Rhye's Catapult

how do i download this mod?
 
Test 040

With Egypt – Prince

I gave all ancient and classical techs for Spain and Arabs in 850,
and all ancient techs for England.

1500

Rhye, I think that the balance is not that bad!

Greece had an early conquest of Hattusas, Babylon and Niniveh,
I believe this have him a good position and Alex could make profit on that…

Persia and Russia got some war attrition… they are losing…

Here is a list of the top nations as they in rank by the score:
The group is tight, they are close to each other!


Greece (1181)

It is great to see that it is not China who is leading!
Greece is learning Military Trad. (14 turns).
Has Rifling but no Astronomy or Economics.

India (1152)

Learning Printing Press (3),
Has no Rifling but has Corporation.

China (1027)

Learnin Economics (9),
Has Chemistry but no Nationality and techs in the upper rows.

Rome (950)

Learning Constitution (3),
Has Gunpowder, Economics but no Repl. Parts.

-

Me, playing a "lazy" game have a score of 932 with Egypt and will have Astronomy in 2 turns

-

I don’t list the Europeans here, they are with score 700-800,
And in tech only a bit behind!

OK, Germany is weaker, and maybe England too who has too many (6 on the isles)
small cities perhaps (not like France, who has 3 big ones)…

See the usual attached file for stats
(comparison is to China)

SCIENCE

See that India has 143% (!!)
Greece 78% (!)
Japan, Rome 63-66%

HAMMER

Germany 155% and a total of 104 as to China's 109!
Greece: 144% (181 !!)
Japan 125% (53)
Rome 99% (75)
 

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Rhye, had I known the relative handicaps of the civs to each other,
I could have given a more expressing data with multipliers :)
 
And here is the map of 040A from 1500.

What I especially like is that every civ stayed in the homeland... :goodjob:

It is not sure if the many cities are good for the Europeans, but I like the look of the map.
 

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Hello all, I'm back home now and probably gonna have one of the most insane months of my life with the amount of studying I have to do now. No Idea if I have time for actual testing. Definately don't have time to read through the thread. I'd be very glad if somebody could please give me a kind of summary to get me caught up - what are the biggest points that are being changed in the mod design, where do we actually stand right now as far as development, etc. Also I understand there's a new patch for the game, so I'll check that out. Wonder when I'll get the chance to actually enjoy that...
Anyhow, good to be back in business and I'm still excited about this project, which is good.
 
V. Soma said:
Yes, Barak, but what is the lag in the modern era? ;)

In the 17th and 18th centuries the load times are in the high 30s. By the mid 20th the load times were around 50 seconds. That is slow for new machines, but not bad for my 3 year old model.
 
Ditto, Blas. Finals are in two weeks, which won't be so hard, but I have a project to do tonight (I procrastinate BIG TIME! :goodjob: ), and a hard test on Wednesday. Hopefully start testing within a few days.

SilverKnight
 
SilverKnight said:
Ditto, Blas. Finals are in two weeks, which won't be so hard, but I have a project to do tonight (I procrastinate BIG TIME! :goodjob: ), and a hard test on Wednesday. Hopefully start testing within a few days.

SilverKnight
Heh. I procrastinate so bad, I have four weeks to learn the entire material for the big final math exam (as in, end-of-highschool exam that determines your future, except you can always redo it here for cheap). I have to start practically from zilch since I haven't studied math for more than a month in the last four years.
Es ist der Wahnsinn, sage ich!
Erm, yeah, I still kinda think in German right now. It's really rather amusing.
 
To sum up what's the project's standing?

Lately, there were A and B versions of the versions ;)

A:

When the game starts from the very - usual - beginning,
let's call it classical start.

B:

Dynamic start, when the human player enters the game with the chosen civ
at the date when that civ is to enter historically: e.g. Rome in BC 750...
...and the game PLAYS ITSELF up to that point!
So you enter a game dynamically developed up to that point.

I belive much in the "dynamic start", and if I read well, Rhye also considers this direction to be followed.

At this moment, we had a 038B dynamic version and a 040A classical version.

038B:

- had problem of a strange unwanted lion unit for the human player which had to be deleted by the player in the game...
(Rhye says it is solved since then)

- Also, there was a problem of European civs getting the assigned echs, it was somewhat mysteriously related to Germany's presence.

- Balance problems: China was TOO powerful, and other civs were also uneven.

- game was 500 turns, but was developing too fast, resulting a win for China in the 17th century at 350 turns or so on Prince level.

- civs were settling at unusual places, colonization went not to places intended.

Dynamic starts worked fine, though, taking about 2-3 mins to enter the game as Rome, for instance.
For USA, it was 27 mins.

*

040A:

- There is problem of tech assignment, Rhye says starting techs went to the wrong civs at the wrong date.

- balance seems to be improved, civs successfully get handicaps.
It can be further tuned in coming upgrades.

- pacing of the game is a question, it is aimed to be balanced on Prince level,
as it seems this would be the appropriate competitive level for the human player against the AI

- settling is improved, civs take place in their historical homeland

- civs have a more densed land with more cities. It may be good or bad - tests will decide :)

*

Now Rhye will give us a new version, I believe a classic-start one...
 
I'm just checking here, sorry that I haven't been able to help with the testing (again). I've been having a crazy time with school and have some pretty big exams coming up in the next two weeks. But I've been keeping up with the thread pretty well, just haven't had too much to contribute since I can't play.

I definitely think that going with the B versions is the way to go for the mod into the future. It will add something good and unique which others don't have.
 
I'm about to upload v0.43B.

Changelog:

- Resources system - some resources will appear later, such as horses in America. It's very close to how RoC was.
- Got rid of the lion
- Tech assignment moved to the WBS. Unfortunately the bug is still alive, and then I really don't know what should I do.
- Minor changes to the map
- Minor tweaks to the spawning method, to make it fit the lion issue
- Tuned tech rate
- Slightly increased prince level
- Shorter soundtrack
- City distance should be back to how it was in 038 (but I'm not actually sure that's happening)



Soma, can I ask you a favour? Can you (or anybody else) collect all the changelogs written so far and store them in a txt?
 
Rhye, here I will write report on a test of 043B:

Launched game as Russia, Prince level

in the very first turn, AD 860

techs:

I am very happy to report that ALL CIVS have their techs properly!

Spain, France, England, Germany, me (Russia): all at start of medieval age,
with a bit diversed ways :)

China is behind, learning Calendar (9) now, missing a lot of classical techs
India also goes for Calendar (3), same state in tech as China
Egypt will have Music (1), has Calendar already
Japan has Calendar, will have Machinery (5).

Rome is also at the level of the Asians,
Alex is more developed as he already has Feudalism and almost full of classical techs.

I say, techs are :goodjob:

Cities:

- Well, Greece again put a city in England: Herakleia in AD 800
and that flipped to Liz...

- Greece seems to have too much of a winning situation as Alex has 8 cities,
2 were barbarians in the Midle East (Tyre, Jerusalem).

in contrast: Rome has only 2 cities, I guess barbs destroyed 1 or 2

- Spain has 5 cities nicely placed
- France has 3 cities

- India has captured Niniveh, plus in homeland he has 7 cities
- China: barbs did some job, now 6 cities to Huang
- Japan has 1 on continent, 4 on main island

- Egypt is nice with 7 cities, close to each other

*

Hm, we'll see...

I make a save file of this, and will run another launch with Aztecs

And then one with USA

and then will perhaps try to play this with Russia :)
 
about making handicaps, here is this in a thread:

" i just increased the base cost for the buildings. Then I created a trait that reduced the cost back to normal. The civs I want to handicap don't get this trait and thus pay more than normal. The other civs get the trait and pay as normal."
 
for now we don't need that kind of tweak that involves XML.

btw are civs really having their techs properly?
If Spain hasn't Sailing, and Arabia hasn't Divine Right, the answer is no. Please check...



going to bed now
 
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