elhoim -> I will try to open a couple of passages, but if I see them colonizing zones that should be kept empty for the Spanish arrival, I'll reclose them.
erikg88 said:Why isn't the newest version of the mod listed in the first post?
Barak said:Resource tile bug in 065.
Playing as India (wow are they underpowered) South-west of Madras, in the jungle square that becomes aluminum I was able to clear the jungle when I researched Bronze working. Just an FYI
Barak said:In my next startup as Spain, I noitced that Cadiz was my capital on startup, which had the city ruin icon, and I could not select the city
and by 770AD, this was still the case (in 0.65)
The Great Apple said:IIRC they're all simutaneous, but the AI always moves first as it doesn't have to bother with moving the mouse or clicking it.
The Great Apple said:I'm not sure I get what you want.
If you have the human and the AI moving at the same time, then the AI would complete all it's moves first, because it's so much faster than the human. If you were to implement it so the AI did moves in between human moves, then I'm pretty sure it would get very frustrating, very quickly. Would completely change the game.
Sei italiano ? Cosa sarebbe il tuo progetto ? Se vuoi contattami tramite messenger davidebat89@hotmail.itRhye said:Welcome to Rhye's of Civilization new home.
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New official site is up!!!
INTRODUCTION
Rhye's of Civilization - the fastest loading mod was widely known as a sort of "Civ3½", it is one of the most famous modpacks for Civilization III, with more than 25'000 downloads, and having generated over 7000 posts of feedback, including CivFanatics' Forums' biggest thread (300 pages long)
Forum thread
WHAT'S THIS THREAD ABOUT
Our aim is to form a team like the one that made Rhye's of Civ for civ3, and to plan and create its follow-up.
Rhye's Catapult is a temporary name, soon to be replaced with something less stupid
The mod will be made, like its predecessor, in two steps:
1. The "basic" version, featuring an historically correct game on my Earth, without altering the game too much
2. The "expanded" version. Fortunately Civ4 is a much better game than Civ3, so it won't need a hard work of rebalancing. But as it offers an amazing moddability, it would be a shame not to take advantage of it to add new aspects to the game
More details below.
Comunque con questo mod è possibile che una tua città della tua nazione diventi uno stato indipendente autonomo ?Rhye said:Now, here's the schedule:
ABOUT THE SITE
Already done:
- Move it to Civfanatics domain
- Update the Civ4 page and reorganize the whole site
To do:
- Some new pages for the mod
- Stretegy guide
BASIC MOD
Already done:
- The map. It is a variant of my Earth (the one you all have in your publicMaps folder), featuring an enlarged Europe.
- New terrain graphics (it somehow recalls the RoC terrain. Will contain a couple of art files from Coldfever's Blue Marble)
- Some new flags. For those who don't know, I was the author of some of the flags included in the normal game, as well as almost all of the ones in release mods and scenarios.
- A SDK tweak that will show player's cities in the civ's colours instead of greenish or reddish grey.
- The biggest thing: python code for dynamic rise & fall of civs. In fact, you won't see 18 civs in the same time here. Never. Basically, Egypt, India, and China will start at the beginning. The rest will be born later, in appropriate turns and with appropriate techs and starting units. There's also an algorithm for collapsing some civs in barbarian cities.
- Late human starts: if human player selects every civ but Egypt, India or China the game will play itself up to the spawn year
- Dynamic switch: the human player will have the possibility of changing the civ to control, once in a single game. So, if you don't to wait 15 minutes to play Mongolia, start with Egypt at the beginning and take over Mongolia later
- Some XML rule changes (in particular regarding terrains not allowing cities)
- Exploring the SDK to find a working way of allowing more than 18 civs (it's officially hardcoded)
- Increased naval movements to fit map size
- Jungles don't allow cities, can't be cut until Biology, and cannot grow
- New timeline: 500 turns, 3000BC-2050AD
- Alter AI parameters of distance in founding cities (on a crowded Earth it founds cities too far from each other)
- Drive AI settlers to certain locations (Spanish in South America, English in Australia etc., instead of all of them in Siberia)
- Python code for event-driven barbarians
- 3 customized handicap levels for each civ
- Customized AI unit weights
- Late spread of resources: horses will show up in the Americas after 1600, and so on
- Keshiks replace knights instead of horse archers
- Plot / city name correlation: engine
- Popup that allows human player to refuse flips. If you refuse you'll cause a war, and half of your units in the area will betray you
- Help England, France and Spain with galleons & settlers
- Marshes
- Jungle and marshes partially impassable
- Rework out victory conditions
- Civilopedia for the new entries
- Choose a new name
Ongoing:
- Tuning balancement, tech costs and handicap variables
- Bugfixing
- Plot / city name correlation: city maps
- Localization of the new popups
- Write readme
To do:
-
EXPANDED MOD
Already done:
- Mercenaries mod. I was about writing it myself, but found out TheLopez's one which is excellent
To do:
- Choose a set of interesting mod components made by other people to include
- Allowing more than 18 civs (after the official "Warlords" Expansion Pack)
- Peaceful minor civs
- World Congresses system (TheLopez will help with this cos it's rather complex)
- National Congresses system
- Partisans system (same as above)
- Colonial system including a 6th civic column
- Revolts system
- Emigrations system
- Plague
- Exile
- Naval movements a la RoC, with different values for coast and ocean
- Heracles's Pillars (ships sinking)
- Civ traits! Including nomadic, seafaring etc.
- Some tweaks on religions, including adding a couple of new ones and enhancing differentiations
- Addition and removal of some wonders
- When there's more choice of custom units, a second UU
- Develop a random map version
SilverKnight said:Well, India and Inca are weak. Very weak. India at least has a chance of colonizing Southeast Asia and Australia, since the human player can plan ahead and have settlers ready for the galleons. I had a very long lull of pressing enter every turn because Delhi was supplying my entire army and my two coastal cities had very low production. With no small neighbors to conquer, Persia growing big to the north, (they scare me, so I spread Hinduism in all their cities), and Rome and Arabia keeping my missionaries east of Jerusalem with no open borders, I am forced to wait for Astronomy to really sail the world with my settler horde.
Switched to Inca when I had the chance, but...I figured I should beeline for Feudalism to put my gold to use before it was taken from me, and sure enough, a few turns after I upgraded all my archers to longbowmen, the Romans came calling for half of the remaining! Of course, I gave it to them, and used up the rest upgrading two of my quechas to macemen, so I have a sizeable army. While I have little to do in the way of exploring (cities building up infrastructure slowly), my tech rate is VERY fast; I am researching all techs in 4 turns or less!
Only used two great scientists to make academies, as well. I wont catch up to the global powers, but I can eventually stand a chance against the other smaller countries at this rate. I'll come back to both of these games later.
For now, it's on to America!![]()
SilverKnight
EDIT: Oh yeah, both Hinduism and Buddhism were founded many turns AFTER I researched the necessary techs... at least I had them both this time.
On religions: get rid of Taoism, add in Polytheistic Mythology (ancient Egypt, Rome, and Greece all had it), and make Buddhism spread more in Asia. Buddhism is far bigger in Japan than Confucianism, and Chinese ideology doesn't need two seperate religions where the Mediterranian civs have none!![]()
junter said:Sei italiano ? Cosa sarebbe il tuo progetto ? Se vuoi contattami tramite messenger davidebat89@hotmail.it
Aaah - I see what you mean.Rhye said:In the late game the AI can take 30 seconds or more to move, right?
it would be grand if, like in other games such as Championship Manager or Football Manager, AI does its work on the background, during player's time. So that when he clicks end of turn, there is no wait at all.
The Great Apple said:It would, however, be very messy and time consuming to code, and, as always, there will be hidden details which might make it impossible.
The Great Apple said:Aaah - I see what you mean.
The trouble is that most of the AI's thinking time consists of gathering information. If it were to think during the player's turn, then it would be trying to work out it's moves on incomplete information. You could, perhaps, make it so that any AI who had no chance of any contact with the human, or any other AI whose turn would be before it, and who hadn't fulfilled the same criteria as this one has to, would conduct their moves. The human wouldn't notice any difference (if it's done well enough to prevent lag during the turn).
It would, however, be very messy and time consuming to code, and, as always, there will be hidden details which might make it impossible.