Rhye's Catapult

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.

That's not 100% correct. The computer moves very swiftly, but it is possible to sneak moves in there during the animations. Specifically, if one of your cities is being attacked, you can't get in before that attack, but if you try to move a unit in while that attack is being resolved, it will arrive before the next attack.
 
First i have to say that this is far better than your previous versions the barbarians are still annoying but not overpowerfull so it is as it should be :D

Some Suggestions.....

Since we are playing the mod on the world map why not change the demograpics so China actually can have about a billion inhabitants if not that much atleast increase it :p

Why not enable you to export/import food so you can choose to sell a certain amount of your surplus of food?

And you could also make it possible to import food to certain parts of your kingdom.
 
Stellan_87 said:
Why not enable you to export/import food so you can choose to sell a certain amount of your surplus of food?

And you could also make it possible to import food to certain parts of your kingdom.
Those are important aspects that people have been asking for since Civ3, but they are definately above and beyond what we should be putting into the basic mod (Catapult). As for Trebuchet (the expanded mod), that is another story altogether.
 
Rhye said:
-> India should actually be stronger than in some versions ago...

-> That religions change is on the to-do list, but I need graphics! Missionaries, buildings, intro movies, and music

-> Religion founding is still completely automatic in v65. Wait the next build!
Oops! :blush: My bad, I'll be patient. :goodjob: Does anyone know who we can bug about graphics, and have wonder/religion movies been tried yet? They're very short and simple; I don't imagine it'll be impossible.
Stellan_87 said:
Some Suggestions.....

Since we are playing the mod on the world map why not change the demograpics so China actually can have about a billion inhabitants if not that much atleast increase it :p
I like the massive China idea, but we should lower its trade production some to compensate for all the excess food. Even historically, as far back as the Qin Dynasty and certainly during the Ming, China's population has been relatively enormous. Therefore they could use some of their excess workers as artisans and the like--merchants, scientists, etc.
Stellan_87 said:
Why not enable you to export/import food so you can choose to sell a certain amount of your surplus of food?
But you can do this... hit F4 to open up your foreign advisor, and click on "Resources." It tells you how much gold per turn (GPT) any given civ has available for trade. The ones with the most will typically offer it all for one resource, especially if it is a strategic or luxury resource.

If you were able to sell them two of something, they would just sell one. And that would be silly. :p
Stellan_87 said:
And you could also make it possible to import food to certain parts of your kingdom.
Why would you want to do that? To help some cities grow faster? That kind of balancement was taken out from Civ2 because it detracted from city placement. If you build a city near hills and forests, it'll be small but produce a lot; if in grasslands and plains, it'll be large but unproductive; if in desert, it'll be small and crappy.

SilverKnight
 
Rhye, I´ve been playing a game with America (I directly started with them) and it is very nice indeed. Some commentaries: Religions are spread in a realistic way. By 1605, when I appeared, Rome, Persia, and Greece were destroyed. One thing that is somewhat off is that South America never gets fully colonized. It would be nice if Spain where pushed to completly fullfil America... Anyway it is a very nice experience! And the preplaced buildings are a great help! I think they are a good adition! Great Job!
 
If those nations had never broken away from Spain, it would now (in Civ terms) be the most powerful nation in the history of the world, with so many resourceful colonies and large land area. Maybe if they did, we could add new civs to fill in, and make South America much more valuable in terms of cities. Hmm... Rhye, can we have this in the next build? :mischief:

SilverKnight

P.S.- "SilverKnight has converted to Taoism!" :rotfl:
 
Hi, folks!

During the World Cup I don't play civ at all, as I have life, too...

But I plan to come back on July the 10th... ;)
 
In the next build what? New civs? Are you joking or the taoism has driven you crazy? :p

Seriously, the next build has little to offer (just the new religions thing) because I had no new city maps from RedThreat and almost no interesting info from your reports.

And, as the Wise Man (that is, Soma) said, there's the World Cup.
I would immediately put the mod in the recycle bin if it could help Italy to win...
So, I have less free time but fortunately, there's no big things left to do (except investigating on simultaneous moves, that's intriguing me)
 
When I try and play this mod, I get the 'You have been defeated' as soon as the game loads. Whats the deal?
 
Sisonpyh said:
When I try and play this mod, I get the 'You have been defeated' as soon as the game loads. Whats the deal?
Make sure you exit the game completely (to desktop) before loading a game or starting the scenario as a new civ.

Rhye, I'll be testing out the other civs I haven't had a chance to yet, like Spain, Egypt, Russia, and England. Just had a very exciting game with America, I'll share more after sleep!

SilverKnight

P.S.- Yes, I was joking. Unless you WANT to change everything... :lol:
 
SilverKnight said:
Make sure you exit the game completely (to desktop) before loading a game or starting the scenario as a new civ.

Well, I was using the WB save to load the mod, guess that was the problem.

edit: nevermind, I see now.
 
A few more hours then its Sweden vs Trinidad :) i suppose we will beat them silly :D
But anyway, Silverknight you missunderstood me, i was talking about food food not food resources like wheat etc. And another thing ... in my games Saladin is always Jewish... and as far as i know Jews and Arabs dont get that well along so can't you change a script or something to make him wanna be a muslim or his people dislike being Jewish?
 
Stellan_87 said:
A few more hours then its Sweden vs Trinidad :) i suppose we will beat them silly :D
But anyway, Silverknight you missunderstood me, i was talking about food food not food resources like wheat etc. And another thing ... in my games Saladin is always Jewish... and as far as i know Jews and Arabs dont get that well along so can't you change a script or something to make him wanna be a muslim or his people dislike being Jewish?
This is alternative history. Things didn't have to turn out as they did. Judaism could have arised in such a manner that the Arabs were part of that religion from the start and Islam were never founded (as it was founded in response to problems Muhammad perceived in Arab society) or was founded but only as a splinter cult of Judaism (which was almost the case, except Muhammad and the Jewish Arab tribes of the time came into conflict so Muhammad developed Islam further to increase the separation from Judaism).
For this purpose though it would make sense to have a chance of a religion not spawning at all in certain cases, so if Judaism somehow spreads rapidly to envelope Arabia and Persia and whatever is in the area of Turkey, there would be a chance of Islam never rising (since most of the civs aligned with Islam in reality would never have the need for it in the first place.) It is not an absolute historical necessity that all of the religion in the game appear in every game.
 
Hey Rhye! I dont know if you remember me but when you were making your first version of RoC for civ 3 I was there commenting and helping for the first few months. Since then I've been pretty silent but there was one major observation about this current edition of RoC that I feel compelled to write about.

I think the way you do the start dates for civs is truly outstanding. It adds so much depth to the game for the world to be able to have such dramatic power shifts at different sections of history. On that note I despise the death of civs system. Im not a fan of the semi-random immediate destruction of entire civs.

I was recently playing a Rome game and I was embroiled in a brutal war with Persia. Things were close until all of a sudden Persia was an empire no more. Same thing when I played Egypt and warred with Greece. It honestly drives me crazy.

Instead of having the civs wiped out cant you just have sections break off into barbarianism instead. If the civs can stand the onslaught of the barbarians breaking off then they deserve to continue to exist. For civs that have passed their death date this can happen every so often to keep them on their toes. When a new civ arises part of the empire in question could break off and join the new civ as well. Just let the civs remain to fight rather than having some semi-random code just magically eliminate them.

As much as I love the game being faster I don't feel it should be at the expense of having a dynamic and everchanging game. I feel the game is more dynamic when civs have at leats a fighting shot to exist.

My two cents.
 
It's actually rather historical that empires crumble to dust within the space of a few dozen years or even less (and remember that a turn is at least a year). Sometimes a few different factors together cause a civ's cohesion to just disperse almost all at once and almost without warning. One decade it's an old thriving world power, the next it's a bunch of disorganized warlords raping and pillaging.
 
Stellan_87 said:
A few more hours then its Sweden vs Trinidad :) i suppose we will beat them silly :D

fortunately not lol
 
Stellan_87 said:
But anyway, Silverknight you missunderstood me, i was talking about food food not food resources like wheat etc.
Ah, I see.
SilverKnight said:
Why would you want to do that? To help some cities grow faster? That kind of balancement was taken out from Civ2 because it detracted from city placement. If you build a city near hills and forests, it'll be small but produce a lot; if in grasslands and plains, it'll be large but unproductive; if in desert, it'll be small and crappy.
Same between civs. Food is invaluable to a city for growth, allowing it to produce more faster, buildings and units as well as trade and culture. Therefore any price a rival civ could offer for it wouldn't be enough.

My America game was FUN! Colonized South Africa right away for the extra resources, built up my cities' culture and a decent military, and through great tact and diplomatic skill (read: giving in to every extortion for hundreds of years), I am now 3rd in score and tech, behind only Spain and England with their GIGANTIC colonies. England colonized Australia; Spain took South America; Inca and the Aztecs have powerful, modern militaries; Arabia is the only Islamic nation; China is decimating Japan's continental cities while I pummel their caravel-based navy; one of France's cities flipped to me and another one (in the place of New Orleans, called Marseilles) is under pressure; New York's culture is pushing back England's two cities in the NE. :beer:

SilverKnight
 
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