mercenaries, and I'm sure I will eventually find out how this works, but it would be nice to have some sort of documentation about this feature. The readme seems to assume that the player already knows about the mercenaries mod component, which will be true for many players, but I don't and hence I'm at a loss. I'll search CFC for the original mod to find the original documentation, which will probabkly answer my questions, but it wouldn't hurt to have this documented in RFC as well, or to at least have a link to the original docs of the included mods.


4. City naming is great

I absolutely love the way how cities are renamed when captured by a different civ, and how the game assigns city names that fit the city's location. This adds a lot to the atmosphere, and it shows a love to small details that I like in mods. :)


5. Foreign advisor is very good, apart from minor problems

I like the included foreign advisor, it's a huge improvement over the original advisor in every respect. However, I also have some problems with it. On the "Glance" page, the first column (or first two columns) are shifted to the left, so that the numbers of the leftmost column are printed over the leader pictures at the left edge of the screen. This makes the numbers hardly readable. Also, this screen has a square button that changes between "+" and "-" when I click it, but I have no idea what it does besides that (the documentation problem again). The pages "Resources" and "Technologies" get a bit cumbersome when you've got contact with many civs, because they only scroll up or down by one line per click. A scroll slider, or additional buttons for "page up" / "page down" could help here.


6. Unclear "Indepent leader" issues

I'm not sure whether there is *one* independent leader or whether there are many of them. In the trading screen, I often see that my rivals have contact to many independent leaders (apparently without any possibility to differentiate between them, how do I tell a rival to attack independent leader A instead of independent leader B?). Also, each independent city seems to have its own territory, again suggesting that there are many independent leaders. However, when I attack one independent city, then all of them across the world seem to be at war with me, suggesting that there is only one independent leader. Then again, even though the other independent cities seem to be at war with me (city plaque shown in red), they never make any effort to attack or pillage me. I'm confused.

My guess is that each independent city has its own, unique independent leader, and that the red plaque for the city name is just a display issue. But I'm not sure. Also, the problem that I can't tell a rival to attack a specific independent city persists.


7. Unclear stability and city flipping event

In my game, I suddenly had the Persian capital flipping to me, and the Persian empire collapsing at the same time. I don't know how I got the city, it probably flipped to me because of my cultural influence, but I didn't get the usual popup asking me whether I want to keep the city. I just suddenly had one city more while the surrounding Persian cities became independent. What exactly happened?


8. Strange troop relocation overloads caravel

The same event not only gave me a city, but also some formerly Persian troops. 2 immortals, 3 trebuchets, 2 horse riders, 2 musketmen, 1 catapult, and about 9 longbowmen all suddenly belonged to me (which multiplied my military strength, before that flip my entire army consisted of 2 longbowmen). The strange thing is that *all* of these troops were loaded onto *one* single caravel, that also changed allegiance to me. What happened? How can a caravel (that usually can't hold a single one o these units) suddenly hold one and a half dozen of them? I probably could have exploited it to ship my whole army to the arabian peninsula and attack Saladin, who was at war with me, but I decided not to exploit the situation.


9. Does the AI pursue historic victory?

If the AI can understand its historic victory conditions, then it seems to be rather bad at pursuing them. It's 1715 in my game, and out of 16 civs, only 2 have managed to achieve one of their objectives, all others failed to achieve any. I realize that many civs have later objectives anyways, but still a lot of civs sems to have failed their objectives.


10. Two greys for number of objectives?

I noticed that on the score list, some civs have their number of accomplished objectives shown in light grey, and some in dark grey. What's the difference? At first I thought that one colour might be used for civs that can still actually complete all three objectives, and another colour for those that have already failed at least one objective. But that's not true for my current game. So what's the real meaning of the two colours?


11. Bug in display of my own objectives

When I look at the victory screen, I see that I apparently didn't reach my first objective (being the first to discover Writing, Code of Laws, and Monarchy): the second column reads "NO". (I didn't notice failing the objective btw, is there any message that tells you when you failed to accomplish one?) The two other objectives are listed as "Not yet" accomplished. However, both of them were due to turn 86, and I'm well past turn 200 now. I'm pretty sure I've gailed to accomplish these objectives too. So shouldn't the line read "NO", for "not accomplished", instead of "Not Yet"?


12. Some events not being logged

I (think I) had a rebirth event of a rival civ, I read something about German cities displayed at the upper left of the screen. However, when opened the log to check what exactly happened, the entry wasn't there.


13. Calendar and turn number

It's a nice idea that the turn number is obscured from the player until he discovers Calendar, but having the turn number displayed whenever I click on "save game" kind of destroys the intended effect. Okay, I don't *have* to save my game, but still ...


14. Inability to scroll past a certain area of the map

When I sent my first warrior scouting towards Europe, there was a point where I couldn't scroll the map any further to the left. I think I couldn't scroll west of Italy. However, I could still move my warrior when I used the number pad, or when I zoomed out and clicked on some area he should go to. Is this scrolling limit intended behavior? If so, shouldn't the simple workarounds be prevented?

Note: The scroll limit went away after a while, I can now scroll freely anywhere. I don't know when that changed or what caused it to change.


15. Weird mouse movement after task switching

Perhaps connected to 15: When I Alt-Tab out of the game, then (on my windows desktop) my mouse goes to the upper left corner of the screen, no matter what I do. I can't do anything - when I try to move the mouse somewhere else, it will follow my command for a short moment, and then quickly return to the upper left corner. This is not happening with vanilla Warlords or any other game or mod, it only occurs when Alt-Tabbing out of RFC while the main map is displayed. The problem doesn't occur when I open another screen (like one of the advisors) prior to task switching.


16. AI too defensive?

I notice that the AI rarely conquers other AI cities, and rarely attacks in the first place. The AI seems to have hordes of archers or longbowmen in its cities, making offensive wars very difficult for the other AIs. They don't even attack independent cities very often. In my game, Mehmed keeps moving his throng of knights around between his two cities, without making any attempt to attack any rival. Only Jerusalem has changed hands three times by now. That's despite me having tuned on the "Aggressive AI" option.

However, since I play Babylon and had little contact to other civs, perhaps there's a lot of attacking going on that I don't see. I'll have an eye on it in my further games.


Okay, that's all for now. Thanks for reading. And yes, I really DO like your mod, as I said. There are just old beta tester habits breaking through ... perhaps you can make use of some of my reports. :)

Now, back to playing ...

Rhye
Jan 16, 2007, 09:01 AM
Thank you for your comments

1- I'm encouraging the development of a strategy guide, but it's not easy for users describe something that's regulary changing (especially stability). I hope to dedicate some time on this after the mod reaches a final status

3- Mmmm, it's true, and I don't think there's an original documentation for it. It should be made from scratch and I don't have time for it now. Maybe for the button description... it means "contract the unit out" anyway

4- Here it's hard for me to put my hands on some code I haven't written

5- This is a limitation that can't be changed. There are 2 independent civs, but they've the same name to create the illusion of being many different ones

8- clearly a bug, I need a savegame of the turn before the flip to see what happened+

9- Yes it's bad. Goals were made keeping in mind that AI might do them, but they often don't

10- It means that some goals are already failed

11- Bug fixed

13- This was first of all a users request. And a way for differentiating savegames, which would have the same name if this wasn't the case

14/15- No idea. May be something with your graphics card?

16- Aggressive AI is already enabled. And there are other additions that are making AI way more aggressive than the standard game. Still, it isn't enough, it seems...in particular, AI can't manage an overseas invasion

Abegweit
Jan 17, 2007, 10:12 AM
Is there a reason why the Demographics screen all of a sudden contains no info about rivals? It would be nice to know how far away I am from my goal.

Rhye
Jan 17, 2007, 10:31 AM
Since when is it not working anymore?

Abegweit
Jan 17, 2007, 10:36 AM
Warlords v 1.19

http://forums.civfanatics.com/uploads/34310/Demographics.jpg

Elhoim
Jan 17, 2007, 11:18 AM
Yep, that appeared a couple of versions ago.

LuKo
Jan 17, 2007, 11:45 AM
I thought that it was intended :D

Abegweit
Jan 17, 2007, 11:53 AM
I thought so too and wanted to understand the reasoning.

Civplayer99
Jan 17, 2007, 12:14 PM
Hi there

How do I attack independent leaders? I can't seem to enter their territory in any way.

Rhye
Jan 17, 2007, 12:53 PM
no it's from 1.00W. Fyi, I've just fixed it, right now

Psyringe
Jan 17, 2007, 02:01 PM
Thank you for your comments

Thanks for your answers. :)

Regarding the documentation: I absolutely agree that working on the game mechanics has higher priority than documenting them. Especially writing a documentation about game elements that are subject to change anyways is likely to be wasted effort.

5- This is a limitation that can't be changed. There are 2 independent civs, but they've the same name to create the illusion of being many different ones

Wow, that's an amazing concept ... it certainly worked for me. :)

I'm not sure, perhaps it would be better to remove the "Independent Leader" entries from the trade screen (the "Declare war on ..." / "Make peace with ..." etc. lists of leaders)? They don't seem to serve a purpose there, and are potentially confusing.

8- clearly a bug, I need a savegame of the turn before the flip to see what happened

I don't have a savegame, I was too caught up in playing. :( I'll se whether I can reproduce the situation.

10- It means that some goals are already failed

Then the display was bugged for a couple of civilizations. I read in the bug thread that you already fixed something in that regard. I'll keep an eye on it to check whether there are more bugs lurking. :)

13- This was first of all a users request. And a way for differentiating savegames, which would have the same name if this wasn't the case

Theoretically one could use a counter that just increments by 1 with every new save, but it might not be worth the hassle of implementing it. It's an extremely minor thing anyways, and I'm not even bothered by the fact that I can determine the exact turn number by saving my game. I'm just not sure whether you intended it that way, as it runs counter to the feature of hiding the year until Calendar is researched.


16- Aggressive AI is already enabled. And there are other additions that are making AI way more aggressive than the standard game. Still, it isn't enough, it seems...in particular, AI can't manage an overseas invasion

Perhaps it's not the aggressiveness of the AI that has to be tweaked, but the way how offense and defense work in the game. Compared to other strategy games, Civ4 favours defense a lot. For example, when Mehmed doesn't attack Persian cities with 8 longbowmen in them, perhaps the solution is not to tweak him into attacking anyways, but to make it harder to accumulate the defensive strength of 8 fortified city garrison longbowmen in a walled city.

My reasoning is this: In unmodded Civ, it is important to make it very hard to take cities - because if you don't, you can easily get a "runaway civ" which simply crushes all others. Think about what Montezuma would do to his neighbours if archers were nerfed in unmodded Civ. However, contrary to unmodded Civ, RFC has additional mechanics to prevent a civ from running away: one is stability, another is the fact that new civilizations with substantial military power will emerge later on. Thus, I suspect that RFC could do away with some of the defense-favouring that Civ4 needs, and reduce some of the defense bonuses.

But as I said, my experience of RFC consists of exactly two games, so I might very well be talking utter rubbish. ;)

Rhye
Jan 17, 2007, 06:55 PM
I'm not sure, perhaps it would be better to remove the "Independent Leader" entries from the trade screen (the "Declare war on ..." / "Make peace with ..." etc. lists of leaders)? They don't seem to serve a purpose there, and are potentially confusing.


it's hardcoded i'm afraid

Elhoim
Jan 18, 2007, 07:54 AM
About the agressive AI option, I think it´s kinda useless, because it forces the AI to declare war in unexpected conditions even for itself (doesn´t have an attack force ready), and it renders the diplomacy values useless too since you can have a pleased neighbour and you cannot be sure if he will go wacko or not because of this option.

To summarize: the option gives more war declarations, but not so many more real engagement. All this IMHO.

Civplayer99
Jan 18, 2007, 08:43 AM
Hi there

How do I attack independent leaders? I can't seem to enter their territory in any way.

So, is it possible to attack them at all?:)

Abegweit
Jan 18, 2007, 10:31 AM
I don't understand your problem. I simply move into their territory, which causes war.

Civplayer99
Jan 18, 2007, 11:37 AM
That was the problem, I couldn't move into it. But nvm, I figured it out now :)

HannibalBarka
Jan 19, 2007, 04:35 AM
I don't understand your problem. I simply move into their territory, which causes war.

well that is a problem sometime. I had an independant city just on my frontier, I wanted to take it, but couldn't declare war because the only square that I could reach was the city itself (was surrounded by another civ that I do not have an OB agreement with). I wanted to bombard the city before and bring it to 0% defense bonus, but I cant bombard before declaring war. The only way I found is te sacrifice a unit :sad:

Psyringe
Jan 19, 2007, 04:49 AM
well that is a problem sometime. I had an independant city just on my frontier, I wanted to take it, but couldn't declare war because the only square that I could reach was the city itself (was surrounded by another civ that I do not have an OB agreement with). I wanted to bombard the city before and bring it to 0% defense bonus, but I cant bombard before declaring war. The only way I found is te sacrifice a unit :sad:

Yes, I had that happening too. I suicided a catapult to declare war. But I don't think it's anything Rhye can change. The problem is that siege units don't have the "bombard" action available when there's no enemy target in the vicinity, and an independent city is no target until you declare war, which you can't do diplomatically to an independent leader.

Civplayer99
Jan 20, 2007, 05:24 PM
Don't know if I should ask here or make a new thread, anyway ->

I'm currently playing as the arabs and want to achieve all three historic victories. I've achieved the first, but now I have to have three holy shrines. That's great, because I already have the muslim, christian and the jewish shrine. So I check, several times, to make sure that I have them all and click end turn...

And I didn't accomplish my historic victory? I reload the game and try several times, still didn't work. I even tried removing the shrines in worldbuilder and tried to use great prophets to rebuild them. I couldn't rebuild them, so I reloaded again :)

And tried several times to click end turn, but I never accomplished the historic victory.

Can someone tell me why? Because this is driving med nuts :crazyeye:

Elhoim
Jan 21, 2007, 05:51 AM
Notice that it checks the condition after the goal year has passed. So, if the goal is three shrines by 1600, it will check it the next turn, let´s say, 1605.

To make it short, try ending a couple of turns after the goal year. :)

Talkie_Toaster
Jan 21, 2007, 09:36 AM
I was just wondering what the music you use in your mod is called, I'd especially like to know what the opening menu one is, but all the other's are great too =]

Elhoim
Jan 21, 2007, 04:08 PM
I was just wondering what the music you use in your mod is called, I'd especially like to know what the opening menu one is, but all the other's are great too =]

From the previous page:

It's a part of 'Shine on you crazy diamond' by Pink Floyd.

Civplayer99
Jan 22, 2007, 06:38 AM
Notice that it checks the condition after the goal year has passed. So, if the goal is three shrines by 1600, it will check it the next turn, letīs say, 1605.

To make it short, try ending a couple of turns after the goal year. :)

Yeah, I know. But it still says it's incompleted :(

Talkie_Toaster
Jan 22, 2007, 10:14 AM
From the previous page:

It's a part of 'Shine on you crazy diamond' by Pink Floyd.

Thanks! It's just really catchy :P

Rhye
Jan 22, 2007, 05:30 PM
Yeah, I know. But it still says it's incompleted :(

sorry there was a bug in warlords version; i just fixed that, and if you want I can fix your savegame too

Civplayer99
Jan 23, 2007, 09:52 AM
sorry there was a bug in warlords version; i just fixed that, and if you want I can fix your savegame too


Sure! :)

I didn't upload it on civfanatics (the file is too big), so I zipped it and uploaded it on send me file (it gets deleted after 14 days :) ).

http://www.sendmefile.com/00497859

btw. Thanks for a great mod. Full of fun and great for roleplaying :)

Rhye
Jan 24, 2007, 07:10 AM
I checked your save.
You didn't have 3 shrines, just 2. So, even fixing the bug, it says "NO".

Civplayer99
Jan 24, 2007, 07:57 AM
I know I don't have it in that save. That's because I tried to make it work by removing and adding the shrines through Worldbuilder :) Guess I forgot to re-add one.

Could you upload the fixed save please? :)

Rhye
Jan 24, 2007, 07:13 PM
with the "NO"? What's the point?

Civplayer99
Jan 24, 2007, 11:25 PM
I have no point:D

Just joking. As I metioned in my previous post, I removed the shrines and added, removed and added, removed and added. So I probably forgot to add them all again. Accidents happen, so I'll just add it again (it's the jewish one I forgot, right?).

Could I have the fixed save?

Rhye
Jan 26, 2007, 11:56 AM
http://forums.civfanatics.com/uploads/1321/Saladin212.CivWarlordsSave

kairob
Jan 26, 2007, 02:32 PM
Hey just noticed I was playing as Russia and I could use resettlement even though I did not have Astronomy in the vanilla version, is this a bug or deliberate? If it is deliberate are the any other things like this? ;)

Rhye
Jan 26, 2007, 05:02 PM
Can you prove it with a savegame?

kairob
Jan 26, 2007, 06:02 PM
I have an autosave I think, I carried on playing quite a while so I dont know if it wipes them or not, I am gonna check now...

Sorry no autosave, next time I'll make sure to make a save if I see something...
...I feel kinda silly now :p

David Smith
Jan 27, 2007, 01:38 PM
Question, in pdf file it say your site http://www.gyorsnet.com/rhye/index.php?nev=92, there are saved games, Where?

Rhye
Jan 27, 2007, 01:45 PM
they aren't available anymore, sorry

Civplayer99
Jan 28, 2007, 04:04 AM
http://forums.civfanatics.com/uploads/1321/Saladin212.CivWarlordsSave

Thanks dude :)

flyingchicken
Feb 03, 2007, 04:40 AM
Delurking...

Uh, I dunno if this should be in the Bug Report thing, but I experience strange things after playing loaded games. First, I sometimes get a unit I just defeated (I think this is the Aztec power), which happened to me twice (once as China [Barb Warrior beaten by Warrior] and another time as Greece [Barb Chariot beaten by Phalanx]). This might be a feature I missed reading, though. Another is that I didn't receive a single immigrant when playing as the U.S..

My questions: are those features? bugs? the karma of idiotic writing?

Tboy
Feb 03, 2007, 05:24 AM
For the English UHV, do North America and South America count as different continents or the same?

Rhye
Feb 03, 2007, 07:02 AM
For the English UHV, do North America and South America count as different continents or the same?

the same continent

Rhye
Feb 03, 2007, 07:05 AM
Delurking...

Uh, I dunno if this should be in the Bug Report thing, but I experience strange things after playing loaded games. First, I sometimes get a unit I just defeated (I think this is the Aztec power), which happened to me twice (once as China [Barb Warrior beaten by Warrior] and another time as Greece [Barb Chariot beaten by Phalanx]). This might be a feature I missed reading, though. Another is that I didn't receive a single immigrant when playing as the U.S..

My questions: are those features? bugs? the karma of idiotic writing?

:confused: anyone else has experienced this?

Abegweit
Feb 03, 2007, 08:28 AM
Can anyone explain why neither Yerusalayim nor Hattusas have cultural control of all nine tiles around the respective cities?

http://forums.civfanatics.com/uploads/34310/Culture.jpg

Whitefire
Feb 03, 2007, 03:17 PM
That is a tiny image, but from what I can tell, you just took the cities from Independent, yes? Since that civilization is not likely destroyed, it's culture is still lingering and considered the dominant culture on those tiles. But since there isn't a city assigned to Independent in the area, the tiles remain unclaimed by any culture. It takes some time for their culture to decay and the surrounding cities to claim the territory. Usually 2-3 turns after the revolt ends.

Abegweit
Feb 03, 2007, 05:37 PM
Hattusas is Greek and has been long enough to build up 20% cultural defence.

Interestingly, on the following turn Hattusas claimed its tiles while the ones around Yerusalayim all went Babylonian. It may just be some sort of display bug.

CosmoKing
Feb 04, 2007, 01:53 PM
Does anyone know how to get on WorldBuilder for CivIV Warlords to start building your own Mod? :confused: I cant seem to find it anywhere

Thanks,
Dino

Californio
Feb 05, 2007, 05:28 PM
This mod looks really coll but whenever I try to play it, it just gives me the you have been defeated screen. I have downloaded the patches, deleted custom assets. Any thing else I should try?

Elhoim
Feb 05, 2007, 07:59 PM
That´s strange... Are you sure that there isn´t anything in the customassets folder? Did you intalled it in the correct path? (mod directory in the main Civ folder, not the one in My Documents).

Californio
Feb 05, 2007, 08:41 PM
Happens for 9/10 scenarios for me, my map placing may be a problem. Does the map donloaded get copied into public maps are not?

(Later) Tried without putting map into folder still doesn't work!!!

How do you change directory

Elhoim
Feb 06, 2007, 04:02 AM
You have to extract the zip into the mod directory in your civ4 (or warlords) main folder. Nothing else. You don´t have to move the map around or anything. :)

BTW, your signature fits your situation perfectly ;) j/k

EDIT: Check this thread:

http://forums.civfanatics.com/showthread.php?t=203680

riesscar
Feb 10, 2007, 07:03 PM
I have run into a frustrating little glitch caused by my having added units to the game. What I did was add the units from the total realism mod to RFC and then made the appropriate changes in various xml files(adding resources and art directories, etc...). Anyway, when I finally finished and started the game I noticed that the AI had been started with polar bears. After reviewing the python folder I noticed that there is a python file of constants used by the game that has the original unit list enumerated in order with apparently predefined tags (iSettler = 4). Does that mean that in this mod the AI no longer understands starting units by category or class? And will I have to individually tag each unit and implement them through python and the sdk in order to add units? I hope not because it would take hours and I don't know how the python or sdk file works, especially sense it is unit types that are enumerated rather than unit classes.

Rhye
Feb 10, 2007, 07:48 PM
if you added them at the end of the xml, it shouldn't be a problem. It's a problem otherwise

Ajidica
Feb 15, 2007, 04:56 PM
this may not be the exact place for this post, but it seems like the best fit. Ryhe, would it be possible to put in a noble or warlord level? Viceroy is easy and monarch is to hard. Why didnt you just keep the existing difficulty levels in the first place?

botur2young
Feb 15, 2007, 05:40 PM
the same continent

It would have really helped to know this before....:(

kairob
Feb 20, 2007, 06:20 AM
Cos they have different effects for different civs to balance it IIRC and I would amagine it would be quite time consuming and hard to balance...

PhoenicianSun
Feb 21, 2007, 01:48 PM
Question! I play vanilla civ- does the vanilla version of RFC have World Congresses? They never seem to occur. Is this a bug, or is it a feature not included in the vanilla?

Talkie_Toaster
Feb 21, 2007, 01:50 PM
I think it's in both. Check if three countries have discovered nationalism yet, that might be the problem.

Abegweit
Feb 21, 2007, 01:53 PM
It's definitely in both. The main differences between the two are related to the hard cap on the number of civs in vanilla.

PhoenicianSun
Feb 22, 2007, 06:13 AM
Thanks! I wasn't sure about the nationalism thing. That's probably the problem. :)

sepamu92
Feb 24, 2007, 09:45 PM
Please help me! I have just downloaded Rhye's and Fall for Warlords, and when I try to load the mod it shows this message:

Microsoft Visual C++ Runtime Library

Runtime Error!

Program: ...mes\Sid Meier's Civilization 4\Warlords\Civ4Warlards.exe


This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

Edungeon
Feb 24, 2007, 09:54 PM
Do you have Warlords?

This is the only thing i can think o_o'

Hitti-Litti
Feb 25, 2007, 03:49 AM
Does the game work without mods? Why is the .exe Warlards? :lol:

mitsho
Feb 25, 2007, 10:30 AM
I had a similar problem right now, as I didn't look right when I downloaded the newest version. I accidentally tried playing rhyes in warlords with vanilla version... ;)

that might be the problem with you too... ;)

mitsho

NitroJay
Feb 25, 2007, 01:21 PM
Microsoft Visual C++ Runtime Library

Runtime Error!

Program: ...mes\Sid Meier's Civilization 4\Warlords\Civ4Warlards.exe


This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

Yeah, I've seen that error message before. I think it is the warlords with vanilla error message, as I've made the same mistake... Make sure you drop the mod into "c:\...\civilization iv\WARLORDS\mods" directory... OR whatever directory you use. If you put the warlords version into the "C:\...\civilzation iv\mods" it won't work... You also have to load the mod with the Warlords CD in the drive... I wish there was a way to load right to the mod though. The way I do it now is load up Warlords, then load a mod, and then it restarts... Is there a way to skip a step there?

Gunner
Feb 25, 2007, 01:33 PM
You also have to load the mod with the Warlords CD in the drive... I wish there was a way to load right to the mod though. The way I do it now is load up Warlords, then load a mod, and then it restarts... Is there a way to skip a step there?
You can do exactly that by changing the default loaded mod in the Civ4Config.ini file.

NitroJay
Feb 26, 2007, 05:50 AM
Oh my God! THANK YOU! It's been driving me nuts since this mod was released! Who plays regular civ anymore?! :)

Mercenary82
Feb 28, 2007, 12:52 AM
I've been wondering if the Raging Barbs option works at all in this mod, its hard to tell with all the regular barbs spawning.

Prestidigitator
Mar 03, 2007, 02:45 AM
[...] Who plays regular civ anymore?! :)
I tried to play regular civ just to compare with RFCW last week, I just plain simply couldn't spend more than five minutes on the game :lol:, it felt quite strange to see that the Arabs were around but no cities of mine flipped to them.

I sometimes think that if RFCW was advertised along with the Civ4 poster in any game-store, the sales would be doubled :). Just think about how fortunate we are :mischief:.

Celtic Warrior
Mar 04, 2007, 07:50 AM
What is the icon beside each civ in the score table mean? It has a blue bar, either straight or curved up or down, and a red circle.

Talkie_Toaster
Mar 04, 2007, 07:52 AM
It measures stability. When it's curved up it means you're solid, flat means you're stable and down means unstable. If you get too unstable you could collapse and lose every city but your capital to independent civs.

Celtic Warrior
Mar 04, 2007, 08:59 AM
Good to know.

Thanks

flaming_iles
Mar 05, 2007, 12:53 PM
I just thought of something...

When Rhye releases each version, the build count increases by a few.
At which point of development does rhye consider the mod to be a 'build'?

Abegweit
Mar 05, 2007, 06:20 PM
Varies from one programmer or group to another. IMO, Rhye does it whenever he checks new code into the source management system. Other people may do it when a major upgrade is finished or when a release-candidate* is available. Still others may wait for an actual release. The last possibility is obviously not his style.

* A release-candidate is a piece of code which is functionally complete. It may have known bugs but it is given to testing to check for the possibility of others. There may be several iterations of candidates before the actual release is made. Each one would typically have its own build number. As Rhye does his own testing, this would appear to not be the case here. Maybe though.

Civplayer99
Mar 08, 2007, 06:31 AM
I have observed something very interesting when I started to play as China.

I wanted to win by the UHV, but I didn't know how many cities I needed with temples to build two pagodas and academies. So I failed one of the goals. But that's not the point.

Later i noticed that I had completed one goal, which one? The on about losing cities to barbs and mongols. Now, the mongols never spawned? I prepared a huge army for them, but they didn't spawn.

So I switched to debug mode to see if there's something else unsual.
Turns out, France and Turks also didn't spawn. Well, either that or Rome conquered France (never seen that before), and Greece conquered Turkey (never seen that either).

So I have a very unusual world now. A bug?

http://forums.civfanatics.com/attachment.php?attachmentid=149409&stc=1&d=1173360594

Rhye
Mar 08, 2007, 07:08 AM
which version were you playing?

Civplayer99
Mar 08, 2007, 07:28 AM
The newest one (I think) for Warlords.

How can I find out which version it is?

EDIT: I believe it is 142, but I'm not sure. Just found the readme for that version.

Rhye
Mar 08, 2007, 08:57 AM
it was replaced by 143, because of that bug you mentioned, a few days ago

Civplayer99
Mar 08, 2007, 09:49 AM
Thanks, I didn't notice the update :crazyeye:

Lachlan
Mar 08, 2007, 03:47 PM
I discovered a Civ 3 Modpack called Rhye's of The Prince :D

But seems to be a trap because it's not you :D

Alors ? Then ? Quid ?

Ajidica
Mar 08, 2007, 04:32 PM
Why in the world is there the thrice accursed plague? nothing is more annoying than having your entire army destroyed by the plauge. I had a huge stack of conquistadors, catapults, trebuchets, pikes, maceman, the whole nine yards and i was about to take out egypt (they got lucky and ruled carthage, arabia, persia, babylon, almost all of india, rome, and grece) then WHAM! hello plauge, good bye entire army. In the next release could you remove the plauge?
Sidenote: as the ottomas having your conquered cities able to work no tiles is annoying. When germany took over france, did english, spanish, italian, and swiss boarders take over france? No, so why should it happen to the ottomans?

Whitefire
Mar 08, 2007, 05:38 PM
The cultural borders is a base rule of Civ4.

The plague was nerfed to it's current level. There is no way it could have killed your entire stack unless that stack was spread out among a bunch of cities. You'll lose 1-3 units in each city that gets the plague. The severity of the plague depends on the health of the city.

kairob
Mar 09, 2007, 09:33 AM
Sidenote: as the ottomas having your conquered cities able to work no tiles is annoying. When germany took over france, did english, spanish, italian, and swiss boarders take over france? No, so why should it happen to the ottomans?

He is right, the Ottoman power actually gives them an advantage to help prevent this from happening.

Whitefire
Mar 09, 2007, 10:24 AM
Since he complained about not working tiles, I assumed he was playing as Arabia and called them Ottomans.

Then again, he could be playing an older version (that would also explain the strong plague). Have you downloaded the most recent version Ajidica?

kairob
Mar 09, 2007, 10:55 AM
And countried did do that anyway, especially in the middle ages, if a country was losing badly they would snatch up as much of thier land as they thought they could get away with.

Ajidica
Mar 09, 2007, 02:49 PM
i was playing as the ottomans. i had to go to war with arabia because the nice babylonia cities i took were either surrounded by arab culture or flipped. and no, i did not try the newest release. will i be able to use my current saved games and what is new?

Panzerpantz
Mar 09, 2007, 02:51 PM
Just wondering if anyone knew how to change it so Capulated civs cant declare war on their masters.

kairob
Mar 09, 2007, 03:08 PM
@Ajidica = In the new versions the ottomans have a power stopping that cultural border problem and also in the newest release plague is much much weaker.

@Panzerpantz - I dont know how or if you can change that, but if you did that would mean that they would not be able to gain independance, just warning ya :)

Ajidica
Mar 09, 2007, 08:12 PM
thanks, downloading mod now. babylonian bowmen are too good. persia now has a hard time reaching greece. collateral damage??? whoever came up with that idea what are you smoking? (no offense intended.) but a mini-catapult for 25 production and archery is way to good.

kairob
Mar 09, 2007, 08:38 PM
The persians should have a hard time reaching greece IMHO.

LuKo
Mar 13, 2007, 10:48 AM
Are civs losing stability because of their army dying in Russian cultural borders?

Celtic Warrior
Mar 14, 2007, 01:10 PM
I want to change the number turns for the congress from 25 to 10.

I found the Py file. Is this the part I change

######################################
### Main methods (Event-Triggered) ###
#####################################


def checkTurn(self, iGameTurn):
if (self.getCongressEnabled() == False):
self.enableCongress(iGameTurn)
if (self.getCongressEnabled() == True):
if (iGameTurn % 25 == 2):
iNumNationsTemp = self.preInvitations()
self.setNumNationsTemp(iNumNationsTemp)
if (iGameTurn % 25 == 3):
self.bribingTurn(self.getNumNationsTemp())
if (iGameTurn % 25 == 4):
self.startCongress(self.getNumNationsTemp())
## pass

Rhye
Mar 14, 2007, 01:53 PM
yes that's it

Gunner
Mar 14, 2007, 02:01 PM
That looks like it. It should work if you change all the 25's to 10's.

PS In the future try to use the [code] tags for python code so that its spacing is preserved on the forum. Makes it much more readable :)


Edit: cross post, yay! :D

Celtic Warrior
Mar 14, 2007, 03:25 PM
I'll try it now. Thanks.

"PS In the future try to use the [code] tags for python code so that its spacing is preserved on the forum. Makes it much more readable "

Not sure what you mean. I copied and paste the text from the notepad to the forum.

Edit: 50 posts yeah!!

Rossiya
Mar 16, 2007, 10:56 AM
I'm playing as England, and in modern Belgium, Babylonia has just built a city...

Sparrow55
Mar 16, 2007, 11:33 AM
Hi all! Ive been having problem with mod and i dont know if this already has been posted but i seem to have strange things. You can see screen below.

http://img250.imageshack.us/img250/5456/screengd6.th.png (http://img250.imageshack.us/my.php?image=screengd6.png)

Supreme Shogun
Mar 16, 2007, 11:44 AM
Hi All. I have a serious problem, seems like ANY civ I pick i get a your civ is destroyed message and its back to the title screen. Can someone help me please ?

Whitefire
Mar 16, 2007, 12:12 PM
Hi all! Ive been having problem with mod and i dont know if this already has been posted but i seem to have strange things. You can see screen below.

http://img250.imageshack.us/img250/5456/screengd6.th.png (http://img250.imageshack.us/my.php?image=screengd6.png)

Did you try re-downloading the file? Have you altered any of the XML files? Did you try to integrate a mod add-on with RFC?

Hi All. I have a serious problem, seems like ANY civ I pick i get a your civ is destroyed message and its back to the title screen. Can someone help me please ?

You're using the provided world map?

Celtic Warrior
Mar 16, 2007, 01:39 PM
I think the plague is great idea and realistic. I am Spain and the plague just hit. How do I combat it?

Edungeon
Mar 16, 2007, 02:35 PM
Hi all! Ive been having problem with mod and i dont know if this already has been posted but i seem to have strange things. You can see screen below.

http://img250.imageshack.us/img250/5456/screengd6.th.png (http://img250.imageshack.us/my.php?image=screengd6.png)

I got this problem while testing the Sphinx mod, it seems to be an error in the ArtXML ou Text. After i correct this two files the mod came back to normal.

Gunner
Mar 16, 2007, 08:09 PM
Hi All. I have a serious problem, seems like ANY civ I pick i get a your civ is destroyed message and its back to the title screen. Can someone help me please ?
Just checking, but are you using the right version with regards to Vanilla/Warlords?

jellyfishboy
Mar 16, 2007, 09:27 PM
I downloaded the mod for Warlords.

I unzipped the file in G:\Program Files\Civillisation 4\Warlords\Mods

I started the game. I selected load a mod. I selected this mod (RFCW143) and loaded it.

Then I went to single player, play a scenario and it wasn't there. I checked in custom scenarios etc as well just in case.

Why won't the mod turn up?

Am I doing something wrong? :(

Hitti-Litti
Mar 17, 2007, 05:37 AM
Are you sure that you unzipped, not just moved the files?

Or maybe your download was faulty. I suggest reinstalling mod.

Good luck. :)

jellyfishboy
Mar 17, 2007, 02:49 PM
No, I definitely unzipped it into mods.

I'd be happy to reinstall the mod if it should work. Thanks :D

Whitefire
Mar 17, 2007, 03:13 PM
I downloaded the mod for Warlords.

I unzipped the file in G:\Program Files\Civillisation 4\Warlords\Mods

I started the game. I selected load a mod. I selected this mod (RFCW143) and loaded it.

Then I went to single player, play a scenario and it wasn't there. I checked in custom scenarios etc as well just in case.

Why won't the mod turn up?

Am I doing something wrong? :(

Try renaming the directory to Rhye's and Fall of Civilization. If the map doesn't appear, check your .zip and make sure the map is in there in the first place. Then check the directory of the mod for the map. If the map is there, try dragging it to the warlords/public maps directory.

Caterpillar Bob
Mar 17, 2007, 06:16 PM
Can you play as Zulu in this? I am planning on buying Warlords soon because I enjoyed it so much when I tried it out at my friends place. But Zulu is my favorite civ to play as and I was wondering if they are in this (I saw word on the Vikings, Carthage and one other new one as playable but not Celts)

Also, what about Korea? (another favorite of mine)

kairob
Mar 17, 2007, 06:20 PM
Sorry, but Korea and Zulu arnt in the game

Edungeon
Mar 17, 2007, 06:59 PM
They are in the game. But like MinorCivs... =p

EddyG17
Mar 18, 2007, 09:36 PM
So, I was just playing around with the XML files and up-ed the tech icost by 1/3 (figured that icost = tech cost) and now get a gameinfo/civ4civicInfos error. is there another way to up the tech costs?

Whitefire
Mar 18, 2007, 09:37 PM
So, I was just playing around with the XML files and up-ed the tech icost by 1/3 (figured that icost = tech cost) and now get a gameinfo/civ4civicInfos error. is there another way to up the tech costs?

Wait, why do you want to up the cost?

Rossiya
Mar 19, 2007, 10:40 AM
Why would Babylon build a city in Belgium?

Phallus
Mar 19, 2007, 10:50 AM
We may never know.

sdLeo
Mar 19, 2007, 11:36 AM
They like beer and fries with mayo?

EddyG17
Mar 19, 2007, 01:48 PM
Wait, why do you want to up the cost?

because I want to slow down the tech race with out taking away AI bonuses. I dont like seeing rome finish the Apollo program in ~1850 >.> (emp difficulty)

Edit:nvm, I fixed everything. Now time to play and see what happens. =)
Now, where can find the %chance of razing a city??

kairob
Mar 19, 2007, 05:44 PM
I am currently playing with the graphics at max and I was wondering if lowering them would speed up the end game? Also does a higher resolution affect it as well?

Btw I play all my games at max graphics and this is the only one I find slow (except for Rome total war, but that was ok when I took the unit size down from the largest setting back to normal)

Gunner
Mar 19, 2007, 06:16 PM
Graphics level shouldn't have any effect on turn times, which is determined mostly by your cpu and ram.

Now if you are experiencing "chugginess" during turns then it would probably be your graphics to blame.

sdLeo
Mar 19, 2007, 07:27 PM
Can someone tell me what the heck? I didn't do this, in case you're wondering, and I couldn't get rid of it, either!

http://forums.civfanatics.com/uploads/105077/Civ4ScreenShot0000.JPG

Whitefire
Mar 19, 2007, 07:51 PM
Bwahaha. The Great Ring Of China.

EddyG17
Mar 20, 2007, 01:21 PM
looks like an independent built the great wall.

potatokiosk
Mar 20, 2007, 07:06 PM
A horrid glitch has messed up a nice game I was enjoying:
http://i5.photobucket.com/albums/y193/potatokiosk/HorridGreyBox.jpg

Could anyone help with this? :sad:

Edungeon
Mar 20, 2007, 07:13 PM
Enter 77 =)


One thing: what is the problem with the jungle graphic in your game? o_o it seems to be inside the hill... ( in the lower left corner of the sreen )

potatokiosk
Mar 20, 2007, 07:17 PM
...lower left corner is ocean...

Edungeon
Mar 20, 2007, 07:44 PM
right***** :)

Whitefire
Mar 20, 2007, 08:33 PM
right***** :)

The jungle is in the middle of an animation.

SirDuck
Mar 22, 2007, 05:47 PM
Please help me! I have just downloaded Rhye's and Fall for Warlords, and when I try to load the mod it shows this message:

Hate to be asking a question has already been answered, but I'm having the same problem on my 1st attempt at loading what ya'll make sound like a fabulous mod. Definitely have the Warlords CD in the drive & have RFOC folder in /WARLORDS/mods.....right beteen Peloppenisian War & Rise of Rome....

Re-install?
Move map to public maps?

Whitefire
Mar 22, 2007, 06:58 PM
Hate to be asking a question has already been answered, but I'm having the same problem on my 1st attempt at loading what ya'll make sound like a fabulous mod. Definitely have the Warlords CD in the drive & have RFOC folder in /WARLORDS/mods.....right beteen Peloppenisian War & Rise of Rome....

Re-install?
Move map to public maps?


Make sure the folder for the mod is named Rhye's and Fall of Civilization.

Open it and you should see two more folders, Assets and Private Maps (plus a config file). Make sure you have the map in the Private Maps folders.

SirDuck
Mar 22, 2007, 08:06 PM
Well, I have a folder with the correct name; right down to the apostrophe and it has 2 folder; Assets and PrivateMaps...and the latter has a single file: Rhye's and Fall of Civilization.CivWarlordsWBSave. But all I get is C++ Error etc. & the program closes

Whitefire
Mar 22, 2007, 09:36 PM
Are you sure you downloaded the correct version? Version 193 is for Vanilla and 143 is for Warlords.

Sorry, you have to rule out the stupid right-under-your-nose options first.

El_Chimpo
Mar 24, 2007, 03:51 AM
Hi I just had a quick question about UHV's. I'm trying to do in the German UHV at the moment. Having an absolute ball I've managed to get the "Control England, France and Scandinavia" condition but I haven't managed to get the "Control Greece, Rome and Russia" Condition. I control all of those areas but looking at the Atlas for Rhye's some sea tiles around Greece are included in the in the area that I need to control. Currently Turkey and Egypt have some of these. Is the Atlas correct and thats why I haven't managed to get the condition or is something else stopping me? And if it is these sea tiles why do I have to control some sea tiles to reach the condition shouldn't merely controlling Greece its self be enough?
*Edit: Unless these sea tiles represent the Greek Islands, that would make sense.

Hitti-Litti
Mar 24, 2007, 05:54 AM
Control means "Have more cities there than the previous owner and at least 2 cities." Maybe you are equal in the number of cities?

QwertyKeyboard
Mar 24, 2007, 09:29 AM
Could this mod be used with a random map? If so will it cause errors with some of the things like historical barbarian attacks, people setting up cities in their realistic positions?

sdLeo
Mar 24, 2007, 09:50 AM
No random maps if you want a trouble-free experience!

pbfloyd
Mar 25, 2007, 04:38 PM
Rhye, is there a pre-made map that is also custom in the sense I could add certain civ's, or custom made civ's?

:goodjob:

Rhye
Mar 27, 2007, 06:01 AM
no, adding/removing civs is a big issue here

OsmarChito
Mar 27, 2007, 12:01 PM
scuse me can u make an Epic Game speed for ur next patch because its not that realistic with time going so fast in this mod dosnt have aything to do with the real history of the civilization

Whitefire
Mar 27, 2007, 12:26 PM
The problem with Epic speed is that there are alot of turn sensitive scripts that wold have to be rewritten.

kairob
Mar 29, 2007, 12:49 PM
Rhye,

is it possible for you to release the warlords map with an enlarged europe as I would quite like to play that without the mod multiplayer.

P.s. should I have posted this here or on the map thread?

Talkie_Toaster
Mar 29, 2007, 12:53 PM
I don't think it would work, marshes remember?

Rhye
Mar 29, 2007, 05:12 PM
it has been been done by someone who replaced them with grass and desert. It's in the downloads, somewhere.

sdLeo
Mar 30, 2007, 01:11 AM
Try at wikirhye (http://wikirhye.wikidot.com) maybe, there's a couple of maps there.

The Shrubber
Mar 30, 2007, 02:13 AM
Hi Rhye,

first of all: great work with this RFC... One question, it has already come up now and then here: What do I have to do when I want to lengthen the game? Changing the GameSpeedInfo is no problem, but every time I change the starting dates and the waypoints in Consts.py, the game crashes after or even before ending the auto-play turns when I pick a civilization that starts after 3000BC. What files would I still have to change? And how? Grazie tante per tutti questi sforzi!

Rhye
Mar 30, 2007, 03:40 AM
Ciao,

there are some dates coded into the DLL, which set how many turns it will auto-play for late human starts.
I'm afraid if you don't want to recompile the DLL you have to choose a starting civ, and switch later to the one you want.

Edungeon
Mar 30, 2007, 07:31 AM
Ciao,

there are some dates coded into the DLL, which set how many turns it will auto-play for late human starts.
I'm afraid if you don't want to recompile the DLL you have to choose a starting civ, and switch later to the one you want.

It is possible to just change the date that the game ends without crashing the game? I want more modern action :)

Rhye
Mar 30, 2007, 06:55 PM
It is possible to just change the date that the game ends without crashing the game? I want more modern action :)

yes, as long as it's later than American spawn.
You have to change just the game speed XML and Consts.py

The Shrubber
Mar 31, 2007, 03:08 AM
I'm afraid if you don't want to recompile the DLL you have to choose a starting civ, and switch later to the one you want.

Unfortunately, even this doesn't work. The game crashes anyway after switching to a later-born civ, exactly at the moment when ending the first turn (and before asking which technology to research or before popping up the window "The most ... civilizations of the world". :confused:

Celtic Warrior
Mar 31, 2007, 11:23 AM
What is the post comunist crises?

Lone Wolf
Mar 31, 2007, 10:48 PM
When you change civics from an autoritarian one to democratic one, your stability receives a hit.

Rhye
Apr 02, 2007, 03:51 PM
Unfortunately, even this doesn't work. The game crashes anyway after switching to a later-born civ, exactly at the moment when ending the first turn (and before asking which technology to research or before popping up the window "The most ... civilizations of the world". :confused:


no idea


What is the post comunist crises?

when you switch away from state property

Clovis
Apr 03, 2007, 01:59 PM
I just downloaded the mod and tried it out. Right around the time Greece enters the game, every time, the game just stalls out. I hit end turn and the game just stops. I can still use all the advisor buttons, but I can't get into cities, end turn or anything. It displays "Waiting for other civilizations" and the rotating compass pointer that shows it is working, and it just keeps going on and on. I let it run for 30 minutes the other day, no luck. Is this normal, or what am I doing wrong, or is it just my computer?

Whitefire
Apr 03, 2007, 04:52 PM
I just downloaded the mod and tried it out. Right around the time Greece enters the game, every time, the game just stalls out. I hit end turn and the game just stops. I can still use all the advisor buttons, but I can't get into cities, end turn or anything. It displays "Waiting for other civilizations" and the rotating compass pointer that shows it is working, and it just keeps going on and on. I let it run for 30 minutes the other day, no luck. Is this normal, or what am I doing wrong, or is it just my computer?

Are you running any Mod Comps?

Clovis
Apr 03, 2007, 05:52 PM
I'm running Ruff's cobbled SG Modpack, if that's a Mod Comp.

Would that cause any problems?

If so, I can replace my custom assets folder with the original.

cFccFc
Apr 03, 2007, 06:13 PM
Sorry if am just repeating others but I got an issue, I made a post here:
http://forums.civfanatics.com/showthread.php?t=134903&page=281&highlight=fall+of+civilizations

It said this;
(...)

And one other thing, after opening the game once over I realized that I could open custom and play now, but as I choosed custom game and started I started with two settlers on two totally different spots, one up in the right corner and one down in the left. And the one down to the left even started on water :O And my warrior that started on the water togheter with the settler (the other started alone) cant walk on jungle :S

Omg I started a new game, and it happened again, but now my other settler started on a water tile, with only watertiles next to it, so its stuck.. WTF!!!!

After finishing one turn this came up :
AppName: civ4warlords.exe AppVer: 2.0.8.0 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 000152c6
Error that made the game close itself.

Help will be appreciated :)

And btw, have you added the air force mod?

Clovis
Apr 03, 2007, 07:05 PM
Jungle is impassable in this mod, I believe.

Whitefire
Apr 03, 2007, 07:56 PM
I'm running Ruff's cobbled SG Modpack, if that's a Mod Comp.

Would that cause any problems?

If so, I can replace my custom assets folder with the original.

RFC is not compatible with any additions outside of this section of the forums. That is probably the issue.

Sorry if am just repeating others but I got an issue, I made a post here:
http://forums.civfanatics.com/showthread.php?t=134903&page=281&highlight=fall+of+civilizations

It said this;
(...)

And one other thing, after opening the game once over I realized that I could open custom and play now, but as I choosed custom game and started I started with two settlers on two totally different spots, one up in the right corner and one down in the left. And the one down to the left even started on water :O And my warrior that started on the water togheter with the settler (the other started alone) cant walk on jungle :S

Omg I started a new game, and it happened again, but now my other settler started on a water tile, with only watertiles next to it, so its stuck.. WTF!!!!

After finishing one turn this came up :
AppName: civ4warlords.exe AppVer: 2.0.8.0 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 000152c6
Error that made the game close itself.

Help will be appreciated :)

And btw, have you added the air force mod?

The mod is only compatible with the provided Earth map. If you attempt to play a random, custom or other scenario, the game will crash. As Clovis said, Jungles may only be passed through by select units. Workers, Scouts, Explorers, Settlers, Elephants, Missionaries and Marines, off the top of my, head have that ability.

Edungeon
Apr 04, 2007, 04:05 AM
Conquistadores, Inca UU and Aztec UU can pass through jungle too.

cFccFc
Apr 04, 2007, 06:47 AM
Thanks whitefire. To bad, my computer uses forever with huge maps so I guess I won't be playing this mod :(

Clovis
Apr 04, 2007, 07:55 AM
Thank you! .

Whitefire
Apr 04, 2007, 09:52 AM
I think we need a new, locked sticky saying.

Title: Help Me, I'm Can't Play!

Q: The mod won't load!
A: Did you install the correct version of the mod? 19x is for Vanilla, 14x is for Warlords.

Q: It still won't load!
A: Delete any additions to the Custom Assets folder.

Q: I can't play a game! It spawns me all funny
A: RFC will only wok with the provided map of Earth.

Q: The cursor keeps spinning! I'm dizzzzzy. :crazyeye:
A: Check your Custom Assets folder. It should be completely empty.

Q: None of that worked!
A: Congratulations! You found a bug! Post a screenshot (hit the PrtScrn button) and the last save or autosave before the issue in the Bug Reports thread (http://forums.civfanatics.com/showthread.php?t=176833).

Lager
Apr 05, 2007, 06:20 PM
EDIT:

l2patch before complaining about broken mods :p

Ajidica
Apr 06, 2007, 12:06 PM
is this part of the normal game. i had a stack of horse archers and crosbows invading babylon, and some cats attack me. im fine with that, but it choose my expensive CROSSBOW MEN to defend, not my horse archers which are good anti-cats. this happend three times in a row. is there anyway to fix this or am i stuck with this problem. the ai chooses the best defender, so why arnt you able to?

mitsho
Apr 06, 2007, 12:26 PM
Probably because the expensive crossbow had at final sum up a better defensive value than the horse archers. But I do agree that it is a pity you cannot chose with whom you want to defend first. Sometimes I would like to give up the cannonfodder if my best unit would lose as well... but I can't it's a pity.

mick

Lone Wolf
Apr 07, 2007, 01:23 AM
I think that Horse Archers have 50% versus catapults when ATTACKING them, NOT defending from them! Am I right?

Hitti-Litti
Apr 07, 2007, 01:57 AM
I think you are. And Horse Archers don't receive defense bonus.

Great_Daemon
Apr 10, 2007, 12:03 PM
Hello. I'm having a problem with Ryhes and Fall, and hope somebody knows a fix, because it looks like a relaly cool mod.

Whenever a new civilization appears (at least I think that's exclusively where it happens), the game seems to "freeze" - it'll say "Waiting for other civilizations" for over 4 hours, as if it was calculating the stuff that happens in the comps turns. It's not actually frozen though - I can still move around the map and open all the foreign relationships/demographics/etc. screens. But I have a fast computer, and it flies through the turns when no new civs are appearing, i.e. if it didn't stop where new civs appear I'd estimate it could get to Japan's creation in around 4-10 mins, probably less.

If anybody knows how to fix this, I'd love to hear it. Thanks!

Hitti-Litti
Apr 10, 2007, 12:39 PM
There's a fix for that in Bug Reports thread, I think. :)

Clovis
Apr 16, 2007, 04:13 PM
I turned off Ruff's cobbled modpack and the thing still stalls out around when Greece joins. So it is probably just my machine.

Whitefire
Apr 16, 2007, 04:45 PM
I turned off Ruff's cobbled modpack and the thing still stalls out around when Greece joins. So it is probably just my machine.

This turned out to be a bug.

http://forums.civfanatics.com/showpost.php?p=5308708&postcount=742

Clovis
Apr 17, 2007, 08:25 AM
I can't find the file to replace it with.

Whitefire
Apr 17, 2007, 09:40 AM
I can't find the file to replace it with.

I'm not at home, so I'm remembering this all off the top of my head (may be wrong, but you'll get close).

Firaxis Games/Civ4/Mods/RFC/Assets

Drop the .dll here

/Python

Should see the StoredData.py here. If not, snoop around the sub-directories.

Same deal for Warlords, except the file path changes to Firaxis Games/Civ4/Warlords/Mods/RFC/Assets

Clovis
Apr 17, 2007, 06:06 PM
Okay, I found it. Now to see if it makes things any better. Thanks!

hongkongplayer
Apr 18, 2007, 08:50 AM
why i only can select 18 civs?
how can i slect 24civs in earth24 map?

thanks~~~~~~

Whitefire
Apr 18, 2007, 09:47 AM
why i only can select 18 civs?
how can i slect 24civs in earth24 map?

thanks~~~~~~

The only map you can use is the Rhye's And Fall World Map. This mod is not compatible with other maps.

hongkongplayer
Apr 18, 2007, 11:09 AM
The only map you can use is the Rhye's And Fall World Map. This mod is not compatible with other maps.

The link of Rhye's And Fall World Map isn't work now..

Whitefire
Apr 18, 2007, 11:34 AM
Did you install the correct version of the mod? 195 is for Vanilla and 145 is for Warlords.

You can check the RFC directory and move the map to the Public Maps directory, then select play scenario.

Gekedo
Apr 19, 2007, 09:22 AM
Hi...sorry if this has been raised before. Couldn't find the answer. I recently updated to Warlords, but the mod version (I updated to the mod for Warlords as well) does not seem to work. I load it from the menu, the splash screen appears, but then this error appears, entitled "XML Load Error"

Failed Loading XML file XML\GameInfo/CIV4EraInfos.xml. [.\FXml.cpp:133] Error parsing XML file -
File: XML\GameInfo/CIV4EraInfos.xml
Reason: Element content is invalid according to the DTD/Schema
Expecting: {x-schema:CIV4GameInfoSchema.xml}EraInfoSoundtracks.
Link: 43, 27
Source: <bFirstSoundtrackFirst>0</bFirstSoundtrackFirst>

Upon pressing "OK" I receive another XML error -

LoadXML call failed for GameInfo/CIV4EraInfos.xml.
Current XML file is: Terrain/CIV4TerrainInfos.xml

Pressing OK again, the errors come one after another, with the XML file changing in each...

Warlords by itself works fine. What d'ya think?

Whitefire
Apr 19, 2007, 12:14 PM
Hi...sorry if this has been raised before. Couldn't find the answer. I recently updated to Warlords, but the mod version (I updated to the mod for Warlords as well) does not seem to work. I load it from the menu, the splash screen appears, but then this error appears, entitled "XML Load Error"

Failed Loading XML file XML\GameInfo/CIV4EraInfos.xml. [.\FXml.cpp:133] Error parsing XML file -
File: XML\GameInfo/CIV4EraInfos.xml
Reason: Element content is invalid according to the DTD/Schema
Expecting: {x-schema:CIV4GameInfoSchema.xml}EraInfoSoundtracks.
Link: 43, 27
Source: <bFirstSoundtrackFirst>0</bFirstSoundtrackFirst>

Upon pressing "OK" I receive another XML error -

LoadXML call failed for GameInfo/CIV4EraInfos.xml.
Current XML file is: Terrain/CIV4TerrainInfos.xml

Pressing OK again, the errors come one after another, with the XML file changing in each...

Warlords by itself works fine. What d'ya think?

For teh second string of errors, you need to clear the XML cache. Hold the shift button while the game loads.

Gekedo
Apr 19, 2007, 04:35 PM
Didn't stop either of the errors, that...

Gekedo
Apr 19, 2007, 04:36 PM
Didn't stop either of the errors, that one =(

EDIT: sorry! Didn't mean to reply twice ^_^

Whitefire
Apr 20, 2007, 12:20 AM
Didn't stop either of the errors, that one =(

EDIT: sorry! Didn't mean to reply twice ^_^

No problem. Since this is an isolated event, I would suggest re-downloading the mod file and re-installing. The file could have corrupted while being downloaded. Also, make sure you have the most recent patch of Warlords, 2.08.

Gunner
Apr 20, 2007, 03:42 PM
Hey Rhye, have you checked out this thread yet? http://forums.civfanatics.com/showthread.php?t=217981

It looks like Kael has managed to massively improve turn times by shifting most game functions from python to C++. I know development is officially over, but this seems like the type of thing you would be incredibly interested in.

Hitti-Litti
Apr 20, 2007, 03:47 PM
That looks great! Maybe I would start to play RFC:W again, haven't played for a while because the waiting times.

Rhye
Apr 20, 2007, 05:12 PM
Hey Rhye, have you checked out this thread yet? http://forums.civfanatics.com/showthread.php?t=217981

It looks like Kael has managed to massively improve turn times by shifting most game functions from python to C++. I know development is officially over, but this seems like the type of thing you would be incredibly interested in.

as far as I can see, he didn't invent anything, but just moved some python code into c++. It's for the unmodded game only, and he didn't even post the source code of the changes....

Gunner
Apr 20, 2007, 09:33 PM
as far as I can see, he didn't invent anything, but just moved some python code into c++. It's for the unmodded game only, and he didn't even post the source code of the changes....
Well yeah, no one said he invented anything. He just transfered functions from python (which is slow) to C++ (which is fast). I believe Kael said that that source code was forthcoming. Obviously since its made for the unmodded game it would need to be merged with RFC's source code.

Gunner
Apr 21, 2007, 10:24 AM
Just to let you know, Kael posted the source code today.

Rhye
Apr 22, 2007, 03:48 AM
great. I'm adding the changes where possible!

kairob
Apr 26, 2007, 07:28 AM
ace! how much faster will it make it? if you know...

Sisonpyh
Apr 28, 2007, 01:08 AM
What song is playing during the main menu?

Rhye
Apr 28, 2007, 04:36 AM
What song is playing during the main menu?

Shine On You Crazy Diamond by Pink Floyd

kairob
Apr 28, 2007, 05:00 AM
Pink Floyd rule!

flaming_iles
Apr 28, 2007, 06:08 AM
Shine On You Crazy Diamond by Pink Floyd

I know its a great opening theme and its not going to be changed but for the record, i think a cut of 'time' by pink floyd would be just as good.

Rhye
Apr 28, 2007, 12:29 PM
yeah, definitely

Caroxo
Apr 30, 2007, 10:51 PM
Hi. Does this mod work with blue marble? cause mine only works with the original graphics. i already tried to reinstall blue marble, but it always uses the original graphics. am i doing anything wrong?

great mod, by the way. the most original one i've ever played.

sdLeo
May 01, 2007, 02:38 AM
Hi. Does this mod work with blue marble? cause mine only works with the original graphics. i already tried to reinstall blue marble, but it always uses the original graphics. am i doing anything wrong?

great mod, by the way. the most original one i've ever played.

no blue marble... no other additions either (aside from vishaing's RFC++), i think

thejuicygoober
May 08, 2007, 03:42 AM
If you don't achieve your historical victory conditions, can you win though regular victory conditions? eg. Spain is not the first to circumvent the globe. Has Spain lost?

If you play as England and place 3 cities on each continent, do you have really bad city distance maintenance costs or is there some new civic that reduces this?

I'm currently at university and don't have a copy of Civ with me. I would find these answers out myself if I could. Thanks!

Lone Wolf
May 08, 2007, 04:45 AM
If you don't achieve your historical victory conditions, can you win though regular victory conditions?

Of course you can. I don't often go for the UHVs anyway.

Spain is not the first to circumvent the globe. Has Spain lost?

No.

Celtic Warrior
May 11, 2007, 11:38 AM
What is the name of the file which sets the starting date for the civs?

Whitefire
May 12, 2007, 09:06 AM
What is the name of the file which sets the starting date for the civs?

It's quicker to name which files you don't have to alter in order to change the starting date.

Celtic Warrior
May 12, 2007, 09:26 AM
You don't realise how much work Rhye has put into this mod until you look at the files. It's amazing the detail done to make such a great mod.

Rhye
May 12, 2007, 10:31 AM
Consts.py is enough if you just want to change the date AI spawns.
It will break the auto-play system (you can't play it yourself) unless you recompile the DLL too.

the100thballoon
May 12, 2007, 08:55 PM
how do you establish embassies?

kairob
May 13, 2007, 12:45 AM
Once you research the right tech you just build them in a city, just like any other building

Celtic Warrior
May 17, 2007, 02:41 PM
Just reading about BTS on the main page. Looks great and I particularly like the increased spy capabilites, one thing I felt Civ 4 lacked.

Is there going to be an update from Warlords to BTS for the Rhye's & Fall Mod?

Ambreville
May 19, 2007, 02:59 PM
Greetings.

First off, thanks for a great mod!

I used your work as a guide in my attempt to add marshes/swamps to my scenario. I think I got it to work (mostly), except for the "terrain" tile labelled "marsh". When mousing over, the info that pops up indicates this is a "peak" tile and is impassable. Is this correct?

Otherwise the "feature" element labelled "mud" and the "bonus" element labelled "swamp" do not seem to pose any problems, other than the mud feature using flood plain graphics.

Am I missing something??

Thanks.

rodrigo_braz
May 19, 2007, 11:08 PM
The FAQ page shows me the following messages:

Warning: fopen(../pages/rhyes/91.html) [function.fopen]: failed to open stream: No such file or directory in /var/www/www.gyorsnet.com/rhye/index.php on line 88

Warning: filesize() [function.filesize]: stat failed for ../pages/rhyes/91.html in /var/www/www.gyorsnet.com/rhye/index.php on line 89

Warning: fread(): supplied argument is not a valid stream resource in /var/www/www.gyorsnet.com/rhye/index.php on line 89

Warning: fclose(): supplied argument is not a valid stream resource in /var/www/www.gyorsnet.com/rhye/index.php on line 90

In fact several pages in the site do the same thing. I am not seeing anyone else complaining, so I guess it's just me. OTOH I can't see why this would happen to me only: the messages seem to clearly refer to something going wrong on the server side. Any ideas?

Thanks,

Rodrigo

Whitefire
May 20, 2007, 10:50 AM
It looks like a problem with the hub your request is being sent through. I'd send the error to a CFC admin.

flyingchicken
May 20, 2007, 06:25 PM
Somebody beat me to the same problem.

Is it a problem with the connection or the site itself?

rodrigo_braz
May 20, 2007, 06:48 PM
I wanted to contact their webmaster and I tried the link "Contacts" in Rhye's web site, but it gives me the same error messages!

Could someone please post the webmaster's email address here so I can get in touch with him?

Thanks,

Rodrigo

sdLeo
May 20, 2007, 10:00 PM
I tried, just for fun, and I had the same issue...

Whitefire
May 20, 2007, 11:06 PM
I'm not getting the error, unless I'm doing something differently. Walk me through the steps?

flyingchicken
May 20, 2007, 11:29 PM
Just go to almost any other part of the website aside from the main news page, like Civ3 > Rhye's of Civilization: the fastest loading mod > Description.

Rhye
May 21, 2007, 02:52 AM
habee seems lazy recently.

Feel free to make pressure on him
habee84@gmail.com

BCLG100
May 21, 2007, 03:47 PM
Probably been asked somewhere before but how long do you guys think it has taken to make the civ4 mods (both of them)?

sdLeo
May 22, 2007, 11:05 PM
In my latest game as France, Rome has lots of vassals (Germany, Mali, Carthage and Aztecs). Funny thing is, Carthage and Mali were parts of Rome that seceded and IMMEDIATELY after became her vassals. I remember a thread about this being a desired aspect to incorporate into the mod a couple of months ago. Is what I'm seeing the implementation of that idea? Or is it just a fluke?

RoarLionsRoar
May 25, 2007, 10:53 PM
I know multiple people have had this problem, but none of the fixes have worked for me yet. I'm pretty oblivious when it comes to coding or anything like that. I've tried redownloading the mod, I've deleted my customAssets, I didn't run it with any other mods, and I downloaded the Warloads version. However, after I load the mod, it gives me this message:

Runtime Error!

Program: ...mes\Sid Meier's Civilization 4\Warlords\Civ4Warlards.exe


This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

If I move the "dll" file into the main folder, it loads, but when I go to play the game, it automatically gives me the "you've been defeated box," but with no text in it, no matter what civilization I choose. Help please!

Whitefire
May 25, 2007, 11:19 PM
It sounds like you downloaded the wrong version of the game. Make sure you downloaded 197 for Vanilla and 147 for Warlords.

RoarLionsRoar
May 26, 2007, 12:31 AM
No, I'm positive I downloaded the Warlords version... however, just to doublecheck it, I extracted it all into the Vanilla version, too and the same thing happened... except moving the dll file did nothing, since it was a Warlords version. If you have any ideas, you'd be my hero.

Rhye
May 26, 2007, 05:35 AM
your Warlords version probably isn't updated

sdLeo
May 26, 2007, 07:57 AM
Help please!

.../WARLARDS.EXE???

flyingchicken
May 26, 2007, 08:36 AM
That would be fun. Imagine tubs of lard duking it out in a battle for supremacy...

Eh, yeah, try to see if your version of Warlords is up to date at 2.08. If say you that last sentence out loud it rhymes.

RoarLionsRoar
May 26, 2007, 10:54 AM
Haha, no I copied that message from another post, mine actually does say warlords.exe

I'll have to look to see if my version is up to date. Thanks guys.

RoarLionsRoar
May 26, 2007, 02:01 PM
Aye, there's the rub. I had forgotten that I updated my computer at school, but not he one here at home. Thanks everyone!

Edungeon
May 27, 2007, 06:36 AM
Do you play RFC in your school? XD

RoarLionsRoar
May 27, 2007, 11:51 AM
Well, sort of... I was an undergrad, so I'd play Warlords "at school." Faster internet there, but an older computer. Now that I'm home for the summer before my Master's program, I have a newer computer here, but a slower internet. So, it was a real pain downloading RFC here. I had to let it run for about 10 hours overnight.

sdLeo
May 27, 2007, 03:45 PM
10 hours to download??? It takes me 10 seconds!?!

RoarLionsRoar
May 27, 2007, 06:05 PM
Rural Pennsylvania will do that to you sometimes. We can't get hi-speed internet out here yet. So, I get to suffer through less than 28K.

mice
May 30, 2007, 08:18 PM
Hi, I scrolled through the questions thread a bit but got impatient so here's my question;

I dont see a date where the game clock is. I cleared out my custom assets, but maybe there is still something in there mess it up. Or , is it part of the mod to have no date?

Im playing as Eygpt and want to meet the historical objectives.

Any help is appreciated,

epharos06
May 30, 2007, 08:48 PM
If I understand it correctly you will only know the date after your discover calendar.

mice
May 30, 2007, 10:03 PM
If I understand it correctly you will only know the date after your discover calendar.

Well that makes sense. Thanks :)

Dignitas
Jun 04, 2007, 03:13 PM
Where in this wonderful mod can I see the current year / turn?

Edit: Just read the in game hints. You cant see it until you researched Calendar. Makes sense :)

blackheart
Jun 07, 2007, 11:12 PM
How do I see which countries are immigrating to America?

Edungeon
Jun 08, 2007, 05:56 AM
How do I see which countries are immigrating to America?

You can see in the culture slider in the cities. But a better message will be good, saying to what citie the immigrant went and from where they came.

Tboy
Jun 09, 2007, 03:26 AM
Playing one of my first games as Spain, as I went south towards the Incans with my explorer, I noticed some intrepid axemen:

http://forums.civfanatics.com/uploads/49904/Impassable_Terrain_bug.JPG

Just wondering whether this is intended, or a bug?

Rhye
Jun 09, 2007, 04:00 AM
intended - they only have 1 path to come down and fill follow it

sdLeo
Jun 11, 2007, 10:25 AM
Little question: I'm probably gonna get me a new laptop in the near future. Since playing civ is important (and I play RFC 99% of the time), should I go for the Vista or stick to XP?

Whitefire
Jun 11, 2007, 10:27 AM
XP

(10 char)