View Full Version : Rhye's of Civilization - the fastest loading mod Expanded
Rhye Nov 18, 2004, 04:10 PM Well, first of all rename the trait to "Normal" since it's not gonna only beo n religious civs. The listing of traits is automatic, you can't control it except by renaming traits. You could always just rename the trait to " " and then it won't be such a bother. You can write on the background of the civ selection screen under the selection area something like "*Any nation with just one trait is also religious". That can do the job.
I tried to delete the trait name, but now true religious civs only show one trait. (Expansionist, )
I'll darken the background
Rhye Nov 18, 2004, 04:13 PM Milty, we know silk was not needed for those things, just like Mustangs were not required to build the statue of liberty; the point is to prevent those wonders from being built outside of a specific region.
Yes, just like Pyramids don't require incense to be built, in basic RoC it was a needed resource justified with the little relationship (the incense was used in ceremonies)
Aeon221 Nov 18, 2004, 04:22 PM OH YES! YES YES YES!
I am HYPER excited about that Rhye!
Rhye Nov 18, 2004, 04:23 PM OH YES! YES YES YES!
I am HYPER excited about that Rhye!
about what?
Aeon221 Nov 18, 2004, 04:24 PM Why not just give the civs that used to be religious one of the old traits? Occam's razor an all that ;p
Blasphemous Nov 18, 2004, 04:24 PM I tried to delete the trait name, but now true religious civs only show one trait. (Expansionist, )
I'll darken the background
Umm, as I said, write on the background what it means when there is just one trait and that's that. How does darkening the background help?
Aeon221 Nov 18, 2004, 04:24 PM The patch, duh! hahaha
Horton Nov 18, 2004, 04:36 PM Rhye, I hate to say this since I'm a big fan of your mod but I'm afraid I won't be doing any more testing until something is done about the runaway money situation.
It is just too frustrating to have to fight dozens of civs continuously from the mid-ancient era. In my current game, around a half dozen AI have 500-3000 gold by around 1000 BC. This leads to unending military alliances and makes a mockery of diplomacy. No sooner do I make peace then a whole new round of alliances forms. It just isn't a fun sitaution to play in. These AI seem to be making a huge amount of gpt for some reason.
Aeon221 Nov 18, 2004, 04:51 PM Dont you? I always have a fortune playing as some civs; I kinda like this new situation, because before all the AI did was sit and b*tch at you for getting into wars. Now its like pre-WWII: CONSTANT WAR!
Its amazing; the periods of peace are a result of mutual exhaustion. The only thing that stops them from going nuts is usually the buildup of nukes...
Also, colonial infantry has proven itself exceedingly useful! I have been using it as a primary combat unit (backed up by fusiliers and cannon) simply because it is so versatile! It is INCREDIBLE how nice it is to have an aggressive infantry unit. Also, I got a lancer army together (I was desperate to fight off an Austrian seaborne force of highertech units, so I had to scrap the idea of a cav army) which has been slaying left and right. It has been a good game... except for the fact that I am just now researching democracy at 1912... but the SoL should make up for that! I cannot WAIT to blast into the modern age!
Aeon221 Nov 18, 2004, 05:07 PM When I first built slave trade, I expected to be a bit disappointed with it... I mean, a slave worker every 10 turns is nothing to jump and sing about.
BUT, a MACHINEGUNNER every ten turns, when you are nowhere near the tech for it, is nothing to sneer at ;p
Maybe we should do something about that haha
Also, how about every six turns with the slaves? There were quite a few, and it would really make a much better point as to just what America was built on if almost all the workers were African slaves.
Something I just thought of:
Put a few workers in barbarian stacks, so that slaying everything in it gets you a few slaves! That way people would have an incentive to go out and whipe out the camps (slaving expeditions). It wouldnt have to be a lot; maybe one or two for a few camps.
Blasphemous Nov 18, 2004, 05:30 PM Aeon, I edited and fixed the machinegunner and U2 problem ages ago... It's really pretty easy and I would suggest fixing it yourself before your next game, if it weren't for the imminent release of the patch.
Aeon221 Nov 18, 2004, 05:37 PM Last thing; I am apparently building the Statue of Liberty in the middle of the USA... makes little sense.
How about put a mustang deposit near D.C. so it can get built on the water at least ;p
Blasphemous Nov 18, 2004, 05:39 PM Shouldn't it just require a coastal city, and need Mustangs but not in the city radius?
Makes way more sense that way.
Aeon221 Nov 18, 2004, 05:40 PM No, because then anyone I trade my mustangs to could build it, which would defeat the purpose of the whole thing!
As it is, I need the income from the things desperately, but I do not get the tech for my wonder until long after everyone else does. See what I mean?
Rhye Nov 18, 2004, 05:50 PM ->I've darkened the background. I can't see how good is the result because of my monitor; I'll leave the judgment to you.
No Occam btw :)
->I fear that mustangs can go away by trade, and if I add another mustang in washington it is more likely to happen. BTW the statue is in New York, so what's wrong :p
->I fixed that machinegunner thing ages ago. You'll find it in the next patch. BTW ok for the slave trade a little more powerful.
->AI has too much incentive in going towards barbarian camps. Believe me.
->I'm sorry for Horton, well, I have to know WHY it happens before everything. Could it be the rate caps? Could it be the tourist wonder? Could it be some unbalanced government? Has the player the same benefits?
I need info from you! If you are quick enough I'll include a fix in the 0.7, tomorrow.
->I still can't understand why Asclepius's save is so slow. Has anybody else experienced this?
Blasphemous Nov 18, 2004, 05:52 PM Oh, I see. Well then some resource needs to be placed on the east coast and that one should be made a requirement in the city radius of the coastal SoL.
Blasphemous Nov 18, 2004, 05:55 PM Perhaps the way to fix the money overload is to increase the maintanance for some of the improvements that tend to be built by the big tech players...
Aeon221 Nov 18, 2004, 05:56 PM Mine is a bit iffy, but I am not sure how slow since I am playing and studying for my exams at the same time. nothing major though.
I guess you could remove a mustang from somewhere else, and then place one in DC.
Haha I know its in NY, which is never in the right place, but there does not seem to be much choice about it.
It cant be the rate caps; I have never seen anything like this in any other mods with caps. I must reiterate that I do like it alot, as it makes it easier to keep track of who is in the lead... you just follow the flow of the dough ;p
Rhye Nov 18, 2004, 06:05 PM I reduced again the caps influence. Now they can only be 8/9/10 instead of 7/8/9/10 (in the first version with the new govs it was 6/7/8/9/10 and huge amounts of money were flowing)
blackheart Nov 18, 2004, 06:09 PM Good work on this mod Rhye, I love it! I just have a suggestion (if it isn't already being implemented), use team colors for the civs, like the one found in your link. I think it would be a relief from the dull monotone of Civ3.
Rhye Nov 18, 2004, 06:14 PM Have a look. I can't see the text but it could be my monitor.
If you still read the text, tell me and I'll darken more.
EDIT: removed
Rhye Nov 18, 2004, 06:15 PM Good work on this mod Rhye, I love it! I just have a suggestion (if it isn't already being implemented), use team colors for the civs, like the one found in your link. I think it would be a relief from the dull monotone of Civ3.
of course! I posted that team colours thread because I wanted to put them in the mod!
blackheart Nov 18, 2004, 07:17 PM I can still see the text. Why not just leave it the way it is? Seeing a little traits error isn't altogether important
Gunner Nov 18, 2004, 07:23 PM Yeah just leave it how it was, that darkening thing looks pretty bad.
I would also like to point out that there is quite a bit of excess cash in regular Rhye's of Civ too. There are usually two or three civs above 7000 during the middle ages.
Aeon221 Nov 18, 2004, 07:51 PM Darkening is bad bad plan!
Just mention in the civlopedia that they get other bonuses to compensate for their de-traitage.
Aeon221 Nov 18, 2004, 08:26 PM Out of curiosity, does anyone else think Isabella looks like she has been ingesting some 'illegal herbage' based on that picture?
;p
... or else she just naturally looks like a squirrel haha
Asclepius Nov 19, 2004, 02:44 AM -> asclepius:
the savegame seems going correctly between the turn, then AFTER the notices of finished production it freezes for 2-3 minutes, very strange. Can you confirm this?Yep, that's what happens on my machine as well. It was actually worse at one stage, but I don't have any saves from before the one I sent you. It has speeded up a bit now I'm in the 1950's but it still seems slower than RoC.
remove
#ANIMNAME_PRTO_T-34
T-34
and add:
#ANIMNAME_PRTO_T-34
Tank
Thanks. I actually added the T34-76 from the SoE mod. I didn't want to see that stupid tank wandering around my Great Russian Empire :D
Having to convert the pediaicons to show civ3 default animations and not to forget anything is a real painI imagine it can be more than a pain, especially if you have a CTD without any clue as to what is wrong. Your hard work is appreciated, honest!
About Horton's problem with the excess gold. I can sympathise, as in some games it does get kinda ridiculous. The length of time war goes on is mind boggling (but it does make for a difficult game, not much challenge if you win every time). I believe the excess gold comes about because a Civ gains a tech advantage and trades with everyone to make a pile of cash. I don't think the gold is ever generated, it is always traded. If you check back on a Civ with a huge gold advantage a few turns later they can be back down to zero again and not earning much per turn. My latest game is a good example, Israel had a middle ages advantage of thousands of gold and several techs up on its neighbours. Now in the 1950's it a single city state with 0 gold. It is amazingly still ahead (and keeping ahead) in the tech race though.
Oh, I don't like the dark screen idea either... Just write an explanation on the background or something....
Blasphemous Nov 19, 2004, 03:57 AM Down with the dark background! I personally can't see a damn thing in the place with the traits (unless I strain my eyes which I don't wanna do). Just make the name of the trait " " and make a note in the background right under all the names of the civs (in the left-hand area) that says that civs with only one trait are religious. It's the most elegant solution you will find, I think.
Lachlan Nov 19, 2004, 04:02 AM i wait the 0.70 version :) I stop played Expansion
Rhye Nov 19, 2004, 04:23 AM :( is darkening such a bad idea? I saw how it look on a working monitor, and the text is still shown, but in my opinion some more darkening is better than showing a wrong text or a thing like this:
Rhye Nov 19, 2004, 04:25 AM Down with the dark background! I personally can't see a damn thing in the place with the traits
You SHOULDN'T see a damn thing!
Blasphemous Nov 19, 2004, 04:46 AM Umm... Unless the Ottomans are Religious and Religious it shouldn't be that way. What I meant is that you should rename the Religion trait to " " so that all but the religious civs still display correct traits.
Or instead you could just write the traits in the background under the name of each civ, and really rename them all to " ". Then you can display the traits that you want. You can even add your own traits (hey, if Religious can be a trait without being a trait, why can't, say, "Diplomatic" be a trait?)
Blasphemous Nov 19, 2004, 04:47 AM You SHOULDN'T see a damn thing!
Then what's the idea? I don't get it. And it's still better to display just one trait for some civs with a note saying that means they're religious than not to display any at all. =|
Rhye Nov 19, 2004, 07:39 AM You don't seem to understand.
Renaming "Religious"->" " has the effect that for example Spain is (Expansionist, ).
The 2nd picture I posted shows what happens if I rename all the attributes: it becomes ( , , ) or ( , ).
Rather than showing a wrong text or a non-sense (,)(':#), I prefer not having anything shown (darkened). The traits written in the background are a good idea, but who cares if I get the traits+religious traits+UUs clicking on "description"?
This is a way to make normal traits and religious traits more equal. Right now you have insteal normal traits shown and religious traits and UUs hidden in the pedia.
Blasphemous Nov 19, 2004, 07:46 AM I think the most elegant option is to rename just one trait (Religious) to " ", and then what you get is some civs that say "Commercial, Expansionist, " and some that say "Seafaring, ". Then you add a note in the background saying what it means when there is only one trait listed. This way, everybody understands what each civ's trait is, and nothing looks too ugly.
Rhye Nov 19, 2004, 08:24 AM I made 2 variants. One is more darker, the other has only a black box that covers the text.
One of this two will go in the 0.7, today, so that you can better judge.
EDIT: added a third variant. A little different, perhaps the best
EDIT: removed
Blasphemous Nov 19, 2004, 08:28 AM The gradient one is better, but will you really not consider my idea? I find it far more elegant, especially since it will still allow people to quickly see each nation's traits when trying to decide who to play (I always do that and if you make it so I ahve to go into the pedia it won't be as simple.)
Rhye Nov 19, 2004, 08:36 AM Look the third one just posted, I think it's better. I wonder if it is my monitor that makes that look good to me.
Your idea, well, I don't consider it elegant. Writing a thin line saying that bla bla bla. I can try if you want, but you can imagine how the result would be.
Rhye Nov 19, 2004, 08:38 AM And BTW to make the third variant I used your idea of renaming ALL the traits to " ", so that the text would only use 2 lines instead of 3 and allowing me to divide the lower box.
Blasphemous Nov 19, 2004, 08:42 AM The third option that you made is best of the three, but I still think my idea would be better (and I have a mental image of it in my mind - it looks good.)
Make the note under the Game Limits button.
Rhye Nov 19, 2004, 09:32 AM 0.71 sent. The link is always the same, just edit the number.
For now it contains the 3rd option.
Please remember to check:
-if the new religius trait works
-if balancement has major flaws (remember that Euro civs are now crippled for the very early turns)
-the timeline: I did not check after editing, so this time it's entirely up to you.
-how's the money thing now that I've changed some caps and number of bonus units.
-if it gets slow
Thus, there are tons of fixes, new settings for cruise mussiles, air units (including kamikazes) and land units, and wonders.
There are new graphics for some wonders (now nothing is missing)
Flavour units are implemented. You can see different icons (but NOT in the civilopedia: they will remain the same). By the way, civilopedia duplicate entries are still missing: it's the next thing I'm doing.
Report any wrong setting (like France having both Musketeer and Musketman, or having no Spearman at all, etc.).
Asclepius Nov 19, 2004, 11:06 AM Maybe you have this already in 0.71 but Colonial Infantry didn't upgrade to Marine in 0.5
Aeon221 Nov 19, 2004, 11:19 AM I am not sure about the upgrades anymore, since there are so many flavor units haha
however, I would like to know how to reverse the changes you made in the player select screen. I made it white again, but i cannot figure out how to make it display the traits again.
Blasphemous Nov 19, 2004, 12:03 PM Aeon, he renamed all the traits in the biq to " " so their names aren't displayed. Use the editor to change that if you wish.
Rhye Nov 19, 2004, 12:41 PM however, I would like to know how to reverse the changes you made in the player select screen. I made it white again, but i cannot figure out how to make it display the traits again.
delete label.txt inside Rhye's of Civilization X\text
Aeon221 Nov 19, 2004, 12:42 PM I THOUGHT thats what it was.
Also, no flavor chariots require horses. This could be an issue... just maybe.
Rhye Nov 19, 2004, 12:53 PM Maybe you have this already in 0.71 but Colonial Infantry didn't upgrade to Marine in 0.5
it is fixed in 0.71
Rhye Nov 19, 2004, 12:55 PM I THOUGHT thats what it was.
Also, no flavor chariots require horses. This could be an issue... just maybe.
:goodjob: Congratulations for being the 1st in finding out errors!
Blasphemous Nov 19, 2004, 01:32 PM I still haven't started on 0.71 and won't until I'm done with british imperialism, so Rhye, feel free to release patches like mad.
Vostos Nov 19, 2004, 01:57 PM What are the new unique units in the X pack?
Lachlan Nov 19, 2004, 02:01 PM i will continue to play :mischief:
Romans = good choice
Rhye Nov 19, 2004, 02:07 PM I'm going out now, can anybody answer Vostos?
Lachlan, can you write the list of the new UUs?
Lachlan Nov 19, 2004, 02:20 PM Argh, it's too asking for me Rhyes and i discovered same problem for the flavor horseman (no horse required)
The four flavours warriors don't upgrade to spearman
Sorry now i'm affraid but if it has same serious errors in biq i can't continue to play :blush:
Aeon221 Nov 19, 2004, 02:21 PM Woo HOoOo!
I found error! hahaha
not something to be excited about, but at least Im doin me job!
UU list is massive, and I have my third exam of the day in like an hour... so somebody else can pull that assignment.
Aeon221 Nov 19, 2004, 02:22 PM No all the flavor units upgrade to one another just like UUs. It just doesnt say it in civilopedia... at least I think so...
Aeon221 Nov 19, 2004, 02:28 PM I checked all the other flavor units, looks like its only horses for chariot an horsemen flavor units.
Rhye Nov 19, 2004, 06:40 PM The horsemen have the same problem (1 point for Lachlan! :lol: ) but apart from that, everything seems correct.
If you really want a fix I can send you, but it doesn't seem so urgent, considering that you may find more and more errors in the next days.
Warriors, just like all other flavour units, upgrade to each other before upgrading to the following step.
This isn't shown in the pedia, that shows "Upgrades to" only in ONE of the flavour units, the one belonging to the group where your civ is (the rest of the units doesn't show anything).
These groups are mostly based on cultural groups, but there are many exceptions (like half Mediterranean group (Rome, Greece) merging with the European from the middle ages on, and the other half (Egypt, Carthage, Byzantium) merging Middle East).
There are many exceptions regarding African civs, America, Israel, and some others I don't remember now, too. The Jet Fighter partition is even different: NATO countries will have the F-15 animation; Russia, China, Korea and many of the countries that were under Soviet wing use the MiG :) )
Beernuts1987 Nov 19, 2004, 07:21 PM OOOO I found one-- Harbor in the civpedia has a confusing entry. It repeats itself ;)
Aeon221 Nov 19, 2004, 07:42 PM research rate is too high! Where before I was stuck with times in the high 30s, I can now get writing in 28 turns (as england working forest/dyes w/ 1 cit) AND pump a curraugh in only 5 turns!
I liked having the large amounts of cash; I think that they allow you to have a much more flexible fiscal policy w/ rush builds vs. tech trades. The large stockpiles flowed from civ to civ, so its not like any one civ had the cash the whole game.
Without those huge piles of gold, trading is slow and stagnant; with them, diplomacy is active! I can actually make a profit from selling techs, and alliances come and go with the gold, forcing the AI (and the human) to be much more sangfroid about who they intend to ally with (follow the bling bling, yo! ;p
Forgive me for not being a purist, but i LIKE seeing huge stockpiles of gold. To me, it represents inflation: each dollar is worth less, but having more means you are more flexible in using them. I think the gold bug is a good bug!
Whatever you decide to do about it Rhye, i think you should take into consideration just how much good it does before you axe it arbitrarily.
Horton Nov 19, 2004, 10:15 PM Rifleman appear to be broken in 0.71. I cannot build any from scratch or upgrade my muskets to them.
Blasphemous Nov 20, 2004, 02:04 AM Aeon, I may not have played 0.71 yet, but I think I agree. I hadn't realized what an important part the gold bug is playing in my England game. Without it I wouldn't be the filthy, filthy rich bastard that can rush a settler every three turns and still end up with a net profit (250 GPT, baby!) And without that I will have no chance to colonize properly, so far without rushing any settlers before they were almost done, I only managed to pump out two settling parties. At this rate I will only have 2-3 cities in Australia before the whole island is taken. I will have to buy my settling parties if I wish to colonize. And for that I need an insane amount of gold. :D
Rhye Nov 20, 2004, 04:23 AM 250 GPT? Too much! I don't know if it's more or less fun, but it seems to much. I hope that the cash flow is now more similar to RoC.
However, 2 things seem to have affected your reations:
-You start with 5 gold and AI starts with 15. This prevents from building immediately a huge army to rush, but getting the gold is easy by trade.
-Before judging the tech rate, report me when did the most advanced civs hit Middle Ages and Industrial. Aeon, England is just like European civs, crippled in the very early turns. You could be right or you could be wrong, I need to know what happens later.
I also think that your poorness is due to this crippling, too. I'm sure if you choose Middle Eastern civ it would be better at the beginning.
Rhye Nov 20, 2004, 04:25 AM Rifleman appear to be broken in 0.71. I cannot build any from scratch or upgrade my muskets to them.
What civ are you using?
EDIT: I spotted it! You're using Byzantines! They are the only civ I forgot to tick. Many thanks.
Blasphemous Nov 20, 2004, 04:31 AM 250 GPT? Too much!
Rhye, I get this money by selling techs, if I didn't sell techs I'd be at something like -150 GPT when I research at 80% and have lux at 20%. And sometimes I bankrupt my enemies so much that I can't sell them anything anymore and I suddenly fall into poverty. There are only two civs at the moment with more than 200 gold, and that's me and Greece.
Vostos Nov 20, 2004, 04:43 AM What are the new unique units in the X pack?
Could anyone awnser?
Rhye Nov 20, 2004, 04:55 AM OK I'll do it:
This is currently the list (still non-definitive)
In brackets the replaced unit.
ROME Ballista (Catapult)
EGYPT Axeman (Swordsman)
GREECE Trireme (Galley)
BABYLON Assyrian Chariot (Chariot)
GERMANY Zeppelin (Bomber)
RUSSIA T-34 (Tank)
CHINA Firelancer (Musketman)
AMERICA USMC (Marine)
JAPAN Kamikaze (Figter)
FRANCE Grand Battery (Cannon)
INDIA Gallivat (Frigate)
PERSIA Mobile Tower (Catapult)
AZTECS Eagle Warrior (Spearman)
ZULULAND Ibutho (Swordsman)
IROQUOIS Mounted Warrior (Lancer)
ENGLAND Longbowman (Crossbowman)
MONGOLS Mangudai (Horse Archer)
SPAIN Tercio (Pikeman)
SCANDINAVIA Longship (Galley)
OTTOMANS Janissary (Fusilier)
AUSTRIA Grenzer (Rifleman)
ARABIA Saracen Bowman (Crossbowman)
CARTHAGE Phoenician Bireme (Curragh)
KOREA Turtle Ship (Ironclad)
ISRAEL Merkava (Modern Armor)
ETHIOPIA Shifta (Partisan)
NETHERLANDS Cog (Caravel)
PORTUGAL Prazero (Settler)
BYZANTINES Cataphract (Knight)
INCA Clubman (Swordsman)
MAYA Slinger (Archer)
Rhye Nov 20, 2004, 06:39 AM I just wrote the readme (without pictures for now).
Anybody willing to correct it?
Blasphemous Nov 20, 2004, 07:07 AM I can correct it, tomorrow.
Severity Nov 20, 2004, 07:36 AM Hello. I am new to this forum and I have a request. I've been playing Civ for 2 years now and I felt like spicing up my civ world and so far Rhye's mod sounds like the best bet for its featuers (Especially the faster load times is a must) Well my request is as follows, I tried downloading your fourth file for RoC on the first post but it's corrupted or so it tells me. Maybe you covered this or not in earlier in your thread and I guess I'm impatient, but I was wondering if anyone would be willing to give me that file that's not corrupted? If so, thanks a lot and I'll be posting alot more.
Rhye Nov 20, 2004, 07:56 AM corrupted? Strange, I'll upload the 4th file again.
Vostos Nov 20, 2004, 08:04 AM thanks for the list, though the axeman doesn't seem that Egyptian? Why chose it?
Rhye Nov 20, 2004, 08:24 AM The Egyptian axeman isn't exactly what people can think at first - a nordic axe thrower, as the weapon is a bit different. It's one of the units of the Egyptian Pack in the units forum.
here's the civilopedia entry:
#DESC_PRTO_Axeman
^
^
^Axes were probably used very early in Egyptian warfare, though at first they were perhaps no different than the tool
used for peaceful purposes, such as cutting would. As a practical weapon, it was the battle axe that eventually replaced
the mace as one of the Egyptian military's primary close combat weapons.
^Infantry armed with battle axes were typically deployed after the enemy had been weakened by archers. The axe was more
effective in cutting wounded or fleeing enemies to pieces than it was in breaching an intact battle line. The Hyksos,
Asiatics themselves, are credited with having introduced scale body armor into Egypt and brought about changes in the
form of the battle axe there by the middle of the 2nd millennium.
Rhye Nov 20, 2004, 08:25 AM corrupted? Strange, I'll upload the 4th file again.
Done! You can download now
Severity Nov 20, 2004, 08:29 AM Yay! That was fast! Thank you very much, downloading now.
Rhye Nov 20, 2004, 11:14 AM New logo unveliled:
Blasphemous Nov 20, 2004, 12:05 PM Utter pwnage. :goodjob:
Vostos Nov 20, 2004, 01:11 PM Nice logo :)
Thanks for the pedia entry, explains it to me
Rhye Nov 20, 2004, 01:15 PM Heh, it took two hours to edit the original photo of a box in my room, because I can't use any 3D program: just 2D photo-editing.
Anyway I hope everybody will like the result (and the startup screen of the 0.71, too :) )
Vostos Nov 20, 2004, 01:16 PM What graphics program do you use?
Rhye Nov 20, 2004, 01:19 PM I used the 3D box function with Corel Draw, and the rest with Paint Shop Pro 7.
Gunner Nov 20, 2004, 01:45 PM I routinely get +250 gpt in regular RoC. Please dont try to correct a "problem" thats been in RoC all along. I think the gold flow is one of the best features.
I usually play a euro or mid east civ on demigod.
By the way, like the new logo. :goodjob:
Rhye Nov 20, 2004, 02:49 PM Well I try to keep it as near as possible to RoC. Don't worry about that. The initial problem of the cash flow was that since the new govs some civs had 10000+ gold.
Beernuts1987 Nov 20, 2004, 08:33 PM Excellent logo!!! Alas I have found 2 problems in my England game (is it just me or do they kick a$$?) Harbor civpedia is wierd and Statue of Zues does not require elephants. It was built by Greece! Its opening day for deer season on Monday so I won't be able to play RoCX for awile :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
Jomester Nov 21, 2004, 12:52 AM I've been playing CIV in some form since 1994 and I just happened to stumble onto this website the other day. I've been playing your mod for a few hours and I love it. Especially, the Black Death w/ the vultures and the skull. I also really like the way your landscape graphics look. Just wanted to say thanks for your work on this, it is killer! :goodjob: Blohm!
Rhye Nov 21, 2004, 03:53 AM Alas I have found 2 problems in my England game (is it just me or do they kick a$$?) Harbor civpedia is wierd and Statue of Zues does not require elephants. It was built by Greece!
I just fixed the harbor.
The statue of Zeus does not require ivory anymore because it is a religious wonder now: with that requirement none of Romans, Greeks and Byzantines would ever build it.
Its opening day for deer season on Monday so I won't be able to play RoCX for awile :cry: :cry: :cry: :cry: :cry: :cry:
Deer season??
Rhye Nov 21, 2004, 03:55 AM I've been playing CIV in some form since 1994 and I just happened to stumble onto this website the other day. I've been playing your mod for a few hours and I love it. I also really like the way your landscape graphics look. Just wanted to say thanks for your work on this, it is killer! :goodjob: Blohm!
Thanks for your vote!
Keep an eye on this thread: the expansion pack of the mod will be released in a short time.
Aeon221 Nov 21, 2004, 08:21 AM Deer season means hes going to go shoot animals in the woods like an utter barbarian.
I just got home from a hellish airplan ride (I got full body searches THREE TIMES, had to change airlines, and they lost my luggage until today), so I have not had time to do much besides sleep.
If you send me the readme I will readit! ;p
Rhye Nov 21, 2004, 08:45 AM OK I'm sending it.
Blasphemous Nov 21, 2004, 09:10 AM I can read/correct the readme if you want as well (as I said yesterday). Just send it to me and tell me what you need done.
Vostos Nov 21, 2004, 09:23 AM roughly what size do you expect the X-pack to be?
Rhye Nov 21, 2004, 01:48 PM roughly what size do you expect the X-pack to be?
Good question. I can't say for sure, but it will be approx. 100 MB
Rhye Nov 21, 2004, 01:49 PM I can read/correct the readme if you want as well (as I said yesterday). Just send it to me and tell me what you need done.
Thank you but I've already sent it to Aeon. I will post it for everybody soon, anyway.
Horton Nov 21, 2004, 07:20 PM In my test game today I had 3 crashes in the last several turns I was able to play.
Early Destroyer.INI was missing
Scenariors\Rhye's X\text\pediaicons.txt\ANIMNAME_PRTO_Infantry3
Art\Units\#ANIMNAME_PRTO_Guerilla23\#ANIMNAME_PRTO _Guerilla23.INI
Runaway money problem was not an issue in this game, at least not to the degree that it has been previously
Rifleman were non-existant in this game for some reason. I could not build any or upgrade muskets to them. I did have saltpeter and I saw some of the AI had them so I don't know what the problem could be.
Jaguar Nov 21, 2004, 09:26 PM Papal States "expires" at Nationalism. However, the only effect of the Papal States wonder is to give culture. Wonders still give culture after they expire. So the expiration of the Papal States wonder is fairly useless.
Rhye Nov 22, 2004, 12:53 AM QUOTE=Jaguar]Papal States "expires" at Nationalism. However, the only effect of the Papal States wonder is to give culture. Wonders still give culture after they expire. So the expiration of the Papal States wonder is fairly useless.[/QUOTE]
OK
Rhye Nov 22, 2004, 01:00 AM In my test game today I had 3 crashes in the last several turns I was able to play.
Early Destroyer.INI was missing
Scenariors\Rhye's X\text\pediaicons.txt\ANIMNAME_PRTO_Infantry3
Art\Units\#ANIMNAME_PRTO_Guerilla23\#ANIMNAME_PRTO _Guerilla23.INI
Runaway money problem was not an issue in this game, at least not to the degree that it has been previously
Rifleman were non-existant in this game for some reason. I could not build any or upgrade muskets to them. I did have saltpeter and I saw some of the AI had them so I don't know what the problem could be.
to continue playing, EVERYBODY must edit pediaicons and replace
#ANIMNAME_PRTO_Destroyer
Early Destroyer
with
#ANIMNAME_PRTO_Destroyer
Destroyer
#ANIMNAME_PRTO_Infantry3
Infantry
#ANIMNAME_PRTO_Infantry4
Infantry
#ANIMNAME_PRTO_Infantry5
Infantry
Guerilla seems OK. Tell me if it happens again.
Riflemen are OK except if you are using Byzantine (I forgot to activate their rifleman flag, I'm sorry for that).
Rhye Nov 22, 2004, 07:15 AM so, how is it going?
in which years there were era changes?
when was America discovered?
are wonders being built correctly?
Asclepius Nov 22, 2004, 07:23 AM so, how is it going?
in which years there were era changes?
when was America discovered?
are wonders being built correctly?Sorry, Rhye. No time to test at the moment, hope the others can help out.
Lachlan Nov 22, 2004, 08:50 AM Sorry, but seems that you have released too early the 0.71 :(
Because possibles bugs and crashs :rolleyes:
Sorry my sir :D
I will test perhaps the 0.75 or 0.8 or 0.9 or will wait the 1.00 Final Version .
Curious this flavors units that have all the same name, you will lost yourself if you don't caution ;)
Good luck !
My English is it understandable :lol: ?
Blasphemous Nov 22, 2004, 08:56 AM Rhye, I still haven't downloaded 0.71, so can you upload a fixed copy or a fixed 0.72?
I probably won't start on 0.7x for a bit, I wanna play through colonialism with England first. =X
(I did notice the age of colonialism was a bit too short in the previous version that I'm playing on, but I don't know what exactly has been changed since so never mind.)
Rhye Nov 22, 2004, 09:08 AM OK I'll upload a new version today or tomorrow, just to be sure that everything works.
I can say that it is 80% complete: I need your help to finish this last 20%: the info I asked can save me a lot of time.
dafiden Nov 22, 2004, 09:40 AM Is there anything that can be done to increase the wait time (i.e. the AI actions) during turns?
Rhye Nov 22, 2004, 10:11 AM to increase???
mysticalone Nov 22, 2004, 10:11 AM any one elce play Americans and not able to build wounders
Rhye Nov 22, 2004, 10:19 AM mysticalone, I don't understand what's your problem. Wonders are buildable by everybody but some require some resources.
Hi there i love your new world im playing the Conqor
world and im not able to make wounders every one elce is and i was woundering if there is a glitch.
And I don't know what a glitch is.
Blasphemous Nov 22, 2004, 10:33 AM A glitch is a bug, a mistake. That kind of thing.
http://dictionary.reference.com/search?q=glitch
dafiden Nov 22, 2004, 02:23 PM to increase???
No, you got me ;)
I meant "to decrease wait time." I have all animations turned off.
Gunner Nov 22, 2004, 03:04 PM Um dafiden, this map/mod is just about the fastest that you will ever play. Try some of the others out and you will get the picture.
I dont know of anything else you can easily do to decrease the wait times more.
Jaguar Nov 22, 2004, 03:09 PM OK I'll upload a new version today or tomorrow, just to be sure that everything works.
I can say that it is 80% complete: I need your help to finish this last 20%: the info I asked can save me a lot of time.
I say upload a version with all the graphics. Most of us have very fast internet, and we probably spend more time correcting pediaicons.txt problems than downloading. ;)
Blasphemous Nov 22, 2004, 03:14 PM I agree. It would also save you time Rhye, as you won't have to keep two different versions.
Rhye Nov 22, 2004, 03:17 PM I say upload a version with all the graphics. Most of us have very fast internet, and we probably spend more time correcting pediaicons.txt problems than downloading. ;)
you would spend time correcting ini files. In my plans I was going to fix those animations (full of wrong links, missing sounds, wrong offests, etc.) while you test the 0.7.
So, I'll post an updated version, but let me share the animations only when the number of possible problems is limited.
Rhye Nov 22, 2004, 03:18 PM No, you got me ;)
I meant "to decrease wait time." I have all animations turned off.
oh, I see.
Well, as gunner said, this is the fastest mod on an Earth map. If you want something even faster you have to play with a small random map.
Rhye Nov 22, 2004, 03:49 PM You can download now the 0.72 replacing the 1 with 2 in the old link.
dafiden Nov 23, 2004, 06:43 AM oh, I see.
Well, as gunner said, this is the fastest mod on an Earth map. If you want something even faster you have to play with a small random map.
OK. Thanks. I enjoy your mod very much, by the way.
Asclepius Nov 23, 2004, 02:11 PM so, how is it going?
in which years there were era changes?
when was America discovered?
are wonders being built correctly?OK, having a quick game as England. The rampant gold problem has gone beserk in this game. Yet again France is unstoppable. France really must be tweaked down a bit, they always have runaway gold totals. This is how their gold balance has progressed (dates and totals are rounded up);
230 BC > 2500 gpt
50 AD > 2700 gpt
150 AD > 3100 gpt
1000 AD > 4200 gpt
1450 AD > 5800 gpt
1520 AD > 7200 gpt
Because of the French bank balance, I am now at war with the entire known world! :rolleyes: (I am still winning though :D)
I reached Middle Ages by 200 AD and Industrial Age by 1750 AD
Firearms were discovered by 1100 AD, America by 1650 AD.
China, Greece and Spain were all destroyed before 1400.
I don't think the title "Sun King" is right for Absolute Monarchy - at least not when playing as England!
CTD on the horizon - Early Destroyer is missing in the text file.
Built all of the Pagan and Christian wonders without any problem.
EDIT: Oh yeah, one other thing. Why does the Man-O-War upgrade to a transport? A unit with a lower attack rating and not an offensive unit? Shouldn't they upgrade to Early Destroyer to reflect the size of the early Royal Navy?
Rhye Nov 23, 2004, 02:25 PM CTD on the horizon - Early Destroyer is missing in the text file.
Replace
#ANIMNAME_PRTO_Destroyer
Early Destroyer
with
#ANIMNAME_PRTO_Destroyer
Destroyer
Rhye Nov 23, 2004, 02:29 PM ->about the gold problem, I really don't know where does it come from. Have you any clue on how they get that gold in the early part of the game?
->As Man-o-war now replaces the galleon, I put it in the path leading to the transport. I can still leave it replacing the galleon, but move its path to the frigate->destroyer or ironclad path if you think it's better. But I wouldn't be sure of this.
Asclepius Nov 23, 2004, 02:39 PM ->about the gold problem, I really don't know where does it come from. Have you any clue on how they get that gold in the early part of the game?
It seems to start with trading techs (They research much faster than anyone else.) But then it seems to snowball into huge amounts of money even though their tech advantage slows down. So its not only trading techs.
->As Man-o-war now replaces the galleon, I put it in the path leading to the transport. I can still leave it replacing the galleon, but move its path to the frigate->destroyer or ironclad path if you think it's better. But I wouldn't be sure of this.I'm not sure whether moving it into the galleon path is right but England normally builds loads of M-o-Wars which will only upgrade to transports which are pretty useless. It might be nice to see England with a huge Navy of Ironclads/Dreadnoughts, would be realistic anyway.
Rhye Nov 23, 2004, 02:46 PM Moving the man-o-war was right following the true historical nature of the ship.
I'll make it upgrade to the dreadnought (not to the ironclad, as it is slower)
Gunner Nov 23, 2004, 03:54 PM Those gold totals that Asclepius listed for France are pretty close to the ones the leader has when I play regular RoC. Those new ones might be a little bit higher.
Rhye Nov 23, 2004, 04:07 PM Mmm. Probably the main reason is simply having 31 civs in the same time. More the civs, more the gold you can plunder.
But apart from that, any other secondary reason must be found and tuned.
GrandSultan Nov 23, 2004, 05:57 PM I'm sure this has been covered before but not going to look through 190+pages. When I try to start the game it says part of the file "text.PediaIcons.Txt":ICON_BLDG_Holy_War I havedownloaded the patch and all four parts and the readme. Thanks for your help, I can't wait to play! :)
Rhye Nov 23, 2004, 07:09 PM That error message usually comes when Conquests isn't updated to 1.22, iirc.
Can anyone confirm this? I'm not sure I remember correctly as it's been a long time since last time somebody had this problem.
Jaguar Nov 23, 2004, 09:48 PM I keep getting to flight really early. It's kind of silly. It doesn't have enough prerequisites. I think you should consider giving it more requirements so that people don't discover it so early.
BTW, can a little be done to help the Mayas? They're always so pathetic. :( For two straight games, they have had only one city when I discovered America.
Lastly, the Civilopedia for India Trading Co still mentions docks, which no longer exists.
GrandSultan Nov 23, 2004, 11:36 PM Ah, ok. I havn't downloaded 1.22, only 1.20 :P Doing that as we speak. Thanks for your help, once I play a game I will come back and tell you what I think but it looks promising.
Rhye Nov 24, 2004, 04:12 AM I've lost the Mayan balancement when I made that last crippling thing. I'll have a look.
And 4 more techs are now needed to reach flight.
Thanks for the info.
Rhye Nov 24, 2004, 04:14 AM I just applied for a job at Firaxis.
I will probably be rejected, as despite I have the qualifications, I live in Italy. But I tried: never say never...
http://forums.civfanatics.com/showthread.php?t=105650
Rhye Nov 24, 2004, 04:28 AM I added a different Junk and Caravel for England, that lead to the Man-o-War and then to the dreadnought. The problem is that now nothing will upgrade to transport. I'm not sure it was a good idea.
Rhye Nov 24, 2004, 06:05 AM Where is Aeon? He had to give me back that readme...
Well, here's for everybody. Anybody please have a look and post a corrected version.
EDIT: removed
Blasphemous Nov 24, 2004, 06:30 AM Wow, good luck on that job application, Rhye.
I'll see if I can squeeze in a quick read&repait on that readme sometime today.
Aeon221 Nov 24, 2004, 10:08 AM sorry went home for thanksgiving have no internet really and cannot check my school mail. had a hellish flight of it too.
Blasphemous Nov 24, 2004, 10:41 AM I personally don't mind, but I'm not sure everybody wants their email addresses post the way they are in the readme.
Anyway, I'm done reading and correcting. I may have missed some stuff so the rest of you are welcome to go over it and correct it further.
Rhye Nov 24, 2004, 01:35 PM I personally don't mind, but I'm not sure everybody wants their email addresses post the way they are in the readme.
Right. If anybody doesn't want its mail shown, please tell loud.
Great job with the readme BTW. It is correct now :) (One more thing: isn't "haven't" or "haven't got" more correct than "don't have"?)
Blasphemous Nov 24, 2004, 02:05 PM I decided to abandon my game as England (I lost momentum once I stopped playing regularly) and I started a new game as Greece on 0.72.
-In the Trireme pedia entry the naval movement costs aren't formatted correctly.
-I got a settler from the goody hut SW of Athens really early on. Whenever this kind of thing happens it overpowers whoever benefits from it. There must be some way to make it stop happening. Perhaps the Settler unit should be changed so it's some other kind of unit, and civs would then build a different unit to make their cities and get whatever the Settler is changed to when they get lucky on a goody hut. It's just not balanced that a civ can double its power by luck in the early ancient age. It can make them the definitive world leader for the whole game.
-I discovered Philosophy at about 1000BC, got republic as a free tech, and changed to Oligarchic Republic immediately. It's now almost 0AD and the ancient age is almost done with.
-At 650BC I already had about 2500 gold. At 70BC I had almost 4000 gold. Throughout the whole period (starting alot before 650BC) I have always been ahead of the rest on gold, but there's usually a few nations with at least 100 and one to three with over 300.
Rhye Nov 24, 2004, 02:11 PM Well, tell us where does this gold come out! (or post the save)
Rhye Nov 24, 2004, 02:20 PM -I got a settler from the goody hut SW of Athens really early on. Whenever this kind of thing happens it overpowers whoever benefits from it. There must be some way to make it stop happening. Perhaps the Settler unit should be changed so it's some other kind of unit, and civs would then build a different unit to make their cities and get whatever the Settler is changed to when they get lucky on a goody hut. It's just not balanced that a civ can double its power by luck in the early ancient age. It can make them the definitive world leader for the whole game.
Every civ except Incas have a goody hut that could allow a city (so over a plain/grassland/hill tile) nearby. Removing it to Greece would be unfair.
Blasphemous Nov 24, 2004, 02:27 PM 1. I got this gold by simply selling techs to anyone with alot of gold (or anyone with any gold once the tech is old).
2. I don't want any specific goody hut removed, I just think they should not be able to produce a second settler, and this can maybe be done by editing the Settler so it does something else instead of making cities (and a new real settler would be added for the actual civs to build for cities.) Also I managed to nab two foreign goody huts with my first warrior. One was a bit north of me (nearby Byz) and the other was France's (got to that one a turn before the French.)
Vostos Nov 24, 2004, 02:27 PM is there anything I can do to help with the production of the X-pack, I would like to help.
Asclepius Nov 24, 2004, 03:54 PM England 0.72 update:
Persia had 13500 gold by 1816!
The tech race really slows down towards the end of the industrial age. Actually, in nearly all versions this happens but I don't think many people play until the end game so it doesn't seem to get reported. From about 1900 the time line gets later and more out of synch with reality - Modern Age by 1970 - first tanks by 2000 (another reason why Armoured Car should be the first tank :mischief: j/k). I'm tech leader with a mass of gold but I just can't get to the Modern Age any faster.
Seeing as Trench Infantry has to survive until Modern Infantry (which is almost the end of the game), suggest calling them something more general. Trench Infantry only applies to WWI. Also, TOW Infantry can be researched before Tanks, which is a bit odd.
IMHO it would make more sense if the Internet wonder applied to every city and not just one continent. Surely the whole point of the Internet is that borders and distance are immaterial?
B-52.ini is missing as well.
I'd rather not have my e-mail made public, thanks.
Rhye Nov 24, 2004, 04:09 PM ->OK I'll remove all your emails.
->replace
#ANIMNAME_PRTO_B-52
B-52
with
#ANIMNAME_PRTO_B-52
Bomber
->OK for the internet. Sounds right.
->Thanks for the info on the timeline. That's important for me, to know in which sense I have to edit the costs.
Rhye Nov 24, 2004, 04:09 PM is there anything I can do to help with the production of the X-pack, I would like to help.
OK, I appreciate your help and our number was recently reduced with Beernuts gone to shot to deers, Aeon lost in the airports, Blasphemous being attached to his English empire and Lachlan and Horton refusing to tollerate inflation :crazyeye:
Tell me your email, I'll send you the link of the 0.72 for testers.
Khift Nov 24, 2004, 04:28 PM About the industrial and modern age slowdown: I don't know if it's any different in the X-Pack, but in standard RoC this is because of the 5 turn per tech limit. By the time I reach the industrial I can research every tech in 5 turns at full science, and as I progress I can manage that 5 turns with less and less science, eventually hitting a bottom cap of 20%-30% at the end of the modern age.
Lowering tech prices won't make a difference. The 5 turn cap has to go for the timeline to get better.
That does, however, make Democracy a very appealing choice compared to Communism, seeing as you can spend all that excess gold on rush builds.
Jaguar Nov 24, 2004, 06:29 PM I like the huts near the start locations. It makes sure that the same civs don't always have the advantage.
Procrastinator Nov 24, 2004, 06:45 PM Any chance the large amounts of gold could be caused by an inability for the computer to spend (as well as a large gpt)? I've seen big amounts in RoC but not the huge gpt spoken of re RoCX.
Abaddon Nov 25, 2004, 04:49 AM looks/plays really great so far... trying to play as maya... i like how the games expansion is so much more restricted.. my 3 citys are getting great micromanagment i never before bothered to do!
Asclepius Nov 25, 2004, 05:46 AM Any chance the large amounts of gold could be caused by an inability for the computer to spend (as well as a large gpt)? I've seen big amounts in RoC but not the huge gpt spoken of re RoCX.
Could be, but when spies become available the AI spends money really quickly. Persia must have spent thousands trying to steal techs and place spies every turn. I kept getting warnings of spies being captured or failed attempts to steal techs every turn at one stage. It really is super important to have spies in every major Civs capital in RoCX.
Abaddon Nov 25, 2004, 06:42 AM perhaps its just me, but even in the early game stage.. loading times SUCK!
whats going on ? i thought this game was mena b fast?
Blasphemous Nov 25, 2004, 07:07 AM Rhye, can I remove the readme from my uploads now? If you don't need it to be onlien anymore it's probably better to remove it since it still has the emails inside.
Rhye Nov 25, 2004, 07:16 AM yes remove it.
Aeon221 Nov 25, 2004, 09:22 AM hi doing my best to catch up on things readme is being a little bastardito an wont come off of floppy till just now (had to basically redesign my home computer's hardware to get on the flipping internet too...)
I was unable to rewrite the tech tree component, because it was unclear what you meant. SOrry!
If you post a clarification I can do that in ten or twenty.
Also, I Xed the first to reduce size so i can post it here.
I used the Firaxis readme as a style source and worked on making it sound professional. dont know what you will think of it since you already have one, but i think I managed to post it just now.
I THINK my internet is stable, but i do not have civ on this computer... soooo its kinda worthless ;p
Rhye Nov 25, 2004, 09:52 AM thanks aeon, you can remove the attachment now.
I'll paste some of the things you added into the version corrected by blasphemous
laxpimpj Nov 25, 2004, 10:29 AM Rhye Im fiending for this mod so bad. When do I get my sweet sweet crack?
Rhye Nov 25, 2004, 10:36 AM Rhye Im fiending for this mod so bad. When do I get my sweet sweet crack?
sweet sweet crack? What are you talking about?
laxpimpj Nov 25, 2004, 10:36 AM Your mod is like cocaine... potent and addictive.
Rhye Nov 25, 2004, 10:37 AM thanks aeon, you can remove the attachment now.
I'll paste some of the things you added into the version corrected by blasphemous
Done. It is now a mix of the two versions :)
Rhye Nov 25, 2004, 10:44 AM Oh...thanks :o
All I can do now is sell you some more to make you get worse. In two weeks (when the X-pack is out) you will be totally drugged! :D
Apart from the jokes, my true dream is being chosen to be the official Firaxis' cocaine seller.
http://forums.civfanatics.com/showthread.php?t=105650
I have all the prerequisites for the scenario designer job, but I don't want to leave my girlfriend, Italy and all my life to transfer to Baltimora.
I wish I could convince Firaxis to accept a mix of cyber job and normal job. Like one week there, 3 weeks at home, or one month here, one month there. A thing like that.
Rhye Nov 25, 2004, 11:37 AM Sent the 0.72 to Ville and Vostos.
Vostos Nov 25, 2004, 11:38 AM thank you very much for letting me test. Starting my first game now
Abaddon Nov 25, 2004, 11:40 AM Hello...
what reasons would the game be running sooo slowly for me?
Rhye Nov 25, 2004, 12:03 PM Slow? Strange...what difficulty level are you playing?
Beernuts1987 Nov 25, 2004, 12:04 PM maybe your computer is a peice of junk! ;)
Abaddon Nov 25, 2004, 12:07 PM actually its totally stacked :P
i was playing as monarch? the level you reccomended in the readme.
Jaguar Nov 25, 2004, 02:24 PM I think Spain is quite underpowered still. Portugal always gets the Iberian huts because they have a scout, and so Spain is always the smaller power in a very confined space. In a current game as Austria, they're still in the ancient age and we're approaching industrial.
Rhye Nov 25, 2004, 03:07 PM actually its totally stacked :P
i was playing as monarch? the level you reccomended in the readme.
->What computer have you got?
->how many seconds/minutes have you got to wait between the turns?
->It is slow compared to what? Have you ever tried playing other mods based on a world map?
Rhye Nov 25, 2004, 03:13 PM I think Spain is quite underpowered still. Portugal always gets the Iberian huts because they have a scout, and so Spain is always the smaller power in a very confined space. In a current game as Austria, they're still in the ancient age and we're approaching industrial.
Thanks. This is the info I need, together with timeline, wonders, units and gold issues.
Now I'm fixing the last flavour unit animations.
I'll collect soon all the info you all posted and update the biq for the final beta.
I have a question:
what do you think of the English UU?
As it is now, it is more historically correct, but has some problems with upgrades.
Upgrading it to a transport loses its attack and bombard strength, while upgrading to a destroyer loses its transport ability. Between these 2 ways, I think that upgrading to a tranport means a smaller penalty to the player and to AI-controlled England (that may remain without tranports, in the latter case).
Switching back to replacing the frigate is still a possibility, but inaccurate.
Another possibility is removing it from any chain.
Asclepius Nov 25, 2004, 03:50 PM I have a question:
what do you think of the English UU?
As it is now, it is more historically correct, but has some problems with upgrades.
Upgrading it to a transport loses its attack and bombard strength, while upgrading to a destroyer loses its transport ability. Between these 2 ways, I think that upgrading to a tranport means a smaller penalty to the player and to AI-controlled England (that may remain without tranports, in the latter case).
Switching back to replacing the frigate is still a possibility, but inaccurate.
Another possibility is removing it from any chain.I would prefer the AI (as England) had a large Navy with many offensive ships. The Man-o-War is cheap to build and the AI does build them. So, IMHO it would be far better if they upgraded to Early Destroyers or Destroyers, than simple Transports. Maybe you can give the destroyer a transport capacity of one, which has been talked about before. That way it doesn't lose out on the Man-o-Wars function as a transport. The AI only ever seems to transport one unit per Transport anyway.
Rhye Nov 25, 2004, 04:07 PM Could be a solution.
But can destroyer carry units in real life? Maybe foot units only?
Blasphemous Nov 25, 2004, 04:37 PM Hey, maybe make two copies of the Man-O-War, both buildable by England, same stats, only one is in the transport line and one in the destroyer line? That would solve your problem, with England upgrading her navy from a fighting-transporting homogenous navy to a navy made up of two different types of units, one for transport and one for combat.
Rhye Nov 25, 2004, 04:49 PM Beta will be released in few days, but here's an anticipation:
all the new unit animations (except the UUs, already shown in the readme), together in a picture
Don't ask me the didascalia!!
Abaddon Nov 25, 2004, 05:20 PM ->What computer have you got?
->how many seconds/minutes have you got to wait between the turns?
->It is slow compared to what? Have you ever tried playing other mods based on a world map?
Well currently its on my laptop (bad start i know) but its
P4 3.4ht
448MB RAM
ATI mobile 9100 IGP
60GB harddrive
but ive never ever experienced any kind of waiting until very late into the game.. now im getting it after only a few turns in.
Its probably only 5/10 second wait but it just narks me off because i am not used to it...
am i just being overly picky and all big world mods like this take time?
if so... any chance of cutting the map up? eg, america/africa/oceana/eastern euro/western euro ....
because i love all your rule settings and the acuracy of the map.. ubt dont know how to reduce the size of the map just to specific continents etc.
Rhye Nov 25, 2004, 05:25 PM well your PC seems OK (except perhaps the RAM).
But it seems that you've never tried mods.
If 5/10 seconds are the problem :lol: try The Great War or TETurkhan's Test of Time and enjoy 10+ MINUTES
Abaddon Nov 25, 2004, 05:32 PM eugh! how can anyone bare to wiat that long, just to get your turn!
As i said, i loved how much expansion was slowed and terrain improvent is constricted. If we (i.e.you,or at least tell me how, sorry!)cut the world up into seperate maps, would that reduce the time bewteen turns?
Rhye Nov 25, 2004, 06:26 PM eugh! how can anyone bare to wiat that long, just to get your turn!
As i said, i loved how much expansion was slowed and terrain improvent is constricted. If we (i.e.you,or at least tell me how, sorry!)cut the world up into seperate maps, would that reduce the time bewteen turns?
Yes it would.
You could also exclude some of the civs: this wouldn't require any cut
Abaddon Nov 25, 2004, 06:49 PM ah i might just do that... my first attemt i just turned all but america into sea.. sadly i forgot to remove the civ's and suddenly we were packed like sardines!
Jaguar Nov 25, 2004, 08:48 PM Rhye, I think making every civ religious created a bug with Golden Ages.
As Austria (Militaristic Industrious) I built Leonardo's (Militaristic) and Eiffel Tower (Industrious) but I didn't get a Golden Age. I think it's because every civ is "Religious" by the editor's standards. I think it could be fixed by making every wonder trigger GA for Religious civs.
Jaguar Nov 25, 2004, 09:24 PM Here's my big list of Civ Balance:
Overpowered:
Persia
Arabia
Portugal
Persia is always among the top five civs from the beginning to the end. They should be a strong ancient power, but begin to fall back after the late ancient age. Portugal almost always ends up outdoing Spain, and I've even seen it extend into France. They also tend to do well because some of the Arabia has a beautiful site for Mecca, and it also gets pretty much all of the Islamic wonders. It also has a scout and plentiful huts, so it almost always gets an extra city to start. These combined factors make it fairly formidable.
Just right:
France
Austria
Scandinavia
Rome
Netherlands
Russia
Israel
Carthage
Zulu
Ethiopia
Babylon
Mongols
Japan
Korea
Aztecs
Iroquois
Incas
These civs are all fairly well balanced. However, I have a few criticisms. The Scandinavians tend to have roughly the right amount of power, but I think it would be better if their power was shifted earlier in the tech tree. They should peak in the early middle ages. However, it usually takes them a while to fill up the Scandinavian peninsula, so their advantage is later on in the game than it should be. Also, Babylon remains powerful for a while longer than it should. It should begin fighting an uphill battle by the late ancient age. Lastly, the Mongols seem to do a little too well. I've seen them enter the industrial age at the same time as the tech leaders. They should grow large and they should be pretty formidable in the Middle Ages, but they should fall behind midway through the second era.
However, most is really good here. France, Russia, and Austria can all sometimes dominate a game and sometimes do only average. The Aztecs, Iroquois, Incas, Ethiopians, and Zulus are powered about right as well. They're somewhat crippled, but not total pushovers. Israel, Korea, and the Netherlands are all capable of doing well, but generally don't, which is good.
Need a little boost
England
Germany
America
Ottomans
Byzantines
England, Germany, and America should all be top-tier civs, and unfortunately, they often aren't. Germany is pretty weak in comparison to its neighbor, France. IMO they should be about even. Just a tiny boost would help them a lot. England can do well if it makes it to the industrial age safely, (it gets some new resources then) but it's often too far behind by that time. England needs some help before then. Real life England was probably the single most powerful civ on Earth for several centuries, starting in 1588, when they defeated the Spanish Armada. I think some earlier boosts would let England be as powerful as they should be. America is about the right size, but it's generally too far behind by the time it's discovered, and it can never really recover to build the Statue of Liberty. I think they should be boosted not in sheilds or food, but in trade. They grow big enough, but they fall behind in tech. They should be able to make a better comeback. Lastly, the Byzantines and Ottomans basically weaken each other. I'm beginning to agree that one of them has to be removed. There just isn't enough space. But if we have them both, they have to be helped a little.
Underpowered:
India
Maya
Spain
China
Greece
Egypt
The Maya stand out as the single most hopeless civ in the game. In my three most recent games, they've never had more than two cities by the time the Americas were discovered. They certainly shouldn't build a big empire, but right now they're pretty much pointless. The Aztecs generally grow to three times their size and often beat up on them. It's just not fair.
India and Spain should do fairly well sometimes. But they don't even come close. India should grow large and have a high population. But in almost every game I see the Ethiopians and the Zulus surpass them in population. Make the Sacred River wonder more powerful, or give them a cow to start or something. Spain is also too weak. I have seen several games where they don't establish a single colony(!). They should establish more colonies than any other European civ. They fall behind because Portugal always takes the Iberian goody huts with its scout and out-expands Spain.
China and Greece should be better than they are right now. In RoC China was too good. Now I think they aren't good enough. They're always behind in tech. Greece, too, is way too weak for their real life power. I think it's mostly because the Byzantines crowd them too much. Generally the Byzantines found Adrianople to the north of Greece, so Greece can't have a connected empire of more than two cities.
Lastly, Egypt is always weak. They should be weak beyond the ancient age, but as it is, they're not even powerful in the ancient age. I think the Pyramids should be fairly cheap, so that they're the first wonder built more often than not. That would help Egypt a little. Also, it couldn't hurt to give them a little more food and sheilds.
Mr.Communist Nov 25, 2004, 10:03 PM Can I give you a suggestion?
Why don't you get ride of Catherine The Great/Russian Leader (or whatever her names is) to someone a bit more approriate? Why not Lenin, I am sure I saw his leaderhead somewhere in this forum....
http://forums.civfanatics.com/showthread.php?t=72819
I think it would suit the russian leadership a bit more...
edit: Spelling mistake
Rhye Nov 26, 2004, 12:24 AM Can I give you a suggestion?
Why don't you get ride of Catherine The Great/Russian Leader (or whatever her names is) to someone a bit more approriate? Why not Lenin, I am sure I saw his leaderhead somewhere in this forum....
http://forums.civfanatics.com/showthread.php?t=72819
I think it would suit the russian leadership a bit more...
edit: Spelling mistake
Let me see....
ah, now I remember.
I agree with the fact that Lenin would suit best, but I don't like the rendering of the face. It hasn't a good morphing and if I put it as a mandatory download, I'm not sure everybody would agree.
But you can still use it on your own: modding the mod is pretty easy
Rhye Nov 26, 2004, 12:25 AM Thanks Jaguar, that info is gold for me, as you saved about 1 day of testing to discover those things by myself! Thanks to you, beta will be out 1 day earlier, hopefully by the end of the week. :)
Asclepius Nov 26, 2004, 01:55 AM Here's my big list of Civ Balance:
Overpowered:
Persia
Arabia
Portugal
My experience of Civ balance is slightly different. This is based on play at the recommended(?) EMPEROR setting. Agree with Persia and Arabia, but I don't think Arabia is that far off. Don't agree with Portugal on this list, maybe when compared with Spain but not compared with Superpower France or England. Portugal normally only gets 3 cities, 2 in Iberia and one in North Africa.
Just right:
France
Austria
Scandinavia
Rome
Netherlands
Russia
Israel
Carthage
Zulu
Ethiopia
Babylon
Mongols
Japan
Korea
Aztecs
Iroquois
Incas
Certainly don't agree with France or Austria in this list but for different reasons. I have NEVER seen France as anything other than a superpower, overteched and with too much gold. At least 6 cities and very powerful. Austria on the otherhand is a pitiful little Civ. It has no chance in the Tech race and rarely expands beyond two cities because of its position between Byzantium and Germany. All the others I agree with.
Need a little boost
England
Germany
America
Ottomans
Byzantines
Germany definitely needs a boost but I don't agree with the rest. America and England CERTAINLY don't need a boost. England is regularly a great power and now America has the second great library it is an enormous superpower in the end game. I have seen America occupy all of North America and most of Latin America in one game. Ottomans are about right but maybe a little boost is fine. If the Byzantines are boosted anymore the Greeks will never develop beyond two cities.
Underpowered:
India
Maya
Spain
China
Greece
Egypt
Agree, but Spain isn't that bad, maybe only a little boost.
This is based on playing RoCX 0.72 and 0.5. Nice idea, Jaguar. :)
Rhye Nov 26, 2004, 04:17 AM Thanks Asclepius. More time saved.
This is based on playing RoCX 0.72 and 0.5
please base your feedback ONLY to 0.72, as it has that early Euro crippling that changes everything.
Blasphemous Nov 26, 2004, 04:36 AM Okay, now Rhye, are you still not convinced that Byzantium only serves to weaken more deserving civs (including the three other civs that represent Byz in different eras)?
About England, I dunno about 0.72 but in my previous game as England (something like 0.50) I had a very hard time colonizing (in Australia mostly) and if I wouldn't have rushed Settlers and Musketmen all the time I wouldn't stand a chance. But I had so much money that I could have easily rushed them all.
And playing Greece now I really feel how the Byzantines are getting in the way of my power. I closely avoided war with them a couple times and eventually I think I will just switch to a wartime gov't and invade them to get rid of the irritation.
Rhye Nov 26, 2004, 07:09 AM As there's no good alternative, all I can do is release later a version without them and with Ottomans in their starting location.
Rhye Nov 26, 2004, 07:18 AM I did not mention this until now: Byzantines were useful in assigning religious-wonders.
Now a trait owned by 1 civ has 1 only wonder, a trait shared by 2 civs has 1 wonder (example: Conficianism), a trait shared by 3 civs has 2 wonders (Zeus, Artemis).
Removing Byzantines forces me to remove a Greek wonder or to add an Eastern one.
Blasphemous Nov 26, 2004, 07:56 AM Well considering the Greeks and Romans are among the greatest/grandest/most influential civilizations in the game, I would say it's fine to give them a bit more wonders than other nations get. Maybe that way we can see something at least slightly resembling the endeavors of Caeser or Alexander.
Jaguar Nov 26, 2004, 08:23 AM Thanks, Asclepius. Part of the reason I posted that list was so that other people would chime in. From my experience, that list is accurate, but it's quite possible that there are some flukes.
France could be moved to the Overpowered list. I've seen them build an empire that stretched from Portugal to the Caucasus. They certainly need to be better balanced in comparison to Germany and Spain, who are both considerably weaker.
Rhye Nov 26, 2004, 08:57 AM I must ask you one more thing:
tell me the overpowered cities (except the conquered, specifying its coordinates. Something like a 12 pop in ancient, or a city that produces every wonder).
Jaguar Nov 26, 2004, 10:56 AM X=166 Y=52
This site in Japan is by far the best city site in the game. Two rice, two fish, a silk, an iron, and a whale. Just too much. I don't think Japan itself is overpowered, but that particular city site is a little too good. I'd just move one of its bonus resources to somewhere else in Japan.
Aeon221 Nov 26, 2004, 11:45 AM Internet is repaired!
Rhye DEF deserves a job with Firaxis, IMHO! ANYONE who built a mod as excellent as this deserves it.
As to the mod, I finally DLed it and am playin as Japan! WWII, here I come!
Rod Nov 26, 2004, 12:15 PM Hello,
well, the Byzantines are always a problem in epic games, as they are an interlinked culture and not based on one single peoples or culture, but on a mixture of folks and cultures. The only real solution would be a hardcoded one of Firaxis that allows that parts of a civilization can separate and form their own civilization. As long as this dont happen, I would just extinct the Byzantinians.
yours
Ruediger
Vostos Nov 26, 2004, 12:26 PM Isn't the palace guard meant to be immobile? I have just seen a babylonian one exploring in my game as persia.
Blasphemous Nov 26, 2004, 12:44 PM Isn't the palace guard meant to be immobile? I have just seen a babylonian one exploring in my game as persia.
It used to be but it caused a horrid slowdown for as long as there were palace gurads around (the slowdown was reduced over time as they were upgraded by the different civs) because the AI is stupid and will try to move immobile units for a while before giving up. :rolleyes:
Vostos Nov 26, 2004, 12:50 PM Ok then the civilopedia entry should be changed, it says it is immobile.
in my opinion the Byzantines should be trashed and the Sioux or some other native American tribe should be added, the Byzantines only slow down Greece and the ottomans
Rhye Nov 26, 2004, 12:51 PM Internet is repaired!
Rhye DEF deserves a job with Firaxis, IMHO! ANYONE who built a mod as excellent as this deserves it.
As to the mod, I finally DLed it and am playin as Japan! WWII, here I come!
Thanks, (and thanks to Vostos, too).
It would be better if you write that in the job thread, because only that is being read by Firaxis.
Blasphemous Nov 26, 2004, 12:52 PM Yes. Say Rhye, how did you make it immobile back when it was? Was it through zero movement points, or through the "immobile" tag, or both?
Rhye Nov 26, 2004, 12:53 PM Ok then the civilopedia entry should be changed, it says it is immobile
OK. How's been your first look of the pack, then? Below/above your expectations?
Rhye Nov 26, 2004, 12:55 PM Yes. Say Rhye, how did you make it immobile back when it was? Was it through zero movement points, or through the "immobile" tag, or both?
It was immobile. It can't be below 1 mp
Vostos Nov 26, 2004, 01:00 PM OK. How's been your first look of the pack, then? Below/above your expectations?
Way higer than I expected, and I expected it to be great. in my game as persia I'm about half way through the ancient ages and everythings going fine :)
Blasphemous Nov 26, 2004, 01:07 PM How do you like the new unit stats, fun-wise?
I know I just had a ball attacking with Spearmen and using swords as shock-troops just to break through the toughest defenses.
Vostos Nov 26, 2004, 01:11 PM The new stats are good, very logical. Though when attacking a Babylonian city I forgot that archers were defensive units :blush:
Jaguar Nov 26, 2004, 01:44 PM I think that the Byzantine cultural connection to Rome and Greece isn't why they should be out. They're no more connected to Rome than America is to England. The reason we need to eliminate them (or the Ottomans) is because the overcrowding of the map in that part of the world makes the mod less fun to play.
Blasphemous Nov 26, 2004, 01:58 PM But I think the reason they need to be removed and not the Ottomans is that while Byzantine culture is not the same as Greek, Roman, or Ottoman culture, all three of those were large empires throughout history (in that order), and each of them occupied the area that the Byzantines occupy, and the same cannot really be said about the Ottomans.
Vostos Nov 26, 2004, 02:04 PM My opinion is that either the Greeks, Byzantines or the Ottomans need to be replaced, I think that the Byzantienes should be the ones to go because they are not as important as the greeks or Ottos
Lachlan Nov 26, 2004, 02:56 PM Agree ! Add aborigens, to fill up australia. A good territory for isolationists :)
Vostos Nov 26, 2004, 03:30 PM Or Mali, it would definatly mean more colonial wars, due to the Europeans needing rubber that has already been settled on.
blackheart Nov 26, 2004, 03:31 PM Agree ! Add aborigens, to fill up australia. A good territory for isolationists :)
Which culture group would they belong to though?... Aborigines (spelling?) weren't really much of a civilization, they were nomads of sorts. Maybe we could add in a cannibal technology for them and have their UU turn units into sacrificeable meals :lol:.
Why not add another Civ to North America, like the Sioux or perhaps one situated on the west coast of America, it would make it so the aren't only the Aztec and Americans as local powers.
Gunner Nov 26, 2004, 03:36 PM Something to contain the growth of the Aztecs would be good. Its so annyoning to see them in on the West Coast and the rest of the Southwest. But then again, that might end up crippling the already crippled Americans and Aztecs even more.
Blasphemous Nov 26, 2004, 03:41 PM Am I getting this right? We all agree that Byz should be removed? O_O
Rhye Nov 26, 2004, 03:44 PM nonsense speaking about this now. You can argue as much as you want, but I will not add any other civ simply because there are no user-made animations to make 2 historical UUs, and because no other civ deserves that. All I can do is another biq with no byzantines.
The pack will be ready in less than two weeks if you keep giving feeback that can be useful
Blasphemous Nov 26, 2004, 03:50 PM EDIT: Double post, damn stupid malfunctioning router.
Jaguar Nov 26, 2004, 03:55 PM Yea, don't add new civs. This is a 170 by 170 map, after all. Mali are a bad idea because we want to encourage the AIs to colonize there. We definitely don't want to discourage it by putting a civ there. Aborigines are just silly. Something Southeast Asian would be reasonable, but I think we're just fine without it. So let's make more useful feedback. ;)
I think that the early religion-specific wonders should be a little cheaper. Sometimes they don't get built until the industrial age. Especially consider making the Mesoamerican wonders a little cheaper, and definitely the Pyramids. Often Egypt doesn't build them for the entire game.
Beernuts1987 Nov 26, 2004, 08:57 PM Hey guys! I got me a deer! Anyhow, aren't the Vikings supposed to be able to build swordsman?
Jaguar Nov 26, 2004, 09:43 PM The Berzerk replaces it, but comes available later.
Aeon221 Nov 26, 2004, 11:57 PM Playing as Japan, decided to build a nice little colonial empire. I think the civlopedia should mention that the Kamikaze works like a cruise missile (dead on bombard) because I was def thinking it was overpowered before I remembered it died on impact.
Other than that, I am really excited for the animations!
Aeon221 Nov 26, 2004, 11:59 PM Oh, an while I think byzantines should go, aboriginal peoples are not the answer. A SE Asian civ would be nice, since it was never colonized in the sense of building cities, just in the sense of conquering stuff.
Vostos Nov 27, 2004, 03:51 AM one thing that I noticed in my game was that military alliances are much more common than usual, is this because of the larger amounts of gold that the AI gets?
Asclepius Nov 27, 2004, 03:55 AM It was immobile. It can't be below 1 mp
You can make immobile units with a movement of zero and not have a game slow down. Lots of mods do it succesfully, try the small and fast Iran-Iraq war scenario for example. I don't mod so I don't know how its done but having immobile palace guards is definitely possible.
Rhye Nov 27, 2004, 04:33 AM I had a look, and they are immobile. :confused:
Rhye Nov 27, 2004, 06:08 AM I've begun testing with the tuning I made with your feedback. I don't need any more info on civ balance.
Tomorrow or monday you'll have the patch 2.65 for RoC, required to play the beta.
Instead, I have a question: which wonders need the "The" before the name? For example "The Eiffel Tower"
Rhye Nov 27, 2004, 07:35 AM A good news: the estimated zip size is 84MB, after I cleaned useless sound files.
Chukchi Husky Nov 27, 2004, 08:11 AM Instead, I have a question: which wonders need the "The" before the name? For example "The Eiffel Tower"
Terracotta Army
Sacred River
Temple of the Sun
Temple of Kukulcan
Epic of Gilgamesh
Papal States
Black Stone
Leaning Tower
Temple of Baal
Blasphemous Nov 27, 2004, 08:14 AM Not "The Temple Mount", it's reffered to as just Temple Mount, no The. The rest sounds fine.
Rhye Nov 27, 2004, 08:30 AM So, no Eiffel Tower, Statue of Liberty, Slave Trade, etc.?
Chukchi Husky Nov 27, 2004, 08:37 AM So, no Eiffel Tower, Statue of Liberty, Slave Trade, etc.?
Forgot about those. Moai Statues could also have a "the".
Banallan Nov 27, 2004, 08:47 AM Hello everyone, this is my first post and I am fairly new to Civ 3. Rhye, I get a unit error saying that I am missing files. I downloaded all 4 files and I get to the game screen where I can pick a civilization but after that when it tries to load I get the unit error. Help please?
Chukchi Husky Nov 27, 2004, 08:58 AM What unit is it?
Rhye Nov 27, 2004, 09:00 AM Please write the error message
Rhye Nov 27, 2004, 09:01 AM Forgot about those. Moai Statues could also have a "the".
Can you write a definitive list of what should have the "THE"?
Chukchi Husky Nov 27, 2004, 09:02 AM Terracotta Army
Sacred River
Temple of the Sun
Temple of Kukulcan
Epic of Gilgamesh
Papal States
Black Stone
Leaning Tower
Temple of Baal
Eiffel Tower
Statue of Liberty
Slave Trade
Moai Statues
Rhye Nov 27, 2004, 09:04 AM Many thanks ;)
Rhye Nov 27, 2004, 09:14 AM PAGE 200!
This is the first thread in CFC to surpass this limit!
Vostos Nov 27, 2004, 09:38 AM Crusades should have a "the," as far as I know, though English is my second language (Gaelic my first)
Gunner Nov 27, 2004, 10:02 AM Congrats on reaching 200.
For adding "the" to the wonders, I personally wouldnt add the "the" to them, I think it sounds better without. Much less cluttered. Look at RAR for an example, "the" is only used a few times in it for wonders.
Asclepius Nov 27, 2004, 10:10 AM Terracotta Army
Sacred River
Temple of the Sun
Temple of Kukulcan
Epic of Gilgamesh
Papal States
Black Stone
Leaning Tower
Temple of Baal
Eiffel Tower
Statue of Liberty
Slave Trade
Moai StatuesErr, don't want to start a fight as English isn't my first language but if these are all used as "Headline" tiltles then surely you can omit the definite article from all of them? Just as Temple Mount is correct, so is Eiffel Tower for example. At least when they are used singularly and not in a complete sentence. Right? :confused:
Horton Nov 27, 2004, 10:30 AM Byzantines are a very fun civ to play. Their location and UU's alone make them unique enough to stay in the mod. You can't tell me that they're any less important than Portugal, Korea, Austria or a dozen other civs.
Blasphemous Nov 27, 2004, 11:36 AM But Portugal, Korea, and Austria don't obstruct the expansion of other highly important civs - and you can't say that Byz are more important than Greece, Rome, and Ottomans - all three very influential civs and each having reigned over a huge empire in their time (though admittedly Alexander's empire didn't last nearly as long as Osman's or the Romans'.)
Chukchi Husky Nov 27, 2004, 11:41 AM Err, don't want to start a fight as English isn't my first language but if these are all used as "Headline" tiltles then surely you can omit the definite article from all of them? Just as Temple Mount is correct, so is Eiffel Tower for example. At least when they are used singularly and not in a complete sentence. Right? :confused:
When thinking up that list, I was thinking of how the wonder is used in a sentence. By itself, it doesn't need "the", but in a sentence they do.
Asclepius Nov 27, 2004, 11:42 AM When thinking up that list, I was thinking of how the wonder is used in a sentence. By itself, it doesn't need "the", but in a sentence they do.Thank you, my sanity is restored. :)
Rhye Nov 27, 2004, 01:07 PM As "Great Wall" has a "the", I suppose many other wonders should have it.
Otherwise you'll see "Pisa has built Leaning Tower" instead of "Pisa has built The Leaning Tower"
Rhye Nov 27, 2004, 02:10 PM A question for Chutchi Husky: shouldn't the name of the mongol civ be "Mongolia"?
Chukchi Husky Nov 27, 2004, 02:18 PM Mongol refers to the people.
Mongolia refers to the country.
Aeon221 Nov 27, 2004, 02:30 PM Sweet, grammar time!
I cannot believe we are this close to the end
I say put 'the' in only if you really feel like it. Also, is Papal States going to get another bonus besides culture, or is it staying as is (and going obsolete for no reason)?
Rhye Nov 27, 2004, 02:41 PM Mongol refers to the people.
Mongolia refers to the country.
So in the startup screen, should it be Mongolia instead of Mongols?
Rhye Nov 27, 2004, 02:42 PM Also, is Papal States going to get another bonus besides culture, or is it staying as is (and going obsolete for no reason)?
It goes no longer obsolete.
It should give a chance for a cultural winning.
By the way, has anybody ever seen a cultural victory? If not, I may lower the caps.
Jaguar Nov 27, 2004, 03:29 PM It goes no longer obsolete.
It should give a chance for a cultural winning.
By the way, has anybody ever seen a cultural victory? If not, I may lower the caps.
My sister won a 1-city cultural victory in Athens in RoX 0.72. I've never seen a civwide cultural victory.
Do you have any plans to improve the Leaning Tower? It's a waste of shields right now.
Aeon221 Nov 27, 2004, 10:06 PM Yes Mongolia!
Rhye, is the leaning tower in there because you are Italian, or is there another reason? (PS: I am 1/2 Italian... but 3/2 American ;p)
... and why does it give a defensive bonus? I mean, its tipping over... not exactly a stable platform for battle haha
Rhye Nov 28, 2004, 06:23 AM The leaning tower is in there because it's one of the possible wonders of the new (from 0AD on) world.
The defensive bonus is there because it was an option not used by any other improvement or wonder.
It hasn't a direct link, but has Pyramid-granary link a sense?
However, the defense bonus (to be raised a little) could be linked to the fortress of the high middle ages. Pisa was a free republic; the tower was its symbol. It fell to Florence after a long siege.
Blasphemous Nov 28, 2004, 08:04 AM Just got back from a long session on my Greece 0.72 game.
-The Statue of Zeus pedia entry says you need Elephants to build it, and you don't.
-The Trireme can go through Sea safely. Is this on purpouse? If it is it should be pointed out in the pedia.
-When a wonder requires a palace the pedia should say you can only build it in your capital, not that it requires a palace.
-I entered the Middle ages first, at around turn 130-140 (forgot to note the exact date at the time.)
-I discovered Printing press at around 1000AD.
Rhye Nov 28, 2004, 08:44 AM Thanks.
I don't need more timeline info, as I've dealing now with the new changes.
In my last game Mongols took the lead and came into Europe. The other superpowers were Russia and America, while France was destroyed early.
Arabia won with 1-city cultural victory, but the strange thing that America was discovered very late, and that after the discover nobody sent a settler there!
Rhye Nov 28, 2004, 08:50 AM -The Trireme can go through Sea safely. Is this on purpouse?
And Ocean, too. And it doesn't start a golden age. Missing flags weren't on purpose.
|
|