Rhye's and Fall of the Greek World Unofficial Patch released!

I decided to keep the broken dynamic names for now. Why?

Because they make the dynamic names for vassals work correctly (Roman vassal is a province, Persian vassal is a satrapy). Otherwise the names for vassals wouldn't work well. Also, next post is the update!
 
Next update released!
Spoiler :
0.5:
Map:
Fixed Black Sea Coastline
Fixed terrain of the Indus valley
Moved Indus valley civilization onto Indus valley
Renamed Aleppo to Halab
Restore terrain yields of plains and grasslands to what they originally were
Added island of Socotra
Removed Tundra Jungle in Ethiopia
Added some hills to Ireland and Scandinavia
Added Isle of Man, and a river in Ireland
Move Nubian capital
Iron + hills to Nubia
Copper to Israel (http://en.wikipedia.org/wiki/Timna_Valley)
Added marble to Create

Game Balancing:
Gave Etruscans fishing and Archery and Agriculture
Gave Sparta Archery and agriculture and fishing
Gave Gauls Archery
Gave Israelis, Athenians, Macedonians, Persians, Romans, Carthaginians Agriculture
Archery to Germanics
Remove warrior +25% city defense
Gave Huns Strength 9 UU
Gave Germanics Strength 8 UU


Bugfixes:
Fixed Sparta/Rome Dynamic names issue
Fixed cotton and camel txtkeys
Add two movement to the Phoenician galley, which was currently slower than the normal galley
Fixed Byzantium typos (though they will just be replaced next patch so)
Copy RFC text for expansion civics


Other:
Add shipwright building
Add pirate unit
Add explorer (unit form civ 4, with Cartography)
Replace future tech with medieval tech, and make it researchable so the tech tree does not end
Move representation civic to republicanism
Gaul empire -> Gallic Empire
move medic promotion to Herbalism
add Paved Roads tile improvement


http://www.atomicgamer.com/file.php?id=105165
 
For some reason, the foreign advisor is not working...
 
When I tried to download it, my computer complained that it thought the source was untrustworthy. Could this be the cause? The archive works fine for me. I will try to upload it onto a different file sharing site, which will hopefully make downloading work better.
 
sadly no. It stopped working for some reason and has refused to do so since. Do you get any python exceptions or errors?
 
Reposting for future reference:
Go to "MyGames/BeyondtheSword" in My Files, there is a file called "Civilization4"; alternativly, you can follow a link in Program Files/(wherever you put it)/Civilization 4 that leads there. Open it and search (via Ctrl + F) "exception" and change the value there. Every value has a small description what it does exactly.
I also advise you to enable logging. Everytime you'll have a 'print(_some text_)' in your python code, it will put the text in MyGames/BeyondtheSword/logs/pythonDbg.txt. That is a huge help during coding.
 
btw, I have decided against adding Dacia, since the huns would spawn directly on top of it. maybe later once I figure out how to code UHVs, or find someone who knows how to code UHVs, but not now.
 
UHV are at least partially coded in C++. I noticed them when looking at the C++ for SOI.

IIRC, your wrong. The victory conditions are defined in the python. The C++ code is probably to let the game know there is another type of victory with unique assets.
 
I have returned to active development of this mod, and have discovered the following: The huns, as it is, start on 300 AD, when there are already less than 100 turns left of the game. The vandal invasion of North Africa only happened in 429. At that point, the game is basically over. Therefore, I cannot add the vandals instead of the Byzantines. I currently plan to replace the Byzantines with Numidia instead, since it was a relatively important civilization, it will occupy a mostly empty region (Morocco) and it will compete with the Carthaginians for North Africa, as the Vandals were suppose to. Alternatively I could use Bactria, which would serve as Persia's rival in Asia.

So, several questions for you:
1: Is there any interest in me continuing this mod, given that my ability to develop it will likely be just as on-and-off as before?
2: So which nation would you like to see more? Numidia? Bactria? Byzantines? Something else entirely?
 
Well, I'm interested (don't know if anyone else is). Better on-and-off progress than no progress at all. :) I think that instead of removing the Huns, you should make the timeline progress more slowly; I think the game as a whole is too short. More buildings, units, and wonders are definitely welcome. I think Numidia and Bactria would definitely be interesting; Byzantines I think should spawn like in RFCCW (flip Greece and Asia Minor, perhaps, and all Eastern Roman cities). Perhaps Axum would also be interesting, if you edited the map there.
 
Well, I'm interested (don't know if anyone else is). Better on-and-off progress than no progress at all. :) I think that instead of removing the Huns, you should make the timeline progress more slowly; I think the game as a whole is too short. More buildings, units, and wonders are definitely welcome. I think Numidia and Bactria would definitely be interesting; Byzantines I think should spawn like in RFCCW (flip Greece and Asia Minor, perhaps, and all Eastern Roman cities). Perhaps Axum would also be interesting, if you edited the map there.

I think you misunderstood me. I'm not advocating removing the huns, I'm advocating replacing the Byzantines. The huns are a fun late game horde to play, and achieve their historical role quite well. Byzantium, not so much:

1: Historically, Byzantium only became possible because Rome had conquered that region. In game, Rome NEVER goes that far east. On a good day, they conquer parts of Macedonia, and Illium (aka Troy). On a bad day, they are stuck in Italy. That's the furthest they ever go though, so there's no reason why the Byzantines would spawn.

2: If the Byzantines flipped as you suggested, then they would make Sparta, Athens and the Hittites unplayable.

3: The Byzantines as they are right now, avoid 2, but are completely unplayable, since the huns just squash them.

Hence, the Byzantines need to be removed, and replaced with another faction, probably Numidia or Bactria.

I definitely intend to add more buildings (weaver’s hut, trading post, Taberna, brothel, bathhouse, jewelry maker, high walls, Elder’s Council, slave market, etc.), wonders (Archimedes Workshop, Constantinople hippodrome, great bath), units (merchant, merchant ship, battering ram) and resources (coffee, olives, barley, pearls, salt).

I'm not sure how I would make the game longer. Are you suggesting that the game should end on the same year, but take more turns to get there, or are you suggesting that the game should begin earlier or end later?
 
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