Rhye's Catapult

cece84 said:
L'idea delle citta che flippano e' veramente grandiosa ma perche non applicarlo anche ad altri popoli oltre Roma?? Per esempio se non abbiamo civilta da fare nascere in africa che rubano terre agli egizi si potrebbe far flippare le citta in barbs...(per esempio i nubiani e i libici)..
idem per cinesi & persiani.. i mongoli dovrebbero nascere a mio avviso con parecchie unita nei pressi del nord della persia e della cina in questo modo limiterebbero lo strapotere di queste 2 nazioni.

Non so se lo sai, il problema principale è che c'è il tetto di 18 civs. Che verrà rimosso con l'espansione Warlords. Allora potrò veramente aggiungere quante civiltà mi pare.
Farlo ora come dici te sarebbe una buona idea, ma hai considerato che essendo barbare sarebbero attaccate (e riconquistate) subito dopo?


cece84 said:
Grecia= spesso muoiono e lo sappiamo... è possibile modificare il comportamento di questo popolo spingendoli verso oriente contrastando persiani o cmq nel mediterraneo (simulando l'espansione di alessandro? si potrebbe aiutarli facendo flippare la turchia dopo qualche tempo come succede per i romani)
Islam=in diverse partite non si è diffuso come dovrebbe.. tutti preferiscono il cristianesimo..


Un po' di tempo fa i greci erano troppo forti, ora le ho provate di tutte ma non c'è verso di farli reggere un po' di più.
Dell'Islam non dovrebbe essere sempre vero, prova qualche partita in più. Magari con la versione nuova (069) che ho appena postato


cece84 said:
Complimenti Rhye!!!! :goodjob: :goodjob:
PS: FORZA ITALIA!!!!!:goodjob:

grazie, ma io preferisco dire
Italia, forza! :goodjob:
 
Please remember to report how Incas behave.
I don't want them to expand in the Buenos Aires area.

They worked perfectly! They didn´t go outside their area, and the aztecs didn´t go to South America!

The only bad thing is that colonization is going VERY slow... Europe isn´t very interested in America...

Civ4ScreenShot0001.JPG

Greece and Persia didn´t make it this time, again...
 
Just wanted to say what a fine job you have done.

This was the first BETA of the mod I've ever tried, just a few concerns though... ;) :
1- When picking a civ other than the 'first three', is it normal for the game to keep skipping turns (for a few minutes) until the correct start year is given? and if so could this length be shortened??

2- Although I like your map Rhye, but if I wanted to play on a larger map of Earth, will the same effects of Cities and events occur, or will they be lost? and if that is the case how could I preserve the same settings :) ?

I hope you would take the time to answer my curious questions... Again, wonderful job you guys ;) .
 
Tyranausaurus said:
1- When picking a civ other than the 'first three', is it normal for the game to keep skipping turns (for a few minutes) until the correct start year is given? and if so could this length be shortened??
I think I can answer this. The game is actually playing through, you're just not seeing anything. That's the great part; each time you start is different. Rather than a save-game before a Civ's spawn date, the game is being played with different outcomes each time. So no; the wait is about as short as it's going to get. There's no way around it, but it's worth it for the gameplay.

Tyranausaurus said:
2- Although I like your map Rhye, but if I wanted to play on a larger map of Earth, will the same effects of Cities and events occur, or will they be lost? and if that is the case how could I preserve the same settings :) ?

I hope you would take the time to answer my curious questions... Again, wonderful job you guys ;) .
There are many things in the mod specific to the map, for example guiding the AI to expand in certain areas (England to North America, Australia, New Zealand; Spain to South America and Africa; France to the Americas and Indochina, etc.), and each new map would mean adding all these features again... :suicide:

Also, the map is as small as possible (to still be fun) to allow slower computers like mine to play. Bigger isn't better in terms of gameplay; yet it would slow down the game DRASTICALLY. Better to have a small, fun map.

Hope I've answered your questions! :goodjob:

SilverKnight
 
1- When picking a civ other than the 'first three', is it normal for the game to keep skipping turns (for a few minutes) until the correct start year is given? and if so could this length be shortened??

You can start with one of the 3000 BC civs and then change to the desired one. It won´t be shorter, but you will play more.
 
India has the free Woodsman promotion. Very useful, since the few forests are chopped soon and the jungle is impassable for attackers.... They can acquire the double movement sooner, but it's not that definitive edge...
 
Hi everybody :)
After a rather long hiatus from Civ due to school/life I decided to try the newest version. My initial impression is simply "wow."

I'm up to 1230AD as the Romans, and its been really fun so far. I'm completely dominating with score and everything, me with about 1000 and the closest competitor (Arabia) around 750. England, Spain, and France have all fallen to my mighty legions :D

I really love the way you have the barbarian invasions setup, they are quite ferocious. There were a few times where I was on the verge of collapse which is always fun :cool:


I like the way the new civilization births are set up for the most part. One tweak I would suggest would be to give Spain, France, Germany, and any other civs which might have to fight a war on birth some offensive units. As it is the player (at least as the Romans) faces little to no threat if he denies the conversion of their cities. They merely keep their huge stack of longbowman in the capital and what few swordsman they have can be very easily killed by a couple of praetorians. I would suggest that each of them (France, Spain, Germany, possibly England) be given one or maybe two knights and a couple of catapults. With these units they would have a much better chance of being a true deterant to the player rejecting them.

I agree with what seems to be the consenus that the Greeks are underpowered. In this game they were eliminated by barbarians in 590 BC :lol: Perhaps they could use a few more starting units to defend with? I don't think the starting position for Athens needs to be improved, but other than that the Greeks don't really have any decent city locations to expand to, at least early on.

Persia was eliminated in 600 AD, which I think is fine. A problem, however, is that their entire area has remained completely unihabited since then. Would it somehow be possible to have India's settle zone expand into Persia's if Persia is eliminated? Or maybe some mechanic to have Persia be reborn at a later time, but I do understand that you want to have a couple civs eliminated during the game to keep turn times down.

I have one final kinda crazy proposal: that the scout unit should be completely removed. It seems to me that it really adds no positive elements to the mod. What it does do is allow civs like Egypt to explore all of Africa before 1000 AD. Another thing it does is make it possible for countries to meet each other way too early(such as Greece or Rome crossing Asia to China). The mod already does such a great job preventing civs from settling in unhistorical places that its just a shame to still have random units wandering unhistorically. Overall I believe we should be doing things to discourage exploration, not encourage it.



Edit: Ok, one final final thing;)
Is the code for the feature which prohibits the AI from settling in unhistorical places part of the .dll? I looked for it in the python code and couldn't find it, but I figured I might as well ask. Oh and by the way I think that the way the automatic city naming is programmed and implemented it ingenius :goodjob:
 
good point. I'm noting all your comments and try to find a solution.

In the meantime, I'd like to introduce the last part of the traits change:
remember that during the removal some abilities like 'no anarchy' were lost? Remember the proposal of civ traits like in civ3, to differentiate the civs more?

I propose something different, that's instead inspired to Rise of Nation's "powers" (in that game, the Egyptians have the "Power of the Nile", the Mongolians the "Power of the Horde", the English the "Power of the Empire" and so on).

So, here's a list of 18 possible "powers" name and effect:
Code:
EGY	Pharao	 	Theocracy and Slavery since the beginning
IND	Spirituality	No anarchy
CHI	Numbers		2X train speed melee units
GRE	Philosophy	Starts with a golden age
ROM	Limes		Foreign cities ask to flip
PER	Satrapy		Vassallage available since the beginning
JAP	Honor		Free Combat I promotion for melee units
SPA	Discovery	All naval and gunpowder units get free sentry promotion
ARA	Faith		Missionaries remove other religions
FRA	Entente		Convert barbarians
ENG	Navy		Naval units 2X train speed
GER	Blitzkrieg	No relocation of units on war declaration
RUS	Motherland	Enemy units damaged in Russian territories
MAL	Wealth		1 trade in plots with 2 trade
INC	Agriculture	1 food in plots with 2 food / Mountains produce 2 food
MON	Horde		Free pillage
AZT	Sacrifice	Enslave ability
AME	American Dream	Population migrates from other civs

Some are obviously too powerful (China) and some too weak (Persia)
i'd be glad to hear better proposals
 
Rhye said:
GER Blitzkrieg No relocation of units on war declaration
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Some are obviously too powerful (China) and some too weak (Persia)
i'd be glad to hear better proposals
This one would seem the most powerful to me. The AI would fall to pieces - it would be Civ 3 all over again, but without the reputation hit! Maybe something like giving them the ability to move on enemy roads in the first turn of combat? This way you can only nail the border cities.

As for the Chinese one - can you not just make it 1.5X melee unit production? IMO it should really be gunpowder units as well (maybe 1.25X...)
 
My opinion is that Greece a little too powerful. They start with a golden age, maybe you should allow them more culture because of all the cultural things they did.

Also I don't understand Mongolia. What does free pillage mean? I don't really understand.
 
I don't think starting with a golden age is that overpowered. It's a one-off boost, while other powers last thoughout the whole game.

I'd guess free pillage means that they can pillage without having to use up a movement point. Maybe this should be restricited to once per turn?

I'm not quite sure what the Roman one would have done, so I'm not really in a position to comment.
 
Code:
EGY	Pharao	 	Theocracy and Slavery since the beginning
IND	Spirituality	No anarchy
CHI	Numbers		2X train speed melee units
GRE	Philosophy	Starts with a golden age
ROM	Limes		Foreign cities ask to flip
PER	Satrapy		Vassallage available since the beginning
JAP	Honor		Free Combat I promotion for melee units
SPA	Discovery	All naval and gunpowder units get free sentry promotion
ARA	Faith		Missionaries remove other religions
FRA	Entente		Convert barbarians
ENG	Navy		Naval units 2X train speed
GER	Blitzkrieg	No relocation of units on war declaration
RUS	Motherland	Enemy units damaged in Russian territories
MAL	Wealth		1 trade in plots with 2 trade
INC	Agriculture	1 food in plots with 2 food / Mountains produce 2 food
MON	Horde		Free pillage
AZT	Sacrifice	Enslave ability
AME	American Dream	Population migrates from other civs

I really like that idea. It would make each civ unique. I also agree with TGA that it may be better to just give Germany the ability to move on enemy roads.
 
I really like that idea. It would make each civ unique. I also agree with TGA that it may be better to just give Germany the ability to move on enemy roads.

Yeah, I think that´s better.

I think Rome is overpowered too.
What about
Senate - +1 happy face in every city

I don´t know. We should give it something that reflects the rapid expansion of Roman lands. In the game is impossible to achieve the real territory of the Roman Empire. I think the trait should focus on that. Besides, with the apparition of new civs it is doomed to fall.

ROM Limes Foreign cities ask to flip

Perhaps having this one until 300 AD would be a nice balance between reality and overpowerment (?). It would be great to achieve in game what the romans did in real life, and then increase the power of the new civs so they take the empire down!
 
Overall, I LOVE the idea.

GER Blitzkrieg No relocation of units on war declaration
RUS Motherland Enemy units damaged in Russian territories

These seem to be overpowered. Would Germany be able to enter foreign lands, park their troops next to a city, declare war and then take the city with no warning? Also, at what rate would Russian motherland cause damage.

Vallage for Persia is not to underpowered if used correctly, also wouldn't Inca get three food from mountains, since they would also get 1 food from any square producing 2? Perhaps they should just get 2 food from the mountians.

I also like the idea of +1 happy face for Roman cities.
 
Civmansam said:
My opinion is that Greece a little too powerful. They start with a golden age, maybe you should allow them more culture because of all the cultural things they did.

Also I don't understand Mongolia. What does free pillage mean? I don't really understand.

Free pillage would let the unit pillage a square without costing it its turn. So a swordsman could pillage a town, then move a square or attack.
 
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