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Rhye
Jul 08, 2006, 03:06 AM
FAQ page:
http://rhye.civfanatics.net/index.php?nev=RFCfaq

If you don't find your question there, you can here ask me whatever info about installation, gameplay issues or inner mechanichs.

Rossiya
Jul 09, 2006, 05:23 AM
can i just a question about the gameplay?

the immigrants going to america, are they from the poorer civs in the world, or just from random ones?

Rhye
Jul 09, 2006, 07:41 AM
they are from a random city of one of the poorest and unhappy civs of the world that have contact with America.
Playing as America, you'll see where they come from looking at the % of population of immigrants

strategyonly
Jul 09, 2006, 12:22 PM
Just downloaded your MOD today and when i tried to play it, it started at 3000BC and kept going backwards "by itself" and did not stop, whats this all about? Would not let me play the game because of this.
Dont know what area to ask for sure?

HÄI
Jul 09, 2006, 02:14 PM
Just downloaded your MOD today and when i tried to play it, it started at 3000BC and kept going backwards "by itself" and did not stop, whats this all about? Would not let me play the game because of this.
Dont know what area to ask for sure?

If you pick any civ but China, Egypt or India you will start later than 3000BC and the Ai will play to the point when you start, for example Arabia starts at 600AD or so and USA at the 17th century. The loading time ranges from a few minutes with, say, Greece to perhaps half an hour if you start as a civ which appears very late.

Methos
Jul 09, 2006, 06:14 PM
Just downloaded your MOD today and when i tried to play it, it started at 3000BC and kept going backwards "by itself" and did not stop, whats this all about? Would not let me play the game because of this.
Dont know what area to ask for sure?

Two ways to notice when it'll stop. On the start up screen where you pick your civ, if you mouse over the civ it states in what year the game will start. I believe it also states it when you pick the civ.

The biggest one is when the game has started or is loading. During that time the years are passing by you'll still have the "Test of Time" screen showing. As I recall the first line states what year the game will start at. I usually start the game and than wander off until it's ready.

strategyonly
Jul 09, 2006, 07:02 PM
Got it,thx. will give it a shot later tonite.

EDIT: Played it, its ok, hated the fifteen minute wait for the USA to start, and whats the deal with the 13 Star flag for the USA?

Vishaing
Jul 10, 2006, 07:37 AM
Hey Rhye, this was the only place I could think of to put this.

Did you know and/or intend it that farms can only be built on floodplains after Biology? They can still be built to get wheat, but never just on a 'normal' flood plain. This severely weakens the Fertile Crescent because with no farms + so many cities, none of the cities ever seem to get very large.

Barak
Jul 10, 2006, 07:50 AM
Hey Rhye, this was the only place I could think of to put this.

Did you know and/or intend it that farms can only be built on floodplains after Biology? They can still be built to get wheat, but never just on a 'normal' flood plain. This severely weakens the Fertile Crescent because with no farms + so many cities, none of the cities ever seem to get very large.

Don't flood plains get 3 food without irrigation? Seems like enough food early on to me.

Gunner
Jul 10, 2006, 08:13 AM
I like how flood plains can't build farms. It prevents those cities from becoming super monsters. Now they can just get as big as any other city with lots of grasslands, just the flood plains get an early game bonus of not requiring you to build the farms.

Rhye
Jul 10, 2006, 10:54 AM
Got it,thx. will give it a shot later tonite.

EDIT: Played it, its ok, hated the fifteen minute wait for the USA to start, and whats the deal with the 13 Star flag for the USA?


what's wrong with it?

strategyonly
Jul 10, 2006, 11:12 AM
what's wrong with it?

Well since i was in the military defending the USA for over 20 years, i never once and never will see a flag of such always has been red/white/blue and always will be. Even Betsy Ross' flag where it all started was r/w/b. The flag i think you are using is supposed to be an UN flag, but the UN will NEVER be the USA flag, for that matter anyother country either. This is "my" opinion ok.

http://forums.civfanatics.com/attachment.php?attachmentid=132065&d=1152465453

Lachlan
Jul 10, 2006, 11:51 AM
When next version arrive ? ....

It is very cool the system of refusing flipping :D

French has been éliminated by Romans (me)

Spanish invaded by me too

Rhye
Jul 11, 2006, 04:27 AM
Well since i was in the military defending the USA for over 20 years, i never once and never will see a flag of such always has been red/white/blue and always will be. Even Betsy Ross' flag where it all started was r/w/b. The flag i think you are using is supposed to be an UN flag, but the UN will NEVER be the USA flag, for that matter anyother country either. This is "my" opinion ok.

http://forums.civfanatics.com/attachment.php?attachmentid=132065&d=1152465453


This is NOT supposed to be the UN flag.

This is just a replacement for the single star, which has little more in common with USA than with other nations (what about the red star on USSR tanks and planes?). 13 stars for USA is more appropriate than 1 star.
And it's a replacement that is coherent with the format civ4 is using by default (2-colours symbol with alpha-channel). I'm not using modern one-pole flag like the one you posted.

Rhye
Jul 11, 2006, 04:51 AM
When next version arrive ? ....

It is very cool the system of refusing flipping :D



hopefully today.

The new system isn't about refusing flipping (that's already implemented), it's the congress system.

Barak
Jul 11, 2006, 08:18 PM
Rhye, considering that RFC090 is close in number to version 1.0, are we that close to releasing the mod, or will 1.0 NOT be the "golden" version. Afterall, in RoC and RoCX we were constantly tweaking the final product.

It always sucks to abandon a good game when a new version comes out :)

Elhoim
Jul 11, 2006, 09:02 PM
Perhaps 1.0 would be the "final" one for vanilla civ, as the mod will continue to improve upon the warlords content...

Arkaeyn
Jul 11, 2006, 10:52 PM
It does seem to be going that way, doesn't it?

Rhye
Jul 12, 2006, 03:42 AM
i don't know yet

Barak
Jul 12, 2006, 08:53 AM
Strange, when I loaded 090 it reset some settings in my Config.ini file

geebo
Jul 12, 2006, 07:24 PM
Barak...i think i had the same problem...

Swissempire
Jul 14, 2006, 11:02 PM
Stupid stupid stupid

strategyonly
Jul 16, 2006, 03:20 AM
Back again, but i still do not like that Blue star(s) flag for America, here is an alternative: its for soldiers serving in the military. See attached:

The Blue star flag is known as the Bonnie Blue Confederacy Flag: :confused: http://www.anyflag.com/history/bonnie.htm , and just adding more stars is the same as the one star.:confused:

Rhye
Jul 16, 2006, 03:28 AM
I know, but the single star has lots of other meanings. Including USSR.
Assigning it just the meaning of America is unappropriate.

strategyonly
Jul 16, 2006, 06:05 AM
I know, but the single star has lots of other meanings.
Assigning it just the meaning of America is unappropriate.

<Type>ART_DEF_CIVILIZATION_AMERICA</Type>
<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag>
Besides it does say American Empire, oh well i am trying at least.:p

Rhye
Jul 16, 2006, 06:34 AM
so what?
That was Firaxis' decision.

Sometimes you Americans believe everything's yours.

A star has a lot of meanings (wtf, look my avatar: it means "World Cup").
On italian football teams shirt for instance, it means "10 Scudetti".
And there are many countries featuring a star in their flag, such as China (in general it can be given a communist meaning).

If you still aren't convinced, look this page:
http://en.wikipedia.org/wiki/Somalia

13 stars instead mean USA, with no misunderstanding.

Paasky
Jul 16, 2006, 08:15 AM
If you still aren't convinced, look this page:
http://en.wikipedia.org/wiki/Somalia

13 stars instead mean USA, with no misunderstanding.
I was a bit baffled when I first saw the Somalian flag, but it was actually America.

Arkaeyn
Jul 16, 2006, 01:07 PM
Rhye, what's the music on the opening menu?

H.GrenadeFrenzy
Jul 16, 2006, 02:11 PM
so what?
That was Firaxis' decision.

Sometimes you Americans believe everything's yours.

A star has a lot of meanings (wtf, look my avatar: it means "World Cup").
On italian football teams shirt for instance, it means "10 Scudetti".
And there are many countries featuring a star in their flag, such as China (in general it can be given a communist meaning).

If you still aren't convinced, look this page:
http://en.wikipedia.org/wiki/Somalia

13 stars instead mean USA, with no misunderstanding.
Making massive statements about a nations of people without considering that the majority of those people are not represented by the elitist government that they are under and just because those that have money can give the rest of us somewhat of a bad name the USA has as a matter of fact done plenty for other peoples nations including yours so keep your bigotted statements to yourself or we will get the rest of the Civ Fanatics involved in this little pat got it!

Rhye
Jul 16, 2006, 02:26 PM
Rhye, what's the music on the opening menu?

Shine On You Crazy Diamond
by Pink Floyd

Rhye
Jul 16, 2006, 02:32 PM
Making massive statements about a nations of people without considering that the majority of those people are not represented by the elitist government that they are under and just because those that have money can give the rest of us somewhat of a bad name the USA has as a matter of fact done plenty for other peoples nations including yours so keep your bigotted statements to yourself or we will get the rest of the Civ Fanatics involved in this little pat got it!

hey, cool down.
Offending a whole nation or all its population is inappropriate (especially here) and was not my intention. But I had known experiences from people I know about that kind of attitude (I wasn't refering to your foreign policy actually). Certainly it isn't the common case, but sometimes it happens.

H.GrenadeFrenzy
Jul 16, 2006, 09:54 PM
Cool we are in agreement. This is no place for nation comments and such I edited this to keep the peace with everyone, Ok. Man is the tension in the world getting tight or what!

rappstar
Jul 17, 2006, 12:46 AM
Dude... this is no place for all that.

1 star... 13 stars... 50 stars? There is a solid case for 13 stars. Let's stay focused on balance before we start bickering about banners.

SilverKnight
Jul 17, 2006, 01:09 AM
Enough, or I'll start adding people to the Ignore list. [offtopic]

The 13 Stars flag is used because it is a historical representation of the country's conception. It doesn't have to embody everything about the USA, past or present; it merely needs to make people across the world immediately think, "Oh, that worker belongs to the American CIV. In a game." So can we return to normalcy, please? :rolleyes:

SilverKnight

EDIT: Please, let's get back on topic or take it to a different forum. This stuff gets SO ridiculous after a while. :(

Rhye
Jul 17, 2006, 02:42 AM
I replied GranadeFrenzy by PM.

This thread must stay on topic.

strategyonly
Jul 17, 2006, 06:07 AM
[QUOTE=SilverKnight]
The 13 Stars flag is used because it is a historical representation of the country's conception. It doesn't have to embody everything about the USA, past or present; it merely needs to make people across the world immediately think, "Oh, that worker belongs to the American CIV. In a game." So can we return to normalcy, please? :rolleyes:

I can see you never served in the US Military, DUH!:p Figures with a statement like that. So we end this here and now, no more off topic crap ok. FINISH!

SO back to the game. But was interesting conversation. Have a nice day, and a better tomorrow, hope your dreams and wishes are good, and a better one tomorrow.:confused: Its your mod you do with it what you want, and if "we" ever make "fun" of the Italian flag, no response ok.

Rhye
Jul 17, 2006, 06:24 AM
SO back to the game. But was interesting conversation. Have a nice day, and a better tomorrow, hope your dreams and wishes are good, and a better one tomorrow.:confused: Its your mod you do with it what you want, and if "we" ever make "fun" of the Italian flag, no response ok.


Did I ever make "fun" of the American flag? :confused:

strategyonly
Jul 17, 2006, 06:39 AM
Did I ever make "fun" of the American flag? :confused:

Everyone goes off-topic, once in awhile, some people responded didn't they.:blush: Even the guy who goes around with "wrong forum" is off-topic when he posts, so everyone will do it sooner or later. But YES to your answer. This is why i left here two years ago. If you want to make it a better game get rid of the American over tone in the game and name them differently, ie: FfH renamed each and every country different, rename it the 13 star country, its a GAME people, but when it has geographic representation, then PLS make it as accurate as possible. Military people who served , know what i am talking about. And no US Capital has ever had a 13 star flag without the good ole red, white and blue. Again (My opinion) so good luck in the "game" and have a nice day! Remember off-topic, because you "asked" a question.

Rhye
Jul 17, 2006, 06:58 AM
1. I already told you that I stick with the standard 2-coloured flags with alpha channel, and that I'm not using combinations like red, white and blue. I'm not using modern flags

2. Given this choice, the single star is inappropriate as ambiguous, and I even proved you that.

3. All the symbols featured in both Firaxis flags and mine are meant to mean something or to be a symbolic detail of an old flag. This applies to every flag: the fleur-de-lys, the iron cross, the 3 lions, the castillo, the dragon, and to the 13 stars as well. They WERE part of the American flag and you can't say it's not true, regardless of what your lieutenant says.

4. By no means I've offended your flag.


Have a nice day.

strategyonly
Jul 17, 2006, 07:10 AM
Ok fine , lets start over ok, HI, i am strategyonly, Have a nice day. Lets have fun playing "the game" Is everyone having fun yet, i hope so, have a great day, and a better tomorrow.

Stellan_87
Jul 20, 2006, 05:11 PM
Is there a way to modify the map and then afterwards play it WITH locked modified assets (Didn't work to change the mapfile in the "private maps" folder)?

Stellan_87
Jul 20, 2006, 05:23 PM
Oh and another thing, i never got any real feedback when i brought this up a long time ago but...
Why not increase whatever that calculates how big population you got in your civilization, when you check the "demographics" screen or get a popup saying you got ten-milion when you in reality would have had much more, feels kinda strange since we are playing on a worldmap.

Rhye
Jul 20, 2006, 05:37 PM
Oh and another thing, i never got any real feedback when i brought this up a long time ago but...
Why not increase whatever that calculates how big population you got in your civilization, when you check the "demographics" screen or get a popup saying you got ten-milion when you in reality would have had much more, feels kinda strange since we are playing on a worldmap.

if you tell me what each city size should correspond to, in your opinion, I can try to tweak it.

Rhye
Jul 20, 2006, 05:39 PM
Is there a way to modify the map and then afterwards play it WITH locked modified assets (Didn't work to change the mapfile in the "private maps" folder)?

what do you mean with "With locked modified assets"?

Elhoim
Jul 20, 2006, 06:17 PM
I think it doesn´t let you use the Custom Assets folder with the game. Useful for avoiding incompatibilities, but it will left out harmless mods such modified advisors.

SilverKnight
Jul 21, 2006, 12:16 AM
if you tell me what each city size should correspond to, in your opinion, I can try to tweak it.
What are some common city placements? I'll make up a list and start looking at historical population demographics. Nothing too detailed, but if Rome or Makkah or Delhi should encompass FAR more people than the game says (say 15 million instead of 5 million), and the population is average, I can get a good list going, like this (but with more dates if needed):
City 0AD 1400AD 1600AD 1800AD 1850AD
Paris 40 230 210 548 1,600
Berlin -- 8.5 9 172 419
*population in thousands
Etc. :) Or whatever dates, cities, just to get a close idea, nothing too exact.

SilverKnight

Stellan_87
Jul 21, 2006, 07:28 AM
How much it should be changed im not sure of... but if i get some time over i could test how big population some key city's gets when they have reached their limit then compare it with reality. the more i think of it the harder i imagine it would be to get an fairly accurate number on the amount of population.

With "locked modified assets" i mean when i play a game with the option of entering worldbuilder during play is disabled.

Rossiya
Jul 22, 2006, 12:18 PM
rhye, how did you get your nickname to be "rhye" it doesn't mean anything in english or italian (i don't think since there is no "y" in italian)? what is the story behind it?

Elhoim
Jul 22, 2006, 06:58 PM
i don't think since there is no "y" in italian

Really? I didn´t know that.

SilverKnight
Jul 22, 2006, 08:55 PM
Now I must know. :D

SilverKnight

Rhye
Jul 23, 2006, 02:07 AM
:D

the name itself comes from a song performed by Queen, Seven Seas of Rhye (http://en.wikipedia.org/wiki/Seven_Seas_Of_Rhye) and it's mentioned in another song by Queen, Lily of the Valley, and basically means a fantasy kingdom.

Why I chose it is the curious thing.
I was using other kind of nicknames, before summer of '00. But back then, I begun playing Ultima Online (http://en.wikipedia.org/wiki/Ultima_Online) and had to create some player characters.
My main 2 were one with a fantasy name (being appropriate to the type of game), "Rhye", who was my good counterpart; the other was "Indiana Jones" and was a player killer (every good Ultima Online shard had plenty of ill-famed PKs with cool names...).
I ended using more Rhye than Indy, so I was widely known as Rhye in UO, and when I registered in CFC in 2001 to post an Ultima Online scenario (http://rhye.civfanatics.net/index.php?nev=uo_awards.html), I was forced to register using the name I was known as, so that I could be recognizable by my guild-mates and shard-mates.

SilverKnight
Jul 23, 2006, 03:18 AM
http://www.google.com/search?q=rhye

Look at the bottom! :eek: You are Google-famous, first page! [party]

SilverKnight

Rossiya
Jul 23, 2006, 04:27 AM
:D

the name itself comes from a song performed by Queen, Seven Seas of Rhye (http://en.wikipedia.org/wiki/Seven_Seas_Of_Rhye) and it's mentioned in another song by Queen, Lily of the Valley, and basically means a fantasy kingdom.

Why I chose it is the curious thing.
I was using other kind of nicknames, before summer of '00. But back then, I begun playing Ultima Online (http://en.wikipedia.org/wiki/Ultima_Online) and had to create some player characters.
My main 2 were one with a fantasy name (being appropriate to the type of game), "Rhye", who was my good counterpart; the other was "Indiana Jones" and was a player killer (every good Ultima Online shard had plenty of ill-famed PKs with cool names...).
I ended using more Rhye than Indy, so I was widely known as Rhye in UO, and when I registered in CFC in 2001 to post an Ultima Online scenario (http://rhye.civfanatics.net/index.php?nev=uo_awards.html), I was forced to register using the name I was known as, so that I could be recognizable by my guild-mates and shard-mates.

oh wow, that is really some story behind that.

Elhoim
Jul 23, 2006, 07:32 AM
Oh my god, Iīm such a fool! How I didnīt notice as a fan of Queen! :wallbash:

Rossiya
Jul 23, 2006, 08:22 AM
Really? I didnīt know that.

yes, same for j,k,w,x,y

these letters are only found in foreign words.

lo yacht
il bikini
il jukebox
il word processor
il xilofono

these words actually sicken me. when i am rich and famous and have some clout, i shall set up a society protecting the italian language from such disgusting words polluting the beautiful rhythm.

Rhye
Jul 23, 2006, 10:33 AM
yes, same for j,k,w,x,y

these letters are only found in foreign words.

lo yacht
il bikini
il jukebox
il word processor
il xilofono

these words actually sicken me. when i am rich and famous and have some clout, i shall set up a society protecting the italian language from such disgusting words polluting the beautiful rhythm.

I think it's "lo xilofono".
Unfortunately we can't avoid acquiring certain foreign words such as computer or hard disk. (Calcolatore e disco rigido are way less used).

But I do agree when I hear useless anglicism such as "know-how", very common by many university teachers who use them as centuries ago some people used latin words to "fill their mouth" (probably this is an italian expression only, its purpose is apperaing as more educated, or just superior)

Rossiya
Jul 23, 2006, 11:05 AM
I think it's "lo xilofono".
Unfortunately we can't avoid acquiring certain foreign words such as computer or hard disk. (Calcolatore e disco rigido are way less used).

But I do agree when I hear useless anglicism such as "know-how", very common by many university teachers who use them as centuries ago some people used latin words to "fill their mouth" (probably this is an italian expression only, its purpose is apperaing as more educated, or just superior)

yes, you are right about the "lo xilofono" thingy.

the thing is, when anglicised words would be more acceptable, like DIY, italian uses "il fai-da-te". that is good! do that for every stupid english word!

apparently english is the "in" language at the moment, and in my opinion, always will be; that's being realistic, not pessimistic. it is obvious that the italians, as well as other peoples, do not realise that their language sounds better than english, and even better if it weren't so damn polluted.

surfing on the internet sometimes makes me cry. you see things like "da il pallone alle girls". what on earth are these people thinking? one thing, italian has perfectly good words for "girl". another thing, even if "girl" was acceptable in italian, the "s" at the end would not be there, a rule of italian grammar, vero?

do you know of any "society" that protects the italian language? i know the french have one that makes words entering their language sound more french.

p.s.: is that "fill their mouth" thing "colma la bocca"?

Arkaeyn
Jul 23, 2006, 11:32 AM
do you know of any "society" that protects the italian language? i know the french have one that makes words entering their language sound more french.


the Acadamy Francaise, and everyone makes fun of it.

dh_epic
Jul 23, 2006, 12:15 PM
I don't know a lot about Italy now, but I do know that they didn't even have a unified (official) language until the second world war. From what my elders tell me, people from Sicily would have had a hard time communicating with people from Turin or Venice.

I suspect they have SOME kind of regulatory body now.

Rhye
Jul 23, 2006, 02:33 PM
i am not aware of any body for protecting italian.
But there is indeed an effort for preserving local dialects, which are dying and becoming assimilated by standard italian.

With "filling one's mouth" I mean "riempirsi la bocca" (di parole)

Rossiya
Jul 23, 2006, 02:54 PM
With "filling one's mouth" I mean "riempirsi la bocca" (di parole)

i shall have to remember that one.

vicentiko
Jul 25, 2006, 03:53 AM
hey, i don't know where should i ask but anyway i'll try here

i've given already a try to the mod and looks pretty cool, unfortunately a huge map is too much for my computer

are there any other maps made for this mod?

thx!

SilverKnight
Jul 25, 2006, 08:24 AM
This is the right place to ask. :) However, many new additions to the mod--like correct city names, more AI wars--can be used only with Rhye's 124x68 map. This map is actually fairly small, as small as possible with so many new things. But right now, there are no plans to make it smaller. :( I hope you can still play it!

SilverKnight

Prestidigitator
Jul 25, 2006, 07:34 PM
This is not a question, but I figured I must post this somewhere here... :(

FUDGE!!! It seems that the civ cap hasn't been removed with Warlords!! :( :(, some members are discussing it in the civ4 general discussions forum. It has not been confirmed yet, but if it will be, I would take the opportunity Ladies and Gentlemen, to say:
'SHAME ON YOU FIRAXIS! NOT ONLY HAVE YOU MISSED OUT SOME MAJOR CIVS, BUT YOU MADE IT IMPOSSIBLE FOR US TO INCLUDE THEM'.

Arkaeyn
Jul 25, 2006, 08:56 PM
This is not a question, but I figured I must post this somewhere here... :(

FUDGE!!! It seems that the civ cap hasn't been removed with Warlords!! :( :(, some members are discussing it in the civ4 general discussions forum. It has not been confirmed yet, but if it will be, I would take the opportunity Ladies and Gentlemen, to say:
'SHAME ON YOU FIRAXIS! NOT ONLY HAVE YOU MISSED OUT SOME MAJOR CIVS, BUT YOU MADE IT IMPOSSIBLE FOR US TO INCLUDE THEM'.


I don't know why this was taken for granted.

Elhoim
Jul 25, 2006, 11:39 PM
I remember that Rhye asked the devs and they said that they would remove it for Warlords.

dh_epic
Jul 26, 2006, 12:36 AM
I'm pretty surprised. I thought they really planned to fix this.

Can anyone confirm that this is unmoddable? Maybe it's just more complicated?

Rhye
Jul 26, 2006, 01:48 AM
as far as I know, it has been removed. I even tested it with 24 or more.
I doubt they put it back :)

Rossiya
Jul 26, 2006, 01:50 AM
as far as I know, it has been removed. I even tested it with 24 or more.
I doubt they put it back :)

does this mean that you will be adding a few civs to the list in your Rhye's and Fall of Civilisation mod/scenario/thing?

cough netherlands cough portugal cough cough.

Prestidigitator
Jul 26, 2006, 05:51 AM
Nevermind everyone, Dale just posted in the other thread that it is possible by simply changing the variable in the SDK:woohoo: , I couldn't sleep last night after I heard that the cap hasn't been removed :lol:!

Anyway, so if that is the case, I will start modding the XML for Babylon this week ;).

Zidane
Jul 26, 2006, 05:55 PM
Does this mod have culture specific units like your Civ3 mod did? That was always my favorite part of it and I find myself missing that playing non-modded Civ4 now :lol:

SilverKnight
Jul 26, 2006, 09:26 PM
Probably not, as it is much harder to create and include new units than it was in Civ3. If enough are re-skinned, they might be included, but after everything on the to-do list is done and balanced, I would think.

SilverKnight

Flamegrape
Jul 27, 2006, 01:28 PM
When tribes "spawn," do they supercede the presence of existing cities? For example, if I were to start as the Greeks and then settle the square where Rome will exist, is it "taken over" by the Romans when they are scheduled to appear on the map?

Flamegrape
Jul 27, 2006, 01:35 PM
Here's another question:

I don't like the "Blue Marble" color design. I like the colors the way they are in the unmodified game. Is it easy to change it back to the "default" landscape graphics?

Rhye
Jul 27, 2006, 02:03 PM
When tribes "spawn," do they supercede the presence of existing cities? For example, if I were to start as the Greeks and then settle the square where Rome will exist, is it "taken over" by the Romans when they are scheduled to appear on the map?

You get a popup to decide if you want to leave the city or fight a war

Rhye
Jul 27, 2006, 02:03 PM
Here's another question:

I don't like the "Blue Marble" color design. I like the colors the way they are in the unmodified game. Is it easy to change it back to the "default" landscape graphics?

I'm not using Blue Marble. I'm using my own terrain graphics.

Flamegrape
Jul 27, 2006, 04:25 PM
I'm not using Blue Marble. I'm using my own terrain graphics.
Sorry. My mistake.

Is it easy to change them?

Rhye
Jul 27, 2006, 05:09 PM
yes you can just delete the folder the art files are in

Paragon
Jul 28, 2006, 02:42 AM
Not so much a question, but reading this thread... wow... Keep on the subject guys, and settle down.

Anyway Rhye, this i a wonderful, wonderful mod and thanks very much for all the hard work!

Elhoim
Jul 29, 2006, 08:33 AM
Rhye, a question about the replacement of years to ages. It is done through the SDK or trough python/XML? I ask this as I would like to make it as a mod for the normal game, replacing the years with all the eras. Can you give some pointers also? Many Thanks!! :D

Rhye
Jul 29, 2006, 08:38 AM
both actually. It ain't easy to explain.

Elhoim
Jul 29, 2006, 08:48 AM
OK! ;) Thanks!

Flamegrape
Jul 31, 2006, 08:27 AM
Thank you for answering my questions. :) I have many of them. ;) Please understand that I am studying your mod and that I am doing my best to learn how it works. I highly enjoyed learning from your CIV3 mod and I was happy to see that you have made one for CIV4. The questions that I ask are intended to help me learn how to make my own mod for CIV4.

My next question...

I am very curious about how you managed to control the "spawning" of civilizations and cities. ("Spawn" is the best word, in my opinion. It is a term that is used in other games.) How did you do it? I'm not familiar with the SDK. I'm not sure what it is. But I can see in certain files such as CityNameManager.py and RiseAndFall.py text files contain script language that seems to control this unique aspect of your mod. Obviously, this was not a simple task. In general terms, how would I replicate this aspect of your mod in my own?

Perhaps you can direct me to threads that discussed this subject. Meanwhile, I will search your forum.

By the way, I love Queen. Freddy Mercury sang like an angel.

Gunner
Jul 31, 2006, 09:22 AM
I believe that all of the code for spawning is in python. The titles of the python files are really pretty self explanitory as to what they do -- RiseAndFall.py deals with the spawning, CityNameManager.py deals with the city names, etc.

Flamegrape
Jul 31, 2006, 09:33 AM
I believe that all of the code for spawning is in python. The titles of the python files are really pretty self explanitory as to what they do -- RiseAndFall.py deals with the spawning, CityNameManager.py deals with the city names, etc.
If I wanted to put spawning in my own mod, would I just copy those python files into my own mod folder? Or do I also need .dll files?

I know the answer is not simple. I just thought that questions about spawning would be asked quite frequently. Hence, the FAQ thread. :)

Rhye
Jul 31, 2006, 09:41 AM
By the way, I love Queen. Freddy Mercury sang like an angel.

He sang like an angel but he wasn't an angel... :mischief:

Rhye
Jul 31, 2006, 09:44 AM
The spawn aspect of the mod is contained just in RiseAndFall, and you can keep track of it in the checkTurn() function.
It triggers initBirth() who calls other functions if the turn is the right one, and checks if there are collapse conditions.

I will soon post v010 (to celebrate v100 :cool: ), and despite being full of bugs and not properly working, it contained JUST the rise and fall thing, and almost nothing else, thus can somehow help you.

Elhoim
Jul 31, 2006, 03:02 PM
Hey Rhye, I was thinking of making a longer version of the mod for me. Besides changing the speedinfo.xml and the spawn turns in the RiseAndFall.py, what else should I look for? THX!

Elhoim
Jul 31, 2006, 04:12 PM
Rhye, have you checked this mod? http://forums.civfanatics.com/showthread.php?t=167435

I think it would be a nice addition for a latter stage.

Rhye
Jul 31, 2006, 05:25 PM
-> about the mod, it's one that will be considered

-> about the timeline, you need to adjust the spawning dates. Which I'm afraid are in the SDK too (to implement late human starts)

smellymummy
Aug 01, 2006, 12:58 AM
for the FAQ..

if i download this, will i be having fun and find myself newly addicted to civ4?

SilverKnight
Aug 01, 2006, 04:26 AM
Absolutely. :cool: Check back every once in a while, we're still in the process of balancing the game and such, so there will be updated versions. For more details, see this thread (http://forums.civfanatics.com/showthread.php?t=176752) and this one (http://forums.civfanatics.com/showthread.php?t=178812).

SilverKnight

SilverKnight
Aug 01, 2006, 04:29 AM
Rhye, have you checked this mod? http://forums.civfanatics.com/showthread.php?t=167435

I think it would be a nice addition for a latter stage.
You should add this to Gunner's mod-components wishlist (http://forums.civfanatics.com/showthread.php?t=180161) for future reference.

SilverKnight

Vishaing
Aug 03, 2006, 04:36 PM
THAT EXPLAINS IT!

*Happy Dance of Joy and Rapture*

Okay Rhye, here's the question. WHERE in the SDK are the spawning variables stored? I need to know for a special gift project thingy I have been working on behind the scenes. SilverKnight I have already been trying to change and lengthen the game, in the most simple way I could think, by doubling, roughly, the number of turns. Once I find out where these values are I can start working on it again and probably have the first version out within 2 days max for people to start testing to see if its balanced.

I changed all the python values and kept spawning in with just a catapult on tile 0,0, now hopefully I will be able to fix it and get it working completely.

Rhye
Aug 03, 2006, 05:46 PM
I'm afraid it's in CvRhyes.cpp, a file you would need together with all the others to recompile the whole thing

Rhye
Aug 03, 2006, 06:17 PM
Hella hella falala !!! == Benito Mussolini

Silvio Berlusconi = 1/1000 Benito Mussolini
...

??? what do you mean?

Icmancin
Aug 07, 2006, 07:25 AM
I don't have Civ4 yet but I'll get it when I get my new computer (September-December). This will be one of the first things I download. But, one question:

Reprogrammed AI that adapts its behaviour to the Earth map and founds cities in their historical place, with their historical name

The AI does found cities not in their real life places right? I think it's a good idea to have the AI found cities not just in Siberia but have them go exactly where they went in real life would be boring. A Spanish Latin America everytime? It would be too predictable. I think they should somehow be drawn to the New World but no neccessarily exactly where they went. If that's even possible.

Blasphemous
Aug 11, 2006, 05:08 PM
Icmancin, the reprogrammed AI is very dynamic. The underlying mechanisms are generally realistic and vague, and there are very few things that can be said to occur in every single game, although certain real historical things do happen in most games in some form or another.

aman2192
Aug 12, 2006, 09:53 PM
After I load the mod and I click on the map and choose which Civ to paly as I get in the game and I get the You Have Been Defeated message. Can someone tell me what I did wrong.

Elhoim
Aug 12, 2006, 10:25 PM
The most probable problem is a conflict with your customassets folder. Try backing it up and deleting it, and see if that fixes your problem. :)

aman2192
Aug 12, 2006, 10:53 PM
Didn't work... Maybe I installed it wrong???

Blasphemous
Aug 13, 2006, 01:26 AM
aman, try to do everything exactly as the Readme says as far as installing and starting the game. That should work.

aman2192
Aug 13, 2006, 12:20 PM
Nope I reinstalled the mod and same thing is happening and also when I go to Play a Scenario after it is loaded all of the maps I have downloaded show up along with the basic ones also the map for this mod. I sent Rhye a PM and said that is a problem.

Rhye
Aug 13, 2006, 02:18 PM
did you delete your customassets?

aman2192
Aug 13, 2006, 02:59 PM
Yes I did.

aman2192
Aug 14, 2006, 03:16 PM
Can anyone help?

Elhoim
Aug 14, 2006, 03:49 PM
It happened to me because of a conflict with the customassets folder. It´s that or that you have another Civ version or that you are loading the wrong map.

aman2192
Aug 14, 2006, 06:15 PM
Everytime I delete the customassets folder it just ends up coming back without me doing anything.

Elhoim
Aug 14, 2006, 08:08 PM
Do you mean the folder? If it´s empty it´s okay. I had the same problem because a mod in the customassets folder conflicted with RFC, and deleting it fixed the problem. Any more than that, I can´t say.

aman2192
Aug 15, 2006, 12:49 AM
Well this sucks lol

WUHamster
Aug 16, 2006, 07:37 AM
Hi,
Which historic dates you used as a starting points for civilizations?
Major interests are:
Russians, Britans and Aztec...
But if it's ok, could you give info about all the civics?

P.S. Italian does sound wonderful
P.P.S. Meet you again on 7-th of october Olimpico, Rome ;)

Rhye
Aug 16, 2006, 07:54 AM
Hi,
Which historic dates you used as a starting points for civilizations?
Major interests are:
Russians, Britans and Aztec...
But if it's ok, could you give info about all the civics?

P.S. Italian does sound wonderful
P.P.S. Meet you again on 7-th of october Olimpico, Rome ;)

You can find them both in the readme and the civ selection screen.
However,
England: 830AD
Russia: 860AD
Aztecs: 1200AD

P.S. You're French, huh? ;)

WUHamster
Aug 16, 2006, 08:01 AM
I ment actually not the dates, but historic events that are taken as a starting point.Like, why for Russia it is 860? Is it a time Russia became a state?

P.S. No, I'm Ukrainian ;-) But the whole idea with football is correct...

Rhye
Aug 16, 2006, 08:10 AM
aaah, okay, I'll post all of them:

EGY 3110BC Egypt united by Menes
IND 3000BC Advanced civilization (Dravidians) in Indus Valley
CHI 2852BC Age of the Five Rulers
GRE 1800BC Palaces at knossos
ROM 753BC Rome founded
PER 675BC Achaemenes Teispes rules
JAP 660BC Japanese Empire established by Jimmu
ARA 622AD Hejira - Mohammed's flight from Mecca to Medina
SPA 718AD Kingdom of Asturias founded
FRA 768AD Charlemagne rules
ENG 829AD Egbert recognized as king
GER 843AD Treaty of Verdun - seperate France and Germany established
RUS 860AD First Byzantine source mentioning Russians
MAL 1100AD Timbuktu founded
INC 1150AD Incas arrive to Altiplano in Peru
MON 1190AD Gengis Khan begins conquests
AZT 1195AD Aztecs arrived in Mexico
AME 1607AD First permanent colony: Jamestown

WUHamster
Aug 16, 2006, 08:22 AM
Thanks alot :-)

DonStamos
Aug 18, 2006, 11:24 PM
What are the special powers for each Civ and what do they do?:-[

McA123
Aug 19, 2006, 05:32 AM
Check the readme.

DonStamos
Aug 19, 2006, 02:24 PM
I like to know what I'm downloading before I download it.

Prestidigitator
Aug 19, 2006, 04:01 PM
I like to know what I'm downloading before I download it.
Nah, I'll take some time to list all of them... The bottom line is, that they make each civ even more unique, somewhat like the Unique Buildings in Warlords, each civ has its own historical power. Ie:
- Arabia has the power of faith: State religion spreads with conquest, and a temple is built in every city.

McA123
Aug 19, 2006, 05:04 PM
And a mosque. A few other examples, if you really don't want to download it are:
America - Immigration: Population immigrates from foreign cities to American cities and increases the population.
England - 2x naval unit training
Spain - +2 movement for all naval units
Rome - 4x road movement

And so on.

Goncyn
Aug 20, 2006, 01:17 PM
I have to echo the sentiment that the features of the mod should really be posted on the forums... I don't want to download to just to read the readme.

Head Serf
Aug 21, 2006, 10:54 AM
What turn is the year 1836? Or if 1836 isn't in the game, the next earliest year?

McA123
Aug 21, 2006, 02:28 PM
I don't know for sure, but I would assume it would be 1835. By that time the years are going 5 at a time (at least).

Rossiya
Aug 23, 2006, 07:26 AM
i'm sure it is round here somewhere, but isn't there a warlords version of rhye's? and, can someone point me in the right direction to finding this.

McA123
Aug 23, 2006, 07:47 AM
No, no Warlords version yet. The Warlords version will be posted after the normal Civ 4 version is done, which will be a few builds in the future.

dh_epic
Aug 23, 2006, 01:33 PM
PER 675BC Achaemenes Teispes rules

You know, if India gets to start at the first sign of advanced civilization in the Indus valley, and China gets to start out before it's unified... I feel as though Persia should appear closer to that of Greece, maybe even before. The Elamite dynasties were, for all intents and purposes, Persian.

McA123
Aug 23, 2006, 01:51 PM
It doesn't really matter to me, but the Persians spawn well after the Death of Alexander, and the Persians and King Darius III were who he fought to obtain most of the land which he did (excluding Egypt).

Rhye
Aug 23, 2006, 02:24 PM
There's a 844BC as earliest date, but:
- They were still migrating at that time
- This has to be tested: they might break the balancement of religions and found Taoism or Confucianism before China...

However I agree that an earlier date makes sense, especially looking forward to Babylonians in the area. Still, has to be tested...


It doesn't really matter to me, but the Persians spawn well after the Death of Alexander

not really

dh_epic
Aug 23, 2006, 04:51 PM
If you take a little tech away from them and bring em back to around 1000 BC, they probably wouldn't hit Taoism or Confucianism before China. Also, I know there was still a lot of changes going on before the Achaemenids, but then there were also huge changes going on in the Indus valley before the Vedic Civilization. Still, we introduce India around 3000 BC, not 2000 BC. And we introduce Japan in 600 BC, rather than 300 AD when it shows any real sign of unity.

Moving Persia back to 1000 BC or sooner would add to consistency, and make for a more fun ancient/classical era, IMO. It's more fun for Rome to step on the scene after Greece and Persia have developed some kind of rivalry.

Rhye
Aug 23, 2006, 04:54 PM
do you have evidence (with dates) of their existance before 844BC?

dh_epic
Aug 23, 2006, 05:58 PM
I'm saying that Persia before 844 BC is a lot like Japan before 300 AD, or India and China before 2000 BC, or even America before 1776. Each of these civilizations definitely existed before these dates, but they were still trying to find their identity.

There were really two main groups in the area. The Babylonians and the Persians.

Babylon can be thought of as a combination of the Sumerians and the Akkadians. Like brothers fighting for supremacy in a single family.

The Persians can be thought of as including both the Medians and the Elamites.

http://en.wikipedia.org/wiki/Elamite_Empire#The_Elamite_legacy

"There is much evidence, both archaeological and literary/epigraphic, to suggest that the rise of the Persian empire witnessed the fusion of Elamite and Persian elements already present in highland Fars"

Thus, not only was "Elam absorbed into the new empire" (Encyclopedia Iranica, Columbia University), becoming part of the millennia old imperial heritage of Iran, but the Elamite civilization is now recognized to be "the earliest civilization of Persia", in the words of Sir Percy Sykes. (A History of Persia, p38, ISBN 0415326788).

Around 2200 BC, the Babylonian power started to fall off, making room for the Elamites to make gains in the region. In this sense, you can say that the ancestors of the Persians existed since about 2000 BC... fighting with the Babylonian-groups.

It then becomes a question of where, in between 2000 BC and 600 BC, did the Persians finally develop their own identity. I would prefer slightly earlier, but game balance should probably guide us to the real answer.

McA123
Aug 23, 2006, 07:16 PM
Whoops. I got a little mixed up there with the BC's and dates and such. I forgot that BC's go backwards. Man, I'm so stupid sometimes.

Prestidigitator
Aug 26, 2006, 06:22 AM
There were really two main groups in the area. The Babylonians and the Persians.

Babylon can be thought of as a combination of the Sumerians and the Akkadians. Like brothers fighting for supremacy in a single family.

The Persians can be thought of as including both the Medians and the Elamites.

Around 2200 BC, the Babylonian power started to fall off, making room for the Elamites to make gains in the region. In this sense, you can say that the ancestors of the Persians existed since about 2000 BC... fighting with the Babylonian-groups.

It then becomes a question of where, in between 2000 BC and 600 BC, did the Persians finally develop their own identity. I would prefer slightly earlier, but game balance should probably guide us to the real answer.
Ah, that is true, but the Assyrians, Babylonias, Sumerians and Akkadians were all of the same descent, some wars were fought between the Assyrians and the Babylonians near the end of their empires, but they were as you said, "Brothers fighting for supremacy", they were the 'Mesopotamians'.

As for the Persians, they were known as the 'Persian Peoples', they weren't one group, they were several groups of people, even of different descent, the Elamites are thought of be of Semetic descent, while the Medes and the Persians are thought to be of Indo/European descent.

Babylon in the mod will represent Mesopotamia as a whole, just like Egypt would represent 'united' Egypt. Persia, err, I'm not so sure, we can make it so that the Elamites and the Medes are minor nations that flip to Persia when it starts. This way it would turn history for Babylon, which will be included in the Warlords version of the mod.

The persians weren't homogeneous before Cyrus. This is why they should be minor nations, that flip upon Persia spawning. I say that because unlike the Mesopotamians, they were of different descent.

The part in bold is what I think would play out nicely ;).

dh_epic
Aug 26, 2006, 12:57 PM
I definitely won't try to compete on your knowledge of history. A lot of the stuff I've read seems to confirm more about what you're saying. Some minor civs / barbarians could help smooth things out a bit, for sure.

But the main problem, IMO, is that if you get too caught up in the actual dates, you might end up ignoring how a game of C4:ROC game actually plays out. Right now, the gap between Greece and Persia is too big, and the gap between Persia and Rome is too small (in fact, Persia should hit the scene before Rome). Persia doesn't have much of a chance to become Greece's greatest rival. That's much more important than looking at the actual years.

Prestidigitator
Aug 26, 2006, 02:46 PM
That's right, I agree on what you're saying, remember that Babylon will be another first civilization to start, starting 3'000 BCE in the mod, along with Egypt, India and China. Babylon shouldn't expand into Persia since the beginning, it didn't work out like that in actual history, that is why we might need minor nations in the area. It'd be nice to see that tweaked for the mod. In the beginning, they were all Barbarian, but now that Babylon will be in, it will need fixing.
Anyway, this will be tweaked when we all witness the addition of Babylon in the Warlords version of the mod. I can't wait for it to come... :)

Persia should be a big rival for Greece, and I agree too, there is a big gap that should get fixed.

As for my obsession with dates :lol:, I must agree, but when I set historical dates I don't mean they have to be EXACT in the mod, meaning that they could be a couple of turns plus minus. Because like you said, it would take away the lasting appeal and the replayability of the mod.

dh_epic
Aug 26, 2006, 03:27 PM
Glad we're basically on the same page.

GRE 1800BC Palaces at knossos
ROM 753BC Rome founded
PER 675BC Achaemenes Teispes rules

Therein lies the problem. I can't argue against the dates, obviously. But I can argue against the overall timing and how it plays out in the game. We ought to shift Greece forward and/or push Persia back... whether that means we have to pick new events (not the palace of knosses, not the Archaemenids empire) or go to an arbitrary date altogether, I don't care either way. But the gap between Persia and Greece ought to be smaller than the gap between Persia and Rome.

Gunner
Aug 26, 2006, 04:44 PM
I agree that the order of birthing should go Greece -> Persia -> Rome.

Rod
Aug 31, 2006, 12:05 AM
Hello,

it is not fitting to the discussion we had before in this topic but I think it is a genuine FAQ (at least for me :) )

I noticed that the experience gain of unit is modified (or lets say limited), too. After some displeasure I understood the underlying logic .. yes it makes sense :)
But I would like to understand which rules are applied to this, because it happens that I have some Horse Archers with 13 XP and some with 10 XP and both are not rising. Also I upgraded some units to Longbowman and they had fights, but kept on 1 XP, but new Longbowman get the full boni (barracks and Vassalage) of 6 XP ...

Besides Rhyes 4 is as good (or even better) as Rhye 3. I played Total Realism before and never came over the year 80 AD.

Now I started and it is fantastic. My funniest moment was when I finally got Calendar from the Chinese and suddenly saw .. oh **** it is 570 AD !! The Arabs are coming ... and they came .. but nobody challenges Persia on the height of its power and now after 200 years of numerous fanatics running against the wall of Jerusalem and Ur (later Kuwait) I am taken back the offence .. Makkah I am coming for you :) :)

best wishes
Rudi

Rod
Aug 31, 2006, 12:10 AM
Question 2 :

The Arabs had only 3 cities, as they could not get ground against me before.
So I went for Makkah and after the fall , one of the remaining 2 cities in 3x3 Range joined me.
So the Arabs lost over 50 % of territory in a short span of time (one round).
Shouldn't they collapse now ?

Question 3 :

Besides if I now leave the Arabs with one city am I then immune against any National Reborn (Independence Movement) from their side ? Or will it happen that somewhen in future the people of Makkah suddenly want to flip over to this last city ?

Gunner
Aug 31, 2006, 06:49 AM
I haven't noticed anything about xp being changed ...

McA123
Aug 31, 2006, 11:13 AM
Maybe... you were fighting against barbarians? You can't gain anymore than 10 exp from fighting against barbs. And if you're already past 10 then it just won't go up any.

Rod
Sep 01, 2006, 04:58 AM
Maybe... you were fighting against barbarians? You can't gain anymore than 10 exp from fighting against barbs. And if you're already past 10 then it just won't go up any.

Ah, yes this aspect i forgot. See in Total Realism you constantly pumb up your unit's experience by numerious slave upheavals. Every round there is at least one slave upheaval that comes with around appr. 4 units runnings against your city's walls and produce 4 xp for units in this city (next to new slaves, which you pumb into infrastructure projects .... which is definitivly the best source of slaves and much safer then the dangerous slave hunting in the depths of Africa).

So I was already used to that and forgot that Vanilla was different, sorry

Rod
Sep 03, 2006, 09:21 AM
Hello,

is it true that marches can not be removed during the whole game, with no technology ?
Is this historically correct ?
(i just have in mind the great projects of removing the european swamps in the midage in prussia and netherland)

McA123
Sep 03, 2006, 05:55 PM
No, there's no way to get rid of marshes... At least not that I know of...

Flamegrape
Sep 05, 2006, 07:35 PM
I don't know if this is a bug. During my game as the Egyptians, the Persians settled the location of Mekkah and built the city of Arabaya. Subsequently, the Arabians never appeared. Is this supposed to happen?

The game gleefully grabs huge handfuls of cities away from the player whenever a new civlization appears or when a revolution occurs. (Something I hate.) Are AI players completely immune to revolutions and the effects of newly born civilizations?

McA123
Sep 06, 2006, 04:37 PM
The newly born Civs need to have a shot against well-established Civs that have been around for a while.

dh_epic
Sep 11, 2006, 07:55 AM
Yep. That's sort of the whole point of the mod. Civs appear at different times, and are empowered to experience their historical success. This is sometimes at the expense of what might normally be fair to someone winning, like the collapse of the Roman Empire.

Endovior
Sep 13, 2006, 05:38 PM
...Getting a 404 error on the FAQ...

Rhye
Sep 13, 2006, 07:00 PM
link fixed, thanks

Watiggi
Sep 17, 2006, 09:42 PM
When looking at the civs info in the civlopedia or at the begining of the game, do the stars actually mean anything or is it just to give the player an idea on what their focus is? For instance, the Germans have 5 production stars, Mongols have 1 trade star, etc.

Rhye
Sep 18, 2006, 03:01 AM
the latter you said

McA123
Sep 18, 2006, 04:55 PM
It gives you a general idea of the civ's strength's/weaknesses.

Watiggi
Sep 18, 2006, 07:47 PM
Ok, well I guess this doesn't really matter then if it doesn't affect the game, but the Mongols were rather big on trade. I think switching culture (now 3 stars) with trade (now 1 star) would be a more realistic for them.

Rhye
Sep 19, 2006, 04:04 AM
culture is 2 stars, not 3

Watiggi
Sep 19, 2006, 08:45 PM
Oops. Looking at it and the other civs, trade could be a 3. Most of the Mongol attacks were revenge attacks for having their trade people killed when attempting to initiate trade with other nations. They also protected trade routes like the silk road and what not to allow trade to flow safely. They valued trade quite a lot.

One could arguably say that production should be next to nothing, but that's a limitation of the game mechanics moreso than anything else. When the combat engine can result in 3 outcomes - win, loose or draw (no one dies) - then production could be reduced. The Mongol units should be hard to kill (able to disengage from combat if things go south) but until that happens, the military much resort to production in order to give it a decent military. Ohhh I dream of the day of a 3 outcome combat engine...

snuli
Sep 23, 2006, 06:57 AM
Rhye

When you say that France has to control 'Hudson Bay', Quebec, and Louisiana by 1760....how do you mean ' control?

particularly, what are do i have to have a city on to count as 'Hudson Bay'?

thanks for you help, and great great job on this mod.
ciao

Rhye
Sep 23, 2006, 08:18 AM
found 1 or more cities in the area (until you see the goal accomplished).
Detailed number of cities in the area required is in victory.py

holy king
Sep 25, 2006, 06:49 AM
this mod seems to have changed rather impressive since i last tried it.... wow
when will the warlords version come out??

Hitti-Litti
Sep 25, 2006, 07:50 AM
I think Rhye set ETA on late October. But maybe he gives us a BIG surprise! :crazyeye:

Rhye
Sep 25, 2006, 07:52 AM
the ETA is 15 days after the official Warlords patch

Dabeuz
Sep 25, 2006, 08:33 AM
One question : I play your mod as Rome, and some civs never joined the game at the expected date : USA, France, Germany, China... How come ??

McA123
Sep 25, 2006, 03:44 PM
Are you playing an older version? At one point, it was set so that civs spawned within 20 turns of the set date, excluding the human player. I'm pretty sure this was removed though because of a bug or something.

SkippyT
Sep 30, 2006, 04:36 AM
Does this mod not work for Warlords? In your FAQ it said it didn't, I want to be sure before downloading....

Surtur
Sep 30, 2006, 04:41 AM
No, it doesn't work for Warlords yet.

SkippyT
Sep 30, 2006, 05:59 AM
O crap :( I was so looking forwards to playing it - but I'll wait excited until the Warlords version will come (if it will come that is..)

Elhoim
Sep 30, 2006, 08:32 AM
It will after the patch for Warlords.

Prestidigitator
Sep 30, 2006, 04:46 PM
It will after the patch for Warlords.
And hopefully -hopefully ;)-, the version will come by end October :D.

vicentiko
Oct 03, 2006, 04:21 AM
hey guys, i read somewhere that there are available some saved games in order to start playing with civilizations that start later in the game ...

where could i find them?

thx in advance!

Rhye
Oct 03, 2006, 09:37 AM
there were...no one has posted savegames for 1.38 so far

snuli
Oct 13, 2006, 06:00 AM
Dear Rhye

If i built a city in Siberia (which did count for me to ge the 'Colonize Siberia' goal counted) but then this city randomly flipped over to a resurecting Mongolian empire, does that count as a lost city? - In other words will this hinder me from being able to reach goal number 3 (Never loose a city) ?

thanks again for the great mod
snuli

McA123
Oct 13, 2006, 06:40 PM
The Siberian goal is to have something like 4 cities in Siberia, for one. And for two, if it flipped to Mongolia, it most likely wasn't in Siberia, it was in Mongolia.

Phallus
Oct 18, 2006, 12:04 PM
It depends what they count Tuva as.

j51
Oct 22, 2006, 09:07 PM
I've tried to run the modpack on mac with version 1.61 but it always crashes - I've also tried removing my custom assests folder as well.:crazyeye:

Elhoim
Oct 23, 2006, 10:11 PM
I think the mod is for PC only. I don´t know which differences the MAC version might have with the PC one, tough.

Hitti-Litti
Oct 24, 2006, 03:22 AM
When was the first version of Rhye's mod for CivIII or CivIV? Maybe Rhye and Vishaing could mod together a GOLD version of Rhye's mod.

kairob
Oct 24, 2006, 03:22 AM
If i built a city in Siberia (which did count for me to ge the 'Colonize Siberia' goal counted) but then this city randomly flipped over to a resurecting Mongolian empire, does that count as a lost city? - In other words will this hinder me from being able to reach goal number 3 (Never loose a city) ?

it was in siberia cos it counted towards his goal, and he never said you didnt nead four, now I kinda need this question answaring too, if a city flips to a rising civ does it count as loosing a city for youre historic victories? and if so is this fair on the human player or the AI?

Zetetic Apparat
Oct 24, 2006, 09:47 AM
I think the mod is for PC only. I donīt know which differences the MAC version might have with the PC one, tough.
1. It's Mac. MAC implies it's an acronym and it's not. (Unless there's a special Macau version of CIV). ;)
2. The problem is probably that R&FoC uses SDK-related changes ; i.e. changes which have been compiled into a new (C++?) library (DLL). The library won't work under Mac OS X because it's the wrong format (Microsoft Windows dynamic-link library as opposed to a XNU/Mach-O dynamically linked library), possibly the wrong processor architecture (x86 vs. PPC ; although you may have an Intel Mac (lucky you)) and is compiled for the wrong version of Civ IV (Windows 1.61 vs. Mac 1.61 ; kind of I suppose, the calls are probably the same, but the references in the actual compiled library would be different).
This could be solved if Aspyr ever released the SDK for the Mac version, which isn't going to happen ever because Mac porting sucks badly*.

*Because of the lack of man-hours available I'm guessing due to the relative return (licensing cost of original, piracy of Mac games) to the porting companies etc. It's also a partial product of the oligopoly that is the Mac porting product and the fact that we've become used to this level of shite porting.
Whatever, it could well die off (maybe partially due to Wine (http://en.wikipedia.org/wiki/WINE) but also dual-booting ; the latter is a real arse for stuff like CIV though) and I won't miss it. That's not to say that think that Brad Oliver (to pick someone relevant) isn't a good guy (but only human and finite in his ability) and that I'm not a Apple fanboi but I'm fed up with the low quality of ports. I'm playing R&FoC on a Dell (teh horrorz...).

Rhye
Oct 24, 2006, 05:22 PM
it was in siberia cos it counted towards his goal, and he never said you didnt nead four, now I kinda need this question answaring too, if a city flips to a rising civ does it count as loosing a city for youre historic victories? and if so is this fair on the human player or the AI?

no, it must be conquered to count

kairob
Oct 24, 2006, 05:39 PM
thanks (ten char)

Rhye
Oct 24, 2006, 05:51 PM
When was the first version of Rhye's mod for CivIII or CivIV?

what do you mean?

Hitti-Litti
Oct 25, 2006, 03:26 AM
I mean the date.

Maybe we may some day release "Ultimate RHYE'S CIVILIZTION" modpack including CivIII Rhye, CivIII Conquests Rhye, CivIV Rhye and CivIV Warlords Rhye.

holy king
Oct 25, 2006, 05:22 AM
how would that work??

Hitti-Litti
Oct 25, 2006, 05:58 AM
I don't know, I'm just brainstroming.

Rhye
Oct 26, 2006, 02:19 AM
there is no vanilla civ3 RoC

Barak
Oct 30, 2006, 07:00 AM
I have been out of the country for 2 weeks and am not up to speed on what's going on. Is the newest version for vanilla or for warlords?

holy king
Oct 30, 2006, 08:14 AM
vanilla, warlords version will come out shortly after the warlords patch (which should already be out but isnt...)

Elhoim
Oct 30, 2006, 08:52 AM
I wonder if Rhye has the Babylonian assests...

Rhye
Oct 30, 2006, 02:37 PM
no i haven't...

holy king
Oct 30, 2006, 05:02 PM
any answers by the guy who agreed to make them???

UglyBoy
Oct 31, 2006, 03:39 AM
Here's his last post: http://forums.civfanatics.com/showthread.php?p=4630447#post4630447

He has been active since then but not posted ...

Elhoim
Oct 31, 2006, 03:33 PM
I guess he still didn´t got DSL. :p

Rossiya
Nov 19, 2006, 04:42 AM
How many days away is Rhye's Warlords now?

I can't keep playing vanilla Warlords, the global warming is doing my head in, and I want to play Rhye's with vassal states.

SadoMacho
Nov 19, 2006, 05:03 AM
Rhye, could you post a Sticky with you to do list (and please update it) so we know you plans. It's allways nice to know.

Elhoim
Nov 22, 2006, 02:04 PM
How many days away is Rhye's Warlords now?

I can't keep playing vanilla Warlords, the global warming is doing my head in, and I want to play Rhye's with vassal states.

5 days. ;)

Rossiya
Nov 23, 2006, 11:24 AM
Well yeah, I know now, looking at Rhye's sig.

Rossiya
Nov 27, 2006, 09:37 AM
Do we put the Warlords version in the MODS folder of the WARLORDS folder?

Hitti-Litti
Nov 27, 2006, 09:49 AM
Yes, I beta-tested so I know.

Rossiya
Nov 27, 2006, 09:51 AM
Mine does not work then.

Rhye
Nov 27, 2006, 09:52 AM
c'hai custom assets?

Rossiya
Nov 27, 2006, 09:54 AM
Not at the moment no, I am reinstalling it now. Forse funzionera`.

Rossiya
Nov 27, 2006, 10:01 AM
I have a shortcut to custom assets, but it can't actually find it.

Should all the stuff be in Program Files, or My Games?

Rhye
Nov 27, 2006, 10:22 AM
C:\Documents and Settings\.....\My Documents\My Games\Warlords\CustomAssets

Rossiya
Nov 27, 2006, 10:23 AM
Yes, I have that.

Rhye
Nov 27, 2006, 02:51 PM
No, I mean...
Do you have any custom assets installed inside that folder?

Rhye
Nov 28, 2006, 07:01 AM
and by the way, did you update Warlords to 2.08?

Prestidigitator
Nov 30, 2006, 01:13 PM
It's a shame given that I've been here eversince the work on the mod started, but I have a question which has been nagging me lately...
How exactly does exile work? :p ?

So playing as Babylonia, the Turks spawned and declared war on me, this bloody war lasted for quite some time, and ended when the capital 'Babili' was captured. I was exiled to Rome, and I gathered some units and went to war, only to find that the bastards have burned 'Babili' to the ground. Anyway, I captured the second capital there, but nothing happened.
Can someone point me out on how this interesting system works?

And BTW, is there an official thread for the Exile topic where I can discuss some issues or should I start one myself?

Many thanks ;)

McA123
Nov 30, 2006, 04:09 PM
You would have to build a city on the ruins of your old capital in order to come out of exile, I think.

Drtad
Nov 30, 2006, 05:12 PM
It's a shame given that I've been here eversince the work on the mod started, but I have a question which has been nagging me lately...
How exactly does exile work? :p ?

So playing as Babylonia, the Turks spawned and declared war on me, this bloody war lasted for quite some time, and ended when the capital 'Babili' was captured. I was exiled to Rome, and I gathered some units and went to war, only to find that the bastards have burned 'Babili' to the ground. Anyway, I captured the second capital there, but nothing happened.
Can someone point me out on how this interesting system works?

And BTW, is there an official thread for the Exile topic where I can discuss some issues or should I start one myself?

Many thanks ;)Sounds like the Turk AI is working correctly.:lol:

Prestidigitator
Dec 01, 2006, 04:53 AM
You would have to build a city on the ruins of your old capital in order to come out of exile, I think.
Yeah that sounds reasonable, I'll have to start a new game and try it.

Sounds like the Turk AI is working correctly.
It sure is :thumbsup:, not sure if I like that though :p ;)

deanjack
Dec 01, 2006, 01:39 PM
I downloaded the mod for warlords version2.08 unzipped into mods directory, opened warlords loaded mod the went-single player
-play a scenario
-Rys and fall of ciivilization

It loaded however the mod was not totally working correctly as the difficulties were normal and options for speed. When the map loaded it immediately said you have been defeated.

Can someone please help as i want to play this great mod.
p.s sorry if anyone has posted this before.

think_balance
Dec 01, 2006, 03:30 PM
Is this mod compatible with Mac version of the game?

Prestidigitator
Dec 01, 2006, 03:53 PM
Is this mod compatible with Mac version of the game?
I'm sorry to say no, there is no way to make this mod Mac compatible, it'd mean a complete remake of the whole thing, as it is strongly tied to the Core DLL, which apparently Mac doesn't accept.

leksaaa
Dec 05, 2006, 02:13 AM
hi everyone. How can I wage the war against the independent lider in warlords version of RFC?
My units can't enter his area and there is no his name in list of lider in right bottom corner of the screen.
So, what should I do? :confused:

holy king
Dec 05, 2006, 03:32 AM
just move in their territorry by using the curser buttons

leksaaa
Dec 05, 2006, 06:00 AM
2holy king
Thanks a lot!

Rossiya
Dec 09, 2006, 01:24 PM
and by the way, did you update Warlords to 2.08?

Non ti preoccupare, funziona ora.

Rhye
Dec 10, 2006, 02:51 AM
Non ti preoccupare, funziona ora.

qual'era il problema?

Rossiya
Dec 10, 2006, 02:56 AM
qual'era il problema?

Non mi ricordo. :sad:

HulaLoula
Dec 11, 2006, 02:47 PM
I downloaded the update of your Mod and after I load it and try to play a scenario it takes me to "EarthIceAge" "Africa" etc;. Any suggestions?The former RFC 100 worked perfectly but this one doesn't apeear in scenarios

wotan321
Dec 12, 2006, 06:17 AM
Just started playing the mod, it's great. But I cannot figure out what the new unit action button does, the one with the two hands, one handing the other a scroll or something? What is its function? Can't find it in the civilopedia, notes, and the mouse-over shows no info.

Thanks.

REDY
Dec 12, 2006, 07:30 AM
This is mercenary. You should "lend" units. You will get money for the time when another civilization using it.

Lord Oden
Dec 12, 2006, 07:33 AM
That is the mercenary button. If you click it, that unit will go into your available mercenary list for other civs to use. You can see this by going to the mercenary window by clicking on the icon near the log icon on the top left of the main window. Look for the axe. The mercenary can be sent hope after a few turn by clicking on the red slash icon. You can find more about mercenaries in the forums and in the civilopedia in the game.

wotan321
Dec 12, 2006, 08:13 AM
Thanks, that is really helpful.

Rhye
Dec 12, 2006, 11:10 AM
I downloaded the update of your Mod and after I load it and try to play a scenario it takes me to "EarthIceAge" "Africa" etc;. Any suggestions?The former RFC 100 worked perfectly but this one doesn't apeear in scenarios

there must be something wrong in the way you installed the mod

HulaLoula
Dec 13, 2006, 12:34 PM
there must be something wrong in the way you installed the mod

I installed your Mod the same way I had installed the other 4 or 5 Mods I've played(including the previous version of RFC). After loading the Mod, the Rhye's scenario isn't there.I had deleted the previous version thinking I could jump right into this one with some knowledge of Rhye's.Unfortunately, no dice.To add to my angst, when I change the ini. Mods file to Mods= Mods\RFC153 it starts to load and then crashes with system error.Any help is greatly appreciated.Thanks in advance.:

Prestidigitator
Dec 13, 2006, 12:51 PM
To add to my angst, when I change the ini. Mods file to Mods= Mods\RFC153
Bang I found it ;)!

You should copy the folder inside the RFC153 folder into the mods -folder. You should then link it in the .ini file to 'Rhye's and Fall of Civilization'. Remember the key point: Don't copy this folder, copy the folder named 'Rhye's and Fall of Civilization' :).

Oh and don't worry ;), it has happened to many people before.
Happy Civving :cool:

HulaLoula
Dec 13, 2006, 06:57 PM
Bang I found it ;)!

You should copy the folder inside the RFC153 folder into the mods -folder. You should then link it in the .ini file to 'Rhye's and Fall of Civilization'. Remember the key point: Don't copy this folder, copy the folder named 'Rhye's and Fall of Civilization' :).

Oh and don't worry ;), it has happened to many people before.
Happy Civving :cool:

Extracted into Warlords\Mods..then I load RFC153..reboots and I go to "Play a scenario" and Rhye's doesn't show up.If I load Rhye's from the Mods it crashes and displays technical error.This is becoming quite aggravating.This game helps you forget everyday minutia, now it has become a major annoyance.No idea what to do:mad:

Rhye
Dec 14, 2006, 04:49 AM
exactly as Presti said, you should load Rhye's and Fall of Civilization, not RFC153

HulaLoula
Dec 14, 2006, 06:52 AM
exactly as Presti said, you should load Rhye's and Fall of Civilization, not RFC153

And as I said my friend, when I load Rhye's and Fall it immediately crashes while rebooting the game.:mad:
Comes to Errror Signature Appname:civ4warlords.exe Offset:000df3fb
Why would every other Mod load w/o problems?

Prestidigitator
Dec 14, 2006, 12:45 PM
And as I said my friend, when I load Rhye's and Fall it immediately crashes while rebooting the game.:mad:
Comes to Errror Signature Appname:civ4warlords.exe Offset:000df3fb
Why would every other Mod load w/o problems?
First, you should calm down :), computer problems get worse when you're unwilling to give them time.

Do you -by any chance- have different system specs? (ie: Macintosh?).
What's your OS and processor? maybe such issues might interfere.

If that doesn't work either, I would suggest you reinstall the whole game again, maybe you changed something in the assets causing the mod to crash inevitably.

Melethiel
Dec 14, 2006, 08:53 PM
I just downloaded the vanilla mod, and I can't get it to load. It lets me choose the civ, setting, etc., but when it tries to load the game, it gives me the graphics renderer error and crashes to desktop.

I had been having this problem with other mods, and reinstalling the ATI driver and game did the trick. However, this mod still won't load. Any suggestions?

Prestidigitator
Dec 15, 2006, 11:28 AM
I just downloaded the vanilla mod, and I can't get it to load. It lets me choose the civ, setting, etc., but when it tries to load the game, it gives me the graphics renderer error and crashes to desktop.

I had been having this problem with other mods, and reinstalling the ATI driver and game did the trick. However, this mod still won't load. Any suggestions?
You must have a graphics issue here, what is your GPU model and do you have DirectX 9.0+ ?

Melethiel
Dec 15, 2006, 02:19 PM
I have an Intel GMA card (the default on my laptop). I just updated the DirectX driver, but it didn't help.

Does this mod have different graphics requirements? I haven't been having any problem with other mods.

HulaLoula
Dec 15, 2006, 02:31 PM
First, you should calm down :), computer problems get worse when you're unwilling to give them time.

Do you -by any chance- have different system specs? (ie: Macintosh?).
What's your OS and processor? maybe such issues might interfere.

If that doesn't work either, I would suggest you reinstall the whole game again, maybe you changed something in the assets causing the mod to crash inevitably.

First of all..Thank you for your patience and help Presti.I don't have a Mac, my processor is an Intel Celeron and I have DirectX.I've even gone so far as to deleting Warlords(with a saved game from Modern_Warfare Mod I was in the middle of) and reinstalling and re-downloading the 2.08 patch.Still no luck.I think my computer and this Mod are mortal enemies and refuse to coexist w/o dilemma.Once again, my thanks to you for your help.:goodjob:

Rhye
Dec 15, 2006, 05:00 PM
Do you have custom assets installed?

Melethiel
Dec 15, 2006, 05:21 PM
Do you have custom assets installed?

No, one of the first things I tried was removing them.

doompigeon
Dec 17, 2006, 06:42 PM
I'm sure this is in here somewhere... or in a different forum... but may I ask a question? When it says in the historical victories "Control of vassalize..." what does it mean? Obviously it you vassalize them that would count... but what if, say, you're playing Arabia and Rome has already collapsed to barbarians? Do I need to control the city of Rome? What do I need to do?

wotan321
Dec 18, 2006, 08:16 AM
I apologize if anyone has asked this before...but...

When you say my civ has to "control" an area, as in Germany's victory conditions, do you mean my borders must cover that area, or that area/civ must be a vassal of mine. Does Vassal count as "control"? Or must I have cities there? Or am I required to conquer cities?

Thanks.

Hitti-Litti
Dec 18, 2006, 08:25 AM
For example if you have to conquer X, you must have more cities in homeland of X than X.

McA123
Dec 20, 2006, 06:47 PM
...And at least X number of cities in that area.

Hitti-Litti
Dec 21, 2006, 08:05 AM
At least 2 cities if the goal is to control.

McA123
Dec 21, 2006, 03:42 PM
It's more in some cases isn't it? I might just be confused.

werttrew
Dec 21, 2006, 06:39 PM
My apologies if these questions are answered elsewhere...I looked for them for a while but couldn't find them listed.

1. Is there a place with all the historical victory conditions for all the civs are described? Perhaps another place here in the forums?
2. Is there a way to set the game on regular years (3000 BC vs turn 1, for example)? If not, is there a conversion chart somewhere? Like, turn 86 = 700 B.C., and so forth.
3. Is there a chart for when certain civs will collapse, and under what circumstances? Why do some civs collapse and not others?
4. As well, in the game I'm playing with Spain, I had defeated all of the Incan territories by about 1650. In 1700 there was an Incan uprising and they reclaimed about half of their old cities (and with musketman and grenadiers guarding them, to boot!). Not that I'm complaining, because it is a nice twist, but under what conditions will civs repop like that?

Hitti-Litti
Dec 22, 2006, 03:16 AM
3. Civs collapse if you take more than a half(?) of their cities, I think.
4. Civs can make a revolution if they're not happy or just when you have researched Constitution(?).

McA123
Dec 22, 2006, 04:16 PM
1. There's nowheres were ALL are listed, however there are various threads.
2. Don't think so.
3. When they lose more than half within 20 turns or something like that. For example, Rome controls Spain, France and Italy, and this is before the Euro-Civs spawn. Spain spawns and takes... 4 of Rome's 10 cities. Then France spawns and they take 3 of em. Rome would then collapse, and their remaining cities would go barbarian.
4. It's just kind of random... But that's a feature that's being worked on right now.

ltccone
Dec 24, 2006, 08:39 AM
3. Civs collapse if you take more than a half(?) of their cities, I think.
4. Civs can make a revolution if they're not happy or just when you have researched Constitution(?).

I was having a lot of fun playing this mod as China until the Mongols revolted. They had been history for almost 100 years. I have NO idea why they "revolted." But what REALLY ticked me off was the MY CAPTIAL, Beijing, the #1 city in the world, @#$%$&^%$$ joined them! That made NO SENSE. The Mongals cultural influence never even made it to SIX TILES of Beijing. Can someone tell me what happened?!!!

Rhye
Dec 24, 2006, 12:34 PM
I was having a lot of fun playing this mod as China until the Mongols revolted. They had been history for almost 100 years. I have NO idea why they "revolted." But what REALLY ticked me off was the MY CAPTIAL, Beijing, the #1 city in the world, @#$%$&^%$$ joined them! That made NO SENSE. The Mongals cultural influence never even made it to SIX TILES of Beijing. Can someone tell me what happened?!!!

there was a bug regarding Beijing, it's fixed since the latest version.
And the whole system will be different in the next

ltccone
Dec 24, 2006, 06:21 PM
there was a bug regarding Beijing, it's fixed since the latest version.
And the whole system will be different in the next

Thanks! I didn't know there was another version. I reloaded and had a revolution. That prevented the Mongol revolt, and kept it from ruining my game.

As soon as I'm finished with this game I'll download install the new version.

Thanks for the incredible job on the map and the mod. :)

wotan321
Dec 26, 2006, 11:18 AM
So when do you expect to have the next update available?

Rhye
Dec 26, 2006, 07:03 PM
by the end of the year - maybe even tomorrow