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


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Jaguar
Aug 31, 2004, 12:11 AM
->Persia and Arabia shields have been reduced.
->I didn't give warrior code to anyone, to avoid a human rush
Warrior rushes still reign supreme. If you want, I can show you some of the ones that are possible, even on the highest levels.

China on Korea
Germany on the Netherlands
Israel on Babylon
Babylon on Israel
France on the Netherlands

I'm sure that many more are possible. Those are just a few that I have tried.

Tyrion
Aug 31, 2004, 02:40 AM
Laxpimpj can you upload it to Rhyes site im still having trouble getting it. And i really want to play as Australia.

Rhye
Aug 31, 2004, 05:25 AM
THere's only one novgorod, and it's near St.Petersburg, near the coast, NW from Moscow. So changing the city order is useless because AI sends settlers always to the east

Rhye
Aug 31, 2004, 05:26 AM
Laxpimpj can you upload it to Rhyes site im still having trouble getting it. And i really want to play as Australia.

The space in the site is runnning out. But he should reduce the file size

Rhye
Aug 31, 2004, 05:28 AM
Warrior rushes still reign supreme. If you want, I can show you some of the ones that are possible, even on the highest levels.

China on Korea
Germany on the Netherlands
Israel on Babylon
Babylon on Israel
France on the Netherlands

I'm sure that many more are possible. Those are just a few that I have tried.

In the Xpack you'll have some more trouble. Archers will have 1/2/1 stats, and I'll give warrior code from the beginning to some civs.

Blasphemous
Aug 31, 2004, 07:12 AM
hey what's that ":rolleyes:" ?

explain what you don't like
I was just rolling my eyes since he asked a question you had already answered once or twice a few pages before.

About Egypt, perhaps you should put a couple extra gold on the delta of the nile (representing the rich area that was, and how it brought prosperity in the right time of year) and that way they can keep up with tech. You can make the gold go away with Feudalism.

Rhye
Aug 31, 2004, 07:39 AM
I can't make a resource go away.
I only can add some 0/0/-1 or -1/0/-1 with a tech upon some flood plains

Rhye
Aug 31, 2004, 09:11 AM
I can upload the patch only, I can't update the pack as a whole, as the space is over.
I need another account!
Habee, can you register another one? I don't understand Hungarian!!

Rhye
Aug 31, 2004, 09:34 AM
It is up.
There's little concept in this patch, but much extetical stuff.

Beernuts1987
Aug 31, 2004, 09:48 AM
@Blasphemus- The Egyyptians can keep up in tech! They are usually 2-3 techs behind me. :eek:

@Rhye- What does "Extetical" mean? :lol:

@Tacfun- Could you please not double/triple post so much? Especially if its on the same topic. You can always go back and edit a previous post. :goodjob:

Jaguar
Aug 31, 2004, 10:18 AM
In the Xpack you'll have some more trouble. Archers will have 1/2/1 stats, and I'll give warrior code from the beginning to some civs.
I'm glad to hear that. I just tried Spain on Portugal and Portugal on Spain, and both of them are possible too. :crazyeye:

The reason warrior rushes work is because the AI builds two warriors as defenders (or gets them from the start) and then starts work on a settler. If you build five or six warriors, you have them badly outnumbered every time.

Rhye
Aug 31, 2004, 10:46 AM
@Rhye- What does "Extetical" mean? :lol:


Sorry, I mean "aesthetic" (just checked in the dictionary :p)

do you like the new marshes?

Rhye
Aug 31, 2004, 10:50 AM
Please give immediate feedback about the new patch, because I'm leaving tomorrow night.

I'll stay in Dublin from the 2nd to 6th of September, then I'll spend the whole 7th in London. I'll be back the 8th. I wonder if any of you is in London the 7th (Chutcky Husky perhaps?)

tacfun
Aug 31, 2004, 11:09 AM
Rhye, you are right and I am some what right I relooked at ATLAS and for some reason I missed this... So here what to do... Place Nizhniy Novgorod as 2nd City and 3rd City St. Petesburgh. I was meaning Nvgorod as Nizhniy Novgorod. Does this make more sense. What happened to the 500 tuen version? I really wanted the 500 turn version!

tacfun

Midnight Piper
Aug 31, 2004, 11:21 AM
The new marsh is a HUGE improvement. Seems a little "off" though - probably just contrast with the color of the river-waters... I like it :goodjob:

Beernuts1987
Aug 31, 2004, 12:28 PM
Yeah the new irrigation/marsh is great! :goodjob:

Chukchi Husky
Aug 31, 2004, 12:39 PM
I wonder if any of you is in London the 7th (Chutcky Husky perhaps?)
I am over 160km/100miles away from London, near the west coast. I am also starting school tomorrow.
The new graphics look good, and the redrawn Britain.

My 400th post.

laxpimpj
Aug 31, 2004, 02:11 PM
Laxpimpj can you upload it to Rhyes site im still having trouble getting it. And i really want to play as Australia.

There should be no problem with the link i gave, just make sure you are using the username : joey
and the password : ihatemiss

ill reduce the file size if i get around to it.

Lachlan
Aug 31, 2004, 02:31 PM
When the biq version of 134x130 world map :) ?

If we can play 31 on it ... 20/20 !!!

tacfun
Aug 31, 2004, 02:40 PM
Rhye, I like the changes to the map. I do have a request for England? What about near London to the west of the tip you put a fish and whale reachable. Then we can properly make Plymouth. This should help England also be a bit better.

tacfun
.....................Whale
.............................FISH XXHill
.................................................. XLondon

I tried to give you example!..LOL! X=Land tile!

tacfun
Aug 31, 2004, 03:47 PM
I have tweaked the map at England,Egypt,Greece/Ottomon Areas. I have also locked rules and set to Emperor. I left America in this time ;) ! I have alterted Russia and Japan names. Everything else should be the same.

Have fun..Give me feed back?...I won't update until everyone who plays a full game and then we can decide what needs changes.

tacfun


PS..U must unzip file.

Horton
Aug 31, 2004, 04:30 PM
I don't mean to be rude but is this thread still for Rhye's mod or for all of these variants that are popping up?

I'm interested in keeping up with the most current changes that Rhye adds because I like to see how the different civs handle and help balance things out with feedback and strategy guides. It's hard to keep track of what is going on when I have to wade through a dozen posts about variants every time I check this thread. I'm glad people are enthusiastic but maybe we could have separate threads for Rhye's mod and all the others?

Rhye
Aug 31, 2004, 05:00 PM
Rhye, I like the changes to the map. I do have a request for England? What about near London to the west of the tip you put a fish and whale reachable. Then we can properly make Plymouth. This should help England also be a bit better.

tacfun
.....................Whale
.............................FISH XXHill
.................................................. XLondon

I tried to give you example!..LOL! X=Land tile!


You mean near the Cornwall?
There's already a resource there - it's invisible but there's a 1/0/1. There's no fish because a 2/0/1 would give too much advantage, and the borders would invade France, which would build one city less.
Trust me, I've spent yesterday night and this morning balancing this and I won't change it.

Rhye
Aug 31, 2004, 05:03 PM
I don't mean to be rude but is this thread still for Rhye's mod or for all of these variants that are popping up?

I'm interested in keeping up with the most current changes that Rhye adds because I like to see how the different civs handle and help balance things out with feedback and strategy guides. It's hard to keep track of what is going on when I have to wade through a dozen posts about variants every time I check this thread. I'm glad people are enthusiastic but maybe we could have separate threads for Rhye's mod and all the others?

Please do not open other threads anybody. I can hardly handle this, I don't want to subscribe to other threads and browse them.

Horton, for the strategy guides just ignore the variants.

Rhye
Aug 31, 2004, 05:13 PM
When the biq version of 134x130 world map :) ?

If we can play 31 on it ... 20/20 !!!

That map will hardly contain 31 civs. It's possible, but some civs will have 1 or 2 cities. It is made to contain 16, but it could be more if the 17th+ are in non-crowded continents.

And as I've said, it is in the bottom of my to-do list.



And my very long term to-do list is:

1- Expansion Pack
2- Civ Pack?
3- Vanilla version
4- Multiplayer version (maybe with a cut of that map)
5- Some scenarios with preplaced cities?

Rhye
Aug 31, 2004, 05:24 PM
Now that I've unveiled that, I can explain more in details what they will contain:

1) for sure:
-2nd UUs
-2 more units
-many changes to the units stats
-several changes to the tech tree
maybe:
-religions
-some new leaderheads
-some new wonders
-some new governments


2)As there's a great request, I may get rid of "Sumeria" version and once for all, do an alternative version with the civs you want in.
You can discuss here, or I can post a poll and let you choose.
Possibly in: Sumeria, Sioux, Australia, Khmer, Poland, Hittites, Celts.
Possibly out: Israel, Ethiopia, America, Byzantines, Austria, Korea, Netherlands, Maya.
I want to point out that this would be a stand-alone pack based on the basic mod, leading to a dead end. The development will continue with the Xpack.

3)16 civs in the 134x130 map. A boring thing to do, but sooner or later it has to be done.

4)There are 2 possible choices about the map: cutting the 134x130 or making a 100x100, as there are max 8 players.
And another doubt: free choice for the civs, or divided in 4 groups

5)It would be nice to preplace cities coherent with some dates. For example before 1700, or 1776, or 1789, or 1815. But I don't promise anything. I'm not sure of doing it and when.

Jaguar
Aug 31, 2004, 07:07 PM
Rhye, I would suggest not doing any alternate civ versions. With the 31 civ limit, there is no way everyone is going to be happy with either version. For example, if you do a version with the Mali and the Poles instead of the Americans and the Byzantines, someone is going to ask for a version with the Mali and the Americans but not the Poles or Byzantines, and someone else will ask for a version with the Poles and Byzantines but not the Mali or Americans, and yet another person will ask you to add the Khmer instead of the Mali. No matter how many versions you make with alternate civs, you won't satisfy anyone completely. It is better to simply select 31 civs carefully and stick with them.

Rhye
Aug 31, 2004, 07:32 PM
I've already chosen the 31 civs and I'll stick with them for the Xpack.
I said this only to fulfil your requests. Changing 4-5 civs, choosing them after your votation. The winners, if they have my approval (basically depending if there's stuff around) are in and out. If someone doesn't like it, he's free to make his own version.
That's it, basically a thing for you (I don't care of the new civs and will not import them in the Xpack)

Jaguar
Aug 31, 2004, 09:20 PM
I think your time would be best spent working on the Xpack and not getting too ambitious with too many projects. If you look at the TET thread, you can see that he tried to do too many variations of his mod, and the new version is taking forever because he has so much to work on. I'm strongly in favor of having only one .biq file for your mod, but making it a very good one.

Beernuts1987
Aug 31, 2004, 09:29 PM
I am inclined to agree with Jaguar, although other civs would be great, one very good version is enough for me! :goodjob:

Jaguar
Aug 31, 2004, 09:31 PM
Multiplayer version would be very hard to do on a full world map. This is the best civ choice I could come up with:

Rome
China
India
Arabia
England
Russia
France
Aztecs


It's still a little tough though.

tacfun
Aug 31, 2004, 09:51 PM
The reasons we make varient .BIQ Files is to show other ideas and maybe find mistakes or things missing? For example while making varient .BIQ files I found some places that were missing INCENTS(BAD SPELLING!) so Rhye seen and added. Also city placement lists. So-on so-on...Its to help and improve not to piss off!

tacfun

tacfun
Aug 31, 2004, 09:55 PM
Rhye above I posted my .BIQ file for your review go up the posts to see. Should be on this page.

tacfun

Jaguar
Aug 31, 2004, 10:14 PM
The reasons we make varient .BIQ Files is to show other ideas and maybe find mistakes or things missing? For example while making varient .BIQ files I found some places that were missing INCENTS(BAD SPELLING!) so Rhye seen and added. Also city placement lists. So-on so-on...Its to help and improve not to piss off!

tacfun
I think that other people making their own alternate versions is an excellent idea. But I think Rhye should keep focused.

tacfun
Sep 01, 2004, 12:33 AM
Please post any feedback as soon as you can about my VERSION of Rhye's mod?

tacfun

Tyrion
Sep 01, 2004, 02:42 AM
@laxpimj

When i used the first links after putting your username and password (i tried several times) it just keeps popping up. When i use my second one my download accelerater (getright) keeps downloading the page and not giving me the option of logging in as you. I might try to dissable it for a while and see if that works.

@Rhye: Bring in AUSTRALIA or the ABORIGINES either would be good. Im confident it would add a whole new dimension to the game. Aborigines is more realisticthen america seeing as they were there as far back as 40,000 years before european colonisation.

EDIT: I tried turning off getright and it asked me for username and password but it still didnt work.

EDIT2: it works but its 75 mega bytes. (OUCH). Maybe ill get it later.

Rhye
Sep 01, 2004, 04:24 AM
Rhye above I posted my .BIQ file for your review go up the posts to see. Should be on this page.

tacfun


I don't understand why you made that changes. I spent some time balancing things, now that fishes and that hills make things both inaccurate (hills in Egypt? Where?) and unbalanced (too strong England, Egypt, Greece).

If you want something to do, I think you should make something more interesting, instead of re-balnacing what's already balanced.
You could update the Australia variant to 2.61!

Rhye
Sep 01, 2004, 04:30 AM
I think your time would be best spent working on the Xpack and not getting too ambitious with too many projects. If you look at the TET thread, you can see that he tried to do too many variations of his mod, and the new version is taking forever because he has so much to work on. I'm strongly in favor of having only one .biq file for your mod, but making it a very good one.

OK, that was just a proposal, seen that you all were requesting many civs. You requested Poland if I'm not wrong (or was it Khift)? I won't change the 31 civs of the standard mod, and I still get requests for other civs (see Tyrion above in this page).
The priority's for the Xpack, so I don't really care if I don't make it (which was a quick thing anyway, I'm not Tet whose updates take years)

Rhye
Sep 01, 2004, 04:35 AM
1- Expansion Pack
2- Civ Pack?
3- Vanilla version
4- Multiplayer version
5- Some scenarios with preplaced cities?


If you see I put "?" next to n.2 and n.5.

But I forgot to add another thing:

1- Expansion Pack
2- Complete the strategy guides, filling what's missing and updating the rest to the Xpack. The 2nd UU will add much strategical depth: you have one more card to play. Of course, writing the strats is up to you. I'm not good at writing in English (lots of mispells), and playing.
3- Vanilla version
4- Multiplayer version




Said that, what happens now to Sumeria version?

Blasphemous
Sep 01, 2004, 09:35 AM
I think it should be voted on and if not enough people want Sumeria in, delete it. No point in keeping on updating variants that nobody wants.
I know I'm a nag but please consider officially making the swap between Byzantines and poland. It will make Europe make much more sense and finally allow the Roman empire to rise as a single entity.
I'm not gonna nag you about it but just consider it for either the basic mod or the Xpack.

Lachlan
Sep 01, 2004, 09:54 AM
Ok remove byzantines and add aborigens and delete Sumeria version ...

Can we have 500 turn randomized ?

Rhye
Sep 01, 2004, 11:22 AM
You keep requesting....that's why I proposed that civ-pack.
I won't swap Byzantines for Poland in the main mod for 2 reasons:
-Byzantines are more important than Poland, and I don't agree with the vision of them as "being the same as the Romans".
-I don't have 2 UUs for the Byzantines. Same for Aborigens, Australia, Sumeria. Khmer, Mali, and all the civs I won't consider for the Xpack.

Lachlan
Sep 01, 2004, 11:42 AM
IF ! Byzantines have Dromon and Cataphract ;) !

Blasphemous
Sep 01, 2004, 11:43 AM
Errr... But the Byzantine empire started off as the Eastern Roman Empire... The West fell, and the East held, creating the Byznatine empire.
In cramped up europe, having a civ that encroaches on two major historical empires (Rome and Ottomans) is a problem and an obstruction to the historical accuracy.

Rhye
Sep 01, 2004, 12:38 PM
Errr...
I know very well. But they are enough different. The Roman empire has nothing to do with the empire that continued to exist for 1 thousand years. That was a mix of culture, right. Few is shared with Italy.

tacfun
Sep 01, 2004, 12:48 PM
Rhye,

I did those changes because I felt Greece and Egypt in Ancient times were more powerful nations. I also did that to give Greece a better chance at Colossus and Egypt a better chance at Pyramids... Im not saying its great...but hey maybe someone will like the alternitive version?

tacfun

Rhye
Sep 01, 2004, 01:14 PM
I'll try (when I come back) to use the negative resources some more, making Greece, Egypt and other middle-eastern very powerful early and then remove some food/shields/commerce.
But it's not easy to do that. Some civs could never recover if they're stealed too much space.

navman74
Sep 01, 2004, 02:03 PM
Have a good trip Rhye. btw, timeline works well now as far as years, still a question why some AI civs unable to keep up with techs by the end though.

tacfun
Sep 01, 2004, 02:05 PM
Have a good trip Rhye!!

tacfun

PS..Looking forward to the changes.

Please can I have some feedback from the people that have downloaded my .BIQ file of Rhyes mod? What about the 500 turn version Rhye??

Beernuts1987
Sep 01, 2004, 02:15 PM
Have a nice TRIP Rhye, see you this FALL! ;)

Jaguar
Sep 01, 2004, 03:10 PM
You keep requesting....that's why I proposed that civ-pack.
I won't swap Byzantines for Poland in the main mod for 2 reasons:
-Byzantines are more important than Poland, and I don't agree with the vision of them as "being the same as the Romans".
-I don't have 2 UUs for the Byzantines. Same for Aborigens, Australia, Sumeria. Khmer, Mali, and all the civs I won't consider for the Xpack.
Here (http://forums.civfanatics.com/showthread.php?t=65467) is a Byzantine Cataphract by Utahjazz7, a perfect second UU for the Byzantines.

If you take out a civ to put the Poles in, the Portuguese and Dutch seem like better choices to be removed. Neither one has much space, and I can't think of a second UU for the Portuguese at all. (Dutch could probably have some sort of ship.)

Anyway, these are just suggestions. Just make sure you don't get stuck doing too many versions and taking years and years for your updates like certain other World Map mods. ;)

Blasphemous
Sep 01, 2004, 03:46 PM
Errr...
I know very well. But they are enough different. The Roman empire has nothing to do with the empire that continued to exist for 1 thousand years. That was a mix of culture, right. Few is shared with Italy.
I realize there is a big difference culturally, the thing is that the Byzantines take up space that should be occupied by the Greeks at first, then the romans, then the Byzzies for a millennium, and then the Ottomans for the rest of the game.
It would come out more correct hostorically if the Greeks take the place first, then the Romans grab it and stay for a logn while, then the Ottomans finally take it and keep it.

tacfun
Sep 01, 2004, 03:51 PM
Everyone, this is funny...In my modified version I posted a page back Im playing a game and its going very well for everyone and Im ROME by-the-way! Anyways, the Chiense have been DESTROYER in 310BC??...Dam I wonder who did it? This game I have going is very intreging...Byzzies attacked me right off the start pretty much...Nice little war. We ended at a draw...On with the game.

tacfun

Rhye
Sep 01, 2004, 04:10 PM
Here (http://forums.civfanatics.com/showthread.php?t=65467) is a Byzantine Cataphract by Utahjazz7, a perfect second UU for the Byzantines.

If you take out a civ to put the Poles in, the Portuguese and Dutch seem like better choices to be removed. Neither one has much space, and I can't think of a second UU for the Portuguese at all. (Dutch could probably have some sort of ship.)

Anyway, these are just suggestions. Just make sure you don't get stuck doing too many versions and taking years and years for your updates like certain other World Map mods. ;)

Sorry I meant to say I HAVE the 2nd UU for the Byzantines (the Cataphract obviously), while I haven't for the civs I said.
Every of the 31 civs now in have their 2nd UU. I wouldn't know instead what to give to Poles, even the 1st unit.

Jaguar
Sep 01, 2004, 04:15 PM
Yay! Byzantines stay in! [dance]

tacfun
Sep 01, 2004, 04:16 PM
Rye, in my modified .BIQ...170 A.D. Egyptians built the Pyramids with those 2 hills there. I just need to do some tech tweaking. I believe Im onto something with my modified version of your mod.

tacfun

Rhye
Sep 01, 2004, 04:24 PM
Rye, in my modified .BIQ...170 A.D. Egyptians built the Pyramids with those 2 hills there. I just need to do some tech tweaking. I believe Im onto something with my modified version of your mod.

tacfun

IN my last test they built the Pyramids. Without the hills (there are no hills there)

tacfun
Sep 01, 2004, 05:17 PM
Rhye, I do understand that but Im using the Hills as a place where they got the stones from. Like there is no way we can make this 100% true to life but Im just trying to make it as fun as possible.

My next version coming out shortly is going to be even better. Just doing a couple more tweaks.

tacfun

Jaguar
Sep 01, 2004, 06:07 PM
Rhye, if you don't like the Byzantine Cataphract unit by Utahjazz, you can use the Ancient Cavalry animation.

Rhye
Sep 01, 2004, 06:09 PM
I'd use the Persian Cataphract. It is more similar. Unless utahjazz does a remake of his own. Or I could use a BeBro unit, like the LateMedKnight, or the Burgund

tacfun
Sep 01, 2004, 06:11 PM
Version 1.0 of my modified 2.61 is now posted.

Things added sence the last version.

-More city list changes
-More map tweaking
-Changed alot of the Civs starting techs
-Tweaked beginning tech tree costs(Early stages)
-Tweaked WONDER shield costs(Help build wonders faster!)
-Barrarks now with(Warrior Code)

I think thats all..maybe some other stuff...(Not perfect but getting there!)

tacfun

PS. Sorry to those who like America but I disabled them. You can easly re-enable them if you like.

Rhye
Sep 01, 2004, 06:44 PM
OK. This is my last post. See you the 8th (if I'm still alive....)
When I'm back I want to see that the thread has reached 120 pages! :p

Beernuts1987
Sep 01, 2004, 07:29 PM
As long as tacfun keeps posting we'll have no problem :p

Jaguar
Sep 01, 2004, 10:27 PM
:lol: :lol: :lol:

tacfun
Sep 02, 2004, 02:23 AM
VEry funny!...I have feeling u know!

tacfun

Tyrion
Sep 02, 2004, 04:46 AM
Dont worry tacfun you nearly as good as rhye. And if thats all we get for 6 days thats just the way its going to have to be. :)

Quick question was the Aussie mod ment to be 75mega bytes? just that the whole rhyes one at moment is only 32 and that introduces two new civs with leaderheads and units?

navman74
Sep 02, 2004, 05:40 AM
Dont worry tacfun you nearly as good as rhye. And if thats all we get for 6 days thats just the way its going to have to be. :)

Quick question was the Aussie mod ment to be 75mega bytes? just that the whole rhyes one at moment is only 32 and that introduces two new civs with leaderheads and units?

I agree on both counts tacfun, though still you keep knocking my country out of your mods ;) And yes, was going to download the mod he mentions, but 75mb? Not sure that can be right, can you double check your file?Or else you may have added ALOT of things you didn't mention?
Ron

Just checking this first as 75mb download for me means see-ya tomorrow :lol:

Tyrion
Sep 02, 2004, 06:54 AM
Hey. I know its a bit late but can someone post 2.46 - 2.50 patch. It seems i missed it. And i cant play V2.60 until i have the mod up to V.2.50 as things are missing.

Hey i just finished my Rome game. YAY 39 hours 3 minutes and 0 seconds. I won. By the end i controlled the whole of North America the Left hand side of South America Southern Europe excluding Greece. The middle east and most of Africa the turns ran out before i could finish of the Zulu's.
I havent been playing for too long so this was my first Victory on Warlord (Yes the second easiest). Though i have played comfortably on it for some time.
Regent Next. Ooo who should i be. Though untill i get the right patch i wont be starting.

Blasphemous
Sep 02, 2004, 07:09 AM
Let's be easy on Rhye and try and condense our posts so he has less to catch up on.
Or instead we can use bold text to make the important bits stick out...

Rhye, maybe you should add the Stone resource (as in some Conquests) as a bonus resource that adds 1 or 2 shields? You can then put this resource near the locations of cities that historically built great wonders.
Not every little balance tweak has to be invisible. ;P

Lachlan
Sep 02, 2004, 08:18 AM
Rhye can you use the same for building erly improvements ans early wonders ?Only civ with stone could build amphitheaters or pyramids "entre autres" ...

Finlandiaciv
Sep 02, 2004, 12:23 PM
so, have the vanilla 1.29 version been released already?

tacfun
Sep 02, 2004, 03:04 PM
The Aussie patch alone should be 30megs. The added graphics and other stuff takes alot of space. I believe lxpimpj might have added some more stuff onto what I did and gave you other files you already had into another folder so it wouldn't be confusing to install and write over Rhye's original stuff.

The stone idea is what I have been thinking a long time about. Yes, that would be awesome to give same Egyptians and others stones for the Pyramids. Would slove alot of problems.

tacfun

tacfun
Sep 02, 2004, 03:05 PM
Sorry about another quick post but 4 people have downloaded my 2.61mod of Rhye's mod and I would like to know what you think?

tacfun

tacfun
Sep 02, 2004, 06:52 PM
Im uploading v1.01 of the mod2.61 file.

-Changed some of the Civ's starting techs some more.
-Played a bit more with city lists
-Gave Egypt,Greece,Babylon a small starting bonus.

Have fun!!

tacfun

cemo1956
Sep 03, 2004, 03:41 AM
Hey. I know its a bit late but can someone post 2.46 - 2.50 patch. It seems i missed it. And i cant play V2.60 until i have the mod up to V.2.50 as things are missing.


Please I got problems too. The full file is just too big for my humble connection.
I got the 2.49 patch but not the one moving up to 2.50 which is needed to go on.

Cemo

deo
Sep 03, 2004, 08:52 AM
I think posting all updates will be great :)

Crazy_Canadian
Sep 03, 2004, 11:44 AM
I have downloaded this mod (which looks great), and the latest patch, but, after i enter the game and choose the civ i want to play as, the mod begins to load but then this message comes up:

Load Error

FILE NOT FOUND

"Art\Units\Ancient Settler\..\..\..\..\..\..\Art\Units\settler\settDe fault.flc"

The game will now exit.

Does anyone have an answer?

Chukchi Husky
Sep 03, 2004, 11:48 AM
The settDefault.flc file should be in the units folder of the normal Civilization folder

Tyrion
Sep 03, 2004, 07:29 PM
Yes this thread gets so many replies and update for those of us that miss a few days (or weeks) a lot of stuff has happened and we have missed it.

estonianman
Sep 04, 2004, 11:27 PM
My game always crashes to the desktop when I talk to the babylonians, anybody know what could be causing this? No error messages ... playing with version 2.61

Jaguar
Sep 05, 2004, 12:00 AM
Hmmm. Did you start the game with a pre-2.61 version and then update?

estonianman
Sep 05, 2004, 12:27 AM
no. I updated then started a new game. It only happens with the babylonians. The first time it happened the leader - head was half distorted. wierd.

tacfun
Sep 05, 2004, 12:59 PM
So what is the report on my v1.01? What do you like and dislike? 6 people have downloaded it and I'd like to know what you think?

tacfun

estonianman
Sep 05, 2004, 02:59 PM
so nobody understands why the babylonians are causing a crash to desktop? I am not getting any error messages, it just kicks me to the desktop. This is my first game with Rhye's mod and I gotta finish it .... this mod is too good!

Blasphemous
Sep 05, 2004, 03:13 PM
Did you try to re-download and re-install the mod? Sounds like it may be caused by some corrupt files.

Magma
Sep 06, 2004, 06:53 AM
nice mod:)
Wohoo, number 10000000 to post:D

Beernuts1987
Sep 06, 2004, 10:02 PM
@estonianman- Do you have the latest C3C patch? 1.22?

EDIT: Isn't Rhye supposed to be back soon?

Finlandiaciv
Sep 07, 2004, 01:10 PM
is the 1.29 Vanilla version ready?

Blasphemous
Sep 07, 2004, 01:18 PM
is the 1.29 Vanilla version ready?
No, and Rhye is currently away from home... He should be back soon (a couple days) iirc.

Tyrion
Sep 07, 2004, 08:12 PM
He is meant to be back on the 8th. Which is today. Rhye please consider my proposal of posting all updates. As i and others have fallen behind and cannot catch up again wtihout downloading the whole thing again.

Blasphemous
Sep 08, 2004, 06:56 AM
He is meant to be back on the 8th. Which is today. Rhye please consider my proposal of posting all updates. As i and others have fallen behind and cannot catch up again wtihout downloading the whole thing again.
I share the sentiment but the reason he isn't doing that is that he simply ran out of his alotted space on the current server...

laxpimpj
Sep 08, 2004, 01:55 PM
what do you know, rhye comes back the same day i come back from a hurricane power outage.

Tyrion
Sep 08, 2004, 07:26 PM
I share the sentiment but the reason he isn't doing that is that he simply ran out of his alotted space on the current server...


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!! !!!!!!!!

KingOfCiv
Sep 08, 2004, 07:56 PM
I must say this is a great mod and Im looking forward to future expansions.

KOC :king:

mostly_harmless
Sep 09, 2004, 08:49 AM
I must also say that this mod is extremely impressive indeed, good show. One thing though, in my current game tech is running a bit behind, I'm entering the 1900s and only civ has managed to get to the industrial age, I'm one tech away from it myself and its unlikely anyone will get close to space ship building with only 100 turns to go through 2 ages. Is this a common occurence? I'm playing on Regent difficulty.

elbow
Sep 09, 2004, 10:27 AM
I apologise if this has been said in the forum ealrier - I tried to look through and see if this was posted ...
1.) If you import civs in the editor that were deleted (to get the celts back) will that cause a crash at some point?
2.) I understand the speed implications - but if you wanted to use a larger map and import it (say TET's 362 map in the editor to create a new BIQ) will that cause a problem? I like the rules re: deserts and mountains but I want a bigger map! a little slowdown is OK by me.

Rhye
Sep 09, 2004, 10:40 AM
I'm still alive!

Tired, but alive.

Rhye
Sep 09, 2004, 10:42 AM
Now, let's begin with the replies:


I must also say that this mod is extremely impressive indeed, good show. One thing though, in my current game tech is running a bit behind, I'm entering the 1900s and only civ has managed to get to the industrial age, I'm one tech away from it myself and its unlikely anyone will get close to space ship building with only 100 turns to go through 2 ages. Is this a common occurence? I'm playing on Regent difficulty.

The timeline should be OK for Emperor level. Lower levels will cause slower science progress (in every civ game, not only in my mod)

Rhye
Sep 09, 2004, 11:06 AM
I apologise if this has been said in the forum ealrier - I tried to look through and see if this was posted ...
1.) If you import civs in the editor that were deleted (to get the celts back) will that cause a crash at some point?
2.) I understand the speed implications - but if you wanted to use a larger map and import it (say TET's 362 map in the editor to create a new BIQ) will that cause a problem? I like the rules re: deserts and mountains but I want a bigger map! a little slowdown is OK by me.


1) Don't import the civs, you would lose all the other changes. Just replace manually a civ you don't like.

2)I'm sorry but the map factor is 60% of the total time cut. The remaining 40% is by the rules.
I can give you an approximate loading time in the 270th turn with what you want to do: it should be about 30 minutes (with my computer).
You can try but this is my advice. Remember that mine is not only smaller: it has many little tricks in barbarian and terrains placement to reduce the times.

Rhye
Sep 09, 2004, 11:11 AM
I share the sentiment but the reason he isn't doing that is that he simply ran out of his alotted space on the current server...

In fact this is the reason. I'll ask Thunderfall for some space in his ftp.
But I'll need a new server anyway: the Xpack will need frequent updates and I can't ask Thunderfall everytime.
I'd like to make another account at ultraweb.hu, but I don't understand Hungarian, and habee has vanished.
Please if anybody knows where to register a free 100MB space, let me know.

Rhye
Sep 09, 2004, 11:15 AM
I have downloaded this mod (which looks great), and the latest patch, but, after i enter the game and choose the civ i want to play as, the mod begins to load but then this message comes up:

Load Error

FILE NOT FOUND

"Art\Units\Ancient Settler\..\..\..\..\..\..\Art\Units\settler\settDe fault.flc"

The game will now exit.

Does anyone have an answer?


It seems that you've moved something.
Does the standard game work?
Where did you download the mod?

Rhye
Sep 09, 2004, 11:19 AM
Rhye, maybe you should add the Stone resource? You can then put this resource near the locations of cities that historically built great wonders.

A good idea for the Xpack. I'll gather some informations about stones&quarry

Rhye
Sep 09, 2004, 11:19 AM
My game always crashes to the desktop when I talk to the babylonians, anybody know what could be causing this? No error messages ... playing with version 2.61

It has never happened to anyone.
Please post your savegame, I'll try to find what's wrong.

Rhye
Sep 09, 2004, 11:21 AM
so, have the vanilla 1.29 version been released already?


No, but the first step has been made.
http://forums.civfanatics.com/showthread.php?t=98359
this is the link to the 134x130 map that will be used.

Lachlan
Sep 09, 2004, 11:46 AM
Rhye you said that a 134x130 C3C version soon ! :)

I can't wait ;)

Do you know Chris Sawyer's Locomotion ?

Rhye
Sep 09, 2004, 12:49 PM
No, wait. I didn't say soon.
And I didn't say for C3C. It is for Vanilla for now.

The Xpack comes first.


C'mon baby, do the locomotion...
I've only seen some screenshot. What's the game about?

Blasphemous
Sep 09, 2004, 12:53 PM
A good idea for the Xpack. I'll gather some informations about stones&quarry
If you want anymore such ideas I can crank them out. I'm good at thinking of ideas. Not good at using them, but boy can I think them up. :P

Chukchi Husky
Sep 09, 2004, 12:55 PM
C'mon baby, do the locomotion...
I've only seen some screenshot. What's the game about?
Ever played Transport Tycoon?

KingOfCiv
Sep 09, 2004, 01:19 PM
Rhye,

Can we get a better picture of you. When I zoom a close up it is blurry!

KOC

Beernuts1987
Sep 09, 2004, 07:54 PM
Whats the scoop on the Xpack? I just started school today :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: Anywho, about the African slaves idea, you could have an improvement at say Feudalism that needs a "slave" resource in its radius to build it. The improvement would then go obsolete by Democracy, right when the AI will be going into Anarchy. Kinda like the American Civil war(Faught to end slavery)

Tyrion
Sep 09, 2004, 09:00 PM
I'm good at thinking of ideas. Not good at using them, but boy can I think them up. :P

My God he is just like me.



Cool.

I've had that problem when coming up with ideas for mods of lots of games. Dungeon siege, Morrowind and C3C. But im no good at making them.

Blasphemous
Sep 10, 2004, 05:02 AM
My God he is just like me.



Cool.

I've had that problem when coming up with ideas for mods of lots of games. Dungeon siege, Morrowind and C3C. But im no good at making them.
I'm starting work on a fantasy mod and it sounds like you may be interested, and like you could help with ideas...
Use the link in my sig.
(Hint: I usually manage to carry through with things if people are interested and they nag me about it. Help me. =P)

Aeon221
Sep 10, 2004, 10:26 AM
Back from the summer Rhye (no internet at home) and CANNOT WAIT to try this out! I will be sure to give you what little ricochets through my brain at any given moment ;p

AND ONCE AGAIN:


THANK YOU RHYE!!!!!!!

Rhye
Sep 10, 2004, 11:51 AM
Welcome back, Aeon!
Your suggestions will be helpful for the expansion. In the meantime, download the updated mod and see what has changed since you left!

Rhye
Sep 10, 2004, 11:55 AM
Rhye,

Can we get a better picture of you. When I zoom a close up it is blurry!

KOC

I've a couple of pics uploaded in the Members Photos thread, in the colosseum - off topic forum

Rhye
Sep 10, 2004, 11:57 AM
Ever played Transport Tycoon?

I know it, but never played.

Rhye
Sep 10, 2004, 12:04 PM
Whats the scoop on the Xpack? I
Anywho, about the African slaves idea, you could have an improvement at say Feudalism that needs a "slave" resource in its radius to build it. The improvement would then go obsolete by Democracy, right when the AI will be going into Anarchy. Kinda like the American Civil war(Faught to end slavery)


There's no scoop. I'm taking various ideas in consideration.
The stones as a resource for some early wonders is a good one.

I was thinking of adding some wonders, included:
-slavery or something like that, which produces a worker every 5 turns.
-a small wonder (still without name) to be built in a coastal city, which builds a harbor in every (coastal) city. In this way each colony from the other side of the atlantic will build modern units.
-in case I add religions, I'll add some wonders for each.

Blasphemous
Sep 10, 2004, 01:03 PM
1) slavery or something like that, which produces a worker every 5 turns.
2) a small wonder (still without name) to be built in a coastal city, which builds a harbor in every (coastal) city. In this way each colony from the other side of the atlantic will build modern units.
1. Sounds good, but make it a Slave unit that is less effective than a regular worker and doesn't cost upkeep (basically make it the same as a captured slave) and make the wonder require a resource "Indiginous Tribe" that will look like an african village (there was some very good city graphics of an africa village posted recently, that could be used) and will be spread across africa, and make it obsolete with Enlightenment or something. It should also cause -1 happiness in all cities (perhaps only on that continent).
2. Perhaps it should be called "Colonial Empire" and be expensive and require a harbor in it's city and at least 5 harbours under your control, so only coastal or colonial civs are likely to build it.

Rhye
Sep 10, 2004, 01:15 PM
1. Sounds good, but make it a Slave unit that is less effective than a regular worker and doesn't cost upkeep (basically make it the same as a captured slave) and make the wonder require a resource "Indiginous Tribe" that will look like an african village (there was some very good city graphics of an africa village posted recently, that could be used) and will be spread across africa, and make it obsolete with Enlightenment or something. It should also cause -1 happiness in all cities (perhaps only on that continent).
2. Perhaps it should be called "Colonial Empire" and be expensive and require a harbor in it's city and at least 5 harbours under your control, so only coastal or colonial civs are likely to build it.


:goodjob: excellent ideas! I agree on everything except on the happiness.

I'll soon post an alpha of the Xpack, with no graphics: just an outline.

Rhye
Sep 10, 2004, 01:23 PM
Before that, I need some help with a couple of things:
1)the Egyptian UU.
I didn't make the final decision, because I'm not convinced with the Mamluk.
Mamluks were a dinasty, a Mamluk unit (camel) is quite stupid. They had their composite army, composed mostly by heavy knights.
Otherwise, there's an animation of a levy soldier, nothing more. I wouldn't know what's egyptian unique, except war chariots, slingers and elephants.

2)do you remember the lancer, that would cause the development of 2 chains and moving the knight-based UUs to the "light chain" (horseman-lancer)?
I've thought a variant: adding other 2 units to fill the lines, a heavy horseman (horses+iron) and a light knight (horses only). The heavy horse is the ancient cavalry, so the statue of Zeus can be reused for something else. I think this solution will require some more work, but it is much less complicated than the first proposed.

KingOfCiv
Sep 10, 2004, 01:24 PM
Rhye I know you just said that you were going to post an Alpha soon. I was wondering when do you think the finished product would be done? Give estimit in days please.

KOC

Lachlan
Sep 10, 2004, 01:26 PM
Sorry i return to DyP 2 PTW

I desinstalled all Civ 3 + 2 add-ons and reinstelled Civ 3 + PTW Only :blush:

Rhye
Sep 10, 2004, 01:35 PM
Sorry i return to DyP 2 PTW

I desinstalled all Civ 3 + 2 add-ons and reinstelled Civ 3 + PTW Only :blush:

:eek: why?


Rhye I know you just said that you were going to post an Alpha soon. I was wondering when do you think the finished product would be done? Give estimit in days please.

KOC


I hope for the beginning of October. I usually respect deadlines, but there's a random factor: I'm still waiting for some units to be made by utahjazz7.

Blasphemous
Sep 10, 2004, 01:42 PM
Before that, I need some help with a couple of things:
1)the Egyptian UU.
I didn't make the final decision, because I'm not convinced with the Mamluk.
Mamluks were a dinasty, a Mamluk unit (camel) is quite stupid. They had their composite army, composed mostly by heavy knights.
Otherwise, there's an animation of a levy soldier, nothing more. I wouldn't know what's egyptian unique, except war chariots, slingers and elephants.

2)do you remember the lancer, that would cause the development of 2 chains and moving the knight-based UUs to the "light chain" (horseman-lancer)?
I've thought a variant: adding other 2 units to fill the lines, a heavy horseman (horses+iron) and a light knight (horses only). The heavy horse is the ancient cavalry, so the statue of Zeus can be reused for something else. I think this solution will require some more work, but it is much less complicated than the first proposed.
1) While having an historically prominant UU is always good, just giving them a slinger instead of an archer or instead of a warrior would be enough in this case.
2) I don't completely understand, could you please explain in more detail both possible schemes?

Lachlan
Sep 10, 2004, 02:38 PM
:eek: why?

Oh, because i would play Dyp 2 PTW since C3C conversion is bad :(

It's a few difficult because without the C3C Features :mischief:

Your mod ? It's good but your World Map is too slow in my gust :rolleyes:
I would like to taste the 134x130 C3C Rhye's Mod :crazyeye:
Because the loading time should be decreased again :D

Blasphemous
Sep 10, 2004, 02:42 PM
Errr, Lachlan, you know that C3C comes with PTW also seperately from Conquests so you can run it through PTW without the features of Conquests?

Rhye
Sep 10, 2004, 02:49 PM
the first proposal was dividing the lines:
horseman->lancer
knight->cavalry
and moving the ansar, the keshik, etc. to the 1st path to allow them to upgrade from the horseman.

instead what I've thought now is:
horseman->light knight (or a similar name)->lancer
heavy horseman (and using the Statue of Zeus for something else)->knight->cavarly.
There's some redundance, but no UUs need to be moved.

Owain
Sep 10, 2004, 03:31 PM
I like that scheme... the more you can upgrade a unit, the better imo. ;)

What exactly is the reasoning behind the temple of Zeus spitting out heavy horsemen anyway?

Chukchi Husky
Sep 10, 2004, 05:40 PM
Rhye, I am creating an alternative version of your mod. Its basically the same rules, but the change is that the map is replaced with a 80 x 80 Europe/Mediterranian map, involving European/Mediterranian civs. The map is distorted, with Britain and Greece out of proportion with the rest of the map (Greece, with some Mediterranian islands, make the Mediterranian Sea smaller).
Here is an image of the British Isles from my map:

Rhye
Sep 10, 2004, 07:36 PM
do you need an Europe+Mediterranean map?

I've got one! It's 84x120 and it is an upgrade of the Napoleonic conquest map

Rhye
Sep 10, 2004, 07:39 PM
What exactly is the reasoning behind the temple of Zeus spitting out heavy horsemen anyway?

In fact, there is no reason.

KingOfCiv
Sep 10, 2004, 10:14 PM
The reason is that the statue was built with IVORY...But it was to represent the Indian Calavery of ancient times I believe. I believe also we should add horses to the requirement of the Temple of Zeus!

KOC

Kjaran
Sep 11, 2004, 02:03 AM
First of all, I imagine you have checked out Kinboat's egyptian pack with 10+ new models.. It rocks...

Rhye
Sep 11, 2004, 04:25 AM
thank you, I didn't notice the pack! Unfortunately, the slinger is missing...I'll have to think of something else.

EDIT: OK I've found it. The Axeman.

Chukchi Husky
Sep 11, 2004, 04:53 AM
do you need an Europe+Mediterranean map?

I've got one! It's 84x120 and it is an upgrade of the Napoleonic conquest map
If my map doesn't turn out any good I might use that one.

laxpimpj
Sep 11, 2004, 05:36 PM
what's up with the "goody huts." I loaded up RoC nine times in a row as england, every game both huts spat out barbarians.

They just going to be barbarian huts now or what?

Edit: Oh and the AI england always seems so far behind on tech, and now that Im playing as them it seems nearly impossible to keep up with the techs, and I am playing very stratigically. With 70 percent research focused on science, map making still took 65 turns.
Someone castrate england?

Jaguar
Sep 11, 2004, 07:22 PM
what's up with the "goody huts." I loaded up RoC nine times in a row as england, every game both huts spat out barbarians.

They just going to be barbarian huts now or what?

Edit: Oh and the AI england always seems so far behind on tech, and now that Im playing as them it seems nearly impossible to keep up with the techs, and I am playing very stratigically. With 70 percent research focused on science, map making still took 65 turns.
Someone castrate england?
I was seriously about to post the same thing.

Observe this game. Emperor level, which is, if I recall correctly, the level that the mod is best balanced for. Several civs, including my Scandinavians, are into the industrial age. Colonies are sprouting up on both Americas, and all over Africa. I'm almost to railroads.

Now where is England? They are still in Despotism, and don't yet have Construction.

Aeon221
Sep 11, 2004, 08:53 PM
Very strange!

England always seems to be a leader in the games I play; maybe its just some weirdness, ghost in the machine stuff.

On the other side of the world, Japan is really well balanced now. I am behind in techs (diff on emperor) but I have conquered china and korea and am moving forward from there. The really advanced AI has cav (Persia), most others dont, year is 16something. I have only limited contacts, not even all of Europe yet, but I am up to metallurgy and free artistry.

Only change I would suggest would be replacing the bonus tile on the grassland next to the Japanese capitol. Not having it seriously crippled my start there (basing this on a game as Japan from the 2.3something version).

Has ANYone ever played as Babylon or Israel (when was THAT added? hahaha)? If not, I just might start a game with one of them to see if it is indeed possible to even play as them haha

Camels and Elephants are nice adds; they really add some flavor!

None of the games I have played have had any major Euro's behind on tech; however, the Americans always seem to be screwed on that account (considering that they should have a massive tech advantage over natives in terms of weaponry)

How about starting them off with a scout in England or something? Only way I can think of to give them a more "European" feel and advantage.

Jaguar
Sep 11, 2004, 09:00 PM
Babylon and Israel can both be won. Basically, each has the other to conquer.

Chukchi Husky
Sep 12, 2004, 05:36 AM
I decided to use a new European map. It is a slight redrawing of mallan's 80 x 80 European map. This is what I have done so far. I willl probably change the map more.

Rhye
Sep 12, 2004, 05:54 AM
I'm just back from Milan, at 5 AM. :crazyeye: It's been a wonderful experience: I opened a thread here (http://forums.civfanatics.com/showthread.php?t=99510)

Rhye
Sep 12, 2004, 06:00 AM
what's up with the "goody huts." I loaded up RoC nine times in a row as england, every game both huts spat out barbarians.

They just going to be barbarian huts now or what?

Edit: Oh and the AI england always seems so far behind on tech, and now that Im playing as them it seems nearly impossible to keep up with the techs, and I am playing very stratigically. With 70 percent research focused on science, map making still took 65 turns.
Someone castrate england?

The goody huts are random. Try starting a new game.

About England, I spend 3 days trying to re-balance them after having redrawn Great Britain and Ireland. In the end I found a correct compromise.
But now you all tell me that they're still crippled?
:mad: I wished that was my final patch!

Rhye
Sep 12, 2004, 06:05 AM
Very strange!

England always seems to be a leader in the games I play; maybe its just some weirdness, ghost in the machine stuff.

Has ANYone ever played as Babylon or Israel (when was THAT added? hahaha)? If not, I just might start a game with one of them to see if it is indeed possible to even play as them haha


None of the games I have played have had any major Euro's behind on tech; however, the Americans always seem to be screwed on that account (considering that they should have a massive tech advantage over natives in terms of weaponry)


England's the leader? With what version are you playing?

America should rise after 1500; before that it will be nearly at the same level as the natives.

Israel and Babylon are difficult but after 2.60 it is possible to play with any civ, there are no "victims only"

Rhye
Sep 12, 2004, 06:16 AM
I decided to use a new European map. It is a slight redrawing of mallan's 80 x 80 European map. This is what I have done so far. I willl probably change the map more.


Mmm, I prefer mine :p
This one seems too stretched on the horizontal axis

Chukchi Husky
Sep 12, 2004, 07:13 AM
I am creating a new European map from scratch. Here is an image of the minimap so far.

Rhye
Sep 12, 2004, 09:08 AM
Good luck! What size is it?

Rhye
Sep 12, 2004, 09:10 AM
I want to know from someone else if England is a problem that needs a patch or not.
I can't work on the add-on on a version that isn't the final, I'd have to make double updates (raising the risk of mistakes, too)

And by the way, the savegame posted by Jaguar make me worry about the tech costs. Scientific method in 1536, with Emperor level?? The tech seems going too fast. Surprisingly, one or two pages ago another user (sorry, I don't remember the name) said that it was too slow in industrial and modern...

I need more feedback on this.

Chukchi Husky
Sep 12, 2004, 09:20 AM
Good luck! What size is it?
The map is 80 x 80.
I want to know from someone else if England is a problem that needs a patch or not.
When I played as England (with the latest patch) I was a couple of techs ahead of Europe.

Rhye
Sep 12, 2004, 09:35 AM
now that I think....the English castration may be caused by an early unlucky good hut. That would explain the randomness.
I'll try not changing their strength but only removing the nearest.

Asclepius
Sep 12, 2004, 10:16 AM
Not really that important but..... have you ever thought about making nuclear weapons dependent upon a city having a nuclear power station or some kind of nuclear weapons programme small wonder? Most games aren't played that long in the modern era but it does seem too easy for everyone to build nukes. You could even make it impossible to build nukes only the small wonder produces a nuke every ten turns or so...?

laxpimpj
Sep 12, 2004, 12:30 PM
about the goody huts, I tried restarting a new game nine times, every game both were barbarians. Could have just been badluck though.

Rhye
Sep 12, 2004, 01:27 PM
Not really that important but..... have you ever thought about making nuclear weapons dependent upon a city having a nuclear power station or some kind of nuclear weapons programme small wonder? Most games aren't played that long in the modern era but it does seem too easy for everyone to build nukes. You could even make it impossible to build nukes only the small wonder produces a nuke every ten turns or so...?

mmm, no. I've never seen a nuclear war started by the AI, there's no need to do that. And what about various types of nukes.

Rhye
Sep 12, 2004, 01:30 PM
To make the next patch something more than a fix to the English, I'm thinking of adding some other points:

- Reduce Arabian, Roman, German and French strength
- Increase tech rate a bit
- Remove the draft flag to mech.inf.
- Addition of the Colonial Empire small wonder (anticipating the Xpack). The current way is inaccurate (American and African colonies build spearmen)

Oh and what do you think if I rename the Camel Rider "Camelry"?

NDCSPURS
Sep 12, 2004, 01:42 PM
Will there be a smaller map released because my computer only just passes C3C Min. Requirements, and the current map takes to long to load between turns?

Rhye
Sep 12, 2004, 01:47 PM
There could be, but it is the last of my future projects. Before that there's much else to do.

Chukchi Husky
Sep 12, 2004, 02:00 PM
Will there be a smaller map released because my computer only just passes C3C Min. Requirements, and the current map takes to long to load between turns?
I am making a European map with the dimensions being 80 x 80, and there will be a max of 16 civs (the ones that can be represented on the map).

Jaguar
Sep 12, 2004, 05:31 PM
I want to know from someone else if England is a problem that needs a patch or not.
I can't work on the add-on on a version that isn't the final, I'd have to make double updates (raising the risk of mistakes, too)

And by the way, the savegame posted by Jaguar make me worry about the tech costs. Scientific method in 1536, with Emperor level?? The tech seems going too fast. Surprisingly, one or two pages ago another user (sorry, I don't remember the name) said that it was too slow in industrial and modern...

I need more feedback on this.
My savegame is a little unusual, and I expect that most games go much, much slower techwise. There are a few reasons that tech is going so fast.

1. There are two very powerful civs. Scandinavia (me) and France.
2. We have both made huge fortunes by selling our techs to the medium strength AIs for gold per turn.
3. The extra gold per turn allows me to run at 90% science, which I have been doing since the early Middle Ages.
4. I sell my techs to the other civs pretty freely because I feel like I'm quite in control of the game, and I don't want the French to take all the other civs' gold per turn away.
5. Since only two civs are researching, but they're researching quickly, little redundant research is being done.

So anyway, I expect that my game was a little faster than usual, but you might want to change some things. And by the way, if you're still interested in knowing the discovery date of America, the French had a colony there by 1420.

Jaguar
Sep 12, 2004, 05:37 PM
To make the next patch something more than a fix to the English, I'm thinking of adding some other points:

- Reduce Arabian, Roman, German and French strength
- Increase tech rate a bit
- Remove the draft flag to mech.inf.
- Addition of the Colonial Empire small wonder (anticipating the Xpack). The current way is inaccurate (American and African colonies build spearmen)

Oh and what do you think if I rename the Camel Rider "Camelry"?
Arabian strength probably should be reduced a little. French strength definitely should be reduced.

I think Spain is also way too weak. Spain should have a clear advantage over Portugal, and it should be one of the strongest civs in the Middle Ages. It's always among the weakest right now throughout the whole game.

What will the Colonial Empire do? Harbor in every city or something to that effect?

Rhye
Sep 12, 2004, 07:51 PM
Unfortunately to assing a harbor per city, it has to be a great wonder. So my idea was hampered :(
I'll leave it for the addon only.

Tyrion
Sep 13, 2004, 01:07 AM
England in my game is about 8 techs behind me. Im in the medievil age as Germany.

Blasphemous
Sep 13, 2004, 02:39 AM
Rhye, seeing as there were never THAT many colonial empires on Earth* you can make a set of wonders named "First Colonial Empire", "Second Colonial Empire", etc, totalling at say, 8 or 10 such wonders, each one costing a bit more than the one before it, all having he exact same effects except the first three having one more culture than the rest. They would all be enabled by an optional tech called Imperialism. Basically whoever starts work on their Colonial Empire will have a better Empire in some ways and only a limited number of civs could ever get such an empire. You can also make these wonders require some resource available only in Africa, NE Asia, and the Americas (all in specific sites where early colonies were built by the colonial powers,) only visible with Imperialism, and then only someone who already started colonizing will be able to get it.
Maybe this idea is a bit too complex for the regular game, but I'm sure you could fit it into the Xpack.

*In game terms we'd have France, England, Rome, Spain, Portugal, Netherlands, and perhaps another one or two that I may be forgetting.

Three_Crowns
Sep 13, 2004, 02:53 AM
You can also make these wonders require some resource available only in Africa, NE Asia, and the Americas (all in specific sites where early colonies were built by the colonial powers,) only visible with Imperialism, and then only someone who already started colonizing will be able to get it.

I like that idea. They would require two different resources - one that only are found in the home lands of the empires, and one only in the colonies.

Rhye
Sep 13, 2004, 03:53 AM
I don't think this solution is very elegant. A nation could build more than one of that wonders.
I think that they would need different names, instead of first, second, etc.

Three_Crowns
Sep 13, 2004, 04:04 AM
I think it would be enough with just one great wonder. Every civ have the opportunity to colonize, but one civ will get a boost to become a "super"-empire (e.g. real-life England).

Rhye
Sep 13, 2004, 04:24 AM
This is my opinion, too.
Maybe I could add another one available later (say late 1800, while the Colonial Empire is available with Navigation) called something like "world wide empire" or a generic term for the Commonwealth, which puts a courthouse in every city. For a very hish price.

Rhye
Sep 13, 2004, 04:25 AM
by the way, please go to post here:
http://forums.civfanatics.com/showthread.php?t=73812&page=3
and make some pressure to utahjazz7 ;) That's the only missing unit!

Rhye
Sep 13, 2004, 08:14 AM
I'll try now a new barbarian system, with no uprising. If it works, it will save LOTS of loading times, as good percentage of the units around is only barbarian warriors & swordsmen.

Lachlan
Sep 13, 2004, 08:26 AM
A new barbarian system ? --> a very crippled Civ ? :)

Sensational
Sep 13, 2004, 02:04 PM
Having played the map for several times, i noticed some things which maybe could be changed:

- zulu always become very weak for some reason. they have enough place but something seems to hinder them from growing bigger

- same goes with india (i suppose its because of the jungle)

- egypt, by any chance, is handicaped by its weak start position (not much shields around there and i didnt notice anything to equalize this somewhere else)

-> i noticed this happening on different severities

for the rest, i am quite satisfied with your work and go on what you do so nicely! :)

Rhye
Sep 13, 2004, 02:26 PM
A new barbarian system ? --> a very crippled Civ ? :)

No. I deleted the uprisings.
I have some reasons to do that - I'll explain this better in the new readme.
For now I just reached an encouraging 1:10 in 1700. I'm anxious to see if there's much difference in industrial and modern.

Rhye
Sep 13, 2004, 02:29 PM
Having played the map for several times, i noticed some things which maybe could be changed:

- zulu always become very weak for some reason. they have enough place but something seems to hinder them from growing bigger

- same goes with india (i suppose its because of the jungle)

- egypt, by any chance, is handicaped by its weak start position (not much shields around there and i didnt notice anything to equalize this somewhere else)

-> i noticed this happening on different severities

for the rest, i am quite satisfied with your work and go on what you do so nicely! :)


This is not a problem for me - I wanted some civs to develop in their real life regions (at least when AI controls them). If you give more shields to Egypt or more food to Zulu they'll spread on the whole continent.
In Italian (maybe not only in italian) we say that "when you give them a helping hand, they grab the whole arm".

Blasphemous
Sep 13, 2004, 02:55 PM
And in Hebrew people say "give them a finger and they take a hand" (sadly I've heard this used mostly as right-wing blabber against diplomatic contact with the Palestinians :( ).
(In Hebrew it doesn't sound like "giving the finger" when you say this. xD)

KingOfCiv
Sep 13, 2004, 03:01 PM
I think you should give Egyptians and Greeks a little more starting techs. For example give Egyptains Cerimonal Burial so they will go for Pyramids sooner. This will give them more people to work with and give Greece Iron working so they build Colossus sooner and remember they were a power back then. Also reduced the amount computer trades between each other on empire level.

KOC

Blasphemous
Sep 13, 2004, 03:06 PM
I think rather than giving them extra starting techs you should just give them some boosted LM tiles and then remove the boost and make it less than standard using an invisible negative resource that appears around their decline from power. Limiting the boost to just a couple gold (and shields for Egypt as well) would hopefully keep them from expanding illogically (or at least not let them expand and grow enough so that they can keep the illogical territory long after their decline).

Rhye
Sep 13, 2004, 03:08 PM
KingOfCiv....
Canada...

mmmm.

Pyramids....
Colossus...

KOC...

:scan:
mmmmmmmmm.

Do we already know?

KingOfCiv
Sep 13, 2004, 03:13 PM
Why are we trying to set the Egyptians history? Why not say what if they didn't decline? What if they grew and say conqured ROME..Instead of ROME conquring them!

Rhye...HEH!

KOC

Marla_Singer
Sep 14, 2004, 08:37 AM
Brilliant mod, thank you for this Rhye. ;)

Rhye
Sep 14, 2004, 10:11 AM
I can now say that the loading times in Industrial and Modern are HALVED.

Since 2.45 (with the shorter timeline) in my computer it took up to 3 minutes to pass the turn in 1900.

Now guess.....1:23!! 10 seconds more than in 1400.


Later this afternoon or tonight the (hopefully final) patch, v2.62!

Rhye
Sep 14, 2004, 10:12 AM
Changes in v2.62:

- Deleted some goody huts (near English, Viking, Iroquois and Carthaginian starting location)
- Added two passages to the American west coast (near Seattle and near Salt Lake City)
- New barbarian system: no more uprisings. Static positioning of barbarian units coherent with historical units. Loading times halved in industrial and modern age.
- Added a "black" spearman unit, which populates African barbarian camps
- Updated camel rider animation
- Updated script.txt (the message of the uprisings was deleted)
- Increase tech rate a bit (255 now)
- Increased some late Medieval techs cost; decreased some early Industrial techs cost
- Removed the draft flag to mech.inf.
- Tuned Egyptian, Hebrew, Babylonian, French, Portuguese, American, Iroquois, Ethiopian, German and Roman strength

Rhye
Sep 14, 2004, 12:45 PM
I'd like to upload the patch now, but there's a storm here and the connection is very slow

Rhye
Sep 14, 2004, 12:46 PM
Brilliant mod, thank you for this Rhye. ;)


I'm proud of having you by our side ;)

FooFight2000
Sep 14, 2004, 01:54 PM
Just dropping in, I never post but i've been downloading/ playing your mod since the PTW version. I must say this is by far the best mod for civ3 (I use to think DYP was, but since it seems their conquest version will never be out i lost interest). Keep up the good work and i am looking forward to the expansion pack!!! :D

KingOfCiv
Sep 14, 2004, 02:17 PM
Yes, Rhye we all love you all of us(the voices in my head) love you!

KOC

KingOfCiv
Sep 14, 2004, 02:23 PM
Rhye, your upload didn't work it's only 48k and corrupt!

KOC

FooFight2000
Sep 14, 2004, 03:15 PM
Rhye, your upload didn't work it's only 48k and corrupt!

KOC

Yeah the 2.62 update is corrupt for me too

navman74
Sep 14, 2004, 03:56 PM
Yeah the 2.62 update is corrupt for me too
Ditto for me :)

Rhye
Sep 14, 2004, 04:09 PM
I know. I lost connection while I was uploading it, some hours ago, because of the storm here (I wrote it in last page). I'll try again now.

And thank you ;)

Rhye
Sep 14, 2004, 04:15 PM
Just dropping in, I never post but i've been downloading/ playing your mod since the PTW version. I must say this is by far the best mod for civ3 (I use to think DYP was, but since it seems their conquest version will never be out i lost interest). Keep up the good work and i am looking forward to the expansion pack!!! :D


ooh, a long-time user! :goodjob:
Well, the mod for Vanilla and PTW (v1.0) was nothing special. It was very fast and contained some interesting ideas, but it was far from being a great mod. It also contained many things that weren't mine (snoopy's terrain, kal-el's map).
The step can be seen by the feedback: that version generated 8 pages iirc. Now we are at the 100th! (for now :) )

Rhye
Sep 14, 2004, 04:18 PM
I've uploaded the patch (1MB) at Civfanatics, as ultraweb.uh doens't work.
I can't connect to the FTP. This means that I can't update the site and can't upload the random map version, for now.

Enjoy the patch!

Rhye
Sep 14, 2004, 04:22 PM
Here's a quote from the readme. This is the only important thing that's changed.
For those who want to know how I saved half time (in industrial and modern) and why.


- There are no longer uprisings. They are a nice and realistic feature in random maps, but they have no reason to exist in a world map. In fact most of the camps are destroyed in the Ancient age, leaving some far camps that nobody will ever reach and the randomly created camps to produce the uprisings. That means having additional 300-400 units AI has to move in modern times, even with the minimum level of uprisings (8, hardcoded).
- Camps are placed in regions based on history (Asian and American plains, for example) and in strategic places in order to make some civs expansion more difficult.
- Static placement of spearmen, black-skinned spearmen, galleys, horsemen, chariots, swordsmen and warriors, and no production at all. The camps may remain empty. They contain appropriate units (horsemen are only in Asia, black-skinned spearmen are only in Africa, galleys where there was piracy, etc.)
- Script.txt was changed (the uprisings popup was deleted)

Blasphemous
Sep 14, 2004, 04:46 PM
Rhye, you may want to be dangerous when using the word "black" in this context. I know there's no racism intended but some people are just enraged by any political incorrectness.

Rhye
Sep 14, 2004, 05:20 PM
umm...in italian nero=black is polite. "negro" is considered more offensive.

Tell me what words I should use in English, I'll correct now.

Blasphemous
Sep 14, 2004, 05:27 PM
umm...in italian nero=black is polite. "negro" is considered more offensive.

Tell me what words I should use in English, I'll correct now.
Anything but "black" really... Use "African", "dark-skinned", or whatever.
And just note this really isn't critical, in this case it doesn't seem that you're using it very offensive at all... It just caught my attention, that's all. =P

Midnight Piper
Sep 14, 2004, 05:37 PM
The same is true in English - or at least American English. 'Black' is acceptable, 'negro' is pretty much forbidden to anyone without dark skin. It's the use of 'black-skinned' that probably caught attention; you could always drop the 'skinned' - just say 'black spearmen'.

Edit: The most politically correct in American English would be 'African-American' - but that really doesn't apply in this case. Your safest route is probably just saying 'African Spearmen'.

KingOfCiv
Sep 14, 2004, 06:04 PM
How about African Spearmen that happen to be the color black. If someone is offended by that they will be offended no matter what!

KOC

Blasphemous
Sep 14, 2004, 06:25 PM
How about African Spearmen that happen to be the color black. If someone is offended by that they will be offended no matter what!

KOC
There's nothing wrong with them *looking* black because, well, the people indiginous to Africa have dark skin and it's pretty offensive that they don't in the game in the first place. The only problem is to call them "black" because some people are offended by that (and others like me just get their attention caught by it.)

Midnight Piper
Sep 14, 2004, 06:46 PM
:lol:

There's few things quite as funny as a bunch of folks (especially 'United States Citizens (NOT Americans) of the masculine sex (not males or men) and of caucasian ethnicity (not white)') talking about how to properly talk about folks of ANY other ethnicity, nationality, or the opposite sex. Black is perfectly acceptable, as is African. Anyone who gets offended at those will be determined to get offended no matter what you write.

Blasphemous
Sep 14, 2004, 06:49 PM
Yeah, I know...
I tend to post things on a whim (though I often supress the urge and delete what I started to write.) Never meant this to be such a big deal. xD

Jaguar
Sep 14, 2004, 06:56 PM
Are the Portuguese strengthened or weakened in 2.62? Hopefully they're weakened. That expansionist trait is one of the ones the AI uses best. (Or rather, it's the one that best helps the AI compensate for its shortcomings.)

Rhye
Sep 14, 2004, 07:15 PM
Portuguese have been a little strengthened, because in too many games they get stuck in Ancient age, due to low population. And when they remain stuck they will not colonize anything. If they remain stuck together with Spain, Greece, England and France, the discover of America will happen very late, by Carthage, Rome or Germany. This shouldn't happen.

KingOfCiv
Sep 14, 2004, 08:21 PM
Rhye, Im in 890A.D. and the mod is going perfectly(almost!). Im playing Spain and Portuagal right off the bat pretty much declared war on me and I had to do some fast negoatiations to sue for peace...(After my troops held off the invasion!). All I can say is that I have left them with one city Lisbon for senimental sakes..lol. The English and French went to war and ended quickly when I noticed England took a few cities(YAY!). Overall the game is going great. Im still wondering about Egyptians those, more games to find out about them. Greeks built the Colossus around 150A.D. I believe and the Ottomans are Wonder building machines. You need to slow them down a bit. The French built wonders pretty quick too .But not as bad as the Ottomans crazy Wonder building machine city of Sogut!!

KOC

KingOfCiv
Sep 14, 2004, 08:24 PM
I personaly believe until we add stones to this game as a resource we will keep having some civs build more Wonders then others. The XPACK should balance this out!

KOC

Rhye
Sep 14, 2004, 08:27 PM
In my last game the Egyptians built the Pyramids, the Romans built the Colossus, the Greeks the Temple of Artemis, the Hebrews the Hanging Gardens.
Middle Eastern civs strength have a random factor (mainly dependent on what is the spot where the 2nd city is built). Sometimes Ottomans build 2-3 wonders, sometimes it is Arabia, sometimes Persia conquests everyone, sometimes wonders are equally distributed.

Which civ are you using? Did you notice the new barbarian system?
Tell me if you notice the difference in terms of speed, when you arrive to Industrial.

Gunner
Sep 14, 2004, 09:53 PM
Wow, this mod is great. I'm playing as the Netherlands and am about to 1250AD. (ver 2.61) I did an early rush of France and took Paris, yet they somehow resurected themselves and are a major power in between Russia and Austria now. Pretty weird.
I proceded to conquer mainland Germany and a city or two from Russia. Those Swiss Pikeman are great. I am also just about to send a three caravel expedition to the New World.

Things I noticed. It is way too easy to send a galley over to america by just hopping from Iceland to Greanland. Also, as many people have pointed out, England is out of the tech race by being between 4-5 tech behind the leaders usually. Keep in mind that this is version 2.61. I started this game before 2.62 came out.

KingOfCiv
Sep 14, 2004, 10:08 PM
Rhye, I now own all of Spain and Im in 1270A.D. I took Lisbon a few turns ago. I have noticed something wierd. I have a trade agreement with Engalnd that Im supplying them with horses and they give me furs. What is wierd is that they have a spot that should give them horses and they have a road built there too..unless you placed a later horse resources there? The map of england is out of date in my game until I can send a ship there to make sure they still own that peace of land and still has road to it for the horses. Im going to check the mod I believe maybe you gave them a later horse resourse on the South of London??!

KOC

Bungus
Sep 15, 2004, 01:04 AM
i don't feel like using capitalization today.

i've modified your mod a bit(which seems to be quite popular now). yeah yeah, i know what you're saying, but rather than just giving the egyptians one extra cow or taking away that deer from persia, i'm actually adding about 50-100 flavor units and/or some civ specific units. i just can't stand sailing across the altantic only to find the iroquios are running around in full plate mail armor brandishing flanged maces just like the english.

Anyway I've gotten a little off topic, the reason i'm telling you is that i started with your version 2.33, and its a litttle late to start over again in 2.whatever. sooo I figure i'lll just download your lastest and manually go throught the editor, changing any differences in the rules. the main thing I'm interested in isn't how many hit points you gave you tanks or the Attack/defense/move value of your archer, but rather what techniques you've found to speed the game up (if there are any different ones from you earlier (2.33) version), as well as any civilization balancing/resource location changes. here is a yellow roundhead in a hat :viking:

Rhye
Sep 15, 2004, 04:42 AM
Wow, this mod is great. I'm playing as the Netherlands and am about to 1250AD. (ver 2.61) I did an early rush of France and took Paris, yet they somehow resurected themselves and are a major power in between Russia and Austria now. Pretty weird.
I proceded to conquer mainland Germany and a city or two from Russia. Those Swiss Pikeman are great. I am also just about to send a three caravel expedition to the New World.

Things I noticed. It is way too easy to send a galley over to america by just hopping from Iceland to Greanland. Also, as many people have pointed out, England is out of the tech race by being between 4-5 tech behind the leaders usually. Keep in mind that this is version 2.61. I started this game before 2.62 came out.


1) What dificulty level are you playing? It seems too easy.
2) The gap is between Iceland and England. You shouldn't cross that strait. If you did that with the galley, you cheated or were lucky :(
3) England is OK in 2.62

Rhye
Sep 15, 2004, 04:45 AM
Rhye, I now own all of Spain and Im in 1270A.D. I took Lisbon a few turns ago. I have noticed something wierd. I have a trade agreement with Engalnd that Im supplying them with horses and they give me furs. What is wierd is that they have a spot that should give them horses and they have a road built there too..unless you placed a later horse resources there? The map of england is out of date in my game until I can send a ship there to make sure they still own that peace of land and still has road to it for the horses. Im going to check the mod I believe maybe you gave them a later horse resourse on the South of London??!

KOC


Oh no!!!!!

Thank you very much for the info, KoC.
I did the same mistake again, giving Horses of the American type to England.

PLEASE RE-DOWNLOAD THE PATCH 2.62 FROM NOW ON

Blasphemous
Sep 15, 2004, 04:51 AM
Rhye, I truly think you should name the American horses differently from the rest... Call them American Horses or something, it will avoid alot of the possible confusion.

Rhye
Sep 15, 2004, 04:54 AM
i don't feel like using capitalization today.

i've modified your mod a bit(which seems to be quite popular now). yeah yeah, i know what you're saying, but rather than just giving the egyptians one extra cow or taking away that deer from persia, i'm actually adding about 50-100 flavor units and/or some civ specific units. i just can't stand sailing across the altantic only to find the iroquios are running around in full plate mail armor brandishing flanged maces just like the english.

Anyway I've gotten a little off topic, the reason i'm telling you is that i started with your version 2.33, and its a litttle late to start over again in 2.whatever. sooo I figure i'lll just download your lastest and manually go throught the editor, changing any differences in the rules. the main thing I'm interested in isn't how many hit points you gave you tanks or the Attack/defense/move value of your archer, but rather what techniques you've found to speed the game up (if there are any different ones from you earlier (2.33) version), as well as any civilization balancing/resource location changes. here is a yellow roundhead in a hat :viking:


1) don't worry, soon I'll add some units, too. But that will be in an optional add-on. So that if one doesn't like them, can still play with the basic mod.
2) there are huge differences now. I can't remember all of them, expecially the differences of the resources.
2.33 is still without the first speed-up of 2.45 (changing the timeline, and the tech costs as a conquequence), the second speed-up (2.62, with the new barbarian system), and the difficulty adjustments. I can say that last version is more than 5 times faster than 2.33 in modern age.
I don't understand why don't you simply download the mod again with the last patches.
If the main file is too big, I'll soon post the old patches, to be able to update step-by-step. I need Thunderfall's help for this, because the space in my FTP has run out. I didn't find him in ICQ last week.
After that, do as many customization as you like, but first of all update it :D

Rhye
Sep 15, 2004, 04:59 AM
Rhye, I truly think you should name the American horses differently from the rest... Call them American Horses or something, it will avoid alot of the possible confusion.


Don't worry, it won't happen again.
It only happened because I redrawed Britain, in 2.61 iirc.

Blasphemous
Sep 15, 2004, 05:05 AM
Don't worry, it won't happen again.
It only happened because I redrawed Britain, in 2.61 iirc.
I also mean in-game confusion... It would be clearer what's going on if you see that the American civs are offering a different kind of horse for trade...

Rhye
Sep 15, 2004, 05:51 AM
The fixed patch is online at CFC.

Please if you did before now, download it again!


I'm also thinking of instead of posting the whole updated mod + the old updates, posting only the whole mod divided in 4 parts, to help people with a bad connection. And because a step-by-step update is redundant (the result is almost 10MB bigger!)

Rhye
Sep 15, 2004, 09:13 AM
As I haven't updated the site yet (the FTP still doesn't work), I posted the new version of the Random map in the first page. Please note that almost nothing has changed here since 2.61: barbarians are still the same (the new barbarian system works only in world maps)

Rhye
Sep 15, 2004, 09:16 AM
I also mean in-game confusion... It would be clearer what's going on if you see that the American civs are offering a different kind of horse for trade...

I understand what you mean...but my aim is make users not notice that there are 2 types of horses.
Well, if everybody knows and everybody gets confused, I'll change the name, but if it's only for you, you can change it by yourself, it's very easy (go to the resources tab, scroll down until you see horses for the second time, and rename them as you want)

Blasphemous
Sep 15, 2004, 09:54 AM
Oh, it doesn't confuse me... I'm aware of the resoruce system, so it doesn't bother me anymore... I just think it would be a bit mroe user-friendly if the difference was pointed out. When I first saw that I could trade dyes for dyes (ages ago, when that could happen) I thought it was some weird bug.

Aeon221
Sep 15, 2004, 10:04 AM
England is indeed a bit behind (playing as France, found Israel and Babylon WAYYYY too hard/slow). However, they are not a ridiculous amount behind, but a small step behind in ancient can translate into a massive step behind by the modern era. I *think* that this is caused not by a random goody hut, but by the fact that other Euro, Afro, and Asian civs can all meet one another rather earlier in the game than they would IRH. This results in England having to pay a massive markup on techs, much like what happens to Japan in some games.

France is nice, but it is annoying that the comp usu steals southern France... grrr, Spain is cruisin for a bruisin...

As Japan, game went well, stopped early industrial (riflemen) with all of east asia. Didnt feel like continuing, b/c my samurai were all gone... They need some kind of bonus for such a famous warrior unit. They have basically Knight stats, but with one move. Not cool.

Egypt was a decent nation (if you can grab the Suez, you can hold off the iron users), but is basically reduced to using war chariots as primary weapon unless it can smash Ethiopia (not much of a struggle. Noticed iron in the Sahara at about 1000AD... doh!

Playing a WW1 game on multi, so not gonna be able to try stuff out for a while.

Aeon221
Sep 15, 2004, 10:07 AM
Call the American horses mustangs. I think that was what some of them were called.

Rhye
Sep 15, 2004, 11:05 AM
Aeon are you playing with 2.62?

btw, I don't know if you've ever noticed that this summer the site was made, and the strategy page was filled with some civ-specific strats. I wonder if you want to write some of them

KingOfCiv
Sep 15, 2004, 12:39 PM
Rhye, are you going to be fixing the mod? Im not sure about horses and stuff? I guess another version coming soon..lol?

KOC

Rhye
Sep 15, 2004, 01:28 PM
No, that is a very minor thing and I'm not convinced.

I want some feedback on the 2.62. I want to know if you experience faster loadings in industrial and modern, and if you like barbarian units placement and variety.

Then, the following step is revealing the 31 UUs of the add-on :)

KingOfCiv
Sep 15, 2004, 02:23 PM
Your not convinced of what?? The horses are defenitly wrong.(But it does make sense to have them as future horses!) Just wanted to know if you meant them to be orginal horses or future horses? If you meant them to be original horses then you need to fix it to make it the way you wanted.

Thanks for everything you do for us!!

KOC

Rhye
Sep 15, 2004, 03:58 PM
no, wait, you didn't understand.

I thank you very much on the info on the English horse, that was a mistake, and I already uploaded a fixed 2.62 this morning.
The thing about I'm still not convinced is renaming the American horses to something else rather than horses, and that is not in the fixed patch.

KingOfCiv
Sep 15, 2004, 07:11 PM
Thanks! Rhye, I noticed your new patch version 2.62_B was about 500k bigger. So what else did you add or change?

KOC

Gunner
Sep 15, 2004, 07:29 PM
Rhye, I'm playing on Emperor, which I thought you said was the recommended level. And its not *that* easy, I'm only one tech ahead usually from portugal.

About the galleys, being seafaring makes it so that chaces are you can survive one turn on a sea square, thats how I made it from england to iceland. You might want to add an ocean square somehow so that it has to end its turn on one of them.

Rhye
Sep 15, 2004, 08:25 PM
Thanks! Rhye, I noticed your new patch version 2.62_B was about 500k bigger. So what else did you add or change?

KOC


I changed the Oromo Horseman folder, as it was still "Shifta" and it may cause problems when I add the Shifta in the Xpack.
Nothing changes to the user, it's just an optimization, useful for me.

Rhye
Sep 15, 2004, 08:33 PM
Rhye, I'm playing on Emperor, which I thought you said was the recommended level. And its not *that* easy, I'm only one tech ahead usually from portugal.

About the galleys, being seafaring makes it so that chaces are you can survive one turn on a sea square, thats how I made it from england to iceland. You might want to add an ocean square somehow so that it has to end its turn on one of them.

Thank you very much, I didn't know that seafaring civs have less chances of sinking.


I have changed it now.

Tomorrow I'll post the lastest version, and the whole mod (72MB now) divided in four parts of 15-20MB each, for those who have lost some updates.

Sword_Of_Geddon
Sep 15, 2004, 11:40 PM
How the heck do you get rid of the loading times? My mod slows to a crawl on a large(The biggest size) map in the Industrial Age.

KingOfCiv
Sep 16, 2004, 12:53 AM
Rhye,

If I have the 2.62C version do I still need to download tommorrow the new version?

KOC

PS..Was thinking is would maybe nice to rename it 2.65 version now. :goodjob:

Rhye
Sep 16, 2004, 05:01 AM
Rhye,

If I have the 2.62C version do I still need to download tommorrow the new version?

KOC



No.

There's no need to rename it, as only 3-4 people seem to have downloaded the A or B by now.

Rhye
Sep 16, 2004, 05:13 AM
How the heck do you get rid of the loading times? My mod slows to a crawl on a large(The biggest size) map in the Industrial Age.

Strange, your mod has random maps only, right?
A random 160x160 with 16 civs should not be that slow. Earth maps are instead very, very slow.

Rhye
Sep 16, 2004, 06:24 AM
OK. The site is now updated, and thanks to Thunderfall, I have now new space for the whole pack (now divided in 4 parts: who was left behind now can update!) and for the Xpack.
Instead, rhyesciv.uw.hu seems still very slow, for unknown reasons. But I managed to update the site anyway.

Asclepius
Sep 16, 2004, 07:02 AM
Rhye, have you seen this unit yet?
http://forums.civfanatics.com/showthread.php?t=99884&page=1&pp=20

I thought it might be useful for your x-pack?

Rhye
Sep 16, 2004, 07:24 AM
yes I've seen it. For now I don't think I'll need it, as both Zulu and Ethiopia already