Discussion in 'Civ3 - Completed Modpacks' started by Rhye, Feb 12, 2005.
I don't think AI would upgrade it, because it's often out of money, but it's worth a try.
You could make the standard army upgradable to the Grand Armee but leave the "Upgrade" action unchecked. When the game creates an army, it should be the Grand Armee. I will test this.
[sigh]....damn. You are right. All is well with the Military Academy but the leader-created unit is still the generic....
I have an idea, though. You could justify the flavored units only being available through an Academy by saying that those units were "citizens trained at home" and you can justify the other however you like (maybe a battle-worn general looks different than a fresh new one?) I can convert the Firaxis "Leader" unit to army palette if you like and that new unit can be the leader-created army while the flavored versions are built only at the academy. Or, if there is another unit you would like to use instead, I can convert something else.
Just let me know soon, please.
It seems to me there is a lot of variance as far as Egypt is concerned because they are especially (I think) prone to disease. I am currently playing them in a game also and doing well, but I played one earlier that broke my heart. Four turns from my first settler, disease ravaged my capital from 5 to 1. What is that? Over 90% of the population (150,000 to 10,000)? Later same game I had the same problem with a worker. In a standard game, I would switch from a worker to a warrior, but I couldn't afford to lose the shields with the ROX rules.
I've even seen the AI have horrible times. Once the Zulu popped a city north of their capital. When I finally broke through to Africa (as Israel) and captured the Zulu city, I went to make contact with the Egyptians only to discover their capital and only city was completely undefended. I can only assume bad trade deals, Zulu presence, and disease caused their total ruin. A little ahistorical, but I enjoy the random factor and I could only imagine the true cause was my superior leadership of Israel prevented Joseph from being sold into slavery to Egypt. Without him they were totally unprepared for the 7 years of famine. Tough break, Pharoah.
Rhyes Expanded 1.23
for my own purpose I was changing Byzantines to Malay (there is this very interesting LH - Hayam Wuruk), just because the Constantinopel area was always to crowded. So I wanted to give Greece and Ottomans more space to expand and exspecially I wanted to give Asia a new Civ to increase their development ratio. It work out bad in the first try, just because the Malay cant walk the jungle with their settlers (i was overlooking this). So they need an early sailing vessel. So I gave them now a Dhow as early transport vessel (cheap, slow, but one place) and a unit called Malayan Warrior (image Libyan Warrior) as an early better warrior to get rid of all this pirates in South Malaysia. We will see how this turns out.
In constantinopel the situation not really changed. In former games normally Byzantines was crushed very soon either, just because they were stucked between Greece and Ottomans. Now they was not there, so nothing really changed
In general your mod with all your changes is more fantastic than ever. I really appreciate how much endless hours you invested in this mod. It is uncountable in my idea.
But ... I really dont like the Junks driving through Meridian See, I will change this too and create a JunK-like vessel for this Civs (originally I just wanted to disable Junk for this Civs, but then I noticed that there will be upgrade interferences so it is better just to create a new unit.)
Really fantastic piece of work (the best think is btw the Civilopedia !!). The whole mod proves really deep understanding of human development during last few thousand years and exspecially of the nessary game mechanics to simulate this development.
rod-> if you want to post your version, let me know so that I'll post a link to it in the site
the junks in the Mediterranean are just like Galleys in Asia. There are 2 lines of ships: oar-armed and sail only. Galley and Junk are the 2 most important ancient vessels of each type.
Guess we arent going to respond to the100thballoon's post.....
No prob. I will drop the subject so as to not clog up this thread.
no sorry! I wasn't at home today and haven't had time to reply to you and stile until now:
->about you, basically you're free to do what you like. You already know the problem, and you know that I'm not improving the mod anymore.
So, if you decide to release a zip containing all of the army animations in the correct folder and a modified pediaicons, I'll be glad to post the link to it in the site.
->stile: you are touching a sensitive matter here: there have been many tries of finding the perfect balance, but it's not easy. The fact is that Egypt especially is sensible to variations of shields and food. Give them a bit more, and they'll become a superpower.
I will try to zip the files and a edited pediaicons and upload it. You will have to upload it quickly because I cannot host it on my web space for very long (getting really crammed). It may take a while for me to do this but I will let you know when I do.
Does anyone know what Rhye uses (as an installer) for this modpack? I really like it and want to use it myself.
I used Setup Generator Pro.
Sorry all (blasphemous and RMC staff), I've got some hard issues to take care of in Montreal, I really dont have time for either the RMC2 setup or to check the RMC1 submissions. I'll be back in the futur when my life gets back on track. (Mainly women/love problems).
Rhye and others,
Playing through my second game. I'm Egypt, playing on Monarch.
First observation -- this Mod is GREAT! THANKS! I'm agonizing over production decisions, you have really made some amazing changes.
Right now I'm about on turn 330, we are in the mid 1900's. I actually think that we are behind the real world in technology. Right now, I'm in second place in tech behind England, who used the Encyclopedia to get a lead. I'm the largest empire by a bit, but right now a domination victory is out of grasp. A cultural victory isn't possible. I have the highest score by quite a lot.
One observation is that with a 400 turn game, it seems like a spaceship victory is harder. Is this correct? If so, is it intentional? I think the only way I can lose now is if England gets a spaceship victory. Otherwise, I think I'm going to win on score.
Indeed, with the difficulty in building settlers, the shorter game, the limited space, it seems a histograph win should be fairly common. Is it, or am I off base?
Another observation is that it seems that the democratic republic appears weak -- with a cost of 3 per unit and no free support, it is three times as expensive as democracy in C3C. Maybe if I had a bigger empire and built marketplaces and the like, it would be different, but this government seems hard to use effectively. None of the AI empires are using it.
A few things...
First of all, I just got back from Cairo a few hours ago... The trip gave me some development ideas for the mod, but those will have to wait until I have some free time. Once I do, I think I'll start a project for further expansion of the mod... I was thinking of calling it RoXorz (RoX on roidz)... One idea I had for it was a unique improvement/wonder for every civ (which would be an incredibly hard thing to do, but could give us extra control for stuff like the deterioration of ancient Egyptian glory, from cultural center to poor backwater Arab nation.) Another idea I had way way back, months ago, was to add some sci-fi future units and possibly even some mythical units... But as I said, this kind of project will have to wait until I have some more free time.
About RMC1, I will try and get the submissions checked in the upcoming week, if I don't it will take at most a further week... As for RMC2, I'll try and get a bit of work done for it on Monday through Saturday... So far SilverKnight has made a basic rough draft which we haven't done any further work on yet... SilverKnight, you can go ahead and develop it a bit more, just make sure to send me whatever you get, so I can work with that...
If anyone wants to hop on board for RMC2, it's not too late yet!
Breunor, spaceship victories can be hard, but really if the world doesn't fall too far behind on technology, and as long as you have enough productive cities, you can usually get it done before the AI... With my large communist empires (in the beta ><) I could produce the whole spaceship in less than ten turns when the need arose...
But frankly I haven't played in almost two months, and even then I hadn't had the chance to play much post-beta RoX.
Man am I tired.
I have that in my CoE thing - Seems like a nice idea, eh?
Blas, I think you should update the site as well.
Finishing RMC1 rankings by the end of the month and launching RMC2 for May 1st would be great...But I don't want to force you, it's a game after all and nobody's paying for this. See what you can do.
btw did you buy the new router?
I bought a new PC instead, it's a P4 3000, 1GB RAM, GeForce 6600GT PCI Express video card
With this stuff I could even start playing Civ3
Anyway I'm going crazy because of the noisy CPU fan, I'm replacing it as soon as possible.
I'll update the site later today or sometime tomorrow.
I'll see about launching RMC2 on May 1, but no promises...
About the router, we haven't yet, but we will soon... We should try and hook a game up some time, maybe your new computer will solve the problem, though I doubt it.
I think I'll start a game of RoX as Carthage some day soon... I miss the game...
The fact that I have XP now could change something.
But I recall that you were having most of the problems.
However we could try anyway; see you on ICQ
As requested I uploaded my version with following changes (I made this version originally just for my own purposes) :
1) Changed Byzantines to Malay.
Malay has Pottery, Buddhism, Islam, Religious trait
2) Changed Dromon to Kontiki (new UU for Malay)
3) Changed Cataphract to Malayan Warrior (new UU for Malay)
4) Added a new Unit -
Merchant Ship that replaces Junk for the European and Meridian Civs.
5) Changed a litte the landscapes (just changed the LM-terrain to the original terrain) of Malaysia and Phillipines to improve the original poor quality of this lands
Moved some Pirates ships in Malaysia to the south but didnt changed overall number.
(Malay should have a least a chance, shouldnt it )
6) Added some invisible resources (commerce + 1) to :
(just because in my games this AI-countries were always performing way too bad.)
7) Decrease Culture of Monument (comes with Religious Trait from Religious Civs) from 3 to 2
(I was recognizing that the Religious trait is just overpowered and destroys game balance in the way that Religious Civs always lead the Culture-Race with a too big advantage)
8) Added a few Kontiki-Pirates in the Polynesian Islands and Hawai.
(just for flavor)
This upload comes with all the necessary files in the folder Rhye's of Civilization-rod to separate from the original files.
Just unpack the uploads and copy them into the Conquests folders and the new .biq there, too.
(23.04.2005) I make it more comfortable to use, so you dont have to copy things into folders by yourself. Also I did bugfixing, because the yesterday version contained a upgrading bug in the biq.
(25.04.2005) I fixed the upload, because the file Kontiki_Run.flc was missing.
What is missing in this upload :
the LH-Flics Files are missing ! This would be too much to upload it in this way. The leaderhead has to be loaded from the forum :
It is named Hayam Wuruk. Please load down this fantastic LH and place the files in the right folders.
Make sure that all the files have the following names :
thank you very much! I'll update the site as soon as possible with your link.
Separate names with a comma.