Questions & Answers

I think it is a function of having three sub-forums and eight stickied topics. The download link isn't as obvious as it might otherwise be.
 
I think there's actually no way to simulate the kind of strategy real-life naval fights require in CIV, even non-RFC BTS. If you ever played one of these games: Red Alert 2, Red Alert 3, Warcraft II, , Rise of Nations or Wacraft III: Frozen Throne, You'll see how naval fights in RTSes are much more realistic. However, in turn-based-strategy games it's very hard to simulate realistic naval combats that require strategy in order to win.
Have you ever been in a naval fight? How is an elf vs. orc fight in warcraft 2 in any way like the real-life galleon battles between france, spain, and england in the age of exploration?

Real life wind-powered naval battles depended on wind, teamwork, and intuition, all of which are beyond the modeling capabilities of the current generation of game-systems.
 
Is there a city name map? I know where the plots are in Python, but it's so jumbled I can't read it.
 
I didn't mean it was realistic, I was talking about the strategy required, that is, the ships aren't: ship A 8 str, ship B 6 str but +50% against ship A, ship C 4 str but +100% against ship B. The ships are more unique, each with it's own strengths and weaknesses. Plus, the ability to attack buildings adds a lot of strategic value to war ships, unlike CIV where they can only blockade and bombard, which are both useful but not as much.
 
Is there a city name map? I know where the plots are in Python, but it's so jumbled I can't read it.

Ya i'm intrested in finding out if is a city name map, does someone where we could find one? ::mischief:
 
Yes there is, but it's pretty hard to understand, and maybe it's what you're talking about that's too "Jumbled". Try opening Mods / Rhye's and Fall of Civilization / Assets / Python / CityNameManager. Now scroll a little down past all the "i*CIVNAME*" things and you should see many "-1"'s. that's basically the map. Scroll a little to the right and you'll eventually see some city names, they should be Egypt's but if you scrolled down too much they should be someone else's, it really doesn't matter. I know they're all messed up but if you find the capital's name, or a name of a city that's only available on 1 spot and you know where that spot is. Then, try to imagine each " " thing is a tile, and it shouldn't be too hard to see which cities are where.
 
True. It's easy to do things horizontally, but one you go halfway right on Civs like England, France, Spain, Rome, America, ect., I can't tell what the tile to the north or south is.

For ex: I often see Arabia get the Conquerer event first (It's really cool). But they don't change the city names. So I wanted to be able to change tile names like the Mexico City plot, the New York plot, and some others in the New World. Hopefully somebody will do this in the next patch (*Hint-Hint Wink-Wink*)... but I know they are busy. So I am hoping for an Alt History mod that changes place names like this for me.
 
What would disabling certain victories "officially" do to the AI? I haven't played generic BTS for a while but would it make the AI not go for space race every single time if you disable it, and try going for mass media sooner for a diplo victory or accumulate more culture?
 
The AI only goes for Space Victory from my experience. Certain leaders do occasionally try another victory, but in RFC leaders change so I think disabling Space Victory is a bad idea.
 
Thats the point, I can't disbale certain victories on RFC, either its my game, laptop or the mod itself. Plus anyone who wants to be militaristic on RFC be Germany!! just don't make America your vassal if it has the great depression civic! Also for the expansion rating you have to constantly expand, as I had the largest empire in the world but I only had a two star on expansion!!
 
you must edit the .ini file in the mod's directory to allow custom games. Then you can start a custom game with the options you want.
 
you must edit the .ini file in the mod's directory to allow custom games. Then you can start a custom game with the options you want.

ok thanks i'll try to find where the .ini files are, cheers
 
I wanted to ask if there's a list some where of specific units in Rhye's and fall that look different depending on the civilization or culture group. Like take for instance the Asian chariot it looks different then all the other chariots (that look alike except the war chariot). Or the mesoamerican knight it looks different than a middle eastern knight.

I know this might sound confusing but if you understand what I'm saying and know where I can find it I'll sure appreciate it.
 
Thanks blizz very helpful :goodjob:

New question I'm attempting to achieve the viking uhv and I like to play games as realistically as possible.

If I wanted to build a city in Iceland (or Greenland) would it count as a city in America?
 
Real life wind-powered naval battles depended on wind, teamwork, and intuition, all of which are beyond the modeling capabilities of the current generation of game-systems.
Try to play "Wooden Ships and Iron Men" an old Pc game from the 90's, you may get positively surprised. :)

However I do agree that navy could be improved in CIV... but in a way that the AI can manage as well.
Make it too complex and the AI will be never able to use it effectively.
 
Hi everyone, im new to this forum.
I want to thank Mr. Rhye for creating this wonderful mod.:goodjob:
I just have one question...:confused:
I downloaded the warlords version and loaded the mod, the game starts, I choose a civ, wait for the autoplay turns, then my civ is born, but when I click on the settler, the game crashes...I've tried to fix it by deleting the custom assets and doing other stuff, but still the same...my civ warlords is ver 2.08...
I really need help...:sad:
 
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