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Rhye's and Fall of Asia - Version 1.3

Somehow the RFCA Civileopedia isnt working right for me. Some entries dont show any text (all of RFC concepts (though "Welcome to Rhye`s and Fall of Civilisations" shows me "Dye") and Hints which shows all Civilisation entries again) Does anyone here have an idea where I have to look to find out why it is like that?
 
Somehow the RFCA Civileopedia isnt working right for me. Some entries dont show any text (all of RFC concepts (though "Welcome to Rhye`s and Fall of Civilisations" shows me "Dye") and Hints which shows all Civilisation entries again) Does anyone here have an idea where I have to look to find out why it is like that?

Most mods don't support any language other than English.
I guess only some of the civilopedia entries were translated to German in your case.
 
Oh, I played in English, because I do know of the lack of mod translation. And I dont have a problem with the other entries.
 
I have exactly the same issue with the Civilopedia. I've tried to look into the XML files and there's seems to be something wrong indeed. I don't know how to fix it though.
But more importantly, the music doesn't work for me. All the audio files are here but the music doesn't seem to trigger while the other sounds are working fine. That's quite unfortunate as music is a very important part of the gameplay IMO.
Does anyone know how to fix that?
 
I came back to this mod (one of my favorites) and found that the svn had most of the corrections from the previous page i had written about that were broken (missing tech quotes, etc)

As Darklor and Titoudeff noted above, there are civilopedia errors and the soundtrack doesn't work in game. Does anyone know how to fix this? I'm digging through the audio XML files.

I played as the Han and I understand that their UP is meant to overcome a strong Qin AI, but they start with so few units that it doesn't really make sense. And since the Han have huge problems inheriting a large empire from the Qin, and conquering the south, they're left lagging with maybe a tech or three before the first UHV is counted.

To counter that, would it be more appropriate for their UP to become: All First Empires Era techs are 40% cheaper? Then again, I don't know who would update that. Also, shouldn't the Sui spawn during the 3000BC scenario? Or is there an unknown prerequisite? My suggestion would have them spawn (and maybe make them a playable civ) but the MoH mechanic might make that tricky yet interesting.

Edit:
The Tang need the Han's original UP, especially for the AI during the 500AD scenario. Their current one is way too weak to tackle the Sui.
Also, the Grand Canal wonder should probably require canal systems+engineering+water power instead of public works+agricultural tools so it can be built closer to its real build date.

Eastern Jin and Sui civ suggestions
Spoiler :

Jin Dynasty - Sima Yan
Spawn at Jiankang (current Nanjing) in 280 to represent conquest of Wu
UP: Reunification - Net stability adds to income. Or cities do not revolt on conquest.
UB: porcelain workshop (forge) - slightly cheaper, and provides +1 happy or gold from copper, iron, and stone?
UU: Beifu Infantry (Infantry) - +25% vs melee units.
UHVs: (pick three)
1. Destroy 50 military units by 565?
2. Make Jianking the largest and wealthiest city
3. Found three cities in southern china (below Huai River)
4. Hold MoH in 420 and 650
5. Have 3,000 gold in 820

Sui Dynasty - current
Spawn at Jiaoding 555(Northern Zhou)
They currently spawn over tianshui only in 500AD scenario.
UP: Equal Field System - farms and plantations yield +1 commerce. Or...
UP2: Golden Ages last 1.5x as long without stability bonus (if possible)
UB: Equal-Field house (granary) -
UU: Heavy Lancer (cavalry or horse archer) - 8 strength with only 10% withdraw. More expensive.
UHVs: (pick three)
1. Control two shrines and max their income
2. Ensure that your cities average X population and 600 culture by 800?
3. Construct the grand canal and three Wats by 940.
4. Conquer Korea and Vietnam


The reasons for suggesting Sui and Jin dynasties as playable:
Good representation of Northern and Southern Dynasties period.
The current Sui situation (not triggering MoH collapse in ten turns) should be applied to Jin so neither automatically collapse because of the other, but the Tang should trigger it (with proposed Sui UP, the Tang should overcome them easier).
The Han tend to collapse easily (and need their own UP change) and the Jin represent a challenge to human player.
The Jin could help settle parts of southern china that they historically controlled.
It would be a fun challenge to play as both :)
 
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You just extract the patch into/over the main mod folder, like always.
 
Hallo!

I wonder, if you still are working on this mod? Very nice feel with the Silk Road screen and overall great playing experience. However, for starters, it would be nice to set civs to their historical civics and religion on the start. Otherwise as Burmese I had to be 4 turns in Anarchy until I got what historically was mine to begin with ;)
 
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I had some PMs with Baron03 in late december, he had some modding-related questions.
So I think he will be back to work some more on RFCA!
 
I think civ_addicted is in charge of this project...
 
I think civ_addicted is in charge of this project...
Sure, but didn't see civ_addicted around for a long time. Unfortunately.
On the other hand Baron03 was interested in the project recently, and AFAIK he plans to fix some of the mistakes he mentioned in his previous posts.
 
I did work on this mod during the late fall!

I was able to add a playable Jin and Sui, but I cannot code their UHVs or UPs, or switch any of them. Maybe I should've added the Liao instead...
I added a few independent city spawns. I also changed Korea's starting situation a few tiles north where an independent Pyongyang is flipped. It would probably be interesting to have the Korea civ split into a northern Goguryeo, and a southern Silla because the peninsula wasn't united for a long time.
I changed almost every tech quote to be of Asian origin (Arabic too) and that took plenty of time and research.
However, I was unable to fix the audio problem with the mod's soundtrack. The only way that the soundtrack will work is if you save a game and then reload it. That frustrated me enough to stop working on it.

Although recently, I've been trying to find the time to work on a Spring and Autumn mod based off the Chinese Unification mod. I just merged the super forts mod to it! But I need a bigger/more focused map to add more states.
 
I did work on this mod during the late fall!

I was able to add a playable Jin and Sui, but I cannot code their UHVs or UPs, or switch any of them. Maybe I should've added the Liao instead...
I added a few independent city spawns. I also changed Korea's starting situation a few tiles north where an independent Pyongyang is flipped. It would probably be interesting to have the Korea civ split into a northern Goguryeo, and a southern Silla because the peninsula wasn't united for a long time.
I changed almost every tech quote to be of Asian origin (Arabic too) and that took plenty of time and research.
However, I was unable to fix the audio problem with the mod's soundtrack. The only way that the soundtrack will work is if you save a game and then reload it. That frustrated me enough to stop working on it.

Although recently, I've been trying to find the time to work on a Spring and Autumn mod based off the Chinese Unification mod. I just merged the super forts mod to it! But I need a bigger/more focused map to add more states.
I have some advice about the map. South China is too fertile in early game, in fact most place in South China was undeveloped until Tang Dynasty(7-9th Century), and totally developed in Qing Dynasty(after 17th Century). How about refer to RFC Classical World, some terrain is totally not able to improve or even not able to pass? For example, most tile in Guangdong, Fujian and Guangxi could be marshes before Tang Dynasty, and most tile in Manchuria could be marshes before Yuan Dynasty.

Also I advice to make a distinction between Liao Dynasty(Khitan) and Jin Dynasty(Jurchen), now they are combine to Jurchen. And Xiongnu, Xixia(Tanguts) and some other nomads could make to unplayable small civs, like Hephthalite in recent version. Also I have some advice about Chinese Dynasty routinely war with VietNam, such as VietNam respawn some years after destroyed by China. Just a rough idea.

And... I really want to know, will the game still end in 1500ad? It's a pity that we can't see Jurchens fight with Ming and found Qing Dynasty. Also The Taiping Heavenly Kingdom in 19th Century, Western countries invade after 1839 are important events in East Asia history. Even the found of RoC and PRC, the Korean War and Sido-Indian War in 20th Century. Ok, I know it's too difficult to add these in this mod...
 
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I honestly think 1500 AD is the best end date for this mod, because European civs would completely change the nature of events in Asia. Perhaps one can design "colonization" mod with much much stronger "natives" than in the case of Americas (see Battle of Xicaowan, etc). After 1500 ad Asian history becomes part of Global history and a new philosophy for the mod will be required. Fixing the current mod is much more pressing problem IMO than adding new features or new civilizations. I really agree with "South China is too fertile" comment. Also the ability to use Terrace to transform Jungles must be limited to regions next to rivers and on hills. Cottage improvement on Jungle can really be used to simulate paddy fields, basically cottage improvement on jungle needs to gradually produce not only more and more commerce, but more and more food. Otherwise we get monster cities in now time (my Burmese capital was size 21!):
 

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If the mod is still alive, I would like to help with dynamic city names. I don't know how to code, but I can help make Vietnamese and Japanese city names much better than it is currently is. For the record Kyoto is still Heian-kyo well into the shogunate era.
 
Took a look at this mod last night, fixed both the sound issue and the Civilopedia.
Actually the various added stuff for the Civilopedia had at least 4-5 independent bugs in it, so it took a couple unexpected iterations, but managed to fix everything in the end.

Also since I saw some tries/remnants in the code to include a stability map section, took the liberty to finish and add it as a new Civilopedia category.
I'm now adding all the individual stability maps to it from the Hints folder, hopefully those are up-to-date.

Will upload my changes somewhere tonight (can't do it to CFC though, it's bigger than 10 megabytes because of the sound updates), they are based on the latest SVN version (177).
Even better if someone adds me temporary write access to the mod's repository, so it can appear there directly as the next revision.
 
I still have write access. I can try to see if I can give you write access too.

EDIT:
As I'm also an admin it seems, I'm able to give you write access. Should be done by now.
 
Cool!
Uploaded my changes to the SVN, under revision 178:

- Fixed sounds issues with the mod, now the era specific soundtracks play correctly even without a restart
- Fixed various problems with the Civilopedia, all entries and subcategories should work now
- Added new Stability Maps Civilopedia category (was already WIP), now you can check the stability map for all the 29 playable civs ingame
- Fixed wrong wondermovie link for Golden Buddha, Porcelain Tower, Pha That Luang
- Fixed some minor python coding mistakes and logical issues, a couple python exceptions
- Removed seriously outdated (duplicate) version of CvScreenInterface.py, probably caused some issues in the background
- Readded 4 missing (probably unintentionally, as the music itself was included in the corresponding folder) soundtracks for the 2nd era
- Added diplo sound for the Majapahit civ, was missing for some reason
- Fixed a couple typos, duplicate entries and wrong links in the sounds xml files
- Revised folder and name structure for all sounds in the mod, removed some unnecessary art and text files
 
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