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View Poll Results: Rate this mod!
I can't play Civ without this: no more loading times! 203 66.56%
A good mod, but I won't play with it 54 17.70%
I don't like the map 13 4.26%
I don't like the terrain 9 2.95%
I don't like the additions 5 1.64%
I don't like the rules changes 21 6.89%
Voters: 305. You may not vote on this poll

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Old Jan 02, 2005, 12:06 PM   #5341
Rhye
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OK it seems I've answered everybody.

I'd like to thank Enkidu for his effort in helping newbies, and player1 fanatic for the feedback.
I have wrote them and I know there's much to be fixed, however I'll be very busy since now with real life studies.
So, no release date for the patch, but I'll make it, sooner or later.
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Old Jan 02, 2005, 12:09 PM   #5342
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Quote:
Originally Posted by Rhye
OK it seems I've answered everybody.

I'd like to thank Enkidu for his effort in helping newbies, and player1 fanatic for the feedback.
I have wrote them and I know there's much to be fixed, however I'll be very busy since now with real life studies.
So, no release date for the patch, but I'll make it, sooner or later.
Hi Rhye, welcome back.

Do you have an answer to my post #5332? It was just 3 minutes before your first post today, so maybe you have missed it.
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Old Jan 02, 2005, 12:43 PM   #5343
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Quote:
Originally Posted by Ramboost
Does anyone know whether it is possible to extent the 400 turn time limit on a game in progress? Or do I have to start a new game? Or can it be done at all?
I don't think it can be done, unless you edit the biq before starting a new game.
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Old Jan 02, 2005, 12:54 PM   #5344
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Quote:
Originally Posted by Rhye
OK it seems I've answered everybody.
Just checking have you seen feedback on Defense and Offense flag for some units?



P.S.
It's pity that some units, such as one mentioned Crossbowmen have no fortify animation. I hope that in some future someone would make better replacements.


By the way, I'm curios, how much is difficult to change a color contrast for some units?
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Old Jan 02, 2005, 03:33 PM   #5345
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Quote:
Originally Posted by Rhye
OK it seems I've answered everybody.

I'd like to thank Enkidu for his effort in helping newbies, and player1 fanatic for the feedback.
I have wrote them and I know there's much to be fixed, however I'll be very busy since now with real life studies.
So, no release date for the patch, but I'll make it, sooner or later.
thanks, rhye. all too happy to help.

if i can make one suggetion - it is probably worth adding my post with the screenshots (#5316) to a FAQ or readme, as this seems to be a common question.

EW

ps - welcome back
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Old Jan 02, 2005, 04:24 PM   #5346
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Hi, First time on Rhye's, and very excited to start playing it. Downloading as we speak. The website was very impressive, and left me convinced of the virtues of playing this mod over my former favorite, RaR.

I do a lot of PBEM games with my brother, and besides playing RoC myself, I'm interested in doing a game with him. I wonder if there is a .biq out there that someone has already made, for this type of game. I'm thinking it would probably have the following civs. Forgive me if it sounds like I'm trying to ruin the game before I even start playing it.

N. Amer. (located around Mexico)
S. Amer. (located around Peru)
Africa (located around Ethiopia)
Mediterranean (located around Rome)
Northern Europe (located around France or Germany)
Eastern Europe (located around Moscow)
Central Asia (located around China)
Southern Asia (located around India)

I know this is WAY historically lopsided toward the West, with 3 European civs, but the Eastern Europe one would be both Asian and European, sitting on the continental border. For the most part, it would be a clash of races and culture groups, rather than a game of civs per se. The stinking 8-player limit is the culprit, don't lynch me for the forced choice. But I would really like to try the RoC map and ruleset with my brother, and this is the best solution I can find. If there is another, I'd be happy to know about it.

Thanks
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Old Jan 02, 2005, 07:52 PM   #5347
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hi camber - my wife and i love to play hotseat games, and unfortunately it just doesnt work well with ROCX. the problems i alluded to in my earlier post about smaller maps and random maps apply when trying to play ROCX with only 8 civs - the map may be the same, but the balance is all thrown out. and it only gets worse if you change civs' start locations (which you probably will since you'll want to play civs that dont necessarily correspond with the 8 start locations you mentioned).

if anyone else has had better experiences with these kinds of experiments, i'd love to hear about them.

EW
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Old Jan 02, 2005, 08:47 PM   #5348
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@Enkidu_Warrior -- Have you kept up with all the changes on the spreadsheet? I've been travelling the lasts couple of weeks for the holidays and internet access has been spotty at best. Also do you know if you need to all the v2.68 files as well as the Exp Pack 1.21 and install both, or just the Exp files. I finally got the Conquests so I'm ready to lose the next few weeks of my life to the game!!!!!!!!
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Old Jan 02, 2005, 11:25 PM   #5349
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hi homer - welcome back

no, i'm afraid i havent updated the spreadsheet. i did find a few more mistakes, but since no one seemed interested in the spreadsheet at the time, i didnt announce them here. i'm afraid they're lost in time now... one that was memorable was that colonial infantry upgrade to marine, which is notable because it basically mitigates the need for a modern land category - those are just part of the balanced category. another is that legionaries should be in the balanced upgrade path, not defense!

regarding installation, yes you should update the full ROC, up to and including the latest patch (2.68) as well as the full expansion pack, up to and including the latest patch (1.21) - of course install the ROC first, and ROCX second, so you can overwrite files in order.

good luck - and let us know how you go. maybe you'll feel inspired enough to take on a strategy guide, eh?!

EW
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Old Jan 03, 2005, 12:24 AM   #5350
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Exclamation

Game crushed on the attempt to switch production from airport to carrier in the Seul. Crush is reproducable in the save file. For some reason can not attach file, so I've save file uploaded here :

http://cellagames.com/demo61/00.zip


Also qouple of questions /opinion:
I have 5+ minuts between turns in later the industrial /modern age - is it as it should be ? ( I'm asking because I suspect there is a problem with my harddrive not realted to civ3 )

Are there any work for forking RoC for smaller map/16 civs ?
The mod balance is great (I remeber the balance in the original civ3...), would it be too dificalt to rebalance in the similar manner for smaller map and lesser number of civ?
the things coming to mind are:
slower ships (50% for 130x130)
more expensive workers (less roads)
increase units upkeep - is it posssible with editopr ?
relativly more barbarin placements and more difficalt to pass terrains - more difficalt contacts between civs

and about original mod :
Is it possible to do something to prevent AI from keeping hordes of obsolete units - especially for underdeveloped civs in the industrial age ? I suspect they slower game considerably.
Anower slowing factor is the road network : destruction of the road in the one tile cause the game think for about a minute..So is it possible to force AI build less roads, only there it's realy nessecary?

Last edited by s3d; Jan 03, 2005 at 04:48 AM.
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Old Jan 03, 2005, 04:23 AM   #5351
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Need help with strategy N. or S. American civs

I was wondering if any have had any good experience playing any an North or South American civ (Inca, Maya, Aztec, Iroquis or America)?

I find it very difficult to maintain a high tech rate early in the game, and until the industrial age I seriously lack behind. The only way to keep up with the leadig civs on tech research is to trade 4 or 5 techs for MPP or aliances with a warmongering civ. But this forces me into a war that I am not always prepared for.

I really hope someone has some good strategy tips, as I am going absolutely CRAZY........and I am too stubborn to give up trying to win with an American civ;-)

Note: I do not play with cultural victory.

Edit: I just read the Inca strategy guide on Rhye's website. I guess early communication with non-american civs are very important, and after that it is trade, trade and trade those techs........

Last edited by Ramboost; Jan 03, 2005 at 04:50 AM.
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Old Jan 03, 2005, 05:23 AM   #5352
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Quote:
Originally Posted by player1 fanatic
Just checking have you seen feedback on Defense and Offense flag for some units?

By the way, I'm curios, how much is difficult to change a color contrast for some units?
Yes I was refering to that.
Changing the contrast only is quite simple (but quite boring, too).
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Old Jan 03, 2005, 05:30 AM   #5353
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Quote:
Originally Posted by s3d
Game crushed on the attempt to switch production from airport to carrier in the Seul. Crush is reproducable in the save file. For some reason can not attach file, so I've save file uploaded here :

http://cellagames.com/demo61/00.zip
Fixed! With the next patch you'll be able to continue your game.

I'm sorry about that, I really don't know the reason for the Japanese Carrier animation not working anymore. I've replaced it.



Quote:
Originally Posted by s3d
Also qouple of questions /opinion:
I have 5+ minuts between turns in later the industrial /modern age - is it as it should be ? ( I'm asking because I suspect there is a problem with my harddrive not realted to civ3 )
In my commputer it is about 2 minutes.
RoCX is a bit slower than RoC for some unknown reasons. However, nothing compared to 20, 40+ minutes of any other game set in the Earth map.

Quote:
Originally Posted by s3d
Are there any work for forking RoC for smaller map/16 civs ?
The mod balance is great (I remeber the balance in the original civ3...), would it be too dificalt to rebalance in the similar manner for smaller map and lesser number of civ?
the things coming to mind are:
slower ships (50% for 130x130)
more expensive workers (less roads)
increase units upkeep - is it posssible with editopr ?
relativly more barbarin placements and more difficalt to pass terrains - more difficalt contacts between civs
My 134x130 map was made for a 16-civs game with vanilla. And it was left there, in the maps forum.
Well, if someone wants to take the job of updating the map with the missing reasources and importing and adapting ROCX rules....



Quote:
Originally Posted by s3d
and about original mod :
Is it possible to do something to prevent AI from keeping hordes of obsolete units - especially for underdeveloped civs in the industrial age ? I suspect they slower game considerably.

No. I've lowered the upgrade cost, but the AI doesn't seem to care.
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Old Jan 03, 2005, 05:33 AM   #5354
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Quote:
Originally Posted by Enkidu_Warrior
hi camber - my wife and i love to play hotseat games, and unfortunately it just doesnt work well with ROCX. the problems i alluded to in my earlier post about smaller maps and random maps apply when trying to play ROCX with only 8 civs - the map may be the same, but the balance is all thrown out. and it only gets worse if you change civs' start locations (which you probably will since you'll want to play civs that dont necessarily correspond with the 8 start locations you mentioned).

if anyone else has had better experiences with these kinds of experiments, i'd love to hear about them.

EW

Same here.
After I leave completely, if anybody wants to make a tiny Earth map for 8 civs and make it balanced...
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Old Jan 03, 2005, 06:13 AM   #5355
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Quote:
Originally Posted by Rhye
No. I've lowered the upgrade cost, but the AI doesn't seem to care.
Well, not all AI cities have barracks and AI knows to waste all thier money on buying the tech from the next best AI (leaving them broke for most time).

Not something that can be easily fixed, but personaly I think that low upgrade costs just favor human player too much.
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Old Jan 03, 2005, 06:36 AM   #5356
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Umm, just so you guys know, the reason I'm so inactive recently is that I have a major exam on Thursday which is making me both irritable and impatient (the phone would have driven me to suicide had it not stopped ringing after the first two rings) and busy. I'll be back to my normal hyperactivity at around Jan 18th (I have another major exam on the 16th which I'm not even 10% ready for, the second I get back from the current cause of distress on Thrusday I'm gonna start worrying myself over the next one. ><)
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Old Jan 03, 2005, 07:49 AM   #5357
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Quote:
Originally Posted by Blasphemous
Umm, just so you guys know, the reason I'm so inactive recently is that I have a major exam on Thursday which is making me both irritable and impatient (the phone would have driven me to suicide had it not stopped ringing after the first two rings) and busy. I'll be back to my normal hyperactivity at around Jan 18th (I have another major exam on the 16th which I'm not even 10% ready for, the second I get back from the current cause of distress on Thrusday I'm gonna start worrying myself over the next one. ><)
Me too. Until the 10th.

Quote:
Originally Posted by player1 fanatic
Well, not all AI cities have barracks and AI knows to waste all thier money on buying the tech from the next best AI (leaving them broke for most time).

Not something that can be easily fixed, but personaly I think that low upgrade costs just favor human player too much.
Interesting.
An evil idea comes in my mind....
I'll test it before revealing it.
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Old Jan 03, 2005, 09:30 AM   #5358
Haavards
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I don't know if this has been answered allready, but I find it impossible to look through 268 pages for the info

Is it possible to play this MOD in Multiplayer? Me and a friend is planning to play this scenario in the coming days, but as far as I can remember Multiplayer only support 8 players, including computers?

Hope you can answer!
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Old Jan 03, 2005, 10:01 AM   #5359
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Haavards, the question is awnsered 4 posts ago
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Old Jan 03, 2005, 10:36 AM   #5360
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Quote:
Originally Posted by Enkidu_Warrior
hi homer - welcome back

no, i'm afraid i havent updated the spreadsheet. i did find a few more mistakes, but since no one seemed interested in the spreadsheet at the time, i didnt announce them here. i'm afraid they're lost in time now... one that was memorable was that colonial infantry upgrade to marine, which is notable because it basically mitigates the need for a modern land category - those are just part of the balanced category. another is that legionaries should be in the balanced upgrade path, not defense!

regarding installation, yes you should update the full ROC, up to and including the latest patch (2.68) as well as the full expansion pack, up to and including the latest patch (1.21) - of course install the ROC first, and ROCX second, so you can overwrite files in order.

good luck - and let us know how you go. maybe you'll feel inspired enough to take on a strategy guide, eh?!

EW

I haven't played civ3 in over a year, and never Conquests or this mod and you want me to write a Strategy Guide Sure, I could do one. since I have no idea who I want to be, any suggestions???????
thanks for the install tips. I should start a game today/tonite.
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Old Jan 03, 2005, 12:07 PM   #5361
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Rhye, regarding your idea of increasing upgrade costs or limiting upgrade capabilities, this is what I do (with old RoC 2.6 (or is it 2.3?)):

* Upgrade Cost=4 (shields are worth 4 gold, 4 gold to buy a shield, upgrade costs 4 ... they are all equal).
* Barracks are deleted (replaced with a defensive establishment -- Castle, which just gives defensive bonus). Need to change Civil Defense so barracks not required.
* Harbor: no vet naval units.
* Airport: no vet air units, but provides +50% tax.

* Palace, Forbidden Palace, Secret Police HQ, Sun Tzu's (produces Armies), Military Academy and The Pentagon all produce vet ground, sea & air units.

--
I haven't updated to the latest RoC because I mod it too much (e.g., no artillery units), and you keep updating the latest version
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Old Jan 03, 2005, 12:33 PM   #5362
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Hi all!

See the website!!
And tell me what do you think about it!!

Thx..
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Old Jan 03, 2005, 12:39 PM   #5363
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Jaybe, what allows you to upgrade units with this setup?
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Old Jan 03, 2005, 01:42 PM   #5364
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Hmmm...
You could always make Palace count as free Barracks in all cities, and then make Barracks unbuildable.

Of course, that would help human too, not too mention free healing and vets in all cities (kills some strategic depth).
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Old Jan 03, 2005, 02:33 PM   #5365
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Quote:
Originally Posted by habee
Hi all!

See the website!!
And tell me what do you think about it!!

Thx..

Very good! Expecially the scrolling news.
You included some mispells, too, but don't worry about that, I'll correct them.


by the way, update your signature, you're stuck with 2.4!!
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Old Jan 03, 2005, 02:37 PM   #5366
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Quote:
Originally Posted by Jaybe
Rhye, regarding your idea of increasing upgrade costs or limiting upgrade capabilities, this is what I do (with old RoC 2.6 (or is it 2.3?)):

* Upgrade Cost=4 (shields are worth 4 gold, 4 gold to buy a shield, upgrade costs 4 ... they are all equal).
* Barracks are deleted (replaced with a defensive establishment -- Castle, which just gives defensive bonus). Need to change Civil Defense so barracks not required.
* Harbor: no vet naval units.
* Airport: no vet air units, but provides +50% tax.

* Palace, Forbidden Palace, Secret Police HQ, Sun Tzu's (produces Armies), Military Academy and The Pentagon all produce vet ground, sea & air units.
Well, my idea was the opposite: free upgrades, but high barracks upkeep.
In this way AI should be more willing to upgrade, while it spends less money on trade because of mandatory manteniance for barracks.
I have started a test game but I saw nothing better in particular. There are junks and galleys around everywhere, in 1700


--
Quote:
Originally Posted by Jaybe
I haven't updated to the latest RoC because I mod it too much (e.g., no artillery units), and you keep updating the latest version
Haven't you tried the Xpack?
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Old Jan 03, 2005, 02:44 PM   #5367
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Quote:
Originally Posted by homersheineken
I haven't played civ3 in over a year, and never Conquests or this mod and you want me to write a Strategy Guide Sure, I could do one. since I have no idea who I want to be, any suggestions???????
thanks for the install tips. I should start a game today/tonite.
If you want to write a guide, try one of the following: {Rome, Greece, Germany, Russia, China, Persia, Ottomans, Austria, Carthage, Netherlands, Byzantium}.
For those civs you only need to adapt the old RoC guide to RoCX
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Old Jan 03, 2005, 04:37 PM   #5368
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I didn't finished te site, but I work about 6-7 hour and I was tired. So now I play with the X-Pack. I have some new ideas with the site so don't change a lot of thing on it in this week or update the modification date corretly, thx...
Bye
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Old Jan 04, 2005, 01:20 AM   #5369
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Rhye, would it be possible to have a patch-file that upgrades the basic mod to latest from the phase that precedes it?
I mean, now: from 2.67 to 2.68... the 3MB is too big for a floppy...
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Old Jan 04, 2005, 02:42 AM   #5370
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it's simply the biq
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