***UPDATED FILE v2.4
http://www.filefactory.com/file/b1275ah/n/v24_RFC_Irish_marathon.zip
This is not exactly a final release, but it has some alterations to spawns and the like made in reponse to suggestions from players. I have also retooled the problematic first UHV. I'm thinking that the next or final version should include stronger garrisons in the indy cities. I recognize the necessity of razing the british cities before the english spawn, but I'm not sure I like the idea that they all can be razed with the irish starting units. I also think that Eabhrac needs to be made barb instead of indy since the vikings no longer attempt to capture it, whereas they used to do so every time. thoughts?
***UPDATED FILE v2.3
http://www.filefactory.com/file/b0fc1ha/n/RFC_Irish_marathon.zip
I have corrected the art for the pub and the embassy in this version. Other than translations and hitherto unseen major bugs and imbalances, I believe this will eventually be labeled the final release.
***UPDATED FILE v2.2
http://www.filefactory.com/file/b0fb6b6/n/RFC_Irish_marathon.zip
this version fixes the first UHV, which was broken by the marathon mod.
***UPDATED FILE v2.1
http://www.filefactory.com/file/b0fb05f/n/RFC_Irish_marathon.zip
this version fixes the typo in the Ireland civilopedia entry and adds a short one for Brian Boru. It also changes the starting units for the Celtic cities and the starting location for the Irish by one tile (Dublin's location instead of Tara). Still to be done are proper translations of everything translatable and the button graphics for the pub and the embassy.
***UPDATED FILE v2.0
http://www.filefactory.com/file/b14h870/n/RFC_Irish_marathon.zip
this version enables epic and marathon playing, includes a 600AD start, and makes the UHVs more challenging for the Irish. Please post any bugs that pop up, as they may be related to the enabling of marathon and epic. I still have to design new buttons for the Pub and the Irish Embassy (previous attempts to use different art for them caused crashes), correct text omissions (like Brian Boru's pedia entry), and get translations done...but since these things are cosmetic and don't critically affect gameplay, I thought it best to make what I have available so bug issues can be exposed and remedied most expeditiously. Eagerly awaiting your feedback...
***UPDATED FILE v1.31
http://www.filefactory.com/file/b0f0843/n/RFC_Irish.zip
***UPDATED FILE v1.3
http://www.filefactory.com/file/b0f0156/n/RFC_Irish.zip
***UPDATED FILE v1.2
http://www.filefactory.com/file/b0efd8d/n/RFC_Irish.zip ***there is a crash issue with two of the art files in this version, until I can fix it, be sure to replace the files with the two from post #9 in this thread
In modding Rhye's for RFC with Celts, I learned many things.
One of the things I learned was that it was so hard to incorporate the Celts as they didn't really fit the paradigm of a united empire, despite having an ancient and widespread culture. I realized that the mod was fast becoming an attempt to add Ireland to the RFC world while incorporating features of Celtic population and achievement that predated a recognizable sense of "Ireland."
I've also come to suspect (with things noticed by people on the forum) that moving the Celts as I did may have also caused issues with civs thinking they were one slot off from where they really were in the spawn rotation, and so Spain thought it was France and France thought it was England (etc) for purposes of New World colonization.
So I've decided to redo the project from scratch, incorporating other mods and features I liked. I'm going to leave the Celts and Carthaginians alone, as the Celts had a long history of disunited tribes. I will, however, tinker with the minor-civ Celts to add more settlements that will more closely reflect Celtic settlement.
I will take a page from my old book and replace Khmer with "Ireland." 660 AD marks the point at which a newly Christianized Ireland began to coalesce and offer a face with a sense of national identity to the world; however, in order to do this I won't simply replace iKhmer with iIreland, but rather redefine all of iKhmer with new values. This should help fool the game more effectively and avert the problems I encountered with the Celts, but when you look into the game code you will see that the game still things the civ is Khmer.
Enjoy, and I'm open to suggestions and notification of problems.
The File:
http://www.filefactory.com/file/b0ef2b0/n/RFC_Irish.zip
THINGS TRANSFERRED FROM RFC WITH CELTS LARGELY INTACT:
Holy City re-allocation
Minor city spawn dates and locations
Map enlargement
Reality Checks to maintain historical pacing with key civs when AI controlled
NEW THINGS:
Khmer now redefined as Ireland
New flag designed for Ireland (harp on green)
New UB for Ireland (Irish Pub)
New UU for Ireland (Raparee)
New UHVs for Ireland
New UP for Ireland (productivity from the sea...this should help alleviate the overcrowding on the tiny Emerald Isle)
Irish resources changed to ones historically associated with Ireland (Coal in the south to represent rich peat deposits, Sheep, Marble in the west for the world-famous Connemara marble, and stone in the central region near the Burren).
Dynamic names for Ireland and other altered to be appropriate
DLL recompiled accordingly
STILL TO BE DONE:
The button for the Irish embassy still shows up as Khmer
I'd like to design a new button for the Pub...the jail was a nice shape for it in terms of the city view, but I can't figure out how to use that 3D building with a custom designed button.
Anything else that pops up
http://www.filefactory.com/file/b1275ah/n/v24_RFC_Irish_marathon.zip
This is not exactly a final release, but it has some alterations to spawns and the like made in reponse to suggestions from players. I have also retooled the problematic first UHV. I'm thinking that the next or final version should include stronger garrisons in the indy cities. I recognize the necessity of razing the british cities before the english spawn, but I'm not sure I like the idea that they all can be razed with the irish starting units. I also think that Eabhrac needs to be made barb instead of indy since the vikings no longer attempt to capture it, whereas they used to do so every time. thoughts?
***UPDATED FILE v2.3
http://www.filefactory.com/file/b0fc1ha/n/RFC_Irish_marathon.zip
I have corrected the art for the pub and the embassy in this version. Other than translations and hitherto unseen major bugs and imbalances, I believe this will eventually be labeled the final release.
***UPDATED FILE v2.2
http://www.filefactory.com/file/b0fb6b6/n/RFC_Irish_marathon.zip
this version fixes the first UHV, which was broken by the marathon mod.
***UPDATED FILE v2.1
http://www.filefactory.com/file/b0fb05f/n/RFC_Irish_marathon.zip
this version fixes the typo in the Ireland civilopedia entry and adds a short one for Brian Boru. It also changes the starting units for the Celtic cities and the starting location for the Irish by one tile (Dublin's location instead of Tara). Still to be done are proper translations of everything translatable and the button graphics for the pub and the embassy.
***UPDATED FILE v2.0
http://www.filefactory.com/file/b14h870/n/RFC_Irish_marathon.zip
this version enables epic and marathon playing, includes a 600AD start, and makes the UHVs more challenging for the Irish. Please post any bugs that pop up, as they may be related to the enabling of marathon and epic. I still have to design new buttons for the Pub and the Irish Embassy (previous attempts to use different art for them caused crashes), correct text omissions (like Brian Boru's pedia entry), and get translations done...but since these things are cosmetic and don't critically affect gameplay, I thought it best to make what I have available so bug issues can be exposed and remedied most expeditiously. Eagerly awaiting your feedback...
***UPDATED FILE v1.31
http://www.filefactory.com/file/b0f0843/n/RFC_Irish.zip
***UPDATED FILE v1.3
http://www.filefactory.com/file/b0f0156/n/RFC_Irish.zip
***UPDATED FILE v1.2
http://www.filefactory.com/file/b0efd8d/n/RFC_Irish.zip ***there is a crash issue with two of the art files in this version, until I can fix it, be sure to replace the files with the two from post #9 in this thread
In modding Rhye's for RFC with Celts, I learned many things.
One of the things I learned was that it was so hard to incorporate the Celts as they didn't really fit the paradigm of a united empire, despite having an ancient and widespread culture. I realized that the mod was fast becoming an attempt to add Ireland to the RFC world while incorporating features of Celtic population and achievement that predated a recognizable sense of "Ireland."
I've also come to suspect (with things noticed by people on the forum) that moving the Celts as I did may have also caused issues with civs thinking they were one slot off from where they really were in the spawn rotation, and so Spain thought it was France and France thought it was England (etc) for purposes of New World colonization.
So I've decided to redo the project from scratch, incorporating other mods and features I liked. I'm going to leave the Celts and Carthaginians alone, as the Celts had a long history of disunited tribes. I will, however, tinker with the minor-civ Celts to add more settlements that will more closely reflect Celtic settlement.
I will take a page from my old book and replace Khmer with "Ireland." 660 AD marks the point at which a newly Christianized Ireland began to coalesce and offer a face with a sense of national identity to the world; however, in order to do this I won't simply replace iKhmer with iIreland, but rather redefine all of iKhmer with new values. This should help fool the game more effectively and avert the problems I encountered with the Celts, but when you look into the game code you will see that the game still things the civ is Khmer.
Enjoy, and I'm open to suggestions and notification of problems.
The File:
http://www.filefactory.com/file/b0ef2b0/n/RFC_Irish.zip
THINGS TRANSFERRED FROM RFC WITH CELTS LARGELY INTACT:
Holy City re-allocation
Minor city spawn dates and locations
Map enlargement
Reality Checks to maintain historical pacing with key civs when AI controlled
NEW THINGS:
Khmer now redefined as Ireland
New flag designed for Ireland (harp on green)
New UB for Ireland (Irish Pub)
New UU for Ireland (Raparee)
New UHVs for Ireland
New UP for Ireland (productivity from the sea...this should help alleviate the overcrowding on the tiny Emerald Isle)
Irish resources changed to ones historically associated with Ireland (Coal in the south to represent rich peat deposits, Sheep, Marble in the west for the world-famous Connemara marble, and stone in the central region near the Burren).
Dynamic names for Ireland and other altered to be appropriate
DLL recompiled accordingly
STILL TO BE DONE:
The button for the Irish embassy still shows up as Khmer
I'd like to design a new button for the Pub...the jail was a nice shape for it in terms of the city view, but I can't figure out how to use that 3D building with a custom designed button.
Anything else that pops up