Rhye's and Fall of Asia - Version 1.0

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Aug 8, 2009
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The City of the Lion
Yet again:

Welcome to Asia!

I'm proudly announcing beta!

If you're new: make yourself comfy. You propably played Rhye's and Fall of Civilization, an excellent mod for Beyond the Sword that even has been shipped with the game. I'm pretty sure Firaxis stole the concepts of the Unique Powers and Independents to use it in Civ 5.
Now, Rhye's and Fall of Asia tries to put the whole concept into the History of Asia, which has been treated necligent so far. This required an overhaul of the units, buildings, techs and, of course, civilizations.

If you played it: You can celebrate if you want. It took some time (almost 2 years, remember) but finally i can present you something that might look like the game it becomes when it's finished. Some issues are still there, that's why it's a beta and not a release version, but i'm firm about it being on the right track.

First of all, thanks to a lot of people:

Black Whole, still, did a fine job starting this modmod.
Rhye, for RFC. Even without the modmod i would thank him for giving me digital crack.
The Capo, Cybrxkhan, Ekmek, veBear, bakuel, GeoModder, hrochland, Walter Hawkwood, danrell, Dumanios, StolenRays, valkrion, merijn_v1 for their art.
embryodead and his Sword of Islam modmod, which i used heavily for data mining.
Leoreth, Linkman226 for their assistance, also Jarkov for the manual how to add civs in RFC.
merijn_v1, Leoreth, Linkman 226, veBear, The Turk, embryodead, BenZL43, Riverguard, Tigranes, Nintz, spaceman98, Baron03, 2punkey4u, civciv5 for their feedback and input

So, what does beta mean? The keyword is feature-completeness. First of all, the list of civs is complete. I'm not going to implement new mechanics, unless they are necessary for balancing issues.
The main point of beta is to balance the game out. It's acutally quite interesting that a lot of scenarios can emerge by just fooling around with some values. Balancing especially means to put everything in a historical context; not by making it fully deterministic, but to set bounds to what is allowed to happen in most of the games.

Every civ has UHVs which should be achieveable. I had to remove Ming from the game (which means they are unplayable and start on turn ~1500). It's temporarily... i had to do this because you couldn't play as them and they caused a crash in every late game. So, the end game might be a little strange, but it's the best solution for now. That's the price everyone has to pay because adding Gupta took a lot of time.

Still looking for the files, eh?
Here you go:

Download repository
Download v1.0
Download Patch for v1.0.2.1
Download music module
Download Wondermovie module


Sourceforge Main Page

I also have a SVN link:
"https://svn.code.sf.net/p/rfca-unm/code1/trunk rfca-unm-code1"

Whatever, you're allowed to play now. Have fun!
 

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Version 1.0.1 Changelog

General changes and UHV updates:
- Formation promotion also gives bonus to Elephants and Missile Cavalry
- Added shortcut
- Updated Japanese UP code
- Updated Gokturk UP code (also conquered city starts with 1st cultural expansion)
- Ghorid Empire --> Delhi Sultanate
- Barb invasion are unrelated to Difficulty level (sometimes barbs are the only ones to destroy a civ)
- Han UHV3 and Tibet UHV3 only checking when someone's changing the state religion, instead of two for-loops every turn to check every single civ.
- Changed Tibet UP to give +2 food for every city buildt on a hill
- If the Emperor's Residence gets destroyed, a countdown starts to select the new Emperor after 4 turns.

Additions/Removal:
- Added Links
- Mandate of Heaven and Silk Route info in the Concepts (civilopedia).
- Removed Railroads
- Gymansion is a World Wonder now (i'm thinking of the Gymnasion of Alexandria on the Oxus, one of the biggest in anquity), enabling all Expansion civics.
- Barbs now rename cities on conquest (please work. please.)

Map and province changes:
- Northern exit from the Himalayas
- Bharuch starts as "Bharukachchha", which is also the name for the Indian civs.
- Some changes around Patna/Varanasi, to make Patna worth being buildt

XML/text updates:
- Huge XML Cleanup/organazation
- Many textfixes
- Renamed Great Channel --> Great Canal
- Renamed Corporations --> Minor Religions
- Info for Isolationism: No Silk Route Trade
- Various new texts
- Corporation Advisor is now (correctly) named Mandate of Heaven Advisor
- Gymnasion renamed to Great Gymnasion
- Changed utter nonsense about Hephtalites in the hints.

Art/Sound updates:
- Correct buttons for resources in cityscreen
- Huge Art cleanup (almost all unitart-files were twice in the FPK, many unused files are deleted, Saved a whopping 63MB!)
- Split up FPK (less downloading/uploading with the SVN)
- Many new buttons (for all kinds of things)
- New art for Warrior Monk, Companion Cavalry, Scythed Chariot
- New art for Pagoda, Sun Tzu's Art of War
- New icons for the civilopedia categories
- Static wondermovies for all wonders and projects (dynamic movies will come in a special pack)
- Camel Cavalry doesn't fight at range anymore
- Slightly different white color for Nanzhao (otherwise the borders would mix with Japan)
- Spearman art fixed
- Classic RFC Indie Buttons
- Updated the VD art to fill some missing spots
- Spy moved to writing (to make the tech tree look better actually

Balance:
- Tuned down Isolationism
- Many buildings are tuned down
- Indo-Greeks have less starting units and everything slightly more expensive for them
- Barbs raze less, hoping that the Tarim Basin isn't that void piece of land anymore
- Wang Kon builds less wonders, so they can be cheaper for the human player
- Adjusted some modifiers for Han
- lowered Camel Archers in Persia, taking some pressure from Göktürks
- Dungeon moved to Feudalism (was too strong so early)

Bugfixes:
- Ming problems (They are completely disabled for a while)
- 2nd Tondo UHV text is shown
- TXT_KEY_INVISIBLE_ASSASSIN
- Restored starting techs for Japan
- Apostolic Palace Elections are now Potala Palace Elections
- Correct UHV text for Qin, Han, Jurchen and Chola
- Another random event fixed (there is no class Galleon)
- When you select Trade at the Silk Road, the cash text is shown properly
- Fixed the C++ exception, when you choose "science" at the Silk Road event and just finished a tech.
- if Indies build Decimal System, there won't be a python exception anymore

----------------------------------------------------

Version 1.0 Changelog

Gameplay changes:
1. A slight change in the Silk Road mechanic: if you got enough resources, you instantly get a new tech, based on the civ you meat
2. Ming, Delhi, Siam and Ghaznavids have preset civics
3. Normal area only used for victory; new array for resurrection
4. Changed Jurchen UHVs.
5. Changed Majapahit UHVs as well.

Fixes:
1. If you lose the chinese civil war, you can hold on some loyal cities.
2. Resurection is possible, but just for ethnic civs
3. Japan's UHVs
4. Maurya's first UHV should be cheat-free
5. Adjusted the Indo-Greek settlermap.
6. Smaller citynamemap file
7. Adjustments in the core/broader area for some civs
8. A little something-something to make sure Chalukya doesn't get an instant kill
9. Fixed a tibetian UHV error
10. Jurchen UP now works the way it is intended: Mounted Units (not Missile Cavalry) get a Defensive Bonus and can fortify
11. Fixed an art clitch in the Contest Ground
12. Chalukya's 3rd UHV should work properly.

Additions/Removals:
1. UHVs for Song
2. Since there is only one LH for most civs, no more use for the arrays for LH changes
3. New UP for Chola
4. changed second Chola UHV
5. Barbs (namely Camel Archers and Rajput Infantry) spread their religion and remove every other religion.
6. Changed the Scotland Yard to Arthasathra, which is a world wonder
7. New Leaderheads: Kanishka, Lilavati, Satuk, Parameswara and Timur
8. Updated the citynamemap for Tocharians and Chola (respawn related :mischief:)
9. More Nanzhao city names, and in synch with the settler map.
10. Also added Chieu Hoang and Narendra
11. Before the rise of Islam, Persia and NW India becomes indie, hoping that Camel Archers spread Islam more.
12. New Korean UU: Kobukson
13. Changed benefit of Shenwu Guard, Firelance and Mangudai
14. New Projects: Incense Route, Maritime System, Porcelain and Yassa (all Silk Road related)
15. Asian historians
16. Buddhist Councils return; very minor though.
17. New Civ: Gupta
18. Added projects: Decimal System, Kama Sutra and Ayurveda
19. Hellenism, with a special Building: Gymnasion, granting extra health (art from JARM, building by veBear's Minoan Civ)
20. To solve the issues with Ming, i removed them in the game. Surprise! Still looking for a real solution.

Art:
1. Changes in some DCNs
2. Fixed chinese spearman and heavy footman art
3. Added Diplo music for the new LHs (credits to cybrxkhan and edead's SoI)
4. Some changes in the music module (also thanks to edead's SoI)
5. Renamed Tosali to Bhubaneswar
6. Custom Art for Edict and Feng
7. Renamend Religon to Clergy and Unorganized Religion to Communes
8. Updated Akuta art (veBears's Abaoji) to v2.
9. Custom art for Menander.
10. Renamed Myanmar to Burma in the code (actually political reasons for that...)
11. Added art for Changdeokgung and reworked art for Ho Trai. Proudly anouncing that every wonder has decent art!
12. New tga file that should work without any trouble (thanks to Asaf from the bottom of my heart)
 
New Concepts:
The Mandate of Heaven:The Mandate of Heaven is a philosophical concept in the Chinese Empire to legitimitize political power, comparable to the european Divine Right of Kings. In the game, a civ with its capital in China can gain this title, granting the Emperors Residence with huge benefits. Various factors like civics, certain buildings, score and cities in China are required raise the chance of gaining it.
The Silk Route:Once in a while civs from Europe or Africa will appear in your realm. You can decide which benefit you want (Trade, Culture or Science), and based on the amount of resources your benefit will be bigger.
Chinese Civil wars:If another chinese civ spawns, after some turns the two civs get compared. Fist of all, if one civ has below -10 stability, it automatically collapses. If both civs have over -10 stability, a value consisting of the stability itself and, but just for the human player, the amount of army. The one with the lower value collapses. If the new one collapses, its cities going independant, if the old one collapses, the unimportant cities gets destroyed(low culture, far away from capital, no holy city etc.), the rest will be handed over to the new civ after some rebalancing.

Stability maps!
Dark Green means core area.
Light Green is historical area.
Yellow means historical area, but in a foreign civ's core area.
red means foreign core.
Orange lines indicate the area that is related to a civ's UHV. I hope it's not to hard to figure out:mischief:

Harrapa - Zhou - Qin - Tocharians:
Spoiler :
attachment.php


Indo-Greeks - Maurya - Chola - Vietnam:
Spoiler :
attachment.php


Han - Korea - Japan - Gupta:
Spoiler :
attachment.php


Chalukya - Göktürks - Khmer - Tibet:
Spoiler :
attachment.php


Tang - Sri Vijaya - Nanzhao - Burma:
Spoiler :
attachment.php


Song - Ghaznavids - Butuan - Jurchen:
Spoiler :
attachment.php


Delhi - Mongolia - Siam - Majapahit:
Spoiler :
attachment.php


Ming:
Spoiler :
attachment.php
 

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Okay, this is going to be hard, but we need to talk.

I already said that i will go on a hiatus. I said small, but it's going to be a little longer. I have an exam ahead, and i'm also working on my thesis. I have big plans ahead next year, and i practically need to finish my studies before spring. It really hurts my soul, but i have to pause playing, and especially modding RFCA, because it really takes a lot of time.
Okay, it sounds worse than it is, but i'm firm that i can do a lot if i don't play until Christmas. I looked in the calendar, and it's 12/23, which is a friday, when i can hook up again.

So, meanwhile, i won't be at CFC, so i don't even come to read feadback or anything, but if there is something really, really urgent, i will get a corresponding email if i get a PM. I will be around today, until i updated the SVN link and uploaded the stability maps, and also to see if there is a severe technical issue.
But still, everyone is allowed to mod the version i uploaded if they want to. There is no need to put the mod in a coma.

So, what else can i say? I hope you have as much fun with the beta as i had modding it. I'm not dead, i'm just sitting in the basement and wasting paper while waiting for Christmas. The good news that spaceman and civciv5 propably have released their modmods when i'm back:p

Here is some piece of music from Rockband 2 which always puts the taste of gingerbread (Lebkuchen in german) on my tongue for some reason

Link to video.

Get well and have fun, but remember: I'll be back:xmascheers:
 
Mongolia is not in a change-log :confused:? Anyway, I hope your will is strong and you will be able to focus! Good luck with RL! :goodjob:
 
Huge congrats on the 1.0 release
Maybe you should ask for a separate subforum like RFCE, SoI and recently DoC
 
Some of the descriptions are, sadly, missing, like what Kamasutra does :cooool: or 2nd UHV for Tondo.
 
Finally i managed to update the SVN. I keed you not, i had to wait the whole day. 4 times in a row it took over 2 hours just to say me in the end that something wasn't right.
So, my work is done for now:D

@Tigranes: in case you wonder: Kamasutra and Ayurveda grant each 1 :) resp. :health: in every city you hold at the time you build the project.
 
If you don't mind, I can take over the mod for a while. You only have to permit me to make adjustments to the mod.

IIRC, you can do it this way:
Spoiler :
Go to the RFCA sourceforge page. Click on "Project Admin". Click on "members". Fill in my name (merijnv1). IIRC, this would do the job.
It may also be useful to make me a project admin, so I can also release new versions. To do that, you click on my name in the memberlist and select the option "make a project admin".
 
That would be nice 'cause Japan just lost all their starting techs.
 
The Indo-Greeks also need a serious nerf. I tried a Gupta game and when I spawned they were close to finishing Ayurveda. Imo they shouldn't even be alive at that point!
 
I was also wondering what was up with Japan and their starting techs. But the Mongol UHV's look really neat. I can't decide whether I want to try the Eastern or Western set first.

I had a pretty decent Han game, but I think the coding for their UHV's and what it lists don't match up. The first one, I didn't succeed until c. 600 AD, although it said it checks in 500 AD. The second, I succeeded even though Japan never adopted Confucianism. The third, I had Confucianism spread to 51% at one point, although later it dropped down to 47%. I have no idea why this wasn't a success.

Are these the correct UHV's for this version of the mod? If not, it may be some sort of installation error on my part, although I thought I deleted the old version before installing.

Edit: Zhou is not appearing in the civilopedia. Wu still is. Perhaps this has something to do with removing Ming?
 
Good job on your first beta. But I'm upset that you havn't changed the backgrounds yet :blush:

But anyway, I realized that your SVN checkout is not working, not to mention the URL does look a little weird. Are you sure you have the right one? I've done this already several times, so I'm surprised that its not working for me this time...
 
This is the correct URL:
svn://svn.code.sf.net/p/rfca-unm/code1/trunk rfca-unm-code1

When I get permission to make commits to the mod, I will change the background.
 
I like the current background!
 
Bugs in this version:
- Ming either does not spawn at all or immediately collapses, the result being:
- AI Mongolia now wins domination victories... late-game civs all auto-lose.
- Japanese techs as mentioned
- Jurchen UHVs don't trigger properly
- Han UHVs don't trigger properly
- Chola UHVs don't trigger properly
- not sure about Majapahit UHV trigger
- Gupta UHV is impossible: Kamasutra is usually already built by the time they spawn and for UHV3 they'd have 2 turns to kick out Ghorids.
- Butuan UHV2 is missing

Is that patcheable without too much effort?
 
Mmh anyone can tell me what are all luxury resources ? I always loose with Greeks because of that. :/

Feedback : their capital should start 1 tile west (near the river). The starting year is pretty weird, 330 BC is more Seleucids than Indo-Greeks, but I that was the name of the civ in a previous version. :)
 
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