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


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Lachlan
Jul 15, 2004, 11:18 AM
very good but too young ;)

Rhye
Jul 15, 2004, 11:33 AM
Congrats Lachlan, yours is the 1000th post of this thread!

I know he's young, but he should be a football player, so he's young. And what about Firaxis' Caesar? He really doesn't look like the real person.

Anarki
Jul 15, 2004, 11:41 AM
Come to think of it, you're right. When's this Napoleon Leaderhead going to be made? Will it be era-specific and animated? I hope so, because I don't use still images or anything.

ibcoltscrew
Jul 15, 2004, 01:25 PM
here's louis xiv made with PES3
Very nice Rhye.

ibcoltscrew
Jul 15, 2004, 01:31 PM
Rhye are you going to help the Iroquois ? Cause they devellop only one city and to be honnest, Canada is the second biggest country on earth... Iroquois should be able to build and expand like Russia... Anyway Iroquois are less agressiv then any other civilization... it's not going to be bad for anyone.
Maybe you should give more respect to the canadian people and help the iroquois :rolleyes: It really suck to see the Iroquois with only one city around 1600 with 2, 3 or 4 of population... The inca and aztec are stronger then the Iroquois :lol: :lol: :confused:

Horton
Jul 15, 2004, 02:05 PM
Iroquois can expand just fine, they just have to wipe out the americans and barbarians first. They don't represent Canada sosaying the Iroquois civ should resemble modern Canada doesn't make a lot of sense to me.

Don't forget that one of the goals of this mod is to be historically realistic. Euro and Asian civs should have the easiest time and civs in the americas should be backwards. If the AI was doing really well as an american or african civ then there'd something to fix. As it is, most civs seem to be balanced very well.

Part of the fun of this mod is overcoming some of the major terrain and isolation difficulties that civs outside of Europe and Asia face.

Rhye
Jul 15, 2004, 02:55 PM
Iroquois aren't Canada. I have removed one barbarian camp as you asked me, but their expansion is good as it is. And why not, the Incas and Aztecs were stronger than Iroquois because they had a large empire. Iroquois was only a tribe. Probably the most civilized tribe, one of the most important N.American tribes. But they AREN'T Canada!!

And about France: I made them weaker editing 3 tiles (each tile near a city). But I see that Iztvan always conquers France, and in Horton's story France get conquered by Rome. So I decided to edit only 1 tile.

Rhye
Jul 15, 2004, 02:56 PM
horton, when are you going to post the last part of the story?

http://forums.civfanatics.com/showthread.php?t=93516

Horton
Jul 15, 2004, 03:06 PM
I'll post it soon. By Saturday at the latest.

I am having trouble posting my screenshots so I'll try to fix them too. I'll work on some strategy guides this weekend too. I just finished two really great games as China and the Romans.

On a side note, I think France is tuned just fine. Unless I am playing as a Euro civ they always do well and wind up in the first or second tier of AI. Most of the Euro civs seem very well tuned to me. In any given game any one of the Euro civs can be a runaway power and then in the next game they get demolished.

IMO, the only reason to really tinker with the territory around a particular civ at this point is to make them more fun for a human player and even that isn't a huge priority. I have played almost all the civs through the ancient age and there are only a handful that are really bad off.

The only thing I'd ask you to look into is possibly adjusting the OCN. As it stands, it is very difficult to build a large empire that is even somewhat prosperous without going communist.

ibcoltscrew
Jul 15, 2004, 04:20 PM
Iroquois aren't Canada. I have removed one barbarian camp as you asked me, but their expansion is good as it is. And why not, the Incas and Aztecs were stronger than Iroquois because they had a large empire. Iroquois was only a tribe. Probably the most civilized tribe, one of the most important N.American tribes. But they AREN'T Canada!!
The best idea should be to rename Iroquois for Canada (there is a Leaderhead available on this forum for Trudeau, leader of Canada) cause i don't see any Iroquois around here since 400 years. As for the barabrian camp, that should fix the expension problem for sure and make the game more fun. My opinion is that Canada is one of the most important country since 1900 and it should be in the game... Barbarian camp can represent the iroquois easily cause we still fight with them today... People from Kanesatake (town in quebec) are doing a little war against quebec since 1998... nothing big but they are blocking road and let noone enter on their territory... they don't have police and the leader is still an iroquois.

And about France: I made them weaker editing 3 tiles (each tile near a city). But I see that Iztvan always conquers France, and in Horton's story France get conquered by Rome. So I decided to edit only 1 tile.
It was nothing really big, i'm sure everything's gonna fine about french now.

Rhye
Jul 15, 2004, 05:57 PM
I'm sorry.
I will be more than happy if you put Canada in your alternative version. But I will never put them in the main mod. Canada isn't one of the 31 most important civs in History. That's all. I know you're canadian, but it would be like if I put Etruscans in just because I'm from Tuscany.

Beernuts1987
Jul 16, 2004, 08:45 AM
I am currenlty playing a game on Monarch as the...furniture... Ottomans, thats the word! I have conquered in order: Babylonians, Byzantines, Sumerians, and am currently involved in wars with Arabia and Persia(I have captured one city from Arabs and 3 from Persia) I was lucky early on to build 3 wonders in the ancient age: The Great Library, The Pyramids, and The Statue of Zues. By the late ancient age I was pumping out 3/2/2 's like crazy :crazyeye: The elephant archer and the ancient cavalry! It is currently 390 AD and I am bordering the Industrial Age. France was wiped out a few turns ago by the rampaging Germans :lol: They don't seem to to do very good :rolleyes: The Ottoman UU is very powerful! 7/3/2!!! I have about 5 right now and they are kicking....butt.

Is it just me or does India never build cities on its penninsula? Anyway, i'll let you know how the game progresses, Thanks Rhye! :goodjob:

ibcoltscrew
Jul 16, 2004, 10:53 AM
I'm sorry.
Canada isn't one of the 31 most important civs in History. That's all.
You just insult the 4th of the TOP 5 nation from the United Nation in the world... congratulation, you just lose me on that one.

BTW, it's right to say that washington has been found in 4000BC... that's exactly what happend :lol:

Rhye
Jul 16, 2004, 10:56 AM
I'm not insulting you and I'm not insulting Canada. When you open an history book Canada is mentioned no more than 10 times (except perhaps in Canadian books), and that's not my will or my fault.

Anarki
Jul 16, 2004, 11:49 AM
I think Napoleon should be the Leaderhead for France... Are there any Programs like Poser, but free?

ibcoltscrew
Jul 16, 2004, 11:53 AM
I'm not insulting you and I'm not insulting Canada. When you open an history book Canada is mentioned no more than 10 times (except perhaps in Canadian books), and that's not my will or my fault.
That's ok you know, i'm just defending my country. I just want to play my nation and i know some people would be happy to deal with Canadian instead of the Weak Iroquois tribes with one town and 2 of population.

Short story about Canada and America :
"The complete history of neither Canada nor the United States can be studied without reference to the history of the other. Each is today an independent nation. Each, however, achieved its independence by a completely different path--Canada by gradual constitutional change spread over many years, the United States by a single great War of Independence. "

"The first Europeans to arrive in North America -- at least the first for whom there is solid evidence -- were Norse, traveling west from Greenland, where Erik the Red had founded a settlement around the year 985. In 1001 his son Leif is thought to have explored the northeast coast of what is now Canada and spent at least one winter there."

"In the early 1500s, Jacques Cartier used a First Nations word for village, “kanata”, to refer to the country he had encountered. European map makers later used “Canada” as a name for all the land north of the St. Lawrence River. "

"The word America have been use only since 1522."

Anarki
Jul 16, 2004, 11:56 AM
So, iboltscrew... Are you still going to make this Napoleon Leaderhead then?

ibcoltscrew
Jul 16, 2004, 12:11 PM
So, iboltscrew... Are you still going to make this Napoleon Leaderhead then?
Yes, I still want to make this mod better for Rhye. He put a lot of time to make it and if i can help, i would be glad to do it... even if Canada is not in his mod. The French leaderhead should be usufull for a lot of moder and i'm sure a lot of poeple will appreciate it.

ibcoltscrew
Jul 16, 2004, 12:26 PM
I'm not sure about the program i need to make the leaderhead but i just found Poser 5.0 and Victoria 3.0 poser. I'm downloading it and i should be able to start the work tonight or tommorrow... the Leaderhead should be ready very soon now that i found the program i need. For sure, Rhye will be the one who will decide wich leaderhead's gonna be the best. I will do one for Napoleon and one for Louis XIV. I think Louis XIV should be the leader of France but Napoleon is still a very good choice.

Rhye
Jul 16, 2004, 12:28 PM
I have got Poser. Perhaps an old version, but it's very difficult to use. It's very easy to create monsters :)
If you have broadband, I can send it if needed.
I tried Napoleon with PES3 but the result wasn't good. Louis XIV was much more close to the original.

About Canada, you already know: if you make an alternative version, it will have its own place in the site.

Anarki
Jul 16, 2004, 12:29 PM
Cool! :thumbsup: So, it'll be 3d, Animated and era-specific then? That would be wicked.

ibcoltscrew
Jul 16, 2004, 12:42 PM
I have got Poser. Perhaps an old version, but it's very difficult to use. It's very easy to create monsters :)
If you have broadband, I can send it if needed.
I tried Napoleon with PES3 but the result wasn't good. Louis XIV was much more close to the original.

About Canada, you already know: if you make an alternative version, it will have its own place in the site.
I'm downloading a big version of Poser 5.0 and 5.5... 2cd ISO whit Add-on and Extra 739mb. Yes i have broadband, my ISP is Videotron (4.5 megabits per second - download) I think the best available for family. If you want to send me the program, i would be more then happy... if you own a FTP server i would even more happy to go get it cause i don't use MSN, Yahoo messenger or IRC.

I don't think i will have problem with the program, i have been able to understand 100% Photoshop CS and 3d max studio. I don't think it's gonna be a big deal to learn sometihng else ;)

BTW, The download is almost done for Poser 5.0 and the other one Victoria is done. I'm going to try it roght now.

Rhye
Jul 16, 2004, 01:05 PM
Mine is Poser 5. So there's no need to send you. Good work :) Don't wait to ask in the main creation forum: many people with more experience will help you

ibcoltscrew
Jul 16, 2004, 01:22 PM
Don't wait to ask in the main creation forum: many people with more experience will help you
Roger that :D

ibcoltscrew
Jul 16, 2004, 03:38 PM
I have finish to download Poser, It's not a very good program to make a leaderhead for Civilization but a good to make a leaderhead in 3d. The fact is that Poser doesn't make the FLC file. So i have to find a program that can convert 30 JPG file (30 frame) in FLC format. If you have any idea what program can do that, let me know. I have post a face i did in 10 minute, the quality is not bad but now i need to find how to do a FLC file with Poser 5. After, i will work on the two face for napoleon and Louis XIV.

If you know something that can help me, i will be very happy.

Rhye
Jul 16, 2004, 06:21 PM
here are some links:

http://forums.civfanatics.com/archive/index.php/t-41557.html

http://forums.civfanatics.com/archive/index.php/t-37569.html

Found using the search function

Rhye
Jul 17, 2004, 06:15 AM
Posted update 2.47:

- Tuned French, Spanish and Portuguese strength
- Removed a barbarian camp near Iroquois starting location
- Removed sea next to Ireland (replaced with ocean)
- Fixed Hussars and Cavalry upgrade path to Tank. Now they become obsolete but not upgradeable

ibcoltscrew
Jul 17, 2004, 09:39 AM
Thanks a lot for the info Rhye, this is exactly what i need to make the leaderhead. Now i'm ready to start working on LouisXIV and Napoleon :D

Anarki
Jul 17, 2004, 10:07 AM
Awesome! If you made that in 10 minutes you're going to have no problem making a fantastic Napoleon Leaderhead.

Rhye
Jul 17, 2004, 10:15 AM
Take all the time you need, and try both Louis and Napoleon. If you need, I have some pictures of both and I can suggest the era-specific background and clothings.
Then, if the results are good, we'll together choose the best of the 2, and include it in v2.50 :)

spankbob_sticky
Jul 17, 2004, 11:27 AM
i keep getting an error message when i try and start the game


"Art\Units\Ancient Settler\\..\..\..\..\..\..\..\Art\Units\settler\se ttDefault.flc"

ibcoltscrew
Jul 17, 2004, 05:35 PM
Take all the time you need, and try both Louis and Napoleon. If you need, I have some pictures of both and I can suggest the era-specific background and clothings.
Then, if the results are good, we'll together choose the best of the 2, and include it in v2.50 :)
If you can send me your picture of Napoleon and LouixXIV, i will be happy cause i have some of them but nothing very good or good enough to paste on the face. The background and Cloth are welcome too :)

Napoleon is almost done, i've already work 10 hour for him but i'm learning the program at the same time. When i will know all the important stuff, it's gonna take an half hour to make a new leaderhead. :D

Rhye
Jul 17, 2004, 07:30 PM
I will try to collect some where they can be better seen.

About the clothes, this is what I have in mind:

ancient -> Joan of Arc's background is OK; Brennus (Celts king) ancient cloths are OK, with some variations. I would recommend long hair.

middle ages-> blue background with yellow lilies. Or something like that, I need to check. That was Frenh flag. The cloths: a king's cloths, and a crown. I'll find some pictures. A grey wig is the typical hairstyle.

industrial-> I'm not sure about the background. Perhaps something about the revolution. Joan of Arc's cloths are ok. Short hair. Perhaps the hat Napoleon used to wear, but it's not needed.

modern-> Not sure about the background and the cloths. But I'm sure of: the hat: the typical french hat (a little cylindrical with the brim, I'll post a picture); short hair or bald; mustaches.


Please note that these settings may apply to both Louis and Napoleon

Rhye
Jul 17, 2004, 07:31 PM
spankbob_sticky, are you using the English version of Civilization?

cuse845
Jul 18, 2004, 07:15 AM
I am having trouble starting the game. I get this error message.

missing entry in "text\pedialcons.txt": Icon_Bldg_Holy_War

Although I bought the came in Thailand...I called Atari and they said it is the US version. I have the USv.1.22 patch for Conquests and it works fine.

Can anybody help? Thanks

Rhye
Jul 18, 2004, 08:12 AM
missing entry in "text\pedialcons.txt": Icon_Bldg_Holy_War

that error happens when you haven't the last patch correctly installed, or when you haven't installed correctly the mod (for example, in case of wrong folder: check that in Rhye's of Civilization\text, pediaicons.txt is not missing.
Did you download the whole mod (12MB) or by mistake the patch 2.4_to_2.47?

Anarki
Jul 18, 2004, 08:19 AM
Can we have a preview of Napoleon iboltscrew?

cuse845
Jul 18, 2004, 09:12 AM
missing entry in "text\pedialcons.txt": Icon_Bldg_Holy_War

that error happens when you haven't the last patch correctly installed, or when you haven't installed correctly the mod (for example, in case of wrong folder: check that in Rhye's of Civilization\text, pediaicons.txt is not missing.
Did you download the whole mod (12MB) or by mistake the patch 2.4_to_2.47?

Yup...I downloaded version 2.6...then the patch to 2.7. When I extracted the 1.22 patch there was an error the first time...I then rebooted my computer and then repatched it and it worked. Are you referring to the 1.22 patch above?...maybe that's my problem.

I have the pedialcons file.

Thanks for your help

ibcoltscrew
Jul 18, 2004, 10:15 AM
Can we have a preview of Napoleon iboltscrew?
Ya sure but i have to fix some little detail like the nose and the skin color but i think he is well start in my opinion. If you guys have any idea, then go ahead, the more opinion i will have, the better it should be at the end.

Rhye
Jul 18, 2004, 10:28 AM
cuse, did 2,46 work? Try to reinstall the Conquests patch 1.22, and tell me if it works

ibc, have you learned how to make hair? I remember that it isn't that easy

cuse845
Jul 18, 2004, 10:53 AM
Rhye: I just redownloaded the 1.22 patch, 24.3 MBs I believe....and reinstalled. At first it uninstalls the patch and then I have to repatch again. I also reextracted 2.46 to the civilization III/conquests/scenarios folder (correct?) and the patch to version 2.47. It still doesn't work. :(

V2.46 did not work...the same error message appears throughout.

Is this what the pedialcons text file is supposed to say for holy war?

#ICON_BLDG_Holy_War
SINGLE
82
art\civilopedia\icons\buildings\Bayeuxlarge.pcx
art\civilopedia\icons\buildings\Bayeuxsmall.pcx

cuse845
Jul 18, 2004, 10:59 AM
Rhye: Atari sent me this link to a patch for windowsME and said it was definitely for the version I bought in Thailand. I don't think the patch is the problem.

http://atarisupport.com/newfaq/civilizationiiiconquests.php?browser=1&osType=WINME&pageDisplay=DOWNLOADS

Maybe I have to reinstall the game?

ibcoltscrew
Jul 18, 2004, 11:26 AM
ibc, have you learned how to make hair? I remember that it isn't that easy
Yes i know how to add dynamic hair but it's not very hard, beleive me. It's easier then making the face itself. I have already put a lot of hour on the napoleon face and the hair should not be a probleme... the only probleme about the hair is for the rending process... It make my PC laggy like never before... just to see a preview with the hair, i have to wait 20minute... without the hair, i can see the preview in 30sec. ;).

Now i have to find the cloth and the background...

I want an opinion about the face too if you guys don't matter.

I want you to see my other try of napoleon, this one is more details in my opinion and easier to use in motion.

Anarki
Jul 18, 2004, 11:38 AM
Well, I'm going to give you my honest opinion. The first one looked like he could be Napoleons Cousin, and the one above looks like Moby. Here are some things that could make him more Napoleon like:

- Hair needs doing, as you know
- Nose needs changing alot
- Lips and skin could do with being lighter
- Beard could do with being lighter also
- Eyebrows look like they've been shaved off a bit, need redoing

and I'm sure I could think of more things, but I'll let you fix them first. ;)

Rhye
Jul 18, 2004, 11:55 AM
so, nobody noticed that the links to the new version were missing? I just fixed them
Cuse - try to download 2.47 and install it (download in \conquests\scenarios) instead of installing 2.46 and then patching it

ibcoltscrew
Jul 18, 2004, 12:03 PM
Thanks Anarki for your opinion

- Hair needs doing, as you know : The hair will be add at the very end of the project cause of lag with my pc and the dynamic hair.
- Nose needs changing alot : I've already work almost 4 hour on the nose and i realize that it will be very hard to reproduce his nose but i will get it for sure.
- Lips and skin could do with being lighter : Ya your right, that's not a big probleme it's already done ;)
- Beard could do with being lighter also : I'm thinking about removing completly the beard and make him like Ceasar in the game, very young and maybe, make him older later in the game ;)
- Eyebrows look like they've been shaved off a bit, need redoing : I will need a new skin for the model if i want to change this part, i'm actually looking on the net to find more skin.

ibcoltscrew
Jul 18, 2004, 12:18 PM
so, nobody noticed that the links to the new version were missing? I just fixed them
Cuse - try to download 2.47 and install it (download in \conquests\scenarios) instead of installing 2.46 and then patching it
LOL sorry Rhye, i was busy with the leaderhead, it took all my time yesterday and will take my time today too. I'm gonna to try the new version tonight.

ibcoltscrew
Jul 18, 2004, 03:48 PM
I have another try for Napoleon, this one have been made with a complete different picture. The main probleme with Napoleon is that there is 3 main picture on the internet and on the three, he is very different, One hes young, the other midle age and the third he's in fat king.

Should i make him FAT, OLD or YOUNG ?

There is a preview of the third face.

Rhye
Jul 18, 2004, 03:53 PM
The last one is OK! I think you should do it like this picture - quite joung and a little chubby.

LOL sorry Rhye, i was busy with the leaderhead, it took all my time yesterday and will take my time today too. I'm gonna to try the new version tonight.

Don't worry, keep going on with poser! :)

Rhye
Jul 18, 2004, 04:11 PM
this is from civ1.
These are the industrial clothes and hat I was meaning

Rhye
Jul 18, 2004, 04:16 PM
Instead, this is the modern age cloths, hair and mustache. Typical french in beginning of 20th Century

Rhye
Jul 18, 2004, 04:21 PM
young napoleon in case you need

Rhye
Jul 18, 2004, 04:25 PM
Louis XIV. unfortunately he doesn't wear a crown here.

Rhye
Jul 18, 2004, 04:31 PM
please note Philippe le Bel's cloths: yellow lilys on blue background.

ibcoltscrew
Jul 18, 2004, 04:53 PM
Very nice Rhye, i will work on the last one to make it better, this is my favorite one. I will send you an AVI file of the animation this week (cause tonight i'm playing the new version). I need to create our own cloth so maybe it's going to take more time. About the background, i will do 3 different one and let you choose the one you like.

enen
Jul 19, 2004, 10:48 AM
wonderful mod, Rhye. I've tried the 2.33 with austria, and ended up in 1970's with space race, after 80 playing hours ;)
Just one quick idea: it's very realistic that jungles cannot be cleared or deserts cannot be populated, but in my opinion wetland (marsh) cleaning is not. What if you add this available with some late-industrial-age tech (or even a new, non-mandatory one), and make it as long as forest cutting? This could add another flawor to this cool mod, besides with the historical concordance.

Rhye
Jul 19, 2004, 11:21 AM
Hello enen and thank you.

The reasons for this is completely forbidden are:

- clean marsh and clear jungle are the same thing: so i you enable one, enable the other.
- in modern times loading increase. If I allow more space for building cities, loading times will raise
- there are natural barriers made of mountains, jungles, marshes. Cleaning some tiles will make a hole in them. Not a problem however if it's only in modern times.
- AI won't cut to make a spot to found a city. This causes an unfair advantage for the human player, who can find much fertile terrain (remember, there's grassland under jungles)

Anyway, thanks for the suggestion. I'll keep in mind to make a try, sooner or later.

Iztvan
Jul 19, 2004, 11:36 AM
Maybe there is a way to do this... How about making a tech that is called "Marshland clearing" or something, that makes a certain resource visible. This "resource" is placed in the appropriate marshlands (Netherlands and others), and gives +2 food and has a suitable graphic that makes the marshland look settled?Not a perfect sollution, I agree...

p.s. Talking about graphics changes. Have you seen this (http://forums.civfanatics.com/showthread.php?t=86469), replacing mines with small houses? I like it! :) Feels a bit more realistic, houses & farming is what I see when flying, not farmland & mines.

Jaybe
Jul 19, 2004, 01:24 PM
- clean marsh and clear jungle are the same thing: so if you enable one, enable the other.
Technically, this is incorrect. Under the Terrain tab, Worker Job can be set to None for one (jungle) and Clear Wetlands for the other (marsh).

enen
Jul 20, 2004, 03:18 AM
Maybe there is a way to do this... How about making a tech that is called "Marshland clearing" or something, that makes a certain resource visible. This "resource" is placed in the appropriate marshlands (Netherlands and others), and gives +2 food and has a suitable graphic that makes the marshland look settled?Not a perfect sollution, I agree...

Yes, that's something I would like! Then the human player will not have the advantage of more settling space, and some civs like Netherland could benefit form it...
But, somehow isn't realistic since once the thech is researched, all wetlands would dissapear instantly.

ibcoltscrew
Jul 20, 2004, 07:20 AM
Hi Rhye, i just want to report my work on the leaderhead. I add hair for fun but i will make it myself in 3dmax like the cloth and the hat. It's gonna take some time sure but i don't think it's a probleme for you ;) .

There is the preview.

BTW. Making an FLC in poor quality is easy... making FLC in high quality is a VERY long process so it's up to you if you want something in high quality or poor quality.. there is also a big different for the final result. I'll let you choose.

The final product should be like the Civ3 standard leaderhead if you choose the poor quality and better if you choose the high quality.

There is a preview with long hair in high quality without the Dynamic Hair... these dynamic hair are overtaking my CPU so much, it's unbeleivable. :sad:

Rhye
Jul 20, 2004, 09:59 AM
Jaybe is right, I didn't remember well. I'll keep those ideas in mind in case of another patch.
By the way, have you any ideas of how can I make early rush more difficult for the player? "No worker" seems that isn't enough...

ibcoltscrew-> ignore better quality. If the result with poor quality is like civ3 leaderheads, that's ok.
Remember that people will have to download it, and file size is very important. Maybe an even poorer quality?

Iggy
Jul 20, 2004, 11:15 AM
Rhye. I have just installed C3C onto a new computer and have yet to add any patches for C3C. I would like to try your mod before I install anything else. Which C3C update patch is the most suitable to run your mod on?
(Apologies if this has been mentioned earlier in the thread, but it is a rather large thread to look through) :)
Thanks.

Rhye
Jul 20, 2004, 11:26 AM
Install the full patch 1.22 before the mod.

Iggy
Jul 20, 2004, 11:33 AM
Install the full patch 1.22 before the mod.
Many thanks Rhye. :thumbsup:

bjorn
Jul 20, 2004, 11:41 AM
Has anything changed in the South America map in v2.47? Im playing the English - was the first of the European civs to discover the New World in the 1600s (late again like discussed before), but when I got to South America the Incas had already settled Brazil with 6 cities. Was this just a fluke (as its never happened to me before) or has something been changed?

Rhye
Jul 20, 2004, 11:51 AM
bjorn, there a "500 turns" version in the site, the one you requested with the old timeline. Didn't you see it?

About the incas - their "escape" has always happened from time to time

bjorn
Jul 20, 2004, 12:12 PM
Yea i did see and downloaded the 500 turn version - thnx for that :) But its still in v2.4 isnt it? (and I want to go along with the updates)

Np about the Incas then, first time Ive seen it happening :)

Iztvan
Jul 20, 2004, 12:55 PM
Playing the Random map. Quite enjoyable! :)

ibcoltscrew
Jul 20, 2004, 01:05 PM
ibcoltscrew-> ignore better quality. If the result with poor quality is like civ3 leaderheads, that's ok.
Remember that people will have to download it, and file size is very important. Maybe an even poorer quality?
I will do a lot of test to make sure the file size will not be bigger then 2meg... The one i've made (FLC) is 1.7meg and it's a poor quality with no background and no hair. I just install 3dmax studio and i will start working on the cloth and the hat tonight.

Rhye
Jul 20, 2004, 01:18 PM
Yea i did see and downloaded the 500 turn version - thnx for that :) But its still in v2.4 isnt it? (and I want to go along with the updates)

Np about the Incas then, first time Ive seen it happening :)


It's 2.47 with the timeline back to 2.4.
Every time I've posted an update I've updated the Random map and the 500 turns, and I'll keep doing this.

Anarki
Jul 20, 2004, 02:43 PM
iboltscrew, Napoleon is looking better. Could still do with having pinker Lips though and slightly darker Hair. Also, I'm not too sure about the Eye colour. What else are you planning on changing?

bjorn
Jul 20, 2004, 02:51 PM
ah ok cool, thought it was back to the quick timeline. Ill dl the 'slow' 2.47 then.

ibcoltscrew
Jul 20, 2004, 05:00 PM
iboltscrew, Napoleon is looking better. Could still do with having pinker Lips though and slightly darker Hair. Also, I'm not too sure about the Eye colour. What else are you planning on changing?
I am learning poser at the same time. I want to make the animation, the FLC and the expression before redoing something in the face. It very easy to messup with a program like that :crazyeye: :lol:

Rhye
Jul 20, 2004, 05:54 PM
Any news from Iztvan and Horton about the strategy guides?

Any news from habee about posting the screenshots page of the site?


ibcolt-> isn't the picture a little dark?

ibcoltscrew
Jul 20, 2004, 06:09 PM
ibcolt-> isn't the picture a little dark?
Yes but it's just because it's a rending picture and the light effect is a little bit too dark, easy to fix.
I have done my FLC test and it's 2.21meg :sad:

Horton
Jul 21, 2004, 06:38 AM
Sorry Rhye, I meant to work on guides this weekend but I got kind of busy. I'll make some time tonight to do at least a few.

Anarki
Jul 21, 2004, 10:34 AM
If the Leaderhead file is too big then just put it in the Leaderhead Library and whoever wants it can download it and perhaps edit there Rhye's of Civilization Mod.

ibcoltscrew
Jul 21, 2004, 11:09 AM
If the Leaderhead file is too big then just put it in the Leaderhead Library and whoever wants it can download it and perhaps edit there Rhye's of Civilization Mod.
I think it's not a bad idea, cause the file will be at least 2meg for sure, i can't really make it smaller without cutting a lot in quality. It's not easy to make a good FLC file like the game without the same program that Infogrames Interactive use. I'm sure they aren't using Poser 5 LOL, i really would like to know what they use to make the leaderhead.

Rhye
Jul 21, 2004, 12:59 PM
I think that if it's 2MB each....zipped will be max 1.5MB.
1.5 x 8 = 12 MB. I think that if the leaderhead is worth, 12 Mb can be afforded by anyone and I could put it together with the mod (mandatory)

ibcoltscrew
Jul 21, 2004, 01:57 PM
I think that if it's 2MB each....zipped will be max 1.5MB.
1.5 x 8 = 12 MB. I think that if the leaderhead is worth, 12 Mb can be afforded by anyone and I could put it together with the mod (mandatory)
When i say 2meg i mean the zip (sry about that) cause the FLC will be at least 3.5meg. I have done a FLC and it works just fine with the game :D Now i have to do the invert FLC and make it work too. In my opinion, Napoleon looks good in the game but i know i can do something better, i just need more time and more knowledge of Poser 5.

Rhye i have a GIF (1.5meg) that show the animation but i can't post it here (max 500k for this file type :sad: )

ibcoltscrew
Jul 21, 2004, 02:30 PM
I have done the first animation, Everything work fine... there is the preview in JPG cause i can't post FLC,GIF or RAR here :sad:

Rhye
Jul 21, 2004, 02:47 PM
nice. I'd like to see short hair to better judge if he's close to the original or not.
I guess the round-shirt is going to be changed, right? :)

Iztvan
Jul 21, 2004, 02:53 PM
[QUOTE=Rhye]Any news from Iztvan and Horton about the strategy guides?
QUOTE]

Three pages of Russia is in the mail! Will try to do Germany this week. Any requests?

ibcoltscrew
Jul 21, 2004, 03:00 PM
nice. I'd like to see short hair to better judge if he's close to the original or not.
I guess the round-shirt is going to be changed, right? :)
I will do that tonight (short hair).

For the shirt, it's going to take more time cause i can't figure out how i can add or remove cloth without changing all the model in poser 5 :sad: I don't really like the cloth room cause it's the most complicated room i have seen in a program like that. I have to find the cloth i need cause if i don't, i will have to do it myself and it can take a month to make a medieval shirt in 3dmax studio. This is complicated for some thing but i will do it, even if i need a month.

waylander
Jul 21, 2004, 03:01 PM
Rhye, first let me start with saying how much I am enjoying the mod. Very nice.

Now some questions/concerns. I am playing with the latest verison as the Romans. I am a Republic but it doesn't seem to be calculating the upkeep for units correctly. The civpedia say 1/4/6 (or maybe 1/3/4, not at home at the moment) but on the unit screen I only 1 free unit per city even though almost all of my cities are between 7-12 pop and Rome is 14. Please check the settings on Republic.

Secondly is the marketplace supposed to increase happiness still or did you remove that benefit?

Thanks for the great work.

jalapeno_dude
Jul 21, 2004, 04:05 PM
I looked at the .biq, and Republic is 1/1/1. The only effect of a marketplace is +50% tax output (and 1 maintenance).

Anarki
Jul 21, 2004, 04:43 PM
This is complicated for some thing but i will do it, even if i need a month.

Glad to hear you're so dedicated.

I will do that tonight (short hair).

Also glad about this. Would be good if he has long Hair in Ancient times and short hair in Inudustrial and Modern.

and yar, the cloth needs changing badly.

Rhye
Jul 21, 2004, 06:16 PM
iztvan -> wow, thank you. I'm reading it right now.
My request is: I would prefer many guides of half page each or less instead of one guide of three pages.
Now, with this one I could try to separate the russia-specific parts and the general suggestions, or I could make it available for download as a whole. It depends on what you're doing next. if you're going to make more (shorter) guides I'll try the first choice, or do both the things.

waylander -> thank you (please vote if you still haven't). As jalapeno said, it's 1/1/1 because ALL the civs were in republic with the standard settings, so someone requested this. I forgot to update the paedia, I'll correct it soon. Same for the marketplace: there are many luxuries and gold around in this map: no need for another happy face. Otherwise buying techs would be easier than researching.

ibcoltscrew-> if you look at most of firaxis' animations, cloths are static. Don't spend 1 month in doing that! A static model made with anything or copied from somewhere and edited, and then pasted like the background.

Rhye
Jul 21, 2004, 06:57 PM
I've read it. I liked it a lot: much interesting and very well written. It's a shame not to post it. So, I'll post it as a whole, together with Horton's OCC story (when it's finished).
Then, you should better write short civ-specific guides. I'll extract the Russian from the doc I have, and try to reorganize the remaining lines for a non civ-specific introduction. But again, the whole document is worth immediately a place in the download section.

Rhye
Jul 21, 2004, 07:01 PM
oh by the way, 2 questions for you (iztvan):
1-I noticed that you mentioned USA becoming stronger: so, do they become really a world power most of the times or do they get stuck sometimes?
2-the thing you did in the random map - not producing a single settler, is surely effective but it isn't the way I wanted the mod to be played. Have you got any idea on how to encourage settlers production and discourage early war? With these changes, things would be a bit harder even for you...

Horton
Jul 21, 2004, 07:46 PM
I emailed you a guide to the Romans and Byzantines. I'll have more and the finish to my OCC soon

Rhye
Jul 21, 2004, 08:20 PM
I divided Iztvan's Russian-specific lines, and it was 60 lines long (with Times New Roman 12).
Instead, Kello's small guides (England, Portugal, Byzantines) were 8-10 lines long (except Incas, a bit longer).

Then, I received Horton's emails.
I'm reading them now.
I see that your paragraphs are 50 lines long per civ.

At first (before receiving last email) I thought that a middle-way (25-30 lines) would be the best, but as I see you both prefer to write long paragraphs, that's OK for me. I only want to have the same length for all the civs. Let's say no more than 50 lines of a Word document written in Times 12.

Rhye
Jul 21, 2004, 08:33 PM
Excellent! Horton's guides are the perfect civ-specific guide I have in mind. Iztvan's great, too. I'll post them tomorrow.

Iztvan
Jul 22, 2004, 01:53 AM
iztvan -> wow, thank you. I'm reading it right now.
My request is: I would prefer many guides of half page each or less instead of one guide of three pages.
Now, with this one I could try to separate the russia-specific parts and the general suggestions, or I could make it available for download as a whole. It depends on what you're doing next. if you're going to make more (shorter) guides I'll try the first choice, or do both the things.

At first i intended it to be a short guide, but it kind of grew. I realized that russia-specific and general advise got mixed up in the article, but since it was finished and I wouldn't have any spare time for a few days i thought it best to send it to you anyway. It's a good idea to separate the general advise from the rest.


oh by the way, 2 questions for you (iztvan):
1-I noticed that you mentioned USA becoming stronger: so, do they become really a world power most of the times or do they get stuck sometimes?
2-the thing you did in the random map - not producing a single settler, is surely effective but it isn't the way I wanted the mod to be played. Have you got any idea on how to encourage settlers production and discourage early war? With these changes, things would be a bit harder even for you...

1- USA? Well, I rarely reach the modern age, the game is usualy decided before that and my computer is a bit slow. It'll probably happen more often now with the new shorter version. But my experience is that the US and the Aztecs usualy grow large. If the US manages to catch up in tech i think they are in a good position. But if a Civ manages to conquer all of Europe it will be unbeatable.

2- Yeah, well, it didn't feel very satisfying, playing a total warmongering psyco. :cringe: The problem is, the more expensive something becomes (settlers), the more hesitant a human gets of buying it, and the more he is tempted to steal it. Just like in real life, if you are rich and food is cheap you buy it, if you are poor and food is expensive, what are you gonna do? The AI however, has trouble adapting, and suffers.
This is reinforced, since the Ai builds expensive settlers, leaving less production for defence, and gets respectively weaker, and therefore an easy target. Especialy in the early game when the AI prioritizes settling, the warmonger method can be very successful, giving you free cities.
And since workers are expensive and pop is needed for settlers, warfare is needed to get workers to. I have almost completely stopped building workers, all work is done with slave labour.
The only way around this is probably to do something drastic, like making settlers available for short periods of time, perhaps being autobuilt by a building that goes obsolete with the next tech or something like that. This will free up AI resources for warfare and stuff. This will also make ancient era warfare more common, something thats rare since the AI is happy and peaceful as long as it can build settlers and found cities. But this is a drastic change that will change a lot how the game plays, and I don't think you want to do that just to please a few high-level players.

Rhye
Jul 22, 2004, 05:14 AM
mmmm. and what if you force yourself to self-control and tend to be a slow starter? :)
j/k. I think probably the best way would be making early war less effective. Something like the palace bonus defense. But do you usually capture settlers inside or OUTSIDE the cities? In the case of outside, I could raise terrains bonus defense. But that would have effects on the rest of the game, too. (not bady anyway if you're planning to NEVER build settlers). I don't want to touch the units stats. Only the cost, perhaps, if you say that you use always the same units for attack (archers or swordsmen).

Another question:
In what year usually
-Astronomy is discovered
-America is discovered, the first time.
-American colonization starts developing.

Rhye
Jul 22, 2004, 06:29 AM
Here is something useful for you.
To reduce your amount of work, here are Kello's brief guides. You could use it as an outline. But please remember that he played with 2.0 or 2.1.

Oh, and don't make you both a guide for the same civ!!!! ;)

Iztvan
Jul 22, 2004, 07:03 AM
mmmm. and what if you force yourself to self-control and tend to be a slow starter? :)
j/k. I think probably the best way would be making early war less effective. Something like the palace bonus defense. But do you usually capture settlers inside or OUTSIDE the cities? In the case of outside, I could raise terrains bonus defense. But that would have effects on the rest of the game, too. (not bady anyway if you're planning to NEVER build settlers). I don't want to touch the units stats. Only the cost, perhaps, if you say that you use always the same units for attack (archers or swordsmen).

I don't know. Don't feel like you have to adapt the mod to me.
I take settlers everywhere, when they are wandering around with insufficient escorts or hiding in cities during war. The AI doesn't have the sense to evacuate a threatened city.
In crowded starting positions (like europe) I usualy start by robbing one of my neighbours of their two workers, and then fight a delaying war until I can get peace for free. That's how I solve the problem with no starting workers. Sure, they get :mad: , but there are so many trading partners available, and the ai civ that gets robbed usualy ends up behind, so it won't be an important partner (more likely early conquest victim) anyway.

Raising terrain bonus will probably hurt the AI more than the player.
Raising the prices of defensive units (spearmen-line) slightly advantages offensive tactics. Swordsmen & archers are ok, but the fast units (horsemen line, elephant, Anc cav, etc) are the superior units. It is my sincere opinion that infantry is underpowered compared to cav in civ. Or you could call it overpriced, especially from musketman onwards. Why pay 60s for a 2/4/1 when you can get a 4/3/2 for 70s? Or a 4/6/1 for 80s when a 6/3/3 costs 80s (90s?). The offensive units are so much more effective. They get where you want them faster, they strike harder, and they retreat when in trouble.

Another question:
In what year usually
-Astronomy is discovered
-America is discovered, the first time.
-American colonization starts developing.

I'll try out one of the american civs next time, at emperor diff, and see when I get contacted.

Rhye
Jul 22, 2004, 07:27 AM
I think that raising terrain bonuses will affect both human player and computer.
I'll have a look at the unit costs.
Did you know, I misunderstood the meaning of "standard difficulty setting" in the editor...I changed it to Emperor, but it's wrong....it refers to AI only. So the correct is Regent. For sure AI will have less unhappy and corruption problems.

About America, I don't need a whole new game. Just tell me what has usually happened in your old savegames.

Rhye
Jul 22, 2004, 07:34 AM
Posted Russian, Roman and Byzantine strategy guide in the strategy page of the site, and Itzvan's document in the download page

Jean_ni
Jul 22, 2004, 08:22 AM
Hi everybody.

I was just wondering... Is it possible to keep the palace view in your mod? Or in any other mod as a matter of fact...

I know it's a bit childish.

And I was wondering... Does anybody here use Hussar? :confused: Since they can't be upgraded to and from and you get cavalry fairly quickly after military tradition, I've never found how to use them effectively. Something similar can be said for Helicopter. Did someone ever got a use for them?

Just to say that your mod made me play a bit too much CIVIII, well more than I should anyway. :mischief: :worship:

Keep up the good job. :goodjob:

Jean_ni

Iztvan
Jul 22, 2004, 10:03 AM
And I was wondering... Does anybody here use Hussar? :confused: Since they can't be upgraded to and from and you get cavalry fairly quickly after military tradition, I've never found how to use them effectively. Something similar can be said for Helicopter. Did someone ever got a use for them?

I'd like the Hussar integrated into the Horseman-chain too.

ibcoltscrew
Jul 22, 2004, 11:33 AM
Hi everybody.
Does anybody here use Hussar?

I use them a lot and i don't use the Cavalry. Even if your unit is not unpgradable, in my opinion, with the combat system, every unit are usefull during war time... Espacially the Hussar. I've seen a lot of time barbarian killing unit like Guerilla or Marine... i know it doesn't make any sense but it's like that. The combat system is bad and the best we can do is trying to use this bad combat system in our advantage.
For the Hussar, the advantage is that you can attack more then one time in the turn and go faster than the Cavalry. It's always usefull and even if you don't use them, keep it to protect your city. You never know when you will need them.

Anarki
Jul 22, 2004, 11:41 AM
Is it just me or have you changed Napoleon's hair? Looks better.

ibcoltscrew
Jul 22, 2004, 11:46 AM
I've try your new update and it's well done in my opinion.
I play emperor level with Germany and i really like the new french setting... I'm no more affraid of them :lol: they are not annoyed to me and are very peacefull... maybe that's because they are weak now LOL :lol: . good work.

BTW, i'm taking a little break of Poser cause i need it. I need to know how i can add static cloth like you says in Poser 5.

ibcoltscrew
Jul 22, 2004, 11:51 AM
Is it just me or have you changed Napoleon's hair? Looks better.
Yes i hae change the hair. I'm happy to see you like it :)

Rhye
Jul 22, 2004, 12:13 PM
Hello Jean ni (another quebecois!)
The main reason for there's no hussar to cavalry upgrade is that both have aspects in which they're better than the other. So, one could desire to keep blitz ability and stick with "light cavalry". In fact, hussars and cavalry coexisted during that time. Anyway I've seen AI using it often (never seen helicopters instead)

Ah, the palace. Well, I haven't touched anything. But I guess it's missing for the same reason of the city aerial view (which caused bugs and was removed for all the mods)

Rhye
Jul 22, 2004, 12:19 PM
ibcolts, why don't you just paste the cloth in the background, and then animated the head-only model? The only thing you need to fix would be the neck

ibcoltscrew
Jul 22, 2004, 12:24 PM
ibcolts, why don't you just paste the cloth in the background, and then animated the head-only model? The only thing you need to fix would be the neck
Good idea, i will try it but i really really need a break :crazyeye: :lol: My head hurt when i open Poser now :crazyeye: :sad:
I have to rule the world for the next two day with the German and your new update... I wanna have fun..
Saturday, i will work again on the leaderhead... now i wanna play :D ;)

ibcoltscrew
Jul 22, 2004, 12:28 PM
I would like to know if your mod is available for online play :confused: and if YES, i would like to know if you guys want to play against the AI online :confused:

Jean_ni
Jul 22, 2004, 12:39 PM
I have no problems with the hussar nor with the cavalry. :coffee: I've also noticed the blitz ability. I was mostly pointing the fact that you can get a lot of cavalry units from your outdated knights, camel riders and elephant archers while you have to build your hussar from nothing. And then, you're stuck with them. :wallbash: I just thought it a bit strange. That's all.

Regarding helis, have you considered making them transport unit with move points (i.e.: No immobile flag). They could transport troops rapidly to hard to reach locations. And maybe provide supporting fire. :mischief: Something more like a Mi-24 Hind or a Huey UH1 Iroquois.

Rhye
Jul 22, 2004, 01:09 PM
for online play there's the random map with 4 or 8 players. It would be an interesting experience....

jean -> you will be stuck with cavalry, too :)
regarding helis, I have no strong opinion on that. I leave comments to someone who has played more than me

ibcoltscrew
Jul 22, 2004, 01:14 PM
There is my new Napoleon. :cool: Thanks Rhye for the Idea :D
Now i'm gonna play for two days... I hope :lol:

Anarki
Jul 22, 2004, 01:18 PM
Hey, that looks more like him! He could do with looking a little less goofier though. I think it's something to do with his mouth and his chin being slightly too large.

ibcoltscrew
Jul 22, 2004, 01:20 PM
regarding helis, I have no strong opinion on that. I leave comments to someone who has played more than me
I think you should make the Heli for transport and give it an attack like the Guerilla. Cause like that, it's not very usefull... Better to build an airport and use the paratrooper. The Heli in my opinion have nothing good in the game.

ibcoltscrew
Jul 22, 2004, 01:26 PM
Hey, that looks more like him! He could do with looking a little less goofier though. I think it's something to do with his mouth and his chin being slightly too large.
I'm trying to keep a balance between the three picture i have. That's why he's looking like that. He's very different on the three pics i have and i had to choose one... so i decide to use the three and make something that look like him. I'll see if i can do something about the mouth and the head this week-end, but i think for now he's pretty cool ;)

Anarki
Jul 22, 2004, 01:28 PM
Yar. Good work. You deserve a break.

ibcoltscrew
Jul 22, 2004, 01:30 PM
:D Thanks.

If anyone would like to play Online, let US know ok... cause i think it could be very interesting to play with real people :)

Rhye
Jul 22, 2004, 01:45 PM
yes maybe there's something to change (chin, eyes, hair). However I'm glad the solution I proposed worked (the cloths)

I still prefer this one:

Anarki
Jul 22, 2004, 01:59 PM
Yes, Lips, Nose and chin look better there. If you added Hair and made his eyes less, urr... Tall... and changed the Eyebrows, it would just like him. Then rotate him so he's looking at the Camera and add Cloths and Backgrounds and stuff and move the Camera backwards a bit. I don't even know how Poser works, but this obviously what you need to do. As I'm sure you know. :mischief: :crazyeye: :scan: :lol: :confused:

Horton
Jul 22, 2004, 02:08 PM
Rhye, I have a small request.

Will you post the name of the author of the strategy guides alongside them? Like The Romans, by Horton or The Russians, by Itzvan.

Thanks

Iztvan
Jul 22, 2004, 04:07 PM
Rhye, I have a small request.
Will you post the name of the author of the strategy guides alongside them? Like The Romans, by Horton or The Russians, by Itzvan.
Thanks

Thats probably a good idea. Then people will know who to blame when they get :spank: ! j/k ;)

By the way, how about a succession game to promote/try out the mod? I've never done one, it looks fun.

Rhye
Jul 22, 2004, 04:19 PM
horton-> Sure.

iztvan-> succession game? Nice idea. I could even join :) But please Iztvan not first because otherwise he rushes and leaves an already won game to the others :lol:

Khift
Jul 22, 2004, 04:40 PM
Something similar can be said for Helicopter. Did someone ever got a use for them?I don't know if the helicopters in Rhye's are any different than the ones in standard Conquests, but I know I use helicopters in standard Conquests an awful lot when I play island maps. I simply find it much much easier to use helicopters to transport three TOW Infantry units to a newly conquered town than it is to correctly time and keep track of transports full of Mechanized Infantry. (Using the re-base option, not the airdrop one. With the re-base option it can reach any part of the map, and it's cargo stays with it and doesn't use up it's movement - IE, you could put a TOW Infantry unit into a helicopter, re-base the helicopter, wake the TOW Infantry and then fortify him all in one turn.)

Of course, this is only on island maps. On continent maps, it's much easier to use Mechanized Infantry and railroad infiltration than Helicopters and TOW Infantry.

Rhye
Jul 22, 2004, 06:30 PM
I'm proud to present the new banner - it will appear in the sites with the link to the mod site.

http://rhyesciv.uw.hu/rhyesbanner.gif

jalapeno_dude
Jul 22, 2004, 06:39 PM
Are you trying for a smooth zoom-in? If so, you don't have it.

Overall though, I like it! :thumbsup:

Rhye
Jul 22, 2004, 06:45 PM
completely smooth is impossible - too many frames - too big. I'm quite satisfied with this.

jalapeno_dude
Jul 22, 2004, 06:52 PM
What I meant to ask was: were you trying to zoom straight in on the catapult? The direction the zooming is going in seems to change a couple of times.

Rhye
Jul 22, 2004, 07:32 PM
I've touched it up. See the preview now (after deleting internet explorer temporary files, of course), it should be better.

ibcoltscrew
Jul 22, 2004, 10:15 PM
Very nice banner Rhye :goodjob:

Iztvan
Jul 23, 2004, 02:06 AM
iztvan-> succession game? Nice idea. I could even join :) But please Iztvan not first because otherwise he rushes and leaves an already won game to the others :lol:

Is anybody else interested? :)

Anarki
Jul 23, 2004, 02:38 AM
I don't like the zoom in thing. I've made Banners and it's not worth the effort. You should just make the writing do something snazzy. It could do with being wider btw.

Rhye
Jul 23, 2004, 04:32 AM
iztvan
before starting that game, I'd like to wait for the new patch.
The best would be if ibcoltscrew does its napoleon and releasing 2.5.
Otherwise I'll post the 2.48 before that.
But I need to know that Astronomy thing:

In what year usually
-Astronomy is discovered
-America is discovered, the first time.
-American colonization starts developing.
with v2.45 or later.

Rhye
Jul 23, 2004, 05:18 AM
for now:

- Updated Mongol colour (ntp26.pcx) and plains forests graphics
- A couple of forests hills replaced in America
- Spearman, Pikeman, Medieval Infantry, Longbowman, Musketman, Flintlock Infantry, Rifleman, Hoplite, Impi, Immortal, Numidian Mercenary, Swiss Mercenary, Samurai, Musketeer, Grentzer cost back to standard (pre-2.45)
- AI default difficulty setting back to Regent: now AI should be stronger
- Tuned American strength
- Updated civilopedia with the new governments unit support settings

still do decide

- Clean wetlands allowed (in 90 turns) with the discovery of Mass Production
- Raised all terrain bonus defense by 5 (or 10)
- Corruption decreased to 40% for all the difficulty levels (it is 50% now) or decrease to a scale from 30 to 50 depending on the d.level
- Tune American discovery and colonization period

Iztvan
Jul 23, 2004, 05:19 AM
iztvan
before starting that game, I'd like to wait for the new patch.
The best would be if ibcoltscrew does its napoleon and releasing 2.5.
Otherwise I'll post the 2.48 before that.
But I need to know that Astronomy thing:

In what year usually
-Astronomy is discovered
-America is discovered, the first time.
-American colonization starts developing.
with v2.45 or later.

Waiting for patch for SG...

Will play this weekend if I have any spare time. Emperor level, right?

Rhye
Jul 23, 2004, 05:35 AM
Don't play a new game only for that. You could see it from some recent savegames if you have, otherwise I'll test myself.
I would prefer if you spent that time in some guides instead :) Keep an eye on the kello's advices I posted in previous page

Horton
Jul 23, 2004, 07:03 AM
I think raising terrain defense bonus will just cause more headaches for human players.

ibcoltscrew
Jul 23, 2004, 07:07 AM
Rhye, i think this version is perfect... the FLC is done, working and the size of the pics is just perfect if you compare with Jeanne d'Arc pics.

Rhye
Jul 23, 2004, 07:47 AM
Changes in v2.48:

- Updated Mongol colour (ntp26.pcx) and plains forests graphics
- Spearman, Pikeman, Medieval Infantry, Longbowman, Musketman, Flintlock Infantry, Rifleman, Hoplite, Impi, Immortal, Numidian Mercenary, Swiss Mercenary, Samurai, Musketeer, Grentzer cost back to standard (pre-2.45)
- Corruption decreased to a range from 36% to 50%
- AI default difficulty setting back to Regent: now AI should be stronger
- Reduced Chivalry cost; raised some late Middle Ages techs cost (earlier discovery of America; later Industrial Age)
- Tuned American, French, English, Spanish, Indian and Portuguese strength and research speed
- A couple of forests hills replaced in America
- Updated civilopedia with the new governments unit support settings


???

- Clean wetlands allowed (in 90 turns) with the discovery of Mass Production
- Raised all terrain bonus defense by 5 or 10(?) -> Horton, what do you mean with headaches for the human player? More difficult ore more annoying?

Rhye
Jul 23, 2004, 07:49 AM
Rhye, i think this version is perfect... the FLC is done, working and the size of the pics is just perfect if you compare with Jeanne d'Arc pics.

I'd like to see it animated....
however, have a break. There's still much to do. I will look out for some background/cloths pics

Horton
Jul 23, 2004, 09:56 AM
Both really. Mostly annoying though. The AI is always sneaking defensive units into your territory to pillage luxuries or resources. Making these raiders harder to kill just adds to the annoyance factor without making the game any more fun or challenging.

With 31 civs and everyone so close together, there is always going to be some early rushing. It's not necessarily a bad thing IMO. If a human player can't fight an early war or two for some breathing room, we can't really overcome the AI advantages at higher levels.

I think the mod is really well tuned as it is. I'd rather see some window dressing additions like new units or techs or leaderheads.

That's just my opinion though.

Rhye
Jul 23, 2004, 10:07 AM
OK. Abandoned the idea. after all, i wasn't sure.

Changes in v2.48:

- Updated Mongol colour (ntp26.pcx) and plains forests graphics
- Spearman, Pikeman, Medieval Infantry, Longbowman, Musketman, Flintlock Infantry, Rifleman, Hoplite, Impi, Immortal, Numidian Mercenary, Swiss Mercenary, Samurai, Musketeer, Grentzer cost back to standard (pre-2.45)
- Corruption decreased to a range from 36% to 50%
- AI default difficulty setting back to Regent: now AI should be stronger
- Reduced Chivalry cost; raised some late Middle Ages techs cost
- Tech rate: 260
- Invisible resources +1 food and +1 food, shields will appear with Gunpowder instead of Astronomy
- Tuned American, French, English, Spanish, Greek, Dutch, Indian and Portuguese strength and research speed
- A couple of forests hills replaced in America
- Updated civilopedia with the new governments unit support settings


to decide:

- Clean wetlands allowed (in 90 turns) with the discovery of Mass Production (?)

to do:

- industrial comes suprisingly early. some tuning is necessary

ibcoltscrew
Jul 23, 2004, 10:15 AM
I'd like to see it animated....
however, have a break. There's still much to do. I will look out for some background/cloths pics
I can't show you the animated file cause the Forum doesn't allow me to post it (500k max). I can't even post the FLC cause it's too big... 1.41meg zip. :sad:
There is something else i want to show you... Look the Hair.

Anarki
Jul 23, 2004, 11:13 AM
Yar, Hair looks much better. Two things that are really annoying me though. His Nose looked better in that Picture where he's bald and the indents around his Eyes are too, deep, and, dark... Metal Suit thing looks wicked btw.

ibcoltscrew
Jul 23, 2004, 11:37 AM
Thanks for your opinion Anarki. I will fix the Black eyes.

Now i think i must Specify something... It is, in fact, very hard to make the Napoleon's leaderhead... in my opnion, i like this face and this model. I appreciate my work and i think i put a lot of time to make this leaderhead. I already enjoy it in my version of Rhye's mod.
If you take a look at the other leaderhead, none are perfect, some are not looking like at all (Ceasar) and some are very well done (Lincoln). I don't know what program Infograms Interactives use for the leaderhead but it's not Poser. I do my best but i don't have patience. I have to finish it soon cause i know me, i will never finish it.

Anarki
Jul 23, 2004, 11:57 AM
Maybe you could finish it and then redo the Nose slightly later. Like v.1.5 cus that Nose is annoying and it's one of Napoleon's main features. I'm not complaining, I just think it would be a great improvement if you could change it back to how it was, and perhaps make it a bit broader. Everything else looks good. :king:

ibcoltscrew
Jul 23, 2004, 01:09 PM
Maybe you could finish it and then redo the Nose slightly later. Like v.1.5 cus that Nose is annoying and it's one of Napoleon's main features. I'm not complaining, I just think it would be a great improvement if you could change it back to how it was, and perhaps make it a bit broader. Everything else looks good. :king:
It's been 5 days that i'm trying to make Napoleon's nose (no joke) Maybe i will get it one day :sad:

Anarki
Jul 23, 2004, 01:18 PM
Could you make a downloadable preview? Like, so we can download what you have made so far and see how it moves and stuff?

ibcoltscrew
Jul 23, 2004, 01:37 PM
There it is ;) It's slower cause it's a GIF. It's about three time faster in the game.

Anarki
Jul 23, 2004, 01:54 PM
Is it possible to increase the quality because the Eyes look a little fuzzy. It's looking great accept for one or two things. Can't wait to add it to my MOD btw.

ibcoltscrew
Jul 23, 2004, 02:46 PM
Is it possible to increase the quality because the Eyes look a little fuzzy. It's looking great accept for one or two things. Can't wait to add it to my MOD btw.
This is a low-quality GIF preview. 41 frame instead of 121. That's why it's not perfect. Wait for the last realease... that was just to let you see the animation but the real one in the game is better than that.
BTW, in the game, we don't take much time to look at the Leaderhead and the details ;)

Iztvan
Jul 23, 2004, 03:55 PM
-> Horton
I agree with your views 100% about terrain def bonus, early rushing & window dressing. Only exception might be some protection vs early rushing, but that's a maybe.

-> Rhye
Unit pricing reset - good idea.

Clear wetlands with some middle industrial tech sounds reasonable... or will this lead to settling/high population in unreasonable areas?

Strategy guides. I have to play a nation before writing a guide, and the new patches keep comeing, it's hard to keep up! I'll try to do another one this weekend.

Chukchi Husky
Jul 23, 2004, 04:02 PM
Ii downloaded this yesterday, played the first game as Austria.
The pollution looks like acid rain (better than Original Civ III pollution), and the sea looks painted, but looks alright. The loading speed is comparable with a standard setup.
I like the fact that the resources are in relatively close proximity to my starting position, it stops the need for war marching across the globe to find one of the few aluminiums that appear, for example.
It crashed twice, but I later found that it was my installation.
I think the Ottoman capital should be Ankara (it became capital of Turkey in 1923, replacing Istanbul).
A better colour for Greece would be black (the colour Alexander the Great of Macedon used for his armies).

Strange coincidence: A music playlist that I sometimes listen to while playing Civ contains the song "Seven Seas of Rhye".

Chukchi Husky
Jul 23, 2004, 05:43 PM
ibcoltscrew
Good Napolean, better than St. Joan d'Arc (I don't know why Firaxis used Joan as leader of France, she led their army "under divine guidance"). The bridge of the nose could be improved.
If Napolean didn't do some stupid mistakes, I could be speaking French as my mother tongue.

Khift
Jul 23, 2004, 07:59 PM
Playing the Random Version, it crashed when someone tried to use an Elephant Archer. The Civilopedia showed that both Elephant Archers and Camel Riders lack pictures. I checked the website and the readme, and nothing is said about such bugs.

Rhye
Jul 23, 2004, 08:18 PM
Ii downloaded this yesterday, played the first game as Austria.
The pollution looks like acid rain (better than Original Civ III pollution), and the sea looks painted, but looks alright. The loading speed is comparable with a standard setup.
I like the fact that the resources are in relatively close proximity to my starting position, it stops the need for war marching across the globe to find one of the few aluminiums that appear, for example.
It crashed twice, but I later found that it was my installation.
I think the Ottoman capital should be Ankara (it became capital of Turkey in 1923, replacing Istanbul).
A better colour for Greece would be black (the colour Alexander the Great of Macedon used for his armies).

Strange coincidence: A music playlist that I sometimes listen to while playing Civ contains the song "Seven Seas of Rhye".

- Ottomans had Yenisehir as their first capital, BEFORE Istanbul. I prefer this to Ankara, which is important only in the 20th Century
- I chose light blue as Greek colour, as it's in the colour of their flag, and not only for that. Swapping blue with the black barbarians would cause blue barbarians...mmm, I'm satisfied with the current settings. Thanks anyway, I didn't know of Alexander's army colour.

-The coincidence! My nickname comes from that song, and from a piece of lyrics of another Queen song, "Lily Of The Valley". See the picture under my name...Freddie!

Rhye
Jul 23, 2004, 08:19 PM
Playing the Random Version, it crashed when someone tried to use an Elephant Archer. The Civilopedia showed that both Elephant Archers and Camel Riders lack pictures. I checked the website and the readme, and nothing is said about such bugs.

Nodoby reported any errors until now. Tell me the error message. I'll be however releasing a new patch soon, and the random map will be updated. And fixed, in case of bug

Rhye
Jul 23, 2004, 08:27 PM
The patch:

standard AI difficulty level means much more than expected.
It seemed to me a little mistake, but switching from Emperor to Regent means 200 years of difference. Industrial age is reached 200 years earlier.
So, the impact that this will have to your attitute with difficulty levels will be big: perhaps you'll have to go back to the level you play in regular civ3. No more "demigod or instead an easy win in 1000AD".
And this means work for me, too.
I expected to release the patch today, but this consequence forces me to edit the tech costs again. This will take some time, I hope to post it tomorrow but I've a lot of things to do, I don't know if I have enough time.

Iztvan, the patch will not change your guides. A stronger AI and more balanced civs will not have any effect on what you're going to write. Just change difficulty level.

Khift
Jul 23, 2004, 08:42 PM
Gotcha. Here's a picture for you:

Rhye
Jul 23, 2004, 09:01 PM
can you post the savegame please - so that I know if there's something wrong or it is only your installation

jalapeno_dude
Jul 23, 2004, 09:19 PM
@ Khift- I just checked PediaIcons and it's right there. Do you have the version last updated 6/22/04?

Khift
Jul 23, 2004, 09:20 PM
Ok.

Also, the Civilopedia shows no picture for Camel Riders, the Camel resource, and the Elephant resource.

Khift
Jul 23, 2004, 09:22 PM
@ Khift- I just checked PediaIcons and it's right there. Do you have the version last updated 6/22/04?I installed it just today from Rhye's website. Unless Rhye hasn't updated that, then it is the latest version.

jalapeno_dude
Jul 23, 2004, 09:58 PM
Check in C:/Program Files/Infrogames Interactive/Civilization III/Conquests/Scenarios/Rhye's of Civilization/Text and see if it's there. It might have installed incorrectly.

Khift
Jul 23, 2004, 10:05 PM
The only folder in the Rhye's Random folder is labelled "Art". I also checked the download from Rhye's server and found that the .zip lacks that folder as well.

I think we may have found the problem.

Khift
Jul 23, 2004, 10:08 PM
Wait, I think I may have just realized something. Here I was thinking that the Random map was a standalone version, but I think it isn't now. It didn't seem to make sense to me how the Hussar, Flintlock Inf., and Grenzer had pictures and animations while the Camel Rider and Elephant Archer didn't. It's because my version of the standard map is older - 2.32, to be specific. I didn't realize that the Random Map relied on the traditional, and I'm sorry for the trouble it caused. Lets see if this fixes the problem...

Rhye
Jul 24, 2004, 05:16 AM
yes that is the problem. The random map biq has its own dir for only luxuryicons.pcx, apart from that it needs the regular RoC fodler, updated to the last version.

Chukchi Husky
Jul 24, 2004, 05:33 AM
- Ottomans had Yenisehir as their first capital, BEFORE Istanbul. I prefer this to Ankara, which is important only in the 20th Century


The Ottomans first base was Sogut, but Yenisehir was the base that the Ottomans used to lay siege to Bursa and Nicaea, so it wasn't their first, but it was important.

Rhye
Jul 24, 2004, 06:04 AM
Speaking about "capital", this is what I've found:

http://www.islamicarchitecture.org/ia/dynasties/ottomans.html

Rhye
Jul 24, 2004, 06:21 AM
I've found another story:
http://www.clubkonak.nl/gesch_EN.htm
It says that the capital was moved from (there's not written, but I guess Sogut? to Bilecik, then to Yenisehir. It says that with the capture of Yenisehir Ottomans gained indipendence and so it is considered their birth. Sogut seems the be the place of origin.

here instead
http://www.asu.net/turkiye/istmarma.htm
it says that Bursa was the first capital, but I'm sure it is wrong.


You seem better informed. Which was the most representative Ottoman capital through all history (which lasted the longest time) except Istanbul?

Chukchi Husky
Jul 24, 2004, 01:45 PM
Bursa seems the best choice for capital of the Ottomans (other than Istanbul). This is taken from Britannica:
Orhan's capture of Bursa in 1324 (some sources date this event to 1326) provided the first means for developing the administrative, economic, and military power necessary to make the principality into a real state and to create an army.

Chukchi Husky
Jul 24, 2004, 01:49 PM
Here's something else I found:
The term Ottoman is a dynastic appellation derived from Osman (Arabic: 'Uthman), the nomadic Turkmen chief who founded both the dynasty and the empire.

Rhye
Jul 25, 2004, 02:47 PM
good news
with the help of a program that runs macros, I can improve my speed in testing the changes.

for now:
- Updated Mongol colour (ntp26.pcx) and plains forests graphics
- Spearman, Pikeman, Medieval Infantry, Longbowman, Musketman, Flintlock Infantry, Rifleman, Hoplite, Impi, Immortal, Numidian Mercenary, Swiss Mercenary, Samurai, Musketeer, Grentzer cost back to standard (pre-2.45)
- Corruption decreased to a range from 40% to 50%
- Optimal number of cities now in a range from 5 to 8.5
- AI default difficulty setting back to Regent: now AI should be stronger
- Reduced Chivalry cost; raised Middle Ages, industrial age and modern age techs cost (due to the new corruption settings AI has to face)
- Tech rate: 260
- Invisible resources +1 food and +1 food, shields will appear with Invention instead of Astronomy
- Tuned American, French, English, Spanish, Carthaginian, Greek, Dutch, Indian and Portuguese strength and research speed
- Added more wheat and cattle in America
- Added more sugar in Iberian penisula
- A couple of forests hills replaced in America
- Repositioned goody huts in South America
- Updated civilopedia with the new governments unit support settings

unsure:

- Clean wetlands allowed (in 90 turns) with the discovery of Mass Production
- Change Ottoman capital to ???(Bursa/Sogut or leave Yenisehir)

Khift
Jul 25, 2004, 04:09 PM
I must say that I am against the clear wetlands. I believe that if it should be possible, it should require at least 300 worker turns. With a 90 turn clear wetlands it would simply become a game to see who can get to South America the fastest.

ibcoltscrew
Jul 25, 2004, 04:59 PM
I must say that I am against the clear wetlands. I believe that if it should be possible, it should require at least 300 worker turns. With a 90 turn clear wetlands it would simply become a game to see who can get to South America the fastest.
I'm not for this change too but i think it could be interesting to indroduce clear wetlands with modern Tech and be able to clear it not until 1900 up. If it's not possible to do that, i think it's better to keep it like the original mod. I agree with you with the south america too cause these day, human are not allow to build in the Amazon Forest... We should not be able to build there too.

Rhye
Jul 25, 2004, 06:15 PM
Many of you asked for this, OK you ask for not doing this, however it would be for modern times only. It could be useful because reaching rubber seems to be a real problem.
The only sure thing is: it won't be with Mass Production as said earlier. An icon is shown in the tech tree, and the box would become bigger (2-lines) causing a re-draw.

ibcoltscrew
Jul 25, 2004, 06:56 PM
it would be for modern times only.
Cool.
If the AI doesn't clean forest to build town, do you think he's going the use this possibility, cause if the AI don't use it, human player will a great advantage for the modern time.

Dragonlord
Jul 26, 2004, 07:05 AM
good news
with the help of a program that runs macros, I can improve my speed in testing the changes.

....
- AI default difficulty setting back to Regent: now AI should be stronger
...


So where can we DL the changes? Can't find a patch - you're still on 2.47, right?

Jean_ni
Jul 26, 2004, 08:08 AM
Hi guys,

A vote to voice my opinion. It's only worth what it's worth.

I'd like to be able to clean wetland in the modern age. It sounds funny to lose people due to disease caused by nearby wetland in the modern age. Specially in regions like northern germany, poland and holland...

And I like the idea of making Bursa the capital of the ottoman. I went to turkey on a university trip and though we learned a lot about the ottomans, I've never heared anything about Yenisehir (witch means something like "New Palace" or "New Castle").

Maybe someone who's actually from turkey and learned those things at school could give an advice?

Anarki
Jul 26, 2004, 08:51 AM
iboltscrew, have you made any improvements on Napoleon?

Colonel Kraken
Jul 26, 2004, 09:17 AM
Hey Rhye,

I wanted to let you know that I think your modified terrain is absolutely gorgeous and outstanding! I had seen screenshots of it before, but thought it was 'ok'. Well, having seen it in-game, on my monitor. :eek: Really, really nice.

Having said that, I also like your world map very, very much and am currently in the middle of my first game of your mod.

Just a couple of notes of frustration for me:

I had wanted to play as the Egyptians (I just love the history of the Egyptian civilization), but after 4 or 5 attempts, I gave up! Why? First of all, there is so few shields and settlers are so costly, I simply couldn't expand at even half the rate of the other players. Secondly, the increased incidence of disease is maddening! I tried over and over to build settlers and would almost be complete, then I'd get hit with disease. Not once, not twice, but several times. I thought it was just dumb luck, so I started several more games. Same thing! Not to mention, then getting hit with plague on top of disease! :mad:

Let me tell you at first I did not like your mod.

However, I finally decided to go with another civ. I chose the Greeks. Now I'm having much more fun and seem to be doing pretty well compared to the other civs.

Thanks,

CK

Jean_ni
Jul 26, 2004, 09:24 AM
Heu...
Rhye...

Is the official site dead? :sad:

I was redirected here (http://www.personalnet.hu/index.jsp?content=server) when I clicked on your links.

:confused:

Rhye
Jul 26, 2004, 10:11 AM
The patch is almost completed. I was uploading it when I found a thing to fix - the site will be up in some hours with the new patch.

kracken-> egypt starts in flood plains. This means that they have a huge population growth, and that with some more shields near the starting location, they could kick ass. The same is for Babylon, Sumeria, India and Iroquois. The only way to contain their expansion is not giving them many shields. This causes that some civs are easier to be played than others. As it should be: you must expect an harder challenge if you choose Zulus rather than Germany

Rhye
Jul 26, 2004, 10:39 AM
The site is up with the patch

Changes in v2.48:

- Updated Mongol colour (ntp26.pcx) and plains forests graphics
- Spearman, Pikeman, Medieval Infantry, Longbowman, Musketman, Flintlock Infantry, Rifleman, Hoplite, Impi, Immortal, Numidian Mercenary, Swiss Mercenary, Samurai, Musketeer, Grenzer cost back to standard (pre-2.45)
- Corruption decreased to a range from 40% to 50%
- Optimal number of cities now in a range from 50% to 85%
- AI default difficulty setting back to Regent: now AI should be stronger
- Reduced Chivalry cost; raised Middle Ages, industrial age and modern age techs cost (due to the new corruption settings AI has to face)
- Slightly changed Carthaginian city order
- Changed Ottoman city order: changed capital (Sogut); added Bilecik (former capital); removed Edrine (it is Adrianople)
- Invisible resources +1 food and +1 food, shields will appear with Invention instead of Astronomy
- Tuned American, French, English, Spanish, Carthaginian, Korean, Persian, Greek, Dutch, Indian and Portuguese strength and research speed
- A couple of forests hills replaced in America and India
- Madeira no longer settleable because sometimes it was blocking the passage to Americas
- Open a sea passage in Quebec
- Repositioned goody huts in South America
- Clean wetlands allowed (in 120 turns) with the discovery of Electricity: the colonies in Africa and America now will have a faster development. Updated civilopedia
- Updated civilopedia with the new governments unit support settings

bjorn
Jul 26, 2004, 12:01 PM
Rhye, something Ive noticed and cant quite work out. In some games Ive noticed certain cites cant build certain wonders. I played the Vikings awhile ago and their capital couldnt build the Colossus, even though I had iron, a coastal city, and the Colossus was actually in my build list (just greyed so I couldnt select it). Ive got the same problem now with the Ottomans, and the Holy War wonder. I cant build it in my capital, but can select it in my 2nd city (which has less shields so obviously Id like to build it in my capital).
Any thoughts?

Colonel Kraken
Jul 26, 2004, 12:26 PM
kracken-> egypt starts in flood plains. This means that they have a huge population growth, and that with some more shields near the starting location, they could kick ass. The same is for Babylon, Sumeria, India and Iroquois. The only way to contain their expansion is not giving them many shields. This causes that some civs are easier to be played than others. As it should be: you must expect an harder challenge if you choose Zulus rather than Germany

Well, this is what I expected (this is also why I wished to play Egypt), but with the incidence of disease so much higher, it basically negates this growth advantage. I tried playing the Sumerians as well. Same result. My growth rate was nixed because of nearly constant disease. Just a thought.

I'm not trying to knock your mod. It's really cool. I just thougth I'd point out something to you that, at the very least, is quite frustrating.

Rhye
Jul 26, 2004, 01:11 PM
Rhye, something Ive noticed and cant quite work out. In some games Ive noticed certain cites cant build certain wonders. I played the Vikings awhile ago and their capital couldnt build the Colossus, even though I had iron, a coastal city, and the Colossus was actually in my build list (just greyed so I couldnt select it). Ive got the same problem now with the Ottomans, and the Holy War wonder. I cant build it in my capital, but can select it in my 2nd city (which has less shields so obviously Id like to build it in my capital).
Any thoughts?

This (the grey) usually happens when you're building the wonder in another city.
can you post the savegame please?

bjorn
Jul 26, 2004, 01:17 PM
I dont have a save game of it as I went on playing (in fact am now in another window :). I checked no other city was building it, as I was able to select it no problem in my #2 Ottoman city (where its now built). If it happens again (though it seems to be rare) Ill send a savegame.

Rhye
Jul 26, 2004, 01:26 PM
Well, this is what I expected (this is also why I wished to play Egypt), but with the incidence of disease so much higher, it basically negates this growth advantage. I tried playing the Sumerians as well. Same result. My growth rate was nixed because of nearly constant disease. Just a thought.

I'm not trying to knock your mod. It's really cool. I just thougth I'd point out something to you that, at the very least, is quite frustrating.

Thanks for the feedback.
I'll make a try giving more shields and see how it goes.
But you see, there's a thin line that divides being crippled and being overpowered. Creating the first settler some turns earlier may mean grab some good land that radically changes the balance of the region. I see AI handles Egypt quite well, so I thought that it was good.

bjorn
Jul 26, 2004, 01:43 PM
Egypt is fine; everytime a game is played the AI has settled the Nile area with 3-4 cities, controlling the same area Egypt did in history.

Rhye
Jul 26, 2004, 01:46 PM
In this mod each civ has its own starting situation; I'm sure Egypt isn't the most difficult civ to pick.

I'm not the one who writes strategy guides, but I can tell 2 advices for sure:

- Block the Suez passage
- Grab Nubia to have elephants

Rhye
Jul 26, 2004, 01:50 PM
I'm anxious of knowing if the mod is more difficult with the last patch. :)

And I have a request for Horton and Iztvan (or any other who wants to write strats) :

Can you say with a vote from 1 to 5 the difficulty level of that civ (very easy/easy/normal/hard/very hard)? It is a very useful info in the strategy guide: so that one knows at the beginning what level is the best choice for him.
A vote from 1 to 5 to how fun is playing a civ would be cool too, but it heavily depends on the level you're playing.

ibcoltscrew
Jul 26, 2004, 02:30 PM
Hey guys, i have a question for you... i'm curious and hope that you guys will answer.

What's the difference between Irrigation and Mine ? :blush:

Maybe it's a stupid question... But i really wanna know.

ibcoltscrew
Jul 26, 2004, 02:33 PM
Egypt is fine; everytime a game is played the AI has settled the Nile area with 3-4 cities, controlling the same area Egypt did in history.
I have play with Arabia yesterday and Egypt was perfect like you says... They had 6 cities in my game and were at the good location. I really like Arabia :D It's fun to control the Oil late in the game :lol:

waylander
Jul 26, 2004, 04:36 PM
Rhye, in my last game I tried to upgrad Galleons to Transports and could not. Have you removed this ability? If so you need to update the pedia on Galleons. And yes, I was in a city with a harbour and had the necessary resources for transports.

Chukchi Husky
Jul 26, 2004, 05:11 PM
What's the difference between Irrigation and Mine ?
Irrigation improves food output, mines improve shield output.

Rhye
Jul 26, 2004, 06:19 PM
Rhye, in my last game I tried to upgrad Galleons to Transports and could not. Have you removed this ability? If so you need to update the pedia on Galleons. And yes, I was in a city with a harbour and had the necessary resources for transports.

uh...fix soon

smellymummy
Jul 26, 2004, 06:21 PM
i just downloaded 2.48, and started a game.

nice terrain graphics and interesting changes to land.

i was looking over the tribes descriptions, and there's something wrong with that of france, it shows 'The French are LINK...' or something like that

Rhye
Jul 26, 2004, 06:26 PM
OK I'm ought to make a fix for both

Rhye
Jul 26, 2004, 06:35 PM
OK, uploaded the fixed version. Just download again if you want upgradeable galleon and fixed civilopedia French entry

Horton
Jul 26, 2004, 08:31 PM
Egypt is a really tough civ to play. Any of the African and Middle Eastern civs are except Persia and Carthage.

As Egypt you might be better off letting the AI settle some cities nearby and then use your population advantage to rush troops and conquer them.

Dragonlord
Jul 27, 2004, 02:00 AM
Great Mod - but with 2.47 (will DL 2.48 ASAP) it's much too easy! Played a first game as Chinese on Emperor and the AI were no challenge at all. So I started a second game as Rome on Demigod and... same thing! They just let me walk all over them - no comparison with C3C on Demigod!
It may be they are so crippled because of the default difficulty setting you fixed in 2.48, so I'll start a new game as soon as I've DLed it.

Iztvan
Jul 27, 2004, 02:02 AM
I'm anxious of knowing if the mod is more difficult with the last patch. :)

And I have a request for Horton and Iztvan (or any other who wants to write strats) :

Can you say with a vote from 1 to 5 the difficulty level of that civ (very easy/easy/normal/hard/very hard)? It is a very useful info in the strategy guide: so that one knows at the beginning what level is the best choice for him.
A vote from 1 to 5 to how fun is playing a civ would be cool too, but it heavily depends on the level you're playing.

I will think about this. maybe we should put up a poll for each nation? :joke:
I think that perhaps the Egyptians are a little bit easier for the ai than the human player. The ai gets a discount for shields but not for pop-cost, so good growth + few shields hurt a human more and the ai less.

Rhye
Jul 27, 2004, 06:28 AM
2.47 settings - human player with demigod:
Citizens born content: 1
Percentage of optimal cities: 60% (of 10) = 6
Corruption= 50%

2.47 settings - AI with emperor:
Citizens born content: 1
Percentage of optimal cities: 70% (of 10) = 7
Corruption= 50%

2.48 settings - human player with demigod:
Citizens born content: 1
Percentage of optimal cities: 55% (of 10)
Corruption= 48%

2.48 settings - AI with regent:
Citizens born content: 2
Percentage of optimal cities: 70% (of 10)
Corruption= 42%

Rhye
Jul 27, 2004, 07:07 AM
if that isn't enough, I will consider changing the Cost Factor.

But I need to know where AI gets the discount (food box for growing? shields box for units production? number of beakers for science progress?) because too much discount may have bad effects on the loading times.

ibcoltscrew
Jul 27, 2004, 07:09 AM
Rhye, good job with the new update, the AI is really strong and very hard to beat.
For people who like challenge, try Demigod difficulty and have fun :lol:

Iztvan
Jul 27, 2004, 07:30 AM
if that isn't enough, I will consider changing the Cost Factor.

But I need to know where AI gets the discount (food box for growing? shields box for units production? number of beakers for science progress?) because too much discount may have bad effects on the loading times.

food box -yes
shield box - yes
beakers for tech - yes

IIRC they also give each other discounts for deals. If this is based on the discount or something else i don't know.

The pop cost for workers & settlers aren't discounted, though. Maybe that's why the ai can burn out its pop sometimes.

I think that is all the discounts the ai gets.

Rhye
Jul 27, 2004, 08:20 AM
No, I will leave it as it is for now. The shields box discount was useful, but not the other discounts.

Rhye
Jul 27, 2004, 10:06 AM
I've just received Persia, Carthage and England strats from Horton. I'll post asap.

BTW, what's the strength rating (from 1 to 5) of Rome, Russia and Byzantines?

Horton
Jul 27, 2004, 11:06 AM
Rome is 5 out of 5, they're a powerhouse

The Byzantines are 3 out of 5

Iztvan
Jul 27, 2004, 01:45 PM
Russia 4 out of 5. Tough, but some are tougher.

Rome is scary in the hands of a human player, so I agree with Horton's 5/5. The ai seems to do less well though (it only builds one city in northern Italy, when two will fit nicely imho)

Byzantines are more difficult, they are a bit squeezed in. 3/5 sounds appropriate.

Rhye
Jul 27, 2004, 07:37 PM
added the new strats, with a new layout.

Beernuts1987
Jul 27, 2004, 09:21 PM
Hey Rhye, some of the Persian strategy got into the English one ;) Hey I made a strategy for the Ottomans, what is your e-mail address? Thanks :goodjob:

Horton
Jul 27, 2004, 10:10 PM
Rhye,

It looks like some of the strategy guides got jumbled up. There's a paragraph from Carthage mixed into the end of Persia and like Beernuts said, a piece of Persia got mixed into England

I emailed an Austrian guide to you today as well, they're great fun.

Horton
Jul 27, 2004, 10:14 PM
By the way, the site is looking good. I really like the headers and the strength scale for each civ.

I'm going to write up China and Japan this week but after that I'm tapped. I need to make some time to try out some new civs =)

Rhye
Jul 28, 2004, 06:00 AM
The headers have different font per cultural group, and the civ-specific colour inside the game.
Remember if you start new games, do that with 2.48! :)

beernuts -> send to
gabrit
@
portalis.it

(antispam: put it in the same line)
try to write it of the same length as Horton's

Beernuts1987
Jul 28, 2004, 06:23 AM
Alrighty then. I'll send it to you later today, now I have Driving class :( YAY! :cry:


P.S. Why does India always suck sssooo bad?

Jean_ni
Jul 28, 2004, 06:25 AM
Hi Rhye
I just spotted a little error on the second paragraph of the English strat guide.

look at the second paragraph, it was ctrl-c, ctrl-v from the official site:

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

Okay, so what's the good news? There's plenty. The Persians and situated perfectly to dominate from India to the Balkans. With Scientific and Industrious traits you've got a solid combo, the Industrious trait is especially strong in Rhye's so you're in great shape there.
"
Have a nice day

Jean_ni
Jul 28, 2004, 06:26 AM
Oops,
in the fourth paragraph of the english too, it's adressed to the persian.
must be copy-paste errors.

no big deal though

Jean_ni
Jul 28, 2004, 06:34 AM
Oh and a last whinning

on the second paragraph of the persian, they're industrious and scientific
on the eight, they became commercial
?!?

btw, congratulation to the strat guides authors. very interesting

Beernuts1987
Jul 28, 2004,