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chrisjustinparr
Dec 12, 2007, 04:08 PM
Hey I want to make a personalized version of this mod for myself. Where can I add permanent alliances for default on the scenario and something to make all civs more stable?

If you could just point me out to where stability variables are stored, I'd appreciate it.

Thanks

musicfreak
Dec 12, 2007, 05:20 PM
@chrisjustinparr: It's all in the Stability.py file. You have to know Python to be able to change it.

@Rhye: Are you ever going to make this open source? I'm probably not the first to ask this but I didn't find another topic so I thought I'd ask here. I have C++ experience and I would like to modify a couple things in the mod that Python can't solve.

Rhye
Dec 13, 2007, 07:31 AM
I can send it by mail, privately

chrisjustinparr
Dec 13, 2007, 04:50 PM
Can someone halve all the values that subtract from stability in the stability.py file?

Also: how do I enable permanent alliances? XML or python?

monolith94
Dec 14, 2007, 12:15 PM
Question - if I raise a civilization from the earth, is there still any possibility of them coming back to haunt me? For example, if I play as the romans and raze the cities of the greeks/egyptians, could I then take those pieces of land without having to worry about egypt and greece becoming nations once again?

Playing on vanilla, btw.

Rhye
Dec 14, 2007, 07:39 PM
if you found a certain number of cities on the empty land, they might come again

Greeneyedzombie
Dec 15, 2007, 05:05 PM
They only ressurect when there are a certain nr of cities? And is the number of cities civ specific? or is 1 city in their old land enough for them to have a chance to reappear?

Rhye
Dec 15, 2007, 06:54 PM
generally 2 iirc

AnotherPacifist
Dec 15, 2007, 07:00 PM
generally 2 iirc

So you're saying I could have kept Patna Khmer if I didn't found another city in the Indian subcontinent after I razed Delhi? What a shame (I was turtling along with no money after India spawned)...

(Alexandros)
Dec 16, 2007, 02:29 PM
Hey, just won a UHV as Japan. However, several turns before the end, I became unstable->collapsing and at one point I got a message that my empire was descending into civil war. The thing is...nothing happened! All my cities remained my own and everything was normal. Wasn't I supposed to lose all cities except the capital?

Also, on the matter of civil war, when it happens to the AI, does it always destroy its civ, or is it random, because the AI's civ is always destroyed in my games.

The Q-Meister
Dec 17, 2007, 07:17 AM
Weird error:

After I play the next 2 turns in this game as the Aztecs, the game crashes with a "memory error"
First time I can remember getting a crash in any version of Rhye's:

Virdrago
Dec 17, 2007, 08:03 PM
They only ressurect when there are a certain nr of cities? And is the number of cities civ specific? or is 1 city in their old land enough for them to have a chance to reappear?

Rhye: generally 2 iirc

Sometimes one: Carthage just respawned by itself with no other cities in 1950 in my German game! Of course, that's generally an anomoly; France respawned with two of its original four cities (Bordeaux and Brest; I was holding Paris and Lyon and kept them) in the same game.

musicfreak
Dec 20, 2007, 07:56 PM
Also, on the matter of civil war, when it happens to the AI, does it always destroy its civ, or is it random, because the AI's civ is always destroyed in my games.It always destroys the civ if it's AI. If it's human then you get to keep your capital.

(Alexandros)
Dec 23, 2007, 06:53 AM
OK, this is the second time this happens to me. And I've only had civil war twice, so it's a 100% occurance: My empire is descending into civil war, but NOTHING HAPPENS. It happened to me as Japan and is happening to me now as Arabia. Now, it's not that I terribly mind, since I get to continue a very long and tough game without worrying about collapsing, but still, it does take something away from the fun if I know stability doesn't really matter that much. I've had cities declare their independence at certain points in the past (I was Unstable at the time), but civil war seems to be bugged. Any advice?

The Q-Meister
Dec 23, 2007, 09:17 AM
Not sure if this is a bug or just something that happens but in a couple games now I've been on "Shaky" with 3 stars (and even 1 with 4 stars) in every category under Stability and I've been on "Unstable" with 3 stars in everthing but economy with 2 stars.

Maybe I'm wrong, but I think sometimes there are hidden modifiers regarding older civilizations making it harder for those civs to maintain stability over time especially when "they aren't supposed to survive" Because these things happen usually when I play ancient civs like Greece or Carthage into the later eras. Any truth to this?

kairob
Dec 23, 2007, 09:55 AM
I have 5 star economy, 5 star cities and 1 star expansion. How? I have all of Europe (minus Britain and Spain).

mitsho
Dec 23, 2007, 10:12 AM
Exactly! What civ are you playing? Each civ has allocated to itself a spawn area and a historical area. Each city you have outside this are counts against stability. The city-category depicts the state of your cities.

The Q-Meister
Dec 23, 2007, 11:24 AM
Expansion is very tricky for me to solve; sometimes I'm not sure if 1 or 2 stars in expansion means that I've expanded too much or not enough. It it's the former, then how I do remedy that? Losing cities also negatively affects my stability as well...feel like I'm in a darned if I do and and darned if I don't situation.

Economy can also be confusing to me as well, I understand it's about "growth" but there are times when my GDP is rising, i'm building markets, banks, etc and economy stars remain the same. Other times when I'm conquering and my GDP is in the negative, my economy stars expand. I know this might be difficult to implement but I think gold reserves should also be a factor in economy.

AnotherPacifist
Dec 23, 2007, 01:36 PM
The determination of what constitutes a "good" economy really troubles me. Every time I win with a Western civ (Russia included) I'm usually first in GNP, but my economy never goes above a 3 or 4. Then there's Khmer and Ethiopia who no matter what they do with windmills and imports/exports their economy is 1-2 stars at best and causes civil war (thankfully the civil war bug prevents empire breakups). There's simply no place in their spawn site for cottages. Maybe it's because we're playing in Monarch and Emperor (I never had such problems with viceroy:lol: )

musicfreak
Dec 23, 2007, 02:57 PM
Economy can also be confusing to me as well, I understand it's about "growth" but there are times when my GDP is rising, i'm building markets, banks, etc and economy stars remain the same. Other times when I'm conquering and my GDP is in the negative, my economy stars expand. I know this might be difficult to implement but I think gold reserves should also be a factor in economy.From experience I found that trade routes increase economy A LOT. I was playing Japan and, as in your case, I built Markets, Grocers, Banks, etc, and nothing would work. Then I built a Lighthouse and Customs House in every city and I went from 3 stars in economy to 5 in a matter of a few turns.

Unless Rhye can answer the questions, I'll try looking into the algorithm he uses to calculate economy and see how he does it. Because I agree, it's kind of weird sometimes...

kairob
Dec 23, 2007, 03:12 PM
If it is trade routes then that would explain a lot

@Mitsho I am playing as Germany and have all Europe except Britain and Spain and all Russia wesr of the urals...

Norton II
Dec 24, 2007, 03:09 PM
If it is trade routes then that would explain a lot

@Mitsho I am playing as Germany and have all Europe except Britain and Spain and all Russia wesr of the urals...

How many cities? If I understand the wiki correctly, 40 or so cities (which I had in my last German game) pretty much guarantees a one-star expansion rating. Also, the new patch gives greater penalties for controlling other civs' core areas, so that's not helping either.

AnotherPacifist
Dec 24, 2007, 08:14 PM
The problem with Germany is that everybody is pissed at you after you've conquered France/Britain/Scandinavia/Russia/Greece, so you can't give any cities to anybody since they're nowhere close. I keep only 3 cities in Vikingland, London, Manchester, Paris, Marseille, Amsterdam (it's a good seaport for invading Britain), 3-4 Russian cities, Athens, Rome and raze everything else. (This usually includes razing Milan which is so cramped that it can't grow large). This comes to about 10-12 cities I raze. I still become unstable but I never had a civil war in monarch mode.

jessiecat
Dec 26, 2007, 04:27 AM
The problem with Germany is that everybody is pissed at you after you've conquered France/Britain/Scandinavia/Russia/Greece, so you can't give any cities to anybody since they're nowhere close. I keep only 3 cities in Vikingland, London, Manchester, Paris, Marseille, Amsterdam (it's a good seaport for invading Britain), 3-4 Russian cities, Athens, Rome and raze everything else. (This usually includes razing Milan which is so cramped that it can't grow large). This comes to about 10-12 cities I raze. I still become unstable but I never had a civil war in monarch mode.

I've just finished a nice cultural victory before 1900 with the Germans and
hardly had any war at all. Ended up with half of Russia, the Netherlands, all
of Italy, the Balkans, Constantinople and Marseilles with 3 vassals including
the Ottomans, Egypt and India.
Funny thing happened about 1880, though. I had about a thousand in gold
so I thought I'd upgrade some infantry to mech. infantry. Except that
whenever I did, my gold stayed the same. So I upgraded everthing and
ended up with 120 mech. inf. at no cost! How is this possible in RFC?
Is this a late-game bug or something? If it is, I like it!:lol:

mitsho
Dec 26, 2007, 04:58 AM
It is the unique power of Germany! ;)

quite powerful, eh?

m

The Q-Meister
Dec 28, 2007, 06:19 PM
I've just finished a nice cultural victory before 1900 with the Germans and
Funny thing happened about 1880, though. I had about a thousand in gold
so I thought I'd upgrade some infantry to mech. infantry. Except that
whenever I did, my gold stayed the same. So I upgraded everthing and
ended up with 120 mech. inf. at no cost! How is this possible in RFC?
Is this a late-game bug or something? If it is, I like it!:lol:

hehe, you don't read your civ's description?? It's the Germans unique power! Nice Xmas present for you though, eh?? :lol:

The Q-Meister
Dec 28, 2007, 06:22 PM
@ Economy: I think it will always remain tricky and yes some civs do seem like they have inherent advantages over others. Ethiopia, first game with them don't get me started, had +126 gold after building markets and banks...2 star economy.

@ Expansion: Again, if we overexpand how do we remedy that? Losing cities will also have a negative impact so are civs who expanded too much just...."messed" up basically?

jessiecat
Dec 29, 2007, 04:05 AM
hehe, you don't read your civ's description?? It's the Germans unique power! Nice Xmas present for you though, eh?? :lol:

Yes, I've just checked that. Forgot all about the unique powers. It's not very
clear in the Civilopedia, but like you say, it's in the civ description when you
start the game. Just never noticed it. But as you say, a nice surprise.:)

Úmarth
Dec 29, 2007, 09:22 AM
Speaking of Germany, I've been having problems with Germany in the latest patch (3000 BC start) - the Roman city on the Rhine doesn't flip like the atlas says it should and I'm far too weak to conquer it. It makes it pretty hard to play, and when the AI does it it usually gets absorbed by Rome or one time the Netherlands.

jessiecat
Dec 29, 2007, 11:16 AM
Speaking of Germany, I've been having problems with Germany in the latest patch (3000 BC start) - the Roman city on the Rhine doesn't flip like the atlas says it should and I'm far too weak to conquer it. It makes it pretty hard to play, and when the AI does it it usually gets absorbed by Rome or one time the Netherlands.

I haven't tried the 3000BC start, but I'm sure there are no cities that might flip
over to you. By the time that could happen either you've founded a city there
of your own or the Romans have occupied the area before you do.
If so, why and when would it flip to you?
It's only in the 600AD start that happens, isn't it?:confused:

Úmarth
Dec 29, 2007, 11:40 AM
Did I say Rhine? I meant Danube.

beatoangelico
Dec 29, 2007, 12:23 PM
Hello everybody, I'm new to the forum, I hope this is the right thread for technical problems :eek:
I got a permanent CTD (call to desktop) with the Warlods version of the mod. In the beginning all seems to load correctly, but every time I found the first city the screen turns black, a windows errors pups up and the game crashes. I've tried to uninstall and install again both Civ4 and Warlords but the only thing that has changed is that now the game crashes just after the loading of the scenario. The odd thing is that I downloaded also the version for vanilla Civ4 and that one seems to runs fine. I have patched Warlods to 2.08 and I don't have any other unofficial mod installed right now.

jessiecat
Dec 29, 2007, 01:26 PM
Did I say Rhine? I meant Danube.

Right, now I see what you mean.
Here's one for you. Some people are asking on another thread about winning
UHV's on Emperor. Some are obviously harder than others.
But my question is. How quickly have you won a UHV at any level?

I've just finish a RFC game as the French. OK only on Viceroy, but I achieved
all the victory conditions in 1778. That's only 6 turns later than it's even
possible, given the date requirement is 1760. It may be on an easy level,
but it can't get much faster than that, can it?:king: :lol: :goodjob:

Talkie_Toaster
Jan 01, 2008, 10:36 AM
Question: Any way to remove the "one civ switch per game" limit? I want to have a game where I progress through many different civs.

ADP101
Jan 02, 2008, 06:36 PM
yea ive always wanted to know that too but i think it involves editin the python and ill rather leave that to the pros

Úmarth
Jan 03, 2008, 04:31 AM
It's actually quite straightforward:

*Browse to civdir -> civexpansion -> Mods -> Rhye's and Fall of Civilization -> Assets -> Python
* Find RiseAndFall.py and open it with notepad (or IDLE, if you have it)
* Press CTRL+F and do a search for "def getAlreadySwitched"
* Now change the following lines:
def getAlreadySwitched( self ):
scriptDict = pickle.loads( gc.getGame().getScriptData() )
return scriptDict['bAlreadySwitched']
into
def getAlreadySwitched( self ):
# scriptDict = pickle.loads( gc.getGame().getScriptData() )
# return scriptDict['bAlreadySwitched']
return False;
(the indentation is very important!)
* Save.

The catch is, I don't know why Rhye set it so you could only switch once. I might mess something up in game, but you can always try. If you need to undo it you can just delete the return False; and then remove the #s.

ADP101
Jan 03, 2008, 11:35 AM
o it might mess up the game? in what ways? id want to screw anything up

Úmarth
Jan 03, 2008, 12:22 PM
That's just it, I dunno. I assume there's a reason Rhye limited it to one, it could be just a cheat or exploit type issue, in which case you'll by fine. Or it could be a bug on the second switch. Your computer isn't going to explode or anything, it just might not work.

kairob
Jan 03, 2008, 12:58 PM
I am trying to help them expand east and doing a few alterations, I have reduced the mongols to 1 setller but boosted their keshiks, and givin russia two more settlers and longbowmen at the start and it seams to have made a huge difference. Russia is expanding east now that the good spots arn't taken but I am still testing it out to see if the mongols understand that they need to declar war on china straight away.

anyways when I started my test I assumed russia would just invade eastern europe from the off and kick germany out, but due to a lack of eastern european civs leading to a bigger germany and russia having more cities to defend they havn't, which is good :)

So my Questions are;

1)Does anybody know how I can found a city and give it to the russians in a set date in the game? (I kind of wanted Vladivostok but I think one further north might work better)

2)Can I start china and mongolia off at war?

Úmarth
Jan 03, 2008, 02:01 PM
In my experience Mongolia and China are in a perpetual state of war from right when the spawn until either one wins or at least a few centuries lapse.

kairob
Jan 03, 2008, 03:04 PM
Well thats good news then :)

ADP101
Jan 03, 2008, 03:14 PM
That's just it, I dunno. I assume there's a reason Rhye limited it to one, it could be just a cheat or exploit type issue, in which case you'll by fine. Or it could be a bug on the second switch. Your computer isn't going to explode or anything, it just might not work.

k lol, cuz the first time i played RFC i wanted to go from like india to rome to england to america or somtin like that lol

Talkie_Toaster
Jan 04, 2008, 11:12 AM
It's actually quite straightforward:

*Browse to civdir -> civexpansion -> Mods -> Rhye's and Fall of Civilization -> Assets -> Python
* Find RiseAndFall.py and open it with notepad (or IDLE, if you have it)
* Press CTRL+F and do a search for "def getAlreadySwitched"
* Now change the following lines:
def getAlreadySwitched( self ):
scriptDict = pickle.loads( gc.getGame().getScriptData() )
return scriptDict['bAlreadySwitched']
into
def getAlreadySwitched( self ):
# scriptDict = pickle.loads( gc.getGame().getScriptData() )
# return scriptDict['bAlreadySwitched']
return False;
(the indentation is very important!)
* Save.

The catch is, I don't know why Rhye set it so you could only switch once. I might mess something up in game, but you can always try. If you need to undo it you can just delete the return False; and then remove the #s.

Thakns! I'd already had a fiddle with the Python, but it didn't seem to have any effect, cheers! :)

Talkie_Toaster
Jan 04, 2008, 12:43 PM
Eh. I started as Babylonia, swapped to Greece and both Carthage and Rome have spawned without a swap offer...

Rhye
Jan 04, 2008, 03:47 PM
ah you should edit tDifference inside RiseAndFall, replacing it with all zeros

Talkie_Toaster
Jan 05, 2008, 01:34 PM
ah you should edit tDifference inside RiseAndFall, replacing it with all zeros

Thanks! ^_^

sdLeo
Jan 05, 2008, 07:01 PM
Eh. I started as Babylonia, swapped to Greece and both Carthage and Rome have spawned without a swap offer...

that's normal behaviour, though, iirc, you cannot switch to same era civs!

ADP101
Jan 07, 2008, 03:26 PM
k i just changed it (wut Toaster and Rhye said) ill post back to tell yall if it worked

EDIT: woot yup it worked lol Im going to switch to every civ. So far ive got from baby to greece to persia to carth, to rome to japan to Ethiopia lol i loves it

EDIT numero dos: lol never played as Ethiopia and they are uber fun (having fun destroyin egypt) so imma stick with em

kairob
Jan 08, 2008, 08:03 PM
Hey guys, I think I am happy with my changes to my game, but I wanna see what the AI is doing, rather that just studying the result after the event. Is the any way to turn the fog of war so I can see what is happening?

Panopticon
Jan 08, 2008, 08:20 PM
Have you tried entering debug mode? You need to change a line in the Civ4Config file in the main directory; search for CheatCode and amend it so it reads
CheatCode = chipotle
then in your game, enter Ctrl-Z while playing, and you will have LOS everywhere.

kairob
Jan 08, 2008, 09:03 PM
Thanks man, thats just what I nead :)

flaming_iles
Jan 09, 2008, 05:00 AM
I can swear that this has been posted before but I can't find it, so i'm going to have to ask it again.

Is there any way to turn off the space race victory.

I have tried looking at the .ini file in the mod's root folder but I can't find any option to turn the 'custom game' option on, only the 'custom scenario' which did not let me.

0d1n3oo3Broad
Jan 09, 2008, 09:40 AM
I got some issues with civ-swapping.
1. When i swap to another civ i can't trade with my former civ. Example:
I played as china and 550 AD i swapped to the vikings. Now i met the chinese and i can't offer them a trade. No technology or ressources or anything else besides open borders. When i click on a technology i hear the click-sound but it's not moved onto the offer table.
2. I can't load my savegame with the vikings from the mainmenu. The only way i can load my savegame with the vikings is that i load my older savegame where i play the chinese and from that then load my vikings savegame.

Virdrago
Jan 09, 2008, 07:52 PM
I don't know about #1, but in reference to #2, that has been an issue for a few of us since BTS came out. The only thing that works is to load an old save, then reload the new one. I don't know why this fixes things; I'm not a good programmer. :)

usi
Jan 09, 2008, 08:39 PM
Is there any way to turn off the space race victory.


Open "Rhye's and Fall of Civilization.ini", and change 'NoCustomScenario = 1' to 'NoCustomScenario = 0.'

pholtz
Jan 10, 2008, 01:43 AM
I click on the FAQ page link at the beginning of this thread and get a 404 error.

musicfreak
Jan 10, 2008, 10:09 PM
I click on the FAQ page link at the beginning of this thread and get a 404 error.
Hmm, I'm looking at it right now. =D

pholtz
Jan 11, 2008, 03:23 AM
I just got it up also. I'm on the Windows side of my computer now, I'll try it again on the Mac side later.. see if that is the problem.

Edit: Just tried it on the mac side, works fine. Either it was fixed or a temporary internet problem.

SadoMacho
Jan 13, 2008, 08:04 AM
Rhye,
why can't I mod the buildingInfos.xml file.
I can open it with Cooktop, bur I can't save the changes.

Alan McG
Jan 13, 2008, 02:33 PM
One question about the controversial congress... When you ask for a city, does the status of that city affect the result? If for instance, playing as Germany (HRE), I get to ask for both London and Belfast (the later being small and unimportant), does the city I ask for influence the result of the election? Or does it only depend on how much the civs voting like me and how much they like the Brits?

musicfreak
Jan 14, 2008, 12:18 AM
One question about the controversial congress... When you ask for a city, does the status of that city affect the result? If for instance, playing as Germany (HRE), I get to ask for both London and Belfast (the later being small and unimportant), does the city I ask for influence the result of the election? Or does it only depend on how much the civs voting like me and how much they like the Brits?
It only depends on how much the AI like you vs how much they like the civ whose city you are asking for. Nothing to do with the actual city.

Virdrago
Jan 14, 2008, 10:17 AM
It also seems to be affected by how powerful you are - when I'm a massive superpower, they generally say "no", even when they're pleased with me (unless they are my vassal). It seems to happen to the more powerful of the AI civs as well, especially if they are way ahead in points.

Barak
Jan 15, 2008, 12:15 PM
Can vassals have vassals? As Turkey, I vassaled France, who then took Rome as a vassal when it spawned.

Alan McG
Jan 15, 2008, 12:31 PM
Yes they can, but it's uncommon unless you force a civ with a vassal to capitulate. And it's tricky too b/c you can declare war on your vassal's vassal, which will make you also at war with your vassal.

jessiecat
Jan 15, 2008, 05:07 PM
Can vassals have vassals? As Turkey, I vassaled France, who then took Rome as a vassal when it spawned.

Same thing with me. As the Arabs, I vassalized Turkey which took Persia as
vassal when it respawned. But it doesn't often happen.:)

Barak
Jan 18, 2008, 08:30 AM
You know what I hate? The idea that civs respawn with MORE tech than the player. For instance, why would the Indians to Egyptians declare independance and become one of the top tech civs? Makes no sense. How is tech knowledge determined when a civ declares independance?

musicfreak
Jan 18, 2008, 11:43 PM
You know what I hate? The idea that civs respawn with MORE tech than the player. For instance, why would the Indians to Egyptians declare independance and become one of the top tech civs? Makes no sense. How is tech knowledge determined when a civ declares independance?
I'm pretty sure they get every tech that is already researched by someone. The code says it gives them every tech researched by Barbarians or Independants, and I'm assuming that's what that is. Someone correct me if I'm wrong.

09camaro
Jan 20, 2008, 10:44 AM
i've noticed that there are several things missing from the map. onlt three of which bug me the most.

Greenland. the southern most tiles located directly on the coast should be tundra. and there should be one tribe, and one resource (Deer mostly). beavers could be added as well.
Ireland. there is a small piece of land that, when settles, founds the city of Cork correct? well, on either side of it there should be tiles. hilled.
Cyprus. its just non-existant


please take these into consideration and let me know what you thing Rhye.
great mod! :goodjob: :goodjob: :goodjob:
:thanx: :cheers: :trophy: :rockon: :cooool: :woohoo: :hatsoff: :bowdown: :clap: :queen: :egypt: :ar15: :run:

AnotherPacifist
Jan 20, 2008, 11:14 AM
i've noticed that there are several things missing from the map. onlt three of which bug me the most.

Greenland. the southern most tiles located directly on the coast should be tundra. and there should be one tribe, and one resource (Deer mostly). beavers could be added as well.
Ireland. there is a small piece of land that, when settles, founds the city of Cork correct? well, on either side of it there should be tiles. hilled.
Cyprus. its just non-existant



I agree with Greenland but it cannot be very productive. In fact, most of the Greenland Norse colonies died off because of Inuit conflict and the climate got cooler, so maybe initial farmland can turn to tundra in the 1550's to 1650's (the little Ice Age actually began earlier, but it won't make a difference since nobody will have Astronomy before 1300 at the earliest on higher levels). Maybe a village with Native Americans there?

Ireland is already too big IMHO. Java (126,700 km²) and Ireland (84,412 km²) both have 4 tiles, so any bigger would just make England too strong.

Same thing for Cyprus (9251km²--not even one-eighth of the size of Ireland), and the eastern Mediterranean is already too crowded.

09camaro
Jan 20, 2008, 08:56 PM
I agree with Greenland but it cannot be very productive. In fact, most of the Greenland Norse colonies died off because of Inuit conflict and the climate got cooler, so maybe initial farmland can turn to tundra in the 1550's to 1650's (the little Ice Age actually began earlier, but it won't make a difference since nobody will have Astronomy before 1300 at the earliest on higher levels). Maybe a village with Native Americans there?

Ireland is already too big IMHO. Java (126,700 km²) and Ireland (84,412 km²) both have 4 tiles, so any bigger would just make England too strong.

Same thing for Cyprus (9251km²--not even one-eighth of the size of Ireland), and the eastern Mediterranean is already too crowded.

if i could make a quick map, i'd show you what i have in mind for greenland.
it may be big yes, but i don't feel it completely encompasses the land of Eire.
Cyprus would just be a single island with a hill. maybe a single resource... like sheep.

here is what i remember Greenland being.... if i remember it correctly. and i placed items where i think they should be. the two resources could be switched. outside of that, greenland would be the same.
167934

i also am wondering about Antarctica... i wanna do some stuff on that one two.

Dschingis Khan
Jan 20, 2008, 10:41 PM
When I switch to another civ, my game settings don't transfer. For example, I make things go quicker with stacked combat and faster movement. I lose this when I swap civs. Has this been asked yet?

Also, I can't seem to get Genghis Khan's unique power to work in my game. Can someone tell me the details of the power?

musicfreak
Jan 20, 2008, 10:43 PM
Hmm, anyone know why, when I try to edit the Python files in the mod and play, the game doesn't work? Even if it's a very small change, when I go to play the mod, I lose immediately. I get the message "You have been defeated!" first thing, my units don't even spawn. Anyone know why that is? Do I have to edit the WBS or something?

Alan McG
Jan 21, 2008, 03:33 AM
When I switch to another civ, my game settings don't transfer. For example, I make things go quicker with stacked combat and faster movement. I lose this when I swap civs. Has this been asked yet?

Also, I can't seem to get Genghis Khan's unique power to work in my game. Can someone tell me the details of the power?

Is it in a normal game or in the mod? Same thing used to happen to me while playing one of the mods from bts (i don't remember the name, the sci-fi one), the settings I used would not even be saved between turns! So each turn I had to take the annoying combat animations off to make things go faster. However in the other mods or the regular game once would be enough.

Dschingis Khan
Jan 21, 2008, 09:54 PM
Is it in a normal game or in the mod? Same thing used to happen to me while playing one of the mods from bts (i don't remember the name, the sci-fi one), the settings I used would not even be saved between turns! So each turn I had to take the annoying combat animations off to make things go faster. However in the other mods or the regular game once would be enough.

In the mod.

Rhye
Jan 24, 2008, 05:17 AM
it happens in the regular game too

Opferlamm
Jan 24, 2008, 11:44 AM
got this phyton exception several times, found no bug report thread so I post it here

Samson
Jan 26, 2008, 07:24 AM
I hope this is the right place to ask. Mhen playing turkey, looking at the map at http://civ4.technologyresourcesgroup.com/ it appears that Constantilopolis is in both the Black sea and balkan areas, as is a few other tiles. Does Constantilopolis and another city in that area count towards the "Control the Balkans, the Black Sea and Mesopotamia in 1700 AD" goal?

wr4th
Jan 26, 2008, 07:40 AM
I hope this is the right place to ask. Mhen playing turkey, looking at the map at http://civ4.technologyresourcesgroup.com/ it appears that Constantilopolis is in both the Black sea and balkan areas, as is a few other tiles. Does Constantilopolis and another city in that area count towards the "Control the Balkans, the Black Sea and Mesopotamia in 1700 AD" goal?

Yes, it counts towards both areas, so you could have Istanbul + 2 more cities in the balkan and 2 more cities in the black sea area.

MrPopov
Jan 27, 2008, 05:31 AM
I know there is a cap for holy shrine income (+20 :gold:). Is there a cap for corporation HQs?

Also can either of these be edited via xml or python easily?

mitsho
Jan 27, 2008, 07:37 AM
I think the cap was at first as well at 20 but then was raised or removed. I am not totally sure but I think there is none left...

09camaro
Jan 27, 2008, 10:10 AM
Vikings in Greenland...
they never go there.
or they never manage to land there.
but either way, i played a game as them and landed at their two major settlements in the area. nothing.
it went back to the random list.
same with my city in Karelia, Kola, and in Lappland...

burne114
Feb 02, 2008, 11:31 AM
i dont know if this was asked already, but when i try to load the mod, the game says civ has to restart, and it quits but wont come back up again. i tried bringing it back up manually, but the scenario wasnt there. any help?
thx.

burne114
Feb 02, 2008, 11:47 AM
but from what ive seen and heard, this sounds like an amazing mod. i may get Warlords and BTS just to play the Rhye mods for them.

09camaro
Feb 02, 2008, 12:29 PM
here's one that may have been asked...
World Wonders....
civs should only be able to build world wonders that are native to their lands.
China = Great Wall
Babylon = Hanging Gardens
etc...
however, there would be some competition.
like for the Statue of Liberty. the USA and France would race to build it first.

thoughts on this rhye?

Alan McG
Feb 02, 2008, 05:11 PM
here's one that may have been asked...
World Wonders....
civs should only be able to build world wonders that are native to their lands.
China = Great Wall
Babylon = Hanging Gardens
etc...
however, there would be some competition.
like for the Statue of Liberty. the USA and France would race to build it first.

thoughts on this rhye?

Then there would be almost no competition to build wonders, it would be quite easy to build them and they would be pretty much like national wonder. The race to build a wonder would lose all its meaning. Aside from the fact that many civs don't have any of course..

09camaro
Feb 02, 2008, 10:24 PM
Then there would be almost no competition to build wonders, it would be quite easy to build them and they would be pretty much like national wonder. The race to build a wonder would lose all its meaning. Aside from the fact that many civs don't have any of course..

not necessarily...
civs could compete to build wonders still.
Rome and China could compete for the great wall (that would be due to the roman walls in england).
Spain and France could compete for Versailles...
every civ would have its own main wonders... and 1, maybe 2 wonders that it would share with another civ for competition.
Russia and America would have the pentagon.
and any religious holy city would have the apolistic palace.
many wonders could be expanded to compete against others.
heck, maybe the wonders would be split along the leaders traits... idk.
but just because a civ builds its own, doesn't make it so that no other civ could compete.

Samson
Feb 03, 2008, 05:03 AM
i dont know if this was asked already, but when i try to load the mod, the game says civ has to restart, and it quits but wont come back up again. i tried bringing it back up manually, but the scenario wasnt there. any help?
thx.
To get this working you could try loading it directly from the WBS save. This is found somewhere like [civ install directory]/Beyond the sword/Mods/Rhyes and fall/Public Maps. [civ install directory] is probably c:/Program Files/Civilization 4/. To run the file double click on it.

I hope this helps. If you cannot find the file post back and I will get the exact path.

Rhye
Feb 03, 2008, 05:39 AM
here's one that may have been asked...
World Wonders....
civs should only be able to build world wonders that are native to their lands.
China = Great Wall
Babylon = Hanging Gardens
etc...
however, there would be some competition.
like for the Statue of Liberty. the USA and France would race to build it first.

thoughts on this rhye?

there are already hidden modifiers that guide AI to build certain wonders and not to build others. But I'm not hardwiring anything "only be able to..."

Rhye
Feb 03, 2008, 05:40 AM
i dont know if this was asked already, but when i try to load the mod, the game says civ has to restart, and it quits but wont come back up again. i tried bringing it back up manually, but the scenario wasnt there. any help?
thx.

you might have installed it in the wrong folder. Or you may have custom assets installed. Any more info?

09camaro
Feb 03, 2008, 02:22 PM
there are already hidden modifiers that guide AI to build certain wonders and not to build others. But I'm not hardwiring anything "only be able to..."

alrighty then. forget i asked.

Dschingis Khan
Feb 03, 2008, 07:30 PM
When I try to load the game save up after loading it up earlier, the game crashes. Any idea what this is about? My CD screwed up or the computer I have isn't good enough to process loading a save up often?

Rhye
Feb 04, 2008, 06:19 AM
no, you may just have patched or installed something new

The Doc
Feb 04, 2008, 08:42 AM
I have just a small question about the translation. I'm playing RFC (newest version for BtS) in german but the indicator for income/turn in the top left corner of the interface says "x/Turn" instead of "x/Runde". The controls for science and culture beneath it show "x/Runde". Could you fix that or maybe tell me in which file I can fix that by myself?
Thanks for your help. :)

Rhye
Feb 04, 2008, 08:48 AM
no idea, I never touched that area

The Doc
Feb 04, 2008, 09:05 AM
Hmm, thats strange. All other Mods that I downloaded from CivFanatics show Income/Turn correctly als "x/Runde". I just started the Version of RFC that shipped with BtS and it also has the correct translation.
Maybe it's just a minor bug. RFC is still a great Mod anyway. :D

nemini
Feb 04, 2008, 10:29 AM
Yeah I got the same (minor) bug ... I was always wondering if I correctly installed the mod ...

I got a small question: If your Empire is stable, should revolutions occur or is that a bug?

burne114
Feb 05, 2008, 02:08 PM
To get this working you could try loading it directly from the WBS save. This is found somewhere like [civ install directory]/Beyond the sword/Mods/Rhyes and fall/Public Maps. [civ install directory] is probably c:/Program Files/Civilization 4/. To run the file double click on it.

I hope this helps. If you cannot find the file post back and I will get the exact path.

I dont have BTS, so i dont know if that is any different, but the install directory doesnt have public maps, only private. when i start it from that, it says i was defeated immediately. could it be that i havent download a late enough patch?

burne114
Feb 05, 2008, 04:00 PM
do you know anything about that, rhye? and btw, im gonna get warlords and BTS just for your mods, cant wait to play em.

Rhye
Feb 05, 2008, 04:29 PM
you must load the game, then load the mod, then play the scenario. This is the correct order.

You should download the new versions anytime they're released, regardless it's working or not, btw.

burne114
Feb 05, 2008, 06:01 PM
yea, i did that, but the game wont come back up when it has to restart.
whatever though, ill be getting warlords in a couple days, so ill get to work then.

Alan McG
Feb 05, 2008, 06:08 PM
Seems to me you are trying to load the bts/warlords version from vanilla..

burne114
Feb 06, 2008, 02:08 PM
really? i was pretty sure i downloaded the vanilla. but its ok, ill get warlords this weekend, and re-download then.

Rhye
Feb 06, 2008, 05:24 PM
why don't you get BTS? There's Warlords in it. Buying Warlords now is plain useless

Replacement
Feb 08, 2008, 09:01 AM
Rhye:

First off, absolutely amazing scenario. This is what I've been looking for since I first got a copied disc of Civilization I from a friend in 1992. I love the Unique Historical Victories, and how playing each civilization is like solving a riddle--forcing a player to go beyond his normal tried-and-true strategies for victory. Kudos.

Anyway, two questions:
1. Why isn't Jerusalem renamed "al-Quds" when it's conquered by the Arabs?
2. I saw reference on another thread to new historical victory conditions for Rome. What are they? Unfortunately, my computer with Civilization IV can't be hooked up to the internet, so I can't download the newest version and see for myself. While I was playing, I thought of a different set of victory conditions for the Romans that would make them more historical and conquest-oriented, and I wondered if they were anything like the ones you came up with.

Again, just a brilliant effort.

Rhye
Feb 08, 2008, 11:45 AM
Rhye:

First off, absolutely amazing scenario. This is what I've been looking for since I first got a copied disc of Civilization I from a friend in 1992. I love the Unique Historical Victories, and how playing each civilization is like solving a riddle--forcing a player to go beyond his normal tried-and-true strategies for victory. Kudos.

Anyway, two questions:
1. Why isn't Jerusalem renamed "al-Quds" when it's conquered by the Arabs?
2. I saw reference on another thread to new historical victory conditions for Rome. What are they? Unfortunately, my computer with Civilization IV can't be hooked up to the internet, so I can't download the newest version and see for myself. While I was playing, I thought of a different set of victory conditions for the Romans that would make them more historical and conquest-oriented, and I wondered if they were anything like the ones you came up with.

Again, just a brilliant effort.

1. hmm you're probably right.
2. it's just a fix for the whip exploit, you need to build 5 barracks, 5 anphiteathres and 5 aqueducts

hookmonkey
Feb 09, 2008, 09:31 AM
Hey Rhye, first of all great mod!

I like the thing you did with defensive pacts. These world wars are very cool, Axis vs Allies. Is it possible to mod this into regular BtS?

Good luck with the mod.

Rhye
Feb 09, 2008, 10:07 AM
Hey Rhye, first of all great mod!

I like the thing you did with defensive pacts. These world wars are very cool, Axis vs Allies. Is it possible to mod this into regular BtS?

Good luck with the mod.

it's certainly possible. It's a matter of a few tweaks in the SDK

ADP101
Feb 10, 2008, 06:27 PM
Nub like question but how can u tell which version of RFC ur using?

Rhye
Feb 10, 2008, 07:24 PM
from the readme, in the mod folder

Locus Coeruleus
Feb 11, 2008, 03:07 PM
So many pages of questions, I cannot possibly read through them all, but I do have a few questions of my own.

1. I am playing as Russia with the most current version of the game on BtS. One of the Civ goals is to colonize Siberia by 1700 AD. What exactly does this entail? Or where can I find this information.

2. In a recent game as Rome, similarly a goal was to occupy the historical Western Roman Empire. Again, what does this entail, or where can this information be found.

3. I know a new patch has just come out, but before that, my two most recent games were with Great Britain and Rome. The first with Warlords, and second with BtS. In both of these games, I noticed that Mexico was subjugated by the Vikings in one game and the Chinese in the other. Now, I noticed in my Great Britain game that when I was sending my Caravel around the west coast of South America that a bunch of warmongering British units jumped ship set to conquer the Incas, so conquer I did. I would not be surprised if this is what happened with the Vikings and Chinese. Even if not, I wonder, since this is supposed to be a very historical mod, if this phenomena has been accounted for in the newest version of the game.

Cheers, and Keep up the Good Work.

Locus.

AnotherPacifist
Feb 11, 2008, 03:59 PM
So many pages of questions, I cannot possibly read through them all, but I do have a few questions of my own.

1. I am playing as Russia with the most current version of the game on BtS. One of the Civ goals is to colonize Siberia by 1700 AD. What exactly does this entail? Or where can I find this information.

2. In a recent game as Rome, similarly a goal was to occupy the historical Western Roman Empire. Again, what does this entail, or where can this information be found.

3. I know a new patch has just come out, but before that, my two most recent games were with Great Britain and Rome. The first with Warlords, and second with BtS. In both of these games, I noticed that Mexico was subjugated by the Vikings in one game and the Chinese in the other. Now, I noticed in my Great Britain game that when I was sending my Caravel around the west coast of South America that a bunch of warmongering British units jumped ship set to conquer the Incas, so conquer I did. I would not be surprised if this is what happened with the Vikings and Chinese. Even if not, I wonder, since this is supposed to be a very historical mod, if this phenomena has been accounted for in the newest version of the game.

Cheers, and Keep up the Good Work.

Locus.

The conquerors events happens whenever an Old World civs sees any New world civ's land (i.e. the New World civs did not manage to contact the Old world first). So you can have Khmer conquer the Aztecs. In fact, you get 3 sets of troops if you start with 3000 BC (if Maya is still alive).
Conversely, to avoid the event when playing as the 3 New World civs, contact the Europeans ASAP (e.g. by building a workboat and have it head east as far as possible, or station a scout or warrior in Canada or northeastern Brazil, or simply getting to Optics quickly...much harder in the current build since guilds is necessary).

All info regartding where the required cities are to be built can be found in the world map:
http://civ4.technologyresourcesgroup.com/

Alan McG
Feb 11, 2008, 04:01 PM
So many pages of questions, I cannot possibly read through them all, but I do have a few questions of my own.

1. I am playing as Russia with the most current version of the game on BtS. One of the Civ goals is to colonize Siberia by 1700 AD. What exactly does this entail? Or where can I find this information.

2. In a recent game as Rome, similarly a goal was to occupy the historical Western Roman Empire. Again, what does this entail, or where can this information be found.

3. I know a new patch has just come out, but before that, my two most recent games were with Great Britain and Rome. The first with Warlords, and second with BtS. In both of these games, I noticed that Mexico was subjugated by the Vikings in one game and the Chinese in the other. Now, I noticed in my Great Britain game that when I was sending my Caravel around the west coast of South America that a bunch of warmongering British units jumped ship set to conquer the Incas, so conquer I did. I would not be surprised if this is what happened with the Vikings and Chinese. Even if not, I wonder, since this is supposed to be a very historical mod, if this phenomena has been accounted for in the newest version of the game.

Cheers, and Keep up the Good Work.

Locus.

For the first 2 points let me redirect you to the wonderful "Rhye´s of wiki"... In the strategy guides section you have an atlas with all the terrain-based victories nicely delimited.
Rhye's of wiki:
http://wikirhye.wikidot.com/rhye-s-and-fall-of-civilization
and the atlas itself:
http://civ4.technologyresourcesgroup.com/

As for your third question, it is a particularity of the mod. Whenever you get to America several new units (yours) will spawn in the continent. There's a message that says sth like "some adventurers from your civ have decided to venture into the new world" or sth like that. The units will depend on your technological level. You might get just archers and pikemen, or you might get musketeers and even cannons.

Cheers,

Alan McG
Feb 11, 2008, 04:05 PM
Woops, cross-post, bugger :P

Locus Coeruleus
Feb 11, 2008, 04:41 PM
Cool. Thanks guys. ;)

That map is cool!!!! :)

archangelgy
Feb 11, 2008, 06:51 PM
Is there any way to make it so that you can grant independence to Civ's that you have absorbed and make them your vassals as in BtS, rather than independent states?

Al-Iskander
Feb 11, 2008, 07:54 PM
Is there any way to make it so that you can grant independence to Civ's that you have absorbed and make them your vassals as in BtS, rather than independent states?

If I remember right, it's actually not possible, because there aren't any free spots left for additional civilizations, unless you edit the DLL... I think. Not exactly an expert here :lol:

archangelgy
Feb 11, 2008, 10:00 PM
If I remember right, it's actually not possible, because there aren't any free spots left for additional civilizations, unless you edit the DLL... I think. Not exactly an expert here :lol:

It seems that it would be possible, since civilizations can and do respawn, perhaps if the code could be tweaked to add that option. Then again, I'm not exactly an expert either...

kairob
Feb 11, 2008, 11:10 PM
You mean like a civ you have invaded right? I also think this would be an awsome idea.

Walliard
Feb 13, 2008, 01:58 AM
Is there a specific prerequisite for the U. of Sankore beyond having Paper? I tried to build it in a recent game, but couldn't, and no one else had built it yet either.

Norton II
Feb 13, 2008, 01:23 PM
Is there a specific prerequisite for the U. of Sankore beyond having Paper? I tried to build it in a recent game, but couldn't, and no one else had built it yet either.

The only thing I can think of is that someone finished it the same turn you tried to start it but you hadn't been notified yet. Do you still have the save?

Alan McG
Feb 13, 2008, 02:22 PM
Nope, no other prerequisite... I agree with Norton.

And speaking of "being notified"...Any way I can check all those "notifications" somewhere? They pop up and disappear just too fast to read them all and I would like to be able to check if things like the circumnavigation of the world or the random "quest" I'm trying to complete have already been done by somebody else---

Norton II
Feb 13, 2008, 04:43 PM
You can look at the logs using the button at the top left corner, to the left of the mercenary button, but it might take a while to sift through everything.

Alan McG
Feb 14, 2008, 03:08 AM
So there is no special log anywhere for the particular quests u may pursue in the game and their result (whether they've been completed or not)?

Alan McG
Feb 14, 2008, 04:07 AM
Yes there is one, it's right there :P Forget I asked...

hookmonkey
Feb 14, 2008, 08:36 AM
Hey Rhye, first of all great mod!

I like the thing you did with defensive pacts. These world wars are very cool, Axis vs Allies. Is it possible to mod this into regular BtS?

Good luck with the mod.

it's certainly possible. It's a matter of a few tweaks in the SDK

Maybe someone can do this who understands SDK/modding stuff, or is it simple to do yourself?

Rhye
Feb 14, 2008, 09:14 AM
Maybe someone can do this who understands SDK/modding stuff, or is it simple to do yourself?

I'm not releasing any external modcomp, so it's up to others

civhelp121
Feb 17, 2008, 02:44 PM
i have a technical question, i'm dowloading the newest BTS patch, and I got this window pop up that has the folders in it (not internet) how do i download the program? I'm not very computer saavy.

JEELEN
Feb 20, 2008, 08:15 AM
Being a big fan of RFC I have the following suggestions:

- would you consider changing some Sea/Ocean Mountain isles/peninsulas to Hills terrain? (Seeing as they mostly became populated/colonized in the curse of history.)

- would you consider changing the Dutch historical goal of being the 1st to found a city in Australia to Indonesia? (Seeing as the Dutch showed no interest in this continent - and the English did. Alternatively, if my proposition isn't feasible: South Africa?)

Just wondering.:hatsoff:

Hitti-Litti
Feb 20, 2008, 09:18 AM
^

-Some mountains could change to hills at modern era, that's actually a nice idea!
-Not so good idea, AI Japan founds cities often in Indonesia, sometimes even before the Dutch are born.

RedRalphWiggum
Feb 20, 2008, 09:28 AM
Seeing as its meant to be a realistic Mod (and it it by far and away the best one), is there anyway Arabia and Persia can be modded to make them sell their oil at a lower cost? Sees odd that realistically only 3 countries in Europe will be able to have tanks without vassals... maybe the Arabian peninsula could have one or two more oil sources, and make it somehow weighted so they are more likely to sell them?

Plus, having the US invade Babylonia for oil cause the Arabs are too unstable to guarantee supply would add to the realism

Rhye
Feb 20, 2008, 10:40 AM
i have no idea, do they sell it at high price? They must be smart!

RedRalphWiggum
Feb 20, 2008, 10:45 AM
They sell at quite a high price, meaning you may have to cripple your Research to get it. I just think it would add to realism if most countries could obtain it without a massive amount of difficulty. I think its good that uranium is so sparse because os few nations have nukes, but every country has access to oil.

Replacement
Feb 20, 2008, 11:14 AM
Quick question--I'm playing as Portugal, and going for the historical victory, as is my want. For some reason, the game doesn't seem to recognize that I've accomplished the 2nd victory condition--I have open borders agreements with I think 11 Civs (off the top of my head: Spain, France, England, Rome (declared independence in 600AD start game), Germany, Russia, Vikings, Aztec, Inca and Khmer. But here I am in 1655AD and the little 1/3 next to my name has turned light grey on me. Anyone know what's up?

mushyman
Feb 20, 2008, 03:18 PM
Well, are you sure you have 11? I only count 10 there. The civs have to be alive (as your open borders deals are canceled if they collapse), but you don't still need to have contact. I wasn't aware Rome was able to respawn in the 600AD start either.

If you've definitely got 11 open borders then I guess it may be a bug, but I have completed the new conditions in the 3000AD start so I think it's unlikely. You probably just haven't quite made it - go make more friends :D

Replacement
Feb 20, 2008, 04:32 PM
Ah-ha. I see, the Civilopedia says that I only have to have open borders agreements with 7 other Civs. So it's 11, huh? I guess I'm going to have to do things to the Turks that I'm not proud of.

mushyman
Feb 20, 2008, 04:44 PM
Wowsers, 7? That is out of date! Although, my Civilopedia has the correct goals....

It's probably worth checking you have the latest version, available from the stickied "Download Latest Version" thread. I highly recommend it if you've not already got it, there are lots of tweaks and improvements there.

Here is the thread with all the changes for your perusal:

http://forums.civfanatics.com/showthread.php?t=261887

09camaro
Feb 20, 2008, 08:53 PM
there is something that bugs me about the resources throughout all of Civ.
the food resources.
there are:

4 animal food (deer, cow, lamb, pig)
4 sea food (fish, crab, clam, whale)
4 luxury food (banana, spice, wine, sugar)
3 farm food (wheat, rice, corn)

the lack of equality between the 4 different sources of food upsets me. why must the farms be discriminated against...?
please note that this is not an issue with RFC alone, but with ALL of CIV4.
so now i pose a question. would it be at all possible, not in the next version, but at a (much) later time, for RFC to have a new farm food resource?

AnotherPacifist
Feb 21, 2008, 01:39 AM
Soy would be my favorite 4th farm food. Later you can make ethanol and plastics from it. (maybe after the discovery of combustion and plastics?) :)

Opferlamm
Feb 21, 2008, 05:44 AM
as a german potatoes are the 4th farm food :D

Rhye
Feb 21, 2008, 06:21 AM
They sell at quite a high price, meaning you may have to cripple your Research to get it. I just think it would add to realism if most countries could obtain it without a massive amount of difficulty. I think its good that uranium is so sparse because os few nations have nukes, but every country has access to oil.

Unfortunately in this world oil is concentrated in few countries :(
I don't think that adding more oil in Arabia will make the AI much more likely to sell it

RedRalphWiggum
Feb 21, 2008, 07:55 AM
Unfortunately in this world oil is concentrated in few countries :(
I don't think that adding more oil in Arabia will make the AI much more likely to sell it

Is there any way to weight it so it can at least be sold cheaper?

Rhye
Feb 21, 2008, 08:59 AM
yes, I found it. It's AI_bonusTradeVal in the SDK. I'll see if I can do something about it.
So, if Euro civs can't produce tanks, is it because there are too few oil resources, or that Arabia won't sell it?

AnotherPacifist
Feb 21, 2008, 10:27 AM
yes, I found it. It's AI_bonusTradeVal in the SDK. I'll see if I can do something about it.
So, if Euro civs can't produce tanks, is it because there are too few oil resources, or that Arabia won't sell it?

You can get oil as any civ, it's called colonizing and conquering the right areas.
For example:
China has oil north of Xi'an (Mongolia has to fight China for it)
Japan needs to conquer China early or go to Borneo
Germany needs to expand eastward to get that Russian oil
France can encompass the Gulf and Texan oil if New Orleans if founded early
England can fight France for that, but can also go to Borneo once Biology, plastics are known
Spain always gets Caracas in northern South America (which is in Inca's UHV area), and sometimes conquers north Africa where there's oil in the Libyan desert, of course Mali can expand there too
Portugal has oil in eastern Brazil
Ethiopia, Italy, India...well, they're not supposed to be alive most of the game.:lol:

RedRalphWiggum
Feb 21, 2008, 10:33 AM
yes, I found it. It's AI_bonusTradeVal in the SDK. I'll see if I can do something about it.
So, if Euro civs can't produce tanks, is it because there are too few oil resources, or that Arabia won't sell it?

a bit of both. there should be oil in Romania (ploesti), but even then thats means without vassals only 3 euro countries can have oil. I just think it should be easier to buy as by the late game its so important, and as this is a reality simulator, it would be good if almost every country could have access to it.

aryann
Feb 21, 2008, 01:58 PM
When you download the new version where exactly can you find the place to unzip it please anyone?

Norton II
Feb 21, 2008, 06:10 PM
When you download the new version where exactly can you find the place to unzip it please anyone?

C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods.

Unless you're using a Mac, in which case I have no idea.

Dschingis Khan
Feb 21, 2008, 06:38 PM
Put some oil in antartica, if there isn't any there already. That might work.

wilcoxchar
Feb 21, 2008, 08:28 PM
You could always add some oil in the North Sea, since that has been/is a very important oil reserve.

09camaro
Feb 21, 2008, 10:50 PM
Soy would be my favorite 4th farm food. Later you can make ethanol and plastics from it. (maybe after the discovery of combustion and plastics?) :)
as a german potatoes are the 4th farm food :D

well, i've always been partial to potatoes. but soy could work. or... you could add both, and then add one two the other three areas...

Farm Food: Potatoes, Soy or Beans in general, Nuts (which could just be on a plantation instead)
Animal Food: Poultry (Chicken, Turkey, Duck, Goose)
Seafood: this would be hard... but the best one would probably be squid, maybe shrimp or lobster too...
Luxury Food: Tea, Cocoa: Chocolate, Coffee, Fruit (Apples)...?


and Tobacco as a non food item. im just naming these based upon an atlas that i have in front of me, which shows trade routes and items. most are luxury and food. however, there are some metals.

Put some oil in antartica, if there isn't any there already. That might work.
hmmm... i think this would be interesting. could i direct you too a link where there i go into this to some extent. it requires some reading, but on the whole i believe it is feasible.
please focus on the posts by 09camaro...this page only. (http://www.alternatehistory.com/discussion/showthread.php?t=80293&page=2)

You could always add some oil in the North Sea, since that has been/is a very important oil reserve.

that would be unreasonable. two, maybe three oil's would be ok, any more would push the legitimacy of the mod IMO. and two of them would be controlled by Britain unquestionably. the other would be contested between Scandinavia and Britain.

wilcoxchar
Feb 22, 2008, 12:07 AM
that would be unreasonable. two, maybe three oil's would be ok, any more would push the legitimacy of the mod IMO. and two of them would be controlled by Britain unquestionably. the other would be contested between Scandinavia and Britain.
Oh, I was only going to say 1 or 2 oils in the North Sea. I was thinking one for Britain (maybe off Scotland so it could be contested by the Vikings if they own Inverness) and one to be contested by the Vikings and whoever owns Denmark (Germany or Netherlands). That way Germany would be able to build panzers without needing to import or invade Russia if they can hold the area. This, after all, was the reason Hitler invaded Denmark and Norway in the first place.

Rhye
Feb 22, 2008, 03:28 AM
I would add an oil in Romania. It seems that it was the main source for Germany during the Nazi era

aryann
Feb 22, 2008, 06:19 AM
Oh, I was only going to say 1 or 2 oils in the North Sea. I was thinking one for Britain (maybe off Scotland so it could be contested by the Vikings if they own Inverness) and one to be contested by the Vikings and whoever owns Denmark (Germany or Netherlands). That way Germany would be able to build panzers without needing to import or invade Russia if they can hold the area. This, after all, was the reason Hitler invaded Denmark and Norway in the first place.

I may be wrong but Denmark was relatively uninportant to Hitler. He invaded it since it has a lot of flat land, easy to take, and as a launching ground for Norway.

In the Molotov-Ribbentrop pact, Germany wanted to push as far east through Poland as possible before the Russians got there, for enough oil to sustain a long term war. Is there any oil in east Poland?

aryann
Feb 22, 2008, 06:25 AM
C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods.

Unless you're using a Mac, in which case I have no idea.

Thanks I think I've got it.

Norton II
Feb 22, 2008, 10:49 AM
Oh, I was only going to say 1 or 2 oils in the North Sea. I was thinking one for Britain (maybe off Scotland so it could be contested by the Vikings if they own Inverness) and one to be contested by the Vikings and whoever owns Denmark (Germany or Netherlands). That way Germany would be able to build panzers without needing to import or invade Russia if they can hold the area. This, after all, was the reason Hitler invaded Denmark and Norway in the first place.

According to the Civilopedia, you don't need oil to build panzers. Is that incorrect? In my last German game, I took over Russia before I could build panzers, so I'm not sure.

aryann
Feb 22, 2008, 10:56 AM
According to the Civilopedia, you don't need oil to build panzers. Is that incorrect? In my last German game, I took over Russia before I could build panzers, so I'm not sure.

I thought you didn't need oil to represent how Germany used synthetic oils a lot.

09camaro
Feb 22, 2008, 11:11 AM
I would add an oil in Romania. It seems that it was the main source for Germany during the Nazi era

sweet.

In the Molotov-Ribbentrop pact, Germany wanted to push as far east through Poland as possible before the Russians got there, for enough oil to sustain a long term war. Is there any oil in east Poland?

not East Poland no. but in Bukovinia, (Polish, Romanian border, presently shared by Ukraine instead) has some oil sources.

Walliard
Feb 22, 2008, 04:50 PM
According to the Civilopedia, you don't need oil to build panzers. Is that incorrect? In my last German game, I took over Russia before I could build panzers, so I'm not sure.

Playing a German game as we speak, and I've got a stack of Panzers entering Russia without even having discovered Combustion.

-W-
Feb 23, 2008, 08:59 AM
Just wondering if the slave trade from Africa could be somehow presented in RFC... I remember from Civ III that workers could be traded in the diplomacy screen just as any other resource. That would give another reason for the Europeans, such as the Portuguese for example, to build colonies in western African coast.

monolith94
Feb 23, 2008, 01:16 PM
Playing a German game as we speak, and I've got a stack of Panzers entering Russia without even having discovered Combustion.
Hurrah! Steam powered tanks ftw!

09camaro
Feb 23, 2008, 03:13 PM
Just wondering if the slave trade from Africa could be somehow presented in RFC... I remember from Civ III that workers could be traded in the diplomacy screen just as any other resource. That would give another reason for the Europeans, such as the Portuguese for example, to build colonies in western African coast.

this would be nice... i second. but im curious as too how it would work.

wilcoxchar
Feb 24, 2008, 08:42 PM
In what file is the code to determine which name a civ has? I've found the XML files that list the possible names for each civ, but I can't find the file that determines which name is used under which conditions.

Rhye
Feb 25, 2008, 04:41 AM
In what file is the code to determine which name a civ has? I've found the XML files that list the possible names for each civ, but I can't find the file that determines which name is used under which conditions.

it's in the SDK

kairob
Feb 27, 2008, 11:23 AM
How can I make settlers cheaper? I tried changing it in the XML file but it didnt seam to make any difference.:confused: Is the cost changed with hidden modifiers or something?

Demmiurg
Feb 27, 2008, 11:37 AM
not sure that its a question to this thread (so please delete if i am doubleposting it)


i have downloaded the lates version of the mod and put it on the latest version of official and patched game
i have chosen ENGLISH (the only alternative is russian)
but at the very begining it is clear that civ names and ages are written in FRENCH!!!
all the rest is in English(interface, civilopedia etc)
what could be the problem?

Rhye
Feb 27, 2008, 04:51 PM
How can I make settlers cheaper? I tried changing it in the XML file but it didnt seam to make any difference.:confused: Is the cost changed with hidden modifiers or something?

iirc the cost increases in later eras, in the sdk

kairob
Feb 27, 2008, 05:09 PM
ok, thanks. I can't change the SDK can I?

Rhye
Feb 27, 2008, 06:07 PM
of course you can, if you're able to

Dschingis Khan
Feb 27, 2008, 09:47 PM
hmmm... i think this would be interesting. could i direct you too a link where there i go into this to some extent. it requires some reading, but on the whole i believe it is feasible.
please focus on the posts by 09camaro...this page only. (http://www.alternatehistory.com/discussion/showthread.php?t=80293&page=2)


Interesting place, thanks for the link.

kairob
Feb 28, 2008, 07:00 AM
Where is the CvPlayer file? I cant find it. (it says in the Unique Powers file, that china's is in their.

Rhye
Feb 28, 2008, 09:26 AM
in the sdk

09camaro
Feb 29, 2008, 12:41 AM
Interesting place, thanks for the link.

your welcome. im glad to invite multiple members to AH.com

but a fair warning, watch out for Thande.

Rhye... is there a possibility of being able to allow America to settle cities one tile away from each other? i can do it myself if you can tell me where to edit it.

Rhye
Feb 29, 2008, 03:33 AM
I won't, but it's easy to change. GlobalDefines.xml

kairob
Feb 29, 2008, 03:43 AM
EDIT:

Ok, I just noticed that the normal civ has the DLL file as well as the folder, but yours just has the file. So you can just sort of ignore this post...

kairob
Feb 29, 2008, 04:19 AM
I am really confused, how can I edit the DLL if the is no folder?

http://forums.civfanatics.com/showthread.php?t=196283
Am using that tutorial...



EDIT:
Its ok, I dont need help anymore, as I have given up trying to change the SDK I figured I would just change the cost of the settler to a negative number. It works! (but probably only on the 600 start...

AnotherPacifist
Feb 29, 2008, 06:08 AM
Is there any way to tell who started hostilities? With the recent defensive pacts, often there's no way to tell from the screen announcements who declared war first on whom, and it's rather frustrating. (often I had to guess who the culprit is) My ongoing game with Mongolia, I'm top in score, and everybody (I mean everybody) declared war on me even though I had peace treaties with 5 or 6 of them--I'm guessing it's the AP, even though I have already built the UN, but there was no AP announcement (maybe because I don't have any Christianity in my land).

Also, the UN seems rather nerfed in general. Specifically the UN decision come very few in between (since I've been elected secretary in 1870 no resolutions have been called, and it's already 1900), and the AP is still functional since Germany has not even researched radio yet. Is it possible to make the AP obsolete once somebody has researched mass media (not just the palace resident)?

Rhye
Feb 29, 2008, 06:08 AM
kairob -> you need the sources to edit the SDK: tell me your mail.

Rhye
Feb 29, 2008, 06:09 AM
Is there any way to tell who started hostilities? With the recent defensive pacts, often there's no way to tell from the screen announcements who declared war first on whom, and it's rather frustrating. (often I had to guess who the culprit is) My ongoing game with Mongolia, I'm top in score, and everybody (I mean everybody) declared war on me even though I had peace treaties with 5 or 6 of them--I'm guessing it's the AP, even though I have already built the UN, but there was no AP announcement (maybe because I don't have any Christianity in my land).


Just read the event log

Barak
Feb 29, 2008, 07:38 AM
Question on congresses...

If I am in contact with every nation alive at the time of the congress, and I am the #5 nation in score, how can I NOT be invited to the congress?

Happened to me in a game as the Maya in the 1870ish congress (naturally I started a world war when I would not vacate a city in the area of New Orleans that I had setteld around 450AD.

Thanks

Rhye
Feb 29, 2008, 07:47 AM
the first 3 always are

Barak
Feb 29, 2008, 07:51 AM
So it is possible to be a top nation and NOT be invited to a congress? Seems weird that a city could be asked for with 0% population and not in the flip zone of a nation. But the world war will be fun to watch....

Maya, Portugal, Russia, England, Mongol, Japan, Mali Dutch

vs

Greek, Spain, Germany, America, Turk

Good thing I have infantry!

Rhye
Feb 29, 2008, 08:01 AM
you aren't a top nation. Top 3 are always assured.

Opferlamm
Feb 29, 2008, 08:24 AM
Is there any way to tell who started hostilities? With the recent defensive pacts, often there's no way to tell from the screen announcements who declared war first on whom, and it's rather frustrating. (often I had to guess who the culprit is) My ongoing game with Mongolia, I'm top in score, and everybody (I mean everybody) declared war on me even though I had peace treaties with 5 or 6 of them--I'm guessing it's the AP, even though I have already built the UN, but there was no AP announcement (maybe because I don't have any Christianity in my land).

Also, the UN seems rather nerfed in general. Specifically the UN decision come very few in between (since I've been elected secretary in 1870 no resolutions have been called, and it's already 1900), and the AP is still functional since Germany has not even researched radio yet. Is it possible to make the AP obsolete once somebody has researched mass media (not just the palace resident)?

just give the AP-owner mass media and it will be obsolete

kairob
Feb 29, 2008, 09:14 AM
@rhye, its kairob at hotmail dot co dot uk

09camaro
Feb 29, 2008, 08:02 PM
I won't, but it's easy to change. GlobalDefines.xml

i attempted to open the XML so i could edit it, but i keep getting an error that says "cannot locate the resource specified."

Rhye
Mar 01, 2008, 02:59 AM
i attempted to open the XML so i could edit it, but i keep getting an error that says "cannot locate the resource specified."

no idea. Editing an xml is the easiest possible thing to do: edit with notepad

09camaro
Mar 01, 2008, 10:48 AM
ah. working now.
it opened an HTML editor...
:rolleyes: man...
anyway, ty a lot Rhye

EDIT: could i get a hint as to where to find the modifier i need?

Rhye
Mar 01, 2008, 11:11 AM
it's one of the values i edited.
I added my name next to the changes, in the BTS version.
The value name is self-explainatory

09camaro
Mar 01, 2008, 04:59 PM
i think i got it. thanks again

09camaro
Mar 02, 2008, 10:35 PM
Is there a way i can edit the "civ switch" option too allow me to switch civs more than once?

also, is there a way can edit the map and the scripts to allow for the Viking settlements in Greenland?

kairob
Mar 03, 2008, 06:12 AM
just open up the World Builder file in Notepad, find greenland (the hard part) and put a grasslands tile on it and a fish resource in the sea for food and maybe a resource to boost its production (whatever is in greenland allready, copper?)

09camaro
Mar 03, 2008, 09:56 AM
thank you Kairob.
the name scripting will be the hard part.

kairob
Mar 03, 2008, 10:31 AM
It shouldnt be that hard, if you know the co-ordinate for the tile thats grassland, you just need to count down and then count across..

I actually really like this idea, I might do it myself. What resource did you put for production (if any)?

09camaro
Mar 03, 2008, 01:17 PM
havent done it yet, im in class. but i may do it when i get home.

but it'll probably be either 1 oil and 1 iron... maybe a deer and fur too.

kairob
Mar 03, 2008, 02:13 PM
Cool, Oil is an interesting idea...

09camaro
Mar 03, 2008, 07:49 PM
well... it says that they have a national oil company. Nunaoil?
anyway, im looking at an atlas right now and it says that the area where i'd put the eastern settlement, the southern tip, has a major uranium producing field...

09camaro
Mar 03, 2008, 08:33 PM
oh... and Rhye, why sin't it a good idea to combine Police State with Free Speech?

AnotherPacifist
Mar 03, 2008, 08:36 PM
oh... and Rhye, why sin't it a good idea to combine Police State with Free Speech?

"Um, Comrade Stalin, I think..."
And gets sent to the Gulag for thinking. :)

09camaro
Mar 03, 2008, 09:49 PM
i see. well Kairob, i've finished the terrain modding to the map.
i added two rivers directly adjacent to the locations of the settlements, which i have marked with huts. the Eastern Settlement (Julianehåb) has a uranium to the east and deer to the northwest, and the Western Settlement (Godthåb) has oil to the north and fur to the south.

kairob
Mar 04, 2008, 05:27 AM
Awsome! Could you send the file so I can copy your co-ordinates?:mischief:

09camaro
Mar 04, 2008, 09:14 AM
np. but its only for 3000 BC unlocked.
i'll do 600 AD as soon as i can


EDIT: bah! i'll have to do it after class.

kairob
Mar 04, 2008, 02:03 PM
Thats ok, thanks man. :)

09camaro
Mar 04, 2008, 05:45 PM
here it is. i had to save it as text inside a RAR because the attachments wouldn't allow for a WBSave.

you can paste the entire thing into it. the only changes are to the plots.
you may notice a little extra additions on my part besides greenland.
now i need to script the maps so i can give each new tile a city name.

also, i may have a 600AD version up soon-ish.

170477

kairob
Mar 05, 2008, 05:02 AM
Thanks man, thats gonna be dead usefull. :)

kairob
Mar 05, 2008, 07:33 AM
One question I could do with some help with, how do I change the starting diplomacy between civs so I can make them at war as soon as they spawn?

Also I have been modding the mod :crazyeye: and for some reason when I load a civ it comes up with "you have been defeated", which kind of limits gameplay really, so I was just wondering if anyone knew what I might have done wrong.

If it helps I changed the following files after installing the Othadox+Protistantism mod over the Multiplayer version of the game (it runs faster);
World Builder Files;
600ad start

Python files;
Barbs
RiseAndFall
Stability

XML files;
CIV4CivicInfos
CIV4CivilizationInfos
CIV4BuildingInfos
CIV4UnitInfos
CIV4BuildInfos

I also know exactly what I changed in each file but the list would be too big, if anyone knows which file(s) could be messing it up I would be glad of any help or info at all about what might be wrong.

Rhye
Mar 05, 2008, 08:39 AM
You can edit the WBS.
Use Earth1000AD.Civ4WorldBuilderSave as example

kairob
Mar 05, 2008, 09:14 AM
Thanks man. :)

LupinusMaximus
Mar 05, 2008, 09:29 PM
First let me say i am a first time poster long time player of your mod. Quick question i was wondering is it possible to add another civ to the starting civ's and if it is possiable can you please explain to me where i can change it at? Thanks for all your replys.

Rhye
Mar 06, 2008, 02:42 AM
you mean to change a civ's starting date to 0? It's certainly possible, but requires a change in the SDK.
Otherwise, adding a completely new civ is much more complicated

kairob
Mar 06, 2008, 07:28 AM
Also I have been modding the mod and for some reason when I load a civ it comes up with "you have been defeated", which kind of limits gameplay really, so I was just wondering if anyone knew what I might have done wrong.

Can anybody help me with my problem? Anyone know which file I changed might have caused this?

Rhye
Mar 06, 2008, 01:44 PM
Can anybody help me with my problem? Anyone know which file I changed might have caused this?

it happens when no unit or city of the chosen player is on the map

LupinusMaximus
Mar 06, 2008, 02:03 PM
Sorry Rhye i should have clarified what i meant, I want to make America a 4000 bc start i love the mod the way it is i just want to experiment with it a little. So the changes have to be in SDK is there any tutorials on how to do that? Thanks again

Rhye
Mar 06, 2008, 02:33 PM
in that case, first try to add a unit belonging to america in the WBS.
Something may be malfunctioning, but it should run

kairob
Mar 06, 2008, 02:44 PM
thanks for the help. :)

kairob
Mar 06, 2008, 04:50 PM
Ok, apparently adding playable civs to the Barbs python file was what was causing the problems.
I was trying to get some arabian units to spawn in egypt and some mongol keshiks to spawn near Samakhand, maybe I should put barbs in instead for samakhand..


Does anyone know if I can get a group of units to spawn on a specific turn without using the barbs file?

LupinusMaximus
Mar 06, 2008, 06:34 PM
I started play with egypt and then entered world builder and placed a settler and warrior in north america.Saved it in wbs then then exited world builder and then went to desktop.Loaded wbs took me to civ selection chose america then it started to count down like normal.Any thoughts.

Rhye
Mar 06, 2008, 06:39 PM
I started play with egypt and then entered world builder and placed a settler and warrior in north america.Saved it in wbs then then exited world builder and then went to desktop.Loaded wbs took me to civ selection chose america then it started to count down like normal.Any thoughts.

Did the settler belong to America?

LupinusMaximus
Mar 06, 2008, 06:42 PM
Yup.Settler and warrior both american.

LupinusMaximus
Mar 06, 2008, 06:55 PM
Lol yeah the settler and warrior are both American.I just tried again and this time i went into world builder during the countdown and stoped it around turn 15 and the units were gone.I just want to have a scenario where America stared at the same time as the Egypt,India,China and Bablyon civs but that really would'nt have contact with european or asian civs until alot later.

09camaro
Mar 06, 2008, 09:31 PM
then in order for me to change the Greenland locations so that they can support viking settlements and viking names, then i have to edit the SDK?

if this is the case, i do not have to tools to edit this. nor would i know where too look.

09camaro
Mar 06, 2008, 10:32 PM
ok. i finished the 600 AD mods to greenland. and for anyone who wants them and the 3000 BC version too, here it is. 170729

once i get the the city naming and related work done, then i'll post the entire thing... the entire mod, in here. 3000 BC and 600 AD locked don't yet have the changes.

EddyG17
Mar 07, 2008, 09:01 AM
Where do go make cities retain culture after conquest?

And is it possible to disable raze cities?

civhelp121
Mar 08, 2008, 08:44 PM
hi, how do I download the patch? I'm used to it downloading itself into the right folder, so I don't know how to put it in the right folder or what the right folder is, so can someone tell me how to do this? thanks :)

Wildmalkin
Mar 09, 2008, 08:58 AM
I just downloaded your mod for vanilla Civ4 and when everything works fine until the game actually starts. Before I even do anything I get a message saying you have been defeated and the game ends. Any advice?

AnotherPacifist
Mar 12, 2008, 02:06 PM
Is JKP1187's events mod for BTS compatible with RFC?

LupinusMaximus
Mar 13, 2008, 06:00 PM
Does anyone know where the files are for the start dates of the civilization are i would really like to make America a 3000 bc start???

Opferlamm
Mar 13, 2008, 06:10 PM
take a look here http://forums.civfanatics.com/showthread.php?t=231820

LupinusMaximus
Mar 13, 2008, 08:03 PM
wow i really am having the hardest time explaining what i mean I would like to Make America A 3000 BC Spawn Same as China Egypt Bablyon and India if i can get that o work i could then try even more Alternative Versions of History LIke the American one Above or i Could Have China Spawn at 1200 Ad just for my own Pleasure.,Between this Mod And TAM i believe they are the best historical mods around and they are the reason i will continue to play civ4 for the majority of my free time at least until Conan comes Out And Civ Revolution any thanks in Advance to Anyone with any thoughts

Register666666
Mar 24, 2008, 11:03 PM
Sorry if this has been asked before, but I've looked all over the place for this, where can I find what the updates for Rhye's has done?

Register666666
Mar 25, 2008, 05:09 PM
Never mind, found it:

http://wikirhye.wikidot.com/release-notes

Opferlamm
Mar 25, 2008, 07:37 PM
I played a game with India today.
I had founded 5 religions but with the 5th religion the UHV symbol went grey.
Do I need to found the 5 religions all in one town?

mushyman
Mar 26, 2008, 09:35 AM
I played a game with India today.
I had founded 5 religions but with the 5th religion the UHV symbol went grey.
Do I need to found the 5 religions all in one town?

No you don't. This is a known bug to be fixed in the next patch.

Opferlamm
Mar 26, 2008, 10:08 AM
thanks for the update

TDK
Mar 26, 2008, 11:38 AM
Rhye,
Do you have a gp tech preference list in hand? Or is it the same as in vanilla BTS?

Thanks,

TDK

Walliard
Mar 26, 2008, 12:28 PM
Hypothetical scenario: Say on the 600 AD start that the Byzantines survive until Nationalism, and Rome revives. Would we then see Justinian of Rome alongside Justinian of Byzantium?

AnotherPacifist
Mar 26, 2008, 01:54 PM
Hypothetical scenario: Say on the 600 AD start that the Byzantines survive until Nationalism, and Rome revives. Would we then see Justinian of Rome alongside Justinian of Byzantium?

Happens a lot actually (or did when Nationalism was researched early). I've seen the Byzantines with Constantinople and Athens and a separate Italian state.

onedreamer
Mar 27, 2008, 03:38 AM
Nope you wouldn't see them, since you cannot have diplomacy with Indipendents and Minors.

Walliard
Mar 27, 2008, 04:18 AM
Nope you wouldn't see them, since you cannot have diplomacy with Indipendents and Minors.

I didn't mean literally seeing the leaderheads, just that both halves of the Roman Empire would be represented by the same leader.

onedreamer
Mar 27, 2008, 07:10 AM
how do you even know he is the leader ?

Rhye
Mar 27, 2008, 07:13 AM
Rhye,
Do you have a gp tech preference list in hand? Or is it the same as in vanilla BTS?

Thanks,

TDK

what do you mean?

Hitti-Litti
Mar 27, 2008, 10:30 AM
I think GP tech preference list means that a list telling what techs are the most useful to lightbulb with a great person.

mushyman
Mar 27, 2008, 10:38 AM
I don't think it's most useful, isn't TDK just after a list of what they will bulb?

E.g.

Great Prophet = Mediation -> Polytheism -> Monotheism -> Theology -> Divine Right etc. (or whatever)

TDK
Mar 27, 2008, 10:46 AM
what do you mean?
In the game, great people types have a list of techs and a preference for each tech (no techs have the same preference). With the same techs researched the same great person type will always give you the same tech. For example, a prophet will always give you Meditation, but if you already have that, it will give you Polytheism, then Priesthood, Monotheism and so on and so forth. So, I was wondering if you changed the prioritized list for this mod, seeing that different techs grant religions in this mod etc.

TDK

Rhye
Mar 27, 2008, 03:46 PM
ah, actually I wasn't aware of this. So, no.

Cetrix
Mar 28, 2008, 08:44 PM
Hello!

I'm french and I'm a bit lost here, but I have a question... I want to play "Byzantines" in 600AD and I don't know how to play them. Anyone knows how I can do? Thank you!

Rhye's and Fall is the best mod =)

Virdrago
Mar 28, 2008, 09:32 PM
Hello!

I'm french and I'm a bit lost here, but I have a question... I want to play "Byzantines" in 600AD and I don't know how to play them. Anyone knows how I can do? Thank you!

Rhye's and Fall is the best mod =)

You can't. The Byzantines are unplayable in the mod.

Welcome, by the way.

Cetrix
Mar 29, 2008, 12:55 PM
Ok... thanks you... :(
It's not possible to unlock them? In the mod folder?

Virdrago
Mar 29, 2008, 04:27 PM
I can't answer that. I have ideas, but no actual computer ability :(

It may be possible.

09camaro
Mar 29, 2008, 05:35 PM
it is possible
its in the XML... but idk where.
i ran across it before.

Cetrix
Mar 29, 2008, 06:35 PM
I've already read the XML but don't know where too :( Please Rhye, can you tell me how do that? Thanks you!

Rhye
Mar 30, 2008, 06:08 AM
it's just the flag in the WBS, iirc, plus some stuff to comment in python to show stability.
try to do a search in older posts