Realms of Kylorin

I want to see this so badly but please give me a download mirror because mediafire banned us in China...

Help me out here. Can you recommend a reputable free file host site that doesn't ban access from China? If so, I would be happy to set up a mirror link!
 
WePlayCiv.com, now advertised frequently on ModCast, as Wouter runs the place, and ModCast works through the owner of the site... ;) They claim to have TONS of space. Maybe you can even guest-host again since they have been guest-free for a few months now :(
 
Help me out here. Can you recommend a reputable free file host site that doesn't ban access from China? If so, I would be happy to set up a mirror link!

By reputable you mean no ads or no waiting time? I would recommend Google Code if the download size will not exceed 100M, although that means the project has be be open source. I think filefront and atomicgamers are both fine too. In fact, only mediafire does that, they probably don't want to be too international.:)
 
Civ 4 + Sudoku? And I thought Civ 4 + RPG was weird (and fun!) enough...

Just downloaded, wanted to post here before I played it for the next hour or so.

EDIT: Just finished an easy game. Is there any way to disable the end-of-game menus that pop up? I mean, everything's one turn and there are no cities, so it's kind of pointless to have them...

I'd rather keep the fallout around until you build on the tile, as it is now.

Oh- and a minor nitpick. Epona's Kylorin's wife, not just his ally.
 
About disabling the many screens that pop up after a win or loss -- yes that is on the list! Still trying to figure out where the code for that is...

About controls -- well I can now re-map existing KB shortcut controls, but can't create new ones. The controlinfos.xml file contains things like CONTROL_BLAH_BLAH. Does anyone know where else those CONTROL designations are referenced? It isn't in the DLL is it? I need to be able to tell the mod what to do when the numbers 1-9 are pressed!

The other possibility would be to intercept the keystrokes in the Eventmanager.py file, sort of like the 360 degree map spinning controls do in regular FfH2. I'd like to avoid this, though!

About Epona -- oops. I really should read more lore!
 
Yes, Controls are listed out and given actions/help in the DLL. But those Hotkey XML tags exist in Assets/XML/Units/CIV4BuildInfos.xml as well. So if you just want the numbers to execute build orders, you can use those indications/files. But I guess if everything happens in one turn you must run these with python in some way. Though I was pretty sure that you could assign keyboard commands in SpellInfos as well.

EDIT: Not that Age of Ice has a spellinfos probably...
 
You are kidding! :lol: :eek:
 
The hotkeys are in.

Keys F1 through F9 have been re-mapped to make the different improvements.
F10 clears the tile of all improvements.
F11 still does the global zoom in and out.
F12 still accesses the Civilopedia.

I tried to use straight numbers, but the Civ Engine did not like that. Function keys it is then!

These will be in release 2!
 
That is awesome Lukefisk! I've downloaded and played it, its a great idea.
 
RoK has been patched to patch "A," which is available for download via the link in the first post of this thread.

Please see the second post for revision notes.

Enjoy!
 
Thanks! As a first time sudoku player, I've got some feedback:

1. Could we disable action button to build certain improvement when that improvement type already exist in one 3* 3 realm? Because I sometimes spend 10 seconds just to figure out which one left to build.
2. may be the rule explanation could be a bit more clear, because the first time I played I thought the constraint was no same improvement could be ADJACENT to one another.

As I said, these are from a first time sudoku player, and I'm still on easy level:)
 
Have you ever thought about a multiplayer mode where each player has his own unit and soduku grid? Turns would be simotaneous and players would be unable to travel onto other grids. The winning player is the player that solved his puzzle first.
 
Have you ever thought about a multiplayer mode where each player has his own unit and soduku grid? Turns would be simotaneous and players would be unable to travel onto other grids. The winning player is the player that solved his puzzle first.

I have thought about this actually! I could be fun. There are a few challenges to overcome to make this workable:

1. The map. This is easy, as it could just be side by side versions of what is in the SP game.
2. True simultaneous action. For the best effect, the actions and movements of both players should be instantly updated on the other player's screen. I never play MP, so I don't know if this is how it already works, but I was under the impression that MP is still turn based, and not like an RTS. In any case, competitive Sudoku would need to be built on an RTS model, not turn-based -- especially since the Relams of Kylorin typically takes place in a single turn.
3. Fairness. The fairest way to use puzzles would be for the two players to try to solve the same puzzle. That way they could even spy on each other's progress to try to get a leg up. (Or even salt their map with temporary fake "solves" to throw off such spying! ;) )
4. Content. The best way to manage this would be to generate random puzzles for each MP match, and have both players try to solve the same puzzle. I have found some python code that claims to generate Sudoku puzzles, but I'm not sure how good it is. I have a feeling that it may generate puzzles that do not have a unique solution. But I suppose that as long as both MP players are working the same puzzle, at least it creates no unfair advantage for one player or another. Anyway, I am still looking at this code sample and seeing if I can translate it into Civ style python.

In short, I like this idea and I think it is doable. Probably the type of thing I'd need help with, though, especially the MP aspect of it. (hint hint)
 
The secret of Civ4 is that its actually a RTS engine that Firaxis has gone through pains to lock down to a turn based game. I tookt he chains off once and all the enemy units started moving at the same time, it freaked me out!

It could be interesting to fog of war both maps from the other player and then give the player an ability to reveal a tile on the other players map. So they can see what the other player placed there. It may be right or wrong, but adds some strategy (especially since this ability could be limited) during play.
 
Maybe if you place a "beacon" tile you can see through the fog for that row/column on the other player's grid for 30 seconds, but you cannot change what you have in those rows for 2 minutes after placing the beacon. Then you have to remember what you saw if you intend to copy it.

Or, if there is some notification built in already for when you have the "right" answer on a tile, you could have any tile which you have placed correctly reveal the corresponding tile on your opponent, allowing you to have some indication of how far ahead/behind you are.



I am reasonably certain that the updates for simultaneous turns are nearly instantaneous. I know many avid MP players refer to the "click-fest" competitions to execute key actions before your opponent does at the start of each turn.
 
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