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#1 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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Rhye's and Fall of the Classical World
![]() Welcome to RFC Classical World, an RFC mod set in eurasia/north africa in the classical age (300BC-850AD), featuring almost 50 playable civs including the Ptolemys, Seleucids, Kushans, Parthians, Sassanids, 6 Indian dynasties, 4 Chinese dynasties, Romans, Byzantines, Axumites and even Khazars, Visigoths, Ostrogoths and Vandals. Rise and fall, plague, stability, mercenaries and piety are all included, as are custom corporations, new religions and historic barbarian spawns. Also new tech tree, civics and units and a few completely new features like an expanded slavery system and some fun new things to do with spies. For those that aren't familiar with Rhye's and Fall mods, they feature dynamic settings in which new civilizations appear at appropriate times and places and also sometimes collapse into civil war and disappear. If the human player picks a civilization that is not on the map at the start of the scenario, the AIs play against each other until the the human player's appointed time arrives. The AI is also coded to settle cities in specific historical locations and new cities, both human and AI, are automatically given accurate historical names. The mod is now getting reasonably close to a beta and development is going well. Roughly the first half, from the starting civs up to about 100-200AD, is very playable and mostly bug free. It is also extremely stable. We have about half a dozen people involved in testing and there are no mystery crashes. Note that the map is very large though and the initial loading can sometimes take long enough to make you think its frozen and sometimes it will take up to a minute to get past certain auto-play turns, but only occasionally. The mod is available as a regular download or via svn, a system that enables incremental updates to be carried out and distributed without having to re-download the whole mod each time. Its not hard to set up and there is a link below to a post that provides instructions on how to do that. thanks to: Rhye, embryodead, Leoreth, Asaf, The_J, Bakuel, ambrox62, merijn_v1, cybrxkhan, The_Capo, cfkane, Amra, charle88, pencilgod, supercheese, Methyl_Orange, PW90, Aranor, zenspiderz, rrosen, Wessel_V1, Tigranes, Civciv5, civ-addicted, Black_Whole, DC123456789, Cetrix, Red_Boxer, 2phunkey4u, thrash4ever, Crossphazer and others. regular download here. (current as of 10 may) svn repository here. learn how to use SVN (its easy and free) here. Last edited by srpt; May 10, 2013 at 11:17 AM. |
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#2 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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Screenshots
The Antigonids and Seleucids, two of the three successor states of the fragmented empire of Alexander featured in the mod, battle for control of the Levant in the very early game.
Spoiler:
The Satavahanas, a dynasty that ruled central India in the mid-Classical period, prepare to defend their capital from an invasion by the Kingdom of Kalinka. Spoiler:
Armenia wins a Unique Historical Victory, having conquered Syria, been the first civilization to convert to Christianity and having not lost any cities. Spoiler:
The Victory Screen, showing the Mauryans Unique Historical Victory goals Spoiler:
An overview of the map. Spoiler:
The Stability Advisor, attached to the Financial Advisor screen Spoiler:
Civics Spoiler:
and finally the Tech Tree Spoiler:
Last edited by srpt; Mar 17, 2013 at 12:19 PM. |
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#3 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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Here is a copy of the "readme" file from the mod, describing many special features and changes from regular CivIV and RFC
Spoiler:
and this is a checklist we are using to keep track of which Unique Historical Victories are checking properly and are possible but challenging. Spoiler:
Last edited by srpt; May 15, 2013 at 05:36 PM. |
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#4 |
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Chieftain
Join Date: Jan 2011
Posts: 8
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Seems great, but i get "memory cannot be read" error when [RFC Classical World] init XML(ucached)
Last edited by EoJl; Dec 13, 2011 at 11:52 PM. |
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#5 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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anyone else getting that error? I've never seen that one.
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#6 |
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Bhaalspawn
Join Date: Aug 2011
Location: Saskatchewan
Posts: 1,695
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I didn't see that one either. Then again, I'm not on the SVN.
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Armorica in TerraNES Lesa in End of Empires Bleeding Hollow Clan, Part of the Orcish Horde in Orcs and Humans Troy in NinNES I |
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#7 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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theres no SVN. I'm working out a couple of bugs relating to mercenary hiring and then I'll put a new version with better leaderheads and some more UUs on GameFront.
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#8 |
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Chieftain
Join Date: Jan 2011
Posts: 55
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I love this modmod. Definitely going to play it for a while
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My Civ history: ---> + + + + --->
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#9 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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thanks for the support. I should have a new version up later today with proper leaderheads, some wonders, more barbs and more UUs. still can't figure out why the starting civs can't hire mercenaries.
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#10 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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here's a better version:
http://www.gamefront.com/files/21081...sical+World.7z the mercenary hiring bug is solved, the leaderheads are better, more barbs and riseandfall works. no wonders yet. please let me know if you have any problems or have any ideas for the mod. thanks. Last edited by srpt; Dec 13, 2011 at 12:06 PM. |
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#11 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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I'm happy that 11 people have downloaded this. Thank you for the interest. I will post a new version soon, probably this weekend. I have made better settle maps (in the posted version all civs share 1 map), added some wonders (both already built and buildable), more barbs in different regions and some more unique units. I will put the new version up when I have at least UUs and UBs for the all civs I intend to be playable, which is about 2/3s of them.
Many thanks to embryodead for his help. Major changes I'm planning or considering are: make the Jin respawn of the Han and the Chalukyans a respawn of the Satavahas, then add the Jouan Jouan or Gokturks and Kanem. Also formalize the "small trading civs" thing (Saba, Ghana), modding their AI to always trade resources for money (or in some cases specific deals, like salt-for-gold across the shahara). I'm also trying to figure a way to allow medditerranean civs to trade for tin and amber in the north sea and baltic, if necessary by adding small trading civs there. I have 2 weeks off for Christmas starting tomorrow and 90% of my family are safely 1000s of miles away so I'm hoping to get a lot done in this time. |
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#12 |
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Grand Emperor
Join Date: Aug 2011
Location: Belgium
Posts: 1,435
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This is an interesting project.
![]() But is it normal that there are very much things that are purple,which means the art is missing. Some leaders have a name that reads:TXT_LEADER_LEADER,or something like that. Flags are wrong,much art is missing... Leader name is "Ghana" and civ name is "Ghana Empire". ... But maybe because this project is in development. Some civs have no leader art which causes the game to crash when I try to select them in the scenario. Samaratungga has the wrong button,I attached the correct button here.
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This signature is just a construction project, it needs to be finished Last edited by Civciv5; Dec 17, 2011 at 05:05 AM. |
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#13 |
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Chieftain
Join Date: Dec 2011
Location: The Land of Ice And Fire
Posts: 5
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I like where this mod is going and I'd love to see the finished product but I have a few ideas.
*For Rome make the third UHV Constantinople OR Rome, but make it very hard to keep Rome. If Rome manages to keep the Empire intact they will lose the 3rd UHV due to Rome being stronger than Constantinople. *Change the name of Greco-Baktria to just Baktria. I doubt they called themselves that and it's a little wordy. Their UHV's are fine but I don't think it represents their immense wealth enough. Perhaps change it to "Amass 5,000 gold by 29 AD" or "Be the weathiest civ in 29 AD". *Sassanids founding Islam is a bit odd, perhaps make their third UHV "Spread state religion to x%" or something like that. Zoroastrian or Islam would be nice candidates. *Gupta Longbowman can be named "Patiyodha" or just Longbowmen. Yuezhi Riders can be called "Baexdzhyn" or just "Riders". A city attack bonus would fit them. *I'm not too sure about the Baktrian UU. There's a few choices here for a famous unit of theirs but a peasant isn't really what comes to mind for me. I usually think of "Hetairoi Kataphraktoi" or Companion Cataphracts. http://europabarbarorum.com/factions_baktria_units.html Tis a good page for inspiration, heck that entire site is your time period. I think my suggested UU's would get a strength bonus of 2(possibly with a building cost penalty) or something similar. *Same for the Ptolemys. I think something like a Galatian Mercenary fits better. They were Celtic mercenaries who were famous in the Egyptian army at the time, the Ptolemys even settled them into the Fayum(sic?) in such numbers that even today people in that area are paler than others in Egypt. It would be an Infantry unit with a bonus against melee and horse units. For UP's I have a few ideas, don't know if you have any planned but here I go. Rome:Pax Romana: +1 Stability for cities out of core area. Carthage:Mercenaries:Free Upkeep for 5 units, halved Mercenary cost Baktria:Baktrian Hoard:All Specialists give +1 or 2 gold(or something like that) Ptolemys: Canals:River Tiles give +1 gold and can pass boats through forts(They built the original Canal through the nile, can be represented by a fort where Africa meets Sinai) Arab: Fervor:Conquered cities gain a temple of your state religion(same as vanilla) Srivijayan:Seafaring:Water Tiles +1 Production? Last edited by Olafmikli; Dec 17, 2011 at 01:36 PM. |
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#14 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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Thanks for the ideas.
@Olakmikli Rome: my idea was to make the 3rd Roman UHV about Constatinople, like making it the biggest and most cultural city in the world in 700AD or so, making it a good strategy for the human player to move his capital there, but have the first UHV be about Rome so it doesn't happen too early. The middle UHV would be the empire. Bactria: yeah I just said Greco-Bactria for clarity's sake. That wealth UHV sounds great. I was going to give them the religious tolerance UP. Sassanids: yeah I don't know why I wrote the founding Islam thing. Gupta and Kushan UUs: thank you for those names, they're in. Bactrian UU: totally fictional, I made it up. I couldn't find any info on their armies and I wanted them to have a horse archer counter. Ptolemaic UU: I just grabbed something convenient. Your idea is probably better. Can you give me some details/suggestions on the Galatians? All your UP ideas are good and I had some of the same ones planned. I guess you didn't know all civs can pass boats through forts? as long as they're in your culture you can. There is a pre-placed fort at the canal spot to ensure mediterranean contact with the indian ocean. @Civciv thanks for making the Sarmatungga LH, he's great, and thanks for the button. for the art, copy the 2 pakked art files from SoI. hopefully that will fix the crash too. yes I have some text to finish. thanks again for the interest, more coming soon. Last edited by srpt; Dec 17, 2011 at 07:20 PM. |
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#15 |
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Chieftain
Join Date: Dec 2011
Location: The Land of Ice And Fire
Posts: 5
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For Galatikoi Kleurochoi(a Kleuroch was a plot of land given to them, so they could just b e Galatikoi)
Spoiler:
Considering their excellent training they should have some sort of withdrawal bonus maybe? High Withdrawal+Higher City Attack is a great combo. For the Bactrian Companions. (Hetairoi Kataphraktoi) Spoiler:
Considering the sheer amount of armor these dudes have I'd give them a bonus against horse archers and archers and a general strength bonus of one with a penalty of more hammers to build them or a higher upkeep(which shouldn't be too much of a problem for a well handled Baktrian economy) For their non unique unit skins I find Europa Barabarorum to be a great unit source for you as they have historically accurate representations for the era. http://europabarbarorum.com/factions_baktria_units.html I don't know your exact unit so I'll use Civ 4 units Spearmen:http://europabarbarorum.com/i/units/...i_hoplitai.gif Axemen:http://europabarbarorum.com/i/units/...a_kof.gif(They carry axes but also Javelins) Pikemen:http://europabarbarorum.com/i/units/...ezhetairoi.gif Macemen:http://europabarbarorum.com/i/units/...eek_nobles.gif Skirmisher:http://europabarbarorum.com/i/units/..._peltastai.gif Heavy Skirmisher:http://europabarbarorum.com/i/units/...heraspidai.gif Light Cavalry: http://europabarbarorum.com/i/units/...oi_hippeis.gif Cavalry:http://europabarbarorum.com/i/units/...n_early_bg.gif Cataphract without UU:http://europabarbarorum.com/i/units/...taphraktoi.gif Hetairoi Kataphraktoi:http://europabarbarorum.com/i/units/...taphraktoi.gif Horse Archer:http://europabarbarorum.com/i/units/...ot-archers.gif on horses. Heavy Horse Archer:http://europabarbarorum.com/i/units/...oi_hippeis.gif Elephant: http://europabarbarorum.com/i/units/...n_elephant.gif Heavy Elephant: http://europabarbarorum.com/i/units/...nt_armored.gif So you were saying you had no idea about a Baktrian military? B) Oh and here is a Yuezhi UU http://europabarbarorum.com/i/units/...ot-archers.gif You can get a lot of influence for their units from http://europabarbarorum.com/factions_saka_units.html as the Saka were their immediate predecessors. Dunno if they used Cataphracts but they probably did as Central asia is where Cataphracts came from. For the Ptolemys, Seleucids, Romans, and others you want represented you can ask your skinners to draw inspiration from http://europabarbarorum.com/factions.html that list. It also has full histories on each civilization in that mod, though of course in it's present state only a few of them will be represented unless you decide to focus solely on that area. Edit: Here is some art http://europabarbarorum.com/p/art/EB...le_hoplite.jpg Baktrian Hoplites(Macemen) http://i285.photobucket.com/albums/l..._screen_33.png Galatikoi and Ptolemy Heavy Infantry. http://i285.photobucket.com/albums/l..._screen_29.png Grivpanvar and Hetaroi Kataphraktoi Last edited by Olafmikli; Dec 17, 2011 at 11:44 PM. |
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#16 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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wow thanks for all that. I have never played that game or that mod but those guys did some great research. I have never made units myself so for the time being I will use the best I can find from others' work. In the long run I'm totally into making all the units as accurate and detailed as possible, so all help is appreciated.
Right now I'm focused on getting all the content/mechanics in and working and keeping it stable. I've had some success (and some confusion too) with the debug dll and found a couple of things that were causing crashes during autoplay, so I think I can get back to adding content. |
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#17 |
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Carpeing the Diems
Join Date: Aug 2009
Location: Suevia Superior
Posts: 681
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You can hardly manage to host all the files with attachment in civfanatics. I recommend Sourceforge, where i have no problems with size constraints, and you get an SVN repository as well, if you need it later.
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Rhye's and Fall of Asia - Live and change 4500 years of Asian history! Conquer India with the Indo-Greeks, prosper as Sri Vijaya and build the greatest Empire there ever been with Han China. v1.1 has been released. Get your copy before someone else does it! My other projects: Song Gaozong (Leaderhead) RFCA building pack (buildings, duh)more coming soon |
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#18 |
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Bhaalspawn
Join Date: Aug 2011
Location: Saskatchewan
Posts: 1,695
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__________________
Armorica in TerraNES Lesa in End of Empires Bleeding Hollow Clan, Part of the Orcish Horde in Orcs and Humans Troy in NinNES I |
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#19 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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New version here:
http://www.gamefront.com/files/21101...sical+World.7z didn't get much done on UUs but fixed a bunch of little things, added leaderheads and lots of barbs. the early civs are probably the best to try. edit: those barbs are a bit tough, these are more balanced I think. Last edited by srpt; Dec 21, 2011 at 07:56 AM. |
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#20 |
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Deist
Join Date: May 2010
Location: Toronto
Posts: 1,211
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these UHVs are not coded, but in terms of balance they are what I'm testing for with the first 9 playable civs:
Spoiler:
Last edited by srpt; Dec 22, 2011 at 10:07 AM. |
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