View Full Version : Download RF:Greek World alpha here!
Arkaeyn Oct 09, 2009, 04:18 PM Here's the initial release of Rhye's and Fall of the Greek World!
v.028a
CHANGES:
Tech tree significantly altered.
New additions - Trade, Logging, Herbalism, Storytelling, Amphora, Citizenship, Democracy, Aristocracy, Naval Warfare, Standing Army, Republicanism
Moved up or down the tree - Code of Laws, Philosophy, Military Science, Medicine, Education, Music, Drama
Renamed - Monarchy to Tyranny, Meditation to Mythology
Map changes - several resources were on mountains, and have been moved to workable land.
Translation - French translation partially available.
New Units - Quinquireme (with Naval Warfare), Hoplite (with Military Science), Legion (with Standing Army), Noble Cavalry (with Aristocracy), Javelineer (with Military Science)
Leaderheads - Assigned temporary leaders to civs which will need custom leaderheads (Washington for the Hittites, for example).
Rhye's War Maps have been implemented
Since we don't have new buildings yet, the ability to built Wealth, Culture, and Research has been moved up the tech tree, to Trade, Storytelling, and Writing.
v.025a
This is a very early build. I'm hoping that we can collect significant data on how the game proceeds - how the technology tree, history, map, and gameplay balance together.
I'm also looking to fix the mod up cosmetically. There are a few cases where the XML doesn't point to anything, so the mod just says things like TXT_KEY_IND_01 in the replay file.
Religions are unchanged from normal Civ4. This is a major issue, and not one I know how to fix immediately.
Most of the new civs don't have leaderheads assigned, so they all look like Gilgamesh. It appears that this is controlled in the Python instead of the XML, but I can't find where. Looking for help with this.
The city names map is not included, so they run like normal Civ4. Some civs, like the Hittites and the Phoenicians, have full names lists. Others, like Etruria, Israel or Athens, did not. I've given them alternate civ name lists.
India===>Etruria
Germany===>Athens
Mali===>Israel
These are simply placeholders until Rhye gives us another city names Excel file, which I hope will be soon! :D
My goal for the next version will be to implement the fleshed-out tech tree, give each civ a different leaderhead (doesn't matter which), clean up the XML pointers, and update the Wonder list.
The spawn areas also need fixing, but that's out of my league at the moment.
Goals for next version -
Hopefully get settler maps from Rhye
Balanced tech and unit costs
New buildings and wonders
If you want to do any work on the mod, post what you're doing and go for it!
DOWNLOAD LINK: http://www.megaupload.com/?d=XIMJ5MGY
http://rapidshare.com/files/298702783/RFGW028a.rar
Arkaeyn Oct 09, 2009, 04:18 PM Getting to the beta -
No game-halting bugs
Mod acts as a reasonable historical simulation
City names map implemented
Settler map implemented
War map implemented
Accurate spawn areas and dates
Full tech tree
Full unit list
Full list of wonders
Full list of buildings
Unique powers, units, and buildings decided and implemented
Something...anything done with religions
Working stability
M41d3n.dc Oct 09, 2009, 04:22 PM if you want i can translate in french and add english civs texts
Arkaeyn Oct 09, 2009, 04:24 PM That sounds great, we have a lot of Francophones on the forums.
M41d3n.dc Oct 09, 2009, 04:29 PM That sounds great, we have a lot of Francophones on the forums.
thanks
now, i play only one game, and it's civ4 (particulary RFC)
maybe religion too ?
Steb Oct 09, 2009, 04:32 PM I'm downloading right now! I guess I'll toy with it a bit first. I sure want to help, but I'm not sure how exactly.
I can help with the French translation too. (Or at least proofread what is done by others.)
EDIT: I can't play, it crashes after I choose the civ!
EDIT AGAIN: never mind, it's ok now. I was trying to load the mod directly from the private map, but that didn't work.
M41d3n.dc Oct 09, 2009, 05:32 PM i noticed that water is sky blue like normal civ4 and not navy blue like RFC.
and i can create the file of name of civ.
EDIT : for UP of hunnic nation, why not the up of mongols ?
Arkaeyn Oct 09, 2009, 05:47 PM Steb, if you want to fiddle with implementing the tech tree, I haven't looked at that XML at all.
M41d3n, yeah, the graphics aren't changed. That's not something I think is that important, especially if it makes the download much bigger. At some point we should change it, but I'm in no hurry.
UPs should probably get their own thread. They may take a while to get in the game, but may as well start brainstorming.
Panopticon Oct 09, 2009, 06:01 PM Leaderheads are controlled by the Python files Consts and RiseAndFall, I think.
M41d3n.dc Oct 09, 2009, 06:39 PM and Arkaeyn, you can upload on megaupload because is more quick that rapidshare thank
and i have add translation for civ in english and french : removed
Arkaeyn Oct 09, 2009, 07:23 PM I saw a bunch of leader-related things in Consts, but that seemed to tie leaders to civs in the Greek World mod directly. That might be the problem - the python about the leader-switching isn't in the Greek World mod yet.
M41d3n.dc Oct 09, 2009, 08:22 PM my file : removed
wait few hours i add the name of civ
merijn_v1 Oct 10, 2009, 08:20 AM I can implant Civilopedia texts like I'm doing on RFCEurope. I will start after most units, buildings, wonders etc. are included and when I have the texts.
Steb Oct 10, 2009, 09:55 AM Steb, if you want to fiddle with implementing the tech tree, I haven't looked at that XML at all.
I'd love to (but I don't know how to do that!). I started to look at the XML and some tutorials and I'm going to try to do something.
Quick question: there's only 47 techs on the wiki. Will that be all?
Arkaeyn Oct 10, 2009, 05:56 PM I suspect there will be more techs - there's room - but this seems like a decent place to get going.
Has anyone played the mod much? The main thing I've noticed is that Athens and Etruria tend to get screwed over by the spawn of their Spartan and Roman neighbors.
micbic Oct 10, 2009, 06:02 PM Kinda much the same goes with Phoenicia-Israel.
M41d3n.dc Oct 10, 2009, 06:35 PM i have translated in french and in english civ text, and i add the dynamic name (but just one name)
here (http://www.megaupload.com/?d=EAPPKI8Z)
but i don't know precisely the key of civ :
<Tag>TXT_KEY_DN_EGY00</Tag> #HERE
<English>Egyptian Old Kingdom</English>
thank
Steb Oct 10, 2009, 10:56 PM Huh? What do you mean with the key of the civ? What about the Ancien empire égyptien?
Has anyone played the mod much? The main thing I've noticed is that Athens and Etruria tend to get screwed over by the spawn of their Spartan and Roman neighbors.
I played a grand total of 1 game (as Egypt). Persia became very powerful (very very) and won a time victory, and Carthage and Rome followed. Athens was quite powerful and was the tech/wonder lead until its collapse, while Sparta was weak until Athens' fall. Etruria (collapsed) and Phoenicia (survived with one city in Sinai) and the Byzantines (almost killed at the start by Persia) didn't do anything at all. Will play more eventually.
Oh, and Rome's capital was Madras (flipped Etruscan city) and they built their first city, Rome, in Sicily :crazyeye:
Fierabras Oct 11, 2009, 06:27 AM Arkaeyn, I have finally managed to download 0.25a from that dreadful Rapidshare. Is this version the one how Rhye left it? Or are there already changes made (by you or others)?
Do you have some sort of version control setup (SVN repository) to merge additions and changes?
Bonci Oct 11, 2009, 07:44 AM In my game as the huns (i had a lot of fun playing them trying to raze and burn) i saw a very very powerful persia because egypt, babylon, israel and phoenicia were vassals...they managed to conquer northern greece too for a short time...
In greece Athens collapsed due to the barbarian invasions a few turns after it spawned...sparta had 2 cityes for the whole game and macedonia collapsed due to massive barbarian invasions after the conquest of Athens...then in northern greece rose a powerful germanic kingdom XD
Rome succesfully conquered etruria only in 100 ad (barbarians helped) and never conquered more than italy
oh and hittites collapsed due to barbarian invasions too!
so i'd say: less barbarians O_O
M41d3n.dc Oct 11, 2009, 10:47 AM Huh? What do you mean with the key of the civ? What about the Ancien empire égyptien?
the name of the tag is TXT_KEY_DN_CHI00 for phoenician but it's for china in RFC.
So I think it should be changed in this file CvRhyes.cpp and CvRhyes.h
CvRhyes.cpp :
// (dynamic civ names - not jdog's)
wchar civDynamicNames[27][22][19] = {
// //people monarchy monarchy ext monarchy mod monarchy ext mod republic communism fascism islam monarchy islam republic vas. Persia vas. Rome vas. Arabia vas. Spain vas. France vas. England vas. Germany vas. Russia vas. Mongolia vas. Turkey vas. Chi/Jap/Khm vassal generic
//Egypt
{ L"TXT_KEY_DN_EGY00", L"TXT_KEY_DN_EGY01", L"TXT_KEY_DN_EGY02", L"TXT_KEY_DN_EGY03", L"TXT_KEY_DN_EGY04", L"TXT_KEY_DN_EGY05", L"TXT_KEY_DN_EGY06", L"TXT_KEY_DN_EGY07", L"TXT_KEY_DN_EGY08", L"TXT_KEY_DN_EGY09", L"TXT_KEY_DN_EGY10", L"TXT_KEY_DN_EGY11", L"TXT_KEY_DN_EGY12", L"TXT_KEY_DN_EGY13", L"TXT_KEY_DN_EGY14", L"TXT_KEY_DN_EGY15", L"TXT_KEY_DN_EGY16", L"TXT_KEY_DN_EGY17", L"TXT_KEY_DN_EGY18", L"TXT_KEY_DN_EGY19", L"TXT_KEY_DN_EGY20", L"TXT_KEY_DN_EGY21" },
//India
{ L"TXT_KEY_DN_IND00", L"TXT_KEY_DN_IND01", L"TXT_KEY_DN_IND02", L"TXT_KEY_DN_IND03", L"TXT_KEY_DN_IND04", L"TXT_KEY_DN_IND05", L"TXT_KEY_DN_IND06", L"TXT_KEY_DN_IND07", L"TXT_KEY_DN_IND08", L"TXT_KEY_DN_IND09", L"TXT_KEY_DN_IND10", L"TXT_KEY_DN_IND11", L"TXT_KEY_DN_IND12", L"TXT_KEY_DN_IND13", L"TXT_KEY_DN_IND14", L"TXT_KEY_DN_IND15", L"TXT_KEY_DN_IND16", L"TXT_KEY_DN_IND17", L"TXT_KEY_DN_IND18", L"TXT_KEY_DN_IND19", L"TXT_KEY_DN_IND20", L"TXT_KEY_DN_IND21" },
//China
{ L"TXT_KEY_DN_CHI00", L"TXT_KEY_DN_CHI01", L"TXT_KEY_DN_CHI02", L"TXT_KEY_DN_CHI03", L"TXT_KEY_DN_CHI04", L"TXT_KEY_DN_CHI05", L"TXT_KEY_DN_CHI06", L"TXT_KEY_DN_CHI07", L"TXT_KEY_DN_CHI08", L"TXT_KEY_DN_CHI09", L"TXT_KEY_DN_CHI10", L"TXT_KEY_DN_CHI11", L"TXT_KEY_DN_CHI12", L"TXT_KEY_DN_CHI13", L"TXT_KEY_DN_CHI14", L"TXT_KEY_DN_CHI15", L"TXT_KEY_DN_CHI16", L"TXT_KEY_DN_CHI17", L"TXT_KEY_DN_CHI18", L"TXT_KEY_DN_CHI19", L"TXT_KEY_DN_CHI20", L"TXT_KEY_DN_CHI21" },
//Babylonia
{ L"TXT_KEY_DN_BAB00", L"TXT_KEY_DN_BAB01", L"TXT_KEY_DN_BAB02", L"TXT_KEY_DN_BAB03", L"TXT_KEY_DN_BAB04", L"TXT_KEY_DN_BAB05", L"TXT_KEY_DN_BAB06", L"TXT_KEY_DN_BAB07", L"TXT_KEY_DN_BAB08", L"TXT_KEY_DN_BAB09", L"TXT_KEY_DN_BAB10", L"TXT_KEY_DN_BAB11", L"TXT_KEY_DN_BAB12", L"TXT_KEY_DN_BAB13", L"TXT_KEY_DN_BAB14", L"TXT_KEY_DN_BAB15", L"TXT_KEY_DN_BAB16", L"TXT_KEY_DN_BAB17", L"TXT_KEY_DN_BAB18", L"TXT_KEY_DN_BAB19", L"TXT_KEY_DN_BAB20", L"TXT_KEY_DN_BAB21" },
//Greece
{ L"TXT_KEY_DN_GRE00", L"TXT_KEY_DN_GRE01", L"TXT_KEY_DN_GRE02", L"TXT_KEY_DN_GRE03", L"TXT_KEY_DN_GRE04", L"TXT_KEY_DN_GRE05", L"TXT_KEY_DN_GRE06", L"TXT_KEY_DN_GRE07", L"TXT_KEY_DN_GRE08", L"TXT_KEY_DN_GRE09", L"TXT_KEY_DN_GRE10", L"TXT_KEY_DN_GRE11", L"TXT_KEY_DN_GRE12", L"TXT_KEY_DN_GRE13", L"TXT_KEY_DN_GRE14", L"TXT_KEY_DN_GRE15", L"TXT_KEY_DN_GRE16", L"TXT_KEY_DN_GRE17", L"TXT_KEY_DN_GRE18", L"TXT_KEY_DN_GRE19", L"TXT_KEY_DN_GRE20", L"TXT_KEY_DN_GRE21" },
//Persia
{ L"TXT_KEY_DN_PER00", L"TXT_KEY_DN_PER01", L"TXT_KEY_DN_PER02", L"TXT_KEY_DN_PER03", L"TXT_KEY_DN_PER04", L"TXT_KEY_DN_PER05", L"TXT_KEY_DN_PER06", L"TXT_KEY_DN_PER07", L"TXT_KEY_DN_PER08", L"TXT_KEY_DN_PER09", L"TXT_KEY_DN_PER10", L"TXT_KEY_DN_PER11", L"TXT_KEY_DN_PER12", L"TXT_KEY_DN_PER13", L"TXT_KEY_DN_PER14", L"TXT_KEY_DN_PER15", L"TXT_KEY_DN_PER16", L"TXT_KEY_DN_PER17", L"TXT_KEY_DN_PER18", L"TXT_KEY_DN_PER19", L"TXT_KEY_DN_PER20", L"TXT_KEY_DN_PER21" },
//Carthage
{ L"TXT_KEY_DN_CAR00", L"TXT_KEY_DN_CAR01", L"TXT_KEY_DN_CAR02", L"TXT_KEY_DN_CAR03", L"TXT_KEY_DN_CAR04", L"TXT_KEY_DN_CAR05", L"TXT_KEY_DN_CAR06", L"TXT_KEY_DN_CAR07", L"TXT_KEY_DN_CAR08", L"TXT_KEY_DN_CAR09", L"TXT_KEY_DN_CAR10", L"TXT_KEY_DN_CAR11", L"TXT_KEY_DN_CAR12", L"TXT_KEY_DN_CAR13", L"TXT_KEY_DN_CAR14", L"TXT_KEY_DN_CAR15", L"TXT_KEY_DN_CAR16", L"TXT_KEY_DN_CAR17", L"TXT_KEY_DN_CAR18", L"TXT_KEY_DN_CAR19", L"TXT_KEY_DN_CAR20", L"TXT_KEY_DN_CAR21" },
//Rome
{ L"TXT_KEY_DN_ROM00", L"TXT_KEY_DN_ROM01", L"TXT_KEY_DN_ROM02", L"TXT_KEY_DN_ROM03", L"TXT_KEY_DN_ROM04", L"TXT_KEY_DN_ROM05", L"TXT_KEY_DN_ROM06", L"TXT_KEY_DN_ROM07", L"TXT_KEY_DN_ROM08", L"TXT_KEY_DN_ROM09", L"TXT_KEY_DN_ROM10", L"TXT_KEY_DN_ROM11", L"TXT_KEY_DN_ROM12", L"TXT_KEY_DN_ROM13", L"TXT_KEY_DN_ROM14", L"TXT_KEY_DN_ROM15", L"TXT_KEY_DN_ROM16", L"TXT_KEY_DN_ROM17", L"TXT_KEY_DN_ROM18", L"TXT_KEY_DN_ROM19", L"TXT_KEY_DN_ROM20", L"TXT_KEY_DN_ROM21" },
//Japan
{ L"TXT_KEY_DN_JAP00", L"TXT_KEY_DN_JAP01", L"TXT_KEY_DN_JAP02", L"TXT_KEY_DN_JAP03", L"TXT_KEY_DN_JAP04", L"TXT_KEY_DN_JAP05", L"TXT_KEY_DN_JAP06", L"TXT_KEY_DN_JAP07", L"TXT_KEY_DN_JAP08", L"TXT_KEY_DN_JAP09", L"TXT_KEY_DN_JAP10", L"TXT_KEY_DN_JAP11", L"TXT_KEY_DN_JAP12", L"TXT_KEY_DN_JAP13", L"TXT_KEY_DN_JAP14", L"TXT_KEY_DN_JAP15", L"TXT_KEY_DN_JAP16", L"TXT_KEY_DN_JAP17", L"TXT_KEY_DN_JAP18", L"TXT_KEY_DN_JAP19", L"TXT_KEY_DN_JAP20", L"TXT_KEY_DN_JAP21" },
//Ethiopia
{ L"TXT_KEY_DN_ETH00", L"TXT_KEY_DN_ETH01", L"TXT_KEY_DN_ETH02", L"TXT_KEY_DN_ETH03", L"TXT_KEY_DN_ETH04", L"TXT_KEY_DN_ETH05", L"TXT_KEY_DN_ETH06", L"TXT_KEY_DN_ETH07", L"TXT_KEY_DN_ETH08", L"TXT_KEY_DN_ETH09", L"TXT_KEY_DN_ETH10", L"TXT_KEY_DN_ETH11", L"TXT_KEY_DN_ETH12", L"TXT_KEY_DN_ETH13", L"TXT_KEY_DN_ETH14", L"TXT_KEY_DN_ETH15", L"TXT_KEY_DN_ETH16", L"TXT_KEY_DN_ETH17", L"TXT_KEY_DN_ETH18", L"TXT_KEY_DN_ETH19", L"TXT_KEY_DN_ETH20", L"TXT_KEY_DN_ETH21" },
//Maya
{ L"TXT_KEY_DN_MAY00", L"TXT_KEY_DN_MAY01", L"TXT_KEY_DN_MAY02", L"TXT_KEY_DN_MAY03", L"TXT_KEY_DN_MAY04", L"TXT_KEY_DN_MAY05", L"TXT_KEY_DN_MAY06", L"TXT_KEY_DN_MAY07", L"TXT_KEY_DN_MAY08", L"TXT_KEY_DN_MAY09", L"TXT_KEY_DN_MAY10", L"TXT_KEY_DN_MAY11", L"TXT_KEY_DN_MAY12", L"TXT_KEY_DN_MAY13", L"TXT_KEY_DN_MAY14", L"TXT_KEY_DN_MAY15", L"TXT_KEY_DN_MAY16", L"TXT_KEY_DN_MAY17", L"TXT_KEY_DN_MAY18", L"TXT_KEY_DN_MAY19", L"TXT_KEY_DN_MAY20", L"TXT_KEY_DN_MAY21" },
//Viking
{ L"TXT_KEY_DN_VIK00", L"TXT_KEY_DN_VIK01", L"TXT_KEY_DN_VIK02", L"TXT_KEY_DN_VIK03", L"TXT_KEY_DN_VIK04", L"TXT_KEY_DN_VIK05", L"TXT_KEY_DN_VIK06", L"TXT_KEY_DN_VIK07", L"TXT_KEY_DN_VIK08", L"TXT_KEY_DN_VIK09", L"TXT_KEY_DN_VIK10", L"TXT_KEY_DN_VIK11", L"TXT_KEY_DN_VIK12", L"TXT_KEY_DN_VIK13", L"TXT_KEY_DN_VIK14", L"TXT_KEY_DN_VIK15", L"TXT_KEY_DN_VIK16", L"TXT_KEY_DN_VIK17", L"TXT_KEY_DN_VIK18", L"TXT_KEY_DN_VIK19", L"TXT_KEY_DN_VIK20", L"TXT_KEY_DN_VIK21" },
//Arabia
{ L"TXT_KEY_DN_ARA00", L"TXT_KEY_DN_ARA01", L"TXT_KEY_DN_ARA02", L"TXT_KEY_DN_ARA03", L"TXT_KEY_DN_ARA04", L"TXT_KEY_DN_ARA05", L"TXT_KEY_DN_ARA06", L"TXT_KEY_DN_ARA07", L"TXT_KEY_DN_ARA08", L"TXT_KEY_DN_ARA09", L"TXT_KEY_DN_ARA10", L"TXT_KEY_DN_ARA11", L"TXT_KEY_DN_ARA12", L"TXT_KEY_DN_ARA13", L"TXT_KEY_DN_ARA14", L"TXT_KEY_DN_ARA15", L"TXT_KEY_DN_ARA16", L"TXT_KEY_DN_ARA17", L"TXT_KEY_DN_ARA18", L"TXT_KEY_DN_ARA19", L"TXT_KEY_DN_ARA20", L"TXT_KEY_DN_ARA21" },
//Khmer
{ L"TXT_KEY_DN_KHM00", L"TXT_KEY_DN_KHM01", L"TXT_KEY_DN_KHM02", L"TXT_KEY_DN_KHM03", L"TXT_KEY_DN_KHM04", L"TXT_KEY_DN_KHM05", L"TXT_KEY_DN_KHM06", L"TXT_KEY_DN_KHM07", L"TXT_KEY_DN_KHM08", L"TXT_KEY_DN_KHM09", L"TXT_KEY_DN_KHM10", L"TXT_KEY_DN_KHM11", L"TXT_KEY_DN_KHM12", L"TXT_KEY_DN_KHM13", L"TXT_KEY_DN_KHM14", L"TXT_KEY_DN_KHM15", L"TXT_KEY_DN_KHM16", L"TXT_KEY_DN_KHM17", L"TXT_KEY_DN_KHM18", L"TXT_KEY_DN_KHM19", L"TXT_KEY_DN_KHM20", L"TXT_KEY_DN_KHM21" },
//Spain
{ L"TXT_KEY_DN_SPA00", L"TXT_KEY_DN_SPA01", L"TXT_KEY_DN_SPA02", L"TXT_KEY_DN_SPA03", L"TXT_KEY_DN_SPA04", L"TXT_KEY_DN_SPA05", L"TXT_KEY_DN_SPA06", L"TXT_KEY_DN_SPA07", L"TXT_KEY_DN_SPA08", L"TXT_KEY_DN_SPA09", L"TXT_KEY_DN_SPA10", L"TXT_KEY_DN_SPA11", L"TXT_KEY_DN_SPA12", L"TXT_KEY_DN_SPA13", L"TXT_KEY_DN_SPA14", L"TXT_KEY_DN_SPA15", L"TXT_KEY_DN_SPA16", L"TXT_KEY_DN_SPA17", L"TXT_KEY_DN_SPA18", L"TXT_KEY_DN_SPA19", L"TXT_KEY_DN_SPA20", L"TXT_KEY_DN_SPA21" },
//France
{ L"TXT_KEY_DN_FRA00", L"TXT_KEY_DN_FRA01", L"TXT_KEY_DN_FRA02", L"TXT_KEY_DN_FRA03", L"TXT_KEY_DN_FRA04", L"TXT_KEY_DN_FRA05", L"TXT_KEY_DN_FRA06", L"TXT_KEY_DN_FRA07", L"TXT_KEY_DN_FRA08", L"TXT_KEY_DN_FRA09", L"TXT_KEY_DN_FRA10", L"TXT_KEY_DN_FRA11", L"TXT_KEY_DN_FRA12", L"TXT_KEY_DN_FRA13", L"TXT_KEY_DN_FRA14", L"TXT_KEY_DN_FRA15", L"TXT_KEY_DN_FRA16", L"TXT_KEY_DN_FRA17", L"TXT_KEY_DN_FRA18", L"TXT_KEY_DN_FRA19", L"TXT_KEY_DN_FRA20", L"TXT_KEY_DN_FRA21" },
//England
{ L"TXT_KEY_DN_ENG00", L"TXT_KEY_DN_ENG01", L"TXT_KEY_DN_ENG02", L"TXT_KEY_DN_ENG03", L"TXT_KEY_DN_ENG04", L"TXT_KEY_DN_ENG05", L"TXT_KEY_DN_ENG06", L"TXT_KEY_DN_ENG07", L"TXT_KEY_DN_ENG08", L"TXT_KEY_DN_ENG09", L"TXT_KEY_DN_ENG10", L"TXT_KEY_DN_ENG11", L"TXT_KEY_DN_ENG12", L"TXT_KEY_DN_ENG13", L"TXT_KEY_DN_ENG14", L"TXT_KEY_DN_ENG15", L"TXT_KEY_DN_ENG16", L"TXT_KEY_DN_ENG17", L"TXT_KEY_DN_ENG18", L"TXT_KEY_DN_ENG19", L"TXT_KEY_DN_ENG20", L"TXT_KEY_DN_ENG21" },
//Germany
{ L"TXT_KEY_DN_GER00", L"TXT_KEY_DN_GER01", L"TXT_KEY_DN_GER02", L"TXT_KEY_DN_GER03", L"TXT_KEY_DN_GER04", L"TXT_KEY_DN_GER05", L"TXT_KEY_DN_GER06", L"TXT_KEY_DN_GER07", L"TXT_KEY_DN_GER08", L"TXT_KEY_DN_GER09", L"TXT_KEY_DN_GER10", L"TXT_KEY_DN_GER11", L"TXT_KEY_DN_GER12", L"TXT_KEY_DN_GER13", L"TXT_KEY_DN_GER14", L"TXT_KEY_DN_GER15", L"TXT_KEY_DN_GER16", L"TXT_KEY_DN_GER17", L"TXT_KEY_DN_GER18", L"TXT_KEY_DN_GER19", L"TXT_KEY_DN_GER20", L"TXT_KEY_DN_GER21" },
//Russia
{ L"TXT_KEY_DN_RUS00", L"TXT_KEY_DN_RUS01", L"TXT_KEY_DN_RUS02", L"TXT_KEY_DN_RUS03", L"TXT_KEY_DN_RUS04", L"TXT_KEY_DN_RUS05", L"TXT_KEY_DN_RUS06", L"TXT_KEY_DN_RUS07", L"TXT_KEY_DN_RUS08", L"TXT_KEY_DN_RUS09", L"TXT_KEY_DN_RUS10", L"TXT_KEY_DN_RUS11", L"TXT_KEY_DN_RUS12", L"TXT_KEY_DN_RUS13", L"TXT_KEY_DN_RUS14", L"TXT_KEY_DN_RUS15", L"TXT_KEY_DN_RUS16", L"TXT_KEY_DN_RUS17", L"TXT_KEY_DN_RUS18", L"TXT_KEY_DN_RUS19", L"TXT_KEY_DN_RUS20", L"TXT_KEY_DN_RUS21" },
//Holland
{ L"TXT_KEY_DN_NED00", L"TXT_KEY_DN_NED01", L"TXT_KEY_DN_NED02", L"TXT_KEY_DN_NED03", L"TXT_KEY_DN_NED04", L"TXT_KEY_DN_NED05", L"TXT_KEY_DN_NED06", L"TXT_KEY_DN_NED07", L"TXT_KEY_DN_NED08", L"TXT_KEY_DN_NED09", L"TXT_KEY_DN_NED10", L"TXT_KEY_DN_NED11", L"TXT_KEY_DN_NED12", L"TXT_KEY_DN_NED13", L"TXT_KEY_DN_NED14", L"TXT_KEY_DN_NED15", L"TXT_KEY_DN_NED16", L"TXT_KEY_DN_NED17", L"TXT_KEY_DN_NED18", L"TXT_KEY_DN_NED19", L"TXT_KEY_DN_NED20", L"TXT_KEY_DN_NED21" },
//Mali
{ L"TXT_KEY_DN_MAL00", L"TXT_KEY_DN_MAL01", L"TXT_KEY_DN_MAL02", L"TXT_KEY_DN_MAL03", L"TXT_KEY_DN_MAL04", L"TXT_KEY_DN_MAL05", L"TXT_KEY_DN_MAL06", L"TXT_KEY_DN_MAL07", L"TXT_KEY_DN_MAL08", L"TXT_KEY_DN_MAL09", L"TXT_KEY_DN_MAL10", L"TXT_KEY_DN_MAL11", L"TXT_KEY_DN_MAL12", L"TXT_KEY_DN_MAL13", L"TXT_KEY_DN_MAL14", L"TXT_KEY_DN_MAL15", L"TXT_KEY_DN_MAL16", L"TXT_KEY_DN_MAL17", L"TXT_KEY_DN_MAL18", L"TXT_KEY_DN_MAL19", L"TXT_KEY_DN_MAL20", L"TXT_KEY_DN_MAL21" },
//Portugal
{ L"TXT_KEY_DN_POR00", L"TXT_KEY_DN_POR01", L"TXT_KEY_DN_POR02", L"TXT_KEY_DN_POR03", L"TXT_KEY_DN_POR04", L"TXT_KEY_DN_POR05", L"TXT_KEY_DN_POR06", L"TXT_KEY_DN_POR07", L"TXT_KEY_DN_POR08", L"TXT_KEY_DN_POR09", L"TXT_KEY_DN_POR10", L"TXT_KEY_DN_POR11", L"TXT_KEY_DN_POR12", L"TXT_KEY_DN_POR13", L"TXT_KEY_DN_POR14", L"TXT_KEY_DN_POR15", L"TXT_KEY_DN_POR16", L"TXT_KEY_DN_POR17", L"TXT_KEY_DN_POR18", L"TXT_KEY_DN_POR19", L"TXT_KEY_DN_POR20", L"TXT_KEY_DN_POR21" },
//Inca
{ L"TXT_KEY_DN_INC00", L"TXT_KEY_DN_INC01", L"TXT_KEY_DN_INC02", L"TXT_KEY_DN_INC03", L"TXT_KEY_DN_INC04", L"TXT_KEY_DN_INC05", L"TXT_KEY_DN_INC06", L"TXT_KEY_DN_INC07", L"TXT_KEY_DN_INC08", L"TXT_KEY_DN_INC09", L"TXT_KEY_DN_INC10", L"TXT_KEY_DN_INC11", L"TXT_KEY_DN_INC12", L"TXT_KEY_DN_INC13", L"TXT_KEY_DN_INC14", L"TXT_KEY_DN_INC15", L"TXT_KEY_DN_INC16", L"TXT_KEY_DN_INC17", L"TXT_KEY_DN_INC18", L"TXT_KEY_DN_INC19", L"TXT_KEY_DN_INC20", L"TXT_KEY_DN_INC21" },
//Mongolia
{ L"TXT_KEY_DN_MON00", L"TXT_KEY_DN_MON01", L"TXT_KEY_DN_MON02", L"TXT_KEY_DN_MON03", L"TXT_KEY_DN_MON04", L"TXT_KEY_DN_MON05", L"TXT_KEY_DN_MON06", L"TXT_KEY_DN_MON07", L"TXT_KEY_DN_MON08", L"TXT_KEY_DN_MON09", L"TXT_KEY_DN_MON10", L"TXT_KEY_DN_MON11", L"TXT_KEY_DN_MON12", L"TXT_KEY_DN_MON13", L"TXT_KEY_DN_MON14", L"TXT_KEY_DN_MON15", L"TXT_KEY_DN_MON16", L"TXT_KEY_DN_MON17", L"TXT_KEY_DN_MON18", L"TXT_KEY_DN_MON19", L"TXT_KEY_DN_MON20", L"TXT_KEY_DN_MON21" },
//Aztec
{ L"TXT_KEY_DN_AZT00", L"TXT_KEY_DN_AZT01", L"TXT_KEY_DN_AZT02", L"TXT_KEY_DN_AZT03", L"TXT_KEY_DN_AZT04", L"TXT_KEY_DN_AZT05", L"TXT_KEY_DN_AZT06", L"TXT_KEY_DN_AZT07", L"TXT_KEY_DN_AZT08", L"TXT_KEY_DN_AZT09", L"TXT_KEY_DN_AZT10", L"TXT_KEY_DN_AZT11", L"TXT_KEY_DN_AZT12", L"TXT_KEY_DN_AZT13", L"TXT_KEY_DN_AZT14", L"TXT_KEY_DN_AZT15", L"TXT_KEY_DN_AZT16", L"TXT_KEY_DN_AZT17", L"TXT_KEY_DN_AZT18", L"TXT_KEY_DN_AZT19", L"TXT_KEY_DN_AZT20", L"TXT_KEY_DN_AZT21" },
//Turkey
{ L"TXT_KEY_DN_TUR00", L"TXT_KEY_DN_TUR01", L"TXT_KEY_DN_TUR02", L"TXT_KEY_DN_TUR03", L"TXT_KEY_DN_TUR04", L"TXT_KEY_DN_TUR05", L"TXT_KEY_DN_TUR06", L"TXT_KEY_DN_TUR07", L"TXT_KEY_DN_TUR08", L"TXT_KEY_DN_TUR09", L"TXT_KEY_DN_TUR10", L"TXT_KEY_DN_TUR11", L"TXT_KEY_DN_TUR12", L"TXT_KEY_DN_TUR13", L"TXT_KEY_DN_TUR14", L"TXT_KEY_DN_TUR15", L"TXT_KEY_DN_TUR16", L"TXT_KEY_DN_TUR17", L"TXT_KEY_DN_TUR18", L"TXT_KEY_DN_TUR19", L"TXT_KEY_DN_TUR20", L"TXT_KEY_DN_TUR21" },
//America
{ L"TXT_KEY_DN_AME00", L"TXT_KEY_DN_AME01", L"TXT_KEY_DN_AME02", L"TXT_KEY_DN_AME03", L"TXT_KEY_DN_AME04", L"TXT_KEY_DN_AME05", L"TXT_KEY_DN_AME06", L"TXT_KEY_DN_AME07", L"TXT_KEY_DN_AME08", L"TXT_KEY_DN_AME09", L"TXT_KEY_DN_AME10", L"TXT_KEY_DN_AME11", L"TXT_KEY_DN_AME12", L"TXT_KEY_DN_AME13", L"TXT_KEY_DN_AME14", L"TXT_KEY_DN_AME15", L"TXT_KEY_DN_AME16", L"TXT_KEY_DN_AME17", L"TXT_KEY_DN_AME18", L"TXT_KEY_DN_AME19", L"TXT_KEY_DN_AME20", L"TXT_KEY_DN_AME21" }};
int civDynamicNamesFlag[27] = { 1, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 };
// EGY IND CHI BAB GRE PER CAR ROM JAP ETH MAY VIK ARA KHM SPA FRA ENG GER RUS HOL MAL POR INC MON AZT TUR AME
// 1 = REL, 0 = GOV
int civDynamicNamesEraThreshold[27] = { 2, 3, 4, 2, 2, 3, 2, 3, 4, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 3, 4, 3, 3, 3, 3, 4};
thanks
M41d3n.dc Oct 11, 2009, 02:15 PM i think that we should revise this files because i managed to add dynamic name but there no country who is vassal of france, rome or ottoman empire.
so who can changed the sdk ?
which name changed ? (vassal of rome, persia ...)
thanks
now, i add the name of the people and the first name (roman kingdom, Egyptian Old Kingdom...)
Steb Oct 11, 2009, 02:44 PM I think we should perhaps wait a bit for dynamic names: we don't even know what exactly are the civics going to be!
Macedonia, Rome and Persia should definitely get customized vassal names. It would be great to create names for most of the others, if not all (at least the main civs like Egypt, Athens, Sparta, Carthage, Babylon).
And I know nothing about the sdk, sorry.
Macedonia: Ptolemaic Egypt, Seleucid Persia, Seleucid Mesopotamia, etc.
Rome: provinces (Gallia, Judea, etc.; shoulb be easy enough)
Persia: satrapies
M41d3n.dc Oct 11, 2009, 03:02 PM ok thank
i have just add the name of peoples (people of nile...) and the name of civ (Egyptian Old Kingdom)
Arkaeyn Oct 11, 2009, 04:10 PM Any comments on the map? I was worried about the size before I saw it, but I think it's fantastic.
M41d3n.dc Oct 11, 2009, 04:34 PM you think that it's too big or small, i think it's a very great map
BurnEmDown Oct 11, 2009, 04:44 PM I think too small actually, I looked at Italy and Greece and it just seems too crowded.
Steb Oct 11, 2009, 05:33 PM I think the Mediterranean is too small: not enough space between the islands/continents. But other than that it works very well!
Rhye Oct 14, 2009, 09:17 AM i sent arkaeyn the other map too, in the package. Probably it's in the alpha (but you would need to replace coordinates of capitals and spawn zones in order to play with it).
You'll realise why it was aborted
Arkaeyn Oct 14, 2009, 12:25 PM I took it out of this release to avoid confusion and debate, but here it is. Put it in the same folder as the other maps and use it on the Play A Scenario mode.
Samsa Oct 15, 2009, 06:25 AM is it possible to upload it somewhere else? got issues with rapidshare, i simply just can download anything... actually i can try it, but it does stop an any random point and doesn't continue -.-
Arkaeyn Oct 19, 2009, 04:29 PM Samsa, I'll upload the next version to a different site.
m41den, I'm trying to implement your translations, but your addition of dynamic names isn't working in the English version - I get XML garbage saying, for example, TXT_KEY_DN_IND01 when I try to talk to the Babylonians.
Where is that XML which points to the dynamic names? Or, can you upload your french translation without any dynamic names?
EDIT: Just realized that that's what m41d3n was talking about earlier.
EDIT: Still can't find the pointer for TXT_KEY_DN_CH01, etc. Driving me crazy. I've messed with the DLL files that m41d3n mentioned above, but that didn't seem to work. Anyone able to help take out dynamic names (for now)?
Arkaeyn Oct 19, 2009, 10:04 PM Rhye got in touch with me, he says his connection has been spotty lately, but he'll try to get the war maps imported and something new for us in the next couple of days. I'll try to get a new version compiling the work we've done together in time for that.
EDIT: He also asked what to aim for for the next version. Here was my reply.
NEXT VERSION: 0.27a
CHANGES:
Tech tree significantly altered.
New additions - Trade, Logging, Herbalism, Storytelling, Amphora, Citizenship, Democracy, Aristocracy, Naval Warfare, Standing Army, Republicanism
Moved up or down the tree - Code of Laws, Philosophy, Military Science, Medicine, Education, Music, Drama
Renamed - Monarchy to Tyranny, Meditation to Mythology
Map changes - several resources were on mountains, and have been moved to workable land.
Translation - French translation partially available.
New Units - Quinquireme (with Naval Warfare), Hoplite (with Military Science), Legion (with Standing Army), Noble Cavalry (with Aristocracy), Javelineer (with Military Science)
Leaderheads - Assigned temporary leaders to civs which will need custom leaderheads (Washington for the Hittites, for example).
CURRENT VERSION: 0.25a
CHANGES:
First public release
The biggest things for getting this version out, in my view, are:
More XML cleanup. For example, there's Dynamic Names-based XML on the diplomacy screen.
Changing starting assets - with all the new techs, civs are going to have to spawn with the proper techs.
Your war maps
Testing the religions
The version after that, I'd like to see -
Tech tree and new unit balancing
Unique units added
New buildings and wonders added
Arkaeyn Oct 22, 2009, 10:22 PM bump for new version
BurnEmDown Oct 23, 2009, 04:32 AM Why do you both post here that a new version is available and create a new thread? I think just a post here is enough.
Arkaeyn Oct 23, 2009, 03:18 PM 1) That's the way Rhye does it.
2) Better to post twice and be redundant than post once and potentially be missed.
Bonci Oct 23, 2009, 04:58 PM played another game as the huns:
- persia always very powerful colonized Caucasus
- rome never expands beyond italy but this time gauls were vassals
- hittites died a few turns after they spawned (barbarians)
- same for athens and macedon
- very powerful babylon conquered the whole mesopotamia and anatolia
- egypt conquered by persia and carthage
- byzantines had 3 cityes when huns spawned
- my whole game was an escape from persian noble cavalry and elephants that i don't know why chased my horse archers through europe (lot of fun :D)
- never found german tribes XD
-phoenicia conquered by babylon
as the last game I think that there are too many barbarians :)
Arkaeyn Oct 23, 2009, 05:06 PM I've noticed that barbarians seem to be a little high as well. This version does seem to improve the Romans' chances. I haven't seen Babylon become a superpower, that's interesting.
Steb Oct 23, 2009, 10:28 PM Thanks for uploading this, Arkaeyn! So far the work we/you did is looking good!:goodjob:
I played a game with the Etruscans with a switch for the Germans. Etruria is... almost unplayable in its current state. It's just about trying to survive the Barbarians-Romans-Celts-others by accumulating archers in your 2-3 cities. I have already said this and I reiterate it: I think there is not enough time for the earlier civs before the arrival of the Carthaginians, Romans and Macedonians.
After I started to get bored with my puny Etruscan Empire, I took control of the Germanic tribes. They can be quite fun with their hordes of swordsmen, at least more than the Huns in my experience. I conquered Macedonia and Sparta, thus almost completely controlling Greece, and I destroyed my former Etruscan cities. I couldn't do anything against the Celts and Romans. A thing I noticed is that sometimes the swordsmen appear in wrong places: I got some near the Carthaginian border in the Sahara and twice on islands, which I had to delete because they were just draining my gold. Speaking of which, gold rapidly became a problem, because that huge Germanic army costs a lot, and your income is not very high, even with 5-6 Greek cities producing wealth. Capturing cities is not enough to pay for everything. In the end I lost my cities one after the other to Persia while my main army was being decimated in Hispania by the Celts and the strikes. I capitulated in about 216 AD.
About other civs, Persia was really über-strong once again: they had about twice the points of Carthage, who ranked second. Rome did not achieve anything because of Etruria and Carthaginian Sicily. Carthage controlled cities all around the world: Tyre, Ilion, Sicily, Arabia. Egypt was surprisingly decent, and so was Israel who, for some reason, had their capital city not in Jerusalem, but in modern-day Suez canal. Athens, Phoenicia and the Hittites collapsed early.
The Turk Oct 24, 2009, 12:04 AM Can you upload another site because the current one dosn't work for me.
Thanks
Bonci Oct 24, 2009, 06:05 AM A thing I noticed is that sometimes the swordsmen appear in wrong places: I got some near the Carthaginian border in the Sahara and twice on islands, which I had to delete because they were just draining my gold.
same with the huns
The Turk Oct 27, 2009, 10:35 AM Can someone PLEASE upload another link to install this mod, because the current one (whatever its called) does not work, no matter how many times I try.
Thank You:D
Arkaeyn Oct 27, 2009, 12:34 PM What is going wrong?
The Turk Oct 27, 2009, 12:41 PM One picture says it all ;)
The thing is that I've come back to this same website for about a year now and it still says has the same message!
Arkaeyn Oct 27, 2009, 01:04 PM Looks like you've got a nosy ISP. That or some kind of peer guarding system.
I guess I'll try to get it on Mega and Rapidshare.
Arkaeyn Oct 27, 2009, 01:15 PM Rapidshare version is uploaded. http://rapidshare.com/files/298702783/RFGW028a.rar
The Turk Oct 28, 2009, 12:45 AM rapidshare version is uploaded. http://rapidshare.com/files/298702783/rfgw028a.rar
thank you!
The Turk Oct 28, 2009, 01:14 AM Is the map finalized?? Because it's quite bad (no offense) in the sense that the Levant is WAY too small, it can't fit Phoenicia AND Israel. Also Cyprus or whatever that huge landmass next to Phoenicia is, is just wrong and Crete looks as big as Greece, overall its got to change, also Britain needs some touch ups. but overall looks like this mod is coming together!:)
Arkaeyn Oct 28, 2009, 01:49 PM Rhye made the map, with dozens of people saying "no wai! tooo small! All wrong!" He wanted to do it based on Herodotus (I think) and that's why Britain is so misshapen. Britain is fairly useless to the scope of the mod anyway, so that's no big deal.
It also focuses on Greece, and therefore Greece and the landmasses closest to Greece are going to be somewhat distorted. Italy, Greece, Asia Minor, Crete, and Cyprus, are going to appear relatively bigger than they are. If it starts affecting gameplay, then that's a bigger problem. But settler maps can alter that.
Phoenicia and Israel are bigger problems. Rhye did make the Dutch and Portuguese work in RFC with barely any land, so maybe they can work in this. I'm less convinced, and think that Israel and the Etruscans are both sacrificable.
The Turk Oct 28, 2009, 08:54 PM wtf? So the map is supposed to look bad??:confused:
I mean I think the idea is quite stupid, I'm sorry but the idea of having Cyprus and Crete bigger then Greece itself and having Phoenicia and Israel pretty much stuck to each other is not a great idea:(
Sorry Rhye better luck next time:sad:
Metal Alloy Man Oct 28, 2009, 08:57 PM He has a valid point. I do think that the distortion is overated.
Arkaeyn Oct 28, 2009, 09:52 PM wtf? So the map is supposed to look bad??:confused:
The map is supposed to be distorted to fit a concept. RFC has a distorted map as well. Japan and Europe are much, much bigger than they are in reality.
I don't see a huge problem with Cyprus and Crete. You're the first person to mention that. Phoenicia and Israel are, believe it or not, right next to each other historically. I don't think there's any way to not have them be jam-packed next to each other. Do you have any idea how to fix that?
The Turk Oct 28, 2009, 09:57 PM The map is supposed to be distorted to fit a concept. RFC has a distorted map as well. Japan and Europe are much, much bigger than they are in reality.
I don't see a huge problem with Cyprus and Crete. You're the first person to mention that. Phoenicia and Israel are, believe it or not, right next to each other historically. I don't think there's any way to not have them be jam-packed next to each other. Do you have any idea how to fix that?
LOL are you kidding me!! Yes i do have a way to fix it. Just make the map look normal and proportional, and guess what I KNOW that Phoenicia and Israel are next to each other, but not in the sense that they share a 5 tile sea coast together!! And PLEASE don't compare this to RFC because we all know that was for game-play purposes, this is not for game-play purposes, its just for it to look like a map, dating back to the Greek Era. And I'm going to say this again, this was a VERY bad idea!
Arkaeyn Oct 28, 2009, 10:06 PM You really think that if the map was proportional, at 64x64 and encompassing Europe, North Africa, and the Middle East, the Phoenicia and Israel are going to be significantly more than a five-tile coast?
The Turk Oct 28, 2009, 10:16 PM You really think that if the map was proportional, at 64x64 and encompassing Europe, North Africa, and the Middle East, the Phoenicia and Israel are going to be significantly more than a five-tile coast?
Actually I do, in fact, if we just look at a good map, like the Mediterranean mod, I would say there is more then sufficient amount of space. And once again this is not only about the tiny Levant here, its about the ENITRE map, which is messed up. How is any civilization, going to realize its full potential when it has to comply to a messed up map, in fact I think there should be a poll on this question, and I can assure you that more (MUCH more) people are going to want a regular map, with maybe a few enlargements for game-play purposes, opposed to a map which is disfunctional with a Cyprus which is bigger then the entire Levant coast!
Arkaeyn Oct 28, 2009, 10:24 PM A poll wouldn't do much good. Rhye specifically did this map for this mod. Get rid of the map, we get rid of Rhye's work. And we probably want Rhye on the project.
The Turk Oct 28, 2009, 10:26 PM A poll wouldn't do much good. Rhye specifically did this map for this mod. Get rid of the map, we get rid of Rhye's work. And we probably want Rhye on the project.
Ok, I'm not saying get rid of Rhye, I'm saying that this mod, is not going to be hugly popular with a lot of people, as RFC was or RFC Europe is going to be. No one wants to play with a distorted map!
BurnEmDown Oct 29, 2009, 04:01 AM The Turk I'm not too excited about the map's proportions but "He who does not have faith in Rhye shalt have no faith in RFC!".
I'm sure that without too much work Rhye could bring this map to it's full potential, after he defines each civ to it's uniqueness (UU, UB, UP, UHV, unique settling and conquering behavior) None will question the map and it's awesomeness!
deanej Oct 29, 2009, 11:45 AM You do realize that with a scale map Cyprus would be too small to play a role, right? This mod is basically a remake of the vanilla Greek World mod, with the emphasis on GREEK. Remember that the Israel is a tiny place; the modern state of Israel is about the size of New Jersey. The area simply isn't that big, unless you use a jumbo map. I vote for keeping it the way it is.
AlexanderGreat4 Oct 29, 2009, 01:23 PM Is this for BTS or Warlords?
merijn_v1 Oct 29, 2009, 01:26 PM Is this for BTS or Warlords?
BTS, if I'm right.
Arkaeyn Oct 29, 2009, 02:30 PM If anyone has specific changes they'd like to see made to this map - along the lines of "this is a mountain and should be a hill" - now is probably the best time to suggest them, as the city names and settler maps are being put in the next version, and changes after that get progressively more complicated.
The Turk Oct 29, 2009, 10:01 PM Je suis très mauvais aujourd'hui parce que cette carte est horrible! :cry:
fdgsgds Oct 30, 2009, 05:41 PM Je suis très mauvais aujourd'hui parce que cette carte est horrible! :cry:
I think I agree with you! But I don't think many people are willing to change the map a lot. :(
Zagoroth Nov 05, 2009, 06:40 PM Two things I have noticed upon playing as Carthage. On my spawn I am able to conquer Attica and Egypt with my starting units. All those two nations had were warriors and the occasional archer defending their cities. This allows the Carthage player a huge access to great city spots, and wonders. Second is that I noticed that the AI stockpiles enormous amounts of soldiers in their cities. I noticed this for Persia, Rome, and the worst among them was Sparta. Is this just because not enough buildings have been put into the mod yet for the AI to construct, or was this intentional?
Arkaeyn Nov 05, 2009, 06:46 PM Thanks for mentioning this balance stuff.
Yeah, it's almost certainly a lack of buildings combined with a slower tech pace which causes those units. There should be a global tech pace modifier that needs to go down, I'm just not sure where it is (been focusing on city names and map stuff.)
Zagoroth Nov 06, 2009, 05:35 AM On that note I noticed a large amount of Indian city names in the Roman Empire. I am going to post some pictures later today of my game. I am assuming the cities were randomly named independents conquered by Rome
Arkaeyn Nov 06, 2009, 12:54 PM The Etruscans currently have Indian city names.
Zagoroth Nov 06, 2009, 01:14 PM That could also explain it... Also, one last thing, stability has not been perfected yet correct? In my game as Carthage other nations are collapsing, but I have never come close yet even though I have expanded enormously far out of historical Carthage territory. Have the stability maps not been finished?
Arkaeyn Nov 06, 2009, 01:40 PM Stability isn't even close to being done. I haven't done anything with it, so whatever has been done, Rhye did before release. My experience with the mod is that it's been toned down, so it still exists to some degree, but doesn't take out everybody like it can in RFC. But I've done more modding and testing than actual playing.
Arkaeyn Nov 06, 2009, 01:44 PM This is a complete and total aside, but there may be some crossover of RTW and Civ4 players, especially those interested in the ancient era. A major new mod for Rome Total War Barbarian Invasion, called Rome: Total Realism Fate of Empires, has just been released. It focuses on the Punic Wars, and has history to make your eyes bleed (happily!). I'm getting hyped about playing it (when not working on this mod, of course). http://www.twcenter.net/forums/forumdisplay.php?f=26
Zagoroth Nov 06, 2009, 07:33 PM Well, I am planning on waging war with Rome. If I can take over all of Rome and still be stable I will assume its because stability still needs to be worked out. I will take this opportunity to express what I do like about this mod however. I notice that Rome is good at expanding to fit its territory. As Carthage I ignored colonizing Iberia, a major mistake of mine, and Rome was quick to taking it for itself.
Arkaeyn Nov 06, 2009, 07:36 PM Yeah, the expansionistic empires are doing a pretty good job of expanding, even without the Settler maps. Now if we could just get Persia pointed at Asia Minor instead of Ukraine.
fdgsgds Nov 07, 2009, 12:53 PM I think the only reason that these civilizations expand so well is that they can only make units. They produce very cheap units, and can even make one in just one turn. Even with the buildings added, the units should probably cost less. Also, I don't think Rome expands into Gaul or Iberia. I haven't played in a while though.
Zagoroth Nov 07, 2009, 02:04 PM In my game Rome expanded into both very aggressively. Also Persia did take over Asia Minor in my game as well... However they did go after Ukraine so it might just be random. I have only played one game so it is not much going towards the scientific method...
I was able to unite the Roman Empire and survive the Hunnic invasions... as Carthage! I attacked Rome because I was losing in the colonizing of Iberia. I was able to completely take over Rome. I gained lost vassals of Persia's as well, Babylonia and Israel. The latter acted very strange. Over the course of the game it slowly expanded Westward capturing the North coast of Egypt, the Southernmost point of Egypt, and even colonized the deserts of Africa. The last I found very strange. I actually used World Builder to give them settlers to see if they would keep on settling Africa, and they did. I have no idea what would convince the AI to do that. I then took on Persia to gain some ground in Asia Minor, and then stopped the war when they were willing to vassalize thus winning me a domination game. I am now pretty sure that the stability maps are not done, or that they need to me more sever in punishments. I had massive amounts of territory out of Carthage's historical territory, as can be seen in the pictures below. My economic stability was high, but I think my negative stabilities should have been even less than they were. It came to the point where I realized to keep stable, all I needed to do was build more cities to work even more land outside of my historical area. I kept on playing after winning to see if Israel would keep settling Africa, if I would collapse, and to colonize Britannia to complete my empire. Also when the Byzantines spawned I expected to lose massive amounts of land to them on a flip, however they only requested on city North East of Constantinople. A few turns after their spawn they were destroyed by a massive Persia stack
The first picture is a picture of the world on my spawn. The picture with a worker on tundra is actually showing where the Hun's ended up spawning. The Hun's either spawned there or were pushed there, however they were never able to move and attack me. Eventually Persia brought over its massive armies and destroyed the stack of Hun's. I believe three Hunnic horseman spawn every few turns, however once their stack was destroyed I was able to negotiate peace.
Arkaeyn Nov 07, 2009, 04:57 PM I'm pretty sure that is where the Huns spawn.
Zagoroth Nov 07, 2009, 07:34 PM Units cannot move on tundra... I think the spawn place should be moved.
Arkaeyn Nov 07, 2009, 10:15 PM Actually, that's the square to the left of the Hun spawn area. They should be on the grassland. Weird. Rhye, you reading this?
Zagoroth Nov 07, 2009, 10:17 PM I could look at my saves to see if they were shunted there somehow.
Arkaeyn Nov 07, 2009, 11:00 PM How was the tech research going for you? Did you feel like you were behind where you should have been? That's the main playbalance thing for this version. Production needs a massive revamp for the next version, obviously, but we kind of knew that.
Zagoroth Nov 07, 2009, 11:26 PM Compared to the AI I was advanced. However I nabbed almost all the early wonders from taking over Egypt and Attica. I have no idea what I was in comparison to time. I was able to finish the tech tree before the 100 turn countdown to endgame. Spawning AI were usually ahead of me in tech, but I would quickly overtake them. The tech tree is not finished though, right?
Edition: This is strange. The Huns actually moved onto the tundra tile from their starting point one tile to the right, and got stuck there.
Arkaeyn Nov 08, 2009, 02:04 AM Actually, the tech tree is probably mostly finished unless we can think of good endgame techs. One major problem with the scope of the mod is that it ends in an odd place on the Civ4 tech tree (and the theoretical concept of the "tech tree" already).
I wonder if maybe we can make religion and religion-based tech a bigger part of the endgame, given how important it was in the late Roman and early medieval eras? That actually makes more sense to me than finding new techs.
Regardless, you probably shouldn't have been able to get to the end - they weren't balanced at ALL. I just plugged in the techs with the tech cost of something roughly where they were on the tree, meaning it probably doubled in beakers required. Were you building lots of research or commerce?
Zagoroth Nov 08, 2009, 02:14 AM I had a lot of good all around cities from my conquests. Egypt in particular I cottaged, since it is all flood plains. I was building Wealth in the majority of my high production cities, since I had nothing else to build. When I was researching Education near the end of the tech tree I had 817 beakers a turn at 50 percent research.
The Turk Nov 08, 2009, 02:37 AM OK, because I would like to see this mod become a success, here is a huge problem which I encountered: Geography
The map is way way too barren, this map would be correct if it started in the 20th century but alas it starts in 3000 BC and the world was a much different place then, there was less desert and more plains and grassland. What happend to the Fertile Crescent? Also I added trees with snow on them around Phoenicia to represent the Ceders of Lebanon, in fact I believe without them, the Phoenicians would have never gotten as far as they had, so adding more trees=++production in there area. Also a good idea for a UP for them would be that they get more production from chopping down trees. I attached a picture of how the map should look like. Of course this is a rough draft so you can switch a few tiles, but overall I think it should look something like this. Also something which I left out was the desert in Spain which should change to plains.
Lastly are guys planning to enlarge the map, because I still think its too small.
BurnEmDown Nov 08, 2009, 05:39 AM Rhye did say the tiles are still left for discussion and will be changed in future versions.
Right now I think it is more important to think which tiles we want as land or sea, and which as mountains or hills.
Arkaeyn Nov 08, 2009, 01:30 PM Turk, I don't know if you've noticed, but plains are much more fertile than grasslands in this mod. Their numbers have been changed, so it's not like normal Civ4.
And no, the map is not being enlarged. There already was a larger map, and Rhye couldn't get it to work the way he wanted.
The Turk Nov 09, 2009, 08:21 AM Turk, I don't know if you've noticed, but plains are much more fertile than grasslands in this mod. Their numbers have been changed, so it's not like normal Civ4.
And no, the map is not being enlarged. There already was a larger map, and Rhye couldn't get it to work the way he wanted.
Well, then at least change the desert tiles to plain, because if anything those REALLY have to go
sercer88 Nov 09, 2009, 09:58 AM Hi.
Just dl'd.
I'll play to test some balance.
I'm not sure when (if ever) I'll be able to post results...
Krzowwh Nov 09, 2009, 06:02 PM I have downloaded the newest version, but after the civ selection screen and difficulty, it crashes. Also, are there only supposed to be seven playable civs?
Arkaeyn Nov 09, 2009, 07:25 PM Are you loading it as a mod or directly from the map?
sercer88 Nov 10, 2009, 12:56 PM Hi.
Just dl'd.
I'll play to test some balance.
I'm not sure when (if ever) I'll be able to post results...
Ah lucky me...I can post some feedback...
Ok first play: Hittites
1) Hittites had a few productive cities, but it was still hard to expand because of barbs coming from the West
2)Notes on other civs...sorry not much here - I didn't play very long (maybe turn 140 or so)
3) I did notice that even on Viceroy difficulty, my tech was slow enough so that I ran out of things to build (besides some cruddy units - which led to even lower research due to high unit costs.)
- One thing that caused this of course was very high production in Asia Minor
Next: Carthage
1)I really like how this one turned out: Carthage has adequate room to expand, and eventually Rome catches up and can do some major damage if you're not careful
2)However, once again at Viceroyalty diff, I began to run out of things to build - but it wasn't as bad for Carthage because they have much more room to expand both peacefully and by conquest
3)One thing I did notice as Carthage was that Mercenaries didn't appear if you hired them (I don't think they cost any upkeep though - but the up-front signing cost of course was gone for good.)
Lastly, I loaded a Hun start
1) Aach! No capital!
2) The good: Rome had aggressively expanded some into Gaul, through all of Germany and even into Eastern Europe. Carthage was still alive though... Also, Persia owned almost all of the Mid-East
3) The Bad: Any civ still alive was too powerful for the later civs (Germany, Byzantines, Huns) As stated above, Rome had wiped out Germany, and also Persia was in the process of wiping out the Byzantines, and if I had actually played out my start, I probably would have been crushed by Rome (Horse archers versus War Elephants...um...yeah)
All in all, progress is being made - the biggest thing I would recommend is increase the production costs of buildings at least 10% (or find a way to make the land a little less hammer-heavy), and then lower the unit upkeep costs so that civs can keep larger armies for even quicker conquest.
Also, although I really don't think it's a good option for the long run, at least the way things are now, either get rid of Research production or make it only available further back in the tech tree...
That's all I have for now
Arkaeyn Nov 10, 2009, 01:12 PM Thanks sercer. To respond to a few of your points -
The barbarians are way too rampant now. They're going to be toned down in the next patch. I don't think I've seen the Hittites survive yet, and one game I saw a massive barbarian empire from northern Italy to the Balkans to Asia Minor and northwest Persia.
Production costs will probably be raised across the board, and there should be new Wonders and definitely new buildings. Until then, I've put the ability to build commerce/tech/culture up on the tech tree so the civs have something to build other than warriors.
The spawning units for the later civs are going to be tweaked as well. They don't include any of the new, 3rd-generation units like Noble Cavalry or Javelineers.
Krzowwh Nov 10, 2009, 07:02 PM Are you loading it as a mod or directly from the map?
Oh, that was the problem.
I assumed it was already routed to the mod directory.
m9x Dec 08, 2009, 05:01 PM I absolutely adored the Greek World mod in Civ4. I can't wait to try this one out. Expect my report back ASAP.
JiimBV Dec 15, 2009, 03:32 PM Are you only supposed to be able to play as 7 civilizations?
Steb Dec 15, 2009, 03:39 PM I think there's 16 civs total. Your problem is the same as above: you're probably loading directly from the map. Load it as a mod from base BTS.
JiimBV Dec 15, 2009, 10:07 PM OK, thanks. Now I've got it.
The Flame8 Dec 17, 2009, 04:02 PM Is this mod compatible with 3.13 BTS?
civ_king Dec 19, 2009, 11:10 PM Is this mod compatible with 3.13 BTS?
no...
Zagoroth Dec 19, 2009, 11:35 PM The Flame8: It would take maybe ten minutes to update to the latest patch. The only thing that might have gotten you into trouble is if you lost the cd, benefit of the doubt, and were running the game on a no cd patch. The latest patch functions as a no cd patch, if that was an issue. There is no reason not to upgrade...
AlexanderGreat4 Mar 07, 2010, 02:46 PM Why have things slowed down so much here?
Arkaeyn Mar 07, 2010, 03:03 PM Main reason is that we lost most people with coding or modding expertise around October or so. There also appear to be far more people willing to argue minutiae about leaderheads than actually willing to do actual modding.
I've talked with Rhye, who's still interested in the project, but still generally busy, unfortunately.
JiimBV Mar 07, 2010, 06:25 PM Arkaeyn, I would if I knew how. But I can't even figure out how to add an extra unit to a nation on its start, so I honestly can't help much.
Arkaeyn Mar 09, 2010, 01:54 PM If RFC, that's trickier than it appears, because there's lots of scripting going on with the map. I can't blame you on that one.
But we do have some other brainstorming things to do. Mainly buildings. And the City Names and Settler Maps are no-modding-XP-necessary. I've just gotten kind of busy and hit a wall with some modding stuff, but if you'd like to help in either of those directions, they could be quite fruitful.
The Turk Mar 14, 2010, 02:01 PM How come there has been no new versions of this mod in such a long time? Has work on this mod completely stopped?
Arkaeyn Mar 14, 2010, 05:24 PM See three messages above yours.
The Turk Mar 14, 2010, 11:59 PM I thought something like this would happen, Rhye should have continued development on RFC rather then take on a new mod which no one cares about obviously, the real prize now is RFC Europe which is on the rise
Heathcliff Mar 20, 2010, 08:22 AM I care about this mod.
AlexanderGreat4 Apr 24, 2010, 11:20 PM But RFC Europe sounds so boring. Who cares about the Medieval age? I stop playing regular RFC after 600AD and start again.
Wessel V1 Apr 25, 2010, 07:23 AM I also thought that the Medieval was a not so interesting part of European history, but the game is actually pretty cool and it even made me read some interesting articles in a history magazine. Now I consider it to be one of the most interesting parts.:)
micbic Apr 25, 2010, 11:04 AM But RFC Europe sounds so boring. Who cares about the Medieval age? I stop playing regular RFC after 600AD and start again.
Obviously, many. Try it out, you have nothing to lose.
What exactly don't you like at the Medieval Ages (there must be a reason to think of it as boring) ?
tachidi May 13, 2010, 11:01 AM any news about work progress?
The Turk May 14, 2010, 04:40 AM This mod is as good as dead, currently Rhye is working on a patch for RFC
Wessel V1 May 14, 2010, 06:06 AM I'd say it's just the opposite until your statement is confirmed: since RFC will get it's final patch very soon, there is hope that RFC:GW will be Rhye's next project, until Civ 5 is released. I'm one of the guys who prefer Civ 4 with RFC mechanics than Civ 5 without.
kravixon May 14, 2010, 02:38 PM I'd play both :)
I don't know anything about modding scripts, units, civs, or anything, but if this project is getting worked on again I'll volunteer to work on city names/settler maps.
Arkaeyn May 15, 2010, 12:04 AM I couldn't really get any further without any coding help, so I passed it along to Rhye. I hope he can come in and revive the mod.
The Flame8 Jan 28, 2011, 08:19 AM Can you get this as a regular zip file. it looks cool but i cant unzip rar files
The Capo Jun 13, 2011, 02:03 AM I would love to help out with this if I wasn't so busy. Sounds like a great idea and I'd urge anybody who has worked on it to try and finish it up. The concept is awesome, it is a cool time period and there is enough art out there (units, structures, flags, etc.) to make this an awesome looking game too.
So don't give up guys.
hoplitejoe Jun 13, 2011, 10:16 AM I think every one already has given up.
merijn_v1 Jun 13, 2011, 12:14 PM I think everyone would love to help making this mod, but don't have the coding skills to make it. If someone takes up the major coding, I bet many will help by testing the mod and give feedback.
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