Hi guys
I'm a longtime Warlords player of TR and was really happy when I suddenly discovered RI yesterday. I have a tendency to play CivIV on and off every few weeks so, so sometimes updates like this slip by me for a bit. Anyway, I have always liked it. Hurrah!
I do have a couple of questions! I play on a 32 bit OS for now, and while upgrading to 64 bit will definitely happen this year, it's not happening tomorrow, so therefore I obviously can't play huge maps, like the carefully constructed World Map. What I'd like to play on is a Standard size European (mainly Britain and the continent) map. I have no experience with map making, but I can learn absolutely anything given a little time. What I mostly worry about making a map is not the physical process of doing so, but proper resource balancing. If I decide to work on a standard size European map for RI, can I count on some feedback/general advice over resource placement? I know resources in RI are very different than in Vanilla, so I'd be going into pretty unknown territory there, at least for me
Yeah, we could help you. Actually, old TR map will probably get ported to RI as well - it might still be large-ish for your taste, but keep that in mind.
My other question is this: has the team considered adding any additional British leaders? I'm mostly looking in the direction of Medieval leaders, like a Saxon King, maybe Edward the Confessor or Alfred the Great? It's not like I don't like Victoria or Elizabeth, but I was looking for a little variety
(I primarily play the English, French, and Russians) And I would rather die than play Oliver Cromwell XD.
Irish eh?
Actually I was thinking of adding some new king for England, but due to one scenario we're working on now, it will probably be William the Conqueror instead or Richard the Lionhearted (yeah, I know, all Englishmen reading this have just cringed - but we need era-appropriate folks).
Also I was wondering if you would classify the Welsh as Celtic or English, in terms of adding a leader to represent them. I know that adding a leader is an aggravating amount of work, so I may fiddle around with this a bit myself, but I was just curious where you would represent them (I have always nurtured a not so secret desire to play Owain Glyndŵr in CivIV XD).
The guy might well make it in as a Welsh leader. Don't hold your breath just now, but...
The map for the European Scenario of WW2 is finally completed, with 24 players and hundreds of cities. Now starts the boring time as I have to set all cities buildings, resources and improvements. On huge map this can be a very long work, but I have time.
I have created all .dds files for the new leaders involved historically in WW2, but I cant see a place for them. Unpacking Art.FPK I saw most of .dds files are there but I really dont know if I can simply add and packing again, I dont believe. For the modders of RI, is it possible to add new leaders to the game to play the scenario? Is it possible also create new Civs and add them to the game? For the moment I'm using existing leaders and Civs, but real Civs and leaders would improve the scenario playability.
You don't HAVE to pack your assets. We do it just because we have so many of them. A couple of leaderpics won't hurt. And yes, a leader becomes selectable only when "assigned" to a civ. So you can add as many leaders as you like for your scenario, and they won't end up in regular RI games. My advice for you is to find existing leaders with satisfying personalities, copy them and change name/pic/traits.
Same with civs - you can't play WM minors in regular RI games; but you're just creating A LOT of work for yourself if you decide to make them.
QUOTE=Vertico;10337074]Hi RI Team
I mentioned recently some features programmed in Pie's Ancient Europe.
Some of them fulfil below's requests, so probably much less to code if you could benchmark some ready solutions...
Pie solved that in two ways:
firstly: power of animals has been raised in the ancient era - so only later bronze age units can counter wild animals
secondly: fog of war get dark again after few turns - so the map you struggled to reveal if not often refreshed, is gone dark again. Personally I would switch off this feature with discovery of special tech. ie: "cartography"[/QUOTE]
The first one won't really work for WM for example, as it is so packed with civs that animals almost don't spawn at all. The second approach is interesting (if likely quite annoying for players).
Probably the most smart solution I ever seen in mods to simulate concept of "mercenaries" was in Pie's mod, where every CIV has a special building (mercenary guild) available at given tech. which produce one special strategic unique resource ie: "greek mercenaries" are available for Greeks. These resources can be sold via diplomacy to the other civ. The civ which bought such resources and built another special building (mercenary post), can build special flavour units of the other civ connected to resources they bought, so for example with "greek mercenaries", Romans, can build "greek mercenary hoplites".
What is fun: apart of the 'mercenary resource' civ doesn't need to have any other resources (mercenaries came fully equipped), but in exchange every mercenary unit costs +1
The idea is not without its merit, but adding resources is always a pain, and we'll need a new one for EVERY civ out there. I am actually giving much thought to elegantly implementing mercenaries now, but I still don't see a satisfying solution.
Also here a very interesting system implemented in Pie's mod. Units can retreat being attacked, can desert changing side of the war or sometimes even the whole army can rebel becoming barbarians. Also cities sometimes surrender instead fighting to the bitter end, depending of "loyalty" of the defending units.
I'd have to see what it does for combat with my own eyes first. Also, RevDCM will probably change combat a lot on itself, if we implement it.
Poor me
I dled this excellent mod, tried to install it, figured out I needed to patch my game first because I wasn't up to the latest update, did that, installed, read up everything I could, prepared to jump into a custom game...hit the launch button....Civ encountered an error and needs to close...nooooo. Curses. Specs below, I know im using 32bit but it was a standard size map...additionally I know my ram is a little low but I was playing BtS just fine
http://pastebin.com/tVmYusAQ
detailed error that the crash dump gives me is here:
Blast it all, the text in the error report isn't selectable, meaning I can't copy and paste into pastebin. Additionally, the file it says it saves the report too doesn't exist...If you guys know how I could obtain this error, I'd post it here....along with a video....I really want to play this mod :/
Aw, don't panic. It's not the end of the world, it is just one stupid error. It is a weird bug that haunts us for quite a long while - mostly because we cannot reproduce it. It occurs only when trying custom games. To test if that's it, choose Play now! - it should work fine.
For getting rid of the bug, I can recommend trying to start a custom game with no options selected, all options selected or selecting random stuff. Once it goes away after you try something, it does not return.