Discussion in 'Civ4 - Modpacks' started by phungus420, Apr 28, 2009.
These options are selectable in the screen you get after choosing "custom game".
this is true, thank you sir!
Just for everyone's information, this is a problem with Revolution probably since a very long time. I'm working on Rise of Mankind - A New Dawn, and it looks like we have the same problem. Either if you accept that city in your empire or you refuse (and hence they should form a new civ), that city never changes ownership. It works though, when they are simply granted independence or when that city spawns rebels.
A question: is it possible to deactivate the instability/revolution component and play it as a somewhat expanded BTS ? If yes, how ?
Start your game as a custom game, and you'll get a long list of options that you can tick or untick. Just tick "no revolutions".
Thank you and a happy new year
I have just build several Destroyer Escorts in ports with drydocks. Other ships got the XPs from the drydocks, the DEs do not. Is that intentional ?
Do they require drydocks? I think units that require a building don't get XP from it.
I see. Well, at least I stockpiled two dozen ironclad battleships which I can upgrade and which will then be superior to all the dreadnoughts build later.
Gonna be releasing some scenarios for Legends of Revolution. First one in the line, and nearly complete, is the Earth 400 AD!! This one will have a lot of action throughout the planet, with some unconventional implementations of gameplay. It will also feature my worldbuilding masterpiece--the Dragonxander Giant Earth Map!
That sounds pretty cool Dragon!
Some neat features of this particular scenario:
* Emphasis on having a lot of barbarian cities in place of the numerous independent minor countries and city-states
* There's two team civs: Roman Empire (east and west) and Gupta India (by this time the regent of the Vakataka kingdom answered to the Gupta emperor). Hopefully the Romans are big enough to fail with the Revolutions feature.
* Possible to start out numerous civs through conquest: Germanic kingdoms, Khmer, Rouran Khaganate, Gupta, Huari, Ghana, Wei dynasty, Arabia (a bit ahead of time, though)
* Was able to get the real historic names for all the rulers
Finally have a usable version! This one needs testing and balancing, been playing the first turns as each civ to determine the feasibility of historically themed play. So far I've found:
* The Arabs have a strong disadvantage. They can't muster up the research capabilities of the great powers to be the first to reach Divine Right and thus found Islam. They will get a Great Prophet from the start.
* Had to disable civilizations spawning from barbarians because it happens too soon. Two turns and the major civs are yet to reach their target.
* Need to adjust resources in North Africa. The Vandals are at a disadvantage because they can conquer cities but don't have enough strategic resources to keep their army strong.
* Need to place more Ostrogoth units within northern Italy or else they invade the Eastern Roman Empire.
* The starting city of the Khmer needs to be more developed so they don't suffer too much financially and have units disbanded.
* Need to weaken the East Roman economy--two shrines and the wide assortment of resources available to the Roman Empire make it too easy to stay above 80% research. Another option is to give them the holy cities without the shrines.
* Need to weaken the West Roman military--the idea is the AI player is at such disadvantage that the multiple conquest fronts trigger rebellions; requiring the skills of the human player to steer the ship in the right direction.
* The Gupta Empire must not have monotheism in order to discourage researching Divine Right. While it's more historically accurate to have them with monotheism (monotheistic variants of Hinduism already existed) it's not historically accurate to thave them get Islam when it reached them much later on.
* Yamato can conquer barbarian cities within the Japanese archipelago. The start with the core of the Japanese society makes it too advantaged.
* Ghana should have a smaller army--it conquers the Saharan cities too easily.
* Aksum needs more units on their homeland, or else they succumb to barbarians.
* Trading cities of the Arabian peninsula should be bigger in population, to provide a bigger advantage to the Arabs as they conquer and get them online.
* The Arabs need a larger army and to be at war against Persia--they were able to take away easily their holdings of the Arabian peninsula.
* The Teotihuacan empire should also start conquering barbarian cities. They otherwise expand too rapidly and end up waging war against the Mayans.
* The Rouran Khaganate needs a stronger army on the regions bordering China. Otherwise the Wei Dynasty vassalizes them too easily.
I'll start balancing the map and will provide a usable file to further test once asked.
So, Dragonxander, any progress on the scenario? It sounds really great. A very interesting point in history!
Also as an aside: can someone confirm that the Legends of Revolutions mod uses BAT Mod? I simply find the game unplayable without it now!
A question: can I somehow use some of the custom scenario maps also for a custom game ? If yes, how ?
It looks like this mod is completely dead. Any word from the developer or people who still play it? I'm playing it!
I still play this occasionally, I don't play civ 4 that much anymore due to lack of time and I tend to get addicted, but when I do I play LoR with my own modifications. I've made SDK changes but stopped releasing them due to lack of interest, the latest version in my thread is not the latest version I have. I don't think phungus supports it anymore but that doesn't mean it's dead completely.
I think you should release it anyway.
There are always some people playing with these mods, even if no feedback arrives at CFC.
All I've ever wanted out of life is a Civ 4 minimap like that in Civ 3 and Civ 5. See the attached picture, middle map. If someone could put this into LoR, I'd be a very happy individual.
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