Rhye's and Fall of Asia - Version 1.0

Any chance Mongol UP being changed to something else? Merjin promised changes when you were absent, but I don't see them in a change log...
Honestly, i didn't come to play them yet, but i think i read it somewhere in the SVN changelog that he included DoC's Mongol UP. From your reaction, i assume that the UP text doesn't show this change;)
Where do you actually take the city names from?
I don't have heard of Nepalakaksha (has it something to do with Nepal?),Lakshmanavati,Sakha Dsong....
I can't find much about them on the internet.
I didn't do all of the citynames myself, Black Whole did a lot of them, too (Tibet, Korea, Maurya, Sri Vijaya and Majapahit f.e.).
The easiest way is to look for old maps and extract all you need, like from this one:
Spoiler :
maurya.gif
You pointed out the disadvanteges of this method, because it's not guaranteed that you will find out what city it actually is, which makes the whole renaming-on-conquest thing almost impossible. I guess you're asking about your modmod; all i can say is that you shouldn't underestimate the effort it takes to make it all work out. That's the reason why China isn't completed yet. It's a question of cosmetics whose errors aren't that obvious like misplaced unit art, so i find it bearable if it's one of the last things included. Don't waste your time doing that now, you should focus on techs, units and buildings to have a playable alpha version.
I can't tell you what Nepalakaksha is because i didn't make that. Lakshmanavati on the other hand is an ancient name for Gaur, West Bengal. It's not 100% historical, because it never was the capital of Gupta, but there has been a lot of good reasons for me to choose this spot:
- It's next to Pataliputra, to make sure that Gupta will get their capital in most games
- It was the capital of Pala Empire, so the city is kinda important
- This area was empty before
- It's actually a pretty good spot
- There is a theory that the Gupta Dynasty's roots are in Bengals, so it's not completly made out of thin air
Just in case you've wondered:mischief: I didn't want the same thing like SoI's Cairo with Ayyubids and Mamluks, because i find that to be too deterministic in the end.
Extensive researches...
For example, Lakshmanavati is Lucknow.
That's one of the problems if you name your cities after gods and godesses, that's why there are more Indrapuras in SE Asias that i want there to be:p
 
Nepalakaksha?
Is that a place in Nepal,or has it something to do with Nepal?
Kathmandu would be a better name for a city in that area.
 
I also have a SVN link:
git://git.code.sf.net/p/rfca-unm/code rfca-unm-code

Provided SVN link does not work with regular SVN programs like TortoiseSVN (un-updated version 1.6.16)

After lots of trials and errors I finally cooked a link that works

[WRONG]https://rfca-unm.svn.sourceforge.net/svnroot/rfca-unm[/WRONG]

and one needs to rename the main folder to rfca-unm.



Would be best if music and everything sit in SVN -- that way one would spend a lot of time only ones during the initial update, but then can go through SVN checkouts fast and never download and place additional files, like music...

git looks really really strange... perhaps it is some clever command in SVN not the regular https link used in DoC, SoI and RFCE :crazyeye:

P.S. Never mind, this link works but it does not update the main folder, rather creates another folder inside :( Can someone please help me?
 
So...
there are (at least) two Lakshmanavati? :p

I wonder why Indian weren't that creative for naming their cities :p #joke
Btw. I'm having a bit problem with SVN..
 
Gupta are still impossible, unfortunately.
 
I didn't upload the new Mongol UP. (Leoreth didn't say yet that it's alright if we borrow his code, but I think he will, when he returns)

I already tried to merge in the code and test it, so I could upload it a bit sooner, but (due to my lack of python skills :() it didn't work properly, so I decided to revert all files and do it another time. (Or civaddicted should do it)

I also updated the changelog, but I forgot to revert it when I reverted the other files of the UP. So practically, nothing has been done to the Mongol UP by me. :(


@ BenZL43,

What kind of problems do you have with the SVN?


@ Everyone who want to use the SVN,

This is the correct root: "https://svn.code.sf.net/p/rfca-unm/code1/trunk rfca-unm-code1"
 
SVN now asks for some kind of username and password even when you just want to do the Checkout :( What did you guys do with your SVN to make it so different from everybody else's :D? I never had problems before
 
  • DoM text says Nanzhao start in 737, while actually they do in 750.
  • Played as Indo-Greeks, had a massive stability penalty after Gupta spwan. It went from +10 to -30. I lost Palibotra, Ganges and Labokla to indies and ragequit. 2nd try took the city after the Gupta spawn. The penalty was less severe but instead I was too late for the 2nd shrine then.
  • I confirm the Tibetan UHV 2 issue mentioned earlier. I had also posted a save in one of my preious posts.
 
  • Lost Song UHV1 bc as I discovered through WB Tang had researched Printing during auto-play. How about recoding the tech condition to "be the first alive civ to discover..."?
  • There should be a way to cut trade with the west on your own or trade away the resources. I played a Qin and got iron from traders but I could not trade it to Korea or Viet Nam even though I wanted to. Otherwise, if the camel or maritime access resource is pillaged, trade should be temporarily interrupted.
  • Can you temporarily do Ming as an unplayable respawn of a Chinese civ to stop Mongols from winning domination victories? Can't do any civs with goals past 1440 atm. That possibly includes Majapahit.
 
I realy don't like the ethnic buildings. IMO, they are very ugly and make the mod worse. SO, I want to remove them from the mod. It makes the mod a lot better (graphical) and it reduces the size of the mod a lot. (I estimate a reduction of 40-50 MB!)

Do you agree with me?

NOTE: I only mean the ethnic buildings. Not the ethnic citystyles.
 
  • DoM text says Nanzhao start in 737, while actually they do in 750.
  • Played as Indo-Greeks, had a massive stability penalty after Gupta spwan. It went from +10 to -30. I lost Palibotra, Ganges and Labokla to indies and ragequit. 2nd try took the city after the Gupta spawn. The penalty was less severe but instead I was too late for the 2nd shrine then.
  • I confirm the Tibetan UHV 2 issue mentioned earlier. I had also posted a save in one of my preious posts.
- I fixed the first point in the latest SVN version
I'll look into the rest.
  • Lost Song UHV1 bc as I discovered through WB Tang had researched Printing during auto-play. How about recoding the tech condition to "be the first alive civ to discover..."?
  • There should be a way to cut trade with the west on your own or trade away the resources. I played a Qin and got iron from traders but I could not trade it to Korea or Viet Nam even though I wanted to. Otherwise, if the camel or maritime access resource is pillaged, trade should be temporarily interrupted.
  • Can you temporarily do Ming as an unplayable respawn of a Chinese civ to stop Mongols from winning domination victories? Can't do any civs with goals past 1440 atm. That possibly includes Majapahit.
- I don't spend to much time thinking that far ahead actually:p. It's more like i want the chinese civs to be leading in score, but since i made the modifiers more appealing for them they are OP like they used to be. That's crap.
One possible solution is to give Tang a new UP, because the current one is a nightmare for balancing. If they are normal, it's useless, and if they are leading their power will grow almost exponentially. I already want to give Song a new UP, so Tang could deserve that treatment as well. Something like -25% culture needed for expanding borders.
Spoiler :
To make sure that AI Song will survive a partial Jurchen conquest like they did in history, they will get less stability hit on city conquest. I hope you don't mind it being useless in human hands :please:
You do have a point about the rebirth (why didn't i thought of that one:mad:?). Or i might as well make sure Ming works again;)
I realy don't like the ethnic buildings. IMO, they are very ugly and make the mod worse. SO, I want to remove them from the mod. It makes the mod a lot better (graphical) and it reduces the size of the mod a lot. (I estimate a reduction of 40-50 MB!)

Do you agree with me?

NOTE: I only mean the ethnic buildings. Not the ethnic citystyles.
To some extent, yes. Some wonders (like the Golden Buddha) and normal buildings (Family Altar) use art from the package, and if one looks closely into the city it starts to get weird. This way we could exploit the building art to search for the last missing art for wonders and UBs.
But some buildings are nice to look at, namely the palaces. I want to keep them at least.
I'll let you decide on this one, i'll look at it afterwards. (EDIT: At the moment you were worried about saving memory i planned on adding some of Saibotlieh's latest units to replace some spy art:lol:)

On a personal note, i didn't found that much time for the annual Christmas Break Playfest because i had to deal with serious family business. I'm fine, so don't worry, it's just a pity that the mod didn't take the quantum leap i thought it would take.
 
- I fixed the first point in the latest SVN version

Can somebody finaly post a working SVN link where you don't need any password? This is the only modmod I cannot access via SVN :(
 
I'm just testing it with "https://svn.code.sf.net/p/rfca-unm/code1/trunk rfca-unm-code1" and it seems to work (newest Version of Tortoise SVN, Windows 7 it is):dunno:
 
I'm just testing it with "https://svn.code.sf.net/p/rfca-unm/code1/trunk rfca-unm-code1" and it seems to work (newest Version of Tortoise SVN, Windows 7 it is):dunno:

But...what's the username and password?
 
Fixed.
I also didn't manage to PAK the art files; I swear that it has nothing to do with lazyness. I was kinda afraid to make a buggy file. Is there a way to do it without extracting it and repack it with the additions?
 
Fixed.
I also didn't manage to PAK the art files; I swear that it has nothing to do with lazyness. I was kinda afraid to make a buggy file. Is there a way to do it without extracting it and repack it with the additions?

I'm afraid not. :(
 
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