1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. Photobucket has changed its policy concerning hotlinking images and now requires an account with a $399.00 annual fee to allow hotlink. More information is available at: this link.
    Dismiss Notice
  3. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  4. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  5. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  6. Dismiss Notice
  7. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

Clashing of Empires - A standard map version of Rhye's Civilization Expanded

Discussion in 'Civ3 - Completed Modpacks' started by V. Soma, Feb 3, 2005.

  1. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    ...African attacking UUs, Mesoamerican first UUs wil be able to build roads:
    maybe AI will build roads through jungles... :)
     
  2. s3d

    s3d Chieftain

    Joined:
    Dec 27, 2001
    Messages:
    236
    Forts are usually very slow to build. If AI is not building forts , is it possible to make building fort faster ? (may be reduce it's defence proportionally)
     
  3. Enkidu_Warrior

    Enkidu_Warrior Shaman

    Joined:
    Nov 28, 2004
    Messages:
    310
    Location:
    Australia
    actually, the ROCX mod uses faster building times for fortifications and such, already... or do you mean faster still?

    EW
     
  4. s3d

    s3d Chieftain

    Joined:
    Dec 27, 2001
    Messages:
    236
    Yep faster. Human can spend 5 or 6 turns building fort. I'm not sure AI have enough patience. Have never seen AI building fort. (And built only it once myself)
     
  5. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    Hi!

    I am to present the new BETA, version 3, is up - in the opening post...
    I wish happy test games to everyone! :)

    Now finally units are upgrading smoothly
    (I did not check everything in tests, though).

    I set ancient settler pop cost to 2, while shiled cost remained very high.
    It resulted in the effect I hoped for: ANCIENT WARS in the Mediterranean! :)

    Ancient Age is now about 170-180 turns long,
    and I set back the whole game to be 400 turns - as in RoCX...

    In the next post I will give you the list of the UUs,
    they are changed a bit, I hope the table will tell everything!

    About forts:
    Good question, it would be good to have forts in about 3-4 turns...
     
  6. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    Uniqe Units:
     

    Attached Files:

  7. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    continued...
     

    Attached Files:

  8. Rhye

    Rhye 's and Fall creator

    Joined:
    May 23, 2001
    Messages:
    9,468
    Location:
    Japan / South America
    soma, I can't play it but I can give you a feedback based on a quick peep by the editor.

    here's 2 things to improve imo:

    -the shape of the coasts
    -aren't too many barbarian camps in Europe??
     
  9. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary

    Hm, how to alter the shape of the coasts when I want to have the kind of tile as is? If it is a plain, it is a plain... :) Or you mean I could swap Tile A with Tile B next to each other so the shore would look nicer?

    Barbs:
    No, you need that many in Europe, I guess,
    so that the Celts get their 2-3 cities on the northern part of the continent,
    also this way Scandinavia gets a city close to Roman border near the Carpathes.
    The many barbs force Rome to settle really in the Mediterranean first (and Pannonia).
    The barbs are also good to slow down the development of Rome somewhat...
    (many of them disappear after city settlements through attacks...)
     
  10. s3d

    s3d Chieftain

    Joined:
    Dec 27, 2001
    Messages:
    236
    Here is my impression:
    1. Carfage is not expanding into Iberia agian (afraid barbarians ?)
    Trying to expaind into Aegept instead. Rome break through barbarians and get into Iberia first.
    2. May be Rome shouldn't have birems. It is able to defeat Carfage at the sea, and completly dominate the land.
    3. Most of civs completly isolated. Some by barbarians,
    and some (India for example) by mountains/jungles.
    No contacts => no wars, no tech exchange
    There should be probably some gateways connecting civs into "chain", so each civ have contacts with it neighboors.

    just my 2 oboloi
     
  11. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    Glad to see you are testing! :)

    Now, please run 2-3 more tests of the Ancient Age,
    to see if it is always Rome getting Iberia!

    Carthage getting Egypt? Well, might be, is that a big problem? :)
    In my test yesterday Carthage got into the southern part of Greece...

    OK, I will delete the Roman starting bireme!

    Yes, I think India is too much isolated. Originally it was in their defence,
    so that Babylon would not get into their land with cities,
    but now I see this means denying their chance to meet
    and develop through tech trade.
    So the desert btw the two will have some passage...
     
  12. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    to s3d: ...and, please, report on the ancient wars :)
     
  13. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    Can you specify exactly what coastline should be more "realstic"?

    Anybody else can also give suggestions...
     
  14. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    well, i will run new tests, with some changes
    (I list them so you can have the same changes in the editor to follow me!)

    1.
    Change some tiles in the map in the desert btw Babylon and India from desrt to plain
    - passage btw the two nations
    (so that the two should meet)

    2.
    GIve Mongolian mangudai and keshik UUs "ignore desert"
    (so that maybe Mongols go to the south and meet with India)

    3.
    delete Roman starting bireme from map
    (so that it would be more difficult for them to get to Iberia)

    maybe a stronger barb /pike/ should be put as barb defense into the Pireneus?

    4.
    The remaining 2 carthagian biremes will have stronger stats: 2/2/1...
    (so that Carthage would rule the seas...)
     
  15. Enkidu_Warrior

    Enkidu_Warrior Shaman

    Joined:
    Nov 28, 2004
    Messages:
    310
    Location:
    Australia
    i agree with the idea of making building fortifications faster. it also occurs to me that you could leverage this to create more variety in your UU special abilities. for example, longbowmen could build forts, but have worker speed of 150%...

    still havent had time to play-test the mod... sorry... soon i hope

    EW
     
  16. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    1.
    No change.
    It lets Asians sneak through to Arabia and settle there. Arrgh...
    So a thin but unpassable chain of plateaus and deserts remain
    btw India and Babylon.

    2.
    Did not have to - they already ignore desert! :)

    3. and 4.
    Good effect - Carthage rules the Mediterranean Sea and settles into Iberia!

    I put extra strong barbs into the Pireneus:
    The original immortal unit got spear graphics and 2/41 stat, and is immbile.
    This I put as barbarian units...
    It is a tough but not unbreakable barrier for the Romans...
     
  17. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    Two other things:

    1.
    The tiles in Pannonia were too good a land - I changed it so that after settling, only one bonus grassland remains to work,
    others are poor hills and simple plains.

    2.
    TIME

    The turn/year system in BETA v3 is messed up, sorry :(
    (400 turns are not enough...)

    The game needs more turns, I try now with 450,
    in the following breakdown:

    14 turns 75 year/turn - until BC 2950
    38 turns 25 year/turn - until BC 2000
    128 turns 20 year/turn - until 560
    60 turns 12 year/turn - until 1280
    52 turns 8 year/turn - until 1696
    44 turns 4 year/turn - until 1872
    64 turns 2 year/turn - until 2000
    50 turns 1 year/turn - until 2050, the end
     
  18. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    I spent some time with thinking about this time scale, and have a new scale:

    12 turns 100 y/t until BC 2800
    163 turns 20 y/t - 460
    70 turns 12 y/t - 1300
    20 turns 10 y/t - 1500
    25 turns 8 y/t - 1700
    50 turns 4 y/t - 1900
    50 turns 2 y/t - 2000
    50 turns 1 y/t - 2050

    a total of 440 turns
     
  19. Rhye

    Rhye 's and Fall creator

    Joined:
    May 23, 2001
    Messages:
    9,468
    Location:
    Japan / South America
    I mean try to tweak with plain/grassland combination in order to make the shape of the coasts more similar to real maps.
     
  20. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,432
    Location:
    Hungary
    OK, I myself thought of the same "switches" of plain/grasslands when I read your post about coastlines...
     

Share This Page