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


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Rhye
Dec 09, 2004, 03:41 PM
Nice screenshots ;)

Jeff, see if you can make an even bigger empire, like this

Rhye
Dec 09, 2004, 03:45 PM
Anyone else having a hard time downloading this mod?

Tell us what's your problem

Aeon221
Dec 09, 2004, 03:45 PM
Haha, looks like I am the only person who decides to not invade because it would mess up history ;p

Playing as Spain, trying to keep those Porties in line and build up an army to rock the Americans!

Huah! Tercios! ;p

Rhye
Dec 09, 2004, 03:51 PM
Aeon, don't worry about the fixes; I've written everything you said in these days and I'm correcting. I hope that the tomorrow's patch will be the last one. I really want to stop working, I only want to collect guides and play a bit of succession or MP games.

Because of this, in the patch I won't do any heavy change. That includes diplomacy (which is mostly hardcoded anyway), and the cathedrals/mosques/etc. partition for the religious civs (sorry Blas).

juballs2001
Dec 09, 2004, 03:51 PM
i downloaded the first file(basic mod)
second file(patch for basic mod)
third file(part 1 of exp.)
fourth file(part 2 of exp.)
fifth file(part 3 of exp.)
sixth file(part 4 of exp.)
seventh file(part 5 of exp.)
sixth file(patch for exp.)
and i extracted all of those and put them all under C:/Program Files/Infogrames Interactive/Civilization III/Conquests/Scenarios

so every file every everything is in that file directory. I went into the game loaded it up and got an error message saying it was missing an advisor file and the game closed

any thoughts?

Blasphemous
Dec 09, 2004, 03:57 PM
Rhye, I doubt we've already caught all of the bugs. Has anyone played through 1.01 all the way to 2050? Have all the civs been test-played in 1.01?

EDIT: Oh, and the diplomacy text is not hardcoded, it's in a text file that can easily be edited (and someone once made a very convenient editor that divides it nicely into all the different things it can be divided into.) But it's not very important.

Chukchi Husky
Dec 09, 2004, 03:59 PM
I had a strange bug. When I built a city (about my tenth), the game turned itself off without warning.

Godmachine
Dec 09, 2004, 04:00 PM
Downloading problem solved.

Rhye
Dec 09, 2004, 04:05 PM
i downloaded the first file(basic mod)
second file(patch for basic mod)
third file(part 1 of exp.)
fourth file(part 2 of exp.)
fifth file(part 3 of exp.)
sixth file(part 4 of exp.)
seventh file(part 5 of exp.)
sixth file(patch for exp.)
and i extracted all of those and put them all under C:/Program Files/Infogrames Interactive/Civilization III/Conquests/Scenarios

so every file every everything is in that file directory. I went into the game loaded it up and got an error message saying it was missing an advisor file and the game closed

any thoughts?

1) the two patches weren't to download - the big files are already updated

2) move what was inside the basic mod out of RoC_v265 (so they must be in \scenarios). You can delete the empty RoC_v265.

Rhye
Dec 09, 2004, 04:06 PM
I had a strange bug. When I built a city (about my tenth), the game turned itself off without warning.

Send me the savegame

Rhye
Dec 09, 2004, 04:11 PM
Oh, and the diplomacy text is not hardcoded, it's in a text file that can easily be edited (and someone once made a very convenient editor that divides it nicely into all the different things it can be divided into.) But it's not very important.

I know. I was refering to the mentioned charts etc.


How's going with the guides?

I'm looking forward to your addition to excellent Enkidu's work, and to your update of Jaguar's guide to Germany ;)

Blasphemous
Dec 09, 2004, 04:15 PM
I'll do what I can tomorrow... I have to be up earlier than I'd like and it's already half past midnight here... No way can I start today...

Godmachine
Dec 09, 2004, 04:16 PM
What's up with this error....?

"File not found art/advisors(insert file name)"

Then the game crashes...???

Rhye
Dec 09, 2004, 04:19 PM
By the way, Rhye, I have the feeling that Modern Inf is underpowered (even though I can't build it yet)... When I can make either Mech Inf that is faster, or Modern Armor that has better attack and defense (and is much faster), I don't have much use a 10.10.1 unit... :rolleyes:

I'll check the Excel sheet. Let's see if you are right....

Godmachine
Dec 09, 2004, 04:29 PM
art/advisors/NP_all.pcx or something

juballs2001
Dec 09, 2004, 04:29 PM
What's up with this error....?

"File not found art/advisors(insert file name)"

Then the game crashes...???



still having problems, redownloaded all except for the patches as u said, then i extracted all and put in the verified directory, i once again attempted to load the game and i was told (File Missing art/advisors/NP_all.pcx)

Godmachine
Dec 09, 2004, 04:36 PM
I took all of the ROCX and ROCXF folders and put them into the RoC_v265 folder (why three folders in the first place?), consolidated them into the ROC file. This solved the NP_all.pcx problem, but now it missing txt files and the Statue of Liberty icon. I have already deleted, reinstalled, read the installation instructions 3 times over and still the mod will not work.

Three_Crowns
Dec 09, 2004, 04:39 PM
I just love this mod! It is simply fantastic!

Greece, 1584 AD. I am way behind on tech, but my knights are doing just fine. Roughly one third of my army got slaughtered in Russia because I was compeeding for cities with the rest of Europe. Going to conquer as much as possible of ME (hopefully all the way to India) before I will massproduce Colonial Infantry and take on the Americas. The Statue of Liberty will be very handy.

art/advisors/NP_all.pcx? Sounds like you have not "cut and paste" the basic mod OUT of the Rhye_v265 folder and into the scenario folder.

Godmachine
Dec 09, 2004, 04:43 PM
Ok, I got it working. Juballs, here's what you do....

Unzip ONLY the folder called Rhy's of Civilization into your Conquests/Scenario folder. When you unzip all the expansion files, take ONLY Art, Sounds, and Text. Copy and paste them into Rhy's of Civilization. Overwrite whatever files it asks for. Worked for me.

juballs2001
Dec 09, 2004, 04:44 PM
I took all of the ROCX and ROCXF folders and put them into the RoC_v265 folder (why three folders in the first place?), consolidated them into the ROC file. This solved the NP_all.pcx problem, but now it missing txt files and the Statue of Liberty icon. I have already deleted, reinstalled, read the installation instructions 3 times over and still the mod will not work.

i attempted to put them all in one folder too, and i got the statue of liberty error as well, man i am still having trouble with this, i downlaoded the readme followed the instructions and i am ecountering the art/advisors error constantly

Godmachine
Dec 09, 2004, 04:46 PM
Hmmm.. the mod works just fine, except that the load times are... slow.

juballs2001
Dec 09, 2004, 04:59 PM
i still cant get it to work, can u tell me exactly what u did god machine?

Godmachine
Dec 09, 2004, 05:03 PM
Did you check out my post on the last page about where to put what files? Also, if you have the expansion, the original will not work (at least not for me)

juballs2001
Dec 09, 2004, 05:09 PM
Did you check out my post on the last page about where to put what files? Also, if you have the expansion, the original will not work (at least not for me)
this is exactly what i did
i put the original thing in the civ content folder, i uzipped the expansion and placed the files art sound and text in the folder within civ content. howvere i found 2 art folders so i over wrote them, i dont think i should have done that but u said overwrite whatever it asks, i then put the 2 expansion shortcuts random map and world map in the civ content folder, i attempted to load and i now get the statue of liberty problem, in the pedia icons thing

blackheart
Dec 09, 2004, 05:28 PM
Hmmm.. the mod works just fine, except that the load times are... slow.

Must be your computer. They are fast for me compared to other mods.

Ace Dragoon
Dec 09, 2004, 06:10 PM
I can't take this, how do I get my worker back at the start? :confused:
I was not good enough at the regular civ to beat regent. This is more of a handicap I can bear at this time. I know I should be ashamed, but oh well I said it.

Aeon221
Dec 09, 2004, 06:17 PM
JB, did you put the files into the RoC file (which is wrong) or did you dump them into C3C scenarios?

C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios

That is the default location of the scenarios folder, and where you should be putting everything (I am being really basic here, as I have no clue how much you know ;p)

I am not certain, but I believe we are still experiencing a bug where you have to pull everything out of the original RoC folder, *moving it into the scenarios folder* and delete the now empty RoC folder.
{Everything else should be put into the scenarios folder WITHOUT changing ANYTHING.}

If you have done all that, we will need someone else to help you ;p

Aeon221
Dec 09, 2004, 06:25 PM
Playing as Spain and having trouble killing the last Portugese city... failing to follow my own advice about arty was a baaaaad plan...

However, I am speeding along toward the Conquest! Soon, the Atlantic will be a Spanish lake, and the Spanish Main will be full of... nothing really, since we never implemented treasures... ;p

Since Rhye is planning to ditch us hardcore, is anyone here anywhere near him in production quality? If we can keep this team together, I think we could produce some really awesome historical scenarios based on the mod. It would be a lot easier if a certain slacker... *cough* RHYE *cough* were to keep going ;p

I gueeeess you could say he earned a break... but really, do you think we should let him have one? ha...ha...ha...

;p

strikercw
Dec 09, 2004, 06:55 PM
Just a few gameplay questions, as I am doing better than before but still not owning all :)


1. How do you guys get into wars without 'offending' other civs with them "hearing what we did to the ...."?

2. Do you wait for war until you have many units of many different kinds?

3. How much do you build city improvements, etc.

4. What kinds of tax % do you use?

5. What are the easiests civs? ;)

I KNOW they are stupid questions, but I am a poor newbie and really really enjoy the mod.

Oh, and Great Job Rhye!

thanks

Aeon221
Dec 09, 2004, 07:08 PM
1) Do not break deals with the enemy, and do not have troops in their territory when you declare war.

2) Most of the time, yes... at least in the many units department

3) A LOT!

4) Very low, but that depends on what your strategy is

5) Rome, England, Japan, Germany, Arabia

6) No question can be as stupid as the person asking it... or at least thats what my history teacher tells me ;p

blackheart
Dec 09, 2004, 07:12 PM
I can't take this, how do I get my worker back at the start? :confused:
I was not good enough at the regular civ to beat regent. This is more of a handicap I can bear at this time. I know I should be ashamed, but oh well I said it.

Edit the scenario file so you start off with a worker.

America and China are also easy civs, if you can bear being behind in tech but dominating your region.

furikuri
Dec 09, 2004, 07:24 PM
Can someone help me? :(

I've downloaded the base RoC and the 1.01 expansion pack and put them into the Conquest scenarios directory like this:
...\Conquests\Scenarios\Rhye's of Civilzation\Rhye's of Civilization Expansion pack v1.01.biq
...\Conquests\Scenarios\Rhye's of Civilzation\art\...
...\Conquests\Scenarios\Rhye's of Civilzation\sounds\...
...\Conquests\Scenarios\Rhye's of Civilzation\text\...

The expansion pack content has been moved into the art, sounds and text directories above as well.

However, I'm getting this error when playing the game:
Load Error
File Not Found
"Art\Units\Slinger\../Archer/ArchVicYell.wav"
AUDIO

I can't even find that file on my harddrive. Was this "ArchVicYell.wav" file even in the any of the zip files?

Thanks.

Gunner
Dec 09, 2004, 07:35 PM
Alright, here is my status report with England version 1.00 expansion.

It is the year 1488 and Israel, France, Rome, Greece, and I are the tech leaders. Currently Greece and I are tied with Humanism, Merchantilism, Physics, and Military Tradition as our top techs. Greece has 8600 gold, I have 1800 gold, and everyone else I know has less than 250 gold. I would have much more gold if I hadn't gone on my recent extended streak of buying settlers. I find it interesting that Israel is a leading power, while Arabia has just entered the Middle ages, contrary to what most people have seen in their games.

I populated the British Isles peacefully, getting three cities on mainlaind England and one on Ireland. I also peacefully settled a city on Scandanavia, just above present-day Denmark. Aroud 900AD the French decided to attack me by landing, and I barely fought them off. Before the end of the war I then landed in France and took their city on the tip of France, west of Paris, across the English channel. It was a glorious day for the English horse archers. :lol:

I then built an army of knights, and sucessfully conquered the weak Netherlands, making the English Channel and the North Sea a British lake.

Contact was made with America around 1400AD, not too far off historically, just 100 years. I have made 4 colonies so far, two in the caribean, one in South America, and one in South Africa. As stated before, these efforts have been substantially helped by my rush purchasing of settlers.

I think every country is currently oligarchic republic just to let you know. France and Greece are the two countries who are the most powerful other than me, yet I have not yet met Austria and Persia who look strong from their territory.

Thats all for now, I'll probably submit a post-game report when I finish this game up.


Oh, and one more thing, a German junk attacked one of my cities. That seemed extremely weird to me, probably a bug, sounds like we are going back to civ2 days. :crazyeye:

Barak
Dec 09, 2004, 08:15 PM
When I opened up the editor for RoCX 1.01, the monestary does not give 3 happy faces.

Aeon221
Dec 09, 2004, 09:11 PM
JB, did you put the files into the RoC file (which is wrong) or did you dump them into C3C scenarios?

C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios

That is the default location of the scenarios folder, and where you should be putting everything (I am being really basic here, as I have no clue how much you know ;p)

I am not certain, but I believe we are still experiencing a bug where you have to pull everything out of the original RoC folder, *moving it into the scenarios folder* and delete the now empty RoC folder.
{Everything else should be put into the scenarios folder WITHOUT changing ANYTHING.}

If you have done all that, we will need someone else to help you ;p

Furi, quote from above. Basically, what you did was entirely wrong... sorry ;p

siebertt
Dec 09, 2004, 10:21 PM
Yeah, I'd like to see some screenshots before I download this. I would like a faster loading time, but good graphics is more important to me.

furikuri
Dec 09, 2004, 10:53 PM
Furi, quote from above. Basically, what you did was entirely wrong... sorry ;p

Oops... I thought that was what I was supposed to do. :cringe: heh

Okay, so I guess what I'm supposed to do is move all the files from the "Rhye's of Civilzation" directory and move them directly into the scenarios directory?

I'll give that a try. Thanks :)

Edit: Just tried to do that... the game wouldn't even load now.

I just noticed I typed something wrong... my directory structure is actually:
...\Conquests\Scenarios\Rhye's of Civilization Expansion pack v1.01.biq
...\Conquests\Scenarios\Rhye's of Civilzation\art\...
...\Conquests\Scenarios\Rhye's of Civilzation\sounds\...
...\Conquests\Scenarios\Rhye's of Civilzation\text\...

Is that not correct?

I tried doing the following too but it still wouldn't work:
...\Conquests\Scenarios\Rhye's of Civilization Expansion pack v1.01.biq
...\Conquests\Scenarios\art\...
...\Conquests\Scenarios\sounds\...
...\Conquests\Scenarios\text\...

The_Yellow_Dart
Dec 09, 2004, 10:55 PM
Yeah, I'd like to see some screenshots before I download this. I would like a faster loading time, but good graphics is more important to me.

The readme has some graphics, downloadable here: http://rhyesciv.uw.hu/download.html

But you'll find the graphics to be on par with normal civ 3 graphics if not better because of the flavour units.

Jeff1787
Dec 09, 2004, 11:11 PM
I just finished a game. It took me awhile but I take my time and do quite a bit of micromanaging. I won the space race so I didn't go all the way to 2050. Next game as the Portuguese!! This is a great mod!!

Rhye
Dec 10, 2004, 04:34 AM
5. What are the easiests civs? ;)


I would add France, too.

Rhye
Dec 10, 2004, 04:41 AM
Since Rhye is planning to ditch us hardcore, is anyone here anywhere near him in production quality? If we can keep this team together, I think we could produce some really awesome historical scenarios based on the mod. It would be a lot easier if a certain slacker... *cough* RHYE *cough* were to keep going ;p

I gueeeess you could say he earned a break... but really, do you think we should let him have one? ha...ha...ha...

;p

I know what you mean and I'd agree, if I were free from any engagement.

But as I don't get paid for modding (well, I'd like to, but I don't think Firaxis will give me a chance), sooner or later I must retire, if I want to be prepared for my next university exams, in the beginning of January. :(

However I will not disappear completely; I'll just end the development of RoC and RoCX.
I think that you would be able to make those scenarios. You have the competence and the ability, you only need some coordination. Like that one of you holds the BIQ, and the rest discuss the choices. You could open a new thread, and I could be part of the discussion, if you allow me ;)
But before starting any project, please complete that strategy guide!

Aeon221
Dec 10, 2004, 06:15 AM
Oops... I thought that was what I was supposed to do. :cringe: heh

Okay, so I guess what I'm supposed to do is move all the files from the "Rhye's of Civilzation" directory and move them directly into the scenarios directory?

I'll give that a try. Thanks :)

Edit: Just tried to do that... the game wouldn't even load now.

I just noticed I typed something wrong... my directory structure is actually:
...\Conquests\Scenarios\Rhye's of Civilization Expansion pack v1.01.biq
...\Conquests\Scenarios\Rhye's of Civilzation\art\...
...\Conquests\Scenarios\Rhye's of Civilzation\sounds\...
...\Conquests\Scenarios\Rhye's of Civilzation\text\...

Is that not correct?

I tried doing the following too but it still wouldn't work:
...\Conquests\Scenarios\Rhye's of Civilization Expansion pack v1.01.biq
...\Conquests\Scenarios\art\...
...\Conquests\Scenarios\sounds\...
...\Conquests\Scenarios\text\...

I NEED AN ADULT! ;p

Seriously I think this is over my head here!

Furi, I belieeeeve you have made a bit of a mess. Do you still have the original zip files?

Try re-installing it by just dragging all the folders from the zip files to the Scenarios file, deleting everything you have done before. As is, everything is mixed up, and your computer is terribly confused (much like you probably are at this point)!

If that does not work pull everything out of the basic Rhye's of Civilization folder, leaving the X and the XF alone, and then delete it. But it should work without you having to do that.

Other than a complete reinstall, I do not think there is a way to fix your problem. If someone else knows a more elegant solution, feel free to step in.

Remember that he has already spent some time mixing the RoX and RoXF folders into the RoC folders, so I think that the one I have proposed above is it... which is truly unfortunate if he lacks the original ZIPs.

Blasphemous
Dec 10, 2004, 07:37 AM
How do you guys get into wars without 'offending' other civs with them "hearing what we did to the ...."?
1. Never declare war on someone you have an active deal with. Make sure to cancel any active deals with the enemy before declaring. Make absolutely sure you have not signed peace with the enemy in the last twenty turns (DO NOT TRY TO "CANCEL" THE PEACE DEAL! You could end up renewing it or declaring before you intended to.) Also make absolutely sure there is not an active RoP deal if you ever wanna sign an RoP with anyone again. If you wanna trade in luxuries and gpt, or get anything upfront for one of those, make sure you do not have an active deal with the enemy where you give those things.
2. Make sure you have NO UNITS at all in their territory before you declare.
3. Declare through the diplomacy screen and then attack, do not declare by attacking an enemy unit.

(Rhye, should I put this explanation into the intro guide?)

siebertt
Dec 10, 2004, 07:39 AM
Does this mod work on Civ3 1.29f? That's the only one I have.

Rhye
Dec 10, 2004, 07:43 AM
(Rhye, should I put this explanation into the intro guide?)

No, if they aren't RoC/RoCX specific

Blasphemous
Dec 10, 2004, 07:49 AM
No, if they aren't RoC/RoCX specific
They aren't, but they're more important than usual because trade and diplomacy are so vital in RoC/X. I can compress them into two sentances, but I think those tips are important for anyone playing the mod and wanting to survive.

Aeon221
Dec 10, 2004, 09:43 AM
I really think that it is unlikely that most people do not know that already. Really, if they can install without difficulty they probably already know that; its not like its some kind of deep dark secret ;p

Sure, its useful stuff, but the average player will be more interested in mod-specific stuff (like how different one unit is from another). If you really REALLY want people to know about that, put in a link to the CFC War Academy, where they can read comprehensive articles on the subject... its not like we at all changed the diplomacy.

@Siebertt: No, this is C3C only... sorry =(

Aeon221
Dec 10, 2004, 09:44 AM
And dont worry Rhye, I know I for one will not abandon you!

Blasphemous
Dec 10, 2004, 10:04 AM
I really think that it is unlikely that most people do not know that already. Really, if they can install without difficulty they probably already know that; its not like its some kind of deep dark secret ;p

Sure, its useful stuff, but the average player will be more interested in mod-specific stuff (like how different one unit is from another). If you really REALLY want people to know about that, put in a link to the CFC War Academy, where they can read comprehensive articles on the subject... its not like we at all changed the diplomacy.
There are other tips in the guides that aren't RoC/X-specific. And I managed to put it in one sentance in a way that fits in, as you will see in a few minutes when I finish editing the introductory guide.

Blasphemous
Dec 10, 2004, 10:28 AM
Intro guide editing - complete.
Note that I have taken the liberty of calling RoX "Rhye's of Civilization Expanded" as that's a better name for the expanded version of the mod (RoC Expansion is the correct name for the X-Pack itself, though.)
I will now see what I can add to the Germany guide. I may not be up to it yet, I might wanna finish this game and play through another before I edit the guide.
EDIT: Took a look and I'd rather not add stuff at the moment. I can simply update it to take into account the basic changes since RoC (since at the moment it advocated an early warrior rush), if that's what you want, but I don't think I'm up to actually giving tactical tips about the new UU and the the religious traits. Maybe just a bit on the Zeppelin cause I like it so much.

Rhye
Dec 10, 2004, 10:37 AM
mmm one question. which one is correct:

are starting to work on
are starting working on

Blasphemous
Dec 10, 2004, 10:41 AM
mmm one question. which one is correct:

are starting to work on
are starting working on
The correct options are:
1. are starting to work on
2. are starting work on
3. have initiated work on
4. have started to work on
5. have begun to work on
6. are beginning to work on
Can't think of any others. My favourite is 6, followed by 4 and 5, then 1, and then 2 and 3 which are correct but don't sound great.

EDIT:
Actually there's a few more:
7. are now working on
8. are working on
9. are initiating work on
I like these almost as much as 4, 5, and 6.

Rhye
Dec 10, 2004, 10:41 AM
Thanks for the guide, I'll update the site later (tonight perhaps)

About the Germans, take some more days as you wish, but I'd like to have it adapted to RoCX and that includes mentioning Religions, etc.

Blasphemous
Dec 10, 2004, 10:47 AM
Thanks for the guide, I'll update the site later (tonight perhaps)

About the Germans, take some more days as you wish, but I'd like to have it adapted to RoCX and that includes mentioning Religions, etc.
I'll see what I can do again tomorrow... At the very least I'll make it compatible with RoX, at best I will add everything that needs to be added.

Barak
Dec 10, 2004, 11:05 AM
arghhhhh...Talk about anoying! I had a good game going as Iroquois, when my computer reported that Civ was no longer responding. :sad: Looks like I will have to go back to an old save.

Other than that LOVE the mod!

I finally got out of ancient era in 1000AD. Built 10 cities across the eastern US with contqact with Aztec (three cities) and Maya (2 cities). population happiness was a huge issue, since there are few luxuries in the new world other than Tobacco.

Love the native american units...very realistic.

Blasphemous
Dec 10, 2004, 11:43 AM
arghhhhh...Talk about anoying! I had a good game going as Iroquois, when my computer reported that Civ was no longer responding. :sad: Looks like I will have to go back to an old save.
Errr... Isn't that what autosaves are for?

The Great Apple
Dec 10, 2004, 11:47 AM
Cruising to a comfortable victory with the English.

A few things that makes this mod stand out:

1) Loading times: You've done an excellent job here
2) Age of sail: Much longer, much better (also with better naval movement)
3) A nice collection of flavour units
4) The slow start, with expensive settlers, and a low OCN. At first I was pessamistic, but it turned out to be good fun.
5) The realism: I find myself attacking people, just because it went like that in real life, and buliding up a mega frigate navy of death :)

My only gripe would be that having America as a civ is a tiny bit odd on a world map, and it removes some of the sence of realism.

Thanks :goodjob:

Blasphemous
Dec 10, 2004, 11:55 AM
TGA, if the Americans were out, or if they were replaced with a Native American nation, you would see the natives taking up all of North America and the Europeans would have to fight for their colonies - something the AI would never do properly.
So we have an American civ, that is supposed to represent at first the natives, then the colonists, and finally the US of A. And this way they end up closer to their real territory usually, and also with the Statue of Liberty and all kinds of special resources, they really blossom around when they're supposed to.

Warman17
Dec 10, 2004, 12:17 PM
do I need a certain c3c patch to play this?

Rhye
Dec 10, 2004, 12:21 PM
you need Conquests updated to 1.22

Vostos
Dec 10, 2004, 12:33 PM
Rhye, This mod never ceases to amaze me, it is perfect, everything is working out as in history, in the modern age the germans have (successfully) attacked the austrains, the dutch and the Russians. They are now going after the french. I China, after gaining back my north from the Mongols and my south from the Japanese have banished the Koreans to Siberia, where the Mongols or the Russians will deal with them. My next target will either be the Japanese mainland, or Azteca or the Mayans, I'm feeling left out of colonialism, though it might be a bit late in 1950

Three_Crowns
Dec 10, 2004, 04:56 PM
Argh! I am in corruption-hell. 50+ cities in my Greek feudal monarchy. Nothing gets built. My military machine has broken down. 100 turns left and domination victory is no where in sight. The Americas may be behind, but they sure have lots of units.

The Great Apple
Dec 10, 2004, 05:36 PM
The 'pedia entry for the atom bomb seems to infer that it is America only: "An American city needs uranium", but I believe the atom bomb is available to all civs?

Blasphemous
Dec 10, 2004, 05:50 PM
Argh! I am in corruption-hell. 50+ cities in my Greek feudal monarchy. Nothing gets built. My military machine has broken down. 100 turns left and domination victory is no where in sight. The Americas may be behind, but they sure have lots of units.
Well why the hell are you in feudal monarchy? Switch to Communism. It's just two turns of anarchy.

Enkidu_Warrior
Dec 10, 2004, 05:58 PM
Yeah, I'd like to see some screenshots before I download this. I would like a faster loading time, but good graphics is more important to me.

siebertt - ROC and ROCX graphics are top-notch. the use an improvement of the sn00py terrain files, flavour units for the different civs, and fully rendered/sounded animations for all new units.

basically, the presentation quality is top-notch. as good as if firaxis released it. honest. :)

EDIT: here's a screenshot from my current game with China. It shows a good variety of terrain, you can see the Far East flavour unit for workers near Beijing, and I've spread out my military units in the north, where we are fighting the Mongols, so that you can see them. Apologies for the large size, but I thought it was important to have the detail.

Jaguar
Dec 10, 2004, 06:09 PM
Rhye, I'm ready to write a strategy guide. Do you have a suggestion for who I should start with?

blackheart
Dec 10, 2004, 06:17 PM
siebertt - ROC and ROCX graphics are top-notch. the use an improvement of the sn00py terrain files, flavour units for the different civs, and fully rendered/sounded animations for all new units.

basically, the presentation quality is top-notch. as good as if firaxis released it. honest. :)

Top notch indeed, but some of the unit animations need tweaking, like urban militia attacks too fast and crossbowmen's attack just doesn't fit, especially with them having to reload as an attack animation.

Rhye
Dec 10, 2004, 06:20 PM
Rhye, I'm ready to write a strategy guide. Do you have a suggestion for who I should start with?

Any civ you've played with RoCX. If that civ used to have a guide for RoC, you can edit it add change what you need.

The Great Apple
Dec 10, 2004, 06:22 PM
Top notch indeed, but some of the unit animations need tweaking, like urban militia attacks too fast and crossbowmen's attack just doesn't fit, especially with them having to reload as an attack animation. True, but that's not so easy to change...

Some of the boat death animations are a tad too slow as well. I would say it's not quite up to Firaxian standards, but I think you'd have a very limited pool of units if it were (20-30 non-firaxian made?)

Rhye
Dec 10, 2004, 06:24 PM
True, but that's not so easy to change...


Well I'm not the author of those animations.
I tried to correct some things like civ-colour, vertical offset, size but I can't change the animation itself.

Rhye
Dec 10, 2004, 06:26 PM
Argh! I am in corruption-hell. 50+ cities in my Greek feudal monarchy. Nothing gets built. My military machine has broken down. 100 turns left and domination victory is no where in sight. The Americas may be behind, but they sure have lots of units.

Sounds good. A big corrupted empire.

Can you tell me what are your domination stats?

Enkidu_Warrior
Dec 10, 2004, 06:28 PM
Intro guide editing - complete.

blas - love your work!

EW

Micromegas
Dec 10, 2004, 06:28 PM
As Enkidu_Warrior rightfully said, it's as good as if firaxis released it, well imho, actually better regarding balance and strategical depth, so I really felt bothered by all those installation issues that occured to some ppl. As I got a delay in work today for quite some time I decided instead of drinking coffeee and waiting for the sun to set, I could do something usefull. So I started work on an installer for the xpack. I won't be back to my own comp until late monday probably (thx to this stupid delay) and I can't actually install anything here that needs to add to the registry, besides the fact that I don't have any civ-cds at hand. So here's the point where I need some help. Would anyone with a working install be so kind and assist me by sending a textfile with the content of all his relevant folders plz? That way I could check if the installer does what it is supposed to do. It's rather easy to do, just open a prompt and browse to the RoCX folder, inside type "dir /s /b > files.txt", then do the same for the RoCXF folder. Plz post here and attach the textfiles (they are in the respective folders).

Hope I'm not stepping on anyone's toes with this. Anyway, let me assure I just want to contribute a little to Rhye's great effort and make the expansion a smoother experience by creating a way of installing that holds up to the professional level of Rhye's work. If there's a need for it I'd also do an installer for the 2.65 then, if I get this one to work that is, as I'm not really a coder type of guy.

Rhye
Dec 10, 2004, 06:39 PM
Micromegas, wait please!
If you want to make that, wait that updates end. If would be wasted time if I release a patch after you made that installer.

Micromegas
Dec 10, 2004, 06:42 PM
Hm, ok that's right... but I take it you like the idea?

Jaguar
Dec 10, 2004, 06:45 PM
Yea, it's helpful to people who don't know what they're doing. There are always more of them. Plus it is easier even for people who do know what they're doing.

Rhye, I am starting a game as the Dutch right now. I am convinced that the Dutch are actually a strong civ, but the AI can't realize the Dutch potential.

Expect a guide once I finish.

Rhye
Dec 10, 2004, 06:46 PM
Yes it could be a good idea to pack both RoC and RoCX in a single installer - but only when the development is completely over.

juballs2001
Dec 10, 2004, 06:47 PM
could someone possibly write me a step by step guide(very detailed please) as to how to install this mod, i always think i am doing it right and a file can not be found and the game closes, could someone please take the time out and create steps(preferably with screenshots to see i am doing it right but its not necessary)so i can enjoy this mod, thank you and i would greatly appreciate it

Micromegas
Dec 10, 2004, 06:48 PM
Ok then, I'll wait for that. Give me a little time to fiddle with the whole thing also. But glad you like it.

blackheart
Dec 10, 2004, 06:54 PM
Possible bugs: Balloon and U2 are flagged as land units... so I'm guessing the AI won't be using them for recon purposes.

Three_Crowns
Dec 10, 2004, 07:10 PM
Well why the hell are you in feudal monarchy? Switch to Communism. It's just two turns of anarchy.

Believe me I would love to do that. I just need five or so more techs before I get communism... As I said, I am behind. I am a warmonger and have led an almost constant war from hoplites to colonial infantry. So all my conquered cities have more or less just barracks, temples (it really, really hurt, when I lost the benefit of ToA), and court houses. By the way, conquered 50+ cities and only ONE MGL! It helped to conquer India and gain control over the ITC. I have begun construction of the SoL. America still have not discovered Democracy.
I could not buy a MA with the Aztects against America with techs and horses, but I could with camels!
Another funny thing. France and Scandinavia has been in one long constant war since the ancient era. They have never reached each others cities, but fought each other on my land. They are in the industial era but lack resources, and therefore fight with berserkers and urban militia.

@Rhye: Terrain: 12% (that seems wrong), Pop: 33% ..., 75 turns to go. It is not going to happen.

Edit: Forgot the new limit was 40% and not 66%, maybe...

Three_Crowns
Dec 10, 2004, 07:22 PM
Rhye, most of the problems with missing files are probably caused by installation errs or a non-v1.22 C3C. But if you have used any Firaxis-shipped sounds or animation, it could also be possible differences in the folderstructure of Civ3, Civ3 Gold, and Civ3 Complete. Just a thought.

Anyway to install the mod, make sure you have patched Civ3 Conquests to v1.22. Download the basic RoC mod v2.65. Unzip the RoC_v265.zip file.
It contains one folder. Cut all the contents of THIS folder and paste into your C3C scenario folder, e.g. "..\Civilization III\Conquests\Scenarios"
Download the five parts of RoCX v1.01 and copy the contents of these five zip-files directly into the C3C scenario folder (again ..\Civilization III\Conquests\Scenarios).
The C3C scenario folder SHALL now contain three folders:
Rhye's of Civilization
Rhye's of Civilization X
Rhye's of Civilization XF
and three files:
Rhye's of Civilization v2.65.biq
Rhye's of Civilization Expansion pack v1.01.biq
Rhye's of Civilization Expansion pack v1.01 RANDOM MAP.biq

This should hopefully work. At some point the zip with the basic mod will probably be corrected, right?

Blasphemous
Dec 10, 2004, 07:33 PM
Believe me I would love to do that. I just need five or so more techs before I get communism... As I said, I am behind. I am a warmonger and have led an almost constant war from hoplites to colonial infantry.
Can't you threaten some weak civ that has some advanced techs? You seem to be pretty damn powerful, the AI is dumb, but it will give into your demands if you have the power to back them, I think.

Aeon221
Dec 10, 2004, 07:46 PM
Looks like you guys don't have saturday classes! ;p

Simultaneously and at the same instant I am studying for a calc test, so nothing new to report haha

Why bother threatening the computer? Just invade it, take a city or two, and force them to give you the goodies! It'll work better, and it seems like it would fit your milieu ;p

Gunner
Dec 10, 2004, 08:02 PM
I really like the Dutch. I had an excellent game with them in RoC where I conquered most of Europe and America.

By the way, thats a mighty impressive empire there three clowns. Alexander would be proud. :goodjob:

blackheart
Dec 10, 2004, 08:34 PM
I really like the Dutch. I had an excellent game with them in RoC where I conquered most of Europe and America.

By the way, thats a mighty impressive empire there three clowns. Alexander would be proud. :goodjob:

While Three Clowns is building the Hellenic Empire, I'm making the Roman Empire. Although my territory is not as vast as the historical Roman empire, but I've managed to conquer Spain, Portugal, France, and the Netherlands, not to mention a few African colonies :) . Me, Greece, and Babylon are locked in a tech race (late industrial era), although Greece seems to be winning over Babylon due mainly to them have 14000 gold and Babylon spending all of its money to buy tech from Greece.

Oh and an interesting thing I've done is given tech to everyone else so they are at least at the beginning of the industrial era (some were still in Ancient!). This should even out the playing field.

timberwolf4545
Dec 10, 2004, 08:49 PM
When I try to load the expansion version, I get erros regaridng buildings in the PediaIcons.txt file. Statue of Liberty and Eiffel Tower seem to be missing. Has anyone else notriced this? What am I possibly doing wrong? Anyone know how to properly install?

Gunner
Dec 10, 2004, 08:51 PM
You altruistic goody-goods. Come on, everyone knows that you are supposed to mercessly attack those ancient civs and take advantage of them. ;)

Aeon221
Dec 10, 2004, 09:32 PM
Rhye, most of the problems with missing files are probably caused by installation errs or a non-v1.22 C3C. But if you have used any Firaxis-shipped sounds or animation, it could also be possible differences in the folderstructure of Civ3, Civ3 Gold, and Civ3 Complete. Just a thought.

Anyway to install the mod, make sure you have patched Civ3 Conquests to v1.22. Download the basic RoC mod v2.65. Unzip the RoC_v265.zip file.
It contains one folder. Cut all the contents of THIS folder and paste into your C3C scenario folder, e.g. "..\Civilization III\Conquests\Scenarios"
Download the five parts of RoCX v1.01 and copy the contents of these five zip-files directly into the C3C scenario folder (again ..\Civilization III\Conquests\Scenarios).
The C3C scenario folder SHALL now contain three folders:
Rhye's of Civilization
Rhye's of Civilization X
Rhye's of Civilization XF
and three files:
Rhye's of Civilization v2.65.biq
Rhye's of Civilization Expansion pack v1.01.biq
Rhye's of Civilization Expansion pack v1.01 RANDOM MAP.biq

This should hopefully work. At some point the zip with the basic mod will probably be corrected, right?

Here's you lookin at it, timberwolf ;p

PS: Guys, its three CROWNS haha! not three CLOWNS hahahahahaha

Gunner
Dec 10, 2004, 09:36 PM
Ooops. Thats really pretty funny. :lol:

My sincere aplolgies.

satchel
Dec 10, 2004, 10:22 PM
could someone possibly write me a step by step guide(very detailed please) as to how to install this mod, i always think i am doing it right and a file can not be found and the game closes, could someone please take the time out and create steps(preferably with screenshots to see i am doing it right but its not necessary)so i can enjoy this mod, thank you and i would greatly appreciate it
I wrote a post in this thread yesterday, addressed to bucfan, that you might find helpful.

Jaguar
Dec 10, 2004, 11:34 PM
I've decided to do a game as the Byzantines. I've wrapped completely around the Eastern Mediterranean. My empire includes many great capitals of the world- Babylon, Sogut, Jerusalem, Thebes. I have plans to sieze Athens, and in the faroff future, Persepolis, Vienna and Rome.

It's only 800 BC.

zagyg
Dec 10, 2004, 11:49 PM
I've decided to do a game as the Byzantines. I've wrapped completely around the Eastern Mediterranean. My empire includes many great capitals of the world- Babylon, Sogut, Jerusalem, Thebes. I have plans to sieze Athens, and in the faroff future, Persepolis, Vienna and Rome.

It's only 800 BC.

Rule Britannia, Brittania Rules the waves, Britons will never be slaves... :king:

I'm playing as england and it's 150 ad but I am making a grab for the southern coast of Africa. Heres the amazing thing - the dutch are already there along with the zulus. Once again, rhyes mod imitates reality...

Jaguar
Dec 11, 2004, 12:14 AM
Yep. They're really good colonizers.

The only problem is that occasionally Greece or Israel will make a colony. ;)

Three_Crowns
Dec 11, 2004, 01:34 AM
@Blas: I have considered it, but I am really stretched thin. My offensive forces are trying to crush America, and defense was not a priority - there were land to be taken! If Europe ganged up on me with MA, my empire would crumble over night - shhhh.

@Rhye: I cannot remember if you have discussed this already, but might I suggest switching between Marxism and Totalitarianism on the tech tree, and move Communism to Marxism (perhaps it then should be called Stalinism). This would give those warmongering vast-feudal-empire clowns ;-) an early industrial government, while they wait for that mid-industrial communist utopia.

Fellowman
Dec 11, 2004, 03:46 AM
I don't know if it have being pointed at before but the Lancer (at least the one ottomans have) have the wrong sound! It sounds like it's fireing rifles, and Lancer have no firearms, right?

BTW: I looove the Expansion pack. All units are so great!

Blasphemous
Dec 11, 2004, 04:38 AM
@Blas: I have considered it, but I am really stretched thin. My offensive forces are trying to crush America, and defense was not a priority - there were land to be taken! If Europe ganged up on me with MA, my empire would crumble over night - shhhh.

@Rhye: I cannot remember if you have discussed this already, but might I suggest switching between Marxism and Totalitarianism on the tech tree, and move Communism to Marxism (perhaps it then should be called Stalinism). This would give those warmongering vast-feudal-empire clowns ;-) an early industrial government, while they wait for that mid-industrial communist utopia.
Try using Absolute Monarchy for now... It'll help you with research (has a cap of 9) and it can support a large army, if your cities are not all under 6 pop.
Absolute monarchy is what I used between Theocratic Monarchy and Communism. Worked like a charm.

Rhye
Dec 11, 2004, 04:52 AM
I've posted the patch 2.66 for RoC, almost useless (only some small fixes). The only important thing is that now newbies can download again from the correct 4 parts, and in a short while those links will be replaced with an hopefully *correct* 3D downloads file.

Blasphemous
Dec 11, 2004, 05:01 AM
What are the small fixes?
And by the way, is there a changelog? It could be interesting to go through the thread and put one together, to see how much the mod has changed since it was first published.

Enkidu_Warrior
Dec 11, 2004, 05:03 AM
Rhye, most of the problems with missing files are probably caused by installation errs or a non-v1.22 C3C. But if you have used any Firaxis-shipped sounds or animation, it could also be possible differences in the folderstructure of Civ3, Civ3 Gold, and Civ3 Complete. Just a thought.

Anyway to install the mod, make sure you have patched Civ3 Conquests to v1.22. Download the basic RoC mod v2.65. Unzip the RoC_v265.zip file.
It contains one folder. Cut all the contents of THIS folder and paste into your C3C scenario folder, e.g. "..\Civilization III\Conquests\Scenarios"
Download the five parts of RoCX v1.01 and copy the contents of these five zip-files directly into the C3C scenario folder (again ..\Civilization III\Conquests\Scenarios).
The C3C scenario folder SHALL now contain three folders:
Rhye's of Civilization
Rhye's of Civilization X
Rhye's of Civilization XF
and three files:
Rhye's of Civilization v2.65.biq
Rhye's of Civilization Expansion pack v1.01.biq
Rhye's of Civilization Expansion pack v1.01 RANDOM MAP.biq

This should hopefully work. At some point the zip with the basic mod will probably be corrected, right?


three crowns - this is a nice step-by-step. it mirrors exactly what i did and i've had no problems.

the only clarification i might make is that when you say "copy .... files", i actually used winzip, clicked on extract, and made sure i had the option ticked for "use directory names". that way, everything could be extracted directly into the scenarios folder without having to handle any files myself.

edit: crowns not clowns. doh! :crazyeye:

Enkidu_Warrior
Dec 11, 2004, 05:06 AM
I've posted the patch 2.66 for RoC, almost useless (only some small fixes). The only important thing is that now newbies can download again from the correct 4 parts, and in a short while those links will be replaced with an hopefully *correct* 3D downloads file.

rhye - do 1.01 ROCX players, installed over ROC v2.65, need to get the 2.62 -> 2.66 patch?

EW

Rhye
Dec 11, 2004, 05:21 AM
It will not overwrite anything that's RoCX specific.

Changes in v2.66:

- Fixed Camel sounds
- Replaced "are building" with "are starting to work on" in the Cultural advisor report
- Updated script.txt. Now the science advisor says the correct phrase
- "Constitution" is now called "The Constitution"

The only thing in which RoCX will benefit is the first line (camel sounds).

Rhye
Dec 11, 2004, 05:21 AM
The patch 1.02 for RoCX is almost complete, BTW

And I've updated the site with Blas's's's corrections's

Three_Crowns
Dec 11, 2004, 07:23 AM
Try using Absolute Monarchy for now... It'll help you with research (has a cap of 9) and it can support a large army, if your cities are not all under 6 pop.
Absolute monarchy is what I used between Theocratic Monarchy and Communism. Worked like a charm.

Currently I have no problems with research. I research a new tech every five turns with a small deficit, but earlier I got about 1000 gold for each conquered Arabian city, so I pretty much live of them.
Abs. Monarchy will kill my research because of the unit support. My gamestyle almost always requires feudalism because I pop. rush barracks, temples, etc. in newly conquered cities. This prevents cultural conversion without costing money and kills the subversive citizens. I started that tactic in spite, beacuse many people are rather anti-feudalism. The only problem is if my army runs out of steam before I get Communism.
I actually tried to switch to Abs. Mon. in an effort to get the production up again, but no luck. The Empire is just too big and corrupt.

Rhye, any thoughts on the early fascist idea?

Rhye
Dec 11, 2004, 07:55 AM
No, an early Communism would be a Marxism, but then I'd have to add a new government (to differentiate it from Russian communism) that nobody in history ever used.

Three_Crowns
Dec 11, 2004, 08:12 AM
I meant leaving communism where it is and moving fascism earlier. Then switching the names for the Marxism and Totalitarianism tech.

Blasphemous
Dec 11, 2004, 08:20 AM
Currently I have no problems with research. I research a new tech every five turns with a small deficit, but earlier I got about 1000 gold for each conquered Arabian city, so I pretty much live of them.
Abs. Monarchy will kill my research because of the unit support. My gamestyle almost always requires feudalism because I pop. rush barracks, temples, etc. in newly conquered cities. This prevents cultural conversion without costing money and kills the subversive citizens. I started that tactic in spite, beacuse many people are rather anti-feudalism. The only problem is if my army runs out of steam before I get Communism.
I actually tried to switch to Abs. Mon. in an effort to get the production up again, but no luck. The Empire is just too big and corrupt.
Well, I also pop-rush newly conquered stuff...
Anyway, you may wanna consider gifting some crappy outlying cities to weak, far-away opponents... The cities will be useless to them, and you can just declare war and take them back once you've settled into Communism.

Vostos
Dec 11, 2004, 08:21 AM
When the next patch comes out does anybody want to have a SG with the X-pak? i'd imagine it would be great fun.

Blasphemous
Dec 11, 2004, 08:33 AM
I would love to do such an SG.

GeneralBender
Dec 11, 2004, 10:07 AM
im lazy, could sum1 put it in on file

Puggy
Dec 11, 2004, 12:01 PM
BEST mod of Civ 3 I have ever played! Finally no more 10 minute load times, and some very nice looking new units. Finally RELIGON is a factor! Imangine what this guy could do if he was a paid staff member of the Civ 4 team! Hope Atari catches on to you Rhye and makes you a contractor or something.

bshirt
Dec 11, 2004, 01:07 PM
My goodness...this expansion pack is truly marvelous. I can hardly imagine Firaxis doing as well.

Rhye & team, you folks are simply great!

My only bug I 've found with the ultra, ultra fun random map expansion is that my elephant archers make no sound at all while fighting or traveling. That's it! Unbelievable....

Jeff1787
Dec 11, 2004, 02:19 PM
I posted a screen shot yesterday of an Xpak victory playing the Russians. But it is too big. How do you guys get the screen shots small enough to fit the post.

Now I am playing the Portuguese....great mod!!!!!!!!

Rhye
Dec 11, 2004, 02:30 PM
Thanks everybody.

Jeff, you must save the picture as a JPG with an higher compression (20 or 30). Or try to cut it.

Beernuts1987
Dec 11, 2004, 02:33 PM
It is 1496 AD in my gmae as mother Russia. A few turns ago I was able to mass upgrade about 25 Horse Archers into Cossacks. The Ottomans and I just reached the Industrial Age. I have 8% Area and 12% Population boasting a score of 881! My Russian empire is just beggining...

Rhye
Dec 11, 2004, 02:34 PM
The patch 1.02 is complete. I can post it anytime, but I prefer to wait for tomorrow.

This is the list of the changes. If you've something to add, tell before tomorrow morning.
In bold the most important of the changes that will alter the content

- Dreadnought and Bomber now upgradeable
- Balloons now cannot be loaded
- Fixed USMC abilities
- Galleys and Dromons now can carry 1 unit
- Fixed Urban Militia-Partisan-Shifta-Guerilla upgrade path
- Urban Militia, Partisan, Shifta and Guerilla now don't require support, but suffer -2 hit points penalty
- Ansar Warrior now costs 80
- European Ironclad now rotates before attack
- Fixed Gallivat and War Chariot enslavement result
- Increased Cog ocean movement points
- Changed Gallivat movement points
- Changed USMC stats
- Monument now produces 2 culture per turn
- Fixed the Monastery: now produces 3 happy faces
- The Terracotta Army now have a frequency of 7 turns
- Magellan's Voyage now increases by up to 3 points naval movement
- Reduced Magellan's Voyage and The Statue of Liberty cost
- Democracy now required for era advancement
- Enlightenment no longer allows draft, MPP and embargoes
- Reduced Mesoamerican Cults cost
- Tech rate now 253
- Tuned Chinese (+), Japanese (+), Greek (-), Arabian (-), Portuguese (+), Babylonian (-) and Viking (+) strength
- Moved Mustangs' locations
- Fixed Civilopedia entries (Religious Traits, Scout, Fortress, Barricade, Iron Working, Construction, Trench Warfare, A-Bomb, Phoenician Bireme, The India Trading Company, Forbidden Palace, Secret Police HQ, Mustangs)
- Bonus for seafaring civs is now mentioned
- Replaced "are building" with "are starting to work on" in the Cultural advisor report
- Fixed CW Elephant Archer, Slinger and CossackSpakh sounds
- Fixed Junk attack animation
- New Terracotta Army wonder splash

strikercw
Dec 11, 2004, 02:39 PM
When I try to open Civ3edit, a pop up window says "ERROR: Not a valid Civ3 Scenario File." it still goes into the program, and if I try to up the X-pack it gives the same pop-up.. does anyone know a solution to this problem, is it RoC or my game?

thanks

Rhye
Dec 11, 2004, 02:42 PM
Civ3Edit?
You should open it with the Civ3ConquestsEdit!

Jeff1787
Dec 11, 2004, 02:47 PM
Rhye: How do you make it higher compression on a jPEG?

strikercw
Dec 11, 2004, 02:49 PM
That would be a problem. :)

Rhye
Dec 11, 2004, 02:52 PM
Rhye: How do you make it higher compression on a jPEG?

When you save it, you can change that setting. It depends on the program you're using

The Great Apple
Dec 11, 2004, 03:04 PM
I believe there is also a problem with the Destroyer --> Modern destroyer upgrade, in that it doens't seem to work. Can't quite see the reason for it not working.

blackheart
Dec 11, 2004, 03:34 PM
Bugs (kinda):

*Balloons and U2 are flagged as ground units
*Could you perhaps make it so Palace Guards upgrade into something so the AI doesn't drag them around?

Unchecked upgrade flags
* Frigate
* Destroyer
* Axeman
* Bomber
* Oromo Horsemen
* Zeppelin
* Carrier ( the 2nd one)

I cycled through the entire unit list in the editor, so I may have missed some

Aeon221
Dec 11, 2004, 05:15 PM
I KNEW there was something funny with those things, but I did not think it was that!

Hurrah for the patch!

Jeff1787
Dec 11, 2004, 05:17 PM
I started a new game as Portugal. I am now in Oligarchic Republic. The rules say that Portugal's favorite government is Feudal Monarchy. Should that be the government of choice???

Jeff1787
Dec 11, 2004, 05:24 PM
again my image is too large....Sorry

Blasphemous
Dec 11, 2004, 05:33 PM
Favored government is used only to determine AI friendliness. If both you and a given AI are in that AI's favored govt', they will like you a tiny bit more. Similarly, if you are in their shunned gov't they will like you a bit less, unless they are in that gov't as well.

Jeff1787
Dec 11, 2004, 05:39 PM
Thanks....that explains it!!!!

Gunner
Dec 11, 2004, 05:47 PM
About the patch, did you make the India Trading Company so that it requires the spices to be in the city radius? If you did, I would suggest putting the cost down to like 150 shields, because it really would be impossible to build a 300 shield building in a crappy colony city.

Gunner
Dec 11, 2004, 05:51 PM
Oh yeah, and frigates definitely do not upgrade. I was really dissapointed because I was anticipating an instant fleet of speedy destroyers. :cry:

Blasphemous
Dec 11, 2004, 05:51 PM
About the patch, did you make the India Trading Company so that it requires the spices to be in the city radius? If you did, I would suggest putting the cost down to like 150 shields, because it really would be impossible to build a 300 shield building in a crappy colony city.
We just gotta be careful so India, China, Persia, or Japan don't build it too often.

Aeon221
Dec 11, 2004, 06:14 PM
Persia will, every time. Guaranteed. Euros never build cities near spice except by accident... so make it require Churches or something so that it can only be built by Euros/Americans

Barak
Dec 11, 2004, 06:21 PM
Persia will, every time. Guaranteed. Euros never build cities near spice except by accident... so make it require Churches or something so that it can only be built by Euros/Americans

Considering that many European powers had East India Companies, have we considered making it a small wonder, but still requiring spices?

Aeon221
Dec 11, 2004, 06:28 PM
I know that I have suggested that, but I do not think it was ever actually done for reasons that escape me now...

Horton
Dec 11, 2004, 07:38 PM
Something along the lines of India Trading Co. as a small wonder needs to be done because the OCN in this mod is definitely too low. Even a medium sized empire will have multiple cities crippled by corruption unless you go into communism. Lately, I make it an imperative to get a spice colony no matter which civ I play because life without the Trading Co is much harder. Either an outright raising of the OCN or making this wonder small is in order IMO.

I think another improvement that could be made is to scrap the increased cost of modern settlers and leave all settlers at the price of either ancient or medieval. The reason for this is that in nearly every game as war breaks out in the mid to late game the AI goes into monarchy or facism and pop rushes all of its cities down to small size to rush units so they can't colonize the new world properly. The modern settler is entirely too expensive and building one effectively cripples a productive city until the population can rebound.

Last thing, some compensation needs to be given to the religious civs since they no longer get half priced religious buildings. This was a major advantage to being a religious civ and now it is basically a meaningless trait. I'm not for sure what could be done but if nothing else, perhaps these civs could be given a different trait instead. As it stands now, religious is as bad as expansionist and that's saying something.

Otherwise the X-Pack is simply awesome and has really revitialized the mod. I've been testing out many of the civs and have found most of the new units and changes to be very well balanced.

Jaguar
Dec 11, 2004, 07:44 PM
Quite honestly, I don't see the point of raising settler costs through the ages. Why should we make it harder to build settlers and expand in the medieval age, the time when we want the AI to build settlers and expand overseas?

Aeon221
Dec 11, 2004, 08:29 PM
I have also argued the same; I think the idea was that since cities become more powerful, there needs to be a more powerful disincentive to prevent rampant settler production.

I suggested that the Ancient Settler be made slightly more expensive than it currently is, and that the Medieval one be set to the price of the old Ancient Settler. The Modern Settler was to retain its price.

The idea behind it was the same as that listed above... but this proposal was vetoed ;p

laxpimpj
Dec 11, 2004, 09:07 PM
wow what are all those build options avaible to your worker in that pic, i usually have like 4.

Aeon221
Dec 11, 2004, 09:11 PM
Turn on advanced worker commands in the preferences menu.

Blasphemous
Dec 12, 2004, 03:06 AM
I tend to agree about settlers... They should be made cheaper in the middle ages, and the modern settler should come in later. As England I was very annoyed to find I could only possibly colonize Australia if I bought all of my settlers. I also put off getting Enlightenment simply to keep the costs down.
The ancient settler really does need to be a large project to build, so the map gets populated more slowly. But the prices should go up less steeply as the game progresses... Or perhaps you should add a special "Colonist" settler for the colonial era that's somehow easier to produce.

Three_Crowns
Dec 12, 2004, 03:28 AM
As it stands now, religious is as bad as expansionist and that's saying something.

I have always thought expansionist to be one of the best traits because of the high potential of free techs, settlers, and cities. But that is gone too with the removal of barbarians spawning from huts. Perhaps expansionist civs could get slightly cheaper settlers.

Fellowman
Dec 12, 2004, 03:58 AM
What about the (ottoman) Lancer soundproblem?
It's the wrong sound. I told you before...
Now, fix it in the patch!

Vostos
Dec 12, 2004, 04:26 AM
I think that the Iroquios need to be give a bit more of a benefit, currently the americans, the Aztecs and the Mayans out research them very early on.

Rhye
Dec 12, 2004, 04:39 AM
Sorry, but no. No changes to the settlers and to the OCN.

These are 2 factors that are distinctive of RoC. They are in since 2.0 and never changed, or they were possibly made more extreme.

No need to say the settlers cost is a very important factor for the loading times. And for getting the world populated later.

The OCN is good as it is; it's standard Civ that's broken. The largest empire SHOULDN'T be the more advanced and efficient. It should be corrupted. On the other hand, small civs (like Netherlands, Israel) must have a chance of survival and they should not be left behind in techs.

Rhye
Dec 12, 2004, 04:41 AM
I have always thought expansionist to be one of the best traits because of the high potential of free techs, settlers, and cities. But that is gone too with the removal of barbarians spawning from huts. Perhaps expansionist civs could get slightly cheaper settlers.

They have more chance to get a free settler. And that is a huge advantage.

Enkidu_Warrior
Dec 12, 2004, 05:47 AM
if we were going to change the settlers, and it sounds like we're not, i would suggest leaving the shields cost increasing as they currently stand, but keeping the citizen cost steady at 3. the rationale could be that as a civ progresses in technology, there's more stuff to build to take with to "the new world" whilst it's still the same number of people going...

i have to agree with Rhye on the OCN however. ROC has the first elegant solution i've found to the messed up corruption of civ 3. dunno what they'll do with civ 4, but they could do worse than pick up some tips from this mod.

my 2 cents.
EW

Enkidu_Warrior
Dec 12, 2004, 05:50 AM
regarding expansionist (EXP) getting the free settler - i agree that's a HUGE advantage, particularly in this mod. BUT it's only a chance. and that's where the other civ traits crap all over EXP. would you rather be guaranteed faster workers, or extra food or cash, or just a shot at an extra tech or a settler?

an interesting thread over in the strategy articles has recently discussed this very issue. interestingly, the Diety players posting there generally agreed that EXP and MIL are the weakest traits, and i have no doubt that this is in part due to relying on the PRNG to get any benefit.

let's call it a nickel.
EW

Vostos
Dec 12, 2004, 08:35 AM
Rhye here are some screen shots of my current game as the Iroquois, i've conquered the american east and I am finding it very good terrian (much better than the great lakes)

Plotinus
Dec 12, 2004, 10:37 AM
I've just finally got around to downloading this and reading the files and it looks great. I like the method of implementing religion. It makes a lot of sense and is simple.

I must just say one thing - by "loading times" you mean the time the computer takes to think between turns, right? I always imagined this term meant the time it took to download the mod, but having just done so I realise evidently not. Wouldn't it be better to have talked of "waiting times" or something to be a bit clearer?

Rhye
Dec 12, 2004, 10:45 AM
Rhye here are some screen shots of my current game as the Iroquois, i've conquered the american east and I am finding it very good terrian (much better than the great lakes)


Thanks. Have you got some of your game with Mongols too?

Rhye
Dec 12, 2004, 10:47 AM
I must just say one thing - by "loading times" you mean the time the computer takes to think between turns, right? I always imagined this term meant the time it took to download the mod, but having just done so I realise evidently not. Wouldn't it be better to have talked of "waiting times" or something to be a bit clearer?

So if you meant the time to download it, I should have posted a 200kb file, so that it would have been the fastest :D

Gunner
Dec 12, 2004, 11:34 AM
I agree completely with Rhye on the OCN issue. I think it is implemented very well. I mostly agree with the settlers, the only thing I would change is making modern settlers available a little bit later so that we have a little bit more time to make a realistic colonization effort. But its ok as it is.

Oh, I'm almost done with my game as England. Rhye, I would be willing to write/revise a strategy guide for that country. Tell me if you would like me to do it.

Rhye
Dec 12, 2004, 11:50 AM
Sure.

Try not to go past thins length
Here's Horton's original guide:




Finish off your tea, grab your red coat and get down to the shipyard, it's time to "Make the World England"

In Rhye's, England is a top tier civ that will handle beautifully no matter your play style. With a UU capable of ruling the seas and an unsinkable island fortress as a home base, the English are a rock solid contender for any victory condition.

England's traits, Commercial and Seafaring fit this civ perfectly. You're going to have to spread out and build colonies if you're going to secure the resources you'll need to compete and with the lowered OCN in Rhye's the Commercial trait is very handy at reducing corruption. Seafaring complements your Man o War UU and you'll wind up as master of the seas almost without trying.

The key to getting off to a good start for the English player is a beeline for Map Making. You simply have to keep Ireland under your control. You can fit a core of 3 cities in England itself and 2 more on the Emerald Isle but the AI will quickly settle Ireland if you don't and you'll find their cultural borders eating up your resources so get cracking on Map Making asap!

When you've got your home islands secured, you're going to want to start looking for an AI to pick on and the Vikings always make a good first victim. If you're a warmonger type pulling off D-Day a few thousand years early might be right up your alley but be ready for a fight. The Dutch tend to get boxed in by the Germans and French so they might be worth beating up on to establish a beach head.

Some good news is that the British Isles will supply you with most of the resources you'll need. Iron, Horses, Saltpeter and even Oil are right in your backyard. Just like the rest of the Euro civs however, you're going to have to work to get some rubber. As always, the West Coast of Africa is prime real estate for your rubber plantations. Pick your spot carefully and you can probably get the extra benefit of some gems or spices too.

If you can build some infrastructure at home and get a European beach head and a few colonies for resources you'll be in great position to take the seas with your Man O Wars and begin invading the AI anywhere you see fit.

England's only real drawbacks are that as an island nation, many wonders that add infrastructure will be of limited use and you're going to have plan ahead to get your troops where you want them. These are minor annoyances though and with a little luck you'll rest easy knowing the Sun never sets on the British Empire.


4/5

Aeon221
Dec 12, 2004, 11:57 AM
but RHYEEE!

Settler changes could be made without seriously changing how the mod plays: if the ancient settlers get a tad more expensive then it will slow down expansion even more. If they get cheaper with feudalism (just a bit cheaper) then it will allow mass colonization of the earth... which is what the period was famous for ;p

Keeping the modern settler prices the same, but moving them to a little further up on the tech tree to a second or third tier tech would allow time to really exploit the earth!

An idea I mentioned earlier was that the expansionist civs could recieve a slightly cheaper settler, or one that requires one less pop point, so as to be able to expand better ;p



OCN is fine; I like the fact that my empires get all corrupt!

Gunner
Dec 12, 2004, 12:12 PM
Thanks Rhye, I will probably finish up this game and write the guide sometime next week, because there will be NO SCHOOL!!! I will be fairly busy before then and probably wont be able to play any civ.

Wow, Aeon has a new picture! I thought it was some random new person and then I saw it was him and then ... Yeah.

blackheart
Dec 12, 2004, 12:24 PM
OCN is fine; I like the fact that my empires get all corrupt!

Mine don't, communism all the way :)

Speaking of that, I'm playing as Rome and I've conquered all of Western and Central Europe :king: . On to Russia and the Middle East!

I got to the modern age around late 1800s BTW.

Aeon221
Dec 12, 2004, 02:08 PM
I never really liked playing as a Communist country because it prevents rushing without damaging the means of production...

I find that late game (esp in this mod) I can amass the reserves to allow me to rush whenever I want (10k usually means that, esp when you get 500GPT in cash money ;p), and I hate to give that up for reduced corruption in worthless cities.

MY Rome has the Mediterranean entirely under its control, but I basically stopped playing it out of sheer boredom... its no fun to be so strong that nothing can oppose you... so I started a new game as France ;p

I have a feeling that Rhye is going to tell us... me... to shut up about settlers this late in production. Haha, I guess its almost time for us to all start messing with his 'baby' on our own ;p

About the new pic: I bought a new book on the battle of Salamis, found out that Xerxes was Greek for the Persian title I have now and meant Ruler of Heroes... which sounded kinda cool... anyway ;p

PS: I changed everything else too! Its been an English paper week!

Micromegas
Dec 12, 2004, 03:55 PM
Please, on my knees, please, leave the settlers alone, they are fine the way they are. If anything has to change... make them cost even more, maybe in terms of support. There's a rather hefty amount of cash flowing too early, imho. I tried Portugal some days back and by doing the rush to republic trick, heavy trading (it helps to be an expansionist...) and delaying feudalism as far as possible I was able to buy settlers at a rate that I colonized the whole african west coast before any other nation attempted with the extemption of that volcanic island that is now french. High support costs would have slowed down the chain reaction of high income from trading tech, fast research and fast colonisation without crippling the population total. And I think that's realistic, what's the incentive for leaving the most developed parts of the world for some african jungle? No individual in his right mind would consider so, if not subsidized by gov... well, from a psycological pov. ?? just an idea though, as said above, in general what we have is way better already than standard rules already.

blackheart
Dec 12, 2004, 04:37 PM
It's a matter of the AI effectively colonizing. Of course the player can effectively colonize. We're smarter than the AI is.

Rhye
Dec 12, 2004, 04:48 PM
Exact. I don't agree with changing settlers, but even if I agreed, I wouldn't change anything because it's too late, now that the development is over and there's space only for fixes.
Messing up settlers cost wouldn't be that nice for me, as it would mean having to test loading times and to adjust the timeline. That means many test games :vomit:

blackheart
Dec 12, 2004, 04:59 PM
Exact. I don't agree with changing settlers, but even if I agreed, I wouldn't change anything because it's too late, now that the development is over and there's space only for fixes.
Messing up settlers cost wouldn't be that nice for me, as it would mean having to test loading times and to adjust the timeline. That means many test games :vomit:

That's alright, people can change it themselves if they want. I know I'm going to keep the pop cost the same for all the settlers.

bucfan76
Dec 12, 2004, 06:19 PM
Have another issue. Playing the Expansion Pack, Random map. At turn 3000 BC or so, I get an error message saying: File Not Found Art\Units\Slinger\../Archer/ArchVicYell.wav Game will now exit

I searched my entire Civ folder and found NO file named that anywhere......any ideas?

Thanks,
J

blackheart
Dec 12, 2004, 06:43 PM
What's with the Heavy Bomber? It's bombing animations is weird to say the least, I don't see any bombs drop and bomber seems to drop then rise again. Also, I don't hear any sounds of bombs dropping or anything.

Aeon221
Dec 12, 2004, 08:31 PM
... noticed that, but figured there was nothing to be done... can you fix it Rhye?

jazmann
Dec 12, 2004, 10:10 PM
Well, I attempted to install and run the mod and expansion with limited success. I can see Rhye's Random map and mod in civ content but get error message cannot find "art\advisors\NP_all.pcx" game will now close when I attemp to start a game. I used ZipGenius 5.5. Is that the problem?

jazmann
Dec 12, 2004, 10:29 PM
More specifically, I extracted the contents of both mod2.65 and expansion1.01 (the whole pack) directly to CivilizationIII\Conquests\Scenarios. I did not see any folders during extraction, per say, just a rather large amount of individual files. When I look at the content of my scenarios i see 3 rhyes folders RhyesX, RhyesXF and RoC_v265 and 2 BIQ files expansion pack v1.01 RANDOM MAP.Biq and expansion pack v1.01.Biq

Three_Crowns
Dec 13, 2004, 02:43 AM
More specifically, I extracted the contents of both mod2.65 and expansion1.01 (the whole pack) directly to CivilizationIII\Conquests\Scenarios. I did not see any folders during extraction, per say, just a rather large amount of individual files. When I look at the content of my scenarios i see 3 rhyes folders RhyesX, RhyesXF and RoC_v265 and 2 BIQ files expansion pack v1.01 RANDOM MAP.Biq and expansion pack v1.01.Biq

Inside the RoC_v265 folder you will find one folder and one biq file. Move all of this into the Scenarios folder. After this you can delete the empty RoC_v265 folder. Now it should work.

V. Soma
Dec 13, 2004, 03:55 AM
Hi to Rhye and his team! :)

Excitedly I took home the Expansion like a small child getting his long waited Xmas present!
:)

I had problems with installation (please clarify instructions), but then it clicked to place and hey, I got by random: the Americans

America

I got a free settler out of the friendly village near, so I guess was helped to get a nince start.
After having claimed the areas up to the Rockies with about 8-10 cities I got into a war with the Iroquise in the 12th century (if I remember well), but I couldn't get through their stron defence (unit with defenc of 3).
So I had to wait.

Greeks and Carthage discovered me in the 1530s.
Then came Rome, Portugals, England, Scandinavian ships.

I loved the cheaper (?) libraries and universities, and though I was behind in techs, I could get to the end of the middle ages, well, by around 1900 :)

I got Democracy in 1930, made Encyclopedia around the same time.
I wanted to make Statue of Liberty but from the Pedia I did not get that those damned four-legged animals must be within city radius!
/now I see the patch will put mustangs into NYC area :)/

In the 1900-1930 period I attacked the Aztecs and thereby the West Coast with colonial infantry and cannons and flintlocks. I got, what I wanted, California is attached! :)

Now aound 1940 I research Radio and plan to get rubber in the far Pacifics on an island.

What I find interesting and a bit OFF BALANCE:

- I am tech-leader! This means that in year 1930 or so the world is in around mid-industrial age, a phase that should be in around a hundred years before!
(Leaders are Greeks, Carthage and India)

- Discovery of the New World was also a bit late, as I said: in 1530s

BUT ALL IN ALL:

I JUST LOVE IT!!!!

:)


By random I got

V. Soma
Dec 13, 2004, 04:02 AM
sorry for the typing mistakes and some confusions... I typed fast...

Rhye
Dec 13, 2004, 04:11 AM
Thank you Soma and thanks everybody.


In this moment I'm testing if everything's fine with no-support UM, Partisans and Guerrilla. One never knows, AI could start to build hundreds of those...


This is the updated changelog. Thanks to blackheart, who found many bugs I was missing

- Balloons now cannot be loaded
- Fixed USMC abilities
- Galleys and Dromons now can carry 1 unit
- Fixed Axeman orders
- Axeman, Oromo Horseman, Zeppelin, Bomber, Frigate, Destroyer, Dreadnought and Carrier now can upgrade
- Fixed Urban Militia-Partisan-Shifta-Guerilla upgrade path
- Urban Militia, Partisan, Shifta and Guerilla now don't require support, but suffer -2 hit points penalty
- Ansar Warrior now costs 80
- European Ironclad now rotates before attack
- Fixed Gallivat and War Chariot enslavement result
- Increased Cog ocean movement points
- Changed Gallivat movement points
- Changed USMC stats
- Monument now produces 2 culture per turn
- Fixed the Monastery: now produces 3 happy faces
- The Terracotta Army now have a frequency of 7 turns
- Magellan's Voyage now increases by up to 3 points naval movement
- Reduced Magellan's Voyage and The Statue of Liberty cost
- Democracy now required for era advancement
- Enlightenment no longer allows draft, MPP and embargoes
- Reduced Mesoamerican Cults cost
- Tech rate now 253
- Terrain domination victory condition reduced to 30%
- Tuned Chinese (+), Japanese (+), Iroquois (+), Greek (-), Arabian (-), Portuguese (+), Babylonian (-) and Viking (+) strength
- Moved Mustangs' locations
- Fixed Civilopedia entries (Religious Traits, Scout, Fortress, Barricade, Iron Working, Construction, Trench Warfare, A-Bomb, Phoenician Bireme, The India Trading Company, Forbidden Palace, Secret Police HQ, Mustangs)
- Bonus for seafaring civs is now mentioned
- Replaced "are building" with "are starting to work on" in the Cultural advisor report
- Fixed CW Elephant Archer, Slinger and CossackSpakh sounds
- Fixed Junk attack animation
- Fixed Tu-95 (heavy bomber) bombing animation
- New Terracotta Army wonder splash

Rhye
Dec 13, 2004, 04:13 AM
- Discovery of the New World was also a bit late, as I said: in 1530s


They might have discovered South America earlier than your location

V. Soma
Dec 13, 2004, 04:43 AM
No, they did not, I sent galleys there to check that!

This new thech rate (253) in the coming patch, will it change that the world will get sooner to modern era? (or mid-industrial - see my case above)

V. Soma
Dec 13, 2004, 04:57 AM
Rhye, I have 2.65 "behind" the Expansion - is it enough for me to download the "latest" patch, (0.5 MB), or must I update the basic mod to 2.66?

Rhye
Dec 13, 2004, 05:02 AM
253 should make everything happen a bit later, and that's because most of the games had everything happening too early in industrial/modern. In your case you had America and so you were out of the competition for a while. That's why European progress was slower.

You can still play with 2.65.
2.66 changes updates the basic mod with a few things, and the effect on RoCX is very little (fixed Camel sounds). It's up to you.

Fellowman
Dec 13, 2004, 05:08 AM
Still nothing about my Lancer problem? is it just me or something?
tell me!

Rhye
Dec 13, 2004, 05:59 AM
Yes the lancer was fixed. It is the "CossackShpak"

jazmann
Dec 13, 2004, 06:04 AM
That did it, thank you very much Three Crowns.

Enkidu_Warrior
Dec 13, 2004, 06:36 AM
253 should make everything happen a bit later, and that's because most of the games had everything happening too early in industrial/modern. In your case you had America and so you were out of the competition for a while. That's why European progress was slower.

this is a really interesting example of how difficult balancing any game of this type must be - because the human player catalyses tech development by increasing the amount of trading relative to AI only, tuning the tech tree cannot be done for the whole scenario evenly, because the human player has different exposure to other civs early in the game depending on where they start. fascinating, captain! ;)

i suppose if one wanted to be truly pedantic, they might consider having two versions of the Xmod, one with the tech rate tuned to a Eurasia start, and the other tuned to an americas start... :eek: :p

EW

RollTide
Dec 13, 2004, 08:42 AM
I'm at about 1904 with all the techs researched, playing as America. I control all of the U.S. and moving up into Canada. This is by far the best mod I've ever played!

But the loading times between turns are killing me, is there anything I can do to cut down on them?

dafiden
Dec 13, 2004, 09:17 AM
Is the Slave Trade supposed to require tobacco in the city radius, and not simply in the resource box? The pedia is not specific on this issue, but I believe RoCX requires tobacco in the city radius. This makes the Slave Trade quite difficult to build.

dafiden
Dec 13, 2004, 09:19 AM
Are forest hills supposed to clear to tundra?

I would think they would clear into hills, since a worker usually doesn't appear to have the ability to clear hills (unless they have a giant bulldozer).

dafiden
Dec 13, 2004, 09:21 AM
I don't see much difference between the results of the goody huts between expansionist tribes and non-expansionist tribes. It may be a good idea to bump up the expansionist tribe bonus, unless you think the scouts are valuable enough.

Rhye
Dec 13, 2004, 09:28 AM
Are forest hills supposed to clear to tundra?

I would think they would clear into hills, since a worker usually doesn't appear to have the ability to clear hills (unless they have a giant bulldozer).

They should, but they can't, because of the editor limits.

Rhye
Dec 13, 2004, 09:30 AM
I don't see much difference between the results of the goody huts between expansionist tribes and non-expansionist tribes. It may be a good idea to bump up the expansionist tribe bonus, unless you think the scouts are valuable enough.

Usually expansionist civs get a free settler from a goody hut easier.

dafiden
Dec 13, 2004, 09:45 AM
Usually expansionist civs get a free settler from a goody hut easier.

In my experience with RoC (I do actually play quite a bit; great mod), I usually get a free settler from a goody hut with any civ. Anyway, just a thought.

To be more specific, with most civs, I usually get about 5 goody huts (since I know where they are by now) before the AI. Practically every time, I get one settler, and 2 tech advances. I get about the same results with an expansionist civ.

Oh, that reminds me about something you may be interested in. In many games, the AI scouts will hover around the goody hut east of Austria (Vienna, I guess), but never get it. I think this is because it's adjacent to a barbarian home. So, every time I get there (no matter how long I wait) I get the goody hut. Thanks.

Barak
Dec 13, 2004, 09:46 AM
When will 1.02 be released?

dafiden
Dec 13, 2004, 09:49 AM
They should, but they can't, because of the editor limits.

OK. But, then I can never get a city to use those four nice forest hills (one has iron I believe, and there are furs nearby) near Quebec since settlers can't settle in tundra or forest. I actually spent many turns sending a settler to the Quebec forest hills from southern Arabia via Australia hoping that they could settle there, doh!

Formula51
Dec 13, 2004, 09:52 AM
Very small nitpick, but the crossbowman has no fortify animation. :)

Three_Crowns
Dec 13, 2004, 11:34 AM
Usually expansionist civs get a free settler from a goody hut easier.

If I understand the Goody huts correctly, then by removing the possibility of spawing barbarians, a non-expansionist civ has a 14.3% (normally 5%) chance of getting a settler while an expansionist civ has a 16.7% chance (on Emperor). That is the same. More importantly, normally it was very hazardous to take a hut as a non-expansionist because of the 65% chance of barbarians. Now they only bring good things.

bshirt
Dec 13, 2004, 11:39 AM
C'Mon 1.02......

Vostos
Dec 13, 2004, 11:44 AM
Are forest hills supposed to clear to tundra?

They clear to any terrain that is "under" them, like any forest.

Klyden
Dec 13, 2004, 11:47 AM
I have just recently been tinkering with this and it is quite a mod. Lot of hard work and a quality product. Awesome work guys.

Some things I have noticed (may have been discussed in earlier posts, but were not on Rhye's log back a couple pages) are that several of the bonus resources have multiple entries in the editor and don't seem to appear until all the techs have been done. Playing America, I still don't see horses/mustangs on my map, despite having the wheel. According to the editor, one entry has them not appearing until Military Tradition, so I guess my question is when are the bonus/strategic resources supposed to appear? (Specifics I have seen are game, horses, cattle, sugar).

Aeon221
Dec 13, 2004, 11:50 AM
Some things wait until later to appear (such as many invisible bonuses) to represent the increasing power of certain areas, or the non-existence of certain animals in certain areas until a specific period.

dafiden
Dec 13, 2004, 11:57 AM
They clear to any terrain that is "under" them, like any forest.

No they don't. :eek: Rhye already answered this above (and I've already posted what happens above). Forest hills (i.e. hills underneath) do not clear to hills; they clear to tundra.

dafiden
Dec 13, 2004, 12:00 PM
If I understand the Goody huts correctly, then by removing the possibility of spawing barbarians, a non-expansionist civ has a 14.3% (normally 5%) chance of getting a settler while an expansionist civ has a 16.7% chance (on Emperor). That is the same. More importantly, normally it was very hazardous to take a hut as a non-expansionist because of the 65% chance of barbarians. Now they only bring good things.

Aha! Then, this is a good argument for beefing up the expansionist bonus.

Klyden
Dec 13, 2004, 12:30 PM
Some things wait until later to appear (such as many invisible bonuses) to represent the increasing power of certain areas, or the non-existence of certain animals in certain areas until a specific period.

I don't have a issue with that (sort of nice really), but more or less posted because looking at them in the editor, I am not sure they are appearing when intended. Case in point with both wheat and cattle, you would think they would appear earlier than they do (and there are two listed advancements on when they appear, one very early and one later in the game and you can't get the later one without doing the earlier one, so it makes no sense).

I am also asking if it is the intention that Mustangs do not appear until Military Tradition, which basically means no mounted units in North America until then.

Unlike many of the other resources (elephants/camels/iron for example), there is nothing in the Civlopedia on when specificially these are to appear, so you can't reconcile that with the editor.

MontyZuma
Dec 13, 2004, 12:32 PM
I haven't seen anyone else post on this so here goes...

My English scout boat was sailing the Arctic Ocean north of Russia when Igot a fatal "File not found" error message. Ididn't take a screenshot, but it had to do with Archvicyel.wav.

I re-loaded the game with Autosave and it happened at the same point again, so this was no fluke.

Help??

Rhye
Dec 13, 2004, 01:04 PM
Wait!

-> What Aeon says is correct. Forest Hills are LM Forests, and so cleaning them uncover the terrain that was under. It shouldn't be like that, but the editor doesn't allow me to differentiate the "worker action results in..." flag from the standard terrain and the LM.

-> Mustangs will not appear in the Americas until Military Tradition, for historical reasons. I have fixed the pedia entry in the patch.
There are hundreds of spots where bonus resources or invisible resources will appear. Both for History and gameplay. What Aeon said is again correct.

-> I just fixed the Urban Militia/Partisan/Guerilla thing. They were overproduced by the AI after the changes of 1.02, but an incremented cost switched back

-> The patch is complete since a couple of days, but if what you say about expansionists is true, then I must do something. Barbarians can't be put back in the goody huts because they're too important for loading times reduction, so it has to be an additional small bonus.

Rhye
Dec 13, 2004, 01:05 PM
I haven't seen anyone else post on this so here goes...

My English scout boat was sailing the Arctic Ocean north of Russia when Igot a fatal "File not found" error message. Ididn't take a screenshot, but it had to do with Archvicyel.wav.

I re-loaded the game with Autosave and it happened at the same point again, so this was no fluke.

Help??


With the next patch you will be able to keep playing.

Barak
Dec 13, 2004, 01:06 PM
I've had similar issues in 1.01, where the OS reports that Civ is not responding during "thinking" process between turns. It’s an issue that does not come up as an error, yet is reproducible. It has happened on 2 of my games, once as Iroquois, and once as Chinese. Interestingly enough to my knowledge, they happened at different times along the tech tree.

My cpu is Pentium 4, 2.6G, windows XP with 512 RAM.

MontyZuma
Dec 13, 2004, 01:12 PM
With the next patch you will be able to keep playing.
Thanks, Rhye.
I don't mean to whine and demand like some other members of this forum have done. This modpack is a tremendous accomplishment -- I can't imagine going back to plain vanilla Conquests again!

BX EMPEROR
Dec 13, 2004, 01:13 PM
i downloaded the entire mod (plus expansion) and every time i try to play it it gives me this message LOAD ERROR missing entry in txt.pediaicons ICON_BLDG_Statue_of_Liberty can someone please help me out

bucfan76
Dec 13, 2004, 01:15 PM
Sorry for posting this agian, but I received no reply the first time.

Have another issue. Playing the Expansion Pack, Random map. At turn 3000 BC or so, I get an error message saying: File Not Found Art\Units\Slinger\../Archer/ArchVicYell.wav Game will now exit

I searched my entire Civ folder and found NO file named that anywhere......any ideas?

Thanks,
J

Rhye
Dec 13, 2004, 01:18 PM
I could allow a discount for producing settlers.

Without altering starting settlers, I could reduce med. settlers from 190 to 160 shields, and modern from 300 to 240.
That would require some tedious work of differentiation, but can be done. I'll do it if you agree.

Rhye
Dec 13, 2004, 01:19 PM
Sorry for posting this agian, but I received no reply the first time.

Have another issue. Playing the Expansion Pack, Random map. At turn 3000 BC or so, I get an error message saying: File Not Found Art\Units\Slinger\../Archer/ArchVicYell.wav Game will now exit

I searched my entire Civ folder and found NO file named that anywhere......any ideas?

Thanks,
J

That's an error in the .ini file made by the unit creator.
With the next patch the ini will be fixed and you'll be able to continue your game.

Rhye
Dec 13, 2004, 01:19 PM
i downloaded the entire mod (plus expansion) and every time i try to play it it gives me this message LOAD ERROR missing entry in txt.pediaicons ICON_BLDG_Statue_of_Liberty can someone please help me out


Did you update Conquests to 1.22?

bucfan76
Dec 13, 2004, 01:22 PM
Rhye,

On the settler issue, I have mixed feelings on that. While I do think it should be quicker later in the game (IE: Modern Era and such) I wonder how it will effect the load times that this mod is so great for? Your thoughts?

J

bucfan76