View Full Version : Rhye's of Civilization - the fastest loading mod Expanded


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Blasphemous
Dec 05, 2004, 08:51 AM
That (bireme pedia) is a very minor thing, as the player should already know that seafaring civs have a +1. I'd be forced to change England, too.
Well, you should then.
If the Bireme will always have 3 coastal movements, that should be in the pedia. Same for any other seafaring civ's naval UU.

I downloaded and installed the final x-pack over the alpha/beta. I'll probably just delete the folders and reinstall once I'm done with my beta game.

Rhye
Dec 05, 2004, 09:02 AM
->Ok it will be done in next patch.

->Yes post screenshots or send me the save please

OzzyKP
Dec 05, 2004, 09:32 AM
The mod just isn't downloading....

I'm going for the whole thing, the link sent me to http://www.3ddownloads.com/civfanatics/civ3/modpacks/RoC_v265.zip and its not working. It puts me in a queue that never ends. It says 5 minutes, and then 20 minutes goes by and nothing changes (the 5 minute number doesn't change either).

Is there somewhere else I can get the file from?

Barak
Dec 05, 2004, 09:47 AM
Rhye--fantastic MOD, best I have EVER played. The time you have put into this (along with the rest of the testing team) is appearent.

One question though... In terms of units. It seams strange to me that swordsman and urban militia run around as long as they do. Seems like there should be a middle man before we get to Colonial infantry and Guerilla respectively.

Keep up the great work!!!!

Barak
Dec 05, 2004, 10:05 AM
One other unit change. The English Man-O-War was the Royal Navy's generic term for all line of battle ships and frigates. Therefore, doesn't it make sence for them to be offensive ships to replace frigates, and not transport shops replacing Galleons?

Aeon221
Dec 05, 2004, 10:59 AM
Rhye, did you fix the Euro Ironclad's battle anim? It does not turn to attack, and it should!

I have just finished researching flight in 1904 (ten years ahead, means mod is right on track!), and am busily annexing smaller nations for the heck of it.

I noticed that the smaller a nation is, the more gold it seems to be capable of handing me. This is odd, but I think it has something to do with military support costs and ability to market techs. To squash these little monsters, I have been handing out communications free to other civs so that they can get better deals... and so that the little cash cows die out (hopefully!)

No other bugs apparent to me right now.

Micromegas
Dec 05, 2004, 11:56 AM
Just a minor optical thing, the table of religious traits is out of line for japan, spain and maya. Not misleading or anything, just out of line, could be tabs? Anyway, besides that everything's fine thus far. Great work again, kudos to rhye and the team.

zxe
Dec 05, 2004, 12:12 PM
The Greek/Byzantium/Ottoman question is a damn hard nut to crack in a game that goes from 4000bc to 2050ad. There is no "right" way of doing it, just different ways of doing it "wrong". :confused:
If a civ-slot is needed to fill a hole in SE asia, west Africa or poland/ukraine/central asia, I'd vote for ditching the Greeks or Byzanties... but I'd do so with a heavy heart. :(

Not sure if this has been fixed yet (I don't have the time to read all of these posts...)

but, IMO, I would cut the byzantines. Byzantium is a greek city made into the capital of the eastern roman empire. They were only independent after the fall of rome itself. Granted, they do have many distinguishing characteristics - but I would scrap them in favour of putting a more important/independent civ somewhere else.

The Great Apple
Dec 05, 2004, 12:24 PM
OneOne or two things.. (2 in fact)

1) The custumise tribe button isn't there. Well... it is, but there is nothing indicating that it is. I can't play civ without the occasional "We love the Big Cheese day".

2) The civ-select menus are rather odd - why are some some civs selected, and others random?

strikercw
Dec 05, 2004, 12:24 PM
I decided to delete all in my scenarios folder and start the download all over, well I did so, downloading the full original RoC from your website (which sent me to 3D downloads) when I now start playing games (after install the exp and patch) I cannot start the game because when the map loads (before I chose a Civilization etc.) it says it cannot find "art\advisors\np_all.pcx" and forces me to quit. Any help on this?

thanks

edit: Decided to redownload the whole file from 3D and see if I reinstall it, if it will work this time.

Blasphemous
Dec 05, 2004, 12:35 PM
Okay, just got back from a nice long session of Germany on the beta.
-First of all, I was wrong in my prediction about when we would enter Modern Times (because I'm stupid and I don't know how to multiply.:P ) It only happened at 1892. Took an awful long time for the other civs to get to Mo Trans (I just sat back and saved up gold to buy it with since I knew that's the only thing they could be researching so my chance of exclusivity was scarce.)
-The India Trading Company, SPHQ, and FP pedia entries all say that the OCN changes with map size. I'd say this is a bit redundant for a mod with a set map.
-When a wonder is started by another civ the game tells you they're building it. You don't "build" Universal Sufferage (though for a while there about half the world seemed to be trying to.) It should say something along the lines of "...has started to work on ___". That would make a tad more sense. (Should be changed for the regular game as well imho.)
-The A-Bomb pedia entry makes it seem like it's still an American UU. It's not, right? =X

LITTLEGENIUS90
Dec 05, 2004, 12:52 PM
Hi Rhye
I normaly play Civ3 C3C as it is but I just tried ur new mod and it was very good
I must say I enjoyed it, but being a history student and specializing on Indian culture, I always plays as India but one thing just keept on bugging me, that was in second half when India's religion trait becomes muslim. Since u have tried very well to make this game historically correct, I would like u to do something about it. I see ur point though, that u r trying to simplify things in just 3 religions in the end but in order to achive that, changing entire culture of a country which even today is known for its very rich culture would be a bit too harsh. So what can be done? maybe u could just live it alone with just Hindusim like u did it to Israel with just Judaism and add something to it like a unit or a religious wonder or access to some special technology to make up for that loss. Anyway its a great mod so please dont get me wrong, its just something I noticed while playing so I though I should let u know. Thanks a lot for all ur time and effort ;)

Aeon221
Dec 05, 2004, 12:53 PM
I pulled modern in 1912, seems like no new errors. I am trying to build everything, but there is just so much really that I can not tell.

Aeon221
Dec 05, 2004, 12:55 PM
He has a point... despite the posting name ;p

India is pretty different from just about every other country when it comes to religion, so why not just do like we did with the jews?

strikercw
Dec 05, 2004, 01:58 PM
Redownloaded all files and places in the folder, it gets to about 60% and then states that I am missing some art files. In an effort to put these files in X folder, I go to RoC_v265 and copy the files in the art\advisors folder into the X folder. It now comes up with a message that I am missing another file, one "art\tech chooser\icons\libsmall.pc2"

Just trying to get some help so I can play the game.

Jaguar
Dec 05, 2004, 02:03 PM
He has a point... despite the posting name ;p

India is pretty different from just about every other country when it comes to religion, so why not just do like we did with the jews?
Yea, I found that a little bothersome too.

Beernuts1987
Dec 05, 2004, 02:07 PM
strikercw- Is you C3C updated to 1.22f?

My game as France is incredible. I did one thing that is not quite historically accurate but mixes up the game a little- I moved my settler NE one square before settling Paris, making it oceanfront property groucho . I scored an early settler from my goodie hut and was able to settle all of France.(Which is very hard to do) I am in the beggining of the Middle ages and am 3rd or 4th in tech. I'll let you guys know when I get to industrial.

strikercw
Dec 05, 2004, 02:14 PM
beer- Yes, it's on 1.22 when I open the game at the lower left hand corner.

LITTLEGENIUS90
Dec 05, 2004, 02:24 PM
strikercw I had the same problem u might have to copy those missing files and directories from RoC_v265 which r not in expansion
It is expansion i.e. it expands what u already have but if u didnt install RoC_v265 then what will expand, so u might have to do some copy and paste

Vostos
Dec 05, 2004, 03:03 PM
I'm playing as China, I'm in the middle medieval age, the AA went great, I got all of Korea's non siberian cities, but at the start of the Medieval era, things got bad, the mongols amased a giant horde and attacked my northern cities, while the japanese are at my southern ones.

Rhye
Dec 05, 2004, 03:46 PM
OneOne or two things.. (2 in fact)

1) The custumise tribe button isn't there. Well... it is, but there is nothing indicating that it is. I can't play civ without the occasional "We love the Big Cheese day".

2) The civ-select menus are rather odd - why are some some civs selected, and others random?


1) There's a reason for that. You can click on where the button was - it works. But I had to darken that area to cover a wrong entry, shown after I changed the religious trait. Don't worry about that :)

2) That's not dependent on the mod. Choose what you like (click on "All random")

Gunner
Dec 05, 2004, 03:50 PM
Don't worry about the civ selects things. At first they I believe all the countries are selected, no randoms. When you select a country for yourself then it turns to random on the right. It doesn't matter in the end though in any way.

The Great Apple
Dec 05, 2004, 03:54 PM
Ummm. There is a stuck arrow on the junk east attack animation - a quick fix is needed (I would do it, but I have to go... now...)

Rhye
Dec 05, 2004, 03:55 PM
Hi Rhye
I normaly play Civ3 C3C as it is but I just tried ur new mod and it was very good
I must say I enjoyed it, but being a history student and specializing on Indian culture, I always plays as India but one thing just keept on bugging me, that was in second half when India's religion trait becomes muslim. Since u have tried very well to make this game historically correct, I would like u to do something about it. I see ur point though, that u r trying to simplify things in just 3 religions in the end but in order to achive that, changing entire culture of a country which even today is known for its very rich culture would be a bit too harsh. So what can be done? maybe u could just live it alone with just Hindusim like u did it to Israel with just Judaism and add something to it like a unit or a religious wonder or access to some special technology to make up for that loss. Anyway its a great mod so please dont get me wrong, its just something I noticed while playing so I though I should let u know. Thanks a lot for all ur time and effort ;)


Yes I know India is the cradle of religions.
But if you have to simplify, what would you choose?
A unique trait like the jews would force me to make a new improvement Hindu-specific.
Buddhism? It has been in India but is now disappared, iirc.
Islam? Well, India has faced Muslim dominations for some centuries. And the religion has spread. Am I correct? This sounds to me the best choice

Rhye
Dec 05, 2004, 04:03 PM
I decided to delete all in my scenarios folder and start the download all over, well I did so, downloading the full original RoC from your website (which sent me to 3D downloads) when I now start playing games (after install the exp and patch) I cannot start the game because when the map loads (before I chose a Civilization etc.) it says it cannot find "art\advisors\np_all.pcx" and forces me to quit. Any help on this?

thanks

edit: Decided to redownload the whole file from 3D and see if I reinstall it, if it will work this time.


Redownloaded all files and places in the folder, it gets to about 60% and then states that I am missing some art files. In an effort to put these files in X folder, I go to RoC_v265 and copy the files in the art\advisors folder into the X folder. It now comes up with a message that I am missing another file, one "art\tech chooser\icons\libsmall.pc2"

Just trying to get some help so I can play the game.

Strange.
I will download the file from 3D and see if those files are inside. If they aren't, I'll contact Thunderfall and say him to update it. There could have been some file "gone" when repacking the 4 parts into 1.

In the meantime, you can try to download RoC 2.65 part-by-part.

Part 1 (14 MB) (http://www.civfanatics.net/~rhye/files/RoC_v265_part1.zip)
Part 2 (18 MB) (http://www.civfanatics.net/~rhye/files/RoC_v265_part2.zip)
Part 3 (20 MB) (http://www.civfanatics.net/~rhye/files/RoC_v265_part3.zip)
Part 4 (21 MB) (http://www.civfanatics.net/~rhye/files/RoC_v265_part4.zip)

blackheart
Dec 05, 2004, 04:05 PM
Yes I know India is the cradle of religions.
But if you have to simplify, what would you choose?
A unique trait like the jews would force me to make a new improvement Hindu-specific.
Buddhism? It has been in India but is now disappared, iirc.
Islam? Well, India has faced Muslim dominations for some centuries. And the religion has spread. Am I correct? This sounds to me the best choice

Hinduism is like the 3rd largest religion ATM in the world. 600 million and soon to be 1+ billion Hindus, I would say that is cause for them to be seperate. Muslims never completely "dominated" India. If that's the case it could also be Christian, due to British occupation.

On another note, please remove Byzantines and have Ottoman's capital moved to Istanbul. Having Byzantines and Ottomans together just makes too much of a clutter there.

Rhye
Dec 05, 2004, 04:18 PM
Hinduism is like the 3rd largest religion ATM in the world. 600 million and soon to be 1+ billion Hindus, I would say that is cause for them to be seperate. Muslims never completely "dominated" India. If that's the case it could also be Christian, due to British occupation.


Their 2nd place is occupied by Islam, right? "Medieval" or "Modern" religions doesn't mean that they are better than Ancient. Mesoamericans had their polytheisms before getting corverted, and in their case the "Ancient" religion is more representative.


On another note, please remove Byzantines and have Ottoman's capital moved to Istanbul. Having Byzantines and Ottomans together just makes too much of a clutter there.


When the need to make updates is over, I will release a BIQ without Byzantines (I would be stupid if I released it now that I have to make the patches!)

Aeon221
Dec 05, 2004, 05:13 PM
If you want to turn the player setup screen back to normal (like I did!) you can just delete labels.txt and the whole playersetup file. It will look normal, but all civs will be listed as religious... which they are, except that civs that only have one other trait in addition to religious also get various other bonuses, like an extra type of specialist and and a special building.

-Also, Dreadnoughts do not seem to upgrade into battleships, regardless of what the civlopedia says! Considering I just upgraded my ironclads, I am kinda disappointed about the dreads.

Aeon221
Dec 05, 2004, 05:39 PM
-Biplanes cannot rebase

Blackfire13
Dec 05, 2004, 05:44 PM
great mod(played the first) but I would like to report an error on the expansion

its early in the game
and the error reads:

art\units\slinger../archer/archeryell.wav

i suppose the "/" is supposed to be a "\"?

anyway keep fixing stuff, i just cant see playing regular civ anymore :)

Rhye
Dec 05, 2004, 05:57 PM
I missed that. I wonder who wrote those slashes / / / /.

Anyway, strikercw is right. The zip at 3D downloads doesn't work, because it is inside a folder called RoC_v265.
You must move everything outside of it, or you must download the 4 parts. I'll put the old links back in the first page, until it gets fixed.

Aeon221
Dec 05, 2004, 06:04 PM
Rhye, shouldnt drafted units always be the cheapest type (guerrilla, partisan, etc?) just because they are crummy units that no one would build otherwise?

Just noticed that if every post I made in this thread was worth $.02, then I have contributed $5.76

...its that time of the night again ;p

Aeon221
Dec 05, 2004, 06:09 PM
Also, balloons can be loaded into transports... despite the fact that they can also rebase and run recon and cannot move... which seems to be causing problems with their ability to follow hotkeys.


... +$.02

Enkidu_Warrior
Dec 05, 2004, 06:11 PM
Rhye - I just wanted to say that I downloaded and installed two other finished mods this weekend and found one frustratingly incomplete and the other cartoonish but fun.

I know that you've made some bold claims recently, but let me just say that you have EVERY right to. The ROC mod and ROCX expansion are the expansion pack that Firaxis could have, and should have, released.

Let me be clear about this. The quality of the work is up to professional release standards (minor bugs and all), and the balance of play is better than the original.

Anyone who challenges your claim need only download the modpack and expansion and see for themselves. Your work is simply fantastic, end to end.

EW

Blackfire13
Dec 05, 2004, 06:39 PM
I misstyped it earlier. here is the exact quote:

art\units\slinger../archer/archervicyell.wav

also, i got some general comments.

1)maybe you said it in an earlier thread, but what was the rational behind including the austrians? I think they make europe too crowded as it is, and weakens the other great powers like france, germany, and rome.

historically the austrians were a great power. but shouldnt we include them with the germans? after all, if we want to be accurate, "germany" didnt exist as a whole until bismark unified it. if you are going to include austria, that would be like making prussia its own civilization. because most of the power from the german peoples until the industrial age was by prussia, and the other weak german states were just fodder for the great powers.

-could i suggest a polynesian/South east asian civ? they could represet all of polynesia and south east asia -thailand, indonesia, burma, philippines, vietnam.
this civ could fill out the empty pacific quarter, which is always colonized by china, korea and japan.

historcally they play a big part in history - in the spice trade, as military powers - (the javanese were the only ones after the mamaluks in egypt to descively defeat a mongol army in battle). culturally - angkor wat. if you inlcude the inca, or aztec, these civilizations have as unique a culture, but more durable and stronger. they survive as states today, whereas the incans and aztecs do not.

today they are a large part of the world population - indonesia is the biggest muslim country in the world having as many indonesians as there are the entire arab people. also politically they are important. vietnam for instance.

2)ive played the original several times, and it seems mongolia doesnt stand a chance. why dont you make a relatively powerful cheap unit the mongols can make?


I am playin this mod called the great armada - its europe in the 1500-1700
i played as the scots. its really difficult because their cities are so weak but they can make a unit - highlander - that can hold its own. it has the same strength as a normal defensive unit, 2 movement and retreat. but it only has 1 defense, so you have to attack. after awhile it becomes obsolete because the defensive units get stronger. however they are still useful because they are so cheap, and can still be viable.

as it was i was able to take out england. but it was the case where if i didnt take them out, they would have taken me out, because my weak cities took so long to make a defensive unit that englands economic might would have destroyed me soon.

I think this should be what it should be like with the mongols, to make things historically accurate. they have their brief chance in history to explode out before their offense can no longer take the cities down.

----------------------
just my 2 cents, its a great mod

Jaguar
Dec 05, 2004, 06:42 PM
-Biplanes cannot rebase
I was confused by that, too, and I thought it might have been intentional.

Beernuts1987
Dec 05, 2004, 08:21 PM
1)maybe you said it in an earlier thread, but what was the rational behind including the austrians? I think they make europe too crowded as it is, and weakens the other great powers like france, germany, and rome.

historically the austrians were a great power. but shouldnt we include them with the germans? after all, if we want to be accurate, "germany" didnt exist as a whole until bismark unified it. if you are going to include austria, that would be like making prussia its own civilization. because most of the power from the german peoples until the industrial age was by prussia, and the other weak german states were just fodder for the great powers.

-could i suggest a polynesian/South east asian civ? they could represet all of polynesia and south east asia -thailand, indonesia, burma, philippines, vietnam.
this civ could fill out the empty pacific quarter, which is always colonized by china, korea and japan.

historcally they play a big part in history - in the spice trade, as military powers - (the javanese were the only ones after the mamaluks in egypt to descively defeat a mongol army in battle). culturally - angkor wat. if you inlcude the inca, or aztec, these civilizations have as unique a culture, but more durable and stronger. they survive as states today, whereas the incans and aztecs do not.

today they are a large part of the world population - indonesia is the biggest muslim country in the world having as many indonesians as there are the entire arab people. also politically they are important. vietnam for instance.

2)ive played the original several times, and it seems mongolia doesnt stand a chance. why dont you make a relatively powerful cheap unit the mongols can make?

just my 2 cents, its a great mod


Ok lets start from the top:

The Austrians were a major power during the middle ages and deserve their spot as much as Korea/Netherlands/Portugal deserve theirs.

Rhye doesn't want a SE Asian filler civ, but I would prefer one to the Byzantines.

Mongolia has 2 cheap and incredibly awesome units, what are you talking about?

Gunner
Dec 05, 2004, 08:27 PM
yeah and I have seen mongolia be one of the world leaders several times in RoC and once (out of 1) in RoX

The_Yellow_Dart
Dec 05, 2004, 08:30 PM
In other peoples games have the Arabs become one of the richest civs?

Playing in Regent as Spain I just met them in 1000AD and they have a whopping 5123 Gold! Is this the norm in other peoples game?

Beernuts1987
Dec 05, 2004, 08:32 PM
Arabs and Greece have a bad habit of getting too much $$$. BTW The Yellow Dart, you should play on Monarch, its about the same as normal games Regent.

Gunner
Dec 05, 2004, 08:41 PM
Yeah, I noticed that Greece has quite a bit. 1200AD they have 7500 gold. I am England on Emperor with about 1900 gold myself. Havent met the arabs yet.

Everyone else has under 1500 gold, which I would consider normal.

I will post a play update with any suggestions probably once I reach America.

The_Yellow_Dart
Dec 05, 2004, 08:55 PM
Beer- I will probably next game, I'm pretty new at playing Civ so I'm playing at the level I'm most comfortable with right now.

Another thing I've noticed with the Arabs is the number of wonders they are able to construct in Mecha, right now they have 3: The Oracle, Great Library, and the Moai Statues.

What about other peoples games?

strikercw
Dec 05, 2004, 09:05 PM
:crazyeye: Rhye, just so you know, I have gotten it to work by unpacking the folder they got into the scenarios folder. What I mean is that if you unpack on the folder (by example, doing an 'extract in..') then it doesnt work, but if you going into the files and extract the original folder and the .biq (or whatever it the map that you choose is) into the folder then it works.. I think. :crazyeye:

edit: sorry didn't read the post at the top, basically I concur. 8)




thanks

PS Just currious, probably a stupid question. Should I still be able to use regular tips tactics, strategies, etc. that I can find in the civfanatics forums for this mod?

The_Yellow_Dart
Dec 05, 2004, 09:19 PM
PS Just currious, probably a stupid question. Should I still be able to use regular tips tactics, strategies, etc. that I can find in the civfanatics forums for this mod?

Some work, others don't. Those that deal with city placement and settler factories don't work well due to the number of civs, the cost of settlers, and the fact you can't settle on many of the terrian that you could in a normal Civ3 game. Others dealing with Trades and Wars can help, though you have to find units that are similar if you want to use the war stratagy.

Aeon221
Dec 05, 2004, 10:14 PM
Relax on the poor dude, he was tryin to help. Not his fault he managed to touch about ten sensitive nerves because he's not been on this thread forever ;p

I think I found most of the Euro bugs (for Rome at least), so I am going nuts on the world in the hopes of gaining a Domination victory in under fifty turns. I'm starting 25% pop, but only 6 or 7% landmass... ;p

NUKE TIME! haha, easiest way to domination... at least for pop.

Striker, the strategies will work, but the tactics wont. The strategy of mass whomping settlers is good. The tactics listed will not work, which is why we are creating TACTICAL guides for play... not strategic. Its a word thing, but it always bugs me.

Anyway, I have about ten hours of work to do in one. Yay fun time! ;p

Aeon221
Dec 05, 2004, 10:16 PM
Oh and Israel overran Arabia rather quickly in my game. I think that this is a major problem!

Which could be easily solved by making deserts impassable! Have I mentioned that doing this would also reduce load times by reducing the total number of terrain squares usable as target locations for movement?

;p

Hold to the last!

Aeon221
Dec 05, 2004, 10:18 PM
Last thing. Greece is grossing 160 GPT (found it by using the type max exploit with GPT in the diplo screen) with one city that is producing 11 GPT.

This is clearly a problem when the mongols, 8 cities, similar locations, are grossing 62GPT.

You can check in your own games by typing 999999 in the GPT on the diplo screen. This will automatically reduce to the max level of income that they have INCLUSIVE OF FORIEGN SPENDING. You can check to see if I am right by doing it to yourself.

The_Yellow_Dart
Dec 05, 2004, 11:13 PM
In my game Israel was destroyed by India and didn't attack the Arabs that I could tell. (At least not take any cities) What happens might change game to game because of the random seed.

Aeon, if it was me you were talking about, I apologize to anyone I offended if I came out sounding wrong.

I havn't played as them and I havn't met them, but when do the japanese expect to reach the industrial age? I know they didn't start to really industrilize until the mid to late 1800's. But once they started they completed it very fast compared to other countries. Is this shown in the mod like the Americans?

Micromegas
Dec 06, 2004, 12:12 AM
Playing Israel now, no warrior issue. Middle age started ~700, at ~1400 I control a diagonal area from vienna to pasargadae and the arabian peninsula. Arabs, Austrians, Babylonians, Byzantines, Greeks, Persians and Ottomans all reduced to rubble or to some minor cities momentarily out of reach. At ~1500 my longtime allies, the romans, turned out traitors and are now going to pay for backstabbing me, but due to continued warfare research is slower than it should be. Let's see. Other observations: unusual amounts of cash in ancient times, probably due to caps (?) mainly arabs and greeks, needless to say that it was what brought them on top of my attack list; India stronger than usual (good!); japan is the only asiatic civ to build any wonders, the iberian civs are far behind - much more than usual. And one last thing, for a religious civ colloseums used to be more expensive than cathedrals/synagoges, well that isn't the case. Bug or Feature? ;) Anyway, flavored units really are a great optical improvement and the tech tree in general is convincing. Ok, that's it for now, I'll update once I reach the modern era. +
Err, no, not quite, a comment on the arabs: I'm absolutely convinced that I wouldn't have stood a chance against them if I wasn't so lucky to get a free settler from the goodie hut south of mekka, so they found themselfs under attack from north and south when time arose. Don't really think there's a need for balancing there, if Israel decides to go on a killing spree their isolated location is some kinda protection already - slows down other war plans tremendously and leaves Israel very open to attacks from possible arab allies. With the amounts of money they got they should be able to buy some help... well, actually I had to resolve to a saved game err... see? On second trial I waited for them to attack egypt and headed for persia in the meanwhile, that worked better. By the time Persepolis was taken, the arabs had taken memphis (I think) and egypt became a willing ally. Even though I rushed for mekka I wouldn't have taken it without an maccabee army, I doubt Israel will have one available on a general basis. Only issue may be that they really buld to much wonders... well, I won't complain for the moment, all ur wonders belongs to us. :D

Rhye
Dec 06, 2004, 04:20 AM
aaah I'm flooding in the posts, the announcement caused a boom of the posts I won't be able to answer everybody, but I read everything (I'm still collectiong info for the next patch. There's already enough info, but this time I'll wait some more days.)
Fortunately, beta-testers are helping me in replying :)

Rhye
Dec 06, 2004, 04:26 AM
Micromegas, why don't you write a strategy guide for Israel? I think you all can begin now to fill the site again. It is very useful for the noobs (and for me, too, if I'll decide to play, one day :) )


Playing Israel now, no warrior issue.


In fact it's fixed in 1.01



And one last thing, for a religious civ colloseums used to be more expensive than cathedrals/synagoges, well that isn't the case. Bug or Feature? ;)


A forced feature: with the new religious trait settings (new citizen, monuments, etc.) and reduced anarchy for every civ, the bonus on religious improvement is gone, and there's nothing I can do about it.

Rhye
Dec 06, 2004, 04:36 AM
balloons can also rebase and run recon and cannot move... which seems to be causing problems with their ability to follow hotkeys.


... +$.02

I don't understand the problem. Planes are immobile and have bombing, superiority, rebase and recon abilities. If that's good, where's the problem if balloons only have recon and rebase?

Rhye
Dec 06, 2004, 04:38 AM
Rhye - I just wanted to say that I downloaded and installed two other finished mods this weekend and found one frustratingly incomplete and the other cartoonish but fun.

I know that you've made some bold claims recently, but let me just say that you have EVERY right to. The ROC mod and ROCX expansion are the expansion pack that Firaxis could have, and should have, released.

Let me be clear about this. The quality of the work is up to professional release standards (minor bugs and all), and the balance of play is better than the original.

Anyone who challenges your claim need only download the modpack and expansion and see for themselves. Your work is simply fantastic, end to end.

EW

You saw that, they were going to eat me alive for having claimed that this mod is of bigger quality (and lower quantity) than Rise and Rule.

I will not say anything else; now that everybody can see the pack, I leave it speak in my place.

Rhye
Dec 06, 2004, 04:40 AM
I was confused by that, too, and I thought it might have been intentional.


At first it was intentional because I wanted not to allow them to be carried on carriers. Then I realized that I could simply unckeck the load flag. And I forgot to check again the rebase.

JG99_Korab
Dec 06, 2004, 05:51 AM
What the heck. Why is ther a folder called Rhye's of Civilization, Rhye's of Civilization X, and Rhye's of Civilization XF?

Enkidu_Warrior
Dec 06, 2004, 06:06 AM
What the heck. Why is ther a folder called Rhye's of Civilization, Rhye's of Civilization X, and Rhye's of Civilization XF?

i'll take a stab at this one - and all you experienced modders/testers can correct me if i'm wrong

RoC is the basic modpack
RoCX is the expansion pack
RoCXF has the flavour units in it...

but that's just a guess ;)

Rhye
Dec 06, 2004, 06:26 AM
RoC is the basic modpack
RoCX is the expansion pack
RoCXF has the flavour units in it...

but that's just a guess ;)


Correct. You can move all the units from RoCXF in RoCX if you want; it's the same. I divided them to find them more quickly

JG99_Korab
Dec 06, 2004, 06:29 AM
So I don't need to combine all the stuff?

Blasphemous
Dec 06, 2004, 07:00 AM
Rhye, shouldnt drafted units always be the cheapest type (guerrilla, partisan, etc?) just because they are crummy units that no one would build otherwise?
No, you should be able to draft Fusiliers and Trench Infantry just like in history. But I do think that if the Partisan and Guerilla don't become upkeep-free no major nation will ever use them (and I know I'd be spitting out three Partisans a turn now if they were upkeep-free.)

A forced feature: with the new religious trait settings (new citizen, monuments, etc.) and reduced anarchy for every civ, the bonus on religious improvement is gone, and there's nothing I can do about it.
Yes, there is something you can do about it. You add a tech to the tech tree that requires the medieval religion tech. There should two seperate copies for each religion. One set of copies will require the religious tech, along with an ERA_NONE tech called "non-religious" or something that non-religious civs get. The other set of copies required the Religious Trait ERA_NONE tech instead of the non-religious tech. Now, the non-religious Christian tech would allow regular Cathedrals, but the religious one would allow half-priced Cathedrals. Same for the other religions. These special techs should be named "Cathedrals", "Mosques", etc. They should cost 1 beaker and be non-tradable.
Then all religious civs get cheap cathedrals/mosques, and the non-religious ones pay the regular price.
For Israel there should only be the religious Synagogue tech, obviously. (I would say give them the cheap Synagogue with Jewish Theology, but then they would see an arrow pointing nowhere and they would have to research one turn less for their place of worship so nvm.)

cider
Dec 06, 2004, 07:12 AM
i noticed that the attack and fortifying sound of the Camel Rider is a bit scratchy and very loud in the end. so i checked the .wav files in the folder but they seem to be ok. is that a bug that only concerns me ? :)

Fintilgin
Dec 06, 2004, 07:13 AM
Arg! This is a really great mod, (good enough that I registered here just to post this) but it crashes everytime I try entering the medieval age. :( I've tried reinstalling the mod, but it dosn't do any good. If I delay getting my last ancient tech the game keeps playing fine, but the instant I move to the next age the game drops right to the desktop.

I thought it might just be a corrupted save game, but I made a tweaked version of the base mod where I told the Romans to start in the middle ages, and if I start as the Romans I never even see my first turn, the game promptly crashes right to the desktop.

Any ideas? I had similar problems (not identical) with an earlier version of the mod, and I'm nearly ready to give up on it, which sucks because it seems like a blast. :sad:

Aeon221
Dec 06, 2004, 07:18 AM
COmplicated!

Also, Fusiliers (at least) were well drilled units, not conscripts. Conscripts, by definition, are going to be badly trained and drilled. In this game, they are also (relatively) free.

Soooo since we have a line of units no one builds, and we have units that are typically made up of unhappy members of the populace (partisan? guerrilla? helloooo? ;p) they seem to make the most sense as drafted units from my point of view.

Granted, infantry was a drafted unit, but giving someone trench infantry for a pop point isnt fair to small civs.

Example, I have a massive empire with some huge, hyper corrupt cities that I draft the bejeezus out of for cheap troops to expand my holdings. Civ B next door has like five, and any drafting reduces their production ability. They can outproduce me with their cities, because their five are better than my core cities, but because I have so many drafted units, I can overrun them with ease (and some artillery ;p).

If I was getting Partisans or Guerillas I would still be able to do so, but it would be far more difficult.

I just want to have to build good units, and get bad ones for free. Makes sense to me!

Rhye
Dec 06, 2004, 07:18 AM
No, you should be able to draft Fusiliers and Trench Infantry just like in history. But I do think that if the Partisan and Guerilla don't become upkeep-free no major nation will ever use them (and I know I'd be spitting out three Partisans a turn now if they were upkeep-free.)


Yes, there is something you can do about it. You add a tech to the tech tree that requires the medieval religion tech. There should two seperate copies for each religion. One set of copies will require the religious tech, along with an ERA_NONE tech called "non-religious" or something that non-religious civs get. The other set of copies required the Religious Trait ERA_NONE tech instead of the non-religious tech. Now, the non-religious Christian tech would allow regular Cathedrals, but the religious one would allow half-priced Cathedrals. Same for the other religions. These special techs should be named "Cathedrals", "Mosques", etc. They should cost 1 beaker and be non-tradable.
Then all religious civs get cheap cathedrals/mosques, and the non-religious ones pay the regular price.
For Israel there should only be the religious Synagogue tech, obviously. (I would say give them the cheap Synagogue with Jewish Theology, but then they would see an arrow pointing nowhere and they would have to research one turn less for their place of worship so nvm.)

->We could try. -2 hps for all the guerilla units, but no support.

->Interesting solution. I didn't think about it. The only problems are an increased complexity (9 new techs), a new tech to be researched that may alter the timeline, and the Jewish thing with the arrow. Why don't we simply leave everything as it is, as religious civs get some big bonuses anyway? ;)

Aeon221
Dec 06, 2004, 07:19 AM
Is there any error message? Or does it just crash?

Fintilgin
Dec 06, 2004, 07:19 AM
No message at all. Just BANG right to the desktop as soon as my turn should come around.

Rhye
Dec 06, 2004, 07:20 AM
i noticed that the attack and fortifying sound of the Camel Rider is a bit scratchy and very loud in the end. so i checked the .wav files in the folder but they seem to be ok. is that a bug that only concerns me ? :)

I'll check.


So I don't need to combine all the stuff?

No!

Rhye
Dec 06, 2004, 07:24 AM
Arg! This is a really great mod, (good enough that I registered here just to post this) but it crashes everytime I try entering the medieval age. :( I've tried reinstalling the mod, but it dosn't do any good. If I delay getting my last ancient tech the game keeps playing fine, but the instant I move to the next age the game drops right to the desktop.

I thought it might just be a corrupted save game, but I made a tweaked version of the base mod where I told the Romans to start in the middle ages, and if I start as the Romans I never even see my first turn, the game promptly crashes right to the desktop.

Any ideas? I had similar problems (not identical) with an earlier version of the mod, and I'm nearly ready to give up on it, which sucks because it seems like a blast. :sad:

First of all, are you playing with the basic mod, or with the expansion?

Second: if you're using the expansion, then you should NOT tweak that way. When you start at a different era, you grab all the previous techs, including the religions you shouldn't have!

Barak
Dec 06, 2004, 07:55 AM
Hey Rhye, why was the Man-at Arms removed? Seem like Urban militia and swordsman are still running around in the modern era. Or did I miss something. Playing as England now. Built the Papal States a bit early though. London had it in about 500 AD.



Great mod. Love the flavor units.

Micromegas
Dec 06, 2004, 08:03 AM
A real oddity about Israel, I can't build The India Trade Company in Jerusalem. It's Jerusalem alone, any other city works fine, be it build or conquered. I have not paid special attention to this, so it may apply to other wonders as well. No idea what that might be.

Hm, might be interesting, writing the strategy guide. But this is my very first game as the Israelites, so it may take some more - I feel I've been rather lucky in this one. I'll keep it in mind though. Btw, if you ever decide to localize the mod/x-pack I'd volunteer for the german part of it. You dropped a remark hinting in such direction when that swastika issue was discussed some pages back. Well, each thing has its time and this can surely wait as the release is way more important and patches will be needed still, but if you decide for localization just let me know.

Blasphemous
Dec 06, 2004, 08:06 AM
Also, Fusiliers (at least) were well drilled units, not conscripts. Conscripts, by definition, are going to be badly trained and drilled. In this game, they are also (relatively) free.

Soooo since we have a line of units no one builds, and we have units that are typically made up of unhappy members of the populace (partisan? guerrilla? helloooo? ;p) they seem to make the most sense as drafted units from my point of view.

Granted, infantry was a drafted unit, but giving someone trench infantry for a pop point isnt fair to small civs.

Example, I have a massive empire with some huge, hyper corrupt cities that I draft the bejeezus out of for cheap troops to expand my holdings. Civ B next door has like five, and any drafting reduces their production ability. They can outproduce me with their cities, because their five are better than my core cities, but because I have so many drafted units, I can overrun them with ease (and some artillery ;p).
iirc, Napoleon pretty much drafted his army of fusiliers.
And I'm pretty sure in most cases in history the nations with really big populations really did get an enormous edge when they drafted. =|
Remember, historical accuracy matters here as well as balance.

->We could try. -2 hps for all the guerilla units, but no support.

->Interesting solution. I didn't think about it. The only problems are an increased complexity (9 new techs), a new tech to be researched that may alter the timeline, and the Jewish thing with the arrow. Why don't we simply leave everything as it is, as religious civs get some big bonuses anyway? ;)
1. Maybe just -1 hp... When Partisans come in they're already far too weak to do real damage in small numbers. Guerilla seem to be a bit more dangerous when they come in but a bit later they too aren't capable of that much. So for them you may want it to be -2hp.
2. What big bonuses? The Monument and the Priest? I wouldn't exactly call those "some big bonuses". I'd call them "two okay bonuses."

Blasphemous
Dec 06, 2004, 08:07 AM
A real oddity about Israel, I can't build The India Trade Company in Jerusalem. It's Jerusalem alone, any other city works fine, be it build or conquered. I have not paid special attention to this, so it may apply to other wonders as well. No idea what that might be.
That wonder is an extra FP. FPs cannot be built in the capital. :p

dafiden
Dec 06, 2004, 08:13 AM
i noticed that the attack and fortifying sound of the Camel Rider is a bit scratchy and very loud in the end. so i checked the .wav files in the folder but they seem to be ok. is that a bug that only concerns me ? :)

I have this problem also.

Micromegas
Dec 06, 2004, 08:17 AM
Oops, how stupid... RTFCP err LOL

Rhye
Dec 06, 2004, 08:20 AM
1. Maybe just -1 hp... When Partisans come in they're already far too weak to do real damage in small numbers. Guerilla seem to be a bit more dangerous when they come in but a bit later they too aren't capable of that much. So for them you may want it to be -2hp.
2. What big bonuses? The Monument and the Priest? I wouldn't exactly call those "some big bonuses". I'd call them "two okay bonuses."


1. So, shall we try?


2. I could raise the culture per turn to 2 for the monuments.

Fintilgin
Dec 06, 2004, 08:28 AM
Well, the tweaking isn't related to the crash, then. I only tried that out on a backup, AFTER I had the problem repeatedly, to see if I could narrow it down. The crash is hapening with the Egyptians on a freshly installed copy of the expansion pack.

I don't think it's the save, but I do have a copy I can e-mail for testing if it would help. Maybe it's my installation of Civ3, though I haven't had any other issues...

Blasphemous
Dec 06, 2004, 08:36 AM
1. So, shall we try?
2. I could raise the culture per turn to 2 for the monuments.
1. Yes. :D
2. I would still think the bonus is not that great. It used to be a real good thing that you could build cathedrals and all for cheap. And it IS doable (and pardon me but one extra turn of research for every civ would not change the course of history.)

Rhye
Dec 06, 2004, 09:02 AM
Well, the tweaking isn't related to the crash, then. I only tried that out on a backup, AFTER I had the problem repeatedly, to see if I could narrow it down. The crash is hapening with the Egyptians on a freshly installed copy of the expansion pack.

I don't think it's the save, but I do have a copy I can e-mail for testing if it would help. Maybe it's my installation of Civ3, though I haven't had any other issues...

Send the savegame to my mail

Rhye
Dec 06, 2004, 09:05 AM
1. Yes. :D
2. I would still think the bonus is not that great. It used to be a real good thing that you could build cathedrals and all for cheap. And it IS doable (and pardon me but one extra turn of research for every civ would not change the course of history.)


1. I think the -2 is better. The free support is a big advantage. You can build hundreds of them, and we don't know how will AI behave.

2. I don't like the pending arrow. If Jews get another wonder, and only the synagogue is moved to the additional tech, it's OK for me. But what's the wonder?

Three_Crowns
Dec 06, 2004, 09:12 AM
(and pardon me but one extra turn of research for every civ would not change the course of history.)

Will it not take minimum five turns no matter what the tech costs?

Blasphemous
Dec 06, 2004, 09:19 AM
1. I think the -2 is better. The free support is a big advantage. You can build hundreds of them, and we don't know how will AI behave.

2. I don't like the pending arrow. If Jews get another wonder, and only the synagogue is moved to the additional tech, it's OK for me. But what's the wonder?
1. Okay.
2. They don't have to get anything with the regular tech, the idea is that the additional tech is kind of an extention of the regular tech.

Will it not take minimum five turns no matter what the tech costs?
Good point. So the regular medieval religion tech should be a bit cheaper to compensate.

Three_Crowns
Dec 06, 2004, 09:26 AM
The pedia for Fortification says that it enables bridges, but it seems that in fact it is Contruction that enables bridges (at least in v1.0).

Fintilgin
Dec 06, 2004, 09:36 AM
I sent my save game, hope you can figure out the problem.

Thanks for taking a look at it. :)

Aeon221
Dec 06, 2004, 09:41 AM
Partisans and Guerillas with free support seems like its going to cause major problems, even with a disadvantage... but why not, its worth a try.

And Blas, you should know by now that we could sit here bringing up specific examples from history to prove and disprove drafting of this or that unit type from now until the end of time.

The Guerilla is by definition a unit that is untrained and (virtually) instantly raisable(same with Partisan) while (as I am sure you are well aware) units drafted in the modern world undergo basic training.

In game, this translates into units that are normally instant formations taking 5 turns in a decent city, while far superior infantry is being raised instantly.

Historicity? hmm? Where?

Big nations get tons of advantages; we need to reduce them so that size is not all that matters: quality, not quantity!

Aeon221
Dec 06, 2004, 09:50 AM
Rhye, I think you may need to time your mod again to see if it is still as fast as it used to be. Right now, I have a feeling that it just may have slowed down a bit.

Just a tad ;p

cider
Dec 06, 2004, 10:08 AM
i've built a balloon and i did a recon mission into enemy area. the following turn i was short of money and the balloon disappeared. now i see this area revealed since 5 turns, without having the balloon anymore ! :confused:

edit: civilopedia entry for trench warfare: "to prevent the enemy from the trenches to prevent..."

The_Yellow_Dart
Dec 06, 2004, 12:59 PM
Legionary pedia entry needs to show that it upgrades.
Also are Hoplites and the Immortals supposed to upgrade into anything?
Looking at the Biq in the editor it says they both upgrade, but into another civs UU. Which of course they can't do since they are not that civ. Intentional or a mistake?

Vostos
Dec 06, 2004, 01:31 PM
Legionary pedia entry needs to show that it upgrades.
Also are Hoplites and the Immortals supposed to upgrade into anything?
Looking at the Biq in the editor it says they both upgrade, but into another civs UU. Which of course they can't do since they are not that civ. Intentional or a mistake?

It's the way the upgrade chain works, ignore it, they upgrade fine

Micromegas
Dec 06, 2004, 02:46 PM
Errr ... maybe I'm stupid again, but shouldn't The India Trade Company be mutual exclusive with the Forbidden palace (and the Secret HQ), too? And are they in the original game? This seems to be my first day of utter stupidity, I never tried. But anyway, I think they should be, if that's possible - just to protect me from myself. ;)
Industrial started at 1824 btw. Romans hide somewhere in western Afrika and Germany now controls the majority of the iberian peninsula, reducing Spain and Portugal to one city civs. Well, but Germany doesn't control much else anymore, thx to my french allies, turned out we share the conquered territories in two parralel areas running along europe's northern coasts. Dunno what happened to the dutch, guess the germans beat them already - there are some left in sibiria though. Russia will be next, as France is keeping the English and Scandinavians busy now. :D After a little blitzkrieg heading for moscow I'll allow Russia peace though, I just want to cripple them before they get cosacks. It's time to head for rubber, think I'll need to pay India a visit soon, they profitted long enough from the destruction of Persia and are massing up troops near pasargardae already. Atm, a fostress there with some fussiliers and cannons is pretty enough to keep them busy, as is for the remaining germans near pisae. Once I moved that line of defense to the southeastern apophysis of the himalaya I should end up with a rather autarkic empire and will concentrate on acquiring wonders, by building and airborne commandos probably. Maybe a civ cultural victory is still in reach?

Aztechs have just build the temple of the sun and the temple of Kulcantremember, that's very late, isn't it? And also means they didn't change their religious trait till now? Seems odd. But maybe that is due to my lack of exploration and the fact that european powers have been very busy during the years they were supposed to colonize. Anyone else noticed this?

Blasphemous
Dec 06, 2004, 02:54 PM
Errr ... maybe I'm stupid again, but shouldn't The India Trade Company be mutual exclusive with the Forbidden palace (and the Secret HQ), too? And are they in the original game? This seems to be my first day of utter stupidity, I never tried. But anyway, I think they should be, if that's possible - just to protect me from myself. ;)

Aztechs have just build the temple of the sun and the temple of Kulcantremember, that's very late, isn't it? And also means they didn't change their religious trait till now? Seems odd. But maybe that is due to my lack of exploration and the fact that european powers have been very busy during the years they were supposed to colonize. Anyone else noticed this?
1. Well, it's a great wonder and hard to achieve for most civs, so it's absolutely fair that it acts as an additional FP. And that's the whole point of its effect.
2. Err... Religious traits aren't something that changes. They're just techs that allow wonders. So if nobody built an ancient religious wonder it can still be built when everyone is already well past getting their medieval religion.

Micromegas
Dec 06, 2004, 03:07 PM
Guess I've been not very clear, I meant it has no point to build them both in one city. FP/IndiaTrade, same as Palace/IndiaTrade

Geez, they don't change? Must have missunderstood that concept then, Ionly played Israel thus far. But still isn't it very late? I'd think that indicates the american civs are way more behind then usual.

Blasphemous
Dec 06, 2004, 03:11 PM
Guess I've been not very clear, I meant it has no point to build them both in one city. FP/IndiaTrade, same as Palace/IndiaTrade

Geez, they don't change? Must have missunderstood that concept then, Ionly played Israel thus far. But still isn't it very late? I'd think that indicates the american civs are way more behind then usual.
1. Since you can't build SPHQ in the same city as FP/Palace, I assume you can't build ITC in the same city as FP/SPHQ.
2. It's late but I can't recall when they built them in my test games.

Rhye
Dec 06, 2004, 03:13 PM
i've built a balloon and i did a recon mission into enemy area. the following turn i was short of money and the balloon disappeared. now i see this area revealed since 5 turns, without having the balloon anymore ! :confused:

edit: civilopedia entry for trench warfare: "to prevent the enemy from the trenches to prevent..."

Strange bug...I don't know where does it come out.

Rhye
Dec 06, 2004, 03:13 PM
Legionary pedia entry needs to show that it upgrades.
Also are Hoplites and the Immortals supposed to upgrade into anything?
Looking at the Biq in the editor it says they both upgrade, but into another civs UU. Which of course they can't do since they are not that civ. Intentional or a mistake?

Intentional. It's the way upgrades work in the editor. In the standard game, too.

Micromegas
Dec 06, 2004, 03:14 PM
Rhye, wouldn't a somewhat kabbalistic wonder be very suitable? Combines scientific and religious. Autoproduces slow but strong defenders (golem!) maybe. Well, just a rough idea.

Micromegas
Dec 06, 2004, 03:15 PM
Blasphemous, yes you can that was the point.

Rhye
Dec 06, 2004, 03:17 PM
Rhye, I think you may need to time your mod again to see if it is still as fast as it used to be. Right now, I have a feeling that it just may have slowed down a bit.

Just a tad ;p

Probably. I remember Jaguar's save was a bit slow when updating the city productions. I don't know how to improve that. I've done all I could do.

Rhye
Dec 06, 2004, 03:19 PM
Rhye, wouldn't a somewhat kabbalistic wonder be very suitable? Combines scientific and religious. Autoproduces slow but strong defenders (golem!) maybe. Well, just a rough idea.

You say, for the Jews? Ask Blasphemous, then. He should know better than me what can be a wonder.

Blasphemous
Dec 06, 2004, 03:23 PM
Blasphemous, yes you can that was the point.
Oh. That's not good then. =X
(But I can't think of any good solution.)

About a Kabbalistic wonder, there's no need, since Israel already has an exclusive wonder. (And Golems aren't actually real so a wonder that produces them would not be very historically accurate.) You can, however, make Synagogues better than the parallel improvements that other nations get. You can make it say, especially cheap, or make it reduce corruption.

Micromegas
Dec 06, 2004, 03:27 PM
If he likes the idea he'll pick it up, no copyright ;) I admit golem maybe a bit out of sync if the wonder is supposed to kick in at the beginning of the middle ages, should be later. Well, I'll just leave it to the expert. So, plz comment Blasphemous.

What about the ITC issue? I mean, did I get it right that it is not supposed to be build in a city with a FP? Or is that intentional to take care of the little leftover corruption from FP? Would be justifiable, but a little confusing maybe.

Micromegas
Dec 06, 2004, 03:28 PM
LOL too fast for me

Rhye
Dec 06, 2004, 03:33 PM
Well we didn't think of superimposition with the FP.

But ITC requires spices, so it will be built far from the capital, in case of European civs.
I think that the player should choose accurately its location. Close to the FP would be quite useless.

Rhye
Dec 06, 2004, 03:36 PM
Hey Rhye, why was the Man-at Arms removed? Seem like Urban militia and swordsman are still running around in the modern era. Or did I miss something. Playing as England now. Built the Papal States a bit early though. London had it in about 500 AD.


There are historical and gameplay reasons for that. Men-at-arms were dismounted knights, while the medieval Infantry civilopedia was saying that mass army was very common in the Middle Ages.

As there already are knights, there's no need for them. Pikemen are now elite foot soldiers, as they were, and the cheap mass army is composed by non-armoured urban militia.

Rhye
Dec 06, 2004, 03:46 PM
Fintilgin: I'm afraid the savegame works.

All I can do is give you the save of a few turns later.

http://www.civfanatics.net/uploads8/Egypt.zip

homersheineken
Dec 06, 2004, 04:04 PM
Hello,
1st post here.
I looked around this website and the RoC site, but couldn't find a spreadsheet with all the info on what seems like a pretty remarkable mod. Isthere one???
Thanks!!

Beernuts1987
Dec 06, 2004, 04:14 PM
Its under "Description" ;)

Enkidu_Warrior
Dec 06, 2004, 05:33 PM
Fintilgin - i ran into a similar problem with a save game (not this modpack, one i did myself) and it turned out a splash screen file for a wonder was missing or corrupted. so it may be that there's something wrong with your splash screens moving between ages. (this might also suggest re-installing civ might help. do you get the problem in games without the modpack?)

i'm not sure if you can turn off the splashes (or if you'd want to). you might also doublecheck you've installed the latest civ3 conquests patch (1.22 i think), though i'm not sure if that would help.

EW

homersheineken
Dec 06, 2004, 05:47 PM
Its under "Description" ;)

I clicked on the description link (http://rhyesciv.uw.hu/) and there is alot of great info there, but i didn't see the spreadsheet, just a change log among other things....
:sad:

Aeon221
Dec 06, 2004, 05:59 PM
I would recommend that he reinstall civ, as that seems to be the only alternative remaining.

Dreads dont upgrade, balloons can load into transports (we are talking galleons here!) and U2 and Balloon both ignore hotkeys (like R for recon and Shift-R for rebase), Bombers do not actually upgrade, although you can no longer build them and can build heavy bombers... which ended up being a MASSIVE headache, because I had to rebuild my entire airforce...

America jumped into the forefront of the tech race when they got the Statue of Liberty, which was qvite useful to them! However, they only got that far because I had been making random donations of techs to them (I want to crush an America in the prime of its existence, not obliterate some puny remnant! No honor in an easy victory). Their gross product doubled two turns after they build it (gaining to almost half of mine ;p).

I think that there are very few bugs left to hunt down, at least on the Euro front. Is anyone checking the Asiatic and American side?

Rhye
Dec 06, 2004, 06:32 PM
What spreadsheet are you looking for? The site has all the info you need inside "description" and "expansion pack". Otherwise you'll find the same info inside the two readmes. You can download them from the first page.

Rhye
Dec 06, 2004, 06:35 PM
America jumped into the forefront of the tech race when they got the Statue of Liberty, which was qvite useful to them! However, they only got that far because I had been making random donations of techs to them (I want to crush an America in the prime of its existence, not obliterate some puny remnant! No honor in an easy victory). Their gross product doubled two turns after they build it (gaining to almost half of mine ;p).


I want to know some things:

-the year of construction of the statue
-the year of begin of construction
-did you give America democracy, or have they discovered it on their own?
-in the first case, have you got a savegame of before giving them the tech?
-in the latter case, have you got a savegame of some years before they started building?

Horton
Dec 06, 2004, 07:12 PM
It might be my imagination but time between turns seems to be taking an unusually long amount of time from the late industrial age onward in the expansion.

homersheineken
Dec 06, 2004, 07:37 PM
What spreadsheet are you looking for? The site has all the info you need inside "description" and "expansion pack". Otherwise you'll find the same info inside the two readmes. You can download them from the first page.

I guess what I"m looking for is a spreadsheet of all the units (and thus the changes made). The readme's are a good help, but i'm looking for a quick reference to all the units and gov't stats. Does that make sense? :) :crazyeye:

Enkidu_Warrior
Dec 06, 2004, 08:42 PM
It might be my imagination but time between turns seems to be taking an unusually long amount of time from the late industrial age onward in the expansion.

horton - if you think this is bad, trying playing a huge map with 16 civs without the modpack! :eek: :cry:

Fintilgin
Dec 06, 2004, 08:52 PM
I wiped out my old copy of Civ3 and did a fresh install. Lo and behold, it worked! Huzzah! :) I've just hit the Industrial ages (mid 1700s) a few turns after the AI.

Thanks for the suggestions and help everyone. :)

Aeon221
Dec 06, 2004, 08:53 PM
I deleted all my savegames a day or two ago cuz they were slowing down my computer (50 megs... too much!) so not an option... sorry!

They built it in 1954 (completed)... and I retired so that I can watch the histogram and find out when they started... but duh it doesnt tell you.

I HAVE A 1924 SAVE YESSS! Sending it to you Rhye!

Aeon221
Dec 06, 2004, 09:09 PM
I am absolutely certain that they would never have gotten it without me giving them free techs randomly. Make it so that it also requires wine, move one of the mustangs to DC so that it will be built in a high production area, and make so that it requires something like bronzeworking... or just nothing. That way it takes Eurocontact and mustangs (which should probably come earlier than cav by enough to make it so that the statue can be built before the industrial era).


as is, america is relaly just a waste of space. its not fulfilling the role it is placed in the game to fulfill, and its already ahistorical enough. i think we need something drastic to justify its existence, and i think this is it.

Gunner
Dec 06, 2004, 09:48 PM
What would requiring wine serve to do?

genovais
Dec 06, 2004, 10:33 PM
Hello -- this is my first post, I checked as many pages of this thread as I could but I didn't see anything relating to my question:

I downloaded the Basic Mod v2.65, and then the expansion pack, but when I try to load the Expansion from the Civ.Content page, I get the message that I'm missing the following file: art/advisors/NP_all.pcx

Anyone have any ideas?
Thank you in advance,
Bradley RAVEN

edit: whoops I found the discussion with strikercw -- will try some of those suggestions

2nd edit: I downloaded the four separate 2.65 zip files, this apparently fixed my problem.

Enkidu_Warrior
Dec 06, 2004, 11:34 PM
Fintilgin - glad to hear you have it sorted :D

Genovais - happy to help ;) :p

Jeff1787
Dec 07, 2004, 03:00 AM
I got the following error message...screen shot attached.

Three_Crowns
Dec 07, 2004, 03:19 AM
My game as America ended in failure and misery. The European powerhouses got to industial in 1812 AD and modern in 1916 AD. The Dutch built The Statue of Liberty in a colony in South America and the English built The India Trade Company on their main land - should it require spice within the city radius? Israel built many wonders - among them The UN. Do europeans have a new colonize advantage? Their colonies acquired culture fast and had enough production to swarm me with lancers. I am still stuck in the medieval age.

Rhye
Dec 07, 2004, 03:32 AM
I got the following error message...screen shot attached.

It seems that basic RoC isn't installed correctly.

Rhye
Dec 07, 2004, 03:33 AM
It might be my imagination but time between turns seems to be taking an unusually long amount of time from the late industrial age onward in the expansion.

It could be true, but I don't know what's causing this.

Three_Crowns
Dec 07, 2004, 03:39 AM
It could be true, but I don't know what's causing this.

It started to take a long time, between choosing new construction orders and being able to move, shortly after I was discovered by the Europeans. Maybe it is the high ship movementrates. Perhaps the AI is just idly moving them back and forth or moving in, bombard, moving out.

Rhye
Dec 07, 2004, 04:13 AM
Aeon's savegame is OK. In 1924 it takes one minute for AI movements, and strangely additional 30 seconds after the production messages. 1 minute and half is a short wait, anyway.

Rhye
Dec 07, 2004, 04:40 AM
While I work on the new patch for both RoC and RoCX (my aim is the end of the week)

I think you should start working on the guides.

My request is this:

->to the RoC guides users: can you update your guides to RoC, please?
Currently there are Rome, Greece, Germany, Russia, China, Persia, England, Ottomans, Austria, Arabia, Carthage, Netherlands, Byzantines, Inca. Written by Horton (most of them), Iztvan, Jaguar, Kello and Beernuts. Well, I think Kello and Iztvan are impossible to contact right now, so that leaves Russia and Inca to be edited by someone else. Well, if you want to edit someone else's guide, that's OK for me. I'll just write the two names of the authors.

->to who didn't write anything: can you make some guides for the remaining civs?


I'm attaching here the collection of the old guides

The first two pages are composed by cuts of generic comments. They SHOULD have been a "generic" tactical guide (tactical, to say Aeon's term).
Unfortunately they haven't got a definite structure, so the first two pages can only be an inspiration for who wants to write generic (non civ-specific) suggestions for RoCX. I remember someone of you (Enkidu W. or Three Chrowns, I don't remember) wrote something that would fit perfectly that introduction.

The rest of the guides are civ-specific and are excellent examples of how they should be.
They should be long approximately one page of the document (including the title), and should contain a rating of the civ strength. But this time (in RoCX) strength must consider the following aspects:
-Starting location (still the most important)
-Unique Units
-Traits and religious traits

Rel. Traits combo and the 2nd UU are the new aspects to be considered.

Enkidu_Warrior
Dec 07, 2004, 06:21 AM
The first two pages are composed by cuts of generic comments. They SHOULD have been a "generic" tactical guide (tactical, to say Aeon's term).
Unfortunately they haven't got a definite structure, so the first two pages can only be an inspiration for who wants to write generic (non civ-specific) suggestions for RoCX. I remember someone of you (Enkidu W. or Three Chrowns, I don't remember) wrote something that would fit perfectly that introduction.


i believe you may be referring to my post #4031
http://forums.civfanatics.com/showpost.php?p=2375770&postcount=4031

i'll see what i can do blending it with what you have in your intro. :)

in particular, i'd like to add a sentence or two about expecting more civ-specific challenges in ROC than stanard Civ or C3C

if anyone has any points they'd like me to add, just shoot them to me via PM and i'll try to work them into a coherent intro.

EW

Aeon221
Dec 07, 2004, 06:21 AM
I thought wine should be included in the SoL so that even though it is available early on, it can only be built once trade with Europe is possible... since the French actually built it and America just set it up.

Making it cheaper would be nice too... its just that America was only included so that it could become a late game superpower, but is unable to do so without an altruistic European bumping it along. If we cannot make it useful, we may as well not include it!

Rhye, you were not able to see how many techs I gave them, but I am certain that it was a great number. Three Crowns and I (having both played as America recently), and I am certain many others, can assure you that it is really quite impossible to make it to the Modern age as America before the end of the game. Late industrial, maybe even to the end, but not all the way.

Enkidu_Warrior
Dec 07, 2004, 06:27 AM
It could be true, but I don't know what's causing this.

i noticed this in the pre-expansion pack, when i got past turn 300. it's a funny time to have the computer spinning, but i'd assume it's going through each city, perhaps checking cultural borders or some such (ergo getting longer as the game wears on)

it's been a while since i played such a large-scale game on C3C so i dont recall if it occurs there too at that stage of the game

EW

Rhye
Dec 07, 2004, 06:31 AM
i believe you may be referring to my post #4031
http://forums.civfanatics.com/showpost.php?p=2375770&postcount=4031

i'll see what i can do blending it with what you have in your intro. :)

in particular, i'd like to add a sentence or two about expecting more civ-specific challenges in ROC than stanard Civ or C3C

if anyone has any points they'd like me to add, just shoot them to me via PM and i'll try to work them into a coherent intro.

EW


yes, use mainly yours and expand it to RoCX (don't care of RoC, you can avoid mentioning it). That intro in the doc isn't a real intro; it's just a cut and paste from various sources; use it only if needed.

Rhye
Dec 07, 2004, 06:38 AM
I thought wine should be included in the SoL so that even though it is available early on, it can only be built once trade with Europe is possible... since the French actually built it and America just set it up.

Making it cheaper would be nice too... its just that America was only included so that it could become a late game superpower, but is unable to do so without an altruistic European bumping it along. If we cannot make it useful, we may as well not include it!

Rhye, you were not able to see how many techs I gave them, but I am certain that it was a great number. Three Crowns and I (having both played as America recently), and I am certain many others, can assure you that it is really quite impossible to make it to the Modern age as America before the end of the game. Late industrial, maybe even to the end, but not all the way.

I'll make it cheaper or invent something else, but I can't add wines. Remember that mustangs must be in the city radius, and wines aren't in America!

Danger Bird
Dec 07, 2004, 06:43 AM
I've been a (silent) fan of the RoC for about six months, and every version has worked fine, but I can't get the x-pack to work.

After I've chosen my civ - I see "assigning team colors" - and then black and it simply quits to to my desktop.

I have C3C v.1.22, and version 2.65 works fine, and I downloaded all 5 parts of the x-pack and put them in my scenarios folder.

The only cause I can think of is that I'm using Japanese version of the game. But that hasn't caused problems with any of the previous versions of RoC (even though Rhye's readme says it should only work with English(US) version). Is there something different about the x-pack that means it (and only it) won't work in a non-US version of C3C?

Hope someone can help, because this x-pack looks superb from what I've read.

Three_Crowns
Dec 07, 2004, 07:47 AM
I'll make it cheaper or invent something else, but I can't add wines. Remember that mustangs must be in the city radius, and wines aren't in America!

Maybe you could also put it earlier, e.g. same tech as mustangs. In many of my games, the vest coast of South America was colonized, which means that the europeans will have cities with mustangs.

Edit: I really like colonial infantry! Conquering Central America with out worrying about jungles, marshes, and mountains.

infoman
Dec 07, 2004, 07:50 AM
I have RoC V2.65 that works fine. When I try and load the expansion pack, I get the following error:

File missing: \text\pedicins.txt.
ICON_BLDG_Statue_of_Liberty

WHat do I need to do to fix this.

Thanks in advance for any assistance.

Micromegas
Dec 07, 2004, 08:41 AM
Just wondering, as I see many posts missing this and missing that, if zip really is the format of choice. Cuz to me that sounds like corrupted files, maybe rar would better serve the purpose as it provides more inherent means of error detection and correction? Another way to ensure the validity of the archives would be to md5 the zip, as is common with isos for linux distros. But that would, IIRC, involve command line and many ppl shy away from it.

OK, that'S it for this week, I'll be very busy. If noone else did already I'll see if I can find the time to write some for Israel during the next weekend.

RoCX rocks! :D

Barak
Dec 07, 2004, 08:46 AM
I'll make it cheaper or invent something else, but I can't add wines. Remember that mustangs must be in the city radius, and wines aren't in America!

Well, actually there are wines in California and the rest of the west coast. Perhaps add them in the early industrial age?

Haavards
Dec 07, 2004, 10:03 AM
Greetings,

First off, my hats of to the creator of this Mod, I've been playing it for a couple of hours, and this could easily turn out to be the most interesting addition to Civ3 ever(for me).

I have a question though,

Is it deliberate that in the beginning of the game it doesnt show what year the game is in?

It only says "Nov" next to the Gold ammount.


Hope you can answer!

Beernuts1987
Dec 07, 2004, 10:10 AM
Rhye I agree w/ 3 Crowns, why not put the Statue earlier and keep the same cost? As soon as America builds it they will be literally thrown into the next age. So historically it would still make sense.

SpikeIt
Dec 07, 2004, 10:29 AM
I guess what I"m looking for is a spreadsheet of all the units (and thus the changes made). The readme's are a good help, but i'm looking for a quick reference to all the units and gov't stats. Does that make sense? :) :crazyeye:

I agree with homersheineken. Some sort of spreadsheet or document detailing the units (stats, UUs, resources req), wonders, tech tree. etc would be extremenly useful and a great addition to your website. A couple were made for Civ 3 and C3C. They would be extremely helpful for a scenario with the scope of this one. And it would complement well the strategy guides you are working on.

The descriptions and change logs just don't detail this sort of information.

Regardless, kudos to this group for an amazing mod. :goodjob: Now I know where Blas has been spending all his time avoiding his DGIT4 turns... :D

Rhye
Dec 07, 2004, 11:28 AM
-> I'll ask GiDustin to update his teaser to RoCX. I think it's would be useful for that purpose.

-> I've received a Web Message by ICQ that asks if 1.01 is playable without 2.65. Well, obviously not. I don't know hot to replay however, because the sender doesn't seem to have an account.

->The Statue of Liberty was built in late '800. How can I put it 200 years back!?! I'll do two things:
-reduce its cost
-make Democracy required for era advancement, so that AI researches it earlier.

->Danger Bird, can you tell me what differs from Japanese and US version of Civ?

->Infoman, be sure to have Conquests updated to 1.22

-> Barak, that will cause an odd wine-to-wine trade. That's why I removed the 2nd type of wine (which previously was in America and appeared later).

-> Haavards, this has never happened to anybody. Is labels.txt in its right location? (inside \text)

Three_Crowns
Dec 07, 2004, 11:52 AM
->The Statue of Liberty was built in late '800. How can I put it 200 years back!?! I'll do two things:
-reduce its cost
-make Democracy required for era advancement, so that AI researches it earlier.

But the american civs will research the tech much later than the rest of the world, so it will not be build 200 years earlier.

Triple_C
Dec 07, 2004, 11:59 AM
Haavards, you need to update to 1.22

Barak
Dec 07, 2004, 12:22 PM
[QUOTE=Rhye]->Barak, that will cause an odd wine-to-wine trade. That's why I removed the 2nd type of wine (which previously was in America and appeared later).

Ah...that makes sense actually

Vostos
Dec 07, 2004, 12:25 PM
Rhye, i can give a few tips for some civs, but can't write to save my life

Damburger
Dec 07, 2004, 12:38 PM
I tried this mod and came across two annoying things

1) there are about 10 versions of common units such as warrior and workers.

2) Settlers cost 120 shield.

Whats goin on?

Chukchi Husky
Dec 07, 2004, 12:41 PM
1) there are about 10 versions of common units such as warrior and workers.
2) Settlers cost 120 shield.
1) Cultural variation to units
2) Stops settler rushes

Damburger
Dec 07, 2004, 12:46 PM
1) Cultural variation to units
2) Stops settler rushes

But 120 shields? How the hell are you supposed to get started?

Blasphemous
Dec 07, 2004, 12:50 PM
I tried this mod and came across two annoying things

1) there are about 10 versions of common units such as warrior and workers.

2) Settlers cost 120 shield.

Whats goin on?
1. Those are flavour animations. Every few civs have their own graphics for some of the units. (Usually it's grouped by cultural group.)
2. That's on purpouse.
Read the readme before you come across more "annoying things".

dafiden
Dec 07, 2004, 12:58 PM
Rhye, i can give a few tips for some civs, but can't write to save my life
I write moderately well. I'd be willing to work with someone on a tribe guide. At this point I have about 10 hours logged with the Hebrews in RoCX.

homersheineken
Dec 07, 2004, 01:09 PM
I agree with homersheineken. Some sort of spreadsheet or document detailing the units (stats, UUs, resources req), wonders, tech tree. etc would be extremenly useful and a great addition to your website. A couple were made for Civ 3 and C3C. They would be extremely helpful for a scenario with the scope of this one. And it would complement well the strategy guides you are working on.

The descriptions and change logs just don't detail this sort of information.

Regardless, kudos to this group for an amazing mod. :goodjob: Now I know where Blas has been spending all his time avoiding his DGIT4 turns... :D

Thanks SpikeIt!!! If there isn't one made yet, no problem since I don't ahve conquests yet (come on Santa!!!!) I could even help build it if you like. But this mod does look extremely impressive and look fwd to playin it!

Spetznaz
Dec 07, 2004, 01:26 PM
Hmm...Rhye's Civilization can't find Swordsman Fortify waw,screenshot attached.
:blush:
Ps:Please reply soon!

Aeon221
Dec 07, 2004, 01:30 PM
I can edit and rewrite anything you guys draft, but I do not consider myself experienced enough to do more than suggest when it comes to stragtegies. As Rhye saw on my saves, I play a pretty lazy game ;p

I love editing, and I read all the time... and I am skipping school tomorrow, so I have tons of time coming up if anyone has anything!

YAY! NO SCHOOL FOR MEEE!

Rhye, should I play the pre-release game I sent you to the end, or am I permitted to start a new game haha

Aeon221
Dec 07, 2004, 01:32 PM
isn't that the error where you have to put a space in right before the period in all the .ini files?

Fintilgin
Dec 07, 2004, 01:51 PM
Whoops, something just occured to me...

Not to be eccessivly nit-picky, but if the Hagia Sophia is supposed to be a Christian monument it should have the minirets removed, as they were added by the Ottomans after the building was conquered and converted into a mosque. ;)

Rhye
Dec 07, 2004, 03:13 PM
Hmm...Rhye's Civilization can't find Swordsman Fortify waw,screenshot attached.
:blush:
Ps:Please reply soon!

Soviet union? Are you using a modded version of what? RoC o RoCX?

Gunner
Dec 07, 2004, 03:35 PM
Yeah, I checked the editor. The India Trading Company does not require spices in the radius, just to have them. Thats why the mainland can build it.

Enkidu_Warrior
Dec 07, 2004, 04:46 PM
yes, use mainly yours and expand it to RoCX (don't care of RoC, you can avoid mentioning it). That intro in the doc isn't a real intro; it's just a cut and paste from various sources; use it only if needed.

happy to. i'm going to be short on time until my office closes between xmas and new year though, and ideally i'd like to get a game or two of ROCX under my belt before i write it, so i hope you are willing to wait a couple weeks for it...? :confused:

but i dont want to hold up the process - if anyone else has more time and wants to take it, i'm willing to give it up.

EW

Enkidu_Warrior
Dec 07, 2004, 04:52 PM
I love editing, and I read all the time... and I am skipping school tomorrow, so I have tons of time coming up if anyone has anything!


although it's not editing, Aeon, if you could use some of that time to pull the new unit, wonder, religion, government and whatever else info out of the civilopedia and biq files, that would be a nice thing to add to the intro (err, not intro, maybe appendix ;) )

Aeon221
Dec 07, 2004, 05:04 PM
Alrighty then, would I be using excel for that, or would this be some sort of actual document?

Gimme a layout of what to do and I will see what I can create for it!

Haavards
Dec 07, 2004, 05:11 PM
-> Haavards, this has never happened to anybody. Is labels.txt in its right location? (inside \text)

After following the installation instructions three folders where placed inside civ3/conquest/scenarios

- Rhye's of Civilization
- Rhye's of Civilization X
- Rhye's of Civilization XF

Within "Rhye's of Civilization X" labels.txt where found, not in the other folders.

Oh, the rest of the game seems to work flawless, exept for that "missing age bug"

Rhye
Dec 07, 2004, 05:35 PM
After following the installation instructions three folders where placed inside civ3/conquest/scenarios

- Rhye's of Civilization
- Rhye's of Civilization X
- Rhye's of Civilization XF

Within "Rhye's of Civilization X" labels.txt where found, not in the other folders.

Oh, the rest of the game seems to work flawless, exept for that "missing age bug"

That's the way it should be. I don't know where does that bug come out.

Rhye
Dec 07, 2004, 05:39 PM
Whoops, something just occured to me...

Not to be eccessivly nit-picky, but if the Hagia Sophia is supposed to be a Christian monument it should have the minirets removed, as they were added by the Ottomans after the building was conquered and converted into a mosque. ;)


I didn't make the graphics for Hagia Sophia, and the pics included are the only available...

Rhye
Dec 07, 2004, 05:43 PM
happy to. i'm going to be short on time until my office closes between xmas and new year though, and ideally i'd like to get a game or two of ROCX under my belt before i write it, so i hope you are willing to wait a couple weeks for it...? :confused:

but i dont want to hold up the process - if anyone else has more time and wants to take it, i'm willing to give it up.

EW


Alrighty then, would I be using excel for that, or would this be some sort of actual document?

Gimme a layout of what to do and I will see what I can create for it!


Well, my preference goes with Civ-specific guides. That's the part that I'd like to see completed as soon as possible.
The intro could be done before or after, it's the same.

The spreadsheet is another matter, as I told GiDustin to update his teaser, and it would save lot of work for you to make that sheet. Wait to make it, it hasn't got the priority.

Haavards
Dec 07, 2004, 05:45 PM
That's the way it should be. I don't know where does that bug come out.

I don't get any form of error messages.

This is how it looks:

http://www.tothegame.com/haavard/age.jpg


And thanks for trying to help me out! :)

Plotinus
Dec 07, 2004, 05:49 PM
I believe that Harvaards' "Nov" bug may have something to do with not being upgraded to Conquests 1.22 - someone had a similar problem with my scenario and this was the suggested solution.

Haavards
Dec 07, 2004, 05:58 PM
I believe that Harvaards' "Nov" bug may have something to do with not being upgraded to Conquests 1.22 - someone had a similar problem with my scenario and this was the suggested solution.

You know what? Stupid me didnt remember to patch the game up :sad: ... So I will take it for granted that this is the sollution.

*Bangs head to wall*

Sorry for wasting your time :)

sellis16
Dec 07, 2004, 06:27 PM
Sorry if this is the wrong place; I've searched forever to find where to post this.

Rhye's of Civilization won't appear in my Civ-Content.

In C:Civilization/Conquests/Scenarios I have a folder called "Rhyes of Civilization" and a Civ3QE Document called Rhyes of Civilizationv.265.biq

Why won't it appear in the game?

Enkidu_Warrior
Dec 07, 2004, 06:58 PM
Well, my preference goes with Civ-specific guides. That's the part that I'd like to see completed as soon as possible.
The intro could be done before or after, it's the same.

The spreadsheet is another matter, as I told GiDustin to update his teaser, and it would save lot of work for you to make that sheet. Wait to make it, it hasn't got the priority.

aeon - sounds like your time is better spent elsewhere. thanks for the offer, though!

rhye - if you're happy with the intro taking a wee bit, then i'm happy to keep going with it.

for any beta-testers out there (aeon, jag, blas?) - if you have any general thoughts you'd like included, feed them my way.

EW

Aeon221
Dec 07, 2004, 08:35 PM
Has anyone played Arabs recently? It was incredibly easy to amass a fortune of five grand and bust out the Great Library (although some of this may have been a result of gaining a settler from the goody hut near persia!)

Regardless, a good defensive unit is followed up by a good offensive unit. I am building up the Horde and preparing to conquer the Holy City!

I cannot get into a Russian game, and the Japanese just felt flat. The only thing I do not like about being a ME civ is that a lot of the basic graphics are in use on your units... I guess I was kinda spoiled by the pictoral feast of the Japanese, where everything is flavored!

;p

Roman game got boring (too slow, too same old same old)...

Aeon221
Dec 07, 2004, 08:37 PM
Sellis you are in the right place, but no one else has had that problem so you will prolly have to wait for the Great Wizard to come on tomorrow ;p

Oh Great and Powerful Rhye, heed his request! haha

Enkidu_Warrior
Dec 07, 2004, 10:04 PM
oh all right, i couldnt help myself. here's the strategic intro. i must warn you that i havent played ROCX yet, as I'm trying to finish my last ROC game before jumping in. that said, i think i've incorporated all the major ideas correctly.

for all you beta testers and civ-guide writers out there, let me know what's needed and i'll make changes/additions.

and for new players, have a look as well - let me know if it reads at all well and if it's useful.

EW

Spetznaz
Dec 08, 2004, 12:06 AM
Soviet union? Are you using a modded version of what? RoC o RoCX?

Heh...I modded your mod a little :mischief: .Replaced Catherine's head with Stalin's and changed Russia's name...nothing special....:lol:

But I'm using RoCX,and it won't work.It allways complains about Swordsman's Fortify sound.I have checked all files about Swordsman

Danger Bird
Dec 08, 2004, 05:46 AM
->Danger Bird, can you tell me what differs from Japanese and US version of Civ?


Thanks for quick reply. I don't know what is different about the Japanese version, besides the text. When playing RoC, all unmodded text is Japanese, like...

http://forums.civfanatics.com/images/attach/jpg.gif
foreignadvisor.jpg
http://forums.civfanatics.com/images/attach/jpg.gif
statusbox.jpg

I try many things (redownloading, reinstalling C3C, v1.22, and RoCv2.65) but still the X-pack quits to desktop after selecting the Civ and clicking ok. :confused:

..oh well, I may have to buy the English version.

infoman
Dec 08, 2004, 07:05 AM
I am usnig 1.22. I will try and download the expansion pack again and see it will work. I will let you know how it goes.

Spetznaz
Dec 08, 2004, 09:54 AM
Hmm...Still doesn't work...I tried to get it to work with re-installing,but with no results...
Perhaps I should re-install the whole game....:/

Edit:I just repaired the Conquest,but it won't work... :blush: :sad:
I checked all the Swordsman related things and everything is right....

Aeon221
Dec 08, 2004, 10:06 AM
Spetznaz, I have no clue what to tell you.

EW, I checked and edited your bit of paper, but it seems little different from the readme. I will just hold onto the cleaned up version until we here from rhye.

DB, have you ever had this problem with other online mods?

timberwolf4545
Dec 08, 2004, 10:58 AM
Couldn't find the random map in the zip file for 2.65. Can someone help or direct me to where I can download it seperatly? Best MOD ever.

The Great Apple
Dec 08, 2004, 11:53 AM
Ummm. Another bug: You have enlightenment set to enable a bunch of things (MPP, Mobilize, and embargos) but the pedia says you get these with nationalism!

Oh... and privateers rock. Perhaps too much I think... one or two hiding in harbours can destroy any AI transport ships, with very little loss (in fact, you gain ships).

The_Yellow_Dart
Dec 08, 2004, 12:26 PM
Question: Can you use the mod+expansion on multiplayer?

Vostos
Dec 08, 2004, 12:28 PM
yes, but only with 8 civs

Vostos
Dec 08, 2004, 01:00 PM
Rhye, I think that the Sampan (http://forums.civfanatics.com/showthread.php?t=81018) would make a good asian flaour unit, no?

Lord_Azazel
Dec 08, 2004, 01:06 PM
i cant dl the fifth part it aint a link

Lord_Azazel
Dec 08, 2004, 01:07 PM
sorry didnt see that the attached file was part 5

Rhye
Dec 08, 2004, 01:28 PM
Enkidu, your guide is very good. Before putting it in the site, can you improve it in 2 or 3 points?

-Add a little paragraphs about rushes. Close starting locations are an invite to make a rush, but I tried to make it as difficult as possible, with AI having guards and the player not having the worker. And even if the player is successful, the city that produced settlers may fall behind in growth.

-Some consideration about the units could be useful. Like: what's better: the junk->caravel->galleon path, or the galley->galleass->frigate path? Or what's better: producing mass all-purpose units like spearmen, pikemen, etc. or combined armies of archers and attackers? Sincerly I don't know the answer to this; I leave it to more experienced players.

-I would cut something in the very intro, as it quotes something already said. The guide could start from the "The readme files of both....." paragraph.


I'll post it in the site as soon as I have your update. Thank you! :)

Lord_Azazel
Dec 08, 2004, 01:29 PM
In the civilopedia it says that the scout has two movement points but for me (im france) my scouts movement point is only one.

Rhye
Dec 08, 2004, 01:31 PM
Hmm...Still doesn't work...I tried to get it to work with re-installing,but with no results...
Perhaps I should re-install the whole game....:/

Edit:I just repaired the Conquest,but it won't work... :blush: :sad:
I checked all the Swordsman related things and everything is right....


You can do a thing:

open your civilization III\art\units\swordsman folder and copy and paste the swordmanfortify .wav

Then rename "Copy of swordmanfortify .wav" to "swordmanfortify.wav" without the space

Rhye
Dec 08, 2004, 01:33 PM
Question: Can you use the mod+expansion on multiplayer?

The 8 players limit kills the purpose of the Earth map scenario.

It's better if you play the small size of the random map (the 2nd size; 8 civs).

Of course, every player must have the mod.

Rhye
Dec 08, 2004, 01:35 PM
Couldn't find the random map in the zip file for 2.65. Can someone help or direct me to where I can download it seperatly? Best MOD ever.

The random map is included in the expansion

Rhye
Dec 08, 2004, 01:36 PM
Thanks for the feedback on wrong pedia entries. I'm keeping track of what to change in the next patch (tomorrow I'll start working on it)

bucfan76
Dec 08, 2004, 01:39 PM
Hey there, can somebody do the right thing and post a concise, coherent and complete list of download instructions?

I have downloaded all the files listed and still cannot get this damn thing to work. You would think the creators could be a bit more coherent on this, after all there are 7 or so files to download.

Thanks,
J

Blasphemous
Dec 08, 2004, 01:42 PM
-Some consideration about the units could be useful. Like:[...] what's better: producing mass all-purpose units like spearmen, pikemen, etc. or combined armies of archers and attackers? Sincerly I don't know the answer to this; I leave it to more experienced players.
Well, as a tester I can say that personally I prefer to use mostly the spearman all-purpose line, with a smattering of offensive and defensive units. I use the defensive units to guard the stack (only when they have better defense than the all-purpouse unit of the time) and leave them behind once I start conquering cities. I use the offensive units to crack particularly tough defenses. The all-purpose infantry does the rest of the work, including guarding cities while they await their proper defenders.
I've never tried using only defenders and attackers so I don't know how that would work. I may try sometime, it can be convenient