View Full Version : v100 out soon.
Rhye Jul 31, 2006, 11:00 AM log:
- Mining jungle is allowed with Biology again
- Tundra offers 0 food
- Added Rusadir, Cartagena, Bordeax and Lyon (barbarian cities to help Rome)
- Seoul moved 1 tile north
- Added a tear of oil in Alberta
- Improved Caribben area
- Changed position of some resources in England, France and Spain to achieve a better city placement
- Weakened China and Greece, helped India (through modifiers)
- Keshiks now have +50% versus melee units
- Updated Roman, Spanish, German and English city names map
- Added a few French city names (and updated settlers map accordingly)
- Fixed some city renaming not happening
- Arabian and Russian flip area slightly larger
- BASE_UNIT_UPGRADE_COST set to 10, UNIT_UPGRADE_COST_PER_PRODUCTION set to 2
- AI Civs immune to any type of collapse in their early life (first 25 turns)
- Fixed ruins bug – banished forever! Now human player will always start in a free region and convert surrounding cities later. If there were anything in the starting plot, it’ll be erased. The same for the AI until the human player is born. After that, no changes for the AI (can be born in foreign borders as usual)
- Fixed American ships on land bug
- Fixed bug of capitals flipping if the human player is the owner
- Added rebel civs system! AI Civs can now resurrect after the discovery of Constitution or Liberalism, in large empires, when there are 4 or more dead civs. Both AI and human player, as the owner, are sent out with their troops of the cities, and can decide to repress or make peace.
- [AI tweak] Workers now won’t build roads in empty tiles
As you can see, the resurrection system is similar to what Silverknight proposed.
I will post the build when tests are all OK and when I finished writing the readme, which will be included.
BTW, (for Silverknight): don't email me to my MSN address, I don't use it. I found out that readme attached by chance, but I usually don't even open it.
Rossiya Jul 31, 2006, 11:25 AM yay! update!
Elhoim Jul 31, 2006, 12:16 PM - Added rebel civs system! AI Civs can now resurrect after the discovery of Constitution or Liberalism, in large empires, when there are 4 or more dead civs. Both AI and human player, as the owner, are sent out with their troops of the cities, and can decide to repress or make peace.
Wow! You are gonna make me stop playing Warlords!
Prestidigitator Jul 31, 2006, 12:23 PM Nice to see... especially like the rebel civs system! :thumbsup:
MrThing Jul 31, 2006, 02:22 PM Sounds like another great update.
I'm looking forward to it.
dh_epic Jul 31, 2006, 05:29 PM Wow, I'd love to hear more detail about the resurrected Civ thing.
I guess we'll know soon enough :)
SilverKnight Jul 31, 2006, 11:26 PM I can't wait! I'll be able to test the new resurrection system when I conquer China, mwahaha. :beer: Cheers!
SilverKnight
V. Soma Aug 01, 2006, 02:19 AM I love the resurrecting idea
- so if I kill Spain as Rome, may it happen that they will get born again in their land?
:goodjob:
Lachlan Aug 01, 2006, 05:01 AM Will be installable under warlords ?
Because i wouldn't like retake Vanilla Civ 4 CD
Why not add a few civs now warlord is here ?
Prestidigitator Aug 01, 2006, 05:07 AM Will be installable under warlords ?
Because i wouldn't like retake Vanilla Civ 4 CD
:lol: same here!
Which begs the ultimate question...
Why not add a few civs now warlord is here ?
....
But sadly, Rhye said it is because updating the code twice or more is a tiring job. So we shouldn't expect to see the mod for Warlords until some good 6 months :(.
Elhoim Aug 01, 2006, 06:51 AM Will be installable under warlords ?
Because i wouldn't like retake Vanilla Civ 4 CD
Why not add a few civs now warlord is here ?
Warlords and civ4 keeps different .exes, so it should be possible to run the this mod with the civ4 one.
V. Soma Aug 01, 2006, 07:03 AM Rhye, would you consider to give as 1.00 as 0.99 - just to have a wider and longer test phase of it? :)
Phallus Aug 01, 2006, 11:42 AM I'm looking forward to these changes, but may I ask if anything is being done with the turn time? I personally love the 'realistic' speed setting from the Total Realism mod because it let me use units from the earlier ages. I realise it would be hard to implement another speed setting (from what I remember total realism is an 800-turn game) but if you ever consider changing the speed, I'm sure a slower game would be a welcome addition.
Bolleque Aug 01, 2006, 01:02 PM Those guys in Total Realism made great job but the mod is not playable. Too much of everything makes the game sluggish even in early stage. The biggest advantage of RFC is quickness.
dh_epic Aug 01, 2006, 03:18 PM Yeah, I agree that total realism is unplayable, and somewhat of a misnomer. Good effort though. There's just something that deteriorates when you try to add to much.
Lachlan Aug 01, 2006, 04:38 PM Total Realim 2.0 : tried and unplayable
Not everybody has a P4 DC 3.5 Ghz, 4 Go DDRAM 600 Mhz with 7900 GTX :p
I think that the team had this computer ...
Vishaing Aug 01, 2006, 05:59 PM It seems Double Your Pleasure and Rhye's of Civilisation are both being reincarnated...
Phallus Aug 02, 2006, 03:53 AM I agree entirely about Total Realism's sluggishness - it's the main reason why I investigated Rhye's and Fall. Still, don't go thinking the speed setting has anything to do with the lag. I had tried single-player games on total realism and I've found that they are for the most part playable, and even when they suffer lag I've been able to play further than the Earth map.
Elhoim Aug 02, 2006, 04:40 PM Any ETA on the release?
Rhye, what are your thoughts on the lower threshold for trading cities? (that is: more city trading outside wars). Thanks!
a1Basco Aug 02, 2006, 04:54 PM My life is on hold.
Thanks alot RHYE. =p
Rhye Aug 02, 2006, 05:36 PM Any ETA on the release?
I hope the day after tomorrow
Rhye, what are your thoughts on the lower threshold for trading cities? (that is: more city trading outside wars). Thanks!
I would like that too, but I have to found out where's stored
Rhye Aug 04, 2006, 04:14 AM it's up
Please rate the mod in the new file database!!
The log has changed since first post.
Take a look:
- Tundra offers 0 food
- Barbarians in central Asia last longer; lighter Celtic presence
- Added Rusadir, Cartagena, Bordeax and Lyon (barbarian cities to help Rome)
- Seoul moved 1 tile north
- Added a tear of oil in Alberta and some more Stone and Marble in India and North America
- Improved Caribben area
- Redrawn New York area, together with city names and settlers maps (now New York will be founded rather than Baltimore)
- Mining jungle is allowed with Biology again
- For this reason, some jungle was removed from India
- Changed position of some resources in England, France and Spain to achieve a better city placement
- Weakened China and Greece, helped India (through modifiers)
- Keshiks now have +50% versus melee units
- Updated Roman, Spanish, German and English city names map
- Added a few French city names (and updated settlers map accordingly)
- Fixed some city renaming not happening
- Arabian and Russian flip area slightly larger
- BASE_UNIT_UPGRADE_COST set to 10, UNIT_UPGRADE_COST_PER_PRODUCTION set to 2
- AI Civs immune to any type of collapse in their early life (first 25 turns)
- Fixed ruins bug – banished forever! Now human player will always start in a free region and convert surrounding cities later. If there were anything in the starting plot, it’ll be erased. The same for the AI until the human player is born. After that, no changes for the AI (can be born in foreign borders as usual)
- Fixed American ships on land bug
- Fixed bug of capitals flipping if the human player is the owner
- Added rebel civs system! AI Civs can now resurrect after the discovery of Constitution or Liberalism, in large empires, when there are 4 or more dead civs. Both AI and human player, as the owner, are sent out with their troops of the cities, and can decide to repress or make peace.
- There’s another resurrection condition, similar to the other one, that’s triggered in games dominated by barbs
- [AI tweak] Workers now won’t build roads in empty tiles
- Added German localization
- Christianity scripted founding in Jerusalem range in turns reduced from 15 to 8
- City flips now always happen by trade because by conquests there’s the risk to be razed by mistake
- Unlocked AI city trading
- Lowered value AI assigns to cities
- AI should now tell you the declaration of war in case of territorial claims
- German UP extended to upgraded units
- AI Wars more frequent
- Added an Ester Egg :mischief:
SilverKnight Aug 04, 2006, 05:00 AM Damn! It's 6AM and was JUST about to go to sleep! Oh well, I'll download, rate then crash (on my bed). Finally had to reinstall/repatch Civ to get it working, just finished a great Spanish game on 0.97. On to Mongolia!
Off topic, I move back into college this Sunday, so my play time will be GONE after that. :cry: More later.
SilverKnight
Elhoim Aug 04, 2006, 05:55 AM Now you did it. I´m gonna stop playing warlords!
V. Soma Aug 04, 2006, 06:00 AM Me too!
I rated RFC (guess my rate), and hey, presto, I saw a JUMP! ;)
Lachlan Aug 04, 2006, 06:25 AM I will stop playing warlords after completion of a game on 24 civs of Rhye :D
Lachlan Aug 04, 2006, 06:25 AM I will stop playing warlords after completion of a game on 24 civs of Rhye :D
Barak Aug 04, 2006, 07:37 AM Strange....1.00 changed my .ini file. :(
Gunner Aug 04, 2006, 07:52 AM Sweet!! Downloading now :D
Wilhelm II Aug 04, 2006, 10:11 AM it's up
Please rate the mod in the new file database!!
The log has changed since first post.
Take a look:
- German UP extended to upgraded units
You're my hero! :goodjob:
Elhoim Aug 04, 2006, 05:11 PM - Added an Ester Egg
Wonder what it is... :rolleyes:
Crayton Aug 04, 2006, 08:04 PM On version 0.97 Persia asked for my Jerusalem during a World Congress. I accepted because they had ALOT of Cavlary in Asia Minor near Byzantion. The next thing I know my city in Siani (2 squares away from Jerusalem) flipped, the old Egyptian capital (2 squares away from Siani) flipped, 3 cities within 3 tiles from the old Egyptian capital flipped, and 1 city 2 squares away from one of those 3 flipped.
I thought I had read that the domino effect was removed from the Satrapy Power but does that include World Congresses too. I'm not even sure my city in Siani should flip.
Luckily I had a small army of 4 Cavalry and 2 Cannon in Jerusalem, I moved them to a free tile, declared war and got all my cities (save Jerusalem) in 1 turn. The cities were all undefended except that last city which flipped (2 tiles away from a city which was 3 tiles away from the Old Egyptian Capital).
I don't mind capitals of extict civs still giving the 3 tile flip upon conquest, but some fixing is needed to curb the Persian UP.
EDIT: after conquering the old Egyptian capital 1 of the cities that flipped (in modern Chad) contained a Galleon?? By the way, I am on Medium Difficulty, am France, and have conquered Europe and Africa. I am so proud. This is a great mod, Rhye!
Gunner Aug 04, 2006, 08:35 PM On version 0.97 Persia asked for my Jerusalem during a World Congress. I accepted because they had ALOT of Cavlary in Asia Minor near Byzantion. The next thing I know my city in Siani (2 squares away from Jerusalem) flipped, the old Egyptian capital (2 squares away from Siani) flipped, 3 cities within 3 tiles from the old Egyptian capital flipped, and 1 city 2 squares away from one of those 3 flipped.
I thought I had read that the domino effect was removed from the Satrapy Power but does that include World Congresses too. I'm not even sure my city in Siani should flip.
Luckily I had a small army of 4 Cavalry and 2 Cannon in Jerusalem, I moved them to a free tile, declared war and got all my cities (save Jerusalem) in 1 turn. The cities were all undefended except that last city which flipped (2 tiles away from a city which was 3 tiles away from the Old Egyptian Capital).
I don't mind capitals of extict civs still giving the 3 tile flip upon conquest, but some fixing is needed to curb the Persian UP.
EDIT: after conquering the old Egyptian capital 1 of the cities that flipped (in modern Chad) contained a Galleon?? By the way, I am on Medium Difficulty, am France, and have conquered Europe and Africa. I am so proud. This is a great mod, Rhye!
Seems like something should be added in which makes Persia's UP not apply when the city is acquired through a World Congress.
Crayton Aug 04, 2006, 10:02 PM oops. I meant to post that in the Bug Reports thread.
Aeon221 Aug 05, 2006, 09:36 AM Not sure where to post it, but I slightly re-wrote the infoblurb Rhye had up. Ciao.
Rhye's and Fall of Civilization is the sequel to the classic Rhye's of Civilization.
Neither fully a scenario nor fully a modpack, this hybrid changes many of the core game elements, but is only played on the unique world map contained within.
The original Rhye's of Civilization (Civ3) focused on streamlining the Civilization experience to provide a more interesting game. This time around, the goal has been to simulate the development of the world from 3000BC to 2050AD.
While not including hordes of new units and passles of new civilizations, this mod focuses on changing how the game is played without taking away the core elements of what makes Civ so fun.
Features:
- A 124x68 world map with enlarged Europe for better gameplay
- Dynamic rise and fall of civilizations
- Ability to switch to a later civilization mid-game
- Dynamic spread of resources
- Reprogrammed AI that adapts its behaviour to the Earth map and places accurately named cities
- Python events that reproduce historical barbarian attacks
- Unique powers for each civilization
- World Congress where cities are traded
- New flags and terrain graphics (including a new terrain: Marsh!)
- Recreates the feel of the original!
Rhye Aug 05, 2006, 09:55 AM thank you, but it was just corrected by Gunner...
Elhoim Aug 05, 2006, 10:10 AM Rhye, I noticed that civs now want to trade cities in the diplo screen :goodjob:
But the bad thing is that you can´t trade anything for them :sad:
Rhye Aug 05, 2006, 10:22 AM Rhye, I noticed that civs now want to trade cities in the diplo screen :goodjob:
But the bad thing is that you canīt trade anything for them :sad:
when you trade cities after a war, can you trade anything for them?
Elhoim Aug 05, 2006, 10:17 PM Nope, but I was hoping to buy a far away city from another civ, or buy back one I lost due to a congress... ;)
Gunner Aug 06, 2006, 09:05 PM Added an Ester Egg :mischief:
Taking a pretty big leap here, but would this new song be considered an eater egg?
http://img205.imageshack.us/img205/9232/songae0.th.jpg (http://img205.imageshack.us/my.php?image=songae0.jpg)
I've been looking pretty diligently and that all I've found so far :)
a1Basco Aug 06, 2006, 09:07 PM I nearly died laughing when entering the modern era.
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