Rhye's of Civilization - the fastest loading mod Expanded - PART II

Not sure if this has been brought up before, but are Mayan Slingers supposed to have a range for bombarding. The Civilpedia implies they can and lists a range of one. Also were ther Babylonians meant to be forced to trade with the Arabs to build their Assyrian Chariots. It's hard to set up a trade in time for them to be useful, but it's harder to plant a city near horses. It's do-able (the trade) but no way could the AI use the unit.
 
I tried the political compass. I don't remember the coordinates, but i resulted near Gandhi. And I don't like that....
 
You should use the multiplayer version of the mod, you can't have all 31 civs in an MP game. You can get it on the mod website I think. Or maybe it's even bundled with RoX.
 
I've been thinking lately of further expanding the mod and adding some special game modes/versions and general additions...
I'll list a few of the ideas that have popped into my mind, but I should state in advance that I am not prepared to head, develop, and produce these changes all alone. I would only be prepared to do some of the work, even if it's a large part of it. I would definately need a team, at least for feedback and testing and such.
Rhye, I would like your approval of any changes we make even if you are not free to actively help work on them. I'd also appreciate your opinion and advice on our ideas and of course your own ideas, as you are probably one of the most knowledgable people out there when it comes to modding C3C.

Well then, my ideas:

*Minor Tribes Version
Basically, a version of the game where we replace all the civs with a number (anywhere from 8 through 31) minor nations that had no real large-scale effect on history. It could simply be amusing to see how history may have been if it were "the other tribe" that rose to glory.
*Holy War Version
Instead of civs, you have a few tribes that represent religions. Each religion gets all the UUs and traits of the nations that are represented by it. We could decide whether it's just major religions or every religion we can think of (or every religion in RoX)...
*Tweaked Governments
I was thinking we could change the governments that we have in RoX so that some of their traits are represented by gov't-specific improvements and wonders instead of being built into the gov't. For instance, Fascism would have low war-weariness but you would be able to build the "propoganda" improvement in a city which costs hardly any shields (like 5 or 10) but has an upkeep of 3, makes four happy faces, and reduces war-weariness and counters the spy op propoganda (or whatever it was called.) You would also have a small wonder "Ministry of Propoganda" that puts Propoganda in all of your cities.
All of the monarchies would have a small wonder that can be built in your capital and produces royal guards, but every monarchy would have a different type of royal guard.
Maybe Constitutional Monarchy, Fascism, and Communism could have a "War Industry" small wonder at the right point that has really high upkeep but produces a Tank or a Trench Infantry every turn or two.
Stuff like that.
*Added Governments
All I've thought of so far is "City States", a very early gov't, required for Republic, communal corruption and some other stuff that would be right for a loose affiliation of city states.
*Added Units
Everyone likes added units, I'm sure we could come up with something. xD

By no means do I intend to do all of the above ideas, and I don't necessarily mean we should combine them for a second expansion to RoC. (RoXX?) I'm just suggesting these ideas so we have something to work with...
Whoever is interested in these ideas, please say so... And say what you'd like to do...
 
Blasphemous said:
I've been thinking lately of further expanding the mod and adding some special game modes/versions and general additions...
I'll list a few of the ideas that have popped into my mind, but I should state in advance that I am not prepared to head, develop, and produce these changes all alone. I would only be prepared to do some of the work, even if it's a large part of it. I would definately need a team, at least for feedback and testing and such.
Rhye, I would like your approval of any changes we make even if you are not free to actively help work on them. I'd also appreciate your opinion and advice on our ideas and of course your own ideas, as you are probably one of the most knowledgable people out there when it comes to modding C3C.

I can give you all the support you want, as long as I'm not active. I've a free week now, and I'll try to partially spend it in starting preparing RGC4 (about that, btw I've some new ideas i'd like to tell you on ICQ).
Anyway, be prepared to start producing ideas for some civ4 mods soon!

Blasphemous said:
Well then, my ideas:

*Minor Tribes Version
Basically, a version of the game where we replace all the civs with a number (anywhere from 8 through 31) minor nations that had no real large-scale effect on history. It could simply be amusing to see how history may have been if it were "the other tribe" that rose to glory.

A second 31 civs mod you mean? I think someone tried to do that. It can be interesting, depending on the choice.

Blasphemous said:
*Holy War Version
Instead of civs, you have a few tribes that represent religions. Each religion gets all the UUs and traits of the nations that are represented by it. We could decide whether it's just major religions or every religion we can think of (or every religion in RoX)...

MMmmm. What about a special unit for every religion instead?


Blasphemous said:
*Tweaked Governments
I was thinking we could change the governments that we have in RoX so that some of their traits are represented by gov't-specific improvements and wonders instead of being built into the gov't. For instance, Fascism would have low war-weariness but you would be able to build the "propoganda" improvement in a city which costs hardly any shields (like 5 or 10) but has an upkeep of 3, makes four happy faces, and reduces war-weariness and counters the spy op propoganda (or whatever it was called.) You would also have a small wonder "Ministry of Propoganda" that puts Propoganda in all of your cities.
All of the monarchies would have a small wonder that can be built in your capital and produces royal guards, but every monarchy would have a different type of royal guard.
Maybe Constitutional Monarchy, Fascism, and Communism could have a "War Industry" small wonder at the right point that has really high upkeep but produces a Tank or a Trench Infantry every turn or two.
Stuff like that.

The idea is good. I remember it was mentioned first by Lachlan. But he wanted lagers and someone (Doc T.) said that I was superficial.

Blasphemous said:
*Added Governments
All I've thought of so far is "City States", a very early gov't, required for Republic, communal corruption and some other stuff that would be right for a loose affiliation of city states.


City States were on the list of the possible governments for the Xpack. If you want some settings both accurate and enough different from the others...

Blasphemous said:
*Added Units
Everyone likes added units, I'm sure we could come up with something. xD

Again, Religious UUs...




I've some other points to add, that should have been included in a potential patch of the mod. If you're seriously interested in going on, i'll tell you them.
 
Well, if a few other people are interested in seriously doing this then I'm up for it.
 
I think thats a pretty good idea Blasphemous. Adding unique religious units would be very cool. Giving the governments unique stuff would be pretty good also.

Actually in my version of RoX that I play I've changed around the governments so that all of the modern ones have communal corruption. I can't stand Civ3's model of making distance a factor in corruption. Its completely unrealistic.
 
(Just a philosophical question, hehe... :crazyeye: )

I had an idea for a RoCX "mod" of WWII a while back, I wonder if anyone's still interested... you can find it here, and follow the link in that post for the map I edited a bit. My idea was to not change any of the rules, governments, units, etc. Just tweak the turn rate and the "hidden" resources (i.e. take out some of the "timed" ones), place the cities and units, and go! Cause RoCX has the best setup for WWII anyway, and I'm used to the rules. :p

I'd be willing to playtest anything someone puts out, but I'm a bit busy with school and shtuff right now.

SilverKnight
 
Rhye, may I ask if you have finished the map for Civ 4? :)
How do you feel about it, the work and the map?

Well, I guess you are not allowed to say a thing, but anyway... :)
 
V. Soma said:
Rhye, may I ask if you have finished the map for Civ 4? :)
How do you feel about it, the work and the map?

Well, I guess you are not allowed to say a thing, but anyway... :)

Yes, the maps/mods are finished and are being playtested by others.
Unfortunately, I haven't the same feedback that I could have if I released it later, here on a forum to everyone, so it's more difficult to improve them.


Now I have a free week and I'd like to setup RGC4.
I'd have to announce the title, but I can't access the FTP.

Soma, can you do me a favour?
You're hungarian right?
Then create a free account on ultraweb.hu, so that you can get some free web space. Then, give me the account.

If you notice something written mentioning configuration changes, tell me (it hasn't worked in the last 2 months)
 
Rhye said:
Unfortunately, I haven't the same feedback that I could have if I released it later, here on a forum to everyone, so it's more difficult to improve them.

Well perhaps you could pull a few strings and get us copies of Civ4 to test with :D
 
Why do you say to start a game on the random map mod,, to set the water for 60%, Temp cool, and age 3 billion? Does it really make a diffreance on how we set it up on a random map? If i set it up for water at 70% and the Temp Warm will it make a diffreance?
 
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