Rhye's Catapult

i will play test my first game as Arabia to see (later this afternoon)
 
Rhye said:
beh l'italiano è infarcito di parole inglesi già nell'uso di tutti i giorni.

Immagino l'orrore che proveresti allora nell'entrare in comunità che giocano ad altri giochi online.....
Io giocavo a Ultima Online e pkappare, macrare, blessare, ressare, reskillare, tamare, polimorfare, bannare, jailare,... erano verbi all'ordine del giorno. Fa schifo, lo so. Quando qualcuno ti sente parlare così ti prende per pazzo.


La versione nuova x domani mattina o primo pomeriggio

mi fa piangere come un bambino... il ritmo della lingua italiana e' bellissima, ma quando c'e' una parola inglese, e' rovinato. provo usare le parole italiane equivalenti; invece "il computer", io adatto la parola spagnola per avere "il computatore". Penso che sia un buona idea. o "il keyboard" diventa "la tastiera" eccetera. non importa. :(
 
Andes producing 2 food will help Incas from their handicap of having half of their plots occupied by mountains

Your tests will tell if powers are balanced enough.

I'm uploading

Yes. But (and that is my problem): why should I spend a citizen to work a tile with the only purpose of sustaining itself? I'd have more happiness and health problem and nothing more...
 
@chrisrossi: computatore è una aberrazione, meglio usare computer o se proprio devi usa calcolatore. Delle volte è più efficiente usare parole straniere, per quanto riguarda la tastiera credo tutti usino quella parola in Italia. Già però il mouse permane mouse e non topo....
 
The download isnt working. AND...I do think the Incas need to have 1 shield added to mountain tiles. What's the purpose of having a tile that creates a pop but does nothing else? It needs to have SOMETHING that actually improves the Incas.
 
Rhye said:
cece-> GR (GamersRevolt) e UOItalia. Nel 2000/2001


Silverknight -> Don't start a new game with the old version, I'm about to post the new one

0.80

- Scouts now have movement 1 (but can still enter marsh and jungle)
- Betrayal mode (when saying NO to a popup) will last some turns. Storing a stack of units elsewhere and attacking later may not be enough to exploit the mechanics this time
- Collapse now more likely to happen
- Helped Greece with one more Phalanx and the city of Knossos
- Celtic barbarians now appear much later
- Tweaked some modifiers (China, Egypt and India have less heavy unit and research cost)
- Oasis now produce 2/0/1 instead of 3/0/2 (Egypt and Arabia rebalanced again)
- Added all the remaining city names maps except Russian and Mongolian
- Updated old city names maps
- Updated all random city names
- Updated city rename corrispondences
- Updated settlers maps for better corrispondance with city names maps
- Military traits dropped
- Unique Powers added
- You’ll no longer get new civ popups for civs too close to the birth year
- Leader names replaced by Nation name in score displays
- Reorganized a part of the code
- Taoism moved to Calendar
- Greeks now start in 1800BC
- Tweaked AI tech preferences again to avoid Greece founding Confucianism


Why did you rebalance oasis again? Egypt has been getting weaker and weaker. I tried the link again and the download still isnt working BTW. Hope to try the mod soon.
 
Try the link now. I was just able to download.
 
Rhye said:
oh right, the UPs :D They're all working

Code:
EGY	Pharaoh		Hereditary Rule and Slavery enabled since the beginning
IND	Spirituality	No anarchy
CHI	Myriads		1.5X Melee and Gunpowder units train speed
GRE	Philosophy	+200% Great People birth rate until the end of the Middle Ages
ROM	Infrastructure	Roads allow 4X movement within borders
PER	Satrapy		No Maintenance Costs from Distance to Palace
JAP	Honor		All military land units have a bonus in city defending
SPA	Discovery	Naval units are 2 movement points faster
ARA	Faith		State religion spreads with temples and cathedrals to conquered cities
FRA	Entente		Non-European civilizations have a friendlier attitude
ENG	Royal Navy	2X Naval units train speed
GER	Blitzkrieg	Gunpowder units can use enemy roads
RUS	Winter		Enemy units get damage every turn in Russia
MAL	Wealth		+1 trade in plots with 1 trade
INC	Terraces	Mountains produce 2 food
MON	Horde		Pillaging costs no movement points
AZT	Sacrifice	Military units can enslave defeated enemy units
AME	American Dream	Population migrates from other civilizations
Now that we have them in the game, I will test first, rather than comment. :goodjob:

Now, on to the motherland! :D On to мать Россия!

SilverKnight
 
Here I am! I was out celebrating the italian victory until now, now let's see...

the download is working


Eddiit said:
Why did you rebalance oasis again? Egypt has been getting weaker and weaker. I tried the link again and the download still isnt working BTW. Hope to try the mod soon.

Weaking Egypt has never been enough. I hope it is this time.

Eddiit said:
The download isnt working. AND...I do think the Incas need to have 1 shield added to mountain tiles. What's the purpose of having a tile that creates a pop but does nothing else? It needs to have SOMETHING that actually improves the Incas.

what if those plots were grassland? Would they be considered useless?
 
India is very weak in this version. Evenstarting as them, I was not able to keep up with the chinese or Egyptian.

In three quick games, Greece remained alive and prospered. Perhap they were given too many starting units?

I did notice a strange bug. When automated, workers cut down forrest even when the "automated workers leave forests" has been selected
 
what if those plots were grassland? Would they be considered useless?

They could be farmed. Or cottaged (It's not a real word...). Or workshopped (againt...). They could grow a forest randomly, with a river they'd have 1 comm.
So, they won't be considered useless as a tile which cannot be improved.

3-0, finaly Toni did something
 
Riker said:
They could be farmed. Or cottaged (It's not a real word...). Or workshopped (againt...). They could grow a forest randomly, with a river they'd have 1 comm.
So, they won't be considered useless as a tile which cannot be improved.

3-0, finaly Toni did something


My point exactly. It's just a useless tile. Kind of like putting a black hole there really. Maybe gice the Incas a special worker that can traverse and improve mountains if your going to give them that bonus. Let them use those mountains for something.

Also I started a game with Greece and Knossos never flipped. Might want to check that out.
 
Second game knossos flipped correctly.

A few observations about Knossos and the greeks in general.

1)If your going to give them a sea colony then you need to give them a galley.

2)Knossos needs a slight boost. Maybe give it some fish and something else but overall it's a very very poor city.

3)The area arround Constantinople could use a boost. I was thinking turn the mountain into a hill and put some copper in it. That area did traditionally have copper. The forests to the southeast also traditionally had deer and actually still do to this day. Great hunting grounds.

4)The bonus should extend a bit longer. The medival age comes very quick and therefore the bonus ends just as quick. In my game I saw no great people created with this bonus.

India in my games so far has done rather well. Rome got wiped out early and Arabia destroyed Persia and Egypt. Well what was elft of Egypt. The Barbs got them pretty good.
 
Some thoughts about making the AI more aggressive...

The type of wars Civ has are rather atypical historically. The AI usually only attacks when it has a significant power edge over a rival and conquers to cripple or eliminate it. Certainly that happened a lot in history, but there were also far more small skirmishes and smaller, shorter wars. Not everything was WW2 or Napoleon.

Some suggestions (if its at all possible):

Make the AI more aggressive overall.

Remove or lessen the 10 turn embargo on negotiating with an enemy after war is declared. Maybe make it 5 turns.

Currently I think the AI is more likely to go to war with weaker neighbors. Maybe boost dramatically the likelihood of going to war with a nation of comparable strength.

If we want to get really complicated, tweak the AI to be more likely to capture cities, and more likely to declare peace when/if a city is captured. Hopefully to created more tactical wars where small bits of territory are taken and then consolidated instead of every war being a war of elimination.

I imagine editing the AI is much harder than other aspects of the mod, maybe it can't be done. Maybe it wouldn't be wise to do. Just some thoughts.
 
OzzyKP said:
Some thoughts about making the AI more aggressive...

The type of wars Civ has are rather atypical historically. The AI usually only attacks when it has a significant power edge over a rival and conquers to cripple or eliminate it. Certainly that happened a lot in history, but there were also far more small skirmishes and smaller, shorter wars. Not everything was WW2 or Napoleon.

Some suggestions (if its at all possible):

Make the AI more aggressive overall.

Remove or lessen the 10 turn embargo on negotiating with an enemy after war is declared. Maybe make it 5 turns.

Currently I think the AI is more likely to go to war with weaker neighbors. Maybe boost dramatically the likelihood of going to war with a nation of comparable strength.

If we want to get really complicated, tweak the AI to be more likely to capture cities, and more likely to declare peace when/if a city is captured. Hopefully to created more tactical wars where small bits of territory are taken and then consolidated instead of every war being a war of elimination.

I imagine editing the AI is much harder than other aspects of the mod, maybe it can't be done. Maybe it wouldn't be wise to do. Just some thoughts.


Im a big fan of the small wars idea. Several short wars are much more desirable than every war being the end all be all. Is there any way to set territorial claims? For instance make cetain civs more likeley to go to war when part of their historic territory is under control of somebody else. When they get back some of their historic territory theyre then more inclined to negotiate peace.

That would make civs like Rome, Russia and the Mongols much more aggressive as they all had huge territory and it would help make Jurusalem a hotbead of activity like it was historically.
 
Arkaeyn said:
Rhye, I started my India/Inca game and was never given the option to switch. I played to 800 BCE, so should have had the Greeks and the Romans as options.

you will soon get the Romans popup


OzzyKP said:
Remove or lessen the 10 turn embargo on negotiating with an enemy after war is declared. Maybe make it 5 turns.

what will this cause?
 
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