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[BNW] Rhye's Catapult 2020-06-02

Thank you everyone! I sincerly hope that the Civ5 community is not completely dead.
Perhaps we can try to call people back here from Civ6 and Civ4.
Feel free to ask any questions on the mod contents.

I think a lot of the Civ5 player-base get mod content directly through the Steam workshop, which would explain why I see more activity on the Civ4 forums here even though Steam charts report there being 20x the number of people playing Civ5 than Civ4. I'm sure this will gain traction when you drop it in the workshop.

I also want to say thank you! Your original mod and its many derivatives are the reason I have put thousands of hours into Civ4. I am extremely eager to see the Civ5 implementation. :)

Additionally, I am curious - will there be anything special done with social policies? I liked the distinct government types of Civ4 but I am interested in seeing how things are interpreted in your Civ5 version.

Once again thank you for all your work, I can't help but admit I never thought I'd see this day!
 
I also want to say thank you! Your original mod and its many derivatives are the reason I have put thousands of hours into Civ4. I am extremely eager to see the Civ5 implementation. :)

Additionally, I am curious - will there be anything special done with social policies? I liked the distinct government types of Civ4 but I am interested in seeing how things are interpreted in your Civ5 version.

Once again thank you for all your work, I can't help but admit I never thought I'd see this day!

Cheers!
My original plans for RFC was to have a stability panel which allowed to control stability via policies regarding taxes and spendings.

civics2.jpg


At this point I am not promising anything about that, since I decided to only focus on the core of the mechanics, and aim to something realistically doable (given the amount of time I can work on it)
 
Thank you!
I am planning to do everything without DLL. It seems to be very difficult to compile now in 2020, with many software versions that changed.
I probably don't need it to achieve the purpose of the mod, and if I leave it DLL-free, it will be easy for any user to replace it with their own.

If you go to the VP sub forum, we’ve got a solid tutorial on compiling the DLL. Our repo on github is up to date and compiles out of the box. Food for thought!

G
 
Are you planning to alter any major existing mechanics to better reflect history at this stage? For example religion.
 
Are you planning to alter any major existing mechanics to better reflect history at this stage? For example religion.

I think that this will be determined after the tests after that it's released.
For now I changed terrain rules, but I'm also thinking about changing units movement (the Earth is quite big)
 
I think that this will be determined after the tests after that it's released.
For now I changed terrain rules, but I'm also thinking about changing units movement (the Earth is quite big)

Are you still planning on each game going for ~500 or so turns, start to finish? I know in Civ4 RFC and the modmods I play, Marathon speed made conquest UHVs much easier.

As for unit movement, something I really liked from one of the RFC modmods was naval units spending only a half movement point on oceans. That helped make the extreme distances over oceans more manageable.

I'm super eager to see your changes, thank you for your work!
 
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Are you still planning on each game going for ~500 or so turns, start to finish? I know in Civ4 RFC and the modmods I play, Marathon speed made conquest UHVs much easier.

Besides that I haven't planned UHVs so far, but you mean that a slower pace is preferrable?

I am undecided between 2 timelines (one of 540, one of 600), and I was waiting to have it tested by users to know their feeling, if the shorter one feels rushes, or if the 600 one makes the loading times too slow.


As for unit movement, something I really liked from one of the RFC modmods was naval units spending only a half movement point on oceans. That helped make the extreme distances over oceans more manageable.

Right! Is it doable in civ5? I'd definitely do it.
 
Right! Is it doable in civ5? I'd definitely do it.
Probably. The Ironclad gets double movement along the coast, which is done as a promotion, and it looks like the way that promotion works it should be possible to give double movement on the ocean.
 
In Civ 4 the modmod RFC Dawn of Civilization offers normal, epic and marathon game speed. If I'm not mistaken, normal game speed uses the same timeline as regular RFC did. Without UHVs game speeds matter a bit less I think.

Does Civ 5 properly support multicore processing? In that case, is it possible that, with a strong processor, the game will actually load faster than RFC for Civ 4 did?
 
In Civ 4 the modmod RFC Dawn of Civilization offers normal, epic and marathon game speed. If I'm not mistaken, normal game speed uses the same timeline as regular RFC did. Without UHVs game speeds matter a bit less I think.

Does Civ 5 properly support multicore processing? In that case, is it possible that, with a strong processor, the game will actually load faster than RFC for Civ 4 did?

faster: no way XD
 
Besides that I haven't planned UHVs so far, but you mean that a slower pace is preferrable?

I personally prefer a slower pace but I know a lot of people like playing on normal speed (which equates to 500 or so turns for a full game of RFC in Civ4). With that in mind, I was just tossing around the idea of slowing the pace down to help address the concern of unit movement speeds. More turns per era could help accommodate for the larger map without having to make units lightning fast. Just something to consider though.

I am undecided between 2 timelines (one of 540, one of 600)

Each of these sound like a good amount of turns. I can't wait to test it out! :)
 
I personally prefer a slower pace but I know a lot of people like playing on normal speed (which equates to 500 or so turns for a full game of RFC in Civ4). With that in mind, I was just tossing around the idea of slowing the pace down to help address the concern of unit movement speeds. More turns per era could help accommodate for the larger map without having to make units lightning fast. Just something to consider though.

Actually if you choose a later civ the whole gameplay can be shorter... 400 turns, 300,...
 
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